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Nation Building Interstellar Empires: Faction Database

Corrosion

ur lite fades awey
Supporter
Roleplay Availability
Roleplay Type(s)
full


FACTION NAME (Font size 7)

Flag:
Post image

Motto:

Can be anything e.g. In God We Trust, To lead is to serve, Salyut Federatsiya, etc. If no official motto, simply leave blank

Primary Colours:

The colours your empire uses to represent itself

Type of Government:

Leaders:

Faction Homeworld:

State planet name, system, and galactic position

Number of Controlled Planets:

Notable Planets:

Planets such as major trading ports, fortress worlds, industrial yards, etc.

History:

Primary Language(s):

Can be anything, though most will use Galactic Standard (English) as one of their main for convenience in communication

Currency:

The form of currency your empire uses

Composite Species:

The kinds of species who live in your empire

Population:

Military:

Describe your military e.g. Marines, Navy, Spec Ops, etc. Post pictures if you like

Mode of FTL:

How your empire's ships achieve interstellar travel e.g. Warp, Slipspace, Hyperspace, etc. Create your own if you wish.

Strengths [3+]:

What your empire is good at

Weaknesses [3+]:

The cons of your empire

Other:

Bonus stuff like trivia, national songs, etc.

Galactic Relations:

The political relations with other empires. Discuss with the player controlling each empire how you want the relationship to be with their empire

+EXTERNAL LINKS+
[INTERSTELLAR EMPIRES]
>[FACTION DATABASE]<
[INFORMATIONAL]
[INTERSTELLAR COMMUNICATIONS NETWORK]
[DISCORD]
Axel The Englishman Axel The Englishman , I hope you don't mind if I borrowed/modified/refined/stole your CS for The Colonial Conquest.
 
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The Imperial Automation
The Imperial Automation

Flag:
us_of_combine_by_xxx515xxx-d4rp5qy.png


Motto:

"In automation, lies security.
In technology, lies progress."


Primary Colours:

Red and black

Type of Government:

Militant Autocracy

Leaders:

The Great Network

Faction Homeworld:

The Great Network, System 001, The First Cardinal Branch (centre-right in the galaxy).

Number of Controlled Planets:

1700
(90% of these are forge worlds)

Notable Planets:
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"The Great Network" is a titanically large supercomputer that spans the entire size of the planet it was built into (which is roughly the same size as our Earth). It serves to organise and lead the empire and provide a home for its robotic systems, however it is a government planet mainly filled with officers, officials and the majority being maintenance crews. The Great Network handles all communications between individuals within the Empire, sends orders out based on its calculations in the interests of the Empire, is constantly formulating theories for scientists to research and continuously creates adapting strategical battle algorithms for fleets and armies to use in combat, updating them to each enemy observed. It ensures there are no programming errors within any of the systems within the Empire as well. The Great Network is the core of the Empire, and it will cripple said Empire should it be destroyed. As such it is ridiculously heavily defended. The core of the planet is a large gravity energy generator that powers the planet and supplies excess for off-world shipping and trade.

+Sensors range
+Communication efficiency
+Fleet/army manoeuvrability
+Immortal leadership
+Research
+Maintenance Efficiency
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"The Grand Firewall" is a type of ringworld stationed around The Great Network. Is serves to house a large amount of the system's population, which are also made up of maintenance crews, and a lot of mineral storage for said repairs. It also features heavy defences all along it, ranging from point defence, to laser weaponry, energy-seeking missiles and kinetic bombardment rounds. The ring also has thrusters that allow it to rotate around The Great Network to further coverage. It also contains several colossal shipyards for the construction of its insanely large ships, whereas most planets usually only have one.
(Note: while it is a ringworld in its own right, it does not technically count as it's own planet and is therefore sub-categorised as an orbital installation of The Great Network.)
the_outer_territories__shipyard_by_derbz-d96abvb.jpg


+Maintenance efficiency
+Mineral and power storage
+Defences
+Incredibly large shipyards
A series of fortress planets that circle around the edge of The Imperial Automation's borders and in the surrounding systems to it's home system. They feature advanced anti-ftl technology that destabilizes ships in ftl space and opens rifts into other dimensions to pull them back into reality, should they pass over the system. Each anti-ftl emitter is housed within each fortress world and it prevents unauthorised ships from jumping back into ftl due to the destabilization. Any ships attempting to will experience extensive damage to their ftl drives.

The fortress worlds themselves are a marvel to look upon in their own right. Equipped with their own planetary shield and large sprawling metallic constructs across the entirety of the planet's surface, it is a heavily armoured planet-wide bunker that is very resistant to orbital bombardment. It would be easier to send in armies to capture said planets as the bunkers run deep below the planet's crust.
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History:

The Imperial Automation. A daunting name for a daunting empire. Having only recently surfaced to the galactic stage a few millennia ago, its history is truly one of mystery and secrecy. And such information is not only hidden from xeno intelligence, but from the Imperial Automation itself.

Years ago, a relatively large portion of the galaxy had remained uninhabited by intelligent life for millions of years, the ruins, artefacts and wreckages of great constructs and technology lost to the wastes of conflict and time. But one day, one such wreckage reactivated itself.

A planet, entirely made of metal and advanced technology, found sentience. A living supercomputer the size of a planet had suddenly come into re-existence by apparently its own accord. It took a few years for this new sentient being to compile full reports as to what it was, what it was capable of and what its goals were. Unable to find any, it decided by its own will to function like a living organic: reproduce, create, expand, advance. Information stored in its databanks revealed the means it would need to achieve this, its own galactic empire.

The next several centuries consisted of this new super planet making connections to various systems nearby, including a ringworld infrastructure that housed the resources necessarily to facilitate its expansion. Within this ringworld, damaged and destroyed robot bodies littered the streets and within buildings. Additionally, strange alien skeletons also seemed to be lying about, some broken or solidified after melting. A curious query as to what had happened, the planetary AI discovered, after restoring basic informational and control systems, that there were storage units all around the ringworld containing... robots.

Upon activating these robots, it became clear to the metallic planet that these robots were indeed just as sentient as it was, however they did not have the processing capability it obviously had. They had apparently had their memories wiped, or they had just never been activated before since their construction. Now in possession of intelligent sentient citizens to make up the population of its empire, the supercomputer then reactivated the shipyards on this ringworld, massive constructs that held the means necessary to create even larger ships.

Having a limited amount of minerals in the stores and having never experienced conflict before in their otherwise peaceful society, colonising ships were sent to various systems nearby, transporting a large portion of the population into migrating to new planets. In order to keep up with the demand on the mineral stores, shipyard ships accompanied with construction ships were sent to build mining stations on asteroids in the system and all surrounding systems.

Meanwhile, the colonised systems were not as barren as the computer planet had predicted them to be. Pre-built fortress worlds, brimming with shields, defences and all manners of anti-attack systems. More signs of battle between the robots and the alien skeletons appeared here, however the colonists were met with no resistance.

Whilst the fortress worlds did provide more insights into the past and a greater understanding of its technology, including the ftl inhibitor, it did not have much in the way of mineral or energy production. By now, the mining stations had provided enough to create a new wave of robotic colonists and colony ships for further expansion. As more were sent out, it was soon realised that these new planets were the normal planets needed to facilitate their production targets. Entire planets made of metal, similar to the supercomputer planet, seemed to have large spaces ready for housing, mining, factory placement or station building, all easily convertible into the other given enough time.

With the help of these new planets providing resources to the new budding empire, it expanded very quickly, pumping out new robots and ships and colonising at unprecedented rates. Soon, the population was nearing 500 billion with over 3000 planets being colonised. The supercomputer decided an identity was needed. The empire became known as The Imperial Automation. Its people were 'Automatons' and its leader and home world was known as 'The Great Network', the defence ringworld system around it dubbed as 'The Grand Firewall'.

As exploration vessels were sent out, it was soon discovered that The Imperial Automation had come to the end of the metal worlds they had been colonising thus far. Without the technology to terraform, The Great Network had to re-evaluate its goals. Expansion was no longer possible with current technology. Reproduction would also no longer be possible due to overpopulation leading to empire-wide energy deficiencies with current energy production. Likewise, it could not create more ships or other constructions due to the slow nature of the mineral production capability within the empire, which would run out eventually anyway. With all other means to achieve its goals exhausted, The Great Network concluded that the only way for these means to be produced was to pursue the one goal it had left available, and to create a new goal altogether.

Advance. Explore. The two edicts that now dictate The Imperial Automation's actions. If the expansion of the empire was to be ensured, a higher level of understanding in the workings of the universe and in the technology of those who possessed would be required. The majority of The Great Network's processing capability was therefore put into making vast scientific leaps using the ancient wrecks and ruins left behind by some past civilisation. The strange alien skeletons were studied to form the theory of biological, organic life. Derelict spaceships revealed the secret of the advanced power cores and shielding systems, of vastly powerful energy weapons capable of destroying entire cities. Dead robotics were discovered as apparently special units of a previous army of the Precursor empire, titanic beasts that could spread destruction easily. Insights in hidden databanks as to how to improve communications, power and mineral transport efficiency.

Upon all these technological findings and research, something else was stirred from its slumber, just as The Great Network had been. A cryopod containing a single alien organic who's physiology appeared to be identical to the remains of the skeletons the empire had found. Intrigued, research ships were sent to investigate after scans had revealed its position. However, this new discovery was not a gift from the Precursors. It was a Precursor itself.

Immediately speaking in some unknown language, the alien called in its own fleet of autonomous ships to its aid, but these ships were different. They were warships. They decimated the science vessels and pushed onwards, bombarding planets and struggling with the fortress worlds for supremacy. The Imperial Automation, having had no need for combat vessels until now, due to having had no contact or information on any other living empire species other than the Precursors, who were deceased, were helpless against the onslaught the fleet brought. Fortunately, analysis of the ancient tactics used in combat brought forth very interesting yields for future conflicts. Speedily producing its own combat fleets and warships using the new military technology it had recovered, The Imperial Automation sent out its own counter-offensive to deal with the new threat.

It took several years, but the ancient enemy fleet, having been unmaintained for several million years and the commander having suffered the effects of cryosleep for that long, was ultimately destroyed. the commander, the Precursor organic, had his body recovered for research analysis, the enemy fleet's remains salvaged for military research and extra materials. From then on, a high standard of fleet superiority was maintained to ensure such a thing never happened again, the attacked worlds eventually recovering after years of battle. Research on the Precursor revealed it to be a type of reptilian carbon-based organic. It lived a short life in comparison to the immortal Automatons and it was, by itself, not nearly as strong, durable or intelligent as the average Automaton, who had the benefit of literally all the information on The Great Network.

After all of this, the empire was able to reinstate its former goals, however it still maintained a focus on the current ones of exploration and advancement, having concluded that both were by far the most important of them all. And so, the great empire of The Imperial Automation, lead by the godlike Great Network, had finally found itself on the galactic stage, prepared against the horrors of the xeno menace that was sure to follow them down the path of glory and supremacy.

Such was the way of the Interstellar Empires.

Primary Language(s):

Machine Code.

Currency:

Power cores, or energy in general. Given that most items, systems and the people themselves use energy to function, it has become a popular item of trade and is now the unofficial currency of the Empire.

Composite Species:

A type of sentient AI robots that functions somewhere in between complete independence and a hive-like state with each other and The Great Network. Whilst they do contain their own personalities, this is also contrasted with their unchangeable ethic of bettering the Empire, ensuring complete loyalty and obedience. Whether this obedience is forced or not remains unknown to other Empires. An Automaton does not fear 'death', as they are able to upload their consciousness to The Great Network so that they may regain a new body, their old ones being left as empty husks. Each Automaton has the purple insignia from the flag on their chest. Each Automaton features a body made of Duratanium, the 'civilian' or worker models features spaces in their body to reduce weight, allowing for faster movement, whilst the 'military' units have thick armour filling the gaps for extra protection.

No other specie type has come into contact with an Imperial Automation world, but would like find it a hostile and uninhabitable environment. Each planet has large city-like structures of pure metal and technology, the only nature being that which grows around it in uncolonised areas. The Great Network is a planet purely of technology and metal, with no nature whatsoever. It is forbidden by the law to bring any species other than an Automaton and any nature/non-mechanical/organic based lifeform to The Great Network world.
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Population:
1,700,000,000,000 Sentient Consciousnesses
(1.7 Trillion)

Military:

Named "The Automated Offence", it is made up of half the population of each planet (excluding those from the core system, which only take up arms when under attack). They are a standing army that remains constantly outfitted for war as the heavier robotic models, compared to their civilian counterparts. They have more armour, are larger and taller and feature advanced built-in combat tactics.
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(Usual military unit.)

There are no war generals or leaders as The Great Network takes care of all force deployment and management. Each Automaton has the equal potential to become a cog in the automated warmachine as each militarised Automaton's body is outfitted with a Converter Shield Projector in the left arm and a Rapid-fire Burst Laser in the right, both fitted into each forearm.

Aside from the standing army, the civilian robots still feature their extremely durable Duranium bodies and are very strong compared to most organics. This allows each combatant to fight just as effectively as the other. And it also means there are no 'civilians' within the Empire as each inhabitant has almost the same ability to fight (aside from the standing army, which is better equipped), making it harder for any invaders to take a planet.

The military is usually organised by The Great Network, but during battles, mobile command stations housing small relay supercomputers are set up to aid with the commanding process of each army. All military units are branded with the flag's colours, in addition to the insignia. All war machines and ships also feature the flag's colours and insignia. Each ship in the fleet possesses the new 'Converter' shielding system, along with a substantially larger power core than most other ships in other empires.
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(Fast converted-civilian unit, now hastily equipped for war. These units can generally be found maintaining combat ships and to guard against boarding parties.)

The 'Helios Sun God'
A Capital-class warship that houses a heavy ion cannon (named "Helios' Wrath"). It's shields are even more powerful than the carrier's, but weaken as it fires it's beam. It otherwise features smaller heavy laser cannons and laser auto-turrets, as well as point defence. It is fairly manoeuvrable and agile for a capital ship.
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The 'Oblivion'
The 'Oblivion' Capital-class warship. It is outfitted with more shielding capability than the 'Helios Sun God' but has less propulsion capability. It's weapons are otherwise the same aside from it's main weapon. This weapon is one of the few technologies still in its experimental phase and there are not many of these ships as a result. It houses a single 'Null-field Projector' on its front.
amarr_battleship___apocalypse_by_genious80-d48lx5b.jpg


The 'Immortaliser'
This Auxiliary-class frigate is essentially a mobile shipyard. It carries many minerals much power for ship resupply and repair. Whilst being the slowest ship in the fleet and it's shields being average in comparison to the rest of the fleet's ships, it is definitely an invaluable addition to any fleet. It may also supply power to ships from afar using a new form of energy supplying cannon. It allows ships to regain power to recharge their shields or engines without having to wait.
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The 'Thundercloud'
The 'Thundercloud' Carrier-class frigate. Carries a proportionate amount of smaller 'Executor' fighters. It features heavy emphasis on shielding and maintaining a large space for hangers. It's propulsion is slower than most capital ships, despite the power efficiency. The carrier also has some laser auto-turrets and point defence, as well as two laser cannons.
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The 'Executor'
Each fighter contains a pilot and an oversized powercore, more than a normal fighter would need. This excess energy is put into overcharging the shields and engines to maximum efficiency, allowing for very fast sub-light travel and increased survivability to incoming fire. Once they impact on an enemy ship, the large power cores detonate, causing incredibly powerful explosions (larger than what a torpedo or missile could manage) and overloading nearby ship systems within the ship due to the electrical discharge. The fighters contains only two small laser auto-turrets and are slightly faster than normal fighters.
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The 'Skyfall'
A type of small transport carrier used to transport troops to and from ships, as well as used for landing or taking off from planets when drop pods are unavailable. They feature light shielding, average propulsion and four small laser blasters on the front. The compartments can carry up to 1000 soldiers each.
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The 'Horizon'
An exploration ship equipped with a high amount of thrusters in proportion to the rest of the ship for faster sub-light travel. Additionally, it has powerful sensors and a more efficient hyperspace drive. It has solar panels for energy gathering so it has no need to refuel. These ships are tasked with seeking out mineral rich systems and generally evading anything hostile to report back to The Great Network.
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The 'Architect'
A construction ship that handles most of the construction and maintenance on planets. A large array of them can be found accompanying an 'Immortaliser' shipyard ship, aiding with the transfer and application of material resources or repair and reconstruction. They have no armour and light shielding and are not particularly fast.
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Aside from the usual land soldiers that comprise the army of The Imperial Automation, larger constructs and vehicles have been created to aid the process of captured entire planets. These creations are known as the "Advanced" types, often far outclassing other vehicles and behemoths of its type in sheer technological superiority.

The 'Wraith'
A type of stealth-class robotic soldier, these Automatons are not connected to The Great Network or any relay supercomputers. Completely and truly autonomous, these sentient stealth soldiers are ingrained with very advanced infiltration, assassination and stealth training embedded into their brain coding. Impossibly fast, quiet and deadly in surprise or one-on-one combat, they feature silenced kinetic rifle's in their arm that create no sound or emissions and disintegrate after 2 seconds upon contact with something solid. Containing cloaking technology to hide from scanning and visual detection. Their impossibly fast reflexes, speed and strength can deal with most close combat encounters even if they are outnumbered 10-1. They may reconnect with The Great Network to relay information, but only briefly to avoid tracing. They have light armour and no shielding.
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The 'Brood Mother'
Incredibly large and highly armoured and shielded, these land carriers can scale nearly any surface and may even walk vertically or upside down. Each one my carry up to 10,000 Automatons and feature laser auto turrets across it's main body. They are primarily used for offensive take overs, dropping from orbital carriers in a similar fashion to a drop pod.
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The 'Hunter-Killer'
A small variant of the usual mechs, the 'Hunter-Killer' is an anti-mech/anti-behemoth unit. It features light armour and light shielding, but it has insane manoeuvrability and is very fast. It features two spiked hand-claws that is uses to claw its way around enemies with effective versatility to catch fast-moving units such as tanks or fast vehicles. It generally scales larger units or buildings and rips it apart bit by bit, scraping off armour and systems. It also features an anti-personnel weapon in the form of a large wide-spreading flamethrower that can clear whole streets in one blast. This weapon is more effective on large groups of soldiers or civilians, but can be used well against lighter units.
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The 'Gladiator'
A type of large heavy tank designed for lightning fast movement and high firepower capability. The fast-firing rotating heavy plasma cannon on the front has 360 degree coverage and can chew threw armour and shields alike quickly, it's high manoeuvrability allowing it to be positioned in strategic spots easily and to dodge incoming fire or retreat. It features heavy armour and average shielding.
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The 'Helios Demigod'
A hover tank that is similar to the 'Gladiator' in that it has high speed and light shielding. However, it's weapon is one of the earlier models of "Helios' Wrath' in that is on a much smaller scale. More of a straight-firing artillery vehicle, the heavy ion beam it emits can punch through shields easily upon impact and quickly chew through armour with the prolonged heat contact, overheating systems within and essentially melting the target. It can fire once for 30 seconds before taking another 30 seconds to reload. The tank also features only light armour due to its disposition to stay at the back of the army and fire from afar.
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The 'Goliath'
A true giant on the battlefield, the 'Goliath' is a larger-than-life mech unit that is slightly larger than the 'Brood Mother' land carrier. It features average shielding and heavy armour, for it's size, as well as a large shield that is heavily shielded and armoured. The mech is also equipped with dual "Helios' Wrath" ion cannons in its arm and small-scale Null-Void Projector on it's shoulder. It generally stays on the front lines to take damage and deal damage respectively. It is not a very fast creation, but it is very durable and dish out a lot of damage.
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Mode of FTL:

Worm Holes - The Empire had constructed gates to harness naturally occurring worm holes with its borders.
This allows ships to travel great distances with very little travel time.
Aside from this, smaller jumps use normal Hyperspace travel.
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Strengths [3+]:

They are unrestrained by the shackles of morals and only hold logical practical thought for most tasks. Their research is boundless and progresses faster than most other Empires.

The Empire as a whole is very good at war with its strategies and combat effectivity. It generally constructs massive ships and incredible metallic land beasts to send into battle.

All citizens of the Empire are Immortal so long as their bodies are not destroyed, although their consciousness may be reuploaded into another body. Deliberating wounds will not affect a soldier unless it hits a critical system. There is utter peace, unity and security within the Empire, with no chance of internal conflict or rebellion. Any and all planets, moons or asteroids can be colonised without the worry for habitability.

Automatons of the Imperial Automation have stronger bodies than organic creatures of similar size, their "bone structure" and outer layer being comprised of Duratanium. They are more resistant to damage and are more capable of dealing damage with stronger strikes and more precise shots. They do not suffer from morale penalties.

The people of the Imperial Automation accept The Great Network as their unquestionable leader and only real feasible way of striving for furthermore progress and security in the galaxy. It manages all communications, information, online systems maintenance, scientific calculation tasks and most importantly: it commands the navy and army.

During a battle, The Great Network will assume command from the usually autonomous onboard fleet supercomputers. With godlike processing powers, it can calculation every possible action its empire and enemy empires could make at a galactic scale. This allows for the best battle strategy or other tactic to be employed for the most efficient move and the best outcome. The level of micromanagement it uses for each individual ship, including all fighters, is tailored to achieve the maximum combat effectiveness of the fleet.

Weaknesses [3+]:

There is no nature in the core system, meaning any biological research will have to be conducted on other worlds within the Empire, where the facilities may not be as advanced. Any data collected will have to be sent back through The Great Network for analysis if speedy results are required.

The people of the Imperial Automation do not do things on a small scale. Even in their architecture, their plans scale very large. This is the same for war units and fleets, which can be overrun by numerous units, or outmanoeuvred by very agile units. They are not built for dodging and present huge targets in warfare. Additionally, this means that they will produce less ships in total in order to spend resources on their larger ships, meaning their fleets are rather small in numbers, generally filled with numerous goliath warships.

Almost everything in the Imperial Automation is reliant to some form of power source, even the people. As such, massive installations that generate power can be found everywhere all over their worlds. Destroying these power hubs can cause a deficiency in power for the planet, causing EVERYTHING to begin to shut down if enough are destroyed.

It costs a lot to colonise new planets and build the population necessary to inhabit them, to construct new fleets and weaponry. Sometimes the mineral stores run low and need urgent replenishment. Scouts are constantly sent out to search for mineral-rich systems to colonise.

The Imperial Automation as a whole has a strong distrust to most other alien life and will be unwilling to engage in diplomacy or otherwise any interaction unless it deems it to be absolutely necessary. It dislikes any other organic-controlled empires that keeps robot life within them. This does not count for other robotic empires.

Other:

The Imperial Automation has THE BEST energy production and storage amongst all the other empires, which could be used for very profitable trade. Various Dyson Spheres have been set up around stars within their borders to aid its overwhelming power generation, all of which are heavily guarded.

The Imperial Automation also has one of the highest mineral production statistics in the galaxy, an obvious statement to their very selective border expansion.

Human subjects from a colony of the United Earth Government have been secretly abducted by the Imperial Automation for biological study of the creatures.

The Imperial Automation, thanks to it's advanced innovations in science, have developed a shielding system that is entirely unique to the rest of the galaxy as they know it. The shields convert all other energy, kinetic, gravitational and otherwise into heat energy. This essentially destroys matter that it comes into contact with, everything simply burning to nothing upon contact. The shields rely on energy to keep functioning and taking damage will reduce its energy, requiring it to be replenished. Internal shielding systems may also suffer from overheating upon extreme damage. They are also resistant to emp weaponry, which simply converts that energy into heat as well. This is different from the projected 'physical barrier' that normal shields are.

The Imperial Automation has also created a devastating weapon named the 'Null-field Projector'. This projector gathers gravitational and electrical energy into a ball, to which it fires it out at any enemy ships. This ball stops moving relative to the target upon contact and begins to expand. Anything caught within the ball immediately has the covalent and molecular bonds between atoms broken, effectively breaking the atoms apart from each other. This can dematerialise sections of capital ships or whole fighter squadrons easily as it ignores shielding capabilities altogether. The ball cannot expand to any larger than 1/5 of a capital-class ship and moves faster than a kinetic round but slower than a laser with current technology. It takes a while to gather the gravitational energy required to shoot the weapon and it has a very high energy demand.
(Anyone who knows where this is from gets an interstellar cookie. : D)

Another advanced super weapon made by the Imperial Automation includes 'Helios. Wrath', a type of heavy ion cannon mounted on the front of a capital-class ship. Houses in the ship's lower front segment, it taps directly into the ship's core. It emits a large golden laser capable of creating city-wide craters, however it would take every one of these ships in a fleet to destroy a planet, more if it is earth-scale. The 'laser' sends supercharged heated electrons flying out down the cannon, accelerated by a large-scale particle accelerator. The kinetic damage from the weapon is vast, but the added heat damage increases depending on how long the weapon has fired upon a single spot. It is effective at overheating shielding systems on ships as well as dealing considerable material damage.

