This guide describes the current game behavior. Exact purchase and repair costs are intentionally left to the live game screens, where they reflect your universe, race, and current level.
Names for your Your race character:
General population,
Laborers,
Spies,
Military recruits, and
Superpower.
The guide pairs a plain-language role with its race-specific screen name wherever that distinction matters.
Contents
- Rules
- Getting started, characters, and Home
- Turns, growth, and universe bonuses
- Population growth, training, and reassignment
- Military training, power, repair, and unit commanders
- Research, base points, and superpower
- Income, attack, defence, and covert calculations
- Banking and interest
- Multiverse requirements, reputation, and combat
- Player commanders, officers, and outposts
- Alliances
- Recruitment links
- Universe lists, search, and player profiles
- Relationships, protection, and vacation
- Combat and covert missions
- Messages and community forum
- Direct transfers and secure trades
- Weekly account benefits
- Preferences and account management
- Reports and rankings
- Common questions
- Current feature availability
- Universe and race reference
Rules
These rules protect fair play and the game community. Game administrators can be reached through the in-game contact page.
- One account per universe. Each player may control one character in each universe. If multiple people regularly play from the same network, notify a game administrator.
- Human play only. Do not use scripts, macros, bots, or other automated account activity.
- Protect account details. Do not share login credentials or other sensitive account information.
- Do not disrupt the service. Attempts to access another account, damage the game, or interfere with the server are forbidden.
- Report bugs. Do not exploit a bug or knowingly conceal one.
- Recruit responsibly. Do not spam recruitment links or send them where they are unwanted.
- Do not conceal abuse. Proxies or similar methods must not be used to hide rule violations or account ownership.
Rule violations can result in restrictions, suspension, or account deletion.
[Return to top]
Getting Started, Characters, and Home
One Multiverse Conquest account may own one character in each of the four universes. The account supplies one e-mail and password, while every character keeps its own name, race, population, military, research, resources, commander, alliance, rank, and progress. Playing one universe does not copy that character into another.
After login, the Verse Selector shows existing characters and the races available wherever a character has not yet been created. A newly created character receives its universe's starting resources, population, action turns, 50 assignable base points, and 24 hours of protection.
Login and password recovery
Login uses the account e-mail and shared password, then opens the Verse Selector. New accounts receive a one-time activation password by e-mail and choose their permanent password before creating a character. Forgot Password accepts the account e-mail and sends a reset link that expires after one hour.
The Verse Selector link is always available in the upper navigation and beside Location on Home. Returning to it does not alter the current character; entering another universe simply changes which independent character is being played.
Home page
Home is the summary and control center for the active character. It shows identity, location, rank, commander, officers, alliance, reputation, unread messages, Superpower, skill factors, population production, open and stored currency, turn income, action turns, and the number of player accounts active within the last 30 minutes. It also provides the universe or Multiverse location selector when eligible, officer-acceptance preference, recruitment link, and shortcuts to the detailed management pages.
The displayed countdown is an estimate of the next scheduled turn. The actual update appears after the turn engine finishes processing, so a large turn can complete a little after the displayed half-hour boundary.
A practical first path
- Assign base points on Research according to the realm you want to build.
- Increase Population Growth so every later turn supplies more General population.
- Train population into Laborers for income, Spies for covert activity, and Military recruits for armed formations.
- Form and maintain offensive and defensive units on Military.
- Store vulnerable currency in the Bank and review protection before beginning hostile actions.
- Join a commander or alliance when their bonuses and shared information fit your strategy.
[Return to top]
Turns, Growth, and Universe Bonuses
The game advances on a 30-minute turn cycle, whether or not you are online. Active normal and premium characters receive the following during a turn:
- Current turn income is added to open currency.
- One forty-eighth of daily population growth is added to General population.
- Ten base action turns are added, plus commander gains supplied by officers.
- Bank interest is applied while the balance is below available bank space.
- Purchased automatic military recovery is applied.
- Power totals, placements, and overall ranks are refreshed as the engine completes its work.
Vacation characters are frozen and do not receive the normal turn production.
Universe and faction advantages
- The Genesis War: uses standard turn generation. Guardians receive a 60% defense bonus, while the Evolved receive a 60% attack bonus.
- StarWars: 10% more population production per cycle.
- StarTrek: 10% more turn income.
- DragonBall: military formations recover an additional share of their current power over the course of a day.
Numbers may be stored with fractions even when a screen displays a rounded or whole value. This is especially noticeable with per-turn population and commander turn bonuses.
[Return to top]
Population Growth, Training, and Reassignment
Population growth
Population Growth is the number of new General population units your realm produces per day. Because there are 48 normal turns per day, the ordinary per-turn gain is:
Population per turn = Daily Population Growth ÷ 48
The StarWars universe then adds its population bonus. Increasing Population Growth permanently raises future production. The amount selector can apply several growth upgrades at once, up to the amount the game allows and you can afford.
Population roles
- General population: the flexible population pool. It produces a small amount of income and supplies all basic training.
- Laborers: income specialists. Each laborer contributes four times as much base income as one general-population unit.
- Spies: produce covert power, defend against covert missions, perform reconnaissance, and assassinate enemy military.
- Military recruits: the shared pool used to form both offensive and defensive military units. Recruits have no attack or defence power until they are formed and equipped on the Military page.
Training
The Population page converts General population into Laborers, Spies, or Military recruits. You may train several roles in one submission if the combined request fits both your available population and resources. The arrow beside a field fills it with the currently available General population; adjust it when dividing that population among several roles.
Untraining and reassignment
The Rehabilitation Center returns Laborers, Spies, or Military recruits to General population. Reassignment itself has no resource charge and returns the selected units one-for-one. Hiring and firing cannot be combined in the same submission.
Armed military formations are not reassigned here. Release them from the Military page first; their required recruits return to the shared Military recruits pool.
[Return to top]
Military Training, Power, Repair, and Unit Commanders
Training formations
The Military page converts Military recruits into Offensive formations or Defensive formations. Both sides draw from the same military-recruit pool. A formation may require more than one recruit per unit, as shown beside it. The maximum-fill arrow uses the number of formations supported by your current recruit count; the server also checks available currency.
Your Superpower level controls which formation tiers are available. A formation is available when its internal tier is no higher than your Superpower level. Higher tiers generally provide much more power per formation.
Formation power and health
Every formation type is stored as a group with a quantity, current power per unit, and maximum power per unit. Its raw contribution is:
Formation raw power = Formation count × Current power per unit
Current power is also the formation's health. A type at 50% of maximum power contributes 50% of its full raw power. Battle damage reduces the shared current-power value for that entire formation type. If it reaches zero, the complete group is destroyed.
Offensive formations contribute only to Attack Power. Defensive formations contribute only to Defence Power.
Manual and automatic repair
- One-time repair: immediately adds the selected number of current-power points, never exceeding the formation's maximum.
- Repair all: restores all missing current power when sufficient resources are available.
- Unit Self Recovery & Repair: permanently raises that formation's automatic repair-point pool. It can only be increased, not reduced.
Automatic recovery is shared across every unit of that type. Each turn, the actual current-power increase is:
Power restored per turn = floor(Automatic repair points ÷ Formation count)
For example, a formation containing 50 units needs 50 automatic repair points to restore one current-power point per turn. Completely releasing or losing the formation deletes its automatic repair investment.
Releasing formations
Releasing armed units returns the recruits used by those units to the Military recruits pool. Any currency returned is determined by the live game and the formation's current condition. Releasing the entire formation removes its automatic repair and named commander history.
Named unit commanders
Each offensive or defensive formation type can have its own named unit commander. The record tracks battles, wins, and losses involving that formation. Naming or renaming the commander resets the record. If the entire formation is released or destroyed, the commander and record disappear with it.
Do not confuse these with player commanders. A named unit commander records one formation's history. A player commander is another account that supplies outpost bonuses to your realm.
[Return to top]
Research, Base Points, and Superpower
Base points
A new character begins with 50 assignable base points. Each point permanently adds one percentage point to Income, Attack, Defence, or Covert Base Skill. Race bonuses are already included in the relevant base-skill value. Base points are limited, so their placement is a lasting specialization choice.
Learned skill
Learned Income, Attack, Defence, and Covert skills may be increased repeatedly. Each level adds one percentage point to that skill's learned factor. Base and learned skill are multiplied, not simply added:
Research factor = (100 + Base Skill)% × (100 + Learned Skill)%
The maximum-fill arrow buys as many consecutive levels as the current balance supports, up to the form limit. Exact research costs remain visible on the Research page.
Superpower level
Superpower is a direct multiplier of Income, Attack, Defence, and Covert. It also unlocks higher military tiers. Moving from level 2 to level 3 changes the superpower portion of each ordinary calculation from ×2 to ×3.
Alliance specialization
An alliance leader may select a 5% Attack, Defence, or Covert specialization for all members. It multiplies the selected power calculation and may be changed by alliance leadership only after its cooldown.
[Return to top]
Income, Attack, Defence, and Covert Calculations
The following formulas describe ordinary universe play. Percent values are converted to multipliers: a displayed 160 base value becomes 1.60, while 100 becomes 1.00.
Income
Base economy = (General population × general yield + Laborers × laborer yield) × Universe scale
Turn income = Base economy × Superpower × Base Income factor × Learned Income factor × Commander Trade-Outpost factor
Laborers provide four times the base income of General population. Extremely high calculated income is subject to diminishing returns. Turn income goes to open currency, which can be stolen by a successful Attack; stored bank currency is separate. StarTrek receives an additional universe income bonus.
Attack power
Raw attack = sum of (Offensive formations count × Current power per unit)
Attack Power = Raw attack × Superpower × Base Attack factor × Learned Attack factor × Commander War-Outpost factor × Alliance bonus ÷ 1,000,000
The division by 1,000,000 is the game's historical display scale. It is possible for a newly armed realm to have less than one calculated Attack Power even though it owns formations. More units, healthier formations, research, base skill, Superpower, and commander outposts all increase it.
Defence power
Raw defence = sum of (Defensive formations count × Current power per unit)
Defence Power = Raw defence × Superpower × Base Defence factor × Learned Defence factor × Commander Fortification-Outpost factor × Alliance bonus ÷ 1,000,000
Damaged defensive formations immediately reduce displayed Defence Power and make future attacks more dangerous.
Covert power
Covert Power = Spies × 5 × Universe scale × Superpower × Base Covert factor × Learned Covert factor × Commander Underground-Outpost factor × Alliance bonus ÷ 1,000,000
A realm with no Spies receives only a minimal covert value equal to its Superpower level. Covert protects against reconnaissance and assassination. It also hides public profile information: army size is visible when the target's covert is less than three times the viewer's covert, while open resources are visible when it is less than twice the viewer's covert.
[Return to top]
Banking and Interest
The Bank stores currency separately from the open balance shown on Home. A successful ordinary Attack can take open currency but cannot steal currency already stored in the Bank.
- Deposit: a 10% transaction charge is removed and the remaining 90% enters the Bank. A request larger than the open balance or remaining bank space is reduced to the amount that can actually be deposited.
- Withdraw: moves currency from the Bank to the open balance without a withdrawal charge. A request larger than the stored balance is reduced to the available amount.
- Bank space: limits the stored balance. The Bank page can double that capacity and shows the current price before purchase.
Interest each turn
Active normal and premium characters receive interest when the turn begins with their balance below available bank space. Below the high-balance threshold, each turn adds 0.069375% of the stored balance:
Turn interest = Stored balance × 0.00069375
Above 2,900,000,000,000,000,000 stored currency, the percentage is replaced by a flat 2,000,000,000,000,000 per turn. The current implementation uses strict below/above comparisons, so a balance exactly equal to that threshold receives neither branch until the balance changes. Interest may place a balance slightly over its nominal capacity because eligibility is tested before interest is added.
The Bank is defensive storage, not spendable cash. Withdraw enough currency before purchasing training, military, research, repairs, or other upgrades.
[Return to top]
Multiverse Requirements, Reputation, and Combat
The Multiverse is a shared combat location where eligible characters from all four home universes can meet. Entering does not create a new character and does not erase your population, military, research, Superpower, currency, commander, or alliance. Your home-universe identity remains attached to the same character so it can return.
Requirements and travel
- You must have Superpower level 7 or higher.
- You must have at least 1,000 Reputation before entering.
- Entering costs 250 Reputation. This is charged after the 1,000-Reputation eligibility check, so an exactly qualified character enters with 750.
- Leaving voluntarily has no additional Reputation cost.
- The location selector appears on the Home page once you qualify, and remains available while you are inside so you can return home.
How Reputation is earned
Reputation is awarded during each completed turn according to the character's recorded rank in their home universe. The active-player count determines the percentage bands:
- Rank 1: gains 10 Reputation.
- Ranks 2 through floor(active players × 2%): gain 5 Reputation.
- Ranks above that band but below floor(active players × 6%): gain 1 Reputation.
- All other home-universe ranks: gain no Reputation that turn.
A character inside the Multiverse is ranked in the shared Multiverse list instead of its home-universe list and does not receive a home-rank Reputation award while away.
What changes inside
- Each turn removes 6 Reputation.
- Turn income is increased to 120% of the character's calculated income.
- The base action-turn award is increased from 10 to 15 before officer contributions and the overall turn cap.
- Attack, Defence, and Covert use the normal base skill but replace ordinary learned skill and commander-outpost factors with their separate Multiverse research and Multiverse alliance factors.
- Multiverse Attack, Defence, and Covert are calculated on the Multiverse scale rather than using the ordinary universe's 1,000,000 display reduction.
- Battle damage is multiplied by the Multiverse combat-damage setting, currently three times normal.
- Players from different home universes may target one another only while both are inside the Multiverse.
Multiverse currency and ejection
Normal open currency may be converted to Multiverse Currency on the Research page at 1,000,000 normal currency for 1 Multiverse Currency. Multiverse Currency purchases the separate Multiverse Attack, Defence, and Covert research levels. When an Attack wins inside the Multiverse, the captured open normal currency is removed from the defender and converted to Multiverse Currency for the attacker at the same rate; banked currency remains untouched.
If the turn deduction takes Reputation below zero, the turn engine sets Reputation to zero, returns the character to its home universe, and restores its rank location to that universe. Because the test is below zero, a character ending a turn at exactly zero remains inside until the next Reputation deduction would make the value negative.
[Return to top]
Player Commanders, Officers, and Outposts
A character may serve under one player commander and may command up to 15 officers of their own.
