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Futuristic [OOC] Sail the Stars : Living Quarters

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what's with people and having humans enslave other races smh

Just so you know, I'm very against fantasy-like ideas like higher dimensional beings with supernatural powers, or anything supernatural in general such as psychic powers.
 
what's with people and having humans enslave other races smh

Just so you know, I'm very against fantasy-like ideas like higher dimensional beings with supernatural powers, or anything supernatural in general such as psychic powers.

That's fine. I don't *need* to have those included (I didn't mention them even) and this is just a general outline of an idea at the moment. If anything needs to change, it can be done fairly easily.
 
While I'd accept slavery as a thing in universe as the world can't be completely kept under control, I wouldn't say that UGov would be the one to push it. Peace Committee is a thing after all.
 
While I'd accept slavery as a thing in universe as the world can't be completely kept under control, I wouldn't say that UGov would be the one to push it. Peace Committee is a thing after all.

True. I was thinking it could be changed to them more or less attempting to assimilate say, the lost brood ships which naturally pissess off the people who have been looking for them for a while. Or we could just toss that part out alltogether and make it clear both have had a lot of territory disputes.
 
You can still say it's a LoGov thing rather than a U Gov thing.

That can work. I can see planets that have a heavy corporate presence in their governance or are essentially the sci-fi version of old timey mining towns patrolled by Spess Pinkertons working too. On another note, are you okay with the idea of archaeotech or caches of alien technology and subsequently history? That's basically what they'd be searching for.

If all of this is fine then I can go onto what the actual vrexul themselves are like as a species.
 
That can work. I can see planets that have a heavy corporate presence in their governance or are essentially the sci-fi version of old timey mining towns patrolled by Spess Pinkertons working too. On another note, are you okay with the idea of archaeotech or caches of alien technology and subsequently history? That's basically what they'd be searching for.

If all of this is fine then I can go onto what the actual vrexul themselves are like as a species.
As in ancient supertechs?
 
I MUST SLEEP. MORNING I WILL WRITE. DO I POST HERE OR IN LORE AREA?

Here. As you can see on the original post, Lore Section is for approved details only.

Less so Halo Forerunner tech, moreso something akin to lost components for specialized bio-tech, bits of historical background missing from their achives, and occasionally what are really just caches of huge fucking guns.
Hmmm, yeah that sounds good enough.
 
Think of it like tech-tree upgrades from an RTS - you have some parts of it unlocked but for some reason you're missing the others that unlock the specific options you want so instead of fighting until you learn them, you are trying to scour the stars for them.
Yep, sounds good enough.
 
Vrexul Overview

They resemble enormous arthropods with dense carapaces bristling with cybernetics and integrated external biomass like living juggernauts, often possessing flattened or semi-triangular skulls and bodies with little in the way of visible tissue that's not some sort of flexible, segmented complex shell. They can move bipedally or on up to around 30 limbs. On average they are between seven and ten feet tall with a few species being around six foot five and a fewer up to around 20 feet when fully matured. They are masters of augmentation/integration technology to the extent some of them are basically small habitats for performance-enhancing symbiotes and hidden integrated tools. In spite of being reminiscent of arthropods such as devil's coach horses, carabid beetles, mangrove crabs, mantis shrimps, giant centipedes, and whip scorpions, their adult populations are not particularly large due to a variety of ground-up population controls and retaining quite a few eggs in cryogenic stasis for when they need to increase their numbers.

Their technology is a mixture of advanced biological and strange cybernetic components fused together as to be appear to be grotesquely inseparable. Much of it simply looks like it is made out of the previously mentioned organisms but combined with a deliberate architectural design in spite of often partially living components. Much of it is used to modify the bodies and exoskeletons of their own but it also manifests in the designs of their spacecraft, weaponry, and atmospheric vehicles and even computers and buildings. They are perhaps best known for their bioautomata; machinery comprised of replicated or lab grown biomass though they frequently feature heavy cybernetics. When it’s reasonable to do so, they typically use said bioautomata to free themselves up to do more desired tasks though they do not often replace the military. This results in an increasingly automated workforce but they are typically maintained and watched over by highly trained maintenance teams, some of which include sentient bioautomata themselves. The ability to modify genetics and biology has also allowed them to enhance their bodies to the extent they are often completely different organisms thant they would be naturally. Sets of feelers capable of detecting distant forms of radiation, additional limbs that can morph or split into different tools, parasite organisms that feed on and augment their own bodies simultaneously, even ranged weaponry - the possibilities only get stranger. They are known to do the same to certain arthropod animals in order for them to fulfill the roles of certain vehicles or bioautomata too. Their most advanced technology is now as “biovolatility”, allowing for the storage of multiple “encoded” body-morphs whether they are new tools, limbs, weapons, organs, and so on and for the most part, is typically relegated to military usage.