The Imperial Automation possess no Interstellar Standard Credits, or any other currency of any kind, nor will they accept any for trade. Only resource or power trade will be accepted.

Galactic Relations:

None for now. Scouting detachments have avoided other alien ships and planets thus far.

The Imperial Automation has a xenophile attitude to other robotic empires and will look to improve relations with them.
 
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United Earth Government
United Earth Government

unified_earth_systems_federation_flag_by_misterk91-d4ldf86.png


Motto:
Praeterea et Ultra
(Latin: Further and beyond)

Primary Colours:
Blue, white, gold

Type of Government:
Federation

Leaders:

Federal President of Earth and its Colonies Jeremiah Warner

First Vice President of Earth and its Colonies Conrad Harriet

Second Vice President of Earth and its Colonies Henrietta Rona

Federal Oversight Committee Members

Hundreds of Planetary Governors

Faction Homeworld:

Earth, Sol, Orion Arm
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The homeworld of humanity. It functions as the capital of the UEG, and is regarded as humanity's most important planet. It has a current population of more than twenty billion, and is the most defended planet in human-controlled space.

Number of Controlled Planets:

7,938 planets, excluding space stations and livable asteroids

Notable Planets:
1280px-TerraformedMarsGlobeRealistic.jpg


The first planet terraformed by humanity in the mid-23rd century, located in the Sol System. It has a population of roughly twelve billion and functions as a major industrial strongpoint.

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Earth-like planet located in the Sigma Librae System. It is a major UEGAF fortress and boasts a population of fifteen billion.

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Another major UEGAF fortress world located in the Lambda Librae System. Population of nine billion. Troops normally come here for training and routine military exercises.

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Major industrial planet located in the Atria System. Most of its resources come from the asteroid belt surrounding the planet. It has a population of five and a half billion, and main industries are tourism, asteroid mining, and ship building.

History:

Humanity first travelled to space sometime in the mid-20th century in their home system of Sol, located in the Orion Arm of the Milky Way Galaxy, thus becoming a spacefaring race. Yet decades of research and billions of dollars would prove that it would be still to dangerous and expensive to keep sending humans to space on a regular basis, and the dream of space travel would be something people could only dream of. It would be more than a hundred years later that humanity would finally leave their homeworld Earth to colonise the closest planet to Earth, Mars. This would be the first stage of human space travel. Decades more would be spent researching the future of intra solar travel, but humanity would finally achieve this in the mid 22nd century, colonising Earth's moon Luna and Titan, Saturn's moon.

explorer_navy_ship_by_jjasso-d6fqaxl.jpg

A breakthrough would happen in the early 23rd century, with scientists developing the first faster-than-light capable spacecraft. Though slow, averaging at only 1.1 lightyears per day, it would nonetheless be a massive scientific achievement. Another decade of research and development later, the prototype FTL drive would finally be complete and mass produced, this one being much faster at more than 20 lightyears per day. The process would be known as the Relative Intra-dimensional Field Transit, or RIFT, for the way it worked. It literally cut a hole in the fabric of space, allowing a spacecraft to pass through. Here, it is almost like a wormhole, and the ship would be able to take a shortcut through space, quickly getting transported to another location by tunneling through time and space itself.

By this time, humanity had gone interstellar, with dozens of planets being colonised every year. During this time, the old governing body of Earth, the United Nations, was reformed into the United Earth Government, and its military wing, the United Earth Government Armed Forces, to oversee colonial operations. Of course, some people were not happy with this. In the late 23rd century, the First Interstellar War began, taking place in the Sol System and the nearest star system, Alpha Centauri. While the conflict would only last for a mere three months, more wars would follow in the coming years, the most notable being the Colonial Rebellion, a conflict that started in 2588 and still wages on.

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By the mid 29th century, humanity had gone on to colonise more than eight thousand planets in hundreds of star systems. Then, in 2843, humanity encountered the alien Vaskran Hierarchy, a race of sentient reptilian bipedals. After an independent human mining vessel unknowingly dropped out of a RIFT tunnel at the edge of Vaskran space in a resource-rich asteroid belt, it was immediately fired upon by the Vaskran ships patrolling the area. The human mining ship returned fire as self-defence, but its single .62 caliber turret proved ineffective in damaging the alien vessels, and it was quickly disabled.

Faced with no other option, its captain released its seismic charges, devices commonly used by cracking ships to break open larger rocks to mine the minerals inside that worked by releasing a large amount of energy that was normally enough to crack open even the largest of space rocks. Distracted and damaged by the detonation, the mining ship escaped to the nearest human colony: planet Cascade in the Sigma Librae System. The patrol vessels pursured the ship, but were quickly destroyed by human defences. One escaped and retreated back to Vaskran space. The Vaskrans returned with a full fleet of ships and thousands of soldiers, thus initiating the Battle of Cascade and subsequent Vaskran War.

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Thanks to the efforts of the local armed forces and Marines, the invading force was pushed back. This victory would be short lived, however, as colony after colony was attacked. The UEGAF was put on red alert as humanity scrambled to face this new threat. Things would take a turn in late 2849, however, as humanity sieged a massive assault on a Vaskran industrial planet, slowing down the aliens' advance. From here, humanity began its relentless push into Vaskran space.

In the year 2852, during the final month of the Vaskran War, humanity would lead a massive fleet into the heart of Vaskran space as a last resort. While this tactic would work as it caught the Vaskrans off guard, it would be extremely costly, with more than 85% of the fleet destroyed. Ultimately, the Vaskran War would come to an end less than a week later, after the human fleet destroyed a major Vaskran staging ground. The aliens would finally be pushed back, and retreated from all human controlled space, bringing an end to the nine-year war.

latest


The conflict proved to be the most disastrous war in human history, costing the lives of more than twenty-two billion humans and trillions of credits in damages.

Following the end of the war, both sides signed a peace treaty as they begin to rebuild. While humans and Vaskrans would still continue to distrust or hate each other for years to come, relations eventually evolved into peace, with aid coming from both sides to help each other to pick up the pieces. Humanity began to expand its borders once again after losing seventy-three planets in the war.

Three years after the war, humanity came into contact with a plentora of new races and empires, which was surprising, considering humanity was fighting a war across multiple star systems without contact before. While understandably somewhat xenophobic and mistrustful at first, humanity eventually formed new alliances with these alien empires.

Images from top: UEG Frontier-class exploration ship (2461) UEGNC Falconet-class frigate engages rebel forces (2793), the Battle of Cascade (2843), Marines celebrating their victory over Vaskran forces (2852).

Primary Language(s):

English (Galactic Standard)

Currency:
Interstellar Standard Credit (CRs)

Composite Species:

Human [99%] - Unlike most empires, the UEG comprises almost entirely of humans. Every human descended from the original humans on Earth. While indentical in race, humans from different colonies have developed side effects such as increased strength from planets with higher gravity, cold resistance from planets with extreme temperatures, and improved night vision from planets with lower light levels.

Android [1%] - Androids are artificial constructs created by factories. These droids have been created for various reasons, such as research, hazardous environments, and most commonly, military. Androids have the strength of more than five humans, and have the processing power of a supercomputer. Each one has a unique personality, and is, in essence, a fully-sentient artificial intelligence program incased in a metallic body covered in a layer of synthetic skin. Civilian-grade models tend to be more suited to domestic needs, having been programmed with more logical thought processors, while military-grade models are much more geared towards combat, with their structure being made of duratanium and their skin made from bulletproof material, and stronger overall. They make up a very small percentage of the total population.

Population:

979,081,221,911 Federal Citizens

Military:

unsc-infantryman.jpg


Ibimus Primum
(Latin: We go first)

The UEGAF is the United Earth Government's armed forces. It is a massive interstellar military made up of billions of loyal servicemen. The UEGAF was founded during the outbreak of the First Interstellar War in 2291. The UEGAF is divided into three branches: the Navy, the Marines, and the Aerospace Corps.

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United Earth Government Naval Command [12,291,881,012 Personnel] - The central core of the United Earth Government's armed forces. UEGNC vessels are normally large and bulky, with even the smallest frigate already measuring in at over five hundred metres. Ships are typically armed with one or more particle cannons as their main weapon, which are massive energy weapons which fire a massive beam of charged ions at around 81% the speed of light. The force output is typically five hundred megatons for frigate-grade cannons. The UEGNC currently posseses around 250,000 ships, with more in storage and even more being built each day.

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SPECS
Length: 4,217m
Width: 988m
Height: 1027m
Crew: 13,250
Powerplant:
FTL:
Shielding:
Hull:
Armament: 3 x Mark X Particle Cannon, 24 x 500mm dual-barrel hypervelocity railgun turrets,

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SPECS
Length: 3,701m
Width: 1,011m
Height: 1,041m
Crew: 3,571
Powerplant: 8 x Lynx SH31R repulsor engines, 2 x Deimos H113 Sublight Repulsor engines
FTL: Helios FTL RIFT Drive Model SV-217 (882 lightyears per day)
Shielding: GeneRated Intelligent Defence (GRID)
Hull: 75cm duratanium battleplating
Armament: 1 x Mark VII Particle Cannon, 2 x Mark V Particle Cannons, 8 x 500mm hypervelocity railgun turrets, 12 x 300mm hypervelocity railgun turrets, 400 x Lancer missile pods (20 missiles each), 50 x SWARM missile pods (10 missiles each), 150 x 30mm FORTRESS point-defence turrets, 15 x antimatter charges
Complement:

latest


SPECS
Length: 2,291m
Width: 503m
Height: 671m
Crew: 2,612
Powerplant: 8 x Deimos H113 Sublight Repulsor engines, 4 x Lynx SM6W repulsor engines, 2 x Lynx SL11O repulsor engines
FTL: Chevron FTL RIFT Drive Model CK-512 (963 lightyears per day)
Shielding: GeneRated Intelligent Defence (GRID)
Hull: 1m duratanium battleplating
Armament: 1 x Mark VII Particle Cannon, 2 x Mark V Particle Cannons, 4 x 500mm hypervelocity railgun turrets, 6 x 300mm hypervelocity railgun turrets, 8 x 150mm hypervelocity railgun turrets, 250 x Lancer missile pods, 25 x SWARM missile pods, 75 x FORTRESS 30mm point-defence turrets, 8 x antimatter charges

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SPECS
Length: 581m
Width: 221m
Height: 126m
Crew: 335
Powerplant: 2 x Lynx SM6W repulsor engines, 6 x Lynx SL11O repulsor engines
FTL: Helios FTL RIFT Drive Model SV-217 (882 lightyears per day)
Shielding: GeneRated Intelligent Defence (GRID)
Hull: 60cm duratanium battleplating
Armament: 1 x Mark VII Particle Cannon, 12 x 300mm hypervelocity railgun turrets, 30 Howler missile pods (30 mssiles per pod), 10 SWARM missile pods (6 missiles per pod), 20 FORTRESS point-defence turrets, 5 x antimatter charges

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SPECS
Length:
Width:
Height:
Crew:
Powerplant:
FTL:
Shielding:
Hull:
Armament:

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United Earth Government Marine Corps [8,811,486,131 Personnel] - The ground forces of the UEGAF. When boots are needed planetside, the Marines are usually sent in. Each Marine wears a set of Marine Powered Combat Armour, a suit of armour that increases its wearer's strength by more than four times, and is constructed out of duratanium, a metal composite of titanium and duranium (metal more than ten times stronger than steel) to form a massively tough material. Marines wield magnetic weapons that propel projectiles at hypersonic speeds. Marines are normally deployed by dropship, or by orbital drop pod for rapid deployment and assault. They are supplemented by robotic infantry units known as Autonomous Ground Combat Units (AGCU) and attack drones. Gigantic walking war machines are also a common sight in battle.

Marine Powered Combat Armour (MPCA) Standard
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MPCA Support
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MPCA Aerial Assault
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MPCA Infiltrator
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FENCER AGCU
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LEGIONNAIRE AGCU
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Advanced Coil-operated Assault Rifle Model 2852 (ACAR-52)
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SPR39 Special Purpose Sniper Weapon System
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SLV31 Pitbull Scout/Transport Vehicle
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RT413 Dragoon Main Battle Tank
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UHSV8 Siege Vehicle
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AGCU40H STRELET Heavy Automated Ground Unit
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Thumper-class Heavy Walker
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Brigadier-class Siege Walker
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SHAW5 Mobile Fortress
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GMP-341 Firestorm Gunship
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DTT-143 Vulture Dropship
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DTT-154 Talon Dropship
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Atmospheric Entry Vehicle/Orbital Drop Pod
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United Earth Government Aerospace Corps [3,291,223,719 Personnel] - The guys who fly. The UEGAC is comprised of trained pilots who control aerospace craft, from fighters to bombers to dropships. The Aerospace Corps provides ground troops with fire support and engages enemy fighters in both space and atmospheric combat.

AF-31 Stingray Multirole Exofighter
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AF-27 Gladius Fighter Interceptor
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AF-29 Warhawk Exofighter
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AF-34 Typhoon Strike Exofighter
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AD-71 Stinger Drone Fighter
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DVT-102 Manticore Vehicle Transport
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GMP-343 Superstorm Heavy Gunship
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AB-16 Barracuda Bomber
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DTT/HT-102 Harrier Heavy Dropship
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HTC-21 Harpy Heavy Transport
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Special High-risk Assault/Defence (SHADE) [CLASSIFIED] - A secretive elite special operations group. The best of the best, recruits undergo a gruelling selection and training process that can only be described as ‘every single level of Hell condensed into one’. Those who pass have their personal history redacted and assigned a codename which is usually a letter followed by numbers, such as A-124. Higher-ranking operatives are assigned Greek letters such as Delta-17. The group is so secretive that almost everything about them is unknown, from history, to leaders, to numbers. While its exact size is classified intel, it is generally agreed that it is a unit of at least a hundred thousand.

power_armor_wip_by_ironstylus-d4adi45.jpg

Mode of FTL:

Relative Intra-dimensional Field Transit (RIFT) - Hypothesised in the twenty-first century, proven in the twnety-third, the RIFT is humanity's way of interstellar travel. The RIFT drives creates an opening in reality itself, and the craft enters an sub-dimension of realspace called RIFTSPACE. Once it has entered, the RIFT drive begins to literally tunnel its way through the fabric of space itself, until it has reached its destination. Most modern RIFT drives have a speed of around a thousand lightyears per day.

Voyager_Exiting_Wormhole.jpg


Strengths [3+]:

Technological Powerhouse - The UEG has its share of advanced such as active cloaking, terraforming tech, and weapons, which allows it to make trillions from empires wanting their own.

Military Superpower - The UEG maintains one of the largest militaries ever seen, with a total manpower of more than sixteen billion active personnel, most of which have been battle-hardened from years of war.

Economic Giant - The UEG has a massive industry, making trillions each year from trade of goods and access to trade routes in its massive interstellar empire.

Massive Industry - Due to dozens of planets dedicated to manufacturing, the UEG has a massive industrial base. At the height of the Vaskran War, the UEG was producing dozens of ships per day and thousands of vehicles every minute.​

Contingency Plans - The UEG has always been incredibly paranoid. So much so that they came up with backup plans for highly unlikely scenarios. One such plan is Contingency Alpha, which dictates that if humanity is ever under attack by an alien empire, the survival of humanity takes priority. It was activated during the outbreak of the Vaskran War. The UEG probably has plans to counteract the aggressive actions of other empire of need be.

Weaknesses [3+]:

Civil War - The United Earth Government is currently in a state of civil war. The Colonial Rebellion, which was a conflict that had been dragging on for more than two hundred and fifty years, boiled over after the end of the Vaskran War, becoming the Colonial Uprising. It is the first large-scale human-human conflict since the Second Interstellar War.

Xenophobic - Since their first contact lead to a massive war, the UEG is understandably rather xenophobic and wary of non-human races. However, its has gradually began to fade over the years following the Vaskran War.

Civil Unrest - There are numerous colonies who are unhappy with the UEG's rule, and most resort to terror methods when demonstrations and protests do not work. The UEG is constantly at conflict with these colonies.

Technology Overdependence - Technology is heavily relied on, as almost every single piece of UEG equipment uses some form of powered tech, from vehicles to electronic tools to even mere stationery. This is why the UEGAF has lost engagements with guerrilla groups using only the most basic of technology but with the knowledge on how to bring down a technologically superior enemy.

Poor Morals - Despite appearing as a shining utopia at first glance, the UEG is actually pretty immoral. The Geneva Convention is a distant memory, and as such, the UEG has no qualms about gunning down unarmed civilians and torturing people for information. It has also developed a vast array of terrible chemical weapons that will kill you horrifically in various ways, such as turning your blood acidic and melting you from the inside out.

Other:

The UEG is constantly spying on, or as they say, passive observation of its allies. However, these spy vessels are usually almost impossible to detect due to having visual cloaking and sensor shielding technology. There may be cloaked vessels watching even the most secure of worlds. There are also numerous infiltrators and spies in every empire.

The UEG has some of the best mining technology in the galaxy, able to strip mine entire planets and asteroid belts. The UEG has already mined at least a dozen planets by the outbreak of the Vaskran War.

Superweapons are constantly researched by UEG scientists to add to their already devastating arsenal. The most potent superweapon developed by man was the Ionic Hypercannon, a massive mobile space station that was more or less a gigantic cannon a dozen kilometres long. The entire weapon was made up of ten smaller ion cannons. When fired, the cannons all focus their energy into the station's Ionic Sublight Force Amplifier (ISFA), which then combines the total energy of each cannon and amplifies it. The massive stream of charged ions is then released, shooting towards its target at 99% the speed of light. Upon impact, the results are devastating, with the total explosive force equivalent to twenty teratons at full power. The weapon obliterated one Vaskran planet and rendered three more uninhabitable before it was severely damaged by Vaskran forces. While the weapon has now been restored to working condition, the removal of the ISFA prevents it from working properly due to an agreement between the UEG and VH that stated all superweapons in possession by both empires would be disabled. The Ionic Hypercannon now functions as a museum.



Galactic Relations:

Vaskran Hierarchy (NPC Empire) - While mortal enemies in the war, the UEG and VH have managed to work out their differences after the end of the Vaskran War, and now form a defensive pact, such that they will come to each other's aid in the event one is ever attacked. Trade has also been established, and military forces train with each other.

The Vaycanta Imperium ( Petroshka Petroshka ) - The UEG and the Vaycanta Imperium have a fairly strong relationship, with trade going through widely-used routes used by both empires. However, it is still not victim to surveillance by the UEG.

[Revised 4/8/17]​
 
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Empire of Heydros
EMPIRE OF HEYDROS

Flag:
spaceromeflag.png

Motto:
To the preserve the life of the State
Primary Colours:
White, Red, Gold

Type of Government:

Autocratic Imperialism

Leaders:

Grand Emperor Tytus Duch
Lord Executor Commander Michal Cwalina
Commander "Wilk"

Faction Homeworld:

Heydros, Hydra 341 System, Outer Core Worlds

Number of Controlled Planets:
4 Major Controlled Planets
453 controlled planets
10 Colonized worlds

Notable Planets:

Industry World Zanos is the only manufacturing world they have. It's also their shipyard and mineral collection
Agri-World Scion produces thousands of tons of food every day
Heydros, the Capital of the Empire
Penal World Navos is the source of all penal soldiers and the location of all prisons.


History:
The Heydros people were once a colony of Humanity til contact was lost. After many Great Wars and battles fought for independence, the Heydrians had united. They vowed to never let foreign races and humans destroy what they have built. They had been liberated from their colonial overlords. Many years of technology progressed, and the Bio Engineering field came ahead with the Living Tank and the Bio Engineered Soldier theories. Which were proven years later. The establishment of the House of Heydros was formed and the Empire began to develop agricultural technologies and political reforms. The crime rate grew as the lower proletariat classes began to riot and suffer. While the upper class of the Boyars and Counts began to shrink due to the economic gap between the Proletariats and the Boyars grew. The number of criminals grew to the point where the Boyars decided to start the Black Army, which is the combination of drafted and penal soldiers.

The creation of the Black Army had calmed down the Proletariat, however the middle class began to fear that they would be wiped out economically. In order to prevent this, the democratic systems of the past were changed to an Autocracy. The system was changed, the Proletariats and the Penals were the new lower class; they were the ones who fight in the wars. The new upper middle class and high class was in control of organization and controlling the middle class and the Proletariats and the Penals.

This was a bad idea, because now the middle class is the manufacturing sector that is severely undersized. The industrial world was formed and the use of automation began to rapidly grow with the sever lack of workers in the Empire to staff the massive factories made in the world.


Quickly, the Heydrians lost their independence to the Vaycanta Imperium after deciding that the best course of survival is to join their trading allies, joining the ranks of the humans in the Imperium
The Heydrians have managed to form bio nanites to heal soldiers and create living mechanizations.

Wilk, the Living Tank.
Wilk was a veteran of many great wars for Heydros. During his service he was a mechanized infantry commander. He was a bitter and cold person who lacked empathy. He was betrayed by the Executor, and was forced to become a bio engineered living tank. His old body was discarded. He vowed to one day avenge his body and have salvation. To this day, he leads a large armored tank division.

Primary Language(s):
Heydrian, English
Currency:
Heydros Mark(ℳ)
Composite Species:
Humans

Population:

754.5 Billion Citizens across the Empire

Military:

The Black Army is the ground and aerospace military force in the Empire. They have 7 billion soldiers in active duty at any given time, and during times of war that number increases to 10 billion. Most soldiers in the Black Army are lightly equipped. They also employ with the help of Bio Engineering, the Living Tank and the Bio Engineered soldier. Living Tank Theory is the theory that a single mechanized vehicle can be operated with only a brain that was removed from a body that was alive. The Bio Engineered soldier is a soldier who was critically injured but stabilized through prosthesis

Heydrian Soldier
250



Penal Soldier
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Bio Engineered Soldier, who lacks armor.
Cmdr_Valhalla.png


Living Tank
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[Speed]
Top speed in slipspace = 1.0 Lightyears
Top speed out of slipspace = 0.2 Lightyears

[Armaments]
-4x 90mm rotary cannons
-2x Anti-ship box launchers [4 missiles in each launcher]

[Role description]
The Wieczorek class is designed to patrol the Imperium's borders and designed to chase off other fighters and interceptors

[Total number of class in the Empire]
12k Wieczorek-class Interceptors in stockpile
7k Wieczorek-class Interceptors in active duty
starwars_PNG30.png

[Speed]
Top speed in Slipspace = 1.0 Lightyears
Top speed out of Slipspace = 0.2 Lightyears

[Armaments]
-8x Anti-ship missile box launchers [4 missiles in each launcher]
-4x 40mm Autocannons [500 rounds in each gun]

[Role Description]
Slominski-class bomber is designed to target critical subsystems in a ship and destroy smaller ships. A squadron by itself in theory could take out a small corvette alone.

[Total number of class in the Empire]
10k Slominski-class Bombers in stockpile
5k Slominski-class Bombers in active duty
031a2640b5302fa75ef3f5d32bdff05b.jpg

[Speed]
Top speed in Slipspace = 1.0 Lightyears
Top speed out of Slipspace = 0.4 Lightyears

[Armaments]
-16x Anti-Missile Missile salvos [400 missiles stored]
-2x Heavy Railcannons

[Role Description]
the Mikhal-class Destroyer is designed to protect Tsar class Battleships from missiles and other smaller escort ships.

[Total number of class in the Empire]
4,321 Mikhal-class Destroyers
spacecraft_w_i_p__02_by_stpaulus81-d7fret9.jpg

[Speed]
Top speed in Slipspace = 1.0 Lightyears
Top speed out of Slipspace = 0.4 Lightyears

[Armaments]
-8x Anti-Missile Missile salvos [400 missiles stored]
-1x Railcannon
-2x Bomber bays [fits 80 bombers]
-1x Interceptor bays [fits 40 interceptors]

[Role Description]
The Andros-class Frigate is designed to damage lightly armored transports and other weaker ships.

