recursal/Fanatic-Fandom huggingface dataset:
Cthulu Dreadnought

A Cthulu dreadnought on approach, escorted by a Djinn-class frigate.

The Cthulu is a class of dreadnought constructed by the Scourge. Alongside its sister class, the Nosferatu, the Cthulu is one of the largest armed vessels brought to bear by the Scourge, dwarfed only by the rarely-seen super-dreadnoughts. As with the Nosferatu, the Cthulu is equipped with banks of Oculus weaponry, launch capacity to rival that of a fleet carrier, and cloaking capabilities to let it reach optimal firing position. However, the Cthulu is also armed with one of the most fearsome weapons a commander could face in void combat: the furnace triad.

This triple-barreled furnace cannon array is capable of bisecting a battleship in a single discharge, destroying enemy capital ships in an instant. Though the destructive applications of this are immediately evident, the effect on morale is perhaps more insidious - few captains have survived an encounter with a Cthulu and lived to pass on their experience, which means other commanders tend to panic when a Cthulu uncloaks. The fixed position of the furnace triad is the only saving grace for Triumvirate admirals who face a Cthulu, as it can potentially be outmaneuvered and deprived of its biggest weapon.

### In-Game

Packs the Furnace Triad - the biggest Burnthrough laser in the game with a damage cap of 20 - plus assorted oculus and plasma weaponry, in addition to a decent launch capacity. Getting value out of the triad while also firing the other weapons is a difficult proposition, which means the Cthulu is usually more of a support ship (if that can be said about a dreadnought).
Master Artificer Nguen

Nguen is a master artificer of the Kalium navy.

### History

Originally conscripted from one of the poorest locales on Kalium, Nguen has seen a meteoric rise through the ranks. His first command saw him trade blows with the Shaltari in anti-piracy actions, protecting valuable in-system shipping routes. Since Kalium reintroduced itself to the galaxy, Nguen has also gained experience battling against the Scourge. The defining moment of his career came during his previous command of a Gladiator-class grand cruiser. After destroying one Scourge battlecruiser and crippling another, a final volley of vent cannon fire overloaded his ship's reactor. Nguen ordered the ship to ram a third and final battlecruiser, then abandoned ship with his crew, watching as the detonation of his own vessel consumed the enemy.

Upon returning to Kalium, Nguen was assigned the nearly-completed *Grosses Messer* as his newest command and given leave to oversee its final reactor adjustments. His intimate understanding of vent cannon technology - a product of his training as a vent cannon technician - means that Nguen has made large-scale modifications to his ship's reactor, increasing the lethality of its vent weaponry.

### In-Game

If you're a fan of vent cannons, you're a fan of Nguen. His Command ability lets him max out the number of shots on a vent cannon weapon and ignore the Unstable rule, and can be applied to any allied ship - potent indeed for maximizing firepower. His passive ability meanwhile let you send off the *Grosses Messer* with a bang - ideally while you're in the middle of an enemy battlegroup.
White Sphere

The White Sphere is an artificial intelligence of impossibly advanced design, beyond even the capabilities of the Shaltari.

## History

The White Sphere arrived on Earth a year before the Scourge invasion, falling from space to the region once known as Peru. The moment the Sphere was examined by probes from a networked research terminal, it hacked and locked out every computer in South America, using the bandwidth gained to absorb extreme amounts of data. Intelligence suggests that the Sphere also communicated with parties outside the facility, as the research station it had been taken to was raided shortly thereafter and the Sphere stolen.

Days later, a message was broadcast across all channels on every human world, imploring mankind to abandon the Cradle Worlds and Earth and rendezvous at Vega IV, lest it meet its doom at the hands of an unknown enemy. This pronouncement sparked fear, mistrust, and divisions amongst the population, despite efforts by planetary governments to assuage these feelings.

Those who believed the warning fled Earth and the Cradle Worlds by chartering, stealing, or commandeering ships of all size. In response, the Earth Administration Authority dispatched its fleet to bring these Abandonists back, lest their departure spark further unrest. This would lead to the infamous Battle of Vega IV, during which the majority of the Abandonists were able to escape, following directions given to them by the Sphere.

It is unknown where the White Sphere led the Abandonists after Vega IV; however, recent evidence implies that it that led them outside the Milky Way, possibly to another galaxy entirely. In the 160 years that followed, the White Sphere guided this seed population's evolution, leading to the creation of the Post-Human Republic. The Sphere now acts as a figure of guidance in the Republic - its council is interpreted by an elected body, which then issues direct orders. However, language used by PHR representatives indicates subservience to the Sphere.

## Capabilities

What little the United Colonies of Mankind knows about the White Sphere is contained in EAA Science Division records that survived the Scourge invasion. More detailed records may be present on Earth, though the PHR would undoubtedly stop at nothing to prevent their allies from obtaining them. For the moment, what is known for certainty is that the White Sphere is flawless white, apparently metallic, and about the size of a tennis ball. Its weight is staggering for its size, requiring the strength of two men to lift it.

