https://wiki.uqm.stack.nl/api.php?action=feedcontributions&user=82.35.227.217&feedformat=atomUltronomicon - User contributions [en]2024-03-29T08:08:39ZUser contributionsMediaWiki 1.35.7https://wiki.uqm.stack.nl/index.php?title=Drone&diff=23052Drone2009-04-16T21:18:53Z<p>82.35.227.217: /* Secondary */</p>
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<div>__NOTOC__<br />
[[Image:Star_control_I_umgah_databank.png|thumb|225px|Starship DataBank entry]] <br />
The [[Umgah]] '''Drone''' has all the wit and subtlety of its makers. That is to say, even ''they'' think it's funny. The drone is a study in the unexpected. At one moment it can be slowly moving away, only to reverse direction at a speed to make even an [[Arilou]]'s head spin. Its front looks like its back and when its weapon system comes on line, well, then everyone stops laughing. Usually because they've been annihilated at the molecular level.<br />
<br />
==Navigation==<br />
<br />
The Drone turns slow and slowly accelerates to a slow maximum speed when using its normal propulsion system. This is generally used for delicate maneuvering and is not of much use in combat.<br />
<br />
==Armament==<br />
<br />
===Primary===<br />
The front of the vessel houses a massive [[antimatter|anti-matter]] vent, which controls the ship's primary weapon, the anti-matter cone. When the cone is activated, it produces a barrier that arcs in front of the vessel damaging anything it contacts. The cone is powerful enough to stop most projectiles, but it is largely ineffective as a shield due to the Drone's slow turning rate. The anti-matter cone does not consume battery power, but the Drone will not regenerate fuel while the cone is active.<br />
<br />
===Secondary===<br />
The Drone's retro-propulsion system allows it to reverse at high speed in a series of "jumps". It can be used to catch enemy ships off-guard during a dogfight and trap them in its anti-matter cone, as well as propelling the drone to safety from amidst the heat of battle. While travelling in reverse "zip" mode, the drone is not affected by gravity and loses all momentum when the retro-propulsion system is deactivated. The system consumes fuel rapidly, so it is most effective when used tactically (rather than casually).<br />
<br />
==Tactical Overview==<br />
The Drone has a unique system for regenerating energy. Instead of gaining one unit at a time, its reserves are completely replenished after a set period of inactivity. If the drone uses its retro-propulsion system or its anti-matter cone, the timer will be re-set. The Drone is particularly vulnerable while it is waiting to reload. (Note: Use of regular thrusters will not reset the timer).<br />
<br />
One of the most common tactics used with the Drone is to use the retro-propulsion system to get in range (or close to it) and activate the anti-matter cone in an attempt to catch the opposing ship. An AI pilot can easily do this and often wins the battle if and when it does, but human pilots often find this tactic to be very difficult to execute.<br />
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Against a Chenjesu Broodhome, it is possible to use the D.O.G.I.s as a propulsion system. However, the Broodhome will usually defeat the Drone before it can make it to the Broodhome.<br />
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A Drone is highly vulnerable to a Spathi [[Eluder]], due to its short range and comparatively slow speed.<br />
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{{ShipBox|image=Drone_icon.png|link=drone|race=[[Umgah]]|crew=10|value=7|batt=30|regen=0.2|primary=Anti-matter Cone|prim-cost=0|prim-rate=0|secondary=Retro-Propulsion|sec-cost=1|sec-rate=2|speed=18|turn=0.2|accel=1.5|mass=1}}<br />
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[[Category:Ships]]<br />
[[Category:Umgah]]</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Ilwrath_Avenger&diff=22829Ilwrath Avenger2009-02-24T19:06:23Z<p>82.35.227.217: Redirecting to Avenger</p>
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<div>#REDIRECT[[Avenger]]{{Ship page.}}</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Supox_Blade&diff=22825Supox Blade2009-02-23T23:38:42Z<p>82.35.227.217: Redirecting to Blade</p>
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<div>#REDIRECT [[Blade]]{{Ship article}}</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Chmmr_Avatar&diff=22824Chmmr Avatar2009-02-23T23:37:20Z<p>82.35.227.217: Redirecting to Avatar</p>
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<div>#REDIRECT [[Avatar]]{{The ship name alone is used for ship articles.}}</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Talking_Pet_(device)&diff=22228Talking Pet (device)2008-08-18T15:56:36Z<p>82.35.227.217: /* Association with The Captain */</p>
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<div>[[Image:Talkpetcomm.png|right]]<br />
This modified '''Talking Pet''', sometimes referred to as a '''neo-Dnyarri''', represents the only known re-emergence (created by the [[Umgah]] genetic engineers) of the original [[Dnyarri]] species, and is perhaps the most dangerous creature in the known galaxy. Similar in appearance to the [[Talking Pet]]s used by the [[Ur-Quan]], it is comparable with its Dnyarri ancestors in terms of power and malice. [[The Captain]] uses the neo-Dnyarri to distract the majority of the large Ur-Quan fleet guarding the [[Sa-Matra]], allowing him to attack and destroy the mighty battle platform. Though it is generally accepted that the creature perishes in the attack on the Sa-Matra, the actual status and whereabouts of the neo-Dnyarri following the battle are unknown.<br />
<br />
==Awakening==<br />
The [[Arilou Lalee'lay]] observed the crash of a [[Ur-Quan Kzer-Za|Kzer-Za]] [[Dreadnought]] on [[Alpha Pavonis VII]] during the [[Doctrinal Conflict]]; seeing that the Dreadnought's self-destruct function had malfunctioned, they chose to investigate the wreck and salvage it. The starboard [[Ur-Quan Warp Pod|warp pod]] from this wreck is used to build the [[QuasiSpace Portal Spawner|Portal Spawner]] that the Arilou give to [[The Captain]], while the only surviving life form from the wreck, the Kzer-Za Lord's [[Talking Pet]], was taken by the Arilou for medical care. <br />
Since biology was not their field of expertise, the Arilou decided to take the Talking Pet to their Umgah friends to be treated.<br />
<br />
The Umgah, rather than merely healing the Talking Pet's physical wounds, grew curious about its genetic code, finding long sequences of apparently useful genes that had been deactivated by artificial processes. Not knowing that it was the [[Ur-Quan]] who had enslaved the Dnyarri and devolved them into Talking Pets, they repaired the Talking Pet's DNA, both activating its racial memories and restoring its full intelligence and latent [[psychic powers]].<br />
<br />
Upon its awakening, the neo-Dnyarri, mentally taking stock of the events of the past 20,000 years, almost immediately embarks on a program of conquest and revenge. It quickly seizes control of the [[Beta Orionis I|Umgah homeworld]], then begins to send brainwashed Umgah slaves out of its sphere of psychic influence to search for information on the Ur-Quan and how they might be defeated. <br />
<br />
==Association with The Captain==<br />
Unfortunately for the neo-Dnyarri's plans, the Umgah prove less than competent at deflecting the attention of the nascent [[New Alliance of Free Stars]]. Should The Captain visit Beta Orionis I without the [[Taalo Shield]], he is compelled to "find someone to kill him" &mdash; a Dreadnought. However, after taking possession of the Shield, the neo-Dnyarri is forced to resort to more mundane means of killing The Captain &mdash; compelling the Umgah commander to assemble ten [[Drone]]s to counter [[The Flagship]] and its escorts. After The Captain destroys them, he finds himself reluctantly agreeing to ally with the neo-Dnyarri against the Ur-Quan, letting the creature aboard The Flagship.<br />
<br />
Details about the neo-Dnyarri's nature are hard to come by during its residence on The Flagship, since it was not above using minor psychic compulsions to turn aside inquiries about itself, particularly its psychology and its psi abilities. Initial tests, before the neo-Dnyarri began openly manipulating its testers to falsify results, showed its measured IQ to be far above that of the greatest human geniuses and its personality to be classified in the category labeled "Furtive-Hateful" by human xenologists, due to its antisocial habits and its direct, sadistic desire for others' pain and suffering. Physically similar to Talking Pets, it appears as a quadruped with small, atrophied limbs, a grossly bulging cranium, and a somewhat human-like face.<br />
<br />
Its life on board The Flagship was a constant series of petty demands that its handlers were incapable of refusing up to a certain point, and twisted mind games played by spreading gossip and false rumors based on reading the crew's thoughts. Should The Captain ask him about the species' history, it attempts to deceive the Humans about the history of the Dnyarri Slave Empire to put itself in a better light; what Humans have learned both from the Ur-Quan themselves and more apparently neutral parties like the [[Melnorme]] and the [[Chmmr]] (and the neo-Dnyarri itself, in two instances: if confronted on Beta Orionis I with the Ur-Quan version of history and before the final [[battle of the Sa-Matra]], when he named the Ur-Quan his "ancient slaves") indicate that almost no historical information obtained from the neo-Dnyarri can be considered reliable.<br />
<br />
The neo-Dnyarri is able to send the Ur-Quan defenders of the Sa-Matra into mindless confusion even through the Taalo Shield's influence (though it is possible that the Shield only protected beings within it, without incapacitating their mental compulsion powers), allowing The Captain to advance his bold scheme of using The Flagship as a suicide bomb against the Sa-Matra. Records of the sequence of events during the hectic battle of the Sa-Matra are extremely confused, but it seems that The Captain "accidentally forgot" the neo-Dnyarri locked in the cargo hold; the creature's pleas for help were in vain.<br />
<br />
The neo-Dnyarri is now presumed dead, however the slightest possibility of his its survival is an excruciatingly terrifying thought &mdash; its vengeful, greedy and sadistic nature are likely to ignite the next great galactic conflict. Its propensity toward voyeurism and cruel experimentation with other races indicate this conflict would be unnaturally rich in violence, emotional tension and gratuitous trans-species sexual interaction.{{ref|1}}<br />
<br />
==Gameplay notes==<br />
=== Sources of information ===<br />
<br />
The [[Chmmr]] suggest using some kind of psychic weapon against the [[Ur-Quan]] and hint that such a weapon would likely be a inimical lifeform. The [[Arilou]] provide the greatest amount of information about the Talking Pet they rescued and entrusted to the [[Umgah]]. While they do not know that the Umgah awaken the Talking Pet to full sentience, they are aware of strange psychic activity centered on Beta Orionis, the Umgah home star. When the Arilou or Chmmr learn of the awakened Talking Pet, they each explicitly suggest that it could be used against the Ur-Quan. The [[Zoq-Fot-Pik]] also appear to be vaguely aware of the powerful psychic activity in the [[Orionis]] constellation. The [[Melnorme]] never reveal any knowledge of the current events related to the neo-Dnyarri, but the historical data they sell does reveal useful information about the history, powers, and fate of the ancient Dnyarri.<br />
<br />
=== Acquisition ===<br />
<br />
The [[Taalo Shield]] can provide the protection necessary to avoid the neo-Dnyarri's psychic compulsions against curious intruders. However, he does have a last resort battlegroup of Umgah [[Drone]]s for just such a situation. When the battlegroup is defeated and after a short conversation with him, the neo-Dnyarri is transported to The Flagship's manifest. Alternatively, it is also possible to obtain the Talking Pet without the Taalo Shield, by waiting for the [[Ur-Quan Kohr-Ah|Kohr-Ah]] to destroy the Umgah.<br />
<br />
=== Relevance to the plot ===<br />
<br />
The Talking Pet is the only way to distract the limitless Ur-Quan starships that surround the [[Sa-Matra]], leaving only a small battlegroup of [[Dreadnought]]s and [[Marauder]]s guarding the Sa-Matra. It can also be talked to while it's on board, for some (untrustworthy) information.<br />
<br />
==Notes and references==<br />
{{note|1}}''In the credits, the Dnyarri alleges that he has managed to escape and that the sequel will all be about him and his conquest of the galaxy, though the credits are not considered canon.''<br />
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{{QuestNav}}<br />
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[[Category:Game Characters]]<br />
[[Category:Alien Artifacts]]<br />
[[Category:Umgah]]<br />
[[Category:Dnyarri]]</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Avatar&diff=22227Avatar2008-08-18T15:30:49Z<p>82.35.227.217: /* Additional */</p>
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<div>__NOTOC__<br />
[[Image:Chmmr_Avatar_Icon.png|right]]<br />
The [[Chmmr]] [[Avatar]] is a state of the art ship with few real foes, combining the technological prowess of the [[Mmrnmhrm]] and the [[Chenjesu]]. With medium speed and a fairly good turn-rate the Avatar shouldn't be taken lightly. Its main weapon is a strong and deadly laser and its tractor beam would make even the bravest enemy captain sweat. It is orbited by three Zap satellites (ZapSats) for point defense.<br />
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==Navigation==<br />