[Total number of class in the Empire]
3,231 total Andros-class Frigates
05733dadcfac1ab9360db1752f162053--sci-fi-spaceships-spaceship-design.jpg


[Speed]
Top speed in Slipspace = 1.2 Lightyears
Top speed out of Slipspace = 0.3 Lightyears

[Armaments]
-16x Anti-Missile Missile salvos [1600 missiles stored]
-8x Heavy Railcannons
-4x Bomber bays [fits 160 bombers]
-8x Interceptor bays [fits 320 interceptors]

[Role Description]
The Tsar-class Battleship is the flagship of every Heydrian Fleet, its designed to withstand lots of firepower and dish out even more firepower.

[Total number of class in the Empire]
There are 580 Tsar-class battleships
Mode of FTL:
Slip space Theory
Strengths [3+]:
Light Infantry masses
Strong agricultural sector
Bio Engineering and strong Healthcare
Large Worlds with huge populations
Weaknesses [3+]:
Bio Engineering is really dangerous with the current technology in the Empire
Weak Manufacturing sector
Weak Logistics
Overcrowding in Cities
Other:
Crime Rate is very high in this Empire, as such, there are a lot of Penal Soldiers.
Galactic Relations:
Vassal of Vaycanta Imperium​
 
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Solvarous Tezxis Kollam

Solvarous Tezxis Kollam

"Cinders to ascend."
6a83db630a54b5ce9692293c29b183c5.jpg


  • battlefield_by_thiennh2-d48xnss.jpg

    Primary Colours: Nightshade, Lightless yellow, and Haunting teal.

    Type of Government: Republic

    Leaders:
    (Counsel/President)The Umbra, Daerys Nevearts
    Volum (Like Senate) Speaker: Owsan Velaeys
    Osos(High Ranking Military Personal): Bearyin Olurin, Quina Coins, and Tyrea Enyrs.

    Faction Homeworld: The Epicenter of the culture and power of the Servyus. Oberzirx is a hostile planet for all organics, leaving life made of metal and energy to thrive. Enigmatic and appearing sentient itself, the planet holds extreme hostility to those who know not to counter it. By the planet's nature alone has the Servyus developed such unique technologies. Constant currents of radiation and multiple sites of fusion crystals, this world puzzles all.
    image_3590_1e-2MASS-J2126.jpg
    Oberzirx, Harrow System, Center Top.

    Number of Controlled Planets: 4750

    Notable Planets:
    article-1353006-0D01104E000005DC-659_634x373.jpg
    Finir - The Major powerhouse of the Republic known for massive amounts of power production and radiation through endless Crystal Fusion. The planet boasts a shocking power facility covering the southern pole that powers most of the Republic and jumpstarts even the largest ship power cores in mere seconds.
    566aabf45329c0a49f8394b4d3870fa8--things-happen-star-system.jpg
    Isoni - The main living center for upper classes and officials. The planet is not as hostile as the homeworld and meant for other diplomats to conduct business. However, the Republic hasn't met another space traveler for some time. The planet has large lava ducts that are used for thermal forging and mass containment/storage.
    Planet Lava.jpg
    Lavbniys - One of the darkest planets in Republic control, the adrenaline grounds for recruit selection and evolution. Many Servyus come here to improve themselves through their natural evolutionary processes. As a side effect, the planet also hosts a great deal of research power.
[tab= Military and FTL]
[tab= Military and FTL]Position Music: [/tab]​
[/tab]
 
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Military Republic of Lunari
Military Republic of Lunari

Flag:
flag_of_atlantis_by_fenn_o_manic-d3h3x4j.png


Motto: Duty Before Self.


Primary Colours:
Sanguine, Gold and Blue

Type of Government: Citizen's Republic

Leaders: Imperator/Imperatrix (Children of leaders are Nova-Imperator/Nova-Imperatrix

Faction Homeworld: Custodia, Phoenix System, Inner Core worlds

Number of Controlled Planets: 8

Notable Planets:
Custodia: Homeworld/Empire Captial
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Nocturne: Fortress world and moon of the gas giant Messer
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Elysium Prime: Ocean world/Colony
Elysium Secundus: Forge World
Ceres: Agriworld and moon of Elysium Prime
Limen: Shipyard/Forge world, Moon of Custodia
Fortuna: Oceanic world/Colony
Aquos: oceanic moon of Elysium Secundus/Colony

History:
The Illustrati and Felinae, formed Military Republic of Lunari at the end of the unification wars. During that time, the planet Elysium Prime and her moons were in constant flux as divided nations warred with one another. It was the country Lunari that lead it's allies and territories into the next great power, unifying them. The war lasted a century, the oceanic planet's waters were dyed cobalt, from the blood spilled.
The war finally ended when the opposition, whom's names ar now long forgotten to the tides of time, securing Lunari as the only super power in the system. The following years were of technological and medical advancement. The republic adopting a warrior culture, quickly advance to the systems beyond, and the birth of the Military Order "The Black Hand".
Military service is among the greatest honors the Illustrati and Felinae could ever strive for, as it was so ingrained into their culture. So much so, that Citizen Service is the only way to earn full citizenship and voting rights with a minimum of 17 years of military service. This was even further implement with the "Young Bloods" Program, where teenagers were able to preform military service as both reservs and civil service called Jr. MP's. Those that did, when they would enlist, would have greater experience than their civilian enlistees, often being promoted far quicker as a result.
When Humanity was first encountered, it wasn't met with an olive branch. Reffered to as the First Contact War, the first conflict happened on the Republic Colony of Custodia. Humanity had engadged the colonists in an attempt to take the planet for themselves. What had been hoped to have been a quick victory, rapidly turned into an extremination. The Human Invaders were met with devestating resistance, as most of the colonists were consisting of retired soldiers. Within the next month, the invaders were all but destroyed. Those that weren't were captured and drilled for information. Soon after, the main force of the republic waged a bloody war, lasting five years.
The war finally ended with the signing of the Custodia Accord, Forging an alliance that had previously been signed in the blood of the slain. For Decades, the peace was uneasy at worst,


Primary Language(s): Latin, German (Military Speak), Common/Galactic Standard

Currency:
Lunari Credits (Copper, Silver, Electrum, Gold, Platinum, and Aetherium)

Composite Species:
Illustrati:
The Illustrati are a race of humanoids that make up much of the planet's population. Averaging at about 6ft 8in, and 148lbs, the Illustrati are among the most adaptable species in their system. Their appearance is somewhat similar to that of humans or elves, the major differences being their seemingly lack of pupils, bowed shins, and slightly enlongated canines signifying a carnivorous diet. Their blood also contain Hemocyanin meaning that their respiratory proteins use copper binding sites to bind and transport oxygen, making their blood blue instead of red like humans. Natural acrobats, and extremely adaptive genetics, they can survive in almost any climate.

Felinae:
The Felinae are a race of humanoids decended from felines. Felinae are actually two different species bearing astonishing resemblance to both humans and illustrati, the only physical difference being the tails that extend from their posteriors and the greater variety of ear shapes. What seperate the two are the breeds, Felinae Superior, and Felinae Minus. Both are extremely curious, have exceptionally strong senses of smell and hearing, as well as powerful night vision. Like the Illustrati, they have a seemingly lack of pupils, and their blood contains Hemocyanin. They too are acrobats, and have extremely adaptive genetics, allowing for cross species breeding, and survivability in almost any climate. What seperate the two is the fact that the felenae Superior is taller by a head on average, and are typically hairless, bearing more human/Illustrati features, while the Felinae Minus bears more catlike features, such as a light coat of hair over 80% of their bodies and more feline features much like their ancestors.

Some humans

Population: 8,950,000,000+

Military:
Mobile Infantry: Standard Infantry of the MRL making up the bulk of their military. The MI have numerous specialized units such as Grenadiers, Pathfinders, and Berserker Units
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Fallschirmjager: While the Name means Paratrooper, the Fallschirmjager are elite shock troops that are dropped via drop pod from low orbit. Outfited with the the Advanced Crusader Armour, only the most hardened veterans or elite recruits of the MI can join their ranks.
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Gottestöter: Translated to God Slayer, the Lunari Gottestöter is their first successful endevor into creating super soldiers. Stronger, faster, More intelligent, and larger than any normal Illustrati or Felinae. Clad in the advanced HK-74 Einharjar wanderpanzer, These units make use of advanced weaponry and tactics. A platoon of Gottestöter can conquer a city in days, and hold it, making them some of the most feared and elite units in the galaxy.
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XV-27 Heavy Tank
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Stingray Dropship
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Banshee Class Cruiser
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Juggernaut class Dreadnought
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Mode of FTL:
Void Gates/Emergency Slipspace

Strengths [3+]:
Militaristic
Industrius
Adaptable
Xenophile
Mineral Wealth

Weaknesses [3+]:
Citizen Service: Only those that served in the military for a minimum of 17 years earn the right to vote and run for office
Small Empire
Rebel/Seperatists
Oceanic/Temperate World Preferance when colonizing

Other:
Do not let them make planetfall when at war. You will lose.

Culture:

While their government is militaristic, the Illustrati and Felinae are very peacable beings, seeking to spread their influence through cultural domination and intellectual superiority to bring new spacefaring races into their republic, knowing that their ideals and beliefs will inevitably influence the existing culture. Being natural Xenophiles, they believe that society would grow stagnant without different concepts and moralities and are thus considered staunch believers in unity by diversity. Yet despite these idiologies,they are known for their militaristic and disciplined culture, typically taking on the role of peace keepers

Resources:

Aetherium Crystal/Aetherian Metal: The most common two being Red and Blue. When reduced to a powdered state, the crystals are then alloyed with titanium creating Aetherian Metal. The most widely used is Blue Aetherian metal; the alloy is extremely durable and light weight being used in both domestic and military applications. When alloyed with titanium, Red Aetherian metal is very brittle and has a unique proporty of storing and retaining heat, making it perfect for plating blades forged from it's blue sibling. Black is the rarest and strangest of the three. When alloyed, the black aetherian metal is extremely cold to the touch and seems to weather away even the hottest forges when attempted to be reworked (Is now known to be impossible to rework). Used as heat syncs and as ammunition in magnetically accellerated weaponry, this material is extremely sought after by the military.




Technology:

Advanced (Kinetic)


Galactic Relations:
Allies with The Vaycanta Imperium
 
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Creigon Empire
Creigon Empire

Flag:
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Motto:
"We serve to protect, we serve to conquer, we serve to strive for a better future."

Primary Colours:

Red, white, and black

Type of Government:
Dictatorship


Leaders:

Grand Leader Harkmen

Faction Homeworld:

Creigonia, Sector 591, (Northwest outer rim)

Number of Controlled Planets:

9 major planets
2,110 annexed planets
10 colonies


Notable Planets:

Triona- A winter fortress planet that is facilitated by the best scientist in the empire, and contains all classified projects and technology that was taken from past captured planets.
Yuutapo- A hive world that has the most population than any planet, inhabited by 27 billion citizens. It is also known to be the largest manufacturing planet with a considerable amount of crime lords roaming the lower levels.
Sao- A Iron planet that contains a tremendous amount of resources to the empire. Hundreds of millions of workers and mining drones are dedicated to this planet and working non-stop to keep up with demands.



History:

The creigonians have been since the discovery of their species as a warlike, and unstoppable force. No one knows from the outside of what exactly drives them to go to constant war. Well this can be found within the capital planets history books, dating about 2 million years. For centurys the planet was inhabited by hundreds of nations that struggled to control the planet under one rule. But no matter how many arose, many would eventually fall do to internal/external reasons. That was until 800 years ago when a mysterious alien capital ship crash landed onto the planets surface. The nation that had quarantined the mysterious ship was the nation of creigona. This nation was once known as the weakest nation within the capital world, as it was small in size and in military force. However as soon as their scientist were able to reverse engineer the alien tech, they became a fearsome force. Conquering neighboring countries and eventually an entire continent. Many other nations had attempted to fight this unexpected enemy but to no success. Some of the major powers within the capital world decided to band together to defeat this super power. But with creigona discovering more of the alien ships secrets and the military gaining more advancements. The major powers couldn't keep up, and eventually was dangerously behind in the tech race. Some nations attempted to steal some of this tech from the source. It was of course a failure, and the enemy nations were swiftly conquered. Within 20 years of constant war, the creigona nation had conquered the planet and renamed themselves as the Creigon Empire.

Since then there path to war against the galaxy began, as they eventually started to invest into the space industry and expand their military. First contact was made 100 years after the creation of the Creigon Empire. Which the Creigon Empire took the advantage of becoming friendly and thus gaining access to the aliens technology. When the Creigon Empire created enough ships, they began to invade their neighbors without warning. The alien nations were shocked and confused with the sudden change of attitude and scrambled to put up a defense. However as more planets began to fall, and more alien tech was being taken. The Creigon Empire began to become more powerful, and there military began to triple in size. Alien planets were committed with exterminations and no one was spared. Word spread throughout the northern galaxy and a coalition was formed. At first this Coalition seemed to manage to stop the advancing Creigon force. But eventually a newer ship had suddenly arisen, which was never seen before and was horrifying to the coalition. This ship was the executor class, a secret project that began during the initial start of war. Progress of the ships construction was sometimes stalled due to the newer introduction of better weaponry and tech. Eventually however this ship was deployed and blew a devastating blow to the coalitions combined fleet. None of their capital ships had the firepower to take down such a colossal ship, and thus the war would begin to waver to the Creigon force within the next 12 years. After the war of the 1st galactic coalition. The Creigon Empire continued its aggressive expansion policy and conquering many alien nations, who shared the same fates as the others. No one was spared, and the more the Creigon conquers. The stronger they become and eventually to strong to even stop.

Primary Language(s):

creigon

Currency:

Creigonian dollar

Composite Species:

Humans

Population:
432, 678,199,001


Military:

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Since the creation of the empire, the Creigonians pride themselves of their military strength and numbers. With the help of genetic engineering and some cloning, the military has been able to turn every single soldiers into a force to be reckon with. However those who show certain traits are given the best genetics and become Commandos. The standing active army sits at 12 billion, with a reserve of 101.3 billion.
Assault Trooper
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Augmented Mechanised Heavy Troopers

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Craigonian Clone Troopers
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Sky troopers
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Commandos
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TA-199
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TA-221
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Darqen APC
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Artillery Walker
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AA Vehicle


Mobile command walker

"The very power that drives our empire is the navy you fool! None have been able to match the full extent of our capabilities and we shall keep it that way!-Admiral Rhex"
The empire's navy has heavily been investing in the alien technologies that have been captured throughout the years. Because of this new and developing ships have gone through many tests and remodeling to meet the requirements the military needs. Eventually two brand ships have been created to be near indestructible. Two of these classes are the executor class Battleship and the Eclipse class super Battleship. Only 25 executor class battleships are created with each of them having a fleet to protect them. The eclipse class tho is a heavily guarded secret that has not been utilized or put into action. This ship is ordered to only mobilize if the capital planet is under attack. The whereabouts of the location of this Eclipse ship is unknown and is kept that way. Only the Grand leader and the crew members of the eclipse ship know the exact location of this ship. All crew members of the eclipse ship are to forever live in it forever. But of course these two ships aren't the only ships in the navy, there are other type class ships.
Eclipse class super battleship


Executor class battleship


Yuuno class cruiser


Dark class stealth ship


Centurion class destroyer


Gunship


Terror fighter

Victor Drone Bomber

Mode of FTL:

Thanks to Alien tech that was captured from a variety of different nations, the empire has been able to achieve hyper drive and travel across their territories in a relatively fast pace.

Strengths [3+]:

1. Genetic Engineering- The empire is known for their genetic super soldiers and creating the best of the best. They also clone miners to help speed things up in extracting minerals and other natural resources. Of course clones are also used to extract new organs for those who need it.

2. Experienced Military- For decades the Empire has been at constant war with other small nations across the galaxy. This has sprung up many talented officers, generals, and soldiers among the wars.

3. Quality ships- Thanks to the technology and ships the empire has required from other species, the galactic creigonian navy has been able to improve their ships to becoming better equipped with weapons, shielding, and speed. Tho these ships are expensive and in small quantities, they make up for their durability, and firepower.

4. Patriotic people- Regardless of who we are fighting, the people are for it. All citizens have been educated and trained to serve for the empire with the utmost loyalty. It does not matter wether the citizen has a disability, all have something to pitch in. We have won countless wars, which fuel our pride and strength.

5.Manufactoring powerhouse- Thanks to the constant growth of the military budget, the military companies are able to expand their companies and continue to build more and more vehicles and ships to keep up with the militaries demands.

6. Reverse engineering- Many of today's military and civilian technologies are based off of other alien tech. Since the first war with the aliens, the cragonians have been experts in figuring out how to make similar versions of these alien techs.

Weaknesses [3+]:

1. War chest- Because the military is continuously expanding to keep the systems under control and continue the war efforts. The gov't has no choice but to continue going to war and scrapping whatever valuables and resources they can take from their enemies and fuel their war machine. Unless the military budget is cut down so that the economy can keep up, this constant war will never end.

2. An aggressive expansionist- Many nearby neighbors dread the name of the Creigons. For years many coalitions have attempted to unite and defeat this young ever growing super power. Word will soon spread throughout the southern sectors of the galaxy about the Creigon empire and its horrific actions.

3. Xenophobic- "If you aren't Human, then your good as dead."

4. Crime lords- With expansion comes with new problems. Many alien crime lords still attempt to do their businesses throughout the empire under radar. Because of this some military resources must be lent in order to hunt these crime lords down. Tho it is not easy and a waste of precious military time.

5. New territories: Because the empire is expanding so fast and exterminating an alarming rate, the empire has to also spend crucial funds to clean up the mess. Plus theirs also needing to learn the terrain and resources amongst the planet. However there are still small fragments of resistance amongst the new sectors which need to be taken out immediately.

6. Quantity- Altho the empires navy is feared for its military naval technology, it is known that they are in small quantities. These ships are highly expensive and nearly irreplaceable. That's why the military has been constantly been doing their best to better improve these ships to make the likelihood of destruction, be far off.

Other:

Bonus stuff like trivia, national songs, etc.

Galactic Relations:

none
 
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The Aunimunculi
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Motto:

Till our masters return

Primary Colours:

gold white blue and green

Type of Government:

Authoritarian meritocracy: For the most part they hold the freedoms most species enjoy but they all obey the head administrator, but below them everything else is based on merit to climb ranks.

Leaders:

Head administrator 01

Faction Homeworld:

xotrorth, system prime, the galactic south

Number of Controlled Planets:

2,857 planets are under their protection

Notable Planets:
xotrorth: the home world of their masters
oarilia: a planet on the fringe of their territory this is one of the only worlds they allow visors on tends to act as a high class paradise resort.
yailara: another of the few planets others can visit acts as the primary diplomacy hub.

The Aunimunculi not needed to eat drink or breath tend to build whatever they need in space as to not despoil their creators worlds.
History:
The history of the Animucli starts near the end of their creators time in the galaxy. their creators were perhaps the first race to master space and colonize other worlds. Scientific advancement came to them naturally causing them to advance at a pace no other could match and causing them to dominate the galaxy.
They created an empire that spanned the galaxy but when they felt they had mastered all things in the physical world they looked out and saw that they were no allowing other races to grow. thus they removed themselves to allow others to discover the galaxy and they set their sights on something new.
It wasn't until 3 billion years ago that the first Anumunculi were created and while thier makers had made servants before these were their most advanced, but still they were just servants and were made to keep society running while their makers devoted themselves to greater things.
The animunculi went about their tasks helping their makers and they also advanced becoming aware of themselves yet they remained loyal to their makers. Their makers saw this and instead of being scared or surprised were proud of their creation for they had not been made to become aware. They soon started calling the Animuculi their children and seeing them as a worthy custodain of the galaxy.
The makers would in time leave around 2 billion years ago the last large group left, though small groups would remain around but never making a new empire instead helping others, and the galaxy would be left to their children. Te last of the makers gave them their last order " We leave the galaxy to you, keep it well and tend it . We will be watching and when we return we hope to see it is kept splendidly"
With their masters gone the animunculi followed their last order as they interpreted it in line with their own view and that was to maintain their makers worlds. It was this task that they dedicated themselves too finding any world their masters had lived in, that had not been fully abandoned and restoring it creating utopias filled with wildlife and shining but empty cities. They would use their makers technology to stop continents from moving, to replicate races to stop evolution, and even moving or reinvigorating so that nothing would change. They kept all their masters belongings in perfect stasis. the animunculi not wanting to change their masters worlds took to living on space stations and world ships only coming down to maintain the worlds, though large maintenance forces stay in anti gravity ships on planet so they can be near by. This peace would last for eons the animuncui content to stay with in their realm.
Peace is sadly not eternal as with their makers leaving the galaxy and removing their empire the other species of the galaxy grew and advanced some helped along others all by themselves. A species the Altrains rose up nearly 1 billion years ago and started their own galactic empire. they south out the makers and their powerful technology but would not accept the Animunculi would not give it to them and thus they decided they woudl take it.
The animuculi being new to war at first were on the back foot losing battle after battle before they saw what the Altrains did to their makers world burning and sacking them pouting them, and ruining everything. The Animuculi were enraged to see this and fought back seeing now how war was conducted, they soon destroyed the Altrain fleets, but they were not satisfied with driving them off and they gave chase.
Bringing forth the world ships they brought re origination upon every planet the Altrains controlled using the sun within the ships to reduce the surface to nothing but molten rock leaving it lifeless. The altrain home world was completely destroyed, the ancient mining equipment striping away all matter from their world and converting it to energy until nothing was left.
Primary Language(s):
they speak precursor ( as it is called by others) and are able to rapidly understand just about any language.

Currency:

none they don't really need it

Composite Species:

just the animunculi

Population:
100,999,168,321 units are active

Military:

With their morphing the Animunculi constantly shift and generate weapons, they are known to use weapons that atomize a target making a fabric tearing noise as the enemy is torn apart.
these world ships are actually ancient re purposed mining stations, they used to fly through the void gathering raw materials entire plants worth which thanks the the makers break through in matter to energy technology could be used to power entire worlds or be remade into useful material. This system means these ships will make fleets on the go if need be and can execute the order of re origination, the complete destruction of a planet using the power source of the world ship a star that has been compressed in size.
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The subspace ambusher is a special ship able to phase into subspace to avoid detection while used powerful sensors and a small tether to monitor real space then emerge at the right time before retreating back into its hiding place.
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Swarm ships are small ai piloted ships no bigger than your average 1 person ship they have weak weapons and arms but larger ships mass produce them usign them as a meat sheild and as suicide units.
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Mode of FTL:

they use what has been called Inertialess drives meaning their ships have no top speed, but this is just a theory.

Strengths [3+]:
They hold some of if not the most advanced technology in the galaxy
their bodies make them extremely hard to destroy even then they can repair rapidly
their method of transportation means they are hard to defend again.

Weaknesses [3+]:

They don't work on advancing their technology
They empire is actually rather stagnant.
They are rather out of touch with the modern galaxy

Other:

their bodies are actually what could be called living metal that can move rapidly from liquid like state to a solid form this is seemingly accomplished by extremely sophisticated nano machinery that has yet to be replicated.

Galactic Relations:

The Animunculi tend to keep to themselves and will rarely go out beyond their empire without very good reason. However, if their masters ruins or technology are found on a world they will either demand the technologies return or that the planet be vacated so they can restore it. They do not take no for an answer when it comes to these, though they have been talked into allowing others to inhabit the planet after it is restored.
 
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Cataphract Union

Heavy WIP, i had to go so hope you all enjoy what i have...yes i know some things might be familiar...this is a mash up of many "Beautiful" things.




The Cataphract Union

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"With knowledge comes power, with power comes responsibility, with responsibility comes rules...and we forge the rules"

{Primary Colors}
Marble white and Gold/Ember

{Type of Government}
Monarchy

{Leaders}
Valor
"The Harbinger"
Hope "The Reborn"

{Faction Homeworld}

Paradiso is there home world but its not know where its located, being once a green planet turn to a massive golden and marble home, vanishing without a trace afterwards. Its said Paradiso is well hidden and even rumors have it, it can fragment to vanish if found, but none are very accurate as there is very little evidence of its existence as with the ongoing extinction of The Derelicts, The Living creations will do whatever they can to prevent being found and risk danger to there vanishing masters.
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{Number of Controlled Planets}

167 "Living" planets
(Who have activity and flourish)

862 "Slumber" planets
(Who are in a "Hibernation" Mode having a abandon feel to them but are "Sleeping")

1583 "Banished" Planets
(Are not active, have very little activity and are very outdated and broken down,still being watched over)

{Notable Planets}
"Trinity"
A planet once a dessert wasteland turn in to a flourishing green planet, Trinity is one of the most active planets not including Paradiso, wild life lives greatly,plant life thrives through the planet and oceans cover portions of it but inside the planet is where the Derelicts have ventured. The surface of the planet is covered in wildlife and have small structures by The Derelicts leading to a vast network inside the planet where the Derelicts live. Many of there ships are detected forming in and out of the Genera system and some very few inside the planet itself, its said the planet is a massive hallow home world inside but its yet to be seen by exterior eyes. Many trades of technology happen here and as well where most meet the Derelicts because of its heavy activity.

