The Vederiction of Resource AllianceGeneral Information:
The V.R.A. is the unity of mankind under one common banner. With the discovery of hostile extraterrestrial life and the realization that the defense of mankind was now a priority objective, the nations of humanity banded and formed one of the most effective military forces the Sintar Cluster has ever seen.

Operating under a creed that devotes effort to the securing of resources and defensive matters, the V.R.A. forces all civilians to participate in some way to aid mankind’s fight against their quarrelsome neighbors. Through the will of humanity and the sheer numbers of people involved, the V.R.A. has managed to hold back all and any invader. Such times have lead to the V.R.A. performing great feats, such as the extinction of the Jevoron people during the Human-Jevoron War.

The V.R.A.’s fleet is designed to be flexible and versatile and there is no lack of ideas when it comes to potential weapon designs to use against the plethora of hostile foes. Utilizing a huge payload of weapons and decent armor, the V.R.A. sacrifice speed and maneuverability in favour of heavy firepower and decent protection.
Notable PeopleGeneral Geon E. Mokbel
Age:39
Status: Leader of the V.R.A. military
Info: The leader of the V.R.A. Military forces and head figure of humanity, the General is a highly respected and admired figure. Bearing a scar on his eye from a failed assassination by the Zevestivan Empire, the General has made it his duty to repel and beat back extraterrestrial invaders that intrude on human space.
Colonel Lyon Stein
Age: 27
Status: Colonel in V.R.A. military, highest official in the PDO (Planetary Defense Organization)
Info: One of the most respected men in the V.R.A. fleet, Colonel Stein has devoted much of his career to developing the human’s vast defense arrays on border worlds. While not a pacifist at heart, he believes that the V.R.A. should strictly focus on a defensive strategy and avoid actively invading the other alien races.
Commander Edward William Hawksin
Age: 26
Status: Acting commander of the V.R.A.
Info: Commander Hawksin has served in the V.R.A. since the Human-Jevoron war and was responsible for leading the fleet’s artillery during the decimation of the Jevoron Homeworld. Unique for having a flawless career, Hawksin is highly looked upon and has been put in charge of much classified V.R.A. technology.
Commander Soril Valash
Age: 26
Status: Acting commander of the V.R.A.
Info: The newest commander in the V.R.A. fleet, Soril Valash quickly became notable for her unorthodox command styles and willingness to defy protocol to complete her orders. She at first seems deceptively naive, one who mistakes her as innocent soon comes to learn that she is far more intellectual then she seems to be. She takes a vast interest in Commander William Hawksin as they both studied in military training together.
Colonel Madrix Halzwar
Age: 45
Status: Colonel in V.R.A. military, Leader of Project Aabtani
Info: The oldest man in the V.R.A’s war fleet, Colonel Halzwar lead many of the invasions against the Jevorons and is often associated as being the most responsible for their extinction. After the Human-Jevoron war was resolved, Halzwar relinquished command and turned to the development of biological weapons to aid mankind in their fight against extra-terrestrials. He is incredibly intelligent, and displays a very competitive attitude.
Commander Plasar Zhukov
Age: 31
Status: Acting commander of the V.R.A.
Info: Zhukov originally joined the V.R.A’s military as a weapons tester, and as such he is connected to many nasty rumors and stories. A relatively hyper man, Zhukov always has a habit of constantly occupying himself with work; he’s earned the title of the fleet insomniac. He is very anti-social, though he considers Colonel Halzwar his hero and is always looking up to him.
Admiral Luroy Willow
Age: 27
Status: EX V.R.A. Admiral
Info: The youngest person to ever serve in the V.R.A, Admiral L. Willow served a bold career in the Human-Jevoron war. Credited as being the top fighter pilot in the whole fleet, it was a huge blow to the morale of the V.R.A. when she mysteriously vanished without a trace several years ago. She is considered deceased in all V.R.A. records
V.R.A. UnitsThe V.R.A.’s war machine focuses on being flexible and modular. All ships are constructed as a basic design but can be refitted with certain weapons to match the commander’s preferred strategy or current situation.
Folded Space Generator
Constructs: Flamestar, Ankylosaur, Torresque, Feldspar
Info: By far the most advanced structure constructed by humans, Folded Space Generators are constructed in key systems and effectively maintain key routes between systems. At the cost of enormous energy, the Folded space generator is capable of taking and merging them, effectively creating a wormhole. Important ships and personnel, including key heroes of the V.R.A., are summoned into the battle from this structure.
1. General Geon E. Mokbel

