Transmetallic Confederation

Creator: Drag0n0us

Sporecast:

The Transmetallic Confederation, often abbreviated as TmC, is an alliance of several space-faring races, the most notable of which are the Zn (Zulvokarian), Chromorum, and Aumpnuuk. Much of their history in space has alternated between periods of expansion and isolation, charting new systems, constructing refueling stations and new colonies and finally reinforcing their borders before moving outward again in a new wave of growth. These cycles have brought them into contact with other races, which in the past have been either assimilated or destroyed without exception. With their introduction into the Great War through an accidental intrusion of Gronian borders while harvesting thermal energy from an unoccupied world, the TmC have been forced to reconsider their ‘all or nothing’ strategy of merging with or annihilating empires smaller than theirs in the face of the formidable Peacekeeper alliance and threatening Warlord pact. Officially declaring themselves Neutral, the TmC have nevertheless gotten involved with several other races, including the Rach, Margan, and Karahotdoum.

= TmC Territory =

Central Cluster
The Central Cluster includes the home systems of the Zulvokaria International Coalition and the Chromorum Dominion, among several other planets of significant importance to the TmC. Most worlds in this sector are heavily populated, spread out across sprawling cities that take up a large portion of the available habitable land mass. The highest percentage of minor TmC races can be found here, with nearly sixty percent of the civilian population made up of numerous sub-races. In traditional TmC style, the cities are supplemented by expansive parks and stunning nature reserves. The Chief Commanders of the TmC lead from Agzolin, the capital city of Zanforrin. As the manufacturing center of the TmC, surplus raw materials are shipped in from the outer sectors to the Central Cluster to be crafted into a wide assortment of products. Unlike the outer sectors, goods in the Central Cluster are not mass-produced but often crafted by hand as luxury goods. Such goods include custom-designed weapons and armor, art pieces, and even ships. Commodities exported from the Central Cluster are considered to be of the highest quality. As such, owning one such product is a hallmark of a position of great wealth or importance within the TmC. Unemployment remains artificially low due to high living costs in the cluster; most individuals immigrating into the sector already have a position lined up for them.

Aside from its great economic prosperity, the Central Cluster is home to some of the TmC's finest education centers, including history museums, libraries, schools, and military academies. Scholarships are annually awarded to the most prestigious students from all corners of the empire to attend one school in particular: the Grand University of Agorin. Pilgrimages to Zanforrin and Chromis are also common for colony-born zulvokarians and chromorum, respectively. In the case of the latter, training on Chromis is a mandatory part of conscription, though some opt to return later in life of their own accord. Zanforrin holds physical records preceding the TmC's formation, in some cases dating all the way back to the zulvokarian and chromorum equivalents of their Iron Ages.

As the political, economic, and educational center of the TmC, it is no surprise that the Central Cluster is heavily defended at all times. Military stations, fleets, and covert defense systems are all in place to ensure that no outside influence will ever again lay waste to these treasured worlds. Wexxis is the main base of operations for all military fleet activity in the Central Cluster. Though once populated by civilians, it was transformed into a purely military-focused planet following the Great Wars. Several space stations orbiting its Lagrange points ensure that all military vessels in the area can refuel or upgrade with minimal delay. The planet itself is thoroughly fortified against invasion. Anti-orbital installments, armies led by veteran commanders, and planet-spanning shield generators all stand ready to defend the planet against any possible invasion. For many however, including the commanders themselves, being assigned to the Central Cluster is seen as an unofficial form of retirement.

Agorin
Agorin is a bustling life-bearing world that orbits the dim orange dwarf Keknas. Discovered by the Zn not long after they developed the technology to travel between stars, they found the habitability of the world suitable for colonization. This resulted in conflict between the ZNC and the Rammek Hegemony when the latter empire argued that the rare habitable planet was within their borders. The few prefabs hastily established on the world were quickly destroyed by Rammek forces after the Coalition’s fleets were forced into retreat. However, colonization of Agorin was resumed after the end of the aptly named Agorin Reprisal Conflict. This time, the Chromorum Dominion and the ZNC jointly began development of the planet, leading to the first colony where their cultures could truly mix. After the Great Wars, Agorin was gifted to the Dominion after Chromis, the Chromorum homeworld, was rendered unlivable. In modern times, Agorin is a cultural melting pot for numerous species of the TmC. It is most famous for its many prestigious schools, boasting many primary, secondary, and tertiary education centers. Treaties involving any addition of races to the TmC are traditionally signed on Agorin.

Roughly twice the diameter of Earth, Agorin’s unusually low density gives it a surprisingly light surface gravity. As a result of its close proximity to the star, the planet is tidally locked, resulting in half the world being consumed in constant sunlight while the other half remains permanently shrouded in darkness. The thin atmosphere permits some degree of heat transfer between the two sides of the world; nevertheless, there is only a narrow band of land on the terminator—also known as the twilight zone—where life can flourish. Agorin’s habitable landmass consists primarily of vast plains and steppes with some small forests. The night side is covered in a permanent ice sheet; rivers, lakes, and even a few small seas created by melting ice cut across the terminator and into the day side. The landscape becomes increasingly arid closer to the subsolar point on the day side, culminating in a vast, inhospitable desert. Ever the opportunists, the Zn have taken advantage of Agorin’s scarcity of clouds and abundance of sunlight on the day side to create large solar arrays. These arrays, which span across the desert, provide the majority of energy for Agorin’s towns and cities. Rumors abound of the ZNC carving out remote labs deep within the glacial ice of the dark side for dangerous and unethical experiments. The existence of such labs has been repeatedly denied by the Coalition.

First Expansion Wave Sector
The First Expansion Wave Sector covers all territory gained by the TmC during the Great Wars and the period of expansion that followed. As such, the population consists mainly of zulvokaria and chromorum. With the exception of worlds that were subjugated by the TmC, planets in this sector are predominantly focused on trade and transport; goods from all sectors are organized and shipped to their intended destination under a division of watchful customs officers.

Melanae


One of the first planets colonized in the period of expansion following the Great Wars, Melanae (Mell-uh-nay) is a cool but habitable terra in the Feldis system. Its agreeable day length and gravity, along with an invigorating, oxygen-rich atmosphere, made it a prime target for settlement as the TmC branched outward from the dozen or so star systems that made up the new core of their territory. Today Melanae still follows its roots as a stepping stone to other 'First Wave' worlds; it is used mainly as a trading hub to exchange goods between the center of TmC territory and the outer expansion clusters. Relatively lax trading regulations and low tariffs allow the curious individual to find nearly anything being sold, from exotic pets and indentured robotic servants to custom weapon mods and non-TmC products. Outside of the sprawling coastal cities, permanent residents are uncommon, consisting mainly of Zn who find the cool climate tolerable.

As previously stated, Melanae's surface conditions are fairly unremarkable, with the exception of its below-freezing average surface temperature and lack of moon. The equator receives a disproportionate amount of heat on account of the planet's low axial tilt, which is in turn distributed by ocean currents across the temperate latitudes. As a result, the climate of the coastlines remain relatively mild even towards the poles. Conversely, the interior regions of the continents are dominated by arid climates and large mountain systems. While it possesses a spectacular ring system, Melanae lacks any major moons. Preserved impact craters across several of Melanae's continents, combined with the presence of the aforementioned ring system, suggest that any satellites that orbited the planet were destroyed relatively recently in the planet's history. Malanae's axial tilt is erratic without a moon to stabilize it; shifts of over 15 degrees can radically alter the climate within a short time span. To cope with these changes, Melanae's wildlife has already shown signs of rapid adaptation to their surroundings.

Outskirt Cluster
The Outskirt Cluster is a sector of systems adjacent to the Central Cluster that were conceded to displaced alien populations by the TmC following the destruction of their empires. The cluster usually houses a large population of soldiers to discourage any attempts at rebellion; however, it is inevitably the first area where reserves are drawn from in times of prolonged wars or border skirmishes. The cluster's robust military infrastructure and close proximity to the Central Cluster—the manufacturing center of the TmC—also make it a prime choice for field testing experimental weapons. In the case of some systems, such as Deneven, planets previously used for testing were abruptly forced to house thousands of new residents following the discovery of the Separatist plot.

Farbus


Charted in 8752 and colonized in 8764, Farbus is a small terra noted by the TmC during their push into the Outskirt Cluster. Compared to the other life-bearing world in the Gnargin (Narr-jin) system, Vandarin, its much milder climate made it a much more suitable target for the relocation of war refugees. Though initially populated solely by a handful of enthusiastic taxonomists, the aftermath of the war on the Gardron saw a large influx of freed Tenordrog servants to the Outskirt Cluster. With the help of the TmC, dozens of settlements were built on Farbus within a decade to house the displaced Tenordrog population. Today Farbus stands as a symbol of the TmC's kindness to the Tenordrog, who gleefully welcome all outsiders.

Farbus is the second of three major moons orbiting the gas giant Dinasten, completing a rotation once every 48 hours. Small for a life-bearing world, its surface gravity is a measly 0.49g. It is believed that tidal heating induced by Dinasten and the other two moons prevented its core from cooling quickly despite its small size, allowing plate tectonics and magnetic field generation to persist. Its nitrogen-dominated atmosphere is slightly thin to outsiders but otherwise breathable; the habitable landmasses of the planet are dominated by lichens and mosses that produce much of the planet's atmospheric oxygen. Complex life is limited to a handful of fungi, fish, and amphibious species. Unusually for a life-bearing world, Farbus orbits a bright class F9V star, Gnargin. Though only around 3.7 billion years old, Gnargin is predicted to enter the red giant stage within the next 200 million years. Contingency plans have been made in the event that the star begins transitioning earlier than expected; otherwise, the citizens of Farbus have not shown any particular concern about its fate.

Amakotarus
Amakotarus (Ay-mah-koe-tair-us) is a jovian planet discovered by the TmC early in the last century. The fourth of ten planets charted in the Ivaldi system, it was largely ignored because of its immense gravity well, large collection of moons, and dangerous radiation belts making any attempts at building fuel depots unfeasible. A covert ZNC outpost, constructed on a large asteroid on the outer edge of the gas giant's ring system, is the most significant establishment. Nicknamed Zulkaran Station, its existence is unknown to all but a select few. An artificially generated magnetic field protects the station from the planet's dangerous radiation. Within the station lies a rare quantum entanglement communicator, allowing Zn agents to report data gathered from the fringes of TmC territory back to the government in real time.



At over six Jupiters in mass, Amakotarus is the second-largest of the four gas giants in the Ivaldi (Ee-vall-dee) system. Orbiting within the class G5V star's frost line at roughly 1.45 AUs, it is believed the interaction with these other gas giants pushed it inward from its original orbit. Its atmosphere is composed primarily of hydrogen and helium; traces of various compounds generate its distinct cloud bands. Surrounding the planet is an extensive and complex ring system, which features a wide array of colors. Amakotarus has 66 known moons, most of which are asteroids drawn in by its immense gravity.



The largest of the three significant moons, Kalotus, is just large enough that its core still retains some of the heat created during its formation. It generates a weak magnetic field, allowing it to hold a tenuous atmosphere of krypton and xenon. The second moon, Farnarus, is quite similar in composition to the first moon, leading TmC planetary scientists to speculate that the two moons were originally a single body that was split in two when it was struck by another body. This theory is supported by Migterus, the third moon, having a density and composition that more closely resemble those of celestial bodies found in the outer reaches of the system. The moon's long, eccentric orbit suggest that it is a fragment of the original impacting body that re-coalesced and began orbiting Amakotarus. Unlike the other moons, Migterus sits safely outside of the dangerous radiation belts; its unique orbit gives it an unmatched view of the planet's rings at certain periods during its orbit. Those undaunted by the prospect of an untimely collision may travel to a small hotel on the moon, where they can dine on fresh seafood imported from Ictarus before spending the night under a domed glass roof, allowing them to gaze upon Amakotarus' beauty.

During the TmC-Gronian conflict, Amakotarus was largely ignored by the Gronians in favor of the only habitable planet in the system, Ictarus. The few remaining Zn Spies in the TmC-Gronian border cluster are taking advantage of Zulkaran Station to keep TmC military leaders updated on Gronian fleet activities in the region. Whether the Imperium catches on to the existence of the outpost remains to be seen, though given its location in an hostile and often overlooked environment, it seems likely the Spies' private broadcasts will remain uninterrupted.

Maevok


Maevok (May-vok) is one of about a dozen worlds colonized by the TmC within the last century during their most recent wave of expansion. The primary constructions on the planet are domed military bases, connected to each other through a series of skyways. These buildings are mainly populated by Chromorum Dominion conscripts sent from nearby colonies to complete their obligatory military training and service. Several experienced officers, Dominion and otherwise, oversee the conscripts as they are pushed to the limit under Maevok's harsh environments, toxic atmosphere, and deadly wildlife. Non-military settlements are sparse and mainly consist of exotic animal smuggling rings; given the immense difficulty of capturing and exporting much of the native wildlife, such activities have not yet been needed to be outlawed.

Maevok orbits a slightly dimmer class G8V yellow dwarf, Heklios (Heh-klee-ohs), roughly every 277 days at an average distance of .82 AU. Its large size classifies it as a super-Earth, with a slightly uncomfortable surface gravity of 1.4g. More notably, its thick atmosphere is comprised mainly of nitrogen, oxygen, and carbon dioxide; while breathable, dangerously high levels of the latter gas results in death to most non-endemic lifeforms within 24 hours of continuous exposure. High levels of free oxygen have also allowed the native fauna—which primarily consists of numerous insectoid species—to grow to immense proportions, making surface exploration even more treacherous. The landmass, which makes up about 40% of the surface, consists mostly of forests and jungles, with barren deserts covering the poles and equator. Maevok's equator is especially punishing; with a low axial tilt, seasons are minimal, and it receives large amounts of sunlight for most of the year, often pushing daytime temperatures in excess of 140° F (60° C). For especially difficult training exercises — and occasionally as punishment — small groups of conscripts are tasked with surviving in the inhospitable conditions of the equator as long as possible, using only their limited supplies and whatever they can successfully take from other groups. Conversely, the poles receive little sunlight or precipitation, and remain largely untouched.



Maevok also has a single moon, Vaenel (Vay-nell), which completes an orbit approximately once every 24 hours. Like Maevok, it hosts several military installations, including a small refueling depot and several encampments for training in low-gravity environments. Vaenel's only other point of interest is its designation as a tourist attraction for bypassing ships; its close proximity to Maevok has proved conducive to taking scenic images of the planet rising above the horizon.

During the recent TmC-Gronian conflict, Gronian forces entered the Heklios system and attempted the purge Maevok and its moon of inhabitants, denying TmC forces a place to regroup and attack them from the rear as they progressed inward. In the subsequent naval battle, TmC forces—aided by sensor drones scattered throughout the system—were initially successful in routing off Imperium forces, but ultimately lacked the firepower to penetrate the heavier armor of the attacking Gronian ships. Forced to retreat, they intentionally sabotaged Vaenel's depot before they left, denying the Gronians a place to refuel or repair while the TmC prepare a counter-assault.

In the meantime, progress on Maevok groundside has been slow and hard-won for the Gronians, who were unprepared for resistance from both military conscripts and the planet itself. The military bases, cleverly woven in with the surrounding jungle, have made orbital bombardment nearly impossible on account of the difficulty locating them. Attempts to physically discern their whereabouts have been hampered by fire-resistant plants, giant insects, and near-constant raids. Under the watchful eye of High Commander Lazarg, the relatively inexperienced conscripts have proven to be effective guerrilla fighters, putting months of harsh training to good use. Given the limited amount of time and the prohibitively large landmass of Maevok, it seems unlikely that the Imperium will be successful in their venture before TmC reinforcements arrive.

Thermakal
Thermakal is the largest and most well-developed colony on the TmC-Gronian border, established right before the turn of the last century. Located in the Volgaran-3 system, it is the third of seven planets that orbit the dim class M2V star. The colony is chiefly focused on mining operations, the products of which are used to support the growth of other colonies in the sector. With its rich volcanic soil and unusually compatible biosphere, farms and livestock from Zanforrin are also a common sight. A generous amount of military encampments and installations sprinkled across the mountains support the defense of the colony as it continues to expand. In the aftermath of Norsus, limited training exercises with Rach forces have also begun being conducted on the planet.



Though not quite ideal for most species, Thermakal still remains habitable to nearly all TmC races. Fresh water, while rather rare in liquid form, is easily harvested from the poles or one of several desalination plants in several of the larger cities. Current settlements are limited to the tropical zones due to low surface temperatures; its nitrogen-oxygen atmosphere and surface gravity are well within acceptable ranges for large-scale development in the future. The primary hazard of the planet is rampant seismic activity and volcanism, caused by an unusually high amount of tectonic activity. Active eruptions are a common feature on the surface, as are lava tubes and caves left by volcanoes. The latter were ultimately incorporated into the colony's mining tunnels despite the risk, as the tubes provided easy access to the planet's vast reserves of minerals. The natural formations also proved useful as a defense against orbital bombardment with some reinforcement.

