Sunday, July 20, 2014

Planet Profile - Rannoch

* I own nothing seen below. Credit goes to the Bioware and EA and the equally awesome people who did the rest of the pictures. If I forgot about someone then credit goes to you. 
Battleground Planet: Rannoch
Status: Quarian Homeworld

Geographical Features: (Some bits taken from the wiki)

Although its orange sun is only about 90% the mass of Sol and half as luminous, Rannoch is arid by Earth standards because it formed closer to its star and has slightly less ocean coverage. Photosynthetic life is concentrated around rivers and oceans, with large expanses of desert in between. The importance of plant life and shade in ancient Quarian culture is evident in the translation of Rannoch's name -- "walled garden."

The average day/nigh cycle on Rannoch is 32.3 Earth hours (as opposed to Earths 24 day/night cycle). It has slightly lower gravity then earth, though hardly enough to be noticeable. It orbits it's sun in 0.64 Earth years (thus one year on Rannoch is slightly more then half a year on Earth).

Rannoch has no insect life. As a result, its pollinating plants evolved to rely on animals for propagation. This symbiosis between flora and fauna is responsible for the quarians' weakened immune systems, which made colonization of other planets extremely difficult after their exile from Rannoch.

The Geth have added large anti-aircraft guns to parts of the planets in order to shoot down enemy ships.

Hidden in underground caves are Geth servers, hubs for Geth Software. Destroying these servers and wiping out the Geth programs inside would be akin to destroying a large city. Obviously, these servers will be both well hidden, and very well protected. If under attack, the programs will attempt to evacuate to other servers, though this may not save all programs.

In a large valley near a Geth base is the body of a Reaper Destroyer. Killed after being pounded by the Migrant Fleet's Orbital Bombardment, the Reaper's body is still largely intact. Incredibly advanced, those willing to study it would likely find a wealth of information. However, as any Mass Effect fan can tell you, even a dead Reaper can still indoctrinate those that get close to it, thus the Geth and the Quarians are likely going to stay far away from it. Scavengers beware. 

Very recently, the Quarians have managed to reclaim their long lost planet. Peace between the Geth and the Quarians was brokered by Commander Shepard, ending a three hundred year old conflict.

As of now, the Quarians are attempting to rebuild their world, making it inhabitable for them once again, so that they may end their long migration. The Geth are aiding them were possible, putting together generators, and helping adapt the Quarian suits so that their owners may live without them. It is a slow process, but working together things are going better then could be hoped for.

However, that's not to say that things are perfect. There is still some tension between the Quarians and their creations, as such a long and bitter hatred does not heal over night.

Third Party Factions: 2

-Quarians:

The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Since their homeworld Rannoch was conquered, the Quarians live aboard the Migrant Fleet, a huge collection of starships that travel as a single fleet. Though recently the issue on Rannoch has been addressed they still haven't had time to settle.

Quarians are mostly humanoid in appearance and biology with the exception of inverted knees.  As a result of their homeworld's lack of major diseases followed by 300 subsequent years inside the sterile fleet environment, Quarian immune systems became infamously weak to pathogens. This resulted in Quarians nearly always staying inside their enviro-suits and for the rare moments that they want to leave their suits they must take a multitude of vaccines and immunizations.

Like turians, the quarians are a dextro-protein species of reverse chirality from humans and asari. The food of levo-protein races such as humans or asari is at best inedible and at worst poisonous, most likely triggering a dangerous allergic reaction. Quarians who want to taste something (other than the refined edible paste issued to all who leave on their Pilgrimage) can eat specially purified turian cuisine, though the typical quarian diet is vegan, as livestock were found to possess an inefficient resource-to-calorie ratio when stored on the Migrant Fleet.

Quarians only number around 17 million so to them, every Quarian life is precious. Its a reason why their main punishment for crime is exile rather then execution as a exile's children, if they had one, would still be welcome back in the fleet. Quarians take no chances in deploying their forces, and if the motives of the enemy can't be ascertained they have a shoot first and ask questions later policy.

The Quarians are exceptionally good synthetic specialists and engineers.  They are masters at maintaining and converting technology, especially ship parts, and they are also expert miners because the Fleet requires huge amounts of fuel. They are able to repair what most species would melt down. This proficiency means corporations sometimes quietly hire quarians "on the side" if the Migrant Fleet is nearby, replacing existing workers, much to their annoyance.

When forced into combat the Quarians mainly rely on their fleet of ancient and scavenged warships, still kept up to full repair, to inflict great damage. They are noted as having the greatest fleet in the galaxy. When forced into combat they use specialized marines, VI drones, and engineers. However they are rather short for supplies, which means they can't afford a long term fight.

Quarian Marines:

(Copied some of this from the Citadel Alliance Profile)

Quarian Marines, thanks to their early life-style, are going to be  exceptionally used to fighting in close quarters. As much of their fighting takes place on ships they are probably going to keep a lot of shotguns in their inventory while also maintaining a lot of scavenged weapons, either from pilgrimages or from strip-salvaging anything they can get their hands on. However that doesn't mean they don't carry their own invented  weapons. They are anti-synthetic specialists and in addition to their scavenged weapons they bring to the table the…

--Adas Anti-Synthetic Rifl: Named in memory of the Quarians killed in the Morning War on the planet Adas, this weapon's electrical attack has been optimized for medium- to long-range firefights. The Adas ionizes targets with a non-visible laser to ready them for a high-voltage electrical attack. As the lightning-like bolt hits its first target, a sophisticated auto-targeting system paints succeeding targets with the ionization laser, allowing the electricity to take the path of least resistance and arc between them. Alliance marines take issue with calling it a "rifle" since, technically, it has no rifling in its barrel. The Quarians shrug this off, as Quarian weapon terminology rarely translates flawlessly into human languages. The Adas has a 24 round clip that it burns through rather quickly however this is compensated for "splash" damage i.e. more then the original target gets electrified. It is very powerful against both synthetic opponents and mechanized vehicles such as the Atlas. Fully Automatic.  While other races might wield Quarian weapons, they will be extremely rare and far between as until very recently Quarians were a heavily insular society.

--Arc Pistol: An innovation of Admiral Daro'Xen, the Arc Pistol is a scaled-down Arc Projector that only requires thermal clips, to solve its power problems. The Arc Pistol uses a non-visible laser to ionize the air and create a path for a high-ampere electric shock. For a more damaging blast, it can be charged up. Though it lacks the "jumping" power of the Adas it compensates for greater ammo conservation with 18 rounds. Also semi-auto.

--Reegar Carbine: This electrical weapon improves upon the arc pistol's design by generating a sustained current on its target. This weapon is named for the Quarian Reegar family, whose marines have served valiantly against the Geth. The Reegar Carbine is an automatic, close-quarters combat weapon that fires a constant stream of electricity; despite being called a carbine, the weapon's function is consistent to a flamethrower. With a clip size of 22  this weapon can mantain its current for a fairly long time.

Quarian Marksmen: A specialized Sniper, The Quarian Marksman is a pugnacious tactician that, after assessing the situation, will just as soon blister the field with explosives as pick off enemies from a distance.

Due to their mastery of electronics, Quarians on the battlefield tend to possess a variety of tech based powers. These powers may include:

-Overloading a shield to damage the owner, possibly causing electricity to jump from one target to the other.

-AI Hacking and briefly taking control of an AI opponent.