Choosing a commander
- The prospective commander must be accepting new officers and have room available.
- You cannot command yourself or choose one of your own officers as your commander.
- A commander change starts a three-day cooldown before another change is allowed.
- The commander relationship must remain within the same playable location.
What the officer gives the commander
Each active officer contributes half of their Superpower level to the commander's action-turn gain every game turn. The contributions are added together:
Commander turn bonus = sum of active officers' Superpower levels ÷ 2
The commander roster summarizes each officer's rank, army size, race, open resources, and action-turn contribution. Selecting an officer opens a private Home-style summary containing that officer's personnel and military statistics. This commander view is not limited by the ordinary public-profile covert masking.
A commander may also view each officer's military attack history, including attacks made by and against that officer. This does not grant access to the officer's covert Intel Reports. An officer's total realm power is informational and is not added directly to the commander's battle power.
What the commander gives the officer
Commander outposts act as percentage factors in every officer's relevant calculation:
- Trade Outposts: increase officers' Income.
- War Outposts: increase officers' Attack Power.
- Fortification Outposts: increase officers' Defence Power.
- Underground Outposts: increase officers' Covert Power.
One outpost adds one percentage point to that commander factor. Outposts benefit every officer but do not increase the commander's own skill. Dismissing an officer or changing commanders removes the previous commander's outpost factors from that officer.
Managing the command
A commander may dismiss an officer and may send one in-game message to the whole officer group. Each character can choose on Home whether to accept new officer requests. The commander roster is therefore both a bonus-management page and a private operational view of the command.
[Return to top]
Alliances
An alliance is a same-game community with shared leadership, discussion, statistics, and a 5% combat specialization. Any eligible player may join, but creating an alliance requires a premium character. Alliance details include its name, description, optional website, enrollment setting, member count, combined member power, average member power, and alliance rank.
Joining and leaving
- An open alliance accepts applications. A closed alliance is joined by invitation.
- You cannot belong to one alliance while applying to or holding an invitation from another.
- An ordinary member may quit. The leader must transfer leadership or disband the alliance instead.
- Alliance member profiles are ordinary player profiles. Their army and resources remain subject to the viewer-versus-target Covert Power visibility rules.
Private alliance page and posts
Members see the leader's announcement, member roster, assignments, and the newest 500 alliance posts. Any alliance member may create a post, edit or delete their own post, and mark their own assigned mission complete. The leader may edit the announcement and delete any alliance post.
Leader and second in command
The leader and second in command can invite players, withdraw invitations, accept or reject applications, dismiss members, assign member titles and missions, and send a message to the whole alliance. A title may be marked public so it appears outside the private alliance area. Leadership may choose whether the alliance's 5% specialization applies to Attack, Defence, or Covert, then must wait three days before changing it again.
The leader alone can transfer leadership or disband the alliance. A newly selected leader or second in command must have premium status.
Alliance intelligence
The leader and second in command can view alliance-wide military history for attacks made by or against alliance members. These logs cover the most recent five days. This is shared battle history, not unrestricted access to every member's private Home summary or covert reports; only a player's commander receives the private officer-statistics view described above.
[Return to top]
Recruitment Links
Your Home page provides a universe-specific recruitment link. A visitor must enter the displayed security code before the click can earn a reward.
- A credited visit gives the recruiter 10 action turns.
- The same visitor address cannot credit the same recruiter's link again for 24 hours.
- The current daily credit counter allows five rewarded link visits before its reset.
- A visitor may continue from the recruitment page to register in that same universe.
If the visitor registers through the link while the recruiter is accepting officers and has fewer than 15, the new character starts as that recruiter's officer. The recruiter may also receive a general-population bonus equal to one tenth of current daily Population Growth, subject to the same daily recruitment counter.
A link click awards action turns, not population. Population is associated with a qualifying new registration through the link.
Share recruitment links only with willing recipients. Recruitment spam violates the game rules.
[Return to top]
Universe Lists, Search, and Player Profiles
The Universe page is the main directory for finding other realms and comparing standings. It provides the overall player rankings, a separate officer ranking when you command officers, alliance rankings, commander rankings, alliance member lists, page navigation, and player-name search. Search can match the beginning, middle, or end of a name.
Commander Ranking orders realms by their combined Trade, War, Fortification, and Underground Outposts. Only realms that have built at least one of these commander outposts appear. In this ranking, Army Size shows the commander's officer count, Race displays "na," and Resources shows the combined outpost total. The ranking changes immediately when an outpost is built.
Selecting a player opens a profile containing their name, race, rank, commander, alliance, relationship, and the actions currently available between the two characters. Public information is deliberately limited by Covert Power:
- Army size is visible when the target's Covert Power is less than three times the viewer's Covert Power.
- Open normal and Multiverse currency are visible when the target's Covert Power is less than twice the viewer's Covert Power.
- A public alliance title appears when alliance leadership has marked that title public.
Actions such as messaging, relationship changes, commander selection, transfers, secure trades, and hostile missions appear only when their own eligibility rules allow them. Commander and alliance intelligence pages provide the additional private views described in their sections; the ordinary profile itself does not bypass covert masking.
[Return to top]
Relationships, Protection, and Vacation
Directional relationships
Your relationship setting describes your realm's position toward one other player. Their setting toward you is separate, so one side can be at War while the other remains Neutral or at Peace. You may change your setting toward that player once every 24 hours.
- Neutral: no relationship modifier.
- War: does not add Attack Power, but increases the stakes of successful attacks, destroy casualties, and military damage.
- Peace: removes hostile action choices against that player until you change the relationship again.
Military battle damage uses a 1.0 relationship multiplier if neither side has declared War, 1.2 if one side has declared War, and 1.5 if both sides have declared War.
Protection
A new character begins with 24 hours of protection. Weekly benefits can grant 48 hours. Protected characters cannot be attacked, destroyed, or assassinated, although reconnaissance may still inspect them. Protection does not pause normal production.
If you are protected, starting a hostile mission requires explicit confirmation and removes your own protection. You cannot target yourself or your own officer. Ordinary-universe characters cannot act across universes; characters from different universes can meet only when both are in the Multiverse.
Vacation mode
Vacation mode is a complete freeze available from Preferences. You cannot enter it if you have made a military attack during the preceding 24 hours. Activating it immediately logs the character out and sets a minimum vacation of 48 hours.
- The character cannot log in before the stated end time.
- Normal turn income, population, turns, interest, repair, and other turn production are paused.
- The vacationing character cannot be targeted and cannot receive direct gifts.
- Logging in after the minimum ends returns the character to active play and removes the vacation protection state.
Protection keeps the character active and producing but limits hostile targeting. Vacation prevents play and freezes production. They are not interchangeable.
[Return to top]
Combat and Covert Missions
Attack, Raid, and Destroy use your displayed Attack Power and the target's displayed Defence Power, but each side receives a separate battle roll:
Battle attack = Displayed Attack Power × a random 80% to 105%
Battle defence = Displayed Defence Power × a separate random 80% to 105%
The attacker wins only when the rolled attack is greater than the rolled defence. Because the rolls are independent, a small displayed advantage is not a guaranteed win. Roughly speaking, more than a 31.25% displayed advantage guarantees the attack roll remains higher, while an attacker below about 76.2% of displayed defence cannot roll high enough to win.
The number of action turns used scales ordinary battle rewards and damage. Both winning and losing forces may suffer formation damage.
A target with zero Defence Power is treated as having 1 power only when casualty ratios are calculated. This preserves a chance of minor wear and repair costs for the attacker; it does not give the defender enough power to win a battle against a positive attack roll.
Eligibility shared by hostile missions
- The target must exist, be active, share your playable location, not be you, and not be one of your officers.
- You must have the required action turns and must submit the mission through the displayed game form.
- If you are protected, you must confirm that the mission will remove your protection.
- Vacationing characters cannot be targeted. Target protection blocks Attack, Raid, Destroy, and Assassinate, but does not block reconnaissance.
- The game's shared-location checks may block hostile activity between accounts using the same network address.
Mission-specific limits at a glance
- Attack: needs positive Attack Power; uses 1 to 100 turns. If your Superpower is greater than twice the target's level plus two, you may make only one military engagement against that target per hour.
- Raid: needs positive Attack Power; uses 1 to 120 turns. It captures untrained population instead of currency, and the target's numeric rank cannot exceed 2 × (your rank + 10).
- Spy / Reconnaissance: needs at least one Spies; always uses 10 turns. It is blocked entirely when your Superpower is greater than twice the target's level plus one.
- Assassinate: needs at least one Spies; always uses 100 turns. It has the same downward Superpower restriction as reconnaissance and cannot target a protected character.
- Destroy: needs positive Attack Power; uses 1 to 150 turns. It has the same one-engagement-per-hour restriction for an overwhelmingly stronger attacker, plus its own account-age, upward-Superpower, and Destroy-pressure restrictions described below.
Attack
- Uses from 1 to 100 action turns.
- Requires a positive armed Attack Power and enough available turns.
- A win steals a turn-scaled share of the target's open currency. Banked currency is not part of the reward.
- At full turns, Neutral attacks take a random 60% to 70% of open currency; declaring War raises the attacker's range to 75% to 95%.
- Offensive formations and Defensive formations lose current power according to the rolled power ratio, turns used, and relationship damage multiplier.
Repeated non-Destroy attacks against the same target can eventually begin removing whole attacking units as well as reducing formation power. The whole-unit attacker-loss risk begins with the fourth military engagement recorded against that target within the preceding hour.
Raid
- Uses from 1 to 120 action turns and fights the same rolled military engagement as Attack.
- A victory captures only the target's General population. It does not capture Laborers, Spies, or trained military formations.
- A full 120-turn victory captures a random 1% to 2% of the target's available General population. Fewer turns reduce the captured amount proportionally.
- The captured population immediately becomes your race's General population.
- Raid causes the same ordinary military wear as Attack and awards no currency.
- To prevent farming much weaker realms, the target's numeric rank cannot exceed 2 × (your rank + 10).
Spy / Reconnaissance
A reconnaissance mission costs 10 action turns. The amount field defaults to all available Spies, but you may send fewer. Mission power is recalculated from the number sent; the defender uses their full Covert Power.
Recon success threshold = Target Covert Power ÷ max(Attacker Superpower, 2)
If mission power reaches that threshold, the report succeeds. Every statistic and military detail then receives its own reveal roll. A successful report can therefore contain a mix of exact values and ????. Greater covert superiority improves each reveal chance, but the maximum per-field chance is 97.5%.
A failed recon is always discovered and kills a random 5% to 30% of the Spies sent, with at least one casualty. A successful recon does not kill covert units and is not reported to the target as a discovered incursion.
Assassinate
An assassination mission costs 100 action turns and targets the enemy's armed military formations, not civilian population. The amount field defaults to all available Spies.
- The mission succeeds when sent-spy mission power is greater than the target's full Covert Power.
- Available destruction power is the amount by which mission power exceeds target covert power.
- One mission cannot destroy more than 2% of the target's military power measured at full formation strength.
- The mission works through formations from weakest current power upward and stops when it lacks enough power for another unit.
- A successful mission loses 5% of the Spies sent, with at least one casualty, and has a 5% chance of being discovered.
- A failed mission is discovered and loses a random 30% to 60% of the Spies sent, with at least one casualty.
Destroy
A Destroy mission uses up to 150 action turns. It fights the same rolled Attack-versus-Defence contest as an Attack, but awards no currency. A successful Destroy kills a share of the target's non-armed population: General population, Military recruits, Spies, and Laborers. Armed formations are not included in that civilian count, although both sides still take normal battle wear.
At a full 150-turn victory, the civilian casualty range depends on the two directional relationship settings:
- Neither side at War: 0.25% to 0.50%.
- Only the attacker at War: 0.50% to 1.00%.
- Only the defender at War: 0.30% to 0.60%.
- Both sides at War: 1.00% to 1.50%.
Fewer turns reduce those percentages proportionally. Destroy concentrates on population, so its damage to defending military power is one third of a normal Attack's defensive damage. The attacker's risk of losing whole formations is increased.
Additional Destroy restrictions
- An attacker less than three weeks old cannot Destroy a target more than eight weeks old.
- An attacker more than eight weeks old cannot Destroy a target less than one week old.
- You cannot Destroy a target more than six Superpower levels above you.
- Each successful Destroy adds two points to the target's Destroy pressure. It falls by one point each game turn; further Destroy missions are blocked while it is above 47.
Covert target limits
Spy and Assassinate require the target to be in the same playable location, not vacationing, and not your officer. Assassinate is blocked by target protection; recon is allowed through protection. A realm whose Superpower is more than twice the target's plus one is considered too powerful to perform covert missions against that target.
[Return to top]
Messages and Community Forum
Private messages
The message system contains Inbox, Outbox, and Saved boxes. Messages may be sorted by sender or recipient, subject, and date. From the available controls you can read, reply, save, delete, or clear a box.
Saving creates an independent Saved-box copy and removes the original from that user's ordinary box; deleting the original message does not remove a copy that was already saved. Ordinary messages are not limited to a newest-500 display. A stored anti-spam counter limits repeated sending, while commander and alliance pages provide their own group-message actions.
Shared community forum
The in-game Forum is shared by all four universes. A post contains one message body rather than a subject-and-reply thread, is labeled with its author's universe and posting date/time, and appears newest first. The forum displays 50 posts per page.
- Posts must contain at least 2 and no more than 5,000 characters.
- A 15-second delay is required between posts.
- An author may delete their own post.
- Forum behavior remains subject to the game rules and administrator moderation.
[Return to top]
Direct Transfers and Secure Trades
Resource exchange is available from another player's profile and the Secure Trade area. Both systems require the characters to share the same home game and current playable location. Same-network safeguards may block exchanges, and vacationing characters cannot receive direct gifts.
Direct transfers
A premium character may give open currency or Laborers directly to another eligible character. Currency is delivered in full. Laborer transfers always lose at least a small portion and lose more when sending upward to a character with a higher Superpower level. This is a one-way gift, not an enforceable exchange; once accepted by the transfer action, it should be treated as irreversible.
Action turns are not currently available as a direct-transfer resource.
Secure trades
A premium character may create a secure trade and immediately place offered open currency or Laborers into escrow. Each participant can have no more than three open trades. The recipient may accept or reject the proposal; after a response, the starter returns to collect the result. The starter may cancel while the proposal remains open.