Thermakal was an obvious target for the Gronians during the TmC-Gronian conflict, as it supplied a large portion of other colonies in the sector. After a grueling space battle lasting several weeks, Gronian forces were finally able to drive off TmC fleets and begin invading the colony, starting with the capital city of Valkeren. Met with stiff opposition and extensive fortifications protected from orbital bombardment, landing armies were forced to slowly chip away at the city's defenses, giving the native population adequate time to pack supplies in stow away within the planet's extensive system of tunnels. In spite of this, Gronian armies eventually discovered several of the tunnel systems, leading to an unfortunate number of civilian casualties while they were clearing out local resistance.

TmC armies, led by Battle Commander Ixxia, were scattered while defending the initial assaults on the colony, but managed to retreat and regroup through Thermakal's tunnels largely intact. Recon via a Chromite Mechalis unit helped pinpoint suitable ambush sites through the use of Dukorrix drillers, allowing the TmC to catch Gronian forces off-guard. The remaining Zulmaer and Deralmaer units were able to take advantage of the ambush to repair anti-air defenses as TmC forces forced the Gronians back, allowing the TmC to regain air superiority. Ultimately, Battle Commander Ixxia was able to retake the capital with the aid of Sergeant Maroose, allowing Rach forces some much-needed time to evacuate the remaining civilian population. However, some of the native Chromorum have decided to take up the arms of their dead comrades rather than retreat, enraged at the deaths of their fellow colonists.

With the planet still blockaded, most TmC ships are unable to get through to send supplies or reinforcements to the defending armies. With communication from the rest of the TmC largely cut off, local forces are desperately working to repair existing structures before another wave of attackers arrive. The TmC themselves are desperate to reclaim Thermakal, but are reluctant to act too hastily after seeing the full strength of Gronian fleets in action. Chief Commander Xoria is placing her faith in Ixxia to keep the colony out of Gronian hands until the remaining Zn spies have gathered enough intel for a decisive counterattack.

= Evolution of the Zn/Chromorum =

Cell Stage

The first cellular Zn and Chromorum were engineered by an unknown race of energy beings, possibly from the warp, who specialized in the bioengineering of 'regular' life. Over time, they managed to create a gene theoretically capable of making a living organism integrate metallic elements into its body. Curious of the potential results, they injected the gene into artificially created cells. However, before they could seed an experimental planet with them, several races, opposed to either their presence or their biological tampering, destroyed the planet on which the research base for the project was located, sending the microscopic organisms into the cold vacuum of space. Out of the 100 samples prepared, most were destroyed by space debris or the initial explosion, however, two vials managed to safely deposit their contents into the oceans of two planets.

The first planet, now known as Zanforrin by Zn today, was a particularly zinc-rich world, just recently cooled enough for liquid oceans to form. Here, the proto-Zn evolved rapidly, only taking a few billion years to evolve into land-dwelling forms. The other world, now known as Chromis by modern Chromorum, was a wild planet with vast reserves of chromium, already filled with a variety of early wildlife. The proto-Chromorum filled a predatory niche as insects, also evolving to land forms within a few billion years.

Creature Stage

After the proto-Zn emerged onto land, they rapidly filled different niches, from grazers to predators to small insects. The Zn themselves started as predatory insects, preying on many of the smaller, sometimes quicker insects. Over generations of hunting, they gradually lost most of their exoskeleton, developing an internal skeleton for greater speed. During this time, they also lost some of the carbon making up their body, instead gaining zinc chromate from large lakes near their nesting grounds. This zinc chromate also gave the Zn their striking yellow-green markings. Further evolution as a stealthy hunter gifted the Zn with their lean, reptile-like bodies and distinct heat-based sense of vision. After roughly 1.5 billion years since their first emergence from the ocean, the Zn gained sentience.

On the other hand, few niches were left in the ecosystem of Chromis, forcing the proto-Chromorum into a specialized evolutionary path. They, like the Zn, started out as predatory insects, feeding on other, smaller insects by ambushing them. Over time, they evolved into slimmer, more nimble forms, losing their exoskeleton in favor of an internal skeleton and smooth scales that allowed them to more easily slide into narrow gaps and crevices. During this period of evolution, they also started incorporating large quantities of chromium into their bodies, replacing carbon, especially in their skin. At around the same time as the Zn, the Chromorum too gained their sentience.

Tribe Stage

The tribal era of the Zn was a time of rapid expansion, owing to their natural curiosity and caution. The discovery of metal armor and weapons was first after cooked foods and wooden shelters, due to the amount of heat they retained after being heated by fire and their malleability when hot. Soon after, the first metal vehicles were developed, pushing the Zn far ahead of any potential competition.

The Chromorum also expanded rapidly during their tribal era, but for a far different reason. Despite gaining sentience, Chromorum were still led primarily by their instinctual aggression towards other species. Thus, they mercilessly attacked other tribes, despite the toll it took on their own numbers. At one point, they were nearly wiped out by being attacked simultaneously by two tribes before rebounding with new advancements in armor and food, such as wooden torches and fishing nets. After much bloodshed, all competition was eliminated and the Chromorum entered civilization.

Civilization Stage

The civilization era was not so much a time period for the Zn as an extension of their tribal era. All individuals were encouraged to discover and invent new creations, leading to a variety of products and rapid expansion of their newfound economy. Cities quickly allied together in order to exchange products and ideas, rapidly leading to world unity. War was shunned simply because of the lack of logic involved; why start a war when resources were being evenly dispersed and nations had equal power? It may have also been due to their lack of innate aggression or need for dominance, lacking a degree of territorialness seen by most beings with male and female genders. Soon after the Zn unified, just a few thousand years after they gained sentience, they created their first space vessel, and quickly set out to explore the galaxy and all its wonders.

The civilization era of the Chromorum was much like their tribal era as they constantly battled for resources and power, seeing other subspecies of Chromorum not as brothers but as impostors. Their military prowess rapidly grew as they constantly searched for more powerful weapons and defenses, leading to lightweight metal armor, improved tanks made out of more durable metal alloys, and eventually nuclear devices, which devastated several factions and were promptly banned from further battles. Soon afterwards, the Chromorum nations finally united, seeing the error of their ways and not wanting to harm their damaged society any further. With much effort, they created their first space worthy ships, and set out for new worlds to conquer.

Space Stage

Unfortunately for the Zn, the first contact they made with an alien species nearly destroyed them. They encountered the Rammek after they had colonized their first planet, only 10 parsecs away from their home planet. The Rammek, greedy, irritable dog-like warriors, noticed this expansion and demanded a large sum of gold for intruding on their territory, to which the Zn rejected, lacking both the experience to anticipate the results of denial and the amount of gold necessary. The result was violent, with Rammek invading and completely annihilating their new colony and most of their ships. Their homeworld would have also been destroyed too, if it had not been for the recent discovery of large-scale cloaking technology, which was quickly used to shield their planet from the gaze of the Rammek. Desperate for the proper equipment needed to take on such a large empire, a lone cloaked Zn ship flew across the stars, searching for an empire that would help them take on the Rammek.

Meanwhile, the Chromorum had found several other empires that they deemed much weaker than theirs. With the aid of their relatively advanced military strategies and weapons, they conquered these worlds, making use of the information left behind to help further their rather unimpressive education outside war and battle. Soon after they had conquered their fifth world, they encountered the Zn, who had been rejected by several other empires. They agreed to help them after a long deliberation, trading some of their military knowledge and accessories for advanced Zn vehicle and building blueprints. The Zn, thus properly armed, and now firmly allied with the Chromorum, began to wage war on the Rammek, making good use of their cloaking technology to sneak into Rammek territory and devastate their economic inner colonies while the Chromorum battered their outer colonies. In time, the Rammek were completely destroyed, cut off from fresh supplies and reinforcements. Emboldened by their victory together, the Zn and Chromorum quickly destroyed the surrounding empires that had denied the Zn help before, making use of the technology salvaged from these many battles to further improve their military. Finally, after so much bloodshed, the Zn and Chromorum both agreed to go into hiding, sharing global stealth devices as they slowly expanded. During this period there were periods of many wars, which the Transmetallic Confederation eventually won. Years after their first contact with the Gronian, the TmC gradually became less reclusive, establishing contact with several other empires of interest. This decrease of isolationism has rapidly taken over the Confederation's philosophy since the Schism, and for the first time since their involvement in the EAW they are beginning to consider joining the Peacekeepers.

=History=

The TmC has a colorful history stretching back thousands of years and involving dozens of space-faring empires. It was initially founded by the Zulvokaria International Coalition and the Chromorum Dominium roughly 10,000 years ago. Over time, through either force or careful negotiations, dozens of other races have been added to the Confederation as it expanded to its present size.

Rough Timeline
-WIP/Revision in progress

A quick overview of TmC history, from their evolution to modern times.

BC: Before Confederation; AC: After Confederation

4,000,000,000 BC - The two surviving vials land in Chromis and Zanforrin, releasing their contents.

1,500,000,000 BC - Around this time the proto-Zn and Chromorum emerge on to land.

2,000,000 BC - Separate Chromorum subspecies start to emerge.

10,000 BC - Around this time Zn and Chromorum become sentient.

5,000 BC - Chromorum civilization emerges. Many wars take place as one faction attempts to conquer all others.

3,000 BC - The Zn emerge into civilization. They spend many years in this era, content to simply invent until overcrowding begins to occur. Soon after, they focus on attempting to make space-worthy vehicles.

2,000 BC - The Chromorum finally manage to unite and create their first space vehicles. Promptly, they begin to attack weaker empires, slowly expanding their territory.

1,500 BC - The Zn create their first space-worthy vehicles and colonize their first world.

0 AC - The Zn and Chromorum agree to form the Transmetallic Confederation.

0 AC - 1500 AC - The combined forces of the Zn and Chromorum proceed to declare war on and eventually eliminate the empires surrounding their territory in a period known as the Great Wars. During this time, they come dangerously close to being eliminated several times.

1500 AC - 4000 AC - The Transmetallic Confederation begins its first bout of isolationism. During this time, large-scale genetic modification and Znification, Asterus, and Therelim, among other things, are discovered after stumbling across an ancient, abandoned colony of their creators.

4000 AC - 6000 AC - The Confederation emerges from seclusion to expand once more, attacking several empires. Around this time they notice their military technology is sorely behind compared to that of their neighbors. This leads to some of the leading Zn and Chromorum military experts combining some of the ancient technology they found earlier with weapons they stole from the empires they battled, creating more advanced tools of death. Mechs start becoming more common around this time, fueled by an increased expansion rate and thus more mined metals to build them with.

6000 AC - 9500 AC - The Confederation settles into another long period of isolationism. This time however, they sent many Zn Spies far beyond their now impressive territory to learn about other species and collect knowledge in general. At the end of this period, the Confederation changes the government so that there are two Chief Commanders. Several decades before the end of this period, Zulgrev is born.

9654 AC - Chief Commander Zulgrev becomes the first Zn to undergo the 'Medic' procedure. The surgery leaves her insane and sadistic, which she hides by going into extreme seclusion, leaving the majority of the work to the Chromorum Chief Commander.

9900 AC - 9922 AC - The Confederation goes to war with a particularly large empire, the Gardron, amphibious shark-like warriors. After a long and bitter campaign, the war finally ends with the capture of their homeworld. Not long after, Xoria becomes the new Chief Commander, succeeding Rianof, who perished in the attack on the Gardron's homeworld.

9948 - 9960 AC - The First Deserikth War. The Deserikth launch an offensive against the Aumpnuuk, hoping to capture some of their advanced EMP technology and energy-based weapons and use it against them. With their already powerful energy shielding making most of the Aumpnuuk's weaponry ineffective against them, they easily stormed several Aumpnuuk colonies, killing hundreds of thousands of melee soldiers as they attempted to halt the larger, stronger aliens in vain. The Deserikth may have succeeded if it weren't for the intervention of the TmC, putting an immediate stop to them. All three parties manage to gain technology from one another before the Deserikth agree to a ceasefire. Afterwards, the TmC and Aumpnuuk agree on several trading routes.

9955 AC - Chromorum scientists discover the key to manipulating Chromorum genetics to make new, much more powerful subspecies. Citizens are equally divided on the concept of creating 'super soldiers', and any potential projects are temporarily suspended. Connections are also established between several minor empires on the fringe of TmC territory.

9970 - 9990 AC The Second Deserikth War. After slowly falling into poverty, the Deserikth attempt to mass together what's left of their military in an attempt to pillage the Aumpnuuk. This time, the Aumpnuuk and TmC launch a preemptive strike together, crushing the remains of the military with relatively few casualties. After that, the remaining colonies were easy pickings, forcing billions of Deserikth to flee or be killed. The war further strengthens Aumpnuuk and TmC relations.

9995 AC - Zulgrev secretly begins plotting to wipe out the Confederation, making a new, all-out offensive empire in the process. The same year, the Confederation discovers the battle going on between the Peacekeepers and Warlords, several months after nearly sparking a war with the Gronians.

9998 AC - The Confederation saves the 'Locals' after battling off the Margan. Zulgrev secretly orders her Medics to mutate them over time behind the backs of the soldiers supervising them, making them loyal slaves.

10000 AC - The Aumpnuuk officially join the Confederation after the Battle of Norsus. Zulgrev destroys the treaty with the Gronian by subjugating several individuals, most notably Spy Zultzen, into nearly sabotaging a meeting between the Nepharians and the Gronian. The cause for Zulgrev doing this is still under investigation, though it is believed she did this to kill two birds with one stone. Evidence collected suggests that Zultzen was beginning to catch on to Zulgrev's plans, and so she framed him and simultaneously weakened the main Confederation by turning the Gronians against them once more.

Any future attempts for diplomacy with the Nepharians are suspended until the Confederation can find a way, if any, to appease the Gronians, who are outraged at the prospect of a treaty being broken so easily.

Important Events
TmC events with significance have been recorded here in greater detail.

The Astatanians
-WIP-

Dawn of the Confederation
Zanforrin and Chromis, the homeworlds of the zulvokaria and chromorum, respectively, both formed within the metal-rich Zarcona star cluster created by the remnants of earlier supernovae. This relative proximity facilitated first contact between the two interstellar nations; after a short truce in which borders were negotiated, the empires enjoyed an interlude of peaceful, if somewhat detached, relations with each other. The ZNC, while in awe of the Dominium’s military technique, detested their excessively brutal culture and treatment of aliens. Likewise, the Dominium thought the ZNC untrustworthy and oblique in their excessive use of stealth technology and other forms of subterfuge. However, their association would quickly be changed when a fleet belonging to the Rammek Hegemony stumbled across the ZNC settling the world of Agorin. The ZNC, using highly advanced ‘warp keys’ reverse-engineered from Astatanian technology to create wormholes, had unintentionally crossed into the larger empire’s territory to do so.

Sending a contingent of ships accompanied by their finest battlecruiser, the Hegemony, rather than attempting communications, destroyed the fledgling colony, going so far as to demand tribute from the ZNC to avoid all-out war. With the colony and a sizable portion of their main fleet wiped out in the course of a single battle, the ZNC panicked. Too young as a spacefaring empire to have any established allies, and without enough resources to satisfy the Hegemony’s demands without decimating their economy for decades, the ZNC decided to turn to the Chromorum Dominium for aid.

Over a series of negotiations that became known as the Rammek Compromise, the Dominium agreed to lend the ZNC several of their fleets; in exchange, they would extract payment in the form of half whatever they scavenged from the Rammek Hegemony. With their navy bolstered by experienced Dominium ships and commanders, the ZNC set about striking a moral blow against the Rammek Hegemony. Using their few remaining stealth fighters, the ZNC scouted out the fringe of Hegemony territory, searching for an ideal location to begin infiltration.

After a particularly daring attempt to penetrate deeper into Hegemony territory, ZNC fighters discovered Fermariah, a gas giant with several spaceports serving as a key refueling point for Hegemony fleets. Working with the Dominium, commanders from both empires coordinated a plan to sabotage the spaceports. Opening up communications with the Rammek, the ZNC claimed they had gathered the necessary tribute and would be sending it into rammek territory via several carriers to be escorted. The Rammek foolishly directed it to Fermariah with the goal of immediately distributing their so-called tribute; as the ZNC suspected, they were arrogant enough to not bother checking the cargo beyond a cursory inspection.

As the carriers approached the gas giant, crates full of ‘refined metals’ ruptured to reveal Zulvokaria and Chromorum soldiers with bombers and interceptors. Incapacitating the remaining rammek on board, the ships were discretely moved into the fighter bay. In the midst of the coup, Zulvokaria spies intercepted transmissions, locking down any word of the attack from reaching the escorts. When the nearest of the spaceports was within range, dozens of ships were launched, signaling the start of the the now-famous Agorin Reprisal Conflict.

