Who has the best fleet? (Space OOC Competition)
Are your corvettes untouchable by anybody elses ships? Do your destroyers strike fear into the hearts of your enemies? Is the sight of your flagship enough to quell entire planets? Will the mere threat of attack cause your opponents to swoon and faint? If so, congratulations! You just may win this thing!
I propose on OOC competition between the members of NS Space, competing for the title of "Best Space Fleet!" Imagine the reputation you would gain! Imagine the fun RP's that could develope! Imagine the bragging rights! Imagine a large bucket of cheese! Now back to the competition!
I shall be the judge (no, I wont be competing) and I believe that I will be impartial and capable (All bribes will be accepted, regardless of the briber). I shall be the sole decider of who wins, but losers (if enough agree) will be able to appeal my decision and have it put to a vote (you wont be able to vote for yourself).
Here's how it works:
* Post your ship classes (Corvette, cruiser, destroyer, etc.) and the size/purpose of each class.
* Post the main ships of each class (Don't list every single ship you've ever used) and their capabilities. I don't mean a long list of their specific stats, I mean a plain english description (The XXXXX destroyer is designed for heavy combat, it's forward weaponry allows for it to combat multiple opponents at the same time while still being able to outrun any rear targets due to its massive engines, etc.)
* Describe the usual composition of fleet groupings
* Describe the weaknesses of your individual ships and how they are overcome (For my ships, it'd be that the Orion class Destroyer has few anti-fighter weapons but that is offset by the Fenris class Cruisers which accompany it in combat fleets)
Is there anything I left out? If not, let the competition begin! Good luck to all!
EDIT: No links to storefronts will be accepted. Just reading off the stats really doesn't give any concept about how good something is (Your guns might be pathetically weak, but how would I know that? Or they might be insanely powerful, but I again don't know it.) Unless the guidelines stated above are followed you will not be registered as a contestant.
Free Czechoslovakia
28-05-2004, 02:04
Never tear that tiny, informational TAG off of your mattress.....I'll just be watching this :oops:.
Top of the line fighter (http://www.steib-haushaltgeraete.ch/images/toaster.jpg)
TROUSRS custom laser beams (http://www.srpnet.com/safety/summer/graphics/flashlight.jpg)
I win!
I dunno, I've seen that fighter before. I think somebody might have ripped it off you! :shock:
I dunno, I've seen that fighter before. I think somebody might have ripped it off you! :shock:
:lol: Nevar! But no one can master Trousinian laser beam thingy technology. We even have it in different colors.
Free Czechoslovakia
28-05-2004, 02:27
I dunno, I've seen that fighter before. I think somebody might have ripped it off you! :shock:
:lol: Nevar! But no one can master Trousinian laser beam thingy technology. We even have it in different colors.
You laser looks suspiciously like the device I use to see whilst moving about the Parliament Building during a power outage.
~President Jana Radoslava.
Psst! Klonor, didn't the original purpose of this thread have something to do with Space Navy competition?
I'm an old hand at making these threads, don't worry about me. This thread'll eventually get back onto the right track, it'll just take a while (Like my best flagship competition, and my best fighter competition, and my best technology competition, etc.)
I'm an old hand at making these threads, don't worry about me. This thread'll eventually get back onto the right track, it'll just take a while (Like my best flagship competition, and my best fighter competition, and my best technology competition, etc.)
Space Monkey-Wanker. :)
Space Monkey-Wanker? What the hell are you smoking, and where can I get some?
Well, quite frankly, the Doomsday ship was created for just that. Armed with 1 mile diameter lasers, it's sole purpose is to destroy. It can travel at high speeds, and is large enough to not worry about anything anyone can throw at it.
Behold, the power of Mjollnir
(Catch up on your Norse myth, kids)
Angel Kent
28-05-2004, 02:54
Technically, the Empire has the best fleet, but that never did get off the ground...