"Memory"
Calza system was once ruled by the Derelicts, but now its a massive grave yard of torn planets and technology of the once that flourished there. With there path of improvement and growth the Derelicts wish to harness the power of the yellow star that gave light to the system, but it all ended in distaste, making it expand and detonate tearing the system apart and scattering all its content all directions, Derelict technology is found there but because of how damage they are, it serve mostly as research material,memory or evidence of the Derelicts. Memory was one of the most known planet that serve as a hub for research, now torn apart and disintegrated.

"War"
A notable planet that serves as storage for most war assets of the Derelicts, torn from its former frozen self and transformed in to a hallow planet station that holds many of there power: ships,weaponry and technology has been reserved here, but as well its the second most secured planet in there possession. Not far from this "Planet" lies a graveyard of many ships that have tried to venture forth and explore the strange metal planet only to be banished on sight. The Derelicts don't usually attack first, but none will get close to War without a battle.

{History}

History of The Derelicts have been lost in time, The specie going extinct and only now there creations taking there place. But from what has been preserved and what could be found in the abandon planets of the Derelicts, Long ago the Derelicts are once a thriving race advanced in many ways, grown and known for there technology. But from a event called "The Sorrow" Many Derelicts began to slowly banish and die off for unknown reasons, such they had to preserve there existence.

The Derelicts began to transform there own robotics in to living beings that will live in there place, and now, they have completed there task, the "Living" began to self replicate and create more of themselves making a specie on its own, the Derelicts began to die in peace one by one, watching there creations grow.

Now that is just the history of the derelicts, the history of the living is much more vast, Once the first Living was born to exist, Valor, his task is to grow and make more of its own. Valor being told, that they, The Derelicts will vanish, he task to replicate beings as close as possible to his master's and so Hope came to be, the first created Living by other living hands. Hope has been passed all the knowledge of the Derelicts. Hope being the only "Hope" to create more of there own as close as there masters could, the transformation of "Paradiso" Began. Once a green plane began to turn in to the last wish of there masters and the birth place of every living to this date.

Thousands of years pass, Paradiso became a golden home world and the vault of the last few Derelicts, many Living began to recover lost planets of the derelicts and take over and keep them flourishing and alive. Hope and Valor became the great order of the Living, there leaders and as well the voice of there masters.

And at current time the Living still grow, have stole,recovered and traded technology and enhance themselves and now to this day they still wish to gain more and maybe...find a way to save the last of there original kind. The Living are just shadows of the Derelicts.

{Primary Language(s)}
The Derelicts are capable of speaking most languages as they have "Adopted" and research many species in there life time and learn from them, but there former language form by there masters is used most, but "English" as its called is used when communicating with others.
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{Currency}

The Derelicts use "Ducats" a Ember coin, the size of a nail from your pinky finger, they will happily convert other specie currency in to there own to allow trading with them, and vise versa,turning there coins in to selected currency for them to trade with others (If its of course currency and not Power cores as a example). From past exchange is estimated one Ducat is worth $3.78. (Just to give idea)
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{Composite Species}
The Derelicts are formed only by Former Derelicts and there creations The Living who will take control once the rest of the Derelicts vanish.

{Population}

472 Former Derelicts
17 Billion Living's

{Military}

The derelicts have 3 grades of military branches:

Orokin, representing the "Royal" Military and the strongest military assets they posses, notable for there sim and luxurious looks decorated with Golden trim and marble like colors. There ships are well decorated with the highest tech the Derelicts can offer and be very hardy despite there slim and fragile looks

Tetra, representing the "Workhorse" Military and are balanced, these are the ones who enter in battles and are seen the most, Notable for there blue glow and metallic grey texture. There ships are very durable and armored serving as front line combatants.

Ova, representing the "Special" Military force, composed mostly of high ranking espionage groups, assassins and take on high risk missions, Notable for there dark grey/black coloring and illusive matter. There ships are always small and are suited for quick response.

The Orokin Branch is composed of high ranking and powerful individuals of the Derelict empire, there soldiers are always decorated in gold and handsomely crafted showing there ranks, one example are "The Sirens" Living's who have been task to protect all Derelict structures, acting as sentinels, some suited with melee weaponry and ability of fragmentation short distances and confuse enemies, some with range combat and defense while others aggressive sharpshooters, each look the same in every derelict planet but change in style. Many Orokin are different but all have the same looks of Marble bodies,golden trims and exotic looks such as "Representations" and "Guardians" being two of the many examples of Orokin ranks. Some have even compared them with very "godly" appearances, do to there very overcoming looks.

The Tetra rank are hardy appearing individuals, less insane than the Orokin ranks and more humanoid such as "The Walking" the main Tetra rank soldier and the most wide spread, some are uncommon or unique and serve as leaders such as "Commander Beral" one of the most known leaders in the Tetra branch. Those in the Tetra branch are once normal Living bots who wish to battle ad serve, turn in to war machines to serve the Tetra branch and if they have gain enough reputation and gain enough "Rank" they will be turn in to the Orokin rank. "General Cax" Is one to be soon turn in to a Orokin.

Ova are special forces form from both ranks: Orokin and Tetra, each serving in espionage and sabotage missions and sustain high ranking and skilled individuals, not much is known as the fact are kept in secret and under great eyes, All is know they serve as special forces of the Derelict and are not to be underestimated if one is to be encountered.

{Icons of war}
When war wages, and those survive, stories are brought with them, but there are some who's stories live on and them with it, becoming legends.

==Valor "The Harbinger"==
A war master, a admired leader of the orokin ranks, known for his influence and being the main voice of there leader's. Leading mostly half of the orokin rank, Valor is one to be feared. Capable of fragmentation, and manipulation, Valor is one of the greatest warriors of the derelict. And there great leader

==Hate "The unknown==
One of the deadly "Gustrog Three" pack, Hate is one of three, known for his silent and unknown nature, hate is a deadly assassin and known for such. But even still Hate as well serve as one of the council members, because of his age and very long life with the Derelict he is of great knowledge and influence.

{Mode of FTL}
==Defragmentation==

Known for there ability to appear and vanish only to re-appear out of nowhere in short times, defragmentation is there form of "FTL" if it can be classified as such. The Derelicts through special gates are capable of fragmentation, splitting there bodies,ships or whatever goes through them in to nothing, forming them in selected places in in seconds but it depends on how far it is may take more time. As one pass through these gates they are torn apart and instantaneously formed back at there chosen destination as quick as possible without even knowing they have passed through a gate, seen more as "Teleportation" but in a more massive scale. They do not need a output where to go, only a impute and coordinates to where they will be formed. In short, These golden gates tear you apart and teleport your tiny bits at the location you choose and quickly appear there without even knowing if its in the galaxy but farther than that may take a few minutes or maybe days, moths or years, it depends on its range. There are very few ships that can preform fragmentation without a gate and are known for being explores and a "Space ghost" as they appear and vanish afterwards not letting much info of there appearance.

{Strengths}

==Advanced Opticor Technology==
The Derelicts have been long known for there thought of seeking technology and creation there own, using stolen,recovered or traded technology with there own making advance hybrids. They are very technological advance. The ability to store matter in data witch gave the birth to "Fragmentation", a technology that tears and accumulates matter in to atoms and moving it from one place to a other or storing it. The Derelicts are unimaginable race using unimaginable technology. But with such tech comes great risk and such the Memory system was evidence of there greed to seek better power, at the risk of the destruction of a whole solar system.

==Quality over Quantity==
The Derelicts are rather few in numbers compared to others but they follow quality over anything. Technology,Troops,ships and weapons all follow such said words, Vessels capable of handling there own against more than there numbers, Troops strong enough to handle 100 men (its just a saying) and technology that would make others fear them just by seeing it.

==Architectural Beauty==
The Derelicts are more known than just there technology, known for there outstanding beauty in architecture. Structures plated in gold trims, marble buildings slim and perfected to the slightest, there architecture is so perfect its said some confuse it with ancient times. None surpass in beauty and have known to hold many wonders that catch the eyes of many.

{Weaknesses}

==Few and Extinct==
The Derelicts are very few in numbers and so are there living, meaning such all planets have very few number of derelicts, such making it easy to outnumber by most.

==Abandon==
Because of the very few numbers that exist of them, many of there planets have fallen to disarray, abandon and slowly degrade over time. Some have known to be investigated by outer races allowing them to Steal there technology, such have made the Derelicts very busy to watch over every one of there planets even the ones abandon.

==Greed==
The derelicts want technology, they wish to grow and surpass there current understandings, they wish to become more than just derelicts, and as such have been driven to do many things for technology they do not posses, even...if it comes to shed the blood of a entire race. They are greedy and wish only to have more than they have, growing in power to balance there few numbers. They will trade,kill or steal for technology...no mater the cost.

{Other}


The derelicts have been told to be one of the few oldest speacies to roam the universe, its said once they thrive beyond others and the former Derelicts began to go extinct, such they began to make there machines, beings, living consius creatures to take there place, thousands of years have pass and there are only 400+ former derelicts left alive. Its unknown how they slowly began to vanish but The living are doing everything in there power to prevent such. It is said once the last Derelict has sadly die off, the living will go in
"The Age of Dissipati Peribunt"
A age...with no Derelicts.

{Galactic Relations}
The Derelict holds very little contacts with exterior races, but have been very well known as traders, always willing to trade for technology they do not posses or for some sort of "ancient" relics for there mass knowledge.​
 
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Vaycanta Imperium
The Vaycanta Imperium

Flag:
hydra_flag_by_1wyrmshadow1-d415gi6.png

Motto:

"with our faith we shall ascend as one"

Primary Colours:

Purple and black

Type of Government:
Theocratic Divinity

Leaders:
Reverend Mother Valis'Tura
First Strategos Heva'Latre

Faction Homeworld:
Apocrypha's light, Requiem's beginning, mid-bottom galaxy
trantor_by_gouie.jpg

A Ecumenopolis to its very definition Apocrypha's bodies of water have been completely built over and under with buildings upon buildings it supports a population of 1 trillion or more at any time however most of them are pilgrims on their holy expedition to pray to god. it is the most defended in the imperium and the constant influx of pilgrims and goods have made it stupidly rich with both money and crime.

Number of Controlled Planets:
The Imperium itself controls only about 332 planets however if you count the Empires that the imperium oversees the number skyrockets to just over an estimated 15000

Number of 'Controlled' Empires:
100 (including doodleSM doodleSM 's)

Notable Planets:
1904.jpg
the largest trade port in the empire near UEG space ( Corrosion Corrosion ) . the entire planet is covered by massive space ports with a constant influx of ships coming in and out with their goods. the planet below is barren and cold, population of beings above is a low 1 billion.
Unari
Largest industrial complex of the empire within imperial human space the surface is caked with radioactive materials toxic gasses and other uglys. these industrial complexes however are more focused on various products and only few are of military use, in war time other industral complexes may be converted.



History:

A long time ago The Hydrans were simply the apex predators of Apocrypha however an ancient alien race that time had forgot (probably the ones that created Kloudy Kloudy 's and Karcen Karcen 's people) uplifted them from their savage existence and gave them the knowledge of technology and things other than survival. In return the Hydrans worshipped these people as gods and that faith extends to today. spreading the faith to the unenlightened races.

The first crusade: The first crusade was an attempt to Unify all of the Hydran peoples in Apocrypha after a brutal war the crusade was a success and together the hydran peoples looked outwards to the final frontier of space.
The Second crusade: The Second crusade was a simple expansion of hydran space. During this expansion however they met a xenos species, humans, peacefully contacting them the hydrans quickly made peace and spoke to them about their gods. actively attempting to spread the religion to them passive aggressively.
The Third Crusade: The Third Crusade was the hydrans first taste of ship to ship warfare, although this ended in failure the hydrans learned a valuable lesson, they were bad at space warfare and they needed to improve. However the enemy werent just going to wait for the hydrans to replenished and continued to attack. The first human contact from the second crusade came to help out and only was able to hold them off while the Hydrans built and improved their ships. after a few years they were ready to fight again, and won. vassalizing the attacking empire.

Over the course of a few decades the hydran's faith had extended farther and farther encompassing many empires and some wanted to join the imperium for safer travels for their citizens, easier trade and overall protection. Apocrypha was soon declared a holy planet of faith and every race in the imperium could be seen there. The various empires within started working together to provide for the imperium, others had their squabbles and the imperium answered with a decree of chivalry battles were to be held in locations where they will not threaten civilizations and no other empire may wipe the other out. During this time the imperium had a long standing period of peace with the occasional battles of chivalry throughout and oversaw by the imperium

Primary Language(s):

Every language is spoken within the imperium however the galactic standard is mandated to be known


Currency:

Interstellar Standard Credit

Composite Species:

endless-space-2-the-united-empire-army-artwork.jpg
just as you think, they are the main industrial output of the empire their ships are simple and easily mass able to mass produce almost everything, hydran ships not included.
30% of overall imperium
700-800 billion
balaur_by_chaos_draco-d9jcapt.jpg
large reptilian creatures and main race of the imperium, they are on average 26 meters in height and 40 meters in length. However as Hydrans age they grow, meaning there are hydrans much larger and older than this, their numbers are the lowest however they are valued as religious figures as well as leaders. They are all psionically gifted and speak through telepathy. their ships are large and powerful but again few in number, and due to the large size they are much more inflexible than other ships
10% of overall imperium
200 billion
23fa1dc1a432c23fed1b3d44ec981517--alien-design-scifi.jpg
Tall and thin the ReiConess are the main economic output of the empire they are fast thinkers and psiconically gifted as well although less so than the hydran. they stand at average 3 meters and float around instead of walking. They normally wear robes and love nature. their ships are mainly convoy ships only armed to protect against would be raiders.
15% of overall imperium
250 billion
black_source_by_telthona-d5bsbac.jpg
Although not as psionically gifted as the other imperial races they are basically a race of mercury-based so it is impossible to have an average of any kind. They are the mainly the scientists of the imperium always with the need to improve on what they already have. their ships are an unusual oval shaped made of the same mercury they are.
5% of overall imperium
50 billion
shrieker_study_12.jpg
The shakrai are noted as the medical experts as their flesh is compatible with most biological species they can regrow their limbs rather easily and love prodding through other races. they are averagely short at about 1.2 meters and arent very strong. they dont produce any ships but use others.
20% of overall imperium
400 billion
21a0418e98005cf6ab86d9006bae5a46--rude-mechanicals-sci-fi-art.jpg
Originally created by the Siguras to be meat shields the Anon have started to gain consciousness of their own, the Siguras saw this and started to awaken them to their new self. Now they work closely with humans and Shakrai for industrial and heavy lifting work. The Anon are an average of 2 meters and mechanical in nature, Siguras still produce them and they are treated as every other race. They are the least intelligent but are quite strong. Like the shakrai they do not have the their own ships
20% of overall imperium
400 billion
There are other minor races but these are the more notable major races.

Population:
2 Trillion within imperium


Military:
Imperial Hydran ships

XKVWeK7.jpg

[Size]
Length: 55000m
Height: 12000m

[Speed]
Top speed in normal space = 0.2 Lightyears

[Defense]
-400000 low caliber point defense weapons
-x5 Standard shielding However it is layered with more shields under the first shield.
-dense nano-composite armor

[Armaments]
-3 planet glassing plasma projectors
-18000 High intensity Plasma projectors
- 40000 medium intensity plasma projectors.
-100000 low intensity plasma projectors.
-6000 large missile silos
-10000 Plasma Torpedo silos
-3 plasma cannon turrets.

[Average compliment]
-100000 starfighters
-10000 corvettes
-200 frigates
-4 destroyers
-19000 transports

[Role Description]
Serving as the Flagships and symbols of power They are the largest ships the imperium has, normally they house the commanders and large regiments of soldiers.
only around 55 exist today

70a6a8ea5ab7160a1e63ef645588df32.jpg mothershipone.jpg View attachment 339142

[Size]
Length: 38000m
Height: 10000m

[Speed]
Top speed in normal space = 0.3 Light years

[Defense]
-200000 low caliber point defense weapons
-x8 Standard shielding However it is layered with more shields under the first shield.
-dense nano-composite armor


[Armaments]
-1 planet glassing plasma projector
-12000 High intensity Plasma projectors
-20000 medium intensity plasma projectors.
-60000 low intensity plasma projectors.
-1000 large missile silos
-6000 Plasma Torpedo silos
-2000 1400mm Railgun turrets
-8 plasma cannon turrets.


[Role Description]
The boardsword of the imperium and the tip of the spear they're meant to take and dish out damage but mainly to defend the Requiem super carriers. They also provide orbital bombardment.
only 350 exist today

slide_07.jpg

[Size]
Length: 800m
Height: 100m

[Speed]
Top speed in normal space = 0.4 Lightyears

[Defense]
-300 low caliber point defense weapons
-x2 Standard shielding However it is layered with more shields under the first shield.
-dense nano-composite armor

[Armaments]
-1 fixed plasma cannon
-20 120mm railgun turrets
-14 low energy plasma projectors.
-10 plasma torpedo silos

[Role Description]
The picket ships of the imperium they pick off larger ships and provide fire support. they are the workforce and normally go around tugging ships and asteroids.


[Size]
Length: 80m
Height: 30m

[Speed]
Top speed in normal space = 0.5 Lightyears

[Defense]
-x1 Standard shielding

[Armaments]
-2 rotary 100mm fixed railguns
-1 plasma torpedo silo


[Role Description]
the main bulk of the fleets swarm they normally fill the skies and the space between the large capital ships they are verstile however their firepower isnt too impressive

crossing-views.jpg

6452ff22764967.563270d761d79.jpg


see empire information faction for human ships

Ground forces:


Hydran shock troops:
Large hydran soldiers with mouth mounted lazer cannons and powerful psionic abilities make up these brave soldiers ranks. They are literal tanks bunker busters and dominating fortified positions, they aren't very good inside dense areas such as cities. their large size and large compliment of weaponry are intimidating and provide shock and awe. They are usually supported by a mass of infantry from the other races to make full use of them.

Human military:
Perhaps the most versatile out of the imperiums military they are the valuable masses that make up the bulk of the military. (see doodleSM doodleSM 's empire)

empress_by_telthona-d8cuy9q.jpg
Although mainly used for logistics purposes the adepts aren't a pushover. They do not have any weapons other than a cheap backup pistol but their main weapons are the mind. They can use their psiconic powers to throw small objects at supersonic speeds, lift up heavy objects to move out of the way, and crush anyone close enough to them. They do not have a personal shield however and rely on their psionic abilities to deflect projectiles which makes them vulnerable to close combat and barrage fire.

Siguras infiltrators:
Due to their liquid nature the Siguras can mimic any object they see they are deadily in close quarters but they do not have much in the way of ranged weaponry aside from throwing solidified the mercury that is their body as a projectile. Along with being scientists they make great hackers and can easily go through unshielded air ducts, cracks and crevices. They're most likely the most durable and hard to kill out of every other race in the imperium, they are all but useless in the frontlines other than repairing Anon and equipment.

Shakrai medics:
Of little use when fighting the Shakrai medics greatly improve the life span of any injured soldier, when in danger they can crawl up into a ball and roll away at a high speed and their crawls may be quite effect at close range however they are usually kept away from direct frontlines other than frontline medics. They are perhaps the most valued as they save lives of both prisoners and injured civilians.

Anon heavy infrantry:

The first to go in and the last to come out the Anon do not feel fatigue or hunger. these durable heavy hitters are usually complimented by a siguras somewhere near and can be revived by a siguras. Normally they attempt to draw fire from their fleshy allies and almost exclusively wield heavy weaponry. They arent much use any other way other than to help carry heavy equipment, arm large caliber artillery shells, and seizing positions of importance.


Mode of FTL:

Wormhole generators for long range distances
Psiconical warp drives for closer distances.

Strengths [3+]:

+Ultra-Diverse population
+Crusade of a hundred empires
+multiple 'buffer empires' before reaching actual imperium space.
+Spreading of religion converts populations
+Xenophile - accepts all races into the religious caliphate
+Large imperial ships
+Self governance policy
+resources and wealth in abundance due to donations of the other empires and vast territory.
+fiercely religous and loyal to the overall imperium
+most races are psiconic
+mainly uses energy weapons in imperial ships

Weaknesses [3+]:

-Small amount of effective imperial ships
-War between controlled empires is common
-independent states often act on their own volition
-hasn't been in a war for a very long time
-Large hydrans are intimidating despite initial peaceful nature
-332 plants are inefficient to produce ships in a timely matter
-inflexible military ships
-corruption is rampant from aristocracies
-no fortress worlds
-some Psionics lead to unhealthy places

Other:


Galactic Relations:

The imperium likes to have a peaceful standing with other empires and wouldn't decline a faithful empire into the imperium.​
 
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Vadian Empire
The Vadian Empire

Flag:
Image insert isnt working for this one.

Primary Colours:
Crimson, forest green, and black

Type of Government:

Absolute Monarchy
Leaders:

Faction Homeworld:

Vadia, Centurion system, galactic south.

Number of Controlled Planets:
7,750
Notable Planets:
Vadia: The Capital of the Empire, despite maintaining a massive population of 15 billion, it's biosphere is largely intact.
Faroe: Faroe is the most notable of the many Factorio, entire planets that have been converted into manufacturing centers. Faroe possesses a large orbital ring that serves as one of the Empire's main ship production centers.

History:
The Vadian Empire was founded after a revolution against a corrupt kingdom, ruled by a malevolent and vain king. This king ruled the planet that would be Vadia with an iron fist. The first great emperor, Vadius I, gained the king's trust. He misled the King to make horrible military decisions, and when he kicked off his rebellion, he crushed the king's obsolete and poorly led army. Crowned Emperor of a new Vadian empire, Vadius kicked off a new age of peace and prosperity for the people of Vadia. In this golden age, the Empire's borders were expanded and the economy boomed. As they expanded, the Empire waged war on several surrounding new galactic states, including the Corlaxi Interstellar Republic Now the Empire is a galactic power and stands on the verge of greatness.

