The Jkirk Federations (ジエカアク の 連盟 Jeikaaku no Renmei) is a highly advanced faction, that takes aspects between a monarch, republic, and dictatorship (known as republic monarchical autocracy). The faction is categorized as a third galactic power. This intergalactic powerhouse is still led its lead founder Adex Zarvok Burns.
Faction Colors Edit
For their military: All Infantry, Structures, and Vehicles, wear colors mainly the color Black, with Red and Orange as their secondary, which is useful in Night-operations, along with Volcanic terrain. However personnel neither stick out like a sore thumb, nor are they hidden well in Day-operations. For their Law Enforcement: the colors are primarily Red, and secondarily Cyan, which makes them stick out like a sore thumb Day operations, along with Night-time operations.
Council of the Federations (Governing Body) Edit
The Council of the Federations is the main governing body of the Jkirk Federations. The council was formed in the early stages of the First Interstellar Colonization Period in the year 2014, as the first planets were being colonized. Skip forward to today, and there are a few Planetary Governors and a possible candidate of a System Governor. The purpose of the Council is for it's representatives and the Faction Leader to discuss internal, and sometimes external affairs that involve the Jkirk Federations. While the Faction Leader is still powerful to conduct his own actions without the authorization of the Council, the council is able to force the Faction Leader to resign, should more than 75% of the entire council see the current Faction Leader as unfit to rule, and should be replaced with a new one. Should there not be enough votes, the current Faction Leader will remain in power. The Council of the Federations is seen as a perfect compromise between the Dictatorial and Republic aspects of Jkirk's government.
Faction Leader (Head of the Council) Edit
The Faction Leader is the highest rank anyone can ever achieve. They have the highest form of power available, and can use their power to command the entire Military, change/create laws (except the permanent laws created by the Leader Founder), and even promote certain individuals into high military/civilian positions. Currently, there has only been one Faction Leader, and that is the Lead Founder.
- Adex Zarvok Burns
Lead Founder Edit
Although not an official government title, the Lead Founder is the individual who founded the Jkirk Federations, and established the first, and permanent laws for the Federations, that cannot be changed by future Faction Leaders, due to Citizen Rights. Currently, the Lead Founder is still in power today.
- Adex Zarvok Burns
System Governor (Primary Council Representatives) Edit
System Governors are elected civilian officials that are given the authority to maintain control over an entire Star System that the Federations have territories present on. They are able to control a large portion of the military, as well as enforce any laws the Planetary Governors make, so long as they granted permission for the Planetary Governors to make such laws for their planet, along with the Faction Leader. In order for a System Governor to be present in a Star System, a minimal of two Planetary Governors must be present to represent their local council.
Planetary Governor (Secondary Council Representatives) Edit
Planetary Governors are elected civilian officials that are given the authority to control an entire Planet (Or parts of a Planet) that Jkirk has territories on. They are able to control a small portion of the Military, along with being able to make non-federal Laws that will affect the planet, as long as they are granted permission from the System Governors, or otherwise the Faction Leader should a System Governor not be present. An individual can remain as a Planetary Governor for a maximum of two ten year terms.
The Jkirk Federations's military has a variety of Robotic and Organic Infantry, along with Robotic and Manned Vehicles. The weapons they use are mainly: Plasma, Anti Matter, and Dark Matter. Some units are known to have EMP (Electronic Magnetic Pulses), able to disable Vehicles and Electronics, and Napalm, most useful against organic Infantry. They also have a very wide arsenal of Anti-Nukes, disabling Nuclear Warfare in the battlefield. Their Medical Equipment is also advanced, even able to recreate Organs (however Hearts and Brains are not included), Skin Tissue/Flesh, and Blood Cells/Veins. Their Law Enforcement mainly uses Bullets (Caliber/Millimeter) for their Firearms, for unknown reasons. The Military will also commonly use Weapons/Vehicles that were bought/traded from other Factions, or remake the Weapons/Vehicles if the faction is a enemy or if it is close to collapsing. The Jkirk Federations are constantly trying to research new technologies for them to use in the future.
The Jkirk Federations is usually seen as a Technological and Militaristic Powerhouse, of which some of it's citizens usually take pride in their faction's technologies and Military might, believing Jkirk to be one of the most powerful factions in the known Galaxy. Because of the laws the current Faction Leader set up, there is little racial tension (due to all species' being allowed to become a Jkirkian Citizen), and people are allowed to verbally express themselves however they want.. which basically makes them culturally similar to that of the United States (in some aspects).
The Jkirk Federations does not have a primary religion to look up to, as a vast majority of citizens don't believe in said religions. That does not mean however, that all citizens do not have religions to look up to, as this is extremely false. There are multiple religions that are in-effect within Jkirkian Civilian Installations, and while there isn't a complete list of them, it's speculated that there are a lot of them.
Members (Not including NPCs) Edit
Adex Zarvok Burns (Faction Leader/Lead Founder)
Joshua Sentrium Burns (Member/Son of Faction Leader)
Wade Eureka Lester (General)
Madison Lipson Sedvor (Commander)
Jex Gateson Travis (Sergeant)
Quentin Mick Vincent (Member) [Imprisoned]
Lucas Pierpoint Vincent (Colonel)
Military Units and Structures Edit
Currently, there are 14 Infantry Classes in total, within the Jkirk Federations Military. More may or may not be added in the future.
Jkirkian Primary Infantrymen: Jkirkian Primary Infantrymen are the backbone and main Infantry class within the Federations. Units within this class are deployed within Offensive and Defensive deployments, and are primarily effective against other Infantry at close and medium range. There are no limitations for joining this Infantry Class, much like with most of the other Classes. A variety of weapons, armor, and shield types are available to any unit that is apart of this class. These weapons include; The C-T59 Plasma Rifle, DX1-J9 Plasma Rifle, YN4 Dark-Matter Sub Machine Gun, HT540 Anti/Dark Matter Rifle, C-T43 Chaos Rifle, and C-T17 Plasma Rifle. The armor and shield types available include; Light, Moderate, and Heavy. These infantry are mainly vulnerable against Infantry Fighting Weapons or otherwise Anti-Infantry weaponry. Units in this class with Light Armor are highly maneuverable and can move quite fast, sacrificing armor and protection, with units with Heavy Armor are the opposite.
Jkirkian Demolition Trooper: Jkirkian Demolition Troopers is an infantry class that's sole purpose is mainly an Anti-Vehicle/Structure infantry unit. Units within this class are deployed in Offensive and Defensive in deployments, and are primarily effective against Land Vehicles and Aircraft at moderate to long range, while able to defend themselves from Infantry to a degree at close range. There are no limitations for joining this Infantry Class, much like with most of the other Classes. A variety of weapons, armor, and shield types are available to any unit that is apart of this class. These weapons include; Sermabin EMP Launcher, Bemavo Grenade Launcher, BZA-97 Rocket Launcher, Astred Anti-Matter Pistol, and Verstred Dark-Matter Pistol. Armor and shield types within this class include; Moderate and Heavy. These infantry are mainly vulnerable against Infantry Fighting Weapons, or otherwise Anti-Infantry weaponry. Their heavy armament and armor allow for greater damage and protection over speed and maneuverability, allowing fast opponents to overwhelm them in battle.
Jkirkian Stealth Saboteur: TBA
Jkirkian Reconnaissance/Sniper Trooper: TBA
Jkirkian Combat Support Medic: TBA
Jkirkian Combat Engineer: Jkirkian Combat Engineers are infantry units able to construct support structures in the battlefield that provides support to other Infantry units, by using a DC-24 Mobile Atom Constructor. These units are deployed in Support in their deployments and are effective against other Infantry by themselves, along with their structures. There are no limitations for joining this Infantry Class, much like with most of the other Classes. A variety of weapons, armor, and shield types are available to any unit that is apart of this class. These weapons include; C-T34 Plasma Shotgun, Astred Anti-Matter Pistol, YT5 Plasma Light Machine Gun, and C-T59 Plasma Rifle. The armor and shield types available to this class are only Moderate. These infantry are mainly vulnerable against Infantry Fighting Weapons or otherwise Anti-Infantry weaponry.
