Deadzones are dangerous environments. Filled with hostile aliens, deadly contagions and desperate raiders, only the best can survive for any length of time within one. This is why only the best from each faction are found there. In the current galactic climate, seven different factions are encountered most commonly in Deadzones, but there is never a shortage of those who would brave the dangers of Containment Protocol for their own gain.

The Enforcers



The Enforcers are the Council of Seven’s dedicated army. They are unquestionably loyal and almost dogmatic in their execution of orders. The Enforcers aren’t bound by law of any kind and will go to any means to see their mission objectives achieved. This can be anything from the liquidation of an errant corporation, to the strike and seizure of vital assets for the Council. One of the Enforcer’s most important duties is establishing Containment protocols. Wyverns and Drakons, craft exclusively built for the Enforcer fleets, are used to blockade a quarantined world and ensure that nothing gets in, or, more importantly, nothing leaves.


When deployed into a Deadzone, their sophisticated armour protects them from alien contagions or hazardous environments, not to mention enemy fire. The more lightly equipped Pathfinders are used as forward scouts, identifying and tagging vital targets, or reconnoitering enemy forces and terrain. With advanced, built-in thrusters and additional support in the form of Striders and Jetbikes, the Enforcers are an elite, highly mobile force, able to operate in any Deadzone.

The Forge Fathers


One of the so-called ‘Elder races’, the Forge Fathers are one of the few races who surpass the GCPS’ level of technology. They are long-lived and slow to act, but stubborn and dedicated to a fault. Shrewd capitalists, they will trade their technology and resources with anyone – at a high price. They are secretive and insular and take precautions to ensure that while others may use their technology, they retain both the engineering knowledge and best pieces for themselves. All traded devices are fitted with safeguards to ensure that any attempt to access their inner workings will result in the devices’ destruction.


Humanity and the Forge Fathers have an uneasy alliance. They will just as soon fire on each other as they would willingly trade and while there are constant border skirmishes, neither the Council of Seven, nor the Forge Father Star Realm can risk open war for now. Planets under Containment Protocol are often rich in mineral wealth – which the Forge Fathers will exploit if they can. Enterprising Brokkrs will risk the dangers of a Deadzone to run a profit and whilst the Star Realm doesn’t officially condone these actions, neither does it deny them. These are rogue operatives,  working without the permission of their commanders. It’s highly unlikely that the rumours about them being backed up by armoured troops or an Iron Ancestor are true…

The Asterians


The enigmatic beings known as Asterians are ancient. They see themselves as the galaxy’s caretakers, striving for balance in all things. Mankind’s aggressive and thoughtless expansion into the galaxy has driven the Asterians to take action, especially with the outbreak of the Plague. Their motives are always hidden, favouring ploys and cat’s paws rather than acting directly. When they must, they will deploy with technology far beyond the GCPS’ understanding, striking with precision and efficiency.


With the infectious Plague or disease-ridden Veer-myn present in many Deadzones, the Asterians are unwilling to deploy in the flesh. They operate through remotely-controlled droids known as ‘Cyphers’. These are highly advanced, bio-mechanical constructs with nervous systems capable of replicating the movements of a real body. Coupled with devastating weaponry and AI-controlled drones, the Cypher Clades are well equipped to tackle the worse threats. For some, however, the thrill of combat is too strong to resist. The ferocious Kalyshi, fighting with what they perceive as traditional Asterian methods, are less detached than their brethren. They prefer direct action and intervention, bringing them into more conflicts with the other races in the galaxy.

Check back tomorrow for a look at the Veer-myn, Rebs, Plague and Marauders.

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