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The Jkirk Federations is a Highly Advanced Faction, that takes aspects between a Monarch, Republic, and Dictatorship. The faction is categorized as a Third Galactic Power. The intergalactic Dictatorship is led it's Faction Leader: Adex Zarvok Burns.

Faction Colors[]

For their military: All Infantry, Structures, and Vehicles, wear colors mainly the color Black, with Red and Orange as their secondary, which is useful in Night-operations, along with Volcanic terrain. However personnel neither stick out like a sore thumb, nor are they hidden well in Day-operations. For their Law Enforcement: the colors are primarily Red, and secondarily Cyan, which makes them stick out like a sore thumb Day operations, along with Night-time operations.

Governing Body[]

Having aspects of a Republic, Monarch, and Dictatorship, the Jkirk Federations can only ruled by one party/individual (Like a Dictatorship). The individual chosen by their Party can either be voted into Leadership of a Governor/Faction Leader (Like a Republic), or can be brought down the line of heritage from the past Faction Leaders (Like a Monarch). In some cases, certain individuals can even be handpicked by the Faction Leader themselves to take there place (However it's highly rare for this to occur).

Lead Founder: Although not an official government title, the Lead Founder is the individual who founded the Jkirk Federations, and established the first, and permanent laws for the Federations, that cannot be changed by future Faction Leaders, due to Citizen Rights. Currently, the Lead Founder is still in power today.

  • Adex Zarvok Burns

Faction Leader: The Faction Leader is the highest rank anyone can ever achieve. They have the highest form of power available, and can use their power to command the entire Military, change/create laws (except the permanent laws created by the Leader Founder), and even promote certain individuals into high military/civilian positions. Currently, there has only been one Faction Leader, and that is the Lead Founder.

  • Adex Zarvok Burns

Planetary Governor: Planetary Governors are Civilian Officials that are given the authority to control an entire Planet (Or parts of a Planet) that Jkirk has territories on. They are able to control a portion of the Military, along with being able to make Laws that will only affect the planet, but the Faction Leader has the final say in their actions of Law-creation and Military action.

  • ???

Arsenal/Technology[]

The Jkirk Federations's military has a variety of Robotic and Organic Infantry, along with Robotic and Manned Vehicles. The weapons they use are mainly: Plasma, Anti Matter, and Dark Matter. Some units are known to have EMP (Electronic Magnetic Pulses), able to disable Vehicles and Electronics, and Napalm, most useful against organic Infantry. They also have a very wide arsenal of Anti-Nukes, disabling Nuclear Warfare in the battlefield. Their Medical Equipment is also advanced, even able to recreate Organs (however Hearts and Brains are not included), Skin Tissue/Flesh, and Blood Cells/Veins. Their Law Enforcement mainly uses Bullets (Caliber/Millimeter) for their Firearms, for unknown reasons. The Military will also commonly use Weapons/Vehicles that were bought/traded from other Factions, or remake the Weapons/Vehicles if the faction is a enemy or if it is close to collapsing.

Culture/Ideologies[]

The Jkirk Federations is usually seen as a Technological and Militaristic Powerhouse, of which some of it's citizens usually take pride in their faction's technologies and Military might, believing Jkirk to be one of the most powerful factions in the known Galaxy. Because of the laws the current Faction Leader set up, there is little racial tension (due to all species' being allowed to become a Jkirkian Citizen), and people are allowed to verbally express themselves however they want.. which basically makes them culturally similar to that of the United States (in some aspects).

Religion[]

The Jkirk Federations does not have a primary religion to look up to, as a vast majority of citizens don't believe in said religions. That does not mean however, that all citizens do not have religions to look up to, as this is extremely false. There are multiple religions that are in-effect within Jkirkian Civilian Installations, and while there isn't a complete list of them, it's speculated that there are a lot of them.

Members (Not including NPCs)[]

Adex Zarvok Burns(Faction Leader)

Joshua Sentrium Burns (Member/Son of Faction Leader)

Wade Eureka Lester (General)

Madison Lipson Sedvor (Commander)

Jex Gateson Travis (Sergeant)

Quentin Mick Vincent (Member) [Defected]

Lucas Pierpoint Vincent (Colonel)

???

Military Units and Structures[]

Units[]

Infantry[]

Mobian Baxter Trooper: The Mobian Baxter Trooper is the main Organic Trooper within the Jkirk Federations. There are multiple Mobian species within the Infantry Class. The Species in this class are as follows: Hedgehogs, Foxes, Wolves, Echindas, Alligators, Cats, Bats, Turtles, Lions, Tigers, and Rhinos. The Hedgehogs, Cats, and Bats are Moderately Armored, and are armed with a C-T59 Plasma Rifle, and are deployed on the Front Lines. The Foxes/Wolves, Turtles, and Lions/Tigers are Lightly Armored, and are armed with a X9-ML4 Anti-Matter Rifle, and are deployed carefully in hidden places to Snipe enemies on the Battlefield. The Echindas, Alligators, and Rhinos are Heavily Armored, and are armed with a Sermabin EMP Launcher.

RI-CU7 Terminator: The Robotic Infantry Combat Unit 7 (RI-CU7) Terminator is a Robotic Infantry Class, designed to battle against hostile Infantry. They are armed with a DX1-J9 Plasma Rifle, and are deployed on the Front Lines. They are also a HUD (Heads Up Display) programmed within them, showing a Shield Meter and a Battery/Ammo Meter. Due to their Robotic Capabilities, they are affected by EMPs (Electronic Magnetic Pulses), and are also able to be hacked into, It is, however, difficult.