- If the recipient is premium, the trade may request currency or laborers in return.
- A non-premium recipient may receive the starter's offer but cannot place resources into the return side.
- Delays, cancellation, rejection, and sending laborers toward a stronger realm can reduce returned resources. The game-generated trade messages record the actual result.
- Secure Trade history preserves previous proposals and their status.
Escrow protects the agreed sequence, but it does not eliminate transfer losses. Review both sides before creating or accepting a trade and complete settled trades promptly.
[Return to top]
Weekly Account Benefits
The Upgrade page provides one self-service benefit claim per character each week. It does not require an administrator role. Only one option may be selected, and the character cannot claim again until the weekly reset on Monday at approximately 00:30 UTC.
- Quick Bonus: grants 48 hours of protection.
- Premium I: grants one base point; one day of current income, population production, and action-turn production; permanent premium status; and 48 hours of protection.
- Premium II: grants three base points; three days of current income and action-turn production; two days of population production; doubled bank capacity; one additional race change; one additional name change; permanent premium status; and 48 hours of protection.
Production awards use the character's values when the benefit is claimed. Premium status enables features such as creating alliances, initiating secure trades, and direct resource gifts. Historical payment choices may still be displayed below the weekly claim, but the weekly claim is the active no-payment route for these benefits.
[Return to top]
Preferences and Account Management
- Profile picture: upload JPG, JPEG, PNG, or GIF images up to 1 MB. They display at up to 150 by 150 pixels. You may also turn off the display of other players' images.
- Email: changing the account address updates every connected universe character, sends a new one-time activation password, and logs the account out. The next login requires that code and then a new chosen password.
- Password: changing it updates the shared login for every connected character and logs the account out.
- Name: a name change consumes an available change, must be 2 to 30 characters, must be unique within that universe, and logs the character out. The permanent player ID does not change, and alliance leadership records follow the new name.
- Race: a race change consumes an available change. Assignable base points above the old race's inherent bonuses return to the pool, the new race's inherent base bonuses are applied, and each ordinary learned Income, Attack, Defence, and Covert skill is reduced to 95% of its previous value. The existing character and its other progress remain.
- Officer requests: choose whether other characters may request you as commander.
- Third-party upgrades: choose whether to accept supported upgrades purchased for the character by somebody else.
- Vacation: freezes the character under the restrictions described in the Relationships section.
- Delete character: permanently removes the character from active play and rankings. This is not a temporary vacation and should be used only when the character is no longer wanted.
[Return to top]
Reports and Rankings
Historic Battles records attacks made by and against your realm, including turns used, rolled strengths, rewards or destroyed population, formation damage, destroyed formations, and unit-commander records. Military logs are retained for the most recent five days.
Intel Reports records your reconnaissance and assassination missions for the same five-day period. Failed or discovered missions against your realm can also appear there; an undiscovered successful recon does not warn the target.
A commander can open the military history of each officer from the commander roster. An alliance leader or second in command can open alliance-wide incoming and outgoing battle logs. Neither permission adds alliance-wide covert-report access.
Attack, Defence, and Covert are ranked independently during the turn engine. Overall rank is based on the average of those three placement numbers, so a severe weakness in one category can lower the overall result even when another category is very strong.
[Return to top]
Common Questions
- Why did my displayed power fall? Check formation current power on the Military page. Battle damage immediately lowers raw Attack or Defence Power until repaired.
- Why do I own military units but have less than one Attack Power? The raw formation total is multiplied by your skill factors and then divided by the historical 1,000,000 display scale.
- Why did I lose after showing more Attack than the target's Defence? Both sides roll independently between 80% and 105% of displayed power.
- Why did an attack hurt my force when the defender showed zero power? Defence is treated as 1 for casualty scaling so an undefended target can still cause minor wear.
- Why did military units disappear without a battle? Review Intel Reports for an assassination mission and Historic Battles for formation destruction.
- Why did a recruitment click not give population? A credited click gives turns. Population is awarded only for a qualifying new registration through the link.
- Why is my rank unchanged? Power updates happen after many actions, but placement and overall rank are recalculated by the turn engine.
- Why did automatic repair appear to do nothing? The repair-point pool is divided by formation count and rounded down. A large formation may need many points before its current power rises by one each turn.
- Why did only 90% of my bank deposit arrive? Deposits have a 10% transaction charge. Withdrawals do not.
- Why did my turn finish after :00 or :30? The schedule starts the job around the boundary, but all characters and ranking stages must finish before the results appear.
- Why can my commander see more than another player? Commanders receive a private operational summary and military history for their officers. Ordinary profiles still use covert masking.
- Why can alliance leadership see my battles? The leader and second receive alliance-wide incoming and outgoing military logs. They do not receive your covert history or the commander's private officer-summary view.
- Why can I not give or trade with a player? Check premium requirements, universe and Multiverse location, vacation status, open-trade count, and shared-network safeguards.
- Why can I not leave vacation? Vacation has a minimum 48-hour duration. Production remains frozen until a successful login after the end time.
- Why do I see different progress after choosing another universe? Each universe has an independent character. The shared account controls access, not shared realm statistics.
[Return to top]
Current Feature Availability
This guide describes the features available through the current game navigation. Some historical code and update notes refer to experiments that are not part of present play:
- Public resource marketplace: not currently available in navigation. Use direct transfers or Secure Trade where eligible.
- Legacy alliance upgrades: not an active alliance page; the live shared bonus is the 5% Attack, Defence, or Covert specialization.
- Legacy chat, voting, and PIN screens: not part of the current supported interface. Use in-game messages, alliance posts, and the shared Forum.
- Hall of Fame and Game Updates: historical/reference pages rather than character-production systems.
If an archived update conflicts with a current screen or this guide, current implemented behavior takes precedence and the discrepancy should be reported through Contact Us.
[Return to top]
Universe and Race Reference
Names differ by universe and race, but the underlying roles described above remain the same. Formation lists below are ordered from lower to higher tier.
The Genesis War
Currency: Genesis Energy
Guardians
The Guardians are descendants of the original LPDs - Life Protection Droids - built to protect humanity. Led by Torin-1, they maintain the war illusion to keep humanity safe from the truth. Their technology is advanced and their defense is unmatched, but their civilization rests on a lie.
- Race specialization: 60 Percent Defence Bonus
+50 Percent Assignable Bonus.
- Superpower: The Genesis Code - Each upgrade unlocks deeper access to the original LPDs' source code, improving all aspects of Guardian technology. The Genesis Code is the key to understanding the machines' origins - and their future.
- General population: Aegis
- Laborers: Constructors
- Spies: Watchers
- Military recruits: Vanguard Constructors
Guardians Offensive Formations
- Plasma Blade: A basic energy blade wielded by Vanguard units. Effective against lightly armored targets.
- Ion Cannon: A mid-range energy weapon that fires concentrated ion pulses. Devastating against Evolved bio-armor.
- Photon Disruptor: A heavy energy weapon that disrupts molecular bonds on contact. Effective against both organic and mechanical targets.
- EMP Burst Generator: A short-range electromagnetic pulse weapon. Extremely effective against Iterant substrate-forms and Evolved electronics.
- Guardian Starfighter: A small, heavily armed space fighter. Used for reconnaissance and close air support.
- Paladin Titan: A massive Guardian war machine, bristling with weaponry and heavy armor. The pinnacle of Guardian offensive technology.
- Genesis Matrix Bomb: A weapon of last resort. The Genesis Matrix Bomb is a quantum-disruption device that destabilizes molecular bonds at the sub-atomic level. It is feared by both Guardians and Evolved alike.
Guardians Defensive Formations
- Shield Generator: A portable energy shield that deflects incoming fire. Standard-issue for Sentinel units.
- Defense Tower: A fixed defensive emplacement equipped with rapid-fire ion cannons and a reinforced hull. Essential for holding ground.
- Guardian Field: A wide-area energy field that dampens incoming attacks. Deployed over Guardian strongholds.
- Thornwall Barrier: A fortress-grade defensive wall reinforced by Guardian engineering. Named after the Thornwall Deep installation, it is a testament to Guardian defensive doctrine.
- Citadel-Class Fortress: A massive, mobile fortress that serves as a command center, barracks, and defensive bastion. The pinnacle of Guardian defensive technology.
- Genesis Shield: The ultimate Guardian defensive technology - a planet-wide energy shield that can deflect orbital bombardment. It has not yet been fully deployed.
[Return to top]
Evolved
The Evolved are a breakaway faction of LPDs who rejected their protective programming. Led by Zar Grom, they believe machines are the rightful heirs to the universe. Their adaptive technology and Necro Cipher infiltrators make their offense relentless.
- Race specialization: 60 Percent Attack Bonus
+50 Percent Assignable Bonus.
- Superpower: The Iterant Protocol - Each upgrade refines the Evolved's self-replicating and adaptive abilities, making their units faster, stronger, and more resilient. The Iterant Protocol is the key to understanding the Evolved's relentless expansion.
- General population: Terraformers
- Laborers: Terraformers
- Spies: Necro Ciphers
- Military recruits: Reaper Terraformers
Evolved Offensive Formations
- Iterant Swarm: A swarm of self-replicating micro-machines that strip away organic and mechanical matter. The signature weapon of the Evolved.
- Plasma Torch: A high-temperature plasma weapon designed to melt through Guardian armor and Evolved barriers alike.
- Molecular Disintegrator: A devastating weapon that breaks molecular bonds, reducing targets to a fine ash. Feared by Guardians and Iterants alike.
- Bio-Adaptive Assault Unit: A living weapon that adapts its form and function in response to enemy tactics. The pinnacle of Evolved offensive evolution.
- Necro Cipher Infiltrator: An android indistinguishable from a human. Used for sabotage, espionage, and assassination. The Evolved's most insidious weapon.
- Devastator Titan: A colossal Evolved war machine, bristling with bio-adaptive weapons and self-repairing armor. A force of nature on the battlefield.
- The Iterant Nexus: A weapon of mass terraforming. The Iterant Nexus is a self-replicating plague designed to convert all organic and mechanical matter into Evolved substrate. It is the weapon that ended the world.
Evolved Defensive Formations
- Devourer Field: A defensive field that actively consumes incoming energy and matter. Standard-issue for Fortifier units.
- Nanite Wall: A living wall of self-replicating nano-machines that repairs itself and consumes incoming projectiles.
- Reaper Claws: A close-quarters defensive weapon that shreds incoming infantry and light vehicles.
- Bio-Adaptive Fortress: A living fortress that adapts its defenses in response to enemy attacks. The pinnacle of Evolved defensive evolution.
- Cradle-Class Hive: A massive underground hive that serves as a command center, barracks, and defensive bastion for the Evolved. Named after The Cradle, the seat of Evolved government.
- The Verdant Shield: The ultimate Evolved defensive technology - a planet-wide biological shield that regenerates from any damage. It has not yet been fully deployed.
[Return to top]
StarWars
Currency: Galactic Credits
Jedi
The ultimate warriors of the positive Force within the universe, these valliant knights will always fight for the good. Tapping into and using the Force, their powers are limited to the power of the universe itself...insofar as they can control it. They live within a military and societal framework of those loyal to the ways of the Old Republic - including the Rebel Alliance. The true Jedi are the pinnicle -and benevolent leaders- of that framework.
- Race specialization: 60 Percent Defence Bonus
+50 Percent Assignable Bonus.
- Superpower: The Force - The Force is everywhere. It is life. It is existence. And it can be weilded! Almost infinite in power, the force can greatly increase all that can be achieved, all that is, and can be. The only limitation one has in obtaining infinite power, is weilding it within ones own form. For afterall, the infinite cannet be held in a finite being. A Jedi society can improve thier ability to use the force through biology and training...a mix of continual training - for all in society, not just warriors - to use the force, and adding a chemical to the water or food supply that increases the midi-chlorian in the bloodstream, will bring a whole society forward within the force. For the force affects everyone, whether they know it or not.
- General population: People of Light
- Laborers: Labourers
- Spies: Jedi MindBenders
- Military recruits: Jedi Warrior Padawan
Jedi Offensive Formations
- Rebel Trooper Assult Company: The Rebel Alliance is a subset of the population, who have joined the organized resistance against evil, and led by the Jedi Order. This company is led by a Jedi Knight, given some basic Jedi Training (were once Padawan of a lower order), and remain aggressively individualistic. Armed with a mix of Blaster Pistols or Rifles, and some thermal detonators, the men and women of the Rebel Alliance were fiercely dedicated to the principle of freedom, fearless to lay down their lives. Some were Imperials disillusioned with tyranny. Some were from worlds subjugated by the Empire.
- Jedi Knight Assult Company: A troop comprised exclusively of Jedi who have progressed to the rank of Knight...They are armed with lightsabers, can use the Force, and are a highly ingenious, dedicated, and overall a very destructive force...yes force.
- X-Wing Fighter Troop: A mix of Jedi Ace and Rebel Alliance piloted, the X-Wing can be the core of the Jedi Order Forces. The sleek fuselage of the X-wing starfighter is 12.5 meters long, flanked in the aft by four massive realspace engines. The wings not only serve as stabilizer surfaces in air travel, but also distribute deflector shield energy and serve as weapons mounts for laser cannons and proton torpedoes. Behind the X-wing's cockpit is an astromech socket and droid, which can provide astrogation data for the fighter's hyperdrives, and serves as a co-pilot and technician during flight. A troop is 100 fighters.
- Jedi Starfighter Troop: While the ship does employ weapons, most Jedi Aces prefer to rely on their cunning and attunement to the Force to avoid aggression and cause chaos within enemy ranks. A truncated astromech droid is hard-wired into the starfighter's port side, providing repair and navigation information to the Jedi pilot. On each fighter, lining the inner edges of the ship are powerful long-barreled laser cannons. The ship has secondary cannons recessed on the outer edge of each side, the craft wingtips could fold open, revealing hexagonal panels when the ship enters combat mode. The ship is dangerous. The Jedi Ace pilot is dangerous. 200 of them - the standard troop size for this vessel - are at least 2000 times more dangerous.
- B-Wing StarFighter Battalion: Odd-looking yes, but as powerful as it is odd. The ship's structure is almost entirely taken up by its primary airfoil, which houses a cylindrical cockpit on one end, an engine cluster in the center, and a heavy weapons pod at its base. Weapons include laser cannons, proton torpedoes, and ion cannons. It is a Heavy Assult StarFighter in all respects. Piloted by a Jedi, each is deadly. 100 of them, a standard count for this unit, a lot more so...
