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 New Republic File - Nekressis
V
2:42am, March 22, 2002
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If you are not within the New Republic at a Lieutenant or higher than do not read the following unless you fully realize it cannot be used incharacter.

Other factions do NOT possess this information either. Any other faction who wishes to know how much it does have must contact me. I will then provide you the information your faction has. For some it will be more, for others it will be less. For some it will be none.

Unaffiliated characters simply know "there is a war against an alien arachnid species" and that is all. If they roleplay out knowing more without good reason, then that character will be deleted and all his/her actions voided. PLEASE dont use this information as if its easy to come by and PLEASE dont just dish it out to every single faction even if you have characters in it.

If you cannot keep in character info and out of character info seperate then look away now.





































New Republic Military Report - The Nekressis.

1.1 Briefing

It is apparent now that we are at war with a menace beyond any we have seen before. The Unknowns quickly became known as their true name in basic as "The Nekressis". This report lists most of the information we have about them. All of the following is to be considered classified, and any leaks will result in a court martial. This document does not contain everything we have encountered, just the most common and most likely things you will face against this foe.

Good luck,

General Marvor.


2.1 Origins

Limited information on where the Nekressis came from. They seem to orignate within the Unknown Regions, most likely Imperial Directorate space but we believe them to be from a different galaxy. This dispels scientific laws in saying nothing can exist outside our own galaxy.

2.2 Territory

We can only assume they have control of their own galaxy, and certain systems within the Unknown Regions. Contact is being attempted to the Chiss to see if they provide any updated maps of the region to narrow our search. They seem content with wasting planets rather than occupying them. Whether this is for some all round plot of theirs or just their natural instinct we dont know. They have in certain area´s occupied the planet - Corellia being the most recent.

2.3 Invasion Route

The conquered territory stretches from the Unknown Regions down to beyond Kessel. This effectively has sliced the galaxy in two making communications and contact to the other side of the galaxy troublesome, especially with the Empire remnants.

2.4 The Empire

We currently hold a rough alliance to combat the threat, but our last reports from them were shortly before a Nekressis vessel crashed into Bastion.

2.5 The Nekressis Allies

Currently, we have identified the Imperial Directorate as their main ally. It seems the Aurora Coalition were also an ally of theirs till for some reason the Nekressis purged them. This could possibly be used to our advantage in trying to split the Directorate and the Nekressis. Lastly, a religious cult is spreading throughout the galaxy marking the Nekressis as "gods" and "saviours". Terrorist activity has thus increased proportionally.

2.6 The Enemy Intel System

Seems to be very extensive. With the Directorate and Eclipse terrorist organization reporting to them also, we are to assume the enemy knows what we know. For this reason, it is advised conversation is not sparked about the war and that captains, generals and admirals do not advertise their own, nor the vessels or troops under their command movements.

2.7 Language and Encryption.

The Nekressis spoken language consists of chitters ranging in amplitude and frequency. Some beyond the human hearing range. Due to its rarity we have had little time to study the basic language, never mind crack Nekressis codes. Additionally, one can only assume the Nekressis has another communication method rather than spoken language. Due to these points, focus is now upon Directorate and Eclipse encryption codes.

2.8 Command Structure

The Nekressis command structure remains totally unknown to us. Although we do know they have a Ruling Council. This Council seems to govern the Nekressis, in much the same way as the senate does for the New Republic. It is probably also worthy to note that their are different types of Nekressis - just as there is for humans. (ethnic background). Reference for these are "clans" or "broods", however NR has begun to use clans for this ethnic differentation and broods for groups of Nekressis.

