Ematrant Character History and Descriptions

Ematrant Battlefield Commander

There has never been, and likely will never be, a mission so critical as this. Never has a call to arms been so dire – yet so monumental and empowering. Simply put, the tomorrow’s tomorrows… the future of loved ones… the very survival of the Ematrant species lies primarily in how masterful, tactical, insightful and dominating the Battlefield Commanders are equipped to be. The race looks to you for salvation… The race looks to you for survival…

The Battlefield Commander is the leader of the Ematrant forces. With the responsibility for the planning and effective execution of offensive maneuvers against intolerable Human footholds on Ematrant land and ensuring appropriate defenses for key facilities – the Battlefield Commander must plan, position, direct and lead all other forces in battle.

In the Real Time Strategy mode, the Battlefield Commander will enjoy a commanding, top-down view of both the terrain and forces - friend and foe. The Battlefield Commander will manage the team’s economy and technology, and communicate, through in-game chat, strategy and tactics to First Person Character team members. And whenever needed, the Battlefield Commander can quickly switch into a First Player Character mode to take the battle, first hand, to the conniving enemy. In this mode, armed with a Sonic Rifle, the Battlefield Commander can deliver either a widespread, devastating blast of energy at a large target area or a concentrated, precise blast at an individual mark.

The mission is to annihilate an enemy deserving of every bit of pain and suffering this war can bring them. And it’s the Ematrant Battlefield Commanders’ responsibility to ensure the next eradication of Humans from Saturn 5 is both crushing and permanent.

The Commando

Tapped by military leaders to be the single-handed dispenser of justice, the Commandos needed to be powerful, prevailing, dominant and decisive. To be successful, Commandos needed to be equally adept at traversing and operating across all terrains existing on the planet. Over the years mastering stealth-like qualities, Commandos had developed capability to virtually without constraint or detection, fluidly trek anywhere the execution of their mission required them to go. Commandos are well armed for battle, and deadly lethal – packing both their standard Rapid Fire Gun, along with a, newly, wartime-issued-only, modified Cannon. Use of weaponry will drain energy levels and ammunition supply, and Commandos must return to the base occasionally to restock and recover. A Commando will perish if all hit points are extinguished, however have the ability to be re-spawned at the base.

There is little doubt that not only will the Commando’s stealth-like powers be needed – but also their unbelievable physical supremacy, unparalleled dexterity and brute fire power. But the Commandos are ready. Suffice it to say the Commando may stealthily enter the fray, but there won’t be any doubt about their presence once the fighting starts. The restraints have been taken off… and the Commandos are ready to make some noise.

The Scientist

The most highly intellectually developed of all Ematrants, the Scientist is critical to any successful Ematrant military unit. Primarily this is because of their ability to solve problems on the fly, capacity to intellectually overwhelm their opponent and their unmatched expertise in planning, engineering and coordinating the building of necessary military facilities for research and development of the weapons, transport devices and mutants… all crucial to success in battle. As an example of their importance, because of their absolute mastery at building military facilities, a scientist can remarkably reduce the build time as much as fifty percent. Scientists are equally successful at effectively locating and gathering the vital natural resources before the enemy can acquire them - also key for game superiority. For close encounters with the despised Humans, they carry a pistol which, given their superior comprehension of physics - it didn’t take long for most Scientists to master. A deadly shot, with a wealth of intellect and something to prove – the Scientist is not a foe that any intelligent adversary can afford to take lightly. The Scientist is also equipped with a chemically engineered organic grenade that when used will emit a devastating concussion effecting their targets en masse. And because this war will be against the Humans, the Scientists theorize underestimation (of the Scientists) will ultimately be their greatest strength of all.

The Mystic

Armed with the power to bring forth the fury of the heavens, and minimum concern for petty concepts such as agony, compassion, sorrow and regret - Mystics have a take no prisoners approach to life, and death. A Mystic possesses the power to summon forth devastating lightning bolts from the sky, and with absolute accuracy, obliterate an unwitting adversary in their tracks. For larger, more sparsely situated groups, the Mystic typically reserves her most lethal power - great fire balls from the sky. Use of these weapons drains the health of the Mystic however, after which, she must return to the terminal at base to recover. Mystics will expire if all hit points are expelled, however they can re-spawn at the base.

With reckless abandon they dispense the wrath of their fury, with little contemplation for the aftermath or body count. Long ago, in the days that time has long since forgotten, before the futility of warfare was realized by the many warring tribal families - it was said that one Mystic was worth one hundred skilled warriors. The time is now upon us to see whether old folklore, in any way, resembles fact… because the Humans are coming.

Light Infantry Unit

The Light Infantry Units are the heart and soul of the Ematrant military. While much of the current forces are primarily made up of recent volunteers to the effort, what they don’t possess in experience will most certainly be made up in courage and true grit. After all, without a doubt – they are fighting for their very survival. Armed with Rapid Fire Rifles, these units will automatically attack any enemy that comes into range. These units are prepared to take the fight wherever the Humans need to be hit the hardest. And during times when the battle heats up, when selected by the Battlefield Commander, Light Infantry Units will attack opposing First Person Character units with reckless abandon. There is little doubt that the significantly re-enforced Light Infantry Unit will make an impact in the massive war to come. The only question is will their impact be enough?

