[hider=The Lokoid Hierarchy] [center][b][h1]The Lokoid Hierarchy[/h1][/b] [center][img]https://img.roleplayerguild.com/prod/users/a5fa6027-ffed-4812-95a9-4e8ce4bd55e7.jpg[/img][/center] [h3]The Hierarchy, The Lokoid, The Roaches (Derogatory)[/h3][/center] [hr][hr] [h2][center][b]General Information[/b][/center][/h2] [hr][hr] [h3]Non-combatant-Neutral[/h3] [hr] [h3][b]Overview[/b][/h3] [center][img]https://img.roleplayerguild.com/prod/users/bc9df53b-3e0a-49e2-8697-ae2a0d8463df.jpg[/img][/center] The Lokoids are opportunistic, business-driven insectoids that focus on meritocracy, industry, and open trade. They are a major source of cheap but reliable hardware, ship components, and ready-made ships. This is driven by a desire to be relevant to the galaxy at large. The hierarchy was the result of hundreds of years of in-fighting and civil unrest wherein a dominant civilization emerged uniting their planet under the strict dictatorship of the militarily superior Hierarchy. This civilization valued individual merit, enforced concepts like survival of the fittest and natural selection, and placed emphasis on economic industry, sustainable agriculture, and scientific advancement. This is why hundreds of years later, the Lokoid Hierarchy is one of the biggest suppliers of weapons, ships, mechanical and electronic components, food, and raw material. [hr] [h3][b]History[/b][/h3] [b]THE GREAT SCHISM AND UNIFICATION ERAS[/b] The Lokoid Hierarchy was not formed through diplomacy, nor was it built overnight. A series of wars and conflicts broke out across their homeworld of Saytak. The imbroglio that was the great schism saw battle lines drawn and different alliances form and fall. The Hierarchy formed around this period of conflict with their core philosophies revolving around peace through power, survival of the fittest, and natural selection. The Great Schism was not an all out war, at least, not in the beginning. The Great Schism was like a Mexican standoff where someone fired the proverbial bullet that set off a chain reaction of war and border gore. The Hierarchy prepared in earnest. They designed weapons of war that would be cheap and easy to use and maximized their industrial potential. In fact, the Hierarchy were the ones who fired the proverbial bullet, annexing its neighbors for natural resources and turning them into buffer states. This created the perfect excuse to go to war with the Hierarchy, but it wasn’t so simple. War opened up opportunities for other intrepid Lokoid countries. Soon the effects of attrition for those who went against the Hierarchy were showing. War on all sides allowed the other factions to slowly grind each other into a corner while the Hierarchy simply retreated inwards into their territory to conserve their strength while enacting a scorched earth tactic to starve their enemies. When the time was right, the Hierarchy launched a focused lightning war across their world. After years of fighting, the hundreds of years of The Great Schism were over. The Hierarchy dominated the final fragments of resistance. The Hierarchy then set to work for another hundred years to reform and refocus its society where the core philosophies of the Hierarchy were enforced. A strong focus on meritocracy and scientific advancement along with the hierarchical structure that the Hierarchy depended on would be maintained. [b]THE GRAND EXPANSION AND THE ASHTAR ERAS[/b] When interstellar travel was achieved, the Lokoid Hierarchy viewed this as an opportunity to expand their reach into the vast emptiness of space. Over a period of fifty years, the Lokoid race was able to expand to a respectable size for a relatively young species. This rate of expansion would be the start of a burgeoning, star-spanning civilization. The Lokoid, being such a young race, met the Ashtar as they appeared before first contact could be established with any other civilization. The Ashtar proved to be invaluable allies in trade. Their presence eliminated the need for expensive escort fleets and they facilitated the first contact with many star-spanning nations such as the dogmatic Jalaryian Ascendancy. The Lokoid during this time focused their efforts on expanding their territory and their influence. Their repulsive appearance made trade difficult, but time under the Ashtar allowed them to smooth their relations with the different denizens of the galaxy. That time would be well spent and appreciated. The rush of trade would lead to the establishment of many Lokoid businesses and companies which would later be subsidized under the state-owned Lokoid Trade Group. [b]THE GREAT WAR[/b] Despite the diplomatic and economic connections made during the Ashtar mandated peace, the effects of their disappearance led to an almost immediate outbreak of conflict. The Lokoid had prepared for this and within weeks the Lokoid fleet was assembled out of the planned modular retrofits on the Lokoid mercantile fleet. This took substantially longer than it should have and opportunistic nations sensed the problems besetting the hierarchy and took advantage of this by glassing or occupying systems within Lokoid space. This blunder would be the primary reason the Lokoid would be better prepared after the disappearance of the Asthar leading up to the conflict at Agdemnar. The Hierarchy consolidated its forces and while it did technically fight in the Great War, it