NationStates Jolt Archive


The Amalgamation (ESS, Factbook, Aliens)

Amazonian Beasts
18-05-2007, 22:36
The Amalgamation

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Basics

History

The history of the Amalgamation begins nine thousand years in the past. A single race, the Zealots, had just entered the space age, able to move about their own solar system, revolving around a Blue Giant. What the Zealots, originally a peaceful race, were excited to discover was that on the fifth planet out of the system, a mostly-water world draped in archipelegos, was another sentient race-who also was just entering the space age-the Enforcers. These crossbreeds of primates and cetaceans (more cetacean than primate), however, were not enthralled to make contact with the reptilian Zealots-and per to their warlike nature, immediately attacked the other race. What followed was the three-thousand years war.

The war raged for three millenia as the two races proceeded to drive each other into almost pre-space conditions, until a third party entered and mediated an armored truce-Arboreals called the Progenitors, who called themselves the "Second Race". They spread their prophetic religion to the Enforcers and the Zealots, and united the races together. The United Concord was then signed-a three-way pact between the races. The Progenitors naturally took up the leading role of the Concord, and the Zealots over the next hundred years as both the Zealots and Enforcers adapted to the technology of the Progenitors advanced themselves directly in line with the Progenitors. The Enforcers began developing a sentiment of rejection, angry at their long-time enemies.

The next five thousand years brought about a period of great peace. Three new races were incorporated into the Concord (which quickly was renamed the "Amalgamation" followed the third of these): The reptilian Seekers and Predators, and the Arboreal Enigmats. The Amalgamation expanded over the Orion Arm of the Milky Way galaxy, wiping out races that refused to integrate into the Amalgamation. The Amalgamation swelled before they ran into a race that defied all expectations-the Infectors.

The Infectors at the time were a worm-like race that lived underground on a lava world. When the Amalgamation took out the primary sentient race of the planet, the Infectors raised up from beneath the ground-and took back their world, one stop at a time, wiping out Amalgamation armies. It was soon discovered, however, that Infectors had no effect on the Progenitors-and soon, two armies of Progenitors, a race that was smaller than any other and usually never fought, was built to fight off the Infectors. Rather than destroy them, however, the smartest race of the Amalgamation found something better-they could control the Infectors-discovered when a captured worm was subjected to intense testing.

Quickly, the Amalgamation grew a massive batch of Amalgamation-controllable Infectors, then released the plague upon the planet. The Progenitors's breed was far stronger than the natural race, and the wild Infectors were rendered extinct. The Amalgamation realized what kind of a weapon it had-and continued their purging crusade. Two further insectoid races and one primate race-the Torrent and Drudges, and the Helots, respectively, joined the Amalgamation-but then things got hairy.

The Helots were a primate race used primarily as forced labor, but one hundred years ago, the Helots, more numerous than any other race of the Amalgamation, grew up in uprising. A massive revolt was launched agaisnt the Amalgamation, and the Helots were surprisingly organized. The Seer of Wisdom-the current Clairvoyent, or Highest Seer, of the Council of Veracity, the Amalgamation's ruling body-unleashed the Infectors on the Helots-but surprisingly, they too, like the Progenitors, had a natural resistance against the Infectors. A bloody, long war was drawn out. The Amalgamation's numbers, once in the hundreds of trillions, drained to the billions as casulties upo casulties mounted against the numerous Helots. As the Seer of Candor assumed Wisdom's position as the Clairvoyent ninety years into the war, a new weapon-the Harbinger-was developed. It was a superweapon of massive proportions, and was unleashed upon the homeworld of the Helots. The world was utterly destroyed-cracked in half like an egg-as a massive stream of plasma cut through the world like butter.

The Helots were unable to stand against the Harbinger, or the power of Candor's sweeping, massive attacks against the Helots. The Purge of the Helots, as the campaign began to be called, ended four months ago-and resulted in the deaths of every single Helot. It was then brought up again about the subject of another race that was discovered that resembled the Helots-a race that called themselves the Humans. One Zealot-the Supreme Commander of a war fleet of the Amalgamation-had stepped foot on the planet fifty-odd years before, thinking it was a Helot birthing ground, especially since the Humans resembled the Helots very closely. It turned out not to be a Helot world-but instead, the world key to the salvation of the Amalgamation religion. Information quickly went around when the world was brought up again-the world named Vesta. An interceptor patrol recently had sent transmissions around after acquiring data-the world indeed contained the legendary Orb of Sacrament, the breaking the seal of which would theoretically lead to the salvation of the Amalgamation.