Caught off guard by such an audacious assault, the Rammek were slow to respond; the first spaceport was destroyed and two more were left heavily damaged within a complete Fermariah rotation. Though the defense fleets stationed there eventually destroyed all attacking ZNC and Dominium ships, they were left unable to refuel or repair any of their own ships across a large swath of their territory. To magnify the problem further, ships and transmissions sent out to report the attack were repeatedly blocked by Zulvokaria ships hiding around the fringes of the system.

Within a month of the blitz, the main ZNC-Dominium forces had swept through the remainder of the defenses stationed to Fermariah, rescuing jettisoned escape pods in the process. Seeing how easily the enemy’s forces crumpled before them, ZNC commanders, many of which had relatives killed during the decimation of Agorin, prompted further vengeance in the form of an attack on the Hegemony’s homeworld Jurrium. The Dominium’s forces, a bit put off by their losses but nevertheless pleased at the resolve of their new allies, readily agreed to the proposition. While the Dominium began picking through the rubble to send resources back to their homeworld, the ZNC focused on establishing a direct path to Jurrium via wormhole, as they had done previously with Agorin.

Frightened by the sudden lack of communications from one of their significant space stations, the Rammek had immediately diverted the majority of their fleets to surrounding colonies, suspecting one of their neighbors was attempting to encroach on their territory. It was only when their homeworld was under siege that the Hegemony realized they had sent reinforcements to the wrong locations. After cutting off the system’s communications and annihilating the planet’s orbital defense forces, the fleet proceeded to bombard Jurrium from space. Scattered cries for mercy were ignored on both sides as city after city was reduced to rubble. By the time the scattered Hegemony fleets had caught on and returned to the home system, most major population centers had been destroyed by kinetic bombardment, and the remaining cities faced decades of global winter induced by the large amount of debris floating in the atmosphere. Civilians not killed or displaced were sickened by experimental bioweapons deployed by the ZNC. With their work complete, the ZNC and Chromorum Dominium fleets escaped the system, laying low in the space between stars to regroup and assess the situation.

To the surprise of the two empires, within a month of the Battle of Jurrium an additional three races had declared war on the Rammek. Later, it was discovered that the very fleet that had crushed Agorin had put the Rammek into quite a bit of debt, and the lenders had been very displeased that their loans were no longer being repaid. Within half a decade the remainder of their empire crumbled, their colonies picked over and divided between the victors. As the instigators of the conflict, the ZNC and Chromorum Dominium were granted the worlds they had conquered, along with unrestricted access to Agorin and another Rammek colony, Wexxis.

While the ZNC and Dominion waged war on the Rammek, President Julorrus and General Shumolk, the Coalition and Dominion leaders of the time, respectively, began creating the first of many ties between the two empires. During the lull between the bombardment of Jurrium and the collapse of the Rammek Hegemony, both sides considered the possibility of a more permanent alliance. Though their initial views of each other were unfavorable at best, the populations of the two empires had formed a more positive view in light of their best attributes being put on display. This attitude was bolstered by conclusion of the war, in which ZNC and the Chromorum Dominion found themselves in joint possession of a sizable portion of Rammek territory. In the spirit of cooperation, the colony of Agorin was rebuilt and settled by eager colonists from both empires. In the capital city of Hezerend, the Treaty of Agorin was signed on the five year anniversary of the planet’s initial settlement, officially bringing the TmC into existence.

The Great Wars
-WIP/Revision in progress

Few documents survived this era of bloodshed and destruction which immediately followed the downfall of the Rammek, leaving much of this time shrouded in mystery. Scraps of military reports confirm the complete destruction of at least four empire similar in size to the pre-alliance Chromorum, and the near-destruction of the Confederation itself on several occasions. It is estimated that roughly a dozen colonies were either taken by force or colonized during this era.

- TmC vs Gurzzen, Einiken, Fellix

- Destruction of Chromis

- Establishment of Outskirt Cluster

The Discovery of Znification
-Outdated/Revision in progress

Not too long after the Transmetallic Confederation secured its borders and went into empire-wide stealth, the Zn, seemingly in the footsteps of their long-lost parent empire, discovered a process by which they could 'convert' creatures from alien planets into beings capable of incorporating zinc chromate into their bodies, much like themselves. They also made advancements in genetic manipulation itself during this period, paving the way for the first Zn 'War Creatures' to be made.

The Discovery of Asterus and Therelim

-Outdated/Revision in progress

While expanding into their conquered territory, a scouting squad of the Confederation came across a most unusual planet. While the condition of the planet was less than stellar, the atmosphere barely capable of retaining oxygen and water, there appeared to be evidence of alien activity on the surface. Their interested piqued, they landed, discovering traces of an ancient alien civilization. Upon further scanning, a complex array of underground structures were noted to still be intact.

After much effort in digging into the underground base, they discovered a plethora of technology, including the unusual minerals Asterus and Therelim. Deciphering the plethora of notes left behind, they discovered that the underground base was in fact an Astatanian science lab, designed to cultivate important minerals for their advanced weaponry. Unfortunately, notes related to the process of creating both minerals were never discovered, though later parties explored the base thoroughly. The base did have a large amount of the minerals already in storage, however, giving the Confederation access to their unique properties. Asterus, a strange metal that could seemingly change density when large amounts of energy were run through it, yet retain the majority of its characteristics, and Therelim, a mineral powered by constant sequence of chemical reactions that caused it to rapidly drain the energy out of anything in direct contact with it, then subsequently release it as heat. Scientists immediately began debating on the use of these rare minerals, especially for the military purposes they were intended for.

In time, several other bases similar to the first were found, granting them more knowledge of the minerals but still no answer to their formation. In the years following these discoveries, the minerals, along with other advanced tech found in the base, were incorporated into the Transmetallic Confederation's current military arsenal, leading to the first major revision of their military since the Great Wars.

The First Revision of the Military
-WIP/Revision in progress

Addition of the Aumpnuuk to the Confederation
-WIP/Revision in progress

The Aumpnuuk had been in good standing with the Transmetallic Confederation for a long period of time, at least half of century. Their alliance first started when an Aumpnuuk trading vessel stumbled into a Transmetallic Confederation colony while looking for raw supplies to refine and eventually trade. The vessel was captured by hidden Battlecruisers patrolling the colony, only to be released several days later in exchange for some of technology the vessel was carrying.

Over the following weeks, scientists examined and tested the technology, some sort of electricity-based projectile that even the most skilled Zn Scientists could not replicate. Intrigued, Zn Medic and Scientist Voro'gan requested to Chief Commander Zulgrev that the Transmetallic Confederation send a fleet to search for the creators of this unusual technology. At first his request was denied due to a breach of TmC laws involving foreign races, but after spending several hours debating over it she reluctantly agreed to search for the Aumpnuuk.

By chance, the fleet flew through Aumpnuuk territory several days later, attracted by several large-scale battles in the area. A large, militaristic race had attacked the Aumpnuuk in several locations at once in an attempt to salvage the unique technology. Wanting to make a more favorable impression on the Aumpnuuk, as well as simply protect a potential source of advanced technology, the fleet split up into three groups and immersed themselves in battle, much to the surprise of both the Aumpnuuk and the aggressors. Led by Battle Commander (at the time) Serlia, the three forces worked with the local Aumpnuuk military forces to force the attacking forces into retreating. Thankful for the assist, the Aumpnuuk forgave the TmC for their earlier hostility and agreed to form a trading route between the two empires.

Over the next few decades the Transmetallic Confederation and the Aumpnuuk forged a steady relationship, trading their advanced technology, powered mech suits, and especially Asterus, which they had an unusually large supply of, in return for raw metals and knowledge the TmC had collected about other races and animals, most importantly the race that attacked the Aumpnuuk.

Combining their forces to annihilate the empire, the Aumpnuuk and Transmetallic finally agreed to an official alliance. Considerations were being made for them to join the Confederation, but the people were still mildly xenophobic and refused, many never having seen any other species besides the Zn and Chromorum, at least in the flesh, for their entire lifespan. As several more decades passed, the civilians' opinions slowly changed, eventually even letting Aumpnuuk live in their colonies and, at the time when the Transmetallic Confederation sent forth several fleets to Norsus, participate in the TmC military. Several days after the grueling battle, the entire Confederation was shocked when Chief Commander Zeru'zeleus requested, through Battle Commander Authos, that the Aumpnuuk empire freely merge with the Confederation. After some deliberation, both Xoria and Zulgrev agreed, though the actual celebration wasn't held until six months later, on the 10,000 year anniversary of the Confederation's formation.

The Creation of Chromorum Super Soldiers

-Outdated/Revision in progress

In more recent times, Chromorum scientists have attempted to manipulate Chromorum genetics, in an attempt to isolate the genes responsible for each subspecies. While they succeeded in their initial goals, the process also gave them insight into how to manipulate Chromorum genetics. With special permission from Chief Commander Xoria, the scientists began a secret campaign to make a Chromorum with better strength, speed, and intelligence attributes, ideal for military purposes. After much research and testing they were finally successful, creating Nul and Nia Chromorum.

At this time the project was announced to the public, with mixed reviews. Some agreed with the concept of creating soldiers specifically for combat purposes, well others questioned the moral aspects of Chromorum created solely for military purposes. Still, others were disturbed at the prospect of altering Chromorum genetics. Xoria had no choice but to suspend the project temporarily, waiting for public acceptance to increase.

The Second Revision of the Military
-WIP/Revision in progress

With the addition of the Aumpnuuk and their surplus of energy, it was decided to once again 'remake' the armor of certain military units, with emphasis placed on mechs and infantry. Chromorum soldiers in particular, had their armor lightened considerably, replacing it with advanced energy shielding. Carbon fiber under suits, also made by the Aumpnuuk, were also introduced, quickly finding their way on to many infantry and even some mechs for their mild resistance to solid ammunition and sharp weaponry while being lightweight and comfortable. The Aumpnuuk themselves, through discussion with numerous military experts, were gradually incorporated into the military ranks, filling a niche in support with their advanced armor and disruption-type weaponry.

The Divided Confederation
-WIP/Revision in progress

With the discovery of Zulgrev's treachery, a large scale meeting was called for on Zanforrin, roughly a day after the events that occurred during a convention between the Gronians and the Nepharians. The meeting took place in Vurgel Stadium, one the largest underground stadiums at nearly a mile in diameter. Numerous individuals of importance attended the event, including Chief Commander Xoria and Battle Commanders Ixxia, Authos and Mulgesio. The meeting began with Xoria explaining the events that occurred between the TmC, Gronians, and Nepharians, eventually tracing it back to Zulgrev as the culprit and labeling her a traitor to the Confederation. Zulgrev defended herself by implying that the Confederation had become impure in a sense, forming treaties and no longer destroying other empires as they had in the past. When Xoria noted that they no longer needed to destroy others for supplies, space, or safety, Zulgrev attempted to apologize, culminating with Xoria stopping an assassination attempt by her. Knowing she could no longer stay within the Confederation, Zulgrev called upon her loyal minions to leave the Confederation, some civilians that agreed with her ideals joining her as well. The Confederation donated several large ships for the purpose of allowing the separatists, and so, they made their way through the colonies, picking up supporters before being escorted to a solar system far from TmC territories, where they could live under strict watch.

Following the incident, several dozen arrests have been made on Spies believed to be loyal to Zulgrev. Officials are still on the lookout for any other Separatists attempting to sabotage the TmC in any form.

= Races =

As a sizable confederation that has existed for thousands of years, the TmC naturally includes a wide variety of alien races that have either formally or informally been introduced over time. After the Zn and Chromorum, who originally founded the TmC, the majority of these species, such as the Duroagan and Miikth, are the remnants of empires that have been bought out or obliterated during periods of expansion and subsequently assimilated. There are notable exceptions; the Aumpnuuk recently joined the Transmetallic Confederation after a series of successful diplomatic negotiations on Agorin resulted in them agreeing to join in exchange for fully funding expanded settlements on their stagnating outer worlds and unlimited exchange of military-grade equipment and other beneficial technologies.

Biology
Zanforrin, the homeworld of the Zn, is a fairly massive world exhibiting more than twice Earth’s gravity at sea level. It orbits the relatively dim red dwarf Zollos, at a distance resulting in a planet where temperatures average just above freezing. The terrain largely consists of flat tundra across large stretches of land, though forests become increasingly common closer to the equator. Large concentrations of dissolved salts aid in keeping Zanforrin’s relatively shallow oceans liquid across the temperate and tropical zones; many forms of life have incorporated these metallic compounds into their biology, forming semi-metallic carapaces, scales, or bark as protection. Plants are a blackish-grey coloration to maximize the amount of solar energy absorbed, and animals’ visual organs generally rely on the infrared rather than visible spectrum. Zanforrin’s immense gravitational pull and low atmospheric oxygen concentrations limit the size of terrestrial animals, though several aquatic species have been observed to grow quite large in its temperate seas.

The Zn, known as zulvokaria within TmC borders, are a race of stocky, four-armed, warm-blooded reptilians. They stand roughly six feet from their feet to the top of their facial horns, weighing an average of 250 pounds on a planet with Earth-like gravity. Originally evolved from crustacean analogues, they retain durable metallic plates across their head, neck, back, outer arms, and thighs. Their black skin is thick, smooth, and cool to the touch; a thick layer of subcutaneous fat provides insulation against the naturally cold conditions of their homeworld. The ‘outside’ pair of arms are thicker and are more suited for applications of blunt force. Conversely, the ‘inner’ pair of arms are smaller and more dexterous; they were often used for carrying objects while on the move or quickly dismantling food. The long neck of a zulvokaria allows them to move their surprisingly light head with a minimum of energy spent, giving them an unparalleled view of the area around them. All six of their limbs end in four digits, equipped with sharp talons to rend prey.

Sensory

Having evolved as ambush predators, the zulvokaria rely primarily on sight and hearing to sense the world around them. Living on a world bathed in the IR-heavy light of Zollos, their narrow snout has developed hundreds of heat pits highly sensitive to thermal radiation. On worlds orbiting stars that emit less infrared light, modern technology can easily red-shift incoming light waves to allow zulvokaria to properly see the world around them. The horn-like protrusions that extend from their heads directly transmit sound to their ears, giving zulvokarian an acute sense of hearing. This could possibly attribute to their complex vocal system; they possess three larynx analogues capable of going into infrasonic and ultrasonic ranges. The former can be used as a form of communication unique to the Zn; infrasonic calls made during combat can be transmitted long distances through the ground and picked up by the feet by other zulvokaria soldiers in the area, relaying vital information. Their sense of smell is rather underdeveloped and their sense of touch is poor; their well-insulated skin and plates allow very little sensation to be felt. Zulvokaria also have a sixth sense: the ability to detect radiation levels that could overwhelm their natural protection and cause harm. This ability, shared by many land-dwelling creatures on Zanforrin, is thought to be a leftover trait developed in response to Zollos, the red dwarf Zanforrin orbits, when it was younger and more volatile.

Reproduction

Zulvokarian develop slowly compared to most sentient races, reaching physical maturity at roughly 40 years of age. Individuals are considered adults at 25 years of age, which is also when they reach sexual maturity. Much of their time is spent in a biologically neuter state; once per Zanforrin year, hormonal fluctuations render them male or female for five to seven days, during which they can reproduce normally. Modern hormone injections or supplements taken biannually can suppress these cycles with few to no side effects. Similarly, artificial supplements exist to bring zulvokarian ‘into season’ at a desired time as either a male or female. Given the potential for abuse, such supplements are strictly regulated, and are only distributed for the purpose of conception in established couples.

Pregnancy in zulvokarian lasts about ten months, and typically results in one child, though two is not unheard of. Young are born with a full set of teeth and the ability to digest meat and simple fruit, but are unable to even hold their head up properly for up to six months on the homeworld, as it takes a great deal of skeletal and muscular development to properly support their growing bodies. The plates, which are initially soft and pliable to facilitate birth, harden over the course of the first few weeks to provide some degree of protection. Zulvokaria typically spend their first few years being carried around by one of the parents in their inner arms until they develop enough to hold themselves upright.

Effectiveness as Infantry In combat, the zulvokarian are notorious for the immense stamina granted to them by their physiology, allowing them to physically exert themselves for much longer than most sentient species without the need for recuperation afterwards. They are incapable of moving with great speed, especially on two legs, though they often compensate with mechs and what most races would consider heavy arms to neutralize any opposing infantry. Their thick skin gives them a slight advantage on cold worlds, though heat quickly incapacitates them. Thermal sensory and sensitive hearing nullify most forms of stealth technology, and when combined with their high degree of spatial awareness make them surprisingly adept at spying. Two pairs of arms give the zulvokarian an edge in melee combat and allow them to easily switch to their sidearm in the heat of battle.

