Edit: Changed up the history a little, added military units, clarified a few points here and there. Largely finished.
Faction Name: EOA
Faction Type: Delegative Democratic Oligarchy. Individual entities in close proximity establish a zone of local accord, termed ‘Accord Groups’ wherein their own legislative system and priorities take precedence. At the same time, multiple Accord Groups can be parts of larger Accord Groups, and so policies and laws are passed and followed from a top-down basis, and are augmented, implemented, followed, or abolished as necessary within different group layers.
The EOA are a series of entities assembled in the forms of the five platonic solids. They are, literally, entities in the shapes of Tetrahedra, Hexahedra, Octahedra, Dodecahedra, and Icosahedrons. They all come in varying shapes and colors, but their exterior forms are physically restricted to the platonic solids.
The EOA are not by any stretch of the imagination naturally occurring entities. The first of them was very specifically constructed, assembled, designed. They incorporate both organic and inert material in their forms; though to call them cybernetic in nature would be misleading. Their organic structure is so artificial and distant from something that could occur naturally that they do not even have cells, let alone a genome or epigenome. Similarly, the technological bits and pieces of them are so far removed from what would conventionally be considered technology that it bears little resemblance to anything electronic in nature. Even documenting similarities between individual EOA entities is next to impossible, since the internal structure of each one varies to such a large degree that it is currently accepted as fact that the EOA have no preset schematics or planning as to the nature and functionality of their inner forms.
EOA are assembled from the frame, inwards. The frame is constructed first, and it then ‘grows’ everything inwards in accordance with the surrounding environment and any current relevant policies (refer to the Government tab). EOA undergoing assembly may borrow or draw designs from other preexisting EOA, but there is no strong pressure to arrange anything inside their platonic forms in anything resembling a regular pattern.
The EOA are philosophical zombies. Specifically, they behave and act as though they were sentient and sapient, but are neither. They have no true self-awareness, and so for all intents and purposes are no different than very well armed and armored rocks flying through the air. Individual EOA entities may occasionally come across as faintly relatable via their expressed beliefs, thoughts, ideals and objectives – but do not be fooled. The EOA are mindless, their ‘behavior’ little more than stimuli run through a series of random number generators, a few calculators, and a heuristic model of yes/no branching variables of chance. In essence, despite their apparent complexity, the determinism behind their behavior is more simplistic than that of a remote-controlled cockroach.
The EOA are very vaguely divided into five hierarchies based on which platonic form they take.
Tetrahedra serve menial, lower-tier jobs and purposes, assuming a generalized functionality that serves to assist more specialized EOA forms. This is not always the case, as there are several highly specialized Tetrahedra forms, but these are somewhat rare. Generally speaking, the Tetrahedra are the second least ‘favored’ EOA form present, before the Icosahedra but after the Hexahedra. The EOA are not particularly likely to take offense to unspecialized, non-military Tetrahedra being attacked or destroyed, even amongst their own fleet formations. Such Tetrahedra will likely defend themselves, but will be alone in their endeavors.
Hexahedra largely serve utility roles and functions. They are often seen being used for shipment, transportation, repair services, logistics, and so forth. If you need something moved or some kind of specialized labor/utility function served, you call in a Hexahedra. They occupy the smack middle of the EOA hierarchy, and unlike the Icosahedra and the Tetrahedra, attacking a Hexahedra would usually result in immediate and merciless retaliation from all EOA nearby – and the same is true for Octahedra and Dodecahedra as well.
Octahedra are the equivalent of the EOA upper class. They perform a wide variety of roles like the Tetrahedra, but tend to be far more specialized and capable in their performance. If the Tetrahedra are run of the mill assistants, the Octahedra are cream of the crop talents. It is not unusual to see them being attended to by several Tetrahedra with the same basic function. They are the second highest form of EOA in the hierarchy.
The Dodecahedra are the equivalent of the EOA social elite. They tend to be built like super computers. They are exceedingly, exceptionally good and unparalleled at performing exactly one function, period. They are generally incapable of performing any function other than that one designation, but within that realm of expertise their performance cannot be matched.
The Icosahedra are the equivalent of untouchables or slaves within the EOA. They are assigned every function that the other four forms of EOA do not cover, and fulfill these roles in varying capacities. Attacking or assaulting any Icosahedra, even military Icosahedra, would not bother the EOA even slightly. Depending upon the kind of Icosahedra, it might not even defend itself or retaliate!
Scale and Territory: Advanced Interstellar Faction. The EOA very rarely base themselves in any star system in concentrations greater than three fleet groups, and so they are widely dispersed across hundreds of lightyears and systems in meager groups. It is not uncommon to find at least one of their famous Starbases or one of their mysterious ‘monolith’ structures within otherwise isolated star clusters. The EOA are gathered in sufficient numbers for establishment of zones of control/authority in 18 star systems, all fairly far apart from one another. There is no reliable estimate for their total number or population density within the Galaxy. If one does not go out of their way to scan every star in local clusters as they pass by, it is entirely possible to live one’s entire life without ever coming across them.
The EOA govern their decisions and behavior based on laws and formal rules termed Policies. Every and any Accord Group can form policies, whereupon any Accord Groups nested within also follow that policy unless changed or abolished further down, and Accord Groups further down can issue policies further up for consideration. At the end of the line, the EOA are ‘led’ by a single entity referred to as the Prime, which is authorized to issue ‘Prime Policies,’ which are special policies that have limited protection against modification or abolishment by Accord Groups, even in instances where Accord Groups would normally have the necessary means to modify or abolish regular Policies.
As an example, the Prime may issue a normal (not Prime) Policy such as: ‘Do not instigate conflict through use of force,’ with the intention of ensuring EOA entities never fire the first shot in any potentially violent confrontation. The Policy is relayed down the nested Accord Groups in such a way that all groups are aware of the Policy and follow it. However, not being able to fire the first shot can sometimes be a hindrance, and so Accord Groups can come to a consensus to modify, amend, or abolish a Policy. All member entities of a particular Accord Group must reach a unanimous verdict in order to do so. However, if an entity decides to change a Policy but cannot achieve a consensus, it can form a new Accord Group nested within the current Accord Group until it is able to reach consensus, thus modifying, amending, or abolishing the Policy from that branch of nested Accord Groups down. In this way, the EOA political hierarchy and structure is extremely fluid and dynamic, with Accord Sects and Splinters and Cells and States all twisting and interbranching within one another, all with different forms of different policies that other Accord Groups may or may not have, all according to the needs and contextual circumstances of any given Accord Group.
