![[Ooops]](../racelinks/thmbnail2.jpg)
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Solar Federation Humanoid/Human - Utopian Socialist Republic Based seemingly on a certain popular series? Meant as a standard race. A few ship gimmicks, not especially good at anything, not especially bad either. Except ground assault, that's a major weakness, and no money making trick. Some very nice ships though. -- Lord Owl Cheap ships, good at boarding (with any ship) and highly resistant against boarding. No hyperdrive ships. Nice Tech 1 fighter against ships and other fighters. Have the Loki, the best anti fighter ship in the universe. -- Lordfire Difficulty level Impossible The first and basic race. New players shouldnt play these with experienced aggressors in the game. Have low income, enough to operate. Feds have no money making gimmic, and therefore are unable to hold their own against most races unless they have allies. With allies they can in general stay in the game but have little chance of coming out on top. OK ships, weak ground assualt, no fighter possibilities, don't gain natives well, grow quickly but not remarkable. -- Ron Difficulty level Easy. Feds have a wide variety of little powers and bonuses, and a wide range of ships. Simple to play, and partly immune to some races' powers. Best played as a "swarming" race. -- Paul Honigmann |
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The
Lizards Humanoid/Lizard - Monarchy Arrogant and aggressive. Good heavily armored ships. Best race at ground assault, and can make a fortune from prisoner sells. No great weaknesses at all. -- Lord Owl Extremely effective ship list, extremely uneffective fighters. Have problems with making good use of the big amounts of money they can make by prisoner selling. No hyperdrive ships. Also have the Loki, the best anti-fighter ship in the universe. Good at mining minerals, but worst natives join rates there are except for Reptiles that join them easily. One of the best races to 'abuse' prisoner exchange with allies. No hyperdrive ships. -- Lordfire Difficulty level Average Lizards are fairly generic. They are not remarkable in economy, or growth, but good miners. They have good ships considering their special toughness. Ground assault is excellent. They make unbelievable amounts of money from prisoners, selling them off. The difficulty is average because they tend to kill so many instead of capturing prisoners, otherwise it would be easy. -- Ron |
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The Birdmen Humanoid/Animal - Republic Noble, with cloaking technologies. Pointy ears, no sense of humour... Invisible. Nice shiplist, but expensive. Good at spying, boarding and ground assault. And again, invisible. -- Lord Owl Difficulty Level Easy The Birds were tailored to counter the borg since it was obvious that the basic race, feds, were no match for them. Birds bases are hard to spot. They have powerful ships, and have an easy time capturing enemy ships. Several spy abilities make them very potent. Moreover they have a money making gimic from labor camps, and have better than subsistence cash possible from resorts. Sneaky ships with cloaks and super weapons can make short work of opponents. Great troops and ground assault units, excellent for mining. They have issues with food production to slow them down, but in general that weakness in a joke given their potential and good growth rate. Attacking is easy. You can weaken your enemies without pressure of capturing prisoners. -- Ron |
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The Stormers Humanoid/ - with ridges on foreheads?...- Chivalrous Aggressive warriors - honour in death! Stealthy in striking! "K'plah!! " Aggressive militants. Nice cloakers, excellent boarders, martyr bombers, good at ground assault, two different ways of making lots of money. Easy to win with against many races (not all though). Lots of different possible tactics, interesting to play. Ships are good in dishing out, but fall easily apart themselves. Have everything they need except a high armor ship and grav mines. Beware against hyperjumpers. -- Lord Owl Difficulty level Average Bird men light. They dont have all the cloaks but the ships are good. Bases dont have base shields. The stormers make good money and minerals with labor camps and they have to. Their economy is weak, and food production is also an issue, but otherwise growth is just OK. Can make money quick with contra from amorphs. Superweapon options and excellent troops and fighters make them excellent in space and ground combats. Watch it with the fighters, theyre cool but expensive. You have to attack to win. -- Ron Great fun. Bird Men Extreme: extreme advantages, extreme weaknesses. Racial bonuses with weaponry, boarding, combat, fast low mineral cost ships etc but huge weaknesses to compensate, for the ships are fragile (one minehit and it's all over, and no staying power if enemy ships get within range). Good at swarming tactics, and capturing slaves for the labour camps (=$$$) with ground combat. Stormers (Klingons) suit flamboyant players - you must play them hard and take the war to the enemy, and be prepared for occasional massive losses when enemies predict your moves / tactics successfully. Passive Klingons will find rivals have time to defend their own areas with minefields then move into Klingon space with heavily armoured dreadnoughts, which are tricky for Stormers to counter successfully, so best to attack first. -- Paul Honigmann |
