Clustered Empires 4/6. Zombie Sci-Fi Nation RP.

ChelonianCommander

Strength of Steel, Will of Iron
Current Players. ChelonianCommander, TheGreenerGrey, MJK2431, barney_fife

Lore

To your knowledge, the Galaxy is now dead. Millennia ago, a great infection has ravaged across the galaxy, destroying and corrupting everything in its path. At first this threat seemed far and weak and it was left alone, but the infection soon grew and consumed its first empire in a matter of years. The other Galactic Empires soon realized that they might be next but refused to unite against this great foe and one by one they fell, being consumed and added to the Infection's growing numbers. It was only at the last moment that the remaining galaxies of the empire had joined together not to fight the infection, but to flee. For decades. And decades. And centuries, travelling through the galaxy and fight the Infection when the need to, but it was never enough and more Empires fell as they fled. Their once great star empires had been reduced to many thousands of colony ships. However in their final hour, when the growing death was grasping at their throats, a great haven had been found, a haven known as the Ring. A great construct surrounding an artificial sun, with its own artificial ecosystems and gravity, created to house and provide for billions of inhabitants. The Ring was divided into several sections, each one comparable to a planet on the amount of resources and space they provide.

Almost immediately upon establishing themselves on the Ring, the Empires have discovered a new resource. Something artificial that is so versatile, so easily accessible to all. It can be turned into several different forms and be used to heal, grow, build, and calm the body. A white substance created from the light of the artificial sun known as Bright. From Bright the Empires began to rebuild, repopulate and decades later they found that through the use of Bright they have tapped into an previously unknown power known as Psionics. With Psionics, one can control the elements, hide one's presence or even control another being's mind and body. This powerful tool was taken, cultivated and developed by the nations and not a moment too soon. Like a stalking predator, the Infection had continued to followed the Empire to the Ring and immediately began launching their forces down in a massive wave. However it would seem that Bright provided the Empire a way to truly fight back as Psionics were proven to be extremely effective against the Infection, culling their forms like grain. Now the Infection and the Empires were on equal footing. The billions of Infected that invaded the Ring was destroyed in a matter of years and finally they were safe. Enough to rebuild and regrow. Still the Infection is still there, gathering in this dead galaxy and soon they will come once again. And again and again. Will your Empire be satisfied with this life, being constantly under attack by the Infection or will it fight back and soon take the battle to the enemy.

Plot

It's been roughly 800 years since First Infection. You all know each other since you all shared the same heritage of exodus roughly 1400 years ago and the Rings have been scarred and corrupted by the Infection, infecting some of your Blocks. As the RP goes on, situations will arise that will require the RPers to take care of. This will often affect multiple Players and whether you reach out to your neighbors, take care of it by yourself or attack people as they are distracted. The RPers will play the leaders, populous and heroes of an Empire they have created. They have the ability to make war or talk to whomever they wish. However remember that often you will get what you wish so if you wish to constantly fight other players, your peers might return the favor as one.

The Ring

The Ring is a massive ring world that has the ability to hold and provide for a potential many hundreds of billions of individuals. Each Empire exists in a Section of the Ring and each Section are built in a similar way, with the same layout and design. . Each Section is divided into 10 blocks are there are 6 types of Blocks listed below. The layout of each Section is listed below the types. Sadly because of the Infection it is common that Blocks be somewhat infected. The severity given by a % and a Lvl from 0-4.

Residential Block: Residential Blocks is where most of your Empire's civilians be living. They can be considered megacities with habitation for up to roughly 8 billion individuals. They are the center of your empire's industry as well as Residential Blocks hold many factories to process the raw resources into usable materials and complex items for your populous to enjoy and use.

Production Block: Production Blocks are vast expanses of wilderness spanning as far as the eye can see. In them are seemly endless supply of farmland, hunting grounds, mining spots and much more. Here raw materials are gathered and sent to the Residential Blocks for processing and distribution. However because of the vast lands, the Infection, or what remains of every Invasion, usually stays there growing on the local wildlife and minerals in order to attack the Empires.

Generator Block: Arguably Generator Blocks are the most important Block in the section. The Generator Block is actually a single giant Dyson Sphere, encircling a relatively small star and using the star's energy to produce energy for the entire Section. If the Generator is heavily damaged, the entire Block will automatically destroy the sphere and star inside, in order to prevent the star from destroying the entire system. Once the Generator is destroyed, all Section systems will shut down. All artificial life systems will fail in a matter of hours and the Section will be considered dead.

Military Block: The Military Block is a vast hanger that leads to Space. The Block can be used to hold millions of Fighters, Corvettes, Frigates, Cruisers and Battleships as well as contain many automatic facilities to maintain, build and repair space vessels. Not only that but the it holds many facilities and simulators to train soldiers in the safety of a simulation pod. This will be the best place for an Empire to raise and muster up their forces. It's not the only place, but to no use even its sheer amount of vessel storage space will be a great waste.

Refinery Block: Refinery Blocks are entire blocks dedicated to the production of Bright, the near mystical substance that allows for the creation of the material Bright, created from the light of the artificial star located in the center of the system. The Refinery produces roughly 93 million units of Bright every year, relatively little to be uncommon on the scale of a galactic empire of billions. However due to an error in their automation, Refineries are only able to produce 2 forms of Bright out of the 5.
Each Block has a #% and a Danger Lvl from 0-4. The % shows the chance that a single individual will come across more then 10 Infected, basically how thick and large the infection is. The Danger Lvl shows which forms are present. The higher the lvl the more dangerous the Forms found.

Residential Block
Generator Block
Residential Block
Military Block
Refinery Block
Residential Block
Production Block
Residential Block
Production Block
Production Block

I'll give you your personal Section when you sign up. Each Section is randomly generated so there will be no outside interference.

Bright

This miracle substance has several different uses from making buildings stronger to extending one's life. Bright is produced in the Refinery Blocks and comes in 5 different forms, Crystal, Gas, Liquid, Dust and Gel. Each form does something different and obviously have different forms, but all have the same white and glistening look to them, probably due to the fact that they are refined from the light of the Ring's white artificial sun. Bright also has the power to grant .04% of the population Psionic Powers, turning them into Psychics. The type of psionic powers unlocked will be determined by the type of Bright is used to unlock their power. Each Empire will be able to produce 2 types of Bright. No more.

Bright Crystals: Primarily used by woven into metal materials. Bright Crystals have the ability to be broken down into smaller shards and be forged into metal in order to increase their durability. 1 ton of metal can have its durability increased by 300% by using one unit of Bright Crystal.

Bright Gel: Primarily ingested. Bright Gel can be used as a substitute for nutrients as the Bright Gel can act as extremely nutritious foodstuffs. A single unit of Bright Gel can sustain a group of ten for an entire day. The taste is slightly different for every person but it has a refreshing aftertaste.

Bright Dust: Primarily ingested or inhaled. When taken, a single unit of Bright Dust is can increase one's mental strength and senses for around a couple hours. The experience can be jarring, but a scientist can use it to increase their ability to solve puzzles, a chef enhancing their ability to taste or a spy enhancing their abilities to see their target.

Bright Liquid: Primarily bathed in or ingested. A single unit of Bright Liquid is a powerful healing substance as it can be used to increase cellular growth within organic beings. A fatal wound can be made stable within a few minutes or limb can be regenerated in a matter of hours. It has no effect on machines obviously.

Bright Gas: Primarily inhaled. When inhaled, Bright Gas seems to put the user in a state of increase happiness, but without the inherent downsides of most drugs. People who uses a single unit of Gas will experience a state of euphoria or nirvana. Users have also been seen to actually have increased lifespan through constant use of Bright Gas, usually around double and on some rare cases quadruple that of their species' natural age.

Psionics and Psychics

Psychics are roughly .04% of the population of every empire and how your empire deals with such beings are up to you. Psionics require Bright in order to activate their powers, so even if an individual is a psychic, they will not know it until they come in contact with Bright. Psychics come in all ages, with some Psychics being found as babies and children and other psychics being found when they are seniors and elderly. However when an individual discover their power, no matter the age, they will start out at the same power level and will need to the increase their power of the course of years with special training and Bright injections. Depending on what Bright is used in their treatment will determine what powers a Psychic can inherit. All other form of Bright will then become poison to the psychic. A list of Psychic types is located below.