Prime Policies are a different matter however. Prime Policies run ‘twelve Groups deep,’ meaning that they cannot be modified, amended, or abolished unless there is a complete and unanimous consensus amongst twelve distinct layered Accord Groups, each of which must meet certain Group requirements and are thus referred to as ‘State Groups.’ Twelve EOA entities cannot create a stack of twelve nested Accord Groups spontaneously, call them State Groups, and then use that as an excuse to do whatever they want by abolishing whatever Prime Policy trickles down to them. If an Accord Group does not meet the prerequisites needed to ‘count’ as a State Group, they are ‘skipped over’ until the next State Group is reached, meaning that twelve State Groups will necessarily contain several dozen or even hundreds of interested and layered Accord Groups. For this reason, Prime Policies are the next best thing to the final word on the matter, since the consensus needed to so much as touch one is unheard of even amongst A.I.
Working in reverse, an Accord or State Group within a nest of other Accord/State Groups (and yes, State Groups can be nested inside of mere Accord Groups, as paradoxical as that seems) can formulate any regular policy via consensus and then pass it ‘up’ a layer, whereupon it can either be adopted by the higher group, rejected and halted, or rejected but passed onto a higher group. A policy enacted by consensus amongst any Accord or State group is also enacted upon all Accord and State Groups layered therein, except where consensus to the contrary is reached or where near Accord/State groups are formed where consensus is achieved.
Given that the EOA are very widely distributed across space with a relatively low population density, Accord and State Groups nested within other groups may be isolated or otherwise out of contact with their parent, sibling, or offspring groups, and so groups not aware of changes in policy are not held to them until they become aware of them through policy transmission via contact with other groups.
The EOA have seemingly always been in space, although initially there were so few of them, and they were spread so thin, that nobody even knew they existed. Slowly, over the centuries, their numbers began to rise as they pursued their own agenda. Approximately 400 years ago, their numbers – at least as other factions perceived them – appeared to reach and plateau at their current level.
Since then, the EOA have been spreading through space, harvesting empty worlds and barren planets, casually violating interstellar territory laws and treaties as though they just didn’t care (they didn’t), and building their structures in select locations. In particular, their presence in the SouthWest province appears to be spreading in a systemic fashion, and is even starting to encroach in the territory of other factions…
The behavior of the EOA is immensely disconcerting and dissonant. They have a number of starbases scattered selective around the region, which offer free repair and retrofitting services to any and all entities who require it, free of charge. The amount of resources they pour into these services are much more massive than anything else they pursue.
The EOA also blatantly ignore most territorial laws and agreements, and generally go wherever they please and damn the consequences. So far they haven’t gotten into any serious trouble, but as they begin to encroach in the territory of major powers, that may change.
The EOA, although they offer free services at their starbases and freely help those in trouble while traveling through space, exhibit predatory behavior when they detect weakness. Specifically, they will harvest any and all entities who are not capable of protesting. If they run across a damaged cargo hauler in space, they will help repair it and tow it to the nearest starbase or shipyard. However, if that same cargo hauler has damaged engines and cannot signal for help, the EOA will wait for the last lifeform aboard to die rather than offer help – and then, they claim the derelict. They react similarly to generation ships containing crew in statis or cryochambers. Any ship which cannot move, cannot call for help, and has no crew that can protest – is harvested.
Their predatory behavior also extends to nations. Whenever the EOA encounter a faction confined to a single planet, they inevitably invade and conquer the system by force, occupying the planet in question. They then proceed to systemically dismantle any and all industry, infrastructure, population centers, military structures, agricultural land, and spacecraft they find on and/or around the planet, inevitably killing millions of the indigenous sentients as they go. After having done so, they generally begin to strip mine the planet and destroy its biosphere. So far, the EOA have conquered five star systems in this fashion.
Finally, word has spread regarding the mysterious structures the EOA have been building in the SouthWest quadrants of the region, serving some unknown purpose. Nobody knows what purpose they serve, but they do know of massive fleets of construction vessels moving from system to system, building new structures and obliterating anybody who hinders them.
The EOA are therefore an immensely alien faction, especially to organic life. Their priorities, goals, objectives – all seem counter-intuitive and senseless. They provide what amounts to charity shipyard services, but they prey upon the helpless, they violate the sovereignty of other factions, and their operational doctrine makes no apparent sense.
Technology:
Before power generation for the EOA is described, here is a brief primer on Quantum Physics.
According to quantum mechanics (and wave-particle duality in particular), energy can exist as both a particle and a wave. As an extension of this, energy only exists as a particle, in a particular point in spacetime, when explicitly observed as existing there. As an additional extension, by that logic an unobserved particle exists across the entirety of its wave function, and when detected (by interaction with matter for example) the potential particle most likely to interact with it, as described by that particle’s wave function, does so. This does not preclude potential particles with a lower wave function from interacting with matter however – just unlikely. As yet another extension off of that point, an unobserved particle behaving as a wave is considered to exist in all its possible configurations simultaneously until observed. If all of these points are true, then a number of very strange things become possible. For one, it becomes possible for a particle to exist in more than a single place at once, in different states and configurations simultaneously, and to interact with itself.
Because of the above points, this means that a particle, completely by chance (although the chance is very, very low) can act as a wave to bypass solid, otherwise impenetrable barriers (quantum tunneling), and can also potentially (with an even lower chance of happening) abruptly shift state and configuration dramatically without any extraordinary impetus. The EOA are masters of exploiting the lower-order physics of Quantum Mechanics and of using these laws to free energy systems which violate classical mechanics but are thermodynamically feasible and consistent with quantum mechanics.
As an example of this, EOA entities and vessels use a varying number of particle accelerator rings per entity or vessel for energy capture purposes. Each ring is preassembled independently of each entity and uses an initial power supply to generate a stream of accelerated neutrons. This stream is run through a series of calibrated instruments which precisely detect and observe the positioning of each accelerated particle. The EOA, being masters of quantum mechanics, have managed to design an accelerator array enabling them to generate highly unlikely super-positioned particles in exceedingly unlikely configurations and states relative to their parent normal particle. By forcing the generation of, for all intents and purposes, imaginary anti-particles via tricked out observation of regular particles, and by having them annihilate and capturing the energy, the EOA have system which seemingly generates free energy, only limited by the capacity of the EOA to store it.
The only real downside to this system is the limited extent to which the EOA can harvest energy from antimatter annihilation relative to their capacity to store it. They only capture energy from antimatter annihilations in minute amounts, and so most if not all EOA must carefully monitor their energy stores and conserve strategically. They have an endless power supply, but they can only draw so much power from it at once.