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The
Privateers Humanoid/Green? - Crime Syndicate The criminal ethic predominates... Scum of the universe. Excel in stealing and sneaky backstabbing tactics. Tend to have problems finding allies though, and have a great minefield weakness. -- Lord Owl Good in the first turns until they can build their Meteor Class Blockade Runners. Then a VERYpowerful race until there are too many grav mines. Very hard to play if there are many grav mines in the universe in mid or late game! In poor games their only problem is fuel. Can be played extremely agressively by colonising with 120er speed pods from first turn on. The happiness penalties if there are (too many) priv bases near has ruined quite some empire.. -- Lordfire Difficulty level - Dont Count Privateers arnt a race of dominators. They are an annoyance and an avenue of others to use to win by getting their ships. They are supposed to get money from stealing. They can make money through ship devices. Sneaky race abilities make them interesting. -- Ron |
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The
Cyborg Collective Cyborg - Hive Mind "You are irrelevant" - "we are the Cyborg etc"....(sound familiar?) Once the scourge of the universe, and still pretty dangerous. Assimilate others and especially natives, so they fare worse in low native games. Small shiplist, but the means to easily get new shiphulls and to massproduce them. Teleporters! Tend to have a hell of a (moveable) central base. -- Lord Owl Difficulty level Average Cyborg have lots of room to move. They get a good boost of money from assimilation. In general, they get stronger while you get weaker. But only with some races. Be warned, some others dont need lots of population to dominate the map. Chunelling is great, Ground units arnt bad and ships are hard to capture. Cubes have lots of devices, fighters are a waste of money. They make good money with the king, and get free money into galactic bank with palaces, though they cant build govt centers. Not Bad. -- Ron |
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The
Crystals Silicon Based - Union Masters of Time and Space - you are bags of meat... Traps, traps and traps. Their webmines are feared and will be the end of anyone careless. Need some inventiveness to be played right. Main problem is probably money, but fortunately their stuff is cheap. They depend on high stress planets. -- Lord Owl Very powerful race if played right. But hard to play right and very time consuming due to minefield management. Fastest growing race except for perhaps Solorians. If they have enough food to sustain their population growth they become unbeatable. But every planet only gives them a certain amout of food. So they need to expand very quickly to survive or find some other way to get food (Glory Device, alliance with Solorians..).-- Lordfire Difficulty level Easy. Growth is their power. They grow fast, its impressive. They have an excellent economy, and make good operating money. This is because while their taxe rate is only 55, they can do well with cities and they dont pay for supplies, ord or food. Planetary stress is their weakness, such as it is. Their ships have some weakness with ord attacks, but they can lay mines better than anyone and have special defense versus non ord attacks. The crystal X ship is a cheap device packed tool to destroy your opponents ships and worlds. Cheap fighters and a mediocre carrier limit their strikng power, but huge defensive wings are possible. They have an easy time getting amphibian natives, therby getting even more free stuff. -- Ron Loads of money due to obscene population growth. Very boring to play due to excessive micromanagement required for web mines and capturing enemy ships. Have been known to bore enemies into submission because it not only takes ages to run them, but also to fight them. Sweep, sweep, sweep minefields... resupply front line... oh another stranded ship... never any fighting... yawn... I can't go on. ...please put me out of my misery. -- Paul Honigmann |
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The
Evil Empire Humanoid - Tyranny "The Empire will prevail - I have forseen it"... etc? Aggressive militants. VERY impressive shiplist, superior at ground assault, good at almost anything except normal warp movement, and for this they have their Tech 3 fighter. Ships are expensive though, and when not making prisoners early in the game they'll loose. Attack or die. Small population growth. -- Lord Owl Have neither enough money nor metals in the beginning. Should they ever get enough money to build a Slayer they have no mineral problems anymore. One if the very best races when it comes to effectiveness of big amounts of money. Becomes difficult to play once there are many grav mines in the game - but not nearly as difficult as playing privs then :) Can only win a game if they have an ally who gives them money or prisoners or if they are played extremely agressively. In early game and if played right they are the nemesis of races that are