Undoubtedly, the Sphere's technological powers are tremendous - it defeated every firewall of every computer system in South America within seconds, proceeding to then download inconceivable amounts of information. The White Sphere's guidance is also assuredly how the Abandonists were able to evolve from a ragtag group of refugees into a technologically-advanced race of cyborgs within a mere two centuries. Though apparently benevolent, the Sphere is still the biggest enigma facing the UCM.
Beelzebub Battleship

The Beelzebub is a class of battleship designed and constructed by the Scourge. Much to the concern of the UCM's Office of Naval Intelligence, the Beelzebub - alongside several other never-before-seen classes of Scourge battleship - have begun to appear on the battlefields of the Reconquest. As with the previously-encountered classes, the hulls of these ships are scarred and pitted from countless years of service. Why these classes are only being committed now is a question of great concern for the UCM and its allies.

The Beelzebub differentiates itself from its contemporaries thanks to its furnace batteries - two collections of furnace cannons that can output enough firepower to melt through cruisers in a single salvo. As if that wasn't enough, the Beelzebub also packs an underslung mega plasma lance battery on a traversable mount to give it an edge against enemy battleships, as well as potent close action (as is the standard for Scourge vessels).

### In-Game

The Beelzebub appears to be the answer for the UCM's Hanoi, featuring extreme damage against enemy heavies and the chance to one-shot cruisers on a lucky string of hits with the furnace battery. Interestingly enough, the class also packs a pair of fighters/bombers to add on a little bit of extra damage or durability against enemy close action, giving it some flexibility overall.
Madrid Cruiser

The Madrid is a class of cruiser designed and constructed by the United Colonies of Mankind. As the most common capital ship designed for orbital bombardment, the Madrid has played an essential part in the UCM's Reconquest plans ever since the first of its kind was laid down in 2642. It accomplishes its role thanks to its pair of UF-B-8000 bombardment turrets - weapons that are surprisingly crude, but no less potent in their role of inflicting extreme damage on surface targets to soften up defenders. A single Madrid can accurately target centers of enemy resistance, leveling entire districts while leaving the rest of the city untouched.

Despite being armed with anti-ship weaponry, the Madrid is still fairly vulnerable to any vessel above frigate tonnage. This is compounded by the need for the Madrid to remain relatively stationary over the target, making it a sitting duck for any void- or land-based firepower. As a result, the Madrid is generally deployed with escorts that can provide it with close protection while it rains shells from orbit.

### In-Game

The UCM are known for their time-honoured strategy of saying "if I can't have it, no one else can," and the Madrid is what enables that strategy. As a dedicated bombardment cruiser, the Madrid is cheap as chips and can pick away at enemy ground assets or clusters, forcing your opponent to choose whether or not to shoot at it or prioritise other threats. Just keep in mind that it doesn't have much in the way of anti-ship firepower.
Rome Battlecruiser

The Rome is a class of battlecruiser designed and constructed by the United Colonies of Mankind. Despite being one of the largest vessels in the UCM's fleet, the Rome owes its existence to the actions of a much smaller - and much older - class of ship, the Havana. Several well-publicised kills scored by aging Havanas put enough pressure on the UCM Admiralty to finance the development of a new ship that primarily focused on torpedoes. Faced with these criteria, UCM naval designers came up with the Rome, opting for a battlecruiser hull in order to support double tubes.

The Rome is intended to be an aggressive ship killer, making use of its speed to get into the enemy's face before unloading its payload of two heavy torpedoes. To give it a modicum of protection for this somewhat risky maneuver, the Rome is equipped with 46 additional Aegis-V point defence lasers, all the better to sponge off return fire from the enemy vessel. This overabundance of defence also means the Rome can lend aid to nearby ships, giving it a secondary role to fill should its torpedoes be expended.

The Rome entered service on the second month of the battle for Earth. Two of these brand-new vessels - the *Charlemagne* and the *Eden Victory* - were destroyed as a Scourge dreadnought moved to engage Admiral Halsey's flagship, but their torpedoes broke the enemy vessel in half shortly thereafter, cementing the Rome's place in the UCM navy.

### In-Game

The Rome has the capability to do massive damage to enemy vessels with its two heavy torpedoes that can crash in for up to 16 damage apiece, but has little offence once both are expended. That said, the Rome does has the Aegis (9) rule, which gives it a small niche as a protector vessel.
Jakarta Aegis Frigate

The Jakarta is a class of frigate designed and constructed by the United Colonies of Mankind. Designed solely for close protection and escort missions, the Jakarta sports an impressive array of Aegis-V point defence lasers - almost as many as a cruiser is equipped with. The Jakarta uses these in defence of nearby allied ships, guarding them from enemy close action or bomber attacks. Thanks to its high speed, the Jakarta can deliver this protection wherever it's needed, giving it a niche against its slower - but more durable - counterpart, the Vienna. Since the Scourge emphasize close action as a part of their combat doctrines, the Jakarta's deployment was a priority from the very early days of the Reconquest planning.

