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), Chromium, 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.

= Evolution of the Zn/Chromium =

Cell Stage

The first cellular Zn and Chromium 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 prescence 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 Chromium, was a wild planet with vast reserves of chromium, already filled with a variety of early wildlife. The proto-Chromium 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-Chromium 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 Chromium 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 Chromium also expanded rapidly during their tribal era, but for a far different reason. Despite gaining sentience, Chromium 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 Chromium 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 Chromium was much like their tribal era as they constantly battled for resources and power, seeing other subspecies of Chromium not as brothers but as imposters. 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 Chromium 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 spaceworthy 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 Chromium 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 Chromium, 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 Chromium 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 Chromium 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 Chromium 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. Many years later, some time 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/Timeline=

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 Chromium emerge on to land.

2,000,000 BC - Seperate Chromium subspecies start to emerge.

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

5,000 BC - Chromium 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 Chromium 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 Chromium agree to form the Transmetallic Confederation.

0 AC - 1500 AC - The combined forces of the Zn and Chromium 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 Chromium military experts combinining 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 Chromium 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 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. Afterwords, the TmC and Aumpnuuk agree on several trading routes.

9955 AC - Chromium scientists discover the key to manipulating Chromium genetics to make new, much more powerful subspecies. Citizens are equally divided on the concept of creating 'supersoldiers', and any potential projects are temporily 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 Great Wars

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 comfirm the complete destruction of at least four empire similar in size to the pre-alliance Chromium, and the near-destruction of the Confederation itself on several occasions. It is estimated that roughly 50 colonies were either taken by force or colonized during this era.

The Discovery of Znification

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

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 rehaul of their military simce the Great Wars.

The First Rehaul of the Military

Addition of the Aumpnuuk to the Confederation

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 breech 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 Chromium, 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 Chromium Supersoldiers

In more recent times, Chromium scientists have attempted to manipulate Chromium 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 Chromium genetics. With special permission from Chief Commander Xoria, the scientists began a secret campaign to make a Chromium with better strength, speed, and intelligence attributes, ideal for military purposes. After much research and testing they were finally successful, creating Nul and Nia Chromium.

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 Chromium created for combat and combat only. Still, others were disturbed at the prospect of altering Chromium genetics. Xoria had no choice but to suspend the project temporarily, waiting for one public opinion to take the majority.

The Second Rehaul of the Military

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. Chromium soldiers in particular, had their armor lightened considerably, replacing it with advanced energy shielding. Carbon fiber undersuits, also made by the Aumpnuuk, were also introduced, quickly finding their way on to many infantry and even some mechs for their mild resistence to solid ammunition and sharp weaponry while being lightweight and comfortable. The Aumpnuuk themselves, through discussion with numberous 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

With the discovery of Zulgrev's treachory, 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 labling 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 seperatists, 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 Seperatists 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 Chromium, 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 a relatively cool red dwarf, resulting in a planet where temperatures average just above freezing. 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 zulvokarian within TmC borders, are a race of stocky, four-armed, warm-blooded reptilians. They stand roughly six 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 well-muscled and are often used for walking, as is the case with many of the land animals that live on Zanforrin. Conversely, their ‘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 zulvokarian 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

The zulvokarian rely primarily on sight and hearing to sense the world around them. Their narrow snout is lined with hundreds of heat pits highly sensitive to thermal radiation, allowing zulvokarian to easily distinguish between water, stone, prey, and vegetation. On worlds orbiting stars that emit less infrared light, modern technology can easily red-shift incoming light waves to allow zulvokarian to properly see the world around them. The horn-like protrusions that extend from their heads directly transmit sound to their ears, giving zulvokarian very sensitive 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 are easily transmitted through the ground and picked up by the feet by other zulvokarian soldiers in the area, relaying vital information. Their sense of smell is average for a predatory species and their sense of touch is rather poor; their well-insulated skin and plates allow very little sensation to be felt. Zulvokarian also have a sixth sense: the ability to ‘feel’ radiation levels that could overwhelm their natural protection and cause harm. This ability is thought to be a leftover trait developed when Zollos, the red dwarf Zanforrin orbits, 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 every Zanforrin year, hormonal fluctuations drive them to seek out individuals in a similar state, whereupon further pheromone interaction turns them male or female for the remaining five to seven days. 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’ early as either a male or female. 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 several weeks to provide some degree of protection. Zulvokarian typically spend their first few years being carried around by the parent in their inner arms until they develop enough to hold themselves upright against Zanforrin’s harsh gravity.