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Built specifically for the purpose of defeating [[Ur-Quan Kzer-Za|Ur-Quan]] vessels, the Avatar is faster and has a better turn rate than both the [[Dreadnought]] and [[Marauder]]. It is, however, quite large, and appropriate care should be taken near gravity wells.<br />
<br />
==Armament==<br />
<br />
===Primary===<br />
<br />
Chmmr designers bring in the most devastating laser in the galaxy, so powerful that it ionizes the solar wind, causing visible sparkles in the void. Capable of tearing '''anything''' to pieces in a few seconds, this laser turns a face-to-face battle with the Avatar into a suicide run. Some sources describe this primary weapon as a "heavy X-ray laser."{{ref|1}} Unlike the other laser weapons, the Avatar's laser kills two crew members per hit.<br />
<br />
===Secondary===<br />
<br />
The Avatar is also outfitted with a powerful Tractor Beam, capable of tractoring ships towards the Avatar's laser-jaws by generating a field of artificial gravity. Only fast-and-heavy ships can hope to evade this awesome beam. Slow ships or fast but light weighted ships (such as the [[Shofixti]] [[Scout]] and especially the [[Yehat]] [[Terminator]]) cannot evade this powerful tractoring. Lightweight ships can actually be thrown into immense speeds. It is quite funny to see a Terminator flying around in speeds three and four times higher than those of a [[Slylandro]] [[Probe]]. The [[Arilou]] [[Skiff]] or Slylandro Probe, being unaffected by gravity, are not affected by the Tractor beam.<br />
<br />
===Additional===<br />
<br />
In addition to its already formidable arsenal, three AI-Controlled laser-turrets orbit around the Avatar, providing it with point-defense against most types of attacks. Each ZapSat has 10 hit-points, and when all three are functional, the Avatar is nearly immune to weapons with 2 or less hit-points.<br />
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== Tactical Overview ==<br />
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Don't mess with an Avatar. There are clearly few ships that can actually match it.<br />
<br />
===Strengths===<br />
So long as its ZapSats remain in place, the Avatar will have little trouble defeating most ships. Several ships do not have any weaponry that will penetrate the ZapSats.<br />
<br />
===Difficult Matchups===<br />
*The [[Shofixti]] [[Scout]]'s glory device will usually destroy at least two ZapSats, leaving the Avatar much more vulnerable for the next fight. Proper timing of the detonation before the Scout is destroyed by the Avatar's laser or ZapSats, can be tricky, however.<br />
*The [[Androsynth]] [[Guardian]] in comet form proves very nasty against the Avatar, if lucky enough &mdash; there's roughly a 25% chance per attack run for the Guardian to get stuck between the Avatar's nose and wings. However, the outcome may often be mutual annihilation, since the ZapSats will continually damage the Guardian. A good defense for the Avatar is to face in the opposite direction, since this will render it nearly impossible for the Guardian to successfully wedge.<br />
**Another tactic for the [[Guardian]] is to launch small groups of bubbles and comet away to safety. This is slower than ramming with the comet, but much safer, though many players despise the tactic, considering it unfair (since the Avatar is not really forced to speed through the bubbles). Still, the Guardian's modest energy regeneration often means that this tactic is only delaying the inevitable.<br />
*A [[Supox]] [[Blade]] using its [[Blade#Secondary|secondary]] to stay out of the Avatar's range can defeat it, if lucky enough not to be hit by asteroids. However, if the Avatar uses a [[gravity whip]], the match will prove effectively impossible for the Blade.<br />
*The [[Thraddash]] [[Torch]]'s Mark VI Blaster is not blocked by the ZapSats' lasers; in addition, an AI-controlled Avatar will pass through the Torch's Afterburner, receiving significant damage. As a lightweight ship, however, the Torch is vulnerable to the tractor beam, so its pilot must remain wary and alert.<br />
*A [[Yehat]] [[Terminator]], if hurled into "hyperspacing speed" can rain fire on the Avatar but this is also not an easy thing to do. <br />
*An [[Orz]] [[Nemesis]] can evade the tractor beam while patiently firing at the ZapSats with its turret facing backwards.<br />
*The [[Druuge]] [[Mauler]] can recoil out of laser range while pummeling the Avatar with its cannon. The Mauler has to be careful not to recoil too fast, lest he won't be able to change course and will be smashed by the X-ray laser in seconds. Throwing a few crew in the furnace for extra speed to evade the Tractor Beam is inevitable.<br />
*The [[Utwig]] [[Jugger]] can use its shields to defend against ZapSats while firing at the Avatar when out of range, quickly draining the Avatar &mdash; unless the ZapSats happen to die first; the AI is able, with a Jugger, to quickly let down the shield and fire, its vulnerability window being too small to be dangerous. However, this is much harder to do for a human player, and in [[netplay]] with any lag, even impossible.<br />
<br />
All of these ships are capable of defeating the Avatar, but will be destroyed if their captain makes a single mistake.<br />
<br />
Few ships can truly fight the Avatar with impunity.<br />
<br />
===Interesting Matchups===<br />
*The [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]]'s F.R.I.E.D rips the ZapSats into pieces. Its shuriken mines are also a force to be reckoned with, since each takes 8 shots to destroy(while being fired) &mdash; less if stationary. All in all, the Marauder has the best chance of any race at destroying the Avatar with minimal losses.<br />
*While the [[Ur-Quan Kzer-Za|Kzer-Za]] [[Dreadnought]]'s fighters are pointless versus the ZapSats, the Dreadnought has a better range and its fusion blasts can tear down the Avatar extremely quickly. An AI Dreadnought will not even launch any fighters if the Avatar has at least one ZapSat remaining.<br />
*The [[Chenjesu]] [[Broodhome]], with its range, can prove a worthy adversary as well.<br />
The Chmmr has significantly more firepower than these ships, however, and once the tractor beam pulls them into range of the laser they will quickly be destroyed, but usually leaving the Avatar without ZapSats for its next fight.<br />
<br />
==Notes and references==<br />
{{note|1}}''[[3DO]] version ship video''<br />
<br />
{{ShipBox|image=Avatar_icon.png|link=avatar|race=[[Chmmr]]|crew=42|value=30|batt=42|regen=0.5|primary=Heavy X-ray laser|prim-cost=2|prim-rate=0|secondary=Tractor beam|sec-cost=1|sec-rate=0|speed=35|turn=0.25|accel=1.166|mass=10}}<br />
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[[Category:Ships]]<br />
[[Category:Chmmr]]</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Primat&diff=22116Primat2008-07-24T10:12:41Z<p>82.35.227.217: </p>
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<div>A '''Primat''' is the apparent leader of each [[Ur-Quan]] faction. Admittedly there are few references to either the [[Ur-Quan Kohr-Ah|Kohr-Ah]] and [[Ur-Quan Kzer-Za|Kzer-Za]] Primats: a Ur-Quan Kzer-Za mentions the Kohr-Ah Primat when [[The Captain]] informs it of the existence of the [[Talking Pet (device)|neo-Dnyarri]], and the [[Yehat]] apparently refer to the Kzer-Za Primat when describing the post-[[Ur-Quan Slave War|War]] fate of Admiral [[ZEX]].<br />
<br />
It is known that in the case of the Kzer-Za, each member is designated by a number (as is seen in the captain names) that corresponds to their position within the Kzer-Za power hierarchy&mdash;the overall leader being Lord 1. The Kohr-Ah captains are similarly named, which may indicate that they use a similar scheme to indicate rank. Therefore "Primat" may be a general title that can also be used to refer to this (Lord 1 in the Kzer-Za case) supreme faction authority &mdash; though Lord 1 is not referred by the [[Spathi]] as a Primat.<br />
<br />
Interesting to note, the Kzer-Za refer to the Kohr-Ah Primat as "she", suggesting that the creature is of feminine gender, possibly the matriarch of the species assuming that Lord 1 and Death 1 are the patriarchs.<br />
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[[Category:Ur-Quan]]<br />
[[Category:Backstory Characters]]</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Blade&diff=21912Blade2008-04-20T12:08:13Z<p>82.35.227.217: /* Tactical Overview */</p>
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<div>__NOTOC__<br />
[[Image:Supox_Blade_Icon.png|right]]<br />
The [[Supox]] [[Blade]] is a largely underrated ship. Its rapid fire capability can pound an unwary enemy and the lateral thrusting, when properly used, is nearly as good as the [[Arilou]] [[Skiff]]'s Hyperspace shunts in evading shots.<br />
<br />
==Navigation==<br />
The Blade is quick and agile with a fair turn-rate, allowing it to considerably hamper enemy targeting efforts. Its slender form makes it harder to hit her.<br />
<br />
==Armament==<br />
===Primary===<br />
The corrosive "glob weapon" may cause a small amount of damage per shot (only killing one crew member per strike), but it compensates for this with a high firing rate. Even when out of battery, the gun’s firing rate remains high and its range, equalling the [[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]] and the [[Syreen]] [[Penetrator]], can prove deadly.<br />
<br />
===Secondary===<br />
The Blade is outfitted with an advanced maneuvering system that enables it to change course without the need to turn. It takes a lot of practice to master the tricky maneuvering system, but when correctly used, it can be used to sidestep incoming fire or strafe into a firing position. It is especially effective against slow-firing ships such as the Dreadnought or [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]].<br />
<br />
==Tactical Overview==<br />
The Blade is a fair adversary that shouldn’t be taken lightly.<br />
<br />
===Strong Against===<br />
[[VUX]] [[Intruder]: The lumbering Intruder is easy prey for the agile Blade, provided its initial 'ambush' can be avoided.<br />
<br />
[[Ilwrath]] [[Avenger]]: This ship is also easily dealt with by the Blade, even when cloaked, as the Blade captain need only slip backwards and continually fire into the space where he knows the Avenger to be.<br />
<br />
[[Orz]] [[Nemesis]]: Careful use of strafing and reversing, combined with the persistant rapid-fire primary weapon, allows the Blade to make short work of Marines, rendering them useless.<br />
<br />
[[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]]: The same tactic used to deal with the Orz Marines can easily take out the Dreadnought's fighters, and the fusion blasts can easily be dodged with the Blade's agility.<br />
<br />
===Tenuous Against===<br />
[[Chmmr]] [[Avatar]]: Its Zapsats can neutralize almost all incoming projectiles, but it is possible for a skilled and patient Blade captain to wear them down. Once they are gone, the superior range of the Blade's weapons can win the day.<br />
<br />
[[Utwig]] [[Jugger]]: The shield can be tricky at first, but utilizing an irregular stream of fire can allow shots to either slip in between shield activations, or trick the Utwig into shielding when there is no fire incoming, thus draining its batteries; once the shield is exhausted, the Blade can pick the Jugger apart.<br />
<br />
[[Mycon]] [[Podship]]: The homing plasmoids can inflict fearsome damage, as the Blade must close to fairly close range in order to engage, but skillful maneuvering can allow a Blade captain to confuse the plasmoids into returning to the enemy while peppering the Podship with a steady stream of globules.<br />
<br />
===Weak Against===<br />
[[Chenjesu]] [[Broodhome]]: The crystalline shards produced by detonation of the Broodhome's main projectile can make lateral-sidestepping a real problem.<br />
<br />
The Arilou Skiff, [[Slylandro]] [[Probe]] and [[Pkunk]] [[Fury]] are all equal or superior to the Blade in speed, and can effect quick hit and run attacks. The auto-aiming nature of the Probe and Skiff weapons make them especially dangerous; the straight-firing Fury slightly less so.<br />
<br />
==Known Ships==<br />
*[[Tender Shoot]]<br />
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{{ShipBox|image=Blade_icon.png|link=blade|race=[[Supox]]|crew=12|value=16|batt=42|regen=0.2|primary=glob weapon|prim-cost=2|prim-rate=0|secondary=advanced maneuvering|sec-cost=0|sec-rate=0|speed=40|turn=0.5|accel=8|mass=4}}<br />
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[[Category:Ships]]<br />
[[Category:Supox]]</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Jugger&diff=21911Jugger2008-04-20T12:07:20Z<p>82.35.227.217: </p>
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<div>__NOTOC__<br />
<br />
[[Image:Utwig_Jugger_Icon.png|right]]<br />
The [[Utwig]] [[Jugger]] is one of the most dangerous ships in our region of space, thanks to its unique weapons and shield systems.<br />
<br />
==Navigation==<br />
The Jugger is surprisingly fast for its size, although its acceleration is weak. But it is also outfitted with a set of amazingly powerful turning jets, and is capable of coming about as quickly as a vessel less than half its size.<br />
<br />
==Armament==<br />
===Primary===<br />
The Jugger's main weapon is an array of six forward-facing, "energy spear" cannons powered by an extremely efficient combat dynamo system. With it, the cannons have a virtually limitless supply of energy, and are able to fire without drawing any energy from the combat batteries. With a moderate rate of fire and damage, a Jugger can obliterate most other ships with a few salvos. Each cannon "spear" in a salvo will kill one member of the enemy's crew upon striking the ship.<br />
<br />
