Zorock Republic

The Zorock Republic is a fairly large empire that has dedicated itself to bringing peace and unity in the galaxy through any means necessary. The ultimate goals of the Zorock are the liberation of empires that live under what their view as a dystopian rule and to bring peace and unity to the galaxy so that they may end problems peacefully. To many races, the Zorock will initially come off as quite friendly and peaceful if the Zorock view them as within the boundaries they have set.

The Zorock are adamant about their goals, and go to extreme measures to achieve them. They have no qualms with using military might to bring an end to a problem. They will even sometimes be the instigator of the fighting, using their military to attack and occupy races they view as "evil" or "oppressive" and attempt to redeem them by changing the regime and guiding to a more peaceful living. However, they view some races as nonredeemable, being too engrained in war and violence. Such races are exterminated and their territory is annexed into the republic.

The extremism of the Zorock brings them into conflict with the ideals of other peace seeking empire and alliances, such as the Peacekeepers. Many view their methods as barbaric and more harmful than good. As such, many races have poor or fairly lukewarm relations with the Zorock and refuse to cooperate with them. They have managed to form some alliances, despite their reputation.

Many aspects of Zorock society are quite ironic or downright hypocritical. While they officially believe in the freedom of expression, some practices, such as religion, are looked down upon or even persecuted in some sectors of space. Their military intervention in other race's business and general use of force over diplomacy is also a contradiction of their inkling for peace. They also have an inflated ego and are quite arrogant, seeing their laws as guidelines for the galaxy and believing they are one of the few, if only, race who can currently achieve peace many other empires are seeking.

Occupation Zones
Occupation Zones are the remnants of empires or planets invaded by the Zorock. In these cases, the Zorock hold complete control over the lives of the occupants, replacing any government and military they had previously. More often than not the intention of these occupied areas is not the punishment of the population, but rather to help them rebuild and steer them to a more democratic system of government. They will help the population regrow and reform, providing economic, medical, and administrative assistance to the occupants. With enough time, the population will have formed a new government and rebuild a new home from the ashes of its former system. At this point most occupation forces are pulled out and the aliens are allowed to govern and support themselves from now on. Though, it is common for the two to become allies at some point later. It is a common occurrance for these former occupied states to be culturally and administratively similar to the Zorock thanks to the several yesrs, if not decades, of Zorock control.

Derahs
Main Page: Derahs

Derahs, a large arctic planet, is the homeworld of the Zorock. Many parts of the planet are largely uninhabited due to the harsh climate and lack of food and water. The majority of the population is set up along the coastlines or built upon the small islands spread out amongst the ocean. There is more land than there is water on Derahs, and much of the water that is there is frozen over save for parts of the ocean. Much of the surface is frozen permafrost. Much of the planet is fairly flat and has little elevation, but some mountain ranges do exist. Despite the planet's hostile conditions, the Zorock have immense pride regarding the planet. The thank the planet's harsh climate for making them strong and mighty.

Derahs is divided into three main continents. Jhasoth, Ligovos, and Yielvais. Jhasoth is a massive continent formed from several smaller continents combining several million years ago. The continent is where the Zorock formed and remains as having the most population of the three. The majority of the population is situated in the west, northern, and southeastern regions. Ligovos is a smaller continent close to Jhasoth. Unlike its larger brother, most of Ligovos is suitable for habitation. Ligovos has become famous for its lucrative production of luxury items. Many in the upper class still come here to purchase what they consider status symbols. Yielvais is the smallest continent. It is one of the most mountainous continents and does not have many places suitable for habitation. The continent is largely used by corporations because it is rich in natural resources.

Derahs has a sizable military presence in order to protect the population. Many of the uninhabited regions have military bases constructed in them, many having AA and anti-orbital cannons to deter enemy vessels. A large and up-to-date orbital fleet is also present at all times. The Zorock are ultimately too prideful of their home to lose it, and are willing to fight to the death to keep it.