was not in any hostile aims or gains. The Lokoid fought when they needed to and negotiated when they needed to. They were determined to survive the struggle of the great war by any means necessary. Trade flourished during this era as weapons and ships were in short supply. The industrial centers of the Lokoid were still very much capable of pumping out cheap and reliable ships and weaponry. The number of nation states that needed such things were increasing by the day as the war dragged ever onward. The unprecedented amount of injured and dead provided the Lokoid an opportunity to make their stance clear, as relief missions were sent out during the Great War in order to ease the pain of conflict that afflicted many worlds. Some may have found this a gesture of good faith, others may have thought it was an elaborate ploy – an attempt to get them to lower their guards. The Lokoid saw this as easy propaganda material especially when combined with footage of worlds, once colonized by the Lokoid, being occupied or glassed by foreign powers. This evidence along with the fact that the Lokoids did not expand during the great war allowed them some leverage during the Madrigasa and Detente talks to have their embattled worlds returned to them. [b]THE DETENTE[/b] The political maneuvering of the Hierarchy resulted in war reparations and the return of territories lost during The Great War. However, the lessons learned from the great war mandated an expansion of the Soldiery Caste and an ambitious modernization program of the army and the navy. Until then, more retrofit ships would be designed and manufactured according to the Detente’s strict limitations. The Lokoid continued to trade with other civilizations as they began reconstruction of their then damaged worlds. The economy of the Lokoid was well utilized and managed, trade shifted back from weapons and warships to raw materials, food, and work related goods. Scientific research progressed and the new peace, while imperfect, was enough to bring the Lokoid back to the forefront of galactic trade along with the human organization known as White Corps. [b]REACTION TO THE FINAL MESSAGE[/b] Finally, when the Ashtar sent out their final message, the Hierarchy, like in its earlier years, knew that war was inevitable. The modernization program commenced. Work began in secret, ship components, weapons, and vehicles were built and amassed. The army was augmented with drones and robotics in order to bolster its numbers and strength. Doctrines were drawn up in preparation for the so-called ‘expedition to Agdemnar’. While this was all happening, things went business as usual, trade, commerce, and diplomacy. The Hierarch Council found Agdemnar to be a seat of power and potential wealth. Whoever gains control of Ashtar tech and weaponry would be able to dominate the current galactic community. The Lokoid recognize this as a way to profit from the disappearance of the Ashtar. The distribution of Ashtar technology at such high demand projects a high return of investment of military resources according to both the Soldiery and the Commerce caste. This further incentivized the Hierarch Council to support Lokoid involvement in Agdemnar. [hr] [h3][b]Major Holdings[/b][/h3] [b]Saytak[/b] The homeworld of the Lokoid race. A planet ruined by industry and mining. Saytak is one of the shipbuilding worlds of the Lokoid. It is polluted to the point of non-habitation by the Lokoid. However, the large orbital ship construction yards allows it to stay relevant not just historically, but economically. [b]Takar[/b] Saytak’s moon, the primary habitation and agricultural center of the Saytak system. It allows the Lokoid to nest properly and feed a large workforce nearby on the Saytak orbital ship construction yards. [b]Sikwol[/b] The first interstellar colony and another industry focused planet. Sikwol is a special industry planet for its role in manufacturing prototype technology for use in the field. It is also a research hub for the Academic Caste. [b]Sikwol system asteroid field[/b] This asteroid field is mineral heavy, thus, a large quantity of raw materials is drawn from this asteroid field. It surrounds the Sikwol system and is often the site of field tests for prototype ship weaponry, sensors arrays, and shielding just to name a few. [b]Natok System[/b] A system seeded during the early years of interstellar colonization. Four of the system’s planets are food-producing worlds that help sustain the Hierarchy’s large population. Two of the system’s worlds are heavily industrialized. This system is responsible for canning, preserving, and shipping food all over Hierarchy territory and, of course, for trade. [b]Nuk Graveyard[/b] Nuk is a relatively barren system where the Lokoid have built a large recycling plant. The Lokoid collect scrap and materials in order to turn them back into raw resources to be used in manufacturing. The Nuk graveyard, owned by Saytak Drive Works, is one of the largest recycling plants of its kind and it’s responsible for churning out ready to use materials while cleaning up the galaxy at large. [hr][hr] [h2][center][b]Demographics[/b][/center][/h2] [hr][hr] [h3][b]Population[/b][/h3] [hr] [h3][b]Society[/b][/h3] From birth, the order of the hierarchy is implemented. Lokoid young hatch from eggs within an egg sack as larvae. The liquids in the sack are consumed, filled