===Secondary===<br />
The Jugger is equipped with a unique shielding system. It is capable of absorbing an almost limitless amount of punishment from both kinetic and energy-based attacks, and it in fact converts this energy for storage in its combat batteries! However, the vessel is not capable of replenishing energy on its own, so if the combat batteries run out, the shields are no longer usable. The only way for a Jugger to get its energy levels back up then is by leaving the combat theater; a Jugger always enters battle with its batteries at half of its maximum capacity.<br />
<br />
==Tactical Overview==<br />
The Jugger's shields consume energy when used, but they absorb energy from enemy attacks. Therefore, a skilled Jugger pilot who uses his shields only when necessary can keep his batteries fully charged and minimize damage to his ship. A corollary to this is that one should keep an eye on "skirmisher" weapons that require more energy to shield against than will be regained by shielding against them. Such weapons can slowly bleed the batteries dry, leaving captains in a vulnerable position.<br />
<br />
The Jugger's massive size and poor acceleration make [[gravity well]]s particularly dangerous, since at full speed they can be difficult to avoid. This, combined with the excellent turning rate of the ship and unique weapons systems, make [[pillboxing]] a wildly popular tactic.<br />
<br />
When fighting a computer-controlled [[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]] or [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]], a most effective strategy is a full-on frontal assault. The computer makes a policy of firing as fast as it can, so on approach, absorb all the punishment they can dish out, and when their fuel tanks run dry, take a potshot or two from point-blank range. As soon as they get enough energy to fire back, they will, so keep the shields at the ready, and whittle them down to nothing with impunity. Indeed, some consider this ship to be more effective against Dreadnoughts AND Marauders than even the almighty [[Chmmr]] [[Avatar]]! It is worth noting, however, that a lone Dreadnought fighter represents a hole in this strategy, as their individual attacks do not appreciably replenish the Jugger's shields, and once shield energy is exhausted the Jugger can easily be picked apart.<br />
<br />
One thing to note is that a Jugger's shields do not absorb energy from an [[Androsynth]] [[Guardian]] in its Blazer form. While the Jugger won't take damage from the [[Guardian]]'s Blazer form, it also cannot re-energize its Batteries from it. It can, however, re-energize from the molecular acid spheres the [[Guardian]] fires, just like it might from any other standard projectile.<br />
<br />
===Strong Against===<br />
[[Umgah]] [[Drone]]: All an Utwig captain has to do is allow the Drone to fire upon the Jugger for a while, allowing the Jugger to fully replenish its batteries. After this, the Utwig captain merely has to get out of the Umgah's effective range, and rip the Drone to pieces. Even if the Drone keeps its antimatter cone up, it is possible to get into a position where the outer spears can fire around the cone.<br />
<br />
[[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]]: As noted above, a direct frontal assault is often the best tactic. The Marauder is not quite fast enough to outrun the Jugger on its own, and well-timed use of the energy shield will allow the Jugger to withstand both the homing mines and the F.R.I.E.D. without damage. Once weapons range is achieved, there is little the Marauder can do to prevent the Jugger's endless salvoes from reducing it to scrap. The Jugger captain must remain alert, however, for any already-fired mines that may be slowly closing in; concentrating solely on shielding against direct shots can lead to indirect casualties.<br />
<br />
[[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]]: As noted above, a direct frontal assault is usually the best tactic. An AI Dreadnought will rarely deploy fighters against a Jugger with shield energy, as the energy spears can easily strike them down. The fusion blasts are good for recovering a Jugger's shields, as they deal the highest amount of damage/firing rate and thus recover the fastest amount of energy in the shortest time of any weapon in the game except the Hellbore Cannon (full game only).<br />
<br />
[[Mycon]] [[Podship]]: The slow firing rate and high visibility of the Mycon's projectiles mean that an Utwig can usually leave this battle with no damage, although their very close max speeds (although the Utwig's is slightly higher) mean that this battle can take a while, especially if the Mycon is allowed to regenerate.<br />
<br />
===Tenuous Against===<br />
[[Chenjesu]] [[Broodhome]]: The Broodhome's DOGIs can rapidly drain an Utwig's battery, leaving it defenseless and forced to resort to a fata frontal charge. However, the DOGIs are slow-moving, as well as being a big target, and if the Jugger can take them down the battle will usually only go one way.<br />
<br />
===Weak Against===<br />
[[Melnorme]] [[Trader]]: The Trader's confusion ray, in addition to causing the Jugger to rotate uncontrollably, prevents use of the shield as long as the Jugger is affected, allowing the Trader to pick it apart with relative ease, the fast turning rate and slow firing rate of the Jugger meaning that the captain finds it difficult to strike accurately even with timed shots.<br />
<br />
[[Orz]] [[Nemesis]]: When faced with the Nemesis's Marines an Utwig captain is faced with two choices: Allow them inside the ship and hope or consume valuable shield energy to deflect them and attempt to shoot the relatively small targets down with the widely-spread energy spears. The space marines do not restore the Jugger's battery if deflected.<br />
<br />
{{ShipBox|image=Jugger_icon.png|link=jugger|race=[[Utwig]]|crew=20|value=22|batt=20|regen=0|primary=Energy spears|prim-rate=7|prim-cost=0|secondary=Absorption shield|sec-rate=12|sec-cost=1|thrust=6|speed=36|turn=0.5|accel=0.86|mass=8}}<br />
<br />
[[Category:Utwig]]</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Jugger&diff=21910Jugger2008-04-20T12:01:45Z<p>82.35.227.217: /* Good Against */</p>
<hr />
<div>__NOTOC__<br />
<br />
[[Image:Utwig_Jugger_Icon.png|right]]<br />
The [[Utwig]] [[Jugger]] is one of the most dangerous ships in our region of space, thanks to its unique weapons and shield systems.<br />
<br />
==Navigation==<br />
The Jugger is surprisingly fast for its size, although its acceleration is weak. But it is also outfitted with a set of amazingly powerful turning jets, and is capable of coming about as quickly as a vessel less than half its size.<br />
<br />
==Armament==<br />
===Primary===<br />
The Jugger's main weapon is an array of six forward-facing, "energy spear" cannons powered by an extremely efficient combat dynamo system. With it, the cannons have a virtually limitless supply of energy, and are able to fire without drawing any energy from the combat batteries. With a moderate rate of fire and damage, a Jugger can obliterate most other ships with a few salvos. Each cannon "spear" in a salvo will kill one member of the enemy's crew upon striking the ship.<br />
<br />
===Secondary===<br />
The Jugger is equipped with a unique shielding system. It is capable of absorbing an almost limitless amount of punishment from both kinetic and energy-based attacks, and it in fact converts this energy for storage in its combat batteries! However, the vessel is not capable of replenishing energy on its own, so if the combat batteries run out, the shields are no longer usable. The only way for a Jugger to get its energy levels back up then is by leaving the combat theater; a Jugger always enters battle with its batteries at half of its maximum capacity.<br />
<br />
==Tactical Overview==<br />
The Jugger's shields consume energy when used, but they absorb energy from enemy attacks. Therefore, a skilled Jugger pilot who uses his shields only when necessary can keep his batteries fully charged and minimize damage to his ship. A corollary to this is that one should keep an eye on "skirmisher" weapons that require more energy to shield against than will be regained by shielding against them. Such weapons can slowly bleed the batteries dry, leaving captains in a vulnerable position.<br />
<br />
The Jugger's massive size and poor acceleration make [[gravity well]]s particularly dangerous, since at full speed they can be difficult to avoid. This, combined with the excellent turning rate of the ship and unique weapons systems, make [[pillboxing]] a wildly popular tactic.<br />
<br />
When fighting a computer-controlled [[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]] or [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]], a most effective strategy is a full-on frontal assault. The computer makes a policy of firing as fast as it can, so on approach, absorb all the punishment they can dish out, and when their fuel tanks run dry, take a potshot or two from point-blank range. As soon as they get enough energy to fire back, they will, so keep the shields at the ready, and whittle them down to nothing with impunity. Indeed, some consider this ship to be more effective against Dreadnoughts AND Marauders than even the almighty [[Chmmr]] [[Avatar]]! It is worth noting, however, that a lone Dreadnought fighter represents a hole in this strategy, as their individual attacks do not appreciably replenish the Jugger's shields, and once shield energy is exhausted the Jugger can easily be picked apart.<br />
<br />
One thing to note is that a Jugger's shields do not absorb energy from an [[Androsynth]] [[Guardian]] in its Blazer form. While the Jugger won't take damage from the [[Guardian]]'s Blazer form, it also cannot re-energize its Batteries from it. It can, however, re-energize from the molecular acid spheres the [[Guardian]] fires, just like it might from any other standard projectile.<br />
<br />
===Strong Against===<br />
[[Umgah]] [[Drone]]. All an Utwig captain has to do is allow the Drone to fire upon the Jugger for a while, allowing the Jugger to fully replenish its batteries. After this, the Utwig captain merely has to get out of the Umgah's effective range, and rip the Drone to pieces. Even if the Drone keeps its antimatter cone up, it is possible to get into a position where the outer spears can fire around the cone.<br />
<br />
[[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]]. As noted above, a direct frontal assault is often the best tactic. The Marauder is not quite fast enough to outrun the Jugger on its own, and well-timed use of the energy shield will allow the Jugger to withstand both the homing mines and the F.R.I.E.D. without damage. Once weapons range is achieved, there is little the Marauder can do to prevent the Jugger's endless salvoes from reducing it to scrap. The Jugger captain must remain alert, however, for any already-fired mines that may be slowly closing in; concentrating solely on shielding against direct shots can lead to indirect casualties.<br />
<br />
[[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]]. As noted above, a direct frontal assault is usually the best tactic. A computer-controlled Dreadnought will rarely deploy fighters against a Jugger with shield energy, as the energy spears can easily strike them down. The fusion blasts are good for recovering a Jugger's shields, as they deal the highest damage and thus recover the fastest amount of energy in the shortest time of any weapon in the game except the Hellbore Cannon (full game only).<br />
<br />
===Weak Against===<br />
[[Chenjesu]] [[Broodhome]]. The Broodhome's DOGIs can instantly drain half an Utwig's battery, leaving it defenseless if the drain takes place at the start of a battle. However, the DOGIs are slow-moving and with the Jugger's lighning-fast turning rate can easily be destroyed.<br />
<br />
[[Melnorme]] [[Trader]]. The Trader's confusion ray, in addition to causing the Jugger to rotate uncontrollably, prevents use of the shield as long as the Jugger is affected, allowing the Trader to pick it apart with relative ease, the fast turning rate and slow firing rate of the Jugger meaning that the captain finds it difficult to strike accurately even with timed shots.<br />
<br />
[[Orz]] [[Nemesis]]. When faced with the Nemesis's Marines an Utwig captain is faced with two choices: Allow them inside the ship and hope or consume valuable shield energy to deflect them and attempt to shoot the relatively small targets down with the widely-spread energy spears. The space marines do not restore the Jugger's battery if deflected.<br />
<br />
{{ShipBox|image=Jugger_icon.png|link=jugger|race=[[Utwig]]|crew=20|value=22|batt=20|regen=0|primary=Energy spears|prim-rate=7|prim-cost=0|secondary=Absorption shield|sec-rate=12|sec-cost=1|thrust=6|speed=36|turn=0.5|accel=0.86|mass=8}}<br />
<br />
[[Category:Utwig]]</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Blade&diff=21909Blade2008-04-19T20:45:31Z<p>82.35.227.217: /* Tactical Overview */</p>
<hr />
<div>__NOTOC__<br />
[[Image:Supox_Blade_Icon.png|right]]<br />
The [[Supox]] [[Blade]] is a largely underrated ship. Its rapid fire capability can pound an unwary enemy and the lateral thrusting, when properly used, is nearly as good as the [[Arilou]] [[Skiff]]'s Hyperspace shunts in evading shots.<br />
<br />
==Navigation==<br />
The Blade is quick and agile with a fair turn-rate, allowing it to considerably hamper enemy targeting efforts. Its slender form makes it harder to hit her.<br />
<br />
==Armament==<br />
===Primary===<br />