Hey, anyone remember the days when Roseway had everyone chomping at the bit for an awesome war then disappeared? Well, I'm back, and I'm gonna work a lot harder this time.
The Ang-el family of course has no space fleets (being nothing more than a tight-knit family) but their armed merchantmen, escort vessels, and contract fulfillment encouragers are rather neat.
I don't know if I'll make up a bunch of stuff for this or not. I may just trot out the Thunderstraater fleet (it being, actually, very old by now) again.
OOO Tag for possible intervenion at a later time(i just want to see my poor sips get owned)
Bajoni Ship Classes
-Fleetyard
-Gilthatol class Gravitic Battleship/Carrier (http://s4.invisionfree.com/The_Planet_Mars/index.php?act=Attach&type=post&id=265527)
-Maethor class Escort
-Class V Remote Fighter
Main Ships
Fleetyards:
I
II
Gilthatol Battleships:
Starcraft
Martian Jewel
Rehorn
Maethor Escorts:
None known by name
Ship Characteristics:
Fleetyards:
The Fleetyards are the headquarters of the Bajoni Fleet. They are actually two huge ships, by far overshadowing the large Gilthatol Battleships. They contain repair facilities, a large contingent of fighters, and a large amount of anti-fighter weapons. Fleetyard II contains a fighter factory, sending forth a stream of fighters as old ones are lost, provided it has the resources. The Fleetyards have never been used in combat, but are maintained in case they are needed. If the fleetyars are seperated from other capital ships, they will be in trouble, due ot the lack of ship-to-ship weapons. Almost all of the fleetyards defences are anti-fighter. The fleetyards only other defence are the massive amounts of fighters they can put out.
Gilthatol Battleships:
The Gilthatols are large, hulking carriers with powerful, long range cannons. A contradiction to the common Elven design. They spit out thousands of Remote Fighters to engage enemy capital ships and fighters at a distance. They also use thier long range guass and ion cannons to try and overload shields and knockout enemies before they can close. The Gilthatol's weakness comes when the enemy closes. It must then rely on its fighters and support ships.
Maethor Escorts:
The Maethors are small, fast ships, much more elf-like than Bajon's other ships. They are used to keep enemy capital ships from closing on the Gilthatols. The Maethor's are lightly armoured, and act as hit and run vessels to distract enemy fleets. The Maethors are armed with guass cannons and ion cannons, designed to fire faster while sacrificing power. The secondary weapon of the Maethors is the mine. As the ships hit and run, they fire off mines towards enemy ships. The mines produce almost no energy signatures, so are almost invisible until they are exploding on the hulls of enemy ships. The Maethor's weaknesses come into play when they are forced to stand and fight. Thier weaker armour cannot stand up to sustained attack, and with out massive fighter support from the fleet, they will be routed or destroyed quickly. Hence the hit and run strategy.
Class V Remote Fighters:
The Class Vs are the only fighter Bajon uses. They are remotely operated by pilots within the capital ships (or the fighter's base). "Extra" fighters are kept in storage so that once one is lost, the pilot can switch over and re-enter the battle. The idea for such a preservation of life can be traced back to the roots of the Avari (Bajon's people) Elves. The Avari did not believe or trust the valar and therefor do not have the belief they will be reborn in Valinor when they die. Class Vs are little more than engines and weapons. They are incredibly cheap to produce, but have had countless credits poured into development to protect the signals controlling the fighters. The weapons of the Class V are focused energy beams (lasers), mounted on each side of the small vessel. The weakness of the Class V is obvious; It is an engine with weapons. You shoot it enough and it will blow up.
Fleet Compositions
Generally, a fleet consists of 5 Gilthators with 4 Maethors for each. This works out to an average size of only 25 ships, not including fighters. There are only 2 Bajoni fleets, due to the lack of Bajoni territories outside of Mars. Generally, both fleets stay around the Fleetyards which "trail" Mars' orbit.
And for a semi-OOC note:
Bajon has never lost a war, though we do now try to avoid them. We will go to war though for a good reason. However, most people back off once they realize they really could be facing war.
