author Eric Weiss
Eric's Where, When, WhyFor Writers And Other LosersWho Eric thinks he isLinks to other fantasy/sf websitesE-mail Eric

 

1. Introduction

1.1. Welcome
1.2. Structure of the Game

2. Sol Niger in detail

2.1. The Planetarian System
2.2. Sol Niger Prime and the Zhaat

2.3. The Hidden Horror

2.4. New Arrivals
2.5. Time Line

2.6. The Trans-Dimensional Portal
2.7. The Devil You Know

3. Humans in detail

3.1. Space Navy
3.2. Terran Ground Troops
3.3. The Monetary System
3.4. The Corporations

4. Abu Zhuch in detail

4.1. Organic ships
4.2. Zhuch Ground Troops

5. Zhaat in detail

5.1. Zhaat Fleet
5.2. Zhaat Ground Troops

6. Appendix of the Playable Races

6.1. Humans
6.2. Zhaat

6.3. Abu Zhuch
6.4. Technods
6.5. Necrons
6.6. Ma'juk
6.7. Ki'an
6.8. Dra'kiri
6.9. Bakram

1. Introduction

1.1 WELCOME

Thank you for coming to the Sol Niger website. We have done our best to provide you, dear reader, with a comprehensive and easily navigable body of information. We hope you enjoy the time spent here.

Sol Niger is a role-playing game that allows players to take on the persona of a human or alien. These characters will interact with others of their race, other races, and with the robots on Octa. The game crosses many genres and can accommodate many playing styles.

The material contained in these pages is free for you to do with what you like. The author merely asks that you give credit to the hard work he has put in on this project. If you like the game, please encourage others to come check it out.

Sol Niger is an ever-developing game. For this reason, we would love your feedback. Tell us what you like and don’t like about the game. Let us know if you find any glaring mistakes, or any subtle mistakes for that matter. What needs to be added? What needs better clarification? Only through this type of dialogue can we strive to make the game better.

1.2 STRUCTURE OF THE GAME

For organizational purposes the game has been divided into four sections: Intro story: The Journey from Earth, World, Rules and the Message Board. A brief description of each of these is given below.

1.2.1 Intro story: The Journey from Earth

This section offers the background story of how the humans left Earth and why they came to live in another galaxy. Sol Niger can be played without a thorough understanding of the introductory material. It is merely here to provide some insight into the game.

1.2.2 World

The world section gives you all the basics of the game’s setting. It will take the reader from the origin spaceship and its crew, through an examination of the Sol Niger system and its native inhabitants, and finally to descriptions of some of the key groups and players.

1.2.3. Rules

This section covers storytelling issues, player privileges and restrictions. The inevitable object is to develop rewarding role-playing, a more free flowing style of storytelling, and the rules are given to facilitate those who need extra guidance.

1.2.4. Message Board

This section is hyperlinked with the forum where the roleplaying game takes place. Currently, there are 7 different locations in the game that warrant their own board: The TerranFist (starting point for freelance adventurers), New Delphi (starting point for the Humans), The Hive (starting point for the Abu Zhuch), Lekk (starting point for the Zhaat, the artificial moon Octa (starting point for Technods), Offword (starting point for Necrons) and Deep Space (starting point for Ki'an, Ma'juk, Ba'kiri and Bekram). Under the Moderation part of the Message Board, there is also a board for submission of one's character biography and an out of character (OOC) board for moderation and talking to your fellow players on topics concerning the game.

Go back up

2. Sol Niger in detail

2.1. THE PLANETARIAN SYSTEM

Sol Niger Prime is a planetarian system with an own atmosphere, which from the dawn of time has been circling a white hole. Sol Niger Prime, the world-goddess, the living planet, mother of all worlds in the system, is a gaia-class planet. It is a jungle world thrieving with life of all sort. It has large tropical oceans and almost no ice at its poles. Its flora is likewise to that of Earth at the end of the mesozoicum, the cretaseous era. The planet's fauna is dominated by reptilian and insectoid life forms. Herein Mammals make up but a small part of the ecosystem. Birds, however, due to the oxygen-rich atmosphere between Sol Niger Prime and her children, a substantional larger part.

Sol Niger's children, the seven natural moons, and the many smaller planatoids drifting near her, range qua climate from smaller versions of their mother to bald mineral-rich rocks. The Zhaat of Sol Niger Prime have several settlements on the above, and use airship carriers to travel hinter and forth their outer colonies and those on the homeworld. Sol Niger Prime's other native race, the Abu Zhuch, normally stay near their Mega-Hives below the planet's surface. They are known to detest bright light. At certain times, however, a Abu Zhuch colony may produce a second Queen. A part of the Abu Zhuch population will then grow wings, or build fungiships, and migrate away to form a new colony elsewhere.

The artificial moon Octa is Sol Niger Prime's adopted problem child. When the human mothership, the Pentavus, seperated into seven Pentavite-landingships, the gravitywave engine core remained behind with its robot crew, many of the Technomages, and the remainder of the Human Military. As time went by the gravitywave engine core - also known to its whorshippers as the Machine-God, or the God-Emperor - outgrew its original purpose and became a fortress of metal and technology. Many of Octa's human inhabitants live in close symbiotic relationship with machines, and have enhanced their body with implants and advanced robotics. The scavenger-droids of Octa are constantly in a search for more metal and carbon to feed the city-size manifacturing plants.

Outside the atmosphere there is the coldness of Outer Space. The few Zhaat and Human outposts at the Rim of the Sol Niger system are mostly populated with outlaws, privateers and miners. It is a lawless and dangerous sector. Rumour ever has it races of other solar systems sometimes visit these spacestations to trade ... or to raid.

