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Void Hunters
Void Hunters
General
Species Any that get recruited
Territory Main Fleet Location (Changes)
Government Mercenary
Current leader Unknown
Population Unknown
Founded 3877
Dissolved N/A
Allies Deep Hunters, Theron Supremacy
Enemies

Aeon, Xengathi, D'Skarwen

Military
Available Land, Air, Naval, Space
Capability Air: Tech 1-3

Sea: Tech 1-3

Land: Tech 1-3

Exp: Tech 1-4

GDOC: {{{GDOC}}}
Code: N/A
Military Population

Unknown

Strategy Adaptable
- Defensive: Stealth, Turtling
- Offensive: Stealth, Overwhelming, Adaptable

The Void Hunters are a mercenary Faction. Theme.

HistoryEdit

Main article: Void Hunters Timeline

Formed when one exceedingly pissed-off Cybran stole a large freighter ship with some like-minded allies. Unknown to all, they'd stolen some ACUs as well. In the first years of their nomadic life, the group strived to recruit more people to their cause. Anybody who was self-serving, didn't really care about the consequences, and would act only for their own interests were recruited. By the fifth year, it was time for them to be known to the other Factions.

A heavy skirmish and an entire continental battle took place on Seraphim II. The Void Hunters (as they were now known) pulled off a defensive win purely through technological advantages by having access to more Factions' tech (a combonation of UEF, Cybran, and surprisingly, Aeon). The aim of the OP? Retrieving Seraphim prisoners and their ACUs. However above all the Seraphim Tech was the main goal.

As they grew, the need for order was finally dealt with. The Void Hunters, as a Faction, were against needless deaths, but cared little for collateral damage. They cared little for Galactic Standard Rules, keeping Inter-Faction relations and communications to a minimum. Nothing they ever did would be done without some form of gain, whether personal gain for the citizens involved, or global gain for the entire Faction. As such, the Void Hunters took the label of Mercenaries with righteous pride.

HomeEdit

The Void Hunters are a nomadic faction, relying solely on the huge space-faring ships stolen, bought, and given to them. Their flagship, Oblivion's Angel, is by far the largest. Oblivion's Angel was outfitted to be primarily a combat ship, but doubles as a super-carrier and cargo freighter. Since the Void Hunters don't care about limitations, the outside of the ship is near bristling with weaponry, Yolona Oss missile batteries, long range Stellar-Warship class Electron Bolters and Heavy Microwave Laser Generators, armour-piercing cannons. It was designed to be invincible to anything unworthy of killing it. Most, if not all, Void Hunter ships have been built to the same standards: armed and armoured to the teeth.  

Flying alongside Oblivion's Angel is the rest of the Void Fleet. No two ships are the same, although some of them may have started out as identically classed starships, all have been modified in some way or another. Each ship will have a designated purpose, such as Scientific, Military, or Civilian. Scientific vessels are purposely redesigned for, as the name suggests, scientific use such as Tech Advancement, reverse-engineering, and other things. Civilian vessels house people or their needs, such as agricultural bio-domes for growing/harvesting food, or recreational areas, or whatever they are needed to be.

However, it is noted that a large portion of the fleet is military purpose. As a result of their nomadic lifestyle, the Void Hunters have amassed a fleet that, when fully gathered, could easily populate the airspace of several large solar systems. Other Factions, including space-nomadic types, have yet to create fleets comparable to the Void Fleet in terms of sheer power in both civillian and militant sectors. 

Military OverveiwEdit

Void Hunter VS Xegnathi

An exceedingly low-quality remake of the famous "Xeg-Stomp" committed by Commander Talos on an outdated breed of Xegnathi Queen

Do not count on them to take prisoners. However, they have been known to accept recruits from areas right before a raid. Sometimes, finding these recruitments (often on accident) results in enough forewarning to mount a defence against the Void Hunters. 

TechEdit

Void Hunters are known for using Tech that doesn't belong to them as a Faction. In fact, their first major OP was to steal a few rogue Seraphim and their Armoured Command Units from Aeon imprisonment. A total of five Cybran ACUs were stolen with the original freighter that was to become Oblivion's Angel. UEF and Aeon ACUs were recruited along with a few members from their respective Factions. 