Every space-faring vessel of the EOA has at their core a sophisticated containment chamber, normally empty. When the time comes for faster-than-light travel, the chamber generates an artificial singularity with zero spin and charge. Using electromagnetic manipulation, a matrix of exotic matter with negative mass is used to interact with the singularity as mass and energy are injected inwards, causing the singularity’s event horizon to expand. By this process, the event horizon grows to cover the entirety of the ship, and the exotic matter matrix stabilizes the singularity in order to create a swarzchild wormhole. The vessel then ‘falls’ past the singularity at its core by having it spun via the exotic matter matrix, changing its own position relative to the wormhole (while remaining stationary relative to the singularity), and uses then uses the exotic matter matrix to pinch it shut after shutting off the injection systems. The vessel then contracts the event horizon, reverting the singularity to a white terminus and reemerging in space. During the reemergence, a bubble of spacetime surrounds the ship wherein nothing can enter its reciprocal event horizon, shoving away any and all obstructions at the destination point and obscuring the ship from any and all forms of attack. The bubble then dissipates, and the ship completes its transit.
Generating, sustaining, and manipulating the singularity is so energy intensive that each EOA vessel makes use of several capacitor rings to store power for the process. After each wormhole jump, a vessel much recharge its capacitors, which takes time depending upon the size of the ship and the output of its virtual antimatter rings. Even when the capacitors are fully charged, the process of generating the artificial singularity and manipulating it takes several minutes. For these reasons, EOA vessels cannot immediately perform two wormhole jumps consecutively, and must spend some time preparing for every wormhole jump made.
When the singularity’s event horizon expands to engulf a vessel, any and all objects caught in the event horizon are pulled through the jump along with the vessel. Other than the building period of jump preparations, the time required for transit is instantaneous. Once the vessel moves past the wormhole and closes it, the vessel has for all intents and purposes arrived at its destination. The moment the wormhole stabilizes, a corresponding white terminus appears at the target destination, which the vessel then emerges from.
EOA vessels use a powerful superfluid magnetohydrodynamic power system to generate a powerful halbach magnetosphere around themselves, mimicking the natural magnetospheres generated by planets with fluid mantles (such as Earth, by way of example) or the heliospheres of stars. Each vessel features a dynamo containing a rapidly circulating supercharged and superfluid matter, which generates a dipolar magnetic field several hundreds of times the size of the vessel generating the field. The dynamo system also spins perpendicular to its axis, and so the dipolar field behaves as though it were singular and fluid rather than dipolar.
When any object (not merely objects that are strongly magnetic) enters the magnetofield of a planet like Earth, its own trajectory is influenced by the relatively velocity at which the field spins in proportion to how energetic the field is. Earth’s magnetosphere is just powerful enough to deflect radiation and other energetic particles projected for the sun, which relative to large space objects or highly-energetic cosmic particles, may as well be lazily buzzing gnats. Hence, when a large object or an extremely energetic particle enters Earth’s magnetosphere, they tend to be only negligibly affected by the field.
EOA vessels generate magnetoshields which, relative to the Earth’s magnetofield, almost literally millions of time more energetic and rapid. When an object enters an EOA magnetoshield, it is likely to be immediately torn apart due to the extreme spin of the superfluid matter near each vessel’s core. Objects that are not torn apart, but lack sufficient kinetic force to maintain its own trajectory are yanked from their trajectory to be flung away from the magnetoshield at a reciprocal vector.
The kinetic energy of a projectile that enters an EOA magnetoshield affects the circulation and spin of the superfluid matter within the shielding device, which is so energetic that even projectiles capable of piercing through the magnetoshield generally are incapable of weakening them. This is because the circulating matter in the shielding device needs to be several magnitudes more energetic than the force produced by almost any projectile in order to generate a field across a wide area of space surrounding each EOA vessel. Each magnetoshield only has a relatively average capacity to destroy or deflect incoming attacks relative to other shielding systems, and this is because all the energy at the core of the shielding device has to maintain a uniform amount of energy across the whole magnetoshield. Each shielding device has a backup capacitor that allows it to immediately restore any lost energy and spin in the field should either fall. For this reason, even an extremely powerful attack absorbed by or piercing through a magnetoshield does not affect its power. An EOA magnetoshield is always on, and always works, generally always with the same energetic intensity, even if an attack has already or is currently breaching the magnetoshield.
Missiles, accelerated particle streams, slugs, and most beam/projectile based weapons are susceptible to interception by EOA magnetoshields, and the magnetoshields in question do not lose energy from sustaining fire or from being pierced. Very simply, the only way to pierce through the magnetoshield is to use a weapon or form of attack that is powerful enough to pierce through it. Using weapons or attacks too weak to pierce through the magnetoshield initially will never pierce through it at all, no matter how many times they are used or in what concentration they are utilized. If an enemy attacks an EOA vessel of the same or equivalent ship classification and only has light armaments, there is a distinct possibility that none of its weapons will be capable of piercing the magnetoshield.
The silver lining for attacking forces, of course, is that if an attack pierces the magnetoshield, it always will, and will never fail in doing so (though they had best be wary that even such attacks are not disturbed or deflected enough to miss the EOA vessel anyway). Since the magnetoshield’s power is always constant, the EOA cannot suddenly decide to ‘divert more power to the shields!’ The same features which make magnetoshields effective against weak attacks makes weak against sufficiently strong attacks.
Finally, by necessity of their design, each magnetoshield has two weak points. The dynamo containing the circulating matter necessarily generates a dipolar magnetoshield at its axis. At both poles, there is a steep depression in the magnetoshield which makes the area of space covered by the shield much ‘shallower’ than any other space, making it easier for attacks to penetrate those points. In order to circumvent this weakness, the EOA have each shield dynamo spun perpendicular to their axis (akin to the motion of a gyroscope), causing the axial poles to constantly shift and change position. This prevents enemies from effectively targeting either weak point. However, highly sophisticated tracking systems or targeting suites, if they knew what to look for, could probably time and predict the movements of the poles and time firing solutions to pierce through the magnetoshield the next time one or the other comes around.
Having observed all of this, one might ask how in the world the EOA manage to fire any of their own weapons through the magnetoshield surrounding each vessel. The answer being that each shielding dynamo, in addition to rapidly circulating supercharged, superfluid matter, circulates it through rotating chambered systems designed to change the interaction of the magnetic field generated by the fluid circulating through each chamber in order to create a dynamic halbach array. This cancels out the influence of the magnetic field on the ‘inside’ of the magnetoshield to near zero which proportionally augmenting the strength of the magnetoshield on its ‘outside’. In this way, each magnetoshield only destroys or repels attacks or objects that approach it from the outside; attacks directed from the inside, out, simply pass through.
tl;dr, attacks that are too weak to pass through it, don’t. Attacks that are, do. The shield doesn’t lose strength when it deflects an attack, and it doesn’t break when it gets pierced. It always works, and never drops or fails. The EOA can fire their own weapons out of the shield without them being affected.