Biology
The Chromorum are large, long-bodied but sturdy reptilians, often reaching over twelve to thirteen feet over the entire length of their body. Much like the Zn, the Chromorum evolved on a world with a weak magnetosphere, requiring them to develop protection to cope with the increased levels of solar radiation. This protection comes in the form of layering scales across their body, largest and thickest on their back and shoulders and smallest on their midsections and the ends of their limbs. These scales make it rather difficult for slashing weapons to inflict much damage, as the blows simply deflect off the rounded surfaces, though they offer no protection against modern firearms. Each of their four long arms ends in two hooked fingers, actually composed of two fused fingers and a thumb. Their legs, relatively short compared to their body, end in sturdy, three-clawed feet, well-suited to bursts of movement. Their heads, covered in a distinctive tri-pronged crest, protect the sharp, peripheral eyes; Chromorum were hunted by other, larger predators while they preyed upon other species themselves.

Scales

Chromorum scales are rather unusual in nature, growing from the skin in a fashion similar to fingernails in ruffled layers. The scales vary from light brown to green in natural coloration, and possess a metallic sheen when an individual is healthy. In an individual with albinism, the scales are a light silvery color. Muscles attached to the base of the scales allow them to move to a certain degree, raising subconsciously if a Chromorum is threatened or overheating and lowering if in a cool environment to preserve body heat. The scales grow continuously at a slow rate up to a certain length, after which they will stop unless 'clipped'. Removing or otherwise damaging the base of scale will cause a Chromorum immense pain, and will render it unable to regrow. War veterans or civilians that have lost several scales often get replacements carved to look like the original, as their bare skin is uncomfortably sensitive to the touch in regions where scales normally grow.

As a previously war-like race, Chromorum have made it a habit to clip, dye and decorate their scales in a certain manner to represent their background. The tradition dates back to the Chromorum Iron Age, when warring clans would use war paint to identify allies in combat. The clipping style and color are determined by the clan they were born into; the decorations are based off the individual’s colony of origin.

Reproduction

Chromorum reach sexual maturity at roughly 15 years of age, though their bodies continue to develop for several more years. Males and females appear virtually identical to most alien species, though the former tend to be slightly smaller than their counterparts. About a month after mating, the female lays a clutch of 2 - 4 eggs that are incubated for roughly four months before hatching. Like some reptilian species, the gender of the offspring is determined by temperature, resulting in the family being able to ‘choose’ if they will be having sons or daughters. The clan of the children is determined by the mother’s clan; there are typically only one or two females hatched to continue the bloodline. The mother’s family as a whole raises the hatchlings, especially if the mother must return to active duty in the military.

Chromorum Clans and Subclans
Originating from ancient tribal customs and incorporated into general use during the Chromorum Iron Age, identifying oneself as part of a clan has become an integral part of Chromorum society. The majority of Chromorum territory is divided among these clans, with each clan divided into several subclans in turn. Each subclan possesses a leader which reports directly to the Chromorum Chief Commander. An individual is born into the mother’s subclan, raised as an unofficial member of the clan until they complete their obligatory military training. Upon graduation, the unofficial members become full-fledged citizens, and are allowed to either stay in their current clan or transfer to one more suited to their desired profession. Each clan represents a specific attribute of Chromorum society, with a certain set of roles to perform. Each clan is also required to contribute a certain number of soldiers to the Chromorum portion of the TmC military; most specialize in a specific type of soldier. Individuals can switch clans as often as they please, though those who change frequently are looked down by society as vagrants or transients.

Chromorum clans are represented by the color of their scales. After hatching, a child’s scales are a pale greenish-grey, soft and malleable to the touch. Until the scales finish growing and hardening, the younglings are identified by colored articles of clothing. At roughly 10 years of age, when the scales are finished growing and have completely gained their natural coloration, the child gets their scales clipped into shape and receives their first clan markings, a temporary colored dye that is applied to the scales and gradually integrated into their composition. In addition, unique clan markings are inscribed on the facial plates; the details vary between subclans. Upon graduation, the Chromorum receives a more permanent dye representing the clan of their choosing. Due to fading and general wear and tear, the scales are usually clipped and recolored at least once a decade. If a Chromorum changes clans, the new dye is simply applied over the existing layer; in this way, scale clippings can reveal the clan history of an individual by examining the number and thickness of colored layers. Optional decorations can also be painted on with a substance similar in composition to nail polish; unlike the dye, it can easily flake off or be removed chemically. Though a Chromorum may change clans and scale coloration, facial clan and subclan markings representing an individual’s place of origin are not changed. Similarly, though a Chromorum’s first and clan name may vary over the course of their lifetime, their subclan name will remain the same unless they are exiled.

Vil Clan

Brave and daring, the Vil clan are known for their bold red scales, love of decorative spikes, and willingness to fight and defend. One of the more xenophobic clans, their territory is generally closed to races other than Zn and Chromorum, though efforts are underway to open their colonies to the recently added Aumpnuuk and minor TmC races. Clan initiation includes intense physical and mental conditioning, further expanding upon initial military training to ensure that soldiers won’t buckle under pressure. The Vil are responsible for public defense, taking up positions such as police officers, bodyguards, and security officials. In the military, their focus is explosive weaponry, offering rocketeers, demomen, and several different mechs.

Incindias Subclan

Dar Clan

Kind and lively, the Dar clan paint themselves in orange, concentrating on building a future for new generations of TmC citizens. Clan initiation involves countless hours of training in electronics and construction, preparing them for dealing with a wide variety of TmC technology. The Dar are responsible for public transportation, which is widely used within TmC space, trading within and outside the TmC, and maintaining and engineering buildings as needed. As a result, they are very open towards other aliens, though there are a few exceptions. Their military focus is vehicles and mechs, supplemented with various technicians and battle engineers.

Fascana Subclan

Gia Clan

Humble and selfless, the Gia clan wear vibrant yellow scales, dedicating their lives to something much greater than themselves. Their clan initiation requires countless hours of community service, taking up tasks such as cleaning up litter on the streets or volunteering at a homeless shelter. The Gia take labor-intensive work, such as mining and factory construction. As such, they are more common on the outskirts of TmC territory, and are the most accepting of alien races. Their primary role in the military is training support units such as snipers and recon scouts.

Gemlek Subclan

Vio Clan

Steadfast and fearless, the green-clad Vio clan is that largest and most influential of the Chromorum clans. Unlike other clans, they have no ‘public’ role; their sole responsibility is training infantry for the TmC military. Like the Vil clan, initiation includes intense physical and mental conditioning to ensure potential soldiers can handle the stresses of combat. In addition, it emphasizes self-reliance and group cooperation with members of other clans. The Vio are generally seen as having the lowest standards of all the clans; those who fail to earn their colors are either seen as physically or mentally unit or immature.

Fes Clan

Detached and logical, the deep blue scales of the Fes clan represent their dedication to the acquisition and compilation of knowledge. Their territory contains a disproportionately large percentage of oceanic worlds to facilitate their military specialty: aquatic and amphibious infantry and vehicles. Initiation requires a complete research project, completed alone or with others, on a specific topic assigned at random. In TmC society, Fes members take on the positions of teachers, scientists, and doctors, among other roles. While ambivalent towards most alien races, the Fes clan has an especially close relationship with the Zn, likely due to their shared interest in gathering information.

Sil Clan

Blunt and impartial, the Sil clan adorn themselves in purple, often dressing in elegant robes as opposed to the more practical stance taken by other clans. They take on jobs pertaining to law and legislation, such as judges and jurors. Initiation into this clan is often regarded as the most difficult, requiring months of studying TmC history and training to ignore stereotypes and initial biases. The Sil clan is responsible for training melee specialists in the military, along with battlesuits.

Biology
The Aumpnuuk are a bipedal species of semi-aquatic reptilians easily recognized by their tusks, ear frills, and vibrant coloration. Their compact bodies are covered in glossy black scales, broken up by yellow striping on the limbs, chest, and back. The scales are waterproof and minimize drag in both air and water, though they are too flimsy to offer any real physical protection. What appear to be frills on the base of their head and neck are actually a vestigial set of feathery gills. While too atrophied to allow Aumpnuuk to breathe in water, they still passively diffuse carbon dioxide into the water while submerged, allowing for longer periods of intense aquatic exertion without muscle fatigue. Their skull is reminiscent of many piscivores, with a relatively long, narrow snout full of slender needle-like teeth ideal for grasping fish. On either side of their snout are tusks, larger in males, which were used as tools for digging up crustaceans or as part of a courtship display. The base of their snout and skull is covered with a translucent bony covering that protects the light-sensitive organ within it. Their arms are slim but surprisingly strong for their size, ending in dexterous, four-fingered hands. Each of their fingers ends in a small, pointed claw; dulling them is an individual's personal preference. The last three digits of an Aumpnuuk's hands are webbed until the first joint, though some cultures opt to remove the webbing early in life. In contrast to their arms, their digitigrade legs are long and quite muscular, ending in padded three-toed feet with large claws. The middle toe is the largest and carries most of the weight when running; the other two toes provide balance when walking or changing direction. Like the fingers, Aumpnuuk toes each end in a claw, usually blunted to avoid catching on shoes or other fabric. Aumpnuuk also have a fourth toe, analogous to a dewclaw, at the top of their heel, which aids in gripping tree limbs. Finally, the Aumpnuuk possess a long, sturdy tail roughly three-quarters as long as the body. While not prehensile, it is quite flexible, and is mainly used for balance when running on land. In the water, it is used for steering, with the arms providing balance and the legs providing the main source of movement. Most notably, some subdivisions of Aumpnuuk have branched tails, differing at the vertebrae split. It is unknown what caused this mutation to occur, though those in the upper echelons of the TmC suspect it was intentionally created by an advanced space empire as an easy method of tracking different Aumpnuuk populations early in their sapience.

Senses
Despite it appearing otherwise, Aumpnuuk can actually possess a sense of vision; the top of the head is covered in a light-sensitive organ, covered by protective bone. The bone itself is actually transparent to allow light to pass into it, though it appears greyish white because of the underlying structures. Aumpnuuk can distinguish light and dark quite easily as a result. However, they have limited frontward and peripheral vision. As such, Aumpnuuk prefer to use electroreception when possible, as this sense is much sharper and more advanced than their 'normal' vision. Using it while in a body of water allows an individual to easily locate other living beings, as well as electronic devices, within a roughly ten foot distance of the individual. Other Aumpnuuk senses, such as smell, taste, and touch, are fairly average, though their hearing stands out as being quite sensitive.

Electricity Generation
All Aumpnuuk have the ability to create and manipulate electricity, though the degree of proficiency varies between individuals based on genetics and experience. Several organs in their body, known collectively as eufrana nodes, produce electricity which travels through their bodies through a second circulatory system filled with conductive fluid; this is collectively known as the eufrana system. While Aumpnuuk can emit lethal shocks for over an hour before becoming exhausted, the body requires a large amount of time and calories to recover from being completely drained. At birth the eufrana system is mostly inactive, developing over the first twelve months of a hatchling's life. Poor nutrition during this stage can result in an Aumpnuuk being partially or completely unable to generate electricity. From one to ten years of age, it is partially active; it can only be triggered unconsciously by fear or prey responses. This ability never degenerates over time in most instances, giving Aumpnuuk almost abnormally heightened ‘shock’ reflexes. As an Aumpnuuk continues to mature, he or she can gradually learn to control the eufrana system consciously, learning to send electricity to certain parts of their body. Throughout an Aumpnuuk's skin there are certain nerve-like endings which can alternate between conductive and non-conductive states; they are most numerous in the hands, feet, mouth, and tail. With practice, an Aumpnuuk can use these endings to transmit electricity through their bodies into anything in direct contact with them, provided the material is conductive enough. Ranged shocks are possible, but only with specialized weapons that amplify the electricity enough to overcome air resistance. A lower voltage shock can also be used among Aumpnuuk as a form of communication.

Reproduction/Early Life
Aumpnuuk reproduce sexually, laying clutches of four to six eggs that hatch after several months of incubation. The young are born pitch black, but gradually develop their yellow markings over the course of their first six to twelve months of life. It should be noted that male and female Aumpnuuk are externally identical in appearance, making identification difficult for outside races.

For their first five or so years of their life after they hatch, the litter of Aumpnuuk remains together almost constantly, an instinct meant to increase survival rate. Within the group, a natural leader tends to form, often dictating where the group goes for the day, what games they will play, and so forth. Studies by numerous Aumpnuuk psychologist groups have proven that these 'leaders' often end up in high-ranking positions in numerous professions, perhaps due to a natural ability to lead others and a high amount of self-esteem. If separated from his or her siblings, a young Aumpnuuk will become extremely withdrawn, often refusing to move or talk until reunited. This will not occur if the Aumpnuuk is separated before two weeks of age, though they will still have separation anxiety when young and often grow up to become quiet and withdrawn.

Yugadd
The yugadd are small, semi-arboreal race that stand about three feet tall and weigh between 65 and 85 pounds. Warm-blooded and active for three-fourths of the 32-hour Kegudd day, their high metabolisms cause them to have an average lifespan of 80 years. While often described as insectoid in appearance, they possess only two pairs of true limbs and lack a true exoskeleton. The yugadd body can be divided into two main sections: the head, which contains the brain, lungs, heart, and gizzard, and the abdomen, which contains other organs associated with the endocrine system along with the excretory, reproductive, and lymphatic systems. Most of their head and back is covered in plates composed of keratin secreted by glands in the skin; the plates are mostly brown, but have vibrant red streaks that warned potential predators of the poisonous barbs that sporadically protrude from their carapace. A pair of eyestalks on the upper part of the head extend the large eyes away from the body, giving them outstanding binocular vision. The lower part of the head contains a set of dexterous pedipalps equipped with pincers, similar to those of a scorpion, that aid them in feeding and also allow them to carry food or other objects while their primary limbs are occupied with moving. Taste and smell receptors on the fine hairs covering the pedipalps enable yugadd to determine if a potential meal has expired prior to consuming it. At the bottom of the head, a pair of flat jaws tear off pieces of flesh or fruit to be swallowed whole. The abdomen, unlike the head, is mostly uncovered by carapace to maximize mobility. Yugadd arms are longer than their legs and are capable of easily supporting their weight for long periods of time with minimal effort. Each of their hands ends in a single long digit and two thumbs, positioned radially about the center of the hand, affording them a great deal of gripping power at the cost of fine motor skills. Their legs, while comparatively short, are quite adept at leaping, though unsuited to walking long distances. Overall, yugadd are poorly suited to living on more conventional worlds due to their arboreal upbringing, and as such are rarely seen outside of their homeworld.

The yugadd were first discovered by the TmC during the dawn of their space age, having just founded permanent bases on their homeworld Kegudd's moons. Given the choice of systematic displacement or genocide to free up a habitable world for eager Chromorum colonists or paying tribute in exchange for vastly superior space exploration vessels, the indigenous population overwhelmingly voted for the latter option, paving the way for their eventual assimilation into the Confederation a number of years later.

=Military=

~Undergoing revision~

Overview
Zn

The Zn are the brains of the TmC military, responsible for the majority of intelligence and material distribution. Their infantry consists of a relatively small number of well-equipped soldiers, emphasizing quality over quantity. Zn typically use weapons that are unconventional in some capacity, utilizing abnormal ammo, firing mechanisms, or designs to gain an edge. The stability of the Zn afforded by their physiology also allows them to carry weapons too heavy or unwieldy for most other races. For defense, Zn soldiers typically combine energy shielding with ablative armor that dissolves instead of melting upon being hit with heat-based weapons. The latter affords them greater protection against plasma and lasers at the expense of decreased effectiveness when facing solid ammunition. In addition, more experienced Zn soldiers often equip personal cloaks, enhancing their natural affinity for ambushes.

Zn vehicles are generic in design and function, designed to be easily mass-produced to supplement TmC infantry in offensive and defensive positions. The notable exception is their drones, which consistently excel in mobility and autonomy. Aside from drone tanks, which remotely control their own set of drones, Zn drones such as the Deralmaer and Zulmaer are sapient and can function independently for weeks, months, or even years before reporting back to TmC command.

Chromorum

Chromorum form the backbone of TmC forces, contributing the highest raw number of infantry and vehicles to the military. Unlike the Zn and Aumpnuuk, they show a marked preference for various types of kinetic ammunition, typically utilizing mass-produced guns of Zn make for basic soldiers and more powerful — and sometimes experimental — weapons for seasoned veterans who are judged to be worthy of the investment. As an arboreal species unsuited to traveling on flat surfaces for long periods of time, Chromorum typically rely on cybernetic upgrades and powered armor to hold their own against the infantry of other races.

Chromorum vehicles, unlike their guns, are typically assembled by Chromorum themselves, a fact that is reflected in their decidedly unique aesthetics. Unlike the Zn's floating drones and boxy hover vehicles, Chromorum vehicles possess animalistic features such as legs, layered wings, and heads full of sharp teeth and glowing eyes. The size of these vehicles varies greatly; the smallest stand below the waist of an average Chromorum soldier, while the largest exceeds 300 meters in length. While the extra details are often criticized by the Zn as taking up unnecessary time and resources, there is no denying the rush of patriotism experienced by Chromorum soldiers whenever an Incindias or Aerilis enters the battlefield.