Any other questions or comments?
[Post Edited for additions]
Nianacio
28-05-2004, 03:43
OOC:
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| Do not remove this tag |
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*Is modern tech but curious*
Bajon, damn fine post. Seriously, of all these types of threads that I've made, I have never had a post so closely match the requirements.
Oh, you forgot to list the ships weaknesses, except for the Gilthatol's, and how they are overcome (Cause a good fleet needs to be able to make up for the shortcomings of the individual ships)
Skeelzania
28-05-2004, 04:21
Warships of Skeelzania:
Corvettes: The purpose of the corvette class is primarily to give long range support to capital ships. However, Skeelzanian corvettes are given powerful enough weaponry that they can operate on their own with a good chance of success. They are typically 200-300 meters long, and house their armaments in turrets. Corvettes are not to be confused with gunboats, which is typically a large gun with engines built around it. Seen here is one of the newer corvette hulls, the Draco Kai.
Draco Kai Class Corvette
http://img29.photobucket.com/albums/v87/Bad_Skeelz/DracoKai.jpg
This is the newest corvette developed by Skeelzania. Essentially an enlarged Draco class, the Kai carriers heavier weapons, armor, and more mobile suits (5, as compared with the original Draco's 3). Armed with medium-rank railguns (200kg projectile) and numerous missile batteries, Draco Kais are very good at their fire-support role.
Like most Skeelzanian vessels, the Draco Kai's weakness is the vanity of its designers. Skeelzanians are prideful people, especially officers, who disdain the thought of hiding in a armored box as battle rages outside. Against better judgement, the captain directs the ship from its distinctive "tower bridge", which gives him a great tactical view of the battle, as well as a good chance of being blown away by a stray shot.
Cruisers: There are two distinct schools of cruiser design and use in the Skeelzanian Navy. One school maintains that cruisers are essentially enlarged corvettes, battering the enemy to peices at long range. The second school maintains that cruisers should compliment the corvette's long range attacks with powerful, short range attacks. Displayed here is a cruiser of the second school, the Fenrir.
Fenrir Class Assault Cruiser
http://img29.photobucket.com/albums/v87/Bad_Skeelz/ICC_cruiser.jpg
These are fast, manueverable ships with heavy armor, allowing them to get close to the enemy and deliver a massive torpedo paylod. The Fenrir's torpedo launchers are mounted in quad-turrets, allowing the cruiser to run at the enemy, fire, then retreat and keep firing.
This focus on short-range torpedo weaponry does have its downsides. The Fenrir posses little in the way of long-range weapons, counting on its armor during the initial attack run. If the enemy's cannons are two strong, or fast enough to outrun the Fenrir, they can simply batter the cruiser to bits from a distance. And once again, the "tower bridge" rears its majestic, if suicidal, head.
Battleships and Dreadnaughts: These capital ships are view in number, which is a good thing for the enemies of the Principality. Dreadnaughts are essentially large torpedo boats, much like the Fenrir cruisers. Their firepower is directed forward, and mostly torpedo. Battleships prefer turreted weapons, and lean towards kinetic weapons like railguns. In either case, both classes are little more than massive battering rams with guns on them.
Skeelzot Class Battleship
http://img29.photobucket.com/albums/v87/Bad_Skeelz/ImpCR.jpg
The Skeelzots are truly massive vessels. Three kilometers long and displacing 2.25 trillion metric tons, they dwarf any ship currently fielded by Skeelzania or its neighbors. Tactics are brutally simple. Each ship posses a small jumpdrive that, once in range, it uses to ram an enemy vessel or break a battle line at the speed of light. It then opens fires with its two broadsides, wreaking devestation among enemy fleets. The heart of each vessel are its eight Surt energy cannons, mounted in two broadsides of four. These massive, very powerful energy cannons, that are unfortunatly hard to aim because of their long charge time.