The only thing standing in the way was humans. A three-ship interceptor group was deployed to the surface to test human aerial defenses. The group was destroyed, but not after taking out a good number of human aircraft. A water-borne ship was also destroyed, with ease-the probing was complete. Core Habitat, the Amalgamation capital, transferred to the Vestan system to begin the operation-along with more than half of the Amalgamation fleet.


In the Works
Amazonian Beasts
18-05-2007, 23:09
Religion

The religion of the Amalgamation began with the Progenitors. The Arboreal race thousands of years ago, before they developed space travel, revered a massive structure on the Progenitor homeworld, Foundation-a massive structure they called the Contraception. It was a massive spire that spiked into the sky, all the way into low orbit. At one time, the Progenitors grew advanced enough to enter the Contraception-and found a massive grid of controls awaiting them. By blind chance, they activated one that fired a massive pulse into space-and brought up a giant holographic map. The map indicated the presence of a giant Sphere, buried deep underneath an unnamed terrestrial planet far away. It was of great importance on the map, and immediately it became a thing of interest for the Progenitors.

The Progenitors refined their religion after the "First Enlightenment", growing more advanced. They discovered through the Contraception another race, one that had lived long ago-a race they dubbed the Premiers. The race was long extinct, apparently, and the Contraception made frequent referance to a race that apparently was the enemy of the Premiers-the Infection, a sentient race that mutated other beings to continue survival. The Progenitors marked these beings as divine enemies (and equally, the Progenitors would later exterminate the Wild Infectors, but also created their own, loyal stain)-but apparently, there was another race that had also inflicted numerous evils upon the Premier colonies-a race dubbed the "Hugon" by the Contraception computers, a Primate race. Apparently, they still held the spirits of the long-deceased Premiers in captivity until a race could free them-what soon became the goal of the Progenitors. Supposedly, this captivity was inside an underground globe called the Orb of Sacrament.

After more Premier structures and icons were discovered on nearby worlds, the Progenitors made it their divine mission to find indicators that would eventually lead them to the world of the "Hugon" and free the Premiers. This would supposedly turn the Progenitors, and all who assisted in this divine chase, immortal and divinely blessed. The quest to eradicate the Hugan intensified, and countless races either integrated with the Progenitors or faced extinction. The Progenitors soon mandated a policy of integration or death amongst races other than the Hugon-who were to be marked with extermination when they were finally uncovered. A Premier temple on the Predator homeworld of Yleron revealed a cryogenically stored DNA sample of the Premiers and of the Hugon, as well as more information-the Infection was not an evil, but actually a tool-a tool for victory for whatever side gained control of the parasitic race.

A further temple on the Helot world Sinopus revealed further information-the Hugon apparently had been thrown back into prehistoric technology when the Premiers let loose a massive well of energy when they were trapped inside the Orb of Sacrament. This corresponded with the discovery of Earth, called Vesta by the Amalgamation-who discovered a race called the Humans, of Class 7 technology-a level that would correspond with a Hugon timeline of development, along with the strikingl similar name. It was determined that these Humans were the ultimate enemies of the Premiers all along-and Earth the final destination of the Progenitors.


Culture/Society

The Amalgamation has a class-system culture. Races are defined on their level-with the Progenitors as the highest, and the Infectors as the lowest. This defines the basic duties of each race, along with positions they can hold and military function. Though the Amalgamation splits along biological class divides, it still mostly holds parity throughout the Amalgamation (though the Insectoid races suffer worse conditions than any others-likewise, they also have the least intelligence).


Economy

The economy of the Amalgamation is entirely nonexistant. The Amalgamation has no contact with any other civilizations that it does not destroy or integrate-and likewise, equality amongst resources is distrbuted throughout every being of the Amalgamation in a communist-style. No money is used in the Amalgamation at all, and barter and trade between civilian units is the norm, besides command distribution.
Amazonian Beasts
19-05-2007, 01:18
Species of the Amalgamation


Progenitors

Avg. Height: 7'2"
Avg. Weight: 120 Kg
Biological Family: Reptomammal (More mammal)
Speed Class: Medium-Slow
Intelligence Class: Very High
Climate/Terrain Origin: Savanna, 72 F
Species Rank: 1
Focus: Power

Progenitors are the power-hungry and dedicated rulers of the Amalgamation, far more intelligent that any other race. They are fiercely religious, but more than anything, aspire to be the sole sentient race in a place of power-part of their motivation for lowering the Zealots down on the power scale. They are reptomammals, a hybrid of reptilians and mammalians, though they are more mammal on the inside (but with a more reptilian appearance). Progenitors are usually non-fighting, but they can engage in combat with effectiveness.