Alters: Created by regularly consuming Bright Crystals. Alters have the ability to use their psychic powers to enhance their physical attributes such as strength, speed and durability.

Evoker: Created by regularly consuming Bright Gel. Evokers are masters of the elements, using their psychic powers to call create fire, ice and lightning to smite their enemies.

Illusionist: Created by regularly inhaling Bright Dust. Illusionists use their psionic powers to manipulate the feelings and senses of beings, in order to hide their presence from their enemies.

Enchanter: Created by regularly consuming Bright Liquid. Enchanters are psychics who specilize in curing disease and healing wounds, using their mental powers to promote the body's natural healing.

Conjurer: Created by regularly inhaling Bright Gas. Conjurers are capable of using their psionic powers to create shields and weapons using only their minds in order to face their enemies.

Infection

Also known as the Infector, the Corruption or simply as Zombie Flesh Monsters, by myself of course, the Infection is a great plague that had destroyed each one of your Empires and is currently attempting to finish the job. The Infection is a highly advanced parasite that infests an individual's body and spreads the Infection's genetic material through the infected's body, slowly replacing the victim's genetics with its own. However the Infection seems to have adapted as they no longer use infected forces in order to fight, but now actually using the traits of conquered species in order to create battle forms to do its bidding and even creating biological weaponry that are a match with modern weapons to fight your Empires. There are many different forms of the Infected that are marked with a danger level. The higher the level, the deadlier the battle form.

More forms will be added as people make their empires.

Lvl 1

Mycelium: The Mycelium is a passive layer of infected tissue that acts as an alarm system, a recycling system and a living building material for the Infection. It penetrates the soil and forms an inch thick layer of infected tissue that has the same texture of dry dirt. The Mycelium alerts the Infection when there are uninfected prey that is entering their territory and also acts as a resource collector, draining the land of nutrients and raw resources to feed the Infection, which also include all form of dead or infected biomass that falls upon it in a matter of seconds, increasing the amount of flesh that the Infection can use to create their warrior forms. If the infection has biomass to spare, the Mycelium can form hard tree like structures that act as walls or create foul smelling smog that is near impossible to see through without specialized equipment.

Reanimated: The dead bodies infested by the Infection but are not in contact with the Mycelium. Normally bodies would be absorbed by the Mycelium to add usable biomass to the Infection's stockpile. However bodies that are not absorbed have a high chance to reanimated if the victim had the infection introduced into the bloodstream through infected fluids, flesh, mycelium and projectiles. Those who die while infected, which usually lasts 5-9 hours, will reanimate, but have no ability to perform complex tasks such as opening doors or using firearms.

Soldier: The Soldiers are created from genetic materials of the species known as Human. Soldiers have the shape of a skinnier then average human, being bipedial and roughly 6ft tall with two arms which end in 5 claw like fingers. Soldiers are the basic infantry of the Infection usually carrying one-handed acidic plasma bio-pistols as projectiles which they fire not at the enemy, but in the general direction of the enemy.

Fodder: Created from Rint genetic material, the Fodder is cheap, fast, and reletively short, being around 4ft tall with a hunched appearance. The creatures appear in hordes looking like rotted and starved versions of their living counterparts. They are easily killed, as a simple pipe to the head can easily kill a Fodder, but can overwhelm a position using their sheer numbers and elongated claws.

Drowner: Aquatic versions of the Soldiers, created from the Genetic material of Cyanites. The Drowners are aquatic soldiers who lack legs, as they have fused together into a flat tail to swim through the water. The Drowners are ambush warriors, using their clawed hands to pull victims underwater and a Bio-Pistol to fight at range. The Drowners are as they are one of the few Infection Forms that are capable of staying underwater indefinitely.

Lvl 2

Elite: Created from the Genetic materials of the Aschen, the Elites are more powerful versions of the Soldier form. The Elites are a foot taller and around an improvement over the warriors in every way. However they are not as common, with 1 elite for every 6 Soldiers, but at the same time 1 Soldier is equal to 4 Soldiers. Elites are armored with natural armored skin and are slightly faster and stronger then the average Aschen. They are armed with

Basher: Bashers are created from the genetic material of a species known as Yuon. The Yuons are roughly 7ft tall with a hunched posture and a heavy bone skull to bash open nuts and hard fruit. However now the Infection uses them as line breakers, with the Basters being featherless and durable monsters who lower their heads before charging forward as fast as they can to break through the enemy lines. Bashers easily killed by severing the thin legs or destroying the extremely thick head.

Corruptor: Created from the genetic material of the Dawcan, the Corruptors are passive but nonetheless extremely deadly Infection forms. The Corruptor has no direct attacks, but is dangerous to unprotected infantry due to a throat sac that has mutated onto the Corrupter. The monster contantly breaths forth an extremely toxic gas which can corrode uninfected tissue from both the inside and out. Infantry that is unshielded, or without completely sealed armor will slowly be corrupted away by the acidic toxin.


Lvl 3

Lvl 4

Nation Sheet

Empire Name: (The Name of your Empire)
Empire Adjective: (What does your people call themselves. Rome has Romans, Greeks have Greece and so forth.)
System of Origin: (What system does your Empire hail from)
National Symbol: (What symbol or icon does your faction rally under?)
Empire Leader: (Who rules, or is the figurehead of your empire?)
Leader Overview: (A brief overview of your leader's history and goals.)
Succession: (How are your leaders chosen?)
Government: (How is your empire governed?)
Slavery: (Does your nation allows slavery and what do they think of slavery?)
Culture: (What is life like in your Empire?)
Foreign affairs: (How your empire generally thinks of outsiders and foreigners?)
Religion: (What god/s does your Empire worship if any?)
Agriculture: (What does your Empire do to obtain and produce to feed its people?)
Currency: (What sort of currency your Empire uses. If they simply trade then say ‘Bartering’.)
Valued Resources: (What resources, technology or service that your empire produces or have would be considered valuable to everyone else?)
Population: (The current population of your Empire. Average of 25-30 billion. If you want 30 billion+, please PM me to talk about it. )
Class Demographic: (What percentage of people in your empire are nobles, peasants, slaves and such?)
Species Demographic: (What are the various species that make up your lands and what percentage to they make up?)
Species Description: (What does your all species of your empire look like and what are their abilities, quirks and such?)
Psionics: (How does your Empire see psionics and how does Psychics impact your society?)
Cybernetics: (How does your Empire see cybernetics and people who have cybernetics and how have they impacted your society?)
Synthetics: (How does your Empire see synthetic being and how have they impacted your society? Robots, Androids and Organic Clones are considered synthetic beings due to the fact that they are unnaturally created.)
Bright: (How is Bright used and treated by your nation. Select two fields that Bright is used for.)
Empire Strengths: (What are the Empire’s greatest strengths? List at least 3.)
Empire Weaknesses: (What are the Empire’s most exploitable weaknesses? List at least 2.)
History: (How did your Empire came to be?)
Military: (What is the Military like?)
Army Might: (How many brave warriors make up the military? Usually between 2%-5% of your population. If you want more then 5%, please PM me to discuss)
Army Strengths: (What are the Army’s greatest strengths? List at least 3.)
Army Weaknesses: (What are the Army’s most exploitable weaknesses? List at least 2.)
Navy Might: (How many ships and fighters make up the military? Usually between 5%-9% of your military. If you want than 9% please PM me to discuss. List at least 3)
Navy Strengths: (What are the Navy’s greatest strengths? List at least 3.)
Navy Weaknesses: (What are the Navy’s most exploitable weaknesses? List at least 2.)
 
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Since I am going to be playing as well as GMing, I'm going to make myself a Section Layout both for me and as an example.


Residential Block Lvl 1, 2%
Generator Block Lvl 0, 0%
Residential Block Lvl 2 21%
Military Block Lvl 0, 0%
Refinery Block Lvl 0, 0%
Residential Block Lvl 0, 0%
Production Block Lvl 1, 4%
Residential Block Lvl 0, 0%
Production Block Lvl 4, 91%
Production Block Lvl 3, 87%

Well....that's wonderful.
 