2.9 The Clans

Exact names for the clans have been distinguished. However, nicknames have been divised for them to help understanding. Additionally to help recognition, the general colour tint of their exoskeleton has been given:

Ekishnak - "RuleBugs". Encounter in battle is rare. We assume they are leaders. "Blue Tint"

Shek´dai - "SoulBugs" The espionage, stealth and assassins of the Nekressis. Seem to delight in a soul extraction process. "Black Tint"

Har´shook - "Bugs" The most common Nekressis to be found. This clan consists of most of the Nekressis army. "Brown tint"

G´keti - "Medis" Medical. "Red Tint"

Rhy(unable to translate further) "TechBugs" Beyond the Nekressis technology. Exact standing is unknown "Green tint"

???? "MagicBugs" Some type of rituals performed to help the Nekressis. Rare encountering. "Unknown TinT"

Beteris "Wingers" Winged Nekressis. Not as strong as Harshook, but can spit a corrosive agent. Effectiveness of this agent is unknown. Encounters are rare. "No Tint - recognised by being winged"

???????? "Cloakers" Unknown


3.1 Nekressis Technology - Ground

Standard equipment for a Nekressis include their own claws - which are similar to the Yvethan claws, yet much more battle worthy than for direct sacrifices or assassination. No infantry armour has been discovered either. It is assumed that their exoskeleton constintutes the Nekressis armour. Bugs and Wingers seem to have the strongest claws and armour.

3.1.1 Zzhats - The basic hand weapon of the Nekressis. Disruptor based, it disintegrates the enemy. Shorter ranged than most blasters, apart from sporting, hold outs, and normal blaster pistols. A secondary function exists which seems to be the Nekressis version of stun - yet not as effective. Instead, this function overwhelms the target in pain. All Nekressis should be considered to have this weapon. The ammo problems for our own disruptors does not seem to be problem for the Nekressis however.

3.1.2 Zhrife - The basic rifle of the Nekressis. Again, disruptor based. Seems fairly accurate, and provided with a good range. No secondary function has been noticed, except sometimes the weapons can spread the disruptor blast. The Nekressis warriors should be assumed to carry such weapons.

3.1.3 Smokers - Work similar to our own smoke grenades. Nothing else to add.

3.1.4 Plasma Grenades - Work similar to our own thermal detonators, yet are much more focussed and have different explosion yield settings. Rarely encountered.

3.1.5 Soul Sphere - Soulers usage only. The method in which they extract the soul. Unknown workings. Priority capture.

3.1.6 Sliders - The nickname for the wedge shaped tank that the Nekressis seems to use. its armournant seems to consist of dual plasma cannons, which measures at roughly half the firepower of one of their space fighters. Additionally, it is equipped with surface zzhats with boosted range for anti-personnel missions. None of those encountered have had any shielding technology, yet their armour seems to absorb energy shots. Unknown to how this works or how much pressure can be applied. One important factor to note is that these tanks are lightweight and extremely fast and manuevrable.

3.1.7 Titans - Monstrosities. If you thought an AT-AT was bad you have not seen one of these. First encountered on Corellia, the Nekressis landed three upon the planet. They look like mechanized, sleek versions of the Nekressis and their size is collosal. They tower over cities alone, and can probably engage a tank company and win. Its weaponry is equally terrorfying. Two cutter beams, along with over fifthy smaller weapon emplacements makes this a beast of a war machine. Like Sliders, they are equipped with the same absorbing type of armour, strength undeternable. Unlike Sliders, they have a shield for physical attacks such as ramming and missiles. It also has the capable to target starfighters, and thus track fast moving targets. Crew total is unknown. To give a better comparison, imagine the AT-AT being the ground equivalent of an ISD. Now imagine this machine being the equivalent of an SSD.


3.2 Notes: All technology used by the Nekressis, along with themselves are immune to the force. They cannot be directly targetted with the force.

It is also important to note, that their technology does not work for any species in this galaxy. As soon as the weapon leaves a Nekressis grasp or immediate area it seems to enter a dormant mode where it cannot be used or accessed. There are replica items made of Nekressis technology that are spreading across the black market - if you find any such items, report it immediately to your local NRI officer.

Nekressis ground battles have been few and far between, with little information gathered. So we have to assume they have other vehicles and weapon types.

4.1 Nekressis Technology - Space

Nekressis vessels share alot of common technology outlined below. Different combinations are then given under our best guess to their class of ship.