Typically a nomadic fleet's society is classless or with its hierarchies of command being far looser than most. A lot of this is assisted by councils run by specialized intelligences of unknown but certainly ancient origin hooked up to some sort of gestalt cyberbiological mass of computational data and alien sapience known as a Vortex Repository. Comprised of a mixture of constantly mutating, decomposing, and rejuvenating mass both artificial and organic, it is the highest political power in each fleet and exists solely to ensure their survival. It is not immune to being influenced by the goals of those it is protecting hence the conflicts amongst the nomad fleets, made all the more possible by the AI councils known as Augur Veins. These analyse, refine, and analyse the information acquired from the Vortex Repositories, filtering it down to the various sub-councils that comprise a fleet and the specialized councils that represent different facets of thier society such as the cultural, technological, medical, industrial, and so on. These councils known as Command Organs are made up of directly elected representatives organized by the common people and hold the most power as a whole in spite of technically being "lower" on the hierarchy. This is a collective authority that can override both the Vortex Repository and Augur Veins if need be though in practice, it simply results in them being turned towards the will of the Command Organs. Some vrexul societies have a more conventional, humanlike way of structuring (unsurprisingly those often aligned with UGov) and others have a looser, more tribal approach or a mixed style of government if integrated with other species.

In spite of being a communal species that is known for a general distrust of individualistic philosophies, they can come off as rather cold and distant not only to outsiders but one another. This is explained by the fact that the vrexul do not have a concept of family. They do however appreciate the bonds they form with others of their own accord and have a somewhat nihilistic view of the self as little more than the amalgamated echoes of its predecessors and world around it. This does not mean they are without pride or a sense of value to life; they simply believe in seeing people as contextually existing within and around the sources of said echoes. Seemingly in contrast to this coldness is the fact that they are quite charitable and compassionate as people, rationalizing it as “simply because we wish to be” and that there are reasons of self interest. Mutual aid forms the backbone of even well-off post scarcity areas and it is through this that alliances can be formed and bonds can be forged. What benefits one group of people can often be used to benefit all.

They are extremely distrustful of corporate power, private enterprise, and monarchial rule by defaul. They are not necessarily against “strong leaders” but only if there is a strong popular front as well and believe that any kind of political system, democratic, “freedom loving”, or otherwise, that doesn’t take into account or allow direct popular action is not one worth putting too much trust in. As such, they can come off as cynical or even judgemental (if you can make out what they are saying). This can lead to them being very independent, clique-ish, but they will not hesitate to help others in need in most cases even if they do not necessarily *like* them. They do not appear to be too attached to the idea of wealth, status, or fame and upon befriending them, they are open to treating others as the equivalent of family. While the word “family” did not exist in their vocabulary for a long time, they do value close friendships to the extent of being their version of it - after all, it is the bonds you choose and forge rather than were set up on you with no choice that mean the most.

Vrexul soldiers are large, hulking monstrosities bristling with the widest and often most powerful arrays of weapons, a number of which is encoded into their bodies. While typically handling heavy weapons in a squad set-up and drawing most of the hostile attention, they are also occasionally deployed as gun platforms, capable of withstanding and inflicting tremendous amounts of damage and being fans of weapons with large calibres and high stopping power - their main infantry rifle for example is a modified electrothermal-chemical type compact autocannon derived from those of their security automatons. Adding to their lethality, their bodies usually contain a number of explosive launchers, short range spine-spitters, bio-energy medium range laser emitters and so on “encoded” into their biomass. Further adding to this is their great diversity of munition types, with conventional high explosive armour piercing and incendiary to more exotic variants such as rounds that release swarms of biting and detonating living cluster munitions or bio-electric shells that burrow into then electrocute targets.

They are also fairly mobile, capable of digging underneath enemy fortifications, creating networks of tunnels, and like many arthropods surprisingly good at climbing in spite of their hefty size. A few are even capable of limited flight with modified wings and a number usually have smaller organisms living within them, capable of being used as drones or even attack units, saboteurs even with a sort of remote psychoneurological control. They are unsurprisingly horrific in assaults, with their massive size, bestial strength, genetically inherited hunting instincts, and numerous limbs being all the more terrifying when combined with close combat weapons generating fields of disruptive power allowing them to even slice vehicles open or even limbs capable of striking with the force or rifle bullets. Some are even capable of controlling fragments of Vortex Repositories, using it to swarm and rip away at targets or obscure their own movements, even capable of being hardened and morphed into floating defensive barriers.