Militant Soldier: The Militant Soldier is the 2nd main Organic Trooper within the Jkirk Federations. Only one species is included into this class, and those are Militoids, which come from Fadenhawk. These troopers have Moderately armored Infantry Suits that give them a defensive boost in combat, while also giving them HUD access to their helmets, along with Helmet Cams and Flashlights. Two weapons are used by these soldiers: a YN4 Dark-Matter Sub Machine Gun, and a Bemavo Grenade Launcher, they can either carry both or one of these weapons. While effective against Infantry, these Soldiers are not shielded, and they are vulnerable against Armor-piercing weapons, EMPs (due to their suits having Electronics), and most types of Vehicles.

RI-MF4 Terminator: The Robotic Infantry Missile Firing 4 (RI-MF4) Terminator is a Robotic Infantry Class, very similar to that of the RI-CU7, except designed to take on Vehicles, and sometimes Infantry. These Heavily Armored/Moderately Shielded Robots are equipped with BZA-97 Napalm Missile Launchers, and are usually found on the Front Lines. These Robots have the same HUD programs within them, with the addition of Accurate Trajectory Analyzer, of which this helps the Robot shoot their Missiles more accurately by determining the correct trajectory of which to hit the opponent. Being a Robot though, makes them weak to EMPs, and are able to be hacked into, although it's very difficult.

RI-SU5 Combat Medic: The Robotic Infantry Support Unit 5 (RI-SU5) Combat Medic is a Robotic Medic, that is able to defend itself, while also able to heal others in the heat of battle. Only being Moderately Armored/Lightly Shielded, along being armed with a Astred Anti-Matter Pistol, and equipped with a device that allows to heal Organic Troops, at a fast rate. However, they can barely hold their own against Infantry units, and require some sort of protection.

Baxter Mobian/Militant Saboteur: The Baxter Mobian.Militant Saboteur, is a Infiltrator Unit that is specialized in Sabotaging Hostile Structures and Unoperated Vehicles. These Mobians and Militoids that are specialized in the arts of Stealth, are Lightly Armored and not Shielded, but their armor is able to turn 'Invisible', when the user activates the stealth function on their armor. They have 3 STR-65 Placeable EMPs for a sneakier approach, but also with 3 STR-78 Remote Explosives when they perfer a more.. explosive alternative. And when they do get caught by Detector Units, they equip a Verstred Dark-Matter Pistol to defend themselves, although even with a Weapon, they are better off being hidden, as they are very vulnerable to even Infantry when spotted.

Mobian Baxter/Militant CQC Specialist: The Mobian Baxter/Militant CQC Specialist is a variation of the Mobian Baxter Trooper, and the Militant Soldier, that are trained in Close Quarters Combat (CQC). Having the same species within the Mobian Baxter Trooper and Militant Soldier Infantry Classes, they are all equipped with C-T34 Plasma Shotguns, and M7-Y1 Plasma Swords, of which both weapons are very effective in CQC. However, they are unable to effectively encounter Vehicles, all members in the Infantry Class are Lightly Armored, and are only effective on Infantry.

Militant Recon: The Militant Recon, are Militoid Troopers that are trained for Stealth and Reconnaissance Missions. Only being Lightly Armored, they have Advanced Stealth Suits, that allow the individual to become visibly invisible, however any noise they make can still be heard. They are armed with HT540 Anti/Dark Matter Rifles, in case they are faced with direct confrontation with hostile forces. While effective, there is a moderate chance that they can survive a direct assault from Hostile Forces, due to their Light Armor.

Militant Sniper: The Militant Sniper is a different variation of that of the Militant Soldier. Militoids who wish to pick off targets at far distances, while also having a passion for Sniping, may apply for the role of Sniper. These Snipers are Lightly Armored Camo-Suits for High Mobility, while also being armed with a Wextre Dark-Matter Sniper Rifle to pick off Infantry Units. These Units are highly effective against most kinds of Units when in Undetected Ranged Combat. When detected however, they only have their Rifles to defend themselves as they are being fired at from hostile units, while also being highly ineffective in CQC (Obviously..)

Mobian/Militant/RI-SO9 Commando: The Mobian/Militant/RI-SO9 (Robotic Infantry - Specialized Operative) Commando, are Moderately Armored/Shielded specialists that are equipped with Heavy Weaponry, in order to make a dent in an enemies forces. Armed with RVG-78 Miniguns to use against Infantry (and sometimes Aircraft if the situation calls for it), and 3 STR-78 Remote Explosives if they want to destroy structures. Because of their heavy weaponry, they are quite slow, and are vulnerable to attacks from Land Vehicles and Snipers.

Militant Shielder: The Militant Shielder is a Infantry Unit that serves as a Mobile Armed Barricade, that helds shields other Infantry Units. These Shielder Units are equipped with Handheld Heavy Shields that are able to block incoming projectiles. Said shields are also able to block Small Explosives, but would cause the Militoid to stumble, and will be vulnerable to attack. These Units are only majorly effective against Ranged Attacks, and only minorly Melee Attacks. These units also equip C-T59 Plasma Rifles if they wish to engage targets, however they're accuracy will be decreased as they are holding the rifle with one Hand, and they are quite slow. This Infantry Class is also inspired by that of the Empyrdom's Quadra Ramparts.