4.1.1 Plasma Cannons - Variable versions, just like our lasers. Shorter ranged than turbolasers yet more powerful. Ability to punch straight through shields. The Camelot Project, designed a new rotating shield structure to help deflect shots - although this design has not come under major usage yet. Seems to be the most common Nekressis space weapon.

4.1.2 Warp/Phase Missiles - The standard missiles of the Nekressis. They are effectively all our missiles combined into one. The reason for its destructive power is that they can pass straight through shields and armour to appear within a ship and then explode. The technology for this is far beyond our scope and thus no defence has been found against this technology.

4.1.3 Cutter Beams - A hellish weapon. Luckily, the weapon is based on the plasma variety and not the phase designs. The beam is constant, and the weapon can rotate and shift to move the beam around which is how it "cuts". Like plasma technology it bypasses shields, and due to the constant effect, quickly eats through a ships superstructure. Luckily, these weapons seem to have a narrow arc of fire and do not fire as regulary as normal weapons.

4.1.4 Armour - Armour on all Nekressis vessels seem to originate from the same design as that of the ground vehicles, in a black material/metal that absorbs energy fire.

4.1.5 Shields - Where applicable, a Nekressis vessel has a mild shield capable of deflecting/stopping particle/physical impacts. Relatively weaker than our own shielding technology.

4.1.6 Phase Drive - Nekressis ships do not travel through hyperspace. Attempts to interdict have failed, although the phasement of a Nekressis ship have been affected by mass gravity. A Nekressis ship appears to use the phase drive as a cloaking device, and a travelling device. The same technology is also used in some weaponry (as described above). Exact workings are unknown, yet this proves a valuable tool in the Nekressis arsenal allowing them to strike without warning and hide their numbers at key sites.

4.1.7 Capture Beams - The Nekressis seem to use a stronger tractor technology than us, able to hold ships within their grasp and even use it in a reverse polarity to push away without major modification to their systems (it seems).

Destroyer - 4.1.1.2.3.4(Heavy).5.6.7
Cruiser - 4.1.1.2.3.4(Med).5.6.7
Frigate - 4.1.1.2.4.5(Lgt).5.6.7
- 4.1.1.3.4.5(Lgt).5.6.7
Corvette - 4.?1?.4(Lgt).?5?.6.7
Fighters - 4.1.4(VLgt)
Bombers - 4.1.3.4(VLgt)

4.2 Notes: Possibilities remain for their to be many diffrent configurations. As can be seen, the corvette configuration is still unsure as it contains different characteristics to that of normal weaponry - but it is the closest match within our databases.

Nekressis ships are extremely manuevrable. The Cruiser alone has a speed equal to that of an X-Wing StarFighter. Do not let this make you think Nekressis ships are lightly armed, they are extremely destructive. One Nekressis Cruiser has been reported to take out several Destroyer class vessels of our own.

5.1 The "Gatekeepers"

Rumour speculates the existance of powerful beings within the Nekressis that look human, yet control a great "magical power" that is not the force. The exact nature of this creature/thing/hybrid is unknown, although we believe they are a pivotal role in the Nekressis hierarchy. Do not engage these creatures, they are extremely dangerous. Contact your local officer immediately if you spot one and do not engage.

6.1 Conclusion

Once again, it must be highlighted that this should not be considered the be all and end all of our foe, the Nekressis. Vast numbers of different creatures are beginning to appear upon our borders, and we can only assume t his is some kind of slave army or perhaps another race allied to the Nekressis from their own galaxy.

Many Bothan spies died to give us this information.

Use it wisely.

May the force be with you



Edited 3:44am, March 22 by V, author.
 
V
5:37pm, May 12, 2002
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Dont want this post deleted.
 
Rihani Ambrai
4:34am, May 13, 2002
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Why not just save it as a .txt file and keep it on your computer for future use?
 Hmmmm
Rob
3:03pm, May 13, 2002
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Because he wants other people to be able to use it for reference, I assume.
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