@barney_fife

Residential Block Lvl 0, 0%
Generator Block Lvl 1, 7%
Residential Block Lvl 2, 24%
Military Block Lvl 1, 56%
Refinery Block Lvl 1, 12%
Residential Block Lvl 0, 0%
Production Block Lvl 0, 0%
Residential Block Lvl 0, 0%
Production Block Lvl 2, 66%
Production Block Lvl 0, 0%
 
@TheGreenerGrey

Residential Block Lvl 1, 33%
Generator Block Lvl 0, 0%
Residential Block Lvl 0, 0%
Military Block Lvl 2, 11%
Refinery Block Lvl 0, 0%
Residential Block Lvl 0, 0%
Production Block Lvl 0, 0%
Residential Block Lvl 1, 2%
Production Block Lvl 0, 0%
Production Block Lvl 0, 0%


@MJK2431

Residential Block Lvl 1, 72%
Generator Block Lvl 2, 42%
Residential Block Lvl 0, 0%
Military Block Lvl 2, 1%
Refinery Block Lvl 1, 25%
Residential Block Lvl 0, 0%
Production Block Lvl 1, 13%
Residential Block Lvl 1, 7%
Production Block Lvl 0, 0%
Production Block Lvl 0, 0%
 
@ChelonianCommander if one of our blocks has a high level and percentage, can we think of ways around them? For example my generator block is only level 1 but 42% and that's an important block, so could my section use air-transport or huge sky bridges in order to reach the block for maintenance and other such things?
 
@ChelonianCommander if one of our blocks has a high level and percentage, can we think of ways around them? For example my generator block is only level 1 but 42% and that's an important block, so could my section use air-transport or huge sky bridges in order to reach the block for maintenance and other such things?

Yeah that's totally fine, expected and encouraged.
 
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Empire Name: The Dethakkan One
Empire Adjective: Dethakkan
System of Origin: Vhemmbor
National Symbol: Two winged serpents coiled in a double helix with their heads pointed at the sky and their wings outstretched.
Empire Leader: Ancient Nivuc
Leader Overview: Nivuc is the only one of its kind, a powerful and long lived Diplomat Dethakkan that has ties to the first generation of spawning. It can live for up to 500 years, but can succumb to things such as disease, and unnatural deaths. Nivuc has plans to take this people to another system, to regrow and colonize the galaxy in order to spread their species as any living species would.
Succession: Nivuc is genetically immortal. If it dies, then another body is grown, containing half of the memories of the previous one. However doing this takes an entire year and the Dethakkan would be left leaderless during this time.
Government: The government exists in a caste system, each of which has a leader who runs each caste. Nivuc is the ultimate advisor and decider for each Caste however, with the power to override every decision made by any leader. It doesn’t
Slavery: Slavery is not required in the Empire. Note that it is not outlawed, it is simply not required.
Culture: Within the Dethakkan culture, every individual have a role assigned to them even before the moment they are born. Whether it is in the Military, Labor, Science or Diplomat Caste, the Dethakkan will stay within that caste forever and never leave. The only way out is death, and even then a Dethakkan will never question why they are in the caste as they are literally genetically and mentally incapable of comprehending life outside of their assigned caste. Every day is a work day, and work only paused for 6 hours a day when a Dethakkan spends roughly an hour eating a single meal a day, or 5 hours sleeping.
Foreign affairs: Non-Dethakkan are confused and easily corrupt. They do not have the sheer dedication to their people as they distract themselves with such things as self-image, comfort and familial bonds. However trade and keeping good diplomatic relations with the lesser Empires need to be kept in order to keep a stable Ring.
Religion: There is no religion recognized by the Dethakkan.
Agriculture: The Dethakkan primarily eat seafood, usually hard scaled fish or crustaceans grown in large fish farms as they are hardy enough to survive and grow fat with the barest of resources. However since two of their production blocks are heavily infected, the Dethakkan have begun eating the flesh of their own dead as to allow their dead to simply rot away is considered a waste.
Currency: The Dethakkan forged their currency after the teeth of the Aloth. It is made with roughly 2 ounces of gold and decorated with ornate and complex designs and known simply as Teeth. Each Rint who makes the Gilded Teeth have different designs that they use throughout their lives so it is easy to link back which Teeth is produced by which Rint.
Valued Resources: The Dethakkan have large complexes of cloning facilities, producing Dethakkan by the millions of replace deaths from age, accidents, disease or battle. However these facilities can be 'rented' and used by the other empires to clone a select individual for a price, usually around 470000 Teeth's work of Gold (29375lb of gold) or 4.7 million of whatever currency the other Empire uses for each Clone with the money paid up front.
Population: ~29 billion
Class Demographic: ~26680000000(92%) is in the Labor Caste, ~1160000000(4%) is in the Military Caste, ~870000000(3%) are in the Science Caste, and ~290000000(1%) is in the Diplomat Caste and Nivuc makes up the Command Caste.
Species Demographic: Dethakkan 100%
Species Description: The Dethakkan are considered one species, even though they have many subspecies that are all created from the same genetic sequence, though the appearance and abilities of each subspecies can vary wildly from each other. They do have some of the same traits however, being covered in scales, which act as natural armor against even weapons fire, coming in colors ranging from red to purple, have tails to help keep their balance, having regenerative abilities that allow them to regenerate lost limbs in a matter of days, and all live to be around 180 years of age before natural death. All Dethakkan are all genderless, having no reproductive organs or systems, and refer to themselves and each other either by name or as ‘it’.

To consider the Dethakkan to be a ‘sentient’ species is stretching it a bit, as the Dethakkan are unable to perform higher form of reasoning, such as questioning why they are doing what they are doing and are wired to simply do their task to the best of their abilities, similar to robots on how they are set to one role in life until the day they die. Lesser Dethakkan might as well be robots as they literally are incapable of considering another position in life and while higher ranking Dethakkan are capable of higher thinking, they can only think within their position and how to fulfill their tasks to the best of their ability. Only Nivuc seems to be the only one capable of questioning its goals and the role of the Dethakkan in the wider scheme of things.
Nivuc: Nuvics are built to lead the Dethakkan, along with many hundreds of others, but sadly there is only one living example of the Nivuc subspecies.. Nivuc is 2 meters tall and has a hunched apperence with a broad frame and 2 large thick arms and 2 armored elephant like legs. Nivuc's back is covered in large bony plates, and it has a beaked skull, similar to that of an earth terrapin. Nivuc is built to lead the Dethakkan, being the only one who can think freely.

Rints: Rints are the smallest and most common form of Dethakkan. They are roughly 1.5 meters tall, are bipedal and having two clawed hands with 6 fingers on each. The Rints have thin, lanky bodies and light scales which protects them against glancing shots. Rints make up for their weak frame by have rather dexterous hands and adaptive minds, allowing them to be placed in all Castes without much trouble. Rints make up almost the entirety of the Labor Caste, Diplomat and Science Castes with minor roles in the Military Caste being Scouts, Drivers and Engineers.

Acrux: Acrux can be seen as larger Rints, standing at 2.5 meters tall, being bipedial and having two muscular arms ending in clawed hands with 6 fingers on each. Acrux are powerful beasts, being 40% stronger than the average human, and are covered in think scales that protect against stray small arms fire and shrapnel. Acrux make up a large portion of the Military Castes and are usually used as security forces for all other Castes.

Turbick: The Turbick are large bipedial Dethakkan, being 5 meters tall with 4 tree trunk sized arms each end in 6 clawed fingers. The Turbick are extremely durable powerful, being 210% times as strong as the average human and covered in scales that protects them from most forms of small arms fire. They are used in the Labor Caste as heavy lifters when building or transporting, and are used as heavy shock troops in the Military Caste and as bodyguards in other Castes.

Dawcan: The Dawcan are large four limbed beings, walking on all fours. They are 7 meters tall with trunk like front arms connected to 4 clawed fingers and short back legs. They have extremely long claws, roughly 4ft in length pointed inward, forcing them to walk on their knuckles. The Dawcan have large bodies that are covered in extremely thick carapace and scales, making them near impervious to small arms fire, but still somewhat vulrable to heavy arms fire. The Dawcan is used in the Labor Caste to carry back and forth supplies, personal transportation for the Diplomat Caste and as medium vehicles with weapons mounted on their large backs in the military Caste.

Alioth: The Alioth is a very large beast, standing at 13 meters tall, and have two massive back legs and two equally strong shorter front legs. The Alioth prefer to walk on all four legs, but can also run on its two back legs when speed is required using its 6 rending claws to tear apart anything in front of it. The Alioth is purely used in the Military Caste, acting as extremely mobile tanks with scales that protect them against everything but dedicated anti-tank weaponry.