Typical Jakarta captains are solid and reliable, and prefer to work towards the greater goal with a minimum of self-aggrandisement - understandable attributes, given the relative lack of glory a Jakarta can claim. Many Jakarta commanders have since gone on to command troopships or become logistics officers, roles where level-headedness and focus on the mission is prized above combat prowess.

### In-Game

The Jakarta exists for one reason and one reason only - to blunt enemy CAW. In groups, these boats can spread Aegis to all of your nearby vessels, giving your local Scourge player fits. That said, if your opponent lacks a large quantity of CAW threats, the Jakarta will look pretty disappointing.
Nickar Hunter-Killer

The Nickar is a class of corvette designed and constructed by the Scourge. As with all corvettes, the Nickar is atmosphere-capable and of sub-frigate tonnage, making it perfect for hunting down enemy strike carriers or any other vessel that believes itself safe once in atmosphere. The Nickar's specialist plasma weaponry is particularly potent, making it possible for such small ships to take on bigger prey.

In the opening days of the Reconquest, the Nickar was responsible for more Armoured Corps losses than ground actions - thousands of men and vehicles were lost to corvette strikes before even reaching the ground. These tragedies taught the Admiralty of the value of corvettes the hard way, and they no longer discount such small vessels in their battle plans.

### In-Game

The Nickar has the potential to deal significant damage with its plasma squall weapon, but its D6 shots make it pretty swingy. As a result, make sure to take these in maxed-out groups of 3 to ensure that enemy strike carriers will die in a single volley. Oddly, the Nickar isn't an Outlier, nor is it Open, forcing it to be included alongside other battlegroups that want to play the objectives.
Kairos Battleship

The Kairos is a class of battleship designed and constructed by the Post-Human Republic. Believed to be a part of the PHR's new wave of battleships by UCM analysts, the Kairos shares the advanced power core of its sister class, the Sarpedon. Unlike the Sarpedon however, the Kairos eschews the meganova lasers in favor of additional drive banks, giving it truly exceptional speed for a ship of its size. This gives it the ability to quickly close the gap with enemy vessels and bring its crest-mounted neutron missiles to bear, crippling targets before finishing them off with its banks of laser lances.

While this speed and aggression may seem unusual for a ship of the Grand Fleet, it's far from uncommon for PHR admirals to lead from the front and by example in a hyper-aggressive fashion. As a result, the Kairos is perfectly suited for these commanders and promises to be a dangerous new addition to their fleets.

### In-Game

With 10" of Thrust and Scan apiece, the Kairos can close to firing range extremely quickly, making use of its terrifying neutron missiles to inflict Crippling on the best enemy ship off the bat. The Calibre (L) laser multi-lances meanwhile let it fend off any enemy escorts, letting it strip away escorts and keep the enemy heavy isolated.
Sagittarii Cutter

### Known ships of the class

PHammerfall, Surging Spear, Tentative V (Independents)Kabal's Knife, First Message, Wrathful (Kalium)

The Sagittarii is a cutter fielded by various Independent Resistance groups. Essentially a bank of engines with weapons strapped on, the Sagittarii was extremely common amongst the former EAA Navy. Poor scanning capabilities on many pre-war vessels made cutters exceptionally valuable during first strike missions, which led to many being produced. Once the Scourge descended on humanity, the speed of these vessels allowed a large number of them to escape and find their way into the hands of Resistance fleets. The Kalium Kabal meanwhile appreciates the brutal simplicity of their designs, and manufactures them new in state-run yards.

Though the Sagittarii was built in various configurations during the pre-war era, all were equipped with banks of artillery cannons mounted in a forward-facing configuration. These chemically-powered guns have comparable strength to modern mass drivers and exceptionally low power requirements, making them ideal on a ship whose engines consume the majority of its drive core's output. Sagittarii have also been seen kitted out with a variety of secondary armaments, though whether these were included in the original design or added by Resistance engineers afterwards is up for debate.

### In-Game

On first impression, the Sagittarii seems like a fairly efficient light vessel. At 90 points for three, not counting the hardpoint upgrade, the Sagittarii is comparable to Resistance frigates and comes with a significant increase in firepower, though it does have to go weapons-free to use it all if you give it an extra gun. With the extra speed and hull point over conventional frigates, these are certain an interesting option.
Orion Cruiser

The Orion is a class of cruiser designed and constructed by the Post-Human Republic. The standard ship of the line for the Grand Fleet, the Orion is the most common cruiser-level vessel fielded by the Republic, primarily due to its flexible armament of medium calibre mass drivers. These afford the Orion the ability to engage a wide variety of enemies, in comparison to the some of the more narrow designs of other vessels.

As with almost all PHR cruisers, the Orion is substantially tougher and heavier than its equivalents from other races - a testament to the Republic's intention of making every life count. This added armour slows the Orion appreciably, but is a small price for the PHR to pay given their low manpower.

### In-Game

The Orion is solidly average. Though the firepower is there on paper, the medium-sized ships that the Orion will want to engage will also be able to outmaneuver it, making it tricky to get your broadsides in position. Generally outshone by other cruiser options, though as a take-all-comers boat the Orion can find some value.
Remus Dreadnought

The Remus is a class of dreadnought designed and constructed by the Post-Human Republic. As with all PHR dreadnoughts, the Remus is equipped with a fully-intermeshed power management system that encompasses all of its weapons, core functions, and drives. This allows the Remus to overcharge all of its weapons with a minimum of danger, in comparison to the dangerous vent cannon technology employed by the Resistance.