Jkirkian Anti-Infantry Pyromaniac: TBA
Jkirkian Armored Juggernaut Suit: TBA
Jkirkian Special Commando Unit: TBA
Jkirkian Mage Casters: TBA
Jkirkian Armored Infantry Suits: TBA
Jkirkian Supportive Defense Units: TBA
Jkirkian Close Quarters Specialist: TBA
RD-ES8 Spider Drone: The RD-ES8 (Robotic Drone Explosive Saboteur 8) Spider Drone is a small, but fast Robotic Drone, that is designed to sneak onto enemy vehicles/structures, and self destruct to cause major damage. The Spider Drones are outfitted with explosives, that are equivalent to 3 1/2 pounds of TNT, which alone is enough to bring down a Tank. The drones are lightly armored however, and usually work individually, or work in groups of 3 - 10. They are easily susceptible to being destroyed easy by just stepping on them (However the drone will self-destruct upon destruction), due to their size and armor.
Land Vehicles Edit
Seravix Assault Mech: The Seravix Assault Mech (Mark I) is the main Combat Mech within the Jkirk Federations military. These 13 Foot Tall, Moderately Armored and Shielded Walker Mechs are best used against other rivaling Land Vehicles and waves of Infantry. It is also effective against Aircraft, but it's not recommended to engage them with these vehicles. Armed with two G7-NH1 Railguns upon it's Arms, acting as Railgun Arm Cannons, while having two Ketamon Heavy Plasma Machine Gun upon it's shoulders. While also being a fully robotic vehicle, these Mechs are weak against EMPs, Armor/Shield-piercing Weapons, and if one of it's two legs are taken out, it will be immobilized.
- Seravix Assault Mech (Chaos Variation): TBA
DX1-4 Armored Personnel Carrier: The DX1-4 Armored Personnel Carrier is a Hovering Manned APC that is able to transport 10 Infantry units, and escort them to their destination. Heavily Armored, but Lightly Shielded, they have a HT57 High Velocity Plasma Cannon, and a LRTC9 Napalm Mortar mounted upon it in order to escort the Infantry they are transporting. Although effective against Infantry and Aircraft (Especially Infantry), they are vulnerable against Land Vehicles.
AM5 Light Reconnaissance Vehicle: The AM5 Light Reconnaissance Vehicle is a Lightly Armored Hovering Jeep, that is used for Recon, and occasionally, First Responses. Armed with a W4-NT Plasma Machine Gun, although not equipped with anything helpful to keep it from being seen (A general weakness here), it's fast Speed and Mobility makes it perfect for Rush-Ins within Hostile Territory. About 4 Personnel max are able to operate the vehicle, allowing 1 Driver, 1 Gunner, and 2 Passengers. However, the Vehicle is not shielded, and is vulnerable to anything that's not Infantry (Depends on the Unit, though), or Explosives.
MX46 Mobile Anti-Air: The MX46 Mobile Anti Air, is of course, a Mobile AA Vehicle, that's sole purpose is to eliminate any Aircraft that is in it's way. Moderately Armored/Shielded, these AA Vehicles are armed with 4 SD5-32 High Velocity Anti-Matter Cannons, and 2 EB5 Surface-to-Air (SAM) Missile Launchers, to make it a real threat to any Aircraft within it's visual sight. The vehicle lacks any sort of weapon to successfully confront Land Vehicles (except those Lightly Armored ones), is relatively slow in terms of movement, and needs to be operated by 1 Driver, 3 Operators, and 2 Gunners.
U7-R95 Heavy Tank: The U7-R95 Heavy Tank, is a Very Heavily Armored/Shielded, Manned Battle Tank, that is used against Infantry, Land Vehicles, and Aircraft. Armed with two RTC48 Anti Matter Cannons, 1 YDG02 Napalm Mortar, 1 Bolomele Surface to Air Missile, and 2 Gelehoad Dark Matter Machine Guns, this Battle Tank is armed to the freaking teeth, being useful against both Land, and Air units. However, due to it's armor and weapons, it's speed and maneuverability is quite low, and they are indeed vulnerable to EMPs. They require 2 Drivers, 4 Gunners, and 2 Operators for this Tank to be fully operational
TU3D Medium Artillery: The TU3D Medium Artillery, is a Mobile Artillery Unit, that is Moderately Armored/Shielded. They are armed with two Ledmarvo Missile Launchers, and 1 AU65 Plasma/Anti Matter/Dark Matter Cannon, to unleash massive devastation to hostile Ground Forces. They are extremely effective when used at Long, Indirect Combat, but are unable to target Aircraft and Airship/Aerostats, and are vulnerable against Direct Assaults.
RYD-43 Light Mech: The RYD-43 Light Mech is a Lightly Armored/Shielded, Manned Walker Mech, that is designed as a First Response, or in some instances, a Reconnaissance Unit. These Mechs are only armed with 2 Terrestro Plasma Miniguns, to target, and take down Infantry. Being Lightly Armored, they are fast to a degree, and also highly maneuverable, but also lacks durability so they can be taken out quick with Anti-Armor Weaponry
Xavier Class Spider Mech: The Xavier Class Spider Mech is a Walker Mech (with 6 Spider-like Legs), manufactured by the Allied Countries of the Confederation (A.C.C), that is used against Infantry and Vehicles. Only Moderately Armored, these Vehicles are armed with 6 ACC-345 .50 Caliber Machine Guns, and 2 ACC-344 65 Millimeter Cannons. Due to it having 6 Machine Guns, the Mech is able to fire on multiple fronts, allowing it to engage multiple Enemies. However, the Mech has a problem when dealing with Aircraft, and is ineffective against Shielded Targets. The Mech requires 1 Driver, 3 Gunners, and 1 Operator, in order for it to be functional. The Mech had gained Jkirkian interest, due to it's effectiveness in combat, and after the Fermodix Conflict, the Jkirk Federations had bought the schematics for the Mech, and are now producing them in Jkirkian Colors.
Cetraix Mobile Atom Construction Vehicle: The Cetraix Mobile Atom Construction Vehicle is a moderately armored/shielded unarmed robotic tracked vehicle, that is able to construct various structures, using a Atom Construction Beam in order to build said structure. Depending on the structure, the Building Process is very fast. The Vehicle is also able to demolish structures, thanks to it's Atom Deconstruction Beam, of which it's the complete opposite of the ACB. This vehicle is very useful in constructing entire Bases and even Cities! However, it's unarmed, and when constructing Structures, it takes a good amount of energy from it (depends on said structure, though). Two ore more Cetraix MACV's cannot build/demolish the same structure.
Alverx Mobile Anti-Missile/Mobile Shield: The Alverx Mobile Anti-Missile/Mobile Shield Unit, is an Unarmed, Moderately Armored/Lightly (Personal) Shielded Robotic Vehicle, that is able to intercept hostile Missiles and Bombs, while also able to protect friendly units, with a Heavy Shield that protects said units within a 250 foot radius. This vehicle is an extremely useful asset to the Battlefield, however due to it being unarmed, it requires protection to avoid a hostile counterattack, while it's also able to be hacked into (however it's extremely difficult).
Ballistic-G69 Medium Tank: The Ballistic-G69 Medium Tank is a moderately armored/shielded robotic Tank that is used mainly against other armored targets. Armed with two J6-RS Anti Matter Machine Guns and one LG93 Plasma Cannon, these Medium Tanks are effective against Infantry and Land Vehicles, but cannot effectively take on Aircraft. Due to being Robotic, they are able to be hacked into (although it's extremely difficult to do so), and can be disabled with Electromagnetic Pulses.
DF7-3 Infantry Fighting Vehicle: The DF7-3 Infantry Fighting Vehicle is a highly effective, moderately armored/shielded IFV that is useful for providing support to friendly forces, by wiping out hostile Infantry. This vehicle can also serve as a makeshift AA vehicle given the circumstances and the type of hostile Aircraft. Armed with 2 QF68 Dark Matter Autocannons, these IFVs are able to take out entire platoons (depending on said Platoon) with ease. However the IFV is barely effective against Land Vehicles, and it's Robotic variations are susceptible to hacking, as well as being disabled by Electromagnetic Pulses. They require a crew of 1 driver and 2 gunners to be operational.