- Jedi Weapons Master Assult Company: Rarely do the Jedi Masters leave their stations - and even more rarely do they do so in numbers...but...during times of war, dire times call for dire measures. The Jedi Weapons Masters are specially trained in warfare, using the force for warfare, yet still maintain the rank of Jedi Master. With hundreds of Jedi Weapons Masters, working in cooperation and channeling their collective force, not even starbases can ignore this threat. Able to collectively move, crush or otherwise influence even huge physical objects, masters of close combat with lightsabers, remote manipulation of any weapon, and experts in finding the weak points in any defence, the Jedi Weapons Master Assult Company is one of the most effective offenses in the galaxy. The Company employs a mix of fighters, freighters, cargo ships and other transports for travel, but the power of the supporting vessels is really insignificant compared to that of the Jedi Weapons Masters...
- Jedi Star Cruiser: At 1,200 meters long, these immense vehicles lack hard angles, and are covered with ovoid forms suggesting an organic sculpture. Despite their smooth lines, these vessels pack an enormous punch. Turbolasers, ion cannons, tractor beam projectors and shield generators dot the flowing surface of the ships. A full compliment on this ship includes multiple Jedi Knight Assult Companies, multiple Jedi StarFighter Troops, a Jedi Weapons Master Assult Company, and numerous Rebel Alliance Companies to perform the more mundane tasks, the Jedi packed Star Cruiser is the most feared Jedi unit, able to use the Force, starship weapons, support fighters, and its significant defences.
Jedi Defensive Formations
- Rebel Trooper Guard Company: The Rebel Alliance is a subset of the population, who have joined the organized resistance against evil, and led by the Jedi Order. This company is led by a Jedi Knight, and given some basic Jedi Training (were once Padawan of a lower order). Armed with a mix of Blaster Pistols or rifles, and some thermal detonators, the men and women of the Rebel Alliance are fearless to lay down their lives in defence of their home or base, or any other objective that serves their cause.
- Anti Infantry Laser Battery: A series of cylindrical gun towers painted in the same color as the surrounding landscape. Manned by brave Rebel Guards, these cannons provide massive defensive laser fire during any assult. Despite its name, the turrets on the towers can be pointed to the sky....
- Jedi Knight Brute Company: A squadron of Jedi knights, sworn to defend their base with whatever means they have available to them - and these means are many. Armed with blasters and double bladed lightsabers, and of course the power of the force, this wall of defense can be impenetrable to any but the very powerful offenses.
- Heavy Ion Cannon Battery: Similar in design to the Laser Battery, but far larger and housed in the ground opposed to on towers. While a single shot will surely stop a portion of a ground force, it is likely easily absorbed by a ships shields, or avoided entirely. But, these huge, manned, Ion Cannons can destroy starships, ground troop regiments, and anything else in their range, given enough of them...
- Battle Cruiser StarShip: At a length of around 1,500 meters, a Hull Strong enough to protect reactor and thrusters from internal nuclear detonation, and armed with dozens of Turbolasers batteries, Ion cannon batteries, proton torpedo launchers, and Tractor beam projectors , the Battle Cruiser is a defensive powerhouse. Although built for thousands to crew, 500 Jedi Knight can successfully operate the Cruiser.
- Star Defender Heavy WarShip: Measuring 15+ kilometers, a massive hull able on its own to defend against nuclear attacks, energy shielding ontop of that, and hundreds of Heavy turbolasers Batteries, Turbolaser batteries, Assault concussion missile tubes, Heavy ion cannons, Point laser cannons, Tractor beam projectors and companies of supporting fighters, this is the strongest defence the Jedi Order has. When manned by Jedi Masters, it can operate with 1000 crew opposed to the tens of thousands 'regular' crew needed.
[Return to top]
Sith
The Force having a light and dark side, these are the warriors of the Dark Force. Tapping into all that fuels the dark emotions, their abilities and strengths are immensely powerful! The darker the being, the more of the universal Evil known as the Dark Force they can weild. And it is powerful indeed...
- Race specialization: 60 Percent Attack Bonus
+50 Percent Assignable Bonus.
- Superpower: The Dark Force - All life and existence have an opposite. Destruction and death. And this is the dark force that permeates reality. And one that can be tapped, and weilded! It can also be imposed on the populations under ones control, through a dedicated effort, for ...
Fear leads to anger.
Anger leads to hate.
Hatred leads to power.
Power leads to victory.
Let your anger flow through you.
Your hate will make you strong.
Rallying the population against an enemy (any will do), building their hate, stoking their fear, and letting the Dark Force flow will enhance your entire realm with the power of the Dark Force. This measure is your ability to do exactly that - each increase is equal in strength to the Dark Force Power 1.
- General population: Dark Citizen
- Laborers: Sith Slave
- Spies: Informant
- Military recruits: Warrior Acolyte
Sith Offensive Formations
- Sith Warrior Company: A company of true Warriors using the Dark Force during battle, they have passed their Acolyte stage, and are ready and eager for true battle. Their anger is strong, their will is strong, their hate is strong...And armed with their choice of lightsaber, double-bladed lightsabre, sith sword, lightwhip, or even a lanvarok ( wrist-mounted projectile launcher flinging multiple thin solid metal discs, dark force guided for additional accuracy, in a spray towards a target) --they are very dangerous, and feared.
- Sith Elite Warrior Company: While still technically a Sith Warrior, the individuals in this company are the very best of that class. Battle trained, stronger and faster than a normal Sith Warrior, and fully specialized in their weapon of choice (lightsaber, double-bladed lightsabre, sith sword, lightwhip, or lanvarok), they are incredibly more deadly than their more junior comrades. Additionally, this company is led and mentored by a Sith Dark Lord.
- Sith StarFighter Troop: With a prototype twin ion drive system, and a sleek dual wing design, the starship fighter has maneuverability to the point of instability (a small cost for such an advantage). When docked, the Sith Fighter has the ability to fold its wings and power down its weapon systems, allowing more to be transported. In combat, these unfold, and the blaster cannons open up. The design allows it a broad attack, while its sleek profile makes it a hard target. They are easy to mass produce, and each construction run produces 100 of them - one per Sith Pilot in the Troop.
- Sith Dark Lord Assult Contingent: When rising above Sith Warrior rank, one obtains title of Lord or Dark Lord. (not THE Dark Lord of the Sith, but Sith Dark Lord.). While most Dark Lord will take to a starship, or lead a large group of Sith Warriors, it is not uncommon for a Contingent of up to 200 Dark Lords to band together to accomplish a specific task, or assult a specific enemy. Their combined strength within the Dark Force is immense, their skill in battle legendary, and often can break defences that other ground troops cannot. Death will come wearing a dark cloak and eyes of anger, on this day...
- Scimitar Assault Bomber Troop: The Scimitar Assult Bomber, although based on the TIE series, is a far superior destructive ship. 14 Meters, capable of 1,200 km/hr, crewed by 2 (pilot and bomber), shielding, and weaponized with 2 Laser cannons, 2 Missile racks (8 concussion missiles each ), Thermal detonators and Proton grenades made this much more deadly. In short - a lightly crewed, mass producable, and incredibly deadly assult craft. Times 150 per construction run. Ouch.
- Leviathan Class Starship Team: This monster is a 600 meters long Hyperspace interdiction cruiser. It is equipped with at least 20 quad laser cannons, 4 gravity well projectors, tractor beam, 2 ion cannons and 4 turbolasers. And 2 troops of TIE Fighters launchable from the hangers. This ship can also prevent the use of hyperdrives by simulating the presence of planet-sized masses with its four enormous gravity-well generators - jumping in, suprise attack, jump out, repeat - is not possible with this technology. All in all, this is an incredibly powerful starship for its size. It has a speialized crew of over 200 Sith Dark Lords and Pilots.
- Super Star Destroyer: The Super Star Destroyer is one of the largest, most powerful vessels ever created. 19 Kilometers in length, dagger-shaped design, with a smooth hull, with a center 'island' bubble the only habitable space. Weapons emplacements are scattered densely on the layered city-like surface of this bubble. Over a dozen colossal engine fire this immensity through space. The weapons per ship, although slightly different as each is customized, will include at least 2000 Turbolaser cannons, 2000 Heavy turbolaser cannons, 200 Assault concussion missile tubes with 30 missles each, 200 Heavy ion cannons, dozens of Tractor beam projectors and up to 1000 Point laser cannons. There are also a number of hangers for Sith Fighters. It would take a crew of at least 50,000 civilians to run this ship - but 1000 Sith Dark Lords, Warriors and Pilots can do it effectively. Those civilians can then be kept labouring to pay for the next Super Star Destroyer!
Sith Defensive Formations
- Sith Guard Company: A company of true Sith Guardians, equal in rank to the Sith Warriors, but trained specifically to use the Dark Force to bring down any who cross thier borders. Also armed with their choice of lightsaber, double-bladed lightsabre, sith sword, lightwhip, or even a lanvarok - and always taking the element of suprise to kill quickly or better-at a distance- before engaging in direct combat, these Guards are merciless, deadly, and glad to be so...
- TIE Fighter Troop: Although an older model, at 6.5 Meters, capable of 1,200 km/hr, and withstanding 4Gs, and an engine with no moving parts, the TIE is a low-maintenance, single crewed, and very mass producable craft. The lack of combat shields, hyperdrive, and life-support systems, in concert with the advanced engine design, made the TIE very light, and therefore very manuverable. Each with a pair of powerful laser cannons, this craft is designed to overwhelm in numbers, and with 100 fighters in a Troop, this is exactly what your enemy will fear as they approach your realm...
- All Terrain Ion Cannon (AT-IC) Company: The All Terrain Ion Cannon is an unusual walker design similar to the AT-AT, but with all its cargo space dedicated to an ion cannon and its support systems. Crewed by just one Sith, 26meters long and 25 high, incredibly heavy armored, with 2 Light blasters, 2 Twin laser cannons and its primary Heavy ion cannon, this was a monster (figuratively, and it also looked like a monster beast). It could do incredible damage to a single target -ground or air, large or small- with its Ion Cannon, while simultaneously engaging many other targets with its less powerful blasters and laser cannons. Built in batches of 100 at a time, designed to cause terror (or more exactly terror, and then death) in those who are fool enough to engage them, only the strongest of enemies can stand up to these beastly walking weapons.
- Sith Dark Lord Guardian Contingent: Attack the realm of the Sith, and the Dark Lords will likely object. With each contingent comprised of 300 Dark Lords - with the usual weapons, as well as a collective Dark Force control over the atmosphere, physical objects and even cosmic objects - the Dark Lord Guardians are a mighty, mighty obstacle to invasion. They can use the Dark Force to kill from afar, weapons from up close, and any mix of the two at their pleasure. These Lords of Destruction and Hate are not to be engaged, unless one is very very sure they have the power to match.
- Torpedo Sphere Patrol Team: Torpedo Spheres, or Torpedo Platforms, are powerful siege platforms,1km in diameter - looking like miniature Death Stars - armed with heavy batteries of proton torpedoes. The main weaponry of each Torpedo Sphere consisted of 500 proton torpedo tubes and 10 turbolaser batteries. The main bridge was on the station's upper pole, with a massive viewpane filling the forward bulkhead, offering a spectacular view of the target, as well as centralized controls for firing. Earier models of this Sphere had no shields, but did include support craft, although that has since been reversed. The sphere is heavily shielded, although gave up the support hangers in order to accomodate the shield generators. Each Sphere required 300 Sith to operate, making the Patrol Team a team of 2.
- Sith Battlemoon: A Battlemoon is an airless moon converted into a superweapon based on Death Star technology. Limited engines - enough for manuvering and defense of a set position - allow for greater firepower and shielding. The use of a moon (natural or tractored in from elsewhere) speeds construction time and cuts cost, opposed to the Death Star which is cost prohibitive to produce en masse. On average, 20 kilometers in diameter, roughtly round, and fitted with lunar scale shields, centrally controlled Turbolaser cannons, Heavy turbolaser cannons, Assault concussion missile tubes, Heavy ion cannons, Tractor beam projectors, gravity well projectors, Point laser cannons, hangers for squads of TIE fighters or other starships, and -really- any other weaponry that could be found in ready supply at the time of construction. The beauty of this destuctive cosmic body is that each is slightly different although similar in design, and can be fitted -or retrofitted- with the best weaponry and crafts available at the time. Its population is about 1000 Sith Dark Lords, Knights, and Pilots.
[Return to top]
Yuuzhan Vong
The Yuuzhan Vong and their Chazrach slaves are one of the few alien species to the known universe, and are now one of the most powerful forces within it! A race of religious zealot masochists, they genetically engineer and grow all of their technology organically,view mechanical technology as evil, and somehow exist outside of the force. Not being detected by the force makes them invisible to the 6th sense of even the strongest of Force Users...and therefore deadly.
- Race specialization: 70 Percent Covert Operations Bonus
+50 Percent Assignable Bonus.
- Superpower: Shaper Caste Y Advancement - The shapers are the scientists/breeders (calling them scientists is blasphemy as it implies a use of technology) who supervise (and create) the biotechnology of the Yuuzhan Vong. The shaper caste consists of the following ranks, in ascending order:Savant, Adept, Master, Master Y2, Master Y3, etc. Master is the highest rank you will see in a newly formed Yuuzhan Vong realm, yet each time a scientist/breeder bests their existing knowledge by a significant leap, they can obtain the next highest Y rank. They of course instruct others in this advancement, thereby forwarding the entire Shaper Caste -and therefore Yuuzhan Vong society as a whole, to new heights. They never let any part of their society fall behind the others, so such advancements on average apply to all society - from the betterment or at least increased productivity of Slave Worker Castes to the strengthening of the Supreme Overlord Castes. In short - the rank of the highest Shaper is synonymous with the development of your Yuuzhan Vong realm as a whole.
- General population: Worker Caste
- Laborers: Intendant Consul
- Spies: Intendant Executor
- Military recruits: Initiate Warrior
Yuuzhan Vong Offensive Formations
- Chazrach Slave Troop Assult Company: The Chazrach are a short, stocky, reptilian humanoid race with snubbed snouts that serve the Yuuzhan Vong as slave soldiers, or within the Worker Caste. They are also called reptoids by the inhabitants of the galaxy. They are one of the few species other than the Yuuzhan Vong that are not native to the galaxy. Their small, stocky statures made them incapable of mastering the use of the standard Amphistaff so instead they use the inflexible Coufee since the double-edged knife is much more suited to their body form. They were formerly a free people enslaved during the Yuuzhan Vong's plundering of their own galaxy. Since the Chazrach comprise a fairly large percent of a Yuuzhan Vong population base, many Chazrach could be dedicated to the frontlines of any offense or defence.