-Releasing Combat drones that fire rockets, bullets, stunning electricity or explode. May also be used for recon, or healing.

-Releasing a Cryo Blast that freezes enemies and causes them to shatter.

-Draining energy from enemy shields or machines, leaving them weaker and easier to destroy.

-Releasing a miniature disk that explodes on contact, incinerating enemies.

-Creating a tactical cloak that makes them somewhat invisible (think like the Predator)

-They may pack Arc Grenades, which release an EMP upon detonation.

-If their enemy uses a gun that auto-targets, they can sabotage it.

-They can release sentry turrets.

-Can perform a Tactical Scan that reveal weaknesses in defenses.

Now, obviously not every Quarian will have all of these. Usually they may have one or two each.

Because they have only just retaken the homeworld, there are not very many Quarians on Rannoch. Perhaps only a handful of millions.



-Geth:

Physically, the humanoid Geth resemble Quarians—their hands, head shape and legs are similar—which is probably a holdover from their origins. A common design feature among Geth is a single brightly glowing photoreceptor, causing some to refer to them as "flashlight heads".

Geth are primarily composed of two materials: a flexible but durable outer shell, and a kind of synthetic muscle tissue that gives Geth Hoppers their incredible agility. Geth "bleed" a white conductive fluid when shot, but they don't have any internal organs or nervous system, so the Geth do not feel hunger or pain. The Geth are also seen using omni-tools, and have seemingly modified them to heal synthetic wounds; likewise, some Geth facilities contain first-aid kits, implying that their synthetic "tissues" can be repaired using conventional medical technology.

Part of the geth's success is due to their neural network. Effectively, they "share" their processing power, distributing low-level processes like motor control and visual identification to free up bandwidth for higher reasoning and complex thought. Geth can't share sensory data—they aren't a hive mind like the Rachni—but in large groups they have more to think with. An individual Geth has only a basic intelligence on par with animal instincts, but in groups they can reason, analyze situations, and make tactical decisions as well as any of the organic races. In Legion's words they are many eyes looking at the same thing, and through that can come to different conclusions regarding the same subject.  While A.I.s are "Top-Down " creations (i.e. one super-intelligent main drive) Geth are "Bottom-Up" machines.An exception would appear to be Legion, a Geth specifically designed to operate as an autonomous sentient unit outside the Perseus Veil. Legion possesses over 11 times as many Geth programs as a standard Geth platform and can function intellectually on its own. It should also be noted that during the Reaper War the Geth became True A.I.s, boosting their processing power immensely and giving them true personalities.

According to Legion, each Geth is made up of hundreds of programs equivalent to VIs, all operating in parallel with one another to form a kind of emergent intelligence described by EDI as "a thousand voices talking at once". An individual Geth is thus more of a "mobile platform" than an actual body; the programs that make up its consciousness are constantly being transferred and downloaded; the mind operating one of these "mobile platforms" might just as easily inhabit a starship body should it need to. Most of the time Geth programs can be found residing in server hubs, which function as something akin to the organic equivalent of a city, and can run millions of Geth in communion.

The most difficult aspect of Geth existence for organics to comprehend is that a body is meaningless to Geth. The biped form commonly perceived as a Geth is nothing more than a "mobile platform." A Geth's software -- hundreds of programs whose interactions mimic organic consciousness -- can be installed in any given hardware, even those of other races. The Geth that was a bipedal soldier an hour ago may now be a quadruped heavy armature and, in another hour, might be a starship. Between tasks, Geth programs upload to gigantic space station mainframes that allow billions of programs to exchange thoughts and memories with minimal lag.

As all Geth are networked to each other, they may communicate their exact thoughts and ideas at the speed of light. They find organic methods of communication, such as body language and spoken word, to be largely inefficient; the Geth are able to communicate their thoughts flawlessly without any fear of misinterpretation. Because of this they have no true form of government and no system of rank. When a matter must be decided upon, the Geth communicate all viewpoints of a situation and a consensus is made, the decision being whatever benefits the Geth as a whole the greatest.

Due to the constant threat from organics, every Geth platform is armed and ready for battle. Geth weapons tend to be energy based, and include:

--The Pulse Rifle: The Geth Pulse Rifle is a compact highly-accurate, high-powered, advanced energy pulse assault weapon manufactured by the Geth Armory, which when discharged manifests itself briefly as a sharp, cyan beam ending in an electrical discharge. It is the standard infantry weapon for the geth military.

Two anomalies differentiate these Geth weapons from other stock assault rifles. First, the mass effect field generation technology follows a sine curve (it has a variable rate of fire). Second, its slugs are lighter than standard Avenger slugs, but they're encased in a phasic envelope. Overall, this weapon should be more effective against shields and barriers than a battle rifle, but will likely have less armor penetration capabilities. Overall it has a RPM of 1000, with 80 clip and 400 in reserve.

--Pulse Shotgun: This three-barreled Geth weapon fires miniature but potent cluster rounds of superconducting projectiles and has a longer range than standard shotguns. A two-stage trigger system allows for either quick-fire capacitors or a charge-and-release attack to electrify the projectiles as they exit the weapon. As the rounds hit the target, they fragment and electricity arcs between the pieces, flash-converting the air to conductive plasma. The resulting impact, heat, and electrical charge overloads shields and barriers and causes massive trauma to unarmored targets.The Geth Plasma Shotgun's shots have a very basic tracking capability and will sometimes group and curve slightly toward their target, even at medium range. It has a RPM of 174, clip size of 5 and reserve of 40.

--Javelin: Called the Javelin by Alliance marines, this Geth weapon holds a reservoir of ferrofluid, magnetically drawn into the firing chamber and expelled at lethal speeds. Like a high-pressure water-jet, the ferrofluid cuts through nearly anything it hits with so much heat that it resembles a beam of light, causing terrible wounds. IT can fire through a meter of solid steel cover though it is a single shot weapon with only 9 rounds in reserve off the bat.

--Plasma SMG: This Geth weapon works on the same principles as the Spitfire: it shoots superconducting toroids that break apart on impact, retaining an electrical charge that flash-converts the shrapnel into plasma. Unlike the Spitfire, however, the plasma SMG has been modified to take thermal clips. Holding down the trigger speeds up its rate of fire, rapidly depleting the gun’s heat sink in exchange for nearly continuous fire. Upgraded it has a clip size of 100 with 400 in reserve.

--ML-77 Rocket Launcher: Missile launchers are surfacing with increasing frequency among the Terminus Systems mercenary bands and Geth Rocket Troopers, but their origin is unknown. Each projectile features a friend-or-foe recognition system, ensuring it will find a hostile target -- though not necessarily the one in the crosshairs. In urban situations, it is useful for taking out snipers and other entrenched enemies, so it is popular with the Blue Suns mercenary band. It is nearly impossible to duplicate, as it uses Fabrication Rights Management (FRM) technology. Link here for video

--Geth Spitfire: Like the geth plasma shotgun, the Spitfire is not a true energy weapon. Instead, the minigun magnetically flings clusters of superconducting toroids. These donut-shaped projectiles are designed to shatter upon impact, arcing electricity between the fragments and flash-converting them to plasma. The gun's punishing, automatic blasts impact with the heat of a cutting torch.

The weapon's stopping power has garnered the attention of both Alliance and quarian intelligence, who theorize that the Spitfire may have been designed to destroy other geth. Enough Spitfires have been found in the field to suggest that the weapon is out of the prototyping stage, and that a schism among synthetics may have forced them into production.