In spite of their lumbering appearance, the vrexul do not have many tanks. Most of their vehicles are actually troop transports, armored fighting vehicles, and mecha a number of which have both legs and either treads or wheels. They do quite well in rough terrain, some even capable of “climbing” steeper surfaces and others can burrow. These arthropod limbs can also be used against enemies that draw too close, to move objects, or even demolish buildings. Most of their semi-biological armour is armed with high rate of fire spike-launching weaponry and multi-missile launch systems, utilizing heavier duty autocannons and bio-plasma for harder targets. They can carry a good deal of weaponry through encoding it into regenerating biomass, allowing them to sustaining short but vicious bursts of high intensity firepower typically used against medium to light armour.

They are assisted by symbiotic organisms that inhabit and help repair their hulls, also capable of being used to attack nearby targets like infantry or to scout on ahead connected via neuro-electric links. Their main duty is to cover for and support troops from afar after the disembark but when they need to hit harder, their mechs come in. Spidery, crablike, staphylinid, stomatopod - these gruesome machines are freakishly mobile and carry long range heavy ordnance and powerful disruptor-field covered limbs that already are more than easily capable of smashing through fortress walls or walkers that find themselves caught off guard by these unexpectedly agile monstrosities. Capable of digging and even leaping short distances, they are masterfully crafted for the purpose of savagery and aggression up close or from afar.

The vrexul are the most well known for these given their propensity for biotech and augmentation. Cyberbiological constructs and bioweapons are used in near equal number with a plethora of options between both for numerous roles. Their smallest are the smaller sometimes squirrel to cat sized creatures that live within the armour of their soldiers, maintaining and repairing them, even helping to run their weapon systems, but they can be remotely controlled and deployed by said soldiers to scout on ahead, sabotage enemy systems, or even to attack threats within their control range. They are known to occasionally be modified to work as living mines and a number are also adapted to vehicular/mecha usage. Sizing up to creatures around 20 or so feet in length, similar to that of various larger mammalian fauna on earth, and grotesque creatures in the appearance of wolf spiders, vampire crabs, centipedes, carabidae, staphylinidae and mole crickets and others become quite common.

Larger than infantry but not really light vehicles, these fairly well protected and rapidly moving augmented entities can be armed with moderately heavier ordnance than infantry, even more if they focus on encoding them, and can use a mixture of animalistic instincts and higher intelligences to move as stealthily and swiftly as they would in the wild, capable of burrowing, flight, and climbing, while their natural (or lab-borne) limb-weapons are no less deadly. Finally, there are the superion class constructs/warbeasts, colossal entities occasionally larger than human assault platforms and bristling with living colonies of weapons, highly dense self-repairing armour, and horrific brute strength that can smash down reinforced bunkers and flip over armoured battalions. These are typically used as the spearhead of a major assault, drawing fire and retaliating in full as they barrel into enemy lines and even burrow underneath them, causing havoc and disarray while the rest of the vrexul assault force capitalizes on the scattered, distracted foes to gain ground.

The vrexul tend use large and heavily armoured ships, preferring enormous lumbering monstrosities with protruding scything limbs, multiple layers of shifting carapace plating, and smaller bio-construct creatures hidden within their bodies waiting to lunge on any vessel that foolishly nears, their enormous bodies heavily armoured, often protected by select shielding at certain components rather than the whole vessel, and capable of specialized on-board repair by various organisms. They are mostly specialized on high-output energy weaponry and a good deal of specialized semi-biological missiles generally suited for closer ranges due to the respective energy bleed-off and slower projectile travel time. Many of these weapons do not immediatley seem too powerful but they have a frightening number of secondary effects - causing power shortages and holes to momentarily appear in enemy shields, dropping clusters of large vehicular-sized organisms onto a ship’s surface where they rip through armour, equipment, and guns, or splitting into smaller cyborg war-head bioforms that tunnel through armour with metal-tinted mandibles to explode at vital components. This is further augmented by their non-ship fleet elements, the most notable of which are living combat intelligences implanted into a insectoid fighter-constructs and whose consciousnesses are “mirrored” into on-ship repositories for further augmentation and preservation. As they feature no real “pilots”, they are capable of absurd and freakishly predatory motions through the air, armed with hundreds of often semi-energy based homing missiles and vicious long range energy bolt repeaters.