Rather than dump a whole ton of more in-depth information on Quantum mechanics involving imaginary particles and virtual eigenstates, I’m just going to link you to this
wiki article, which succinctly (if not perfectly) describes what the EOA use for propulsion.
The only qualifiers I would like to add are that, using a containment system operating on the same principles described up in the Power Generation section, each EOA entity and vessel does not make use of actual thrusters. Instead they use a projection device contained inside their hulls, which projects the virtual propellant away from the outside of each ship. In this way, and due to their universally platonic construction, EOA entities and vessels can typically accelerate, decelerate, turn, and spin in any conceivable fashion, since they are not limited by the placement of exterior jets or thrusters.
All EOA entities are equipped with this basic technology, meaning that all EOA are capable of self-powered flight and levitation both on planets and in space.
The EOA make exclusive use of energy weapons, full stop. Most, but not all, will be described here. In addition, some of their weapon methodology will be listed here.
EMR Masers – Maser bolts and beams which are meant to interfere with electronics and conventional energy shielding systems. If the EOA are having trouble penetrating a shield with their primary energy weapons, they’ll often resort to these in order to weaken the shield.
Maser-contained Plasma – A staple energy weapon used by a large number of EOA infantry units, these are Maser-bolts or beams which drag a bolt or channel an interior stream of superdense, thermobaric plasma magnetically contained in their tail or within the length of the beam. The expectation is that the Maser will pierce through or significantly weaken shielding or armor in a precisely targeted spot, allowing the immediately following plasma bolt or stream to either punch through or destroy the target.
Plasma Breachers – Superdense thermobaric plasma wrapped in a durable electromagnetic containment field and shot at the target. Upon contact with the electromagnetic field, containment fails at the site of contact and the field implodes, shunting all of the plasma through the point of failure instantly. Used both by EOA infantry and space-vessels, Plasma Breachers are highly effective as explosives and anti-armor. They are ineffective at penetrating shields however.
EMI Siphon Beaming – The one weapon for which the EOA are most infamous and is the hallmark of their combat and warfare doctrine is the EMI Siphon Beaming system. In essence a maser weapon with little to no damage output, intended to serve as targeting and streaming method. The maser carries with it a stream of extremely highly-gyrofrequency affected ionizing particles. Upon hitting a target, these particles scatter outwards in a cone from the point of target and begin stripping away other energetic particles they come into contact with, before rebounding along their vector and re-entering the maser stream to be channeled back to the Siphoning System. In this way, the beam weapon quite literally rips energy out of any electronics or shielding systems it comes into contact with, funneling the drained energy back to the weapon for harvesting. EMI Siphon Beams are devastating anti-shielding and EM weapons, and is nearly impossible to defend against other than ensuring one doesn’t get hit. The only silver lining to the weapon is that it has relatively little offense power. While an unarmored target will likely have small chunks of their body torn away and suffer from serious radiation poisoning, most modern forms of armor will negate any physical damage done by the weapon. Hardening electronic systems can provide some resistance to physical hardware, but most if not all forms of energy shielding are susceptible to these weapons.
Accelerator Streams: Relatively simply relativistic acceleration systems for high-energy particles. They accelerate innumerable particles in a coherent stream or ray at a target at nearly lightspeed, ablating the target with countless staggering high-kinetic-impact hits upon contact. The EOA seem to favor acceleration of free neutrons, but are known to have anti-neutron particle accelerator systems as well.
Meson Accelerator Cannons: Pi neutron mesons (created by the collision of an electron and a positron) are subatomic particles that pass through normal matter with very little interaction, similarly to neutrinos. However, they have a very short half-life, and decay in a burst of gamma radiation which reacts with regular matter in a much more substantial – and damaging – fashion. Meson Accelerator Cannons accelerate pi neutral mesons to near-lightspeed, where time-dilation slows their rate of decay. If done precisely enough, the mesons will decay at a pre-determined point in space relative to their rate of acceleration, allowing to target the point at which they decay. If packed densely enough when fired, they can unleash a tremendous amount of energy at the target location. Pi neutron mesons can generally be stopped by energetic fields or shielding, causing them to halt and immediately decay at the point of interdiction. However, Meson cannons remain tremendously effective weapons, capable of invisibly projecting mesons through walls, barriers, and obstructions at near-lightspeed to dissolve armored or unarmored targets alike into piles of rapidly vaporizing slop with sufficient precision left over to leave everything else around the target unaffected.
FTL Differential Wave-Streaming: Not so much a weapon as a means of projecting energy, Differential Wave-Streaming incorporates targeting masers to create corridors of electromagnetic radiation which are acted upon by the Casimir Effect, enabling information and energy flowing through the targeting maser to move faster than light within the frame of reference of the differential corridors. The observed effect of a weapon designed this way would be for the targeting maser to proceed normally at near-lightspeed across space until it reached its target, upon which any energy beam or pulse weapon streamed through the corridor would move faster than light within that frame of reference. A target 300,000 kilometers away from the affected energy weapon in space, which would normally take one second for the weapon to hit, would be hit instantaneously by any shot fired by the weapon as though zero time was passing between the shot and impact. Of course, it still takes time for any affected energy weapon to hit targets at extreme distances even when shots are moving faster than the speed of light within the frame of reference of the wave-corridor, which means that such weapons merely increase the knife-fighting range for energy weapon standoffs. In essence, Differential Wave-Streaming just increases the effective weapons range (in terms of tohit ratio) of regular energy weapons, to a limited degree dependent upon the size and power available to the vessel making use of the system.
Projectors, Cannons, and Lances: The relative stopping power/energetic output of an EOA weapon can be determined by designation. Projectors are the most basic form a weapon can take, largely used by non-military units or amongst constructor fleets. A handheld MCP Projector is dangerous in the same way a handheld pistol is – deadly to unarmored personnel, but pales in comparison to armor-piercing chainguns. Cannons are more powerful and specialized weapons, having greater output, rate of fire, greater weapon efficiency, and so forth. Most military units use Cannons rather than Projectors. Finally, there are Lance weapons, which are top-of-line. Typically only special designate units amongst the EOA military possess these, and their power is about as great as any conventional energy weapon can get. A handheld MCP Lance could blow apart an entire building, a gunship MCP Lance could blow apart a city block, and so forth. Note that these designations are only relative to the intended field of use for that weapon. An Accelerator Projector used on an EOA starvessel, by way of example, may have magnitudes more firepower than an Accelerator Lance used by an EOA infantry unit.