Go back up

2.2. SOL NIGER PRIME AND THE ZHAAT

Sol Niger Prime is covered in lush rain forests and jungles. Mountain ranges reach through the trees and almost touch the skies, forming plains and deep valleys between them. Thick trees cover the whole planet, except in a few places where Human logging companies have been active. The climate is mild and humid, reaching uncomfortably high temperatures during the height of summer. At night, the inhabitants enjoy cool temperatures. Rain falls almost every day, though not strongly enough to disrupt activities or threaten lives.

Among the planet's many trees are a number of rare hardwoods and the mysterious suaii trees. Suaii trees are tall with thick drooping foliage. Their greenish-purple bark produces swirling color patterns across its surface. Some of the softer woods are highly prized, attracting great interest from various corporations.

Sol Niger Prime is a world rich in lifeforms. Great lizards called shenallaah occupy the top of the food chain on the surface. Of the many varieties of shenallaah that live deep in the jungles, most are omnivorous, but some prefer live prey to plants. As settlements continue to appear, the lumbering beasts are driven farther from civilization. A few have been captured and domesticated.

Much farther down the food chain, small creatures called mena scavenge for food. Commonly seen around Zhaat towns, these scavengers keep settlements clean by devouring waste just about as fast as it is produced. Because they scurry away from any approaching creature, they do not really pose a problem to the Zhaat. In the cities, however, mena are a nuisance. Once they get into the platform cities, they cannot escape. Instead, they make nests in whatever dark corners they can find. The mountain ranges that cut through Sol Niger Prime's jungles reach beyond the clouds. The lower ridges support Zhaat towns and other life, but the higher reaches are devoid of all creatures except mena.

The intelligent natives on Sol Niger Prime’s surface are called Zhaat. These sentients are remotely related to the great shenallaah. Both evolved from the same ancestors, but along different paths. Although the Zhaat were originally divided into several warring tribes, they were united by a scholar known as Dailar. Dailar also developed a strict religious, philosophical, and social structure christened the Amanraru. Under the Amanraru -- which translates roughly to Path of Ascension -- the Zhaat have abandoned the crude tribal factions that led them into generations of vicious blood feuds and have instead created three castes: The Kaiik (worker caste), The Ataa Kal, (warrior caste) and The Zemaek (religious caste).

In stark contrast to the adaptive Humans and feral Abu Zhuch are the stolid, conservative Zhaat. With their highly advanced technology and potent psionic abilities, the Zhaat have long considered themselves the most powerful species in the known galaxy. Although they are not a prolific people, they have learned to bolster the ranks of their military with anicyborgs and to combine their intrinsic psionic ability with technology, thus producing some of the most effective warriors ever known. If the Zhaat have a weakness, though, it is their refusal to accept change. The tenets of their major religion, known as the Amanraru, form a rigid path and the Zhaat are loathe to deviate from it for fear of once again falling into civil strife.

Human dealings with the Zhaat until now have been limited, restricting our knowledge of their language, abilities and equipment. What we do know is that they possess extremely advanced technology, including hyperspace manipulation, energy shield generation and the ability to cast a Psionic Web which powers their machines. It is only recently that significant progress has been made in learning more of their secretive society and science, and this has come at the cost of hundreds of Terran lives.

Go back up

2.3. THE HIDDEN HORROR

The second intelligent race on Sol Niger Prime is called the Abu Zhuch. The Abu Zhuch live underground, away from the bright light of the white hole, and only come out to the surface at night.

They are mantis-like creatures who exist to serve their Hive Queens – they completely subjugates original thought in favour of the needs of the Hive Collective. The Hive Collective is the ultimate picture of a harmonious society working for the greater good of all. The Abu Zhuch revere this purity of social form, not even noticing the cost in creative or original thought. Abu Zhuch do not think of themselves in individualistic terms, and hence simply can't oppose their self-interest to the needs of society in general. The unity of this purpose makes the Abu Zuch brutally industrious and organized, with leaders born for their tasks and directing the masses without question.

The Abu Zhuch are composed of several different types of creatures that have been integrated into the Collective by the Hive Queens. These creatures, or broods, have been selectively evolved to become efficient taskers, controlers, or killers, to assist the Hive Queens in their quest for ultimate power. The Abu Zhuch natural weaponry and armour is comparable to the most advanced gadgetry employed by any other species. This biological evolution, combined with an unmatched savagery and their blind devotion to the Hive Queens, make the Abu Zhuch an extremely formidable and deadly foe.

Abu Zhuch have been found in all types of environments, including deep space. They have adapted themselves to the rigors of space travel, although it is not exactly understood how they are able to do so. They travel long distances in fungiships. These organic starships are constructed/grown within a Hive. This industry is the most efficient in the planaterian system.

The center of their habitation is the Hatchery. The Queen's nest is composed of a thick organic matter, which provides nourishment for Abu Zhurch Larvae to facilitate their transformation into larger forms.

The Queen is the leader of a Mega-Hive. It is she who directs the others activities. She is the largest of the adults, a horrifying creature. Her exoskeleton is black and shiny. Her head is encased in a large crown, roughly two meters long. Her head retracts into this crown, much like a turtle's. She has two pairs of clawed legs, and one pair of arms with serrated boneblades attached to them. Her fanged mouth roughly spans five feet.

It is currently theorized that, in addition to pheromone communication, the Hive Queen is somehow linked empathically or telepathically to her children, seeing what they see, and feeling what they feel, but this is thought to be a one-way link only. The Hive Queen is highly more intelligent than the average Abu Zhuch Soldier.