By comparison, the enormous void tyrant bioweapons at their disposal can be as large as their capital ships - gigantic creatures from the blackness between the stars bristling with innumerable macro-augmentations and high intensity direct energy cannons and hyper-accelerating bio-mass launchers partially powered by the eldritch energies contained within their bodies. Capable of abruptly shifting motion or moving in rapid bursts, they are not afraid to close in on enemy vessels if the opportunity presents itself as their colossal claws and bladed or crushing limbs are adapted to crushing similarly gigantic prey. They also possess unusual vessels made of what seems to be half-complete ship frames covered in pulsing masses of Void Repository, resulting in vessels shaped as they are like their own but covered in festering, decomposing, constantly frothing semi-biological matter. These grotesque monstrosities however sow confusion and terror in conflicts, generating enormous electrical and energetic interference onto enemies, vomiting swarms of volatile living mines blinking in and out of hyperspace, and sending globules of infesting mass that can eat through and heavily weaken even the most heavy armour.
 
Vrexul Overview

They resemble enormous arthropods with dense carapaces bristling with cybernetics and integrated external biomass like living juggernauts, often possessing flattened or semi-triangular skulls and bodies with little in the way of visible tissue that's not some sort of flexible, segmented complex shell. They can move bipedally or on up to around 30 limbs. On average they are between seven and ten feet tall with a few species being around six foot five and a fewer up to around 20 feet when fully matured. They are masters of augmentation/integration technology to the extent some of them are basically small habitats for performance-enhancing symbiotes and hidden integrated tools. In spite of being reminiscent of arthropods such as devil's coach horses, carabid beetles, mangrove crabs, mantis shrimps, giant centipedes, and whip scorpions, their adult populations are not particularly large due to a variety of ground-up population controls and retaining quite a few eggs in cryogenic stasis for when they need to increase their numbers.

Their technology is a mixture of advanced biological and strange cybernetic components fused together as to be appear to be grotesquely inseparable. Much of it simply looks like it is made out of the previously mentioned organisms but combined with a deliberate architectural design in spite of often partially living components. Much of it is used to modify the bodies and exoskeletons of their own but it also manifests in the designs of their spacecraft, weaponry, and atmospheric vehicles and even computers and buildings. They are perhaps best known for their bioautomata; machinery comprised of replicated or lab grown biomass though they frequently feature heavy cybernetics. When it’s reasonable to do so, they typically use said bioautomata to free themselves up to do more desired tasks though they do not often replace the military. This results in an increasingly automated workforce but they are typically maintained and watched over by highly trained maintenance teams, some of which include sentient bioautomata themselves. The ability to modify genetics and biology has also allowed them to enhance their bodies to the extent they are often completely different organisms thant they would be naturally. Sets of feelers capable of detecting distant forms of radiation, additional limbs that can morph or split into different tools, parasite organisms that feed on and augment their own bodies simultaneously, even ranged weaponry - the possibilities only get stranger. They are known to do the same to certain arthropod animals in order for them to fulfill the roles of certain vehicles or bioautomata too. Their most advanced technology is now as “biovolatility”, allowing for the storage of multiple “encoded” body-morphs whether they are new tools, limbs, weapons, organs, and so on and for the most part, is typically relegated to military usage.

Typically a nomadic fleet's society is classless or with its hierarchies of command being far looser than most. A lot of this is assisted by councils run by specialized intelligences of unknown but certainly ancient origin hooked up to some sort of gestalt cyberbiological mass of computational data and alien sapience known as a Vortex Repository. Comprised of a mixture of constantly mutating, decomposing, and rejuvenating mass both artificial and organic, it is the highest political power in each fleet and exists solely to ensure their survival. It is not immune to being influenced by the goals of those it is protecting hence the conflicts amongst the nomad fleets, made all the more possible by the AI councils known as Augur Veins. These analyse, refine, and analyse the information acquired from the Vortex Repositories, filtering it down to the various sub-councils that comprise a fleet and the specialized councils that represent different facets of thier society such as the cultural, technological, medical, industrial, and so on. These councils known as Command Organs are made up of directly elected representatives organized by the common people and hold the most power as a whole in spite of technically being "lower" on the hierarchy. This is a collective authority that can override both the Vortex Repository and Augur Veins if need be though in practice, it simply results in them being turned towards the will of the Command Organs. Some vrexul societies have a more conventional, humanlike way of structuring (unsurprisingly those often aligned with UGov) and others have a looser, more tribal approach or a mixed style of government if integrated with other species.