weak in ground combat, have no grav defense and no own hyperdrives. Like Feds, but also Stormers and Birds etc.. -- Lordfire Difficulty level Average The EE is a powerful foe. They must be aggressive and are designed to be so. Their ships are good and they are designed to fight just about anyone. The ground assault units are cheap or free. They have good troops and excellent high guard. They make 4x the money from prisoners than the others, so once you get a significant number you're set. Their low growth rate and tax rate are a hindrance, but the high psi rate allows them to gather tons of contra easily and they can even earn more money from this than other races make from standard economy early in the game. The low growth rate is only an issue early in the game, a ship device handles this one. They have reasonable fighters, they're cheap and they have the ships to deliver 10s of thousands. Mobility is a major advantage of this race, even with slow warp speeds of their ships. Moreover, they can deliver unlimited numbers of troops and equipment to attack you in a single pod. Superweapons, free heavy weapons, cool ships, lots of devices, strip mining and cloaks are added bonuses. They've got advantages which are truly overwhelming, compared to shortcomings, once exploited. Put simply, if they attack they'll probably win and if they don't they are finished. -- Ron I am an expert player and have played EE 3 times. They used to be fun and playable, but rule changes to how hyperjumping works have made them very, very difficult to play. The problem is that their ships are very slow in normal space, so if an enemy has grav wells or grav mines your ships end up stranded and can be picked off by competent enemies. Also their fighters are cheap, but not very good. There are ways round this, but I would rate the EE as a race for experts. -- Paul Honigmann |
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The
Robotic Empirium Machine - Villainous Extinguish all humanoid life - "By your command"... etc Really easy to play -no food issues and taxation is simple. In some opinions some expertise and luck is required to win games. Tend to dwell up in their corner of space and build huge populations towards the end game. Not the best in any area of the game but certainly a very capable "all-rounder", the only real weakness is slow ships. Should be evil, but helps to play as a goodie - At least in the first half of the game. -- Jarmo Very powerful in games with low starting colonist numbers, because their growth is not exponential (does no depend on how many colonists you have). That's also why they become weak in games with high starting populations.-- Lordfire Difficulty level Impossible A purely defensive race, and not all that good at that either. They have a growth gimmic, that if managed properly can yield good results. This race is setup dependent. They do better in a high native map. They make thier money with cities and insectoids. They build tier population with insectoids and trititanium. To counter this they have many weakenses. They dont move quickly, troops are weak, big ships are expensive and average, smaller ships are weak or useless. Small deep space frieghter turns out to be the best ship on the list, you'll know why. They cannot sweep mines due to lake of a ship for this,planets are easy to take, unless heavily mined in. Fighters are unbelievably weak, and the ships cant carry many, in huge wighs they can be used for defense. They have a low mining rate, for their needs. The ship device to assist them with this in a still born promise. You wont survive that long. Special planet based Gun Zero is dubious. (I had eight firing on a virgo for five turns before it had to consider leaving). This race needs allies to stay in, sell your colonists to the highst bidder. Its your only chance. -- Ron |
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The Rebels Humanoid - Mystical Monarchy Fight for all that is good - "The Force be with you?" Goody two-shoes liberating all the natives to fight for their cause.Can get natives in a game easily,with help from special powers and Falcons. All ships HYPe ,including alchemy ship! Good race for those diplomatic freaks in the game, disguising coupled with stolen shipplans can cause a lot of "fun".Great and fast fighters & superb High Guard. Hidden bases in certain climates. Hard to defend if bases are spotted. -- Stonetroll Difficulty level Easy The rebs are setup dependent but easy to play in a good native setup.The cantina is your life. It depends on population, the more people you have the more contra(band) you get. Don't over do it with this building early on, you can build 10000 and get hardly any contra from it if you don't have the pop. Gathering natives is quick easy and painless. The native dustoff ships don't even need to scan the planet for the device to work. Bases detect nearby native planets, and are quiet. Create havock for others by putting bases nearby their native planets. Beware that your ships can give away the positions of your bases, unlike the birds which are cloaked. The rush is probably the best ship in the game for the cash. If managed properly, rebs wont pay for engines and large weapons either. So what do you spend yor fortunes on? Fighters of course, they are great. The drawback of your ships is a very slow warp speed, so use those fighters to make up for it. They have a fairly good ship list, ok ground units and growth rate. Minor disadvantages easily overcome. Enjoy. -- Ron |