Air/Ground Infantry Unit

Developed originally in as an experimental collaboration by the most gifted scientific and military minds, these mutant, Ematrant-like, living weapons possess one single, solitary purpose in life… the obliteration of Humans. At their disposal are ground to air weapons which fire menacing lasers pulses with the deadliest of intentions. The Air/Ground Infantry Unit was developed without a conscious… without a care for right or wrong. The Air/Ground Infantry Unit knows nothing about the plague, Ematrant lives lost, the circumstances of previous battles with the Humans, or the merits of either side in the war to come. And if an Air/Ground Infantry Unit did know any of these things, if would matter – because he certainly wouldn’t care. The Air/Ground Infantry Unit cares about one thing… death for the next Human foolish enough to be caught in his path. This is the mission for which the Air/Ground Infantry Unit was created. Now all that is left is for the unsuspecting Humans to come…

The Reaper

Originally classified as a mistake by scientists, then eventually the product of a hastily completed genetic experiment in preparation for the imminent war – The Reaper was developed to solely to render useless the Humans’ protective armor. As the inability to penetrate armor had been deemed the biggest problem for the Ematrants in the initial eradication of Humans from the planet – at all costs, a solution was needed. The Reaper is an enormous, muscular, intimidating (to allies and foe) living instrument of war. Given limited mental capacity and a bad attitude, from a following military directives perspective, they are not the easiest forces to control. While their massive size and supreme strength would seem destructive powers enough (given the circumstances) – they also possess a directional sonic roar loud and potent enough to utterly annihilate virtually anything in its path. The Reaper can attack by land and by sea – and will automatically attack any enemy that unthinkingly enters his attack range. When selected by the Battlefield Commander, The Reaper will attack First Person Characters.

Poised to get started with the game, The Reaper is edgy and mildly annoyed. They’ve been promised that the Human ‘toy’ tanks will be coming soon. But if they are not here soon, perhaps The Reapers will need to find something else to play with…

Ematrant Worker

The Ematrant worker is skilled at the critical, non-military oriented roles of natural resource harvesting and construction. Worker Units collect organic and in-organic resources required for military and construction support. Once Workers are order to begin the collection of resources, that collection will continue until they are requested to stop. Additionally, Workers are responsible for building all structures which support military personal, and mutant and weapons development. Workers are armed with a small pistol and building tools – and will attack when in close proximity to a foe.

Ematrant Ground Weapons Factory

One of the most critical facilities in the Ematrant military, great success on the battlefield is virtually impossible without sufficient, strategically constructed Ground Weapons Factories. This criticality of this large imposing structure is the formidable Main Battle Tanks, Long Range Artillery and Heavy Battle Tanks – which are produced there.

Ematrant Weapons Research Factory

A highly strategic structure, the Weapons Research Factory will need to be centrally factored into any military plan with ultimate success as the objective. Research for the Heavy Battle Tanks, Reaper Special Weapon Infantry and Troop Teleporters must be completed in the Weapons Research Factory before they can be constructed in Ematrant specialized facilities.

Ematrant Dwelling

Easily identifiable because of its size, the typical Ematrant Dwelling is generally small and unassuming. Given the communal nature of their culture, each incremental house erected fosters an increase in population of ten Ematrants.

Ematrant Small Power Station

If the Ematrants are to be successful, that success undoubtedly will come as a result of skillfully deployed resources – and availability of advanced defense structures. Without the power supplied by the Power Stations, the Troop Teleporter, Turrets and EMP Weapons are all rendered useless.

Ematrant Troop Teleporter

The Ematrants know that when the Humans return they will mount widespread, furious campaigns – sparing no technical know how, military resources or bloodshed. If the Ematrants are to prevent the Humans from gaining a tactical advantage, they must be able to engage and overwhelm any Human infestation – wherever it occurs. With the Troop Teleporter, wherever the Humans are - is where the Ematrants can be… with the Troop Teleporter, Ematrants can be virtually everywhere. It must be utilized economically however as it requires a significant amount of power to run.

Ematrant Barracks

Massively important in any successful Ematrant campaign, the Barracks account for ultimate military might. As both Light Infantry and Air/Ground Infantry can only be produced within the Barracks – the absence of sufficient, strategically positioned and defended Barracks can gravely undermine ability to effectively attack, and even fend off, the substantial waves of Human forces soon to come. Further, once research is completed at the Weapons Research Center, the Barracks can produce the massively destructive, somewhat hard to control, Special Weapons Infantry unit – aptly nicknamed The Reaper.

Ematrant Defense Turret

The Heavy Defense Turrets are extremely powerful – and thus incredibly effective for mounting overwhelming military might in defense of critical structures. They must be deployed and utilized effectively however, as they are expensive to build and require a good deal of power to run.

Ematrant EMP Pulse Cannon

Newly developed based on analysis/reverse engineering of Human vehicles remaining on Saturn 5 after the scourge was initially defeated, the EMP Pulse Cannon can readily change the course of battle. Imagine the panic and confusion that will set in when the Humans find their vehicles rendered useless due to damage from EMP Pulse Cannons. The temporary inoperable vehicles will make them, as the Humans say… sitting ducks.

Ematrant Main Base

The largest of all Ematrant structures, Main Bases serve as central communication and technology hubs for the Ematrant society. Given the size of the facilities and considerable degree of security, it is anticipated that the Main Base Stations will double as town centers, or safe havens, for town Ematrants seeking refuge from what is expected to be sustained and devastating war.


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