Mobian Baxter/Militant Combat Engineer: The Mobian Baxter/Militant Combat Engineers, are Mobian and Militoid Troops that are specialized in constructing Barricades, Sentries, and Healing Stations, in order to support allied Ground Troops. In order to construct their equipment, they carry a DC-24 Mobile Atom Constructor, which constructs DC-ST Automated Sentries, DC-HS Healing Stations, and DC-DB Barricades at a very fast rate (However only 1 of each structure can be build). In order to protect themselves, they also equip YT5 Plasma Light Machine Guns to guard their structures, and to support friendly Infantry. These Troopers however are Lightly Armored, so it's recommended that they stay behind cover

Baxter Mobian/Militant Naval Trooper: The Baxter Mobian/Militant Naval Troopers, are Militoids and certain aquatic species of Mobians (Such as Turtles and Alligators), that are deployed with aquatic environments, in order to take on Aquatic Opponents. Personnel within this class are Moderately Armored/Lightly Shielded, and are armed with C-T17 Plasma Rifles to take on Aquatic Infantry. These units may also use Aquatic Environments to stealthily travel through enemy territory, and choose to engage hostiles upon reaching land, or also infiltrate hostile submarines (if possible) and while both are popular strategies, it is not recommended. Some troops in this Class are equipped with Oxygen Generator Tanks, in order to breathe in the aquatic environments, for as long as they are needed to.. however if the Tank is destroyed, then they are able to drown.

Land Vehicles[]

Seravix Assault Mech: The Seravix Assault Mech is the main Combat Mech within the Jkirk Federations military. These 13 Foot Tall, Moderately Armored and Shielded Walker Mechs are best used against other rivaling Land Vehicles and waves of Infantry. It is also effective against Aircraft, but it's not recommended to engage them with these vehicles. Armed with two G7-NH1 Railguns upon it's Arms, acting as Railgun Arm Cannons, while having two Ketamon Heavy Plasma Machine Gun upon it's shoulders. While also being a fully robotic vehicle, these Mechs are weak against EMPs, Armor/Shield-piercing Weapons, and if one of it's two legs are taken out, it will be immobilized.

DX1-4 Armored Personnel Carrier: The DX1-4 Armored Personnel Carrier is a Hovering Manned APC that is able to transport 10 Infantry units, and escort them to their destination. Heavily Armored, but Lightly Shielded, they have a HT57 High Velocity Plasma Cannon, and a LRTC9 Napalm Mortar mounted upon it in order to escort the Infantry they are transporting. Although effective against Infantry and Aircraft (Especially Infantry), they are vulnerable against Land Vehicles.

AM5 Light Reconnaissance Vehicle: The AM5 Light Reconnaissance Vehicle is a Lightly Armored Hovering Jeep, that is used for Recon, and occasionally, First Responses. Armed with a W4-NT Plasma Machine Gun, although not equipped with anything helpful to keep it from being seen (A general weakness here), it's fast Speed and Mobility makes it perfect for Rush-Ins within Hostile Territory. About 4 Personnel max are able to operate the vehicle, allowing 1 Driver, 1 Gunner, and 2 Passengers. However, the Vehicle is not shielded, and is vulnerable to anything that's not Infantry (Depends on the Unit, though), or Explosives.

MX46 Mobile Anti-Air: The MX46 Mobile Anti Air, is of course, a Mobile AA Vehicle, that's sole purpose is to eliminate any Aircraft that is in it's way. Moderately Armored/Shielded, these AA Vehicles are armed with 4 SD5-32 High Velocity Anti-Matter Cannons, and 2 EB5 Surface-to-Air (SAM) Missile Launchers, to make it a real threat to any Aircraft within it's visual sight. The vehicle lacks any sort of weapon to successfully confront Land Vehicles (except those Lightly Armored ones), is relatively slow in terms of movement, and needs to be operated by 1 Driver, 3 Operators, and 2 Gunners.

U7-R95 Heavy Tank: The U7-R95 Heavy Tank, is a Very Heavily Armored/Shielded, Manned Battle Tank, that is used against Infantry, Land Vehicles, and Aircraft. Armed with two RTC48 Anti Matter Cannons, 1 YDG02 Napalm Mortar, 1 Bolomele Surface to Air Missile, and 2 Gelehoad Dark Matter Machine Guns, this Battle Tank is armed to the freaking teeth, being useful against both Land, and Air units. However, due to it's armor and weapons, it's speed and maneuverability is quite low, and they are indeed vulnerable to EMPs. They require 2 Drivers, 4 Gunners, and 2 Operators for this Tank to be fully operational

TU3D Medium Artillery: The TU3D Medium Artillery, is a Mobile Artillery Unit, that is Moderately Armored/Shielded. They are armed with two Ledmarvo Missile Launchers, and 1 AU65 Plasma/Anti Matter/Dark Matter Cannon, to unleash massive devastation to hostile Ground Forces. They are extremely effective when used at Long, Indirect Combat, but are unable to target Aircraft and Airship/Aerostats, and are vulnerable against Direct Assaults.

RYD-43 Light Mech: The RYD-43 Light Mech is a Lightly Armored/Shielded, Manned Walker Mech, that is designed as a First Response, or in some instances, a Reconnaissance Unit. These Mechs are only armed with 2 Terrestro Plasma Miniguns, to target, and take down Infantry. Being Lightly Armored, they are fast to a degree, and also highly maneuverable, but also lacks durability so they can be taken out quick with Anti-Armor Weaponry

Xavier Class Spider Mech: The Xavier Class Spider Mech is a Walker Mech (with 6 Spider-like Legs), manufactured by the Allied Countries of the Confederation (A.C.C), that is used against Infantry and Vehicles. Only Moderately Armored, these Vehicles are armed with 6 ACC-345 .50 Caliber Machine Guns, and 2 ACC-344 65 Millimeter Cannons. Due to it having 6 Machine Guns, the Mech is able to fire on multiple fronts, allowing it to engage multiple Enemies. However, the Mech has a problem when dealing with Aircraft, and is ineffective against Shielded Targets. The Mech requires 1 Driver, 3 Gunners, and 1 Operator, in order for it to be functional. The Mech had gained Jkirkian interest, due to it's effectiveness in combat, and after the Fermodix Conflict, the Jkirk Federations had bought the schematics for the Mech, and are now producing them in Jkirkian Colors.