Zealots

Avg. Height: 8'9"
Avg. Weight: 183 Kg
Biological Family: Reptilian
Speed Class: Medium
Intelligence Class: High
Climate/Terrain Origin: Temperate Forest, 69 F
Species Rank: 2
Focus: Honor

Zealots are a reptilian race that, more than any other species of the Amalgamation, are mentally and socially similar to humans-they care for young, serve in family units, and have a deep respect for life. They pride their honor as a species even greater than their loyalty to the Amalgamation-but they still are fiercely loyal to the Progenitors and the Amalgamation religion. They are destructive opponents in combat, and they are far stronger than their slender body shape implies.


Enforcers

Avg. Height: 9'4"
Avg. Weight: 204 Kg
Biological Family: Primate-Cetacean Hybrid
Speed Class: Medium
Intelligence Class: Medium-High
Climate/Terrain Origin: Archipelago, 78 F
Species Rank: 3
Focus: Victory

Enforcers are the aggressive defenders of the faith, front-line soldiers and bodyguards who are superior soldiers. They lack slightly in intelligence, but more than make up in brute force, where Enforcers are terrifying enemies to face in combat, capable of easily crushing humans. They technically are Cetaceans-reflected by their incredible swimming capabilities and oily skin-but also have hair and more ape-like faces, along with the typical primate short temper. They are one of the best species for strength-to-size ratios.


Seekers

Avg. Height: 7'8"
Avg. Weight: 145 Kg
Biological Family: Reptilian
Speed Class: Fast
Intelligence Class: Very High
Climate/Terrain Origin: Rocky/Barren, 99 F
Species Rank: 4
Focus: Concealment

Seekers are the stealthy scouts and special operations experts of the Amalgamation, combining fast speed with great intellect and smarts. They have energy-absorbant skin, allowing them to "cloak" their own appearance by bending light particles around their bodies-light reflection reveals what is on the other side of the Seeker. Adapting to the harsh terrain of their homeworld, Seekers are excellent climbers and scalers, and are great at infiltration and secrecy.


Predators

Avg. Height: 15'11"
Avg. Weight: 388 Kg
Biological Family: Reptilian
Speed Class: Slow
Intelligence Class: Medium-Low
Climate/Terrain Origin: Pinnacle/Rocky Canyon, 74 F
Species Rank: 5
Focus: Brotherhood

Predators are remarkably emotional creatures, a condition that would look the total position by their large body frame and massive size. They are immensely loyal to the Zealots, stemming from a friendship between the two species going back a thousand years. They are ferocious combatants, but besides Zealots, Predators are the most understanding race of the Amalgamation. On the field of battle, however, they are unparalled in fighting ability and sheer destructiveness.


Enigmats

Avg. Height: 7'1"
Avg. Weight: 110 Kg
Biological Family: Unknown Arboreal
Speed Class: Medium-Fast
Intelligence Class: Medium
Climate/Terrain Origin: Frozen, 9 F
Species Rank: 6
Focus: Religion

Enigmats are more diminutive arboreals of the Amalgamation, but they are fierce religiously-motivated warriors on the battlefield-even more so than the Progenitors. The Enigmats are dedicated enough to spare themselves for any cause to further the freeing of the spirits of the Premiers. They are brave warriors by far, confronting and attacking forces much greater and stronger than them-and religious zeal can often overcome these forces.


Torrent

Avg. Height: 5'5"
Avg. Weight: 78 Kg
Biological Family: Arachnid
Speed Class: Medium
Intelligence Class: Low
Climate/Terrain Origin: Desert, 109 F
Species Rank: 7
Focus: Survival

The Torrent are incredibly numerous within the Amalgamation, but are really fairly cowardly arachnids. They have a strong and thick body frame, which makes their external appearance (besides their shiny exoskeleton) seem somewhat like that of a reptile. They attack en masse generally, but often fear fighting up close unless escorted by a stronger sentient, such as a Zealot. However, the power they hold within the Amalgamation due to their numbers is undeniable.