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The
Colonies of Man Humanoid - Colonial "Some beleive that there may yet be brothers of the Colonies of Man... etc" Space wanderers seeking a new home.Get a load (1 of each) of starting ships but no base. Get many starting troops that can be trained into moneymaking High Guard easily on bases. The scourge of low starting population games. Can breed aboard ships. No minelaying but ships get minefield hit immunity when hanging around the tech 10 ship. Good fighters and above average High Guard. Slow and big ships, and base structures are limited. -- Stonetroll Difficulty level Easy Gambling and pyramid lounge is the win the game device for CoM. Make lots of HG, which are excellent. They were intended to counter the bots, but are quite simply totally overwhelming in power over them. Its a mockery. Virgo is the ship of choice, its expensive, but after a while you'll have so much money you won't care. Your fighters are the best of the basic races, also pricey but again you won't care. The third party race designers have designed better cheaper fighters by discovering the angles in the stats that matter most (solarians, rediculous T2) so watch out for these. Your planets don't have any real defenses, such as base shields. Its the only disadvantage, also a non issue. Use your fighters, they have great range and serve as excellent mines, by the way, they refuel slowly over planets without bases, so send them far and wide. Ships have lots of cool devices you'll figure out. You need lots of bases for RPs and to get additional gambling deck income. As a combat race they are exceptional, and yet, they dont need to conquer to become a huge military juggernaut. Defend yourself and win. -- Ron |
| Toegevoegde
Rassen Deze rassen zijn ontworpen door externe ras schrijvers en zijn al aan VGA Planets zijn toegevoegd. De hoofd links gaan direct naar de VGAP4 home pagina. Als er van de rassen ook "home" paginas bestaan worden die ook vermeld. Denk er om, onderstaande adviezen zijn van de bijdragende schrijvers. Zij zijn het niet altijd met elkaar eens. |
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The
People's Army Humanoid - Capitalist Libertarian Republic The first 3rd party race, somewhat ignored these days because it was introduced before many rule changes which changed it from overpowered to underpowered (ie Device powers scaled back). Very high breeding rate, so lots of cash; but no decent ships to spend it on. Might be a good swarming race with the introduction of Exotic Tech and recent changes to Small Weapons. -- Paul Honigmann |
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The University Alliance Humanoid - Intellectual Republic Slow starters. Small shiplist with nothing too special, but not bad either. Bad at ground assault, and so tend to get victimized. Although if they survive into midgame their tech centers will produce lots of money, which they can put to good use. You'll just have to be cautious in the beginning. -- Lord Owl The Nerds are crippled by one main thing, they are relatively slow. Only play them in small galaxies. -- Paul Honigmann |
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The Scavenger Tribes (Home page link) Humanoid - Early Tribal Good Traders, gets from natives via crawler type1 fighter, Contraband random, meds, armor, repairs, food, sups. Have a very good medium Ship the Inamorata, a full cloaker.Can equip various ships with additional devices (cargo grappler,ram scoop, tachyon scanner, bio scanner, jumpgate builder, gravitonic accelerator), when they visit a ship with that device of another race. Have a superior growth rate and are very quick in the first part of a game. Also hulls are grav and barbitic mine immune in their hands. -- Frank Kohlbrok Low tech specialists. They get double the amount of money in their galactic account as long as their tech levels remain under a certain threshold. After that, their galactic income is halfed -- Kolibri Huge growth rate, lots of small ships - excellent Swarmers, ie they use mobs of small cheap ships in combat and ignore losses. Scavengers win a lot of games. Enough said. -- Paul Honigmann |
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The
Holy Draconian Empire (old Home page link) (new Home page link) Humanoid - Autocracy Note : these are about to be overhauled (Feb 2004?) Slow ships with no gimmicks, and not even especially good in a fight. Not interesting to play. -- Lord Owl The Holy Draconian Empire belongs to the group of young humanoid races in the galaxy. Its people are adept at warfare but also as not as technologically advanced as other races. The latter shows in the lack of hyperjumping and transwarp speed ships. They have acquired the means to long distance travel via jumpgates. Jumpgates, however, are expensive and risky to use. Their fleet exhibits a wide range of ships with barbitic mine laying and sweeping capability and they excel in logistics. Many ships are rather small and some ship designs are not fully thought through. However, no other race has earlier access to the plans of a good battleship. They also boast good intelligence services but training their spies takes time. Playing the Holy Draconian Empire will never make you Kroisus of the galaxy, as other races are much better at making big money fast. The Holy Draconian Empire collects the respect and the taxes of the native races as long as it can ensure absence of war in its territory. Its government centers are the proud symbols of a 'Pax Draconica'. As the empire is usually stretched over large areas it is vulnerable to border raids. Beware of hyperjumping races! -- Phaidros |