Cetraix Mobile Atom Construction Vehicle: The Cetraix Mobile Atom Construction Vehicle is a moderately armored/shielded unarmed robotic tracked vehicle, that is able to construct various structures, using a Atom Construction Beam in order to build said structure. Depending on the structure, the Building Process is very fast. The Vehicle is also able to demolish structures, thanks to it's Atom Deconstruction Beam, of which it's the complete opposite of the ACB. This vehicle is very useful in constructing entire Bases and even Cities! However, it's unarmed, and when constructing Structures, it takes a good amount of energy from it (depends on said structure, though). Two ore more Cetraix MACV's cannot build/demolish the same structure.

Alverx Mobile Anti-Missile/Mobile Shield: TBA

Aircraft[]

T7-N4 VTOL: The T7-N4 VTOL is the main combat Vertical Take Off Landing Unit. Only having Light Armor and Moderate Shields, it sacrifices Armor for Speed and Mobility. Being able to fly at speeds up to 456 MPH (Miles Per Hour), it is one fast speeder. Armed with 2 FT7 Plasma Miniguns and 2 Lerdex Dark Matter Missile Launchers, this lightweight robotic VTOL can be one deadly aircraft. However, due to it's lack of armor, it is heavily vulnerable to AA (Anti-Air)/AAA (Anti-Air Artillery) weapons, and Armor/Shield-piercing weapons, along with EMPs. Since it's Robotic, it is also able to be hacked into, but is very difficult in doing so.

Genesis Transport: The Genesis Transport is the main Airborne Transport within the Jkirk Federations. It is a Very Wide and Tall VTOL, able to carry large amounts of Supplies, Infantry, and (Land) Vehicles into the Battlefield. The Transport is able to carry either: 24 Infantry w/Supplies, 40 Infantry, 3 Vehicles w/Supplies, 5 Vehicles, 8 Infantry and 1 Vehicle w/Supplies, 16 Infantry and 3 Vehicles, or just a large amass of Supplies. The VTOL itself is unarmed, but it is Heavily Armored and Shielded, giving it a great Defense against attacks, but it is advised for it to be Escorted

A74-UT Paratrooper/Support Plane: The A74-UT Paratrooper/Support Plane is a Airplane that is used for the purpose of dropping in Paratroopers, and to support Jkirkian Ground Forces. The plane is able to carry 20 Paratroopers at a time to drop in on the Battlefield. Heavily Armored and Lightly Shielded, the A74-UT is armed with one AQ3 Plasma Minigun, two Bemix Anti-Matter Autocannons, and one Sadtrel Heavy Dark-Matter Autocannon, of which they are all on the plane's left side. Although quite effective, they are extremely vulnerable to AA/AAA fire, and when one of it's wings are taken down, it immediately crashes on the ground. 

CSR3 Fighter: The CSR3 Fighter is the main Manned/Robotic Fighter Jet within the Jkirk Federations. These Moderately Armored/Shielded Fighter Jets can go up to impressive speeds and maneuverability, as they swat down opposing Aircraft with their 2 Meletree-31 Anti/Dark Matter Cannons, and 2 TVG56 Missile Launchers (which the Missiles can also be used on Land Vehicles). While being able to secure Air Domination in a Battlefield, they of course are vulnerability to AA/AAA weaponry, along with EMPs. These Jets require 1 Pilot, and 1 Co-Pilot (If manned)

CSR9 Bomber: The CSR9 Bomber is a Moderately Armored/Shielded Medium Bomber that is used mainly to bombard hostile Ground Forces, Vessels, Aerostats, and Structures. Being able to drop 10 Alfred-01, Alfred-02, and Alfred-03 Bombs, and being protected by 2 BKY5 Plasma Autoturrets, this Medium Bomber is very effective. However, they are vulnerable from attacks from other Aircraft, and would require a Fighter Escort in order to have full effectiveness, and it will also come crashing down if one of it's wings are shot off.

CFT59 Interceptor: TBA

Tereado Mobile Drop Pod Bay: The Tereado Mobile Drop Pod Bay, is a Manned Transport Plane, that is used only for the purpose of deploying Drop Pods within an Area of Operation. This Plane is unarmed, but is Moderately Armored/Shielded, making it able to tank a considerable amount of Damage, but will require an escort if it doesn't want to come crashing down. The Plane is able to carry either 4 GT-61V Infantry Drop Pods, 1 GA-84S Drop Pod, or 12 GR-27H Weapon/Supply Drop Pods at a time, and requires 2 Pilots in order to be operational.

EG501 Strategic Bomber: The EG501 Strategic Bomber is a Heavy Bomber that is used specifically for bombing the ever-living sh*t out of hostile Ground Forces and Aerostats. Heavily Armored/Moderately Shielded, these Bombers are able to carry 30 Alfred 01/Alfred 02/Alfred 03 Bombs at a time, or one Dexvarte EMp/Napalm Bomb if it wants to bring total destruction. Much like the CSR9 Bomber, they are useful against Ground Forces and Aerostats, but unlike the CSR9, the Bomber isn't armed with protection weapons, and requires a Fighter Escort if it wants to stay in the air.

H-45U VTOL Platform: TBA

Spacecraft[]

BG-471 Space Fighter: The BG-471 Space Fighter is the main manned Fighter that is deployed in Orbital/Space engagements. These moderately armored/heavily shielded Space Fighters are armed with Two YI-78 Plasma Autocannons and two FSR4 Missile Launchers, which prove to be effective against Spacecraft. This Space Fighter itself, requires two trained pilots, and is vulnerable to Interceptors, Armor/Shield Piercing Weapons, EMPs, and Airships, but nonetheless, useful in all Jkirkian Fleets.

