Nation: The Krannak Collective
Flag:
Government: Democratic/Monarchy (The monarch holds power like a Prime Minister or President, but there is a democratically elected parliment/senate)
Capital: Pakrik Major
Home Sector: Kanchen Sector
Holdings: N/A
Leader: High Lord Ul-Tera
People of import:
Ul-tera's Empire:
With the decay of the Empire and the arrival of a strange new race, the Kanchen sector fell into disarray. Residents were both afraid of and hoping for a swift Imperial return, as it may not have been the best, but it gave them order and direction. The Ke'ter, however, were able to swiftly unite the broken sector - they described an effective method they had used on thier home planet before disaster destroyed it. The royal family was established nd the first Parliment was elected, which brought order to the confused residents.
Ul-tera has proven to be both fair and ruthless, allowing everyone fair chances but being merciless when faced with threat. His "Even Chances" Act, the very first decleration he ever made, was a hit, almost doubling the sectors production and tripling its economic output since the Empire left.
Military:
Space - 1 "Konoko" Obliterator (Strong enough to destroy large battleships)
15 "Deyuku" Ravagers (Huge battleships with enough crew to populate a small city)
30 "Ni'hibi" Cruisers (Smallish battleships)
50 "Madoyi" Hunters (Toughened combat ships)
300 "Nagura-teku" One-man bombers
500 "Kakome-teku" One-man fighters
Ground forces - 10 Ke'ter Commandants (Mentally and physically enhanced Ke'ters who lead the armies)
100 Kalidor "Eagle-eyes" (Kalidors trained to hunt down and slaughter any that stand in their way)
500 Davinor-II "Brutes"
1500 Xa-fel "Damned"
2500 Ke'ter "Warriors"
5000 Ke'ter "Thralls"
9000 Ke'ter "Grunts"
Weapons
C-14 Blaster - a small, cheap and accurate pistol, designed to be carried as a sidearm. Low damage and short range
C-34 Plasma Rifle - A tough, durable and accurate rifle with three settings: Semi-auto for accurate, conservative fire, Fully-auto for suppressive or reckless fire and Beam for short-lived, long-range destruction.
T-1 Neutraliser - A pistol-like device, designed to stun and incapacitate foes, rather than kill them. Short range and low ammo weighs down a accurate, potent weapon
Tachyon Arrow - Only used when desperate. A long range, highly powerful and very dangerous bolt of energy passes through the foe, killing most instantly and incapaciting the rest. The bolt will continue to travel through foes until it hits a thick surface, meaning anyone behind the target is at risk as well. Dismal reload, one-shot clips and mega expensive ammo make this powerful weapon the ultimate Krannak last resort
Custom Race - Ke'ter (Key-ter):
Looks:
Average height: 0.9m - 1.2m
Average life expectency: Can be extended indefinately, but on Earth's atmosphere with no technology, roughly 120 years. Matures at roughly 14 years.
Homeworld: Euclid (Destroyed by meteor strike)
Other: Ke'ter do not walk on two legs. The use all four limbs like an animal, or sidestep like a crab. However, they can stand upright and are cabable of very fast speeds
Special abilities:
Nimble - Ke'ter are very swift and agile, able to manuveur in tight or restricted spaces.
Mental link - Ke'ter are able to communicate mentally and can transfer thoughts and memories to any other race. This is not only useful in combat for spotting enemies, but also for passing on skills to allies and recruits.
Naturally gifted - Ke'ter are natural engineers and can build and maintain a vast variety of war machines.
Shy - Ke'ter have hidden themselves for decades, which makes then great at stealth
Defensive - Ke'ter are great at using low cover and creating inpenetrable defenses
Weakness:
Cowardly - When it all goes belly up, Ke'ter are the first off the battlefield and the last to return.
Shy - Ke'ter rarely negotiate outside thier own race, which causes no end of frustration when it comes to diplomatic talks
Frail - Ke'ter cannot take much physical damage before incapacitation
No jedi/sith - Ke'ter are incapable of using the Force or becoming a Jedi/Sith
Defensive - Ke'ter are very defensively minded, rarely pushing forwards unless they are certain they can secure the next point.