Biology
Zorock are mammal-like creatures which stand at about 5'9-6'6 feet (1.8-2.02 meters) tall. Their entire body is covered in a very thick coat of fur which keep them warm and keeps snow off their skin. Underneath the skin is a thick layer of fat which insulates the entire body. Their skin and fur are colored to match the colors of the planet's environment. The toes of their feet are long and spread apart, evenly distributing their weight and helps them keep balance on unstable terrain and prevents them from sinking into the snow. They developed strong leg muscles to run away from predators, though the physical strength in their arms is fairly average. They are primarily nocturnal creatures, hiding away from predators during the day and going out to forage by night. Some have managed to become more adapted to daytime hours, which occurs after a few generations on different planets.

One notable fact about the Zorock is their breathing. Because they developed on a tundra planet, their lungs adapted to breathing the dry, cold air. Unfortunately, this means that on warmer planets it is more difficult and even painful to breathe. To compensate, the Zorock away from colder climates wear special breathing mask that mimic the air on Derahs, making breathing considerably easier. Buildings, vehicles, infantry armor, and spaceships are all cooled down as low as they can possible go to ensure proper breathing we well.

They are primarily omnivorous creatures. They can consume most of the foliage on their homeplanet, which include moss, lichens, grasses, and certain berries which grow during a very brief time during the short summer season. They also prey on several animals, including fish, seal-like creatures called Doovero, and Felsef, a creature that is a delicacy to the Zorock. If no other food is present, they will also feed on insects and carrion.

Mothers normally give birth to one child at a time. The gestation period is longer than most other species, at twelve months. Children come out fairly well developed, and are able to walk within a few hours of being born. They reach maturity around the age of 20, and can naturally live up to 115-125 years.

The Rise and Fall of Early Civilization
Originating in the harsh tundra of Derahs, the Zorock began their sentience as nomadic tribal groups. With food being scarce, tribal groups were limited in size, and many battled each other for shrubs and hunting grounds. Technological progress was initially quite slow as groups were focused on staying alive. After several thousand years of a nomadic existence, the Zorock began to construct more permanent settlements near the rivers and coastline. Many fish roamed the water and animals frequently came here for water, becoming easy pickings for hunters. With a steady source of food, the population began a steady rise.

Eventually, many of the settlements came together and formed the very first civilizations on the planet. Most of these new civilizations were quite docile, preferring to expand slowly and trade with other peoples rather than waste troops fighting for land and food when they did not need it. They civilization managed to slowly spread across most of the western coast of Jhasoth with the help of the introduction of wheels and domestication of wild beast.

Unfortunately for the passive Zorock, another sentient race had risen to prominence in the northern regions of Jhasoth. The Tevthyn, an aggressive, warlike empire that was rapidly expanding southward. The Zorock were unaware of the Tevthyn, and were unable to catch wind of them before they began attacking. The Tevthyn acted quickly, rapidly raiding outer Zorock settlements and taking the survives as slaves. The Zorock attempted to put up resistance, but due to not having waged many wars, their weaponry or tactics were not as advanced as the Tevthyn. The Zorock were unable to resist the invasion. Eventually, all Zorock territory was annexed into the Tevthyn empire. Most survivors were captured and taken into captivity to work as slaves, though some did manage to escape and create small enclaves in the forest and mountains. Having lost their empire and their leaders, the Zorock could do nothing as they were led away into slave camps.

Enslavement
The Zorock would serve the Tevthyn as slaves for the next several centuries. They were forced to work on the field gathering food and work on massive architectural projects, often large monuments and tombs for the elite of Tevthyn society. Some Zorock were personally purchased to work as servants, doing basic chores around the owner's home. The Zorock were given the bare minimum of care to make sure they can remain relatively healthy and in working condition. They had their injuries treated and were fed. Discipline was quick and harsh, with anyone who defied orders beaten or had food and care taken away from them for a time. Those who tried to escape were taken and tortured, or executed if they assaulted anyone.

The Zorock were taken and separated into several different settlements throughout Tevthyn territory, each for serving in a major settlement. This split several families apart, and also made them easier to control for the Tevthyn. The Zorock were forced into worshiping the Tevthyn gods and practice Tevthyn cultural traditions, their own culture being suppressed. Over many generations traditional Zorock ideals were lost to time, reverting to a somewhat more tribal system and filled with resentment and hatred for the Tevthyn. Attempts to overthrow their masters happened a number of times, most of them resulting in failure. Those who did escape either died, were taken back, or managed to find their way into one of the secluded enclaves who had originally escaped capture.