--Geth are trained in basic hand to hand should they need to fight there. They can also emit pulse shockwaves from their body to devastate those directly in front of them.

Of course, there's more then one type of Geth platform. The Geth have learned to make a variety of platforms to fill a variety of roles.The types of Geth that will be on the planet are…

Geth Armatures:

Large Anti-personnel light walkers capable of launching geth siege pulses. Also possesses machine-guns, heavy armour and shields.

Geth Colossi:

Like the Armatures, but much bigger, these Geth heavy walkers are capable of launching devastating siege pulse attacks and machine gun attacks. Possessing extremely strong armor and shields, they also have a repair protocol. After taking a significant amount of damage, they will huddle up and project a barrier around themselves while they being to repair the damage done to them.

Geth Destroyers:

Equipped with Geth Pulse Shotguns and strong shielding. Specialized for close quarters combat, have the ability to charge, knocking enemies aside like bowling pins, or crushing them underfoot. They can also be equipped with flamethrowers or rocket launchers.

Geth Dropships:

Geth frigates that also serve as troop transports and close air support. Extremely resilient against ground vehicle fire, though fairly vulnerable to fire from other frigates and cruisers. Due to the durability of Geth platforms, Geth can easily jump from the dropship directly onto the battlefield.

Geth Hoppers:

Cyber-warfare and ambush platforms, capable of sabotaging enemy weapons or mechs, overloading shields with an electrical pulse (which can also damage non mechanical beings), and radar jamming. Attacks using the Geth sniper beam. Lightly shielded. They are called Hoppers because of their ability to hop around the battlefield, sticking to any surface. This lets them incredibly difficult to hit, and allows them to access better angles for attacks.

Geth Hunters:

Stealth troops armed with shotguns and shielding. They possess tactical cloaking devices (think like the Predator)

Geth Juggernauts:

Similar to Geth Primes. These tall Geth are equipped with Geth Pulse Rifles and able to launch distortion rockets. Heavily shielded and very resilient.

Geth Primes:

Elite Geth units equipped with heavy weaponry. They possess very strong shields, heavy armor, tech abilities and are extremely resilient. They also improve combat skills of nearby Geth and are capable of jamming radar.

Geth Pyro:

Geth units that are highly dangerous in close quarters. Equipped with flamethrowers, shielding and heavy armor. Very slow and harmless at distance, but highly resilient and deadly in close range.

Geth Rocket Troopers:

Anti-armor/anti-air infantry. Equipped with rocket launchers and shielding.

Geth Shock Troopers:

Advanced Geth Troopers armed with the Geth Pulse Rifle and Geth Barriers.

Geth Snipers:

Armed with Geth Sniper Rifles and shielding. Capable assassins, they are specialized for long-range combat. Capable of jamming radar.

Geth Troopers:

Standard geth troops equipped with Geth Pulse Rifles, Geth Barriers, and capable of recharging shields via the Geth Shield Boost ability. These will be the most common Geth seen on Rannoch

Turrets and Drones: These floating devices fill a variety of needs. They can fire rockets, bullets, repair damaged units, or act as recon. It's not clear whether these are also AIs, or are simply controlled by the Geth.

At this point in time, there will be far more Geth on Rannoch then Quarians.

IMPORTANT NOTICE: Due to PC rules, dreadnoughts and Orbital Bombardments are forbidden. Therefore, The Quarians (and the Geth) will have access to only fighters and frigates.

Fighters: A catch-all term, Fighters are single-pilot combat small craft. They are lightweight enough that they can be economically fitted with powerful element zero cores, making them capable of greater acceleration and sharper maneuvers than starships. Quarian fighters will use Mass Accelerator Machine Guns, while Geth Fighters will use Pulse Weaponry.

Some fighters (though not all) may be equipped with Disruptor Torpedoes. Disruptor torpedoes are powered projectiles with warheads that create random and unstable mass effect fields when triggered. These fields warp space-time in a localized area. The rapid asymmetrical mass changes cause the target to rip itself apart. In flight, torpedoes use a mass-increasing field, making them too massive for enemy kinetic barriers to repel. Because extra mass slows acceleration, torpedoes are easy prey for defensive GARDIAN anti-missile weapons and must therefore be launched at extremely close range to be effective. They are often fired en-masse in frigates, though just one is devastating, as that is required to overwhelm said GARDIAN defenses.

To prevent damage to the parent craft, torpedoes must be "cold-launched" meaning they are released before their thrusters ignite. Aligning with its target trajectory, a fighter releases a torpedo and immediately thrusts away, while the torpedo continues to coast towards its target. After the fighter is clear, (no more than a second after launch) the torpedo activates and its mass field and thrusters away from the fighter and towards its target.

Frigates: Frigates are light escort and scouting vessels. They often have extensive GARDIAN systems to provide anti-fighter screening for capital ships, and carry a squad of marines for security and ground side duty. Unlike larger vessels, frigates are able to land on planets(though they have to turn off their kinetic barriers to do so) and are used regularly enough to be included here. They can be used both in fighter and bomber purposes. They tend to be armed with Mass Accelerator Cannons. These are giant versions of guns already discussed. Rather than being mounted on the exterior, starship guns are housed inside hulls and visible only as gun portholes from outside. The main gun may run the length of the ship (though this isn't always the case, more common among dreadnoughts then frigates). While possessing destructive power equal to that of tactical nuclear weapons, main guns are difficult to aim. Because ships must be able to point their bows almost directly at their targets, main guns are best used for long-range "bombardment" fire.

Defense for a Frigate tends to include Kinetic Barriers, which stop or negate most of the damage from physical projectiles. Obviously they're more powerful here. There is also the ablative armor; A warship's kinetic barriers reduce the damage from solid objects, but can do nothing to block GARDIAN lasers, particle beams, and other forms of Directed Energy Weapon (DEW). The inner layer of warship protection consists of ablative armor plate designed to "boil away" when heated. The vaporized armor material scatters a DEW beam, rendering it ineffectual. And then the GARDIAN: A ships' General ARea Defense Integration Anti-spacecraft Network (GARDIAN) consists of anti-missile/anti-fighter laser turrets on the exterior hull. Because these are under computer control, the gunnery control officer needs to do little beyond turn the system on and designate targets as hostile. Since lasers move at light speed, they cannot be dodged by anything moving at non-relativistic speeds. Unless the beam is aimed poorly, it will always hit its target. In the early stages of a battle, the GARDIAN fire is 100% accurate. It is not 100% lethal, but it doesn't have to be. Damaged fighters must break off for repairs. Lasers are limited by diffraction. The beams "spread out", decreasing the energy density (watts per m2) the weapon can place on a target. Any high-powered laser is a short-ranged weapon.

GARDIAN networks have another limitation: heat. Weapons-grade lasers require "cool-down" time, during which heat is transferred to sinks or radiators. As lasers fire, heat builds within them, reducing damage, range, and accuracy.

Frigates are equipped with a variety of sensors, making hiding from them extremely difficult. They often have extensive GARDIAN systems to provide anti-fighter screening for capital ships, and carry a squad of marines for security and ground side duty. Frigates move extremely fast through the air, and as they move their thrusters burn at hundreds of thousands of degrees incinerating whatever is tailing them.