with vital nutrients and antibiotics. The weak are eaten and the strong continue to develop. Once the survivors break out of the egg sack, they are taken as nymphs to be educated. Primary education begins, but nothing could prepare the young Lokoids for their second trial. The nymphs, nearing their adolescence, are thrown into the wilderness to survive. Cannibalism is encouraged if it means survival. They are given the lesson, eat or be eaten, the survival of the fittest as they once did when they were larvae. But it was also natural selection as those who fail to adapt die off. The survivors at the end of the month are taken and given secondary education. Their secondary education focuses on the general education of different subjects. Four years later, they are evaluated and if their scores drop below a quota they are euthanized, prepared as food, and is rationed to the rest of the now grown brood. Usually, the survival rate for Lokoids in their childhood is less than half. Their massive amounts of eggs per-person, however, necessitate this way of population control. The survivors are then given a caste position and specialization training. It is possible to move up in society through individual meritocracy. The weak and the stupid are recycled and eaten. This is vestigial behavior from a more primitive time. The average lifespan of a Lokoid, if allowed to live in ideal conditions, is seventy solar years. However, the oldest known Lokoid was a hierarch who was reported to be 210 solar years old, indicating that in the best conditions the Lokoid can have a surprisingly long lifespan when compared to humans. The castes themselves are divided into five categories: [list] [*]The Ruling Caste [*]The Commerce Caste [*]The Academic Caste [*]The soldiery Caste [*]The Industrial Caste [/list] The ruling caste is composed of the fittest Lokoid, the ones who have displayed amazing intelligence and leadership ability within their respective caste. The ruling caste’s most powerful members are made up of five individuals known as the Hierarch Council. Each individual all have equal power to one another and have different jurisdictions. However, there is always one individual among the five that presides among the five. This individual would come to be known as the supreme hierarch. The representatives themselves are known as, from descending order of caste, the hierarch of commerce, the hierarch of research and development, the hierarch of war, and the hierarch of industry. The supreme hierarch is chosen based on leadership ability and is chosen among the five hierarchs of the ruling caste. Only a majority vote within the council of hierarchs can have the supreme hierarch replaced. The commerce caste is composed of traders and businessmen. The commerce caste is specifically for those among the Lokoid who display great social skills and have an eye for business. The commerce caste is the primary economic group that provides the Lokoid new business opportunities in the galaxy. They acquire trade licenses, manufacturing patents, design contracts, and more. On top of this, the commerce caste is also responsible for lending and collecting loans, managing budgets and expenses, and conducting audits on the other castes. The academic caste is composed of Lokoids who display amazing aptitudes for the sciences. The academic caste is responsible for technological gains within the hierarchy. They are in charge of designing new ships and weapons for use in manufacturing. On top of this, they are in charge of scientific advancement in many fields such as botany and particle physics just to name a few. If the commerce caste is equated to a marketing and advertising department then the academic caste is research and development. This is where new products are made and approved. If approved they are handed over to the commerce caste and industrial caste for marketing and mass production. The soldiery caste is responsible for choosing the strongest among the castes and placing them into sub-castes. These sub-castes are divided by merit and intelligence. There are four major sub-castes: [list] [*]Command Caste - Responsible for NCO’s and command staff [*]Specialized Caste - Responsible for special operations [*]Regular Caste - Responsible for regular soldiers and fleet personnel [*]Support Caste - Responsible for operating equipment and vehicles [/list] These sub-castes are responsible for training and selecting from placed or recruited members of the Soldiery caste. They are the backbone of the militant might of the hierarchy and make use of automated combatants if needed and are a common sight when collecting due debts and in security details. The industrial caste is the largest among the castes and is where most Lokoid are placed. Some may find their way up the ladder from the industrial caste and into the other bodies of the hierarchy. The industrial caste is the primary workforce of the hierarchy. They are responsible for manufacturing goods, mining, and farming. They are given many avenues to rise up from this rung of society through merit. Pursuing education, displaying high levels of skill or strength, making logical and intelligent decisions, and more. The survival of the fittest and natural selection are at play. Those who do not adapt, stay in the industrial caste and are shackled to a life of service and are loaned as cheap