Hixam: Hixam are four limbed flying Dethakkan and are the smallest and fastest form of Flying Dethakkan. Hixams have two back legs and have two arms that also act as leathery wings, which allow them to fly in a planet’s atmosphere with natural talent of an apex predator and used for turning in no atmosphere conditions. They are roughly 9 meters long and are primarily used as interceptor by the Dethakkan Military, in both planetary and space battleground as they can survive in a vacuum for up to several hours without any trouble.

Bexam: Bexam are the middle ground between the light and fast Hixam and the heavy and slow Juxam, providing speed and durability in equal measures. The Bexam have 6 limbs, four legs and two wings, which allow them to fly in a planet’s atmosphere with natural talent of an apex predator and used for turning in no atmosphere conditions. They’re roughly 12 meters long and are fill the role in versatile fighters/bombers in both planetary and space battlegrounds as they can survive in a vacuum for up to several hours without any trouble.

Juxam: Juxam are 6 limbed Dethakkan that are the most armored and slowest flying Dethakkan that is fielded by the Dethakkan. The Juxam has 6 limbs, two wings and four legs, which allows them to effectively four legs and two wings, which allow them to fly in a planet’s atmosphere with natural talent of an apex predator and used for turning in no atmosphere conditions. They are roughly 13 meters long and are there to fulfill a bomber role as they can carry the most amounts of ship damaging weapons to be used in both space and planetary conditions.

Psionics: The Dethakkan have no opinion of psionics or psychics as long as they do not affect the entire faction poorly in the long run. However as the entire population are cloned from the same genetic material, the Dethakkan have no way to obtain psionic powers.
Cybernetics: Dethakkan make heavy use of cybernetics as through cybernetics as only through cybernetics will they be able to match the other factions with their psionics. The Cybernetics are small and protected by the Dethakkan's body and thus are protected from EMP attacks.
Respirator: The Respirator is a synthetic third lung that allows the Dethakkan ground warriors to be able to breathe in low atmospheric conditions without complicated gear. It even allows them to breathe in mildly toxic environments and under water for around 3 hours without breathing equipment.

Stim-Glands: The Stim-Glands are two finger sized cybernetics implemented into the heart and brain. They both gather regenerative hormones and chemicals until full and are released when a warrior is in times of great stress or trauma, the chemicals are released into the system and will give the warrior increased aggression and promote regeneration that lasts for several minutes. After activation the Stim-Glands will take a few hours to build up the chemicals again for another activation.

Occulus: The Occulus is a single cybernetic eye used to replace the organic eye of the warrior. It allows the Dethakkan Warrior to access several form of sight such as low light vision and thermal vision as well as provide assistance with aiming and target seeking.

Nutrient Nanos: Microscopic nano-machines are injected into the Dethakkan’s bloodstream. These machines promote the transfer of nutrients throughout the body and the expulsion of unwanted toxins, allowing for the Dethakkan to extract nutrients from almost any source with little to no worry. However the consumption of inedible food items and infected flesh can have serious reprecutions to the Dethakkan’s body down the line.

Shield Nodes: The Shield Nodes are a series of electric nodes that are placed underneath the Dethakkan’s skin. The Nodes generate an energy shield that serves an important purpose that is to increase the durability of the Dethakkan Warriors as the shield can handle roughly 4 Slug shots before needing to recharge, which takes roughly a minute once the shield is broken.
Synthetics: The Dethakkan technically have no opinion on Sythetics, but the entire faction is made up of Synthetic beings in the form of clones.
Bright: Bright Liquid is used to speed up the gestation and growth of Dethakkan in their birthing vats in order to keep up with the attrition of their race. Bright Crystals are used primarily to build fortifications and defenses to defend against the Infection on the war front.
Empire Strengths:
-The Empire have little to no political strife.
-The Empire’s caste system allows for expert workers, diplomats, and scientists as well as elite soldiers, guards and navy men to become the common, not the exception.
-The Dethakkan have a fast cycle of reproduction, producing a new generation of fully grown Dethakkan every few years.
Empire Weaknesses:
-The Dethakkan are slow to adapt to new ideas and are generally set in their ways. Even their technology are hundreds of years old and have shown little signs of development.
-The Dethakkan are constantly in a battle of attrition with the Infested that infests their Production Blocks. Because of this the Empire has low production of raw materials and are constantly recycling, repurposing and salvaging whenever they can.
History: The Dethakkan was a slave race that was enslaved by an insectoid race known as the Vurax many millenia before the Fall of the Vurax. Modified through hundreds of generations, the Dethakkan had been turned into a subservient slave race designed for menial labor and to fight in the Vurax's wars. When the Infection came, the Dethakkan were naturally sent to fight the Great Enemy while their masters holed up in their towering cities. It wasn't a surprise when the infection smuggled itself into the Vurax cities the Dethakkan's masters weren't able to defend themselves as they were butchered in their cities. Once the Vurax were all dead, the Dethakkan fell onto the next voice in the chain of command, the Nivucs, who used their influence to flee Vurax space in mass exoduses of tens of thousands of ships from the Infection with as much of their master's technology as possible.

During their escape, millions of Dethakkan died on the way, and slowly without effective means to replace the Nuvic, the Dethakkan slowly lost their command either through to age or destruction by the Infection. At the end of the journey there was only one Nivuc left, but the Dethakkan seemed saved as they finally reached their safe haven, the Ring. There the Dethakkan had established hundreds of thousands of cloning facilities and begun to replenish their numbers and using Bright Nivuc can remain biologically immortal, with each clone containing most of the memories of the previous body, allowing it to lead its people through these difficult times and hopefully to a better chapter for their species.
Military: The Dethakkan Military revolves around two principles, the first being close ranged combat and the second is to overwhelm their enemy with large numbers of heavy infantry and biological vehicles on the ground and sending out large amounts of fighters, corvettes and frigates to get into close combat as possible. This leads to many deaths during and after the charge however, oftentimes unnecessarily, but in the end all deaths are easily replaced. At any time 2/5 of the military is used to fight the infected Production Blocks.
Army Might: 4% of the population, ~1160000000 warriors
Infantry

Acrux Warrior Squad – A basic Acrux Squad that wield Slug Rifles and grenades. They are the most basic form of Dethaakan warriors, operating in squads of between 10-20, with a Medic, Radio and Veteran attached to the squad to improve squad performance. They are also the most versatile infantry fielded by the Dethaakan, with 1 in every 3 Squad Members sometimes being given Heavy Slug Repeaters, Flamethrowers, Battle Claws or Rocket Launchers to improve either their ranged or close quarters capabilities.

Acrux Heavy Squad: The Heavy Squad provides a great amount of supporting fire with the use of Slug Repeaters and grenades in order to lay a massive amount of metal at an enemy force. A Heavy Squad operating in squads of between 10-20, with a Medic, Radio and Veteran attached to the squad to improve squad performance. Their ranged power can be improved with 1 in every 4 Squad Members being given either Heavy Slug Repeaters or Rocket Launchers to improve their effectiveness against infantry or vehicles.

Acrux Storm Squad: The Storm Squad is a fast attack, close combat selection for the Dethaakan army. The Acrux in the Storm Squad are equipped with jetpacks that allow them to fly across the battlefield at high speeds. Each squad operates in units of 10-20, with a Medic, Radio and Veteran attached to the squad to improve squad performance. They wield Slug Spear and grenades turning them into deadly ambush and fast assault infantry. To further enhance their melee against infantry and vehicles 1 in every 4 squad member are equipped with either Flamethrowers or Battle Claws.

Rint Engineers: Rints, while mostly seen in the Labor Caste, can also be used as in the Military Caste as skilled engineers to work on vehicles, building fortifications and operating turrets and vehicles. Engineering Squads are lightly armed, usually with only Slug Pistols and knives. However their strength isn’t in their armaments but in their ability to tirelessly build up entire bases within hours of them reaching the building point. Engineering Squads operate in squads of 15-30 and are often watched over by a Veteran.

Rint Snipers: Due to their relatively smaller size and thin build, Rints make up the dedicated sniper squads used by the Acrux. They’re used primarily to thin or harass the enemy for hours in order to hit their morale. They are armed with powerful Slug Long Rifles, that are powerful enough to punch through lightly armored vehicles with a direct hit. Rint Snipers operate in squads of 3-7, often alone and away from the main army to pick off enemy officers or disrupt enemy supply lines.