In spite of being a communal species that is known for a general distrust of individualistic philosophies, they can come off as rather cold and distant not only to outsiders but one another. This is explained by the fact that the vrexul do not have a concept of family. They do however appreciate the bonds they form with others of their own accord and have a somewhat nihilistic view of the self as little more than the amalgamated echoes of its predecessors and world around it. This does not mean they are without pride or a sense of value to life; they simply believe in seeing people as contextually existing within and around the sources of said echoes. Seemingly in contrast to this coldness is the fact that they are quite charitable and compassionate as people, rationalizing it as “simply because we wish to be” and that there are reasons of self interest. Mutual aid forms the backbone of even well-off post scarcity areas and it is through this that alliances can be formed and bonds can be forged. What benefits one group of people can often be used to benefit all.

They are extremely distrustful of corporate power, private enterprise, and monarchial rule by defaul. They are not necessarily against “strong leaders” but only if there is a strong popular front as well and believe that any kind of political system, democratic, “freedom loving”, or otherwise, that doesn’t take into account or allow direct popular action is not one worth putting too much trust in. As such, they can come off as cynical or even judgemental (if you can make out what they are saying). This can lead to them being very independent, clique-ish, but they will not hesitate to help others in need in most cases even if they do not necessarily *like* them. They do not appear to be too attached to the idea of wealth, status, or fame and upon befriending them, they are open to treating others as the equivalent of family. While the word “family” did not exist in their vocabulary for a long time, they do value close friendships to the extent of being their version of it - after all, it is the bonds you choose and forge rather than were set up on you with no choice that mean the most.

Vrexul soldiers are large, hulking monstrosities bristling with the widest and often most powerful arrays of weapons, a number of which is encoded into their bodies. While typically handling heavy weapons in a squad set-up and drawing most of the hostile attention, they are also occasionally deployed as gun platforms, capable of withstanding and inflicting tremendous amounts of damage and being fans of weapons with large calibres and high stopping power - their main infantry rifle for example is a modified electrothermal-chemical type compact autocannon derived from those of their security automatons. Adding to their lethality, their bodies usually contain a number of explosive launchers, short range spine-spitters, bio-energy medium range laser emitters and so on “encoded” into their biomass. Further adding to this is their great diversity of munition types, with conventional high explosive armour piercing and incendiary to more exotic variants such as rounds that release swarms of biting and detonating living cluster munitions or bio-electric shells that burrow into then electrocute targets.

They are also fairly mobile, capable of digging underneath enemy fortifications, creating networks of tunnels, and like many arthropods surprisingly good at climbing in spite of their hefty size. A few are even capable of limited flight with modified wings and a number usually have smaller organisms living within them, capable of being used as drones or even attack units, saboteurs even with a sort of remote psychoneurological control. They are unsurprisingly horrific in assaults, with their massive size, bestial strength, genetically inherited hunting instincts, and numerous limbs being all the more terrifying when combined with close combat weapons generating fields of disruptive power allowing them to even slice vehicles open or even limbs capable of striking with the force or rifle bullets. Some are even capable of controlling fragments of Vortex Repositories, using it to swarm and rip away at targets or obscure their own movements, even capable of being hardened and morphed into floating defensive barriers.

In spite of their lumbering appearance, the vrexul do not have many tanks. Most of their vehicles are actually troop transports, armored fighting vehicles, and mecha a number of which have both legs and either treads or wheels. They do quite well in rough terrain, some even capable of “climbing” steeper surfaces and others can burrow. These arthropod limbs can also be used against enemies that draw too close, to move objects, or even demolish buildings. Most of their semi-biological armour is armed with high rate of fire spike-launching weaponry and multi-missile launch systems, utilizing heavier duty autocannons and bio-plasma for harder targets. They can carry a good deal of weaponry through encoding it into regenerating biomass, allowing them to sustaining short but vicious bursts of high intensity firepower typically used against medium to light armour.

They are assisted by symbiotic organisms that inhabit and help repair their hulls, also capable of being used to attack nearby targets like infantry or to scout on ahead connected via neuro-electric links. Their main duty is to cover for and support troops from afar after the disembark but when they need to hit harder, their mechs come in. Spidery, crablike, staphylinid, stomatopod - these gruesome machines are freakishly mobile and carry long range heavy ordnance and powerful disruptor-field covered limbs that already are more than easily capable of smashing through fortress walls or walkers that find themselves caught off guard by these unexpectedly agile monstrosities. Capable of digging and even leaping short distances, they are masterfully crafted for the purpose of savagery and aggression up close or from afar.