Go back up

2.4. NEW ARRIVALS

The Zhaat bore silent witness to the portentous arrival of Humanity to their edge of space. Although the Zhaat were uncertain of the vagabond origins of the Terrans, they knew that these volatile, short lived humans would prove to be interesting study. A few years passed as the Zhaat watched over the budding Terran colonists. The Terrans had succeeded in building up rudimentary colonies within the Zhaat’s borders. They adapted to the land upon which they lived and thrived. The Zhaat found the Terrans to be fascinating in that they constantly fought against one another, yet still flourished and advanced their odd technologies and industries by leaps and bounds.

Skilled workers are part of the rapidly growing populations of the colonies, and the seven colonial fractions from the Pentavus have developed many techniques for managing them successfully. Many settler-leader has begun to teach his people to live active, disciplined lives, to maximize their economic value and reduce the risks of living on the colonies. Good educations are available for those considered capable higher learning, and thorough technical training is given to those who are not.

In addition to the above aspects of human life, a major part of each fraction's management approach has been the establishment of a militia force. These forces are not large, but they are well trained, have the best equipment their Pentavite could afford, and are trained using late Earth Command AI combat programs.

The Zhaat were alarmed at how quickly the Terrans were to access and drain the natural resources from their world. It seemed to the Zhaat that the Terrans had no respect for the delicate balance of nature, as they recklessly sped from one place to the next, leaving nothing but barren wastelands in their wake. Bidden by the strict dictates of the Amanraru, the Zhaat were forbidden to directly interfere with the reckless Terrans, no matter how much they wished to do so. This disjointed relationship lasted for many years between the two races. Yet a routine Zhaat scouting mission found evidence that spelled certain doom for the hapless Terrans. The Hive Queens, the Zhaat's hated enemies,had become aware of the Terran’s presence and first contact was inevitable..

Go back up

2.5. TIME LINE

The Human history of the last 5000 years has been dominated by wars and destruction in which millions died. Earth was divided into several unions for a long time, which fought against each other. This changed with the founding of the "United Nations" in the mid 20th Century. Later Earth Command was founded and replaced the United Nations organization.

A key point of Human evolution is their extreme high development speed. Humans managed to fly into space for the first time only about 60 years after the first "mechanical flight" has been recorded.

Earth Command began setting up colonies in 2090. Other colonies followed in the Sol-System but mankind was "trapped" in their home system. No "faster than light" technology had been developed and so "Sleeper Ships" had been used for many years. This changed with the discovery of hyperspace in 2292. From this point, Earth began building colonies in many systems.

2292 - 2450 AD: Earth makes contact with alien races. The Dra'kiri are the first.

2451 AD: The Bathus system is devastated by an invasion of the Ma'juk. EJ-457 leads the invasion and conquest of sectors 24, 39, 64, 58. EJ-457 wipes out the population of Leo by infecting them with Bio-engineered plaques. The Ma'juk conquer Pilarus V and Libra I.

2452 AD: Earth Expeditionary Forces under Admiral Jack Wilks intervenes in the Ma'juk invasion of Bakram space and pursues the Ma'juk. EJ-457 destroys the planets Sulorit, Camco 6, and Xalam. Ma'juk fleet defeated by Earth Expeditional Forces.

2452 AD: Earth Command captures Pilarus V and Libra I. Bombardment of Ma'juk homeworld with thermonuclears. End of the Ma'juk War; Earth victorious.

2453 - 2996 AD: This is thought of as an era of optimistic expansion for Earth.

2997 AD: Earth has become a galactic superpower with 28 colonies in 13 different solar systems besides its own. The wave of euphoria came crashing down when humanity made contact with a mysterious race called the Ki'an, an advanced race of silicon beings who dominated a large part of the still mostly unexplored inner part of the galaxy.

First Contact made on March 6th by a fleet of settlers in the Raska system, 56.2 light years from Sol. The human ships are all destroyed but one. The Ki'an pursue the ship back to Gateway Station Orion. When 6 months later a fleet of Ki'an battleships appear in the Orion system, all hell breaks loose.

2998 AD: Orion falls to the Ki'an. The Ki'an declare what is in essence a jihad, a holy war, against all carbon-based life forms. Planetary Draft begun. Proxima, Earth's first extra-Solar colony is destroyed. The Guardian Angels Space Marine Lodge defeats a raid by the Ki’an on the human colony on Alpha Centauri. The Space Marines withdraw to the Cygnus system when a second Ki'an fleet enters the system. All human colonists are evacuated in time.

2999 AD: Earth's First Fleet in the Cygnus system is defeated. The human colony and orbiting defence stations destroyed. Casualties run into the millions. Minor United Earth/Ki'an skirmishes in the Epsilon system. Heavy fighting in Bathus, Leo and Pilarus systems. Pilarus V destroyed. Invasion of the Libra system.

3000 AD: Invasion of the Sol System. Battle of Europe. 25,000 vessels are launched from Mars, Luna and Earth. 1,500 survive. The moon Europe is lost. The construction of the Pentavus starts. Passengers beside the Technomages are selected by means of random id-draws.

3001-3002 AD: The invasion of the Sol System grinds to a halt. Space Marines and Global Guard fight heroically for every inch of space. 31,224,478 soldiers dead.

December 25, 3002, the Pentavus is finished. All history, science, culture - all knowledge ever gathered by the human race is uploaded into a super artificial intelligence known as the God-Emperor. All ships fall back to Earth to make a last stand in an attempt to protect it and the fleeing Ark. Earth goes to its knees but the Pentavus escapes using its gravitywave engine. 18,150,457,072 humans dead. 9,547,897 survive onboard the Pentavus.

The voyage between the Earth and Sol Niger takes less than a nanosecond - the gravitywave engine folds space and punches a wormhole through to the far end of the galaxy. Here the ship is caught in the gravity suction of a natural black hole. In astrophysics the complete Schwarzschild geometry consists of a black hole, a white hole, and two Universes connected at their horizons by a wormhole. Just as black holes swallow things irretrievably, so also do white holes spit them out. The wormhole joining the two separate Universes is known as the Einstein-Rosen Bridge. Time between these two Universes is relative. Unknown.