Ship: Flamestar, a combination of all three Battleship types
Type: Versatility
Armaments:
- 16 Missile tubes
- 6 Broadside arrays
- 1 Artillery cannon
- Fighter bays
Abilities:

- Launch Fighters: Launches a random combination of 24 fighter craft.

- Xenon Ignition Shockwave: Ignites the Flamestar's extra Xenon storage bay, sending out a huge shockwave to cripple enemy ships.

- Focus Fire: Allied ships focus their fire with the General onto their enemies.
Global Abilities granted:
- Allows the construction of Fire-Ant Bombers
- Unlocks the fighter bay add-on for the defense pylon
Info: The Flagship and pride of the V.R.A. fleet, General Mokbel’s Flamestar is a force to be rightfully feared. Combining elements of all three battleship types, the Flamestar is suitable for all sorts of situations and guaranteed to grant much needed firepower to any fleet.
2. Colonel Lyon Stein

Ship: Ankylosaur, a massive Artillery battleship
Type: Defense and Long range bombardment
Armaments:
- 3 IAL’s (Intersystem Artillery Launcher)
- 2 Artillery volleys
Abilities:

- Awe Strike: Focuses a huge amount of Xenon energy into one IAL, sending a huge volley to devastate targeted area.
Global Abilities granted:
- Peregrine Heavy Cruiser’s artillery range doubled
- All Artillery add-ons double in range and have increased damage
Info: One of the most respected men in the V.R.A. deserves an equally respected ship. The Ankylosaur highlights Colonel Stein’s knack for defensive and long range tactics. Armed with weapons to bring forth destruction from across entire sectors of space, the Colonel’s ship adds a huge punch to any fleet.
3. Commander William Hawksin

Ship: Torresque, a sleek experimental craft with hybrid Mylock technology
Type: Quick Strike and better production speed
Armaments:
- 2 Missile bays
- 2 Rotary auto-cannons
- 6 Mylock Phase cannons
Abilities:

- BRIAD Defense System: Activates the BRIAD defensive system, a network of anti-weapon cannons that consume energy. Prevents the ship from being hit by all but beam weapons.

- Dimensional Phase: The Torresque phases out of normal space like most Mylock ships.
Global Abilities granted:
- Most ships can use the BRIAD Defense System ability
- Destroyer Chassis ships have increased speed, dodge rate, and build much faster.
Info: Admired by the General for his flawless record, Commander Hawksin was put in charge of the highly experimental Torresque, a ship that uses Mylock technology that was found adrift in space. The Torresque adds much needed support to any V.R.A. fleet under its wing.
4. Commander Soril Valash

Ship: Feldspar, an upgraded Owl Missile Cruiser
Type: Heavy use of Missiles
Armaments:
- 8 missile bays
- 4 Broadside arrays
- 6 fighter bays
Abilities:

- Launch Fighters: Launches a squadron of 6 Manti Heavy fighters.