Danger Status: 4.5/5

Rannoch is full of Geth platforms that are armed to the teeth and have no qualms about protecting the planet and the creators from those that would come after them. The Quarians, though fewer in number, have achieved a centuries long dream of reclaiming their homeworld. As such, they will fight with tooth and nail and all their technological knowledge to defend it.

Though there is still some tension between the two races, it is likely they would work together if the planet was attacked by a third party.

Tuesday, June 10, 2014

Planet Profile - New Earth

  * I own nothing seen below. Credit goes to the BBC and the equally awesome people who did the rest of the pictures. If I forgot about someone then credit goes to you. 
Battleground Planet: New Earth
Status: Futuristic Earth Replicate

*Because it doesn't make many appearances in the series,  this is sort of a cobbled together version of the planet. While perhaps not 100% canon accurate, it would make an excellent battle site.


Geographical Features:
After the original planet Earth was rendered uninhabitable, but before it was consumed by the expanding sun (somewhere in the year 5 Billion), humanity sought a place like their ancestral home. So they searched until they found a planet almost identical to the original Earth, and settled down. Fundamentally, New Earth is like Old Earth in many ways, such as atmosphere, mineral content, rotation speed, etc. It does have two moons though, and the grass is called 'Apple-Grass', a sweet smelling plant (presumably of apple… maybe it tastes like it too). However, it is far more technologically advanced, given the time period.

Many cities on the planet are so massive they have grown above the clouds. This is often where the cities well-to-do live, and the richer or better connected you are, the higher you live. At ground level are the lower to middle class, who scrape out a living do what they can. This place is called 'The Undercity'.


Below them is the Motorway, a vast series of tunnels that connect every major city on earth, filled to the brim with flying cars. The tunnels are so full, that the time it takes to drive from one city to another, entire families can be born, live their lives, and die without ever leaving their cars.


-The Bliss: It should be noted that recently, a new phenomenon has begun sweeping the planet: Emotion-Patches. Slap one on, and be filled with whatever emotion the patch represents: Happiness, Anger, Wonder, Sadness, etc. However, the most recent patch is proving to be a bit of a problem: The Bliss patch. Once on, the wearer is so overcome with Bliss, that they never want to take it off. Nothing else matters, even as their life falls into shambles around them. Eventually, the wearer's body wastes away without its owner ever noticing a thing.

Now while this may simply sound like another cautionary drug tale, a far more frightening rumor has begun to grow. Some say that the chemicals in the Bliss patch are having a strange reaction with the chemicals found in the human body… a reaction very similar to a virus. A virus not known to the Sisters of Plentitude, or found in bodies of the Plague-People. This 'Bliss Virus' acts like the patch, but can infect those who have never put one on! For now, it is only spread via close contact, and quarantine efforts have kept this from growing beyond rumors mothers tell their children. But… some theorize that should the virus become airborne, it could mean the end of life on New Earth.

Third Party Factions: 4

New Humans: The unstoppable, ever advancing species, humanity came to New Earth out of nostalgia, and have made it there home. Humans here behave much the same as humans always do. The Rich, the Poor, all working as they always have. However, the science of humans is far more advanced now. Hover cars, laser beams and the like are common place. Despite having an even larger population on New Earth then we do today, the humans compensate by building ever higher or lower. Their spirit is indomitable, and all are relatively happy and kind. Even the richest and most well off are a joy to be around, even to those that are not of their station.

Catkind:

These people look like… well people, but with cat features. Noses, eyes, claws, that sort of thing. They are capable of breeding with humans, and for the most part seem to behave just like them. Except they're… you know… cats.

---The most prominent group of Catkind are the 'Sisters of Plenitude', a group of nuns devoted to helping the sick by any means necessary, and worship the goddess Santori. They're knowledge of disease, both human and alien is beyond most any other race in the galaxy. And while they know the method and treatments for nearly all diseases, some would question their methods. Only the lives of their patients matter, and they will do anything to ensure that they will be treated and made well. Woe to those that stand in the sisters way.


(Their hospital)
Plague-People:

Technically an offshoot of the human race, the beginning of the Plague-People's tale is a sad one. In an attempt to fight the hundreds of thousands of illnesses brought by humanity, the Sisters of Plenty (see above) began to breed human clones. They were at first born without higher brain functions, to limit the suffering that was to follow. Once grown, they were infected with every conceivable disease, and used to test various treatments on, only killed when they grew to ill. However, over time they became more and more self aware. With help, they revolted and broke free from their cloning and infecting tubes.

The Plague-People are not quite as fast as normal humans, moving typically in zombie like mobs. Life in the tube, in isolation, has made them long for human contact, and they are terribly lonely. The touch of other Plague-People does not satisfy them, for they are as cold to the touch as themselves. Only other living breathing species will do. But whatever tears you may have for them dry quickly, for the touch of the Plague-People brings only death. To touch their flesh with yours is to become infected with every possible virus and illness known, and death comes quickly and painfully.

However, there is glimmer of hope for these newborn people. A small batch of Plague-People were doused with a special cocktail that was able to not only undo their horrible situation, but reverse it. Basically, instead of being walking disease factories, they are now walking hospitals. A touch from them will cure any illness, leaving those who embrace them healthier then they were before. If these special clones touch a Plague-Person, that PP will be cured, and made into a walking cure as well. The only problem is they look and act exactly as the Plague-People do, with virtually nothing to distinguish them.

The numbers of these two groups are small. The Plague-People number roughly between 5-6 Million. The Cure-People are much rarer, numbering between 1-2 Million (but by coming into contact with the former, their numbers can grow).

Macra:



A strange race that made its way to New Earth an unknown time ago. Standing roughly two stories tall, the Macra is a giant crab like alien. With massive claws, it can easily rip apart the sturdiest steal and toss the heaviest tanks like they were toys. The Macra live in the bottom most tunnels of the Motorway, where cars rarely travel, lest they get captured and eaten. The Macra feed on noxious gas, but can supplement their diet with fresh meat. Sadly though, evolution has robbed most Macra of their greatest power: Hypnosis. Macra once possessed the power to force an individual to obey any command the Macra gave it for several hours. However, the Macra cannot compel a person to do something that would be completely abhorrent to that person. Once, the Macra used this skill to rule vast empires. Now though, only about one in twenty five have that skill, and even then it has whittled down to little more then compulsion, not full on mind control. Most cannot speak, and are little more then animals.

Danger Status: 3.5/5
-Despite its soaring skyscrapers and vast tunnel network, all is not well on New Earth. Shambling Plague-People will kill you with disease. The Sisters of Plentitude might use YOU for their experiments. Outbreaks of Bliss could cause a planet wide pandemic. And deep in the darkest tunnels the Macra wait to feed. While the people, cure-people, and catpeople are pleasant enough, there are still many dangers one must be aware of it one is to make it here.

Planet Profile - Catachan

  * I own nothing seen below. Credit goes to Games Workshop and the equally awesome people who did the rest of the pictures. If I forgot about someone then credit goes to you. 
Battleground Planet: Catachan (Warhammer 40k)
Status: Death World


Geographical Features & History:
Catachan is the most infamous death world in the galaxy. It is located in the Ultima Segmentum, with a population of 12-Million humans, and is covered in dense jungle. The planet's entire ecosystem seems consciously hostile to all foreign life. Each and every element of the native flora and fauna of the planet represents a real danger to any human. Catachan was colonized by humans longer than Imperial records can remember. When the first probes arrived, the planet was a deceptive, calm green orb from orbit but when the colony ships crash-landed and the colonists had no way to escape, they awoke to find themselves on one of the harshest planets in the galaxy. The colonists only barely survived, holed up in their spacecraft against a living, besieging jungle, a battle for survival in which many undoubtedly died.