These battleships have only engaged in action on one occasion. And at that time, those two vessels (the third being out of commission with a reactor leak) single-handely obliterated nearly 2 dozen vessels. In training scenarios though, the Skeelzot's weakness is its size. They are built and move like a brick, and make easy targets at long range. Also, they are rather lightly-armed along their forward firing arc.
Carriers: Skeelzania has never been "big" on these vessels. Only three dedicated carrier-ships were ever built, two being of the Typhon class and the remaining being the Mogul (a 3.5km vessel that is so large its hard to fully-stock with fighters).
Typhon Class Carrier
http://img29.photobucket.com/albums/v87/Bad_Skeelz/Typhon_Battleship.jpg
The Typhon is a mobile suit carrier, as opposed to the Mogul which which is fighter-based. These were originally designed to act as a joint battleship-carrier, engaging the enemy with its large railgun batteries while launching its 15 MS compliment. As time went on though, the Typhon was outclassed by heavier ships. The class was withdrawn from active service in the late 2180s and put into mothball. Still, they are one of the best-loved ships made in Skeelzania.
The weakness of this class was that it tried to be too many things at once. While being of good size, much of this was taken up by weapon systems, limited the mobile suit capacity to only 15; nevertheless an entire division, though much smaller than the Mogul's massive payload.
Skeelzanian Fleet Tactics
Skeelzania has a relatively small navy (200 vessels or so), when compared to its neighbors. It was this insecurity that gave rise to the Concentration of Force doctrine. In times of peace, nearly 90% of the Combined Fleet resides at the core systems of Skeelzania. When a crisis emerges, the whole fleet is basically thrown at it.
While theamount of firepower this can bring to a hotspot is shattering, it tends to leave the rest of the Principality open to attack. To counter this, the fleet can be broken down into wings:
Corvette/gunboat Wing: 10 ships +1 Coordinator Corvette
Cruiser Wing: 4 ships +1 Coordinator Corvette
Dreadnaught: 2 ships
Battleship and Carriers: Typically operate alone or all together. There are only three Skeelzot ships in existance, and these rarely operate independently of eachother (or at all). Carriers are generally just attached to any sizeable fleet moments before hyperjump.
ADK Mars
28-05-2004, 04:33
Ship Classes
-Stations
--Shipyards
--Command Posts
--Battlestations
-Capital Vessels
--Dreadnaughts
--Battleships
--Battlecrusiers
--Crusiers
--Destroyers
-Sub-Capital Vessels
--Frigates
--Gunships
--Gunboats
-Parasite Vessels
--Corvettes
--Dropships
--Fighters/Bombers/Interceptors
Well-Known Vessels
Shipyards: none known by name
Command Posts: Mars' Pinnicale
Battlestations: Omega
Dreadnaughts: Ra Tora, Zona Tora
Battleships: Ever Valiant, Forever Vengeful, Supreme Justice
Battlecrusiers: Untiring Defender, Fraternal Retrabution
Crusiers: Mars, Sunset, Mangala
Destroyers: Achilles, Empress Sirithil, Caeser
Frigates: None known by name
Gunships: Upholder III
Gunboats: Upolder, Upholder II
Corvettes: None known by names
Dropships: None known by name
Fighters/bombers/Interceptors: None known by name
Ship Characteristics
Shipyards:
The building and reparing facilities of the Toran Empire. Most shipyards have their own defense grids of mainly anti-fighter weapons and depend on escorts.
Command Posts:
A combination of the shipyard and battlestation, the command post is deployed usually on the fringe of Toran territory. The command post has limited repair facilities and defensive and offensive weapons.
Battlestations:
Deployed as a regional headquarters, the battlestation carries its own fleet of fighters and defensive vessels. It has no repair facilities but can maintain vessels. Combat has proven that the battlestation's only weakness is repeated attacks by large numbers of ships.