- Cluster Missile Mode: Activates the ships store of cluster missiles, disabling all other weapon systems. Each missile drains energy from the ship until it can fire no more.
- Deploy Missile Turret: Deploys a small unmanned Missile turret near the Feldspar
Global Abilities Granted:
- Missiles now have the range of artillery
- Unlocks the cluster missile add-on for the defense pylon
- Manti Heavy Fighters now are armed with more missiles
Info: Equally admired and criticized by V.R.A. captains, Soril Valash’s unorthodox tactics have landed her many friends and enemies. Her heavy focus on missile weaponry is somewhat of a mystery, though the results of her career are nothing to laugh at. Adding the Feldspar to any fleet with greatly boost its offensive value.
Sector HQ
Armaments:
- 12 missile tubes
Add-ons: Fighter Bay, Repair Bay, Utility Yard
Info: The Sector HQ is the hub of all V.R.A. activity in a given sector and the most important structure one needs to concern themselves with in any operation. From forth the HQ all the V.R.A.’s infrastructure and ships stem from.
Fighter Bay
Constructs: Mosquito Fighter Craft, Manti Heavy Fighters, Fire-Ant Bomber
1. Mosquito Fighter Craft

Armaments:
- 2 light cannons
Info: While not the most effective unit, huge swarms of Mosquito fighters can add tons of support. All V.R.A. ships with a fighter bay have squadrons of Mosquito fighters ready to attack.
2. Mantis Heavy Fighter

Armaments:
- 4 medium cannons
- 2 missile launchers
Info: In service for longer then any other ship in the V.R.A.’s fleet, the Mantis Heavy Fighter is a much more effective craft then its smaller cheaper cousin. Survivability rate for Manti are quite high, and most commanders prefer to have at least one squadron under their command at all times.
3. Fire-Ant Bomber

Armaments:
- 1 medium cannon
- 2 torpedo launchers
Info: A relatively new addition to the fleet, the Fire Ant Bomber has not seen widespread use yet. Though it is a sitting duck and easy to destroy, the Fire Ant’s sheer firepower is bliss for commanders who properly escort. Note: The Fire Ant Bomber is only available to General Mokbel.
Utility Yard
Constructs: Utility Chassis
1. Utility Chassis

Upgrades to: Bee Mining Freighter, Ant Tug, Termite Construction Rig, Badger Scout
Info: The basis to all of the V.R.A.’s efforts, the Utility Chassis can be refitted for any role that is currently needed.
2. Bee Mining Freighter

Armaments:
- 2 fighter bays
Abilities:

- Launch Mosquitoes: Launches a squadron of 4 Mosquito fighters.
Info: Huge trails of Bee Miners lead off into resource rich zones under V.R.A. control. The mining freighter is a necessity to the collection of war fuel.
3. Ant Tug

Armaments:
- 2 fighter bays
Abilities:

- Launch Mosquitoes: Launches a squadron of 4 Mosquito fighters.

- Repair Crew: Sends pods of emergency back up crew to boost a damaged ship or reactivate a derelict ship.

- Grapple Chains: The Tug can tow derelict ships back to a safer location before sending over Repair Crews.
Info: It is a guaranteed fact that ships entering battle will suffer casualties, and the Ant Tug is one of the V.R.A.’s most invaluable support tools. Ships suffering heavy casualties welcome much needed assistance from the Tug’s huge roster of repair teams. When the battle is over and there are dead ships in space, the Tug’s can bring back and repair the derelicts to avoid a critical waste of resources.
4. Termite Construction Rig

Armaments: 8 fighter bays
Abilities:
Constructs: Mining Pylon, Shipyard Mainframe, Training Facility, Defense Grid Pylon
Info: Termite Constructors have been in service as long as any utility vessel, and are essential to any V.R.A. base. Constructing virtually everything, the Termites are worth the cost and protection needed to maintain them.
5. Badger

Armaments
- 1 fighter bay
Abilities:

- Launch Mosquitoes: Launches a squadron of 4 Mosquito fighters.