Drudges

Avg. Height: 7'9"
Avg. Weight: 109 Kg
Biological Family: Insectoid
Speed Class: Low
Intelligence Class: Medium
Climate/Terrain Origin: Desert, 128 F
Species Rank: 8
Focus: Harmony

Drudges make up the worker caste of the Amalgamation, but are no strangers to fighting either. They carry out much of the menial labor on board the Amalgamation capital ships, along with overseeing repair duty and functionality of equipment. They have a pair of wings on their backside, allowing them to fly about and gain a tactical height advantage on enemies. They are not usually used in combat-more often before and after fighting to rebuild and strengthen fortifications.


Infectors

Avg. Height: 2'1"
Avg. Weight: 18 Kg
Biological Family: Amorphous Insectoid
Speed Class: Medium-Fast
Intelligence Class: Very Low
Climate/Terrain Origin: Volcanic, 154 F
Species Rank: 9
Focus: Assimilation

Infectors are a class of species totally unique-they can re-arrange their atomic structure, allowing them to fit through fissures and crevasses, absorb kinetic and physical objects and flow around them, and do their primary job-assimilation. Infectors, the Tool of Salvation, are bred by the Amalgamation to assimilate and mutate other races-they utilize a pair of razor-sharp frontal spines to puncture the chest of a target, then burrow their head into the victim's chest cavity, squeezing in by changing their body into a fluidous form. They can then take control and mutate a host.
Amazonian Beasts
19-05-2007, 01:19
Major Personas


Seer of Candor

Height: 7'4"
Weight: 134 Kg
Race: Progenitor
Occupation: Clairvoyant, Leader of the Council of Veracity
Age: 51

Candor is still a fairly young Progenitor, but his power is undeniable. He is the ultimate leader of the Amalgamation, reflected by holding the position of Clairvoyant. However, Candor has his own agenda for both the Council and the Amalgamation as a whole. He is a power-hungry individual who seeks the total destruction of every last human being on Earth to satisfy his bloodthirsty taste for extermination. He oversaw the construction of the Harbinger to wipe out the Helots, and slowly is bringing his favored race, the Enforcers, up to the second most powerful race-and developing a growing resentment from the honor-bound Zealots.


Seer of Wisdom

Height: 7'0"
Weight: 109 Kg
Race: Progenitor
Occupation: Seer, Council of Veracity
Age: 182

The Seer of Wisdom is the other "important" Seer on the Council of Veracity (with Constant and Renewal usually less important in decisions). Wisdom is a hard-liner, holding the position of Seer before any of the others were even born. He commanded most of the Purge of the Helots before Candor became Clairvoyant, which was a position held by Wisdom for 78 years. He is a stickler to the religion of the Amalgamation and is the most religious of the four Seers.

The Augury

Height: 8'8"
Weight: 185 Kg
Race: Zealot
Occupation: Augury, Highest of the Zealots
Age: 37

The Augury had a Zealot name at one point, but once he assumed his position as the Augury-the highest Zealot-he lost that and transcended higher. Despite his position of high respect amongst all the reptilian races and the Seer of Wisdom, the Augury is especially disliked by the Seer of Candor, who sees the Augury as too much of a powerful figure in the reptilian ranks, especially as Candor looks to decrease the power of the Zealots amongst the Amalgamation.


Cygnus

Height: 9'0"
Weight: 209 Kg
Race: Zealot
Occupation: Commander, Zealot Special Forces
Age: 41

Cygnus leads all special forces of the Zealots, and is a good friend of the Augury. As the Augury specializes in special forces as well, the two frequently both engage on cooperative missions, providing cover between the two best warriors of the reptilian race. Like the Augury, Cygnus has a strong sense of personal honor for both himself and his opponents-at the point of even letting a defeated and defenseless opponent live, rather than engaging in the butchery that frequents Enforcer attacks.


Lethe

Height: 9'10"
Weight: 245 Kg
Race: Enforcer
Occupation: Chieftain, Highest of the Enforcers
Age: 39

Lethe is an aggressive, heartless, cold Enforcer-comparable of skill to the Augury and better than Taurus. He is extremely large for an Enforcer at nearly 10 feet and almost 250 kg-and has the strength and muscle to match, able to literally smash a Seeker with his fists. He has the most disdain for the Zealots, particularly the Augury, and is a favorite of the Seer of Candor. He attacks with utter violence and disregard for life in battle, taking no quarter and leaving none alive.