BG-479 Space Bomber: The BG-479 Space Bomber, are Manned/Robotic, Moderately Armored/Shielded Spacecraft that are designed to take out large targets (Such as Aerostats) by... bombing the ever living stuffing out of them. Armed with 2 FSV9 Proton Torpedo Launchers in it's Bomb Bay, along with 3 YG-45 Defensive Plasma Cannons to protect itself, these Space Bombers are quite effective in numbers, and sometimes individually. However, they are vulnerable to EMP strikes, and sometimes Hacking (If the opponent is facing the Robotic versions), along with AA/AAA Weaponry. They require 1 Pilot, 1 Co-Pilot, and 3 Gunners

Revolution Space Transport: TBA

GT42K Interceptor: TBA

Tereado Mobile Drop Pod Bay: [Already described above]

Vessels[]

Euclid-01 Destroyer: The Euclid-01 Destroyer is a very effective Combat Vessel, that is mainly used to Escort other Vessels, or to serve as an Attack Vessel. Moderately Armored/Shielded, these Destroyers are armed with 4 Herajevo Naval Plasma Cannons, 6 U7-332 Torpedo Launchers, and 4 Ladison Plasma Cannons. These Vessels are quite effective against other Vessels, Aircraft, and Ground Forces when bombarding. However, they are easily vulnerable to mass hordes of Units, and usually relies on Support from other Vessels when in Fleets.

Yackmo Cruiser: TBA

Fermadix Battleship: TBA

Gaster-05 Aircraft Carrier: TBA

Isotrese Landing Craft: TBA

Havoc-46 Attack Submarine: TBA

Zetriavo Light Submersible: TBA

Nanovamon-86 Submarine: TBA

Airship/Aerostat[]

Quartz-67 Corvette: The Quartz-67 Corvette, is the smallest, and most maneuverable Aerostat within the Jkirk Federations. Only being Moderately Armored/Lightly Shielded, and only being armed with 2 PY-4R Light Railguns, along with 4 TS4L Defensive Plasma, this Corvette is only seen within First Responses, or on Patrols within Jkirkian-Controlled Space. These Corvettes are very effective against Aircraft/Spacecraft. and can hold their own against some types of Aerostats

Regiment G26 Frigate: The Regiment G26 Frigate is a small-sized, but very effective Aerostat, that is very effective against other Aerostats and such. Moderately Armored/Shielded, these Frigates are armed with 3 CH42 Plasma Cannons, 2 NT58 Proton Torpedo Launchers, and 16 TS4L Defensive Plasma Cannons. The Frigate has 2 hangars, that are only able to carry 8 moderate-sized Aircraft/Spacecraft, or 1 Large Aircraft/Spacecraft (that are not Transports) at a time, allowing it to deploy Aircraft/Spacecraft to support it in battle. These Frigates are usually effective at Long Range, but if anything large or numerous gets close to it, it's a dead ship.

Benjamin VF1 Battlecruiser: TBA

Metrovasia Battleship: TBA

Reaper X3Y Airship: The Reaper X3Y Airship is the well known, and well-feared Aerostat, within the Jkirk Federations. This massive Dreadnought is Heavily Armored, and Moderately Shielded, along having 4 Hangars, 2 on its left and right side, of which each Hangar is able to carry 2 Genesis Transports, or 30 Fighters/Bombers. Along with it's armor and shields, this Airship is armed to the freaking teeth, having Eight Reaper-305 Plasma Cannons, Two Reaper-476 Heavy Railguns, and Sixty TS4L Defensive Plasma Cannons. Although being Armed to the Teeth, and having Heavy Armor and Moderate Shields, it is very slow and not very maneuverable, and it is still vulnerable to EMPs, and weapons capable of Armor/Shield-piercing weapons (However, they have to be upon Anti Air (AA)/Anti Air Artillery (AAA) weapons, and/or Anti-Airship/Aerostat Weapons).

TA-650 Airship: The TA-650 Airship, is a Largely sized Airship, that focuses on the deployment of friendly troops. Moderately Armored/ Shielded, along with having 30 TS4L Defensive Plasma Cannons to protect itself from hostile Fighters, Bombers, and Interceptors, this Ship has 4 Hangars, 2 for each side, that each can carry 3 Genesis Transports. While being able to hold it's own against smaller Aircraft/Spacecraft, they are vulnerable to other Airships, while also having the Hangars restricting access to any Aircraft/Spacecraft that's not a Transport (Basically, the Hangars can only hold Transports). Despite this, the Airship is very useful for deploying a large quantity of Troops upon the battlefield.

Experimental/Combinations[]

Jkirk-7RV Warmech Experimental Colossus: The Jkirk-7RV Warmech Experimental Colossus is a very effective, and very dangerous Colossal Walker Mech, that will change the tide of a battle when deployed (Dependable on Situation). Heavily Armored, and Lightly Shielded, it is armed with various weapons that were specifically designed for the mech itself. Having Two Warmech-35 Anti/Dark Matter Cannons, 45 Warmech-41 Plasmatic Miniguns (30 on Front Torso, 15 on Back), 15 Warmech-23 Light Railguns (10 on Front Torso, 5 on Back), and 16 Warmech-01 EMP Surface to Air Missile (Launchers, 8 on each shoulder), this Mech is useful against almost any unit you can throw at it. However, it is vulnerable against EMPs, Massive-clusters of Units, either weak or strong, and although it can withstand multiple blows, it is also vulnerable against Armor/Shield-piercing Weapons.