manpower for the rest of the galaxy. Because of the individualistic nature of most Lokoid, this is seen as normal. Those who are left behind are left with basic skills and enough intelligence to do their job. [hr] [h3][b]Economy[/b][/h3] The economy of the Lokoid is powered by industry and cheap labor under a company known as the Lokoid Trade Group. Under the Lokoid Trade Group (LTG) are subsidiaries such as Saytak Drive Works, Sikwol Science Corps, Natok Supply Corps, Saytak Engineering Guild, Saytak Banking Corporation, and the Sikwol Mining company. The Lokoid Trade Group is one of the largest companies in the galaxy and it allows the Hierarchy to achieve a ludicrous amount of income comparable to that of megacorporations. [hr] [h3][b]Government[/b][/h3] The government is the Ruling Caste. The Hierarch Council disseminates their orders to system regional governors which keeps all systems in line with the will of the hierarchy. The council of hierarchs is made up of five members. [list] [*]Araq, Supreme Hierarch - Chosen by the Hierarch Council [*]Kaloth, Hierarch of Commerce - Governs the Commerce Caste [*]Gorn, Hierarch of Research and Development - Governs the Academic Caste [*]Dagoth, Hierarch of War - Governs the Soldiery Caste [*]Zasz, Hierarch of Industry - Governs over mass production [/list] These members of the council all have equal power except for the Supreme Hierarch who supersedes the rest of the council. The council deliberates everything related to running the Hierarchy as a whole and is responsible for the direction of the Hierarchy moving forward. [hr][hr] [h2][center][b]Technological Information[/b][/center][/h2] [hr][hr] [h3][b]Major Techs[/b][/h3] [b]Simple Automation and Advanced Robotics:[/b] The Lokoid were not ones to shy away from using things that increased efficiency. Automation and robotics allowed for the construction of more cost-efficient ships and increased the production rate drastically compared to non-automated systems. Robotics also helped in the field of security through the use of drones, bolstering combat of security teams significantly. [b]Multi-stage Railgun ammunition:[/b] Multi-stage railgun ammunition is akin to that of HEAT. The penetration power of Railgun ammo propelled with high-power is already extremely high. However, this allows low-powered railguns to hit above their weight class and give smaller ships a fighting chance. [b] High-Speed Plasma Weaponry:[/b] Using what they’ve learned from railguns, the Lokoid were quick to incorporate it into plasma weaponry research. Instead of a rudimentary method of using a sustained beam of ionized gas being guided by a magnetic beam. The Lokoid made a sort of plasma railgun, with the use of solenoids and high voltage electrodes. These pulses of plasma in the form of Spheromaks now have increased speeds, higher kinetic force, and is more energy efficient. However, this cannot be used for infantry, thus, kinetic, laser and particle weaponry are still the norm. [b]Variable Particle Lance:[/b] This weapon is a repurposed tool for mining, using variable power in order to avoid destroying precious materials. An upscaled version is now adapted to many vehicles and ships as a weapon. With a few tweaks, the particle lance can have high-frequency pulses in order to maximize damage per second, however, this retrofit was not done during the Great War and Detente era for there was no need for such a weapon. [b]Advanced Multispectrum Sensors:[/b] The Lokoid, adapting their ability to comprehend their surroundings accurately, have developed some very advanced sensors in varying spectrums. These sensors are so powerful in their detection capabilities. They can differentiate different chemicals, detect various radiation signatures, see in various spectrums of light, acute changes in temperatures and more. Of course, this is limited to the role of a ship, vehicle, or drone. Most of these sensors are used in everyday life for mining and testing completed products for shipment and have only recently been improved for more focus on military use. [b]Fusion Drives (Realspace propulsion):[/b] Using magnets, plasma, deuterium, tritium, and lithium to create a fusion reaction that can be used to drive ships forward. The drive is extremely fuel efficient and it is powerful enough to allow ships to travel planet to planet within days in realspace. [b]Quantum Wave Drive (FTL):[/b] The drive manipulates the fabric of space so that it thins or compresses in front of the ship, and expands at the back allowing the ship to travel faster than lightspeed. In reality, it is traveling utilizing the folds that the drive creates at nominal speeds. [b]Hardlight Plasmatic Projectors:[/b] A mix of hardlight selective shielding and magneto plasma arrays combined to make a solid and reliable shield that help increase a ship’s durability in combat. Because of power consumption to various parts of the ship, the hardlight aspect of the shield may vary in strength and coverage while the magnetoplasma shields equally cover the entire ship. This means that the ships that the Lokoid field are more durable against energy weapons and are only partially effective against kinetic weaponry. [hr][hr] [h2][center][b]Military Information[/b][/center][/h2] [hr][hr] [h3][b]Military Overview[/b][/h3] [hr] [h3][b]Military Doctrine[/b][/h3] The Lokoid military power since the