Crypt

Height: 27'11"
Weight: 614 Kg
Race: Infector
Occupation: Command Mind of the Infection
Age: Unknown

Crypt is truly an Amalgamation-he is a hobjob of Infector parts and mutated bits in one giant, powerful form that controls the Infection. He is technically the only one who truly knows of the Amalgamation religion, but doesn't share-Crypt was around back when the Infectors were first released during the Hugon-Premier wars. He has led the Infectors for millenia-and sold out the Wild Infection to the Amalgamation, seeing the chance to better promote his race. He is different in that way-he could be the smartest being of the Amalgamation, and like Candor, has his own agenda.
Amazonian Beasts
19-05-2007, 02:38
Technology

Armor Technology

The Armor of the Amalgamation uses a variety of metals-double-bonded titanium primarily-into an extremely durable and holding metal. It is capable of deflecting light arms fire and absorbing larger explosive and kinetic attacks. Armor can also transfer energy attacks over a larger area of the armor to reduce the overall damage to the armor as a whole. It is very lightweight due to its design, allowing more mass to be allocated to other systems on ground vehicles relying on weight to achieve speed.


Shield Technology

Amalgamation shields are fairly lighter than their armor technology, but still is useful. Sheilds are designed to hold off energy attacks more than projectile attacks, but can still handle both. They are set on the most powerful ground vehicles, as well as in mobile personal carryable shields, as well as the ships and fighters of the Amalgamation. It uses multiple shield matrices to project an overlapping field of energy particles millimeters above the surface of armor, allowing a collapsable frame that depletes over damage. Capital ships of the Amalgamation generally have dozens or even hundreds of matrices to keep sheilds functional under heavy attack.


Sensor Technology

The sensors of the Amalgamation are incredibly strong; one of the best points of Amalgamation technology. The biggest innovation of the Amalgamation is the "Gravitational Sensor", a tracker device that "paints" large gravitational sources that can indicate camoflauged or cloaked units. The Amalgamation also has a large variety of lesser sensors, such as infrared and heat detectors, electronic beacons capable of even detecting the tiniest electric pulses, such as those used in personal computers, and sensor pickups, which reverse-track sensor (and radar) by other sources.


Engine and Anti-Grav Technology

The Amalgamation uses a variety of engine techs in the final product, but it all starts with the basic reverse-polarity gravitational thruster (a technology which has been adapted into a grenade). This uses an energy-injector thrust engine to offset the magnetic force of a certain area, reversing the gravitational field in the area-giving rise to innovations such as anti-grav engines and grav lifts, comparable to elevators. Another frequent engine tech used is a twist on the basic fuel-thrust design, that fires strong pulses of energy up to a thousand times a second to make the appearance of a constant thrust.


Weapons Technology

The Amalgamation uses a variety of weapons, but the basic derivative of most weapons is the plasma bolt. The plasma bolt is a small glob of plasma encased in a stabilizing magnetic field that contains the plasma glob until it makes contact with another mass. Upon contact, the plasma glob releases its heat energy into the mass in a fraction of a second, allowing it to burn straight through metal, stone, and obviously, flesh. The Amalgamation also uses a type of laser bolt weapon, that avoids the constant problem of blooming by reducing its pulse to a fraction of a second-producing a laser "bolt" that shunts its energy into a target upon contact in a bolt that uses less energy than the plasma glob but is less powerful. Two other energy/plasma weapons of the Amalgamation are the capacitator-a weapon that fires a massive bolt of electricity that is designed to short out electrical systems, much like an EMP burst-and the Triple-Stage Energy Bolt, a hyper-powered version of the laser bolt that undergoes three chargers rather than one to produce a massive bolt; the gun is usually mounted on capital ships or the highest ground vehicles.

The Amalgamation also uses physical weapons. A popular physical weapon of the Amalgamation is the Plasma Shell-an explosive kinetic shell encased in a layer of plasma that burns through defenses, allowing the kinetic shell to punch through and release its full kinetic energy into the now-defenseless target. Energy Needles are depleted-uranium needles containing an energy-shrouded point. Upon contact, the point, bolstered by the energy tip, punches through flesh, metal, and a variety of surfaces in nasty ways. Flak Bolts are pure physical weapons that unleash a shrapnel-shell for both anti-air and anti-ground purposes that explodes and throws depeted uranium flakes across a sphere of area, capable of slicing apart virtually any known material and even capable of scissoring deep into energy shields. Magentically-Accelerated Shells are physical projectiles thrown from a magnetic accelerator that uses opposing magnets to throw a slug at high projectiles, giving the shell extremely high kinetic energy.