Dreadnaughts:
The most recent class of Toran dreadnuaghts is the Toran class. The Toran class is a well-rounded vessel, not designed for any truly specific duties. The Toran class can be used in command and control, carrie, fire-support, and assualt roles. The Toran class dreadnaught can also work alone or in combination with other vessels.
Battleship:
A new classification for Toran Empire vessel, this class is mainly reserved for older dreadnaughts. The dreadnaughts that came before the Torans were each uniquely designed according to the tastes of their contractor and develper.
Battlecrusier:
These are vessels that were originally classified as crusiers but do to their increased speed, durability, and nfire power, were placed in a new category.
Crusiers:
The Toran Empire is producing a new class of crusier, the Mars class. Designed much like the Toran class dreadnaught, it is a multi-role vessel and is anticipated to work well in almost any combat situation.
Destroyers:
There are dozens of sub-classes of destroyers in the Toran navy, it would be very difficult to explain them all in great detail here.
Frigates:
These vessels are meant for a rapid-attack role. It is hard to describe the ships classified as frigates because frigates tend to be privately designed, owned, and maintained by military officers.
Gunships:
The Upholder III class gunship is designed as a multi-role vessel, but leaning heavily towards a defense role.
Gunboats:
The Upholder and Upholder II class vessels both excel in many roles they have been applied in. Though lacking much in armor and weaponry, their speed and precision make them formidable weapons.
Corvettes:
The Toran Empire uses dozens of different types of Corvettes.
Dropships:
the Toran Empire has many different dropships but they can be classified into Normal, Assualt, Cargo, and Diplomatic.
Fighters/Bombers/Interceptors:
This class is made up by a myriad of one, two, or three person vessels.
Fleet Composition
A Toran fleet usually comprises of one dreadnaught, one or two battleships, four to six battlecrusiers, fourteen crusiers, and twenty-six destroyers. Frigate numbers would be anywhere between 80 and 200, depending on the situation. Fighters, bombers, Interceptors, Corvettes, dropships, Gunships, and Gunboats are all carried aboard capital class vessles. Fighter/Bomber/Interceptor will usually be around 500, while dropships aren't usually deployed, and the corvette numbers can be between 40 and 120. Gunbaots and Gunships are usually deployed in wings of 72.
Due to the fact that the Toran Empire is undergoing a military restructuring, there is currently only one active Toran fleet, and not all of it's number meet up to the ones mentioned above.
Trailers
28-05-2004, 05:04
Traileric Ship Classes(as listed):
Fighter Class
NR-37 Interceptor
NR-46 Bomber
Capital Ship Class
Obsidian Class ISF
NR-D Destroyer
NR-300 Carrier
NR-301 MTC
DiabloVI Battlecruiser 0F D00/\/\!11!!!!
Mothership Class
Mameluke Flagship
Corona Orbital shipyards
NR-37 Interceptor,Binding force of the Traileric Armada
The NR-37 is your basic all around fighter,capable of close range combat with other fighter class vessels,as well as a threat to capital ships en masse.The NR-37 is armed with four missile nodes,and twin kinetic mass drivers.These fighters number into the 13,000's or so produced.No more than a few thousand are active during peacetime.Weakness:Lightly armoured and armed,but has great agility and speed that would make a pilot of an F-4 Phantom cry.
NR-46 Bomber,Cap ships beware
A standard bomber armed with Ceres II or Ceres III plasmetic bombs,used mainly for bombing runs on cap ships in space,or faraway surface hits on an enemy city or something.Weakness:Screwed if it goes up against fighters.
Obsidian ISF
A standard Ion frigate used for inter-ship heavy combat or glassing surface contacts.Weakness:Inacurate at long range & can't track fighters.
NR-D
Heavy fire of the Traileric fleet.This thing packs a punch with two heavy mass driver turrets,two pulsar foreward mounted cannons and a center mounted Ion cannon.Weakness is relatively the same as the IBF.