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The United Enforcement
Authority Humanoid - Police State Low growth rate and therefore often low on money. Can´t sell contraband but have a base building, transforming it to useful stuff. Have a base building that turns prisoners to troops. Get money from training centers and extra money from cities and natives - but Insectoid natives attack them on sight. Powerful but expensive battleships and good fighters - but can only lay grav mines. Have some Hyperjumpers including the extremly valuable Pax Class Jumpship which has a Jumppoint Generator. -- Ralph Hoenig |
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The Reunited Coalition of
Systems Humanoid - Defense Pact No moneymaking tricks,but "standard" economy can be configured to good efficiency due to the 3 governments. Federationlike.Shiplist is small but good, 3 different governments make it more complex to build ships.Good top ships, but no freighter of any kind. Have only lasermines, but defence against hyperjumping is better than usual as ships detect all hyperjumping at a 400 ly range, and one has a Grav Well Generator (GWG). Not recommended for newbies as there are a lot of things to know and documentation is scarce. -- Stonetroll Micromanagement nightmare. But if you've got the time, can be quite effective. -- Paul Honigmann |
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The Commonwealth of Mivorari
(not yet released?) (Home page link) Being of Light - Council |
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Aczanny Pyramids (Home page link) Humanoid / Avian - Pyramid Government Do not play in low population games - you need at least 5 million starting population. If you can get a foothold in the game, fun to play. Specialised, almost no armour but very hard to hit ships and fighters. -- Paul Honigmann |
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The
Centaurs (Home page link) Humanoid Animal - Tribal The race description sounds somewhat pacifistic, but they can be effectively played as native (amorph) murdering bombing terrorists on a speed high. Fast small ships, lightly armed but highly evasive. Suck at ground combat and even have a hard time to protect themselves with ships against it. -- Lord Owl Only real chance to win is to pop amourphous en mass. If there are enough in the game this race can rule them all. If not: they suck. Hard to create a balanced game with a good Centaur player. -- Lordfire |
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The Solorian Unity Transdimensional Energy Being - Imperial Race of energy beings. Pretty independent with small possibilities for trading with other races. Great population growth, good at ground assault, and a VERY dangerous fighter. Good all-rounders. Have some special rules, but nothing complicated. Small but effective shiplist. -- Lord Owl Fairly independent, expensive ships, If you like big (,big!) explosions, you'll enjoy them. -- Jason Northrup |
"Opstart" Rassen - Volledige en in voorruitgang... of missend? (X) Zijn de rassen ontwerpers hier ook aanwezig? Dit is een gebied waar uw ras - zeer kort - wordt samengevat! Niet meer dan een paraggraaf. Bent u tevreden. Gewild? De informatie over hoe ingewikkeld het is om een ras te spelen zou niet verkeerd zijn, zodat beginnende spelers niet van een koude kermis terug kunnen komen. En een overzicht van het raskarakter, kwaad/goedheid en wat u denkt dat belangrijk is? Slechts de ontwerpers van de rassen mogen hieronder commentaar plaatsen. |
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| Alien - X | |
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Arborian Assembly Plantoid - Ecotopian Oligarchy High complexity, very alternative biological based economy and fleet, ambivalent in the "Force", slow but sneaky for patient players of the slow-builder type with a defensive frame of mind, definitely not a beginner race. -- Martin Lorenz - Creator |
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Balancers of Nirvana Humanoid - Absolute Dictatorship |
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Barbarians Humanoid - Anarchy |
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Braphat Deep Space Being - Matriarchal Hive Break away from
the planet surface and experience VGAP 4 from space on a grand
scale. Think Godzilla is cool? The Braphat could
eat
Godzilla and have room for King Kong and Mothra for dessert.
Whether
you are a newbie that wants to play the game stripped down a bit to
start, a experienced player that is looking for a new wrinkle, or a
time challenged enough to not want to process 87 sets of bases twice
each week...this race is worthy of a closer look.