HR-V91 Stealth Tank: The HR-V91 Stealth Tank, is a Lightly Armored/Shielded manned tank, that is used solely for ambushes, or otherwise Surprise attacks. Armed with only a LG93 Plasma Cannon, it is only effective against Land Vehicles, but it's Invisibility-Armor and Detection Jammers (that only hide it's current location) allow it to be a problem one should take seriously. Though it is mainly ineffective against Aircraft and Infantry (unless they run them over..), and once it fires a shot, i is temporarily revealed. They require 1 Driver and Gunner to be fully operational
Expressor-R45 Light Tank: TBA
T7-N4 VTOL: The T7-N4 VTOL (Mark I) is the main combat Vertical Take Off Landing Unit. Only having Light Armor and Moderate Shields, it sacrifices Armor for Speed and Mobility. Being able to fly at speeds up to 456 MPH (Miles Per Hour), it is one fast speeder. Armed with 2 FT7 Plasma Miniguns and 2 Lerdex Dark Matter Missile Launchers, this lightweight robotic VTOL can be one deadly aircraft. However, due to it's lack of armor, it is heavily vulnerable to AA (Anti-Air)/AAA (Anti-Air Artillery) weapons, and Armor/Shield-piercing weapons, along with EMPs. Since it's Robotic, it is also able to be hacked into, but is very difficult in doing so.
- T7-N4 VTOL Chaos Variation: TBA
Genesis Transport: The Genesis Transport is the main Airborne Transport within the Jkirk Federations. It is a Very Wide and Tall VTOL, able to carry large amounts of Supplies, Infantry, and (Land) Vehicles into the Battlefield. The Transport is able to carry either: 24 Infantry w/Supplies, 40 Infantry, 3 Vehicles w/Supplies, 5 Vehicles, 8 Infantry and 1 Vehicle w/Supplies, 16 Infantry and 3 Vehicles, or just a large amass of Supplies. The VTOL itself is unarmed, but it is Heavily Armored and Shielded, giving it a great Defense against attacks, but it is advised for it to be Escorted
A74-UT Paratrooper/Support Plane: The A74-UT Paratrooper/Support Plane is a Airplane that is used for the purpose of dropping in Paratroopers, and to support Jkirkian Ground Forces. The plane is able to carry 20 Paratroopers at a time to drop in on the Battlefield. Heavily Armored and Lightly Shielded, the A74-UT is armed with one AQ3 Plasma Minigun, two Bemix Anti-Matter Autocannons, and one Sadtrel Heavy Dark-Matter Autocannon, of which they are all on the plane's left side. Although quite effective, they are extremely vulnerable to AA/AAA fire, and when one of it's wings are taken down, it immediately crashes on the ground.
CSR3 Fighter: The CSR3 Fighter is the main Manned/Robotic Fighter Jet within the Jkirk Federations. These Moderately Armored/Shielded Fighter Jets can go up to impressive speeds and maneuverability, as they swat down opposing Aircraft with their 2 Meletree-31 Anti/Dark Matter Cannons, and 2 TVG56 Missile Launchers (which the Missiles can also be used on Land Vehicles). While being able to secure Air Domination in a Battlefield, they of course are vulnerability to AA/AAA weaponry, along with EMPs. These Jets require 1 Pilot, and 1 Co-Pilot (If manned)
CSR9 Bomber: The CSR9 Bomber is a Moderately Armored/Shielded Medium Bomber that is used mainly to bombard hostile Ground Forces, Vessels, Aerostats, and Structures. Being able to drop 10 Alfred-01, Alfred-02, and Alfred-03 Bombs, and being protected by 2 BKY5 Plasma Autoturrets, this Medium Bomber is very effective. However, they are vulnerable from attacks from other Aircraft, and would require a Fighter Escort in order to have full effectiveness, and it will also come crashing down if one of it's wings are shot off.
CFT59 Interceptor: The CFT59 Interceptor is, well just what the name implies, an Manned/Robotic Interceptor that is Moderately Armored/Lightly Shielded. This aircraft is used to Intercept hostile Aircraft, while also being able to enact strafe runs on Hostile Forces on the Ground. Armed with 4 KU76 Plasma Miniguns and 2 NVW4 Missile Launchers, this Interceptor is very powerful to use on hostiles, however they are easily able to get shot down by hostile Anti Air/Anti Air Artillery, as well as getting disabled by SAMs. When manned, the Interceptor requires 1 Pilot, and 2 Co-Pilots to be fully operational.
Tereado Mobile Drop Pod Bay: The Tereado Mobile Drop Pod Bay, is a Manned Transport Plane, that is used only for the purpose of deploying Drop Pods within an Area of Operation. This Plane is unarmed, but is Moderately Armored/Shielded, making it able to tank a considerable amount of Damage, but will require an escort if it doesn't want to come crashing down. The Plane is able to carry either 4 GT-61V Infantry Drop Pods, 1 GA-84S Drop Pod, or 12 GR-27H Weapon/Supply Drop Pods at a time, and requires 2 Pilots in order to be operational.
EG501 Strategic Bomber: The EG501 Strategic Bomber is a Heavy Bomber that is used specifically for bombing the ever-living sh*t out of hostile Ground Forces and Aerostats. Heavily Armored/Moderately Shielded, these Bombers are able to carry 30 Alfred 01/Alfred 02/Alfred 03 Bombs at a time, or one Dexvarte EMp/Napalm Bomb if it wants to bring total destruction. Much like the CSR9 Bomber, they are useful against Ground Forces and Aerostats, but unlike the CSR9, the Bomber isn't armed with protection weapons, and requires a Fighter Escort if it wants to stay in the air.
H-45U VTOL Platform: The H-45U VTOL Platform, is, to put it simply, a flying VTOL Hangar, that is able to carry 3 T7-N4 VTOLs in said hangar. This is the only Aircraft that has a Hangar, by far, and it doesn't just rely on it's T7-N4 support. The Platform has 6 BT36 Anti-Matter Cannons (2 Front, 2 Back, and 1 on each side), along with 4 XR-90G Surface to Air Missile Launchers on the top of it, making it a deadly unit when put up against Ground and Air forces. However, the VTOL's size makes it easily vulnerable to Anti Air/Anti Air Artillery weapons, along with assaults from Fighters (however the VTOL is able to hold it's own against a couple of said fighters).
Holomane Transport: The Holomane Transport, is a smaller, yet faster VTOL Transport Unit than that of the Genesis Transport. Much like the Genesis, it is completely unarmed, but yet unlike it, the Holomane is Lightly Armored and Heavily Shielded. Being a smaller Transport, the Holomane can only carry 8 Infantry, 1 Vehicle, 4 Infantry w/Supplies, or a moderate amount of Supplies. Although faster than the Genesis, it's lack of Armor Strength makes it a vulnerable target to Anti Air/Anti Air Artillery weapons, and strikes from other Aircraft, once it's exposed from it's shields.
Castro-F54 Reconnaissance Drone: The Castro-F54 Reconnaissance Drone is an unarmed aerial drone, that is used to recon regions under hostile control, or otherwise areas of interest. Although Lightly Armored/Shielded, these Drones are very useful, able to provide intel on hostile forces in the middle of war. The Drone is also able to cloak itself, to make it seem like it's invisible, however the Drone is still able to be detected by Detection Systems, and when spotted, they are unable to defend themselves and are easy targets.
Verstrafe Dropship: The Verstrafe Dropship, is a massive Transport, able to deploy a large quantity of Units and/or Supplies. The Dropship is able to carry 40 Infantry w/Supplies, 68 Infantry, 6 Vehicles w/Supplies, 9 Vehicles, 24 Infantry and 3 Vehicles w/Supplies, 30 Infantry and 5 Vehicles, or a massive quantity of Supplies. Unlike the Genesis and Holomane Transports, it is armed with 2 BT36 Anti Matter Cannons (1 on the Back and Front), and it itself is Moderately Armored and Heavily Shielded. The Dropship is a very useful asset to the Battlefront, however it is vulnerable to attacks from Aircraft, and Anti Air/Anti Air Artillery Weaponry, because of it's size, and would require an escort to avoid being automatically destroyed. These Dropships are even able to carry Experimentals, with Gravitation Lifts, that pull said Experimental upwards, however it requires a minimal of 3 Dropships, to a Maximum of 10, to deploy said Experimental. Deploying said Experimental causes the Dropship to not deploy other units, until the Experimental is deployed as well.