NR-300-301
The backbone of the Traileric fleet.These two carrier types are much the same,save the 300 is designed to carry multiple ships and the 301 is designed to house an army of marines.Weakness:Both are lumbering and slow,and lack offensive power.Both are capable of producing and launching missiles from the hangar.
Diablo VI
Is the most powerful ship in the fleet in terms of sheer destruction.Capable of both wiping cities and small islands off the map and carving enemy fleets apart,this monster often is only seen once.
Weakness:Heavy firepower,slowass machine.
Corona
The main production facility.Period.Weakness:It's stationary.
Mameluke
Traileric flagship.Houses hundreds of fighters and frigates.Huge.Big particle cannon..mannnny turrets of beams and all kindsa stuff..Weakness:What weakness?^^
PS:A)I'll have piccies up tomorrow
B)Klonor,I'll give you a nickel if I win.
Cyberutopia
28-05-2004, 05:07
Note: All "cost" figures are what it takes to manufacture the ships. None of my ships are for sale. So bug off.
Arbiter Class Heavy Battleship
Length: 3,500m (wings closed) 500m (wings open)
Height: 250m (wings closed) 3,250m (wings open)
Width: 250m
Crew: 150
Propulsion: 8 plasma-sparked fusion drives (sublight) 2 Hyperspace Jump drives (FTL)
Armament: 4 fire-linked plasma quad-cannons, 16 prism focused anti-missile lasers, 3,000,000 fusion explosive tipped missiles
Defensive Systems: 8 kinetic field projectors, .5mm mechroxite-titanium plating
Cost: 2.6 trillion
This warship is the largest in the Fleet, and cuts a fearsome needle-shaped figure through space. It holds 3 million missiles in two gigantic wings that comprise most of the ship, and is used for a massive flood of missiles, often covering an entire fleet with crippling explosions. Standardly, an Arbiter class will open it's wings, fire all of it's missiles into the oncoming enemy fleet, and then retreat to a safer zone as soon as possible. This two major weaknesses of this ships are it's lack of speed, and the almost complete absence of heavy weaponry, and the total absense of anti-fighter arrays. Arbiters are always accompanied by a heavy and mixed escort to offset these disadvantages.
Fun Fact: An Arbiter's destructive force is enough to destroy the Earth 3.25 billion times.
Sapporo Class Command Ship
Length: 600m
Height: 275m
Width: 300m
Crew: 220
Propulsion: 6 plasma-sparked fusion drives (sublight) 2 Hyperspace Jump drives (FTL)
Armament: 18 fire-linked plasma quad-cannons, 24 prism focused anti-missile lasers
Defensive Systems: 6 kinetic field projectors, .35mm mechroxite-titanium plating
Cost: 900 billion
This is the common command ship in any task force or minor fleet, and there is sometimes more than one controlling a group if it is larger. Designed to be very fast, yet still have sizable firepower, the Sapporo class is small but carries with it a large amount of fire control and logistics equpiment. It is often accompanied by at least one Argus class to assist it. Major weaknesses of this ship are it's low amount of armor and shielding, and it's rather sparse anti-missile systems.
http://www.b5tech.com/miscracesgroups/EABlackOps/hybrid.jpg
Paladin Class Anti-Missile Frigate
Length: 120m
Height: 30m
Width: 20m
Crew: 20
Propulsion: 3 plasma-sparked fusion drives (sublight) 1 Hyperspace Jump drive (FTL)
Armament: 2 fire-linked plasma dual-cannons, 80 prism focused anti-missile lasers
Defensive Systems: 2 kinetic field projectors, .2mm mechroxite-titanium plating
Cost: 60 billion
The Paladin class is designed only for the destuction of as many incoming missiles as possible. It's crews run their ship at great risk to their lives, as the Paladin class has very sparse shielding and the least armor plating of all the Fleet's ships, in addition to being the foremost ships in a formation. However, it is a light, fast ship, capable of evading most incoming fire. The 80 anti-missile lasers packed onto the hull are very effective at taking down any form of missiles, and they are invaluble to the larger ships.