Aumpnuuk

While they are the newest of the main TmC races, Aumpnuuk forces have managed to fill a niche as the arms and legs of the TmC military with their renowned speed and rapid responses to any situation. Their soldiers make up the highest percentage of their population relative to the Zn and Chromorum, and are likely to overtake them both within a few centuries. Energy weapons are the Aumpnuuk infantry's weapon of choice; electrolasers are prevalent, especially among the lower ranks. They also hold an unusual affection for melee weapons, contributing more than the other two races combined even in their relatively short time as a part of the TmC. Aumpnuuk armor is not to be overlooked either; their advanced shielding can notoriously draw power from some forms of energy weapons, albeit at the risk of shorting out the battery and forcing an early retreat. Combined with the exceptional mobility offered by their natural physique, the Aumpnuuk are especially effective at blitzkriegs, leaving deception to the Zn and attrition to the Chromorum.

Aumpnuuk vehicles, like their infantry, place emphasis on hard, fast strikes, with little in the way of heavy armor. Their simple yet elegant designs form a middle ground between the austere Zn and the flamboyant Chromorum. The majority of their vehicles are focused on disruption in some form; EMP is fairly common, much to the irritation of races that rely heavily on communication.

Infantry
Denukshun-013 Rainbow Flamethrower

One of the Incindias subclan's military innovations, the Denukshun is named after a particularly active tectonic plate on Chromis, befitting its designation as a flamethrower. Like all Rainbow series weapons, the Denukshun can use a wide variety of ammunition; standard combustible liquids are cheap and can be used in any environment with a breathable atmosphere; slightly more expensive napalm adheres to any surface it makes contact with and is especially effective at eliminating infantry; plasma has a shorter effective range but is hotter and can be used on planets with inert atmospheres or in airless locations; very expensive Therelim mist flash freezes anything unfortunate enough to be caught in its frosty breath. As with other flamethrowers, the Denukshun's qualities make it useful against protected emplacements, or in some cases, for clearing vegetation for other infantry or vehicles to move through unimpeded. However, it suffers from a relatively short range and renders the wielder more visible to enemy assets. Fuel consumption is also a concern for any prolonged engagements for those lucky or skilled enough to survive multiple engagements. Safety precautions at least ensure that soldiers rarely die to their own fuel tanks catching fire and exploding from stray shots, even when carrying the most volatile of fuel.

As the leader of the Incindias subclan, it is no surprise that Mulgesio owns his own custom pair of Denukshuns. Extensive cybernetic upgrades and powered armor, along with two sets of arms, allow him to duel wield the weapons with ease, spreading chaos — and lots of fire — across the battlefield. His reported favorite strategy is to cover large swaths of land in a heavy flammable gas emitted by one flamethrower, then set it ablaze with a quick puff of flame from the other. No one dares follow him long enough to confirm the rumor, however; the hypothesis exists from large areas spontaneously combusting shortly after Mulgesio makes his appearance. Temell-018 Rainbow Rifle

Named after the renowned veteran and private tutor Temell Fascana Vil, the Temell is an adaptable three-round burst rifle with above-average power and minimal recoil but sub-par magazine capacity that rewards careful aiming at short to mid-range. First built specifically for Ixxia, the weapon has seen multiple upgrades to make it suitable for all high-ranking Chromorum military personnel and increase the variety of specialized ammunition types the weapon can handle, cementing its status as a Rainbow series weapon. Most commonly used are depleted uranium anti-armor rounds, which allow the Temell to easily out-range and pick off common infantry and damage most vehicles. Explosive rounds which detonate a short time after being fired give the Temell a niche in demolishing structures, disabling battle-suits, and blowing up light vehicles. Vil Chromorum have been particularly noted for using incendiary ammo, igniting entire swaths of the battlefield.

As the weapon's first user, Ixxia's custom-built Temell is perhaps the most famous — and perhaps the most deadly. Lightweight alloy replacements in many of the weapon parts make the gun easy to wield even one-handed, while recoil dampeners maintain its superior accuracy. Most notable is the use of expensive Therelim ammunition; each bullet contains a small amount of thoroughly insulted solid Therelim, which is released when the bullet penetrates a surface and shatters. The Therelim then begins to rapidly absorb heat from its surroundings as it melts, freezing unprotected flesh in seconds. Armor becomes brittle, mechanical joints freeze up, and energy shields are greedily sucked dry. Combined with support to take down heavy armor, it has been noted that Ixxia's gun, not his Frost Mace, are what make him a one-man army on the battlefield.

Tultunak-021 Rainbow Pistol

Inspired by the revered Tultunak Legion that conducted a 27-year siege against one of the most fortified civilizations in pre-space Chromorum history, the Tultunak is a semi-automatic pistol every bit as tenacious and reliable as its namesake. Though heavy for a handgun, its superior accuracy and high stopping power make it a staple sidearm of many important TmC figures. With a generous clip size of 16 shots per magazine, it is capable of returning fire long enough to cut down multiple attackers or retreat to safety Like other Rainbow series weapons, the Tultunak is capable of chambering multiple forms of modified ammunition; anti-armor rounds are commonly used to easily penetrate the helmets and skulls of infantry alike to secure a clean kill.

Zulgatta-027 Silencer Rifle

Literally named 'Death shadow' in the Zn language, the Zulgatta is a powerful semi-automatic rifle in the Silencer series widely used by Zn Spies on incursions into foreign territory. It utilizes a unique form of ammo in the form of ferrofluid which is magnetically drawn into the firing chamber and expelled at high speeds, similar in effect to a high-pressure jet of water. The resulting shot melts through armor with terrifying efficiency, though it fares less effectively against energy shielding. A multi-stage triggers allows it to be fired multiple times in succession on weaker infantry units or charged for additional penetration on a well-protected enemy. Nevertheless, the high rate of heat buildup in the Zulgatta discourages prolonged use of the rifle, instead finding a niche as a nearly silent assassination weapon useful for taking out a high-priority targets, stray soldiers, or isolated vehicles. Its unique ammo also dissuades Zn Spies from using the weapon callously, as it is very difficult to procure more ferrofluid while outside of TmC space.

Though officially classified as a mid-range rifle, the Zulgatta can easily be customized with a scope and lengthened barrel to act as a sniper rifle, facilitating long-range assassinations. Doing so greatly reduces its viability in close quarters in the event of discovery, but pushes the weapon's damage and armor penetration to terrifying levels. The increased kickback poses little complication for the robust Zn, though it may be of concern to other races who attempt to use a Spy's weapon. Many a story of a Zn Spy taking down three or more targets in a single shot have been passed down through the military, awing those who have the rare opportunity to see the Zulgatta in person.

Doma-Forrzan-028 Silencer Shotguns

Onorgatta-029 Silencer Hand Cannon

Parken-033 Sniper Rifle

A sniper rifle of Gia clan design, the Parken has existed nearly as long as the TmC itself, with the first recorded use of the weapon dating back to the Great Wars. It is highly popular with high-ranked snipers in the military, though occasionally an overconfident Gia recruit or two may be spotted attempting to master the weapon. It utilizes ammunition made out of an alloy of tungsten and other heavy metals, allowing it to easily penetrate shields and armor. While its shots are quite powerful, a slow rate of heat diffusion requires snipers to be patient and pick their shots carefully. Useful against heavy infantry, mechs, and battlesuits alike, it is not uncommon to hear the distinctive crack of a Parken on the battlefield picking off a target of opportunity before vanishing back into the organized chaos of TmC lines.

To the initial confusion of those unfamiliar with the TmC military, Parkens fresh off the assembly line lack any obvious scope for zooming in on distant targets. Instead, soldiers are responsible for synchronizing their sniper rifles with their helmet's HUDs, granting them up to 4x magnification. Those with extra funds may choose to install scopes with additional capabilities such as night vision, increased levels of magnification, and thermal vision.

Phantaros-036 Energy Carbine

A variation of the Galagar, the Phantaros, like its big sister, is a railgun that launches toroids at high speeds. Its shortened barrel and reduced clip size render it significantly lighter than the Galagar, making it a staple reserve weapon for aumpnuuk melee forces. Coincidentally, engaging opponents at short ranges mitigates many of the Phantaros' drawbacks, such as reduced effective range and increased kickback. Still, long-time users of the weapon know it is best fired in short bursts, both to conserve ammo and avoid excessive recoil.

Galagar-045 Energy Rifle

Named after the Aumpnuuk god of rain, the Galagar is a midweight automatic railgun that launches toroids of plasma at high speeds. With minimal recoil and a generous clip size, it excels at mid to long-range, though it is prone to overheating if fired continuously for too long. Its projectiles disrupt electronics and cause severe burns upon contact, making it useful at combating infantry and drones but less effective against heavy armor. Ironically, this means that the Galagar is at a disadvantage when facing technologically inferior races, a fact that was well established during the Deserikth wars. In spite of this, the Galagar continues to be the go-to weapon for aumpnuuk foot soldiers, though the lighter Phantaros remains more popular with melee-oriented infantry.

Junnit-048 Grenade Launcher

Recently co-designed by the Aumpnuuk and Zn, the Junnit is a wrist-mounted grenade launcher capable of storing and firing up to eight grenades before needing to be reloaded. Unlike typical grenades, the grenades launched by the Junnit have a minimal arc and are designed to explode in mid-air; this is accomplished by advanced sensors that detect bioelectric fields produced by living creatures, prompting the grenade to explode within a certain radius of these fields. It fares best against armor, which often fails to completely protect against internal injuries caused by shockwaves after the initial blast wave. To minimize the risk of a misfire killing the user or allied forces, an internal timer prevents the sensors from activating until the grenade has traveled a certain distance. Online computing systems and a laser sensor on the Junnit allow the user to recalculate the innate delay on the grenades, enabling it to quickly be adjusted to airburst over enemies hiding behind cover or inside buildings.

While considered a superior side-arm by many of the soldiers who tested the prototype, the Junnit is still a new weapon and possesses several flaws. The bioelectric sensors used in the grenades are still relatively expensive to produce in bulk and are prone to malfunctioning if the grenade hits the ground or an obstacle at high speed after activation. In addition, its systems are notoriously sensitive to EMP, to the point where it is unable to be deployed in Aumpnuuk-heavy military zones. Zn scientists, however, have noted that future iterations of the Junnit may be able to target specific species by their unique bioelectric signatures.

Gadozan-096 Javelin Launcher

Originally an anti-armor weapon designed to be mounted on light vehicles, the Gadozan was hastily retrofitted to be carried by infantry in response to rampant use of heavy vehicles by Gronian forces during their invasions of TmC fringe colonies. Holding a maximum of four rounds, the Gadozan is a giant railgun that magnetically propels two-foot long 'javelins' made of depleted uranium coated in a thin layer of various other metals. The self-sharpening nature of uranium projectiles, combined with their flammability, allow them to deal with armored vehicles, easily penetrating armor and potentially igniting fuel or ammunition stores with the consequent ignition of the javelin. While more difficult to hit, battlesuits and other heavy infantry can also be targeted, often with lethal consequences.

Unfortunately, in the TmC's attempt to adapt a vehicle-mounted weapon for infantry use in an expeditious manner, they failed to completely compensate for the Gadozan's shortcomings. The railgun is extremely heavy to wield, let alone move around with; each projectile alone weighs nearly 120 pounds. Of the TmC races, only the heavyworlder Zn have the natural strength and stamina to carry the weapon for any reasonable amount of time. The use of specially designed battlesuits mitigates this fault to some degree, though even then carrying reserve ammunition remains obstructive and cumbersome. The other primary concern is the toxicity of the dust created when a javelin penetrates a surface or burns; areas surrounding battlefields can remain contaminated for quite some time. As a result, the Zn and Chromorum, whose bodies are more resistant to heavy metal toxicity than most, have been the primary recipients of the Gadozan.

Infantry
Outdated/Revision in progress

The TmC's infantry is one of the most constantly changing aspects of its military, constantly upgrading and integrating new technology as needed. Like all TmC military units, it is divided into tiers, with higher tiers boasting more advanced weaponry and armor. For the foot soldiers of the TmC, tier promotions are attained through successful campaigns and demonstrations of leadership qualities.

Basic Infantry
Aumpnuuk Soldier

Usually equipped with a Galagar-045 Energy Rifle, Aumpnuuk Soldiers are the mainstay of Aumpnuuk infantry, equally equipped to taking on other infantry and vehicles. They specialize in wreaking havoc on the enemy's computing systems, shorting out energy shields, frying electronics, and disabling advanced weapons. In addition, the weapon's projectiles can severely burn exposed flesh. Their use, however, is limited when facing heavy armor and low-tech equipment. In the event that a Soldier is forced into close combat, their weapons are equipped with energy-charged bayonets to stab opponents with.

Aumpnuuk Soldiers wear armor of middling protection, complemented by powerful energy shielding. This array of protection complements their nimble and quick physiology, allowing them to absorb several hard blows as they move between cover without being rendered completely vulnerable. The only downfall is that the energy requirements for shielding are quite high under prolonged combat situations. In such scenarios, the preferred option is to remain near base in a supportive role, allowing other forces to advance as they provide covering fire. In an emergency, Soldiers can power their own suits by tapping into their natural electrical production capabilities, but this requires time and increases the strain on an Aumpnuuk's body.

Aumpnuuk Spearman

A side branch of the Aumpnuuk infantry, Spearmen possess the same degree of armor and shielding as their fellow gun-wielding soldiers, being set apart by their use of spears and tower shields. In traditional Aumpnuuk fashion, the spears are energized, dealing a crippling shock upon a successful hit. The spears can be wielded with one hand or two as the situation demands, and can also be thrown a surprising distance with the aid of small thrusters. Depending on who the TmC are fighting, the spears may also be laced with toxic agents engineered by Zn chemists, channeled from a reserve within the spear to reapply the toxin between engagements. The tower shields, deceptively light in design, are reinforced with additional energy shielding powered by batteries within the metal frame. When necessary, the shields allow Spearmen to hold the line, giving the TmC time to regroup and send in reinforcements. When not in use, the shields are carried on a Spearman's back, providing additional protection against flanking attacks. Some Spearmen also bring a backup weapon in case their spear is lost in battle or melee is impractical; the most often used in the Phantaros.

Spearmen are most often employed in response to the enemy using melee forces, though they can also be seen when the TmC wishes to capture soldiers alive or requires additional defenders. Their spears allow them to easily out-range the likes of Margan Blade Fighters and Piru BioMatter, the most commonly seen close-range fighters that oppose the TmC. The toxins in their spears can be utilized to deal a glancing blow that incapacitates an opponent within minutes, a time frame that often works given how long targets are incapacitated by the initial shock. Knocking out soldiers in this method rapidly drains the spear's batteries; in more prolonged engagements, Spearmen focus more on lethal blows and conserve their spear's power for more critical cases.

Chromorum Soldier

Chromorum Soldiers are the primary offensive infantry of the TmC, attacking in large numbers with their Brazer-34 Rifles. These weapons are one of the few TmC weapons that use solid ammunition, and are well suited for piercing average armor and dealing damage to infantry. On the flip-side, they are rather ineffective at dealing damage to thickly armored vehicles forcing them to rely upon units better suited to taking down vehicles to make progress in areas with heavy vehicle usage.

The Soldier's armor is decidedly average at first glance, the upper back, chest, shoulders, head and lower body being well-protected, leaving most of the midsection and lower extremities seemingly unprotected to allow greater mobility. This is not entirely true, as a specially made full-body fiber under-suit does well at blocking stray bullets or flying shrapnel, and is mildly resistant to energy-based weaponry. The lighter armor allows Chromium Solders to move around at greater speed, and the lesser burden often allows them to spend longer amounts of time on the battlefield before needing to rest.

Chromorum Sniper

Chromorum Snipers fill the role of any Sniper in the military, taking out key persons such as commanders and generally causing disorder among the enemy's ranks. Their Parken-33 Sniper Rifles possess a long reload period but a powerful shot, easily piercing energy shielding and armor alike to kill important figures. At close range, the weight and size of the rifles allows them to act as a bludgeoning weapon of sorts, though obviously Snipers try to avoid entering direct combat if possible.

Possessing the same level of armor and energy shielding as regular Chromium Soldiers, Sniper armor and under-suits have the distinct ability to camouflage themselves automatically based on the surroundings. It takes several minutes for it to take effect, however, once changed it is nearly impossible for the Sniper to be spotted. In addition, they possess the ability to cloak themselves, similar to some Zn units.

Chromorum Aquatic Soldier

Aquatic Soldiers are the main underwater infantry of the TmC, equipped with oxygen tanks and underwater thrusters in addition to the normal Soldier attire. Only Fes Chromium tend to take this role, given that they're the most adapted to working underwater. In fact, many who sign up for this position previously lived on oceanic worlds, cities floating on the surface and extending deep underwater. As such, they are adapt at moving through the water for long periods of time, though many are so used to constantly swimming that they are ungainly on land.

Aquatic Soldiers use the same weapons as their land counterparts as well, with some minor modifications. The ammunition is fired at much higher speed at the cost of longer reloading time and higher recoil, allowing Soldiers to damage naval vehicles and swiftly retreat.