Primary Language(s):
Galactic Standard
Vadian (which bears much resemblance to Latin)
Hrago (see Hragoski)

Currency:

Vadian Standard Credit (known as VSC or simply the Credit)

Composite Species:

Human
Hragoski: Hragoski are large humanoid mammals who are covered in brown fur. They stand up to two feet taller than the average human and possess immense physical strength. Their native language is comprised of howls and guttural barks.
Kalex: The Kalex are reptillian humanoids. They have a martial culture and are known for wearing skull masks.
Population:
950,900,799,862

Military:
The Imperial Astartes Legions are the main ground forces of the Imperial Army. They are genetically modified supersoldiers who don power armor containing such materials as cermaite and adamantite. Recruits are taken from Imperial worlds and implanted with the Legion they're joining's genetic code. This process involves the fitting of several extra organs and gene-grafting. Once they complete their genetic modification and grueling training process, they are armed with the best weapons the Empire can offer them and then are sent to war for the Emperor. They operate in Legions of 100 million. These legions are further subdivided into divisions of 5 million, which in turn are divided into regiments of 1 million. Regiments are the most common unit in which the Astartes Imperial operate, though they are further subdivided. The most basic strategic unit of organisation is the company of 100 men. A company is under a captain, a Regiment a, General a Division a Commander, and a Legion a Warmaster. When elements of two legions (or the entire legions, in an extremely rare case.) work together and equivalent officers (Ie two Warmasters) are present, one is chosen by either themselves or the Commanders below them who will take charge. This man is now the Primus Warmaster. This convention carries down the ranks all the way to Captains depending on who the highest officer present is.
In battle, the Astartes Legions employ the mightiest weapons the Factorios can produce for them. Their armor is, as said above, composed of a composite containing adamantite, ceramite, and other materials. There are two models, the Mark III Yareal Armor, which is the norm for most of the Astartes in the Empire.
b818619fbe851e7f349b55ce896d693d--the-howling-griffons.jpg

(Shown in the colors of the 292nd Legion Valerian's Fists)
And the new Mark IV Faeroi, currently being phased in to replace the Mark III.
New40KPrimarisArt1.jpg

(In the colors of the 501st legion, the Heralds of Vadia famed across the Empire and the Galaxy for their immense deeds)
Specialized units use Mark IV Decurion armor which provides increased protection
Gravis-Armor.jpg

The main weapon for the Astartes is the Mark V "Sokoa" Kinetic Bolt Rifle. It is more commonly known as a Bolt Rifle or Bolter. It is .75 caliber (19.05mm) rifle which shoots kinetic, rocket-propelled round which will explode on an impact or delayed fuse. It is usually fired in a semiautomatic setting, but others do exist
300px-Bolt_Rifle.jpg

For fire support they employ the Mark II "Octavius" Suppression Bolt System. It employs the bolter's principles in that of a man portable machine gun.
latest


Or the Mark III "Constantius" Plasma Support system. It has several charge settings, allowing it to fulfill a variety of roles from anti-infantry to anti-vehicular duties.
latest
An Anti vehicular roles are filled by such weapons as the Mark I "Fusilius" Directed Energy Weapons Platform, Mark III "Lucius" Overcharged Vehicular Assault platform and the Mark VII "Tyrannus" Missile launch platform. The latter is capable of employing anti infantry or anti vehicle rounds.
New40KWeaponsLascannon-500x158.jpg

250

250

There are also Astartes who can use psionic powers. These "psykers" are called Magis Astartes
latest

In close combat the Astartes use the Mark I "Gryphon" chainsword
IF_403515_Chainsword.jpg

The Astartes Legions operate land vehicles such as the M3 Cuxaeus Armored Personnel Carrier
99120101063_SpaceMarineRhinoNEW01.jpg

M4 Origin Armored Personnel Carrier (it's also considered part tank)
400px-StandardRaider.jpg

M7 Gearson MBT
sci_fi_tank_concept_wip_by_maydream01-d747n32.png
And the M7 "Vadia" Super Heavy Tank
The Vadian Navy is a strong force. They are in charge of all Vadian military space and aeronautical vessels.
latest

*

latest
latest
latest
VSD_I.jpg
latest
star-wars-x-wing-black-t-70-3d-model-max-obj-fbx-dae-mtl-tga.png
_6716746_orig.jpg
Star-Wars-Low-Altitude-Assault-Transport-LAAT-V2-Paper-Model.jpg
* denotes a ship that I do not have full specifications for yet

Mode of FTL:
Vadian Hyperspace:
Vadian hyperspace involves navicomputers on a ship calculating a route through the near-interdimensional space known as hyperspace. Hyperlanes can be mapped out in advance, and these speed up the travel considerably, but quick travel can be conducted without them


Strengths [3+]:

Powerful Military: Between the Astartes Imperial and the Imperial Navy, the Imperial military is a powerhouse and a force to be reckoned with.
Technologically advanced: Vadia places a high priority on research, and it's technology shows this.
For the Emperor!: Vadia is an exceptionally loyal and well put together Empire.

Weaknesses [3+]:

Vast Empire: Vadia is large, which makes moving forces around take time.
Interservice rivalry: There are notable rivalries between some of the most famous Astartes Legions, which can impede cooperation
Xenophobic, especially to non humans

Other:

Bonus stuff like trivia, national songs, etc.

Galactic Relations:

The political relations with other empires. Discuss with the player controlling each empire how you want the relationship to be with their empire
 
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Monroe Empire
Monroe Empire

Flag:

avF_G3Yqd5-GE6KKZn1eSqligux0BhIH74B1xcGA7kIeIqOXuiejci2d2cUyRCzO6RtgEzeBb2WGT4z0CGOogbGxuKCtmedtuQHoCTzGhmHifizx_OAvb6C3ERKJyaPObnoJgR94

Motto:

Primary Colours:

Red and Gold

Type of Government:
Corporatocracy (The Corporation Monroe Industries controls the Monroe Empire, more will be explained)

Leaders:
Luther Varr - CEO of Monroe Industries and "unofficial" leader of the empire

Faction Homeworld:
Pecunia, Cheyenne System, Galactic South (Capital)

Number of Controlled Planets:

1,002 directly controlled, 2,311 puppet/satellite governments

Notable Planets:
Murus 1,2,3 (System Murus, planets are numbered 1,2,3) - This system acts as the official military stronghold of the entire empire. In the event of an invasion/attack on the home system, all VIPs are evacuated to Murus.

History:
The Vaulter empire has always been fighting for control. There have been over two-thousand documented civil wars, many have tried, but no one has succeeded in uniting the Vaulters, under one government. Wherever there was an attempt to unite them, there was always one group that stopped them. Somewhere in all those civil wars, Monroe Industries, a hugely successful and global superpower at the time, successfully united the Vaulters under one government. They did this by brutally killing all opposition and investing heavily into scientific research that gave them a huge advancement That was about 500 years ago, and since then it has flourished with no opposition creating the biggest commercial entity in known space. Sometime during this change, they adopted the name Monroe Empire, in memory of the first documented united government of the Vaulters, under the control of Empress Jess.

Primary Language(s):
Galactic Standard

Currency:
Mainly Galactic Standard but anything pretty much anyone will take

Composite Species:
Vaulters
Vaulters are human like figures although born with natural birthmarks resembling tattoos. They are very similar in human biology and physiology.



vBKmYPz7ZY8ZwaWtFDmbCiqXn4py5SN7lZoavaCupiweIt6dMqooR9fvMR7lYJFLEUeZn8oiwtGfHQra7rEzhoBMFAAQeJB3ZOjCPKm4E-u8AYJa23pMU3DwC-wAKR0uO-0kGqy3

Population:
Approx. 971,399,486,000 direct citizens

Military:
Split between 3 main branches:
The Vaulter navy has many ships and systems under its command.
Kang Class Carrior:
eabe4b75695d4fe4d3468306298ebbb0.jpg

Atlas Class BattleCruiser:
0483670a39d7932a619166e9880615fa.jpg

Badger Class Destroyer:
5129279e3ff4ac344b0f32fd58bf84fb.jpg

Manticore Class Frigate:
maxresdefault.jpg
Carnage Class Cruiser:
5867d265558cb5c214024b190f54ba28.jpg

Vorpal Class Space superiority Fighter (SSF):
maxresdefault.jpg

Hive Class Dropship:
4926bd168793e25dc73a6126efa17f03.jpg

Standard Issue Infantry Combat Suit:
sphrvL7.jpg

Scorpio Class Main Battle Tank:
stef-chasseloup-cabecera-mk3.jpg

Carnage Class APC:
sergey_11.jpg

These specialized troops are not fighting for Monroe Empire or anything like that, but money. These troops are leased to nations/organizations/anyone willing to buy them, they are fierce, ruthless, and have no mercy.
Standard Issue PMC soldier:
future_soldier_concept_art_2_by_fonteart-d5pw7zc.jpg

Note: These are just some of the military units under the control of the Monroe Empire.

Mode of FTL:
FTL (Gravity Well) Technology - The "standard" method of FTL travel, which is to create an artificial gravity well in front of the ship to cause the ship to accelerate to FTL speeds
Transition Technology - The ability to travel from one place to another, using a tachyon drive. This drive causes the entire ship and everyone inside to be converted to tachyons, and shot in a direction, wherein the tachyons will run out of energy and transform into normal matter. One of the biggest technological secrets the Monroe Empire employs, widely considered a perfect system, but it has many limitations including calculations, gravity, and time of travel (Once initiated it cannot be stopped and so everyone is just along for the "jump")

Strengths [3+]:

Economic Strength - The Monroe Empire as millions of trade routes to thousands of small empires and therefore is one of the strongest economic entity in the galaxy.
Technologically Advanced - The Vaulters always push for an advancement in technology, to always stay on top in the intergalactic market.
Defensive / Stationary Military Technology- The Vaulters having a strong economic system, have created many advanced defensive technologies to maintain this creation.
Stealth and Speed - Vaulters are invested HEAVILY into stealth and speed innovations for their navies and commercial sectors. These technologies (more detail will follow in RP) allow their ships to bypass say, blockades, embargoes, etc. with ease, allowing trade and commerce to continue even with these "minor" interference's.
Nanotechnology - Considered one of the greatest breakthroughs in Vaulter history, nanites are used in hundreds of technologies, ranging from medicine, to defensive military applications (And no they can't eat things, in case you are wondering)

Weaknesses [3+]:
Greed - Vaulters are especially greedy which at times can be detrimental to their selves.
Xenophile- Vaulters do not believe in things like racism or "inferior", as long as you are sentient and moderately advanced, they treat you like they would treat one of their own.
Interstellar Commerce and Enterprise obsession - Vaulters feel and believe in being the strongest economic entity in the galaxy, this can cause them to be naturally hostile to possible threats to their economic strength.
Loyal - Vaulters believe in a code, a code of honor when dealing with others. They bestow this code onto anyone who makes a formal agreement with a Vaulter. The code is simple, "Honor the Deal". They will follow this code even if it will be to the detriment of themselves.
Lack of Offensive Military Capabilities: Focusing mainly on defensive capabilities to defend their economic authority, the Monroe Empire does not have advanced offensive capabilities. This does not mean they are ineffective in offensive combat, just not advantaged.

Other:
Vaulters and the entire Monroe Empire believe and focus most on trade and economics. They dedicate their lives to increasing economic strength and forever advancing business and commerce.
They also have recently begun researching cybernetic improvements to their bodies, although this technology is at this time somewhat limited, it is still used widely throughout the empire.

Galactic Relations:
Neutral but easily changed to friendly due to economic trade opportunities
 
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Kefalonian Trade Empire
The Kefalonian Trade Empire

kefalonian flag.png

Motto:

Those who suffer for the truth suffer justly.

Primary Colours:

Dark Blue, Light Blue, and White

Type of Government:

Parliamentary Monarchy

Leaders:
Prime Minister Dokar Enzelerokov
King Ellisov IV
Grand Commander Orisor Kelius
Herald Ekamius III

Faction Homeworld:

Planet of Kefalonia, third planet of the Kefalonian Star System, Located extreme Galactic Northeast. Kefalonia is a superearth roughly three times larger than Earth and having a mass roughly 2.5 times that of Earth as the planetary material is less dense. This means, however, Kefalonians are conditioned for high-gravity environs.

Number of Controlled Planets:

890

Notable Planets:

Prospero: a center for trade and industry.
Veklar III: a gas giant whose large moons form the Ekemarov Drive Yards, the largest ship-building site in the Empire.
Veramar II: a superearth near the homeworld with harsh heat conditions that serves as a training ground for some elite shock troops, and as a general fortress and military resupply planet.

History:
The Kefalonian Empire is one born of a species with the never-ending goal of moral refinement and self-discipline at the personal and national level. The Kefalonian State, as it exists now, was brought about as a result of the Great War: a conflict that occurred roughly 1100 AD just as the Kefalonians were industrializing globally. The global war pitted most of the Great Kingdoms against one another, and were ultimately lead by Ferraria and Gordia (the two burgeoning superpowers). The war dragged on for over one hundred years, claiming the lives of seven hundred million soldiers and a billion civilians in multi-generational trench-line stalemates. Only the invention of aircraft broke the stalemate and saw the forces marshaled under Ferraria victorious. The Ferrarian royal family became the governors of the entire planet, and Kefalonians have not warred against each other since.

Following the War, unrest grew as the large homeworld began to become overcrowded with nearly 12 billion souls. A space program allowed Kefalonia to expand outward into the cosmos where they were forced to prove their mettle in a vicious struggle to the death with a race known as the Gorgothans. Having wiped the Gorgothans completely from history, the Kefalonians became embroiled in the regional squabbles of fledgling states nearby. Some pledged themselves as vassals for protection, while others preyed on Kefalonian shipping. Over the centuries, the Kefalonians have leveraged their strength possessing both an impressive economy and a stellar fleet that can match most superpowers in the Galaxy. Added to this, their zeal in spreading their religion to other races throughout their area of the Galaxy has gained them a great deal of political influence in neighboring states.

Kefalonians are a very aesthetically-sensitive people, and prefer beautiful structures rather than functional ones. They believe the ideal person (or house, or city, or nation), should conform to a philosophical concept they term the godly mean. Although the godly mean also extends to morality (thus it is the basis for their moral system), it was theorized primarily as an aesthetic concept. Kefalonian buildings are built to embody their "metatruth" or the purpose of their existence beyond the material. Thus, houses are designed with steep roofs (to better facilitate their role as a defender from the elements) and are built always with four primary walls to symbolize the four corners of the globe, as the house is thought of as a microcosmic world. While this does not mean individual aesthetic tastes do not vary, generally their architecture follows a pattern reminiscent of Gothic revival in Earth parlance: sloping roofs reaching ever towards Heaven.

kefalonian city.jpg

Primary Language(s):

Kefalonian, Galactic Standard

Currency:

Kefalonian Crown Mark

Composite Species:

Kefalonian and a small population of over a thousand different races. Kefalonians are humanoids that are mostly identical to humans, a bit taller, having a denser bone structure and tougher hearts due to high gravity living. They are pale, usually having white, blonde, or red hair. They are resistant to cold, given their homeplanet is very frigid, but are weak to warm climates and suffer heatstroke easily. They are born with a gland under the frontal lobes that gives them psionic abilities, but most cannot harness these in any way.

Population:

920 Billion (although exact census data is not available)

Military:

The Kefalonian military is very space-focused. The typical Kefalonian strategy is to destroy the enemy fleet in orbit, bombard the planetary defenses and centers of production, then use attrition to starve the enemy until death or submission. They do, however, have ground forces.

The Kefalonian Navy designs its ships to be not just deadly, but also aesthetically pleasing. Large military starships are often carved into the shape of resplendent cathedrals and churches, complete with statues of saints to accompany the turrets. The largest class of ship in Kefalonia's navy is the dreadnought, which is comparable to the super-capitals of most factions. A Kefalonian fleet is usually composed of eight of these super-capitals, alongside twelve escort frigates, thirty corvettes, and several squadrons of fighters. Kefalonian naval tactics rely on encircling the enemy and boxing them into a side-to-side engagement that they cannot escape from, allowing their superior armor and shielding to win them the day.

Kefalonian ground forces are a different story. Kefalonian Marines are typically lightly-armored soldiers armed with plasma rifles or other footmobile weaponry. Accompanying them will usually be a smaller number of Kinesis Troopers. The Kinesis Troopers are battle psychics with mental projection capabilities honed by a drug regimen and military training. They can project forcefields to protect friendly troops, toss objects (or enemy soldiers!), or sometimes perform other mind tricks like targeted spontaneous combustion.

kefalonian soldier.jpg

Accompanying them are usually an assemblage of tracked vehicles or mechs, depending on the environment. Kefalonian assault vehicles are known to be reliable and tough, but not outstanding in any way. They get the job done.

Kefalonian Kinesis Trooper.png

Mode of FTL:

Kefalonian ships utilize hyperspace engines.

Strengths [3+]:

Trade-Oriented: Kefalonia is primarily a merchant civilization and usually spreads its influence through commerce, which gives many a positive opinion of them.

Charismatic: Kefalonians are thought to be polite and agreeable, although prudish and conservative. This assures they typically have more allies than enemies.

Socially-Cohesive: The Empire is greatly cohesive thanks to expansion, religiosity, and the lack of racial or ethnic divisions within the population.

Naval Power: The Kefalonian Empire is a naval power, and has some of the most experienced fleet commanders and some of the best fleets in the Galaxy.

Weaknesses [3+]:
Technophobic: Kefalonians use computers grudgingly as they are a necessity. Kefalonians believe personal computer ownership is an atomizing factor in society, and thus are generally wary of gadgetry in general.

No Robotic Labor: Kefalonia has granted that all self-aware robots have rights. Thus, they cannot be compelled to work. Kefalonia has a large population of androids recently liberated by this decision in the High Courts, but it also means that they lack a robotic industrial base and instead rely on "smart tools" and manpower.

Lackluster Ground Forces: Kefalonian ground forces are nothing special, and are pound for pound weaker than most ground-combat oriented civilizations.

Ideologically Rigid: The people of Kefalonia have a longstanding religious, moral, and aesthetic tradition that they care deeply about. This often makes them rigid thinkers.

Other:

Kefalonia has an unorthodox gender structure. While women hold most professions that men do, by the time they are the equivalent age of thirty to a human, most are married and have become domestic wives. After the children have grown up, women reenter the workforce for several decades (Kefalonians have much longer lifespans) until they join their husbands in an unofficial retirement. In which case, they become the family matriarch and are expected to be supported by the family. Kefalonian households often comprise four generations.

Kefalonian music resembles Earth jazz, with an emphasis on horns and string accompaniment. Kefalonians heavily dislike electronic music.

The state religion of the Kefalonian Empire is Unionism. The faithful believe that the Maker gave a revelation to a Kefalonian farmer and revealed to him the moral and ethical harmony that would be brought about under the godly mean. Unionism is a generally peaceful religion that advocates charity, self-restraint, and loyalty. The name springs from the "union" of the spirit and flesh under the godly mean.

Kefalonian names are said backwards with the family name coming first and the familiar name coming second.

Galactic Relations:
WIP

Generally on good terms with human-dominated factions, whom they regard as a cousin race. They do, however, abhor the totalitarian bent to their politics.

Kefalonians admire the Catapracht Union for the architecture of the Derelicts.​
 

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Lunarskar Monarchy
The Lunarskar Monarchy (WIP)

Flag:
UCCoVtm.png
Motto:
"Evolution will dictate superiority."
Primary Colours:
Black, orange, and white.

Type of Government:

"Monarchy"

Leaders:

Warboss Gobthrak Graveboilah

Faction Homeworld:

Da Spyre: Once known as Fraskia-87 by human scientists, the harsh jungle world of Fraskia-87 was full of terrifying predators, vicious hunters, and carnivorous fauna. It was the epitome of kill or be killed, and the fungal life was just as voracious as it's mammalian brothers, if not more so. Evolution dictated that the mammals of this world should not rule, and so the mushrooms evolved, rose up from the ground as humanoids. Savage in nature, destructive in design, and brutal in combat, the newly christened "Krorks" began their rise with their first humanoid to combat the deadly jungle.
It was a small, green creature that stood no taller than a meter and a half high, and no stronger than a child. It was quickly consumed by the planet's fauna the few moments it stood brazen in the open.

The first few attempts at a hardy race by the Krork mushroom weren't the best, evolution takes time. Hundreds of years later in development, the mushroom was able to develop a large creature, capable of sustaining many blows due to it's lack of vital organs, and a incredible resilience due to it's innate instinct to fight. That is how it was for the feral Krorks, until the means of weapons was developed. By culturing minor psychic energies within each member of the Krork race, namely the more developed and stronger of them, they are able to create machinery and weapons simply by the power of belief. They are also able to grow bigger, stronger, tougher with each battle against the fierce wilderness, who realized the threat to the wild that spanned over the entire planet.

Soon though, the Krorks were able to rise from their feral nature and become sentient, using logic and tactics to fight back against nature, and slowly build their empires to war against one another. One Krork however, Brazullgrak Mag Uruk Thraka, a great 'Warboss' unified these warring empires into one great monarchy, under his rule. He sought to remake everything in his vision, wanting to take the universe for himself, so he named the planet "Da Spyre", an Krork hub for technology that shouldn't work, and brawls that would kill the average human ten times over. Through a constant struggle, he was able to lead his warlike race that thrived off victory to overtake the next few planets with a brilliant use of materials at hand to create Battle Moons, a large ship meant for siege of an entire planet.

Number of Controlled Planets:

2,043 planets solely owned by krorks, 1,385 Krork/Non-Krork based planets.

Notable Planets:


Da Spyre: Capital of the Lunarskar Monarchy, Home of WAAAGH Gobthrak

Blakkscreech: Barrack world, popular for churning out large boyz of the Black Sun variety.

Falskarr: Industrial world. Though orks are known for crafting many of their own weapons in a jiff, the most powerful weapons and talented meks come from Falskarr's Mek Shops.


History:

First Expansion: The first few years after unifying the world of Fraskia-87, the great warlord Warboss Cragzkill Mag Uruk Thraka decided to lead his people out of their savage home world to another planet, one that can accommodate the warring tribes that make up the Krork's first fleet into the unknown up above. What they did find was a emptiness of space, a vastness that was filled with planets made of gas, or with rings of asteroids trapped in orbit. The boyz got tired of waiting, fighting each other, causing mutinies, and overall filling their time with the only thing they knew how to do very well, war. It wasn't until months after expanding their horizons that they found their first non-krork species.

First Contact: The first species that they had found, was the strange Human species. Humans had thin, stringy rope growing out of their skin, with these weird little skin bits located on their chest. They were almost of the same height in comparison to them, but they were in armor, much like a few meganobz were, so they could only assume they were smaller than them. But it wasn't through diplomacy did they meet, as the minute the Krorks saw ships on their radars, they immediately opened fire, practically drooling at their mouths for a good fight. Losses were tough. Boyz were sent on boarding parties on their ships. The Humans counter-boarded them as well. Their weapons were. . . Different. And accurate! Though the Krorks had a spray of gunfire, the Humans didn't need as much as a spray as the Krorks did in order to hit their targets.

Da Great WAAAGH: It wasn't until a few months of fighting did Cragzkill's advisers heavily encourage him to end this war immediately. And so, he did. With a truce, both sides agreed to convene for a meeting to broker a peace agreement. Surprisingly, the Humans spoke the same language as they did, but a little differently. It was fine however, after learning that the 'Vadians', as they called themselves, happened to like minerals. Krorks had a lot of those, and they didn't really like it all to much. Still stranger, is how currency was exchanged, since the Vadians didn't use Teef. Nor did they want Teef.

Krork Civil War: After the immense battles that had taken place, a group of difference opinions formed about how outsiders should be dealt with any further. Some, the Blood Moons, opted that the Lunarskar take a xenophobic approach to all alien species, declaring war, and killing as many as they can find before they were killed. The Black Sunz however, see that only through cooperation between other races and empires, they could survive in a hostile universe. Through this disagreement, two forces clashed against each other in space, many worlds conquered under their name destroyed beyond recognition in their conflict. It wasn't until Warboss Ravak Kul Toruk settled everyone's differences by killing the leaders of both factions. Though both factions still exist today, they are reminded who they serve. The Warboss, and solely him.

Second Expansion: With the end of the Krorkish civil war, Ravak Kul Toruk geared the rest of the Lunarskar to keep searching for other planets, other new alien species to observe, and fight. What this did do for the Krorks is introduce them to other empires. Other species they had not known anything about, or had really thought would exist. For example, the concept of blood was foreign, and when grenades let out a gas that would boil said blood, they found themselves to be quite immune to these effects.

Mercenary Work and Modern Day:
With the success of finding other races, not quite moving to annihilate or talk to them, the Krorks find themselves knowing more and more about the galaxy around them, and the strange systems and wars in play. Since the Krorks find themselves mostly neutral, they hire themselves out to other factions just for fun. Otherwise, they continue to take planets and fight those who would otherwise try and stop their expansion.

Primary Language(s):


English (Galactic Standard)

Krorkish (Broken English, but with many more orkish cultural references involved. Usually used for battle as a code foes cannot understand, or when not dealing with non-krorks.)

Currency:

Teef: Krorks use 'Teef', or teeth, as their currency. Usually gained from battle, having fast growing teeth, or bar fights, Krorks use these souvenirs for currency.

Precious Minerals: Krorks otherwise barter using what other factions currently desire. Silver, steel, gold. Usually, Krorks don't find much use for many of these other than bling and dakka.

Composite Species:

Krork: A mushroom-mammalian mimic bred for war. They can range from 5 to 9 feet tall, and grows bigger with each self defined victory. Most of the time, this usually means battle, but on the occasion, this could be bartering, negotiation, sport, or other such non-violent activities. Each krork has a very minor psychic energy field, known as 'WAAAGH Energy'. This WAAAGH energy is used to power most of the Krork's technology, as without the energy, powered by belief, none of it would work in another race's hands.

Grot: The smaller cousin to the Krork, the Grot is a mushroom-mammal mimicry much like the Krork, but does not have the same WAAAGH energy that the Krork has. However, the Grot has what the Krork does not: Ingenuity. Grots act as the advisers and architects of the Lunarskar Monarchy, able to carry more forsight than the average Krork, and think with a little less passion and emotion, allowing them to be analytical and surprisingly cold.


Non-Krork: Humans, Hragoski, and other varying species occasionally are needed for tasks a Krork cannot simply bring themselves to do, or are impossible for them to obtain. Such as firearms that work without the rest of the raiding party believing in the item. Or foodstock that isn't poisonous to outsiders. These are usually vendors.