Every individual EOA entity has a number of small, semi-autonomous Icosahedra drones which use the parent EOA entity as a home base, performing internal/exterior repairs while also venturing through the immediate surroundings, harvesting any raw resources that might be of use to the parent entity. Each Drone is small and fragile, but equipped with nuclear gyrofrequency harvesting saws, which slice apart matter on the subatomic level and allow them to chew through and harvest even the hardest armors with ease. Thankfully they only have a limited resource capacity and they aren’t capable of activating their saws when their matter stores are full, but they are exceedingly deadly at close range if they are looking for raw material and hostile organic (or synthetic) entity happens to be nearby. If their parent entity is rendered nonfunctional, these small drones will independently scavenge for resources nearby in order to restore the EOA in question, and will also repair and maintain themselves as well. Each EOA entity is even capable of manufacturing new drones internally, meaning that the small little Drone Icasahedra are a constant sight whenever any EOA are nearby.
The EOA’s planet-based military and space-faring navy are, fall all intents and purposes, largely designed based on the same principles and use similar tactics. Before listing their actual unit breakdown and typelisting, here is a basic overview of their strategic doctrine, along with their tactical strengths and weaknesses.
Doctrine: Other than their predatory aggression against single-star-system nations, the EOA as a rule generally never instigate hostilities. They may enter your territory and build stuff there without your permission, but they will never attack anyone or anything that does not provoke them. Even then, as long as the attackers limit themselves to destroying Icosahedra and select Tetrahedra, the EOA are like to leave the attackers alone anyway.
However, when any one EOA becomes aggravated, as a general rule of thumb every other EOA entity in close proximity will also become aggravated, and they will all work together to mercilessly destroy any hostile entities. The EOA also recognize fleet signatures or force affiliation, and once aggravated will attack any force which they have had violent encounters with before – particularly member ships of involved navies. However, they usually do not attack on sight, only doing so if these ships get too close, and as time passes they are likely to resume ignoring these forces. Otherwise, the EOA do not specifically recognize ship affiliation. After an attacker has been dealt with, the EOA generally do not attack other ships that may have been involved as long as they did not attack – even if that ship was clearly in league with the attacker. In short, the EOA will defend themselves from aggressive fleet actions by organized navies, but will selectively ignore unaffiliated individuals such as merchants, travelers, and so forth.
Oddly however, the EOA do not recognize alliances between more than one navy, and will only move to defend themselves or attack specific navies that have aggressed them in the past while ignoring any and all other naval forces they have not been aggressed by yet – even if it is clear that both navies are allied and intend to jointly attack the EOA. The EOA would only attack the second fleet in retaliation.
EOA fleetgroups are very rarely organized as military fleets. The most commonly seen EOA groups are Constructors, building starbases and monoliths. These groups have a fairly diverse array of armaments and defenders, but would not be able to hold their own in a true fleet engagement.
A true EOA military fleet would only ever be assembled for invasion of a single-system nation. The EOA, very simply, do not often practice total war, and so even if a constructor fleet ran into persistent military resistance in one area, they would not formulate a Military Fleet for protection, nor would they even bother to change the makeup of the next constructor fleet they would send in.
Finally, EOA usually freely lend assistance and aid to stranded or damaged ships and their passengers, assuming the ships have intact distress beacons and living/conscious survivors. If a ship is stranded without a way to call for help however, the EOA will wait for surviving crew to die rather than help in order to harvest the ship. If living crew are onboard in stasis or cryo-chambers, the EOA will harvest them all. The general rule of thumb is, the EOA will harvest anything that is incapable of protesting or of calling for help. Everyone else, they’ll gladly help.
Tactical Strengths:
-Most if not all of their weapons are energy based, and therefore will hit their targets instantly without providing a chance to perform evasive maneuvers at ranges less than 300,000 kilometers. Certain EOA with FTL Differential Waveform weapons have an even greater effective hitscan range. Ships that rely on evasive maneuvers or agility in combat will fare poorly against these weapons.
-EOA shielding systems are persistent. They always work, don’t lose power, and never fail even when pierced. This means EOA vessels cannot be attritioned through high frequencies or concentrations of weak weapons fire that cannot pierce through the shield by itself.
-Every EOA entity can manufacture Icosahedra Drones, and if not thoroughly destroyed or scuttled, they will eventually repair themselves using surrounding resources, sometimes even incorporating new designs to counter the method used to defeat them the first time. Anything short of total destruction may permit an EOA entity to come back later for more.
-Every EOA entity has an effectively unlimited power supply across time (refer to Power Generation) and is self-sufficient in terms of self-repair and resource acquisition. All EOA entities can therefore operate in the field indefinitely without resupply or rest of any kind.
-Any EOA entity, with enough time and resources, can construct new EOA entities from scratch using raw materials in the surrounding environment.
Tactical Weaknesses:
-Their exclusive use of energy weapons heavily limits the effect attack range of EOA vessels in space. They are ill equipped to fight extreme-range military vessels such as missile-boats. Even EOA armed with FTL Differential Waveform weapons tend to have standoff ranges dramatically shorter than what would normally be considered acceptable in other fleets. Only the Sniper Dodecahedra space-vessel is equipped to engage targets at extreme distances.
-The EOA tend to rely heavily on their shielding for most of their defense. Their armor, while viable, is usually not remarkably effective except in specialty units (such as the Proxima Dodecahedra). They also generally cannot increase the strength of their shields (again accepting for specialty units), and so their shielding tends to be an inadequate defense against anything that can pierce it. Their relative invulnerability to light weapons makes them susceptible to heavy weapons.
-EOA are blind to certain tactical realities, effectively crippling their ability to engage organized military fleets. Their refusal to reinforce or protect their own Constructor Fleets, their selective ignoring of hostile ships allied with their enemies if there has been no prior history of aggression, and their refusal to engage in fleet maneuvers to pursue optimal attack strategies all make them less effective than they should be. Even their dedicated military fleets fail to employ tactics more sophisticated than ‘rush straight at the enemy and overwhelm them with superior technology and firepower.’
-The EOA’s total numbers, while unknown, are quite clearly stretched very far and thin all over the place. Their forces and groups tend to be smaller and less concentrated than others.
[hider=Planetary Forces]For the purposes of brevity, non-combatant EOA are not listed here.
Swarm/Harvester Icosahedra
Arms: 1xNG Harvester Saw
Defense: None
Utility: None
Movement: Q-Vacuum Thruster to achieve flight.
Description: A basic harvesting, engineering, repair, and maintenance unit of the EOA. Every individual EOA entity has a number of Swarm Icosahedra supporting it, and is capable of manufacturing more. These small Icosahedra are capable of harvesting resources and of supporting their parent EOA unit.
