Clarke Federation Missions

[Mission Location]


Unlock the Clarke Federation missions by defeating the mini bosses of Vupa 6.

After the awakening of the Yoram in Vupa 6 and the bloody battles against them in a desperate attempt to expel them from the galaxy, they withdrew towards the outer confines of the galactic disk, in the distant regions of the halo and the fringe of the zones inhabited by humanity.
Clarke Federation Flag

But new rumors and signs of his persistence in the Clarke Federation Sector will move General Nova to send agents to the Federation, following the trail of Yoram, Unification and Xeon.

Travel to the distant Minor Power of the Clarke Federation, in the end tail of the Orion Arm, near the fringe, explore its colonies and meet the legendary Federation Rangers.
Federation Rangers Banner

The Clarke Federation Missions have three mini bosses stages or menaces to be defeated before confront the final boss raid:



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(By Mechanomicon)

Unlocking the Clarke Federation Missions

[Missions, Locations]


The Clarke Federation Mission Location will become unlocked by clearing the mini bosses in Vupa 6

With the only exception of the Clarke Federation missions, there is a logical sequence to unlock each of the Mission Locations.

Once the mini bosses have been defeated, General Nova will assign you new duties in the next location and the Final Boss is exposed to your assault. Although Clarke Federation is the exception: The missions in Clarke Federation will be ordered by General Nova, only when the location of Vupa 6 became cleared.

Why? Is there a direct link between the Yoram and the appearance of Xeon in our Galaxy.

It seems that the awakening of the Yoram and the subsequent confrontation between the major powers and the mercenary clans against this new predatory race, caused them to move in search of an easy prey, at the expense of which to gain weight and thrive before attacking our galaxy again.

This easy prey was the spoils of Unification and Xeon, at which time the Yoram came from our world, sweeping and controlling Unification as puppets.

General Nova is very interested in clarifying these facts, gathering as much information as possible in order to plan the next steps to take.


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(By Mechanomicon)

Clarke Federation Rangers

[Factions, Elite Units, War]
Because of the omnipresent threat of pirates, always present in the deep fringe, the Clarke Federation created one of the most efficient elite units, the Rangers, whose prestige has reached, through the time, each of the corners of the civilized galaxy.


The Rangers have a large arsenal and all kinds of Mechs at their disposal, many of which are confiscations to pirates, with important modifications.


One of the Ranger's favorite models, which they use in operations that require speed and maneuverability, in the Warg modified with Federation technology. The nature of these modifications constitutes a secret for unauthorized personnel.

Undoubtedly, the Federation Rangers, are one of the most powerful units, only surpassed by a few of the elite mercenary clans of the first and second divisions and some elite units of the remaining Powers.


(By Mechanomicon)

Xeon Renegades

[Factions, Menaces, Politics, War]

Final Boss on Clarke Federation Missions.

In the year 3337, a new conatus of invasion of the Unification, was defeated, after which, remains of the Xeon appeared.

Xeon was one of the two main factions of a parallel universe, which faced each other to the ultimate consequences, close to completing the exhaustive genocide of humanity in their world.

In their ruthless struggle, our universe was accidentally detected and identified as an integral part of each of the two enemy sides, each one taking us for their enemies and therefore, assuming a double threat.

Although the greater powers, with the help of the mercenary clans, could reject the invasion attempts of Unification, the enemy of Xeon, and later of the Xeon themselves, this didn't end the problem, to which the Yoram were added, infesting the spoils of the parallel universe and employing both Unification and Xeons against us.


Transcription from a Renegade Xeon Commander's message:

"We came to this universe to escape the persecution of Unification, we hoped that the enemy of our enemy would at least become an ally if not a friend.Your so-called Mercenary Clans have dealt a great blow to Unification, but even in its weakened state we could not overcome them, but then you committed the greatest crime of all and unleashed the Yoram of your galaxy to ours.

Unification has always used genetically modified strains of Yoram spores for their select favorites. How do you think the mind became hive? How do you think they controlled almost an entire galaxy? By infecting each citizen with a tension that kept them served. Why do you think we opposed them? But now, with the uncontrolled Yoram, our entire dimension faces dominance for something even worse than Unification.

As a last resort, we thought to join our Zeon brothers here only to discover that you killed them too. And for that, there can be no forgiveness. We will put this domain under our control and from there we will collapse the rest of their fractured governments one by one. Soon, this whole galaxy will greet Xeon."


(By Mechanomicon)




Gregori Toranto

[Missions, Menaces, Personalities, War]

First mission enemy encounter at Clarke Federation Sector.

Gregori Toranto (or Toranato) is undoubtedly one of the richest and most influential men of the Clarke Federation, owner of the Exportation Empire "Corporation Toranto", which is the main supplier in the Federation, with important contracts with Defense.

To the public, Toranto is, in addition to a great businessman and a celebrity, a philanthropist. But everything in Toranto is excessive, and thus, behind the scenes, the magnate hides an ominously long shadow, enough to extend his influence towards business and criminal plans in his eagerness to increase his patrimony and power to the limit.

Gregori is also a Fext pilot quite capable, although devious and always willing to control all  circumstances so that they work in his favor, although that supposes the murder.

His excessive ambition has led him to obscure plans that if exposed to the authorities, would make him guilty of high treason.


(By Mechanomicon)

Children of the Stars

[Missions, Menaces, War]

Second encounter boss-fight in the Clarke Federation.

The children of the stars are a group of ruthless and dangerous bandits, who are speculated to have fallen under Yoram influence.

They nourish their ranks with the most dangerous scum of the galaxy that tries to hide in the confines.

Their bodies show evidence of corruption after prolonged exposure to the spores of the Yoram or one of the numerous viral plagues developed in the past by the nefarious doctor Gorax, with mutations that give them a more severe insectoid appearance as well as infection be more advanced.

The infection undoubtedly affects their minds, which show various stages of dementia, but also a blind obedience to their mysterious master.

They also have surgical scars that they apparently use to distinguish their ranks.


(By Mechanomicon)

Locked Mechs

[Mech Technology]

A technological measure implemented at the beginning of 3323, in the artificial intelligence and control systems of the Mechs by the Manufacturer, at instance of the Craftsmen  has been to block access to their piloting, until reaching a level of determined pilot.

Of course, this measure became quite unpopular not only among the novice pilots but also among some veterans.
The main reasons were that often, a Mech obtained as a reward in the tournaments and clan championships, were blocked at higher levels than those to which they could be purchased, or were obsolete or inadequate awards at the level of competitors .

The way to determine this level, was initially totally arbitrary, and changing from event to event.

Finally, the protocols seem to have stabilized and most of the Manufacturers have reached an agreement, establishing the following limits or requirements to unlock a Mech for the new incoming rewarded units:


For Mechs above 60 Tons:

If the pilot is too low level to buy that Mech, it will be locked until he became within twelve (12) levels of the minimum level to buy it.


For Mechs from 10 to 55 Tons:

If the pilot is too low level to buy a Mech, it will be locked until he were within eight (8) levels of the minimum level to buy it.


How to unlock a locked Mech:

Go to your base section, where all available formations and Mechs are displayed. On the right side of the screen, you will see a message from your AI indicating at what level you can unlock your Mechs. If you have that or a higher level, you can select the option to unlock them.





(By Mechanomicon)