The following data is licensed under your TK-14 confidentiality agreement! Leaking of this data will be punished with immediate comprimisation of your current rank! It is based on extracts from the Kel´Shir archives.
A short Introduction
Many would say that victory or survival are worth all costs. The Kel´Shir are one of the few who would say the same about knowledge. When they crashed on the planet that would soon become their homeworld, it were the artifacts and ruins of an ancient, long dead and forgotten civilization that ensured the survival of the
these people and in a way uplifted them. From that day that day, they are filled with awe, respect, fear, but also obsessive curiosity and a newfound purpose: To uncover the secrets of the universe, gain an understanding of this ancient civilization and to advance their people beyond what anybody at that time could have dreamed of. Now, after having reentered the galaxy from their nebula, hidden deep inside the intergalactic void, the Kel´Shir usually keep to themselves, unless disturbed by other powers. It is rare that they try to establish new contacts, though it is known that they have acquired both allies and enemies over the years. Their approach to others is a pacifistic one, trying to solve conflicts through careful diplomacy rather than imposing military might. Should one however find themselves against the Kel´Shir in a war, their pacifism and relatively small numbers should not be mistaken for weakness. Their mastery of both technology and psionics makes them dangerous opponents for even some of the most powerful empires this universe has seen. But still, one will rarely find the Kel´Shir at the forefront of a battle. Rather, they prefer guerrilla tactics, infiltration, indoctrination and other strategies based on deception.
The Kel'Shir Emblem
The Flag of the Federation
Some Examples of Kel´Shir Technology
Psi-Amp: A handheld device that allows individuals with with only minor psionic capabilities to better channel their powers, though the abilities they will be able harness remain more rudimentary and inferior to the ones of more talented psions.
Gene Therapies: This advancement in civilian bioengineering is capable of curing most diseases and strengthening the body.
Kyanite based Tech: Kyanite is a blue crystal only found in deep Kel´Shir space. It is capable of transforming a variety of energy forms into kinetic energy, leading to the development of technologies such as advanced force and containment fields, FTL acceleration gates, potent and efficient FTL drives, a variety of military projectile accelerators used in almost all Kel´Shir weaponry and advanced interdiction and tractorbeam technology.
Cloaking: The Kel´Shir often employ thermo-optic camouflage. Though this tech is already quite advanced, even more advanced cloaking devices are rumored to exist.
"Weaving": With this term the Kel´Shir describe the process of constructing any object, be it a mug or a warship, on a molecular level, carefully placing each atom in its place, allowing them to make objects sturdier and lighter while also allowing the creation of new alloys such as...
Saetarium: When an object is made from this material, a singular extremely long synthetic polymer molecule runs throughout the entire object, while titanium and few other metals serve as filler and protection for the molecule.
A.I.: This technology made its way into the Kel´Shir Federation through the peaceful assimilation of the Illandi, a sentient, mechanical species of unknown origin. These people are A.I. that is nearly indistinguishable from organic minds. All sentient A.I. within the Federation are granted full citizenship and the same rights as organics, while automated processes are controlled by non-sentient algorithms.
Solar weaponry: Most Kel´Shir weapons contain a miniature star, allowing them to fire varying chunks of solar plasma or shoot miniature solar flares. This is made possible by Kyanite containment fields and accelerators.
There are many other technologies still unmentioned, in development or kept secret.
The Kel´Shir are a race born from calamity. Once some of the first human settlers fleeing earth from overpopulation, these people were forever changed when the FTL drives, still an unstable prototype technology at the time of their departure, malfunctioned. When the meltdown occurred the FTL drives catapulted their passengers far beyond their intended range, setting them on a rapid evolutionary path. And although the Kel´Shir may still resemble humans, they are treated as a different race as humanity by many. When crashlanding on planet, alien and covered in a dense fog, far beyond the known universe many thought that their tale would end there. This would have soon become reality, if it weren't for artifacts and ruins left by an ancient civilization, soon called "The Elders", that had faded into history long ago. By studying these constructs they uncovered great technology and secrets, turning their struggle to survive into a chance to thrive and reach for the stars. But the prosperity and fragile peace between the twelve clans which had emerged from the twelve colony ships were short lived. A Kel´Shir, named Nil´Ar, driven by madness and an insatiable hunger for power, orchestrated the greatest war the clans of Kel´Shir had ever seen, so that he and his followers could take control over what remained after the chaos with ease. Though after achieving ultimate power among the Kel´Shir and the extragalactic nebula that they now regarded their home, Nil´Ar set his eyes upon a new goal: To reenter known space and invade earth, to take back the planet which his people had to leave generations ago.