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 sidearms in the heat of battle.

Biology
The Chromium 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 Chromium 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; Chromium were hunted by other, larger predators while they preyed upon other species themselves.

Scales

Chromium 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 Chromium 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 Chromium 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 warlike race, Chromium 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 Chromium iron age, when warring clans would use warpaint 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

Chromium 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.

Chromium typically don’t form romantic relationships with others; marriages are arranged primarily for political purposes. Casual relationships that last for several months are very common, however, especially in the military. However, individuals are capable of forming an instinctive bond with another. Known as a hunting pair, the bond typically formed between two Chromium whose hunting skills complemented each other. Once bonded, a pair is monogamous for life, giving absolute devotion to each other. In modern times, this bonding is looked down upon, with many seeing such emotions as a weakness and inconvenient. In addition, if one of the pair dies, the other often wastes away soon after, succumbing to grief.

Chromium Clans and Subclans
Originating from ancient tribal customs and incorporated into general use during the Chromium Iron Age, identifying oneself as part of a clan has become an integral part of Chromium society. The majority of Chromium 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 Chromium 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 Chromium society, with a certain set of roles to perform. Each clan is also required to contribute a certain number of soldiers to the Chromium 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.

Chromium 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 Chromium 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 Chromium 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 Chromium may change clans and scale coloration, facial clan and subclan markings representing an individual’s place of origin are not changed. Similarly, though a Chromium’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 Chromium, 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 Chromium 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 species of somewhat short yet swift reptiles easily recognized by their muscular tails, large tusks, and unique coloration. Their bodies are covered in fine black scales, cutting resistance to both air and water while in motion. Yellow stripes on their arms, legs, and tail are meant to confuse predators when they used to travel in groups across land, blurring their bodies into an indistinct mass. All Aumpnuuk are naturally athletic, possessing a powerful set of lungs, a strong heart and muscular legs. In the water, a pair of feathery gills near the base of their head allow them to remain submerged for extended periods of time, provided they remain in motion. Their four-fingered hands and feet are both webbed, ending in small claws. These attributes make sports quite popular in Aumpnuuk culture. The Aumpnuuk mouth possesses nearly 200 fine, needle-like teeth, designed for gripping fish, their primary food source. The teeth are broken or knocked out quite easily and are constantly replaced throughout an Aumpnuuk's life. On either side of the mouth there are two large tusks, originally developed to root up shellfish. Their unique composition compared to other bones allows the tusks to conduct electricity quite easily; "rubbing" tusks is a common greeting among close friends or spouses.

Aside from their ability to create electricity, Aumpnuuk also have a unique quality in their highly advanced lymphatic systems, which contain a unique array of cells. Aside from giving them a virtual immunity to most illnesses caused by bacteria, viruses, fungi, or parasites, certain cells are capable of quickly replacing damaged cells, giving Aumpnuuk a greatly extended lifespan and a fast recovery rate at a cost. As a result of these cells working constantly along with the eufrania system, Aumpnuuk have a high metabolism, which increases exponentially when they are injured.

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 the eufrania, produce electricity, which travels through their bodies through a second circulatory system filled with conductive fluid, known as the eufrania 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 eufrania 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 eufrania system consciously, learning to send electricity to certain parts of their body. Throughout an Aumpnuuk's skin there are certain nerve-like endings where electricity can flow through when commanded, 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 they are conductive enough. Ranged shocks are possible, but only with specialized technology above-ground. A lower voltage shock can also be used among Aumpnuuk for electrocommunication. Once used mainly to find a mate, it has been refined over thousands of years into a secret communication system, though like other Aumpnuuk electrical abilities it only works at full efficiency in water.

Reproduction/Early Life
Aumpnuuk reproduce sexually, laying large clutches of 4 - 10 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 from a presentient era 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-confidence. 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 grow up to become abnormally quiet and have separation anxiety when young.