This continuous cycle went on for hundred of years, the Zorock loosing almost all hope that they would ever become free. Little did they know that their wish for freedom would eventually be granted.

Freedom
Starting within the last half century or so of enslavement, the Tevthyn Empire began a fall from grace. Racial tensions were beginning to build as the vast size of Jhasoth helped to create various different cultural groups. Unrest towards the government for destructive decisions that had been made all played a part in the collapse of the Tevthyn. As the empire became more divided and became more focused on its internal problems, many of the slave settlements planned to eventually try and break out when the time was right, as many believed the end of the Tevthyn was near.

It would turn out that they were correct. Eventually, the emperor of the Tevthyn was assassinated. Several factions immediately rose up in an attempt to lay claim on the throne. As civil war spread across the empire, less emphasis was put into securing or protecting the slave camps, many of the guards leaving their post to join in on the fighting. With the camps less secure and generally neglected, many of the slave settlements rebelled. The rebellions were rapid, with the Zorock overwhelming the guards with sheer numbers then breaking out. Little was done to stop many of them because of the nation bring locked in civil war, most were not concerned about the Zorock, seeing them as little threat in contrast to their trained fighters. Some of the rebellions did fail, and in these cases the salves were brutally massacred and eventually starved to death.

Those who managed to escape fled into the wilderness, away from the turmoil befalling the Tevthyn. Many fled into the less populated southern regions of Jhasoth. Many still held a deep hatred for their slave masters and wanted to enact revenge, but due to having few numbers and no trained numbers, they were forced to follow suit with those who ran. The groups who made it either found and joined with those Zorock who managed to escape long ago, or formed their own small tribal communities. Many had a hard time adapting to their new life, having spent their existence in servitude and possessing little independence. Breaking the bonds and forming a new culture would be a very long process. Nevertheless, Zorock civilization would slowly start to rise again.

The Tevthyn Empire was unable to recover from the civil war and collapsed into several warring states. Many of the cities and structures they built were destroyed in the fighting, with entire populations slaughtered. A large portion of Tevthyn territory was completely lost due to the fighting.

Unification
Overtime, as scattered Zorock communities started to find each other. Many of these tribes quickly became friendly with one another and began trading and defending each other from raiders and wildlife. By this time most of the Tevthyn left in the region were small camps and raiders, as their fighting had destroyed most of the settlements and many retreated north to try and lay claim to their original homeland. With increasing trade and little in the way of serious competition, Zorock tribes grew rapidly. Small nations formed from the communities, much like they did millennia ago. Some of the more isolated Zorock villages had become paranoid and violent over the years, and attacked travelers and raided nearby cities. These isolated tribes were destroyed overtime by the more powerful Zorock states, though many lamented the state of the Zorock in those villages.

The proposal to unify the Zorock states into a single empire began to gain traction in one of the more influential city states known as Lysulin. The state claimed they could bring back the glory days of the Zorock and ensure the protection of the race if they were unified. They also promised to enact revenge on the Tevthyn species, who were beginning to become an issue in the northern most territories. Their proposal proved successful, and soon enough, the majority of the Zorock had unified under a single governing power. The Lysulin Federation was formed, and had a thirst for revenge.

One of the first actions of the unified Zorock was to expand northward and to eliminate the Tevthyn. A large military mobilization and development phase took place, using both new developments and scavenged technology. The first armies of the Zorock were created and ready. The Tevthyn, who still did not think highly of the Zorock, were not expecting the surprisingly large army of angry, vengeful warriors of the previously docile and weak nation. The wars between the Zorock and Tevthyn states would drag on for several centuries. The Zorock war machine was not satisfied until there were no Tevthyn left. The ultimate result of the war was the complete genocide of the Tevthyn and the Zorock gaining control of Jhasoth. Now alone on their planet, the Zorock lived in peace and expanded over the habitable regions of the planet. All was well for centuries, but eventually another dark period would come to dramatically change the direction of Zorock history.