The Void Hunters will gladly admit to collecting Nanolathes, if anyone asks. Despite this being frowned upon by the Glalactic Standard Rules (GSR), they still do it and will even trade Nanolathes... for the right price. Currently, the Deep Hunters are the only Faction to have steady trade agreements and non-hostilities treaties in place with the Void Hunters. 

Only recently have they decided to start work on their own uniquely made Tech and Nanolathes. It's a slow going thing right now. Unique Void Hunter Tech will be documented in the Units section.

WeaponryEdit

Research is heading mostly in the electro-magnetism and gravity manipulation direction so far. The Black-Hole Artillery Shells have only imploded two ships this week! Most Commanders have expressed interest in missile use, however, and research has been redirected to accommodate it.

DefensiveEdit

Through quick-and-dirty unit redesign, the Void Hunters have made good use of the Aeon "Volcano" TMD and the Cybran "Loyalist" Missile-Redirector-Systems on most, if not all, of their larger units.

CommandersEdit

Due to most of the Void Hunters ACUs being created only by others, use is limited only to their best and most trusted Commanders. And to some extent, their owners (should they prove skilled enough). Most Commanders, despite the generally self-serving attitude of the Faction, have an overwhelming sense of honour for the Void Hunters, and take pride in their jobs.  

In The FieldEdit

Each Commander has their own unique strengths, but psychologically, most will not hesitate to sacrifice their allies to get the job done. Some even do it just to get a bigger cut of the profits. Only those with connections to their allied team-mates or specific instructions not to let them die will act with the preservation of both in mind. This has been known to occur in OPs with only Void Hunter Commanders present. 

EspionageEdit

One thing the Void Hunters are well known for is implanting Sleeper Agents unnoticed into sectors scheduled for raiding. The other thing is the wide array of skilled individuals at their disposal. The Void Hunters are not afraid to post a spy or seven into other Factions political areas in order to get the information or objects they need (or want).

There have been noted slip-ups of agents being a little too self-serving and blowing their cover in an attempt at personal gain. However this does not happen often and is always dealt with swiftly. 

ContractsEdit

The Void Hunters will outright refuse any contracts (or attempted briberies) in which the purchaser of their services must remain secret. Unless of course, a sutable compensation pay is made.

Otherwise, those who want to begin negotiations must publicly advertise before the Void Hunters will take a difinitive notice of the potential buyer (or buyers), and send in a negotiation team to begin talks about the possibility of the contract (or contracts).

The Void Hunters remain neutral to all Factions in this, publicly stating that despite being worst enemies, as long as suitable payments could be made they would accept contracts from anyone.

FleetsEdit

Void HuntersEdit

The main fleet, it is centered with Oblivion's Angel, the unofficial capital of the Void Hunter Faction. Most idle fleets flock to the Angel's current system of residence, as it is where most Command-Structure communications are made.

Arch-AngelsEdit

A splinter-fleet led by the man codenamed Baron. It in unknown what the Arch-Angels main objectives/jobs are. They are heavily equiped for both trading measures and combat statuses.

Rogue DragonsEdit

A splinter-fleet led by Talos Ezekiel, a man infamous for glassing entire colonies to make a point. The Rogue Dragons specialise in fighting Angardial and Xegnathi infestations. Flagged by the heavy warship Helios

Tech de RahEdit

Tech fleet. As the name implies they go out on reverse-engineering and tech-trading missions. They are a subfleet.

Xenos AlphaEdit

A fleet made up completely of non-human Void Hunters. Led by the Seraphim Mythowa-Cruleao, an outcast mutant who, strangely, has four arms and a brilliant sociopathic mind. If it weren't for his highly sarcastic and taunting nature, Xenos Alpha could have been a diplomatic fleet.

King's GauntletsEdit

ACE Deployment subfleet. They utilise combat-pure vessels aside from a small selection of Carriers, Super-Carriers, and Command-Class vessels.  

Dark HorizonEdit

A splinter fleet of Void Hunters that went rogue and now cause chaos by invading and attacking many key planets for no reason other than to watch the populace burn. They are actively being hunted down by the Arch-Angels.

