Murfs
Murfs are mutants artificially created by humans to fulfill certain tasks. To make a long story short – they are bred and modified slave laborers.
Most people are genetically programmed to enjoy performing these tasks or even feel the urge to do them.
There are the small, lively Repairanics. Creatures, mostly with brightly colored skin and a striking taste in appearance. Their body size has been drastically reduced so that they can manage in the narrow shafts of the mines. Another common species are the Vitruvians, creatures over 2 meters tall and very agile with multiple arms. They are well suited to multitasking tasks. Be it in offices, operating and programming computers at the same time and, of course, for combat, where they can wield several weapons.

Faction game mechanics
Murfs suffer from genetic instability, which is particularly triggered by stress. This can lead to spontaneous mutations on the battlefield.
One of the Murfs’ special rules is that they can use their genetic instability via mutation points to gain certain bonuses for an action.
These can be, for example, a temporary increase in strength or movement range.
But beware – too much instability can also lead to premature retirement.
This is because if a unit suffers a critical hit, it must lose a free mutation point.
This is good at first, because mutation points provide bonuses in the game. But if all of them are used up, then the murfs are in trouble – they suffer random critical hits. So use your mutation points wisely.
Before you ask, yes they can also be ‘cured’.
Maxx Starr
Despite our kinship with the Arvingar, we have nothing in common with these pirates other than a distant origin. Yes, they are humans. But many pirates are human. And the Arvingar differ from them only in that they share a culture and an origin. They see themselves as descendants of Lifthrasir and place archaic customs and barbaric culture at the center of their being. They may be credited with placing great value on respectable behavior, but that does not excuse a lack of hygiene, nor does it excuse abuses against the Interstellar Commission.
The Arvingar follow an outdated religion and old gods, mourning a time when ships did not traverse space but seas on planets, hence the tendency to use wood in their ships. I don’t need to explain to you how inefficient such an approach is.


Rep-Sec
Huldra can see into the future and
thus turn the tide in the Arvingar’s favor.
Her abilities are much more pronounced than those of other seers her age.
She only has a lot to learn from the wise Grimveig.
When she completed the ceremonies to become a seer, she was surprised to be transferred
to Bödvar’s ship.
She had a romantic relationship with him some time ago, which she does not want to be confronted with.
Rep-Una
Forseti, a Torpék, grins boldly at every enemy with its golden teeth. If they get too close, he strikes in a flash.
After the Interstellar
Commission failed to help during a famine
and a large part
of the population, including his family, starved to death on his home planet, Forseti
joined the
Arvingarn at a young age.
Today, the Arvingar are his new family, for whom he would give his life.


Repairanics
On the battlefield,
the Bondi are a light combat unit consisting
of the newest members of the Arvingar. They look for opportunities to assert themselves in battle
in order to advance in rank
.
They enter damaged orbital stations without hesitation, regardless of the consequences.

Watch it, Arrr!
You can find more information on our Youtube channel