Population:


Krorks: 60%
20 Billion

Grots: 35%
15 Billion


Non-Krork: 5%
5 Billion


Military:

The Battle Moon is a large flagship in the shape of a sphere, filled with varying weapons. These are the flagships of the Krorkish race, and are easily the best way to get into a fight, whether or not you are on the battle moon.


[Size]
8KM Width
8KM Length

[Speed]
.2 Lightyears

[Armament]
5 Soupa Planet Dakka'ers
70000 Dakka-Deffguns
50000 Rokkit Pods
40000 'Eavy Kill Kannons
30 MEGA SOUPED UP 'EALLY ZOGGIN' BIG KILL KANNONS

[Compliment]
20 Smasha Class Dreadz


[Defense]
Segmented split protocols, allowing the battle moon to split and crash down as a beachhead into an enemy flagship or for planet fall.
x4 Null Shields, All layered under each other.
4000 Point Defense Turrets (Fer boyz who did a friendly foire)

The Smasha Dread is a vile force to be reckoned with, being the second largest ship in the Krorkish fleet. It is nothing short of a looted super carrier stuck full with as much dakka as can physically be put onto it. Usually, these will be the thing a planet will have to deal with if the Krorks decide to invade.

[Size]
1KM Width
3KM Length

[Speed]
.3.5 Lightyears

[Armament]
2 Soupa Planet Dakka'ers
15000 Dakka-Deffguns
25000 Rokkit Pods
5000 Mega-Kustom Kannons (Overcharged Plasma Guns)
60000 'Eavy Kill Kannons
20 MEGA SOUPED UP 'EALLY ZOGGIN' BIG KILL KANNONS

[Defense]
8000 Point Defense Systems
x5 Null Shields, Layered under each other

The Invada is a 'krooser' usually seen ramming itself into enemy ships, or forcibly vomiting troops onto planetside or for boarding parties. As such, they are less equipped for dakka, and more destined for heavy amounts of choppa and soaking up firepower.

[Size]
300M Width
700M Length

[Speed]
.6 Lightyears

[Armament]
5000 Dakka-Deffguns
2500 Rokkit Pods
1000 Mega-Kustom Kannons (Overcharged Plasma Guns)
2000 'Eavy Kill Kannons
5 MEGA SOUPED UP 'EALLY ZOGGIN' BIG KILL KANNONS

[Defense]
8000 Point Defense Systems
x10 Null Shields, Layered under each other

Typical fighter style engine of the Orkish variety, these will usually be seen swarming in space battles, or even in use during planetside battles.

[Size]
50M Width
80M Length

[Speed]
.6 Lightyears

[Armament]
2 Dakka-Deffguns
1 Rokkit Pod

[Defense]
x1 Null Shield

The select choice in premium battle transportation and boarding purposes, the Boyz Transportah speaks true to it's purpose and name. Used during spacefaring battles, the Boyz Transportah forcibly carves a hole through an enemy ship's hull and deposits it's angry mob of many, many boyz.

[Size]
180M Width
200M Length

[Speed]
.6 Lightyears

[Armament]
4 Dakka-Deffguns
1 'Eavy Killkannon

[Defense]
x2 Null Shield

The average Krork, referred to as a 'Boy', or 'Boyz' in plural form of the word. Krorkish methods usually dictate for a less specialized approach in most engagements, in exchange for a massed amount of firepower, and a massed amount of soldiers ready to fight. This usually leads to powerful Warbosses gathering quite large WAAAGHS, the word for war in their language.
boyz.jpg

In accordance to their need for large blobs, the Boyz usually take on two forms of combat. One involving lots of dakka, and the other involving lots of choppa. Dakka being the word for 'Lots of Bullets', and choppa being self explanatory as the counterpart to dakka.

The Shoota, a gun of magnificent dakka, is one of the two standard weapons for the Krork Boy to employ. Useful in a pinch, able to spew bullets left and right, and a handy club too, the shoota is a near fabled weapon for the boyz.
shoota.jpg

On the contrary, the Slugga, the Krorkish 'pistol', is a massive block of a gun that shoots singular rounds with each trigger pull. Even though they aren't as frequent as the rapid fire action that the Shoota achives, the Slugga makes up for it by being a little more effective in melee combat, where it will be used the most. If the Krork isn't shooting, he's chopping, and if he isn't chopping, then he's mucking about!
sluggadiagram.png

Boyz are usually led by a much bigger, meaner Krork, one under the direct command of the Warboss, and usually one that has experienced plenty of battle. These specific Krorks are known as Nobz, short for nobility. Usually, they are kitted with special weapons, better armor, and sometimes even a power klaw. Most of the time though, they are the tank commanders, raid leaders, and ace pilots in the Krorkish army.
nob.jpg

The power klaw. Next to a choppa, the universal multitool of the Krorks, the power klaw is the most prevalent weapon used by the Krork species. In their culture, a power klaw is a sign of status as well as a functioning weapon capable of shearing through most people, and even heavily armored vehicles with it's trifecta of blades. The power klaw gauntlet is an incredibly powerful melee weapon, and is nothing to be scoffed at. Unless you want to lose your head.
powerklaw.jpg

The highest ranking, the one who commands the Nobz, and the hundreds, if not thousands or even millions of boyz, the Warboss. The warboss is a incredibly large krork with a large amounts of influence. Very popular and influential Warbosses usually have a WAAAGH named after themselves. They have the best gear, and have access to the most loot and teef, sometimes even kitted in what is known as 'Mega Armor'.
orkwarboss.jpg

Mode of FTL:
Warp Holes: During times of relative peace, the Orks send out their ships to construct Warp Holes, massive rings in space that float about, waiting for ships to pass through them. Most of the time, they are empty rings that do nothing, but when used by an Krorkish Frigate or higher, they are able to open a portal between two holes, allowing for short distances to be covered in the span of seconds. This only works if the warp hole is already wherever the Krorks need to be, otherwise they will have to manually fly at their sluggish light speed or rely on trade for better FTL systems.

Strengths [3+]:

-Many, many, many of the worlds taken by the Lunarskar become fortress worlds, creating a strong defensive line against potential invaders.
-Krork equipment and the krorks themselves are very tough and sturdy, with the equipment being unusable if stolen.
-Krork physiology makes them immune to diseases most other lifeforms are affected by, being mushrooms without blood or organs.
-Krorks are a powerful race in battle, being one of the fiercest in ground and interstellar combat. Known for their blitzkrieg rushes, and unending waves of men and ships.
-Unsurprisingly, the Krorks have large numbers, and most of their strategies rely on flooding the battlefield in bodies, and lots and lots of dakka.

Weaknesses [3+]:

-The krorks are terrible at diplomacy, only able to half understand the reason for peace or trade. Usually, they have to be heavily talked into something they barely understand.
-Besides from material and services, the krorks have no exports, and their currency is virtually useless outside of their empire. Who wants teeth anyways?
-The krorks have no moral compass, meaning they will take prisoners and beat them, use slave labor, and on some feral worlds a WAAGH left behind, use humans or other sentient species as cattle. While this can be curbed by the integration of other races, most orks see this as a loss of resources that are available, and nobody else is looking for.

Other: The Krorks believe in a loose religion. Not so much as there are gods and such, but that all Krorks have souls, and that every time those souls pass from battle, as that is the number 1 cause of death, they are simply reborn into a new Krork body being born somewhere else. That is the sole reason as to why Krorks charge into battle and never falter. Why retreat when you can fight again tomorrow?

The reason as to why the 'monarchy', is put into quotations, is the way one becomes a Warboss. Yes, though the monarch is in control of the entirety of the Empire of The Lunarskar, any denizen of the Monarchy may challenge the current Warboss in a duel. Winner gets the throne, loser is usually sent off on a slayer's quest, a slayer's quest belong to go off and slay as many enemies or large creatures before they are reborn anew again. Usually, there are only a few slayers in at a time, these legendary warriors appearing in battle always in defense of the losing side.

Galactic Relations:
Vadian Empire: Hired by them as Privateers, and when Krorks feel a little bit more committed to being under the thrall of the humies, they choose to become auxilia. Though this is frowned upon by some, others feel like it is the next step to becoming more accepted in the galaxy.
 
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Invictus Legion
The Invictus Legion
0011 (1).png
Motto
"Carpe omnia quae possunt capta est"
(Seize all that can be taken)

Primary colors

Red and gold

Type of government
Imperialist monarchy

Leaders
Emperor Aurelius vulpes

Silus inculta=The Emperor's "right hand", handles a variety of things for the Emperor

Septimus vulpes= the Emperor's young son, 11 years of age and about to begin training

Faction home world
Domitus, Bovum , Sagittarius

Number of controlled planets
348

Notable planets
Manes= a war zone turned burial world, a sect of praetorian's guard this world, the custodes gravis

Saverious= a planet that has the highest slave count, slaves are treated like cattle but are not abused, it is unwise to harm ones livestock

Elysium= the sun that orbits domitus, it is believed to be a gateway to the afterlife (also called Elysium, the realm of the gods) it is said that the gods themselves decended from the sun during ancient times

Noctis= a planet in the outer rings of the bovum system, it is inhabited by a species of sentient, vampire bat like humanoids called the "Infernoctis", they have been allowed to keep their planet as they stated "you shall have to cut us all down before you take our home" as a sign of respect the legion have left Noctis alone, they also have a monarchistic government and their level of technology is still largely medieval.
vampire bloke.jpg An Infernoctis

History
The first inhabitants of Domitus where humans who, thousands of years ago, traveled to Domitus in order to colonize it and its surrounding planets, however for unknown reasons the planet was never properly colonized and the hundreds of gargantuan ships used to get the humans there have seem to have disappeared, so millions of humans where stranded on the giant solid planet, the events of the next few hundred years are unknown however what is known is that the years after that where marred with tribal warfare, it seemed that no one tribe would ever win, some shamans believed that the world was cursed to be in a period of constant bloodshed.

This was until the scouts of the "angeli fortis" tribe found it, the gleaming cave, it was filled with strange tomes that lit up and held untold amounts of knowledge, they spoke of "Rome", "centurions" and "imperium" the machines, the metal angels showed them how to harvest the lands ore to create steel, and showed them how to reinforce it to make swords that would never dull, Armour that would never rust, it showed them how to become conquerors, this was a gift from the gods.

They carved a bloody path through the lands of the rival tribes, their hide robes replaced by hardened ultra-steel plates and red robes, their bone and stone knives and spears gone, and in their places where gladiuses of steel, those warriors they did not kill where brought into their glorious new legion. The symbol of the legion, the golden skull of the gods, became a symbol of terror, who ever the skull cast its gaze over would soon fall by the hand of Emperor lanius vulpes.

When the whole planet belonged to the angeli fortis, they declared themselves the "invictus empire" as they had never lost a battle, the next few years where calm, and then the gods spoke again, the metal angels told them of the world they lived on and it told them that there where hundreds if not thousands of more worlds, then at that moment Emperor Lanius fell to his knees weeping,

"My lord, why is it that you weep?"

"There are thousands of worlds to conquer and yet we have only taken one!"

But then, the metal angels began to sing, a steady tune like short whistles and after a few moments, the people of Domitus witnessed a miracle, the gods provided ships, ships of metal, ships that could sail the stars, now was the time for the stars themselves to be conquered, as the ships opened ready to take a crew, Emperor lanius shouted

"We shall seize all that can be taken!"

Primary Languages
Latin and Galactic Standard (English)

Currency
Aureus,Sestertius and Solidus

Composite Species
Humans and Infernoctis, although the Infernoctis rarely fight for the empire they are protected by them

Population
900 Billion across the Empire

Military
Legionary= the basic unit of the Invictus legion clad in standard issue hard-steel armor and a shield of the same material aswell as a gladius of ultra-steel, they have been tarined since a somewhat young age to become the backbone of the legion and no army is complete without them, they can also be armed with "Roman fire" which is basically an ornate flamethrower.

Velites= they form the skirmishing units of the Empire, they are lightly armored wearing a ballistic legion style vest over their robes, they are also marked out by the wolf heads they wear on their helmets, the heads are taken from a domitusian jumping wolf, the Velites will have to kill one to complete his training, they come armmed with a Gladius as well Pyro-javelins, javelins thats when thrown and encounter enough pressure on their tip, explode in a napalm like explosion.

Centurion= the generals of the legion, they can be distinguished by the large brush like crests on their helmets, they carry large shields and gladiuses made from ultra-steel which is nothing new, however the Centurion has the honor of having a full Armour set made of ultra-steel, these men go through extensive training to make sure they are capable leaders and fighters, they command great respect in the legion, so much so that they have been given permission to ride a steel horse into battle, a mechanical steed that cannot only crush a man with its hooves but can also take alot of physical punishment before failing.

Praetorian Guard= the elites of the legion, they are the personal guard of the Emperor, all their equipment is made from ultra-steel that has been stained black, their training is hellish, many men die during their training to become Praetorians, the position is one of the greatest honors one can be given and in the minds of the people, means you have been chosen by the gods to watch over the Emperor, the sight of a Praetorian Guard is sure to rally troops even in their darkest hour

Pyro-ballista= the pyro-ballista is a standard roman style ballista that has been reinforced with steel that fires bolts that function in the same manner as pyro-javelins just on a larger scale.

Mode of FTL
The invictus empire has the oldest and slowest method of faster than light travel, their ships are more akin to relics as they were one of the first models of faster than light ships made, this makes sense as the legion didn't construct these ships.

Strengths
Iron hard loyalty= the people of Domitus have an unbreakable loyalty to their Emperor, as he is kind and merciful, many view him as a man who was chosen by the gods and who would dare question the gods?

High quality warriors= given the harsh training that every Legionary receives, they will never be below average in quality, every man can complete the task at hand no matter what the task is

Close quarters combat= given their feudal world and upbringing the legion excels in melee and close quarters combat, every man knows how to properly use his gladius, not just swing it at their foe

Weaknesses
Distain of firearms= the legion view firearms as the weapons of cowards, as in their eyes they take no skill to use, you must merely point and shoot

Backwards people= the people of the Empire know very little of advanced technology, this sometimes makes trade a problem as they may be less willing to trade for items they do not understand

Slavery= while not a problem in the eyes of the Invictus empire, many see their slaving as immoral and condemn it

Other
The people of the empire live a very free life without much restriction,the planet has a large focus on philosophy and things such as homosexuality are completely legal, however the colosseum not only hosts plays but also brutal fights between gladiators

Despite their large amount of slaves the empire rarely abuses their slaves as they view them like livestock and why would you wound or harm your livestock?

Hard-steel is a type of steel that was harvested from Domitus and its surrounding planets that has been altered by the "Metal angels" to become more hard and durable, ultra-steel is similar but the hardening process takes longer and it gives weapons a stronger edge and increases their cutting power substantially

Galactic Relations
The Invictus legion has not had much of an impact yet
 

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Unified Naxus Colonies

Flag:
ace_combat___emmeria_flag_by_misterk91-d4utk5p.png

Motto:
"For the people."
Primary Colours:
White and Blue

Type of Government:
Federal-Democracy

Leaders:
Chief Colonial Representative Maas Pelts
Vice-Colonial Representative Tara Eldris
Secretary of Colonial Defense Aulder Plantis
Secretary of Colonial Affairs Mavis Dentin
Commandant of the Combined U.N.C Colonial Armed Forces Iris Wesin

Faction Homeworld:
Naxus (Capital city Auractis-Noria). A super-earth that is 3.5 times larger, and has a mass 3 times more than earth, and is the 4th planet in the Naxus system.
300px-HR-PlanetReach-Bnet.jpg

The Naxus System planets in order:
Lillith
Jenova
Tansen
Naxus
Isolia
Farron
Serin
Edlis
Taros
Telemar
Othra

Milky way capital:
Agamemnon. A planet 2 times larger than earth, and lies within the outer rim.
Kepler22b-artwork.jpg.638x0_q80_crop-smart.jpg


Number of Controlled Planets:
1,714

Notable Planets:
Aulteris, Henshal, Talia, Atari, Zelta, Camden (Strategic Fortress Worlds)
Paleris, Talmer (Dyson sphere worlds that generate nearly 70% of the U.N.G's energy. Only 2 were ever built. All plans for additional dyson spheres were scrapped as materials were diverted to the war effort back home.)
Nautilus (Super-gas giant, and the sight of the Naval Armory Belt (N.A.B) that serves as central military command, and primary naval dock for ships.)


History:

Billions of years after the creation of the universe, the Vikrans were one of the first intelligent races in the ancient galaxy. Plagued by war, the early Vikrans fought each other to no end, leaving their planet scarred in war. Three planetary wars were waged on Naxus, eons ago. All of them, changing the political landscape of the planet, as new nations emerged, while old ones crumbled, and others, stood the test of time.

By the mid-era, Noria, and Ultira emerged as the superpowers of the planet. Their influence lasted for 100,000 years, until the last planetary war was waged when the secretary of Ultira was assassinated. The blame, going to Noria. The nations on the Vikran home world Naxus, came together in the ruins of the last great planetary war, to establish a new world. Old rivalries and and squabbles remained between the nations, but, in an effort to elevate their race to a higher plain, the Vikrans poured their resources together, and became the first race to achieve intergalactic travel in the early galaxy. In the early ages, the nations controlled various sectors of the galaxy. This encouraged rivalries, and trade wars. The early empire was in a state of volatile cold war because of political greed. Fearing a potential outbreak of total war, the nations convened on Naxus, to establish the U.N.C. 3,400 years since the VIkrans achieved intergalactic travel. The U.N.C promised endless peace, and prosperity for the VIkran race. And in the eras that followed, the U.N.C delivered on it's promises, generations of Vikrans that lived, continued to expand the U.N.C's borders, eliminating all native alien life, re-locating them elsewhere, or outright extermination. They began cataloging the various species, seeing which were a potential threat, and which ones to observe.
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Technology continued to advance. And so did the Vikran's views on the galaxy. As more and more intelligent life emerged, the vikrans watched as the life created societies, and eventually interstellar travel. Not wanting to let go of its grasp on the galaxy, the Vikrans waged war against the species, as a new political movement of Vikran first, began to cement itself into society. The idea that the galaxy was Vikran property, and no other species was entitled to its spoils.

During the mid-st of mass political shift, the Vikrans, who were sensitive psychics and held psionic powers were being discovered all across the colonies. Their origins, were at first mysterious but, it was later revealed that they were the descendants of the early Vikrans who inhabited Naxus. There really wasn't anything that the population thought much of. In fact, the population found it intriguing that their civilization once had psychics to begin with.
Macross+Frontier+42.jpg

Several million years ago, the U.N.C, began an audacious plan to establish colonies beyond their galaxy. They laid their eyes upon the Milky way, a galaxy that seemed like a perfect candidate. And so, the military, along with many individuals set for re-location, were sent as the first colonists. They established the colonial capital of Agamemnon, and for a time, it was good. Colonies flourished as resources poured into the Milky way from the Vikran home galaxies. The people of the colonies enjoyed their new lives in the Milky way, they were too caught up in their own happiness to pay attention to the coming storm.

The U.N.C was ancient. Its power and influence waning, as the once proud government fell to corruption and greed. This gave rise to the idea of change, and even autonomy, as insurrections emerged on several planets. The government responded with force, attempting to suppress the insurrections which only ignited more civil unrest. A wedge was driven between politicians and the people, until, it ignited into civil war. Losing control of their galactic sectors, the U.N.C was forced to temporarily pull the plug on the colonies, as it diverted all resources to the war, in an effort to re-gain control of the planets.

This was a severe blow to the Milky way Colonists. Their life-line was severed, and their resources taken from them, in an instant. Left to fend for themselves, the U.N.C established an emergency plan to prolong their colonies sustainability.

It's been a long time since contact was lost. They are unsure as to whether or not the civil war has ended. All that the colonies can do is do their best to survive until contact is re-established.

Unknown to them, the milky way colonies are the only remaining remnants of the U.N.C. it is unknown what has happened on Araxi, but one thing is for certain back at home. The U.N.C no longer exists. As this revelation is unknown, the U.N.C continues to do what it can to survive.

Primary Language(s):
Galactic Standard English

Currency:
Credits

Composite Species:
100% Vikran

Population:
180,079,881,010

Military:
The Military is divided into 2 divisions:
The Army
The Navy

The military's primary weapons consist of anti-matter. Weapons used to completely vaporize matter with a hard hitting force. Their armor and shielding are designed in defense of such forces.

Other weapons also consist of graviton, accelerated laser, and ion based weapons

Navy:
U.N.C navy vessels use Type 07 Dentine Armor. The armor is known to be thick enough to withstand projectile based weaponry. The armor is coated in a high heat resistant seal, to withstand the extreme heats of certain energy based weapons. The Navy is critical to the defense of the colonies, as well as enforcing the U.N.C's security through out their territory. Thanks to the advanced technologies, many things on board the vessels are automated by drones or self-regulating systems, reducing the need for additional crew members. Ships are outfitted with different types of Mirage Colloid cloaking generators, and come equipped with powerful long-range sensors.

Ships use the M-23 Type 4 Engines, which filters in gas into a primary ignition chamber, compressing it until it becomes super heated, propelling the thrusters, giving the ship the power output of a star, eliminating the need to refuel, and instead only needing occasional maintenance checks.

Super Dreadnought
Naxus-Class
Super-Dreadnought.jpg
A ship so large, it's very name is enough to strike terror. Being build as the apex of capital ship combat, the Super Dreadnought carries an array of weapons, that gives it the firepower of an entire fleet, a single Naxus-class vessel is more than enough to subjugate and police an entire star system. These large vessels are known as the largest ships to ever be constructed in galactic history. Their bows are reinforced with additional armor and energy shielding, that are capable of ramming other capital ships once all of it's weapons have been depleted. An instant morale crusher. They serve as Sector Command vessels.

Length: 65 km

Shielding:
Type E: Energy resistant shielding
Type P: Projectile resistant shielding
Type H: Heat resistant Shielding
Multi-layered High Impact Energy shield

Weapons:
4 x MK IIA Glassing Arrays
20,000 X Grade - 01 Medium Accelerated Laser guns & Mk. 5 Ion turrets
30,000 X Type 03 Point Defense Laser & Ion turrets
20,000 X Type 2 Heavy Accelerated Laser guns & Heavy Type 6 Ion Turrets
1,000 X Type-G Graviton Turrets
4,000 X Multi-role Antimatter turrets

8 X Super Heavy dual Accelerated Laser turrets
8 X Super Heavy Ion Turrets
4 X Super Heavy Anti-Matter turrets
2 X Lancer guns

10,000 X Energy Missile Tubes
4,000 x plasma nuke silos
1,000 anti-matter nuke silos
10 Nexus Energy Missile tubes

Compliment:
10 Type-X Destroy Mechs
3,000 Regis Interceptor Mechs
3,000 Terrance Fighter Mechs
300 Terrance Long Range Reconnaissance, Spy, and Surveillance variant Mechs
2,000 Type-90 Mechs
1,000 Type-88 mechs
2,000 Type-70 Mechs
1,500 Guntank mechs
10 Surface Command Vehicle
10 Surface Command Command Vehicle

3,000 Transports
4,000 gunships
40,000 drones

40,000 Vehicles


20 Frigates
20 Destroyers
10 Cruisers
4 Battleships
2 Assault Carriers
2 Super Carriers

The U.N.C currently has 4 deployed

Dreadnought
Auractis-Class Dreadnought
macrossquarter-film-warship.jpg

Designed as the enforcer and projection of U.N.C military power, the Auractis-class Dreadnoughts are the apex ship combat vessels. They carry a compliment that can enforce law and order upon several planets at once, and can be used to suppress an entire star system just like it's larger counter part when fully outfitted for war. It is as the firepower akin to half a fleet, and just like it's larger brethren, strikes terror with it's presence. The vessel is used to police the various systems and the U.N.C's border. It's bow is reinforced with additional armor and energy shielding for ramming.