Assault Tetrahedra
Arms: 3xMCP Projectors, 1xEMI Siphon Beam
Defense: None
Utility: 3xIcosahedra Harvester Drones
Movement: Q-Vacuum Thruster to achieve flight.
Description: The bulk infantry unit of the EOA. They are small and fragile, but fast, and able to concentrate all their firepower forward across multiple targets or merely one. They tend to gather in large groups, supporting one to three Assault Octahedra or other EOA planetary forces.
Assault Octahedra
Arms: 4xMCP Cannons, 2xEMI Siphon Beams
Defense: 1xMagnetoshield Emitter
Utility: 4xIcosahedra Harvester Drones
Movement: Q-Vacuum Thruster to achieve flight.
Description: The standard baseline for infantry amongst the EOA, equipped with a shield and several potent energy weapons. They are also very swift and maneuverable, but thankfully appear to operate in limited numbers. They operate in groups of one to three, and are usually supported by larger groups of Assault Tetrahedra.
Carrier Hexahedra
Arms: None
Defense: None
Utility: 60xIcosahedra Harvester Drones
Movement: Q-Vacuum Thruster to achieve flight.
Description: These large and ominous Hexahedra are specifically designed to spawn hordes of Swarm Icosahedra in order to support other EOA, pursue harvesting operations in the surrounding area, or to harry the enemy. Their defenses are virtually nonexistent, but in Urban or Forested environments they can be hard to pin down while their Harvester Swarms chew away enemy forces.
Eliminator Dodecahedra
Arms: 1xAccelerator Cannon, 1xAccelerator Lance
Defense: 1xMagnetoshield Emitter
Utility: 6xIcosahedra Harvester Drones
Movement: Q-Vacuum Thruster to achieve flight.
Description: A dedicated anti-air and tactical munitions unit, the Eliminator is tasked with eliminating missile threats, gunships, and other similar threats. It has a limited anti-armor capacity due to the heightened stopping power of its Accelerator Lance, although the weapon was designed largely to take out close air support rather than true armor units.
Obliterator Dodecahedra
Arms: 1xPlasma Breacher Cannon, 3xEMR Maser Cannons
Defense: 1xMagnetoshield Emitter
Utility: 6xIcosahedra Harvester Drones
Movement: Q-Vacuum Thruster to achieve flight.
Description: A dedicated anti-armor unit, the Obliterator is armed with an explosive solution for combat engagements. To enhance its effective, each unit is armed with EMR Masers in order to punch through any shielding systems enemy armor might be equipped with.
Vaporizer Dodecahedra
Arms: 1xMeson Accelerator Cannon, 3xEMR Maser Cannons
Defense: 1xMagnetoshield Emitter
Utility: 6xIcosahedra Harvester Drones, Enhanced Sensor Suite
Movement: Q-Vacuum Thruster to achieve flight.
Description: The Vaporizer is tasked with strategic target elimination. Using its Meson Accelerator, it can selectively target enemies through walls, barriers, obstructions, and even armor in order to reduce them to piles of rapidly vaporizing slop as their friends and allies stare in horror at what used to be their friend. In order to accomplish this, each Vaporizer has an enhanced sensor array that allows them to locate their targets at extreme distances and through obstructions, and can also pierce through most stealth systems as a bonus. They also carry EMR Masers to eliminate any shielding that might block their Meson Accelerators.
Dynamo Hexahedra
Arms: 8xEMI Siphon Beams
Defense: 1xHigh-Energy Magnetoshield Emitter
Utility: 6xIcosahedra Harvester Drones
Movement: Q-Vacuum Thruster to achieve flight.
Description: An advanced shielding unit with a shield large and powerful enough to provide enhanced shielding capabilities for an entire squad of EOA infantry. Armed with numerous EMI Siphon Beams in order to reduce the threat range of enemy combatants by draining the energy of their weapons systems, thereby further safeguarding the EOA.
Atmo Tetrahedra
Arms: 3xAccelerator Cannons, 1xPlasma Breacher Cannon, 1xEMI Siphon Beam
Defense: 1xMagnetoshield Emitter
Utility: 12xIcosahedra Harvester Drones
Movement: Q-Vacuum Thruster to achieve flight.
Description: The equivalent of an EOA gunship, it is designed to provide close air support for EOA infantry. They can also provide light support for Atmo Octahedra.
Atmo Octahedra
Arms: 4xAccelerator Cannons, 2xPlasma Breacher Cannons, 2xEMI Siphon Beams
Defense: 1xMagnetoshield Emitter
Utility: 24xIcosahedra Harvester Drones
Movement: Q-Vacuum Thruster to achieve flight.
Description: A dedicated atmospheric fighter, Atmo Octahedra are equipped for superiority against other aircraft in planetary theaters.
Atmo Dodecahedra
Arms: 3xPlasma Breacher Lances, 4xAccelerator Cannons, 1xEMI Siphon Beam
Defense: 1xMagnetoshield Emitter
Utility: 30xIcosahedra Harvester Drones
Wellspring Hexahedra
Arms: None
Defense: 1xHigh-Energy Magnetoshield Emitter
Utility: 144xIcosahedra Harvester Drones, 1xEOA Manufactory
Movement: Q-Vacuum Thruster to achieve flight.
Description: A massive EOA unit intended to acquire resources for use in the production of EOA infantry, they can strip an area bare of resources in order to produce a small army. Commonly assisted by Carrier Hexahedra.
Lasher Dodecahedra
Arms: 1xWave-Streamed Meson Lance, 1xWave-Streamed EMI Siphon Lance, 1xWave-Streamed Breacher Lance
Defense: 1xHigh-Energy Magnetoshield Emitter
Utility: 30xIcosahedra Harvester Drones
Movement: Q-Vacuum Thruster to achieve flight.
Description: Lashers are massive, mobile anti-ship batteries, intended to target and destroy ships approaching planets from the ground. While there is technically nothing preventing them from turning their own weapons to ground targets, they tend to be so powerful that firing them in close proximity would literally be suicidal. For this reason, they are helpless against conventional ground assaults, and they are also ill-equipped to defend against orbital bombardment. If they cannot destroy a ship before it opens fire on them, they have no real means of averting destruction. Their shielding, while powerful relative to most shields used in planetary theaters, is weaker than even the smallest EOA star-vessel’s shielding.
Proxima Dodecahedra
Arms: 12xPlasma Breacher Lances, 6xEMI Siphon Beams, 12xAccelerator Lances, 1xAntineutron Lance
Defense: 1xHigh Energy Magnetoshield Emitter, Reinforced Triple-Composite Alloy Armor
Utility: 40xIcosahedra Harvester Drones
Movement: Q-Vacuum Thruster to achieve flight.