Yugadd
=Military=

Overview
The TmC military is organized and fairly balanced, with each race within it fulfilling their own unique niche. Their soldiers, vehicles, and mechs are categorized by tiers, based their firepower and the amount of resources needed to produce them. Their military contains a suprisingly high percentage of mechs and infantry compared to most other militaries, with vehicles barely edging out in usage. Their navy is the sole area in which they fall short, relying more on their hover vehicles and airships to counter aquatic vehicles than naval units of their own. Overall, their military is one that can adapt quickly as required, and is not to be underestimated by other races.

TmC armoring can be considered above average overall, with many of their infantry and more defensive units possessing the capability to produce energy shields. Obviously, units with an emphasis on speed will not be as well-protected, though even their most lightly shielded mechs and vehicles possess a surprising amount of durability. On the other hand, their offensive output is somewhat weaker than that of more militarized races, though their end-game units are still quite a force to be reckoned with. In addition, the TmC relies heavily on energy-based weaponry, which can be problematic when facing races that possess heavy energy shielding.

Zn

The Zn are the most economy-oriented of the three major races that make up the TmC, focusing on gathering building materials above all else if invading an enemy colony or setting up on an uninhabited world. Thousands of years of experience have honed their resource gathering abilties on the battlefield, their drillers designed to extract ore with minimal damage to the planet itself. Their units tend to be stealth-oriented, conducting ambushes on unexpecting opponents and occasionally raiding the opponent's own supplies. Aside from resource-gathering and ambushing, their role is to secure captured ground, setting up vehicles, mechs, and turrets to aid in pushing lines forward.

Chromium

The Chromium are the most offensively-oriented of the three races, with most of their units sacrificing either armor or speed for additonal power. Notably, they are the only race within the TmC that uses fire-based weaponry. Their main role on the battlefield is offense, driving back enemies with their superior firepower and often numbers, leaving defense to the Zn and Aumpnuuk.

Aumpnuuk

Aumpnuuk are the most support-oriented of the three races, using many emp-type weapons to disable enemy units. They also have the best shielding and speed of the three, though their direct attacking power is rather low. Aumpnuuk units find themselves split between both offensive and defensive roles, protecting Chromium as they push forward or aiding in line reinforcing with the Zn. Their energy production techniques are the backbone of TmC ammunition, ensuring that they rarely run low on firepower and allowing units with an otherwise impractical energy demand to function well in defensive lines.

Infantry
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 footsoldiers of the TmC, tier promotions are attained through successful campaigns and demonstrations of leadership qualities.

Tier I
Aumpnuuk Soldier

Equipped with a Phantom-36 Energy Rifle, Aumpnuuk Soldiers are equally well suited to taking on other infantry and vehicles. Their weapon gets its name due to its almost ghost-like nature, firing quietly and doing little visible damage. Instead, it wreaks havoc on the systems of the enemy, shorting out energy shields, frying electronics, and damaging the nervous system of those hit by it. Those hit often report an excrutiating tingling sensation at the site of the injury that slowly spreads before fading. Often, those who are hit by several Phantom blasts in succession may suffer from seizures, excessive numbness, heart attacks, and other disabling conditions, making it all the easier for others to finish them off. In the event that a Soldier is forced into close combat, the Phantom also has an energy-charged bayonet to stab opponents with.

The Soldiers themselves are well-armored with powerful energy shielding, allowing them to tank several hard blows before going down or retreating. Aumpnuuk themselves are quite nimble and quick, armor only hampering them slightly as they dart about. Their only downfall is that the energy requirements for both their shielding and the Phantom are quite high, frequently needing to be recharged. The Soldiers themselves can provide for this to a certain degree, their bodies naturally producing electricity which is harnessed by their custom suits. However, fully recharging their weapon is this manner requires several hours and increases the rate at which they burn through rations. Thus, the preferred option is to remain near base in a supportive role, though occasionally some forces may be diverted to make a push with Chromium Soldiers.