Gadtroid Kamikaze Drone: The Gadtroid Kamikaze Drone, are Robotic/Remotely Controlled (either one may apply to the unit) Drones, that are designed to cripple hostile Forces, by simply sacrificing itself via Crash. Lightly Armored and Shielded, and only armed with one KU76 Plasma Minigun to protect itself, these Kamikaze Jets are able to go up to very high speeds, able to boost to 7 times the speed of sound (that is 5328.44 MPH by the way), and can only reach 2 times the speed of sound when it's boost is not active (1522.41 MPH), at the maximum, straight into a hostile unit. The Drone can be loaded with explosives ranging from Plasma, Napalm, and EMP, which will cause major damage to units caught in the blast radius. However, the Drone is able to be intercepted, which will not trigger the explosives, and therefore saving the hostile units.
Roosevelt-I46 Stealth Drone: The Roosevelt-I46 Stealth Drone, is what the name implies, an Airborne Stealth Drone, that is Lightly Armored and Shielded. Although it's only armed with 2 NVW4 Missile Launchers, the Drone is very useful on the Battlefront. The drone is able to hide it's presence on the front, by being able to turn invisible at will, while also being able to Jam Detection Systems that attempt to detect the Drone (However the Jammers only make it so that the Drone itself is undetectable, and everything else is detectable). However, when it fires one of it's launchers, it suddenly becomes visible, making it prone to Anti-Air/AntiAir Artillery fire, making it extremely vulnerable, as well as EMPs and strikes from other Aircraft.
Fermodix Gunship: TBA
BG-471 Space Fighter: The BG-471 Space Fighter is the main manned Fighter that is deployed in Orbital/Space engagements. These moderately armored/heavily shielded Space Fighters are armed with Two YI-78 Plasma Autocannons and two FSR4 Missile Launchers, which prove to be effective against Spacecraft. This Space Fighter itself, requires two trained pilots, and is vulnerable to Interceptors, Armor/Shield Piercing Weapons, EMPs, and Airships, but nonetheless, useful in all Jkirkian Fleets.
BG-479 Space Bomber: The BG-479 Space Bomber, are Manned/Robotic, Moderately Armored/Shielded Spacecraft that are designed to take out large targets (Such as Aerostats) by... bombing the ever living stuffing out of them. Armed with 2 FSV9 Proton Torpedo Launchers in it's Bomb Bay, along with 3 YG-45 Defensive Plasma Cannons to protect itself, these Space Bombers are quite effective in numbers, and sometimes individually. However, they are vulnerable to EMP strikes, and sometimes Hacking (If the opponent is facing the Robotic versions), along with AA/AAA Weaponry. They require 1 Pilot, 1 Co-Pilot, and 3 Gunners
Revolution Space Transport: TBA
GT42K Interceptor: The GT42K Interceptor, are Fast, highly maneuverable Manned/Robotic Spacecraft, designed specifically to take out opposing Spacecraft. Lightly Armored/Shielded, these Interceptors are armed with 4 YB-86 Anti/Dark Matter Autocannons, along with 2 NG67 Missile Launchers, that give these fast Interceptors an edge over their opponents. However, what they excel at in speed, they lack in Protection, due to the fact that they are Lightly Armored, they are easily able to be destroyed by a few hits when exposed from their shields, and are also prone to Hacking (if the hostiles are facing the Robotic versions). They require 1 Pilot, and 1 Co-Pilot to be fully operational.
Tereado Mobile Drop Pod Bay: [Already described above]
NY65 Fighter/Bomber: TBA
Destrov-68 Kamikaze Drone: TBA
Zedtroved Reconnaissance Drone: TBA
Protector-YB8 Patrol Vessel: TBA
Euclid-01 Destroyer: The Euclid-01 Destroyer is a very effective Combat Vessel, that is mainly used to Escort other Vessels, or to serve as an Attack Vessel. Moderately Armored/Shielded, these Destroyers are armed with 4 Herajevo Naval Plasma Cannons, 6 U7-332 Torpedo Launchers, and 4 Ladison Plasma Cannons. These Vessels are quite effective against other Vessels, Aircraft, and Ground Forces when bombarding. However, they are easily vulnerable to mass hordes of Units, and usually relies on Support from other Vessels when in Fleets.
Yackmo Cruiser: The Yackmo Cruiser is an Moderately Armored/Shielded Anti-Aircraft/Stationary Vessel, that is mainly seen deployed alongside Euclid-01 Destroyers. Armed with 3 GH67 Missile Launchers (2 on the Bow, 1 on the Stern) and 5 KT54 Missile Launchers (3 on the Bow, 2 on the Stern), these Cruisers are very deadly against Aircraft, Stationary Targets, and even Aerostats. However, the Cruiser lacks any kind of weaponry to combat against other Vessels and Ground Targets (that are Non-Stationary), which is mainly why it needs to be escorted.
Oppressor-A21 Frigate: TBA
Fermadix Battleship: TBA
Gaster-05 Aircraft Carrier: TBA
Isotrese Landing Craft: TBA
Havoc-46 Attack Submarine: The Havoc-46 Attack Submarine, is an Manned, Anti-Vessel unit, that is designed to destroy hostile vessels, from under the depths of ocean-like environments. Moderately Armored/Shielded, it is armed with three RD58 Torpedo Launchers, and 2 KY63 Plasma Cannons. While being extremely useful against vessels, Depth Charges and any other Anti-Submarine weapon can easily take this Submarine down. They require 35 personnel to minimally operational.
Zetriavo Light Submersible: The Zetriavo Light Submersible is a manned submerged stealth vessel designed to go behind enemy lines within Naval combat, or to combat other hostile submarines/submersibles. Lightly Armored and Shielded, these Submersibles are armed with two AT-67 Plasma Cannons on the front, and equipped with Detection Jammers and Invisibility Cloaking. The Submersible is a useful asset in Naval Warfare, but can't deal a large amount of damage, and once firing it's weapons, they will disable the cloaking.
Nanovamon-86 Submarine: TBA
Quartz-67 Corvette: The Quartz-67 Corvette, is the smallest, and most maneuverable Aerostat within the Jkirk Federations. Only being Moderately Armored/Lightly Shielded, and only being armed with 2 PY-4R Light Railguns, along with 4 TS4L Defensive Plasma, this Corvette is only seen within First Responses, or on Patrols within Jkirkian-Controlled Space. These Corvettes are very effective against Aircraft/Spacecraft. and can hold their own against some types of Aerostats
Regiment G26 Frigate: The Regiment G26 Frigate is a small-sized, but very effective Aerostat, that is very effective against other Aerostats and such. Moderately Armored/Shielded, these Frigates are armed with 3 CH42 Plasma Cannons, 2 NT58 Proton Torpedo Launchers, and 16 TS4L Defensive Plasma Cannons. The Frigate has 2 hangars, that are only able to carry 8 moderate-sized Aircraft/Spacecraft, or 1 Large Aircraft/Spacecraft (that are not Transports) at a time, allowing it to deploy Aircraft/Spacecraft to support it in battle. These Frigates are usually effective at Long Range, but if anything large or numerous gets close to it, it's a dead ship.
Sestromav-I91 Destroyer: TBA
Masotrevo-92 Cruiser: The Masotrevo-92 Cruiser is an Anti-Air/Spacecraft and Long-Range Missile Artillery aerostat, that is usually deployed alongside other Aerostats to support. Moderately Armored/Shielded, these aerostats are armed with five JU72 Missile Launchers, along with eighteen MH65 Missile Launchers and thirty-two I8-3R Plasma Cannons that make it a deadly threat to any Aerostat and Aircraft in it's way. The aerostat also comes with one hangar for each side, each able to hold one Genesis Transport and a few Aircraft/Spacecraft in total so it may deploy units to support. This aerostat is very useful in Indirect assaults (due to it's long-range weapons), however the aerostat is very vulnerable to weapons with a more direct approach (such as Plasma Cannons, Railguns, Etc.).