Soon all across the milky ways outer rim armies were crushed and worlds were burnt under the technological might of the Kel´Shir. It was not long that the what little pride the subjugated Kel´Shir had for the battles they won faded, now replaced sorrow as casualty numbers started rising and many saw their former selves in the races they subjugated: Alone. Broken. Without hope and at the mercy of something they could not understand at the time. And as the perpetual war started going on and on a resistance rose. What were only a few scattered unorganized cells in the beginning became a well organized and equipped underground network. And so they waited. Patiently looking for an opportunity to strike. This opportunity came when large parts of the fleet were on a mission to assist an ally in war. That day the homeworld of the Kel´Shir went up in flames. Millions were lost and the planet remains partially shattered to this day. But when the smoke cleared it was the resistance that emerged. Not necessarily victors, but rather survivors of the war that had devastated their species once more.
As time passed, the Kel´Shir started to recover. Cities were rebuilt, planets were settled again former enemies soon became allies. It was there and then that the Federation was born, rising like a phoenix from the ash, facing a new golden age.
Current ships (Sorted by clans)
The Darylish Clan
This Clan builds small, agile ships intended for fighter to fighter combat. These so called "Hunter" ships are often seen defending cruisers and stations as well as scouting and ambushing enemy fighters in small to medium packs.
Hunter MK I
The standard Hunter class. It has weak protection, but a decent damage output for its size.
Mass: 120,5 Tonnes
Crew: 12 Souls
Value: 87.650 Credits
Weapons: 6 LMGs , 2 Spitfire Repeaters
Hunter MK I , Version II
A slight variation of the Hunter. This ship sacrifices some of its physical damage for more shield decimation and that way supports other hunter squadrons against shielded fighters.
Mass: 120,5 Tonnes
Crew: 12 Souls
Value: 87.650 Credits
Weapons: 6 LMGs , 2 Gauss Arrays
Hunter MK II
The Hunters bigger counterpart. Usually flown by higher ranked Mor´Darun officers. The first prototypes were built by taking a hunter and sticking two more hunter wings to the already existing ones.
Mass: 189,9 Tonnes
Crew: 16 Souls
Value: 115.200 Credits
Weapons: 8 LMGs , 2 Gauss Arrays , 2 Spitfire Repeaters
Hunter MK II , Version II
This variation of the Hunter MK II uses Reflaks instead of LMGs to protect fighters and cruisers alike from incoming missiles. But because of this trade off these ships are very weak against other fighters an non missile attacks.
Mass: 189,9 Tonnes
Crew: 16 Souls
Value: 154.400 Credits
Weapons: 8 Reflaks , 2 Gauss Arrays , 2 Spitfire Repeaters
The Leading Hunter
This ship is the largest known Hunter. It is equipped with experimental warp technology capable of warping the crew to safety in case of the ships destruction as it is still relatively weak compared to larger ships. Now this clans flagship is seen rarely as it is too dangerous to loose the clans leader and Hunter ships are very fragile.
Mass: 213,9 Tonnes
Crew: 20 Souls
Value: 252.800 Credits
Weapons: 10 LMGs , 2 Mini Missile Launchers , 2 Gauss Arrays , 2 Spitfire Repeaters
The Rak´Mur Clan
This clans ships mostly consist of fighters built for fighter to cruiser combat. These ships usually ambush cruisers and corvettes in numbers from 10 to 50 ships depending on the enemy's size.
The standard model of the Thorn. Is shredded by cruisers when alone. Shreds cruisers when in large numbers.
Mass: 125 Tonnes
Crew: 12 Souls
Value: 72.100 Credits
Weapons: 1 Ion Beam Emitter
Thorn Version II
This Version of the Thorn was built for anti shield support of medium sized ships. But like all anti shield ships, its physical damage output isnt the greatest.
Mass: 148,4 Tonnes
Crew: 12 Souls
Value: 70.100 Credits
Weapons: 1 Ion Missile Platform
These ships are the bigger, better and also shielded cousins of the Thorns. Other than that, they have the same purpose.