Forsaken HiveEdit

Flagged by the Super-Carrier Command-class Leviathan, the Forsaken Hive fleet is built for invasions. The Leviathan has serveral Carrier-class vessels flying alongside it, as well as a full complement of Battlecruisers and other assorted ship-to-ship and ship-to-stationary fighting vessels. Each Carrier can store up to 8000 T3 Air Units, and have a total of 150 T3 Air Factories, 50 T3 Ground Factories, Cybran HIVE assist structures, and several Paragons on board. The Leviathan has about six times the construction capabilities of the Carriers, and can serve as a mobile outpost for the other manned ships. It has a unit capacity estimated to be well over 40000 T3 Air Units. All ships have multiple Kronos Inhibitor turret emplacements for various purposes.

  • The Forsaken Hive fleet is currently completing a contract with the Cybran Nation in exchange for more Carrier-class vessels. They are quickly becoming the Void Hunters' most potent War Fleet. 

Inter-Faction RelationsEdit

GeneralEdit

At best, they're willing to ignore insults because they are busy or can't be bothered with putting them in their place right now. At worst, an insult is an invitation to war. The Void Hunters can be simultaneously one of the most volatile Factions and one of the most stoic. Diplomats have attempted to consolidate research on recent events to compare to recorded mood of the Faction when engaged in talks, and have so far come up with nothing other than "Hope for the best, don't provoke unnecessarily, and bring body armour."

FactionsEdit

Cybrans: Rather strained, considering the Faction's origin. No-Hostilities treaty in place, and tech-related trades occur often. It is not uncommon to see Cybrans among the Void Hunters as faction-members.

UEF: They actively stay away from each other. The Void Hunters will actively target UEF settlements for raiding, as they are highly profitable in both loot and new faction-members, but tend to avoid areas with moderate military activity. If the UEF find a substantial Void Hunter presence too close for comfort, they won't hesitate to attack.

  • Due to a recent increase in hostile activity near UEF borders, and a decrease in Void Hunter raids, a series of contracts have been arranged and they have become overall less hostile towards each other.

Aeon: Due to the attitude of most Void Hunter faction-members, the Aeon are more inclined to attack on sight, although will not actively hunt the Void Hunters. Suprisingly, if one enquires enough (and survives), they may find a number of Void Hunters were formerly Aeon. Despite hostilities from both sides, the Void Hunters have stressed that they will still consider taking contracts, should the Aeon be offering any.

Xegnathi: Like most Factions, they are violently opposed to the Xegnathi, however will not go out of their way to deal with an infestation unless it gets in their way. Based on the relative importance of a mission, neighbouring sectors may be "cleared" of Xegnathi infection to secure success.

Deep Hunters: Declared no-hostilities treaty between the two Factions. Trade agreements are in place, trading new species of aquatic animals for medicines and farming stuffs, such as quick-breeding nutritious fish species. The latest deal being worked on is a Leviathan-Class whale native to an unnamed planet in exchange for a bulk amount of armour-class materials of both biological and material nature. Negotiations for Psychics have been strained. Some Praetorians have been seen in Void Hunter missions, as these are known to be the only caste able to use technology.

D'Skarwen Hegemony: The Void Hunters are against the D'Skarwen, despite attempted communication via psudo-AI trickery systems. With knowledge of the D'Skarwen a highly guarded secret, their first five attempts at communication gained more data from simple pings and cookie exchanges than most other Factions have gathered in recent years. Despite those communications being near the First Contact time-zone of the D'Skarwen, it did not go well and the Void Hunters will actively go out of their way to send orbital bombardment, glassing, EMP[1], and Anti-Tech fleets to D'Skarwen controlled sectors if they are travelling nearby. Should the operations be successful, reverse engineering and tech-conversion teams are sent. Interestingly, it has been noted that some fleets have been pulled back from very important missions (Hacked communications verified) for a D'Skarwen bombarding.

Sovus Empire: Shortly after First Contact, a non-hostilities treaty was put in place. No official commications have been observed between the factions, although individual members of the Void Hunters have been observed on occasion to visit the Empire. The higher-ups of the Void Hunters continue to be slightly perplexed by the leadership and general government systems the Empire uses, however.

  • Relations are currently strained in the advent of Talos Ezekiel glassing a Sovereign colony. Efforts are being made to re-establish non-hostilities outside of contracts against the Sovus Empire.

Zasol'tar Karresh: While First Contact hasn't officially been made yet, the Void Hunters know of the Zasol'tar and are intrigued by them; as they are another space-faring nomadic Faction. Information gathered on the "Unmentionables" suggest many possible candidates for recruition into the Void Hunters.