In comparison to the Romulus-class, which exists solely to break enemy fleets, the Remus is a more flexible weapon. While it can skirmish with enemy vessels thanks to its energy glaive broadsides, the Remus is perhaps better known for the Apocalypse cannon - a massive four-barreled weapon that can reduce entire cities to glass and ashes. While its normal firing mode presents some possibility of survival, the Apocalypse cannon can also be overcharged, giving it the destructive potential of a nuke with no chance of being stopped by enemy counterfire.

### In-Game

The Remus's unique main gun - the Apocalypse Cannon - both gives it more of a niche than its sister class and makes it harder to use optimally. Under ideal circumstances, the Remus can completely deny an opponent an objective while letting you occupy the remaining clusters on the map with your own drop. Putting it over a centerline cluster means it should be able to hammer away at targets on either side with its broadsides as well. Don't forget the torpedoes!
Gladiator Grand Cruiser

### Known ships of the class

Atomheart, Fusion Queen (Independents)Incinerator, Hell's Fury, Vengefire (Kalium)

The Gladiator is a class of cruiser constructed by Equatorial Yards in the pre-war era. Based off the licensed Centurion-class, the Gladiator was developed as an experimental test bed for vent cannon technology, similiarily to the Eden grand battleship. However, accidents and internal meltdowns that resulted from such tests caused the EAA to shelve the concept of an all-vent cannon cruiser, as the ship has no other weapon to use should its core grow too unstable.

Both halves of the Resistance have found the Gladiator to be an effective tool. Independents favor it due to its lack of physical ammunition that would need to be supplied, and Kalium enjoys the power that vent cannon technology offers while not being weighed down by moral constraints. The Kabal has laid down three times as many Gladiators as were ever produced by the EAA, meaning they likely use this ship as the backbone for their fleets.

### In-Game

The Gladiator packs three heavy vent cannons, making it attractive to Kabal fans or anyone who enjoys high firepower. Its weapons are bound to the front arc, forcing it to joust with enemies, but its high Armour and Hull make this less of an issue than other vessels. Just make sure to keep escorts nearby to keep enemies off its tail, as it can't fire anything at targets to the sides and rear except its terrible close-action weaponry.
Metallix (ARC Infinity)

## Metallix

**Metallix**, formerly known as Metal Sonic, is a major antagonist in Sonic Forces: ARC Infinity who led a full scale invasion on the Silver Dimension in order to take Silver's fragment of the Phantom Ruby and bring both Nero and June to the Sonic Dimension.

Metallix was created as Metal Sonic by Dr. Eggman but after an indefinite amount of time upgraded himself into a more powerful body and renamed himself to Metallix.

## Appearance

Metallix takes on his appearance from Sonic Heroes, minus the cloak he wore, with large blue metal spiky quills similar to Sonic along with red metal boots. When wielding a fragment of the Phantom Ruby he places it in the hole in his chest.

## Personality

Metallix is simply cold and ruthless with an everlasting lust for power. Similar to Sonic can be reckless in some of his actions like rather than simply sending Nero and June to the Sonic Dimension he gets caught up in destroying anything in his way including obstacles and minor members of Silver's Resistance.

## Abilities

Metallix is capable of several deadly attacks such as powerful laser beams fired from his palms and missles from his sleeves. His jet boots give him the ability to hover/fly at immense speeds comparable to Sonic and like Sonic uses this to inflict high velocity attacks on foes. Metallix has the majority of Sonic's moves at his disposal as well including his Homing Attack, Spin Dash and Boost.
Kulshedra Vilestar Carrier

The Kulshedra is a class of heavy cruiser designed and constructed by the Scourge. Distinctive hull scarring on Kulshedras encountered by the United Colonies of Mankind indicate that this class is at least as old as the ships who assaulted the Cradle Worlds during the original Scourge attack - however, the class remained unknown to the UCM until the battle for Ferrum. This suggests that the class is used by the Scourge against known enemies, rather than being deployed against the unknown.

Though the Kulshedra's performance at range was reported to be middling by UCM ships over Ferrum, the class rarely stays at arm's length from its enemies - instead, it dives directly into the middle of enemy battle lines, taking out command ships before disgorging swarms of fighters and bombers. This tactic, while obviously suboptimal for the Kulshedra's longevity, nonetheless is useful due to its effect on UCM morale. As sailors panic, they turn their focus to the Kulshedra, leaving the remainder of the Scourge formation to approach unopposed. During the battle for Ferrum, a mere three Kulshedras caused a massive break in UCM lines, leading to the destruction of multiple UCM battlegroups while the fleet maneuvered to handle the threat. As a result of this, the class has earned the epithet "Vilestar" from UCM sailors, indicating its preferred tactic.