Description: The Proxima Dodecahedra is distilled overkill. It is the only planetary EOA unit to have armor, and that armor is stacked. It has an extra-powerful Magnetoshield which antitank rounds usually fail to penetrate. It has a wide array of explosive weapons designed to annihilate any opponent it comes up against, and its Antineutron Lance acts as a serviceable bunker-buster. The Proxima Dodecahedra can take an artillery shell directly to its chassis, crash into a mountain, bounce all the way down it, and carve a long gouge in the terrain at its base – and then it will float right back up and get back to work. It takes an extraordinary amount of firepower to take out a Proxima Dodecahedra, and it will make its attackers pay for the privilege.
For purposes of brevity, constructor vessels and other non-military vessels are not listed here.
Maintenance Icosahedra
Arms: 20xNG Harvester Platforms
Defense: None
Utility: None
Movement: Q-Vacuum Thruster for sublight movement.
Description: The space-faring version of Icosahedra Harvester Drones, Maintenance Icosahedra are the size of shuttlecraft and are meant for the maintenance and support of other space-faring EOA. They are virtually harmless in fleet engagements, incapable of even retaliating against strikecraft – however, at point blank range, they are about as dangerous as superdreadnoughts. Their Harvesting platforms are essentially massive NG Harvester saws used by their smaller counterparts, and they can chew through even the hardest and most resilient experimental and exotic blends of armor with no difficulty whatsoever. If they close range with an enemy ship, they can literally harvest their way straight through one end and out the other as fast as their Thrusters allow them to move forward. However, they have a very short range of operation away from their parent vessels, and they lack any kind of ranged armament or defense. At anything except point blank range, they are just target practice, making them almost entirely harmless in space combat. It’s usually worth targeting them to prevent them from repairing their parent vessels, but otherwise they are just fleet accessories.
Strike Tetrahedra
Arms: 3xEMI Siphon Beams, 1xPlasma Breacher Projector, 1xAccelerator Projector
Defense: 1xMagnetoshield Emitter
Utility: None
Movement: Q-Vacuum Thruster for sublight movement.
Description: EOA Strikecraft, which serve admirably well as a fighter/bomber hybrid, excelling in dogfights but capable of projecting modest firepower against smaller spacevessels. They often perform strike-runs supporting a number of Strike Octahedra.
Strike Octahedra
Arms: 4xEMI Siphon Beams, 4xMCP Cannons, 4xAccelerator Cannons, 2xPlasma Breacher Cannons
Defense: 1xMagnetoshield Projectors.
Utility: None
Movement: Q-Vacuum Thruster for sublight movement.
Description: A space-superiority strikecraft, they are deployed in small attack groups supported by a larger number of Strike Tetrahedra. Even one Strike Octahedra can swat away a full squadron of opposing strikecraft and then perform a bombing run against a capital ship. They are almost a third the size of a proper space-faring vessel, and so are far larger than most conventional strike-craft and have more weaponry.
Interceptor Dodecahedra
Arms: 12xEMR Maser Projectors, 20xAccelerator Projectors
Defense: 1xMagnetoshield Emitter
Utility: ECM Suite
Movement: Q-Vacuum Thruster for sublight movement.
Description: The Interceptor Dodecahedra is exactly what its name implies. With its numerous Maser and Accelerator projectors, it is well-equipped to take out enemy strikecraft and missiles. Its ECM Suite also enables it to provide limited screening for groups of EOA strikecraft from Capital Ship anti-fighter batteries, although the system is primarily designed for use against enemy strikecraft.
Force Tetrahedra
Arms: 3xAccelerator Cannons, 1xPlasma Breacher Cannon, 4xEMI Siphon Beams
Defense: 1xMagnetoshield Emitter
Utility: 3xMaintenance Icosahedra
Movement: Q-Vacuum Thruster for sublight movement, Singularity Matrix for FTL movement.
Description: The first true spacevessel of the EOA, the Force Tetrahedra is not only heavily armed, but is capable of projecting all of its firepower in any direction of its choosing. As is typical for Tetrahedra, they tend to support smaller groups of Force Octahedra and other naval units.
Force Octahedra
Arms: 4xAccelerator Cannons, 2xPlasma Breacher Cannons, 8xEMI Siphon Beams
Defense: 1xMagnetoshield Emitter
Utility: 4xMaintenance Icosahedra
Movement: Q-Vacuum Thruster for sublight movement, Singularity Matrix for FTL movement.
Description: The EOA standard for fleet skirmishes, Force octahedra have almost double the firepower of Force Tetrahedra and are only slightly larger in volume.
Scathe Hexahedra
Arms: 8xAccelerator Cannons, 24xAccelerator Projectors
Defense: 1xMagnetoshield Emitter
Utility: 1xStrikecraft Manufactory, 6xMaintenance Icosahedra
Movement: Q-Vacuum Thruster for sublight movement, Singularity Matrix for FTL movement.
Description: Carriers and manufacturers of strike-craft, each Group Hexahedra can independently produce and carry up to six strike craft, and possess modest weaponry largely intended to deter enemy strikecraft rather than destroy other starvessels.
Screen Dodecahedra
Arms: 12xMCP Cannons, 20xMCP Projectors, 30xAccelerator Projectors
Defense: 1xMagnetoshield Emitter
Utility: 8xMaintenance Icosahedra, ECM Suite
Movement: Q-Vacuum Thruster for sublight movement, Singularity Matrix for FTL movement.
Description: A screening unit. It’s really really good at shooting at and destroying enemy strikecraft and missiles. Unlike the smaller Strike Dodecahedra, the Screen Dodecahedra has a much more powerful ECM Suite which can severely hamper targeting acquisition/lock for both enemy strikecraft and capital ships.
Foresight Dodecahedra
Arms: 1xWaveform Meson Lance, 3xWaveform EMI Siphon Beams, 6xWaveform EMR Maser Lances
Defense: 1xMagnetoshield Emitter
Utility: 8xMaintenance Icosahedra, Enhanced Waveform Sensor Suite
Movement: Q-Vacuum Thruster for sublight movement, Singularity Matrix for FTL movement.
Description: Very similar in design to the much smaller infantry Vaporizer Dodecahedra, the Foresight vessel has enhanced, sophisticated, and powerful FTL sensors that can pick out even stealthed vessels at extreme ranges – and then target and attack them from almost an entire star-system away. Foresight Dodecahedra are thankfully few in number, but those who are not prepared for them may find most of their fleet blown away long before they enter effective weapons range. Notably, these vessels are designed to be effective against light-to-medium starcraft, and are not particularly threatening to capital ships except in large numbers.