  • Talos Ezekiel has reported his attempts to contact the Karresh for the possibility of securing a contract against the Najiur Jara'shital.

Najiur Jara'shital: First Contact unachieved. The Void Hunters do know that the Najiur are hunting the Zasol'tar, though.

Angardials: First Contact unachieved. Contracts have been made to assault Angardial sectors though.

Lusanki Federation: First Contact unachieved. No informtion. 

Tritonyan Consulate: First Contact unachieved. No information. 

Primordials: First Contact unachieved. Presumed hostile as the Void Hunters have been hired to assist in defending Sovereign Empire controlled areas from Primordial attack before.

Sephaloazoids: They have a few of the slimy Ceph among their ranks. It appears that the Void Hunters have been contracted into defending the Ceph space-fleets where possible, and that most controlled Sephaloazoid/Void Hunter socialistation goes well.

The New Earth Dominion: First Contact unachieved. Intel suggests the Dominion is a good place to go looking for contracts, however.

Carolean Technocracy: First Contact unachieved. Rumours are being made about the possiblity of a contract, however.

Shrouded: Little information available. The Void Hunters strongly deny rumours that the Dark Horizon renegades are or have been Shrouded champions. No known Shrouded raids have hit Void Hunter-associated planets or the fleet, much to the chagrin of the gun crews aboard Oblivion's Angel.

Commonwealth of New Titan: Contact unachieved but the Commonwealth is aware of the Void Hunters and is ready to send out for contracts should the need arise, though they are totally unwilling to negotiate contracts in exchange for the Commonwealth's unique technologies. Commonwealth Commanders have often included the Void Hunters in their jokes about other factions' "crippling lack of truly unique ideas" claiming that while their unit designers have hit on some good ideas such as Bug support bots, they "could perhaps start thinking in the context of traditional RTS games rather than warfare when working on new projects." What effect this may have on future relations is unknown.

  • Experienced diplomats have speculated that these actions could result in multiple fleets being reassigned to assault the Commonwealth, although whether this would be for stealing technology or simply to teach the Commonwealth a lesson is unknown. Commonwealth generals have stated that if even a single Void Hunter ship enters their territory without explicit permission then this will be considered justification for a war of total annihilation between the two factions. [2]

PersonnelEdit

Argus Yomoflach: Target of Intrest. This status was only given to Argus once the Riders, the pilots of the ACE squad known as The Four Horsemen, discovered the man brashly gloating about a unit he had designed, the Omnia Victrum. Saying it's arsenal put the Void Hunters' ACEs to shame was a bad move, as the Riders made a point to attack Yomoflach's home colony on Seton. What followed was Yomoflach's first use of the Omnia Victrum in combat whereby he fought the Four Horsemen to a near stalemate, swore excessively over the Riders' comm frequencies and proved that he wasn't just boasting about its firepower. The Void Hunters have placed a generous bounty on his head. Anybody (or any Faction) who can bring him in, dead or alive, with his ACU and it's Nanolathes intact will have earned an ACE and a full military campaign from the Void Hunters. They're willing to go to war to get this guy.

  • Update: since Argus has since managed to buy his way out of being a target (a feat which very few individuals are capable of), he enjoys a distinct hatred from most Void Hunters, but no direct action against him from the Faction as a whole. He has been made aware of ways to secure a better standing with the Faction but has yet to make any move regarding that. Currently has a clean slate with the Void Hunters.

Basilica Seraphine: Top ACE Commander. Basilica is one of the few Void Hunter ACE Commanders allowed to accept and act upon external contracts, so long as she isn't recalled for something. She is in the ACE Squad "The Sisters of Fate".

Seh'Acosis: No information. Rumours have been made about joint contracts.

Harbinger: It has been stated repeatedly by many Void Hunters that they are very distrustful of the pilot. Quite a few even wish to hunt him down to see if he is actually as good as the Sovereigns believe him to be. Harbinger has managed to acquire a good standing in many high-ranking Commanders' eyes, mostly through buying contracts and assisting in certain Void Hunter OPs, which has so far made him a much less appealing target for fears of repercussion should he be killed (in battle or not) with no good reason or contract behind the action.

Sostra: No information.

Plaschia: No information. Basilica Seraphine appears to be good friends with her.