3003 AD becomes 0 AE (After Entrance): The Sol Niger system is discovered. Four months of debate pass until the Pentavus splits up into 7 Pentavite Carriers and the Artificial Moon Octa. The first colony in the Sol Niger System is created on May 6th, 0 AE.

1 AE: The TerranFist is build on January 3th.

30 AE: Discovery of the Trans-Dimensional Portal by the Zhaat..

Go back up

2.6 THE TRANS-DIMENSIONAL PORTAL

Around 30 AE, Zhaat scientists managed to engineer a breach in trans-dimensional space. Using a device they aptly named the "Trans-Dimensional Portal", they could theoretically send material (specifically, warships) from their universe into the one the Humans had fled with minimal difficulty. The first prototype TDP was set up in an uninhabited system populated only by asteroids and tiny barren worlds (Zhaat Central Command was slightly concerned that opening a dimensional field within their own homeworld could have disastrous consequences, and thus placed the portal as far from inhabited systems as possible).

A specially prepared task force consisting of ships equipped with Dimensional Drives (another experimental device which would, in theory, permit the ships to return to the same TDP they had launched from) awaited the opening of the portal. The portal opened without incident, much to the relief of Zhaat Central Command, and the Zhaat task force that passed through soon appeared in the middle of Bra'kiri space.

Go back up

2.7 THE DEVIL YOU KNOW

Following their defeat at the hands of the Humans and the glazing of Ma'jura, the Ma'juk gambled on a long shot that the barbarians might believe they had destroyed the only Ma'juk homeworld.

Even though the Ma'juk matriarchs fumed about revenging Ma'jura, cooler military heads prevailed and a policy of ignoring the Humans, for now, was adopted. No raids, messages, or contact of any kind were permitted to go to the Earth Sector. Although it was against their nature, the Ma'juk "played dead" and allowed the Humans to form their own misconceptions.

The Ma'juk could now focus all of their energy (and what was left of their fleet) on bringing the war on their last active frontier to a victorious finish. Although the borders of the Ma'juk Hegemony extended well beyond their capacity to develop it for centuries to come, one conquest had to be won. The Ma'juk were able to channel all their efforts to the last remaining great matter on their docket - revenge.

Early in the war, the Ma'juk had managed to infiltrate Earth Command with mercenary spies. Through espionage these agents were able to uncover the weakness in the nature of their enemy, which the Ma'juk now would exploit.

The plan was as simple as it was ingenius. Ma'juk spies infiltrated Earth's ministry of colonization, and was given the adress of a rich, Ki'an controlled planet near the inner part of the galaxy. Human greed and overconfidence soon ignited a conflict between both races that spinned out of control and led to a holy war.

Go back up

3. Human in detail

3.1. Space Navy

3.1.1. FIGHTER CLASS

3.1.1.1. Scout

Description: The Scout has a superior sensor range and can detect cloaked ships within a certain range. Scouts depend on speed and maveuverability to evade enemy fire when attacted.

3.1.1.2. Falcon Interceptor

Description: A fast, maneuverable and versatile cradt designed to patrol, escort, and capital ship defense. The Falcon is especially feared by non-combat vessels, strike craft, and resource operations.

3.1.1.3. Lioness Bomber

Description: The Lioness is a deadly combination of maneuverability and destructive firepower. The twin fusion bomb launchers release highly volitile bittled plasma that burns through hull plating, ignites munitions stores, and overloads control systems.

Go back up

3.1.2. CORVETTE CLASS

3.1.2.1. Thunderhawk Gunship

Description: The Gunship's twin turrets are kinetic weapons, firung slugs at extremely high speeds. While most capital ship armour can turn this fire away, strike craft are torn to shreds, making the Thunderhawk an extremely effective defense against Interceptor and Bomber.

3.1.2.2. Schorpion Missele Corvette

Description: The Missel Corvette is a Frigate and Corvette hunter. These ships launch fast moving high-yield warheads designed to send powerful shockwaves through enemy ships, disrupting systems and shattering hull armour.

3.1.2.3. Manta Minelayer

Description: A well-armoured Corvette with a payload of magnetic shaped-charge mines. The Manta lays mines in a grid pattern by moving to a point in space and releasing a mine at that location.

Go back up

3.1.3. FRIGATE CLASS

3.1.3.1. Sentry Frigate

Description: The typical ship-of-the-line used as a picket ship in defense operations and the workhorse of any assault. The Sentry combines adequate speed, armour, and firepower to deal with almost any situation. Alone, it is vulnerable to fighters and other frigate. In a squadron or strike force, it is more then a match for corvettes, fighters, and even heavier capital ships.

3.1.3.2. Enforcer Heavy Missile Frigate

Description: The Enforcer Heavy Missile Frigate should not be underestimated as a serious threat to any enemy in the solar system. Firing two heavy fusion missiles from its ernormous bay, the Enforcer can wipe out enemy frigates lines and, in sufficient numbers, take down carriers and destroyers.

3.1.3.3. Albatros Marine Frigate

Description: Originally a modified cargo transport, the Albatros has evolved into a fast, highly armoured delivery vehicle used to insert Space Marines into hostile ships. The Space Marines are highly trained in raiding, disabling, and gaining control of enemy vessels. Given enough time they've been known to gain control of capital ships, giving their enemies a very nasty surprise.

Go back up

3.1.4. CAPITAL CLASS

3.1.4.1. Pentavite Carrier

Description: The Pentavite Carrier is perhaps the most versitile ship of the humans. Properly outfitted, it can build and repair fighters, corvettes, frigates, and resource class ships. The Pentavite can stor two decks of 10 strike craft squadrons, and is very effective as a mobile fortress.