Even all these years later, there still aren't many settlements on Catachan. Those precious few settlements that can hold back the fearsome jungle are massive fortresses surrounded by vast plains which have been cleared to give improved lines-of-fire. However, Mother Nature clearly doesn't appreciate the level of hard work that goes into these buildings…

Building on Catachan is difficult as vines and lichen take hold anywhere and poisons melt the mortar and vines can crush bunkers and tanks. Buildings must constantly be rebuilt; it seems that wherever they build, the jungle redoubles its efforts to destroy them. As well as the jungle, the native wildlife gather to repel the human invaders and eventually the numbers grow enough to push the humans out of their settlement so they must resettle elsewhere. As such, there are no true permanent settlements on Catachan, as the very nature of the planet itself makes this impossible.

Third Party Factions: 2

-The Humans:
Perhaps the one good thing to come out of this jungle-hellscape are the people. The humans bred on Catachan are not only hardy, but pragmatic, with an easy grasp of realities and an uncomplicated attitude towards danger. They are also somewhat disdainful towards people from other worlds, believing - with good reason - that few others in the galaxy have had an upbringing as dangerous as their own. In such dangerous surroundings, children are quick to learn survival tactics and only those who are fast and have a good natural aim survive to adulthood. Children often learn to shoot before they walk (which sounds bad, but really what's worse: The possibility that little Billy might shoot his eye out, or that little Billy can't defend himself from being eaten by the Lovecraft-ian horror lurking outside his bedroom window?).

Some of the most famous humans on the planet are the renowned 'Catachan Jungle Fighter regiments' of the Imperial Guard.

-Native Flora & Fauna:
Why exactly the entire planet seems to actively seek out human beings for the sole purpose of killing every last one of them is, at this time, unknown by the Imperium. What they do know is that, without exception, everything on this planet can and will (gladly) kill you. Every plant is poisonous, making foraging impossible. Some plants secrete pollen into the air which is poisonous and destroys air-filters. Others secrete sticky liquid to capture passing animals and slowly dissolve them. Other plants poison the ground and turn the immediate area around them into boggy wasteland to trap invaders. Frankly, it seems like a rigged game that wants to punish you just for being there!

--The Flora

Brainleaf:

The Brainleaf, a vegetative carnivore, is a small tree, not particularly conspicuous on Catachan, but is able to attach its tendrils to the spine and brain of a person, taking control over their body. The Brainleaf can then make use of the creature and its abilities.

Spiker: The Spiker fires its spikes into its victims' bodies, which then releases a mutative chemical which literally turns the person into another spiker. A human taking a spike in the arm will soon find his arm become hairy and immobile, and within a short time his whole body will be covered in spikes. Although the victim remains mobile for some time, the physiological changes destroy the mind, so that the victim wanders aimlessly and is unable to react to the horrifying process. Eventually all mobility is lost, and the host completes his transformation into a Spiker.

Venus Mantrap: The Venus Mantrap is a carnivorous plant common to jungle Deathworlds. It resembles the Terran Venus Flytrap for which it is named, but is far larger (20-30 meters in height), and unlike the flytrap, it is able to move its leaves to attack and consume its prey. The Mantrap consists of a number of mobile leaves attached to a single immobile stem.

--The Fauna

Grox:

Originally a native to the Soloman system, the animals (which look like a cross between a Cow and a lizard of some sort… maybe a raptor or komodo dragon) are prized for their highly nutritious and tasty meat, and have been introduced to many worlds throughout the galaxy, so that the Grox is now the most ubiquitous livestock animal in the Imperium. Grox, however, are extremely ornery and virtually impossible to keep under control without some form of brain-implants or lobotomy - on Catachan they have become wild, and are deadly predators.

Shambling Mamorphs: Found primarily in volcanic areas, these creatures are tough fighters and put up a good fight even against the Catachan Devil. However, information about the specifics of these creatures is vague at best. The Imperium apologizes for the inconvenience.

Catachan Devils:

The Devils are scorpion-like in appearance, with a series of segmented body sections carrying pairs of legs and a terminus in a long tail with a poisonous barb, which curves forward over the creature's back. As Catachan Devils grow, they develop more and more mid-sections and pairs of legs. A fully grown adult can have up to thirty sets of legs, and can reach up to thirty meters in length. They are able to move with surprising speed for something of their size, being superbly adapted to move across a large variety of terrain. Once capturing a victim, the Devil will shred it with razor claws or, alternatively, will sting into insensibility with barbs located around its maw. The victim will then be consumed. Catachan Devils are territorial, yet quite sociable creatures, tending to form into nesting groups. These groups often contain several large Devils, as well as a few dozen or so of 'Devilspawn' (younger Devils). The entire nest will come together to defend their territory from any intruders, be it rival Devils, colonists, or other predators, and they have even been known to attack Imperial Guard Tank Companies.

Catachan Barking Toads: Don't be fooled by the benign appearance. The Great Barking Toads are arguably Catachan's deadliest animals: the creatures are easily startled and, whenever they feel threatened, explode in a cloud of toxins which kills anything within a one kilometer radius, including the Barking Toad itself. The toxin is virulent enough that even respirators and sealed suits such as power armor offer no protection. They are known as the most toxic creatures in the galaxy. So if you see one, be very calm, try not to make any sudden moves, and get out of there as quickly as possible. If you think you may have startled one, run as fast as you can and don't look back.

Snakes: There are also many types of serpents on Catachan, including the Flying Swamp Mamba, the Coiling Death Cobra and the Catachan Black Viper, and are all deadly to most living beings. Some can kill in under 30 heartbeats.

Danger Status: 5/5

-I'm sorry, did you miss the part about the whole planet having evolved specifically to kill you? No? Well now you know why it gets a five out of five.

Overall, the best things you can hope to get out of this planet are the people, a lot of angry violent monsters, and poisons by the shipload.

Planet Profile - Ood Sphere

  * I own nothing seen below. Credit goes to the BBC and the equally awesome people who did the rest of the pictures. If I forgot about someone then credit goes to you. 
Battleground Planet: Ood Sphere (Doctor Who)
Status: Winter-Wonderland / Psychic Hotspot / Ood Home-world


Geographical Features:
The Ood Sphere really is a wonderful planet, and is quite a beautiful sight. As it was meant to provide all the Ood for a large number of humans in a sector of the galaxy, it is safe to assume that it is a rather massive planet. It snows year round, yet never too harshly, and has all the makings of a winter wonderland. There are many great chasms and cliffs on the Ood Sphere, and caves are as prominent as the natives who inhabit them. Said caves often lead to a network of tunnels where many who live on the planet go to escape the cold.

Many cliff-sides have been carved into ornate designs, bridges to span massive gaps, and spires that reach towards the heavens. Really, if you have an eye for art, you can't go wrong with an Ood carving. Most fascinatingly, these things, which look like they should have taken thousands if not hundreds of thousands of years to make, were built only in the span of a few hundred; proving how industrious and evolved the Ood can really be.