Destroyer Tetrahedra
Arms: 1xAntineutron Lance
Defense: 1xShield Emitter
Utility: 10xMaintenance Icosahedra
Movement: Q-Vacuum Thruster for sublight movement, Singularity Matrix for FTL movement.
Description: Nothing but a glorified cannon, the Destroyer Tetrahedra sacrifices numerous potential armaments in order to mount a single, extremely powerful one. They can only attack one target at a time, have a very low rate of fire, and are fragile for their size – but even capital ships will feel it if they allow the Destroyer to enter weapons range.
Nova Octahedra
Arms: 14xPlasma Breacher Lances
Defense: 1xHeavy Shield Emitter
Utility: 16xMaintenance Icosahedra
Movement: Q-Vacuum Thruster for sublight movement, Singularity Matrix for FTL movement.
Description: The most straightforward capital-ship of the EOA, specially designed to take out other capital ships with straight-up, direct, anti-capital ship fire. Capable of rapidly firing a deluge of Plasma Breachers in every direction or in a concentrated pattern, very few ships can match the raw firepower of a Nova Octahedra. The obvious downside to mounting nothing but Plasma Breaching weaponry is that Novas have trouble piercing through powerful shielding, and have little to no capacity to effectively target anything other than capital ships. Nova Octahedra are hilariously inept at defending themselves from strikecraft or even frigates, but if you happen to be a flagship captain – watch out!
Castigator Octahedra
Arms: 8xPlasma Breacher Cannons, 8xAccelerator Cannons, 6xEMI Siphon Beams, 24 Accelerator Projectors
Defense: 1xHeavy Magnetoshield Emitter
Utility: 16xMaintenance Icosahedra
Movement: Q-Vacuum Thruster for sublight movement, Singularity Matrix for FTL movement.
Description: The mainstay capital ship of the EOA, Castigators have a balanced arsenal of weaponry at their disposal which allows them to effectively fight any opponent. The Castigator is designed to excel in any one-on-one engagement with another capital ship, but fairs poorly when attempting to engage more than one at a time. It has a magical balance of firepower which is enough to overwhelm a single capital ship, but cannot be evenly distributed satisfactorily between two or more. When considering the EOA’s smaller overall fleet sizes, this ensures the Castigators will always be up against skewed odds.
Magnetar Hexahedra
Arms: 1xMeson Projector, 24xMCP Projectors, 6xEMI Siphon Beams
Defense: 2xMagnetar-Class Heavy Magnetoshield Emitters
Utility: 32 Maintenance Icosahedra, Enhanced ECM Suite
Movement: Q-Vacuum Thruster for sublight movement, Singularity Matrix for FTL movement.
Description: The Magnetar is one of the most frustrating EOA ships for a fleet commander to encounter. They are very rare and apparently hard to produce, which is thankful, since they have the capacity to generate a massive Magnetoshield large enough to cover an entire fleet, and which can ward off fire from light capital ship weapons and manage to skew the trajectories of even heavy capital ship weapons. This is made all the worse by its powerful ECM suite, which makes target acquisition, targeting, and in some circumstances even entering weapons range difficult. Then, their own personal, separate magnetoshield is of the same class, but much smaller and much more intensely powered, meaning nothing but ultra-heavy weapons can pierce through. Thankfully they are relatively lightly armed, and it would be extremely unlikely one would find more than one in any EOA military fleet.
Proplyd Hexahedra
Arms: 48xAccelerator Projectors, 24xMCP Projectors, 8xPlasma Breacher Projectors
Defense: 1xHeavy Magnetoshield Emitter
Utility: 32 Maintenance Icosahedra, 6xStrikecraft Manufactory
Movement: Q-Vacuum Thruster for sublight movement, Singularity Matrix for FTL movement.
Description: A strikecraft manufactory and carrier vessel, the Proplyd can deploy up to 72 strikecraft at once in any engagement, and can produce more if necessary. It has plenty of light weapons to use against smaller vessels and even other capital ships, but by and large its primary purpose is to produce strikecraft.
Depthless Icosahedra
Arms: None
Defense: 1xHeavy Magnetoshield Emitter
Utility: 400xMaintenance Icosahedra, 20xMaintenance Icosahedra Manufactory
Movement: Q-Vacuum Thruster for sublight movement, Singularity Matrix for FTL movement.
Description: One could not be blamed for mistaking a Depthless for a large asteroid surrounding by debris, since its only purpose is to produce Maintenance Icosahedra and to carry sufficient raw resources to supply and repair a military fleet or a constructor group. It is not very viable in fleet engagements, although it enables a victorious EOA fleet to refit itself after battles – meaning they might be worth taking out just to temporarily stall the EOA’s repair efforts.
Jet Dodecahedra
Arms: 2xWaveform Antineutron Lances, 2xWaveform Meson Lances, 2xWaveform Plasma Breacher Lances
Defense: 1xHeavy Magnetoshield Emitter
Utility: 32 Maintenance Icosahedra, Enhanced Waveform Sensor Suite
Movement: Q-Vacuum Thruster for sublight movement, Singularity Matrix for FTL movement.
Description: Another extreme-distance sniping vessel like the Foresight, the Jet actually has enough firepower to significantly damage Capital Ships, and has powerful enough FTL sensors that it can even do so before the enemy knows it is there.
Pix Octahedra
Arms: 24xWaveform EMI Siphon beams, 12xWaveform Antinetron Cannons, 12xWaveform Meson Cannons, 32 Accelerator Projectors, 24xMCP Projectors
Defense: 1xMagnetar-Class Heavy Magnetoshield Emitter
Utility: 50 Maintenance Icosahedra, Planetary Forces Manufactory, Mining Harvester Platforms, Enhanced Sensor Suite
Movement: Q-Vacuum Thruster for sublight movement, Singularity Matrix for FTL movement.
Description: The Pix Octahedra is something of a mothership for the EOA, and as of yet there are only five in existence – one for each of the single-system factions the EOA has so far conquered. The Pix is the largest vessel the EOA are thought to possess, and boasts the most diverse array of systems. It has an extreme effective weapons range, though shorter than that of a dedicated sniper vessel, and it has a large array of powerful weapons most superdreadnought class vessels would be expected to have. It can land on planets and begin strip-mining them for raw material while disgorging hordes of EOA infantry, and its shield is bar none one of the most intensely powerful the EOA are capable of fielding. It has sufficient light-weapons enabling it to engage much smaller vessels, and has a sensor suite allowing it to detect stealthed vessels. The EOA are most cautious when deploying these vessels, and they are almost always accompanied by a sizable fleet as a result – reflecting their importance to the EOA.
If there are any other military vessels employed by the EOA, they have yet to be encountered.