Note: I am using a race from a book called 'Terms of Enlistment', an electronic book. Normal App Name of nation: The 'Seeder' Empire Species: 'Seeder' Walkers, 'Seeder' Runners, a nickname for the Walker might be 'Lankies,' and the Runners might be 'Skinners' Species Description: The Seeders Empire is composed mainly of one sentient species, and that is the Seeder Walkers. These are 80-foot tall creatures with extremely tough skin. If you were to look at one, it would resemble amphibians, reptiles, and mammals, while also not. Their skin appears almost slick and amphibian, but also has a scale-like pattern similar to reptiles, but also appears just skin from certain angles. They walk on 4 legs, each leg being about 50 or 60 feet tall, with 3 large suction-cup like extensions from the bottom of the leg. Each leg has 3 joints, while a human's only has one [The knee]. The creatures have a weird, oddly short, stubby body, with a head that has a large shield, similar to a Triceratops. Firing a dozen anti-tank anti-armor missiles are it will not guarantee death, or even it falling. A Runner is different in that they are 'turned' from different species they run into. Take the concept of Reapers and their Husks, for example, though the original host isn't all mummified, but just rather is thrown into a giant chamber with many others, and then slowly turned to Walker-alien hybrids, that do all the exact work, or act as canon fodder. Description of government: Hierarchical by age. The Walkers live for thousands of years, partially due to their lengthy reproduction processes, so the Elders control and send orders for the Youngers to do, while the middle-aged inhabit colonies and such. Description of military: In comparison to most any other military, they would appear weak and small at first. Their entire system revolves around 'fold' technology [I looked at the original Draconians, since it didn't quite seem plausible that not even a totally-inhabited galaxy would beat universe-wide conquerors, and they do have EMP-resistance, do they not?], with 'gates' that allow Fold transporters be activated, and launched towards certain destinations. Because of this, they have developed one primary weapon: mines. They have 3 or 4 main ships: [All ships are incredibly strong. The EA likes using nuclear missiles, if they are similar to the humans from the book, and that means you could take 50-kiloton missiles, put a full magizine in a small fleet, and then launch a total of 200 missiles at a Seeder Ship, and no major damage will occur. Meanwhile, the Seeder Ship will continue on its projected course, not even bothering to respond.] Mine Layer 'Dropper': These drop the worst nightmare for any fleet. 10 foot 'Penetrator' rods are equipped with varous scanning, stealthing, and movement modules that allow the mine to move, stay hidden, and detect enemy signatures. Since the Seeder Empire uses a half-synthetic half-organic like technology, it's fairly easy to find anything that isn't Seeder, and tear it up. The mines themselves do not do too much large-scale damage, but a small cluster of them would be enough to bring down a large cruiser or even a carrier, because the mines lock on, and tear into the hull of a ship, often going up to 100 meters into the hull with a diameter of a meter. If this hits an engine, it'll die. This may not seem to make much damage, besides the fact that it'll kill the crew by depressurization and ejecting them from the hull, stuff like that. The mines are hidden all around every planet, and are extremely difficult to detect without knowing about them. These are about the size of any one else's Cruisers. 'Seeder Ship': These ships are the colony ships, and will probably the most dreaded ship a person could ever see. While some of the best terraforming machines when they 'grew' this ship could turn an uninhabitable, harsh-climate planet into a lush, moist jungle [the type of ecosystem they prefer most] in a matter of days, the Seeder Ship fires off 'seeds,' which dig into the ground, and then absorb nutrients, metals, anything really, and then grow into towers the height of the Empire State Building, or higher. Around these is a clear area, with no weather of any kind. Once a planet is 'seeded,' there will be a period in which the entire planet will be engulfed in storms which will down aircraft, cut communications, and allow the Walkers to inhabit. Note: Walkers survive on carbon dioxide and another foreign particle that will clog any type of filter not designed for the specific particle, and is poisonous to any creature that doesn't require it. Seeder Ships also contain powerful 'anti-transmitters' that cut any kind of signal from the surface of a planet. This means that once it comes into orbit, the planet can no longer be contacted. Once the Seeds have been launched into the planet, the occupying creatures will begin to die from the foreign particles that their lungs simply have never seen, and react very violently. These ships are very, very big, easily bigger than any Cruiser or Carrier, partially because the drivers of the ships are also freaking big. Duster Ship: These ships are used for supply purposes. Seeing this will mean Walker-inhabited planet or moon nearby, and will also mean that nearby, several Seeder and