3.1.4.2. Hellscream Destroyer

Description: Sleek, deadly, and designed to take a beating, the Hellscream is in every sense a heavy-hitter. Turning broadside to its target, the Hellscream unleashes its four heavy cannons and twin fusion missile lanchers in a withering attack few ships can withstand for long.

3.1.4.3. Inquisitor Battlecruiser

Description: The largest combat ship in the Human Navy. Heavy Ion Beam Turrets and Gauss Cannons lay waste to capital ships at long rage. A strike craft bay and four groups intent of disabling engine or weapons sybsystems. With proper frigate and corvette support, the Inquisitor is the heavy-hitter of many fleet engagements.

*Note: Capital Class ships can only be built by the Technomages on Octa.

Go back up

3.2. Terran Ground Troops

3.2.1. COLONIAL GUARD

Description: Colonial Guard are the first line of defense for most Terran colonies. A majority of them were at one time criminals or rebels who have undergone mandatory Neural Resocialization. Freed from any previous allegiances or ideologies, these fearless men and women are ready to defend colnial interests with their lives.

The Powered Combat Suit worn by the Colonial Guard is effective against most small-arms fire and provides them with full life-support and NBC (Nuclear/Biological/Chemical) shielding for operation in deep space and hostile environments. The C-14 Impaler Gauss Rifle fires 8mm metal "spikes" at hypersonic speeds. The rounds are designed to provide maximum penetration against all armour types. To preserve both ammo usage and minimize power requirements, the rifle uses a capacitor system to fire in short, controlled bursts.

3.2.2. COLONIAL HELLSPAWN

Description: Like standard Colonial Guard, Hellspawn are typically "culturally challenged person" who have been Resocialized by the local governments. Equipped with powerful, arm-mounted flame throwers, they serve as assault troopers in the various Terran Militias. Although their attack has a limited range, the flame throwers cause considerable damage to any target caught within the stream of fire. Hellspawn Combat Suits provide additional protection from heat and flame, although they are significantly heavier than standard Guard armour.

3.2.3. SPACE MARINES

Description: Space Marines epitomize the height of human evolution and physical conditioning. They are the ultimate human soldiers, though it could be argued that they are no longer still human. A Space Marine is well over seven feet tall and easily able to crush a man's skull with his bare hands. Space Marines can fight for days at a time, heal wounds in minutes and survive the most treacherous conditions. With his constant training, boltgun and power armour, the Space Marine is the most feared warriors throughout the galaxy.

There are over a thousand Space Marine Lodges in existance, from the noble and unyielding Guardian Angels, to the intense, fierce, and not entirely trustworthy Mad Dogs. Though they may differ in organizations and methods, the one thing they all have in common is their absolute loyalty to humanities only saviour, the immortal God-Emperor, the undying but unreachable Machine.

3.2.4. THE MECH

Description: The Mechs, manufactured by Tsunami Technologies, were originally built for the Microsoft Confederates to serve as infantry support during hostile take-overs. Mac-saboteurs stole the plans and sold them to Earth Command, and to this day the Mech is well-known.

Featuring all-terrain maneuverability and computer-based heavy-weapons systems, the Mech is equally adept at providing both ground level and anti-air support. It is armed with twin 30mm smoothbore Autocannons and Hellfire-AA Scatter Missiles.

3.2.5. OCTO TANK

Description: The heavily armoured Octo Tank is renowned throughout Sol Niger for its devastating firepower and stalwart emplacement/advance tactics. Originally designed to serve as a "final defense" security cannon, the versatility of the Mech showed that mobility was crucial in maintaining a effective military. In its final form, the Octo Tank is intended to operate as a two-stage vehicle, although the first series of tanks produced were single-stage vehicles that were later upgraded.

Go back up

3.3. The Monetary System

The world of Man has gotten smaller in the sense that over the last thousand years the global economy has becoming ever more integrated and interconnected. Goods, services, capital and labour all flow freely; and developments in any one region - whether good or bad - are more likely to influence activity elsewhere. The implications of this integrative process for the evolution of the international monetary system have been clear: the global economy now operates much like a traditional national economy - with a single universal currency (the credit), a single monetary authority, and a single (integrated) financial market.

Go back up

3.4. The Corporations

Major Corporations represent some of the greatest powers in the system and they have a big influence on politics and the economies. For the last millenia corporations have had to adapt to the highly competitive and dangerous nature of doing business in a space age when the resources of planets, moons, asteroids, and comets are there for the taking of the firt to lay claim. Customers are located across the vastness of space and are always demanding more goods and services. Colonies need not be backwards and isolated anymore. Colonists want the best their hard earned money can buy and big businesses mean to give it to them.

Many corporations can not rely upon global authorities to protect their investments and trade routes, so they arm their merchants and employ soldiers to protect their interests. With huge amounts of money at stake, competition often turns dirty and underhanded. Corporate sabotage and hostile takeovers have become so common place that the average person scarcely finds it alarming that companies are waging covert subterfuge as well as shooting wars over resources and markets. In many ways, it is big business that is the real power in the Sol Niger system. Scientific exploration and the need to extend humanity to other worlds has been made possible primarily because big businesses decided it was in their best interest to fund research and expansion outward from Earth. Now that they have come to the Sol Niger system, a vast new marketplace, any company worth its weight in gold is willing to fight hard to secure its share of that market.

Go back up

4. Abu Zhuch in detail

4.1. Organic Ships

4.1.1. SPITFIRE

Description: The Spitfire is one of the fasted ship ever seen. The firepower is not as high as that of the Phylum but speed and agility compensate this drawback. Like all Zhuch ships the fighter is a living life form (fungi) and is directly linked to an Abu Zhuch. These ships are grown inside the Mega-Hives. They are also able to fully heal themself over time if the damage dealt to them was not critical. Spitfires never go alone into a battle. A group of fighters enters the battle scene and then they begin chasing their target until it is destroyed.

