The Balancers of Nirvana

The Balancers

Government Type: Absolute Dictatorship

Lifeform Type: Humanoid

That there is Evil in the Universe is a known fact.
That there is also Good is the Balance.
For there can be no Light that does not cast Shadow.
There can be no Darkness that can not be Illuminated.
We are the Guardians of the sacred Cosmic Balance.
We exist to ensure that neither Good nor Evil can upset this Balance.

Last updated: May, 2004 - Theme Music Completed

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Ships

Assault Vehicles

Fighters

Racial Characteristics Grid

The Balancers

Unique Ship Devices:
Unity (polyphasic Shields) - when activated it consumes 500 Ord and makes the Ship immune to Shield and Armor Arcing from Large Weapon Systems of a lower tech than the Balaners have researched. If the Balancers have LW Tech at Level 7 (PTT) the Unity Device will block all Arcing from Heavy Lasers through Energy Mines.

To activate this Device set any Command Code of the ship to "UNI"

All "-ton" grade ships have this Device (Quinton, Septon, Octton, Nonaton)

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Harmony - when activated will turn all ATTACK functions off for all Ships, Wings and Bases within 10 LYs of the Ship mounting the Harmony Device. NO Combat can occur within 10 LYs of the Ship while the Device is active and no Minefields can be Layed and/or Detonated in that same range. The Device uses 1000 Repair Units and 1000 Ord to function. Each turn the Device is active, the ship it is on recieves 60% Hull Damage (with the High PR and Law rating of the Balancers, they are able to repair 50% of Hull Damage per turn. This means that a Ship will be able to activate this Device for a maximum of 4 turns in a row without destroying the ship).
To activate this Device set any Command Code of the ship to "HAR"


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Symmetry - When activated, this Device will use 500 Fuel and cause the Primus Overship to exactly mimic the specs - Weapons, Crew, Guests, Ord, Repairs, Bonuses, Vulnerabilities etc. of the most powerful Enemy ship it faces in Combat. A Ship's power rating is determined by:

1. Hull Tech
2. Super Weapon Present
2. Weapon Count
3. Weapon Tech

Therefore, a Slayer with a Super Laser is considered more powerful than an Annihilation and a Slayer without a Super Laser is less powerful than the Annihilation.
Note that a Ship's special Devices and properties are not mimicked unless those Devices or properties affect Combat in some way.
Care must be used with this Device because if the most powerful ship it faces in Combat is a B200 Probe, the ship will mimic that Probe! "Mimic" means that the ship will absolutely match the Enemy Ship in ALL Combat aspects.
Example:
A Primus attacks an Evil Empire Player who has a Super Gorbi and 2 Migs defending. The EE Player sees the ship coming and Hyps his Super Gorbi away. The Balancers Player, not knowing the Super Gorbi has left the field, turns on his Symmetry Device. When the Primus arrives at the battle, it will fight as a Mig and probably be destroyed.
To activate this Device set any Command Code of the Ship to "SYM"

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Non-Unique Ship Devices

Alchemy Forge
Barbitic Mine Dropper
Cloak
DTNS-Fuel Converter
Dust Off
Crystal X Field
Global Icer
Gravitonic Mine Dropper
Incarceration Beam
Mine Sweeper Array
Minefield Destabilizer
Ore Processing
Particle Fountain
Recruting Center
Self Destruct
Tachyon Emitter


Shiplist:
Monodrone
Triodrone
Medium DSF
Quinton (Tetrahedron)
Large DSF
Septon (Cube)
Octton (Octahedron)
Nonaton (Dodecahedron)
Primus (Icosahedron)

Morphing Fighters and GA Units*
*All Fighters and Assault Units have the ability to mimic any like unts they encounter in battle. Only units of matching Types will be mimicked.
Example:
In a Ground Assault involving 100/200/300 Ground Units against an Enemy defending with 0/50/0 Units, all 200 Type 2 Balancer Units will match the specs of the Enemy's Type 2 Units. The Type 1 and Type 3 Units will attack normally.

Race ID: ???