Benjamin VF1 Battlecruiser: TBA
Metrovasia Battleship: TBA
Reaper X3Y Airship: The Reaper X3Y Airship is the well known, and well-feared Aerostat, within the Jkirk Federations. This massive Dreadnought is Heavily Armored, and Moderately Shielded, along having 4 Hangars, 2 on its left and right side, of which each Hangar is able to carry 2 Genesis Transports, or 30 Fighters/Bombers. Along with it's armor and shields, this Airship is armed to the freaking teeth, having Eight Reaper-305 Plasma Cannons, Two Reaper-476 Heavy Railguns, and Sixty TS4L Defensive Plasma Cannons. Although being Armed to the Teeth, and having Heavy Armor and Moderate Shields, it is very slow and not very maneuverable, and it is still vulnerable to EMPs, and weapons capable of Armor/Shield-piercing weapons (However, they have to be upon Anti Air (AA)/Anti Air Artillery (AAA) weapons, and/or Anti-Airship/Aerostat Weapons).
TA-650 Airship: The TA-650 Airship, is a Largely sized Airship, that focuses on the deployment of friendly troops. Moderately Armored/ Shielded, along with having 30 TS4L Defensive Plasma Cannons to protect itself from hostile Fighters, Bombers, and Interceptors, this Ship has 4 Hangars, 2 for each side, that each can carry 3 Genesis Transports. While being able to hold it's own against smaller Aircraft/Spacecraft, they are vulnerable to other Airships, while also having the Hangars restricting access to any Aircraft/Spacecraft that's not a Transport (Basically, the Hangars can only hold Transports). Despite this, the Airship is very useful for deploying a large quantity of Troops upon the battlefield.
Jkirk-7RV Warmech Experimental Colossus: The Jkirk-7RV Warmech Experimental Colossus is a very effective, and very dangerous Colossal Walker Mech, that will change the tide of a battle when deployed (Dependable on Situation). Heavily Armored, and Lightly Shielded, it is armed with various weapons that were specifically designed for the mech itself. Having Two Warmech-35 Anti/Dark Matter Cannons, 45 Warmech-41 Plasmatic Miniguns (30 on Front Torso, 15 on Back), 15 Warmech-23 Light Railguns (10 on Front Torso, 5 on Back), and 16 Warmech-01 EMP Surface to Air Missile (Launchers, 8 on each shoulder), this Mech is useful against almost any unit you can throw at it. However, it is vulnerable against EMPs, Massive-clusters of Units, either weak or strong, and although it can withstand multiple blows, it is also vulnerable against Armor/Shield-piercing Weapons.
RI-CU7 Ultra Terminator: RI-CU7 Ultra Terminators, are modified and enhanced versions, from their older RI-CU7 Terminator brothers. These Robotic Warriors are even more deadly, as they are Super Heavily Armored, and Heavily Shielded, and are also equipped with C-T65 Ultra Plasma Rifles. They have the same HUD from the RI-CU7, and sadly are also very slow. They are vulnerable against EMPs, as well as Hacking, but it is even more difficult to hack the Ultra versions of these RI-CU7's.
Militant Soldier Ultra: Militant Soldier Ultras, are Militoid Troopers that wear more powerful Armored Infantry Suits, than that of Militoids from the Militant Soldier class. The suits are Heavily Armored, and are even lightly shielded, so that way the Militoid is additionally protected from their foes. Armed with a YM6 Ultra Dark-Matter Sub Machine Gun, these Militoids are deadly against any Infantry that stands in their way. However, with the suit being electronically powered to power their HUD, Helmet Cams, Lightweight Systems, Etc., they are vulnerable against EMPs, and are ineffective against any encounter against Vehicles.
J.O.S.S Experimental Space Station: The Jkirkian Orbital Supremacy Station Experimental Space Station, is a massive Military Space Station, that is used mainly to spearhead major invasions, or deliver Orbital Strikes and/or Bombardments. Very Heavily Armored, and Very Heavily Shielded, this Space Station is the ultimate Jkirkian War Machine. Armed with 130 JOSS-05 Plasma Miniguns, 20 JOSS-04 Heavy Plasma Cannons, 60 JOSS-03 Heavy Anti/Dark Matter Autocannons, 40 JOSS-02 Plasma Ray Cannons, 30 JOSS-01 Heavy Railguns, and 1 Xervedia Orbital Plasma Cannon, along with having 10 Hangars, that each are able to hold 4 Genesis Transports. This Space Station is truly a sight to make it be feared, but everything has flaws. The Station is vulnerable against EMPs (However, it does have a Emergency EMP Countermeasures, that will power the station back up, in the event of a EMP strike), and due to it's massive size and mass quantity of weapons, they take a long time to construct, not to mention it is very slow when it moves.
Jkirk-7RV Warmech Experimental Colossus Mark II: The Jkirk-7RV Warmech Experimental Colossus Mark II, is the 2nd variation of the widely-feared Warmech Mark I. Although smaller, and having less weaponry than the Mark I, the Mark II is more maneuverable, and even has the capability to Fly, and Boost in any direction, from the installation of Jetpacks and Boosters on the Mark II, increasing it's maneuverability even more. Armed with a Warmech2-42 Plasma Minigun, which is an Arm Cannon on it's Left Arm, with it's Warmech2-39 Plasma Wristblade on it's Right Arm, making it the first Experimental to equip Melee weaponry. It also has Shoulder-mounted weapons, such as the Warmech2-27 Anti/Dark Matter Cannon on it's right Shoulder, and the Warmech2-02 EMP Missile Launcher, which is on it's Left Arm. This Mech is possibly even more powerful than the Mark I, but it still has flaws. Like for example, it can be disabled (partially or entirely depends on the EMP range) by Electromagnetic Pulses. Despite this however, it is one Colossal Mech, that you do NOT want to come across with.
Exterminator T46 Experimental Artillery: The Exterminator T46 Experimental Artillery, is a massive Robotic Tracked Artillery Unit, that will provide devastating power to friendly units, with a massive barrage of Artillery. Heavily Armored and Moderately Shielded, this Mobile Artillery is armed with six Exterminator-01 Plasma Cannons, three Exterminator-02 Napalm Missile Launchers, and two Exterminator-03 Anti/Dark Matter Cannons that could also switch to a Devastation-VF6G Ballistic Missile, at the cost of being disabled upon launch. While having massive indirect weapon power, direct assaults will make the Artillery vulnerable to destruction if not guarded, and is prone to Hacking (however it is extremely difficult to succeed).
Asvlimen Experimental Supercarrier: TBA
Termnatus-R47 Experimental Super Colossus: TBA
GT-61V Infantry Drop Pod: The GT-61V Infantry Drop Pod is the standard, and only Drop Pod, that are in use by Infantry. The Drop Pod lacks and Weapons, and is only Moderately Armored with Light Shields, but when deployed, can reach immense speeds during it's travel time, and would then suddenly activate it's downward engines so the Drop Pod may decrease it's speed, so it may stabilize, and to avoid it's passengers receiving injuries upon landing. These Drop Pods are able to carry 4 Infantry at the max, and are deployable from most Aerostats, along with the Tereado Mobile Drop Pod Bay.
GA-84S Vehicle Drop Pod: The GA-84S Vehicle Drop Pod is the standard, and only Drop Pod, that is used by (Non-Experimental/Combination) Land Vehicles, and is only Moderately Armored and Lightly Shielded, but when deployed, can reach immense speeds during it's travel time, and would then suddenly activate it's downward engines so the Drop Pod may decrease it's speed, so it may stabilize, and to avoid the Vehicle's carried in the pod to avoid damages to said vehicle, upon landing. These Drop Pods are only able to deploy 1 Vehicle max, and are deployable from some Aerostats, along with the Tereado Mobile Drop Pod Bay.