### In-Game

The Kulshedra is a little conflicted over what it wants to be doing - the plasma tempest implies it wants to close with targets, but its launch capacity makes it want to hang back and provide bomber coverage. As a result, the Kulshedra is perhaps best used as a backline carrier like the Hydra, using its potent CAW as a deterrent against enemy frigates or cutters that try to menace it.
Claudia Rhee

Claudia Rhee is a high director of the Post-Human Republic

### History

As the daughter of Octavia Rhee, Claudia has had high expectations placed on her since birth - expectations she has been able to exceed at every opportunity. While her peers were struggling to control a single Familiar, Claudia proved herself capable of controlling multiple at the same time, to say nothing of her combat proficiency tests. Rhee joined the military initially as a Siren, but her tactical aptitude and mastery of Familiars swiftly saw her promoted to a Medusa.

Rhee earned her place in the Grand Fleet after a ship she was aboard was ambushed by Shaltari pirates. The alien's initial volley struck the ship's CIC, killing most of the command crew, but Rhee was able to network her Familiars into the ship's systems, allowing her to bring the ship's weapons to bear on the attackers. Though the ship itself was unsalvageable following the battle, Rhee's quick thinking had saved the lives of its crew, and would eventually lead to the PHR giving her an offer to assume her own command.

Though Rhee currently fights for the Triumvirate to help reclaim Earth, her mother's sacrifice in the Shangri-La system has made her determined to make those responsible pay. While she is content to bide her time while the alliance lasts, Rhee knows that it will break down eventually - the countless simulations performed by her Familiars are proof of this.

### In-Game

The main draw for taking Claudia Rhee is her ability to grant Vectored to a friendly group, allowing them maximum flexibility to line up broadside or F (N) arcs while maneuvering. Though her passive ability is a little underwhelming, it certainly can come up in situations where her Heracles finds itself in the thick of the fight.
Sarpedon Battleship

The Sarpedon is a class of battleship designed and constructed by the Post-Human Republic. Alongside its sister class, the Kairos, the Sarpedon features an advanced, single-unit power core with twice the output/volume ratio of anything the United Colonies of Mankind can produce. As a result, the Sarpedon is armed with nothing but energy-based weapons, in a similar vein to the PHR's dreadnoughts but at a smaller scale. These armaments include laser multi-lance batteries - stripped-down versions of the energy glaive broadsides mounted on the dreadnoughts - and a powerful twin meganova laser mounted to its underside.

In battle, the Sarpedon is a truly frightening engine of destruction, capable of bisecting cruisers with a sustained burn from its meganova laser while pulverising smaller ships with the multi-lances. This diverse damage profile lets the class engage almost any battlegroup with ease, chewing through all but the heaviest of enemy ships. In the limited time the UCM has had to observe the Sarpedon, they've theorized that its only weakness is its extreme heat buildup over the course of a prolonged battle - an irrelevant consideration if nothing is left after the Sarpedon is done firing.

### In-Game

The Sarpedon is a diet Romulus, packing weaker versions of both the hypernova laser and the energy glaive broadsides. Far from a downside however, this means the Sarpedon is fewer points and significantly more fieldable than its larger brethren, while able to serve a similar role.
Pandora Frigate

The Pandora is a class of frigate designed and constructed by the Post-Human Republic. One of the most highly advanced vessels encountered by the United Colonies of Mankind, the Pandora is equipped with a sustained-burn anti-ship laser, making it the smallest ship encountered to have one. The considerable power requirements of these weapons highlights the tremendous efficiency of Republic fusion cores, as well as their miniaturisation technology. Though the UCM has gotten close to matching the Pandora's design with the unveiling of the Vienna-class escort frigate, the Pandora's superior speed and toughness indicate that PHR technology still stands head and shoulders above their non-augmented brethren.

Pandora frigates, due to their highly restrictive firing arcs, tend to focus on specific high-value targets instead of barraging multiple foes like a Europa might. Their Supernova lasers can also preheat the hull of their target, lighting them up for larger allies to fire upon.

### In-Game

Expecting the Pandora to deal any damage with its laser will just set you up for disappointment. Instead, use Pandoras as marker ships, Flash-ing enemies that you want your heavier hitters to be able to see and shoot at. In this regard, these boats are okay escorts for ships with superior frontal firepower, like a Heracles or Pompeius.
Tlalocan Moons

The Tlalocan Moons are a series of four verdant moons orbiting a red gas giant. As these moons feature a similar amount of material resources and living spare as a world like Eden Prime, they are collectively referred to as one of humanity's Cradle Worlds. What resources and facilities they possess, however, has yet to be revealed. Each moon possesses at least a small ocean, and it is perhaps safe to assume that each of the Tlalocan moons have similar gravity and atmosphere to Earth.

This system was believed lost to the United Colonies of Mankind, as it had no functioning Foldspace nodes active; however, it has since been rediscovered as a result of a highly classified ONI initiative to locate the homeworlds of the Post-Human Republic. A void-based stealth node has since been deployed by the UCM in the Tlalocan system, allowing those with the proper codes to jump there. The Post-Human Republic appear to have the coordinates for the system as well, indicating they either stumbled upon it or have an as-of-yet undetected node there.