Third Party Factions: 2

-The Ood:
The Natives of the Ood Sphere, the Ood are a peaceful race, a fact that others have often taken advantage of. They are all psychic, and capable of emitting a sort of 'Song', that only those who are psychically attune can here. It is always beautiful to hear, but depending on the state of the Ood race at the time, it can be anywhere from the most uplifting to the most heartbreaking thing you've ever heard. This song is what connects all Ood everywhere in (usually) blissful psychic harmony.

Ood speak telepathically under normal circumstances. An Ood who has suffered a form of brain damage might need to use a translation sphere.

Ood are born, oddly enough, with a part of their brain literally exposed to the outside world, dangling from a tentacle that protrudes from their face. Destruction of this part of the brain seems to have an effect similar to lobotomy, making them more subservient. However, it does not always result in permanent brain damage, as some rare Ood have managed to maintain their intelligence. Even with this part of the brain severed, they are still connected to the rest of the Ood race as a whole.

The Ood are not naturally violent, unless driven to it by a powerful psychic force. They are physically faster, stronger, and more agile then a human being, and could likely kill one with their bare hands if they wanted to. However, an Ood can kill in another way if not in a bestial state. By pressing their exposed brain against someone, they can unleash a potent psychic shock. This shock has proven to be enough to kill by causing heart attacks, aneurysms, and strokes. As the shock is mental in nature, it bypasses clothing, and one could argue other forms of armor if necessary. Originally this shock was attributed to the Ood translation sphere, but this is not the case. Humans have examined the sphere in every possible way, and found no way in which the sphere could do such a thing. Therefore, it is a result of a psychic attack, not a translation sphere.

Oods also possess, stunningly enough, the power of precognition. A group of at least three, sitting in a circle, can harmonize their minds to such a degree that they actually pierce the veil of time, allowing them to see into the future. Any other sentient that sits in an Ood circle and joins in their song will be granted a vision of things to come.

In addition, harmonized Ood can call out to psychically attuned beings for aid. In the past, they have been able to reach across time and space to contact those that would help them. As PC does not allow for time travel though, they would only be able to contact beings in the present they thought would help them.

Finally, and perhaps the hardest to explain, the Ood seem to be evolving faster then should be possible. Things that should take thousands of years to accomplish the Ood do in hundreds. Their psychic song especially seems to be getting stronger and stronger, such to the point that it can reach across entire galaxies and pierce time itself if need be. How exactly this will play out in the long run is anyone's guess…

-Humans: Mankind and the Ood do not have an especially good relationship. Typically humans have made the Ood their slaves, cutting off their exposed brain and replacing it with a translation sphere, turning them into little more then butlers. However, after the Ood uprising, most humans fled the planet. Any who have stayed are those that seek enlightenment through the way of the Ood song. Sadly, there are not many, and it is likely that if you counted ever human on the planet who sought such a path, you would not break one hundred.

However, just because man has fled, does not mean his influence cannot still be felt. The great factories where Ood were once imprisoned and lobotomized still stand. The weapons of suppressing (assault rifles, grenades, snipers, bombs) as well as vehicles (all-terrain vans and cars, helicopters and a few jets) still sit in warehouses.

But a great deal of time has passed since the Dark Days of the Ood, and many of these storehouses have been buried by the snow. On the whole planet, there may be (and I'm being generous here) around 5000…. you'd just have to dig most of them out of the  snow. And how well that equipment still functions after so many years of disuse (at least a few hundred years), is questionable.

So why have the humans never come back to retrieve their lost property, or to re-subjugate the Ood? Well there are a few theories:

Some say that after the organization "Friends of the Ood" revealed how poorly the Ood were being treated, many humans protested the idea of going back to their world to do anything but apologize.

Some say that the corporations behind the subjugation of the Ood knew a sinking ship when they saw one, and were unwilling to invest time, money, and manpower in what would no doubt be an unpopular venture.

But still some say that the Oods themselves are responsible. That they've somehow learned to change their song to drive away those that would do them harm. A bit improbable given the Oods gentle nature but still… you never know.

Danger Status: 1.5-2/5

The Ood are good natured and friendly, so long as you don't try and oppress them. The planet is rather cold at times, but if you dress warmly you should be fine. Those who are psychically attune are certainly in for an experience. Overall, not a bad place, just… be kind to the Ood.

Planet Profile - Pokitaru

  * I own nothing seen below. Credit goes to Insomniac and the equally awesome people who did the rest of the pictures. If I forgot about someone then credit goes to you. 
Battleground Planet: Pokitaru
Status: Beach Paradise World… mostly

Geographical Features:
-Pokitaru is a very small tropical world willed with oceans and islands. It has a very slow rotation speed, with 24 hours of continuous sunshine followed by 24 hours of beautiful starry nights. While some islands are bigger then others, there really aren't many huge central land masses to speak of.

The islands themselves are all tropical in nature. The edges of the islands have soft sand, and moving inward you find green grass and swaying palm trees. There are some mountains, partially green with moss, and some of those mountains have waterfalls that flow directly into small crystal pools, or more commonly back into the ocean.

The islands are all separated by crystal clear, low salt content water. The water is so clear that on some days you can practically see the bottom of the ocean even at its deepest points. Travel between islands is usually done via a large motorboat like platform that can move across the sea at a swift pace.

Most of the structures on the planets are all vacation based (hotels, restaurants, motels, day spas, cinemas, etc.), as Pokitaru is first and foremost a luxury resort planet. As space on the islands can be considered to confining depending on what island you're on, some cities have taken to building their structures on raised platforms, which are supported by thick rods that go all the way down the ocean's seabed.

Pokitaru doesn't have much in the way of weapons. What they do have though, are fighter jets. Some of the larger resorts have access to a single one-man fighter jet, which is capable of achieving speeds just below Mach 1, possess twin high caliber machine guns, and ten missiles. That said, expect them to be low in number (I'd wager less then a thousand overall), and each can only be accessed by a high-ranking employee… and even then there is no guarantee that they'd know how to use it. Though these employees could be persuaded to let someone else take it if they thought the person they were giving it too could use it, and would help them.

Sadly, this lack of defense is what caused the biggest problem Pokitaru has ever faced, and one they would very much like to live down and forget.

See, Pokitaru is located in the Solana Galaxy; a galaxy which happened to be invaded by the Blarg, a race hoping to create a new world by ripping chunks off of other planets to make a new home for themselves. During their campaign, the Blarg's war machine generated a lot of chemical waste and garbage. With no place to dump it, the Blarg decided to just make the nearest planet a garbage heap. That planet was Pokitaru.

Thus, millions of gallons of highly radioactive chemical sludge was dumped into the waters of the defenseless island paradise. Though the trash was later removed, and the Blarg dumping ships destroyed and driven off by outside sources (some say a single well armed Lombax), the damage from the chemicals was done.

For though the water remained as clear and calm as ever, the wildlife did not remain so passive. The chemicals caused radical mutations in the local fish, turning them into ravenous mutants and almost caused the resort to shut down. Many tourists were forced to flee, or become lunch. Though these mutants have been beaten back, and the resort has been reopened (with claims that the problem has been solved and that there is nothing to worry about any more) they are always lurking on the outskirts of the islands or in the deeper parts of the sea; watching… waiting.

Third Party Factions: 2

--The Natives & Tourists:

(Typical Native… though this picture is of one of the Resort owners).
The island natives (who tend to the various businesses) and the aliens who come here (and they are all from various walks of life, from shockingly human-looking to freakishly monstrous) are all peaceful, and are just looking for a good time. All of them are citizens and very few would know how to operate anything more complicated then the simplest blaster… which you may be hard pressed to find, unless the guests brought it themselves.