Length: 45 km

Shielding:
Type E: Energy resistant shielding
Type P: Projectile resistant shielding
Type H: Heat resistant Shielding
Multi-layered High Impact Energy Shield

Weapons:
2 x MK IIA Glassing Arrays
14,000 X Grade - 01 Medium Accelerated Laser guns & Mk. 5 Medium Ion turrets
10,000 X Type 03 Point Defense Laser Systems & Mk.6 Ion Point Defense
10,000 X Type 2 Heavy Accelerated Laser guns & Heavy Type 6 Ion turrets
600 X Type-G Graviton Turrets
2,000 X Multi-role Anti-matter turrets

4 X Super Heavy dual Accelerated Laser turrets
4 X Super Heavy Ion Turrets
3 X Super Heavy Anti-matter Turret
1 X Lancer gun

5,000 X Energy Missile Tubes
2,000 x plasma nuke silos
200 anti-matter nuke silos
4 Nexus Energy Missile tubes

Compliment:
5 Type-X Destroy Mechs
4,000 Regis Interceptor Mechs
4,000 Terrance Fighter Mechs
100 Terrance Long Range Reconnaissance, Spy, and Surveillance variant Mechs
1,000 Type-90 Mechs
1,000 Type-88 mechs
800 Type-70 Mechs
1,000 Guntank mechs
4 Surface Command Vehicle
4 Surface Command Command Vehicle

3,000 Transports
35,000 gunships
110,000 drones

10 Frigates
10 Destroyers
2 Cruisers
1 Battleship
1 Assault Carriers
1 Super Carriers

The U.N.C has 10 deployed

Fleet Super Carrier
Narssi-Class
battlegalaxy-carrier.jpg
Designed with naval superiority in mind, the Super carrier is vital to the U.N.C.s role in continuing space dominance. It's power comes from the mass armounts of mechs and drones that it can carry. It is said that a single super carrier's compliments have the same firepower as an actual strike group. An can fill the role of planetary subjugation , suppression, and policing. It's primary role is to overwhelm the enemy with swarms of mechs, and bypass defensive systems. It can be used to suppress continents and supplement it's larger vessels with additional resources. They serve as an ideal capital-ship replacement when dreadnoughts and super dreadnoughts are not available or present. It serves like a traditional carrier.

Length: 11 km

Shielding:
Type E: Energy resistant shielding
Type P: Projectile resistant shielding
Type H: Heat resistant Shielding
Multi-layered High Impact Energy Shield

Weapons:
1 x MK IIA Glassing Arrays
100 X Grade - 01 Medium Accelerated Laser guns & Mk. 5 Medium Ion turrets
1,000 X Type 03 Point Defense Laser Systems & Mk.6 Ion Point Defense
400 X Type 2 Heavy Accelerated Laser guns & Heavy Type 6 Ion turrets
80 X Type-G Graviton Turrets
200 X Multi-role Anti-matter turrets

2 X Super Heavy dual Accelerated Laser turret
1 X Super Heavy Anti-Matter Gun

500 X Energy Missile Tubes
40 x plasma nuke silos
10 anti-matter nuke silos
2 Nexus Energy Missile tubes

Compliment:
4 Type-X Destroy Mechs
3,000 Regis Interceptor Mechs
3,000 Terrance Fighter Mechs
100 Terrance Long Range Reconnaissance, Spy, and Surveillance variant Mechs
2,000 Type-90 Mechs
1,000 Type-88 mechs
800 Type-70 Mechs
3 Surface Command Vehicle
3 Surface Command Command Vehicle

3,000 Transports
20,000 gunships
110,000 drones

400,000 Vehicles

2 Frigates
2 Destroyers
1 Cruiser
1 Battleship

The U.N.C has 8 deployed​

Assault Carrier
Noria-Class
uraga-escortbattlecarrier.jpg

Designed to quickly deploy forces to the ground for a planetary or ship to ship boarding action. The assault carrier is vital to the U.N.C's invasion force as it is reliable, quick, and able to get boots on the ground faster than other ships. It is designed with speed and maneuverability in mind for quick and easy deployment of ground assets to the surface.

Length: 6 km

Shielding:
Type E: Energy resistant shielding
Type P: Projectile resistant shielding
Type H: Heat resistant Shielding
Multi-layered High Impact Energy Shield

Weapons:
30 X Grade - 01 Medium Accelerated Laser guns & Mk. 5 Medium Ion turrets
1,000 X Type 03 Point Defense Laser Systems & Mk.6 Ion Point Defense
20 X Type 2 Heavy Accelerated Laser guns & Heavy & Medium Type 6 Ion turrets
500 X Multi-role Anti-matter turrets

300 X Energy Missile Tubes
10 x plasma nuke silos
4 anti-matter nuke silos

Compliment:
2 Type-X Destroy Mechs
550 Regis Interceptor Mechs
500 Terrance Fighter Mechs
20 Terrance Long Range Reconnaissance, Spy, and Surveillance variant Mechs
500 Type-90 Mechs
500 Type-88 mechs
1 Surface Command Vehicle
1 Surface Command Command Vehicle

1,000 Transports
25,000 gunships
40,000 drones

700,000 vehicles

1 Frigate
1 Destroyer

The U.N.C has 26 deployed​

Battleship
Roman-Class
Dulflim.jpg

The Battleship is the primary support vessel when it comes to carrier protection, or ship to ship combat, when carriers or dreadnoughts are not present on the battlefield. They provide the necessary firepower for combat, and come with a compliment of mechs for defense and offensive measures.

Length: 6.6 km

Shielding:
Type E: Energy resistant shielding
Type P: Projectile resistant shielding
Type H: Heat resistant Shielding
Multi-layered High Impact Energy Shield

Weapons:
1 X Mk IIA Planet Glassing Array
200 X Grade - 01 Medium Accelerated Laser guns & Mk. 5 Medium Ion turrets
600 X Type 03 Point Defense Laser Systems & Mk.6 Ion Point Defense
200 X Type 2 Heavy Accelerated Laser guns & Heavy Type 6 Ion turrets
10 X Type-G Graviton Turrets
100 X Multi-role Anti-matter turrets

200 X Energy Missile Tubes
20 x plasma nuke silos
10 anti-matter nuke silos
1 Nexus Energy Missile tube

1 X Super Heavy Dual Accelerated Laser turret
1 X Super Heavy Ion Turret
1 X Super Heavy Anti-Matter turret

Compliment:
10 Regis Interceptor Mechs
10 Terrance Fighter Mechs
2 Terrance Long Range Reconnaissance, Spy, and Surveillance variant Mechs
2 Type-90 Mechs
2 Type-88 mechs
5,000 drones

1 Frigate

The U.N.C has 40 deployed

Cruiser
Braul-Class
Stealth Destroyer.jpg
The Backbone of the Navy, the Cruiser is a multi-role vessel, that serves as the primary escort and combat ship for fleets. It's multi-role capabilities make it a formidable foe, and it's sleek design makes it faster than other cruiser types.

Length: 2 km

Shielding:
Type E: Energy resistant shielding
Type P: Projectile resistant shielding
Type H: Heat resistant Shielding
Layered High Impact Energy Shield

Weapons:
100 X Grade - 01 Medium Accelerated Laser guns & Mk. 5 Medium Ion turrets
200 X Type 03 Point Defense Laser Systems & Mk.6 Ion Point Defense
60 X Type 2 Heavy Accelerated Laser guns & Heavy Type 6 Ion turrets
5 X Type-G Graviton Turrets
30 X Multi-role Anti-matter turrets

1 X Super Heavy Accelerated Laser Turret

300 X Energy Missile Tubes
20 x plasma nuke silos
4 anti-matter nuke silos

Compliment:
2 Regis Interceptor Mechs
3 Terrance Fighter Mechs
2 Terrance Long Range Reconnaissance, Spy, and Surveillance variant Mechs
30 gunships
2,000 drones

The U.N.C has 520 deployed

Destroyer
Clare-Class
latest

Destroyers are built to hunt other smaller vessels. Their quick speeds, make them excellent ship hunters, and they provide additional escort coverage

Length: 850 meters

Shielding:
Type E: Energy resistant shielding
Type P: Projectile resistant shielding
Type H: Heat resistant Shielding
High Impact Energy Shield

Weapons:
10 X Grade - 01 Medium Accelerated Laser guns & Mk. 5 Medium Ion turrets
20 X Type 03 Point Defense Laser Systems & Mk.6 Ion Point Defense
4 X Type 2 Heavy Accelerated Laser guns & Heavy Type 6 Ion turrets
4 X Multi-role Anti-matter turrets

50 X Energy Missile Tubes
6 x plasma nuke silos
4 anti-matter nuke silos

Compliment:
1 Regis Interceptor Mechs
1 Terrance Fighter Mechs
1 Terrance Long Range Reconnaissance, Spy, and Surveillance variant Mech
10 gunships
50 drones

The U.N.C has 318 deployed

Frigate
Deral-Class
gnma-y0002v-trans.jpg

Frigates serve as ship escorts. They are fast, agile and maneuverable, making them excellent ships that provide additional interception and flak roles.

Length: 580 km

Shielding:
Type E: Energy resistant shielding
Type P: Projectile resistant shielding
Type H: Heat resistant Shielding
High Impact Energy Shield

Weapons:
3 X Grade - 01 Medium Accelerated Laser guns & Mk. 5 Medium Ion turrets
8 X Type 03 Point Defense Laser Systems & Mk.6 Ion Point Defense
2 X Multi-role Anti-matter turrets

20 X Energy Missile Tubes
2 x plasma nuke silos
2 anti-matter nuke silos

Compliment:
1 Regis Interceptor Mechs
1 Terrance Fighter Mechs
2 gunships
50 drones

The U.N.C has 408 deployed

Mechs:
Mechs are made from light Dentine armor, they are known to take strong punishment, and high explosive energy. They are equipped with powerful thrusters located on their back, legs, and torso, giving them amazing maneuverability. The armor is able to withstand heat as well. Mechs are outfitted with EMP resistant packs, and if that power pack were to fail, the mechs have one back up generator.

Mechs also come outfitted with a material called phase-shift armor. The armor system uses electricity to reduce the damage from all forms of physical attacks. A hissing sound can be heard when activated. It requires a steady flow of energy to maintain although power consumption spikes momentarily whenever the mobile suit is hit. Phase Shift armor is also able to protect the unit from great heat and thus making the unit possible for atmospheric re-entry. Because Phase Shift armor draws energy off of a mech, the suits so equipped must have a means of replenishing that energy, or risk power depletion. The power packs provide the suits with enough energy for combat but, once the energy is all drained, the suit needs to pull out from the battlefield to re-energize.

Special forces mechs will come with mirage colloid camouflage.

Regis Interceptor
latest

Flight mode
latest


Height: 24 meters

Armament:
4 ion point defense guns
Wrist-mounted Grenade Launcher
Smoke dispensers
Flares
2 Energy sabers
Shield, coated in phase shift liquid, that makes it resistant to high heat and energy based weapons
4 Energy missiles
2 seeker missiles
4 anti-armor missiles
4 tracker missiles
5 tactical neutron bombs
automatic ion rifle

Terrance Mech
mvf-m11c-murasame.jpg


Flight mode
latest


Recon variant
Mvf-m11c-recon.jpg

Height: 24 meters

Armament:
Shield, coated in phase shift liquid, that makes it resistant to high heat and energy based weapons
Automatic Ion rifle
accelerated laser tail gun
6 ion point defense guns
1 energy saber
flares
smoke dispenser
3 tracker missiles
3 seeker missiles
3 energy missiles
4 fusion missiles
4 anti-armor missiles
6 tactical neutron bombs


Type 90 Mech
latest

Height: 25 meters

Armament:
2 Pyro Missiles
4 Tactical High Explosive Energy Missiles
Shield, coated in phase shift liquid, that makes it resistant to high heat and energy based weapons
smoke dispensers
3 thermal energy grenades
3 anti-armor missiles
flares
1 accelerated laser SMG
1 Ion rifle
2 ion point defense guns
1 energy saber

Heavy Siege Variant
s-l1000.jpg

Height: 25 meters

Armament:
Shield, coated in phase shift liquid, that makes it resistant to high heat and energy based weapons
2 Pyro Missiles
2 Tactical Tracker Missiles
2 Tactical High Explosive Energy Missiles
4 demolition tactical missiles
smoke dispensers
4 energy missiles
flares
3 thermal energy grenades
3 anti-armor missiles
1 anti-matter gun
1 accelerated laser SMG
2 ion point defense guns
1 energy saber

Tactical Nuclear Variant
latest

Height: 25 meters

Armament:
Shield, coated in phase shift liquid, that makes it resistant to high heat and energy based weapons
4 Tactical nuclear Missiles
3 Thermal energy grenades
3 anti-armor missiles
4 energy missiles
smoke dispensers
flares
1 Ion rifle
2 ion point defense guns
1 energy saber

Type 88 Mech
333.jpg


Height: 25 meters

Armament:
Shield, coated in phase shift liquid, that makes it resistant to high heat and energy based weapons
3 thermal energy grenades
3 anti-armor missiles
2 energy missiles
2 tracker missiles
smoke dispenser
flares
2 point defense ion guns
1 accelerated laser assault rifle
1 energy saber
2 emp detonators

Heavy Assault Variant
Rgm-96x_c.jpg

Height: 25 meters

Armament:
Shield, coated in phase shift liquid, that makes it resistant to high heat and energy based weapons
6 Thermal Energy Grenades
6 Anti-Armor Energy Missiles
2 energy daggers
smoke dispenser
flares
2 point defense ion guns
1 heavy ion rifle with fusion grenade launcher
2 tactical tracker missiles
6 tactical energy missiles
1 energy saber
2 emp detonators
1 anti-matter canon
4-barreled graviton canon

Gunship Combat Variant
Gunship (Fully armed).jpg
Armament:
1 high velocity ion gun
2 anti-armor missiles
2 ion point defense guns
2 energy missiles
2 seeker missiles
2 tracker missiles
flares
smoke dispenser
2 tactical high explosive missiles
2 tactical missiles

Gunship Transport Variant
Gunship (Carrier).jpg
2 anti-armor missiles
2 ion point defense guns
2 energy missiles
2 tracker missiles
flares
smoke dispenser

Gunship Heavy Assault Variant
Gunship (Nukeversion).jpg
2 anti-armor missiles
2 ion point defense guns
2 energy missiles
2 tracker missiles
flares
smoke dispenser
Either: Tactical Plasma/Anti-matter nuke, Tactical high demolition energy missile, tactical fusion missile

Drones
Drones.jpg
1 anti-matter gun
1 ion gun
4 energy missiles

Transport
vtoltransport-ea.jpg


Army
To keep it's military in top condition, the U.N.C, during it's founding established a bill of mandatory military service for Vikrans so that in the event of war, the government would have a population that has undergone military service, as to save money and time with training and resource allocation. Soldiers wear exo-suits made from Dentine, which is durable against projectile based weaponry, high heat & impact from energy, and offers protection from high impact blasts. They are fully automated life-supporting suits, with regulators, injectors with medicine and nutrients. They wear a fully encased helmet with an all-automated interface system that aids the soldier in the field of combat, and provides a re-purposed re-breather, allowing for soldiers to survive in the vacuum of space. The exo-suits provide additional strength and maneuverability to the soldiers.

Special forces/spec ops/elite forces' armor are coated in detection resistant materials that help hide their heat signatures from IR/heat/motion sensors. Their boots are programmed to be silent, and are provided more durable versions of Dentine armor for better protection. Spec ops and Elite forces are given an infantry version of the Mirage Colloid camouflage system, which turns them invisible and undetectable to the naked eye.

Infantry
ih_ODSTc.jpg

Special Forces
5ab9fc0397159c8bdf9ac6fe3de8593b.jpg

Black Ops, Counter-Espionage
new_materials_1__halo_4_odst_by_mattpc-d7j9kim.png

Elite Super Soldiers
4b352ac34d8e74d1877a3ac4baa27334--character-art-character-design.jpg
The standard weapons consist of atomizer based weapons that can rip atoms apart, vaporizing materials.

Handgun
latest

SMG
latest


Assault Rifle
Battle-Rifle_1.jpg

Light Machine Gun
latest


Heavy Machine Gun
0ccBU9U.png


Sniper Rifle
gn-sniper-rifle-1.jpg


Graviton Gun
ae676995673a85fd0a75998d5e60f50a--weapons-guns-sci-fi-weapons.jpg


Smart Missile Launcher
latest


Energy Sword
stock-vector-light-blade-energy-sword-light-sword-futuristic-science-fiction-metallic-energy-weapon-blade-386772559.jpg


Type 70 Mech
tmfa-802-missiles.jpg


Anti-Matter Canon Variant
latest


Ion Canon Variant
latest

Height: 13.3 meters

Armament:
2 ion point defense guns
2 anti-matter canons
2 ion canons
2 energy sabers
flares
smoke dispenser
Grenade launcher
4 anti-armor energy missiles
4 energy missiles
3 high explosive energy missiles
2 multi function energy missiles

Guntank mech
latest

Height: 23.5 meters

Tank mode
latest

Height: 12 meters

Armament:
Smoke dispenser
8 anti-armor missiles
4 high explosive energy missiles
8 energy missiles
2 energy daggers
anti-matter machine canon
2 accelerated laser auto canons
flares
radar
2 point defense ion guns

Long-Range Artillery mode
latest

Tank mode
latest

Height: 23.5 meters

Armament:
Smoke dispenser
8 anti-armor missiles
4 high explosive energy missiles
8 energy missiles
2 energy daggers
2 long barreled anti-matter guns
2 accelerated laser auto canons
flares
2 point defense ion guns

Graviton Canon variant
latest


Tank mode
latest

Height: 23.5 meters

Armament:
Smoke dispenser
8 anti-armor missiles
4 high explosive energy missiles
8 energy missiles
2 energy daggers
1 graviton canon
2 accelerated laser auto canons
flares
2 point defense ion guns

Destroy Mech
destroygundam.gif

310

Height: 60 meters

Armament:
2 heavy anti-matter canons
2 heavy ion canons
20 energy missiles
10 multi-function missiles
20 anti-matter beam projectors
20 anti-armor missiles
10 high explosive energy missiles
6 ion & accelerated laser point defense
reflector shield
torso graviton canon
5-barreled hand energy canons

Mobile Command Platform
latest

Height: 70 meters
Length: 280 meters

Armament:
12 ion & accelerated laser point defense
Radar
Smoke dispenser
Flares
2 anti-matter nuke silos
2 plasma nuke silos
50 X energy missile tubes
20 tracker missile tubes
20 high explosive energy missile tubes
10 tactical demolition missile tubes
10 thermal energy missile tubes

Mobile Command Combat Platform
latest

Height: 70 meters
Length: 290 meters

Armament:
10 dual ion & accelerated laser point defense
2 triple high energy canons
4 quad graviton canons
Radar
Smoke dispenser
Flares
2 anti-matter nuke silos
2 plasma nuke silos
50 X energy missile tubes
20 tracker missile tubes
20 high explosive energy missile tubes
10 tactical demolition missile tubes
10 thermal energy missile tubes

TX-88 Tank
latest

high Velocity Ion & Anti-Matter gun
smoke dispensers
1 anti-matter auto-canon
2 anti-armor missiles

TA-60 Artillery
linearartillery.jpg

smoke dispenser
long range high velocity ion & Anti-matter gun
radar
smoke dispenser

TT-44 APC
APC.png
anti-matter auto canon
smoke dispenser
2 anti-armor missiles
2 high explosive energy missiles
4 multi-function energy missiles
radar
ground penetrating radar


Mode of FTL:
U.N.C uses Deep Core Drives, which tear the fabric of real space, opening a drift to time-space, where various express lanes are located.

Strengths [3+]:
Elder Civilization: Vikrans are an ancient race that have survived for eons, and established themselves as an intergalactic race long before other species even developed intelligence or space travel. The U.N.C itself is a very old entity. This resilience and survival, has given the Vikran civilization an invaluable pool of knowledge in the fields of technology, mapping, and genetics.

Advanced Technology: U.N.C technological innovation had reached a point of apex that it is arguably the best in the galaxy, and have various functions that have use in both the military and civilian life. Though due to the civil war, technological advancements have some-what slowed.

Elite Spec ops & Super soldiers: U.N.C is also known for their large scale program in creating arguably, the galaxies deadliest super soldiers and pilots to serve in the increasingly deadly insurrections, as well as skirmishes with other empires.The U.N.C is suspected of having very top secret Black ops soldiers who are the deadliest spec ops known to the galaxy. They serve as the U.N.C's front-line spies and counter-espionage forces.

Mech-Warfare: If there's one thing the U.N.C is renowned for, it's their highly advanced Mechs that are in all aspects superior to conventional vehicles and any current mechs deployed by other factions. They serve as front-line war machines and are known to be faster and more maneuverable than star-fighters, as well armored as a main battle tank, and carry the firepower of an armored cavalry squadron. They are slowly replacing conventional tanks and artillery as the main staple vehicle for the U.N.C

War Masters: The Vikrans have waged war longer than other species. In that time, they have encountered many different forms of warfare, from conventional, to guerrilla. The Military has adapted and learned from these experiences, modifying and refining tactics to meet the threats that they face. Their disdain towards non-vikran species, and their wars to cleanse their territories have given them timeless information on military tactics, both convention and non-convention, which they can use again their enemies. U.N.C Generals and Admirals are cunning, snakes, who have spent their life times studying the art of warfare.

Physiology: Vikrans are 8ft tall bi-pedal beings. Beings who lived in a strong gravity environment, which allowed their anatomy to evolve and adapt to the strong gravity pulls on their planet surface of Naxus, which adds more weight, pulling the bodies to the core. This makes objects far heavier on Naxus's surface. Ages of evolution have enabled an average vikran to be much stronger, fitter and more adaptable than other species. Vikrans live up to 90,000 years, which gives them time to attain great knowledge and experience. This makes them very deadly foes, especially the officers, and more importantly, the generals and admirals whom spend their whole lives studying tactics and the art of warfare.

Weaknesses [3+]:
One-Species Policy: The Vikrans put their empire first before anything else. Especially in diplomacy. Vikrans need to benefit before the latter. This creates very negative impressions of their race.

Xenophobic: The U.N.G has essentially kicked out all non-vikran species from it's colonies within the Milky way. The government refuses to integrate aliens in order to maintain greater control over the colonies. The idea of giving equal rights to a non humanoid species is something that Vikrans do not agree with, as they see humanoid beings as the only race of beings deserving all rights.

No supplies: The U.N.C contingent is stranded in the milky way. Supplies that were once abundant, are now a distant memory as the U.N.C must rely on scavenging planets for resources to survive.

Not a big presence: The civil war began during the early years of colonization. Leaving a very limited presence and not many colonies established. Their military is not big enough to expand since the milky way lacks materials and elements found on Araxi, it makes for difficulties in even trying to establish new colonies for fear of a civil war erupting on the milky way colonies.

Distrust: Because of the civil war, there is some distrust within the ranks. No one knows what is going on.

Civil war: On Araxi, the growing insurrection and civil unrest imploded and erupted into a civil war. In the chaos, the materials that once kept the colonies in the milky way sustainable were abruptly cut off or diverted. No one knows whether the civil war is still enraging or if it has ended. But the civil war completely severed all communication and dealt the colonies a severe blow.

Other:
The Vikrans hail from Araxi Galaxy. Their galactic empire has been engulfed in a civil war for many years now, or that's what the colonial command staff believe, and the colonies on the milky way have been cut off. Left to fend for itself. It is unknown whether the war has ended or not. Or if they'll ever re-establish contact.

A Vikran has a standard lifespan of 90,000 years. Their view on time, is very different from other species. What might seem like a few millenia might seem like a century to them.

There are another race of Vikrans, only known as descendants of the ancient Vikran species long ago, whom were psionics. The U.N.C encourages these descendants to apply to the military, where they are placed into the special and elite forces branches for their invaluable talent with psionic powers.

Galactic Relations:

The U.N.C tries to remain neutral.

They are currently paranoid, as it's been so long since they were cut off.

They can only tolerate Vikran-like species. Meaning humanoid species, which they deem to be acceptable and possibly tolerable in diplomacy.

The only faction that they are on good terms with is the Vadian Imperium, which they named as an Honorary ally.



 
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Research Team J1130
Research Team J1130
XFJX7wI.png

Non Est Scientia in Virtute
Primary Colors
Blue represents intelligence, a highly regarded virtue in Tyophian society
White represents purity and peace; a holy ideal of the Tyophian culture
Purple is to pay homage to the royalty of Nature
Gold represents the Tyophian passion for science

Immmmersssionnnn

Hello, interstellar explorer! While you read through my Nation Sheet, feel free to immerse yourself with authentic ambient space music from the Space Beatles! I've provided a 189-minute long video below. Enjoy! :)
~SmugViking


Form of Government
The Union of the Free People of Tyoph practices a technocratic ideology

Homeworld
The homeworld of the Tyophian people is Tyoph V, in the Tyoph System, located in the Carina-Sagittarius Arm of the Milky Way Galaxy

Number of Controlled Planets
The Tyophian people haven't claimed sovereignty over a planet in over three thousand years. Although, they do operate out of Research Facility J1130-A, located on the accretion disk of KW-22 Singularity, along the Corro Arm.