## Rediscovery

Discovery of the PHR's homeworlds was a top priority for the UCM's Office of Naval Intelligence since they revealed themselves to the colonies. As a part of this initiative, ONI secreted a specialist aboard the PHR cruiser *Mind of Asimov,* equipped with a miniaturised Foldspace node. Though this node could only remain active for five seconds, a Lysander stealth lighter - the *Blue Shade* - was assigned to immediately jump to the node's location when it was activated and deploy a void-based stealth node to enable future jumps.

Instead of discovering the PHR's home port however, the *Blue Shade* instead found itself in the Tlalocan system, where the Republic were in the throes of a full-scale invasion. It is still unknown how the PHR rediscovered the Tlalocan system, as no other Foldspace nodes have been detected in the system.

## PHR Involvement

The rediscovery of the Tlalocan system by the UCM came with the additional revelation that the Post Human Republic were already there. Since the defeat of the Scourge, the Republic has begun building permanent facilities on each of the moons, indicating that they intend for the system to be a local harbor for their activities in the Reconquest's theaters.

The UCM were unable to perform more than recon sweeps in the Tlalocan system after its rediscovery, as they lacked the necessary assets for a full-scale invasion and were unwilling to risk open war with the Republic. As a part of the Triumvirate agreement, the UCM has conceded their claim on the system to the PHR - a deeply unpopular move with the population of the colonies.
Achilles Heavy Cruiser

The Achilles is a class of heavy cruiser designed and constructed by the Post-Human Republic. Designed with the same basic hull configuration as its cousin, the Hector, the Achilles nonetheless has a more specialised role thanks to its armament. Its main broadsides consist of four heavy mass drivers each, weapons designed to deal with thick enemy armor. As a result, the Achilles has exceptional lethality against the largest of ships, though its weaponry can be cumbersome to deploy against smaller targets. To improve its first strike potential, the Achilles is also equipped with a frontally-mounted torpedo to soften up targets before bringing its mass drivers to bear.

The Achilles primarily takes on seek-and-destroy missions against the largest and most threatening enemy vessels in any engagement. This is often a goal the Achilles seeks to accomplish early, as the class is fairly undergunned when compared to the Hector. That said, eight heavy mass drivers are still a threat against all but the lightest and most maneuverable of enemy vessels.

### In-Game

The Achilles can be difficult to field well, as its broadside configuration prevents it from focus-firing enemy heavies with its Calibre (H&S) weapons and it overpays for its singular torpedo. Against opponents fielding multiple heavies the Achilles could theoretically be good, but taking equivalent points' worth of Electras will almost always be more efficient.
Shadow Battlecruiser

The Shadow is a class of battlcruiser designed and constructed by the Scourge. As with many larger Scourge vessels, the Shadow thrives on engaging enemy ships from stealth with close action weapons; however, unlike many of its sister ships, the Shadow lacks cloaking capabilities. This is due to the conspicuous energy signature of its primary armament, the magnetron lash, which fires massive arcs of highly energetic particles that latch onto nearby ships. Though these particle arcs superheat the hull of their target to temperatures nearing that of a star, this is not the primary way in which the lash destroys its target - instead, antimatter bomblets are passed down the beam into the target, annihilating themselves alongside the hull. The particle arcs tend to attach better to more dense surfaces, making it more deadly when employed against heavier vessels.

Despite not having access to a cloak, the Shadow nonetheless attempts to approach targets on silent running, revealing itself at the last possible moment before opening up with its primary weapons. While this primarily includes the magnetron lash, the Shadow also has access to the Scourge's standard fare of Oculus and plasma weaponry, in addition to launch capabilities.

### In-Game

The Shadow is potent weapon against enemy heavies thanks to how many attacks it gets to make with its magnetron lash Mauler weapon. This, coupled with its decent CAW and launch capacity, means the Shadow can be an exceptionally dangerous opponent when on standard orders - the lack of cloak however makes it tough to get the Shadow in range to make use of its weapons.
Sisyphus Heavy Cruiser

The Sisyphus is a class of heavy cruiser designed and constructed by the Post-Human Republic. First seen alongside the so-called Prototype cruisers, the Sisyphus appears to be a newly-created ship that is still in its trial period. A master of clearing dropsites, the Sisyphus is an excellent escort for PHR strike carriers and troopships - its bombardment cannons allow it to obliterate ground emplacements, while its anti-ship torpedo dissuades enemy capital ships from contesting the PHR landing actions. Banks of light calibre weaponry allow the Sisyphus to contest lighter ships that may attempt to intervene in PHR operations at the site, making the Sisyphus well-rounded against many enemy vessels.

The Sisyphus's mission profile - alongside its relative newness - suggests that the PHR are increasingly interested in taking and holding ground, more so than they were previously. These ships are common sights wherever the PHR are intending to dig their heels in, especially when said locations are defended lightly by enemy ships and personnel.

