Krell

"War? What do you know about war? You fight until one side gives up, we fight till one side is dead!"

"Death Before Dishonour! that's what we say!"

-Omega Prime on Krell/human differences.

The Krell are a relatively new race introduced into the game, there abilities and strengths are still a big secret but they are a impressive race.

The Krell are the inhabitants of the planet Inversion. Like many other races, they developed on separate continents of the world which ultimately led to 'countries' each with a xenophobic nature. This fear in turn led to a lack of communication with perpetuated until rising technology left little room for individuality and the wars started. Who started what is unknown, cities and countries fell to be replaced with bands of troops and refugees controlled by warlords. This would have eventually evened out except there was the intervention from an alien source that brought the wonders of futuristic technology, bombers, missiles and ground fighters were among the many items sold to the various factions. The aliens playing the Krell factions off against the other in order to perpetuate their own profit. Finally in a dramatic resolution a nuclear power plant was destroyed which in turn set up a chain reaction across the planet. It is quite amazing that the entire planet was not destroyed. Under the clouds, though, survivors have dragged themselves to the banner of various
warlords, each pledging support to a Chief WarLord in order to leave the planet and find a new home.

The Krell have existed on Inversion since they crawled out of the deserts many millions of years ago. They developed and spread to many parts of the world, although they have always been more adapted to the dry areas. It is hypothesised that they are distant relatives to the small rats that inhabit the desert areas. One of the reasons for intolerance of each other relates to the behaviours of the rats, these being independent, needing a large territory in order to survive from the megre food sources. This goes a long way to explain why the Krell still argue over vast areas of space when there is generally enough room for everyone. Sometimes their worst enemy is their genes. Having reached the top of the food chain after having achieved self awareness. This is also thought to have been a mutation and an unfortunate one as generally only communal creatures develop in this direction. From this intelligent Krell have used their skills to gain power over others, in the same way that the dominant desert rat holds the largest territory. This leads to uneasy alliances as the underlings are always ambitious. To many of the Krell, the apocalypse while an unfortunate event, was also a golden opportunity. It is spoken by many of the more powerful Krell that 'now my lands extend as far as the eye can see'. One inhibition though that does exist and may be their saviour, is that they do not have limitless imaginations. They do not seek to control entire planets as they cannot physically and personally give their attention to all places. The other saviour is interstellar travel . As long as the population of the planet never archieves the same destiny, strife can be kept to a minimum.

Due to the peculiar biochemistry of the Krell, they are able to not only tolerate, but actually thrive in atmospheres that would kill other life forms, these include acidic atmispheres such as chlorine, sulphur and a few other reactive gases. They cannot cope with carbon dioxide, alkanes and halogens.

The KRL have spent the last few years building there forces up and securing and re-exploring there homeworld. They have recently began moving further out. They took over the SQM colony in yank and began trading and recently looked to the cluster for new opportunities. There combat capabilities have not been tested out but they are always vigilant.

KRL Abilities:-

1) The KRL are able to operate any ship

2) The KRL are able to research and build any ship as long as with originators permission. Cost = 50 * total hulls.

3) The Krell have 100% aggression for colonies and groundparties.

4) All Ground equipment can take double the normal amount of damage in KRL hands.

5) Shutlte movemt for the KRL is 5Tu's (instead of the usual 20)

6) The Krell get a 2* Gravity rating for ships due to originating on a 6.2G world.

7) The KRL are the only affiliation able to produce Cyber Warriors (second only to Security Bots)

 

If you are interested in the KRL contact:-

Jason: theorderoftruth@hotmail.com  

Please note, the Krell are a limited affiliation and players can only join on approval.

 

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Any comments please send to:- Flagritz@hotmail.com