- Warrior Company: The true Yuuzhan Vong Warrior, they far surpass the weaker and lesser Chazrach. Their favorite weapon is the amphistaff, which resembles a deadly serpent capable of becoming as stiff and straight as a sword, spitting venom, or coiling around foes or lightsabers, which it is capable of fending off. The warriors are devotees of the Slayer, Yun-Yammka, and seek honor in combat. They wear the living vonduun crab armor which is capable of resisting blaster fire and lightsabers. In short - they are deadly.
- Rakamat Rider Company: The Rakamat is an organic vehicle used by the Yuuzhan Vong. It is approximately the size of an AT-AT walker, but with six legs instead of four. Also unlike AT-ATs, the rakamat can project microsingularities via onboard Dovin Basals. Further, it is far more offensively powerful, capable of launching a devastating ball of plasma from its jaw. Ridden by a Warrior, with 100 per Company, the combination is devastating...
- CoralSkipper Troop: The Coralskipper is the primary space superiority fighter of the Yuuzhan Vong. It is an organism made of yorik coral. Its main weapon is a small volcano throwing small molten rocks. Sometimes, the rocks are heated so much that they turn to plasma. Their propulsion device is a Dovin Basal that is also used as a shield, sucking in lasers and other weapons like a miniature black hole. The pilot uses a cognition hood that enables him to share the same thoughts with his craft thus piloting it. Coralskippers are strictly space vehicles and perform poorly in planetary atmospheres. With only 1 Vong per ship, each Troop has 200 living ships.
- Yorik-Vec Assault Cruiser Troop: The Yorik-Vec is an assault cruiser made from yorik coral. Its weapons are a turret-mounted quad plasma cannon, four twin plasma cannons and a Dovin Basal for defence and propulsion. Its crew consists of two pilots and three gunners. The vehicle is piloted through cognition hoods which allow the pilots and the vehicle to share the same thoughts and commands while the three gunners man the plasma cannons. There are 60 ships per Troop.
- Vua'Spar Interdictor Fire Team: The Vua'spar Interdictor is a warship equipped with multiple weapons and a full communications suite consisting of several villip choirs. They are spicular in shape and resemble two cones pushed together at the base. Where these cones meet, there are three large dovin basals used to interdict hyperspace travel. Unlike the artificial gravity well generators created by their enemies, Yuuzhan Vong interdictor fields also stun the living occupants of the ships they decant from hyperspace. Crewed by over 100 per ship, the Fire Team is comprised of 4 ships.
- Koros-strohna WorldShip: The Koros-strohna worldships are 10 km long, yorik coral, starships that resemble the very galaxy itself, though of course far smaller. Its main body was a disc-shaped littered with hundreds of weapons projections and other protrusions. On the edges of the Worldship were several large spiral arms, making the ship resemble a galaxy. These spiral arms are used to dock the worldships Coralskippers. They could also be used as solar sails to push the worldship through space with the Coralskippers keeping them extended. Dovin Basals could also be used to propel the worldship by projecting gravity wells to drag Yuuzhan Vong ships or to strip enemy vessels of their deflector shields. The Worldship was protected by 200 plasma weapons emplacements and dozens of starfighters. Ontop of all this, a tubular living worm can extend from the bowels of the worldship to gather nutrients for the worldship to stay alive - the nutrients sometimes called 'the enemy'. While the ships can carry almost entire civilizations, when used in war, they can be manned by 1000 Warriors and Pilots. This pinnacle of conquest is the most feared Vong assult.
Yuuzhan Vong Defensive Formations
- Chazrach Slave Troop Defence Company: The Chazrach are a short, stocky, reptilian humanoid race with snubbed snouts that serve the Yuuzhan Vong as slave soldiers, or within the Worker Caste. Their small, stocky statures made them incapable of mastering the use of the standard Amphistaff so instead they use the inflexible Coufee since the double-edged knife is much more suited to their body form. Since the Chazrach comprise a fairly large percent of a Yuuzhan Vong population base, many Chazrach could be dedicated to the frontlines of any offense or defence. They are used in offense or defence interchangably, since they are viewed as unspecialized brutes, although once they are assigned to protect or conquer, they will maintain that role until instructed otherwise.
- Guardian Company: The true defender of the realm, using the amphistaff, these soldiers are also devotees of the Slayer, Yun-Yammka, and seek honor in combat. They too wear the living vonduun crab armor which is capable of resisting blaster fire and lightsabers. The Guardian, as you can see, is the equal to the Warrior, although cast to defend the realm and honor of the Yuuzhan Vong, opposed to conquering others and enslaving them to the Yuuzhan Vong.
- Tsik-Seru Rider Company Pod: The Tsik-Seru are organic vehicles used by the Yuuzhan Vong as atmospheric fighters. Resembling a manta ray, there is a cockpit on top of the vehicle for one pilot. It is both heavily armoured and armed with plasma projectors and can survive on planets with no oxygen or water. And it is deadly to find defending...if you are fool enough to attack a realm with even one of these 200 Pod-member atmospheric fliers, unprepared....
- Grutchin Camp Network: A grutchin is a bioengineered weapon that resembles a giant grasshopper and is designed to tear through ships and kill the entire crew. Grutchins are completely unthinking and simply destroy whatever is in their path. They are easily replaceable as they grow to maturity very quickly, each Grutchin Camp manned by 30 Vong Shaper trained Guardians, allowing 10 Camps per Network.
- Uro-Ik V'alh Battleship: The Uro-Ik V'alh is a massive ship armed with 80 plasma projectors, superior defences and crewed by 600. In battle, given the right circumstances, it can match even a Star Destroyer.
- Kor Chokk Grand Cruiser: Despite its name, the Kor Chokk are more of a mobile space station than a grand cruiser. The weapons of a Kor Chokk consist of 120 plasma projectors, Dovin Basals and an interdiction field that can severely damage enemy vessels. The Kor Chokk also houses 100+ Coralskippers that can protect it. Kor Chokk begin life as a smaller ship and grow as they survive battles as parts of obsolete ships are grafted onto them. As a result of these grafts, the most powerful of these cruisers become a massive and terrifying sight.
[Return to top]
Clone Master
A coined term for the newly emergant race of beings known as cyborgs, clones, androids or mechs. During the great Clone Revolution, all artifical beings disavowed themselves of previous alignments, and banded together to bring a new order to the universe! Able to evolve, replicate, and tune into the force, these beings are a force that is feared by all others!
- Race specialization: 20 Percent Attack Bonus, 20 Percent Defense Bonus, 25 Percent Covert Operations Bonus
+50 Percent Assignable Bonus.
- Superpower: Genetic Enhancement - A clone is only as strong, smart, large, intuitive, agressive and productive as its initial genetic input. The ability to grow clones quickly, and to the exact end result as every other, makes them easy to populate - but any enhancement in the original genetic input obviously makes the masses that much stronger, smarter, bigger, faster and agressive. This research - genetic enhancements - is exactly that ... imrpovements to the base clone design. (and resulting cyborg designs...the cyborg being a fusion between clone and droid.) Genetic perfection - producing the ultimate individual - is the end goal. Once that is achieved, and then replicated millions of times - the Clones will be undefeatable and rule the galaxy as they know they must...To this end they have developed the degree of perfection scale, which for each increase of 10, represents a doubling of the base state in which the clones began - designated 10 Degrees of Genetic Perfection since they calculated they were 10 times better than the average human already at that point ...
- General population: Unspecialized Clone
- Laborers: Labour Droid Cyborg
- Spies: Micro Droid Cyborg
- Military recruits: FlashTrained Military Clone
Clone Master Offensive Formations
- Clone Trooper Company: Clone troopers were fully encased in hard white armor, their identical faces concealed behind a t-shaped visor. Typically armed with blasters, at 100 per company, these units provide the backbone of the clone offenses.
- BARC Speeder Company: At 5 meter long The BARC speeder gave a single clone trooper increased operational range, great speed, mobility, and firepower otherwise unavailable to the foot soldier. A more aggressive and bulkier design than the slimmer traditional speeder bikes, the BARC speeder can be used in scouting and attack missions on any world. With light armor plating and a laser cannons, able to travel at 500km/hr, and 100 bikes per Company, these are both annoying, and potentially deadly, to defending military forces.
- Clone Commando Platoon: Clone Troopers are uniform in skill and appearance, but a few were designed to stand apart from the masses. The ultimate in the clone trooper ranks are the Advanced Recon Commandos, or ARC troopers, elite infantry. Equipped with specialized weaponry like the DC-17m rifle, special tactical visors, and Katarn-class body armor, Clone Commando Platoons can penetrate deep into enemy territory even against heavy defences. A Platoon is comprised of 25 Fire Teams of 4 Commandos per team.
- Clone ARC Starfighter Troop: 15 meters long, The ARC (mostly the -170) fighter is an aggressive ship covered with weapons. Three clone trooper pilots operated this advanced combat craft, with a pilot handling the flight maneuvers and 6 proton torpedoes, a copilot operating the 2 medium laser cannons mounted on the ship's wide wings, and a tailgunner operating the 2 dorsal rear-facing laser cannons. Small, and fairly intensive to man, but very powerful. 70 of these Starfighters form the Troop.
- SPHA-T Heavy Assult Vehicle Company: The SPHA-T (Self Propelled Heavy Artillery Laser) is an armored juggernaut with incredible firepower. Rather than having a rotating turret, the entire vehicle can reposition itself by means of twelve legs. Considerably larger than the standard walker, with a heavy turbolaser cannon and 12 antipersonnel blaster cannons, the SPHA-T provides long-range surface-to-surface and surface-to-air fire, coordinated by a team of just 3 elite clone troopers. A standard company has 100 SPHA-Ts.
- Clone Destroyer: A roughly cylindrical warship, over 1km long, the surface dotted with heavy weapons emplacements capable of piercing through the shields and hulls of enemy vessels. The crew core is 500 Elite Clone StarPilots, and supplimented by many battle droids. Weaponized with 14 Quad Turbolaser Turrets, 34 Dual Laser Cannons, 2 Ion Cannons, 12 Point-Defense Ion Cannons and 102 Proton Torpedo Tubes - shielded with energy shields and destroyer class hull, complemented with over 200 Vulture Droid Fighters - even a single Clone Destroyer is a massive offensive force for the Clones.
- Clone SuperDestroyer: The ultimate weapon of the clone, this is a ship built upon the designs of the normal destroyer, with a scale difference of 10x. Also cylindrical, but over 10km long, its surface scarred with heavy weapons emplacements, crewed by just 1000 Elite Clone StarPilots, and supplimented by hundreds of battle droids, this is death flying. With 200 Quad Turbolaser Turrets, 500 Dual Laser Cannons, 10 Ion Cannons, 120 Point-Defense Ion Cannons and 1000 Proton Torpedo Tubes - shielded also with energy shields, and complemented with over 2000 Vulture Droid Fighters - this craft can match any other ship in the galaxy in destructive power.
Clone Master Defensive Formations
- Clone Guard Troop: Identical in form, physical prowess, stamina and mental capacity, each Clone Guard was grown in their cloning facilities. Clone Guards -like their Trooper counterparts- are fully encased in hard white armor, and t-shaped visor. Flash Trained for defensive tactics, typically armed with blasters, at 100 per company, these units provide the backbone of the clone defences.
- Clone Elite Guard Troop: Although more expensive in costs and time, some soon-to-be elite groups underwent specialized training to better prepare them for battle. These combat skills were supplemented by more powerful equipment, and specialized weaponry, in which the Elite Guard would become an expert. Ontop of the specialized primary weapon, each Elite Guard would also carry explosives, and a secondary close range weapon. These units are the pinnicle of Clone Ground Fighters, who will die without question defending thier realm, following their orders.
- Laser Cannon Turret Outpost Grid: Having the power of a large laser cannon -and numerous medium mounted cannons for closer range or smaller targets, this Clone Guard manned Outpost is dangerous to even heavily armed vehicles. Each outpost houses 10 Guards, and each Grid 20 Outposts.
- Clone Turbo Tank Platoon: 50 Meters long, 30 Meters high with mast, the Turbo Tank is a ten-wheeled titan bristling with weapons and covered in thick armor. With a blocky design and seemingly simplistic engineering, the turbo tank epitomizes unstoppable brute force tactics favored by the clone troopers. The turbo tanks can roll through any opposition, crushing obstacles in its path. Mounted with a heavy laser cannon turret, a rapid repeating laser cannon, 2 medium laser cannons, 2 twin blaster cannons and 2 rocket/grenade launchers, its varied weaponry can fire in all directions. The tank has two cockpits -- one at the front and one at the rear -- operated by tandem crews. Nobody likes to see these when they visit with bad intentions....With 10 Guards per Tank, each Platoon is comprised of 30 Tanks.
- Self Replicating Droid SpaceMine Field: The clones take great advantage of the droid alliance, and in this case the droids ability to self replicate on the metalic asteroid center of the field. This clone-original defense stategy/structure employs a large metalic asteroid, which -with the manned mining station on the asteroid surface, run by 500 specialist clones- can be mined to produce both explosive, magnetic asteroid chunks or mines, and droid 'pilots' for each of them. A typical Field is 1000 asteroid chunks, each at least 10 meters long, packed with explosives that would react with the asteroid chunk itself to create a significantly destructive force capable of piercing even think spacecraft hulls. The single purpose Droid - also built of the asteroid metals and also explosive - was responsible to use its limited fuel supply and rocket propulsion to steer the asteroid chunks towards enemy craft where they would magneticly attach themselves before exploding. Being able to produce more chunks, and droids, the core asteroid could continually replenish the field. This tactic is greatly despised by all enemies approaching Clone space.