Kleph Magnus: Kleph appears to be directing a portion of the Ceph space-fleets to fly alongside the Void Hunters. It is unknown if he is under their employ, or if he has hired them for protection, or if they are simply following. Despite that, Kleph and the Sephaloazoids have very good relations with most Void Hunter Fleets. Individual members are a different story. Kleph also appears to have a good relationship with the Void Hunter ACE Commander Amalia Stone.

Talos Ezekiel: Relations are strained. Talos has, on more than one occasion, disobeyed orders, caused unnecessarily large amounts of trouble and damage, and has also gained a notorious reputation among the Sovereigns. He is only tolerated because he is not only a scientific curiosity, but he is also exceedingly good at what he does.

Amalia Stone: Relations are good. Amalia is one of the Sisters of Fate, and the Commander of the ACE Hivemind. Amalia is one of the few Void Hunter ACE Commanders allowed to accept and act upon external contracts, so long as she isn't recalled for something. She is in the ACE Squad "The Sisters of Fate".

UnitsEdit

Early Void Hunter ACU

Early Void Hunter ACU design

Void Hunter units tend to be derived from a Cybran style of design, with sharp influence from UEF. Their colour-scheme is a black with grey accentuations base on top of a dark red/maroon coloured trim. Some Commanders are known to use a personalized set of trim colours, however.

Because of the many "extra" features Void Hunter units have, most of them require an extra power supply as their own generators cannot handle the load alone. Some even require Mass supply as well.

Armoured Command UnitEdit

The Void Hunter Armoured Command Unit is considered taller than most standard ACUs, however that's only because they take the Mortar towers into account. From the head to toes the ACU is just over 110 meters tall. Read the full page for more information.

StructuresEdit

Almost all of the Void Hunter structures are derived from Cybran design, being as efficient and compact as possible. This means they can focus slightly less on armour values as there's less target available to hit. This also grants them the bonus of have slightly cheaper structures.


Tech 1Edit

Tech 2Edit

Tech 3Edit

GroundEdit

Tech 1Edit

Stinger: Missile-Bot. A small, cheap, fast, and relatively sturdy little thing, Stingers provide early long-range defensive and offensive options. Featuring nothing more than a single weak but fast-reloading missile clamp, Stingers are downright deadly in groups, and can pick off targets from a distance outside mobile T1 Artillery. Can fire from transport clamps. 

Tech 2Edit

Wasp: Missile-Bot. A larger version of the Stinger, but designed with greater longtivity in mind. On the Wasp's back lays a turret-like device that will launch a burst of five, stronger, missiles. While these missiles do not track, the turret mounting allows the Wasp to fire on the move. Can fire from transport clamps, only takes up as much space as a T1 unit. 

Bugs: Support-Bots. Always built in pairs, these support bots will rove around as a "Razor-Wheel" until ordered to support a unit. The Bugs will then split apart and attach themselves to unit they were ordered to support, and activate their systems, giving the unit an extra feature, such as an AA gun or weak personal shield. Bugs are weakly armoured and completely defenceless until they are attached to a unit, at which point they sacrifice themselves and become part of the unit. They can be attached to structures. T1 ground and air units (excluding transports and gunships) are unable to take any Bugs.

  • Bugs come in many variations, such as: AA, Light Artillery, Missile (T1 Stinger type), Torperdos, Mech-Marine Guns, Anti-Torpedos, TMD, TMRD, Weak Personal Shield, Medusa EMP Grenade Launcher, and much more. Each variation can differ greatly in terms of cost. Engineering Bugs attach the equivalent of a T2 Engineer's build speed in Cybran Engineering drones to the unit.

Tech 3Edit

Hornet: Missile-Bot. An expensive, strong juggernaut of a Missile-Bot, Hornets feature heavy armour and two Gauss Cannons to pick off any unit that gets too close. On a Hornet's back is a large turret capable of firing a constant stream of high-damage non-tracking missiles. The range of these missiles is beyond that of normal Mobile Tactical Missile Launchers, making it great to pick off tight formations from a distance. Can fire from transport clamps, only takes up as much space as a T2 unit. 

Guardian: Protector-Bot. While the Guardian is both expensive and fragile, it does come with a great many features that give it it's name. Armed with six long-range and four short-range Missile-Redirectory Laser Systems, two backup Volcano TMD, a heavy shield, and stealth/cloaking fields, the Guardian is well worth it's cost. The Cloaking and Stealth fields carry a decent range, unlike the shield, a bubble that'll just cover the unit, in the same way the Aeon Harbinger Siege Assault Bots use their shields.