Zn Soldier

Zn Soldiers can be found in both offensive and defensive positions, either ambushing groups of opponents or fending off raiders with their Shimmer-35 Plasma Blasters. The Blasters trade burst damage for consistency, possessing a moderate range and minimal cool-down, though they do occasionally overheat. They occasionally come equipped with wrist daggers for melee combat. More commonly, they can be seen carrying power tools to collect easily accessible

TmC armor is well rounded, providing good defense against explosives and solid projectiles. Due to their innate vulnerability to heat, Zn armor also comes with cooling systems and insulating armor sections to protect against heat-based weaponry. Like Chromium, they wear a fiber undersuit that protects them against flying debris and stray bullets. They also come equipped with basic stealth technology, allowing them to sneak around undetected if the enemy is distracted or visually damaged by prior attacks.

Advanced Infantry
Aumpnuuk Shock Trooper

Shock Troopers are essentially better-equipped and more experienced Aumpnuuk Soldiers, swapping out relative consistency for burst damage and a large area of effect. They wield the Galagar-45 'Shock' Energy Rifle, which fires a single burst of powerful electrical energy that expands upon hitting a target in an EMP-esque wave. The shots from this rifle are much slower to reload and somewhat louder than those of the Phantom, but cause much more severe damage. On infantry or other living targets, severe burns and nerve damage causing paralysis are commonplace, provided they survive the blast. In machinery, the energy wave causes extensive damage, frying all but well-protected circuitry and ultimately causing mechanical failure. To match their slower, heavier weaponry, Aumpnuuk Shock Troopers receive thicker armor, protecting them from most infantry and even some vehicular weaponry at the cost of speed. Their energy shielding however is slightly weaker, due to the high energy demands of the Galagar.

Aumpnuuk Savior

Much like the Shock Troopers, Aumpnuuk Saviors are basically upgraded Spearmen, possessing thicker, more advanced armor, though a lesser degree of energy shielding. Their shields are much larger than those of Spearmen, designed to protect both them and the soldier next to them as they stand in a line, defending the ranged troopers behind them. They also carry an upgraded energy spear, capable of piercing most infantry armor to inflict lethal damage even before electrocution. The spears can also be thrown quite a distance, set to go off after a certain amount of time, to knock down enemy soldiers, though they usually leave this to fellow ranged Troopers. In the event of somehow losing their spear, Saviors are also equipped with a short sword to fend off opponents until a replacement can be acquired.

Chromium Rocketeer

Chromium Sharpshooter

Zn Striker

When Zn Troopers are promoted to Tier II, they have a choice to specialize in either melee or ranged combat. The Striker places emphasis on the former, trading out their Blaster for dual shock blades capable of killing with a single direct energized blow. The sole downside to these weapons are that they consume a great deal of energy while active, making it necessary for Zn to pace themselves and attack key targets exclusively. This makes Strikers better suited to assassination of important figures than direct combat, though they are not afraid of jumping into the midst of battle if it is necessary.

Zn Strikers possess superior armor but little energy shielding, trading extra protection for advanced stealth abilities. Though they carry small energy pistols in the event of running out of energy, their primarily used weapon is their shock blades. While the blades can be used without being energized, they only have modest strength and cannot penetrate thick armor without a boost.

Zn Soldier

Zn Silencer

Elite Infantry
Aumpnuuk Chancellor

Aumpnuuk Guardian

Chromium Mace Master

Chromium Battlesuit

Zn Spy

Vehicles
Backing up its solid infantry, the TmC possesses a wide array of vehicles, suited for taking on a variety of opponents and battlefields. In general, their vehicles tend to lack a bit of firepower at the cost of being more resource efficient, though their higher tiered vehicles are more than capable of tearing apart an enemy force. The economy-oriented nature of the TmC's military makes it well-suited to working with other races, providing resources to aid them in a siege while reinforcing defensive lines.

Tier I
Manta

Mantas are the fastest ground transports of the TmC, used for transporting several individuals through most types of terrain. While possessing relatively light armor and no weapon systems, Mantas have the advantage of being unparalleled in both speed and silence by any other TmC ground unit. While these qualities would seem to make them effective scouts, they are actually outclassed by Attack Drones in most situations, relegating them to being used solely as transports. Aside from basic hovering across terrain, the controls of Mantas can be set to have them fly closer to or farther from the ground. In fact, the blades of a Manta used for hovering combined with a rapid descent can allow the Manta to decapitate infantry in certain circumstances, though this attribute rarely proves useful, given it is far easier to simply outmaneuver and escape infantry then engage in combat. More often, raider squads will navigate around enemy territory to strike from an unexpected area, ejecting themselves from the vehicles in the midst of the enemy and proceeding to wreak havoc before backup arrives.

While Mantas are classified as transports, they tend to be used by only one group of infantry in the TmC military: Engineers. Quickly transporting them to and fro, Mantas allow engineers to maintain defensive structures and vehicles across a wide area, allowing the TmC to hold out well against a continued assault while a counter force is produced. Occasionally, they are used in more offensive tactics, as their aforementioned speed and silence allow them to easily slip through sparsely defended enemy territory, despite the lack of stealth. Mantas are also occasionally used to transport individuals of importance, such as Sergeants or Battle Commanders.

Mantas originated several decades prior to the First Revision of the Military, as a popular civilian transport. Their speed and dexterity were both noted by Commanders of the time, who suggested they should be incorporated into the military in some form. During the First Military Revision, they were added as scouting vehicles, boasting more streamlined shapes and stronger engines than their mundane counterparts. Later on, with the mass production of Attack Drones, they were switched to the role of quickly moving select individuals across battlefields with little chance of being tracked.

Fairrix

The primary anti-air hover tank of the TmC, Fairrix tanks can often be seen on the battlefield soon after arrival on a world, whether for colonization or battle. Easily mass-produced, their primary weapon is a double-barreled plasma machine gun, which is capable of destroying lighter aircraft with its rapid fire and excellent tracking abilities. These shots also prove effective at dispatching large groups of lightly armored infantry, though Attack Drones are better suited in general to combating enemy infantry. The ease of producing Fairrix tanks comes at a price, however; both their armor and weapon systems are lighter than most other light tanks, making them a poor choice for attacking enemy tanks or heavily armored infantry. Instead, anti-vehicular infantry and lower tier mechs fill the role of combating more heavily armored vehicles and infantry until dedicated tanks such as the Beheroth can be produced.

As previously mentioned, Fairrix tanks fill the role of early aerial denial, shooting down most scouts or fighters with ease. Their speed, while marginally better than most tanks on account of their lighter armor and hover abilities, relegates them to a more defensive role when compared to the Morvalus and Grexxia. Due to this, they are commonly seen just behind front lines or around areas of importance, guarding against aerial strikes.

The Fairrix, along with the Beheroth, is one of the oldest TmC vehicles, first produced in the Great Wars as a response to rampant air vehicle usage. Later on, reverse engineering combined with new advances in technology created the more powerful Morvalus and Grexxia, leaving the Fairrix largely ignored. Its design remains relatively unchanged as a result, though its systems, simplistic as they are compared to more recent TmC vehicles, have been improved upon for thousands of years, allowing them to keep pace with the majority of aircraft.

Xilofor

Contrary to the more offensively oriented roles of the Morvalus and Vorpex, Xilofor tanks are primarily focused on defense, often found just behind the front lines and heavily protected by other units. While slow and lacking direct weaponry, they serve a vital role, acting as a relay station for nearby Attack Drones to report observations to. They also serve as a mobile recharging and repair station for the drones, along with several other small TmC units. Xilofor tanks act as radar, both directly with advanced detection technology and indirectly through the constant patrolling of the Attack Drones that are constantly in communication with it. The tanks themselves are run by Engineers, who in return reports a constant stream of information to the leading Sergeants and Battle Commanders overseeing the battle. This information often allows the TmC front to prepare itself according to the nature of an opponent's attack in advance, though it is limited to solely ground units.

Xilofor tanks were first created in the First Military Revision alongside Attack Drones as a way to organize the information collected by them. Later on, they were upgraded to also serve as a mobile recharging and reparation station, allowing Attack Drones to spend less time moving between TmC bases and the front lines. After that, their design was altered very little, save for occasional updates with more efficient energy storage systems.

Transport

True to their name, TmC aerial transports are the primary method of quickly moving infantry into and from the front lines. Owing to the reliance of this infantry during the early stages of battle, Transports tend to be one of the first vehicles moving about, often assembled and transported prior to battle. To protect the infantry they carry, transports possess a great deal of armor and shielding, more so than almost all other vehicles and mechs of equivalent tier. Despite this armor weighing them down, however, transports can still reach a moderately fast speed, allowing quicker responses to surprise invasions and more time to set up defenses in the midst of combat. More importantly, what transports lack in speed they make up for in maneuverability, surprising many after a split second dodge. However, the energy requirements of both shielding and reasonable speed mean that aerial transports cannot afford to use any weapons for self-defense. In most cases, this disadvantage is negligible, as front lines tend to be established by the time the enemy has mustered up enough forces to pose a threat. TmC transports also possess a rather unique ability to easily travel both forward and backward, as both the 'front' and the 'back' of the vehicle possess a set of controls; TmC transports utilize a dual pilot system. Working in tandem, one pilot constantly receives information from nearby bases while the other concentrates of navigating and looking out for threats. Whenever a transport lands to pick up or drop off troops, the controls to the transport are simply switched, and the journey is reversed. In combat, this also allows a transport to escape if one of the pilots is knocked out or killed, provided the transport doesn't sustain too much damage.

At the cost of a great deal of speed and dexterity, TmC transports can also ferry vehicles about, using magnetic locks located in the underside of the transports. In spite of the initial advantages this would seem to provide, however, this feature is rarely used for several reasons. At their reduced speeds, transports carrying any vehicle heavier than a Fairrix or Xilofor do not make much better time than the vehicle traveling there itself, though an exception to this rule is extreme terrain such as mountains. More importantly, in the time spent moving a single vehicle, multiple squads of infantry could have been transported with much less risk.

TmC transports date back to the dawn of the Zn space age, when hover technology was first utilized in numerous vehicles. The transport design itself is just a more heavily armored version of a civilian 'bus', employed long before Mantas and underground railroad systems were invented. Though the civilian equivalent of the transport has been long discontinued, TmC aerial transports continue to be used heavily, employed as the primary form of small-scale infantry transportation.

Multi Transport

Ervel

The Ervel is the primary lower tier naval transportation of the TmC military, boasting superior armor and crew size over its land counterpart while retaining the majority of its speed advantage. Despite their superior quality to Mantas, however, Ervels are not as commonplace as expected, mainly due the general reluctance of Zn, who make up a good percentage of vehicle pilots, to command naval vehicles. This applies to the TmC navy in general; it is rather inefficient and underdeveloped compared to not just the aerial and ground branches of the TmC military but other races in general. In spite of these drawbacks, Ervels show continued success on the occasions that they are used. Aside from aiding engineers in the construction of naval bases, the enhanced armor and life support systems of Ervels allow them to withstand intense pressures, making it possible for them to hide deep underwater and resurface later for reconnaissance attempts. Of course, this strategy is easily foiled later on by submarines or sonar, limiting 'deep-water scouting' to the initial stages of battle.

Unlike the Manta, the idea of the Ervel wasn't introduced until much later in TmC history, during the war against the Gardron. Owing to the Gardron's amphibious nature, a large portion of their homeworld and inner colony cities were situated underwater, out of reach of nearly all TmC mechs and vehicles. In response to this, TmC Engineers modified the blueprints of existing civilian boats, constructing a durable, submersible vehicle that could effectively scout without wasting the lives of valuable underwater infantry. The resulting ship performed spectacularly at reconnaissance and underwater infantry retrieval, so much so that the leading designer of the Ervel and several other naval vehicles, a Vio Chromorum known as Ehkal, received several awards upon to resolution of the Gardron war. Later on, the designs were tweaked slightly, resulting in the modern Ervel that performs mainly on the surface.

Havett

Havett attack boats are the primary anti-air vehicles of the TmC navy, taking on a role similar to Fairrix tanks. However, unlike their defensively oriented land equivalents, Havetts are more aggressive, constantly patrolling the seas rather than waiting at set positions. While their armor is considered light in comparison to most TmC land vehicles, they actually possess slightly greater durability than Fairrix tanks, all the while moving faster than the Ervel. The sole weapon of the Havett is a burst of four homing missiles, which can be either set to track heat signatures, or in exceptional cases, aimed manually. These missiles deal devastating damage and move fairly quickly, making up for a lengthy cool-down and occasional accuracy issues.

Havetts were first constructed shortly before Manta use became widespread, though they weren't used regularly until after the First Revision. They were inspired by fishing boats of the time, which in spite of their name were used for more recreational activities that just fishing. Their original design was that of a speeder, meant to be used purely for scouting purposes. Sometime afterwards, an anti-air missile launcher was added after use of the Havett began to decline.

Tier II
Morvalus

Morvalus fighters are the most offensively oriented of the TmC's anti-air vehicles, possessing great agility and a surprising amount of firepower. Their weapons of choice are dual laser cannons, unleashing laser beams capable of easily cutting through even heavy armor with relative ease, quickly wearing down most energy-based defenses. The downside to such powerful weapons is noticeable, however, as they are only effective at mid to close range and have a lengthy recharging period. Morvalus fighters are also extremely delicate due to their very light armor, hardly able to withstand more than a few blows. These problems are mitigated to a certain degree by the ability of Morvalus fighters to cloak, facilitating the hit and run techniques that maximize their weapons' offensive output. The cloaking abilities also allow these fighters to be effective scouts, relaying information about enemy movements when not taking down opposing fighters.

Morvalus fighters take a more active approach to anti-air defenses, going out of their way to root out and destroy and aerial forces long before they reach defensive lines while leaving Fairrixes to deal with any that somehow slip through. As mentioned earlier, they are also invaluable for scouting, as their cloaking usually allows them to penetrate deep into enemy territory provided they do not have adequate radar. For this reason, Morvalus also pair well with Vorpex squads, as they can determine key targets to bomb and take out air-based defenses. In space, Morvalus fighters work alongside larger ships of the TmC space fleet.

Morvalus fighters were created during the First Military Revision, after several other designs had failed. They were initially more heavily armored, utilizing plasma machine guns similar to those of the modern Fairrix and lacking cloaking. However, subsequent poor performance against heavily armored air assets demanded that the weapons be changed to something of higher caliber. After numerous weapon tests, the laser cannons were chosen, however, there were several problems upon installing the cannons on the fighter itself. While powerful, the laser cannons were so heavy and consumed so much energy that firing them for over a few seconds shorted out the already strained engines of the fighter, usually causing it to crash. Due to these results, the Morvalus was temporarily used as a space fighter exclusively while engineers debated over what should be done. It was finally decided that most of the heavy armor of the Morvalus would be scrapped, reducing the engine power needed to keep it aloft. In addition, the amount of time the weapons could be activated was limited, indirectly reducing its range. These changes proved successful, and for a long time the Morvalus was used as a hit and run fighter.

Very recently, more powerful energy systems contributed by the Aumpnuuk have allowed the Morvalus to gain several upgrades, the most notable of which is cloaking. While effective at hiding the fighter from both regular and thermal imaging, it fails to mute sounds, allowing keen enemies to hear the sounds of fighters flying overhead. Morvalus pilots solve this problem to a certain extent by powering down the engines prior to an ambush or while scouting, relying on the drag-minimizing build of the Morvalus to glide as possible while cloaking.

Vorpex

What the Morvalus are to enemy aircraft, the Vorpex are to enemy bases and ground-based vehicles, wreaking havoc on undefended bases. While their payloads are not particularly damaging alone, focused more on a wide blast radius than concentrated power, a squad of Vorpex can make short work of undefended enemy lines. Combined with the powerful anti-air abilities of the Morvalus, the only way to stop a Vorpex bomber squad tends to be heavy use of ground-based air defenses, putting constant pressure on the enemy. This in turn buys the TmC more time to build up their more destructive assets such as the Beheroth, allowing them to ultimately overwhelm the enemy in a massive rush of units. Vorpex themselves are much more sturdily built than their sleeker cousins, allowing them to absorb quite a bit of damage at the price of speed. Their most notable downside is their lengthy reload, causing an uncomfortably high percentage of the bombers to be shot down before they could return to TmC lines.

Vorpex, as their design and weapons would imply, focus heavily on beating down enemy lines and bases, forcing the opponent on the defensive. They tend to attack in groups of six to ten ships, targeting a specific area for widespread damage. In the event of the enemy having anti-air defenses already established, this also allows for at least a few of the Vorpex to deliver their payload while the remaining bombers draw fire away. This situation tends to be unlikely however, as Morvalus, if not land-based scouting units, are commonly used to determine enemy defenses prior to launching a bombing raid. Vorpex bombers can utilize several different types of bombs to drop, the most powerful (and rarest) of which is nuclear weaponry. The number of Vorpex in a squad will decrease proportionately to power of the payload; less powerful payloads are common due to their cheaper cost. However, the cost of building so many bombers tends to mitigate the amount of resources saved. Vorpex bombers tend to be ineffective against underwater or subterranean opponents, requiring the use of vehicles and mechs better suited to those roles.