4.1.2. PHYLUM

Description: Frankly, the Phylum is an enigma. It is not known how they are capable of manoeuvring through a vacuum, or even of controlled flight within an atmosphere, but they have been able to stand toe-to-toe (so to speak) against Human Frigates along the border worlds. The Pylum's attack is quite unusual. It produces a ball of plasma that disintegrates explosively on contact.

4.1.3. SKYHUGGER

Description: Although they are armed a light plasma weapon, Skyhuggers are seen less often than other types of Zhuch ships in battle, and are sometimes referred to as transports. They can carry up to 200 Soldiers, 100 Spinebacks, 50 Stalkers, or 20 Praegrandis. There appearance is squid-like and like all Zhuch ships their colour is the darkest black.

4.1.4. ARACHNID

Description: A terrifying vessel to behold, the Arachnid is unlike anything else that the Terrans have ever seen and heard as it leaves a telepathic scream in the minds of those who see it pass by. Each Arachnid is a living organism that requires a Hive Queen to act as the core of the vessel. For this reason, Arachnids respond exceptionally quickly allowing them to destroy capital ships, fighters, and colonies at a whim. The weakness of the Arachnid stems from the ability of strong telepaths to hinder the control of the Hive Queen at the control of the vessel. Type 1 Arachnids are nearly 1 km in width while Type 2 Arachnids are just less than 300 metres in length. Both have a devastating plasma weapon and an organic hull, which reflect most kinds of lower energy.

*Note: Arachnids lay dormant, burried beneath a Mega-Hive. They can only be awaken by the Hive Collective.

Go back up

4.2. Zhuch Ground Troops

4.2.1. SOLDIER

Description: This mantis-like species itself is a living weapon, a creature of perfection. It survives with out guilt, with out mercy, without genetic flaws. Immune to toxins and decease. It is in a constant state of adaptation. The voracious soldiers are capable of ripping an enemy to shreds with their razor-edged forearms and sharp fangs. They are in constant telepathically contact with their Hive Queens who act as generals on the battlefield.

4.2.2. SPIKEBACK

Description: This species, first seen in security camera footage discovered on a dead Terran cargo vessel, is one of the fiercest and most dangerous of the Zhuch strains. The upper carapace plates of the Spikeback can open to expose hundreds of spines that are projected with such force that they can penetrate 2 cm titanium. Fortunately, they move quite slowly on open terrain. The Spikeback is easily the most versatile breed for the Abu Zhuch. With the ability to strike both ground and air targets, Burrow and health regeneration, the Spineback is a force to be reckoned with.

4.2.3. STALKER

Description: Mutated and bred from the Spikeback genus, the Stalker represents one of the deadliest strains found in the Zhuch Hive. These subterranean dwellers serve as defensive warriors for the core Hive Clusters and the outlying Zhuch colonies. Burrowing beneath the ground, Stalker employs the element of surprise by firing spines through the planetary surface -- with deadly results. These supra-dense spines are capable of tearing through flesh, steel-alloy, and even reinforced armour plating with frightening ease. Enemies trapped in the thunderous crossfire find themselves instantly impaled.

4.2.4. PRAEGRANDIS

Description: The Abu Zhuch use these massive creatures as living tanks. Their immense mandibles have a monomolecular edge, enabling them to cut through armoured vehicles and infantry alike. The enormous Praegrandis is the crown of Zhuch evolution. The amount of punishment it can take is almost unreal and in groups, these gargantuan monsters can tear down even the most stalwart defences of any race.

Go back up

5. Zhaat in detail

5.1. Zhaat Fleet

5.1.1. SWORD DRONE FIGHTER

Description: The Sword Drone Fighter is an extremely maneuverable and fast fighter. The reason for this is the use of the magneto-gravitic devices that produce gravity on board the Battlestar Warcruiser. The Sword is equipped with four heavy neutron guns which are positioned around the AI center, angled 90 degrees apart, that fire in short bursts. The design is heavily based upon Zhaat aesthetics, where the cross is the perfect shape, so the Sword has a sword shape when viewed from ahead. The four "wings" also swept forward, in a reverse delta-wing shape. The Zhaat have not mastered shield generators on a ship the size of the drone but even without shields, the ship is still very tough and can withstand multiple hits from most weapon systems.

5.1.2. SHIELD DROP-SHIP

Description: These Shield Drop-ships are very common ships used by the Zhaat. They are used by the military as scouts and communication ships. The ships are also used as shuttles. Even though they are shuttles, they are incredibly maneuverable. They are heavier armed than most of the Terran fighters. The shuttle is very capable in an atmosphere as well as in space. The Shield is incredibly maneuverable because it uses a gravity based propulsion system and the Shield Drop-ship also has a powerful inertial dampener. The controls are standard hand controls, making the ship less maneuverable than the Sword Drone Fighter. Its weapons consist of 2 Neutron Cannons and a Tractor Beam. The hull of the Shield is constructed out of a crystalline material that is much stronger than materials used to make Terran fighters, shuttles, and ships.

5.1.3. CRUCIFIX FRIGATE

Description: The Crucifix Frigate has been in service for at least 1000 years. During this time the design, weapon and engine systems have been upgraded several times, and are used for deep space patrols and colony defense tasks. Its main weapons are four 4 Gravitic Neutron Cannons and 8 Fusion Beam Cannons, 12 Electro-Pulse Guns for point defense, and 2 Missile Launcher and 1 anti-mater Cannon for long-range attack. The Crucifix is simular shaped as the Sword Drone Fighter. They are fitted with a Quantum Singularity reactor for its main power core and like-wise shields. Polycrystalline armor hull and 6 Tractor Beams. These ships also serve as escorts for the Battlestar Warcruisers.