-- Mark Heinrich - Creator |
| Ceyarin - X |
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Children
of the Apocalypse Spirit Reincarnate - Cultist |
| Chronos - X | |
| Cloners - X | |
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Dark Necromarchy Undead - Darwinian Oligarchy |
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Deep Space Beings Nothing much yet???? |
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Derelict
Project A Scripting Race and Ships The Derelict Project is designed to create tools for the Script Writer and Game Host to further their bag of tricks for unique and interesting game ideas. The concept has been approved by Tim W. -- Greg Bahr - Creator |
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Dionaea Vestis Plant Race - Global Consciousness Difficulty level : Medium Picture a mix of Kudzu and Flytraps. Give them primary stems the size of Redwoods and traps large enough to envelope humans and the vast majority of other sentient species. Give it a communal mind with a desire to drape itself over every square inch of every planet, using devoured sentients as templates to grow their own Gardeners and Guardians. Their fleet should give the Dionaea a strong, defensive, position. Offensive actions are generally going to be Ground Attacks, Fighter Strikes or, more subtly, a hidden base slowly transforming others into their Gardeners. -- Michael Richardson - Creator |
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Einheriar Spiritual Incarnation - Military Regiment |
| Etherials - X | |
| Followers of the Almighty - X | |
| Gatrax - X | |
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Hinsectoids Insectoid - Hive Mind Bored of all that space combat? Well now its your chance to prove that you are the ultimate ground fighter. Join the bugs! Eat all who oppose the hive and its will. -- Jani Helenius - Creator |
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HIS Divine Protectorate (Mirror site) Humanoid - Theocratic Oligarchy |
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Independent
Scientists Alliance Humanoid - Resarch Brotherhood |
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Interstellar
Master Traders Humanoid - Corporate Confederation Difficulty level: Average IMT have the ability to make money and despoil the environment but are not a real fighting race. They get powerful in the end game but need allies in the mid game to stay in business. They are amoral rather than evil ( "What environment?? Well, it is gone now" ) and do not gloat or cackle like The Emperor or The Borg King. Best played like a big Trans-national Corporation, no big attacks but never retreat much either. They prefer armour and staying power to better guns. -- Peter Chambers - Creator Where Privateers steal money, IMT tows away entire planets. Merely annoying at first, potentially dangerous in the end game due to huge wads of cash and minerals. Designed more as a role playing experienced than an aggressive warrior race: honest shipyard / supplier / helpful homeworld mover IMT helps other players destroy each other. Eco-freaks like the Arborians and Peoples' Army get bonuses fighting IMT. -- Paul Honigmann - Co-Creator |
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Killocat Empire Feline - Feudal Monarchy |
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Masters of Time Nothing much yet? |
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Mishithu
Entirety Coherent Energy Sentience - Gestalt Dictatorship |
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Moties Alien Assymetric Multiform Wierdos - Caste Based Anarchy |
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Myepekan Humanoid - Empire? |
| Nanocolonies
- X |
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Narachian Hegemonie /
Narachis Arachnoid - Oligarchic Hegemony |
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Networkers Silicon Parasites - ??? government? |
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Nietzschean Humanoid - Dictatorship |
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Nocra Confederation Not sure what? |
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Oni Highly evolved insectoid - Meritocracy |
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Orks Orkoid - Anarchistic at best |
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Ousters Humanoid - Clan Community |
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Outsider Humanoid - Military Dictatorship |
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Overlords Unknown? - Aristocracy |
| Peacekeepers - X | |
| Raptors - X | |
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Reticuleans (Mirror site) Cephalopod - One Mind |
| Seirals - X | |
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Shadow Negative Energy - Unknown Difficulty level Very Easy Torture, murder, needless violence. There are many examples for variations of it. The Negative Energy of your thoughts, materialized by your actions, multiplied by the number of life forms in the Universe. It is subtle, you sometimes doubted its existence; but you always knew better. The Shadow is just a name for a thing that nobody ever believed could be possible in pure form. You will learn that everybody was wrong...-- Lordfire - Creator |
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Shadowen
- old
link? Energy Beings - Commitee |
| Showcrash - X | |
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Stellar Crusaders Multi-race non-hive races - Theocratic Republic |
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Tandu Insectoid - Hierarchy...? |
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Thrinakian Swarm Lizard/Insectoid - Hive |
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Trader Alliance Humanoid - Capitalist |
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Trade Confederation Humanoid - Corporation |
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Tsaraph
Empire Lizard Humanoid - Fascist Dictatorship |
| Union - X | |
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Venshad Superiority Humanoid - Tyranny |
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Wanderers of Jyn Transdimensional Wanderers - Tribal |
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Whaline Whales - Utopia |