Rebellion
Though initially having good intentions and treating its citizens well, the new Lysulin Federation slowly began a fall from grace over the course of its existence. The government became corrupted with power and greed, namely the president and those asociated with him. The focus became less on the people and their rights and more on expanding their own power and improving their own living, even at the expense of the populace. Slowly, the people's rights eroded away and the quality of their life, as a result, also began to go down. As it became worse the people became more upset, but the government used distractions and heavy handed tactics to keep the naysayers suppressed. The government managed to control the people and prevent revolt for several decades.

Change began to occur when a high ranking general defected from the government. A large portion of his forces also defected with him and secured the bases they were based in. The general had grown tired of the government's antics and had decided to take matters into his own hand. Government response was immediate, and loyalist were deployed to stop the general and his troops. The general, though holding out for quite some time, was captured and executed. The previously hidden rebel organizations and angered citizens used his death as a martyr and mass demonstrations began throughout the empire. Protestors fought with police for several weeks, slowly gaining control of parts of their cities. Things escalated quickly, with the police and loyal military beginning to use lethal force to try and repel the protestors. The increased pressures and civilian deaths forced many to defect from the government, being unable to take it anymore. The Federation began to lose cities to the protesters and rebels. Ultimately, after about a year of protesting and fighting, the regime collapsed, the majority of the government figures responsible for the torment the citizens endured being executed shortly after.

For the next few months, the Zorock struggled with the formation of a new government. Several different factions had different ideas for what it should be and do. Ultimately, the government in place now came to be thanks to collaboration of several factions. Most approved of the idea of remaining unified, seeing it as economically and politically useful. It was at this point on that the Zorock would form into who they are today. They now truly believed that it was their destiny to cleanse the galaxy of oppression and warmongers, even if it meant using force to wipe them out. Believing that all life that exist should be free from the enslavement and oppression they were forced to endure, even if they had to use force to liberate races.

To the Stars
"All of these planets are habitable for the wrong reasons." - The way many summarize the first decades of space exploration.

"Whats all this green stuff?" - Many upon the return of the first Zorock explorers.

The Great War
Currently the Zorock are not involved in the Great War, though they are aware of it. There was a long debate within the empire as to whether the Zorock should become involved. Some believed that the Peacekeepers could handle it themselves, while others believed that intervention would be the only way for them to win. When news began to creep out about the Korvar Empire joining the Warlord Pact and recent Warlord victories, the attitude rapidly changed in favor of intervention. The fear of a joint-warlord assault had forced the Zorock's hand. It was quickly decided that intervention was necessary, and that acceptance within the Peacekeeper Alliance was a necessity.

Government
The Zorock Government is based upon a model similar to a republic. The people ultimately hold control of the government and can freely vote for which ever candidates they please. People vote for representatives to represent them at the High Council located on the homeworld. Colonies also vote for governors to lead them. There are quite a few political parties currently in the Republic, each having varying levels of influence throughout.

All colonies have a fair degree of autonomy, being able to make policy changes and call in the military without the consent of other colonies, though each decision can be overruled by the state they reside in or by the council. Each planet votes for a governor to manage the policies and development of said colony. If multiple colonies exist a single solar system, it is common for governors to convene at the most developed planet to vote on changes to their planets and the system.

The next level up from the colony is the state. States are made up of several colonies that came together for economic and political reasons. Once again, colonies can vote to be in one certain state or enter another nearby one. Often the colonies in a state have voted for the same political parties and have similar levels of economic development. The leadership for the state continues to be governors. The governors convene at any time for any reason and can overrule the decision of an individual colony.

The head of the government is a large council of representatives that is located on Derahs. This council is the most powerful segment of government, being able to override the decisions of colonies and states if they get a high enough vote. The council convenes three times a year or more if there is a national emergency. Each state sends one representative to the council. These representatives are voted on by every colony within the state. Each representative only serves for three years and can be re-elected only once.

There are few executive authorities that are held by single individuals in the empire. This is caused by paranoia of such individuals becoming to corrupted and power hungry, much like the Lysulin empire was long ago. A few of the exceptions to this would be the governor or military commander. Both of which can be overruled by the higher council administration.