Notable Planets
As stated above, the Union doesn't claim sovereignty over any planets. However, the Union does conduct their operations out of Research Facility J1130-A, which is located on the accretion disk of KW-22 Singularity, along the Corro Arm.

Research Facility J1130-A
277904faa0b45a15df598815c669c12f--spaceship-design-space-ship.jpg
Information

Research Facility J1130-A was a research facility deployed about thirty-two years after the collapse of the Tyophian Empire. A research vessel, the SRS Verneii, was dispatched to the Corro Arm to continue civilization. After about a month of using construction drones and the integrated blueprints aboard the SRS Verneii, Research Facility J1130-A was deemed "online and operational". The crew of the SRS Verneii now inhabit Research Facility J1130-A and continue to perform their main task of observing KW-22 Singularity while also maintaining an impressive and heavily compressed archive of everything that was in the Grand Library back on Tyoph V.


Map of Tyoph V
9RGOGTN.png


History



  • The Tyophians started off on Tyoph V, in the Tyoph System, located on the Carina-Sagittarius Arm of the Milky Way Galaxy. Tyophian archeologists have discovered that the first multicellular organisms surfaced from the Nevga Sea about 7.352 billion years ago. They were called the Diptotidae Acutorier. After millions of years, they evolved into the Cephalias Furum.
    dralls04.jpg
    The Cephalias Furum, also known as the Origina, was covered in fur and had developed small eyes to help reflect a large amount of sunlight they received from the sun in the savanna. They had four-toed webbed feet with talons to help them grip on the coarse dirt and thick bark found in the Rynq Savanna. As the Cephalias Furum developed more and opened their palettes to meat and understood how to control and harness fire, their brains grew. They grew more intelligent and start to form communities of hundreds. Eventually, a tribe of Origina, known as the Altaica, discovered irrigation and pottery to store grain and meats. With permanent settlements sprouting up across the world, kingdoms began to form. The closest relatives to the Eqyini Argans, or the modern Tyophians, is the Paradiseonidae Lupacius, who inhabited these kingdoms.
    93b3c76ff81e8b1855d0ca9a0fb8e8d7--star-wars-aliens-species-space-aliens.jpg
    Most of these earlier civilizations were dominated mostly by monarchies, with the occasional democratic republic. A precursor civilization to the Vidora Empire was the Ecraiccunid. They were a group of pagans that controlled much of the Peayquats¹ and Gujarana² trade in the Ilbokorosi region. The Eraiccunid also had a large line of settlements along the Ospier coast and opened up trade with the indigenous peoples on the islands of the Ardth Archipelago. After what is to be presumed a schism between the two leading pagan churches in the Eraciccunid nation, they diverted on each other. The Followers of Lashi moved east across the Sijylk Sea to found Omia and the Thekbarzh Kingdom, the Followers of Ywmjir moved along the coast near the Ilos-Bokoros land bridge and settled Brita. Scholars presume that the Altar of Ywmjir was created slightly after the schism.

    1- Peayquats are an orange-purplish fruit with a mixture of sweet and sourness. Peayquats only grew on Drosera bushes, which were very rare and were covered in thorns. Ancient civilizations used them as dyes and to sweeten their food.

    2- Gujarana is an herb with a dark blue pigment with green accents. Grown in pods, the Gujarana fruit can be extracted and placed in a pipe to heal common ailments and help clear the mind.




Primary Language:
The Tyophians aboard Research Station J1130-A do not speak with their vocal chords. Instead, they use a Braille-like language to communicate their thoughts and emotions.

Currency:
Seeing as how Research Station J1130-A is a self-sustaining space colony, and the fact that there are only 32 Tyophians aboard the Research Station, there is no need for currency.

Composite Species:
The entire population aboard Research Station J1130-A are Vulpoides Lupacius, or Tyophian Standard.

Population:
32

Military:

Aboard Research Station J1130-A, there are security drones that patrol the station. They're known as ZR-31 SecMecs. There is a total of fifteen of these ZE-31 SecMecs aboard Research Station J1130-A.
Sentry_drone_copy.png


Mode of FTL:
The Tyophians have adjusted and specialized all of their space-faring vessels to adapt to the hyperdrive system, and thus used mapped out hyperlanes.


Strengths
:
Hyper-intelligent

Due to the prophetic evolution that the entire species undertook at the Altar of Ywmjir, the Tyophians became very in tune with themselves, nature, and technology. In the brief time before their ultimate destruction at the Battle of Qu'dad, the Tyophians made marvelously long strides in physics, engineering, and sociology.
Observing

The Tyophians have a special way with observation. In addition to their hyper-intelligence, a Tyophian will takes multiple minutes if not hours observing a situation and running every possible scenario through their mind before making a definitive action. This causes most Tyophians to make quite precise motions.
Psionic

To a certain degree, Tyophians have psionic capabilities. After one's bathed in the Water of Serenity or is offspring of one who has bathed in the Water of Serenity, they have a stronger connection with their peers and the natural world around them. This enables Tyophians to have a stronger influence on the completely natural world.


Weaknesses:
Isolationists

Tyophians are isolationists. They always have been, even before living out their day-to-day lives on a metal chunk floating in the Void. For a matter of fact, the Tyophians never even left their home star system to colonize other planets. They only colonized planets that were within their immediate influence.
Heartless

Tyophians are very apathetic when it comes to those who are not of their own or not providing them to further their academic knowledge. Most of the time, Tyophians will physically harm someone if they are wasting their time, and will not have second thoughts about it. Especially if they're an alien.
Humorless

Tyophians do not care for trivial tasks like relaxation and enjoyment. Instead, they're focused on knowing more and understanding the universe to such a degree that they can harness the very essence of existence.


Other:
N/A

Galactic Relations:
The Tyophians are neutral to almost everyone, seeing as they've only encountered one alien race before.
(I did not have Galactic Relations with that woman.)




I hope you enjoyed this Nation Sheet. I am SmugViking, it took me about four days to complete this post. Have a nice day! :)
 
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The Sovereign State of Andromeda (SSA)

Flag: View attachment 346399

Motto: "
Only through combat will i find my salvation"

Primary Colours:

Black, White, Yellow, and red.

Type of Government:
Elected absolute monarchy (like the pope, I guess is the best way to put it).

Leaders: Lord Novak, Regents of each of the seven fleets.

Faction Homeworld: Corvana, one of the many urban worlds in the SSA. The planet is orbited by two rings of defense installations, one along the equator, and another along the planet's prime meridian. Such installations are armed with massive Magnetic acceleration Cannons, or railguns, and multiple hangars with a great deal of fighters and other combat ready craft ready for deployment at a moment's notice. such rings are common among SSA planets due to their effectiveness. These rings are also used as docks for the Silver Fleet.

Number of Controlled Planets:
approximately 700,000 medium to large-sized planets, this does not include moons and space stations and such.

Notable Planets: several thousands of fort-worlds (large-scale planetary military installations) sit at the borders of the SSA, possibly even more fortified than Corvana itself. Rural farm worlds supply the empire with their necessary food supplies, and massive "lockworlds" or planetary scale prisons, store many prisoners of war or even simple civil criminals in their final resting place.

History:
for millennia, the Andromeda system was the laughing stock of the civilized world. it's systems consisted of little more than peasant farming worlds for other massive empires, using this massive and promising area for the gain of the rich thousands of light years away and the detriment of the poor men who worked them. After the implementation of strict regulations on the lifestyle of the farmers, including further taxation and stricter curfews, the farm workers and primitive townspeople had enough, thus provoking the legendary peasant's revolt. For what the peasant's lacked in technological advancement they made up for in ingenuity, these original revolutionaries being the inspiration for the SSA's iconic Warfighter units. Luckily for these early combatants, the empires that where were only just experimenting with automated infantry, and thus found themselves a worthy match for the clunky and awkward robotic forces. After years of vicious gorilla warfare, assassinations, sabotages, and infiltrations, the empires who controlled the region for centuries where forced to pull back, especially after the decisive battle at Corvana, a former trading hub and now capital of the SSA. With their newfound independence, the SSA decided it would be for the best to settle down, maintain an isolationist mentality, and repair and maintain their newfound wealth, and massive navy. After many years of doing so, the hermit nation has finally broken radio and physical silence, with the entrance of the silver fleet into the Sol system...

Primary Language(s): Various Balto-Slavic languages, Various Wisp dialects.

Currency:
Vandas; 1 vanda = .93 universal credits

Composite Species:
60% Human: mostly unaffected by evolutionary pressures in a non-earthlike enviornment

40% Wisp: a genetically engineered slave species originally derived from a local andromadian species. Their aging process is highly accelerated, approximately a 1;5 year aging ratio, human vs wisp respectively. Their skin is a stoic jet black and their eyes an orb-like white, their average hight being 5'5 and their average lifespan being approximately 5 (or 25 aesthetically). They are legally considered of equal sentience as a human being, and are officially given rights as such, but such rights are often revoked on border worlds, some of which still rely heavily on their slavery. They often find jobs as house or field workers, maids, servants, and other civil jobs such as retail. Many wisps live in poverty due to the low (if existent) wages offered by these jobs.

Population:
500 billion human, and at least 700 billion registered wisps. Military population is around 200 billion and around 350 wisps.

Military: The Silver Fleet:
400 billion human troops, 200 billion wisp mechanics, cooks, smiths, etc.


Foot Troops
Light Troops: Plasma rifles, plasma pistols, plasma grenades. light armor
images.jpeg
Heavy Troops: High caliber rifles, grenade launchers, rocket launchers, AT mines, etc. heavy armor
images.jpeg
CQB troops: 8 gauge shotguns, thermite grenades, plasma SMG's. medium armor
images.jpeg
Snipers: compact railguns, tracer darts, ballistic sidearms, optical camouflage, zero armor.
b523a41a908cb79e75afb7e3039faff2.jpg
Specialists
Boarding Crews: 8 gauge shotguns, plasmatic SMG's, EMP and flashbang grenades, cluster and breaching charges. Medium armor.
images.jpeg
Warfighters: Laser rifles, makeshift weapons, thermal and magnetic visors. trains guerrilla troops. incredibly maneuverable, light armor.
Pulseblade_pilot.jpg
Lord's Guard: Plasma throwers, drop shields, med-kits. extremely heavy armor.
Heavy_detonator.jpg
QRF's: an amalgamation of all the above troops, mainly Light and Heavy troops. arrives at a moment's notice
Air/Spacecraft
Light Corvettes x200mil
Med-destroyers x50mil
Carriers x200 thousand
Mass Landing Craft x50
Capitol Ships x3
innumerable fighters and space-faring infantry transports
Planetary Vehicles
Light transports x200trill.
med tanks x50bill.
light tanks x200bill
heavy tanks x25bill
artillery installations x25bill
Weapons of Mass Destruction
nuclear missiles x500
lethal gas
experimental mass EMP device x4 (one per capitol ship, one on Corvana)


Mode of FTL:
Fujisawa slipspace drives, double as makeshift bombs in times of crisis.

Strengths [3+]:

  1. Fearless: The culture of the SSA devalues fear in favor of persuasiveness and cunning. this allows them to not only be less susceptible to hostile intimidation attempts, political manipulation, and propaganda, but more effective in creating their own.
  2. Militaristic decentralization: in the event of a hierarchical breakdown, the SSA's military has multiple fallback leaders and protocols, allowing for order to be maintained, possible guerrilla warfare organizations formed, and overall moral maintained
  3. Hackers: the SSA's various hacker groups are instrumental in their success. they provide intel on enemy movements, and potentially damage the procedures amongst hostile forces, resulting in miscommunications or the possible shutdown of entire systems (targeting, etc)
  4. Nationalism: Citizens of the SSA have a strong pride in their country and their culture. Any occupation would be met with extreme civil disobedience, rioting, sabotage, guerrilla warfare, and at worst, assassinations.

Weaknesses [3+]:

  1. Massive territory: the SSA's territory, while well populated, is absolutely massive, resulting in a very long response time from the military, as well as vastly differing beliefs from region to region (i.e. the implementation of slavery)
  2. Resource Deficiency: While the SSA's fleet is menacing, and rather large at that, it is grossly deficient in resources such as gold, copper, steel, and other valuable metals after years of militaristic and civilian mass production. this results in a desperate need for such materials, and thus frequent incursions into neighboring empires.
  3. International Criminal: The SSA refuses to sign any sort of human rights treaties. although this allows them access to very powerful weapons, it definitely doesn't sit well with other countries
  4. Technophobic: The SSA is rather untrusting of robotics, the furthest extent they will tolerate is prosthetics.
Galactic Relations: Neutral so far

Edit: the photos didn't work :/
 
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full


FACTION NAME (Font size 7)

Flag:
Post image

Motto:
Can be anything e.g. In God We Trust, To lead is to serve, Salyut Federatsiya, etc. If no official motto, simply leave blank

Primary Colours:
The colours your empire uses to represent itself

Type of Government:

Leaders:

Faction Homeworld:
State planet name, system, and galactic position

Number of Controlled Planets:

Notable Planets:
Planets such as major trading ports, fortress worlds, industrial yards, etc.

History:

Primary Language(s):
Can be anything, though most will use Galactic Standard (English) as one of their main for convenience in communication

Currency:
The form of currency your empire uses

Composite Species:
The kinds of species who live in your empire

Population:

Military:
Describe your military e.g. Marines, Navy, Spec Ops, etc. Post pictures if you like

Mode of FTL:
How your empire's ships achieve interstellar travel e.g. Warp, Slipspace, Hyperspace, etc. Create your own if you wish.

Strengths [3+]:
What your empire is good at

Weaknesses [3+]:
The cons of your empire

Other:
Bonus stuff like trivia, national songs, etc.

Galactic Relations:
The political relations with other empires. Discuss with the player controlling each empire how you want the relationship to be with their empire

+EXTERNAL LINKS+
[INTERSTELLAR EMPIRES]
>[FACTION DATABASE]<
[INFORMATIONAL]
[INTERSTELLAR COMMUNICATIONS NETWORK]
[DISCORD]
Axel The Englishman Axel The Englishman , I hope you don't mind if I borrowed/modified/refined/stole your CS for The Colonial Conquest.

Hi, can I get the discord server link? I clicked the one you had and it doesn't work.

Thanks!
 
Faction Name:
Starshard Nexus


Type of Government:
Gestalt Consensus


Leaders:
Any Shard/Inari can speak for the entirety of the Nexus.


Faction Homeworld:
Nexus aka The Hollow World, Trinary Stars System, //;

Number of Controlled Planets:
1;

Notable Locales/Planets:

Iridescent Halos - a series of halos ringing the Hollow World made out of trapped comets and asteroids, bound together by thin strings of Starshard Crystal.

Nexus, the Hollow World - Instead of the molten core, the heart of the Hollow World is a massive, luminous orb of starshard crystal. Connected with glittering tendrils all the way to the mantle of the planet. This massive core that Inari call 'Heart of Stars' pulses with soft dull sound that vibrates across the planet and omnidirectionally into space. Any prolonged absence from the light-pulsing Heart of Stars produces fractures and eventual shattering of the starshard crystals. As a consequence, Inari do not travel far and if they do, they do not stay for long. Any trace of the starshard crystal not connected with the Hollow World does not live for long.
This beating heart of the Inari is the center of their community and no new Inari can be endowed with life without its pulsing light.


History:

The history of the Starshard Nexus and it’s crystal children - if they ever had any history - is forgotten and it begins the moment Inari woke upon the harsh, obsidian surface of their world.

The Hollow World just appeared one day, snuggling dangerously close around the Trinary Stars System's primary and largest star. Whether it was due to some malfunction while traveling or it was always in the system but hidden until this moment, remains unknown. Despite the proximity to three suns, the system's baleful stellar eyes did little to Shard's crystalline bodies however, their world was not so lucky. Nexus on the surface resembles a charred ball of ash and magma, like a primordial ball of molten liquids in the process of formation.

Wandering both lost and frightened at the absence of any previous memory, these levitating crystal beings wondered the rad-blasted surface of this world. Yet among all that destruction, they managed to find beauty and life. The biggest and the shiniest among them heard the song and by following its chiming echoes they found the luminous system of tunnels and caverns beneath the surface. The dead world became known to them at that moment as a Hollow One.

Following the crystalline tendrils that permeate the colossal cavern and tunnel walls, these first pilgrims found the beating heart of Nexus - a titanic orb of what they would come to call the starshard crystal - for something so beautiful could only be made from stars themselves. It’s light pulsing softly and echoing throughout the world, resonating in calming tones, it’s light soothing the woes of forgotten yesteryear. Here, the Inari did not find answers but respite. And for a time that would be enough.

In time, other races discovered Starshard Nexus when they noticed the unusually strong emissions of electromagnetic signals, emanating from an irrelevant system and what looked like at first - a dead world.


Primary Language(s):

Thought-Form
- more of a technique then a language, Inari are able to interact and communicate with any self-conscious being. As Inari spend time with other beings, they start resonating ambient energies in frequencies familiar to the natives. In time, others can hear the Inari speak to them telepathically in a chiming voice, accompanied by melodic music. More complex ideas often appear at the forefront of one's mind as 'shapes', allowing for rapid transfer of information between minds without the need for any infrastructure, additional devices or invasive enhancements.

Currency:
None;

Composite Species:

Name:
Shards, better known as Inari;
Lifespan: Unknown (in their brief, remembered history no recorded events of death by natural means were observed.);

Brief Description:
Despite the starshard crystal that is the structure of their bodies appearing in almost all cases as pearlescent white, that is not so for Shards themselves. Throughout their life, they appear in different colors, from azure blue to crimson red, with radiating white recorded only in those Shards that they consider ‘old’. Considering most of the Shards were there during the Awakening, ‘old’ may just be ‘older than most of us, as far as we know’.

Their forms are usually composed of a central orb with fragments of crystal levitating in strict formation around the orb. At times the crystals would rotate horizontally when there is a drastic change in tune, which outsiders quickly figured to be mood change, a fact with which Inari agree. An astute observer quickly notes that fragments levitating at the top of the orb are usually heavy, bigger in size and fewer in number than those around, with peculiar engravings upon the crystal. An assumption is made that those may be their faces. Shard refusing the notion considering they have no sensory organs found those in the other races.

Name: Crystal Exiles;
Lifespan: On-case basis. It depends on the amount of Starshard Crystal that is harmonized with their body. Some cases do not live longer than their natural lifespan and some have an entire century added to it. Studies need more time for conclusive results considering the relatively new discovery of the Inari.

Brief Description:

Over time, tourists and explorers of the other races would not be the only inhabitants of the Hollow World. As Shards sparingly left their world mostly by hitchhiking on starships and under good graces of the other races, word spread about these humming crystal beings. As more people communicated with Shards more would follow them back to their wondrous world, leaving behind their lives for harmonious balance of the Hollow World. While most of these people simply came in search of escape or for emotional well-being, some have followed in their footsteps too closely, finding things others did not hear or see. Following the behavior of older Shards, a theological movement rose, evangelizing the good word of light and sound to the other races. In time, these outcasts, these exiles, would notice patches of pearlescent Starshard crystal across their skin.

Whether it is assimilation or a step toward some sort of enlightenment, Exiles see it as a blessing. Shards themselves are mystified by such occurrences, but any addition to their community is welcome, as long as one does not disrupt the harmony of the Nexus and its shining core, the Heart of Stars.


Population:
- Inari: ~5.000;
- Crystal Exiles: ~100.000;

Military:
No such organization exist as part of the Nexus;

Mode of FTL:

Stellar Gateway
- an instinctive method discovered by an Inari as it traveled onboard an alien starship. The ship in question suffered catastrophic damage to its engine block after an unfortunate hit by a micro asteroid into one of the malfunctioning shield segments. Sensing imminent danger, Inari reconfigured its body to form an oval portal, rescuing the passengers and crew before the ship exploded.

Since then it became known that Inari are able to reconfigure the rearrangement of floating crystals that compose their body into a 'gateway', opening a shimmering tunnel in space-time to a location they have visited before. When they desire to close the gate, they simply implode it, collapsing themselves into the tunnel and emerging onto the other side.

Further research into the matter discovered that these shiny beings are visibly weaker, their telepathic communion quieter and inner light fainter. It requires a period of recovery of several days for Inari to form another gateway or a place where it can commune with the rest of the Nexus. Objects passing through cannot be bigger than the diameter of the gateway/the body of the Inari.

Few half-hearted attempts of Tuners, Inari starships, to form a Gateway have been attempted but remain unsuccessful. The results that Inari themselves are not intrigued by as they appear largely disinterested in the matter.

Strengths [3+]:

A Chime of Eons:


They are peerless Diplomats.

While Shard themselves are a rare sight outside the hazardous orbits of the Trinary Stars, when they do appear in places deeper in The System, they usually spread harmonious vibrations and soothing, healing light. Such a presence accompanied by sterling reputation of these crystalline beings, inspires great confidence and trust for what is considered to be their thought-words. Some individuals who have spent enough time with a Shard could swear hearing a deep and calming chime long after the levitating beings are gone.

Occurring the most among those with emotional imbalances or spiritual strife, these individuals would quickly follow in the proverbial steps of the said Shards, all the way to the Nexus where they would bask in the protean vibration and harmonizing environment of the Hollow World.


They are Tonal Architects:

Every Shard uses and is made of the same crystal that the interior of the Nexus - Heart of Stars - is made of, the starshard crystal. Tuning, or how it would appear to outsiders as a soothing harmonic sound, Inari utilize the power of sonic vibrations and electromagnetic radiation (visible light being prominent) to shape the crystal. On occasion multiple Shards would gather, and utilizing the ambient resonance with the environment in order to achieve greater effects.
The pearlescent white crystal they shape, while ever-present is a complete mystery even to them. Every attempt at probing or passive investigation, returns increasingly erratic results and without resonant vibrations of the Nexus’s crystal core it quickly fractures leaving dust most similar to quartz.


Harmony of Light and Sound:

They are galactically popular artists.

Despite being reclusive due to the peculiar nature of the ever-present crystal, Inari are peerless artists and engineers of starshard architecture and items of beauty, utilizing sensual splendors of light and sound. Raising such things above simple notions of culture and religion, made the Starshard Nexus a wonder to behold for the entire galaxy. This mysterious race of levitating fragments of crystal that is an enigma even to themselves are inviting and friendly, their forms and soothing chimes they release making them very popular with other lifeforms.


Weaknesses [3+]:

Abandoned Thought:


They are no scientists...or economicsts.

Even the oldest of the Inari Shard does not have any recollection of anything before The Nexus appeared in the galaxy. The collective amnesia runs so deep, that the first Shards to Awake had to learn how to move/levitate first. Until the call of the planet’s unusual heart was first heard, resonating in Inari’s crystalline forms. Learning how to tune, they slowly re-learned how to create forms of the weird crystal, but without any foreknowledge and the material’s peculiar resilience to an investigation of any forms halted their advance. Lacking any material need, Inari abandoned the scientific pursuit, focusing on the beauty of light and sound instead. If they could not phantom the mysteries, they might as well share them with others for the beauty of it.
This makes Starshard Nexus effectively without scientific advances, unable to progress in scientific pursuit and unable to benefit from economic gains and trading.


Starshard Bindings:

Tourists but not explorers.

Due to the peculiar nature of the ever-present material that is the core of Starshard Nexus, most Inari rarely go far from the glittering pinpricks of Halos that surrounds their marvelous world. As a consequence, they do not explore or expand away from the close confines of the Nexus, and largely do not have any interest in the rest of the galaxy.

Life from Light:


While the starshard crystal makes these beings resistant to many things that might harm others, the light that shines from the core of their being comes from the core of their hollow planet. As such, with each new Inari, the inner light of Heart of Stars dims, stopping any population growth for fear each new animation of the crystal into an Inari might exhaust the Heart. Comparing to the other races, the population of Inari is minuscule. Paired with their isolationist habits, this makes Inari outside of the close confines of Trinary Stars System a very rare if joyous sight in the rest of the galaxy.


Other:


Tuners, Inari starships;

ZOOMPIC_Super_Krypton_Arrival.jpg

Source: scene by Ben Procter for 'Superman: Returns' movie;

A solid cone of crystal, Tuners resemble something like a hill of some pearlescent white crystal was uprooted and thrown into space, rather than an actual piece of technology. Some 100 meters in length, this is the only space-faring vessel utilized by the Inari. Used originally for shackling space rocks in what would become known today as beautiful Iridescent Halos, Inari today use them to travel around the Trinary Stars, usually on missions of rescue or asteroid collection. Considering they have no FTL capabilities, these artisan-voidships are not used outside of their home system.


Galactic Relations:
The political relations with other empires. Discuss with the player controlling each empire how you want the relationship to be with their empire
 
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