The Jkirk Federations is a Highly Advanced Faction, that takes aspects between a Monarch, Republic, and Dictatorship. The faction is categorized as a Third Galactic Power. This intergalactic Powerhouse is still led it's 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.
Governing Body Edit
Having aspects of a Republic, Monarch, and Dictatorship, the Jkirk Federations can only ruled by one party/individual (Like a Dictatorship). The individual chosen by their Party can either be voted into Leadership of a Governor/Faction Leader (Like a Republic), or can be brought down the line of heritage from the past Faction Leaders (Like a Monarch). In some cases, certain individuals can even be handpicked by the Faction Leader themselves to take there place (However it's highly rare for this to occur).
Lead Founder: 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
Faction Leader: 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
Planetary Governor: Planetary Governors are 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 portion of the Military, along with being able to make Laws that will only affect the planet, but the Faction Leader has the final say in their actions of Law-creation and Military action.
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 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 15 Infantry Classes in total, within the Jkirk Federations Military. More may or may not be added in the future.
Mobian Baxter Trooper: The Mobian Baxter Trooper is the main Organic Trooper within the Jkirk Federations. There are multiple Mobian species within the Infantry Class. The Species in this class are as follows: Hedgehogs, Foxes, Wolves, Echindas, Alligators, Cats, Bats, Turtles, Lions, Tigers, and Rhinos. The Hedgehogs, Cats, and Bats are Moderately Armored, and are armed with a C-T59 Plasma Rifle, and are deployed on the Front Lines. The Foxes/Wolves, Turtles, and Lions/Tigers are Lightly Armored, and are armed with a X9-ML4 Anti-Matter Rifle, and are deployed carefully in hidden places to Snipe enemies on the Battlefield. The Echindas, Alligators, and Rhinos are Heavily Armored, and are armed with a Sermabin EMP Launcher.
RI-CU7 Terminator: The Robotic Infantry Combat Unit 7 (RI-CU7) Terminator is a Robotic Infantry Class, designed to battle against hostile Infantry. They are armed with a DX1-J9 Plasma Rifle, and are deployed on the Front Lines. They are also a HUD (Heads Up Display) programmed within them, showing a Shield Meter and a Battery/Ammo Meter. Due to their Robotic Capabilities, they are affected by EMPs (Electronic Magnetic Pulses), and are also able to be hacked into, It is, however, difficult.
Militant Soldier: The Militant Soldier is the 2nd main Organic Trooper within the Jkirk Federations. Only one species is included into this class, and those are Militoids, which come from Fadenhawk. These troopers have Moderately armored Infantry Suits that give them a defensive boost in combat, while also giving them HUD access to their helmets, along with Helmet Cams and Flashlights. Two weapons are used by these soldiers: a YN4 Dark-Matter Sub Machine Gun, and a Bemavo Grenade Launcher, they can either carry both or one of these weapons. While effective against Infantry, these Soldiers are not shielded, and they are vulnerable against Armor-piercing weapons, EMPs (due to their suits having Electronics), and most types of Vehicles.
RI-MF4 Terminator: The Robotic Infantry Missile Firing 4 (RI-MF4) Terminator is a Robotic Infantry Class, very similar to that of the RI-CU7, except designed to take on Vehicles, and sometimes Infantry. These Heavily Armored/Moderately Shielded Robots are equipped with BZA-97 Napalm Missile Launchers, and are usually found on the Front Lines. These Robots have the same HUD programs within them, with the addition of Accurate Trajectory Analyzer, of which this helps the Robot shoot their Missiles more accurately by determining the correct trajectory of which to hit the opponent. Being a Robot though, makes them weak to EMPs, and are able to be hacked into, although it's very difficult.
RI-SU5 Combat Medic: The Robotic Infantry Support Unit 5 (RI-SU5) Combat Medic is a Robotic Medic, that is able to defend itself, while also able to heal others in the heat of battle. Only being Moderately Armored/Lightly Shielded, along being armed with a Astred Anti-Matter Pistol, and equipped with a device that allows to heal Organic Troops, at a fast rate. However, they can barely hold their own against Infantry units, and require some sort of protection.