### In-Game

The Sisyphus's armament is extremely varied - it packs light calibre broadsides for light vessels, a single torpedo for heavies, and a bombardment battery for surface targets. This means that while the Sisyphus can serve in a variety of different roles, it's generally underwhelming in any of them versus a more dedicated option. The best use case for the Sisyphus therefore is also the most fluffy - camp it over a contested cluster, where it can use its light calibres to menace strike carriers that try to make drops and dissuades troopships with its torpedo.
Olympus Prime

Olympus Prime is one of the seven Cradle Worlds of humanity.

## Geography

Olympus Prime has generally Earth-like traits, including a breathable atmosphere, vast plains, and oceans. It also appears to have a mountain range that extends up into the planet's lower orbit, setting it apart from other Cradle Worlds.

Olympus Prime has the most abundant resources of all the Cradle Worlds, and was mankind's foremost factory planet prior to the coming of the Scourge. Many pre-fabricated structures were built here and shipped off-planet, in addition to raw materials mined from its crust.

The planet was also the location of the only vertically-integrated starship manufacturer of the pre-war era, Trident Industrial. As a result, Olympus Prime features the most extensive orbital grid of all the Cradle Worlds (only outstripped by Earth in terms of total tonnage), with much of it given over to starship construction. Unusually, this grid features redundant control systems based on the surface of the planet, as well as on its single moon, Styx.

## Reconquest

Olympus Prime's vast resource potential, as well as its orbital shipyards, made it a crucial objective for the Reconquest; however, the sheer scale of its defensive emplacements, coupled with the Scourge armada assigned to defend it, made Olympus Prime a difficult target to assail. As a result, the fleet assigned to attack the system was the largest the UCM had assembled since D-Day on Eden Prime. Its first objective was to wipe out the enemy fleet before capturing the orbitals, as landing ground assets through Olympus's orbital defenses would be impossible otherwise.

Operations began on February 1st, 2671, with the battle over Olympus Prime raging for eighteen full days. Though they had conceded other systems to the UCM's numerical superiority, the Scourge had apparently chosen Olympus as a place to make their stand, throwing waves of fresh reinforcements pulled from other sectors into the fray. By the end of the first nine days, the UCM had lost over 120 capital ships, including 32 battleships and three dreadnoughts; by the end of the second nine days, their losses would push past six hundred vessels of frigate tonnage and above.

Though the UCM would eventually triumph over the Scourge void forces, the immense destruction wrought during the battle had rendered Olympus Prime's orbit impassable to lightly-armoured voidcraft like bulk landers. With full-scale ground assault off the table, the UCM turned its focus instead towards capturing or disabling the orbital defence grid, using strike carriers to punch through the debris field and launch assaults against surface-based control stations.

By May of 2672, the UCM reached their 95% destroy-or-disable threshold for Olympus Prime's orbitals. This, coupled with the majority of the orbital debris having burned up, made an invasion possible without unconscionable losses; however, the UCM have instead opted to commit many of the forces allotted for Olympus Prime to Earth instead, delaying the ground assault for the foreseeable future.
Dr eggman

es un tipo calvo con una que hizo lo mismo que reginald coperbottom y sonic ver la rule 34 y lo metieron a prision y al igual que sonic y tails escapo en el capitulo 4 y ayudo a sonic en el capitulo final

pirmera aparicion

superbeethoven hackea la rule 34 (mencionado)

ultima aparicion

sonic y tails van a la patagonia (parte 2/2)
Argonaut Grand Battleship

### Known ships of the class

Argo, Golden Fleece, Spear of Ajax, Cyclone Bringer (Independents)Mistress of Ruin, Hellstorm (Kalium)

The Argonaut is a class of battleship designed and constructed during the pre-Scourge era, and largely fielded by Resistance fleets in the modern era. Intended as an answer to the EAA's procurement order for an endurance-oriented battleship to escort exploratory fleets, the Argonaut was designed with minimal power consumption in mind. Its weapons consume very little power at rest, and not much more when fired, putting it in stark contrast with other grand battleships, which need frequent core refits as a result of their power-hungry weaponry. Though the Argonaut's weapons do necessitate large quantities of ammunition, additional space was able to be freed up within the ship's superstructure to accommodate such a need, making the ship perfect for long patrols with minimal bouts of combat. These traits also made the Argonaut one of the great survivors of the Scourge arrival - the class remains the most common of the grand battleships in current times, though this is not to say that any of these leviathans are common.

In combat, the Argonaut uses its broadsides of chemically-powered guns in conjunction with potent close-action missiles for the majority of its damage output. However, its main threat is its prow-mounted triple-barreled torpedo launcher, which allows it to fire a spread of three of these ship-killing munitions. Better yet, the Argonaut's internals allow for a second volley to be held in internal loading compartments, giving it a potent weapon to employ against enemy heavies.