--Wildlife: As always, the wildlife on this planet can be a bit of a nuisance, especially since turning into flesh hungry mutants. They tend to inhabit the more reclusive places of Pokitaru. The sandy hideaways of an island, the water just the bottom of a waterfall, etc. Most have become amphibious, and can attack on land to surprise unwary tourists or hapless employees. They prefer night, when their movements are less easily noticed, but they are just as likely to attack in broad daylight. Unless directly forced to, the Natives of Pokitaru will deny the existence of such creatures or any death that they may cause for fear of loosing business (though even if forced, there honestly isn't much they can do about them).

---Puffer Fish:
Bouncing fish with sharp needles all over their bodies. They apparently weren't originally aggressive, but thanks to the toxic sludge that polluted the waters, their mutated forms attacked anything that moved. When attacking their target, they inflate themselves, making their needles stand out more prominently, and launch themselves at their target. Mostly these are found on land, and are no larger then a beach ball. However, the ones that are found farther away from the islands grow large enough to swallow a man whole in one gulp.

---Psytopus:

These squidlike monsters are found throughout the sandy shores of Pokitaru. These were once mild sea creatures, but the sludge in the oceans have made them extremely territorial. If they notice anyone, they create a powerful energy bomb using their minds. These attacks are very accurate, and the creatures are very powerful. More frighteningly though, they seem to be gaining intelligence, and some have been noted as being able to speak and use simple tools. How this evolution will pan out is unknown at this time…

---Scuttle Crab:
Scuttle crabs are medium-sized, blue, one-eyed crabs found on the beaches and forest floors of Pokitaru. Like the other creatures, the scuttle crabs have grown in size due to the Blargs' waste dumping. They attack in groups using their large pincers, but each can be easily dispatched with a single forceful blow.

---Pool Shark:
Pool Sharks (which tend to be roughly the size of small car) thrive in the deep waters of Pokitaru, eating foolish swimmers who ventured to far from shore. Their quick speed underwater, as well as their thick skin makes them far hard to damage, much less kill. Thankfully, they are unable to come on dry land.

---Hydra:
There are rumors of a massive seafaring predator native to Pokitaru with massive flippers and three heads filled with teeth. It is unknown if or how it was affected by the Blarg dumping, or if it exists at all. However, some natives swear they have seen a massive… something move beneath the waters, just out of view when they turn to look. More practical evidence are Pokitaru sea-transport vessels that never arrive to their destination, and wreckage later recovered tends to have their passengers missing and large bite marks on it…

Still, no one has ever seen the creature, so maybe they're just overreacting, right? Right?! 

Danger Status: 2.5-3/5

Overall, Pokitaru really is a beautiful relaxing planet filled with tons of natural resources. The people are decent and nearly everyone who goes there has a good time.

That said, swimming can be very hazardous to your health, and exploring the outskirts of most islands is probably a bad idea too. Unlike the natives the mutants aren't so much 'friendly' as they are 'hungry'.

Still, those are easy rules to follow right? And if you do follow them, you won't experience any… unpleasantness. That would be such a shame, because after all, Pokitaru is one of the nicest most relaxing places in the galaxy. Everyone knows that, and if the natives have their say, that's all they'd prefer their planet to be known as.

Planet Profile - Orxon

  * I own nothing seen below. Credit goes to Insomniac and the equally awesome people who did the rest of the pictures. If I forgot about someone then credit goes to you. 
Battleground Planet: Orxon (Ratchet & Clank)
Home Galaxy: The Shadow Sector, a lawless, untamed portion of the universe.
Status: Toxic World

Geographical Features:
-Welcome to Orxon, you've clearly arrived here by a terrible mistake. This planet is of medium size, roughly 1.5x the size of Earth. Home of the notorious Blarg race (more on them later), this heavily-industrialized planet is one of the most heavily polluted in existence.



Factory smoke has blackened the skies to the point that many parts of the planet don't see the sky for days or weeks at a time. The water has become so chemical ridden that it might as well be toxic sludge, and thus must be heavily treated… a process which inevitably belches more smoke into the sky. All those chemicals in the air have also resulted in acid rain on some parts of the world.


There are hundreds of mountain chains on Orxon, all of them filled with a vast array of just about every mineral, gem, or gas you could imagine (and part of the reason Blarg were able to be so industries in the first place).

Blarg scientists have made an effort to clean up their planet but so far process has been slow, and it's looking to be a lost cause. The best they've managed to do is make the air breathable enough so that it won't kill organic life in a matter of hours. That being said, those looking to have an extended stay on Orxon should either

A: Be inorganic, and thus have no need to breath the tainted air. Actually, any race that doesn't need to breath or is poison resistant in general would probably be fine here…

B: Know how to recycle air, or make dirty air clean. If you know of some terraforming that would clean up the atmosphere, please contact your nearest Blarg, they'd love to have a word with you.

C: Use a special breathing device. If you don't have one personally, all Blarg carry a personal breathing mask just in case. How you manage to get this mask from them is up to you. I'm not going to judge.

D: Get your business done as quickly as possible and LEAVE! Seriously, even with the heavy work done, I wouldn't recommend walking around here breathing this air. If you plan to not bother with A-C, your best time zone for the least possible consequences is about 10 days. Give or take a few days depending on your species and what you'll be doing. After that, expect some serious health problems to crop up. Again, this only applies if you don't do A-C.

Third Party Factions: 2

--Blarg:

(Your average Blarg, wearing their breather masks beneath the green skies of Orxon)
The Native species of Orxon, and some of the hardest workers in the galaxy. However, despite creating various instruments of war, most Blargs are stupid, even some of the brightest scientists seem to lack some knowledge themselves. Their government appeared to be money-driven form of dictatorship; which has recently collapsed after the assassination of their leader. Orxon had become highly polluted, and instead of trying to fix the damage they caused, they were convinced it would be easier to just go out and get a new planet. So, turning their efforts to crafting weapons of war, the Blarg set off…

The Blargs ravaged the Solana Galaxy in Ratchet & Clank as they stole pieces of other planets to create a new world (a process that would inevitably end with the planets they stole from being destroyed soon afterwards, along with all of its citizens). After their defeat, they appear to have become somewhat isolated from the rest of the universe, as most sentients didn't take to kindly to what the Blarg had planned.

Hated by most planets in every corner of the galaxy, the Blarg had two choices: Return home to their broken world and desperately work to fix the damage done, or wander the universe forever… many chose the later, but those that have returned to Orxon are doing their best to fix it. Sadly, it looks like their best is not enough.

On a practical note, Blargs are great inventors, especially when it comes to weapons. While many of their factories have been destroyed (mostly by vengeful survivors of their last campaign), they do have some left. All Blarg have some military training, though it is the most basic possible. Most Blarg favor an automatic hard-light pistol; while some have taken to using flamethrowers. Some, not many but some, have access to missile launchers and jetpacks. They used to have a wider arsenal, with fighter jets and bombers, but sadly all of those were destroyed after the war, along with the factories to make them.

Though many Blarg would be weary about getting involved in another war, it is not impossible to convince them to fight for you. An army that promises them protection from their enemies, promises to fix their planet, or at the very least promises to take them as far away from Orxon as possible may yet win their support.