Turbick Squad: The Turbick is a great beast, used only as bodyguards for the Diplomat and Science Castes, heavy lifters for the Labor Castes and in the Military Caste, as shock troops or serving the same roles as light tanks. The Turbick’s bulk and four arms are put to good use, as they wear the heaviest infantry armor, turning them into walking tanks, and giving them two Heavy Slug Repeaters and a large tower shield or a pair of Rocket Launchers in order to round out their heavy infantry role.


Vehicles

Light Warrior Transport: The Light Warrior Transport, or LWT for short, is a light vehicle designed to carry large amounts of troops and supplies to and from the front lines at high speeds across all terrain with its treads. The LWT is armed with a single Automatic Heavy Slug Repeater Turret on the top of the vehicle and has enough capacity for up to 2 full squads of Acrux and Rints or a single squad of Turbicks. It is crewed by three Rints, two drivers and one loader. The LWT operate in squads of 3-5 vehicles.

Armored Warrior Transport: The Armored Warrior Transport, or AWT for short, is a support light vehicle that is designed to bring warriors to the front then support their line with a combination of mortar fire and Repeater Fire. The AWT is light armored vehicle that is armed with a pair of Automatic Heavy Slug Repeater Turrets on the top of the vehicle as well as enough parts and stored ammunition for setting up a pair of Infantry Mortars. The AWT can transport a single squad of Acrux or Rints. It is crewed by 8 Rints, 2 drivers, 2 loaders and 4 mortar crewmen. The AWT operate in squads of 3-5 vehicles.

Acrux Bike Squad: The Dethakkan uses their Bike Squads for breaking apart clusters of enemy infantry and to harass enemy vehicles while moving at high speeds in order to keep from being targeted by enemy anti-vehicle teams and tanks. The Bike is lightly armor with a pair of Heavy Slug Repeaters on both sides. The Acrux rider is armed with a Slug Pistol and grenades in order to deal with any light and medium vehicles, as well as any fortifications and bunkers. The Acrus Bike Squad Operates in squads of 8-12 vehicles.

Dawcan Tank: The Dawcan is a four limbed sentient beast of burden that is used to ferry around building materials and supplies for the Labor and Science caste, but in the Military caste they serve as living medium vehicles. Dawcans Tanks are given special harnesses that is equipped with two Automatic Slug Repeater Turrets or two Automatic Rocket Launcher Turrets for anti-personnel or anti-vehicle duty. However these are secondary weapons as the Dawcan’s primary task is to run up to the enemy line and use their large claws, fangs and bulk to tear and rip apart enemy forces and fortifications. The Dawcan Tank operate in squads of 2-4 individuals.

Dawcan Weapons Platform: The Dawcan is a four limbed sentient beast of burden that is used to ferry around building materials and supplies for the Labor and Science caste, but in the Military caste they serve as living medium vehicles. Dawcan Weapon Platforms are given harnesses that have a Slug Cannon or Heavy Mortar on their back, remotely controlled by the Dawcan’s targeting systems. The weapons are so powerful that the Dawcan must brace itself before firing the weapon, or else it can be flung backwards by the recoil. Even with these powerful ranged weapons, if the enemy gets too close the Dawcan can still fend off enemy forces with their claws, fangs and bulk. The Dawcan Weapons Platform operates in squads of 2-4.

Alioth Tank: The Alioth is the largest sentient land force the Dethaakan can field. It’s massive strength and armor allows it to carry tank class weaponry as well as making it impervious to everything but anti-tank weaponry. The Alioth Tank wears a harness that is equipped with 4 Automatic Twin-Heavy Slug Repeaters turrets or Automatic Heavy Rocket Launchers Turrets. The Alioth’s main task in battle is to use its size to deal with enemy fortifications as well as enemy heavy vehicles, but this doesn’t mean it isn’t effective against infantry. The Alioth has its natural weapons as well such as bone crushing jaws, large size, armor piercing claws and finally the ability to spew a torrent of bio-plasma fire from its mouth in order to
deal with entrenched enemies. The Alioth operates in squads of 1-2 individuals.


Aircraft

Hixam Interceptor: The Hixam is the smallest variant of the dedicated flying Dethakkan, used primarily in an interceptor role against enemy aircraft. The Hixam is the most agile flight form, easily being able to perform quick turns and advanced air maneuvers with little trouble. The Hixam is equipped with a light harness that contains a jetpack that allows it to move at speeds comparable with enemy fighters and grants it remote control over 4 Twin-Heavy Slug Repeaters and 2 Heavy Rocket Launchers that are used in air to air engagements and to strafe ground enemies. The Hixam operate in squads of 5-10.

Bexam Heavy Fighter: The Bexam is the most versatile of the dedicated flying Dethakkan, used in most roles whether it be escorting larger ships, attacking enemy star craft or intercepting enemy fighters. They’re equipped with harnesses that contain a jetpack that allows the Bexam to fly at high speeds, comparable with starfighters, but their larger body makes them slower than the Hixam. The Bexam is equipped with 4 Twin-Heavy Slug Repeaters and has the ability to spew a fast moving projectile of bio-plasma that is powerful enough to damage. Bexam operate in squads of 5-7.

Juxam Bomber: Juxam is the slowest dedicated flying Dethakkan, but it has the firepower to destroy larger ships with their rocket payload and bio-plasma. They’re equipped with harnesses that contain a jetpack that allows the Juxam to fly at high speeds, comparable with star fighters, but their size prevents them from moving any faster than a Bexam at 85% speed. They are armed with 2 Twin-Heavy Slug Repeaters and 1 Twin-Heavy Slug Turret. Their most powerful feature is that they can spew relatively slow moving, but extremely powerful bio-plasma projectile that can tear apart ship mounted turrets and smaller space vessels. Juxam operate in squads of 3-5.
Army Strengths:
-Plenty of Heavy Infantry
-Easily Trained, Armed and Replaced
-Effective in close combat.
Army Weaknesses:
-Slow to adapt to changing fast changing strategies.
-Relatively short ranged weaponry
Navy Might: 8% of the military, roughly ~92800000 members and a combined total of ~8512000
Fighters, ~145600 Corvettes, ~50400 Frigates, ~16800 Cruisers, ~5600 Battleships
Dethakkan Assault Corvette: The Dethakkan Assault Corvette, DAC for short, is a fast all-purpose corvette designed to go up against fighters and other corvettes, as. It is 150 meters long and is crewed by around 150 Rints, with 80 Acrux and 10 Tirbuck to protect against boarding actions. The DAC has enough armor, as well as shields, to keep it in the fight for lengthy periods of time, assuming the enemy hasn’t brought in anti-ship vessels or massive amounts of bombers and is armed with a Light Fusion Beam, 14 Quad-Mega Slug Turrets and 6 Twin-Mega Slug Turrets to allow it to destroy fighters with terrifying ease and have it go head to head with any ship its size, and even some larger ships using groups of DACs. It also has a single fighter bay, which can hold and maintain a single squad of fighters.

Dethakkan Rocket Corvette: The Dethakkan Rocket Corvette, or DRC for short, is a fast anti-ship corvette that can lay waste onto any space faring ship, even ones that are bigger than it, from afar. It is 140 meters long and is crewed by 170 Rints, with 80 Acrux and 10 Tirbuck to protect against boarding actions. The DRC is relatively lightly armored, to allow it to move faster than the DAC, but it has the same shielding as its Assault Cousin. The DRC is armed with a Light Fusion Beam, 6 Mega Rocket Turrets, 8 Quad-Mega Slug Turrets and 6 Twin-Mega Slug turrets to allow it fend off fighters and other corvettes closing in, while using its Rockets to deal a sustained amount of damage against larger vessels. It also has a single fighter bay, which can hold and maintain a single squad of fighters.

Dethakkan Transport Corvette: When the Dethakkan has claimed space superiority, the Dethakkan brings in dozens of Dethakkan Transport Corvettes, or DTCs for short. The vessels have decreased weaponry and combat armor, to allow them to be fast enough to escape enemy pursuit if needed but has normal shielding. It is 180 meters long as is crewed by 140 Rints, with 80 Acrux and 10 Tirbuck to protect against boarding actions. The DTC are armed very minimally with 6 Quad-Mega Slug Turrets and 6 Twin-Mega Slug turrets with the capacity for combined total of up to 40 Infantry Squads and 20 Vehicle Squads. It also has a single fighter bay, which can hold and maintain a single squad of fighters.