4.1.4. BATTLESTAR WARCRUISER

Description: The Zhaat Battlestar class Warcruiser is the most powerful ship built by any of the races. The ship can beat two or three Terran class Battlecruisers in combat. The ship that come closest to this ships firepower is the Arachnid which is built with Zhuch Technology. The Arachnid has more actual firepower and is faster, but the Star has far more weapon mounts. The mere mention of the Zhaat Battlestar Warcruiser strikes fear in the heart of most enemies. As far as the technological level of the all the races, the Zhaat are the most advanced race. When this ship is compared to ships within Sol Niger, the ship is as heavily armed and armoured as the heaviest ships, and the Zhaat have become respected by any of the races.

In physical configuration, the ship has a living look to it and looks like a cross between a sword and an angelfish. The ship has a large fin-like structures on the top and aft, and two smaller fin-like structures at right angles. The hull of the ship itself has a silverly, scalled-like structure. Contrary to the ships appearance, the ships is not organic in construction like Zhuch ships but is constructed out of high density crystalline material that provides better protection than the armour used by the Terrans. The ship also has powerful shield to protect the ship and are capable of stopping most weapons. These shields both use Gravimetric waves and radiation shielding to prevent energy weaponry, together to achieve a more powerful shield.

The ship carries three slicer beams for its primary battery. These are capable of doing massive damage is their own right but the true effect of the weapon is to cut deep within their target and get critical strikes to vital components of the ship they are fighting. The ships also has a secondary battery. This Battery consists of twenty fusion beam cannons. These weapons are quite powerful and are themselves as powerful as some other navies main batteries. When both the main battery and the secondary battery are used on a target, there are few targets that can survive for very long. The Battlestar has ten lighter fusion guns that are used for both anti-fighter defense and against larger targets when not engaging fighters or other small ships. The ship has 42 Neutron/Particle beam mounts for point defense. These are capable of severely destroying a starfighter in one hit. The ship also caries a missile launcher that fires long range missiles.

The ships propulsion is by a gravimetric propulsion system. This allows the ship to achieve accelerations much greater than Terran ships. The ship design has both true artificial gravity and inertial dampeners. The artificial gravity allows the ships crew to serve in comfort and greatly increases the crews efficiency. The inertial dampening allows this ship to complete maneuvers that no ships built by Terrans can do without killing the ship’s crew.

One of the items that is very special about the ship is the Command and Control Facilities. Unlike Terran ships with their flat screen displays, the War Leader has incredible holographic displays that give the feeling that he is standing outside of the ship and watching the battle as a titan watching the battle from outside. The ship normally carries 200 Sword Drone Fighters and 40 Shield Drop-ships, and operates as a carrier along with being a battleship. The ship carries 1200 Zealots and often operates in ground attack roles as well as its other functions. The ship only carries 200 Zealots in normal operations.

*Note: There are only 13 Zhaat Battlestar Warcruisers in existence: the flagship Bloodstar, and 12 Warcruisers, 4 for each of the 3 Castes. Each of these 12 Warcruisers is crewed by a different Clan. The flagship carries the ruling body of the Zhaat, the Council of Thirteen, and is manned by a mixed crew of all 12 Zhaat Clans.

Go back up

5.2. Zhaat Ground Troops

5.2.1. ZEALOT

Description: The heart and soul of the Zhaat military are the fierce Zealots who have sworn their lives to the defense of Prime. Through the teachings of the Amanraru, they learn to hone their innate battle rage to a fine edge. The power suits worn by Zealots enhance and channel their already formidable Psionic abilities, allowing them to form a protective shield around themselves and project massive energy blades from their forearms. Even a handful of these dedicated warriors can easily control an entire colony of other, lesser species, as they are capable of tearing through armored structures and vehicles alike.

5.2.2. PALADIN

Description: The Paladins are seasoned, veteran warriors of the Zhaat armies that have ascended the path of the Amanraru. Those who choose to accept the mantle of the Paladin set aside the frenzied rage of the Zealot, and instead use their highly potent Psionic abilities to bolster the warriors of Prime. The sight of enemy forces being torn apart by a Psionic Storm or wasting their firepower on projected Hallucinations is proof enough of the battlefield superiority that the Paladin can give to the Zhaat.

5.2.3. BATTLECON SKYKNIGHT

Description: Veteran Zhaat warriors who have been crippled or mortally wounded in combat can volunteer to continue their service to the Thirteen by being transplanted into exoskeletons. Within a short time, the fallen warriors learn to control the movements of the mechanical bodies as naturally as if they were within their former bodies. They possesses great strength and agility.

Battlecon Skyknights can join together with a con to form the control center of a cyborg who can change from a robot to an advanced fighter. In jet mode, twin liquid hydrogen-fueled jet engines enable them to reach speeds of 3250 mph. Their weaponry is a double-barrel wire-guided missile launcher. In robot mode, they wields a semi-automatic sonic cannon, which emits wave after wave of concentrated sound energy.

5.2.4. BATTLECON CRUSADER

Description: Battlecon Crusaders can join together with a con to form the control center of a cyborg that can change from a robot to a hover tank. In hover tank mode, Crusaders have a maximum road speed of 155 mph. They are impervious to most armor-piercing artillery and is resistant to most thermal and electromagnetic beam weapons. Their range is 450 miles. They carry a 120mm laser-guided gun that shoots a variety of incendiary, sonic and explosive shells. In robot mode, they use two shatterblasters, guns that shoot diamond-hard crystal shards that can shred a foot-thick steel wall with one burst.