Baxter Mobian/Militant Saboteur: The Baxter Mobian.Militant Saboteur, is a Infiltrator Unit that is specialized in Sabotaging Hostile Structures and Unoperated Vehicles. These Mobians and Militoids that are specialized in the arts of Stealth, are Lightly Armored and not Shielded, but their armor is able to turn 'Invisible', when the user activates the stealth function on their armor. They have 3 STR-65 Placeable EMPs for a sneakier approach, but also with 3 STR-78 Remote Explosives when they perfer a more.. explosive alternative. And when they do get caught by Detector Units, they equip a Verstred Dark-Matter Pistol to defend themselves, although even with a Weapon, they are better off being hidden, as they are very vulnerable to even Infantry when spotted.
Mobian Baxter/Militant CQC Specialist: The Mobian Baxter/Militant CQC Specialist is a variation of the Mobian Baxter Trooper, and the Militant Soldier, that are trained in Close Quarters Combat (CQC). Having the same species within the Mobian Baxter Trooper and Militant Soldier Infantry Classes, they are all equipped with C-T34 Plasma Shotguns, and M7-Y1 Plasma Swords, of which both weapons are very effective in CQC. However, they are unable to effectively encounter Vehicles, all members in the Infantry Class are Lightly Armored, and are only effective on Infantry.
Militant Recon: The Militant Recon, are Militoid Troopers that are trained for Stealth and Reconnaissance Missions. Only being Lightly Armored, they have Advanced Stealth Suits, that allow the individual to become visibly invisible, however any noise they make can still be heard. They are armed with HT540 Anti/Dark Matter Rifles, in case they are faced with direct confrontation with hostile forces. While effective, there is a moderate chance that they can survive a direct assault from Hostile Forces, due to their Light Armor.
Militant Sniper: The Militant Sniper is a different variation of that of the Militant Soldier. Militoids who wish to pick off targets at far distances, while also having a passion for Sniping, may apply for the role of Sniper. These Snipers are Lightly Armored Camo-Suits for High Mobility, while also being armed with a Wextre Dark-Matter Sniper Rifle to pick off Infantry Units. These Units are highly effective against most kinds of Units when in Undetected Ranged Combat. When detected however, they only have their Rifles to defend themselves as they are being fired at from hostile units, while also being highly ineffective in CQC (Obviously..)
Mobian/Militant/RI-SO9 Commando: The Mobian/Militant/RI-SO9 (Robotic Infantry - Specialized Operative) Commando, are Moderately Armored/Shielded specialists that are equipped with Heavy Weaponry, in order to make a dent in an enemies forces. Armed with RVG-78 Miniguns to use against Infantry (and sometimes Aircraft if the situation calls for it), and 3 STR-78 Remote Explosives if they want to destroy structures. Because of their heavy weaponry, they are quite slow, and are vulnerable to attacks from Land Vehicles and Snipers.
Militant Shielder: The Militant Shielder is a Infantry Unit that serves as a Mobile Armed Barricade, that helds shields other Infantry Units. These Shielder Units are equipped with Handheld Heavy Shields that are able to block incoming projectiles. Said shields are also able to block Small Explosives, but would cause the Militoid to stumble, and will be vulnerable to attack. These Units are only majorly effective against Ranged Attacks, and only minorly Melee Attacks. These units also equip C-T59 Plasma Rifles if they wish to engage targets, however they're accuracy will be decreased as they are holding the rifle with one Hand, and they are quite slow. This Infantry Class is also inspired by that of the Empyrdom's Quadra Ramparts.