The corrosive "glob weapon" may cause a small amount of damage per shot (only killing one crew member per strike), but it compensates for this with a high firing rate. Even when out of battery, the gun’s firing rate remains high and its range, equalling the [[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]] and the [[Syreen]] [[Penetrator]], can prove deadly.<br />
<br />
===Secondary===<br />
The Blade is outfitted with an advanced maneuvering system that enables it to change course without the need to turn. It takes a lot of practice to master the tricky maneuvering system, but when correctly used, it can be used to sidestep incoming fire or strafe into a firing position. It is especially effective against slow-firing ships such as the Dreadnought or [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]].<br />
<br />
==Tactical Overview==<br />
The Blade is a fair adversary that shouldn’t be taken lightly.<br />
<br />
===Strong Against===<br />
[[VUX]] [[Intruder]]. The lumbering Intruder is easy prey for the agile Blade, provided its initial 'ambush' can be avoided.<br />
<br />
[[Ilwrath]] [[Avenger]]. This ship is also easily dealt with by the Blade, even when cloaked, as the Blade captain need only slip backwards and continually fire into the space where he knows the Avenger to be.<br />
<br />
[[Orz]] [[Nemesis]]. Careful use of strafing and reversing, combined with the persistant rapid-fire primary weapon, allows the Blade to make short work of Marines, rendering them useless.<br />
<br />
[[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]]. The same tactic used to deal with the Orz Marines can easily take out the Dreadnought's fighters, and the fusion blasts can easily be dodged with the Blade's agility.<br />
<br />
===Tenuous Against===<br />
[[Chmmr]] [[Avatar]]. Its Zapsats can neutralize almost all incoming projectiles, but it is possible for a skilled and patient Blade captain to wear them down. Once they are gone, the superior range of the Blade's weapons can win the day.<br />
<br />
[[Utwig]] [[Jugger]]. The shield can be tricky at first, but utilizing an irregular stream of fire can allow shots to either slip in between shield activations, or trick the Utwig into shielding when there is no fire incoming, thus draining its batteries; once the shield is exhausted, the Blade can pick the Jugger apart.<br />
<br />
[[Mycon]] [[Podship]]. The homing plasmoids can inflict fearsome damage, as the Blade must close to fairly close range in order to engage, but skillful maneuvering can allow a Blade captain to confuse the plasmoids into returning to the enemy while peppering the Podship with a steady stream of globules.<br />
<br />
===Weak Against===<br />
[[Chenjesu]] [[Broodhome]]. The crystalline shards produced by detonation of the Broodhome's main projectile can make lateral-sidestepping a real problem.<br />
<br />
The Arilou Skiff, [[Slylandro]] [[Probe]] and [[Pkunk]] [[Fury]] are all equal or superior to the Blade in speed, and can effect quick hit and run attacks. The auto-aiming nature of the Probe and Skiff weapons make them especially dangerous; the straight-firing Fury slightly less so.<br />
<br />
==Known Ships==<br />
*[[Tender Shoot]]<br />
<br />
{{ShipBox|image=Blade_icon.png|link=blade|race=[[Supox]]|crew=12|value=16|batt=42|regen=0.2|primary=glob weapon|prim-cost=2|prim-rate=0|secondary=advanced maneuvering|sec-cost=0|sec-rate=0|speed=40|turn=0.5|accel=8|mass=4}}<br />
<br />
[[Category:Ships]]<br />
[[Category:Supox]]</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Fury&diff=21908Fury2008-04-19T20:29:34Z<p>82.35.227.217: /* Secondary */</p>
<hr />
<div>__NOTOC__<br />
[[Image:Pkunk_Fury_Icon.png|right]] <br />
The [[Pkunk]] [[Fury]] doesn't seem, at first glance, more than a weak, overpriced ship. Despite the fact that the ship isn't very powerful in terms of crew or battery capacity, the speed and turning rate can make it the best fighter in the game when in the hands of a skilled pilot. Its effectiveness against the [[Sa-Matra]] shows that it can be highly dangerous, if used properly. <br />
<br />
==Navigation==<br />
There are few things in space faster than a Pkunk Fury. Some special movement modes &mdash; the [[Thraddash]] [[Torch]] Afterburner and [[Umgah]] [[Drone]] Reverse Thruster &mdash; can out run it, but none of them can maneuver like the Fury at that speed. The Fury has a turning radius rivaling that of the [[Arilou]] [[Skiff]].<br />
<br />
==Armament==<br />
<br />
===Primary===<br />
The primary weapon is a triple mounted minigun that fires forward and to both flanks. They pump out super-heated metal pellets at an incredibly fast rate, though at a very limited range. Although their short range can be written off as a weakness, the combat effectiveness of the Fury should not be underestimated. One strategy used by Fury pilots is "the ring of death" (not to be confused with with the [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]]'s FRIED emitter), sometimes known as the "Death Blossom". This move is executed by firing and turning at the same time. When done properly, the dense circle of shots can tear up any ship, marine, or projectile in range, while also looking pretty.<br />
<br />
===Secondary===<br />
The Pkunk are peaceful beings, and they can't bring themselves to kill anyone, not even the most menacing [[Ilwrath]], unless they throw themselves into an emotional frenzy by continuously insulting their opponent. Additionally, the psionic emanations produced by a Fury's captain frenzy serve to recharge the ship's energy stores.{{ref|1}}<br />
<br />
===Additional===<br />
The Fury has minimal crew capacity. A few well-aimed shots can annihilate the Fury instantly. However, if destroyed, the Fury's captain may reincarnate due to the Pkunk's divine heritage, or so the Pkunk claim.{{ref|2}} In-game, there is a fifty percent chance the Fury will be resurrected &mdash; fully crewed, with maximum energy. Due to the random nature of Fury reincarnation, a lucky Pkunk can be reborn multiple times. Having to fight the same ship over and over again can make even the most patient pilot go berserk.<br />
<br />
==Tactical Overview==<br />
The Fury can be a dangerous foe, mostly against slow and unmaneuverable ships. The [[VUX]], for instance, can be ripped to shreds with proper timing and technique. However, many ships like the [[Utwig]] [[Jugger]] can stop moving and start firing in the directon of the Pkunk, in which case, the Fury has no way to attack. This tactic, known as [[pillboxing]], works well against most short-ranged ships. The [[Chmmr]] [[Avatar]] has an interesting weakness to the Fury. The Fury can fire so many shots so fast that the ZapSats cannot fire at the ship, and as long as it flies in and out so fast that the Avatar cannot bring its laser to bear, the Fury does damage and flies away unscathed. However, this is of little practical use, as the turning rate of the Avatar is fast enough to permit it to always face the Fury and use its primary weapon &mdash; which destroys the Fury almost instantly.<br />
<br />
The Fury is one of the best ships in the game to use against the [[Sa-Matra]]. The Fury is fast enough to avoid the active defenses that will tear slower ships to unrecognizable shrapnel, and the spread-fire pattern of the guns allows the Fury to constantly circle the station's outer shields while pelting the shield generators with the minigun. Coupled with the Fury's revival ability, a single Pkunk Fury can easily knock out every one of the Sa-Matra's shield generators! After that, repeated Death Blossoms usually can take out the remaining munitions so the Flagship can fly in unhindered.<br />
<br />
==Notes and references==<br />
{{note|1}}''[[Star Control II]] manual, pg. 93 (PC)''<br />
{{note|2}}''Star Control II manual, pg. 94 (PC)''<br />
<br />
{{ShipBox|image=Fury_icon.png|link=fury|race=[[Pkunk]]|crew=8|value=20|batt=12|regen=0|primary=Hot metal minigun|prim-cost=1|prim-rate=0|secondary=Insult, regenerate energy|sec-cost=generates 2|sec-rate=16|speed=64|turn=1|accel=16|mass=1}}<br />
<br />
[[Category:Ships]]<br />
[[Category:Pkunk]]</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Jugger&diff=21907Jugger2008-04-19T20:25:01Z<p>82.35.227.217: /* Weak Against */</p>
<hr />
<div>__NOTOC__<br />
<br />
[[Image:Utwig_Jugger_Icon.png|right]]<br />
The [[Utwig]] [[Jugger]] is one of the most dangerous ships in our region of space, thanks to its unique weapons and shield systems.<br />
<br />
==Navigation==<br />
The Jugger is surprisingly fast for its size, although its acceleration is weak. But it is also outfitted with a set of amazingly powerful turning jets, and is capable of coming about as quickly as a vessel less than half its size.<br />
<br />
==Armament==<br />
===Primary===<br />
The Jugger's main weapon is an array of six forward-facing, "energy spear" cannons powered by an extremely efficient combat dynamo system. With it, the cannons have a virtually limitless supply of energy, and are able to fire without drawing any energy from the combat batteries. With a moderate rate of fire and damage, a Jugger can obliterate most other ships with a few salvos. Each cannon "spear" in a salvo will kill one member of the enemy's crew upon striking the ship.<br />
<br />
===Secondary===<br />
The Jugger is equipped with a unique shielding system. It is capable of absorbing an almost limitless amount of punishment from both kinetic and energy-based attacks, and it in fact converts this energy for storage in its combat batteries! However, the vessel is not capable of replenishing energy on its own, so if the combat batteries run out, the shields are no longer usable. The only way for a Jugger to get its energy levels back up then is by leaving the combat theater; a Jugger always enters battle with its batteries at half of its maximum capacity.<br />
<br />
==Tactical Overview==<br />
The Jugger's shields consume energy when used, but they absorb energy from enemy attacks. Therefore, a skilled Jugger pilot who uses his shields only when necessary can keep his batteries fully charged and minimize damage to his ship. A corollary to this is that one should keep an eye on "skirmisher" weapons that require more energy to shield against than will be regained by shielding against them. Such weapons can slowly bleed the batteries dry, leaving captains in a vulnerable position.<br />
<br />
The Jugger's massive size and poor acceleration make [[gravity well]]s particularly dangerous, since at full speed they can be difficult to avoid. This, combined with the excellent turning rate of the ship and unique weapons systems, make [[pillboxing]] a wildly popular tactic.<br />
<br />
When fighting a computer-controlled [[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]] or [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]], a most effective strategy is a full-on frontal assault. The computer makes a policy of firing as fast as it can, so on approach, absorb all the punishment they can dish out, and when their fuel tanks run dry, take a potshot or two from point-blank range. As soon as they get enough energy to fire back, they will, so keep the shields at the ready, and whittle them down to nothing with impunity. Indeed, some consider this ship to be more effective against Dreadnoughts AND Marauders than even the almighty [[Chmmr]] [[Avatar]]! It is worth noting, however, that a lone Dreadnought fighter represents a hole in this strategy, as their individual attacks do not appreciably replenish the Jugger's shields, and once shield energy is exhausted the Jugger can easily be picked apart.<br />
<br />
One thing to note is that a Jugger's shields do not absorb energy from an [[Androsynth]] [[Guardian]] in its Blazer form. While the Jugger won't take damage from the [[Guardian]]'s Blazer form, it also cannot re-energize its Batteries from it. It can, however, re-energize from the molecular acid spheres the [[Guardian]] fires, just like it might from any other standard projectile.<br />
<br />
===Good Against===<br />
[[Umgah]] [[Drone]]. All an Utwig captain has to do is allow the Drone to fire upon the Jugger for a while, allowing the Jugger to fully replenish its batteries. After this, the Utwig captain merely has to get out of the Umgah's effective range, and rip the Drone to pieces. Even if the Drone keeps its antimatter cone up, it is possible to get into a position where the outer spears can fire around the cone.<br />
<br />
[[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]]. As noted above, a direct frontal assault is often the best tactic. The Marauder is not quite fast enough to outrun the Jugger on its own, and well-timed use of the energy shield will allow the Jugger to withstand both the homing mines and the F.R.I.E.D. without damage. Once weapons range is achieved, there is little the Marauder can do to prevent the Jugger's endless salvoes from reducing it to scrap. The Jugger captain must remain alert, however, for any already-fired mines that may be slowly closing in; concentrating solely on shielding against direct shots can lead to indirect casualties.<br />
<br />
[[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]]. As noted above, a direct frontal assault is usually the best tactic. A computer-controlled Dreadnought will rarely deploy fighters against a Jugger with shield energy, as the energy spears can easily strike them down. The fusion blasts are good for recovering a Jugger's shields, as they deal the highest damage and thus recover the fastest amount of energy in the shortest time of any weapon in the game except the Hellbore Cannon (full game only).<br />
<br />
===Weak Against===<br />
[[Chenjesu]] [[Broodhome]]. The Broodhome's DOGIs can instantly drain half an Utwig's battery, leaving it defenseless if the drain takes place at the start of a battle. However, the DOGIs are slow-moving and with the Jugger's lighning-fast turning rate can easily be destroyed.<br />
<br />