Hammer: Seige Assault Bot. Cheap, fast to build, and expendable, the Hammer will make up the main body of a Void Hunter assault force. With two powerful Heavy Gauss Cannons, designed for small AOE and large kinetic damage, Hammers feature a slightly larger range than most Seige Assault Bots, but lack the same kind of maneuverability. 

Wraith: Armoured Assault Bot. More heavily armoured than the Hammer, and featuring personal Cloaking and Stealth, Wraiths were designed for use as hard-to-displace mobile sentries. Their armament of two Heavy Desintergrator Pulse Cannons and an Electron Grenade Launcher should suffice, but if switched to Stationary Mode, an additional short-range Plasma Artillery Cannon is used in place of the Grenade Launcher. Also much more expensive. 

Sea-Snake: Amphibious Siege Tank. Featuring two proton cannons, four torpedo bays, a single flak cannon, and heavy armour, the Sea-Snake was designed as a generic siege unit that does not excell at anything but does not have any particular weaknesses either. 

AirEdit

Tech 1Edit

Tech 2Edit

Tech 3Edit

NavalEdit

Tech 1Edit

Tech 2Edit

Tech 3Edit

ExperimentalEdit

Grenadier: Experimental Mobile Firebase Defence. The Grenadier has a startling resemblance of a massive Tortoise, moving slowly and steadily. With a great amount of armour and weaponry, the Grenadier is explicitly a support Experimental, designed to pick off approaching armies and stationary targets from a distance. Armed with around twenty Heavy Electron Bolters (as seen on the Cybran Monkeylord Experimental Spiderbot), any unit in range will be bombarded constantly. The Grenadier features a decent AA supplement of four Electron Flak tower guns and two SAM turrets on its back. When switched to Artillery Mode, the Grenadier becomes immobile and begins to use its large amount of Tactical Missile Racks to fire at enemies with a fully sustainable fire rate, and activates its heavy shield and TMRD systems to prevent it's missiles from coming back.

Titan: Experimental Assault Mech. A large bipedal mech with two "arms" that hold six rapid-fire T2 Artillery Cannons each. Two shoulder-mounted Tri-Barreled Fatboy Cannons are utilised to destroy any smaller unit that gets too close for comfort. With two Losaare AA Cannons on it's back, the Titan is designed as a cheap, effective, and deadly all-purpose Experimental. What the Titan doesn't excel in, however, is it's armour. Highly comparable to the Cybran Monkeylord in being cheap, deadly, and fragile.

Experimental Gantry: Experimental Factory. A large, cheap, moderately armoured, and relatively slow factory. The Gantry was designed more as a placeholder than an actual factory, and while it does hold all the schematics necessary to begin construction, it only has the build-speed of a T3 Engineer. In order to get anything done, assistance is needed, but the Gantry allows for repeated construction of Experimental units and a predetermined move order for the moment it is completed. It can construct all mobile air and ground Experimentals that can fit within the layout size of a Fatboy.

Kronos Inhibitor Cannon

A single soldier testing the recoil reduction system on the prototype Kronos Cannon.

Kronos Inhibitor: Experimental All-Purpose Artillery Instillation. This Artillery structure is very versatile for its cost by way of having many firemodes. In Direct fire mode, it utilities a heavy burst laser, capable of punching straight through multiple units until the laser no longer has the energy required to do damage. In Indirect fire mode, it "lobs" six tactical nuclear charges over the battlefield per shot. In Gauss fire mode, it fires solid slugs at excessively high velocities, and because of this suffers very little dropoff over long distances and becomes quite ineffective against targets not in its line of sight. In Gatling fire mode, it fires standard T3 Mobile Artillery shots at a rate of three shots per second over a much larger range. This is possible due to the insignificant amount of recoil the standard T3 Mobile Artillery shells produce. This fire mode also includes an "Overcharge" option which causes the Kronos to fire nine shells per shot for a shot period of time. It has a high cost in both resources and build time, and comes with a large amount of armour and only a moderate reload time per shot. Has four PD/SAM/AA turrets, build into foundations on the corners of the Artillery Platform, although they are fairly weak and will not hold off any substantial assault.