Foreign soil - Ke'ter hate unfamiliar territory, and suffer loss of morale and over defensiveness on foreign soil
Flag:
Government: Democratic/Monarchy (The monarch holds power like a Prime Minister or President, but there is a democratically elected parliment/senate)
Capital: Pakrik Major
Home Sector: Kanchen Sector
Holdings: N/A
Leader: High Lord Ul-Tera
People of import:
Ul-tera's Empire:
With the decay of the Empire and the arrival of a strange new race, the Kanchen sector fell into disarray. Residents were both afraid of and hoping for a swift Imperial return, as it may not have been the best, but it gave them order and direction. The Ke'ter, however, were able to swiftly unite the broken sector - they described an effective method they had used on thier home planet before disaster destroyed it. The royal family was established nd the first Parliment was elected, which brought order to the confused residents.
Ul-tera has proven to be both fair and ruthless, allowing everyone fair chances but being merciless when faced with threat. His "Even Chances" Act, the very first decleration he ever made, was a hit, almost doubling the sectors production and tripling its economic output since the Empire left.
Military:
Space - 1 "Konoko" Obliterator (Strong enough to destroy large battleships)
15 "Deyuku" Ravagers (Huge battleships with enough crew to populate a small city)
30 "Ni'hibi" Cruisers (Smallish battleships)
50 "Madoyi" Hunters (Toughened combat ships)
300 "Nagura-teku" One-man bombers
500 "Kakome-teku" One-man fighters
Ground forces - 10 Ke'ter Commandants (Mentally and physically enhanced Ke'ters who lead the armies)
100 Kalidor "Eagle-eyes" (Kalidors trained to hunt down and slaughter any that stand in their way)
500 Davinor-II "Brutes"
1500 Xa-fel "Damned"
2500 Ke'ter "Warriors"
5000 Ke'ter "Thralls"
9000 Ke'ter "Grunts"
Weapons
C-14 Blaster - a small, cheap and accurate pistol, designed to be carried as a sidearm. Low damage and short range
C-34 Plasma Rifle - A tough, durable and accurate rifle with three settings: Semi-auto for accurate, conservative fire, Fully-auto for suppressive or reckless fire and Beam for short-lived, long-range destruction.
T-1 Neutraliser - A pistol-like device, designed to stun and incapacitate foes, rather than kill them. Short range and low ammo weighs down a accurate, potent weapon
Tachyon Arrow - Only used when desperate. A long range, highly powerful and very dangerous bolt of energy passes through the foe, killing most instantly and incapaciting the rest. The bolt will continue to travel through foes until it hits a thick surface, meaning anyone behind the target is at risk as well. Dismal reload, one-shot clips and mega expensive ammo make this powerful weapon the ultimate Krannak last resort
Custom Race - Ke'ter (Key-ter):
Looks:
Average height: 0.9m - 1.2m
Average life expectency: Can be extended indefinately, but on Earth's atmosphere with no technology, roughly 120 years. Matures at roughly 14 years.
Homeworld: Euclid (Destroyed by meteor strike)
Other: Ke'ter do not walk on two legs. The use all four limbs like an animal, or sidestep like a crab. However, they can stand upright and are cabable of very fast speeds
Special abilities:
Nimble - Ke'ter are very swift and agile, able to manuveur in tight or restricted spaces.
Mental link - Ke'ter are able to communicate mentally and can transfer thoughts and memories to any other race. This is not only useful in combat for spotting enemies, but also for passing on skills to allies and recruits.
Naturally gifted - Ke'ter are natural engineers and can build and maintain a vast variety of war machines.
Shy - Ke'ter have hidden themselves for decades, which makes then great at stealth
Defensive - Ke'ter are great at using low cover and creating inpenetrable defenses
Weakness:
Cowardly - When it all goes belly up, Ke'ter are the first off the battlefield and the last to return.
Shy - Ke'ter rarely negotiate outside thier own race, which causes no end of frustration when it comes to diplomatic talks
Frail - Ke'ter cannot take much physical damage before incapacitation
No jedi/sith - Ke'ter are incapable of using the Force or becoming a Jedi/Sith
Defensive - Ke'ter are very defensively minded, rarely pushing forwards unless they are certain they can secure the next point.
Foreign soil - Ke'ter hate unfamiliar territory, and suffer loss of morale and over defensiveness on foreign soil