[[Melnorme]] [[Trader]]. The Trader's confusion ray, in addition to causing the Jugger to rotate uncontrollably, prevents use of the shield as long as the Jugger is affected, allowing the Trader to pick it apart with relative ease, the fast turning rate and slow firing rate of the Jugger meaning that the captain finds it difficult to strike accurately even with timed shots.<br />
<br />
[[Orz]] [[Nemesis]]. When faced with the Nemesis's Marines an Utwig captain is faced with two choices: Allow them inside the ship and hope or consume valuable shield energy to deflect them and attempt to shoot the relatively small targets down with the widely-spread energy spears. The space marines do not restore the Jugger's battery if deflected.<br />
<br />
{{ShipBox|image=Jugger_icon.png|link=jugger|race=[[Utwig]]|crew=20|value=22|batt=20|regen=0|primary=Energy spears|prim-rate=7|prim-cost=0|secondary=Absorption shield|sec-rate=12|sec-cost=1|thrust=6|speed=36|turn=0.5|accel=0.86|mass=8}}<br />
<br />
[[Category:Utwig]]</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Jugger&diff=21906Jugger2008-04-19T20:24:48Z<p>82.35.227.217: /* Weak Against */</p>
<hr />
<div>__NOTOC__<br />
<br />
[[Image:Utwig_Jugger_Icon.png|right]]<br />
The [[Utwig]] [[Jugger]] is one of the most dangerous ships in our region of space, thanks to its unique weapons and shield systems.<br />
<br />
==Navigation==<br />
The Jugger is surprisingly fast for its size, although its acceleration is weak. But it is also outfitted with a set of amazingly powerful turning jets, and is capable of coming about as quickly as a vessel less than half its size.<br />
<br />
==Armament==<br />
===Primary===<br />
The Jugger's main weapon is an array of six forward-facing, "energy spear" cannons powered by an extremely efficient combat dynamo system. With it, the cannons have a virtually limitless supply of energy, and are able to fire without drawing any energy from the combat batteries. With a moderate rate of fire and damage, a Jugger can obliterate most other ships with a few salvos. Each cannon "spear" in a salvo will kill one member of the enemy's crew upon striking the ship.<br />
<br />
===Secondary===<br />
The Jugger is equipped with a unique shielding system. It is capable of absorbing an almost limitless amount of punishment from both kinetic and energy-based attacks, and it in fact converts this energy for storage in its combat batteries! However, the vessel is not capable of replenishing energy on its own, so if the combat batteries run out, the shields are no longer usable. The only way for a Jugger to get its energy levels back up then is by leaving the combat theater; a Jugger always enters battle with its batteries at half of its maximum capacity.<br />
<br />
==Tactical Overview==<br />
The Jugger's shields consume energy when used, but they absorb energy from enemy attacks. Therefore, a skilled Jugger pilot who uses his shields only when necessary can keep his batteries fully charged and minimize damage to his ship. A corollary to this is that one should keep an eye on "skirmisher" weapons that require more energy to shield against than will be regained by shielding against them. Such weapons can slowly bleed the batteries dry, leaving captains in a vulnerable position.<br />
<br />
The Jugger's massive size and poor acceleration make [[gravity well]]s particularly dangerous, since at full speed they can be difficult to avoid. This, combined with the excellent turning rate of the ship and unique weapons systems, make [[pillboxing]] a wildly popular tactic.<br />
<br />
When fighting a computer-controlled [[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]] or [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]], a most effective strategy is a full-on frontal assault. The computer makes a policy of firing as fast as it can, so on approach, absorb all the punishment they can dish out, and when their fuel tanks run dry, take a potshot or two from point-blank range. As soon as they get enough energy to fire back, they will, so keep the shields at the ready, and whittle them down to nothing with impunity. Indeed, some consider this ship to be more effective against Dreadnoughts AND Marauders than even the almighty [[Chmmr]] [[Avatar]]! It is worth noting, however, that a lone Dreadnought fighter represents a hole in this strategy, as their individual attacks do not appreciably replenish the Jugger's shields, and once shield energy is exhausted the Jugger can easily be picked apart.<br />
<br />
One thing to note is that a Jugger's shields do not absorb energy from an [[Androsynth]] [[Guardian]] in its Blazer form. While the Jugger won't take damage from the [[Guardian]]'s Blazer form, it also cannot re-energize its Batteries from it. It can, however, re-energize from the molecular acid spheres the [[Guardian]] fires, just like it might from any other standard projectile.<br />
<br />
===Good Against===<br />
[[Umgah]] [[Drone]]. All an Utwig captain has to do is allow the Drone to fire upon the Jugger for a while, allowing the Jugger to fully replenish its batteries. After this, the Utwig captain merely has to get out of the Umgah's effective range, and rip the Drone to pieces. Even if the Drone keeps its antimatter cone up, it is possible to get into a position where the outer spears can fire around the cone.<br />
<br />
[[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]]. As noted above, a direct frontal assault is often the best tactic. The Marauder is not quite fast enough to outrun the Jugger on its own, and well-timed use of the energy shield will allow the Jugger to withstand both the homing mines and the F.R.I.E.D. without damage. Once weapons range is achieved, there is little the Marauder can do to prevent the Jugger's endless salvoes from reducing it to scrap. The Jugger captain must remain alert, however, for any already-fired mines that may be slowly closing in; concentrating solely on shielding against direct shots can lead to indirect casualties.<br />
<br />
[[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]]. As noted above, a direct frontal assault is usually the best tactic. A computer-controlled Dreadnought will rarely deploy fighters against a Jugger with shield energy, as the energy spears can easily strike them down. The fusion blasts are good for recovering a Jugger's shields, as they deal the highest damage and thus recover the fastest amount of energy in the shortest time of any weapon in the game except the Hellbore Cannon (full game only).<br />
<br />
===Weak Against===<br />
[[Chenjesu]] [[Broodhome]]. The Broodhome's DOGIs can instantly drain half an Utwig's battery, leaving it defenseless if the drain takes place at the start of a battle. However, the DOGIs are slow-moving and with the Jugger's lighning-fast turning rate can easily be destroyed.<br />
<br />
[[Melnorme]] [[Trader]]. The Trader's confusion ray, in addition to causing the Jugger to rotate uncontrollably, prevents use of the shield as long as the Jugger is affected, allowing the Trader to pick it apart with relative ease, the fast turning rate and slow firing rate of the Jugger meaning that the ship finds it difficult to strike accurately even with timed shots.<br />
<br />
[[Orz]] [[Nemesis]]. When faced with the Nemesis's Marines an Utwig captain is faced with two choices: Allow them inside the ship and hope or consume valuable shield energy to deflect them and attempt to shoot the relatively small targets down with the widely-spread energy spears. The space marines do not restore the Jugger's battery if deflected.<br />
<br />
{{ShipBox|image=Jugger_icon.png|link=jugger|race=[[Utwig]]|crew=20|value=22|batt=20|regen=0|primary=Energy spears|prim-rate=7|prim-cost=0|secondary=Absorption shield|sec-rate=12|sec-cost=1|thrust=6|speed=36|turn=0.5|accel=0.86|mass=8}}<br />
<br />
[[Category:Utwig]]</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Jugger&diff=21905Jugger2008-04-19T20:23:50Z<p>82.35.227.217: </p>
<hr />
<div>__NOTOC__<br />
<br />
[[Image:Utwig_Jugger_Icon.png|right]]<br />
The [[Utwig]] [[Jugger]] is one of the most dangerous ships in our region of space, thanks to its unique weapons and shield systems.<br />
<br />
==Navigation==<br />
The Jugger is surprisingly fast for its size, although its acceleration is weak. But it is also outfitted with a set of amazingly powerful turning jets, and is capable of coming about as quickly as a vessel less than half its size.<br />
<br />
==Armament==<br />
===Primary===<br />
The Jugger's main weapon is an array of six forward-facing, "energy spear" cannons powered by an extremely efficient combat dynamo system. With it, the cannons have a virtually limitless supply of energy, and are able to fire without drawing any energy from the combat batteries. With a moderate rate of fire and damage, a Jugger can obliterate most other ships with a few salvos. Each cannon "spear" in a salvo will kill one member of the enemy's crew upon striking the ship.<br />
<br />
===Secondary===<br />
The Jugger is equipped with a unique shielding system. It is capable of absorbing an almost limitless amount of punishment from both kinetic and energy-based attacks, and it in fact converts this energy for storage in its combat batteries! However, the vessel is not capable of replenishing energy on its own, so if the combat batteries run out, the shields are no longer usable. The only way for a Jugger to get its energy levels back up then is by leaving the combat theater; a Jugger always enters battle with its batteries at half of its maximum capacity.<br />
<br />
==Tactical Overview==<br />
The Jugger's shields consume energy when used, but they absorb energy from enemy attacks. Therefore, a skilled Jugger pilot who uses his shields only when necessary can keep his batteries fully charged and minimize damage to his ship. A corollary to this is that one should keep an eye on "skirmisher" weapons that require more energy to shield against than will be regained by shielding against them. Such weapons can slowly bleed the batteries dry, leaving captains in a vulnerable position.<br />
<br />
The Jugger's massive size and poor acceleration make [[gravity well]]s particularly dangerous, since at full speed they can be difficult to avoid. This, combined with the excellent turning rate of the ship and unique weapons systems, make [[pillboxing]] a wildly popular tactic.<br />
<br />
When fighting a computer-controlled [[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]] or [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]], a most effective strategy is a full-on frontal assault. The computer makes a policy of firing as fast as it can, so on approach, absorb all the punishment they can dish out, and when their fuel tanks run dry, take a potshot or two from point-blank range. As soon as they get enough energy to fire back, they will, so keep the shields at the ready, and whittle them down to nothing with impunity. Indeed, some consider this ship to be more effective against Dreadnoughts AND Marauders than even the almighty [[Chmmr]] [[Avatar]]! It is worth noting, however, that a lone Dreadnought fighter represents a hole in this strategy, as their individual attacks do not appreciably replenish the Jugger's shields, and once shield energy is exhausted the Jugger can easily be picked apart.<br />
<br />
One thing to note is that a Jugger's shields do not absorb energy from an [[Androsynth]] [[Guardian]] in its Blazer form. While the Jugger won't take damage from the [[Guardian]]'s Blazer form, it also cannot re-energize its Batteries from it. It can, however, re-energize from the molecular acid spheres the [[Guardian]] fires, just like it might from any other standard projectile.<br />
<br />
===Good Against===<br />
[[Umgah]] [[Drone]]. All an Utwig captain has to do is allow the Drone to fire upon the Jugger for a while, allowing the Jugger to fully replenish its batteries. After this, the Utwig captain merely has to get out of the Umgah's effective range, and rip the Drone to pieces. Even if the Drone keeps its antimatter cone up, it is possible to get into a position where the outer spears can fire around the cone.<br />
<br />
[[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]]. As noted above, a direct frontal assault is often the best tactic. The Marauder is not quite fast enough to outrun the Jugger on its own, and well-timed use of the energy shield will allow the Jugger to withstand both the homing mines and the F.R.I.E.D. without damage. Once weapons range is achieved, there is little the Marauder can do to prevent the Jugger's endless salvoes from reducing it to scrap. The Jugger captain must remain alert, however, for any already-fired mines that may be slowly closing in; concentrating solely on shielding against direct shots can lead to indirect casualties.<br />
<br />
[[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]]. As noted above, a direct frontal assault is usually the best tactic. A computer-controlled Dreadnought will rarely deploy fighters against a Jugger with shield energy, as the energy spears can easily strike them down. The fusion blasts are good for recovering a Jugger's shields, as they deal the highest damage and thus recover the fastest amount of energy in the shortest time of any weapon in the game except the Hellbore Cannon (full game only).<br />
<br />
===Weak Against===<br />
[[Chenjesu]] [[Broodhome]]. The Broodhome's DOGIs can instantly drain half an Utwig's battery, leaving it defenseless if the drain takes place at the start of a battle. However, the DOGIs are slow-moving and with the Jugger's lighning-fast turning rate can easily be destroyed.<br />
<br />