Aumpnuuk Spearman

The primary melee unit of the Aumpnuuk, Spearmen possess the same degree of armor and shielding as Soldiers, being set apart by their use of toxic energized spears and simple shields. They are highly effective at taking on other melee units, holding them off with their shields while wearing them down with their spears. While the intial energized blow of the spear isn't quite as devastating as that of the Phantom's energy blast, it still produces a temporary feeling of numbness, giving way to the effects of the paralyzing neurotoxin contained within the spear. As with the Phantom Energy Rifle, the purpose of the spear isn't so much to directly kill the enemy as it is to incapacitate them, leaving them to be finished off by others. Unlike the Phantom, the effects of the spear are not permanent, making it better suited to capturing enemy soldiers for interrogation or putting down those the Confederation does not wish to kill.

Spearmen are more often seen on the frontlines than Soldiers, soaking up damage and protecting ranged infantry behind them from possible melee ambushes. Their spears are notably more energy efficient than the Phantom, allowing them to stay in the main battle longer than Aumpnuuk Soldiers.

Chromium Soldier

Chromium 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 flipside, 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 decidely average at first glance, the upper back, chest, shoulders, head and lower body being well-protected, leaving most of the midsection and lower extremeties seemingly unprotected to allow greater mobility. This is not entirely true, as a specially made full-body fiber undersuit 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.

Chromium Sniper

Chromium Snipers fill the role of any Sniper in the military, taking out key persons such as commanders and generally causing disorder amongst the enemy's ranks. Their Parken-33 Sniper Rifles possess a long cooldown 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 undersuits have the distanct 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.

Chromium 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 Trooper

Zn Troopers 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 cooldown, 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.

Tier II
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 weild 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 the most 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 aquired.

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

Tier III
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 Rehaul 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 Rehaul, 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 hovertank 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, capable of destroying most 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 an 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 Rehaul, alongside Attack Drones as a way to organize the information collected by them. Later on, they were altered slightly to also serve as a mobile recharging and reparation station, as it allowed Attack Drones to spend less time moving between TmC bases and the front lines. After that, they were 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 'deepwater 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 Chromium 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 cooldown and occasional accuracy issues.

Havetts were first constructed shortly before Manta use became widespread, though they weren't used regularly until after the First Rehaul. 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 Rehaul, after several other designs had failed. They were intially 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 calibre. 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 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 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. Some time afterwards, their guns were exchanged for bombs, their moderately large size making them an easy target when directly targetting 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 Rehaul, 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 Xilor 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 cooldown 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 torpedos 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 torpedos 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 Rehaul, though the torpedos weren't added until the Gardron War and the laser cannons the Second Military Rehaul.

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 invluable 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 cooldown, 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 Rehaul. 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 cooldown 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 linebreaker, 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 Rehaul 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 en masse, 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 linebreaker, 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 meterials 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 Rehaul, when vehicle production increased and widespread metal shortages were occuring. 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 occured: 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.

Other
Aside from their more convential 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 Rehaul, 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 do 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
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 variey 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 Chromium, 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 'supercrops' 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.

= Alien Relations =

"Locals"
Status: Stolen by the Seperatists

"I shudder at the thought of what the Seperatists may do with these civilians..." --Chief Commander Xoria.

"Eh? Where'd they go?" --A Chromium Soldier who was formerly supervising them.

"I'm not sure about the others, but I'm genuinely happy we rescued them from a terrible fate." --A Zn Shooter who helped round up the locals of Sector-452.

The Transmetallic Confederation saved these locals from total annihilation by the Margan. They later placed them on a lush world within their territory and Chromium soldiers were supervising their recovery. The TmC did this action not out of selflessness but to ensure that they would have allies who were loyal to them in the future.

With the schism of the Transmetallic Confederation, the Locals were abducted by the seperatists. Their current status is unknown.

The Rach
Status: Sympathetic/Wanting to Ally

"...So I go from one empire of sneaky thieves to another?" --Battle Commander Zarach after being told by Zultzen to leave with the Rach during the Battle of Norsus.

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

"...Zhey lost zhe battle for zheir homeplanet right before zheir eyes...Zhey have my sympathies, and zhe power of zhe troops zhat I control.." --Battle Commander Authos, offering her help to the Rach.

