Oversight

Oversight is the military branch of the Umbruke Collective, comprising of organised battalions, garrisons, security forces, and armies of synthetic cyborg soldiers. It is lead by the Directors.

Military Structure
Oversight is the general name of the Umbruke's military and policing forces on planets subjugated to Umbruke rule, using individual garrison forces. The name also explicitly refers to the Umbruke's automated command and control system, overseeing the operations conducted in the empire.. Although primarily made for subjugated planets, Oversight synths are to be deployed throughout the empire on various off-world assignments in other territories, such as construction.

Using their mastery of genetics, they create creatures capable of spying for them, small insect sized drones composed of biological and microscopic mechanical components.

Military Technology
Because of the Umbruke's understanding in physics, and how to use certain aspects of it, most of their military technology consists of pulse technology. In physics, a pulse is a generic term describing a single disturbance that moves through a transmission medium. This medium may be vacuum or matter, and may be indefinitely large or finite. Handheld weaponry usually fire rapidly pulsating beams. Military tech also includes synths, biological war machines deployed by Oversight..

Energy Fields
Energy Fields are barriers generated by plasma that acts as a non-contact force, deflecting anything outside of the field from getting in to the contents within. Sometimes, large ships or individuals of importance use energy fields to defend themselves, but they can only stay open for a short amount of time before needing to be recharged. They can deflect waves of explosions and regular gunfire, but enough force could 'break' the field, dissipating away which leaves the individual vulnerable to attack. Directors have a similar counterattack, known as 'psychic shields'.

Synths
Synths, derived from the term 'synthetic', are the cyborg derivatives of previously enslaved races that were heavily modified by the Umbruke for use in war against their own species. They evolved beyond their original appearance into biomechanical war machines, along with the original planet terraformed into an inhospitable place the Umbruke call home. Synths have a variety of technology grafted into and onto them, such as compact batteries that can draw energy from generators.

Class One
Drone:

Height: 2 meters

Role: Disposable Worker

Weapons: Mechanical arms

Description: Drones, or Golems, form the workforce, and are similar in design even though they are manufactured from different races. These drones are used to maintain the native life on conquered planets, suppressing them in the process. They also repair buildings and other synths damaged in combat, cutting into the armored bodies to replace synthetic organs and executing artificial blood transfusions. Labor Drones will engage in combat if needed, but are weak as a single member. But in greater numbers, they are much harder to beat.

Class Two
Survey Scanner:

Height: 0.8 meters

Role: Surveillance, Sabotage

Weapons: None

Description: The Survey Scanner is a small security synth equipped with a camera-like device able to take pictures of a individual and analyse their entire biological signature. It is used to oversee enslaved species and tribes, constantly taking pictures of the populace and gathering information on them. Anyone who attempts to escape is met with Drones hunting them down, accompanied by Enforcers. They were sent by the scanners who immediately alerted them upon seeing the escapees fleeing the area. It is also used to spy on enemy territories or follow the much larger Nomad to target areas.

Class Three
Enforcer:

Height: 3 meters

Length: 2 meters

Role: Heavy Assault

Weapons: Mortar shells, mustard gas missiles, chlorine bombs

Description: Enforcers use charged mortar shells fired by a short smoothbore cannon at high angles, bombarding targeted communities and usually leveling any structure the shells land on. Reducing entire cities to dust, they are feared by the residents of Umbruke controlled districts.

Gatling Crab:

Height: 3 meters

Role: Heavy Assault

Weapons: Gatling pulse cannon, charged pulse wave

Description: Gatling Crabs are crustaceous and arthropodic in design with a grey colored armored shell, impervious to normal bullets but familiar with explosives. They are large and stout in design, with two heavy claws at the front to pull the bulk of the body forward, with two stronger legs in the back. They possess a limb on their underside, with a pulse cannon grafted onto it. Gatling Crabs always move forward, constantly firing rapid pulse energy at enemy targets. Though they are a notable foe in combat, they have a hard time shooting in other directions, focusing on shooting in perfect straight lines.

Class Four
Dropships:

Height: 4 meters

Length: 4 meters

Role: Transportation

Weapons: Sentry cannon

Description: Dropships are used by the Umbruke to transport other synths onto the battlefield, taking them from larger storage facilities where synths are grown and departing with the payload. They carry Gatling Crabs, Stalkers, and Nomads to any specified area, since the former synths are built for all-terrain travel. Dropships have two engines on either side, blasting warm heat exhaust to propel themselves using semi-organic thrusters aided by engines, as well as grabbing claws that latch onto other synths.

Manta Ray:

Height: 4 meters

Length: 3 meters

Role: Heavy Assault

Weapons: Pulse cannon

Description: Manta Rays are large fighter ships manually piloted by an onboard computer. With a navigational system, they can easily glide through the skies and into enemy territories. Manta Rays are commonly seen in large swarms, and the first aerial assault synth to be deployed by Umbruke forces through portal rifts.