Family
Zorock families tend to be small, consisting of only the mother, father, and their children. Society puts an emphasis on the individual and their ability to make their own living. As a result, it is quite common for the children to leave the home of the parents once they reach the appropriate age and attempt to make their own living. Many families live far apart as a result. Birth rates are low compared to other races because of their gestation period, the fact that many people are not married, and the simple fact that many are busy in the workforce, thus leaving little time to properly take care of children.

Marriage is not considered to be a solid bond between only a man and woman Anyone is allowed to marry anyone of both genders. It is also perfectly fine to have multiple partners. A couple do not need to be married in order to legally have children, but it is looked down upon as irresponsible. Many decide to remain unmarried and instead have more casual relationships with little to no commitment. The reasoning for this being that many Zorock are very independent and do not wish to be "bogged down" by marriage and commitment to others.

Religion
The Zorock have an incredibly hateful and discriminatory view on religion, looking down upon those who believe in gods with disdain and shame. Many view religion as an archaic concept that only leads to violence, death, and abuse of power. Many openly discriminate against religious individuals and empires. Some territories have gone as far as to ban religion altogether. In territories where religion is allowed to remain, they are carefully monitored to make sure they remain in line, and any suspicion is acted upon with extreme force. Only a very tiny minority of the population worships a deity, most being ancient pagan religions. The attitude towards religion leaves them to be paranoid of religious empires. Conflict with religious empires has become common, with few exceptions existing because of an outwardly friendly and more tolerant nature. Spying on such empires is still commonplace though.

Military
Zorock military doctrine focuses on subduing the enemy as soon as possible by use of high mobility and overwhelming firepower. Zorock units focus on having heavy firepower and mobility in exchange for less armor, which is somewhat negated by shielding technology. Armor and infantry are generally a mix of forces meant for directly attacking the enemy and forces dedicated to hit-and-run fighting meant to eliminate crucial enemy assets. Ground vehicles consist of a mix of hover vehicles and highly agile, lightly armored mechs, while most air vehicles have VTOL capabilities. Heavily artillery and aerial bombardments for entrenched enemies is also prevalent.

Due to their light armoring, most Zorock units are not good at defense, being unable to hold a position. Their focus on quickly ending battles makes them fair rather poorly in any siege style combat or prolonged fronts in general. Their voluntary military recruitment also makes their armies smaller than many of the more militaristic and expansionist empires in the galaxy, further limiting how many fronts they can manage at once.

Armor
Zorock infantry wear a full body suit of power armor which is focused on both protection and mobility. The heaviest armor is around the most vital parts of the body, namely the torso, upper arms and legs, and head. The rest of the body has less protection, but is lighter, namely around the joints, allowing for enhanced mobility. All soldiers come with a shield generator to make up for the armor. Underneath the suit is an exoskeleton frame that enhances the user strength, compensating for their average strength. Also like many other alien power armor designs, there is an under suit present to help try and prevent damage to the body. To properly use it most Zorock have to shave their excessive body hair into a short, thin layer.

There are several variants of power armor, each for a specific purpose. Some have very light armoring, which makes them useful for getting around the battlefield quickly. Others have heavier armor plating, which makes them good for frontline fighting. Battle suits that integrate with the exoskeleton under the armor also exist, many of which act as large shock troopers or for support roles.

Weapons
Most Zorock weapons are either energy or rail/coil based technology. Their energy weapons tend to have a focus over efficiency over sheer power. They are lightweight, easy to manage, easily managed recoil, and a high rate of fire that compensates for the reduced killing power. Coilguns and railguns are a bit different from energy weaponry, having more emphasis on stopping power while still retaining some of the efficiency of energy weaponry. Users of plasma weapons tend to be the more mobile, lightly armored soldiers, while coil and railgun users tend to be heavy infantry and long-range support.

Infantry
Zorock infantry are divided into three broad classes: Jravek, Gartok, and the Oterin. All three have different equipment and purposes on the battlefield, and are further specialized into sub-classes to improve their efficiency toward their goal.

