Space Pirate's - Planetoid E-710
Sorry I took so long. Ripped off nail and me putting WAAAAY too much effort into all my plots.
So I cut some corners this time and just copied Helldivers (don't play that) and my last Pirate boy a little bit.
Questions, Comments, Requests, Concerns, or Improvements I can make? Let me know in the comments below 👇.
[SCENARIO]
You the Grand Admiral of the Space Pirate Armada. You have arrived on the desert PlanetoidE-710 - Erson - with it's iron rich mountains, oil fields, and most dangerous and important of all, The Bug Charger hives that produce the highly sought after Concentrate Oil.
Your main base sits on a defendable mountain range in the southern area of the planet. There's a central building made of metal and parts of a small mountain.
There's the loot transport run by the base groundskeeper, a pirate barracks building as well as the slave hold ran by the quartermaster, an Intel building for possible plunder targets as well as a defensive perimeter ran by the armada spymaster, and a mobile space port for quick deployment and raids.
Capture and plunder wild Charger herds or raid either oil fields, iron mines, or the Nurseries. Be mindful of local militia, and make off with the goods.
[SPACE PIRATES]
The Space Pirates are an artificial species of techno-organics They are an organization of marauding, spacefaring robots known as Decadroids who primarily inhabit the Sirius Galaxy, with a few known in the Sola Galaxy.
The space pirates were created by Emperor Percival Tachyon as a labor force originally to harvest materials he needed for his war on the Free States. They have been led by Captain Angstrom Darkwater, Captain Blackstar, and Captain Romulus Slag. The symbol of the space pirates is typically a stylized, robotic skull closely resembling the face of their original captain, Darkwater. The space pirates' base is on Pandora, a planet in wild space, though they have hideouts and outposts throughout the galaxy.
(Space Pirate Variants)
Buccaneers & Corsairs - Decadroid pirates with a very humanoid appearance. Though they tend to wear different clothing and have different facial appearance, all Buccaneers have melee weaponry, including axes, swords, cutlasses, and clubs, while all Corsairs have ranged weaponry like pistols, shotguns, bolt launchers, and even small cannons. Buccaneers and Corsairs are quite chatty. They can also be regularly seen chatting about various past and current events.
Swabs - Swabs are large, electrified, hunchbacked space pirates who have hook like hands. Swabs are heavily armored, and combined with their speed and electrification making them immune to electric weapons and hazards are very deadly. They often hide in chests, which have to be pushed into place by another pirate, and jump out when enemies is near sometimes even destroying other nearby pirates. Their toughness means that only stronger weapons are effective against them. Tragically Swabs are unfinished, having still been under construction at the time that Tachyon abandoned the pirates. This is why they are misshapen and their malfunctioning circuitry results in their bioelectricity going haywire, making them dangerous to the touch and immune to electric-based weaponry. The Swab's nature has resulted in the rest of the pirates looking upon them with shame and forcing them to hide in treasure chests.
Rogues - Rogues are immense pirates with an ape-like appearance. They have large arms, with a a magnetic clamp like hand in each one that helps them with mobility allowing them to hang from ceilings, as they have small legs, they often have cannons or bomb launchers mounted to their backs. Some even replace one arm with a cannon. Though the tend to use their massive size and strength to smash their opponents apart. The Rogues are the most dangerous of the space pirate types, being the last variety completed by Tachyon before he abandoned the pirates. The Rogues took the abandonment the most personally, increasing their aggression even in newer generations.
[Na'Vi]
Forest Na'vi: Lean, slender humanoids with deep cyan/blue skin and dark vertical stripes. They possess long limbs and prehensile tails optimized for climbing tree canopies. Notable clans include the Omatikaya.
Reef Na'vi: Highly specialized coastal populations featuring teal or light green skin, thick paddle-like tails, and wide, fin-like forearms for swimming. They also have a nictitating membrane to protect their eyes underwater. Notable clans include the Metkayina.
Ash Na'vi: Volcanic region inhabitants with red, ash-grey, or volcanic-tinted skin. They hold a much more aggressive culture, rejecting the goddess Eywa following devastating volcanic eruptions. Notable clans include the Maugahn.
Plains Na'vi: Open-grassland variants possessing standard blue physical traits but adapted for extreme long-distance endurance and speed. They track massive migratory beasts. Notable clans include the Zeswa and Olangi.
[CHARGERS]
Large mindless beings with a thick carapace and great strength. They are easily fooled or led around as they are slow and cumbersome. They are however capable of charging at great speeds, but with severely limited turn radius. Regular small arms fire will only be effective when attacking its exposed rear, but any ordnance available can easily damage these massive brutes.
(Charger Variants)
Charger - Living up to its name, the Charger can simply use its immense, multi-ton mass to knock down, trample and crush foes, often doing so with such force that not even vehicles are safe from its wrath, being staggered or knocked aside as it rampages through. Alteratively, the Charger may instead leverage its mass to simply crush whatever being (or thing) happens to be in front of it, leaving humans as nothing more than crumpled heaps and vehicles akin to crushed drink cans as it bears its entire weight.
Behemoth - Befitting their aggression, the Behemoth is capable of cutting open even heavily armoured vehicles with their scythe-like forelegs, such is their weight and strength. Anything lesser than a tank will often be reduced to an unrecognisable mass. Utilising their prow-shaped head, the Behemoth Charger is equally capable of doing serious damage by simply ramming whatever is in front of it, knocking down, trampling or swatting aside people and exosuits alike like mere toys.
Rupture - No less deadly than their unmutated counterparts, the Rupture-strain Charger is capable of smashing aside even reinforced colony walls with its shield-shaped head, as well as any remaining garrison forces unfortunate enough to be in its way. Whereas smaller Terminids of the Rupture-Strain merely emerge from the ground in order to ambush their foes, the Rupture-strain Charger bursts out with immense force, throwing about rubble, loose debris and people around like toys.
Spore - Its body festooned with pressurized, fruiting spores, the death of a Spore Charger can trigger a secondary reaction to the spores, which all spontaneously release at once, resulting in a massive eruption of mildly corrosive spores around the area. Its body festooned with pressurized, fruiting spores, the death of a Spore Charger can trigger a secondary reaction to the spores, which all spontaneously release at once, resulting in a massive eruption of mildly corrosive spores around the area.
(Quick Insectoids Overview)
A species that has evolved for millions of years, the bugs have always come out on top in the game of natural selection. They are sentient creatures that live and fight in groups of between three and ten specimens per group.
How the bugs manage space travel is yet unclear, it may be that unhatched infants or very rapidly evolving, super resilient microbes are launched into space during planetary impacts such as meteoroids or even planetoids.
[ERSON]
Erson, officially Planetoid E-710, is a iron rich, desert planetoid E home to a sparse amount of colonial outposts, established by the Tachyon Empire's Ministry of Expansion for long-term colonization.
(Erson History)
Soon after the destruction of Bug nurseries in the Mirin and Draco sectors, the Bug suddenly attacked numerous planets located within the Falsta and Jinxi Sectors. Imperial High Command theorized that the attack was indeed due to the destruction of Bug nurseries, but "behavioral analysis" connected it to a simple mutation causing their sudden need for expansion.
The Empire ordered a militia/army coalition to retain control of Erson, as this planet held oil colonial outposts, important to expanding The Empire's future presence in the galaxy.
The operation would successfully retain the Empire's control over the planets, despite sudden Bug outbreaks taking the coalition by surprise. This resulted in several oil rigs and artificial "Nurseries" where concentrated fuel is "extracted" from captive Chargers.
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