RI-CU7 Ultra Terminator: RI-CU7 Ultra Terminators, are modified and enhanced versions, from their older RI-CU7 Terminator brothers. These Robotic Warriors are even more deadly, as they are Super Heavily Armored, and Heavily Shielded, and are also equipped with C-T65 Ultra Plasma Rifles. They have the same HUD from the RI-CU7, and sadly are also very slow. They are vulnerable against EMPs, as well as Hacking, but it is even more difficult to hack the Ultra versions of these RI-CU7's.

Militant Soldier Ultra: Militant Soldier Ultras, are Militoid Troopers that wear more powerful Armored Infantry Suits, than that of Militoids from the Militant Soldier class. The suits are Heavily Armored, and are even lightly shielded, so that way the Militoid is additionally protected from their foes. Armed with a YM6 Ultra Dark-Matter Sub Machine Gun, these Militoids are deadly against any Infantry that stands in their way. However, with the suit being electronically powered to power their HUD, Helmet Cams, Lightweight Systems, Etc., they are vulnerable against EMPs, and are ineffective against any encounter against Vehicles.

J.O.S.S Experimental Space Station: The Jkirkian Orbital Supremacy Station Experimental Space Station, is a massive Military Space Station, that is used mainly to spearhead major invasions, or deliver Orbital Strikes and/or Bombardments. Very Heavily Armored, and Very Heavily Shielded, this Space Station is the ultimate Jkirkian War Machine. Armed with 130 JOSS-05 Plasma Miniguns, 20 JOSS-04 Heavy Plasma Cannons, 60 JOSS-03 Heavy Anti/Dark Matter Autocannons, 40 JOSS-02 Plasma Ray Cannons, 30 JOSS-01 Heavy Railguns, and 1 Xervedia Orbital Plasma Cannon, along with having 10 Hangars, that each are able to hold 4 Genesis Transports. This Space Station is truly a sight to make it be feared, but everything has flaws. The Station is vulnerable against EMPs (However, it does have a Emergency EMP Countermeasures, that will power the station back up, in the event of a EMP strike), and due to it's massive size and mass quantity of weapons, they take a long time to construct, not to mention it is very slow when it moves.

Jkirk-7RV Warmech Experimental Colossus Mark II: TBA

Exterminator T46 Experimental Artillery: TBA

Asvlimen Experimental Supercarrier: TBA

Other[]

GT-61V Infantry Drop Pod: The GT-61V Infantry Drop Pod is the standard, and only Drop Pod, that are in use by Infantry. The Drop Pod lacks and Weapons, and is only Moderately Armored with Light Shields, but when deployed, can reach immense speeds during it's travel time, and would then suddenly activate it's downward engines so the Drop Pod may decrease it's speed, so it may stabilize, and to avoid it's passengers receiving injuries upon landing. These Drop Pods are able to carry 4 Infantry at the max, and are deployable from most Aerostats, along with the Tereado Mobile Drop Pod Bay.

GA-84S Vehicle Drop Pod: The GA-84S Vehicle Drop Pod is the standard, and only Drop Pod, that is used by (Non-Experimental/Combination) Land Vehicles, and is only Moderately Armored and Lightly Shielded, but when deployed, can reach immense speeds during it's travel time, and would then suddenly activate it's downward engines so the Drop Pod may decrease it's speed, so it may stabilize, and to avoid the Vehicle's carried in the pod to avoid damages to said vehicle, upon landing. These Drop Pods are only able to deploy 1 Vehicle max, and are deployable from some Aerostats, along with the Tereado Mobile Drop Pod Bay.

Gr-27H Weapon/Supply Drop Pod: The GR-27H Weapon/Supply Drop Pod is the only Drop Pod that is able to deliver Infantry Weapons, or a small amount of Supplies, and is only Lightly Armored/Shielded, can reach immense speeds during it's travel time, and would then suddenly activate it's downward engines so the Drop Pod may decrease it's speed, so it may stabilize, and to avoid the Weapon/Supplies that the pod is carrying, to avoid damages to said Weapon/Supplies, upon landing. These Drop Pods are only able to deploy 1 Infantry Weapon, or a small amount of Supplies, and is only deployable by a Tereado Mobile Drop Pod Bay.

RI-TU8 Training Droid: TBA

RS4-HX Training Droid: TBA

Structures[]

Production[]

S31Y Infantry Factory: The S31Y Infantry Factory is a military production structure seen in almost every Jkirkian Military Foothold. This factory is ideal for building Robotic Infantry, and also Weapons and Armor for all of the Jkirkian Infantry Classes. The factory uses Atom-Construction Technology to build these items from Atoms, as well as any other Production Building. This moderately Armored/Shielded factory is only able to build/deploy 4 Robotic Infantry Units at a time, or 16 Armor Pieces/8 Weapons. While not armed with any weapons, it is incredibly useful upon the Battlefront.

T41C Land Vehicle Factory: The T41C Land Vehicle Factory is a military production structure seen in some Jkirkian Military Footholds. This factory is ideal for building all kinds of Land Vehicles, and their armaments/ammunition. They use Atom Construction Technology to build these from Atoms, as well as any other production vehicle. This moderately armored/shielded Factory is able to build/deploy only one Vehicle and it's armaments, or 30 ammunition for the vehicle. While not armed with any weapons, they are a very useful asset upon the Battlefront.

GTS5 Aircraft Factory: The GTS5 Aircraft Factory is a military production structure, seen almost as commonly as the T41C Land Vehicle Factory. This factory is ideal for building all kinds of Aircraft, and their armaments/ammunition. They use Atom-Construction Technology to build these from Atoms, as well as any production structure. This moderately armored/shielded Factory is able to build/deploy one Aircraft and it's armaments, or 40 of it's ammunition. While they lack any weapons, they are useful for bringing Air Superiority to the Battlefield.