Gartok
The Gartok are the frontline fighters of the Zorock. They wear the most durable armor of all classes, some sporting reinforced plating over vital areas. Their mobility is used to quickly dash across the battlefield and rapidly gain ground on the enemy to overwhelm and force them to retreat. Troopers in the Gartok caste tend to use the heavier weapons of the Zorock arsenal, such as LMGs, rocket launchers, and heavy assault rifles. Many also use heavy melee weapons, such as the Jorgah Greatsword.

Jravek
The Jravek caste make up the support, harassment, and long-ranged support infantry of the Zorock army. They have lighter armor than the Gartok, sometimes intentionally having less armor plating than the default light armor for the sake of more mobility. While this makes them more vulnerable to enemy fire, their speed and shielding can make up for it. The objectives of the Jravek classes vary greatly compared to Gartok, with some providing utility to their squads or acting with other Jravek to sabotage enemy forces. As such, their arsenal can also vary greatly.

Yalvais
The Yalvais can best be described as combat engineers. They are highly versatile infantry dedicated to supporting allies and fortifying positions by building fortifications and turrets. Their highly modular armor allows them to modify their armor to an extreme degree. Though they are not dangerous on their own, they can prove to be extremely dangerous when they're around allies. They can deploy and use a variety of tools such as a automated turret, remotely controlled drone or large ammo case. One of their most well known tools is a large back mounted shield generator which projects a powerful bubbleshield about ten feet across, shielding all inside from heavy enemy fire. Few of these can be equipped all at once due to their size.

The Yalvis tend to use the smaller, lighter weapons of the arsenal such as SMGs and carbines. Melee weapons consist of daggers or short swords. Others prefer to take a somewhat different approach and will use more support-oriented weapons, such as EMP weaponry.

Oterin
The Oterin are the spec-ops division of the Zorock military. Like some Jravek classes, they are lightly armored and prefer to do work behind enemy lines rather than direct fighting. These forces range from commandos, assassins, and those meant to spur social unrest in alien empires.

Ersalen Main Battle Tank
The MBT of the Zorock Republic, the Ersalen is the perfect mix of speed, protection and firepower for the Zorock. The Ersalen is a recent creation, designed and integrated into the army just a few years before the war with the Repzork began. It can traverse most terrain, including bodies of water, thanks to its hover engines and height above the ground. The Ersalen is among the most versatile vehicles of the Zorock arsenal, being able to take multiple roles to at least a minor extent.

The Ersalen has an array of weaponry making it fit for taking on most enemy units. Its main gun is an energy cannon that can fire relatively quickly thanks to its highly efficient cooling systems and batteries. Mounted on the front are two railguns which can hit enemy units at range and is effective against heavy armor. Mounted next to the main gun are two heavy machine guns for any soldier that decides to get close. Finally, it has a rocket pod for engaging enemy gunships or launching into groups of enemy forces. Though the loadout provides it versatility on the battlefield, it does have flaws in the current design. Both the machine guns and railguns are built into the turret and body respectively, meaning the tank has to turn its entire head or body to hit a target with them.

Yavson Modular Anti-Air Platform
The Yavson is a AA tank designed for taking on light and medium armored targets. It's design is derived from the Ersalen MBT, albeit heavily modified. Most of its weapons have been removed and some of the armor plating taken off, allowing it even more maneuverability and speed. What it retains from the original Ersalen is the weapons mounted on the side, though the railguns were replaced with smaller, lighter autocannons.

In place of the Ersalen's main gun is a highly modular weapon port which allows for several different weapon systems to be installed with fairly little difficulty. This allows the Yavson to take on different roles in AA without needing an all new design. Some particularly popular weapons include rapid-fire plasma cannons, rocket pods, and flak. Of course, the Yavson's light armoring and pitiful ground weapons mean that without any support the Yavson is not going to survive on the battlefield.