[[Melnorme]] [[Trader]]. The Trader's confusion ray, in addition to causing the Jugger to rotate uncontrollably, prevents use of the shield as long as the Jugger is affected, allowing the Trader to pick it apart with relative ease, the fast turning rate and slow firing rate of the Jugger meaning that the ship cannot strike accurately through timed shots.<br />
<br />
[[Orz]] [[Nemesis]]. When faced with the Nemesis's Marines an Utwig captain is faced with two choices: Allow them inside the ship and hope or consume valuable shield energy to deflect them and attempt to shoot the relatively small targets down with the widely-spread energy spears. The space marines do not restore the Jugger's battery if deflected.<br />
<br />
{{ShipBox|image=Jugger_icon.png|link=jugger|race=[[Utwig]]|crew=20|value=22|batt=20|regen=0|primary=Energy spears|prim-rate=7|prim-cost=0|secondary=Absorption shield|sec-rate=12|sec-cost=1|thrust=6|speed=36|turn=0.5|accel=0.86|mass=8}}<br />
<br />
[[Category:Utwig]]</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Great_Hero&diff=21853Great Hero2008-03-31T16:29:44Z<p>82.35.227.217: </p>
<hr />
<div>'''Great Hero''' and '''Great Enemy''' are the titles bestowed upon [[The Captain]] by the [[Umgah]] after he frees them from the [[neo-Dnyarri]]'s [[psychic compulsion]].<br />
<br />
As a reward, they declare The Captain to be the "Great Hero", and give him 500 units of [[biological data]] and an interesting piece of information (that the [[Mycon]] are in fact tools created by [[The Creators|some race]]). However, the Umgah quickly become bored by "this Great Hero stuff" and, believing it to be much more humorous, turn him into their "Great Enemy". They then proceed to attack him with their [[Drone]]s ''en masse'', but not before giving him four of their ships to maximize the fun.<br />
<br />
Apparently, the Umgah do not get bored too soon with this joke, since they continue to attack The Captain, usually citing humorous motivations, on all subsequent [[encounter]]s.<br />
<br />
[[Category:Umgah]]</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Earthguard&diff=21852Earthguard2008-03-31T16:21:22Z<p>82.35.227.217: </p>
<hr />
<div>'''Earthguard''' is the name of the small group of [[Spathi]] and [[Ilwrath]] ships chosen by the [[Ur-Quan Kzer-Za]] to keep an eye on the [[slave shield|slave shielded]] [[Humans]], to make sure that they are obeying the imposed restrictions. The Earthguard was stationed on a base on [[Earth]]'s [[Luna|moon]].<br />
<br />
The Earthguard fell apart when the Ilwrath ships were recalled on a command of what the Ilwrath believed to be their gods [[Dogar]] and [[Kazon]]. Without the Ilwrath's reassurances, the remaining Spathi contingent gave into their fears that the Humans would try something sneaky. Accordingly, they made a series of "strategic redeployments", moving the entire group to [[Mars]], then to [[Ganymede]], later to [[Titan]], and finally to [[Pluto]]. By rigging the [[Hierarchy]] [[Moon Base]] to still appear active, they effectively kept the Humans from learning about this migration. The Earthguard was further whittled down as Spathi ships one by one returned [[Spathiwa|home]], until only [[Fwiffo|Captain Fwiffo]] in his [[StarRunner]] remained.<br />
<br />
[[Category:Human]]<br />
[[Category:Ilwrath]]<br />
[[Category:Spathi]]<br />
[[Category:Organizations]]</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Fallow_Slave&diff=21837Fallow Slave2008-03-29T21:40:21Z<p>82.35.227.217: </p>
<hr />
<div>{{UrQuanNav}}<br />
A '''Fallow Slave''' species is a species which, after being defeated by the [[Ur-Quan Kzer-Za]], have accepted its [[Oath of Fealty]] and have been encased forever on a world beneath an impenetrable force field known as a ''[[Slave Shield]]''. Under the Ur-Quan's [[Path of Now and Forever]], the alternative would have been to join the [[Hierarchy]] as a [[Battle Thrall]].<br />
<br />
The [[Faz]] were the first to suffer this fate.<br />
<br />
All the known slave-shielded species have been contained on a single world, typically their homeworld. Nevertheless, it is possible that there are species slave-shielded on more than one world; after discovering the [[Unzervalt]] colony, it has been slave-shielded seperately, despite the statement from the Ur-Quan, later repeated by Starbase Commander Hayes, that all materials or personnel left off-world after the shielding would be destroyed.<br />
<br />
==Slave Shielded Species==<br />
These species are known to be slave shielded by the Ur-Quan Kzer-Za. There must be many more as there are supposed to be thousands of conquered worlds.<br />
*[[Faz]]<br />
*[[Syreen]]<br />
*[[Humans]]<br />
*[[Chenjesu]] and [[Mmrnmhrm]] (together on a single world)<br />
<br />
==See also==<br />
*[[Oath of Fealty]]<br />
*[[Path of Now and Forever]]<br />
<br />
[[Category:Kzer-Za]]</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Orz_communications&diff=21835Orz communications2008-03-29T21:04:06Z<p>82.35.227.217: </p>
<hr />
<div>Translating '''Orz communications''' is problematic at best. The [[Orz]] sense of reality is likely completely different from any other sentient species, with the possible exception of the [[Arilou]]. Even the most sophisticated and powerful translators cannot fully process their bizarre alien language, having to resort to the use of many lingual best-fits in the translation. These are marked in text by surrounding the word with asterisks (*). It is possible that all words that appear in (*) can have more than just one meaning. Some of these words seem surprisingly good best-fits, like *sorry*, *friends* or *happy* (and are as such not listed here), but it is possible that they actually mean something completely different; in addition, some words not included in a pair of asterisks may actually be best-fits as well. It is worth noting that best-fits may also have multiple spellings, and that some best-fits made of multiple words may actually be multiple best-fits under a single pair of asterisks.<br />
<br />
; *above* : "here the Arilou come from. This may refer to [[QuasiSpace]] (in terms of its relative [[reality phase]] with respect to [[TrueSpace]]/[[HyperSpace]]), a particular part of QuasiSpace (if *outside* refers specifically to QuasiSpace), or an obscure characteristic of the Arilou in contrast to the Orz (who are from *below*).<br />
<br />
; *absorbing* : Possibly means "to leave".<br />
<br />
; *become* : Obscure. Seemingly related to a deep change in the nature of a being. *Campers* may *become* during a *party* (which benefits them); *silly cows* are referred to as being able to "*become* the second time" upon being *dissolved*, which can be interpreted either as *dissolving* being a cause of *becoming* or as *dissolving* offering another chance at *becoming* (for instance, the *silly cow* may get reincarnated and thus have the chance to befriend the Orz in the next life, becoming a *camper*). May be synonymous with *the change*.<br />
<br />
; [[*below*]] : Where the Orz come from. This may refer to their home dimension (in terms of its relative [[reality phase]] with respect to [[TrueSpace]]/[[HyperSpace]]), a particular part of QuasiSpace (if *outside* refers specifically to QuasiSpace), or an obscure characteristic of the Orz in contrast to the Arilou (who are from *above*).<br />
<br />
; *in between* : Most likely refers to TrueSpace, as "Orz can *dance* very well in between"). May be the same as *the middle*. *Outside*, *inside* and *in between* might be examples of different *levels*.<br />
<br />
; *bright* : Mentioned together with *smooth*. Some sort of quality the Orz like at TrueSpace/HyperSpace. Seemingly opposite of *hurt*.<br />
<br />
; *camper*/*Camper* : Races (or individuals thereof) with which the Orz does *camping*.<br />
: The best *campers* are the *happy campers* &mdash; i.e. *campers* that have friendly relations with the Orz (such as the [[Human]]s after allying with them, or the [[Taalo]], which are "even better *campers* than [the Humans]"). *Silly cows* (such as the [[Androsynth]] and the [[VUX]]) are apparently *campers* as well ("[...] there are so many *campers*. First the VUX, but they are such *silly cows* [...]"), though they are not liked by the Orz, who must *dance* with them. *Not camper* is apparently synonymous with (or includes) *silly cow*.<br />
: *Campers*, after getting *connected* with the Orz, may *change* (through *camping*/*parties*), which, the Orz claim, benefits both parties. *Campers* can also be *pulled* by the Orz after being *connected* (as happened with the Androsynth), which the Orz seems not to like. The Orz also claims to *chase* the Taalo, but it is not clear whether this can be done to any *camper*.<br />
<br />
; *camping* : What the Orz do to the *campers* in order for the *campers* to *change*. To start *camping*, the *campers* must go to the Orz [[Gamma Vulpeculae I|*house*]] (presumably to arrange an *alliance*) and get *connected*. Apparently, *camping* involves *parties*, or is synonymous with having *parties*.<br />
<br />
; *the change* : Obscure. Seemingly related to a deep change induced by the Orz to *campers*. *Campers* may *change* through *camping*, which, the Orz claim, benefits both parties. May be synonymous with *become*.<br />
<br />
; *color* : Might mean "[[reality phase]]", as it is referred to as being "many", along with *space* and *time*. *Color* as in "*smelling* *pretty colors*" or "*squirting nice colors*" might mean something different.<br />
<br />
; *connected* : A relationship between Orz and a *camper* race required for *camping*.<br />
<br />
; *cousin* : Other Orz(-like) entities, other [[Inter-Dimensional Fatigue|IDF]] races or other *fingers*. Possibly synonymous with *Orz puppies*. Might be related with the words *relative* and *sister*.<br />
<br />
; *dance* : Combat &mdash; "Nnnnnggggaaaahhhhh!!!!!! It is *dancing*!!!!"<br />
<br />
; *dessert* : Possibly the opposite of *(special) sauce*; something the Orz "use"/"eat" together with friendly beings.<br />
<br />
; *dissolving* : Destroying a ship, dying.<br />
<br />
; *fat* : Important, serious "These are *fat* words."<br />
<br />
; *fingers* : An "individual" Orz; see *many bubbles*.<br />
<br />
; *frumple* : To become, or the state of being angry or sad or violent, described &mdash; "Do not ask about [the Androsynth]. You make me *frumple*."<br />
<br />
; *fun*/funny : A good feeling/energy/state whose attaining seems important to the Orz; the Orz mention numerous things related to *fun*/fun: *dissolving* *silly cows*, fun *games*, *spicy games*, *parties*, *sorry*, *jokes*, *in between*, *dancing*, *time jokes*, the Taalo *playground* (though not for *silly cows* or *slow time* *walkers*), *spitting* the fun words, saying "Hello!", *fun time*, *snappy fun*, *special training*, being *together*.<br />
<br />
; *game* : Possibly the action being done presently or an action that the Orz want to do (seemingly together with other entities/*campers*).<br />
<br />
; *germinate* : Thrive? Orz reproduction? Being happy?<br />
<br />
; *GO! GO!* : The Orz term for space marines, as well as the sound which they are deployed to.<br />
<br />
; *happy spices* : Seemingly *Jumping Peppers!* with less intensity.<br />
<br />
; *happy town* : A place/dimension (*level*?) liked by the Orz.<br />
<br />
; *heavy space* : An example of differences between universes/dimensions, likely shared by [[TrueSpace]] and [[HyperSpace]]. *heavy* is also used instead sometimes. &mdash; "These are best for letting go near *heavy space* planet bodies.", "*Happy campers* not going to *heavy space* *slide* near Chandrasekhar."<br />
<br />
; *house* : Homeworld.<br />
<br />
; *hurt* : Seemingly opposite of *bright* and *smooth*. Something the Orz don't like at "the other place" (*outside*?).<br />
<br />
; **HYUIVBHJHG** : The form of travel used by Orz/IDF races.<br />
<br />
; *inside* : A good place/state that the Orz have access to, unlike *campers*. The Orz want to show the *inside* to *campers*. Opposite of *outside*. *Outside*, *inside* and *in between* might be examples of different *levels*.<br />
<br />
; *juice*/*squeezing the juice* : As the Orz *fingers* are seemingly aquatic creatures, *squeezing* of *juice* probably refers to injections of hormones into the environment. When the Orz are describing how they feel about the Arilou *jumping in front* they say "It is always! Nnnnggaaahhhhh! There is *juice squeezing* and then we are not so *frumple*." The *juice* seems able to have different intensities or quantities: "Always you make Orz *squeezing juice*. We do not have enough."<br />
<br />
; *juicy* : not related to *juice*. Possibly means "appetizing".<br />
<br />
; *Jumping Peppers!*/Jumping *peppers*!! : Obscure. Resembles an exclamation of (extreme) happiness. Seemingly *happy spices* with more intensity.<br />
<br />
; *jump in front* : What the Arilou do to try to stop the Orz. It prevents them from having *parties*.<br />
<br />
; *level* : Related to dimension. The Orz want to show other *levels* to *campers*. *Outside*, *inside* and *in between* might be examples of different *levels*.<br />
<br />
; *lumpy* : One of two Orz descriptions for *frumple*, along with *round*. As the Orz describe *frumple* as *round* yet *lumpy* the state of *lumpy*ness appears to usually be exclusive from *round*ness.<br />
<br />
; *many bubbles*/*bubbles* : The numerous distinct individuals of a species, or possibly organic cells or even atomic particles &mdash; "Orz are not *many bubbles*", Orz is "one with many *fingers*."<br />
<br />
; *the middle* : Obscure. May be the same as *in between* (probably TrueSpace and/or HyperSpace, as the arrival of the *campers* makes *parties* held in *the middle* better).<br />
<br />
; *new town*/*New Town* : New/previously unknown universe/dimension.<br />
<br />
; *nice colors* : Seemingly not related to *color*. Apparently, the Orz *squirt nice colors* when happy.<br />
<br />