ML8-74 Spacecraft Factory: The ML8-74 Spacecraft Factory is a military production structure, seen uncommonly in any Jkirkian Military Installation. This factory is ideal for building all kinds of Spacecraft, along with their armaments and ammunition. They use Atom-Construction Technology to build these from Atoms, as well as any other production structure. These Moderately Armored/Shielded Factory is able to build/deploy one Spacecraft and its' armaments, or 40 of its' ammunition. While they lack any weapons, they are very useful for delivering quick reinforcements in any Orbital/Space Engagements.

VA30 Vessel Factory: The VA30 Vessel Factory is a military production structure, seen uncommonly in any Jkirkian Military Installation. This factory is ideal for building all kinds of Vessels, along with their armaments and ammunition. They use Atom-Construction Technology to build these Vessels from Atoms, as well as any other production structure. These Moderately Armored/Shielded Factories are able to build/deploy one Vessel and its' armaments, or 40 of its' ammunition. While they lack any weapons, they are very useful for constructing Naval Vessels to bring fear in the waters. They are only able to be built on Water.

LUXA7 Airship/Aerostat Factory: The LUXA7 Airship/Aerostat Factory is a massive military production structure, seen rarely in Jkirkian Military Installations. This factory is ideal for building all kinds of Airships and Aerostats, along with their armaments and ammunition. They use Atom-Construction Technology to build these Ships in the Skies from Atoms, as well as any other production structure. These Heavily Armored/Moderately Shielded Factories are able to build/deploy one Airship/Aerostat and its' armaments, or 80 of its' ammunition. While they lack any weapons, they are very useful for constructing Airships/Aerostats to bring fear in the skies and Space. They are only able to be built in areas that are large enough to hold such a factory (Which is why there are few of them).

QT401 Experimental/Combination Factory: The QT401 Experimental/Combination Factory is a massive military production structure, seen very rarely in Jkirkian Military Installations. This factory is ideal for building Extremely powerful Units, that fit in all of the Unit classes, along with their armaments and ammunition. They use Atom-Construction Technology to build these Units, or their equipment, from Atoms, as well as any other production structure. These Heavily Armored/ Shielded Factories are able to build/deploy 16 Infantry, or 1 Vehicle/Aerostat and its' armaments/equipment, or 80 of its' ammunition. While they lack any weapons, they are very useful for constructing Powerful "Experimentals" to bring fear to the Battlefront. They are only able to be built in areas that are large enough to hold such a factory (Which is why there are few of them).

Defensive[]

B980 Defensive Turret: The B980 Defensive Turret is a stationary, two story-like tower, that mainly focuses upon hostiles on the ground (Infantry and Land Vehicles). Armed with two B439 Plasma Miniguns, and one B205 Anti/Dark-Matter Cannon. This turret is devastating defense against Infantry and Land Vehicles. However, they are unable to target Aircraft, and they are only Moderately Armored/Lightly Shielded, so it can be taken down easily. They are seen in almost every Jkirkian Outpost/Fort.

B980-2 Defensive AAA Turret: The B980-2 Defensive AAA Turret is a stationary, two story-like tower, that mainly focuses upon hostiles in the Skies (Aircraft, Airship/Aerostat). Armed with 2 B792 EMP Launchers, and 1 B173 Anti/Dark-Matter AAA Cannon, this turret is a devastating defense against Aircraft, and Airship/Aerostat. However, they are unable to target hostiles on the ground, and are Moderately Armored/Lightly Shielded, so it might be taken down easily. They are seen in almost every Jkirkian Outpost/Fort.

Mako75 Shield Generator: The Mako75 Shield Generator, is a 2-story-like Structure, that generates a Shield, that will protect a large area. The shield itself, can block/reflect any Weapon that comes across it, except ones with Shield-Piercing capabilities, and surrounds a Area that's as long as 575 Feet tall and wide. The structure itself, is lightly armored, and when Destroyed, the Shield can no longer replenish. While not armed with Weapons, it is seen within most Jkirkian Forts/Outposts.

Galix4 Stationary Weapons Platform: TBA

M.P.A.N.S Stationary Anti-Nuke Facility: The Mobian Planetary Anti Nuclear Station Anti-Nuke Facility, is an advanced collection of structures designed specifically to Counter any deployed Nuclear Weapons. The facility consists of 1 Command Center, a Experimental Portal Structure, 10 Missile Silos (Anti-Nuclear), and an Advanced Detector Array. The Command Center serves as the Center of the Facility, housing personnel and such, while also having a Communications Array, and Control Room. The Experimental Portal Structure is able to conjure 2 One-Way Portals, at any place within single planet's Atmosphere/Orbit. The portals are used only for the sole purpose of sending a Missile/Bomb with Nuclear Warheads on it into Orbit, and then that's were to Silos come in. The 10 Missile Silos each house 1 Nuclear Interception Missile (NIM), and said Silos have the range of the entire planet the facility is stationed on. The Missiles are launched when it is confirmed that the Portal has successfully intercepted to Nuke, and once given the order, the Missile will launch into Orbit to where the Nuke is, and the Missile will either Disable the Nuke (Less Likely), or Detonate the Nuke in Orbit (More Likely). The Advanced Detection Array is used for the sole purpose of detecting launched Nuclear Weapons within anywhere on the Planet, so that Jkirk may attempt to stop the Nuke's Detonation on the Surface. Of course, this Facility isn't entirely Flawless or 100% successful in Intercepting Nukes. Despite this though, this is one of the most Advanced Anti-Nuclear Systems ever witnessed, and is probably a Planet's best hope to halting Nuclear Strikes on a Planet's Surface. There is only one deployed for each planet that Jkirk has a moderate presence on.