Great War and Detente era have been increasing steadily. The Lokoid have designed their ships to be easily modifiable turning large cargo vessels into sturdy and reliable warships. These retrofit ships are the backbone of the current Lokoid naval fleet, however, purpose-built warships are being designed and fielded as the conflict drags ever on in Adgemnar. Lokoid ground forces are heavily dependent on a mix of robotic and organic elements. Ground forces rely on overwhelming numbers and setting up strong defensive and offensive positions that seek to overwhelm and encircle the enemy with a large spread of firepower across the board. Even special operations are carried out by a large number of highly sophisticated automatons capable of doing high amounts of damage in short amounts of time in an inexpensive package. [hr] [h3][b]Fleet/Navy[/b][/h3] [hider=Dreadnoughts] [img]https://img.roleplayerguild.com/prod/users/aa3f9f63-9633-45ab-9742-f1a82f145ec9.png[/img] The Dominion Class Dreadnought, a heavy hauler retrofit. It was originally designed to haul massive amounts of Cargo. It was retrofitted to use its cargo space for extra weapons and power production. It was designed just before the Great War broke out and was built to haul cargo. However, when the situation became increasingly hostile, the Lokoid retrofitted a number of these ships to secure their territories. [hr] [img]https://img.roleplayerguild.com/prod/users/04fd85e7-8556-48fd-9981-ae19bfee5de6.png[/img] The Hierarch class dreadnought. This dreadnought was never produced and was originally designed to be made near the end of the Great War. It’s production never went through as the Great War ended before it could escalate. It is now only being produced after the final message of the Ashtar as the Lokoid found need for a new heavy capital ship. Its design was updated to spec before production. It is to date, the heaviest capital ship ever produced besides the hyperdread. It is armed to the teeth with hundreds of kinetic weapons, plasma weapons, missiles, and torpedoes. It is designed to be a fleet within a fleet and is pound for pound more powerful than its predecessor. It is newer and more expensive, thus it is less numerous than its counterparts. [/hider] [hider=Battleships] [img]https://img.roleplayerguild.com/prod/users/96dcca20-c82d-4e66-8921-438247d459d6.jpg[/img] The Supremacy Class Battleship. A battleship built during the great war retrofitted from the base of a massive ore mining ship. This ship’s original purpose was to use its in-built refineries to churn out raw materials. This was all stripped out and was replaced with weapons, generators, and additional shielding. The ship was used to great effect in securing shipping lanes during the Great War until dreadnoughts of succeeding strengths and sizes were finally too much for makeshift battleships, leading to the Dominion Class retrofit and the design of the Hierarch Class. [hr] [img]https://img.roleplayerguild.com/prod/users/9f357cd5-b067-4ee9-9c03-9ec10aeeee6d.jpg[/img] The Warrior Class Battleship. A purpose built warship made during after the final message of the Ashtar. This ship was designed with the same philosophy as the new Hierarch class dreadnought. It’s armed with every weapon available to the Lokoid, designed to be the Lokoid Ship of The Line. Several energy and kinetic weapon batteries as well as guided missiles launchers and torpedoes tubes. Just like the Hierarch class, it is newer and more expensive, thus there is not many of these Warrior Class Battleships. [/hider] [hider=Battlecruisers] [img]https://img.roleplayerguild.com/prod/users/cfe2bf4a-b637-427d-af9e-003c94d94b80.png[/img] The Instigator Class Battlecruiser is another cargo hauler that was retrofitted to be a warship. It’s relatively faster than a battleship and is relatively well armed. However, the battlecruiser is less well armored and has less overall shielding than its bigger Battleship brother. The instigator being less well armored and relatively quick meant that it could, in theory, enter and disrupt enemy formations with its flexibility and cause the enemy fleet to break apart. However, during the great war, this was not the case and now they are either used as a placeholder for battleships or merely for extra firepower. [hr] [img]https://img.roleplayerguild.com/prod/users/e0d12d3c-e609-43fb-a502-2067b761f278.jpg[/img] The Annihilator Class Battlecruiser was made as a response to the failures of the Instigator. While retaining the relatively respectable speed of the instigator, it packed on more weapons, more shielding, and more armor. One could call the Annihilator a “Fast” battleship which is what it was often called. However, when compared to its contemporary big brother, The Warrior Class battleship, it is outclassed in every category except speed. These ships are supposed to be used in a doctrine called “Jump-Burn”, taking a number of fast and powerful ships to carry out a devastating raid and then entering back into hyperspace. In a conventional battle, the Annihilator pales in comparison to dedicated ships of the line, however, its armament is not something to be trifled with. It has earned a place as a force multiplier in battle and its speed is often used to outmaneuver less flexible fleets. [/hider] [hider=Cruisers] [img]https://img.roleplayerguild.com/prod/users/2b5b2028-c1cf-4701-8f3c-be1b4fea4b65.png[/img] The