Finally, the Amalgamation also uses a load of missile weaponry. Many of the missiles contain some sort of variety of Ion Loads, which inflict a two-stage load of ionized unstable particles when coming into contact with a surface. Others contain Positron Loads, which inflict antimatter damage when contacted, and simple Explosive Loads, which simply look to cause a massive explosion and damage as much as possible. The Amalgamation also uses Specialty Loads, which contain sources such as Cryogenic material, adhesive material to trap, fire-inducing chemicals, rocket-boosted disease spores, biological weapons, and massive gravitational destabilization fields. One of the most devestating weapons of the Amalgamation in atmosphere is the Seismic Disruptor, a weapon that when deployed causes massive seismic upheaval and can crack apart surfaces.
Amazonian Beasts
19-05-2007, 03:17
Land Vehicles


Sentinel

Type: Scout
Length: 2.6m
Width: 1.0m
Height: .5m
Max Speed: 625 Kph
Crew: 1 pilot
Armor: Triple-Bonded Titanium
Armament: Two Laser Cannons, Two Plasma Cannons

The Sentinel is the basic ground vehicle of the Amalgamation designed to engage infantry and light armor with speed and quickness. It is armed with two infantry-raking lasers and two armor-fighting plasma cannons, capable of engaging both with fast attacks to break and run quickly. The Sentinel is a crucial aspect to opening attacks by the Amalgamation and are also excellent harassers later into battles and during routs of enemy forces.


Defender

Type: Light Tank
Length: 4.2m
Width: 2.1m
Height: 1.9m
Max Speed: 290 Kph
Crew: 1 pilot, 1 gunner
Armor: Triple-Bonded Titanium
Armament: One Laser Cannon, Two Plasma Cannons, One MAC

Defenders are light tanks capable of throwing their weight against armor and infantry alike, propelled to speeds above most tanks by heavy anti-grav thrusters. Defenders are often stationed as sentries and as picket guards, and are great assets in bending the flanks of enemy forces to get behind and assault groups from multiple directions. Defenders aren't the most well-armed vehicles, but they are very well-balanced.


Warden

Type: APC
Length: 9.9m
Width: 4.2m
Height: 3.8m
Max Speed: 89 Kph
Crew: 1 pilot, 1 gunner, 1 loadmaster
Armor: Triple-Bonded Titanium
Armament: Two Plasma Cannons, One Laser Turret

Wardens are heavily armored craft capable of taking a beating. They can carry up to a squad and a half of troops inside of them and are capable of deploying straight up to the frontlines. Wardens can dish out slight damage with two plasma cannons and one rapid-fire laser turret dorsally mounted, but generally they stay away from engaging in direct combat.


Guardian

Type: Missile Tank
Length: 8.6m
Width: 6.7m
Height: 2.3m
Max Speed: 105 Kph
Crew: 1 pilot, 2 gunners
Armor: Triple-Bonded Titanium
Armament: Two Plasma Cannons, One Laser Cannon, Two Ion Rocket Turrets, One Positron Rocket Turret

The Guardian is a well-designed missile-saturation tank designed to engage heavily-fortified defenses or well-armored tanks. Each turret is armed with twenty of its respective warheads, letting the Guardian engage with ability before having to fall back to reload. It has decent speed, allowing the Guardian to fall back without much fear of retribution, as well as usually being supplemented by Champion main tanks.


Champion

Type: Main Tank
Length: 12.7m
Width: 6.9m
Height: 4.0m
Max Speed: 120 Kph
Crew: 1 pilot, 2 gunners
Armor: Triple-Bonded Titanium
Armament: Two Plasma Cannons, Two Laser Cannons, One MAC, One Capacitator, One Plasma Shell Thrower, Six Needlers, One Light Seismic Disruptor

The Champion is the Amalgamation's main tank, a frontline monster capable of engaging with force against both infantry and armor alike. It has two lasers and six rapid-fire needlers, capable of shredding infantry to pieces in mere seconds. It has two plasma cannons, a high-powered MAC, a capacitator, and a plasma shell cannon, making the Champion an excellent combatant against enemy armor.