The vrexul are the most well known for these given their propensity for biotech and augmentation. Cyberbiological constructs and bioweapons are used in near equal number with a plethora of options between both for numerous roles. Their smallest are the smaller sometimes squirrel to cat sized creatures that live within the armour of their soldiers, maintaining and repairing them, even helping to run their weapon systems, but they can be remotely controlled and deployed by said soldiers to scout on ahead, sabotage enemy systems, or even to attack threats within their control range. They are known to occasionally be modified to work as living mines and a number are also adapted to vehicular/mecha usage. Sizing up to creatures around 20 or so feet in length, similar to that of various larger mammalian fauna on earth, and grotesque creatures in the appearance of wolf spiders, vampire crabs, centipedes, carabidae, staphylinidae and mole crickets and others become quite common.

Larger than infantry but not really light vehicles, these fairly well protected and rapidly moving augmented entities can be armed with moderately heavier ordnance than infantry, even more if they focus on encoding them, and can use a mixture of animalistic instincts and higher intelligences to move as stealthily and swiftly as they would in the wild, capable of burrowing, flight, and climbing, while their natural (or lab-borne) limb-weapons are no less deadly. Finally, there are the superion class constructs/warbeasts, colossal entities occasionally larger than human assault platforms and bristling with living colonies of weapons, highly dense self-repairing armour, and horrific brute strength that can smash down reinforced bunkers and flip over armoured battalions. These are typically used as the spearhead of a major assault, drawing fire and retaliating in full as they barrel into enemy lines and even burrow underneath them, causing havoc and disarray while the rest of the vrexul assault force capitalizes on the scattered, distracted foes to gain ground.

The vrexul tend use large and heavily armoured ships, preferring enormous lumbering monstrosities with protruding scything limbs, multiple layers of shifting carapace plating, and smaller bio-construct creatures hidden within their bodies waiting to lunge on any vessel that foolishly nears, their enormous bodies heavily armoured, often protected by select shielding at certain components rather than the whole vessel, and capable of specialized on-board repair by various organisms. They are mostly specialized on high-output energy weaponry and a good deal of specialized semi-biological missiles generally suited for closer ranges due to the respective energy bleed-off and slower projectile travel time. Many of these weapons do not immediatley seem too powerful but they have a frightening number of secondary effects - causing power shortages and holes to momentarily appear in enemy shields, dropping clusters of large vehicular-sized organisms onto a ship’s surface where they rip through armour, equipment, and guns, or splitting into smaller cyborg war-head bioforms that tunnel through armour with metal-tinted mandibles to explode at vital components. This is further augmented by their non-ship fleet elements, the most notable of which are living combat intelligences implanted into a insectoid fighter-constructs and whose consciousnesses are “mirrored” into on-ship repositories for further augmentation and preservation. As they feature no real “pilots”, they are capable of absurd and freakishly predatory motions through the air, armed with hundreds of often semi-energy based homing missiles and vicious long range energy bolt repeaters.

By comparison, the enormous void tyrant bioweapons at their disposal can be as large as their capital ships - gigantic creatures from the blackness between the stars bristling with innumerable macro-augmentations and high intensity direct energy cannons and hyper-accelerating bio-mass launchers partially powered by the eldritch energies contained within their bodies. Capable of abruptly shifting motion or moving in rapid bursts, they are not afraid to close in on enemy vessels if the opportunity presents itself as their colossal claws and bladed or crushing limbs are adapted to crushing similarly gigantic prey. They also possess unusual vessels made of what seems to be half-complete ship frames covered in pulsing masses of Void Repository, resulting in vessels shaped as they are like their own but covered in festering, decomposing, constantly frothing semi-biological matter. These grotesque monstrosities however sow confusion and terror in conflicts, generating enormous electrical and energetic interference onto enemies, vomiting swarms of volatile living mines blinking in and out of hyperspace, and sending globules of infesting mass that can eat through and heavily weaken even the most heavy armour.
ohnoitsthetyranidsalloveragain

also define hyperspace?
 
How would living explody boiz be able to do FTL travel without any assistance of machinery?
I did say that they use a mixture of actual hard-tech with the biological stuff. But they do have things like carapace hulls that can withstand hyperspace travel and organ-like components in their ship that work almost like purely artifical ones.
 

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