Oppositional Weaponry

The Heavy Hand of the Corporation

Planet Eaters Admin
Planet Eaters Game
Published in
5 min readSep 13, 2022

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Dort 13 proves to be a worthy adversary for the Corporation, but boy did he need a lot of help to even step in the ring. The Corporation is the big heavy for the story, so it is only fitting that they have big heavy weapons to go along with that. Sure, the GodHead of the Forever Realm doesn’t need many forged weapons to hold his own, but he alone is empowered by Evermore. The rest of his minions are left to fend for themselves while navigating a vicious terrain of control and abuse.

The Corporation’s main weapon is, of course, the Murk Clansmen like Murk-MARS. They are an older Clan that immediately sided with the rise of the Omega and were, essentially, spared. They offered themselves to the Corporation as a police force and were graciously accepted. The business of scouring the universe and enslaving Clans is exhausting work. Maybe not so much for a god, but he certainly took all the help he could get to keep his hands clean, until he wanted them dirty. Overbearing and brutal power proves to be a very powerful weapon. The Murk Clansmen are outnumbered one hundred to one when it comes to the Dort, yet they have operated for centuries without a single uprising. The Dort numbers mean nothing if they cannot think for themselves to better their situation. A history of control makes no difference to the Murk, however, as they are today as brutal as they were the day they formed. Aside from being overly brutal towards their subjects, the Murk are brilliant with their tactics and logistics. Every Dort is accounted for and numbered. Their every move is recorded and analyzed; they can hide nothing from their overlords. Not that they would even think to try.

The Murk are also excellent marksmen. Not only are they loud and threatening, but they also all have the skills to back it up and defend themselves. Each Murk is equipped with at least one, if not two, firearms. Every Murk is issued a sidearm, a handheld pistol that shoots a concentrated energy beam strong enough to knock any Dort of their feet, despite their stature. These are most useful when on patrol in the mine itself and throughout the encampments. The pistol charges off its holster and is always ready to fire. The Murk are able to keep track of charging and cycle through fire options in their helmet’s heads up display. They can choose to simply stun a Dort if dissatisfied with productivity, but they rarely ever do. Most Murk have their side pistols permanently tuned to kill. This setting would be less than ideal if the Dort were to fight back as the recoil from the blast is equal to the force it exerts, and the Dort are no easy kill. With no worries of opposition to discipline, the Murk certainly fire at will with little to no risk of being attacked if the pistol is dropped.

The side pistol is certainly helpful in close range encounters with the Dort, but the mines can be several miles deep. The blast from a pistol would be inaccurate or barely a sting from that distance. So, the Murk also employ a long rifle. The long rifle emits a similar concentrated energy beam to the pistol, but it is much more concentrated and powerful. A Murk could easily knock a Dort to the ground with a single shot and nearly any distance. And the Murk are certainly not known to miss, even at distance. The tops of the mines are lined with elite riflemen with no other duty than to keep muzzles pointed directly at Dort the entire time they work. This is the weapon of choice for Murk-MARS. He patrols the grounds and the mine with a long rifle always on his shoulder. He does not hesitate to lift and aim the dangerous weapon is close quarters. He takes no chances. He calibrates his sights periodically throughout the day and is known to take “practice” shots at Dort as they are dropped to the planet from the sky by way of Corporation approved portals. The Dort fear him and his long rifle equally. The long rifle has a slight disadvantage when it comes to charge as cartridges must be stored and replaced when the energy from the previous cartridge has been spent. Since the long rifles pack such a punch, they are limited to just a few shots before a recharge is necessary. Again, the Murk are lucky when it comes to recoil and loading. They are never rushed by the Dort and have to fire from the hip. Every shot is carefully aimed.

The weapons they Murk physically carry are formidable, but celestial. They are powerful but limited if they were to be up against an opponent willing to fight back. But therein lies the point; their ultimate weapon is control, and all other weapons merely need to be mediocre. The Corporation employs the BlockChain to ensure control over their slaves and mines. The BlockChain is a mined element that naturally forms as a heavy block attached to a nearly indestructible chain. The Dort are forced to mine the element as part of their enslavement, only to have the refined BlockChain used against them. The Murk shackle Dort together, ankle to ankle, by way of BlockChain. Another element of control. The BlockChain is supposed to be used as a punishment device, but the Murk find any reason to punish even the smallest of indiscretions. Dort can be BlockChained for not digging deep enough in a day or if they take too long on their pickaxe backswing, holding up production in the eyes of their overlords. The Corporation condones and supports the behavior. Why? Because control is their greatest weapon. If they are unable to be imposing and threatening while being outnumbered, the Forever Realm would stand no chance.

The Corporation uses whatever techniques it sees fit in order to control the number of Dort they have enslaved over the centuries. As an outsider looking in, you would never guess the helmets of the Dort are infinitely more powerful than the weapons and tactics employed by their captors. This is why the Corporation has survived for so long. They have total control over their subjects. They have kept them from knowing about their true selves. This is how a Forever Realm survives.

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