The Transmetallic Confederation first encountered the Rach near the end of the Battle of Norsus, surprising the Margan and saving Emperor Gorach's life when they suddenly appeared out of a Warp Key exit and attacked. Due to sharing a common enemy in the form of the Margan, the Transmetallic Confederation is willing to put aside its normally xenophobic ways to form an alliance with the Rach. To this end, they have sent a TmC-born Rach, Zarach, as an envoy of the Transmetallic Confederation.

The Kastalians
Status: Friendly/Wanting to Ally

The Transmetallic Confederation met the Kastalians while assisting the Rach in holding off the Margan on Norsus. Sharing a common ally, they are willing to pursue further diplomatic relations with the empire.

The Nepharian
Status: Neutral/Wary

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

"One of zhe more polite alien species I've encountered." --An Aumpnuuk envoy who was with Zultzen at the time of the encounter.

When a small Nepharian group was taking a survey on a barren icy planet for possible colonization, they stumbled across a crashed Chromite Battlecruiser that had been there for at least a week. The Warp Key within it was causing gravitational distortions, leading the Nepharian to break open the ship to discover the source. Unknowingly, they also set off a distress signal, which caused a nearby Chromite Battlecruiser to warp to the planet. Once there, Zultzen, who happened to be supervising the training of Zn Spies at the time on the ship, 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 weaponry. The members of the ship that beamed down collected the bodies without incident, but the Transmetallic Confederation remains wary of the Nepharian due to their breaking and entering of a TmC ship.

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 seem to have some highly advanced technology however." --A Chromium Sergeant.

The Transmetallic Confederation battled IAE forces while attacking the Margan on Norsus. No further action is being taken on them at the moment.

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 tentative contact with the Xeverra in the past, due to their tendencies to find Astatanian artifacts as they wander across systems. Recently, they agreed to sell a colony within a double star system to the Xeverra in order to fund their conflict with the Gronians. While the two empires have enjoyed friendly relations in the past, the Xeverra's current alignment with the Warlords has discouraged the TmC from further communication.

The Margan
Status: Hated/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?" --Zn Scientist when questioned on the behavior of the Margan.

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

The Transmetallic Confederation came to the aid of a nearly spacefaring race whose world was rapidly being burned and otherwise devastated by the Margan. After a surprise attack destroyed their factory and caused a temporary retreat, the Zn rounded up the surviving locals and left the planet. Due to their harsh treatment of the locals and planet, the Transmetallic Confederation greatly dislikes the Margan and is prepared to war with them. Recently, they went so far as to attack the Margan on the Rach's homeworld of Norsus, catching them off-guard.

Zn Scientists loyal to Zulgrev have also captured several Margan, researching them intensely. As a result of the experimentation upon them, altering their minds and bodies, all but one of the test subjects perished. The lone survivor, now warped into a twisted parody of a Margan, is currently held at one of the underwater cities of Zanforrin, securely locked in a top-tier facility.

The Gronian Imperium
Status: Appalled/At War

"We just finished collecting 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 Chromium 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." --Battle Commander Ixxia.

While attempting to harvest thermal energy from a world unknowningly within Gronian territory, the Zn were spotted by a small Gronian patrol fleet who proceeded to chase them back to a Zn colony 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 is unhappy about the terms of the treaty, they will abide by it to avoid a possible war.

Due to the efforts of the traitor Zulgrev, the Transmetallic Confederation is once again at war with the Gronian.

While the TmC does not wish to engage the Gronian, the complete genocide of one of their colonies has begun to change their mind. A Rach embassy was also destroyed in the process, surprising Soldiers who arrived in the aftermath.

= Other =

= Trivia =

-It is rather difficult for a Zn, and to an extension, a Chromium, to become intoxicated, due to their bodies processing alcohol efficiently. Aumpnuuk cannot become drunk due to their high metabolism.

-Like zebras, Aumpnuuk coloring and markings developed to make it difficult to distinguish individuals when travelling as a group.

-Zn are extremely fertile; conception will result in children nearly 90% of the time.

-It is not uncommon for Chromium of both genders to walk about topless or even naked, as their scales keep them a comfortable temperature and provide a certain degree of modesty.

-Roughly 84% of Aumpnuuk are religious to some degree.

-The true name of the Zn’s species is actually the Zulvokarrian, but it was abbreviated to Zn after their initial meeting with the Chromium, who claimed it was “too long and too hard to pronounce.”