Hailfire Class Missile Cruiser was a cruiser made cheaply and out of necessity. When the Great War broke out, the Lokoid were only somewhat prepared. The ships that were designed to be retrofitted into warships did not include anything below the class of battlecruiser. Cruisers offered excellent multi-role potential for the Lokoid. Excellent heavy escorts for shipments, point defense multipliers for large fleets, and well armed and easy to maintain from a logistics perspective. The hailfire was hastily retrofitted from one of the old heavy tugboats. However, due to the limitations of the frame, the Lokoid had to design weapon systems for the Tugboat. Many problems arose due to this process and the Hailfire ended up being heavily reliant on its missile armament than its kinetic or energy based weapons because of the limitations of power generation caused by the ship’s frame and hasty retrofit design. [hr] [img]https://img.roleplayerguild.com/prod/users/85f29fe8-b657-4d15-b6cb-dc5ad0aa4f5c.jpg[/img] The Mauler Class Cruiser was the result of lessons learned from the Hailfire. While the Lokoid made the most out of the Hailfire, increasingly more effective missile countermeasures were quickly making it outdated. The Mauler was designed in the middle of the Great War but was produced during the Detente period. It served its role perfectly during this period as the Detente treaty put heavy restrictions on Dreadnoughts, Battleships, and Battlecruisers. Cruisers themselves were left relatively untouched. The Mauler boasted better armor, better shields, and better weapons than the Hailfire and could outperform the Hailfire in several key aspects. [/hider] [hider=Destroyers] [center][img]https://img.roleplayerguild.com/prod/users/ac4cd0ec-bae1-4df1-88f9-ff800841ccdb.png[/img][/center] The Experimental Variable Particle Cannon Destroyer (E.V.P.C.) Destroyer. This destroyer was merely a test bed for a new particle weapon derived from the Variable Particle Beam found on common mining rigs. The ship's concept was highly flawed, however, it was produced in large numbers but never really made it out of the experimental phase. Its role as a destroyer was hampered by its weapon recharge rate. It was made to be a destroyer with capital ship firepower, however, as a consequence, its armor, miscellaneous weapons, and shielding were all underpowered for its support role. [hr] [center][img]https://img.roleplayerguild.com/prod/users/31130f67-14c2-4a8b-b135-d2820f18dc95.jpg[/img][/center] The Aggressor Class Destroyer is a traditional, tried, and true destroyer. It has been updated, retrofitted, and tuned to fit current standards. However, unlike other ships designed during the Detente or Great War era, the Aggressor was made before the Ashtar came. Its design was dug up and reused during the great war. The destroyer would be redesigned and updated various times up until the present with retrofits planned for previous Aggressor Class Destroyers built before the present. Predominant classifications of each Aggressor type are as follows, Aggressor-Alpha, Aggressor-Beta, and Aggressor-Omega. Alpha represents the Aggressors before built during the Great War, beta represents Aggressors built during the Detente era, and Omega represents currently retrofitted Aggressors or Aggressors built recently, after the Ashtar's final message. [/hider] [hider=Corvettes] [img]https://vignette.wikia.nocookie.net/expanse/images/1/1b/Donnager_Render_1.jpg/revision/latest?cb=20180718191605[/img] The Picket Class corvette is a patrol vessel used to safeguard minor installations. A patrol group can be range from three to six ships. Bigger patrols often include cruisers and destroyers in order to bolster patrol group strength. Larger vessels can be expected if a particular threat is too heavy to handle. If a Larger Vessel cannot be contacted and enemy combatants are significantly more powerful, the patrol's primary directive is to use its speed and maneuverability to break the engagement and locate larger vessels or contact a larger fleet of ships to deal with the incoming threat. [/hider] [hider=Strike craft and transports] [center][img]https://img.roleplayerguild.com/prod/users/58ee5fb1-f05d-468f-a281-d9aab6f036cb.jpg[/img][/center] The Lokoid Drone Multirole Fighter. It comes in two variations, one armed with nose-mounted kinetic cannon and the chin mounted light variable particle lance and one armed with only the chin mounted light variable particle lance. Both variations come with wing mounted missile launchers with each wing containing four missiles. A solid but fragile fighter, reflective of Lokoid design philosophy before the final message. [hr] [center][img]https://img.roleplayerguild.com/prod/users/e43063d7-3ce3-4898-9df1-6d6a5d4cd8ce.jpg[/img][/center] The Lokoid unmanned patrol gunship (U.P.G.). Designed for a ground attack role, the Drone Gunship is a fast atmospheric craft armed to the teeth with missiles, side mounted kinetic weapons, and a chin-mounted rapid pulse variable particle lance. It also has an experimental space-superiority variant that's set to replace the older Drone Multirole Fighter. The UPG is a fairly new production strike craft, thus, only a few fleets have access to the U.P.G. [hr] [img]https://img.roleplayerguild.com/prod/users/91f1122f-2da8-4d87-9fbf-dcbcd4cc2d16.jpg[/img] The Lokoid Assault Dropship. This