Dethakkan Battle Frigate: The Dethakkan Battle Frigate, or DBF, is a general all-purpose warship used by the Dethakkan to establish space dominance. The ship is a jack of all trades, being able to fill in all roles, being effective against fighters and star craft that are of the same class or smaller, but at the same time they are not as effective as vessels that are dedicated to a single role. The Battle Frigate is 640 meters long and is crewed by 540 Rints, with 260 Acrux and 30 Tirbuck to protect against boarding actions. The DBF is armored with shields, and is armed with a Fusion Beam, 12 Mega Rocket Turrets, 24 Quad-Mega Slug Turrets, and 14 Twin-Mega Slug Turrets and 6 Fighter Bays.

Dethakkan Siege Frigate: Siege Frigates, or DSF for short, are heavily armored and extra shielded space craft that trade speed for increased durability and firepower. This ship is a frontline anti-ship vessel, soaking up damage for the rest of the fleet while dealing as much damage back to enemy vessels. Whilte the ship can also handle fighters well enough, the DSF is most commonly used to engage enemy space vessels with enough weaponry, armor and shields to go toe to toe against ships of larger class then itself. The Siege Frigate is 600 Meters long and is crewed by 820 Rints, with 290 Acrux and 50 Tirbuck to protect against boarding actions. The ship is armed with a Fusion Beam, 16 Mega-Rocket Turrets, 20 Quad-Mega Slug Turrets, 14 Twin-Mega Slug Turrets and 6 Fighter Bays.

Dethakkan War Cruiser: The only Cruiser vessel that has been designed and fielded by the Dethakkan. The Dethakkan War Cruiser, or DWC for short, is a battle carrier similar designed to deliver a large amount of fighters, but then support its fighters by laying down a heavy amount of anti-fighter and anti-ship fire. The Cruiser is well armored and heavily shielded, and can provide fighters and firepower to match. The DWC is 2000 meters long and is crewed by 4200 Rints, with 950 Acrux and 180 Tirbucks aboard to prevent boarding actions. The Cruiser is armed with 4 Fusion Beams, 34 Mega-Rocket Turrets, 56 Quad-Mega Slug Turrets, 28 Twin-Mega Slug Turrets and 14 Fighter Bays.

Dethakkan Battleship: The Battleships are the largest and most powerful dedicated warships designed and fielded by the Dethakkan. DBS for short, the battleships are simply larger versions of the War Cruisers as they are designed to homd incredible numbers of fighters and provide supporting anti-fighter and anti-ship fire for smaller vessels. Despite the Battleship is incredibly slow, and extremely difficult to turn, especially in close quarters combat, the DBS have incredible amounts of armor and extremely thick shields and provides even more fighters and firepower than any previous ship designs. They are roughly 5100 meters long and is crewed by 9500 Rints, with 2000 Acrux and 450 Tirbick aboard to prevent boarding actions. Due to its extremely large capacity for firepower, armor and fighters, the Battleship is used as the Flagship for an entire Dethakkan Fleet, however because of the cost to make them, only one Battleship is available per fleet and rarely will multiple DBSs will be assigned to a single fleet. Battleships are armed with 2 Heavy Fusion Beams, 68 Mega-Rocket Turrets, 118 Quad-Mega Slug Turrets, 76 Twin-Mega Slug Turrets and 30 Fighter Bays.
Navy Strengths:
-Strong and Nimble Fighters and Corvettes
-All Ships Act as Carriers
-Durable and Powerful Frigates, Cruisers and Battleships.
Navy Weaknesses:
-Fighters are Relatively Poorly Armored.
-Cruisers and Battleships are Slow and Difficult to Manuver.
 
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Empire Name: The Adapted
Empire Adjective: Adapted
System of Origin: Sol, the former home of Humanity.
National Symbol: A Black horizontal line that is intersected with a vertical line. From there the horizontal line splits into two. On a field of white.
Empire Leader: A council of the highest ranking members in society, each person responsible for leading a field.
Leader Overview: To uncover the mystery of The Ring, and potentially find the answer to the Infection.
Succession: Council members are replaced by the most intelligent and experienced individual in their field.
Government: The council governs all aspects individually, remaining mostly seperate from other members unless they require something.
Slavery: Slavery of the living is formally banned. Slavery of robots or autonomous corpses, who designated their augmetics to serve after they respire, however, is accepted and widely used for most menial tasks.
Culture: Life in the Adapted is very clinical. There is no art, and all music is either imported or is in binary. The buildings are plain and blocky, with whitewashed walls. The streets are small and relatively empty compared to other nations, lit by floating white lights. There is no excess, no waste.
Foreign affairs: The Adapted keep to themselves. They’ll talk with other nations and have a few trade deals for minor things going on, but aside from that they stay well enough away from international politics.
Religion: N/A. God died with Earth.
Agriculture: The Adapted rely upon entirely automated farming systems in order to feed those of them that still require food.
Currency: Credits. It’s just dollars, but entirely virtual and each individual is given a credit bank when they are first augmented.
Valued Resources: The Adapted specialise in the Biological and Mechanical/Robotic sciences. They jealously guard these, but if you need a replacement limb accept no substitutes.
Population: ~21 Billion
Class Demographic: No real class system, with Poverty being too rare to factor in.
Species Demographic: 99% Human. 1% Assorted races that were allowed in.
Species Description: They’re Humans. Large, with incredible stamina and the ability to shrug off damage that would put down far larger creatures. These ones just have a bit more metal than normal.
Psionics: The Adapted sneer at Psionics, deeming them weak and viewing Psychic powers as taking shortcuts that could have been attained through technology.
Cybernetics: The only non-augmented members of The Adapted are newborn children. The people here view Cybernetics as Evolution and the ultimate art, and their culture revolves around such.
Synthetics: Intelligent AI are given to every Adapted member who have received a neural augment, to act as both a companion and aid them in regulating certain procedures. Beyond that, they are strictly banned. Cloning is used for livestock only. Dumb Robots and Androids however, are used as menial labour.
Bright: Bright is seen as a valuable resource, with the Gas and Crystal forms being used often within the fields of Cybernetics and pharmaceutical research.
Empire Strengths:
-The Adapted are extremely advanced technologically.
-Due to their culture, many Adapted have transcended the need for food and drink, all major organs replaced with ‘superior’ versions.
-When Adapted die, if they can afford it their minds are copied and uploaded to a new, replica body. If not, their corpses are out to work as grunts for menial labour.
Empire Weaknesses:
-As a race of near computers, The Adapted are at extreme risk from any sort advanced Virus, and can be incapacitated should anything pierce their highly advanced firewalls.
-Their social skills leave a lot to be desired, due to the rather Utilitarian nature of their living conditions and the fact that 40% speak in 1s and 0s. Because of this, they can come off as rude to any non-Adapted being, and this has ruined many a venture beforehand.
History: The Humans of Sol were one of the first to fight back against the Infection, using their natural affinity for war and destruction to hold back the tide whilst other races panicked and argued. Eventually they were defeated however, due to the constant taxing of their resources and the little to no aid offered by many other Factions. Their forces broken as the Infection grew ever stronger, Humanity fled aboard a titanic armada of ships, travelling for centuries.

Ancient human ships were highly advanced, but required the captain of the ship to be stuck 24/7 in stasis, so that they could direct the vessel. However, due to the years if exodus, where they found nothing, the Captains slowly aged and deteriorated. To counteract this, the resident doctors and engineers upon the ships slowly replaced the bodies of each Captain with machinery, until all that was left was the Brain. And even that was soon conquered by science, the monumental achievement of being ble to effectively copy and transfer ones brain being achieved in the time of need.

Seeing the effectiveness of this, and the excitement from the astounding achievements made, the civilian population slowly came to treat Augmentations as more than a necessity, and instead as a fashion statement. This soon evolved into a way of life for the Humans, and by the time they found the Ring many had been changed.
Military: On the ground, Adapted infantry is composed almost entirely of 'Corpse Soldiers', the long dead bodies of Adapted that were augmented to the point that even after death their bodies can move. Many Cybernetics have been repurposed for battle, with soldiers often having weapons in place of entire limbs and self destruct sequences for when they are too damaged to continue. This is often backed up by heavy artillery from a variety of long range macro cannons.