Mass: 226,6 Tonnes
Crew: 20 Souls
Value: 160.150 Credits
Weapons: 2 Ion Beam Emitters
Spike , Version II
This Version of the Spike was built for anti shield support of large sized ships.
Mass: 208,5 Tonnes
Crew: 30 Souls
Value: 155.450 Credits
Weapons: 4 Gauss Arrays , 2 Volt Disruptors
The Leading Spike
This Ship was originally designed to be the Spike MK II. But when analyses showed this prototype was too difficult to mass produce, it became this clans new flagship.
Mass: 415,2 Tonnes
Crew: 58 Souls
Value: 356.150 Credits
Weapons: 4 Ion Beam Emitters , 4 Spitfire Repeaters , 2 Reflaks
The Anuryl Clan
The people that form this clan are cannon fanatics. As a result of that, their ships are built for Medium to long range cannon fights.
Mako MK I
This small bomber often supports fighters from a safe distance. In smaller skirmishes this type of ship often makes a difference.
Mass: 191,3 Tonnes
Crew: 24 Souls
Value: 176,400 Credits
Weapons: 2 Auto Cannons MK II , 1 Rotary Cannon , 2 Reflaks
Mako MK I , Version II
This ship is made for anti shield support of small to medium ships. Other than that, it is used the same way as a normal Mako.
Mass: 203,3 Tonnes
Crew: 24 Souls
Value: 180.200 Credits
Weapons: 3 Hardlight Accelerators , 2 Reflaks
Mako MK II
This ship simply is a bigger and better version of its precursor and was created out of the clans need for more and bigger cannons.
Mass: 647,8 Tonnes
Crew: 72 Souls
Value: 712.400 Creidts
Weapons: 4 Sniper Cannons , 4 Auto Cannons MK II , 4 Reflaks
Mako MK III
This ship is one of the most often seen sights in a battle with this faction as it is effective and cheap to produce.
Mass: 1182,3 Tonnes
Crew: 230 Souls
Weapons: 6 Sniper Cannons , 8 Auto Cannons MK II , 8 Reflaks
The Leading Mako
This ship once was a normal Mako MK III. But when the clans leader wanted more cannons than all of his clan members his engineers extended the ships wings.
Mass: 1387,5 Tonnes
Crew: 230 Souls
Value: 1.679.450 Credits
Weapons: 10 Sniper Cannons , 8 Auto Cannons MK II , 8 Reflaks
The Derym Clan
This clans members love rushing into medium range, shooting at everything that moves and causing a lot of Chaos, distracting and heavily crippling the enemy with their big firepower in the process. They even carry their philosophy into their ships names, naming them the Loki class.
Havoc MK I
These small and nasty ships usually attack the enemy's supply lines in longer battles, causing chaos as long as they can.
Mass: 222 Tonnes
Crew: 28 Souls
Value: 216.500 Credits
Weapons: 3 Rotary Cannons
Havoc MK II
Instead of flanking around like its smaller cousin, these ships are built for a direct frontal assault.
Mass: 550.9 Tonnes
Crew: 48 Souls
Value: 540.800 Credits
Weapons: 9 Rotary Cannons
Havoc MK II Version II
This ship is the best in the Kel´Shir anti shield section. One salvo can disable a squadrons or a capital ships entire frontal shielding.
Mass: 522,9 Tonnes
Crew: 84 Souls
Value: 482.500 Credits
Weapons: 9 Ion Missile Platforms
The Leading Loki
Terminated in battle
Before being destroyed, this ship took out more than half of the enemy fleet it was facing.
The clans members are currently under command of the Tor´Rash leader.
The Rashtor Clan
This clans pilots tend to stay behind the rest of the fleet, letting the gunners and their huge artillery cannons do the work. These ships rely on others to tank and distract the enemy as their ships are helpless in close combat.
Assassin MK I
An artillery cannon with thrusters and shields. It is rarely used when it supports fighter squadrons with cover fire.
Mass: 871,2 Tonnes
Crew: 44 Souls
Value: 350.200 Credits
Weapons: 1 Quad Artillery Cannon , 2 Reflaks
Assassin MK II
This ship often supports medium strike squads.
Mass: 2349,2 Tonnes
Crew: 116 Souls
Value: 749.200 Credits
Weapons: 3 Quad Artillery Cannons
The Leading Assassin
This ship can heavily cripple an enemy fleet while staying out of their sensor range. This makes it one of the most dangerous of the fleet.