Mobian Baxter/Militant Combat Engineer: The Mobian Baxter/Militant Combat Engineers, are Mobian and Militoid Troops that are specialized in constructing Barricades, Sentries, and Healing Stations, in order to support allied Ground Troops. In order to construct their equipment, they carry a DC-24 Mobile Atom Constructor, which constructs DC-ST Automated Sentries, DC-HS Healing Stations, and DC-DB Barricades at a very fast rate (However only 1 of each structure can be build). In order to protect themselves, they also equip YT5 Plasma Light Machine Guns to guard their structures, and to support friendly Infantry. These Troopers however are Lightly Armored, so it's recommended that they stay behind cover
Baxter Mobian/Militant Naval Trooper: The Baxter Mobian/Militant Naval Troopers, are Militoids and certain aquatic species of Mobians (Such as Turtles and Alligators), that are deployed with aquatic environments, in order to take on Aquatic Opponents. Personnel within this class are Moderately Armored/Lightly Shielded, and are armed with C-T17 Plasma Rifles to take on Aquatic Infantry. These units may also use Aquatic Environments to stealthily travel through enemy territory, and choose to engage hostiles upon reaching land, or also infiltrate hostile submarines (if possible) and while both are popular strategies, it is not recommended. Some troops in this Class are equipped with Oxygen Generator Tanks, in order to breathe in the aquatic environments, for as long as they are needed to.. however if the Tank is destroyed, then they are able to drown.
Mobian Baxter Pyromaniac: The Mobian Baxter Pyromaniac, are Mobian Troopers that are in Lightly Armored, Fireproof Suits, that are deployed to be rain down fiery destruction upon anything in their way. Armed with GY75 Flamethrowers, they are the ideal Anti-Infantry.. Infantry Unit. However, while extremely effective to Infantry, and some Structures, they are ineffective against most Land Vehicles.
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 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.
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: TBA
DF7-3 Infantry Fighting Vehicle: TBA
HR-V91 Stealth Tank: TBA
T7-N4 VTOL: The T7-N4 VTOL 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.
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: TBA
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: TBA
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: TBA
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: TBA
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: TBA
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.
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.
FU317 Infantry Armory/Barracks: TBA
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
Civilian Units and Structures 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.
Infantry (Law Enforcement) Edit
RE-CO5 Officer: The Robotic Enforcer Civilian Officer 5 (RE-CO5) Officer is the main Robotic Law Enforcement Unit, that usually patrols Civilian Installations, and acts in Emergency Responses. Programmed with an advanced Criminal Database, the Officer is very effective in finding Criminal Activity in a Civilian Area. These Moderately Armored/Shielded Robots are armed with a VG65 7mm Magnum, for minor Gunfights, and a VG87 Assault Shotgun, if a Gunfight gets too serious. However, while effective, they are able to be hacked into (although highly difficult), and the Unit is vulnerable against EMPs, and is somewhat ineffective against Military personnel.
Mobian/Militant S.W.A.T: TBA
Land Vehicles (Law Enforcement) 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: TBA
Rusher-NS4 SWAT Vehicle: TBA
Enforcer-57 SWAT Transport: TBA
Breacher-H57 SWAT Tank: TBA
Aircraft (Law Enforcement) Edit
TSR-62 VTOL: TBA
Overwatch-R31 SWAT VTOL: 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
The New Order Edit
Neutral, Ceased Activity with Jkirk (May be subject to change).
Although in the recent year, they had operated a coup within Ita Ciyet, the Order's foreign/racial policies and Military Infrastructure possess a threat to not only Jkirk, but other factions as well. While there are no ongoing tensions with the Order, the Faction Leader was developing a War Plan in case conflict ever develops. However, It is now known that any conflict or event with this Faction will never occur again, due to their announcement of never wanting to do anything with Jkirk ever again.
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/Guardian Unit of Nations 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. It's Military Counterpart: the Guardian Unit of Nations (Otherwise known as G.U.N), is very numerous, and very advanced, consisting of various Robotic and Human Infantry and Vehicles in it's arsenal, making them a serious opponent, should War break out between the two nations again.
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
Jkirk - Order Coup of Ita Ciyet 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.
Tolerance upon Crimes and Gangs Edit
Foreign Policies Edit
Membership allowed to Everyone Edit
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.