--The Wildlife: As a result of the toxic water, toxic air, and toxic everything else, many of the native animals on Orxon have mutated horribly.

---Alien Swarmer:

Also called the toxic toad, these dinner plate sized toads call dank caves and abandoned buildings their home. Unlike regular toads, these creatures have a mouth full of razor sharp teeth. But for all their bite, their bodies are fragile, and a good solid kick could take one out… which may explain why they never travel alone.

---Screamer:

This basketball sized creature is mostly harmless to living creatures, as their large fangs are for strictly eating dead meat. That said, it is usually best to shoot the little buggers on sight, preferably before they see you. See, these things like to hang out near Toxic Craps while they sleep (most likely for protection). If they see something coming, they jump and scream as loud as they can, awakening the sleeping monster beside them. Then, they fly away as quickly as possible, leaving only the Toxic Crab and whoever startled the Screamer. Once the Toxic Crab is done mauling them, the Screamer returns to feast on the leftovers.

---Toxic Crab:

An extremely dangerous predator, this beast is the size of a tiger, and coated in a shell so thick that most small arms ammo will just bounce off. However, they tend to spend a lot of time sleeping when not hunting, and it is possible to sneak past them without waking them up… so long as no Screamers wake them. Their mouth is full of sharp teeth, but they attack with long arms that end in brutal looking pincers.

---Darter:
(Sorry for the low quality image, it was the best I could find)
The most common bird-like creature to roam the Orxon skies now. These birds are hawk sized, with a pointed beak great for stabbing. Their most common tactic is to dive down from the skies and drive their sharp beak through their pray. Typically they traveled in twos and threes.

---Blargian Snagglebeast:

(This is Snagglebeast that was made into a weapon. No photos of wild Snagglebeasts exist).

A massive beast (One a half stories tall), that may have been the apex predator in the old days of the planet. Once the planet was covered in pollution, most of these beasts were removed, some sold to zoos, some made pets by the rich, and others were converted into weapons of war; however it is likely a few still call this place home. Best guesses indicate it would live in deep dark caves, likely at the base of some of the mountains on the planet, only venturing out of the cave for food. These creatures are so heavy that their footsteps create nearly visible shockwaves, and had lungs so powerful that it could literally blow away attackers… or breath in to suck pray closer. It also had massive claws great for rending flesh. Their muscle tissue was so thick that a missile to the face only seemed to make it mad. If fought, it is best to stay back as far as possible, and wear it down with concentrated fire.

Danger Status: 4/5

-A lot of this planet seems like a toxic dumping ground. The water is tainted and the air is foul. The denizens are surly about their fate, and most of the wildlife are mutant freaks that wish to devour your meat and suck the marrow from your bones.

Assuming you don't choke to death, or drown in a toxic river, you'll likely get eaten. Yeah, this planet is VERY VERY dangerous.

Planet Profile - Tabora

  * I own nothing seen below. Credit goes to Insomniac and the equally awesome people who did the rest of the pictures. If I forgot about someone then credit goes to you. 
Battleground Planet: Tabora (Bogan Galaxy) (Ratchet & Clank: Going Commando)
Status: Desert World (former Jungle World)


Geographical Features:
-Tabora is a massive desert world, with sand dunes stretching out for miles and miles in all directions. A few small mountains dot the planet here and there, and occasionally a fissure cracks the planet to its molten core. There are massive tunnels left over from the planets days as a mining hub that crisscross and go deep underground, (much of this mining equipment also remains, though it is in some disrepair). Whatever water exists on the planet is contained in small springs buried in underground caves, or held in reservoirs that used to belong to the miners.

However, Tabora was not always the wasteland it is today. Before the planet was discovered, it was completely overrun with lush rain forests. However, when Megacorp got there, their activities on the planet quickly transformed Tabora from an "impassable jungle" into an "easily navigable desert". They did this because they hoped to mine the planets valuable sources of Raritanium and Crystals (more on those later). The mine was run by autonomous robotic managers left in charge by Megacorp to watch over the miners; those who Megacorp managed to… convince to work for them (typically for cheap, if they were paid at all).

Sadly, the facilities were soon shut down for reasons the Megacorp legal division has chosen not to disclose. But the damage to the planet was already done.

Raritanium: The most valuable export from Tabora were these gems. They grew underground, and were a common component in aircraft construction and upgrading. Those who learn how to use them would be able to really spruce up their air units.

Crystals: Considered less valuable by most, to others these crystals are worth more then their weight in gold. Sprouting from the sand randomly in the vast desert, these crystals absorb cosmic and psychic energy. To those who can utilize such an energy, these crystals can greatly enhance psychic abilities.

Third Party Factions: 2

--The Mystics:

The only non-feral beings left on the planet, the Mystics are drawn to Tabora in search of its Crystals. They are attuned to the universe, and having these in their possession lets them 'become one with the cosmos'. More practically speaking, it also enhances their psychic abilities (one Mystic, utilizing ten crystals, was able to pick up and reassemble a destroyed starcruiser telekinetically in a matter of seconds). Mystics typically don't interact with other Mystics, choosing the life of a hermit and meditation, but they are not unsocial. In fact, to those that bring them crystals, they can be very pleasant and are more then willing to offer any aid they can… so long as they are supplied more crystals. It seems as though the Crystals have created a sort of narcotic effect, and a lack of the energy they give off leaves them irritable.

--The Wildlife: In the wake of the massive terraforming Megacorp did to the planet, only the most unpleasant of creatures have survived.

---Mutant Sandfly:

Fast moving, fist sized, flying insects which are prone to attacking in swarms (averaging between 12-20 a swarm). They scavenge from the dead on the surface of the planet, but are known to build nests in the old mining tunnel networks. Though scavengers, they will attack living pray if they get the chance, or in defense of their hives.


---Spitting Dune Crawler:

A four legged, great dane sized, one eyed lizard like creature, the Spitting Dune Crawler is the second most common creature found on Tabora (the Sandfly being the most common). They can be found wandering in Tabora's underground caverns, the Mining Stations, Water Supply Storage Facilities and in the desert dunes of Tabora. They are protected by a hard scaly body, and attack by spraying a toxic gas at their prey (though thankfully it is very short ranged).

--Desert Dune Monster:

The Apex Predator of Tabora, the small Tank sized DDM typically attacks via ambush, burrowing underground and waiting for prey to approach it. When it does, the DDM bursts from the ground, and unleashes a stream of concentrated lightning from its large eye. Once dead (or stunned) it rips apart its meal with its massive teeth. The DDM is capable of firing lighting from its eye, as well as levitation, due to consuming the Crystals which grew on the planet's surface. These crystals can typically be recovered from their corpse after death. Their chitinous armor is hard enough to withstand an RPG, but concentrated fire can typically get the job done. They are frightfully intelligent, and usually hide in places that they know will be the most traveled. Alternatively, they will hide near the Crystals, for reasons that have yet to be adequately explained.  The only saving grace for travelers is that these beasts never venture far from the surface, and thus are never found in the underground tunnel network.

Danger Status: 3/5

-It's hot, it's easy to get lost in the massive deserts, most of the wildlife has evolved to be carnivores predators, it is actually possible to fall off a cliff and fall to the planet's molten core, and water can only be found underground (which means braving the tunnels) or in the abandoned mining towns/facilities. Frankly, unless you're one of the rare few who can use the psychic crystals, or you're really desperate for some raritanium, this is not an ideal place to be.