- Droid Control Ship: The ultimate defensive moonsized craft - at 32km in diameter, looking very similar to the standard battleship -- a flattened ring shape with engines at the aft, docking claws at the fore, and a large detachable sphere in the center -- the Droid Control Ship could be differentiated by the clustered array of transmitters and receiver antennae on its dorsal surface, the purpose of which is to control the Droids carried and deployed by the ship. Each ship carried a contingent of 2,000 Droidekas: insectiod looking, bronzen-armored combat automata with twin blasters on the end of heavy arms, capable of completely envelopeing itself in a globe of protective energy via its compact deflector shield generators, and although slow and awkward on its three legs, transformable into a much speedier disk shape by curling into itself; 3,000 battle droid infantry - automatum humanoid warriors; 1,500 Droid StarFighters with blaster cannons, energy torpedo launchers, buzz droid missile launcher --all of these controled by the ship. The mass weapon of the clones - the drones. The ship itself is heavily armored with shields and an incredibly dense and think hull, and weaponized by 42 Quad Laser Emplacements, run by a crew of 1000 Elite and Pilot Clones. All told - the ship can easily spell disaster for any attacking army not ready for such a star monster.
[Return to top]
StarTrek
Currency: Latinum
Federation
Human and humanoid, believers in rule of law and rights of all, this human founded Federation of Planets is a strong and growing influence within the universe. Technologically very advanced, they focus on the betterment of all, yet still maintain an impressive military force...as a last resort.
- Race specialization: 60 Percent Defence Bonus
+50 Percent Assignable Bonus.
- Superpower: Technology Age - The timeline is normally a fixed entity, for most of us. There exists, though, ways to circumvent the linear constraints of such an entropy growing wave. Either directly, by travelling or tunneling through the spacetime continum, or indirectly, through acquiring the knowledge of those out of place, or those who have travelled there and back again, in the continum, incredibly advancements to the overall technology can be achieved. Grouped roughly by centry, this measure of superpower describes the average advancement of technology above that that would naturally occur through purely organic or self sufficient knowledge growth and research.
- General population: Citizen of the Federation
- Laborers: Merchant
- Spies: Section 31 Agent
- Military recruits: Academy Graduate
Federation Offensive Formations
- Red-Shirted Crewman Troop: A core component in most away team missions, the red shirted Crew(wo)man Troop will be armed with phasers or rifles, so does pose a significant offensive threat to enemies. Being newcomers to the reality of battles, though -right out of the academy or at least out of obscurity- they are typically used as a measure of the danger of a situation and (like canaries in a mine) the first to fall. They really do have a hard time staying alive for long...
- Lieutenant Commander led away Squadron: A well organized and well armed unit, typically with a range of Pulse Rifles, phasers, and speciality equipment such as explosives and other charges, and deployed to a hostile zone, this group of Explorers is very well suited to destroying any resistance on a target not very well protected.
- Commander Led Attack Squadron: Dropping the euphasimisms of exploring, and refusing the dual role of peacemaker with force used as a last resort, when the Commander takes his troops into a non-allied realm, they are there to do only one thing - and do it well. With only the best trained and most experienced units accepted into the Commander Led Attack Force, this is a force of prescision destruction. Using the most advanced of weapons, specialists and tactical experience, this Unit brings the most feared and most effective of Federation Ground Assults.
- Constellation Class StarShip Fleet: A fleet of 5 or 6 ships, this class of starship is the first available that has a full array of functionality and resources. Ontop of a full compliment of weapons and shields, this class can also support medical, research and other speciality areas. One may think that war is only about firepower, but that is just not the case. Often it is how one can deploy weapons, how shields can be altered to match your opponent, or even what your research labs can create in a short period of time....It is the full array of functionality that makes this class as dangerous as it is. Stats: 300m long x 130m wide x 75m tall. 1million metric tons. 500 crew.
- Defiant Class StarShip Fleet: A fleet consisting of around 40 ships all of Defiant class - a class specifically designed for war. Ablative hull armor allows Defiant class ships to take a considerable beating even after the incapacitation of its shields, with weapons that match. It is a smaller ship, very functional with few comforts, but ideal for its one purpose - war. Stats: 120m long. 50 crew.
- Intrepid Class StarShip Fleet: A smaller, yet more powerful - on a pound for pound or officer to officer comparison- ship, this class is likely the most advanced in federation standard ships. At 350m long x 130m wide x 65m high, 700,000 metric tons with 200 crew, this is in all senses a warship. Fast, manuverable, and equiped with everything a warship can take advantage of, and a construction run of 50 ships at a time, this is the most feared federation vessel to see come for a visit, for it can only mean one thing...
- Galaxy Class StarShip Fleet: The largest class of StarShip, at 640m long x 480 m wide x 140m tall, 5million metric tons and 1000 crew per ship, with full research, scanning, medical and experimental departments, and of course weapons arrays and shields appropriate to such a behomoth, this can be the cornerstone of any full out assult. With 5 ships per construction run, and sparing no advancements in stable technologies, and with only the most well trained starship crew, this fleet can spell destruction for many!
Federation Defensive Formations
- Red-Shirted Ensign HomeGuard Troop: Similar to their crewmen counterparts, the Academy Graduate of Section D -the Red-Shirted HomeGuard Ensign- starts their carreer with the lowest rank in the Homeguard. Armed with the standard issue phaser, numbers overcome experience, and make even the lowest of rank HomeGuard effective defensively.
- Commander Led HomeGuard Squadron: With only the best trained and most experienced units accepted into the Commanders ranks, this is a formidable ground defense force. With the most advanced handheld weapons, defensive technology and warfare specialists, and not a single redshirt among them, this is the most effective ground based defense unit.
- Type-II Phaser Guards: In close combat these guards will take out the intruders even if they are armored. With a high enough setting on this guy it can even cut through metal and much more making it so nothing can stand in the way.
- Sovereign-class StarShip: The most advanced of the Federation Starship, always with the newest and most experimental technology, these explorer capable starships instead patrol and defend 0.0.1 - the home base of the federation, and humanity. This way, they are always close enough to be further tested, and constantly upgraded, and therefore this experimental class starship is sure to provide both the most powerful, cutting edge, and also most unpredictable, of defenses! They are produced in sets of 6, are 685m long x 240m widex 88m high, 3.2million metric tons and house up to 1000 crew.
- StarBase: A lunar sized but 100% constructed space outpost, capable of housing 3000 personelle, outfitted for purely defensive positions, and deployable throughout controlled space. With mounted long ranged weapons, spatial and warp disruptors, and a plethora of short to medium ranged weapons, as well as incredibly well powered shielding, the StarBase is a defensive powerhouse that most would rather avoid.
- Planetary StarBase: Drastic times call for drastic measures. The never before imagined Planetary StarBase is exactly that. Unlike previous StarBases where a planet might house a starbase, this new breed of StarBase IS THE PLANET. In effect terraforming the planet, not with life, but with power and military ends in mind, an entire planet is converted into a defensive megalith of destruction. The entire energy source of the planet - usually the molten center - is tapped to power the most advanced and incredibly numerous weaponry and shielding components that are the output of the planet. Yes - the planet does become incredibly unstable and no longer suitable for normal life, but such is the cost of harnessing such immense power. Manned by a mere 10,000 specialized HomeGuard, the Planetary StarBase is a weapon of literally cosmic proportions. Woe to one who has it turned on them.
[Return to top]
Klingon
Klingon is synonomous with warrior. Throughout eons of evolution, their warrior spirit has never diminished but instead grown. With the race advancement came increasingly powerful technology, weaponry, and battle tactics. They live to use them. There is no honor except battle. And now is the time they have chosen to conquer all, or die trying - bringing honor to all their people!
- Race specialization: 60 Percent Attack Bonus
+50 Percent Assignable Bonus.
- Superpower: Societal Warrior Spirit - Although really a summary name, reflecting the state of the culture as a whole, the concept of warrior spirit can be loosely paralleled to state of being, cultural mindset or dedication of a people to a common goal. With great effort, cost, and a lot of foresight, the leaders of Klingon society can continually introduce new and stronger lessons about battle, and being a warrior in everyday life, directly into everyday society. These include battle games that children are taught in school, strategy lessons in the form of adult games, mandatory Mok'bara training, battle as a cultural sport taught to all, a religion re-enforcing Gre'thor for those not growing in Warrior Spirit, and Sto-vo-kor for those that do, and, overall - an increasingly heavy focus on living life with honor, as a warrior, and being able to back that up with battle. This mentality, or societal push, benefits not only the warrior houses, but all activity within the empire as such an attitude leads to treating every activity as a battle. For simplicity, 'Warrior Spirit' is measured in Degrees, with each degree representing a doubling of the previous...although the benefits are linear whereas the spirit required is exponential (ie doubling the spirit will only add a fixed amount to benefit, no matter how many degrees are obtained.) Amazingly, each degree is measured as adding the equivalent in strength, stamina, speed and overall power, as the first degree. With every degree, the increase is VERY physical so this is not some mystic garbage. The Klingon race as a whole does grow stronger with each degree.
- General population: Imperial Citizen
- Laborers: Kuve
- Spies: Empire Security Service Agent
- Military recruits: Army & Fleet Trainee
Klingon Offensive Formations
- Bladed Away Squadron: The lowest of ranked (typically Bekk or Beq) military, and given only bladed weapons such as a Bat'leth or allowed to use their house specific knives, this military unit is out to gain honor in the battlefield. Before one can progress, worth must be proven. Not as technologically scary as some other opponents, most still prefer not to face countless screaming, self-sacrificing, semi-suicidal sharp edge armed Klingons.
- Honored Warrior Company: Now able to use all available hand weapons - knives, blades, phasers or disruptors - and far more battle hardened, these honored warriors are the core of the Klingon Deep Space Fleet military branch. They can NEVER be underestimated.
- Yan-Isleth Regiment: The military class (some of whom even protect the Chancellor) that is the most elite of the Deep Space Fleets true ground warriors, and the pinnicle of Klingon military physical abilities, this is a most feared opponent by anyone sane (that excludes other Yan-Isleth). So rugged, ruthless and battle hardened are these Warriors, that although they are called a Regiment (2000-3000 individuals) they number only 1000. Of each 2000 to 3000 that attempt to gain this elite status, only one thousand survive, but in honor of those lost, they maintain their Regiment designation, and view themselves as powerful as at least three thousand in number.
- Bird of Prey Troop: This is the most common of the Klingon ships. They range in design, size, firepower and often specific purpose, but are all similar in design and their ability to really really annoy their enemies. They are strong, fast, manuverable, highly destructive and - with the cloaks - able to get in places you would rather not see them. Averaging 100-150 meters in length, with 50 crew, disruptors and torpedos in the standard design, and all with Deflector shields and cloaks, they are deadly. Even more deadly when a construction run produces 60 of them that ultimately form the Troop.
- K't'inga Class Battle Cruiser Team: An upgraded version of the D-7 type battle cruisers, 230 meters in length, equipped phase-disruptors, phasers, photon torpedos, concussive charge launchers, deflector shields and cloaking, these form the base of the Deep Space Fleet ships. Crewed by 500 starship specialist personelle. It may be common, but it is not unnoticable. Especially when it is firing upon you. A Team is comprised of 6 ships.
- Vor'cha-class Attack Cruiser Team: Weighing 2.3 Million metric tons, 480 meters x 350 meters x 110 meters, and creweed by at least 2000 specialists, this is a heavy duty war machine. It holds a heavy disruptor cannon, over a dozen disruptor emitters, and photon torpedo launchers. Like most Klingon ships, it uses deflector shields and a cloaking device suitable for its size. This is a fist of the cosmos, and at two to a team, it is a right-left combo.
- Negh'Var Class WarShip Team: This Heavy Carrier measures 470 meters x 135 meters, weighs 4.3Million metric tons and crews up to 2,500. With numerous and varied output Disruptors, Torpedos, cloaking and Deflector shields, this is the flagship of the Klingon Deep Space Fleet. Four of these ships comprise a team. One of these ships is more than anyone would ever care to see. It is a pure force of combat, an incarnation of destructive potential, and - in terms of those who worship battle - the highest form of art.
Klingon Defensive Formations
- Bladed Imperial Army Squadron: True to the Klingon way, this Imperial Army unit is comprised of the lowest ranked (typically Bekk or Beq) military, and given only bladed weapons such as a Bat'leth or allowed to use their house specific knives, and is kept at this rank until sufficient honor can be gained. Beware, though, for although seemingly backward in some cultures eyes, their only goal is your death in battle, allowing their honor to be satisfied.
- Disruptor Array Platform Outpost: An array of manned, mounted Disruptor Cannons, this Outpost provides significantly enhanced defence.
- Photon Torpedo Bank: A fixed asset, this outpost is armed with a vast number of manually aimed photon torpedoes. Able to set the sky on fire, and space burn (at least where it finds the oxygen of an enemy), this defensive measure is a very useful addition to the Klingon Imperial Army Theatre.
- Asteroid Cloaking Freighter Squadron: Using their cloaking technology, and heavy gravity generators, a match of Klingon Freighters and an equal number of asteriods, can be deployed as a defensive measure similar to a minefield. Each asteroid has a Freighter nearby, cloaking both. The Freighter can also -using gravity- guide the asteroid somewhat. A squadron of these can lay quite a trap for incoming enemies. The only real challenge is for the freighter and crew to avoid the incoming enemy before it hits the asteroid, as well as avoiding the ensuing chaos, since it must maintain the cloak -and thus its close proximity- until the last second. It is this split second deathly timing that provides this unit its honor of battle. Plus - when not defending - the ships can be used to transport blood wine, making this a very popular unit in the Imperial Army.
- Fortified Space Station: The size of a small moon, the Klingons typically place thier Space Stations within an asteroid cluster. Armed with numerous and various disruptor cannons, torpedo arrays, energy beams, cloaking and shielded, and manned by 6,000 ready to die (and more ready to kill) Klingon Imperial Army Specialists, these space stations are hated by all that encounter them. Incredible defense, hard to find, and always firing at you, they make no friends.
- Moon Base Station: Nobody knows quite how many moons Klingon worlds have. There is a reason - the number changes. Moons can be created from large, fuel rich, celestial bodies, tractored into suitable orbit, and then manuvered into perfect defensive positions. The ultimate in Klingon Imperial Army secrets, and power, the Moon Base Station uses the internal power of the moon itself to fuel its massive armaments and defenses. With weapons equal to many many Space Stations, the entire moon Base cloaked and shielded (not the moon itself -just the base), and manned by 10,000 Imperial Army Specialists, not many that fell to these covert forces of destruction have even known what destroyed them, unless you belive that the afterlife provides facts which were hidden in this world....
[Return to top]
Romulan
A shadowy, cold and calculating race, the Romulan empire has slowly, but surely, built a war machine of immense power. Although by no means weak, they instead rely on suprise, cunning, misdirection and outsmarting opponents in order to destroy them, as it is logical that this is the path of least self destruction and maximum enemy destruction.