Vorpex bombers were the result of an alternate design submitted for the Morvalus, one with heavier armor and better land to ground fighting capabilities. Sometime afterwards, their guns were exchanged for bombs, their moderately large size making them an easy target when directly targeting an enemy vehicle. Eventually they gained a name for themselves after aiding the Aumpnuuk, easily overwhelming the enemy's energy shielding with their sheer numbers. Eventually the Vorpex were adjusted to run on AIs during the Second Revision, as their role made them more susceptible than other vehicles to getting blown up or shot down.

Vermoz

The Vermoz are the main EMP tanks of the TmC, equipped with thick armor and often found near the front lines. Their role is to effectively paralyze the enemy lines, frying more complex systems with their electrical blasts. They work well in tandem with Xilofor tanks and Attack Drones, as a paralyzed vehicle is easy pickings for even the modest attack power of the drones, while the radar systems of the Xilofor allow the Vermoz to retain its accuracy even at long ranges. Vermoz tanks can occasionally see use in an offensive push, stunning enemy defenses long enough for Beheroth or other units to destroy them with a well-placed shot.

Vermoz tanks are designed to aid in protecting the front lines, putting a stop to the most threatening of an enemy's units. Their sole weapon is a single EMP cannon, capable of being aimed up to 85 degrees vertically and possessing an impressive blast radius. The latter can cause problems occasionally, accidentally frying a stray Attack Drone or powered suit, making evacuation prior to a Vermoz strike necessary. While they are considered tanks in terms of range, they can also act as artillery with the aid of the Xilofor's radar system. However, the increased power needed to launch an EMP projectile long distances also means that a Vermoz will require a longer cool-down following the shot, making long-distance shots reasonable only in offensive strikes or as a last-ditch effort against enemy artillery. Vermoz are rarely seen on worlds not directly engaged in military combat

Vermoz tanks were contributed to the TmC military by the Aumpnuuk when they officially merged; according to preserved documents and blueprints, they were first built several thousand years after the Aumpnuuk designed space-worthy vehicles. They have changed very little over the years, save for the addition of hover technology during the Deserikth Wars.

CG Battle Tank

CG Battle Tanks are the primary land vehicle of choice for offensive pushes, easy to produce in large numbers and highly versatile. While their armor is only average, they pack a strong punch and are a fair bit faster than most other tanks. They also have the unique ability to both shield and cloak themselves under certain restrictions; they cannot fire while cloaked, nor can they move while their shield is active. Their sole weapon is a long-barreled 'Interrus' cannon, capable of rapidly changing projectile types with ease.

Marrex

Marrex destroyers are the most commonly produced military ships of the sea, equipped primarily to attack vehicles on land. They possess both torpedoes and twin laser cannons for anti-naval and anti-air weaponry respectively, allowing them to competently take on these units when separated from other TmC units. The latter sees fairly little use however, due to the anti-air prowess of both the Havett and the Morvalus. The Marrex boasts a much higher degree of armor than most land vehicles of equivalent tier, though it can move fairly quickly, although the increased armor also results in a higher resource cost, and as a result, less overall use.

Marrex destroyers are generally seen when gaining naval superiority is necessary, whether for defending TmC naval bases or gaining an additional route to launch attacks from. Despite being classified as anti-land ships, their quad plasma cannons in tandem with torpedoes can do a number on enemy ships, making a dedicated anti-naval ship unnecessary. It should be noted that Beheroth tanks can also fill an anti-naval role effectively while being more cost-efficient, leaving the Marrex only to be used when their superior range gives them a clear advantage.

Unlike most other naval vehicles, Marrex destroyers were used long before the war with the Gardron, in fact, they were originally altered cargo ships used during the Zn's civilization era. The idea of further weaponizing them came during the First Military Revision, though the torpedoes weren't added until the Gardron War and the laser cannons during the Second Military Revision.

Fikalnor

The Fikalnor is in a similar vein as the Xilofor, acting as a mobile relay and recharging center for Attack Drones across the ocean. While it also possesses no weapons, the Fikalnor has the advantage of much thicker armor and greater speed than its land counterpart, justifying its use in the water. Fikalnor ships also boast greater energy reserves, allowing them to power more Attack Drones for a longer period of time, invaluable when making an offensive push into enemy territory. In a similar fashion to Xilofor, Fikalnor also possess sonar, allowing them to detect most intruders in advance. They can also dive underwater if necessary, though this leaves Attack Drones vulnerable to running out of power.

Unlike the Xilofor, Fikalnor are used in a more aggressive role, backing up Marrex destroyers or Beheroth as they cross the seas. While Attack Drones cannot operate underwater, the sonar abilities of the Fikalnor are invaluable at protecting other vehicles during oversea rushes, as well as aiding undersea mechs such as the Sherkolth in finding and destroying enemy submarines.

The Fikalnor was first produced during the Gardron War, due to Xilofor tanks being unable to remain on the open seas longer than a few days at a time. Like the Ervel, Ehkal was the one who designed the blueprints for the vehicle, modifying the blueprints of the Xilofor and merging them with other existing naval vehicles such as the Marrex. After several modifications to allow the Fikalnor to submerge, it became a wild success on the battlefield, its improved sonar abilities and thick armor allowing it to effectively coordinate underwater infantry and mechs alike. Since then, it has remained unchanged, a testament to its creator's talents.

Tier III
Beheroth

The Beheroth is the most powerful of the TmC land vehicles, possessing highly durable armor and surprising speed for its large size. While not typically seen until the late stages of battle, the Beheroth tank more than makes up for it with its four automatic turrets and singular plasma cannon. The former are capable of easily picking off most infantry, while the latter leaves a mark in even the thickest of armor, while utterly destroying anything lighter. Compared to the heavy weaponry of the Morvalus, the Beheroth has comparatively lower cool-down, though repeated use leaves the cannon at risk of overheating. Beheroth tanks also have a somewhat lower range than most of their other land vehicles, relying on Varkaris, Vorpex, and other units to take out opposing artillery and long-ranged vehicles prior to assault.

The Beheroth is one of the only land vehicles of the TmC used primarily for offensive pushes, as its speed combined with its armor make it well suited to absorbing blows during a push. It can be also used defensively, though its shorter range leaves it somewhat vulnerable. Nevertheless, a large majority of TmC colonies possess armies of Beheroth, among other units, in the event of a sudden invasion, as the advantage their firepower provides is undeniable.

Beheroth tanks were first constructed in large numbers during the Great Wars as a counter to enemy vehicles, though they lacked much of the firepower they possess in modern times. Their anti-infantry turrets weren't added until the First Military Revision. Later on, during the Deserikth War, Aumpnuuk engineers and scientists begrudgingly refitted the Beheroth with their energy tech, turning it into a machine of mass destruction. This upgrade contributed greatly to the success of the war, and was partially responsible for the TmC's decision to form a trading agreement following the end of the war.

Varkaris

The Varkaris is the artillery assault vehicle of the TmC, used for softening up enemy bases before wiping them outright with Beheroths. Their dual long-range energy cannons form a powerful one-two punch that effectively deals with energy shielding; if one shot shorts out the shield, the other can continue uninterrupted. The dual shot system is not quite as effective against vehicles though, due to its wider spread making precise shots difficult. While Varkaris are quick for artillery, their light armor and long cool-down make them rather susceptible to both ground and air forces without proper support.

Velophix

Derafor

Grexxia

A behemoth of a vehicle, the Grexxia is often mistaken for a land vehicle at first glance, as it can usually be seen floating near the front lines when idle. In reality, it is a powerful, albeit slow, floating fortress of a line breaker, capable of both space and aerial combat. Its armor is one of the thickest of TmC air vehicles, complemented by energy shielding, something shared only by the CG Battle Tank. The Grexxia's primary weapons are twin rocket pods, allowing it to deal with multiple enemy aircraft at once. It also carries dual plasma cannons, not unlike those of the Beheroth, though not nearly as powerful. These plasma cannons are equally suited to destroying land and air units, though the latter is more common due to the availability of Varkaris and Beheroths.

Due to its immense defenses and firepower, the Grexxia is equally suited to both defending TmC bases and going on the offensive. Unlike the Morvalus, it doesn't need to rely on ambushes to inflict a direct hit, utilizing its longer range to destroy enemy airships from afar. Its rockets, while not particularly strong alone, are extremely accurate, utilizing a combination of multiple detection systems to ensure that they cannot be fooled by cloaking or radar jamming alone. Its twin plasma cannons see relatively little use, though they are useful for destroying isolated enemy vehicles or wearing down opposing enemy air vehicles. Grexxia are also capable of holding several dozen Morvalus fighters, though this is mainly used for transportation between worlds. The sole downfalls of the Grexxia are its large size and slow speed when not in space, which make it an easy target.

The Grexxia was first designed during the First Military Revision as a method of transporting Morvalus from the surface of a planet to space, in a time before large-scale space stations were designed for vehicle assembly. They were also used to carry supplies to a colony bases in bulk, a role they still perform. Like the modern Grexxia, they carried rocket pods as well, deterring enemy airships from attempting to strike them down. Later on, when the role of the Morvalus was changed, the Grexxia fell into a period of disuse for a long period of time.

Renewed interest in the Grexxia was sparked following the Gardron War, due to the heavy airships the Gardron often used. Even the powerful laser cannons of the Morvalus were unable to deal enough damage before it got shot down, causing heavy casualties among TmC pilots. Eventually the firepower of the Fairrix tanks destroyed these behemoths, but the TmC were forced to consider an alternative vehicle capable of taking down heavy airships with minimal casualties. With some modifications, notably increased shielding and the addition of plasma cannons, the Grexxia was transformed from a vehicle transport into a bulky line breaker, capable of withstanding many hits to take down heavy enemy aircraft when making an offensive push.

Chromite Battlecruiser

Zelios

Another design contributed by the Aumpnuuk, the Zelios is a dedicated EMP bomber, capable of shutting down swaths of units at a time, although its disruptive power comes at a price. It costs a great deal of energy to produce, and lacks any other weapons to defend itself from being shot down by enemy fighters. The latter disadvantage can be mitigated by the TmC’s vast array of AA vehicles, though the Zelios’s high cost relegates it to only be used when an enemy base is impossible to stop by any other means.

Gyfarron

A giant mobile naval base, the Gyfarron’s main role is to store raw resources for future use in producing mechs, vehicles, and other battle-related units of importance. It can also be used to stage underwater infantry assaults from, though the amount of times this has been attempted is rare. The Gyfarron also produces a large energy shield, protecting itself from all but the most dedicated strikes.

Mechs
While vehicles have their fair share of use, the pride and joy of the Transmetallic Confederation is ultimately its mechs. More specialized to specific roles than vehicles and possessing a certain animalistic quality in most cases, mechs are a frequent sight in any TmC force. Mechs are generally tiered by size and production cost, with higher tier mechs requiring more resources and packing more firepower.

Tier I
MSC - Chromite Mechalis

Run by an internal AI processor, Chromite Mechalis are used for a variety of purposes, from recon and espionage to anti-infantry units. To this end they possess a wide range of abilities; cloaking, automatic camouflaging and limited jump jets, as well as offensive weaponry, including grenades and hidden electric generators capable of temporarily disabling small vehicles and mechs. For all their abilities however, Chromite Mechalis are rather unsuited to large-scale combat, lacking the powerful weaponry and armor needed to mow through vehicles and larger mechs. In smaller conflicts lacking units that can provide area denial, however, their mobility can often prove to be the enemies’ undoing, easily maneuvering into favorable positions to force opponents on the defensive. They especially excel at jungle warfare, easily outmaneuvering most infantry and hiding amongst tree branches or within ground shrubbery.

MSA – Disruptor

Probably one of the smallest mechs in the Confederation’s military, Disruptors, much like Chromite Mechalis, are run by AI processors, though not nearly as sophisticated. Their ranged weapons of choice are twin machine guns mounted on either side of them, useful for picking off lone enemy infantry but completely useless against groups of enemies or anything wielding heavier armor. Their primary role, however, is disabling key enemy buildings, vehicles or other structures. This is accomplished through their twin blades, capable of unleashing a powerful but transient blast of energy at point-blank range, capable of short-circuiting most types of mech and vehicle systems if used in conjunction with several other Disruptors or Aumpnuuk Soldiers. Due to their hovering capabilities, Disruptors work equally well in any type of terrain.

Tier II
CMC - Incindias

The Incindias is primarily used at close range to destroy vehicles and other mechs, having advanced energy shields and thick armor to tank many blows. Their primary weapon, a single large plasma flamethrower located in the ‘head’ of the mech, is capable of launching short-range but intense streams of plasma, incinerating infantry and melting most defensive structures. This is complimented by their surprising agility, bounding across battlefields almost organically due to multi-jointed legs and hidden boosters in their wings, though they cannot truly fly.

Incindias mechs are usually reserved for the later stages of battle, once enemy gunships and artillery are eliminated. They tend to work best in urban areas as large scale flames could hamper TmC infantry, though on the same note they are effective at area denial of enemy infantry and smaller vehicles.

MMZ - Arachnias

Equipped with dual Plasma Cannons, Arachnias mechs are well-equipped for dealing with lone vehicles or enemy artillery, possessing a sophisticated target system for long-range targets. While these weapons are powerful, they require a rather long cooldown period, making Arachnias vulnerable to infantry and fast-moving units. At the price of speed, they are thickly armored, protecting them from the worst of enemy fire. Their energy shielding isn't quite as advanced as that of the Incindias mech, however, they possess cloaking capabilities, allowing them to move to an optimal position to fire.

Arachnias make up for their slow movement speed by being extremely dexterous, able to clamber through tangled jungles, up buildings, and into tunnels with ease. On flat, spacious lands they are disadvantaged however, being a somewhat large and slow-moving target. Thus, their use is generally restricted to areas that other mechs and vehicles cannot maneuver through effectively.

MMZ - Sherkolth

One of the few TmC naval mechs, the Sherkolth is designed to take down enemy naval units, particularly those that can submerge and thus be difficult to hit by land forces. Its primary weapons of choice are twin homing rocket launchers, causing grievous damage to most naval units. The rockets require several moments to lock on, however, making it possible for the Sherkolth to be shot down while it is aiming. To prevent this, radar jamming technology has been fitted into it, making visual detection necessary to spot it. Thrusters hidden in the fins of the mech propel it forward at high speed when not in engaged.

The Sherkolth is not quite as armored as most land mechs, a sleeker design aiding it in fast underwater travel. The 'jaws' of the mech are mainly for aesthetic purposes, though on occasion they have been used to capture enemy water infantry or save a smaller submerging naval vehicle such as the Havett.

Tier III
LLC – Aerilis

A giant air-based mech, the Aerilis is designed to help gain air superiority, clearing the way for land-based mechs, vehicles, and infantry to cross. They achieve this through their twin homing rocket launchers located on their 'arms', capable of destroying most light-to-medium air forces with a single direct hit. This power comes at a price however, the Aerilies lacks the energy shielding of most land-based mechs and is rather slow, though when its weapons are not primed it can increase its speed through boosters hidden within its wings. Smaller, rotating automatic turrets located within its sides help deter other aircrafts from attempting to flank it.

The Aerilis stays afloat through anti-gravity technology gained from trading with the Xeverra, which can have more or less power directed to them to gain and lose altitude, respectively. Their wings, as previously mentioned, contain hidden boosters to grant them a boost of speed, and stabilize the mech while in flight. The structure of the mech itself is rather unique, being made up individual sections connected by extremely tough yet flexible carbon fibers. This grants the mech a high level of flexibility, allowing it perform complex maneuvers to avoid attacks that would normally damage it with ease. In the event that the mech is severely damaged beyond all hope of receiving aid in time, the 'sections' of the mech serve another purpose. After ejecting all of its anti-gravity generators for future collection and reuse, the pilot attempts to fly the Aerilis deep into enemy territory before commanding the mech to disassemble, causing any unused ammunition to drop and detonate upon contact with the ground, doing massive damage to ground forces.

Due to its innate complexity, the pilot must undergo neural surgery to properly fly the Aerilis, allowing his or her mind to directly command its numerous systems, save for those that are automatic. Numerous sensors constantly relay information about the condition of the mech and label all friendly and hostile units, making friendly fire extremely unlikely to occur. In particular, visual sensors aid the pilot in uncovering any attempts made by the enemy to ambush the mech. Aerilis mechs can only be used late in battle, due to their size and innate complexity prolonging construction time or transportation.

