# Races & Ship Classes ## Setting Two factions fight inside the massive shielding, pipes, and superstructure of refineries, shipyards, and mining stations — not open void. Grounded, blue-collar sci-fi in the vein of *The Expanse* (disciplined inner-planet military vs. gritty outer-belt miners), but built as a fast, arcade 2D tactical arena shooter rather than a hard-sci-fi sim. Tight factory corridors and choke points are the map language — see `multiplayer.md`. > **Status:** This replaces the previous 10-alien-race concept pool and the > Terran Republic / Mechanos Sovereignty / Vorg Swarm roster. A third faction, > Apex Dynamics (The Corporate Syndicate), was cut entirely to simplify the art > pipeline — no code or docs should reference it going forward. --- ## The 2 Factions ### Inner Sphere Navy (ISN) — The Military **Weapon type:** Standard-issue ballistics / ordnance **Visual:** Gunmetal-gray, wedge-shaped hulls with hard militaristic angles, dense protective plating, and prominent forward-facing gun turrets. **Feel:** Disciplined, heavy, frontal. Wins by tanking a choke point and forcing the fight. **Tactical ability:** **Overcharged Aegis** — see [Faction Abilities](#faction-abilities-universal-system) ### Outer Rim Collective (ORC) — The Belters **Weapon type:** Kinetic / repurposed mining hardware **Visual:** Blocky, gritty patchwork of mismatched metal plating and exposed hydraulic wiring, dominated by external fuel tanks and heavy industrial hardware bolted onto the hull. **Feel:** Scrappy and improvised. Wins by controlling terrain and denying space. **Tactical ability:** **Proximity Scrap-Mine** — see [Faction Abilities](#faction-abilities-universal-system) --- ## Ship Classes Every faction fields the same 3-ship structure, re-skinned to its own theme: | Class | Role | |-------|------| | **Fighter** | Single, high-precision, high-damage shot | | **Gunner** | Rapid-fire spray/burst, more shots for less damage each | | **Tank** | Bigger and slower; fires both bullets and missiles | ### Inner Sphere Navy (ISN) | Ship | Class | Weapon | |------|-------|--------| | **Patriot** | Fighter | A single, hard-hitting high-caliber explosive shell | | **Barrage** | Gunner | A relentless quad-barrel spray of fast, low-damage light bullets | | **Behemoth** | Tank | Heavy tracking torpedoes plus massive physical deck-guns | ### Outer Rim Collective (ORC) | Ship | Class | Weapon | |------|-------|--------| | **Rail-Jack** | Fighter | A single, heavy magnetic railgun slug | | **Scrap-Spitter** | Gunner | A rotary scrap-cannon spraying rapid, low-damage metal shrapnel | | **Iron-Clad** | Tank | Unguided explosive rockets plus continuous vulcan machine-gun fire | --- ## Faction Abilities (Universal System) Each faction has exactly one tactical ability. Every ship in that faction gets it — what changes per class is scale, not kind, so the ability reads instantly off a ship's faction regardless of which of the 2 hulls it's flying. Same energy cost and cooldown across factions; duration/impact scales with the hull: | Class | Scaling rule | |-------|--------------| | Fighter | Fast cooldown, short/light effect | | Gunner | Baseline cooldown and effect | | Tank | Long cooldown, largest/heaviest effect | ### Inner Sphere Navy — Overcharged Aegis A frontal hard-light barrier absorbs 100% of incoming damage from the front for a few seconds. Sides and rear stay exposed, turn rate drops, and the ship can't fire while it's up. Tank's barrier is wide enough to shield teammates trailing behind it; Fighter's is a narrow, quick poke. **Use:** Push straight through a defended choke point, soaking fire so teammates can follow. ### Outer Rim Collective — Proximity Scrap-Mine Ejects a magnetized mine that arms after ~1 second and goes dark on radar. Detonates on enemy proximity for heavy damage in a small radius plus knockback; alert enemies can shoot it from a distance to trigger it safely. Only one mine per ship at a time — dropping a second detonates the first. Tank's mine has a larger blast radius; Fighter's arms faster but hits smaller. **Use:** Cover a retreat down a corridor, or seed a choke point/objective before a push. ### Faction Interaction With only 2 factions, the abilities form a single counter rather than a loop: - **ISN shield counters ORC mines** — the frontal barrier absorbs a mine detonation, clearing the path for the team behind it. - **ORC mines punish a shield push once it drops** — the shield can't fire and loses turn rate while up, so a mine dropped in its path (or behind it, once the barrier expires) still threatens the push. No ability wins a fight by itself — it depends on the map and the moment it's used, same as a smoke/flash/molotov in CS:GO.