GR-27H Weapon/Supply Drop Pod: The GR-27H Weapon/Supply Drop Pod is the only Drop Pod that is able to deliver Infantry Weapons, or a small amount of Supplies, and is only Lightly Armored/Shielded, can reach immense speeds during it's travel time, and would then suddenly activate it's downward engines so the Drop Pod may decrease it's speed, so it may stabilize, and to avoid the Weapon/Supplies that the pod is carrying, to avoid damages to said Weapon/Supplies, upon landing. These Drop Pods are only able to deploy 1 Infantry Weapon, or a small amount of Supplies, and is only deployable by a Tereado Mobile Drop Pod Bay.
RI-TU8 Training Droid: TBA
RS4-HX Training Droid: TBA
S31Y Infantry Factory: The S31Y Infantry Factory is a military production structure seen in almost every Jkirkian Military Foothold. This factory is ideal for building Robotic Infantry, and also Weapons and Armor for all of the Jkirkian Infantry Classes. The factory uses Atom-Construction Technology to build these items from Atoms, as well as any other Production Building. This moderately Armored/Shielded factory is only able to build/deploy 4 Robotic Infantry Units at a time, or 16 Armor Pieces/8 Weapons. While not armed with any weapons, it is incredibly useful upon the Battlefront.
T41C Land Vehicle Factory: The T41C Land Vehicle Factory is a military production structure seen in some Jkirkian Military Footholds. This factory is ideal for building all kinds of Land Vehicles, and their armaments/ammunition. They use Atom Construction Technology to build these from Atoms, as well as any other production vehicle. This moderately armored/shielded Factory is able to build/deploy only one Vehicle and it's armaments, or 30 ammunition for the vehicle. While not armed with any weapons, they are a very useful asset upon the Battlefront.
GTS5 Aircraft Factory: The GTS5 Aircraft Factory is a military production structure, seen almost as commonly as the T41C Land Vehicle Factory. This factory is ideal for building all kinds of Aircraft, and their armaments/ammunition. They use Atom-Construction Technology to build these from Atoms, as well as any production structure. This moderately armored/shielded Factory is able to build/deploy one Aircraft and it's armaments, or 40 of it's ammunition. While they lack any weapons, they are useful for bringing Air Superiority to the Battlefield.
ML8-74 Spacecraft Factory: The ML8-74 Spacecraft Factory is a military production structure, seen uncommonly in any Jkirkian Military Installation. This factory is ideal for building all kinds of Spacecraft, along with their armaments and ammunition. They use Atom-Construction Technology to build these from Atoms, as well as any other production structure. These Moderately Armored/Shielded Factory is able to build/deploy one Spacecraft and its' armaments, or 40 of its' ammunition. While they lack any weapons, they are very useful for delivering quick reinforcements in any Orbital/Space Engagements.
VA30 Vessel Factory: The VA30 Vessel Factory is a military production structure, seen uncommonly in any Jkirkian Military Installation. This factory is ideal for building all kinds of Vessels, along with their armaments and ammunition. They use Atom-Construction Technology to build these Vessels from Atoms, as well as any other production structure. These Moderately Armored/Shielded Factories are able to build/deploy one Vessel and its' armaments, or 40 of its' ammunition. While they lack any weapons, they are very useful for constructing Naval Vessels to bring fear in the waters. They are only able to be built on Water.
LUXA7 Airship/Aerostat Factory: The LUXA7 Airship/Aerostat Factory is a massive military production structure, seen rarely in Jkirkian Military Installations. This factory is ideal for building all kinds of Airships and Aerostats, along with their armaments and ammunition. They use Atom-Construction Technology to build these Ships in the Skies from Atoms, as well as any other production structure. These Heavily Armored/Moderately Shielded Factories are able to build/deploy one Airship/Aerostat and its' armaments, or 80 of its' ammunition. While they lack any weapons, they are very useful for constructing Airships/Aerostats to bring fear in the skies and Space. They are only able to be built in areas that are large enough to hold such a factory (Which is why there are few of them).
QT401 Experimental/Combination Factory: The QT401 Experimental/Combination Factory is a massive military production structure, seen very rarely in Jkirkian Military Installations. This factory is ideal for building Extremely powerful Units, that fit in all of the Unit classes, along with their armaments and ammunition. They use Atom-Construction Technology to build these Units, or their equipment, from Atoms, as well as any other production structure. These Heavily Armored/ Shielded Factories are able to build/deploy 16 Infantry, or 1 Vehicle/Aerostat and its' armaments/equipment, or 80 of its' ammunition. While they lack any weapons, they are very useful for constructing Powerful "Experimentals" to bring fear to the Battlefront. They are only able to be built in areas that are large enough to hold such a factory (Which is why there are few of them).
B980 Defensive Turret: The B980 Defensive Turret is a stationary, two story-like tower, that mainly focuses upon hostiles on the ground (Infantry and Land Vehicles). Armed with two B439 Plasma Miniguns, and one B205 Anti/Dark-Matter Cannon. This turret is devastating defense against Infantry and Land Vehicles. However, they are unable to target Aircraft, and they are only Moderately Armored/Lightly Shielded, so it can be taken down easily. They are seen in almost every Jkirkian Outpost/Fort.
B980-2 Defensive AAA Turret: The B980-2 Defensive AAA Turret is a stationary, two story-like tower, that mainly focuses upon hostiles in the Skies (Aircraft, Airship/Aerostat). Armed with 2 B792 EMP Launchers, and 1 B173 Anti/Dark-Matter AAA Cannon, this turret is a devastating defense against Aircraft, and Airship/Aerostat. However, they are unable to target hostiles on the ground, and are Moderately Armored/Lightly Shielded, so it might be taken down easily. They are seen in almost every Jkirkian Outpost/Fort.
Mako75 Shield Generator: The Mako75 Shield Generator, is a 2-story-like Structure, that generates a Shield, that will protect a large area. The shield itself, can block/reflect any Weapon that comes across it, except ones with Shield-Piercing capabilities, and surrounds a Area that's as long as 575 Feet tall and wide. The structure itself, is lightly armored, and when Destroyed, the Shield can no longer replenish. While not armed with Weapons, it is seen within most Jkirkian Forts/Outposts.
Galix4 Stationary Weapons Platform: The Galix4 Stationary Weapons Platform, is a Weapons Platform that is stationary, and is mainly defensive. Moderately Armored and Shielded, the Weapons Platform is able to defend against Infantry, Land Vehicles, and Aircraft, since it is armed with 2 FR65 Plasma Autocannons, 2 JTR31 Missile Launchers, and 2 BMK6 Plasma Miniguns. While it is able to defend it's position very well, Swarming Units will usually take it to it's downfall (Unless their all infantry, then good luck with that).
M.P.A.N.S Stationary Anti-Nuke Facility: The Mobian Planetary Anti Nuclear Station Anti-Nuke Facility, is an advanced collection of structures designed specifically to Counter any deployed Nuclear Weapons. The facility consists of 1 Command Center, a Experimental Portal Structure, 10 Missile Silos (Anti-Nuclear), and an Advanced Detector Array. The Command Center serves as the Center of the Facility, housing personnel and such, while also having a Communications Array, and Control Room. The Experimental Portal Structure is able to conjure 2 One-Way Portals, at any place within single planet's Atmosphere/Orbit. The portals are used only for the sole purpose of sending a Missile/Bomb with Nuclear Warheads on it into Orbit, and then that's were to Silos come in. The 10 Missile Silos each house 1 Nuclear Interception Missile (NIM), and said Silos have the range of the entire planet the facility is stationed on. The Missiles are launched when it is confirmed that the Portal has successfully intercepted to Nuke, and once given the order, the Missile will launch into Orbit to where the Nuke is, and the Missile will either Disable the Nuke (Less Likely), or Detonate the Nuke in Orbit (More Likely). The Advanced Detection Array is used for the sole purpose of detecting launched Nuclear Weapons within anywhere on the Planet, so that Jkirk may attempt to stop the Nuke's Detonation on the Surface. Of course, this Facility isn't entirely Flawless or 100% successful in Intercepting Nukes. Despite this though, this is one of the most Advanced Anti-Nuclear Systems ever witnessed, and is probably a Planet's best hope to halting Nuclear Strikes on a Planet's Surface. There is only one deployed for each planet that Jkirk has a moderate presence on.