SLZ - Dukorrix

The Dukorrix is the driller and subterranean mech of the TmC, gathering valuable ores on new colonies and aiding in the construction of underground cities. Its superior armor allows it to withstand both the stress of constantly tunneling and light to medium enemy fire. While slow aboveground, it can tunnel through the ground at fairly high speeds, though it is easy to detect when moving this quickly. For dealing with enemy units, the Dukorrix has dual side-mounted retractable plasma cannons. It can also utilize its drill as a weapon, penetrating even heavy armor with enough prior momentum and drill rotation. Doing this can damage the drill however, so it is usually avoided, save for intimidation attempts or a surprise attack.

Using a unique sound-based detection system, the Dukorrix is able to locate substantial ore deposits prior to digging, reducing the amount of environmental damage done and time needed to drill. With its extremely dense Astataen drill, it can easily tunnel through most substances easily. Directly underneath the drill, dirt and other materials are taken in through the mech through the 'mouth', where the needed ores are extracted as they run through the length of the mech. Mech length can vary between individuals, depending on the number of 'cargo' subsections; longer mechs are sent to richer grounds. These sections can also carry soldiers for an underground ambush attempt, though the amount of air in the mech limits the distance from which this can be attempted. After sifting, the leftover dirt is then ejected from the back of the mech, more or less filling in the tunnels as the Dukorrix moves about and making cave-ins much less likely. This technique is practiced extensively across all new TmC colonies, making drilling into the immediate sub-surface of a TmC planet non-profitable.

The idea of the Dukorrix was created not by an engineer but by a Zn biologist, Zurked, after spending over 20 years observing the behavior and lifestyle of Duikorahkuu in a time just after the Great Wars. He suggested that some sort of vehicle or mech that easily sifts through the ground while tunneling be made, reducing environmental damages and increasing extraction rates. However, his idea wasn't taken into consideration until the First Military Revision, when vehicle production increased and widespread metal shortages were occurring. A novice Zn engineer, Kelvik, stumbled across Zurked's suggestion and immediately started on the project. 15 failed attempts an several years later, Kelvik had all but given up when a breakthrough occurred: a tool capable of carving Asterus. Prior to that, all the drills that Kelvik had fitted on the mech had broken apart after the equivalent of only a few months of use, making the driller rather cost inefficient. After another few years of working multiple jobs, Kelvik finally saved up enough money to purchase the required amount of Asterus. Following an arduous amount of labor, Kelvik finished and submitted the mech design. Within two years, mass production of the mech began, the recession of metal shortages following not long after. Kelvik was made famous by the wild success of the mech and when on to design several other mechs, most notably the prototype of the Aerilis.

Auxiliary Units
Aside from their more conventional machines of war, the TmC have a few more unique tools at their disposal.

Drones
TmC Attack Drone

First created in a militarized form in the First Military Revision, Attack Drones are a common site on most battlefields. Like many TmC vehicles, they travel via hovering, with a notable difference being that they can maneuver much more freely due to their light weight and more powerful thrusters. Wielding a surprising amount of firepower for their diminutive size, they are capable of scouting and aiding in offensive pushes, though their primary role is either base defense or escorting more vulnerable vehicles such as artillery to the front lines. Easily mass-produced, Attack Drones are highly effective at taking down infantry and small vehicle rushes with their piercing rounds. They also carry light missiles to deal with ships and larger structures on the rare occasion where one passes within their attack radius.

Attack Drones are powered by a combination of solar panels and compact energy batteries, recharging at either Xilofor Drone tanks, Drone turrets, or Fikalnor Drone ships, depending on their current assignment. They are packed with sensory technology, making them ideal for stealth detection over a wide area. While Attack Drones can cloak, they must remain still and shut off hovering capabilities to do so and retain a decent battery life. Attack Drones can stay fully operational for roughly 12 hours before needing to recharge, with that number increasing depending on the amount of sunlight their solar panels can capture. Though they primarily receive orders via wireless connections to drone bases, Drones have a surprisingly sophisticated AI for their size, equal to that of the Chromite Mechalis, and can make decisions independent of orders as required.

Attack Drones are also used as a police force of sorts on well-developed TmC worlds, patrolling cities and ensuring that no crimes are committed. For obvious reasons, the weapon systems of these drones are toned down as to not permanently injure lawbreakers, though they remain capable of utilizing their full attack power in the unlikely event of an enemy invasion. Attack Drones are rarely seen on less colonized non-military worlds, given their moderately high energy demands.

TmC AA Attack Drone

TmC Repair Drone

Deralmaer

Zulmaer

Transportation
Ketorian Gliders

Part personal glider, part reconnaissance drone, the Ketorian glider is a contraption designed to aid Zn Spies in infiltrating and observing their assigned target. Vaguely resembling a hang glider in appearance, the Spy is initially airdropped in the glider in silent running mode, with all but the most basic systems offline. Several design choices, including radar-absorbent paint, reflective and flat surfaces passively reduce the likelihood of radar detecting the descending Spy as they glide towards their destination. Once on the ground, the glider detaches itself from the Spy as its dormant systems awaken, sensors and personal anti-gravity generators coming online as its wings fold inward to improve its mobility. At the Spy's command, it performs a variety of useful tasks, such as surveying the landscape via ultrasonic echolocation and infrared imaging, protecting the Spy's flanks via energy shielding and real-time links to its optical sensors, and remotely jamming or hacking nearby electronics. In the event that the Spy needs to immediately evacuate the area, the Ketorian glider can easily revert to its transportation mode, using boosters if necessary to rapidly retreat to a safe distance for pickup.

Warp Keys

=Notable Figures=

-WIP-

= Culture =

As a result of being made of a number of empires that has recently begun to expand, the Transmetallic Confederation has a quite varied culture, though certain rights and standards remain constant between species. There are also the matters of the languages they speak, the clothes they wear, and even their greetings, all of which vary considerably between races.

Religion
The majority of TmC residents don't believe in any specific religion, though there are some minor exceptions. Cults such as the Incindian Cult are more common around the outer edges of TmC territory, and are freely allowed to exist provided they don't threaten the safety of any civilians or the Transmetallic Confederation itself.

Clothing
There is a variety of clothing within the Confederation, the majority of it made from a variety of synthetic materials in factories scattered across the larger cities of their colonies. A substance similar to cotton in texture and weight is the most common type produced and used, followed by leather and surprisingly various metals.

Color also plays a significant role in Transmetallic Confederation society. The standard colors of an individual's clothing usually includes either grey or black, with pale green usually being a secondary color. There most notable exception are Chromorum, who tend to wear little but decorative apparel on temperate worlds on account of their large scales and twisting figure making clothing somewhat difficult and uncomfortable to wear. White and black clothing is a symbol of wealth and high status, as reflected in the upper tier of the Confederation's military.

Childhood/Education
Though there are differences between parenting methods in both the races that make up the TmC and the families of these races, certain standards have been set regarding the childhood and education of TmC children. Starting on the child's fifth year, they are sent to a public school in accordance with the standard 32 hour Zn day. For five years they learn at the school for the first 'work period' of 12 hours, having only the two day weekend and no vacation. During this time, they learn subjects such as math, languages, and sciences, gradually increasing in intensity. Living skills are also learned at this time.

Once the individual completes their primary education, they gain the ability to work and own property, though driving and drinking privileges are not given until 20 years of age. At this point many leave the home of their guardian, often spending several years establishing a life for themselves before returning to school. At this point, the individual has two choices; go to a regular college, or work on a military career in a military school. Though the two choices do not directly conflict with each other schedule-wise due to the former taking up the second work period and the latter the first, many only choose one due to the difficulty of both holding a stable job and having double the school-related work to deal with. Nevertheless, those who come from a wealthy family or are naturally gifted may manage to successfully complete both, giving them a nearly guaranteed chance at a job. Both colleges and military are 4 years in length, though there are two one month vacations for every year.

Philosophy
Following the addition of the Aumpnuuk and the Schism, the Confederation has become much less xenophobic towards other races, to the point where they are allowing ambassadors of other races to enter their inner worlds. While they are still cautious, their defenses are a bit more relaxed than before, global stealth generators being turned off and the energy previously needed to sustain them being diverted towards more productive outlets.

"Genetic Modification"
First popularized by the Zn, genetic modification is extensive within the TmC, though individual races and colonies have their own specific regulations on it. Genetic screening and gene therapy on unborn children significantly reduce the risk of various afflictions, ranging from a predisposition to nearsightedness to an increased risk of certain cancers. Genetically modified 'super crops' feed hundreds of different species of domesticated livestock, ensuring that the population is well-fed. Farmers also take care to make sure their crops maintain a level of genetic diversity, however, as monogamous crops increase the risk of being wiped out by disease or fungus. Genetic modification is generally illegal to perform on wildlife, unless there is a species in danger of extinction with no viable alternatives. Prisoners of war are not exempt from genetic testing, leading to many stories of horribly mutated POWS escaping confinement and wreaking havoc. When colonizing new planets with an established biosphere, scientists make a great deal of effort to study the flora and fauna of the world, searching for any species they feel would increase the viability the colony or benefit the TmC in some way. There have even been cases where Zn Spies have been assigned to worlds occupied by other species to gather specimens of a particular plant or animal deemed worthy of further investigation.

= Diplomacy =

The Empire of Diablos
Status: Friendly 

"Another species that overcame the harsh gravity of their world to explore the stars above. I am intrigued." - A Zn scientist.

The TmC have heard of the Diabloians through their interactions with the Rach. As the de facto leader of the Peacekeeper Alliance, the Confederation is invested in forming a positive relationship with the empire in the face of daunting enemies such as the Margan Empire. To this end, when Zn Spy intel reported a large-scale Korvarian assault on Diabloian colonies, the TmC immediately sent one of their most powerful undercover fleets to discretely disrupt their supply lanes as the attacks on colonies began. It remains to be seen if these efforts will have a positive effect on TmC-Diabloian relations.

The Kastalian Survivors
Status: Friendly 

"There is a lesson to be learned from this shattered empire. I only hope the TmC can learn from their mistake before it meets a similar fate." - Zultzen.

The TmC met the Kastalian Survivors while assisting the Rach on Norsus. As the kastalians are a very old species, the TmC are seeking improved relations for the opportunity to search for potential Astatanian references in their history, or even artifacts.

The Rach
Status: Friendly 

"So I go from one empire of sneaky thieves to another?" - Zarach on being reassigned as an envoy of the TmC.

"I still need to tell them how the lovely Zarach ended up in the care of the Transmetallic Confederation..." - Ixxia.

The TmC first encountered the Rach in the Battle of Norsus, saving Emperor Gorach's life and subsequently covering rach forces while they retreated. Due to sharing a common enemy in the form of the Margan, the TmC was willing to cast aside its capture-or-conquer policy to form an alliance with the original creators of the Peacekeeper Alliance. To this end, they sent a TmC-born Rach, Zarach, as a diplomat and envoy on behalf of the Transmetallic Confederation.

The Gronian Imperium
Status: War 

"We just finished harvesting the energy, only a few hours after warping to the planet, when they appeared out of nowhere and began to attack! Though in light of recent events, I recall that it was Zulgrev who sent us the coordinates to warp to." - A Zn worker recalling his first contact with the Gronian.

"They just....my sister...they hung her...so many civilians slaughtered...." -A Chromorum Soldier after witnessing the devastation of the Deimos.

"I'm not looking forward to facing these guys in battle. Not because I wouldn't enjoy caving their skulls in, but because. This. War. Is. Completely. Unnecessary." - Ixxia.

Relations between the TmC and Gronian Imperium have been rocky at best, and hostile at worst. While attempting to harvest thermal energy from a world unknowingly within Gronian territory, the Zn were spotted by a small Gronian patrol fleet who proceeded to chase them back to Thermakal and attack. The Zn ultimately prevailed through superior numbers, and later signed a treaty with Admiral Jorian preventing a full-blown war. Though the Transmetallic Confederation was unhappy about the terms of the treaty, they tolerated it to avoid a possible war. However, a complex if insane plan by Zulgrev to sabotage the TmC from within culminated in her sending a drugged Zultzen to interrupt a peace conference between the Gronian Imperium and Holy Nepharian Empire, further aggravated by an accompanying TmC force. The Gronians, rightfully furious that the TmC would seemingly break a treaty so nonchalantly and attempt an assault on the Imperium, retaliated with the invasion of a colony by the Deimos, slaughtering the inhabitants along with the members of a Rach embassy. Though they removed all traces of their presence, a TmC soldier's diary, later verified by the visual and audio recordings of several Zulmaer drones that had been surveying the surrounding land at the time of the attack, confirmed initial suspicions that the Gronians were behind the bloodbath. Since then, several battles have taken place on fringe TmC colonies; the TmC are reluctant to counter in spite of the number of civilian lives taken in the hopes of eventually negotiating a ceasefire. Given the potential of conflict with several Warlord races, it seems unwise to go all-out in a war against an enemy that would take a disproportionate amount of time and resources to force into surrender.

The Holy Nepharian Empire
Status: Neutral 

"They seem honest enough, but I still have my suspicions about them." - Zultzen when questioned about the Nepharian.

"One of the more polite alien species I've interacted with." - An Aumpnuuk envoy who was with Zultzen at the time of first contact.

The TmC's initial contact with the Holy Nepharian Empire was a less than pleasant experience, due to the ambiguous circumstances of the meeting; when a small Nepharian survey team was searching a barren icy planet for possible colonization zones, they discovered the wreckage Chromite Battlecruiser that had been there for at least a week. The Warp Key within it was causing gravitational disturbances, leading the Nepharian to break open the ship to disable the source of the interference. Unknowingly, the action also triggered a distress signal, which caused a nearby TmC ship immediately divert to the planet. Once there Zultzen, who was wary at the time due to having an important Aumpnuuk envoy aboard, accused the Nepharian of causing the crash and deliberately activating the distress signal to trap them. After the Nepharian insisted that they didn't cause it, Zultzen was escorted to the crash site, where he determined that the crash was not caused by Nepharian interference. The members of the ship that beamed down collected the bodies without incident, but the TmC remains wary of the Holy Nepharian due to their breaking and entering of a TmC ship and theft of an extremely valuable Warp Key. Due to the effects of Zulgrev's treason, contact with the Nepharian has been discontinued until a way, if any, is possible to restore the peace treaty with the Gronians.

The IAE
Status: Neutral 

"Can't say much about them at the moment. They do seem to have some highly advanced technology, however." - An anonymous Chromorum sniper.

During the Battle of Norsus, TmC forces encountered, and subsequently engaged, IAE forces while covering retreating rach lines. During the conflict, several soldiers were captured; their release was subsequently negotiated after the Battle of Norsus without incident. The TmC have not had any further contact with the IAE since.

The Korvar Empire
Status: Neutral 

"I feel better knowing we're not the only species out there that color codes its military. Makes me feel slightly less ridiculous walking around in bright orange armor." - An anonymous Dar clan soldier.

"Scuttlebutt says they're a bunch of fanatical violent savages. Violent, but disciplined. Let's see how they react to a little disorder." - A Zn fighter pilot assigned to the Korvar campaign.

With the start of the Hammer Offensive by the Korvar Empire against the Empire of Diablos, the TmC have seen an opportunity to improve relations with the latter nation, and by extension, the Peacekeepers, by assisting the Diabloians through the covert destruction of Korvar supply lines. Given the nature of these raids, relations between the TmC and Korvar Empire are likely to decline quickly should the Korvar discover the TmC's actions.

The Margan Empire
Status: War 

"They have no respect for nature or those who are not as fortunate as them. I look forward to ridding the universe of such foul creatures." - A Zn Sergeant.

"They seem to have an instinctual hatred of all things not Margan. How did that come to be?" - A Zn scientist when questioned on the behavior of the Margan.

"Trme to frght frre with frre." - Mulgesio.

The TmC first made contact with the Margan when they went to the aid of a nearly spacefaring race whose world was being devastated by them. After a surprise attack temporarily disrupted their operations and caused a temporary retreat, the Zn rounded up the few surviving locals and left the planet. Due to their complete obliteration of a habitable planet's ecosystem and unnecessarily cruel treatment of other sapient races, the TmC greatly disliked the Margan and was prepared for an inevitable conflict with them. This conflict occurred in part during the Battle of Norsus, where a TmC force managed to intercept a margan force before they killed Emperor Gorach. After the Gronian Emperium successfully repelled a Red Rose invasion, Zn Spy intel predicts that it is only a matter of time before the Margan engage the TmC.

The Xeverra
Status: Neutral 

"Those sea snakes are every bit as twisty as they look. They could just as easily be your ally as they could be your enemy on any given day." - A Zn Spy.

The TmC have made contact with the Xeverra in the past, due to their tendencies to find Astatanian artifacts and bases as they aimlessly wander across systems. Over thousands of years, the two tentatively engaged in trade whenever a Xeverra fleet's erratic routes took them near or through TmC space. Recently, they agreed to sell the location of a habitable ocean world within a double star system to the Xeverra in order to fund their conflict with the Gronians. While the two empires have enjoyed a mutually beneficial relationship in the past, the Xeverra's current alignment with the Warlords has discouraged the TmC from further communication.