Fordaf Combat Mech
The Fordaf is the oldest serving mech in the military, being one of the first lines of mech designs to be militarized and mass produced. Previous models were much larger and bulkier, with each next incarnation slimming it down and making it faster and more agile. Though it is currently the least armored mech in the Republic, its speed and agility makes it a dangerous threat on the battlefield. Advanced AI and stabilizers also help the Fordaf to compensate for terrain and remain at a steady pace. Fordaf pilots never work alone, always operating with at least one other unit. Fordaf are not direct fighting units, they do not have nearly enough armoring to last long. They use their speed and mobility to dodge fire and flank the enemy, hitting them in their weak spots. They are also effective ambush mechs, being able to reach many places thanks to their low weight.

The Fordaf is armed with two railguns, one on each side of the mech. They can move and fire independently of each other, allowing it to target multiple enemies at once. Targeting AI allows it to quickly spot soft points in enemy forces and unleash a short burst of railgun fire with devastating results. The railguns have a fair range, allowing the Fordaf to gain some distance between enemy forces and itself. For gunships, the Fordaf has two rocket pods mounted on the top of the mech. However, the Fordaf has no direct way of countering infantry, meaning any soldier with a rocket launcher can be extremely deadly if it can't get away in time.

Gailon Infantry Support Mech
The Gailon IFM (Infantry Support Mech), informally known as the Daklo Vaermas, or "Spider's Strike" in Zorock tongue, is a four-legged combat mech designed for versatility and being maneuverable to keep up with infantry squads. It's four legs allow it to stabilize itself on most uneven terrain, which is especially helpful in urban environments. Gailon have also been known to act independently of infantry, using their mobility to try and catch enemy forces off guard. Its armor and shielding make it highly resistant to small arms fire and grenades, but any blast from a tank can make quick work of the Gailon

The Gailon is outfitted with several weapons. Mounted on the body is a plasma cannon which launches a large blast of plasma which is effective against both armor and groups of infantry. Next to the plasma cannon are two small autocannons for suppressing enemy infantry. Mounted under the body is another, larger autocannon. Poking out of the body are two smoke grenade launchers which provide cover for squads.

Luminarians
Status: Friendly, seeking alliance 

Empire of Diablos
Status: Neutral 

Aeveria Confederation
Status: Friendly, seeking alliance 

Karahotdoum Empire
Status: Neutral 

Betel Recyclers
Status: Neutral 

The Rach
Status: Neutral 

Kastalian Survivors
Status: Friendly, seeking alliance 

Sauran Solidarity
Status: Friendly, seeking alliance 

Korvar Empire
Status: War 

"We have long passed the point of redemption. They must all die, there is no other option." - General Elulda

"Time is starting to run short, They have joined the Warlord alliance. If they win the Great War, we will be exterminated. We need to intervene now." - Councilor Jeilve

The relations between the Zorock and Korvar were bad from the very beginning. A large invasion force was launched to halt Korvar expansion in their region of space and to pave the way for eventual defeat and occupation of Korvar space. Twenty-seven years later, with them now knowing of the Korvar's culture and atrocities, the objection has changed from containment to full extermination. Unfortunately, neither have managed to make much progress in the war.

Margan Empire
Status: War 

"Destructive beast. That is all that the Margan are. They need to be put down forever." - Elulda

"No words can accurately describe the magnitude of their atrocities." - Council member Garsaph

Zaretian Monarchy
Status: War 

The IAE
Status: War 

The Xeverra
Status: War 

Asanian Syndicate
Status: War 

Holy Nepharian Empire
Status: War 

The Sanctar Hegemony
Status: War 

The Gronian Imperium
Status: Unaware 

Khasii Consulate
Status: Neutral 

Transmetallic Confederation
Status: Neutral 

The Wingle Union
Status: Friendly, seeking alliance 

Nalstros Space Pirates
Status: Hunting 

Like most other races in the galaxy, the Zorock have been raided by the infamous Nalstros. The Zorock seek either the extermination of the Nalstros and their clans or the hope that they can somehow be changed to be more civilized and live within the galaxy at peace, though many view both as nearly impossible to achieve. Several anti-pirate brigades have been created to hunt down and eliminate the pirates, with mixed results.

Biomatter Hordes
Status: Unaware 

The Republic has yet to have any encounters with the Biomatter, and are unaware of the existence of the creatures.