Class Five
Nomad:

Height: 15 meters

Role: Heavy Assault

Weapons: Pulse cannon, warp cannon

Description: The Nomad is one of the Umbrukes most largest synths, usually sent in packs towards enemy targets. It is a near three-story tall tripodal synth that fires head mounted pulse weaponry at infantry, feared for their dangerous warp cannons that can reduce even the most sophisticated of machinery to shreds of metal, using a concentrated radioactive isotope aided by a pulse slingshot. Additionally, they can rely on their strong legs to stomp on targets at the loss of artillery. Concealed above the forehead is an artificial brain, about 48.5 meters long, which is their weakness. Removing it will shut down all executive function of the synth, causing it to topple over in death. This is the weakness of most synths, though the majority can be damaged beyond repair.

Stalker:

Height: 3 meters

Role: Escort, Infantry

Weapon: Pulse flechettes

Description: The Stalker is the juvenile form of the Nomad, but bioengineered into a separate creature for a specialised role. They share a relationship with their adult counterparts by acting as an escort for them, guiding them into enemy territory and defending them. If all of the Stalkers are killed, the Nomad will have to fend for itself with its own weaponry. Stalkers are agile, quick synths that use their sharp legs to pierce into their attackers and fire pulse charged flechettes from mounted turrets.

Ships
The Umbruke are capable of faster-than-light travel through the use of interstellar ships. These are also organised in their own classes, like the synths. The first are divided up into exploration, research, and transport. The third and fifth classes comprise of warships and combat vehicles.

Class One
Enclave:

Length: 3000 meters

Role: Exploration, Research

Defense: Electromagnetic pulse

Description: The Enclave is in the shape of an elongated diamond, capable of burrowing into the ground at high speeds. It completely lacks any surface features, as there are no visible thrusters or steering mechanisms, nor are any emissions whatsoever detectable from these vehicles. There is, however, a large vertical corridor built at the top of the craft leading to the control center, through which the detached Umbruke minds can be found operating the ships. The core of these ships consist mostly of material bays, cargo holds, storage compartments, and other necessities. These ships are also under the influence of anti-gravity, a theory of creating a place or object that is free from the force of gravity. It does not refer to the lack of weight under gravity experienced in free fall or orbit, or to balancing the force of gravity with some other force, such as electromagnetism or aerodynamic lift.

Class Two
Inverse:

Legnth: 700 meters

Role: Transportation

Defense: Uranium cannon, double pulse cannons, electromagnetic pulse

Description: The Inverse is a transportation vessel utilised to transfer weapons, synths, technology, and prisoners all across the empire. They are also used to take captured resistance members and refugees to the central hubs of a conquered planet. One of its most notable functions is traveling through stars by folding space.

Class Three
Assimilator: Length: 3000 meters

Role: Assault, Colonisation

Defense: Pulse cannons, energy laser

Description: The Assimilator, also known as the Assimilation Warship, is an Umbruke military vessel deployed in large numbers when invading planets. It has everything needed for integrating into a new world, basically a mobile militarised industrial factory that can manufacture synths to deploy them onto the battlefield (primarily aerial synths, including dropships).

Class Four
Planet Fortress: Height: 4500 meters

Role: Harvesting

Weapons: Uranium cannons, energy laser

Description: Planet Fortresse's are massive mobile hubs transported from planet to planet, draining them of resources. Considered very valuable by the Umbruke, they also have specialised roles when transferred to planets intended for invasion that they assume based on the particular area they land in. In some districts, they could be used for population processing or as sprawling military industrial sites. The process of 'connecting' with the planet is by growing large tubes, comparable to roots, that puts it firmly in the ground. For ground transport that allows entry into the outside wasteland and the fortified station, it constructs vast tram systems that lead to other facilities or other fortresses like it. When the planet has mostly been drained to the bone, turning it into a sandy husk, all of the Planet Fortresse's will begin the 'hive construction process', formulating massive cities on the surface of the planet. This planet is now known as a 'hive world', planet-wide cities that can house billions of Umbruke and Labor Drones.

Class Five
"Sure, we can take on a few warships here and there. But that monstrosity that they call a ship? You can either run or accept that the war is a lost cause." - Saranshen Malenaem Tactical Mothership:

Height: 6000 meters

Role: Invasion Network

Weapons: Nuclear energy cannon, double pulse cannons

Description: The Tactical Mothership is one of the largest in the Umbruke empire, the central hub for invasion forces and military arms. The interplanetary engineering of this battle station is highly rare, mostly because it is within open areas of space and having high security defenses. Motherships are sent out along with invasion forces to administrate the forces to a targeted planet, deploying Assimilation Warship's and Inverse ships. It also has its own artificial 'roots', which are actually cables that can latch onto enemy ships and drain its power, or simply destroy it. Because of its ability to teleport, it is unknown how to successfully evade a Tactical Mothership.