Go back up

6. Appendix of the Playable Races

6.1. Humans

Humans are the master manipulators, and have attempted to rule the system since their arrival. Sly and greedy, they take by force only what they cannot take through negotiation or trade. Humans are mammals that walk on two limbs, and use two other limbs, for handling tools and technology. They are usually between 5 and 6'5 feet tall at their matured age. Their lifespan is usually around 80 years. Their skin ranges from white to black. Usually, the weaker the ultraviolet light, the fairer the skin. They have hair on the head, above the eyes, armpits and around the genitals; hair color is usually blond, black, red, orange, brown, white, gray, or a mixture of the above. Their eyes are brown, blue, hazel, gray, black, and every so often green.

6.2. Zhaat

The Zhaat are one of the oldest of the races, and are known for being extreme traditionalists. They are a peaceful race, and their society places great emphasis on art, architecture, and philosophy. Their people are easily recognized by their iridescent yellow eyes, blue-green skin and shimmering gown-like clothing, and their floating cities and structures are elaborate and ornate, revealing an intricacy in design that seems to parallel everything that they do. They are both mystical and mysterious, a society rich in ceremony and ritual, evoking questions that they will not readily answer...

6.3. Abu Zhuch

The Zhuch Hive Mind is the ultimate picture of a harmonious society working for the greater good of all. The Zhuch revere this purity of a social form, not even noticing the cost in creative or original thought. This unity of purpose makes the Zhuch brutally industrious and organized, with leaders born for their tasks and directing the masses without question. The true appearance of this mysterious race is unknown, however it has been rumored that they are insectoid in nature. This is very hard to prove since the Hive Queens can make themselves almost invisible to the humanoid eye, and genetically engineer their brood or genetically manipulate naturally occurring species.

6.4. Technods

Servants of the God-Emperor, they are masters of mathematical and computer sciences, and are ruthless and brilliant when it comes to economic calculations and political sciences. Technods are cyborgs, part human and part machine, a hybrid between flesh and silicon. Their upper-class is called the Technomages. These telepaths are known to use technology in new and different ways. Combine ingenuity with the technological knowledge of the various races and the result is startling. Little is known about what technologies are used and how they are controlled. Be reminded, though, that not all of their powers require technological aid. Knowledge and intelligence give them a great edge. Pure humans are wary of the Technods, for they remind them too much of the Ki'an, the alien race that defeated Earth and drove the Humans in exile.

6.5. Necrons

The Deathwalker Project was the result of the Technomages' quest for a biological agent that would infect most life forms, kill them and render them mentally docile and obedient in death. It was a major endeavor, with dozens of research labs working on various facets of the project. Even Dra'kiri biochemicals were used. And, in the end, the Technomages succeeded in breeding a virus that did exactly what they wanted it to do. It killed the living and made the dead rise to their cause. Then a few fanatics went too far and introduced the virus among themselves. Creating the Deathwalkers - Necrons that were part machine, part undead - and their new undead Technomage masters, the Necromancers.

6.6 Ma'juk

One of our galaxy's most dangerous species, the Ma'juk are parasites that forcibly take hosts, and possess a thirst for power. They have enslaved countless worlds, using their inhabitants as hosts, soldiers, miners, and personal slaves. The symbiotic creatures are birthed from asexual mothers, Matriarchs. In the process every newborn symbiote inherits the genetic memory of the one before it. It is some time after their creation before the Ma'juk are capable of being anything more than helpless, squealing snakes. Only adult symbiots, after attaching themselves to the stem of a host's brain, are able to totally control their victim's body. Forceful removal of the symbiots is not possible. The Ma'juk have a slave race they call the Nasu, born from the same primordial swamps as their masters. Nasu are humanoid reptilians with formidable strength and great regenerative powers.

6.7. Ki'an

A Ki'an is, at its basic level, a bipedal robot. They are self aware, and usually quite logical. They are not especially fast, but they are quite strong. They are obviously artifical in nature, and most Ki'an are larger than a human - around 6' 6", although this varies with their type. Ki'an eyes glow red. A Ki'an footsoldier is powered by internal powercells which allow it to function without outside aid for decades. They detest humidity and dislike hot and wet areas. The water vapour can get inside of a Ki'an's circuits causing long term rust and problems. The Ki'an call themselves the "Pure Ones" to signify their complete separation from the corruption of biological matter. They are masters of mathematical and computer sciences, and their mechanical efficiency makes them both supreme industrialists and formidable foes in combat. Contemptuous of organic life forms (the "flesh beasts" of the galaxy), they also eschew their technologies, including economics and ecological science. They despise the Humans at whom they are at war.

6.8. Dra'kiri

The Dra'kiri are a race of rodent humanoids about the height of half a human. Their bodies are covered in thick hair, and they have long furless tails. Their eyes are small and beady, best suited for the dark. They prefer to lurk in the shadows and remain unseen: whatever they do is usually made to be silent and blend in with the darkness. Dra'kiri are a somewhat weak race, and buy spaceflight technology like old ships and shipyards from other races. Trade relationships between the Dra'kiri and the Humans has been established where the main trade good of the Dra'kiri was their biochemical technology. This technology contains biochemical weapons, genetic research, drugs,... and is superior to that of all other races except the Abu Zhuch.

6.9. Bakram

The Bakram are black-skinned humanoid marsupials, believed to emit phermones which are attractive to most humanoid species. Marsupials are the group of mammals commonly thought of as pouched mammals. They were formerly used as prized harem slaves of the Ma'juk, until an alliance with the Humans ended in freedom. Their society is still highly hedonistic, though they maintain a strong military force to prevent the domination of the Ma'juk or any other species.


Intro story: The Journey from Earth World Rules Message Board


Eric Weiss copyright 2003©All rights reserved