### In-Game

The Argonaut comes at a discount versus its competition, but packs potent standard orders firepower in the form of its torpedoes and broadside batteries. Though its damage output is slightly less than other grand battleships, the Argonaut's torps give it extra value against cloaked enemies or space stations, neither of which can easily avoid them. Even if one salvo isn't enough, the Argonaut can fire an additional spread of three torpedoes, giving it a little insurance against particularly evasive opponents.
The Anomaly

The Anomaly is an anomalous starship sighted on the battlefields of the Reconquest. Currently, almost nothing is known of its allegiances, specifications, or capabilities; however, the ship is said to be capable of moving at beyond-relativistic speeds while in realspace. No life signs were detected aboard by UCM scans, but the presence of unusually-homogeneous organic matter has been revealed through spectral analysis. Additionally, the ship appears to be able to either destroy or completely disable ships within a short range, regardless of their size or armour.

The UCM's Office of Naval Intelligence is particularly interested in learning more about the Anomaly, and has directed ships to scan the vessel even in the midst of active combat zones.

### Speculation

Fan theories have connected the Anomaly to the device uncovered beneath the Tartarus in a recently-published short story, potentially hinting at the presence of an upcoming faction being added to Dropfleet Commander. This is further supported by image assets in the TTCombat store - the name for the Anomaly's store image indicates that this particular ship has a turret (likely the device on top of the ship at the rear), while other images indicate that the center section of the ship can be lifted out. As a result, the Anomaly may be one potential configuration from a new box of cruisers, adding credence to the previous theory; however, TTCombat has to confirm or deny this.

### In-Game

The Anomaly is not currently a playable unit; however, it does star in its own mission as an objective that players can Active Scan to earn VPs.
Selenium Heavy Voidgate

A trio of Seleniums in atmosphere, likely teleporting troops groundwards.

The Selenium is a class of monitor constructed by the Shaltari Tribes. As with the Silicon, the Selenium is not a true naval monitor from its mission profile; however, its many similarities to the class has lead the UCMF to classify it as such. Though the Shaltari are able to make do with conventional Voidgates a majority of the time, those vessels are fragile and all but unarmed, making them easy targets. To guarantee landings amidst heavy enemy resistance, the Shaltari employ heavier vessels like the Selenium.

With a transference capacity akin to that of a conventional Voidgate and weapons designed to fire out of the atmosphere, the Selenium possesses a similar tactical role to the Scourge Lamassu - it can deploy troops while simultaneously defending them from enemies in higher orbital layers. Its significant durability over conventional Voidgates has led the Selenium to be deployed in significant numbers during the Battle for Earth - so much so that more Seleniums have been spotted there than anywhere else.

### In-Game

The Selenium is an alternative to the usual Voidgates for troop deployment - it's tankier, deploys more gates, and has actual firepower compared to its smaller brethren. The disadvantage is that the Selenium is quite slow, making it perhaps optimally used as a backfield objective holder that enemy corvettes will find hard to kill.
Silver Battleship

The Silver is a class of battleship designed and constructed by the Shaltari Tribes. Closely related to the Bronze-class, the Silver maintains the microwave array broadsides and prow-mounted gravitic beamer of its sister. Where the two classes differ is in terms of primary armament - instead of fielding the Bronze's ion cannonade, the Silver features the spectacular obliterator cannon. This terrifying weapon's capacitance prongs - which run nearly the full length of the ship - generate a crackling flow of unstable, rare particles that are subsequently forced through an emitter nozzle and towards a hapless enemy ship. These particles are uncharacteristically random in how they interact with matter, but even in the worst case scenario will burrow through enemy ships lightning-fast, annihilating all ordinary matter they come across.

Due to the relative uncertainty of the obliterator cannon's output, the Starchiefs that command Silver battleships tend to have a gambler's mindset, staking the lives of their crew on the weapon's ability to destroy an entire cruiser in one go. Its target meanwhile cannot afford to make such a gamble - though the particles could theoretically disperse harmlessly, they could also cripple the ship in a single volley.

### In-Game

The Silver is an odd duck with a very swingy main gun - while 16 damage is theoretically possible out of the obliterator cannon, it's not altogether likely. To help compensate for the swinginess, the Silver does feature the gravitic beamer for utility purposes, as well as banks of microwave arrays to provide some consistent shooting.
San Francisco Troopship

The San Francisco is a class of cruiser designed and constructed by the United Colonies of Mankind, and is the primary vessel employed by the UCM to get mass concentrations of troops planetside. While dropships deployed by strike carriers can quickly and safely reach their destinations, their overall transport capacity limits their ability to deploy the number of troops necessary for planetary conquest. The San Francisco is designed to carry bulk landers, which allow for significantly more soldiers to reach the ground per successful landing. It also can physically carry more soldiers, accommodating 25,000 troops and support staff for protracted operations or up to 60,000 in cramped, pre-planetary invasion conditions.

However, while the San Francisco's larger size confers it more durability and transport capacity than a strike carrier, it also limits its speed and prevents it from operating in the safety of atmosphere. As a result, the San Francisco is generally employed away from enemy ships to help guarantee the safety of its precious cargo.

### In-Game

The San Francisco is the troopship by which all other troopships are measured, which means it's not that interesting on its own. It does its job of dropping bulk landers on objectives, but lacks the raw survivability, firepower, or speed that other troopships possess. Still, if you need a ship that can take a bit of heat over central clusters, the San Francisco can get it done.