Vakom-47 Watchtower: The Vakom-47 Watchtower is a defensive lookout structure that can be manned by three Infantry Units at a time, of which said infantry posted on the Watchtower can monitor an area within their line of sight. Of course the Watchtower is also armed with defensive weaponry that may support the Infantry stationed on it, with it's three HT97Y Plasma Machine Guns that are manned automatically. While effective, they are only Lightly Armored and not shielded, and can barely tank a explosive shot before getting destroyed. Despite that, they are seen within most Jkirkian military installations.
Mako82 Shield Defense Network: TBA
Ambushe-86 Defensive Turret Trap: TBA
Greene-R41 Missile Launcher: The Greene-R41 Missile Launcher, is a Missile Platform, that is capable of attack hostile bases from afar. Being mounted with 3 SFY65 Missile Launchers, these Platforms are able to make quick work of hostile structures, or possibly hostile units, if they are slow enough. However, the Platform itself is Lightly Armored/Shielded, so if hostile units were to engage it, it is easily vulnerable to destruction, if not protected. They are seen uncommonly in Jkirkian Forts/Outposts.
Tromasee Stationary Long-Range Artillery: TBA
FU317 Infantry Armory/Barracks: The FU317 Infantry Armory/Barracks is a military structure that houses organic personnel. The barracks is able to house about 50 troops in it's Troop Quarters at a time without getting overcrowded. The structure also comes with an Armory for Organic personnel to gather their weapons when ordered to mobilize/defend. Within the armory, there is a weapon customization station, where authorized personnel (such as Squad Commanders and the like) are able to customize their weapon(s) however they like. These structures are heavily armored, but not shielded, and are seen in almost every Jkirkian military installation.
Merasio Planetary Communications Array: The Merasio Planetary Communications Array is a Structure that allows the communication of all Jkirkian Forces within a single planet and it's orbit. Anything outside that will have to rely on a separate comm link. Each Planetary Comm Array comes with it's own secured communication channels, so anyone trying to find the same channel on a different planet, it would be impossible, thus increasing its' security rate. However, that does not mean that it's impossible find these channels, as even secured channels can be breached. Destroying a Comm Array would cripple Jkirk's communication capabilities, even if there are more than one Array on a planet. A recommended amount of 3 - 5 Communications Arrays are advised on each planet that Jkirk has operations on, and most are seen within Forts, and rarely seen in Outposts.
Yakamaso Firing Range: TBA
Valercondra Interstellar Communications Array: TBA
Headhunter-01 Command Center: TBA
Civilian Units and Structures (Law Enforcement) Edit
Note: The S.W.A.T may also work as Military Police, given the nature of the situation, and the fact that they have a freaking Tank in their arsenal, as well as an Attack VTOL. They also serve as an exceptional defense against hostile forces, when necessary.
Jkirkian Law Enforcer: Jkirkian Law Enforcers are the backbone of the Federations' Law Enforcement, enforcing the law whenever needed, and deployed when necessary. Whenever they are needed to resort to combat, they usually work well in numbers, making them a primary 'Overwhelm Unit' within the Law Enforcement. There are no limitations to joining this Law Enforcement Class, as well as any other class in the Law Enforcement. There are only a couple of weapons that units can equip in this class, which are the VG65 7mm Magnum and the VG87 Assault Shotgun, with their Armor/Shield types reaching only as far as Light. Individually they are a weak opponent, and could be quite easy to deal with if armed well enough.
Jkirkian Emergency Criminal Response Unit: TBA
Jkirkian Special Enforcement Officers: TBA
Land Vehicles Edit
Deliek Police Vehicle: The Deliek Police Vehicle is a Lightly Armored Pursuit Vehicle, that is designed to pursue criminal vehicles. Able to carry 5 personnel in total (or otherwise 2 officers and 3 criminals), the Vehicle comes with a Siren (obviously), and an in-built computer that is connected to an advanced Law Enforcement Database. The Vehicle is very fast as well, but because of it being lightly armored, it will instantly be destroyed by Explosives, and can barely be protected by Gunfire.
Deliek-02 Police Truck: The Deliek-02 Police Truck is the Truck variation of that of the Deliek Police Vehicle. The truck is designed to incapacitate criminal vehicles, and also provide some reinforcements with it's 7 passenger, 1 Driver crew capacity, and even serve as a blockade. The truck, like the Deliek, comes with a Siren and an in-built computer that is connected to an advanced Law Enforcement database. Although the Truck is slower than the Deliek, it is moderately armored, though it's armor won't save it from explosives, but are more resistant to Gunfire.
Rusher-NS4 SWAT Vehicle: The Rusher-NS4 SWAT Vehicle is an unarmed SUV that is moderately armored, that is able to transport five S.W.A.T personnel to a crime scene(s). Similar to the Deliek Police Vehicles, the Rusher-NS4s have Sirens and in-built computers connected to a Database. While having little combat capabilities (I.E you can only run something over), they are good for establishing roadblocks, and occasionally provide some cover for SWAT personnel in firefights. While able to resist Firearms, any explosives will easily take this vehicle down.
Enforcer-57 SWAT Transport: The Enforcer-57 SWAT Transport is an APC that is able to carry 8 personnel (not counting Driver and Gunner) in it's hold to deploy multiple S.W.A.T personnel to a crime scene in need of serious support. Unlike most of the Law Enforcement vehicles, the Enforcer-57 is armed with two VG53 Light Machine Guns to provide covering fire and support to LE personnel. While the transport is heavily armored, it can only withstand a maximum of a single explosion before getting destroyed, and while extremely effective against Criminal Infantry, they have minimal effectiveness on Vehicles.
Breacher-H57 SWAT Tank: The Breacher-H57 SWAT Tank is a Medium Tank used by the Jkirkian Law Enforcement as a last resort before the Federations' Military has to be called in to deal with a very serious threat. Armed with two VG102 7.62mm Machine Guns and one VG85 50mm Cannon, this medium tank is very useful against Infantry and Land Vehicles used by suspects within a crime scene. However the SWAT Tank cannot target anything within the sky.
TSR-62 VTOL: The TSR-62 VTOL is an unarmed, manned/robotic. Police Vertical Take Off and Landing aircraft, that is used specifically to keep watch on escaping criminals, and to transport 4 passengers to a set location, whether the passengers be evacuating civilians, apprehended criminals, or police personnel en route to crime scene(s). The VTOL is highly maneuverable and fast, but lacks in Armor and could easily be taken out by a single explosive.
Overwatch-R31 SWAT VTOL: The Overwatch-R31 SWAT VTOL is a moderately armored Law Enforcement Aircraft designed to respond to serious situations such as dealing with suspects that have acquired equipment too powerful for standard Law Enforcement to handle, or even deal with potential Uprisings. These VTOLs are armed with two VG09 Miniguns, and two VG23 Rocket Pods, allowing them to be effective against Infantry and Vehicles (both ground and air). They can even be somewhat effective to Military personnel, though they are easily prone from attacks by Anti-Air units.
ELES04 Police Station: The Emergency Law Enforcement Station 04 (ELES04) Police Station is a type of Police Station used by the Law Enforcement as a base of operations. These stations allow law enforcers to work full-time, and if needed be, allow them to stay the night should they have to work long hours. The station provides a Barracks for workers to sleep in, an Armory for any equipment needed once an incident occurs, a Kitchen for workers to provide beverages and food during work hours, a Helipad for Aircraft (specifically VTOLs) to land and takeoff, and a Atom-Construction Facility where Robotic Enforcers are built, as well as equipment needed for the workers. The station provides minimal protection with it's moderate Armor and no shields, but having an ELES04 Police Station in an area decreases the rate of crime significantly in said area. In the event of an Attack on the Station, the building will have all non-combat personnel in the building and the surrounding area to evacuate, until the threat is dealt with, or the building is destroyed.