In space, the Adapted rely upon large, entirely automated battleships that act as the bodies of a few of the more... zealous adapted, who have given up anything resembling human form. These ships are equipped with high power laser weaponry, and are also bristling with weapons designed to defend it from smaller, more agile ships.
Army Might: The dead make up nearly the entirety of the ground forces, standing at 950000000 members strong and backed by heavy armour and artillery that isn't afraid to sacrifice.
Army Strengths:
-No Morale to Break
-Soldiers are heavily modifiable and expendable
-No food required, Soldiers do not tire.
-Damages enemy Morale
Army Weaknesses:
-Almost entirely automated. At risk of Powerful E.M.Ps and Viruses.
-Unable to respond to non-conventional tactics, or have creative solutions without the aid of an Adapted.
-Slow
Navy Might: The Adapted have a grand total of 50 Battleships. That’s it. Granted, they’re highly advanced.
Navy Strengths:
-Powerful: Each Battleship is capable of taking on many others of the same size.
-Sentient
-Titanic, to the point that a full broadside would be more a hinderance than a real problem
Navy Weaknesses:
-Very expensive to run, as well as time consuming to build. Add in the whole sacrifice thing and these things will not be being replaced anytime soon.

-Slow to muster, and nowhere near as fast as most battleships, let alone cruisers or corvettes.
 
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Empire Name: The Aschen Remnant

Empire Adjective: Aschen

System of Origin: Pan'chek System, Cygnus Arm, Milky Way Galaxy

National Symbol: A ring surrounding a pair of phoenix wings, with two circles symbolizing the sister planets Langara, and Pangar, the Aschen home worlds.

Empire Leader: Empress Karan Inviere

Leader Overview: A descendant of one of the Aschen Empire's brightest military officers, Karan is a cunning, ruthless, and ambitious leader who believes that Aschen supremacy can once again be attained through the elimination of the infection, and the subjugation of the other races on the ring.

Succession: Succeeding Emperors are chosen via election by the Imperial Quorum, and confirmation by the Potentia Council

Government: The Government rules via a hybrid oligarchy, and constitutional monarchy, with the Imperial House serving as the executor of state matters, the Potentia Council, descendants of the original five on the Potentia Committee during the collapse act as the council of which the Emperor serves, and the Quorum acts as the legislative body, and is comprised of representatives from the various population blocks.

Slavery: Slavery of alien beings is acceptable, but slavery of Imperial Citizenry is forbidden.

Culture: Aschen culture is decadent, with people constantly seeking pleasures of life. The Aschen have a robust media, as well as culinary arts, musical arts, and religion. Aschen Culture is described as ancient Greco-Roman. Architecture is clean, with wide streets and clean building lines.

Foreign affairs: Xenophobic, extremely suspicious of outsiders, and wary of the other inhabitants of the ring.

Religion: An ancient greco-roman pantheon called the Lords of Kobol

Agriculture: Highly advanced aeroponics (Aeroponics is the process of growing plants in an air or mist environment without the use of soil or an aggregate medium) provide plant based foods for Imperial citizens to consume. A robust protein bank provide meats. Artisan livestock farmers are uncommon, but exist, and have managed to meticulously maintain their herds over the millennia.

Currency: New Aschen Cubit

Valued Resources: Light-mass fabrication; an ancient Aschen technology that allows matter to be broken down and stored in a quantum medium, and new matter is fabricated in situ, on demand. (Highly sophisticated subatomic 3d printing technology)

Population: 18.2 Billion

Class Demographic: 10% Inner party Members (Government, Societal Elite, etc.) 40% Outer Party Members (Military officers, Mercantile, Celebrities, Clergy, etc.) 50% Proletariat

Species Demographic: 99.9% Aschen Human

Species Description: Aschen are, for all intents and purposes human, as they are the descendants of several ancient earth civilizations. However mild genetic enhancements, and advancements in nanotechnology allow them to be stronger, faster, and hold more stamina than the average human, advanced drugs have all but eliminated sickness.

Psionics: Psionics are regarded with suspicion, ostracized from society, or subject to brutal scientific experiments.

Cybernetics: Cybernetics are uncommon, but occasionally used. Dermal, and neural-synaptic links are used for powered armor, but advances in bio-medicine have rendered many cybernetics obsolete.

Synthetics: Synthetics are regarded as non-sentient, and treated like property.

Bright: Bright Gel is used to supplement aeroponic nutrients, Bright liquid is used to supplement medical kits in combat.

Empire Strengths:
  • Nationalist Population; Aschen citizens are fiercely loyal, and will follow orders from their government without question. This fierce loyalty translates to increased morale when fighting the infection.
  • Adaptable Technologists; Aschen can adapt quickly to changing technological climate, adapting their own technology to give them an edge.
  • Propagandists; Aschen propaganda could be described as second to none in it's ability to villify enemies and rally the citizenry to it's cause.
Empire Weaknesses:
  • Xenophobic; Intense Xenophobia makes it difficult to form alliances with other races, their nature puts them at odds with foreign diplomats, and with a predisposition for violence, many times the Aschen are isolated from the galactic community, this trait translates over to the remnant, who don't play well with the others on the ring.
  • Poor resource management; the Aschen economy is bloated, with the rich getting richer, and the working class living in near poverty.

History: The Aschen Empire formed following a long, and bloody conflict with several other military powers in the galaxy at the time. They were a powerful civilization with nearly unrivaled military prowess. However once the infection began to take hold in their worlds, even their mighty naval capabilities could not save them, once the evacuation was called and colony ships, as well as a portion of the Imperial Defense Force fled the Aschen home worlds for the ring, a device known as the Potentia was fired, and nearly half the galaxy was sterilized of all life, in a last ditch effort to stop the infection. An effort that modern Aschen tacticians know now was in vain.

Military: Using proven doctrines from a time when the Aschen Empire was at it's peak, the Military of the Aschen Remnant use mixed unit tactics combined with sophisticated weapons and shield technology, and proven tactics to overcome their enemies, they are both the sword, and the shield of their home on the ring.


Army Might: 900 Million active and reserve personnel, however Citizen Militias can be mustered if need be.

Unit Types:

Infantry
  • The Imperial Marine: The Imperial Marine is the basic infantry unit of the Aschen Empire, a well rounded and well trained individual from various social backgrounds in the Aschen Empire. They are armed with basic weaponry, such as the Type 53 Disruptor rifle, or sometimes operate heavy weapons or crew served weaponry. Marines are the bread and butter of Aschen Military power.
  • Standard Infantry:
    Enhancements provided following graduation of basic training.
    • Combat nanites - An upgraded version of the Nanomachines injected into the civilian popuation. These nanomachines are designed to identify and repair trauma to bodily tissues. In addition combat nanites stimulate but also regulate the release of hormones responsible for muscle and bone growth. They condition blood vessels removing obstructions, plaque, and foreign contaminants, and attack foreign bacterium and viruses. Combat nanites also repair and condition nerve tissue, resulting in faster reaction times.
      • Injury recovery is halved with Nanite enhancements. Wounds that would otherwise be lethal are survivable until medical attention is sought.
      • Strength is increased with nominal gains of three to four times the strength capacity of the strongest untreated human.
    • Enhanced Vaccinations - The Individual is provided with a dose of Tretonin, in addition to vaccinations against all known diseases.
    • Hemoglobin Regulatory Implant - Implanted into the main circulatory system, this tiny implant increases the hemoglobin content of the subject's blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red.


  • The Adept of War: When Marines aren't enough, the Imperial War Adept fills the void between basic Infantry, and special forces. Clad in nearly impenetrable powered armor, and armed with the heaviest of weapons, the War Adept is an unstoppable foe intended to strike fear into the hearts of the mightiest warrior.
Army Strengths:
  • Flexible; Proven ancient training regimens allow for Aschen troops to quickly adapt to the ever changing maelstrom of combat.
  • Powerful weapons; Aschen weapons are extremely powerful, with a majority of the military utilizing disruptor based weapons from schematics dating back to the Empire's peak. Entire swathes of infected can be cleared through the deployment of sophisticated radiation based weaponry, or burned through plasmite bombing. Aschen Weapons are often the envy of those who see them in action.
  • Logistical Prowess: The Aschen military can be called to action quickly, and deploy nearly anywhere within a short period of time.