Protector

Type: Artillery Tank
Length: 16.1m
Width: 8.0m
Height: 5.8m
Max Speed: 81 Kph
Crew: 1 pilot, 2 gunners, 1 primary gunner
Armor: Triple-Bonded Titanium
Armament: Two Plasma Cannons, Two Laser Cannons, Two Triple-Stage Laser Cannons, One MAC, One Seismic Disruptor

The Protector is the Amalgamation's equivalent to battlefield artillery, with a long-range MAC and two capital-ship grade triple-stage lasers that can easily punch down redoubts and fortresses with one shot. They are heavily armored, and can survive massive damage. They can also deal out considerable damage to nearby infantry and light armor with two plasma cannons and two lasers.
Amazonian Beasts
19-05-2007, 03:58
Fighters, Dropships, and Capital Ships


Wraith

Type: Interceptor
Length: 8.4m
Width: 5.1m
Height: 2.7m
Max Speed: Mach 4.7
Crew: 1 pilot
Armor: Reinforced Bonded Titanium
Shielding: Overlapping Boson Field
Armament: Two Plasma Cannons, One Laser Cannon, One Ion Rocket Launcher

Wraiths are the speedy interceptors of the Amalgamation, shaped remotely liked teardrops with two plasma firing prongs at the front. It is capable of inflicting heavier damage with an ion rocket launcher, but primarily relies on its plasma and energy weapons. Capable of straight-line speeds of up to Mach 4.7 in atmosphere, Wraiths are lightning quick in dogfights and can outmanuever just about anything.


Specter

Type: Superiority Fighter
Length: 10.2m
Width: 4.9m
Height: 3.4m
Max Speed: Mach 3.9
Crew: 1 pilot
Armor: Reinforced Bonded Titanium
Shielding: Overlapping Boson Field
Armament: Two Plasma Cannons, Two Positron Rocket Launchers, One MAC

Specters are superiority fighters, bolstered with heavier missiles and a MAC cannon, while exchanging out the lighter laser. The Specter still can achieve straight-line speeds of Mach 3.9, and is a fantastic dogfighter, but is surpassed by the Wraith in this category. However, Specters are also capable of engaging capital ships and ground forces with prowess, and are powerful opponents not to be underestimated.


Phantom

Type: Assault Fighter
Length: 12.3m
Width: 8.6m
Height: 5.1m
Max Speed: Mach 2.1
Crew: 1 pilot, 2 auxiliaries
Armor: Reinforced Bonded Titanium
Shielding: Overlapping Boson Field
Armament: Two Plasma Cannons, Two Positron Rocket Launchers, One MAC, One Capacitator, One Plasma Shell Launcher

Phantoms are the equivalents of bombers in the Amalgamation fighter force, but they are more like assault fighters. They are still capable of fast speeds-Mach 2.1 straight-line-and carry no "bombs", rather carrying a rather large load of torpedoes, a powerful MAC, and a strong Plasma Shell launcher. Phantoms are capable of blasting apart convoys of armor, engaging redoubts and fortresses, and even holding their own against fighter attacks.


Shadow

Type: Dropship
Length: 27.1m
Width: 13.8m
Height: 7.9m
Max Speed: Mach 1.1
Crew: 1 pilot, 4 auxiliaries
Armor: Reinforced Bonded Titanium
Shielding: Overlapping Boson Field
Armament: Five Plasma Cannons, Two Positron Rocket Launchers, Two MACs, Two Capacitators, Three Flak Cannons

Shadows are strong, armored dropships capable of engaging fighters with heavy weaponry, striking as armored bombers under escort, and their primary duty-dropping off troops, and supplying cover, in hotspots. Shadows are designed to get in the thick of intense battles, holding off forces while troops deploy with a strong variety of weapons. They can also hold their own against fighters, despite only having a max speed of Mach 1.1.


Prowler

Type: Stealth Dropship
Length: 23.3m
Width: 12.8m
Height: 8.2m
Max Speed: Mach 1.6
Crew: 1 pilot, 3 auxiliaries
Armor: Reinforced Bonded Titanium
Shielding: Overlapping Boson Field
Armament: Four Plasma Cannons, Two Positron Rocket Launchers, One MAC, Two Capacitators, One Flak Cannons

The Prowler is an insertion dropship for covert-operations, secrecy missions, or other cases when secrecy is preferred over going in guns blazing. The Prowler uses an innovative new technology of the Amalgamation, capable of blending its sensor appearance and visable appearance into the atmosphere to render it essentially fairly close to invisable. The only type of sensor that can pick up a Prowler is a gravitational sensor, since technically, Prowlers are still in physical existance.


