Interlude Factions of the Storm
The Sol Refuge:
Faction Type: Nomadic Remnant
Governmental structure: Military Council
Culture Type: Authoritarian, Militaristic
Specialties: Areas the People of Sol Excell in
Specialty One: Starship Engineering
Specialty Two: Particle Weaponry
Specialty Three: Torpedoes
Specialty Four: Reactionless Propulsion
Specialty Five: Powered Armor Design
Specialty Six: Mobile Repair and Construction
Specialty Seven: Stealth and Sensor technologies
Specialty Eight: Deep Space Industry
Specialty Nine: Nanotechnology
Unique Technologies: Rydium based Energy Conversion and Absorption Techniques, Rydium Manufacturing, Pulse Wave Engines, Electro Cannons, Energy Webs, Triphasic Shields, Cutting Beams
Notes: Five years in deep space before the storm taught the Refuge much about the dangers of space exploration. With their numbers so few they prefer to keep to themselves when possible and care little for interfaction politics
Additional Notes: This Faction Cannot build Heavy Capital ships (I.E Battleships, Battlecruisers, and Dreadnoughts) In addition, their ability to replace lost vessels is extremely constrained. Making it difficult for them to absorb ship losses. Refuge Ships are more expensive than those of other factions, which has further compounded the issue within the Storm.
Gyn'ri Drifters:
Faction Type: Disorganized Rabble
Governmental Structure: Captain's Council
Culture Type: Multi-racial, Egalitarian
Specialties:
Specialty One: Hyperspace Shielding
Specialty Two: Storm Navigation
Specialty Three: Deep Storm Salvage
Unique Technologies: None
Notes: The Gyn'ri Drifters are one of the larger factions within the storm. Operating several bases and a decent fleet of small vessels. Many of their number have lived in the storm for decades already and they have plenty of experience operating within the storm. However they aren't particularly well organized.
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Additional Notes: This faction cannot build capital ships. They are limited to the construction of lighter vessels. What capital ships they do have were often salvaged or rescued during a surfacing event. Like many Storm factions, their ability to replace losses is constrained.
Bresh'i Hive:
Faction Type: Fractured Collective
Governmental Structure: Queen's Council
Culture Type: Industrious
Specialties:
Specialty One: Hyperspace Shielding
Specialty Two: Storm Navigation
Specialty Three: Deep Storm Salvage
Specialty Four: Deep Storm Industry
Unique Technologies: Hyperspatial Tapping
Notes: The Bresh'I are a highly industrious race of insects with a social structure roughly akin to terrestrial ants. More specifically they are like the ant species that are Polygynous, but there are a few differences. Like the Gyn'ri the Bresh'i have been living in the storm for some time and have managed to carve out a territory for themselves. Being a highly industrious and organized species, the Bresh'I are one of the more successful groups within the Storm.
Additional Notes: Unlike most factions, the Bresh'i are uniquely able to replenish their losses and have proven quite adept at harvesting minerals within the Storm. As such they are quite capable of building capital ships, but their ability to replace those capital ships is somewhat constrained. They typically operate small fleets of frigates and destroyers to protect their interests.
Raythil Cooperative:
Faction Type: Poorly Organized Rabble
Governmental Structure: Captain's Council
Culture Type: Multi-racial
Specialties:
Specialty One: Hyperspace Shielding
Specialty Two: Prospecting
Specialty Three: Multi-spatial Sensors
Unique Technologies: None
Notes: The Raythil are a loosely organized collection of survivors living in the storm, bringing with them the knowledge of advanced sensors and shielding, the Raythil have learned to find resources within the deep debris fields of the storm.
Additional Notes: This faction cannot build capital ships. They are limited to the construction of lighter vessels. What capital ships they do have were often salvaged or rescued during a surfacing event. Like many Storm factions, their ability to replace losses is constrained.
Drathik Raiders:
Faction Type: Pirate Scum
Governmental Structure: Pirate Republic
Culture Type: Multi-Racial, Militaristic
Specialties:
Specialty One: Hyperspace Shielding
Specialty Two: Hyperspace Tracking
Specialty Three: Ion Disruptors
Unique Technologies: Combat-rated Hypershields
Notes: The Drathik are one of the more aggressive factions within the storm. Unlike some of the other rabbles that populate the storm, they prefer to raid the coffers of other groups and supplies rather than scavenge from the various debris fields. They've also gotten pretty good at it, having developed effective weapons for disabling enemy ships and created a form of hyperspace shielding that does more than protect the crew from radiation exposure.
Additional Notes: This Faction cannot build large vessels due to a lack of facilities and expertise in their construction. However, they are decently good at refitting the ships they do acquire. Most of their larger vessels were stolen and then retrofitted.