; *open* : Advance your mind/understanding/technology.<br />
<br />
; *Orz puppies* : Possibly synonymous with *cousin*.<br />
<br />
; *other* : Two possible meanings: the opponent of Orz in combat and a neutral alien.<br />
<br />
; *outside* : The Orz, as well as the Arilou, are from the *outside*. The Orz do not like this place/state and claim that they will never return to it. Likely opposite of *inside*. Likely contains QuasiSpace. *Outside*, *inside* and *in between* might be examples of different *levels*.<br />
<br />
; *party* : The Orz refer to parties a lot, signifying their importance. It seems that they are somehow related to *campers* and having *fun*; in order for Orz to have a *party*, *campers* must "come together with Orz" (get *connected* with Orz). Having *parties* is apparently *camping*, or a form thereof.<br />
: *Others* can have *parties* too, but *campers* are better; *alliance parties* generally make *parties* and even *picnics* better.<br />
: *Parties* might help Orz with finishing his "migration" to TrueSpace/HyperSpace ("Soon Orz are really here! You are help Orz with *parties*.") and might be related with the advancement of the *campers*' mind/technology/understanding (*become*?), as they say, "Perhaps after the biggest *party* you will understanding the Orz and I can showing you other *levels*." *Parties* are also *fun* and keep Orz from being "*frumple* everyday".<br />
: Places where *parties* can be held include *the middle* and the *playgrounds*.<br />
: Apparently, the Arilou prevent the Orz from having *parties* by *jumping in front*, which annoys the Orz to no end. Humans might be better for *parties*, as the Orz were annoyed that the Arilou got to them first; besides, the Orz also say "You are help Orz with *parties*. Orz looking for you, and find you. So much joy!!".<br />
<br />
; *people energy* : A characteristic of the Orz.<br />
<br />
; *picnic* : Something similar to a *party*, apparently better than a *party*.<br />
<br />
; *pieces* : A unit of time. "Six or nine *pieces* ago, myself the Orz did not even *smell* your *level*."<br />
<br />
; *play* : Something the Orz do with other entities/*campers* to obtain/attain *fun*. Might also simply mean "to act"/"to do". *Playing* at somebody's *house* might be required for having a *party* (or might even mean that).<br />
<br />
; *playground* : A *playground* is apparently a good *party place*, though only in *quick time*. [[Delta Vulpeculae II-C]], the former homeworld of the [[Taalo]], is called the "Taalo *playground*". Since the Taalo apparently left for [[*Pretty Space*]] from their home, a *playground* might also be a good place for *sliding*. See also *time jokes*.<br />
<br />
; *pleasant combinations* : Apparently refers to a situation liked by the Orz.<br />
<br />
; [[*Pretty Space*]] : The place (apparently a dimension) to which the Taalo went to escape the [[Dnyarri]]. To translate to *Pretty Space* is referred to as to *spread* into *Pretty Space*. There are many good places for this on the Taalo *playground* (Delta Vulpeculae II-C). Probably unrelated to *pretty colors* ("*Smelling* *pretty colors* is the best *game*.").<br />
<br />
; *pull* : Something the Orz can do to *campers* after being *connected*; the *connected* *campers* seem not to like it. This is what they wanted to do to the [[Androsynth]], against their will.<br />
<br />
; *quick time* : An example of differences between universes/dimensions. It apparently is inaccessible to human technology. See *slow time*. "We can have extra fun for future *parties* in *quick time*."<br />
<br />
; *relatives* : Likely means "allies". Might also refer to a member of an "extended family", a concept the Arilou talk about ("You are one of our... extended family, just as other sentients in other dimensions have their extended families."). It is possible that this word is related with *cousin* and *sister*.<br />
<br />
; *round* : Mentioned together with *lumpy*. Some sort of characteristic (negative or positive) of being *frumple*.<br />
<br />
; *sad animal* : Possibly refers to someone disliked by the Orz.<br />
<br />
; *sauce* : Related to *juice*. *sauce* is apparently better than *juice* in some way, plus the Orz seem to acquire *sauce* through killing. "After the *dancing*, Orz think you will make good *special sauce*. Maybe even for other Orz *party*." It would seem this is likely to be something sinister. The Orz appear to believe that *sauce* is a very good thing, and wish all people to enjoy it, as in the above quote if *party* means alliance, or in their parting words from random encounters: "Do not forget to *enjoy the sauce*."<br />
<br />
; *sick* : Used when the Orz are about to attack ("You are *sick* for the last time."); being *sick* might mean "doing something wrong".<br />
<br />
; *silly cow*/*Cows* : One who annoys the Orz &mdash; "First the VUX, but they are such *silly cows*... they ask so much about the Androsynth we must *dance* with them". *Silly* is often used independently to mean "annoying" or "uninitiated"/"profane". It is important to note that Orz will attack (*dance* with) *silly cows* on sight. *Silly cows* are apparently *campers* (specifically *not campers*).<br />
<br />
; *sister* : Obscure; only used in one context ("Extremely happy *sisters* should correct each other for *celebration*."). Might be related with the words *relative* and *cousin*.<br />
<br />
; *slide* : Dimensional travel. Some interesting quotes using this: "*Happy campers* not going to *heavy space* *slide* near Chandrasekhar. Especially not ever! These are *fat* words.", "Arilou can *slide*. Also Taalo. Many can *slide*, but Orz are better of course.", "Finally we find you, the *happy campers* and the Taalo *playground* for sliding through." The Chandrasekhar *slide* is the naturally occurring [[QuasiSpace]] [[portal]].<br />
<br />
; *slippery places* : Dimensional portals, usually formed with IDF.<br />
<br />
; *slow time* : An example of differences between universes/dimensions. This apparently is the normal experience in TrueSpace. See *quick time*. "It is not fun on the surface [of the Taalo *playground*] in *slow time*."<br />
<br />
; *smell* : Perceive in some unknown way/from another dimension. This word is also used by the Arilou (without asterisks, though after suspension points, which seem to be used sometimes by the Arilou instead of a pair of asterisks).<br />
<br />
; *smooth* : Mentioned together with *bright*. Some sort of quality the Orz like at TrueSpace/HyperSpace. Seemingly opposite of *hurt*.<br />
<br />
; *space* : Obscure; it is referred to as being "[not one but] many". Might be related to *heavy space* and *Pretty Space*, but probably not with *now space*.<br />
<br />
; *special* : The Orz want to be *special* together with *campers*. Might refer to being an IDF race.<br />
<br />
; *special things* : Likely refers to knowledge related to Inter-Dimensional Fatigue.<br />
<br />
; *spicy* : A positive characteristic.<br />
<br />
; *spit* : Talk.<br />
<br />
; *spread* : To *spread* to *Pretty Space* is to move to *Pretty Space*.<br />
<br />
; *spread the wax* : Become able to *slide*, or move between dimensions (i.e. remove the *sticky*-ness), most likely.<br />
<br />
; *squishy* : Good, goodness.<br />
<br />
; *squirt* : Obscure; the Orz generally use it in combination with *nice colors*, as *squirting nice colors*, but they also mention the word separately at one time: "Do you want to *squirt*? If you want to, then you do. It is best, I know it." The parallelism between this quote and "So I am waiting for you to *spit*. It is a pleasure.", as well as the similarity in meaning between "to spit" and "to squirt" might imply that *squirt* is related to communicating.<br />
<br />
; *sticky* : Unable to move between dimensions (*slide*).<br />
<br />
; *surprising toys*/surprising *toys*{{ref|1}} : Obscure; if [[The Captain]] asks what happened to the [[Androsynth]], the Orz say that "Androsynth are not here. Orz are here.", further explaining that the [[Human]]s are not in the same situation as the clones, but are *happy campers*. The Orz then say "Do you want to see our surprising toys*? No!! Do Not!!" and then state that they do not want to talk any more about the Androsynth. Could refer to the [[Orz]]'s true nature/form, as the sight of an extra-dimensional being could very well destroy a creature's mind (thus one does not want to see their surprising *toys*) &mdash; which might be related to what happened to [[Bukowski]] on the Androsynth [[Eta Vulpeculae II|homeworld]].<br />
<br />
; *time* : Obscure; it is referred to as being "not one but many". *Time* as in *happy time*, *fun time* or *party time*/*partytime* might mean something different. Also used by the Arilou to refer to a concept akin to [[dimension]]. Might be related with *slow time* and *quick time*, as well as with *time jokes*.<br />
<br />
; *time jokes* : Something that Taalo are making at the Taalo *playground*. They are "too funny for the Orz".<br />
<br />
; *together* : *campers* must come *together* with Orz for *camping*/*parties*.<br />
<br />
==Notes and references==<br />
{{note|1}}''Appears in-game as "surprising toys*" due to a typographic error. It is not clear whether "*surprising toys*" or "surprising *toys*" is the correct spelling.<br />
<br />
[[Category:Orz]]</div>82.35.227.217https://wiki.uqm.stack.nl/index.php?title=Utwig&diff=21763Utwig2008-03-14T18:01:03Z<p>82.35.227.217: /* The Ultron and the Great Sin */</p>
<hr />
<div>{{RaceBox|name=Utwig|image=UtwigComm.png|caption=An Utwig captain, wearing the Mask of<br />Ultimate Embarrassment and Shame|homeworld=Beta Aquarii I ([[Fahz]])|coordinates=863.0 : 869.3|organizations=[[New Alliance of Free Stars]]|ship=[[Jugger]]}}<br />
The '''Utwig''' live in the [[Aquarius|Aquarii]] [[list of constellations|constellation]]. They are a fatalist race of stiff, thin, brown, rough-skinned humanoids with a sophisticated, somewhat mystic culture, involving masks and their dependency on an artifact known as the [[Ultron]]. They believe that their race has a grand destiny to, via the Ultron, "perform [an] essential service for the universe". Interesting about their physiology is that they blink in a strange way, their eyes appearing to darken from the centre (not from the upper part, as would be the case with a normal eyelid). <br />
<br />
==History==<br />
===Before the Ultron===<br />
The distant past of the Utwig is not well known, due to the Utwig's few mentions of it. The Utwig begin their history with their species' emergence on their home planet of [[Fahz]] (Beta Aquarii I), at which time the Utwig note that the Chimt also arose from the "Murky Bog".{{ref|1}} After their appearance, the Utwig did as all young species do and merely lived their lives as they came; the Utwig's early societies and activities, whether they were hunters or cultivators, are unknown. Eventually, the Chimt's tendrils reached up to what the Utwig refer to as the "sky canopies of Fahz," causing "the veils" to fall. The nature of these ''canopies'' and ''veils'' is again unknown, as the Utwig do not elucidate further on the topic.<br />
<br />
This event caused the Utwig to collectively reach an epiphany; that they were taking existence itself at face value. They also concluded that the face is a constant reminder of a being's grotesque, primitive urges that hold back true sentience, showing negative qualities such as greed, rage, hatred and lust. Consequently, they decided to hide their faces at all times to ensure everlasting peace and prevent the primitive qualities from hampering their wisdom, and did so by crafting and wearing masks and veils of all kinds. Their first primitive masks were made of such things as leaves, hides, shells, rocks and even living [[drell]]s. Over time, this developed into a complex set of social conventions called Mask Etiquette, which became a foundation of their culture.<br />
<br />
The Utwig refined this culture more and more as time went on. An event at an unknown point in their past called the Morality Riots was centered around Mask Etiquette and was apparently a tragedy in terms of lives lost and damage caused, though exactly what the point of dissension was is not known. The results of the Riots were a much more standardized Mask Etiquette and also guidelines for revisions to deal with inevitable anomalies. The Utwig understood that the Mask Etiquette needed to also be flexible in order to create a firm foundation upon which to build their society. With the believed hindrance of their intellectual development covered and their society secure and flexible, they made substantial progress in many fields (evidenced by their technologically advanced [[Jugger]] combat vessels).<br />
<br />
Eventually, the Utwig established contact with the nearby [[Supox]], and befriended them. The Supox were a symbiotic race, and began to learn how they should conduct themselves from the Utwig. In return, the Utwig received a steadfast ally. The Utwig also established [[HyperWave Broadcaster|HyperWave]] contact with the [[Burvixese]] with whom they exchanged information on various topics. At some point in their exploration of the nearby space, the Utwig also discovered a [[Precursor]] device in an abandoned Precursor supply base; after futher analysis, they discovered that the device was in fact an incredibly powerful [[Utwig Bomb|antimatter bomb]] capable of reducing an entire planet to dust. They moved the bomb to surface of the moon Zeta Hyades VIb and guarded it with a near limitless squadron of Juggers. However, the [[Druuge]] race had also learned through the Burvixese of the bomb's existence and eventually contacted the Utwig, intending to obtain it.<br />
<br />
===The Ultron and the Great Sin===<br />