Unique UnitsEdit

The Void Hunters have a few other tricks up their sleeves, too. 

ACEEdit

Armoured Combat Exoskeletons. Each ACE is unique, and are created and stored on the Oblivion's Angel and certain other Command-class ships. Insanely expensive and risky to use, but often well worth it; seeing an ACE on the battlefield means the Void Hunters are truly set on their goal. One thing seen across every ACE, however, is an armour-rating to size ratio that exceeds even a fully upgraded Blackops-Class ACU (200k Armour Rating at full Veterancy). Every ACE is even larger than a Galactic Colossus. Should an ACE be destroyed, the resulting explosion is enough to completely obliterate anything and everything that isn't another ACE within a 40 kilometer radius. Their size and design means they cannot be Gated in or out normally, and must resort to using Space-Gates or orbital drops. When dropping, they'll land with the force of a nuke, but they can easily survive it. All ACEs feature a uniquely reinvented set of Quantum Entity Artillery guns, such as Death's reclaiming everything nearby.

Known ACEs:Edit

The Four HorsemenEdit

The Four Horsemen of the Apocalypse: War, Pestilence, Famine, and Death.

War is built purely for doing as much damage as possible, with a faster movement speed and greater weapons ranges than the others. It has a distinctly red colour scheme. While it does have many, many guns, War will not hesitate to melee an oponent to death, simply for the shock-and-awe intimidation factor. Another feature is Quantum Entity artillery that shorts out enemy units, causing them to fire wildly at random terrain or units. It's main weapons systems are dual Gatling-style Nuclear Artillery Cannons, mounted on it's shoulders with a devastating fire-rate of 120 rounds per minute.

Pestilence is known by it's sickly dark green colour scheme, and it's highly infection weapons systems. Instead of relying purely on damage-dealing weapons, Pestilence utilises sets of Experimental Loyalty Gun Pods (blueprints stolen from the Aeon) that can convert a T1 unit in the blink of an eye, and an Experimental in less than a minute. It does, however, feature a few Seraphim-style Lighting Cannons anyway, that leave Quantum Entities that convert and capture in their wake. The ACE also contains many destructive weapons systems, namely in the form of pod-like cannons that deposit units at the site of the blast. 

Famine could be considered the deadliest of the Four Horsemen, but attempting to calculate that is a stupid venture indeed. It's weapons are all energy based with large areas of effect and an added long-lasting EMP effect. Each set of weapons can target seperately, sometimes resulting in entire armies destroyed because of EMP immobilization effecting every unit. Famine's Quantum Entities will act as an EMP beacon, and tend to last longer than normal Quantum Entities. The EMP and Damage-Over-Time effects of the ACE's weaponry will spread to nearby units, further adding to the chaos. 

Death is final and most feared of the Four Horsemen. With an all black/grey/dark purple colour scheme, Death is fairly easy to spot on the battlefield. It's main weapons systems are Quantum Beam Generators, a modified version of those seen on the CZAR, mounted on the arms, featuring a reclamation-type effect as well. Death's Quantum Entities will reclaim anything nearby that is reclaimable. A large Glassing-Type laser system is mounted in the chest, much like a Cybran ACU's Heavy Microwave Laser. What Death lacks in range, it more than makes up for in damage. 

When entering the theater of war, Death always announces his presence with a special audio file he made for the occasion. "Behold, for I am become Death, destroyer of worlds." 

The Sisters of FateEdit

The Sisters of Fate: Hivemind, Gaia, and Oblivion. They represent Birth, Life, and Destruction.

Hivemind represents new life. The hundreds upon hundreds of Cybran-type Engineering Drones rest on this ACE, and the Core is comparable to a minature Paragon in terms of output. Hivemind's Quantum Artillery fires four mines and a Nanolathe pattern; the mines build the structure/unit and then remain to repair any friendly units or reclaiming/capturing any hostile ones. Hivemind has a distinctly dark-crimson base with multiple shades of black and dark to light gold as trim. This ACE's design was heavily inspired by the Invertika Command Unit.

ReferencesEdit

  1. These have proved ineffective due to the apparent D'Skarwen obsession with EMP hardening and redundant systems for everything.
  2. Since that announcement, many Factions have begun reinforcing their borders near the Commonwealth.

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