- Sector Sweep: The Badger can reveal a huge area of the map with an amplification probe.
Info: Knowledge is half the battle, and a division of Badger Science Vessels are often sent out ahead of fleets to scan and analyze enemy threats. The Badger’s reliability has been credited to the success of many battles, as their absence would have led to the slaughter of unprepared V.R.A. fleets. They are also often used to locate new resources to fuel the V.R.A. war machine.
Repair Bay
Info: V.R.A. ships that manage to survive a massive battle often are in need of repairs. This add on to the HQ provides the perfect facility to patch up damaged vessels.
Mining Pylon
Add-ons: 2 Docking ports
Info: Centers of V.R.A. stockpiles, Mining Pylons are found in virtually every V.R.A. controlled system. Resources are collected, processed, and shipped to local bases from these iconic ports.
Shipyard Mainframe
Add-ons: Destroyer Yard, Cruiser Yard, Battleship Yard
Info: Imposing symbol of the V.R.A.'s industrial might, the manufacturing pylon is more than a simple shipyard. This station is at the heart of any V.R.A. operation, and its loss is a crippling blow to their interests in the sector.
Destroyer Yard
Constructs: Destroyer Chassis
1. Destroyer Chassis

Upgrades to: Bottlenose, Orca Bombardier, Urchin Missile Frigate
Info: The core from which the V.R.A.’s fast attack ships are brought forth, Destroyer skeletons are numerous in many major shipyard sectors.
2. Bottlenose

Armaments:
- 4 heavy cannons
- 2 rapid fire cannon arrays (6 each)
Abilities:

- Xenon Mass Ignition Thruster: The Bottlenose gains a huge boost in speed and dodge rate.
Info: A more recent design introduced to the V.R.A’s fleet, the Bottlenose has demonstrated awesome success in its short service time. They are highly effective against larger ships as their speed makes them very hard for most conventional weapons to hit.
3. Orca Bombardier

Armaments:
- 2 heavy cannons
- 1 Artillery volley
Info: When a direct offensive is out of the question the Orca Bombardier offers the basis for a solution. A fleet of Orca Bombardiers can attack incoming fleets long before their target comes within normal firing range.
4. Urchin Missile Frigate

Armaments:
- 8 Missile launchers
Info: Though it is not effective against larger targets, the Urchin is a very effective anti-destroyer ship and has seen much service in the V.R.A. military. Its stock of rapid fire missiles assure that pesky fast-attack enemies are kept at bay while larger V.R.A. ships attend to equally large enemies.
Cruiser Yard
Constructs: Cruiser Chassis
1. Cruiser Chassis

Upgrades to: Owl Missile Cruiser, Peregrine Heavy Cruiser, Albatross Cruiser Carrier
Info: The core from which the V.R.A. create their primary warships.
2. Owl Missile Cruiser

Armaments:
- 6 broadside arrays
- 12 missile launchers
Abilities:

- Cluster Missile Mode: Activates the ships store of cluster missiles, disabling all other weapon systems. Each missile drains energy from the ship until it can fire no more.
Info: By far the most widely used ship in the V.R.A, the Owl is mass produced and has proven to be one of the best ships to combat alien threats. Sporting powerful broadside arrays and a stock of missiles to deal with smaller targets, the Owl is a necessity to any commanding officer.
3. Peregrine Heavy Cruiser

Armaments:
- 3 Artillery Volley Launchers
- 6 broadside arrays
Info: Another common ship in the V.R.A’s arsenal, the Peregrine is famous for its ability to soften up incoming enemies to make them easier for Owls to deal with. Paired with several Owl Cruisers for support, the Peregrine is another essential part of any V.R.A. fleet.
4. Albatross Cruiser Carrier

Armaments:
- 18 fighter bays
Abilities:

- Launch Mosquitoes: Launches a squadron of 12 Mosquito fighters.

- Launch Manti: Launches a squadron of 6 Manti Heavy fighters.