In typical Druuge behavior, they used their primary skill of trade in an attempt to acquire the bomb. The Druuge offered an ancient device known as [[Ultron]], a seemingly worthless piece of junk they had found. The Utwig were overjoyed, seeing this as an excellent turn of fortune, since they had been searching for a higher purpose for themselves. The Druuge claimed that the device would grant them powers beyond belief, and the Utwig believed them. Before finalizing the transaction, the Utwig High Proctor asked if she could hold the Ultron, just for a moment. The Druuge allowed her to, not wanting to appear rude and potentially ruin the trade.<br />
<br />
The moment the Proctor took the device into her hands, she was wracked by a feeling of intense power &mdash; while the Druuge thought the Utwig were simply falling for their ruse with great enthusiasm, it was not so. When the High Proctor opened her eyes again after the spasm had subsided, the Druuge were thunderstruck &mdash; the High Proctor's eyes were glowing intensely with a light that frightened the Druuge. As it turned out, the Ultron actually had granted the Utwig powers of some description, despite what the Druuge believed the device was capable of. Not only this, but the High Proctor had become able to read the trader's thoughts to some extent; while not uncovering his ruse, she sensed that the Druuge captain was after an artifact. When she spoke, the Druuge could hear that her tone had changed to a chant instead of the constant whining she had been using before (the same whining voice they use in [[Star Control II]], presumably, though in-game, even their tone after regaining the Ultron resembles whining). The Utwig, who were previously morose and lacking the slightest self-confidence, had finally discovered their own worth and capabilities.<br />
<br />
The Druuge were incapable of saying anything, lest they spoil what they had believed to be a clever scam. The Utwig provided the Druuge with several artifacts from a vault, which were later found to be useless. The traders left with these artifacts, leaving the Ultron to the Utwig. The Supox believed the Utwig had been scammed, but kept quiet about it since it had made the Utwig so happy. Unfortunately, after a few vibrant years, the Ultron was later broken during the Chinz-Rahl celebration, when it fell to the ground due to a mishandling, and was rendered inoperative.<br />
<br />
The breaking of the Ultron was devastating to the Utwig culture and collective psyche. The Utwig sank into a collective, even suicidal depression, destroying all masks except the mask of Ultimate Embarrassment and Shame, a purple hood-like garment. They contemplated ending the existence of their entire species using the gigantic bomb, but decided instead that they would prolong their suffering to atone for the "Great Sin" of breaking the Ultron. The Utwig became offended at the sight of the broken Ultron, seeing it as a loss of potential for the entire universe, and gave the shattered device to the Supox for safekeeping.<br />
<br />
They eventually came into contact with the [[Ur-Quan Kohr-Ah|Kohr-Ah]], who had recently entered the sector after slaughtering the Burvixese in [[Arcturus]]. The Kohr-Ah almost found the Utwig homeworld, but encountered the [[Ur-Quan Kzer-Za|Kzer-Za]] first and threw their entire fleet into the renewed [[Doctrinal Conflict]], confusing to no end the Utwig, who had seen the Kohr-Ah's arrival as their deserved punishment finally being administered. It was shortly after this that [[The Captain]] finds the Utwig in their melancholy state. After some talk (mainly depressed ramblings about the Ultron), The Captain visits their Supox allies, who hand over the broken Ultron, hoping that The Captain can fix it and cheer up the Utwig.<br />
<br />
===Involvement with the New Alliance===<br />
After analysis at the [[Earth Starbase]], it is discovered that the Ultron is in fact a Precursor psychic amplifier of sorts. The Utwig seem to be the only known race whose brain emanations are compatible with what they name its "metawave gyrations", which explains how the Druuge had thought it to be worthless. After acquiring some replacement parts with which to repair the Ultron, The Captain returns the restored device to the Utwig. They collectively go from their depressed and anxiety-wracked state to a more motivated and normal state in mere seconds. In thanks, they and the Supox pledge their allegiance to the [[New Alliance of Free Stars]] and [[Battle at Horologii|send a fleet to the Horologii constellation]] to play their part in defeating the Ur-Quan.<br />
<br />
After the conflict, it is likely the Utwig will continue to help the other Alliance races, providing the Ultron's guidance and various forms of support to their allies. As a more direct reward to The Captain for saving the Utwig culture, they intend to create for him a unique mask, the ''Saintly Facade'', so that he can "hide his unsightly mug with distinction".<br />
<br />
==Culture and society==<br />
Utwig culture appears to be dominated by two ideas: an emphasis on ceremony, and the concept of destiny. The emphasis on ceremony manifests itself in the Utwig's many rituals and celebrations, such as the ''Chinz-Rahl'', the ''Exultant Caper of Revelation'', the ''dance of Jubilation'' and various "rituals of anguish" used to atone for the loss of the [[Ultron]]. It is also apparent in their preoccupation with etiquette and procedures. "Mask-Etiquette" is the most visible effect of this preoccupation and the most interesting aspect of Utwig culture. Utwig can never show their faces, and are required to wear masks for as long as they live. There are thousands of these masks, designed for different activities, moods, festivals, ceremonies etc. This custom was born in their ancient past, when they finally came to the strange conclusion that a face, that expresses primal emotions, creates all their wars and violence. Therefore the face must be hidden for all time in order for a culture to progress peacefully. <br />
<br />
Utwig have been in the possession of a mystical device called the Ultron, which they bought from the Druuge not more than fifty years ago. The Ultron is their source of happiness and enlightenment, much like a portable god, and the Utwig believe that they are appointed by destiny as its operators. Through the Ultron the Utwig imply that they can subtly influence and predict the actions of others, and also claim to obtain a perfect knowledge of things. Often the Utwig use the Ultron to determine not only their own destiny, but also the destiny of other races and individuals. They also explain that because of the power and knowledge granted to them by the Ultron, they are the destined agents for effecting an essential service for the universe. The Utwig also use the phrases "the Ultimate" and "the Universal" within the context of the Ultron, which may be additional titles for the Ultron itself due to the "limitless power and knowledge" it grants them, or may refer to the universal sum of knowledge and understanding (particularly a complete meaning of life) accessible through the Ultron. When the Ultron was broken, all Utwig fell into a state of collective despair.<br />
<br />
Few details are known about the social structure that supports and enforces the intricate Utwig culture. That which seems to function as the governing body of Utwig society is referred to as the Utwig Proctorate. The Proctorate is made of several Proctors (residing on Fahz) apparently headed by a High or Grand Proctor, which seems to imply some kind of hierarchal relationship between Proctors. Another office in the Utwig social structure is the Chief Groo, though nothing else is known about this office beyond its existence.<br />
<br />
The Utwig have a strong partnership with the [[Supox]], their closest starfaring neighbours. When The Captain first encounters the Ultron it is in the custody of the Supox, to whom the Utwig had given the device when they could no longer bear the sight of it. The Supox have taken the Utwig culture as their model, and the Utwig in turn rely on the Supox for emotional support and occasionally wise counsel advice.<br />
<br />
===Mask Etiquette===<br />
The Utwig Mask Etiquette includes roughly eighteen hundred standard "facial appliances,"{{ref|2}} which are used depending on the current circumstances, such as attending to menial chores or mourning a recent tragedy. The Utwig also can combine physical gestures associated with their masks to express sentiments such as respect and gratitude. To not wear a mask at all and bare one's face is seen as extremely degrading and offensive. While this system may appear rather rigid, there is a clearly defined protocol to revise and redesign a mask should the need arise, giving the etiquette a flexibility and diversity that can provide a strong, viable base for Utwig society. The return of the functioning Ultron causes the Utwig to completely revise the etiquette and available masks, in part to be able to adequately express their attitude towards The Captain.<br />
<br />
Here is a list of the known masks used within the Utwig culture:<br />
*'''Countenance of Stellar Representation''' - the most highly decorated mask<br />
*'''Domino of Unrivaled Merriment''' - referred to only in the outtakes, so it is possible that the mask is not part of the Star Control canon lore.<br />
*'''Expression of Ultimate Gratitude''' - a mask consisting of a matrix of beetle secretions and [[Trooba Fern]], very time consuming to create<br />
*'''Facial Effigy of Remorse For Lost Comrades'''<br />
*'''Lewd Monocle''' - a courting mask described as infamous<br />
*'''Mask of Confident and Lofty Posture'''<br />
*'''Mask of Gruelling but Neccessary Activity''' - a basic mask<br />
*'''Mask of Natural Bodily Excretions''' - a disposable mask commonly found in every lavatory<br />
*'''Mask of Rampant Jubilation and Jumping With Ecstatic Glee''' - a complex mask that is seldom worn as few events warrant its use<br />
*'''Mask of Ultimate Embarrassment and Shame''' - the mask the Utwig wear as a sign of their Great Sin<br />
*'''Mask of Valor and Derring-Do'''<br />
*'''Veil of Flirtatious Prancing''' - a clever and intriguing courting mask <br />
*'''Visage of Ceremonial Orations''' - a mask that exists in several contexts and revisions<br />
*'''Saintly Facade''' or '''Great Mask''' - only one is made, which was given to The Captain, created from a planetary body in a secret location. It is meant to be lavish and imposing.<br />
<br />
==Relations with other races==<br />
<br />
===Burvixese===<br />
Before their decimation by the [[Ur-Quan Kohr-Ah|Kohr-Ah]], the [[Burvixese]] had friendly [[HyperWave Broadcaster|HyperWave]] contact with the Utwig, and talked with them frequently about various things. It was the Burvixese who provided the Druuge with the location of the Precursor Bomb in the Utwig's possession, unaware of the depth of the Druuge's avarice. It appears the Utwig, consumed by depression, did not notice the silence of the Burvixese at all, nor did the Burvixese have a chance to warn the Utwig about the Kohr-Ah before the Druuge's betrayal cost them their lives.<br />
<br />
===Druuge===<br />
The Utwig's relationship with the [[Druuge]] is far from mutual. Where the Utwig are grateful and respectful to the Druuge for providing them with the [[Ultron]], the Druuge see them as pathetic, prancing imbeciles with no-self confidence and huge naivéte, traits the Druuge are all too eager to take advantage of. The Druuge provided the Utwig with the Ultron (which the Druuge had believed to be worthless junk) hoping to get their hands on the [[Utwig Bomb|antimatter bomb]] that the Utwig had discovered. The Druuge were foiled when the Ultron gave the Utwig heightened mental functions, and had to leave with a bunch of worthless artifacts. The Druuge harbor an ongoing resentment for the Utwig which they hide to this day.<br />
<br />
===Humans===<br />
After The Captain delivers the restored Ultron to the Utwig, they idolize The Captain, revering him as an "Ultron Saint". They extend their gratitude to humanity as a whole too, joining the [[New Alliance of Free Stars]] to assist in ending the [[Ur-Quan]] threats, also claiming that they are using the Ultron to shape the fate in their favor, being grateful in the extreme for their deeds.<br />
<br />
===Supox===<br />
The [[Supox]], being in quite close proximity to Utwig space, have friendly relations with the Utwig, the "Wearers of Masks." The Supox learn their own ways by copying and adapting to other cultures, and in return provide their support to their source of inspiration. Nearly always the Supox will defer requests for important information to the Utwig, who they consider very wise. The Supox also care quite deeply for the Utwig, evidenced by their refusal to speak up about their beliefs that the Druuge had scammed the Utwig, as the Supox did not want to spoil the newfound happiness of the Utwig. They regret this action, however, believing it to have caused more harm than good. They continue to support the Utwig to this day.<br />
<br />
===Zoq-Fot-Pik===<br />
The offensive against the Kohr-Ah is witnessed by [[Zoq-Fot-Pik]] scouts, who are able to tell The Captain what the Utwig and the Supox look like, so, presumably, they have engaged in communications with the two allied races. Neither the Supox nor the Utwig mention the Zoq-Fot-Pik at all, however.<br />
<br />
==Notes and references==<br />
{{note|1}}''The Utwig state, "It all began when the Chimt rose from the Murky Bog and the Utwig emerged as well." It is unclear from this if the Utwig also claim to have emerged from the "Murky Bog".<br />
{{note|2}}''[[Role Playing Resource Guide]], p. 32''<br />
<br />
[[Category:Races]]<br />
[[Category:Utwig| ]]</div>82.35.227.217