Spire

Type: Corvette
Length: 89.2m
Width: 33.1m
Height: 24.6m
Max Speed: 910 Kph
Crew: 12
Armor: Reinforced Bonded Titanium
Shielding: Overlapping Boson Field
Armament: Ten Plasma Cannons, Eight Flak Cannons, Five Positron Rocket Launchers, Five Ion Rocket Launchers, Four MACs, Two Capacitators, Four Triple Bolt Cannons

The Spire is a cross between a true capital ship and a gunship. It has a lot of weaponry, but little of it-really only the MACs, the Positron Rockets, and the Triple Bolts, are good against other capital ships. However, the Spire is an excellent capital craft in engaging ground forces, which it can do with ease due to a good speed and its small size. The Spire can absolutely rip apart bases, and is a deadly thread by itself to any ground force.


Apex

Type: Frigate
Length: 490m
Width: 201m
Height: 78m
Max Speed: 788 Kph
Crew: 30
Armor: Reinforced Bonded Titanium
Shielding: Overlapping Boson Field
Armament: Twenty Plasma Cannons, Twenty Flak Cannons, Twelve MACs, Twelve Positron Rocket Launchers, Twelve Triple Bolt Cannons

The Apex is the first of the "true" capital ships, being a dedicated frigate for close-support action and the biggest ship that truly can provide ground support from low-level action. It is relatively fast (like all Amalgamation capital ships), and well-armed for a vessel its size. It requires a small crew as well, making the Apex an economical vessel, as well as very well-balanced and capable of engaging all sorts of threats.


Zenith

Type: Cruiser
Length: 945m
Width: 710m
Height: 306m
Max Speed: 410 Kph
Crew: 81
Armor: Reinforced Bonded Titanium
Shielding: Overlapping Boson Field
Armament: Thirty-six Plasma Cannons, Thirty-six Flak Cannons, Twenty MACs, Eighteen Positron Rocket Launchers, Twenty-two Triple Bolt Cannons

Zeniths are, simply put, capital-ship snipers. They have incredibly long-range MACs that they use to pick off other captial ships at range by overwhelming them with all ten guns on one side, then turning about and unloading the ten on the other side. Zeniths are not loaded with any support craft like the other vessels of the capital-class, but they are incredible at engaging and taking out other capital ships. They excel in low orbit, but also can enter atmosphere for bombarding points.


Pinnacle

Type: Battleship
Length: 1833m
Width: 980m
Height: 610m
Max Speed: 300 Kph
Crew: 145
Armor: Reinforced Bonded Titanium
Shielding: Overlapping Boson Field
Armament: Fifty Plasma Cannons, Fifty-Eight Flak Cannons, Sixty MACs, Forty Positron Rocket Launchers, Sixty Triple Bolt Cannons, Four Seismic Disruptors

Pinnacles are dedicated capital ships, carrying a good load of support craft as well as wielding an impressive array of weaponry. They can make atmospheric transit, but are notoriously slow at it. However, when it the atmosphere, Pinnacles can unleash an absolutely withering bombardment of firepower on a single point on the surface-capable of reducing a standard-size city to rubble in less than two minutes.


Summit

Type: Supercarrier
Length: 4020m
Width: 1290m
Height: 900m
Max Speed: 276 Kph
Crew: 400
Armor: Reinforced Bonded Titanium
Shielding: Overlapping Boson Field
Armament: Ninety Plasma Cannons, One Hundred Twelve Flak Cannons, Eighty MACs, Sixty Positron Rocket Launchers, Ninety Triple Bolt Cannons, Ten Seismic Disruptors

In terms of size-to-firepower ratios, the Pinnacle is a considerably more efficient ship than the enormous Summit supercarrier. However, the descripter of the Summit is what truly matters-a single Summit can carry an entire army group aboard its expansive bays, toting hundreds of ground vehicles and tens of thousands of warriors. They are actually capable of landing via thousands of anti-grav reflectors, something that the Pinnacle cannot do, and unleash its hordes of forces. They are commonly used as flagships.