dropship is used during the opening stages of a planetary invasion. While heavily armed, it lacks mobility and has a large target profile. It is often escorted by Drone Fighters or UPGs. Because of its limitations in maneuverability and its need for escorts, it is limited in its combat capacity. It's armed with missiles, chin mounted pulse variable particle lances, and wing mounted kinetic weapons. It's used to pound an LZ coming in and dropping off troops in rapid succession, then hastily zooming away from the combat area. [hr] [center][img]https://img.roleplayerguild.com/prod/users/929e8902-f2e4-4ad5-82cd-236e2c54e347.jpg[/img][/center] The Lokoid Atmospheric Gunship Transport (A.G.T.). It's a straightforward, heavily armed infantry transport for Lokoid. It's armed with missile launchers, door guns, and pulse variable particle lance turrets. Unlike the Assault Dropship, the A.G.T. is more maneuverable and is well suited to prolonged engagements. It's designed to support troops even after a dropoff. [hr] [center][img]https://img.roleplayerguild.com/prod/users/544e5f05-2b86-42e7-baf7-baea8b344342.jpg[/img][/center] The Lokoid Heavy Transport. It's a massive logistical vessel meant to offload vehicles and supplies. It is heavily armed but still requires escort because of its size. It can also function as a long-range heavy gunship within an atmosphere. This function is mostly possible because of the option to mount a massive kinetic cannon. It is severely limited in its combat function outside of being a gunship or a massive logistical craft. [/hider] [hr] [h3][b]Army/Planetary forces[/b][/h3] [hider= Light Robotics] [center][img]https://img.roleplayerguild.com/prod/users/c74f513a-ecc7-4612-a09d-92713123c6f6.jpg[/img][/center] Multipurpose Modular Automata Mark1 (M.M.A.-Mk1). The Mk1 was what the name suggested. It's a multipurpose, modular robot. It's used in industrial work, clerical work, and of course security/combat work among other things. It's relatively strong despite its scrawny appearance. However, it is only above average when compared to a human. It was smart enough to hold a conversation, however, it was limited in its intelligence and would not go outside its parameters. [hr] [center][img]https://img.roleplayerguild.com/prod/users/edac04c0-33b5-485b-8908-8e31fe1bbb25.jpg[/img][/center] Multipurpose Modular Automata Mark2 (M.M.A.-Mk2). The Mk2 was an improved version of the Mk1 in many aspects. It came with more module options, it was stronger, it was more durable, it was smarter, faster, and more nimble. The Mk2 was an evolution of the Mk1 and it performed better in security/combat roles with marked improvements in speed and decision making. However, this meant it was more expensive. The Mk1 and Mk2 would be sold side-by-side because of the difference in price and customization options. Some of the customization options include sensor suites and improved power pack modules that double the default power supply (Mk2 stock power supply already doubles that of the Mk1). [hr] [center][img]https://img.roleplayerguild.com/prod/users/1a9189b9-f259-46dc-b8c6-460f38152b85.jpg[/img][/center] The Mobile Defense Sentry (M.B.S.). A series of automated, roaming defense perfect for almost any setting except dense swamps, forests, and jungles. It is perfect for urban environments and big open terrain. It's armed with double pulse variable particle lances on each arm and can be shielded. It can also roll itself into a wheel and travel at speeds. It is most vulnerable when rolling or deploying. It's an expensive security tool, however, it is an effective one. It's packed full of targetting sensors and has a well programmed targetting computer. [hr] [center][img]https://img.roleplayerguild.com/prod/users/e0a77595-02dc-44d8-9720-6a6a824c594c.png[/img][/center] Automated Anti-Armor Mines (A.A.M.), also known as Tick Mines or Spider Mines. They're notorious for climbing into, under, or over targets and exploding violently. They are easy to program, easy to manufacture making them very cheap. They are highly cost-effective, with their use in the great war being widespread. This was one of the worst weapons to be designed during the great war and it was the nightmare of every vehicle crew member in existence. They can be buried or left to roam around. The A.A.M. has evolved alongside the increasingly more efficient countermeasures and has remained relevant on the battlefield to this day. Some varieties come with sensor jamming equipment or eject cluster munitions upon destruction. [/hider] [hider=Heavy Robotics] [center][img]https://img.roleplayerguild.com/prod/users/216441b2-e141-49fe-b62a-6686f01dc893.jpg[/img][/center] The Anti-Infantry Assault Crawler (A.I.-A.C.). This heavy robotics crawler is designed to be an anti-infantry terror machine. It packs medium armor and minor shielding and is used to jump into the middle of infantry formations to disrupt and crush enemy infantry. It also packs advanced sensors in order to hunt down and kill infantry. Patrol units would often pack at least one A.I.-A.C. on patrols to properly secure bases, cities, and industrial facilities. It is most vunerable to anti-armor weapons as well as anti-tank munitions. [hr] [center][img]https://img.roleplayerguild.com/prod/users/569518b3-8e61-48f3-9d4f-5e51da0b35aa.jpg[/img][/center] The Anti-Armor Assault Crawler (A.A.