Mass: 5935,7 Tonnes
Crew: 216 Souls
Value: 1.714.500 Credits
Weapons: 9 Quad Artillery Cannons
The Shrydnar Clan
This clans ships were built for one purpose: letting loose a continuing stream of guided missiles. Even when the enemy has point defense, it will be overwhelmed sooner or later.
Spine MK I
Like its bigger counterpart, this ship is long with missiles covering the sides alongside heavy frontal shielding.
Mass: 1035,7 Tonnes
Crew: 254 Souls
Value: 1.420.650 Credits
Weapons: 12 Hydra Missile Launchers
Spine MK II
If the MK I fails, this ship most likely wont, as it has almost double the firepower and even heavier frontal shielding.
Mass: 2916,6 Tonnes
Crew: 424 Souls
Value: 3.162.900 Credits.
Weapons: 20 Hydra Missile Launchers , 14 Reflaks
The Leading Spine
This ship is based on an elongated prototype of the MK II armed with devastating nuclear missiles.
Mass: 3258,9 Tonnes
Crew: 496 Souls
Value: 23.410.000 Credits
Weapons: 28 Nuclear Missile Launchers , 18 Reflaks
The Taluk Clan
The most powerful of the clans even though they only produce one type of ship.
Annihilator Weapons Platform
These monstrosity's were built far large scale battles. Once they arrive in a Battle it is won in the next few minutes as they unleash their arsenal of weapons. It also is the safest type of ship for high ranked officers and commanders as these ships have smaller ones hidden inside them. These escape ships house the ships highest ranked crew and are equipped with there own weapons, defenses and a FTL drive.
Mass: 8064,5 Tonnes
Crew: 876 Souls
Value: 6.675.300 Credits
Weapons: 20 Hydra Missile Launchers , 12 Sniper Cannons , 7 Quad Artillery Cannons , 20 Reflaks ; Escape Ship: 2 Hydra Missile Launchers , 2 Sniper Cannons , 2 Rotary Cannons , 2 Reflaks , 2 Volt Disruptors , 2 Spitfire Repeaters
The Leading Annihilator
This even bigger weapons platform is the fleets strongest ship encountered so far.
Mass: 10808,6 Tonnes
Crew: 948 Souls
Value: 26.198.150 Credits
Weapons: 12 Nuclear Missile Launchers , 16 Sniper Cannons , 9 Quad Artillery Cannons , 36 Reflaks ; Escape Ship: 2 Nuclear Missile Launchers , 2 Sniper Cannons , 2 Rotary Cannons , 2 Reflaks , 2 Volt Disruptors , 2 Spitfire Repeaters
These ships are not directly involved in wars, but form the Kel´Shir infrastructure.
Odyssey Class Shuttle
This shuttle is used for transport of civilians or troops.
Claw class Cargo Transport
These ships are used for the transport of small amounts of different goods.
Humpback Resource Transporter
This stackable freighter was built for the transport of raw materials from hollowed planets to the Kel´Shir system, but has lately also been used for transport of other goods.
MK IV Spaceport
This spaceport houses docking for ships and large containers as well as a MK IV "Weaver" building dock as well as further MK I "Weavers" for the production of smaller goods.
This ship was gifted to the Kel`Shir from an unknown faction for unknown reasons.
(Credit for this modification of the Spine MK II goes to Drakador_Chaos )
Relations with other Factions
The Blood Cult: Long lasting Alliance
The Slyverians: Long lasting Alliance
The Black Star Fleet: Long lasting Alliance
The Tribe of the Darkest Night: Alliance
The Vidachos Quorum: Friendship
The New Scavangers: Friendship
The Dimensional Collective: Friendship
The Keepers of Light: Long lasting Enemy
(If you want your faction to be allied or enemy's with mine, simply contact me by replying to this post)
-Additional Weapons Mod by Meranera: https://forum.cosmoteer.net/d/968-additional-weapons-mod-new-weapon-ternary-assault-cannon
-Capital Ship Weaponry by rada660: https://forum.cosmoteer.net/d/1228-capital-ship-weaponry
-Extra Cannons/Cannons Plus Mod by KodenameYT: https://forum.cosmoteer.net/d/678-extra-cannons-cannons-plus-mod