Army Weaknesses:
  • Rout: When faced with a losing battle, so long as the fight is not defensive in their own territories, Aschen troops can be prone to throw down their weapons and run if not rallied by a competent commander.
  • Maintenance Intensive equipment: Aschen equipment is maintenance intensive, and prone to malfunction. Weapons cannot generally be field serviced.

Navy Might: 300 Million active and reserve personnel.

Reverence II Class Planetary Assault Carriers - Holdovers from the Aschen Empire's heyday, these thirty-kilometer long planetary assault carriers are capable of laying seige to an entire planet, and move entire armies across the Galaxy.
Manufacturer: Aerospace Dynamics
Platform: Reverence
Model: Reverence, Second Generation
Class: Planetary Assault Carrier
Cost: Cb75.6 Billion

Specifications
Length: 28,960 Meters
Width: 11,447 Meters
Maximum acceleration: 3,407G
FTL Range: 5.7 Million LY
Engine Units: 3 DDG Titan Plasmic Fusion Engines.
Reactor: 16 Deuterium Fusion Reactors. (One Reactor outputs 12.6 Trillion Kilowatt Hours, or 4.57200 × 10(13) megajoules)
Hyperdrive Rating: n/a, uses Aschen FTL
Shielding;
Primary: Tech Con Heavy 107 Frequency Oscillation Magnetic Type 03 Shield Generator. (Energy Mitigation: 150 Megatons per square meter of shield)
Secondary: Tech Con Special T66 Hard Light. (Energy Mitigation: 500 Megatons per square meter of shield)
Tertiary: Graystone Industries Class 07 Magnetic Resonance Type 22 (Energy Mitigation: 105,000 Megatons Overall)
Auxiliary: Aerospace Dynamics Dynatron N7 Frequency Resonance Shield Generator. (Energy Mitigation: 97,000 Megatons (overall))
Hull: Kanvium Reinforced Tri-Strontium hull
Hull Armor: Kanvium Plating (Can absorb 500 Megatons per square meter of energy)
Weapons; 6x Energy Projectors (1.4 Gigatons per second, or 6,694,400 terajoules)
5,000 Turbodisruptor Batteries (1500 port, 1500 Starboard, 500 Forward, 250 Aft, 500 Dorsal, 750 Ventral) (Turbo Disruptors impart 14.6 Megatons per second)
Plasma Cannon Turrets (150 Kilotons Per Second)
Missile Launchers
Torpedo Launchers
1x Magnetic Acceleration Cannon running the dorsal structure
1x Singularity Cannon running the dorsal structure.

Compliment: 1,500 Squadrons of fighters, or Bombers (Vipers, Apollos, Century Bombers, etc.)
Crew: 500,000 + 1.5 Million Soldiers to assault planetside.


Navy Strengths:

  • Prestigious Naval History: The Aschen Remnant have meticulously maintained the vessels brought over from the collapse, four Reverence II Class Planetary Assault Carriers make up the bulk of their naval fleet, and are capable as a battleship, and as a carrier. The Manufacturing facilities aboard these vessels produce smaller Aschen vessels, such as cruisers, corvettes, etc.
  • Powerful Warships: Aschen Ships are extremely robust, capable of withstanding a withering amount of damage, while unleashing torrential firepower.
  • Capable Pilots: Aschen fighter pilots undergo extensive training, and pilot cutting edge strike craft from the golden age of Aschen power, such as the Raptor Talon, and the Prowler starfighter.
Navy Weaknesses:
  • Expensive: If the Aschen lose a ship, it is difficult to replace, if any of the four Reverence IIs are lost, it could be considered a crippling blow to the Aschen Navy. The Aschen Navy is expensive to maintain, and requires an almost unsustainable input of resources.
  • Unstable: Many of the Aschen ships are thousands of years old, and a catastrophic failure is just around the corner.
 
Seems ok for the most part. Though there are things I want to address and ask about.

@barney_fife

Seems ok for the most part. Though there are things I want to address and ask about.

Valued Resources: Light-mass fabrication; an ancient Aschen technology that allows matter to be broken down and stored in a quantum medium, and new matter is fabricated in situ, on demand. (Highly sophisticated subatomic 3d printing technology)
This seems to basically make your empire have pretty much infinite resources. from what I can tell you can put in something like dirt and it'll pump out something like gold. Even if you only have say, 100 of these you can still pretty much have infinite whatever you wish.

owever once the infection began to take hold in their worlds, even their mighty naval capabilities could not save them, once the evacuation was called and colony ships, as well as a portion of the Imperial Defense Force fled the Aschen home worlds for the ring, a device known as the Potentia was fired, and nearly half the galaxy was sterilized of all life, in a last ditch effort to stop the infection. An effort that modern Aschen tacticians know now was in vain.
If you may, I wish for you to edit to make the weapon weaker then it is currently. I would say around 1/6 of the galaxy is the maximum I would allow. Unless the Aschen is from another galaxy, which I will allow. To wipe half the galaxy of life is way more powerful then I am willing to allow.

Powerful weapons; Aschen weapons are extremely powerful, with a majority of the military utilizing disruptor based weapons from schematics dating back to the Empire's peak. Entire swathes of infected can be cleared through the deployment of sophisticated radiation based weaponry, or burned through plasmite bombing. Aschen Weapons are often the envy of those who see them in action.
When you say 'weapons' do you mean that the most basic Aschen weaponry can easily kill the Infection Warrior forms? Cause if that's the case then I genuinely cannot see how the Aschen are threatened by the Infection ever in the RP, even with their poorly maintained weaponry. Feel free to leave it as it is, but if a battlaion of your most basic infantry can destroy an entire attack wave of Infection without so much as a scratch, then you might need to downgrade your weaponry.

Rout: When faced with a losing battle, so long as the fight is not defensive in their own territories, Aschen troops can be prone to throw down their weapons and run if not rallied by a competent commander.
This doesn't seem like a weakness as this is pretty much every conventional army.

Navy Might: 300 Million active and reserve personnel.

Reverence II Class Planetary Assault Carriers - Holdovers from the Aschen Empire's heyday, these thirty-kilometer long planetary assault carriers are capable of laying seige to an entire planet, and move entire armies across the Galaxy.
Kinda want to know how many ships you got. Mostly to make sure you don't pull numbers from the infection laced air.
 
I'm still tweaking the profile, but this gives me an opportunity to clarify some things.

Light-Mass Fabrication: The Technology is incapable of elemental transmutation, if you put dirt in the device, you would get it's elemental requisites, Silicon, calcium, etc. LMF Technology is excellent for purifying ores on an elemental level, and providing pure refined products, or a finished product so long as you input the requisite materials. Eg; Putting in gold, hydrogen, carbon, silicon, aluminum, etc. to have a computer chip 'printed' Raw ores could be refined into things such as ship paneling on the spot. Only a handful of these Light-Mass Fabricators exist, on the four Reverence IIs mentioned in my post.

It's a nifty tool that purifies, refines, and fabricates things such as spare parts, weapon assemblies, etc. In a fairly short time and on the spot without the need for large manufacturing facilities, but I can axe the technology for something else if need be.

The Potentia: If the ring doesn't exist in the Milky Way Galaxy, there shouldn't be an issue and the device would have long since been destroyed by the march of time without anything to maintain it. Otherwise it's not entirely out of the question for the device to have malfunctioned in some way, limiting it's impact.

Rout: Conventional armies don't scatter like grunts when an elite is killed, though.

Ships:

Old Aschen Fleet:

Carriers:
Reverence II Class x4

Imperious Class Command Carrier x1

Battleships
Iconoclast Class x2
Punisher Class x3

Cruisers
Athena Class x20
Gemenon Class x34
Satyr Class x20
Hera Class x30
Hastati Class x45

Frigates:
Picon Class x102
Hesperides Class x154


Corvettes
Reverence S Class x3 (Stealth Corvettes)

Remnant Fleet:

Battleships:
Vigilant Class x10
Resurgence Class x15
Divinity Class x10

Cruisers:
Vengeance Class x45
Wyvern Class x50
Retribution Class x60
Royarks II Class x30

Logistical and Noncombatant Vessels
x1,500

Total Naval Strength (Including those listed here) About 3,500 Ships. Not including fighters, bombers, etc.
 
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