-A.C.). It's not as nimble as its anti-infantry brother, however, it still packs a serious punch with its multi-stage railgun rounds. It can choose from cased plasma shells to Armor Penetrating High Explosives. It's slow moving and usually used to set up defensive locations. It can be mobile, but it's very slow moving. [hr] [center][img]https://img.roleplayerguild.com/prod/users/e7f9f6c6-a54c-40ec-809c-f403b19eca8b.jpg[/img][/center] The Light Automated Tank (L.A.T.). It has almost no armor to speak of, it has a high fire rate, and advanced targetting computers and sensor suites. It's used as a fast moving, anti-tank tool. Its dual cannons are used for hitting the target with two different damage types, one cannon is a high-velocity plasma gun, and the other is a kinetic railgun. It's stronger in large groups and is relatively cheap to manufacture. The biggest weakness of the L.A.T. is its lack of secondary armaments, thus, a group of infantry can efficiently take out groups of unsupported L.A.T.s with little resistance. [/hider] [hider=Artillery] [center][img]https://img.roleplayerguild.com/prod/users/a609438e-3b58-4f74-9c58-039d162dde84.jpg[/img][/center] The Havoc Heavy Artillery Cannon. A Havoc cannon is deployed in established territories as a stationary firebase. It can reach out and touch someone miles away and destroy them ten fold. It is, however, usesless at ranges closer than a few hundred meters due to its innacuracy and large projectile arc. It's used in a battery to completely level large areas before moving in with conventional armies. [hr] [center][img]https://img.roleplayerguild.com/prod/users/4a8c7b6c-eb1e-4576-8a8f-160c5c9ae000.jpg[/img][/center] The Hailfire Mobile Artillery Platform (H.M.A.P.). This mobile artillery piece can also be used as an anti-armor vehichle and can be used as a tank. However, it was built with the main purpose of being a conventional mobile artillery platform, armed with a single cannon and racks of missiles. It was best used in groups of three at minimum to ten at maximum. The H.M.A.P. would unleash its missiles and fire its cannons repeatedly according to their firing solutions in order to properly barrage and destroy a target with saturated fire. [/hider] [hider=Scout Drones] [center][img]https://img.roleplayerguild.com/prod/users/b60e48b0-dff0-410a-b4e8-874527482b03.jpg[/img][/center] The Multispectrum Scout Drone (M.S.D.). The drone is about the size of a baseball and is packed with only essential sensors to be able to perform its function. It is small, nimble, simple, and efficient. It is used manufactured, sold, and used by the Lokoid. It's designed has not changed much with only simple upgrades to the optics, audio, and frequency recievers. [/hider] [hider=vehichles] [center][img]https://img.roleplayerguild.com/prod/users/da360b9a-b6cd-4f77-b3df-13c76e065ea6.jpg[/img][/center] Heavy Armor Troop Transport (H.A.T.T.). The H.A.T.T. can haul large numbers of infantry and act as a mobile base of operations. It was designed during the Great War era to sell to other warring states. It wasn't a stellar design but it worked for what it needed to do - haul troops safely in a timely manner. [hr] [center][img]https://img.roleplayerguild.com/prod/users/a7458061-9d4c-4dd0-8457-19a83772c269.jpg[/img][/center] The Raider infantry fighting vehicle. The Raider is a fast moving, lightly armored, infantry fighting vehicle that fills the role between a nearly unarmed transport and a heavily armed tank. It's armed with twin grenade launchers and a pulse variable particle lance. Designed and produced during the Great War, and updated through the years. [hr] [center][img]https://img.roleplayerguild.com/prod/users/648637a8-b763-4988-8fb8-d67021bbc17e.jpg[/img][/center] The Juggernaut Armored Personnel Carrier. It's a smaller, armed personnel carrier. It features Kinetic repeaters on the roof as well as gunports for the occupants to shoot out of. The juggernaut is a modern, practical design. It retains a low price point and is much faster than the H.A.A.T. The juggernaut was designed during the Detente era as a preparatory move and produced after the final message of the Ashtar as new variables of war arose. [/hider] [hr][hr] [h3][b]Hyperdread[/b][/h3] [hr][hr] [center][img]https://img.roleplayerguild.com/prod/users/83f6caf1-bc51-46c0-9947-f51208c0568b.jpg[/img][/center] [b]LHS DOMINANCE[/b] An absolute behemoth that dwarfs the new Hierarch Class Dreadnought. The Dominance Class Super Dreadnought is armed with hundreds of weapons on all sides and carries hundreds of strike craft and can even support a scrapping and manufacturing section to self-repair in between battles and even help repair small fleets of ships. It is, in a sense, a mobile fortress. The Dominance is meant to be situated within a large fleet, it is meant to deliver volumes of fire and provide hundreds of support craft to the fray. It is heavily armored and heavily shielded. The Dominance was first designed during the Detente period. The Lokoid knew that inevitably war will arrive. The Lokoid held this belief in mind as they designed new ships to replace the many retrofits and experimental ships within their navy. A massive modernization program. [/hider] [b]CHANGELOG[/b] [list] [*]07/16/2019 History section overhauled and expanded upon. [*]07/21/2019 Added the names of the Ruling Caste members in the Government section [/list]