Mine Layer ships will be on hand. These use something similar to the 'seeds' used by Seeder Ships, except these seeds grow into housing for the 80-foot tall behemoths, and farm-like structures that spread pores. These pores grow into a variety of plants that create the jungle they are so fond of, and provides them with food. These are about the same size as a Dropper. Capital Ship: These ships are like giant Seeder Ships, meaning they are oh-my-f**k-where's-the-front giant, and are the only ships that are armed with actual weapon, in the form of lasers. They have even stronger armor, but don't have the mines that Mine Layers and occasionally Seeder Ships drop with glee. The Capital ship is more like it took 3 oversized Seeder Ships, put them broadside-to-broadside, and then connected them with semi-organic struts and tunnels. These ships will often be the last ship to 'Fold' into any territory, and will probably fold in behind an enemy fleet to, quite simply, 'run' them all over. I know the military is very powerful, being very hard to destroy, but I will give you a hint to instantly kill any ship that I have: Physics and Momentum. All ships run off of a water-based fusion process, so an ice moon, or a planet that is mainly water such as Earth, will be susceptible to invasion. History: The Seeders began their life as semi-sentient 40 foot tall creatures on a planet that has about half the gravity of Earth, and therefore, much smaller. The creatures on this planet were all large, but the Seeders were still the largest. They had beak-like mouths that would eat things brought up from the ground by their three-cup feet, and their 'nose' was on the top of the neck, under their 'shield.' These 'noses' are also the only 'weakpoint' of the Seeders. These noses have 4 vents, 2 breath in infinitely, while the other 2 breath out infinitely. Blocking the breathing-in vents will lead to suffocation in about a minute. Anyways, they started off as semi-sentient 40-footers, same body shape and everything, about the same time humans first started evolving from ape-to-sentience. These Walkers were slow and generally in a dreamy-state, leading to them being content all their lives with what they have. However, around the time humans started getting civilized, and creating towns and cities and the like, the Walkers were 'waking up,' looking around and then finding that their food supply was running out with a particular boom in Walker population. So, instead of making technology, they used unique pore-'editing' properties in their nostrils to create a food source. However, there were still too many Walkers, and the food process simply needed more space than was available. So, after a long while, with their numbers starting to dwindle and fall, they managed to create, well, a spaceship. What would later be a terraformer, they simply loaded it with water, created some bacteria-like creatures that would use the water and create giant amounts of energy, and then they were spaceborne. This took about the same time as civilization did to get to the Manorial system. With them spaceborne, another race took interest in these giant, unique creatures: Draconians. Their first Seeder Ship was more or less captured with most of the Walker population on board, and taken to a Draconian planet. About a day after releasing the Walkers into an artificial environment meant to contain but keep the Walkers alive, they busted out and more or less 'gassed' the entire planet. And so, they had access to all the technology they could get, if they could use it. So they created an INFECTION SPORE. These were pumped into the same chamber they were held in, as well as with as many Draconian bodies they could find, and created 13-foot tall mutant creatures that could tear a Draconian tank to pieces, and work Draconian machinery. This took about 100 years to completely finish, in which they finally established a link to their homework, which had finished another Seeder Ship, and began building. From there, they just kept building and building, killing and murdering and living, and they didn't care one bit. They didn't see millions and billions of lives ending; they saw the extermination of various different pests, that were good for making minions, nothing more, and good for highlighting easy-to-terraform planets. And so they are now finding the Milky Way galaxy through the old Fold Points the Battlecruiser, I believe it was, came through. Note: Warping away from a Seeder Ship will practically highlight your path, and make it painstakingly obvious where you just went. You won't know that, of course, but commonly-warped paths will be like a giant line of beacons that scream COME THIS WAY FOR MORE PLANETS AND PROSPERITY!!!! They have no real communication besides telepathy. Communicating with one telepathically is possible, but be warned. Communicating with them presently will awaken half-conscious Walkers to full awareness. Half-conscious Walkers are the majority, and you could practically bring down a unit of soldiers. If you hide, blend in and wait for about 10 minutes, the Walkers will walk over, sniff about for a little bit, grow bored, and go home. Waking them up will also speed them up, make their reactions much better and faster, and generally make them more dangerous.