- Launch Fire Ants (General Mokbel only): Launches a pair of Fire Ant Bombers.
Info: A common support ship, the Albatross greatly boosts the defensive value of any fleet with its stock of fighters. A pair of these can quickly and effectively launch a decent swarm of fighter craft to aid a V.R.A. fleet. Incoming fighters have any damage analyzed, and this information is later sent to V.R.A. ship designers in order to better protect future ships from hostile fire and other threats.
Battleship Yard
Constructs: Battleship Chassis
1. Battleship Chassis

Upgrades to: Raptor, Rex, Pterodactyl
Info: Every fleet needs a powerful assortment of command ships, and these already capable beasts are able to be upgraded to even more effective battle machines.
2. Raptor

Armaments:
- 1 IAL (Intersystem Artillery Launcher)
- 6 Artillery volleys
Info: Though they are rare in most V.R.A. fleets, a Raptor Battleship can easily turn the tide of a battle. With its long range IAL, the Raptor can siege enemy fortifications from a safe distance while the enemy scrambles and wastes precious time sending out their fleet to counter attack.
3. Rex

Armaments:
- 6 broadside arrays
- 36 missile launchers
Info: The pride of the V.R.A. fleet, the Rex is a traditional choice for high ranking Captains and Admirals in the V.R.A. fleet. A vicious hunter of smaller ships, the Rex can tear through large swarms of smaller craft with ease.
4. Pterodactyl

Armaments
- 2 large fighter bays
Abilities:

- Launch Mosquitoes: Launches a squadron of 24 Mosquito fighters.

- Launch Manti: Launches a squadron of 12 Manti Heavy fighters.

- Launch Fire Ants (General Mokbel only): Launches a pair of Fire Ant Bombers.
Info: Though it is not mass-produced like most larger ships, a single Pterodactyl drastically boosts the defensive value of a V.R.A. fleet. With a huge stock of fighters ready to launch, the Pterodactyl quickly unloads its cargo into battle.
Training Facility
Add-ons: Bottlenose, Orca, Urchin, Owl, Peregrine, Albatross, Raptor, Rex, and Pterodactyl division educational systems.
Info: Crew and Captains must be specially trained to operate certain types of ships, and this facility provides the necessities. Huge classrooms, simulators, mock-ups of various ship sections, and workshops can be found here, all in order to better train the V.R.A.'s many needed starcrew.
Bottlenose Division Add-on
Division Ship: Bottlenose
Division Color: Sky Blue
Info: The most recent military section to form in the V.R.A, the Bottlenose Division has established manufacturing bases and development facilities to manufacture the Bottlenose refit for the Destroyer Chassis. Requesting a Bottlenose Division Colonel to the Training facility to start training crew will allow you to refit your destroyers with the Bottlenose model.
Orca Division Add-on
Division Ship: Orca Bombardier
Division Color: Orange
Info: While not as well known as many of the other sections, the Orca Division manufactures the Orca Bombardier, a rapid response long range artillery destroyer. Requesting an Orca Division Colonel to the Training facility to start training crew will allow you to refit your destroyers with the Orca Bombardier model.
Urchin Division Add-on
Division Ship: Urchin Missile Frigate
Division Color: Purple
Info: One of the largest and most widespread military sections, the Urchin Division has produced the successful Missile Frigate on a massive scale. Requesting an Urchin Division Colonel to the Training facility to start training crew will allow you to refit your destroyers with the Urchin Missile Frigate model.
Owl Division Add-on
Division Ship: Owl Missile Cruiser
Division Color: Black
Info: The oldest section in the V.R.A. military, the Owl Division can be found in virtually every system under V.R.A. control. They hold monopoly over the Owl Missile Cruiser, the most well known and iconic ship in the Human arsenal. Requesting an Owl Division Colonel to the Training facility to start training crew will allow you to refit your cruisers with the Owl Missile Cruiser model.
Peregrine Division Add-on
Division Ship: Peregrine Heavy Cruiser
Division Color: Yellow
Info: Closely affiliated with the Owl Division, the Peregrine Division has taken their design and modified it to a larger and more powerful ship. The Peregrine Heavy Cruiser is a lethal killing machine and has recently seen more use in most V.R.A. fleets. Requesting a Peregrine Division Colonel to the Training facility to start training crew will allow you to refit your cruisers with the Peregrine Heavy Cruiser model.
Albatross Division Add-on
Division Ship: Albatross Cruiser Carrier
Division Color: White
Info: Though the Albatross Division is small, they produce a majority of the V.R.A. fighter craft and in addition supply their unique Cruiser Carrier. Requesting an Albatross Division Colonel to the Training facility to start training crew will allow you to refit your cruisers with the Albatross Cruiser Carrier model.
Raptor Division Add-on
Division Ship: Raptor Artillery
Division Color: Green
Info: The Raptor Division maintains factories on many border words, and thus they have created the Raptor Artillery Battleship as a long range defensive ship capable of leading a siege on enemy fortifications that are set up too close to V.R.A territory. Requesting a Raptor Division Colonel to the Training facility to start training crew will allow you to refit your battleships with the Raptor Artillery model.
Rex Division Add-on
Division Ship: Rex Command Ship
Division Color: Crimson
Info: Operated by the General himself, the Rex Division focuses on providing Colonels with the finest and most powerful command ships to lead fleets with. The Rex Command Ship is ofter marked as the flagship of V.R.A. fleets for offering captains maximum offensive and defensive capability in battle. Requesting a Rex Division Colonel to the Training facility to start training crew will allow you to refit your battleships with the Rex Command Ship model.
Pterodactyl Division Add-on
Division Ship: Pterodactyl Carrier
Division Color: Pink
Info: Founded by Admiral Luroy Willow several months before her demise, the Pterodactyl Division focused on training the best fighter pilots and providing their fighter craft with the best carrier protection into battle. The Pterodactyl Carrier is a massive pair of hangars armed with just enough weaponry to unleash huge clusters of fightercraft. Requesting a Pterodactyl Division Colonel to the Training facility to start training crew will allow you to refit your battleships with the Pterodactyl Carrier model.
Defense Grid Pylon
Add-ons:

- Missile launchers

- Rotary auto-cannons

- Fighter bays (Unlocked by Mokbel)

- Artillery (Unlocked by Stein)

- BRIAD defense system (Unlocked by Hawksin)

- Cluster missile launcher (Unlocked by Valash)
Info: V.R.A. bases on border or in alien territory are guaranteed to be attacked. Defensive platforms around the perimeter of any base can greatly relieve fleets from needing to defend stations. These stations are highly modular and incredibly versatile defensive platforms.
Other V.R.A. UnitsOutside the V.R.A's war machine are various civilian and military ships that are not in mass production but may fall under your command at certain times or in certain missions
Civilian/Military Transport

Armaments:
- 1 heavy cannon
- Fighter bay
- Launch Fighters: Launches a random combination of 4 fighter craft.
Info: Both Civilian and Military personal need to be transported in mass between systems. These large ships are equipped with large residential areas for long trips.
Nemesis

Armaments:
- 24 Missile tubes
- 12 broadside arrays
- 1 Artillery cannon
- Fighter bays
Abilities:
- Launch Fighters: Launches a random combination of 24 fighter craft.
- Missile Barrage: Lunches a cluster of missiles at targeted area.
- Focus Fire: Focuses a broadside array on a targeted area.
Info: Colonel Halzwar's personal command ship. A modified Rex, Halzwar's battle hardened craft has not seen combat in recent years as it is currently stationed in orbit of Aabtani IV overseeing development of biological weapon research.
Subjugator Construction Yard

Armaments:
- CLASSIFIED
Info: In orbit of Horovine, the homeworld of the V.R.A, the Subjugator is planned to be the newest addition to the V.R.A. fleet. Currently promised to be given to Commander Zhukov upon completion, the Subjugator is expected to bring a swift end to all that oppose the V.R.A.