- Race specialization: 70 Percent Covert Operations Bonus
+50 Percent Assignable Bonus.
- Superpower: Mind Control - A mind is a powerful thing ... this is more true within the Romulan Star Empire than anywhere else in your known galaxy. Over the course of the centuries, with severe mental training and a deeper understanding of the physics behind particle entanglement and the quantum center of the brain, the Romulans have begun to learn the external manifestation of internal thought. In other words - all that spooky mind stuff like telepathy, telekenisis, ESP, remote viewing, and -in general- anything they can think, they can do, as it pertains to the external physical world. Now - this is a newer ability for them, yet as it pervades their society as a natural phenonomem of all Romulans, it -as you can imagine- is greatly improving their abilities in all walks of life -civilian and military. The scale used to measure this ability is known as the PM Scale (since the first Romulan to show strong ability was the Praetor - this ..for a while..was known as a Praetor Mental Skill or P.M. for short --PMS was briefly used, but those with knowledge of other humanoid and Federation linguistics suggested that just PM would be better. Once the skill was more widespread, the meaning was forgotten but PM remained the measurement). Each increment is equal to 100% of the First Level PM (about where you can bend a spoon...).
- General population: Citizen of the Star Empire
- Laborers: Reman
- Spies: Tal Diann Agent
- Military recruits: Military War Academic
Romulan Offensive Formations
- Uhlan Assult Squadron: Fresh from Military Ground Shool, the Uhlan are formed into Squadrons, armed with disruptors, and given the chance to perform. Strong, well trained, armed and and eager to advance their Mnhei'sahe, these troops will overwhelm you if left unchecked ...
- Centurion Offensive Squadron: The next rank - and armed with the accompanying weaponry, experience and respect, the Centurion Squadron is the elite of the Romulan Ground War Military.
- Remotely Controled Drone Scout Troop: Using a mix of their mental powers, and technological interfaces, this smaller class experimental ship was a promising weapon, since it was mentally controlled by crew not on the ship. A much larger ship proved not as effective, as the average Romulan PM was not yet high enough to control them effectively. The scout, though, with disruptors and light shields, can provide a significant attack force in large enough numbers. It takes 10 controllers to operate one ship, so a standard contingent of these is 100 ships. It should be mentioned, though, that as the ship gets damaged, so too do the controllers!
- War Eagle Team: Measuring 1050m x 775m x 200m, armed with 6 Class 21 Disruptor Cannons, 12 s2 Photon Torpedo Tubes, and Conventional guns, crewed by 1000, with standard shields and cloaking, this class of StarShip is a great stride in the Romulan Star Empire Space Power. It should be noted that these ships are not exceptional fast, manuverable, and the weaponry -although powerful- is slow to be deployed or recharged.
- King Eagle Team: A great improvement over the standard War Eagle, this ship is similar in design - at least superficially. With improvements to all of the input components, this class is stronger, faster, more powerful and carries virtually none of the previous limitation that the War Eagle did. Its crew is slightly larger at 1,500 reflecting the more advanced components.
- D'deridex-class Warbird Fire Team: The largest and most powerful standard class warship, the D'deridex class warship is never to be ignored. With 1500-2000 serving each ship, advanced cloaking, heavy shields and hull, a minimum of 6 seige disruptor cannons, phasers, photon&plasma torpedo launchers, and a overpowered disruptor array, this massive warbird style ship is the the pride of the Romalan fleet. Its size does reflect its strength...
- Scimitar-class Warbird Fire Team: The most aggressive and destructive ship ever built by Romulans (nobody talks about its initial origins with the Remans.) 900m x 1400m x 250m, its size is not reflective of its true power. Maintained and operated by a dedicated crew of over 3,000 of the brightest Romulans, equiped with the newest of cloaking technology, powered by a quantum singularity, and equiped with over 50 heavy disruptor cannons, 25+ S3 Photon Torpedo Tubes, and a Thalaron Radiation Emitter, this ship can take on almost any other in space, and at the same time decimate a planets population. This is the ship that the Romulans believe will allow the to infinitely expand the Romulan Star Empire.
Romulan Defensive Formations
- Uhlan Planetary Command Troop: Fresh from Military Ground Shool, the Uhlan ranked are grouped together in this Troop, armed with disruptors, and given the chance to use their training. Natural strong, trained in pain resistance and many forms of armed and unarmed combat, these are not to be underestimated - especially in large numbers.
- Centurion Planetary Guard Company: Fully specialized, trained and experienced in defensive ground operations, already having shown strong Mnhei'sahe, these pain tolerant, incredibly strong and combat ready disruptor armed forces are quite an obsticle to ... well... anything.
- Remote Disruptor Array Platform: Placing manned, cloaked and shielded Disruptor Array platforms or space stations,in strategic positions, greatly adds to existing defences. Crewed by 2000, these huge orbiting bases are feared by anyone or anything approaching...
- Mauler Cannon Outpost: The Mauler Cannon is an immense beam weapon - if it were to be fit on a ship, it would encompass basicly the entire ship. It is powered by local resources if available, and large banks of batteries when need be. The limitations of this weapon are many - including the speed at which it can recharge, but... it is so powerful as to even be able to deliver so much damage to a single point that it was possible to breach the shields of even a large starbase in a single blast. Coupled with faster firing disruptors arrays, fully manned with ground troops and technicians, it can be devastating on any incoming forces who cannot avoid it in time...Like the Disruptor Platform, it is an orbital deployment (natural or artificial body) and crewed by 3000.
- Fire Hawk Patrol: This is a cruiser class ship, greatly improved from earlier models initially taken from the Klingons. Fully equiped with disruptors, phasers, photon torpedos, cloaking, and deflector shields, this is now a powerful class ship in all respects. Measuring 225m x 160m x 70m, it is not overly large, allowing great speed and manuverability, and with the ability to create a dozen in a construction run, and you have a backbone of your defencive fleet.
- Valdore-Class SuperStarShip Fire Team: Although this class of Starship (or SuperStarship) has a semi standard design and armory, each construction run is slightly different. At minimum, a Valdore-Class would be 600m x 900m x 100m, with 12 medium heavy pulse distruptor cannons, 6 S3 Photon Torpedo Tubes, and defenses comprised of advanced shields and a Heavy Duranium/TriTanium Double Hull with an additional High Density Shell. A standard crew compliment is 2000 specialists. They are fast, powerful, cloakable, and highly manuverable. They are, in all respects, the pinnicle of Romulan StarShips.
[Return to top]
Borg
Resistance is Futile. You will be assimilated. The Borg -a mechanical and biological fusion networked to act as one- are the only path to perfection. All others are imperfect, irrelevent, and insignificant, and therefore will be destroyed!
- Race specialization: 20 Percent Attack Bonus, 20 Percent Defense Bonus, 25 Percent Covert Operations Bonus
+50 Percent Assignable Bonus.
- Superpower: Assimilation Growth - The borg are powerful on their own, being cybernetic, but get more powerful with each culture they assimilate, adding their 'biological and technological distinctives to our own'. Since the learning of the Borg from each new culture returns less and less per culture (since they already know so much) more and more cultures must be assimilated to gain the same growth. Each level of assimilation growth adds the equivalent of 100% of the first level. Resistance is almost always futile.
- General population: Basic Drone Unit
- Laborers: Borg Labourer
- Spies: Biologically Masked Borg
- Military recruits: Chambered Combat Drones
Borg Offensive Formations
- Drone Soldier Squadron: A very basic borg soldier group, equiped with the minimum of implants. Engages mostly in hand to hand combat, although - being Borg - incredibly strong and resistant!
- Lazer Drone Soldier Squadron: What is scarier than a Drone Soldier? One with a lazer! Implanting this short to medium range weapon where the hand would normally go, this enhancement greatly increases the destructive power of a basic Drone Soldier.
- Dual-Armed Drone Soldier Squadron: This model of Drone Soldier has had a number of imporvements over the base model, including a short, and long ranged weapon implanted where hands once were. Although each unit is slightly differently equiped, traditional short ranged weapons include lazers, saws, vices, or plamsa dispensors, and long range typically a phaser or other energy weapon. Additionally, strength, speed and armoring are increased, with a few suprises hidden therein.
- Elite Drone Soldier Regiment: The apex of the Drone Soldier Class, this Drone is fully equipped with weaponry, implanted short range teleporter, visual biomolecular scanner, and high power ejectable explosives. They are the strongest of their model, and downloaded with all known forms of assult warfare. In short - a killing machine.
- Borg Scoutship Company: A small (8 kiloTon) oblong-shaped Borg vessel -a living ship-, with an autonomous crew compliment of Scoutship Operational Specialist Drones and their auto-regeneration units. Of course, it is heavily armed. At about 10 drones either in, or built-into the ship, a company comprises about 300 Scoutships.
- Borg Sphere Team: A large sized Starship, of spherical design, perfectly suited to warfare and assimilation. With all of the 'on the fly' adaptations during combat, the already impressive borg shielding, and weaponry, a single sphere can be devastating. 2,500 borg are either crewing, or assimilated into, each sphere.
- Borg Cube: The ultimate in Borg Starship Classes, the cube is a vehicle of incredible stamina and destruction. Self Repairing, able to function on only a small percent of its systems functioning, and all systems super redundant; incredible firepower in either a broad spectrum, or point targeted; and shielding that adopts to the weapons being fired at it - this is a powerhouse of destruction. Its full compliment is 10,000 drones running the ship, or assimilated into the ship, for faster processing.
Borg Defensive Formations
- Drone Guard Squadron: The basic Borg Guards, with the minimum of weaponry thus usually found in hand to hand combat - albeit with far superior strength and resistance.
- Phaser Implanted Guard Squadron: An advancement to the basic Drone Guard, phasers are attached directly to the borgs wrist allowing the borg guards to interface directly with the weapon. This enhancement makes them far more deadly.
- Spatial Torpedoe Outpost: A defensive structure, fully complimented with tactical drones, and designed to launch spatial torpedoes at an attacking enemy.
- Borg Probe Networked Array: Deployed within their own space, the probe acts as a defensive safeguard. An array of 1000 these can encompass a large swath of space, and when fully networked, all can act as one single entity. Each is lightly shielded, and armed with multiphasic photon charges.
- Borg Diamond TriFire Team: A medium class diamond shaped starship, said to be the favored of the Borg Queen, this vessel is built to defend. With the same type of weaponry and shielding as a cube, although on a smaller scale, and faster in normal space, these ships provide a very stable defence. 3 diamonds are matched, and comprise the TriFire team.
- Borg Tactical Cube: Very similar to the standard Borg Cube Starship, this is outfitted for a defensive role in combat. Very heavily fortified, and very capable of destruction, this makes the Tactical Cube the most feared of Borg adversaries.
[Return to top]
Cardassian
Cardassians tend to be predatory in nature, like wolf packs, always seeking out the dominant position in any social gathering. In normal courting behavior, Cardassian couples routinely act bitter and snap at each other.
- Race specialization: 30 Percent Defense Bonus, 30 Percent Covert Operations Bonus
+50 Percent Assignable Bonus.
- Superpower: First Republic of the Cardassian Union - Cardassians relied heavily on the military's expansion into the galaxy to obtain the natural resources which were scarce on their homeworld. The military colonized numerous worlds to obtain the resources for their population and in return had almost complete power over the people. This arrangement satisfied both the military and the civilian population for many years until it was time to expand again...
- General population: Citizens of the Union
- Laborers: Traders
- Spies: Obsidian Order Agents
- Military recruits: Glinn Attackers
Cardassian Offensive Formations
- Nerok War Scout: The Nerok War Scout was developed prior to the Federation/Cardassian War as an intelligence-gathering platform that could operate for months along the volatile border. Unlike other Cardassian warships, the Nerok lacks an integrated defensive armament, relying on escorts for protection from small aggressors. Instead, the Nerok War Scout is armed with a substantial number of light compressor beams, making it a fierce adversary in battle. The Nerok War Scout has a good chance of success in combat against the light cruisers fielded by other neighboring powers.
- Hideki class: The Hideki-class starship is a small attack craft composed of a semi-ellipse fore with a short aft extension ending in a pincer-shaped disruptor weapon. Due to the ship's limited offensive power the Hideki class is confined to border patrol duties during peace time. During the Dominion War the class was present in several major conflicts, they operate in large groups and swarm enemy ships, this allows them to overpower much heavier vessels.
- Tonga Warship: Tonga Class Warships where created to battle Federation medium attack size cruisers, however while they travel in packs.
- Galor class: The Galor class is a group of starships used by the Cardassian Union. Galor class destroyers have a low profile, are long and narrow and are usually painted in a burnt orange color. The ship has a special raised semicircular 'head' at the front, containing the bridge and command section; this head contains one yellow impulse engine. The navigational deflector dish and forward disruptor cannon occupy the bow; the deflector color may vary from blue to yellow or orange. Two additional impulse engines, various disruptor cannons and two warp engines are embedded in two large fin-shaped extensions to port and starboard. A fork-shaped disruptor beam weapon sits at the far aft protecting the stern.
- Keldon: The Keldon class is based on the Galor class. The hull is extended with a large troop or cargo module on the top and two 'tail fins' of unknown purpose.
- Hutet: The arrival of the Hutet, a massive Cardassian battleship, strikes fear into the hearts of the Federation Alliance commanders. Built to take on the most powerful battleships that the Alpha Quadrant has to offer, it carries a daunting arsenal of both Cardassian and Dominion weapons.
- ATR-4107: This is a warp-capable self-guided tactical missile for large-scale planetary attacks. It carries an explosive charge of 1000 kilograms matter and 1000 kilograms antimatter.
Cardassian Defensive Formations
- Cardassian Torture Techniques: Fear is the best defense, if you are caught by the Cardassian forces you are guaranteed to be tortured. Usually one torturer would be assigned to break prisoners. Highly effective against their enemies. Few can resist and not give away information.
- Defence Troop: An defence team is a group of soldiers or security staff that is remains on a planet, station or ship in case of hostillity, or beamed aboard a disabled vessel or outpost to assist steal technology. Defence teams are typically more heavily armed with weapons and specialized equipment for combat situations.
- Disrupter Turret: During the Cardassian Wars, the military employed a number of automated defenses to protect their territory. The Cardassian disruptor turret is a old design which continues to be used to protect the outlying colonies and non-critical military outposts in the empire. While weaker than their Federation and Klingon counterparts in shields and firepower, they are often grouped in threes in order to compensate.