Offensive[]

Greene-R41 Missile Launcher: The Greene-R41 Missile Launcher, is a Missile Platform, that is capable of attack hostile bases from afar. Being mounted with 3 SFY65 Missile Launchers, these Platforms are able to make quick work of hostile structures, or possibly hostile units, if they are slow enough. However, the Platform itself is Lightly Armored/Shielded, so if hostile units were to engage it, it is easily vulnerable to destruction, if not protected. They are seen uncommonly in Jkirkian Forts/Outposts.

Other[]

FU317 Infantry Armory/Barracks: TBA

Merasio Planetary Communications Array: The Merasio Planetary Communications Array is a Structure that allows the communication of all Jkirkian Forces within a single planet and it's orbit. Anything outside that will have to rely on a separate comm link. Each Planetary Comm Array comes with it's own secured communication channels, so anyone trying to find the same channel on a different planet, it would be impossible, thus increasing its' security rate. However, that does not mean that it's impossible find these channels, as even secured channels can be breached. Destroying a Comm Array would cripple Jkirk's communication capabilities, even if there are more than one Array on a planet. A recommended amount of 3 - 5 Communications Arrays are advised on each planet that Jkirk has operations on, and most are seen within Forts, and rarely seen in Outposts.

Yakamaso Firing Range: TBA

Civilian Units and Structures[]

Units[]

TBA

Structures[]

TBA

Known Relations with other Factions in Canon[]

The Allied Countries of the Confederation (A.C.C)[]

Allies, Maintaining Peaceful Relations on Fermodix.

Although they previously were at war during the Fermodix Conflict, they are now allies within the Planet, and both of the factions have even traded Weaponry and Resources.

The Keter Var Empire:[]

Enemies, Currently at War.

TBA

Empyrdom of Anticytheris[]

Allies, Maintaining Peaceful Relations

A faction that was first encountered, as well that helped defend, during an attack on Genesis City, they are highly advanced as well. No conflict has even developed between these two factions, and they usually combine Technologies in order to make new Combination Units

The New Order[]

Neutral, Ceased Activity with Jkirk.

Although in the recent year, they had operated a coup within Ita Ciyet, the Order's foreign/racial policies and Military Infrastructure possess a threat to not only Jkirk, but other factions as well. While there are no ongoing tensions with the Order, the Faction Leader was developing a War Plan in case conflict ever develops. However, It is now known that any conflict or event with this Faction will never occur again, due to their announcement of never wanting to do anything with Jkirk ever again.

New Vexatar Nation[]

Neutral, Increasing Tensions, Rivaled Faction.

The rebel faction responsible for the Colony Civil War: Vexatar, they were attempting to become a independent nation through means of War. Although a Peace Treaty has been signed, The Jkirkian Military is keeping a close eye upon them, due to their suspicious activity.

Trinity Organization[]

Neutral. Unknown.

This particular faction has been involved in the Jkirk - Order Coup of Ita Ciyet, by extracting two Civilians from the province. However, they have not been involved in any other event with Jkirk.

Myriad of Regeleim[]

Hostile, Currently at War.

TBA

The Mobian Junta[]

Neutral. Unknown

This numerous faction claiming to have bases all around the planet Mobius is very particular to say the least. They have also helped contribute (although only minorly) to the Inquisitor - Jkirk War.

The Inquisitor Clan[]

Collapsed. Defeated in Inquisitor - Jkirk War

TBA

The Eggman Empire[]

Neutral. Tensions Increasing.

TBA

United Federation/Guardian Unit of Nations[]

Neutral. Unknown

TBA

Known Events/Appearances[]

Foundation[]

The event known as Foundation is the day the Jkirk Federations was founded within the continent of Downunda, by Adex Zarvok Burns, along with his son: Joshua Sentrium Burns, and a couple of hundred Followers that were gathered overtime through Propaganda and Recruitment. The foundation had caused the Jkirkian Capital: Genesis City, to be founded as well (The city itself took years to be completed, however). This is typically the first event within the Jkirkian History to ever have occurred.

Jkirkian Revolution War[]

The Jkirkian Revolution War, is a period of conflict between various factions within the continent of Downunda, including the Jkirk Federations, the Guardian Unit of Nations, and other minor factions. Major causalities were inflicted and received on all sides, but eventually the Jkirk Federations came out on top, following a victory at a major military stronghold, which resulted in a peace treaty between the participating factions.

Colony Civil War: Vexatar[]

TBA

The Fermodix Conflict[]

TBA

Jkirk - Order Coup of Ita Ciyet[]

TBA

The Regeliem Conflict[]

TBA

Inquisitor - Jkirk War[]

TBA

Known Polices and Laws[]

Freedom of Speech, Press, and Religion[]

The Faction Leader: Adex Zarvok Burns, believes that every citizen within the Jkirk Federations, should have the right to freely speak out, and take part in any type of religion, bizarre or not. This led to Jkirk having a permanent law that allows freedom of Speech, Press, and Religion.

Limited Rights to Firearms/Weapons[]

Although Adex believes that citizens have a right to protect themselves, he also believes that if a (hostile) protest/riot occurs, the results could be dangerous. As such, he issued a permanent law that allows certain weapons to be allowed to be used by Citizens, such a Caliber Pistols and Millimeter Shotguns, along with Daggers and Tasers for a Melee defense. Visiting foreigners must acquire a permit (that costs 150 - 300 Jkirk Credits) to use their personal weaponry.

Tolerance upon Crimes and Gangs[]

TBA

Foreign Policies[]

TBA

Membership allowed to Everyone[]

TBA

History[]

TBA

Trivia[]

  1. Development fact: In 2013, the Jkirk Federations originally started out as the Jkirk Empire, but after 3 years and a Restart in User: Joshua the Hedgehog's continuity, the infamous Empire became the famous Federations.
  2. ???
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