Secure-R56 Communications Array: The Secure-R56 Communications Array is a structure that allows communication of all Jkirkian Law Enforcement within a single civilian installation, and it's surrounding outskirts (If it has any). Anything outside of this Array will have to rely on a separate Comm link. Each Comm Array comes with it's own secured communication channels, so anyone trying to find the same channel in a different city would find that it would be almost impossible, thus increasing its' security rate. However, that does not mean that it's impossible find these channels, as even secured channels can be breached. Destroying these Comm links will cripple the Law Enforcement's capabilities to communicate with each other, and to prevent such Chaos, 3 - 8 Arrays are recommended to be included in each installation.
Guardian-VG5 Listening Post: TBA
Known Relations with other Factions in Canon Edit
The Allied Countries of the Confederation (A.C.C) Edit
Allies, Maintaining Peaceful Relations on Fermodix.
Although they previously were at war during the Fermodix Conflict, they are now allies within the Planet, and both of the factions have even traded Weaponry and Resources.
The Keter Var Empire: Edit
Enemies, Currently at War.
Empyrdom of Anticytheris Edit
Allies, Maintaining Peaceful Relations
A faction that was first encountered, as well that helped defend, during an attack on Genesis City, they are highly advanced as well. No conflict has even developed between these two factions, and they usually combine Technologies in order to make new Combination Units.
New Vexatar Nation Edit
Neutral, Increasing Tensions, Rivaled Faction.
The rebel faction responsible for the Colony Civil War: Vexatar, they were attempting to become a independent nation through means of War. Although a Peace Treaty has been signed, The Jkirkian Military is keeping a close eye upon them, due to their suspicious activity.
Trinity Organization Edit
This particular faction has been involved in the Jkirk - Order Coup of Ita Ciyet, by extracting two Civilians from the province. However, they have not been involved in any other event with Jkirk.
Myriad of Regeleim Edit
Hostile, Currently at War.
The Mobian Junta Edit
This numerous faction claiming to have bases all around the planet Mobius is very particular to say the least. They have also helped contribute (although only minorly) to the Inquisitor - Jkirk War.
The Inquisitor Clan Edit
Collapsed, Defeated in Inquisitor - Jkirk War
The Eggman Empire Edit
Neutral, Tensions Increasing.
A Militarist Faction that is led by the well-known Dr. Ivo Robotnik (Known to some as Dr. Eggman), his faction seems to have a massive supply of.. well Supplies. This is because their Military have time and time again been Defeated and Rebuilt over the course of several years. However, this does not make them an easy opponent, as their Military is showing that it is getting stronger over the years since it's Foundation.
United Federation Edit
A democratic Nation that has been under the rule of a President, the United Federations is the very faction the Jkirk Federations had separated from, during the Jkirkian Revolutionary War when the Federations repelled from.. well, the Federation. So far no tensions are increasing and it is thought a treaty will be made with them.
Guardian Unit of Nations (G.U.N) Edit
The United Federation's military counterpart, they are a numerous and advanced army that consists of Human and Robotic units, making them a serious opponent should Jkirk and the U.F go to war once more.
Known Events/Appearances Edit
The event known as Foundation is the day the Jkirk Federations was founded within the continent of Downunda, by Adex Zarvok Burns, along with his son: Joshua Sentrium Burns, and a couple of hundred Followers that were gathered overtime through Propaganda and Recruitment. The foundation had caused the Jkirkian Capital: Genesis City, to be founded as well (The city itself took years to be completed, however). This is typically the first event within the Jkirkian History to ever have occurred.
Jkirkian Revolution War Edit
The Jkirkian Revolution War, is a period of conflict between various factions within the continent of Downunda, including the Jkirk Federations, the Guardian Unit of Nations, and other minor factions. Major causalities were inflicted and received on all sides, but eventually the Jkirk Federations came out on top, following a victory at a major military stronghold, which resulted in a peace treaty between the participating factions.
Colony Civil War: Vexatar Edit
The Fermodix Conflict Edit
The Regeliem Conflict Edit
Inquisitor - Jkirk War Edit
Known Polices and Laws Edit
Freedom of Speech, Press, and Religion Edit
The Faction Leader: Adex Zarvok Burns, believes that every citizen within the Jkirk Federations, should have the right to freely speak out, and take part in any type of religion, bizarre or not. This led to Jkirk having a permanent law that allows freedom of Speech, Press, and Religion.
Limited Rights to Firearms/Weapons Edit
Although Adex believes that citizens have a right to protect themselves, he also believes that if a (hostile) protest/riot occurs, the results could be dangerous. As such, he issued a permanent law that allows certain weapons to be allowed to be used by Citizens, such a Caliber Pistols and Millimeter Shotguns, along with Daggers and Tasers for a Melee defense. Visiting foreigners must acquire a permit (that costs 150 - 300 Jkirk Credits) to use their personal weaponry.
Policies regarding Crime Edit
Any crime offenders caught committing said crime are usually left off easier than some nations, depending on the crime committed. Crimes such as (but not limited to) Littering, Loitering/Trespassing, Robbery/Theft, Break-in, Assault/Battery, Fraud, and Sexual Assault are punishable by Community Service (varies between 10 hours minimal and 300 hours maximum) and Time in Prison (varies between 5 months minimal and 20 years maximum), whether the suspect(s) is affiliated with a Gang or not (however said suspect is susceptible to interrogation if they are thought to be in a gang). Crimes such as First Degree Murder, Attempted Murder, Arson, Desertion of Military, Destruction of Federal/Public/Private Property, Hacking of Equipment, and Acts of Terrorism will be punishable by Time of Prison (varies between 50 years minimal to a maximum of a life sentence), or on the rare occasions; Death (depends on the severity of the crime), whether or not the individual(s) are affiliated with a Gang or not. Law Enforcement are ordered to apprehend the Suspect(s) whenever possible, but once harm to civilians/Law Enforcement occurs, Law Enforcement are ordered to shoot to incapacitate on sight, and once a minimal of 25 citizens are killed, Law Enforcement are ordered to shoot to kill on sight on the suspects.
Foreign Policies Edit
The Jkirk Federations usually treats every non-ally/hostile faction as Neutral, regardless of said faction's foreign policies/Federal Laws, and the actions committed towards their citizens or other neighboring factions. If a Faction were to attack a Jkirkian Installation with Military Forces, whether they succeed in taking the installation or not results in an automatic declaration of war. Factions wishing to ally the Federations must have their Leader(s) meet with the Faction Leader to discuss the terms of the alliance, as well as personally confirm the alliance's establishment; whether or not the meeting takes place in Jkirkian or Foreign territory doesn't matter, as long as both leaders meet and establish the alliance. If an ally is under the threat of war from a hostile faction, the Federations is to support said Ally with supplies and equipment, or otherwise full involvement/intervention of the war between the Ally and Hostile factions. Foreign citizens are able to visit Jkirkian territories, provided the territory isn't government property, and that the individual has acquired a passport. Foreign Citizens visiting in Jkirkian Territories must also follow any and all laws within the territories.
Membership allowed to Everyone Edit
Adex believes that everyone has a right to become a Jkirkian Citizen, no matter on what race, species, or ethic group they are apart of. As such, he accepts every newcomer's wishes to become a citizen, and they are automatically granted said citizenship upon permanent settlement. If the newcomer is a foreign citizen that wishes to be a Jkirkian Citizen, they must live in the Federations for a full year until full citizenship is granted.
History (2006 - 2017) Edit
- The event known as Foundation takes place.
- The Jkirk Federations is founded under the leadership of Adex Zarvok Burns.
- The Jkirkian Revolutionary War takes place. The United Federation sends in the Guardian Unit of Nations to Downunda to take out the Jkirk Federations.
- Other factions get involved in the conflict, choosing sides between Rebel Jkirk, or Peacekeeping G.U.N.
More to be Added..
- Development fact: In 2013, the Jkirk Federations originally started out as the Jkirk Empire, but after 3 years and a Restart in User: Joshua the Hedgehog's continuity, the infamous Empire became the famous Federations.
- Recently on May, 2017, an original adaption of Jkirk was made for User: Joshua the Hedgehog's series; Glorious Imperiums. The adaption version is very similar to Jkirk, but with a slight name change as it is referred to as 'The Federations' in the series.