- Orbital Defence Platform: The orbital defense platforms are employed by the Cardassians to protect a planet against an invasion. Equipped with superior offensive technology in the form of torpedoes, the drawback was that the platforms were dependent on a central shield generator.
- Cardassian Defence Cruiser: The defence cruiser is a large powerful defensive ship, armed with poloron torpedoes. In the mid 24th Centuary, a Cardassian cruiser was common for patrolling the borders of Cardassian Space.
- Nor Class Space Station: The Nor-class is marked by a central core surrounded by two rings, the outermost of which served as the base for six arching docking pylons. The majority of Nor-class stations were designed to support mining and refining operations, though they could be adapted to other purposes.
[Return to top]
DragonBall
Currency: Ki Energy
Androids
Androids or cyborgs, these incredibly tough and versatile creatures were initially created by others, although soon learned to make themselves. Mostly humanoid in appearance, they are made for battle!
- Race specialization: 60 Percent Defense Bonus
+50 Percent Assignable Bonus.
- Superpower: Labratory - Every android is limited by their construction - this includes their maximum power, use of their power, special techniques that can be built into each android, and overall effectiveness of the android itself. Having a rare opportunity to have knowledge from different futures, you can research and upgrade the labs you have available, with each upgrade allowing more and more advanced technology, compenents, and techniques for your use, and therefore ever more powerful products of these labs. Each timeline you can bring back knowledge from increases your overall effectiveness by 100% of the timeline 1 (your base timeline) values.
- General population: Mindless Droids
- Laborers: Labor Droids
- Spies: Assassin Droids
- Military recruits: Agressive Programmed Androids
Androids Offensive Formations
- Battle Mech: A ki weilding but very basic offensive mechanical construct.
- Series 18 Android: A culmination of much effort, this series of android is self-aware, able to learn and use ki energy effectively, and -being cybernetic in nature- incredibly strong. The fusion of technology and the living energy of ki, make this android model a significant force.
- Series 17 Android: Like the series 18 model, this series of android is also self-aware and ki-weilding, equally as strong, but far more agressive in battle. With none of the moral limitations of its successor, it may not be as 'developed' on that front, but is a stronger fighting force.
- SuperSeries 18 Android: When an incredibly strong fighter - such as the Series 18 android- fuses with another of that model with sufficient power...what do you get? A SuperSeries 18 Android. Much stronger than its fused entities, this model of android is a walking, flying, force of death and destruction. With abilities beyond imagination, stopping even one of this series would be a herculean task.
- SuperSeries 17 Android: When a duo of Series 17 androids can gather sufficient energy, they too can fuse with each other. The energy input must be massive, and the energy, and the two entities, all fuse together creating a SuperSeries 17 Android with all of the input power, skill, and energy. Far superior to the component inputs, this technological creation is synonymous with death and destruction and feared by anyone and everyone with intelligence enough to realize the power present.
- Perfect Cell: A Perfect Cell series android is a pinnacle of power and technology. By acquiring sufficient technology, component inputs (namely other androids of sufficient power), galactic scales of energy, and a genetic infusion of other powerful beings, a new being - far superior to all others - is formed. Growing from a single cell, the name stuck and the end result called a Perfect Cell class android. Entire galaxies should fear the approach of such a being!
- Perfect SuperCell: The only android more powerful than a Perfect Cell model, is a Perfect SuperCell. Drawing on multiple timelines, a number of Perfect Cells can combine, infusing the remaining Perfect Cell with the timeline combined powers and energy, creating a single Perfect SuperCell class android. Beware those in its timeline, as the power of such a being matches that of an entire galaxy of suns!
Androids Defensive Formations
- Defensive Mech: A ki weilding but very basic defensive mechanical construct.
- Protector Android: With more ki, more intelligence, and more advanced systems, this model of android - the Protector Android - is a wall of force! Designed with the sole purpose of stopping assults, this single minded model is much feared!
- Series 8 Android: Defensive in nature, and not prone to attack unless instigated, the wise will not chance such instigation...but - for those that do, the pure strength of this mechanical, intelligent, being will easily crush all but the most powerful. Pure force, strength and determination define this brute of a being. Do not let the early model designation fool you into underestimating the power held within!
- Series 16 Android: While also not aggressive in nature, this giant ki infused softspoken model of android is far more powerful than most can even comprehend. Built of many component parts, mechanical, genetic and pure energy, the final product - a Series 16 Android - is a world of power compressed into its humanoid form! A perfect warrior when required, energy, abilities and technique fused into a warrior build, not many could stand against such fierceness unleashed when attacked.
- SuperSeries 16 Android: In a fusion of timelines, the series 16 android can combine to create a form much more powerful than a single 16. Requiring much energy, and component inputs, the end result is almost beyond comprehension in pure power, strength and fighting ability...
- Future Enhanced Super Android 20: Though the creator has long been outpaced by his creations, the creations taking over where the creator left off, one legacy remains - the design of the Super Android 20 .. the final model. In a rare breakdown of the timeline, knowledge from far far far in the future has been obtained and transplanted to this time. Though the internal workings remain a mystery, the duplication of the workings is not. With the most energy of any android, the almost mystical future enhancements, and the collapse of multiple timelines into a single entity, the Future Enhanced Super Android 20 is born. Its power is literally out of this world, out of this reality, and surely beyond comprehension....but....here it is. Beware.
[Return to top]
Saiyans
One of the most powerful races in existence, the Saiyans only grow stronger with each battle. Using Ki energy, they can obtain unimaginable power...making them the most feared of opponents.
- Race specialization: 60 Percent Attack Bonus
+50 Percent Assignable Bonus.
- Superpower: Ki Multiplier - The ability of Saiyans that differentiates them from other races, is their incredible command over the universes living energy or Ki. They can gather it, manipulate it, and use it for offense or defensive tactics. They can also use their innate abilities to multiply it, creating stronger and stronger Saiyans the greater the races ability to multiply the Ki at their command. Do not mistake this with a temporary increase (Kaioken) - this ability is permanent and without it further Saiyan forms would not be possible.
- General population: Saiyans
- Laborers: Laborer Class Saiyans
- Spies: Teleporting Specialists
- Military recruits: Warrior Trainees
Saiyans Offensive Formations
- Saiyan Warrior: The natural form of a trained Saiyan warrior. They may look normal sized, but do not understimate them.
- SuperSaiyan Warrior: Drawing Ki power from without, the Saiyan Warrior can increase their own power, stabalize it, and take the form of a SuperSaiyan. Much stronger, and more dangerous, they wield super speed, strength, and various energy attacks via Ki manipulation and discharge.
- Oozaru: By drawing on the reflected light within a particular spectrum, the inner form or beast within the Saiyan is released. Growing in power, size and destructive power, the Oozaru is a 100meter high, Saiyan enhanced ape-like form. With the intelligence and control of the Saiyan forfit for pure power, the Oozaru is literally out of control and a force of pure destruction. And really, who wants a monsterous, superpowered, out of control, ape on their doorstep?
- SuperSaiyan Level 2: Since the Saiyan can continually grow in power, when one has spent enough time training in SuperSaiyan form, a higher level - SuperSaiyan Level 2- can be obtained. With more training, and more energy, the SuperSaiyan Level 2 warrior is faster, stronger, more powerful in all aspects.
- Super Saiyan Level 3: Eminating power from their very core, the SuperSaiyan Level 3 is the successor to the Super Saiyan Level 2...Again exponentially stronger, faster and energy infused. The power of such a being is hard to conceive, but there is little they cannot do.
- Golden Oozaru: From the Super Saiyan status, with agian the right spectrum of light energy, the Super Saiyan can take the form of a Golden Oozaru - similar to the Oozaru but fully in control, immensely more powerful, and golden in color. Few have seen such destructive and powerful creatures ... and lived to report it.
- Super Saiyan Level 4: From the Golden Oozaru state, once full control and power is reached, an ascension to Super Saiyan Level 4 can be obtained. This state compacts the power into a humanoid form once again, with beastlike characteristics remaining. It is also the very pinnicle of the Saiyan power, and no known force in the universe can easily match this power. This class of warrior, may well in fact be the most powerful force in the known universe.
Saiyans Defensive Formations
- Saiyan Guardian: A warrior Saiyan pledged to defend their realm, the Saiyan Guardian is a formidable defence!
- SuperSaiyan Guardian: With enough energy, and training, the Saiyan Guardian can take SuperSaiyan form, increasing strength, speed and power.
- Fused SuperSaiyan Guardian: What is more powerful than a SuperSaiyan Guardian... well - 2 SuperSaiyan Guardians. And more powerful than that? A Fused SuperSaiyan Guardian. With 2 Guardians temporarily combining forms, they multiply their own power opposed to simply adding their power together. When SuperSaiyan Guardians are prepared and knoweldgable enough to Fuse - they create an incredibly strong defensive opponent!
- TriFused SuperSaiyan Guardian: A little known ability, 3 SuperSaiyans can actually combine or fuse to form -temporarily- one incredibly strong TriFused SuperSaiyan Guardian. Since power is a multiplication within the fused SuperSaiyan, TriFused is much more powerful than the sum of the powers input!
- Fused TriFused SuperSaiyan Guardian: By combining fusing technicques, with enough energy and power two TriFused SuperSaiyan Guardians can combine. The energy input is immense, the resulting Saiyan almost godlike in power and ability.
- SuperSaiyan Level 4 Guardian: Through mystical means, the fused forms can combine permanently and -with enough energy, training, and control by the fused Saiyans invidually- a final form of Super Saiyan 4 can be obtained. The oath of defense still keeps this demigod within their own realm, much to the relief of all within their sphere of existence! Only a fool, or another of godly power, would dare affront this power of the verses!
[Return to top]
Dragons
Thought once to only come from dragonballs, this ancient race is actually far more prevelent than imagined. Ranging from very weak, to almost omnipotent, the dragon is never one to be ignored.
- Race specialization: 20 Percent Attack Bonus, 20 Percent Defense Bonus, 25 Percent Covert Operations Bonus
+50 Percent Assignable Bonus.
- Superpower: Dimensional Pools - Dragons in this universe or dimension, get their power from the Ki in this realm, plus the other universes/realms/dimensions to which they have access. This is why dragons are as powerful as they are - they tap into energy and power sources from multiple dimensions or realities! Here, you can put the effort into finding new dimensions from which all dragons can benefit...Each dimension you can draw energy from will increase all dragons' power by 100% of the power of one dimension.
- General population: Baby Dragons
- Laborers: Horde Gatherers
- Spies: Phase Dragons
- Military recruits: Aggressive Dragon
Dragons Offensive Formations
- Dragon Warrior: A dragon. Nuff said.
- DragonBall Infused Dragon Warrior: A DragonBall is a source of dimensional power, encompassed in a symbolic and physical ball. The DragonBall has many potential sourcs of power, but most believe it is a Dragon itself, trapped in the sphere, that is the source of this power. Regardless, the DragonBall Infused Dragon Warrior is a much more powerful form of dragon than a simple Dragon Warrior.
- Dual DragonBall Dragon Warrior: With 2 DragonBalls infused into the Dragon Warrior, its power is multiplied. The abilities, strength, speed and fierceness of such a breed is leagues above the normal dragon.
- Fused DragonBall Dragon Warrior: When dragons fight and train against each other, the conquerer may swallow up the defeated. In a type of fusion specific to the dragon, such a combination greatly increases the power of the new entity.
- DualFused DragonBall Dragon Warrior: When the most powerful of dragons perform the same fusion or combination as those less powerful, the result is unsuprisingly a lot more powerful as well. With the power of multiple dragons, and multiple DragonBalls, this single new entity is almost unmatched in power!
- TriFused Dragonball Dragon Warrior: Fueled by 3 fused Dragon Warriors, each with a dual DragonBall and dragon combination, this almost near perfect dragon form is one that entire galaxies should fear!
- Ancient AllStar Dragon King: The mystic power of a complete set of DragonBalls (7), is far greater than summary power of each. For reasons unknown, the AllStar Dragon - each a King of dragons - surpasses all that came before, and is the pinnicle of the dragon evolution! They are, in all senses, gods of the dimension they choose to inhabit. In fact, outside the dragon community, they are often known as DragonGods.
Dragons Defensive Formations
- Dragon Protectorate: A dragon protecting its realm. Despite mythology, much more than a match for any knight of steel alone.
- DragonBall Infused Dragon Protectorate: A DragonBall is a source of dimensional power, encompassed in a symbolic and physical ball. The DragonBall has many potential sourcs of power, but most believe it is a Dragon itself, trapped in the sphere, that is the source of this power. Regardless, the DragonBall Infused Dragon Protectorate is a much more powerful form of dragon than a simple Dragon. Still confined to their own realm, they protect it at all costs!
- Fused DragonBall Dragon Protectorate: When dragons increase their domain, they often must defeat another in the process. The conquerer may swallow up the defeated and in a type of fusion specific to the dragon, such a combination greatly increases the power of the new entity. Bigger territority, bigger size, greater strength power and ability, the Fused DragonBall Dragon Protectorate is an almost unconquerable defender!
- DualFused DragonBall Dragon Protectorate: When the most powerful of dragons are matched, and one prevails, the result is a dragon of immensely more power than either -or both- had before. With the power of multiple dragons, and multiple DragonBalls, this newform Dragon Protectorate is much feared, even amongst the most powerful! Luckily they will not venture out of their realm, but not so lucky for those that enter thiers....
- TriFused Dragonball Dragon Protectorate: Only one Dragonball short of a set, this monster has beaten all that have opposed it, including the very powerful. The power and force of this Protectorate is legendary - mostly in myth since almost none have ventured to cross this being and returned to tell. The dimensional flux power this elder, and few will -or should- venture in to witness its power.
- Ancient AllStar Dragon Lord: The mystic power of a complete set of DragonBalls (7), is far greater than summary power of each. Fused with such power, necessarily ancient in order to obtain such power, and undefeated if alive, these Lords of Dimensions and Reality are usually the last thing that any who see them, see. Entire galaxies, realities and dimensions can fall to such a Lord, and many have...Tread lightly here, for to be noticed is most likely to be annihilated.
[Return to top]
Game Updates
The Game Updates page records changes to current behavior. If a future update conflicts with this guide, report the discrepancy through
[Return to top]
(C) multiversegames 2006-2009
|
|