Katana Class Heavy Destroyer
Length: 460m
Height: 120m
Width: 100m
Crew: 80
Propulsion: 6 plasma-sparked fusion drives (sublight) 2 Hyperspace Jump drives (FTL)
Armament: 4 heavy rail cannons, 6 fire-linked plasma quad-cannons, 16 prism focused anti-missile lasers
Defensive Systems: 6 kinetic field projectors, .4mm mechroxite-titanium plating
Cost: 160 billion
The main attack ship of the Fleet, the Katana class can bring withering firepower to bear on any enemy with it's forward-mounted railguns, while still remaining fast and agile. The most well-balanced ship of the Fleet, it is suitable for any situation. Perhaps it's largest weakness is it's reliance on the Paladin class in the early stages of battle before the fleets come into energy weapon range.
http://www.b5tech.com/narn/narnships/narncapships/gquan.jpg
Hornet Class Assault Frigate
Length: 140m
Height: 60m
Width: 60m
Crew: 26
Propulsion: 4 plasma-sparked fusion drives (sublight) 1 Hyperspace Jump drive (FTL)
Armament: 1 spinal-mounted light rail cannon, 1 fire-linked plasma quad cannon, 4 prism focused anti-missile lasers, 12 fusion explosive tipped missiles
Defensive Systems: 3 kinetic field projectors, .25mm mechroxite-titanium plating
Cost: 85 billion
A very light, very fast ship, the Hornet class closes the gap between fighters and corvettes. It is capable of fending off fighter attacks when needed, and can do battle with other light ships, utilizing the spinal railgun. It is very well balanced, deployed in many scenarios, but remains a weak ship that will crumple under continued bombardment.
Daedalus Class Strike Carrier
Length: 900m
Height: 200m
Width: 500m
Crew: 350
Propulsion: 6 plasma-sparked fusion drives (sublight) 2 Hyperspace Jump drives (FTL)
Armament: 300 fighters, 75 bombers, 6 plasma fire-linked plasma quad-cannons, 20 prism focused anti-missile lasers
Defensive Systems: 8 kinetic field projectors, .5mm mechroxite-titanium plating
Cost: 1 trillion
The Daedalus class was designed for smaller missions where the size of and Interdictor class would be ungainly. It is far faster, though lacking great speed, than it's heavier counterpart, but carries much less weaponry and fighters to defend itself with. It is also often utilized in situations where a large escort cannot be spared, so it relies greatly on it's defending fighters, which it excels greatly at deploying quickly.
http://www.b5tech.com/narn/narnships/narncapships/thnor.jpg
Interdictor Class Heavy Carrier
Length: 2500m
Height: 400m
Width: 650m
Crew: 700m
Propulsion: 10 plasma-sparked fusion drives (sublight) 3 Hyperspace Jump drives (FTL)
Armament: 1200 fighters, 150 bombers, 14 fire-linked plasma quad-cannons, 60 prism focused anti-missile lasers
Defensive Systems: 22 kinetic field projectors, .8mm mechroxite-titanium plating
Cost: 2.1 trillion
A slow behemoth, the Interdictor class floods the battlefield with fighters that provide cover while the heavy bombers unleash large amounts of missiles on their foes. Covered in armor and weaponry, it can hold out for a long time, but remains very slow.
Acheron Class Heavy Assault Battleship
Length: 2200m
Height: 280m
Width: 500m
Crew: 1380
Propulsion: 14 plasma-sparked fusion drives (sublight) 3 Hyperspace Jump Drives (FTL)
Armament: 48 heavy coilgun turrets, 32 heavy missile bays, 16 fire-linked plasma quad-cannons, 520 prism-focused anti-missile lasers, 72 fighters
Defensive Systems: 32 kinetic field projectors, 5mm mechroxite-titanium plating
Cost: 3 trillion
The pride of the Fleet, the Acheron class is the sole one of it's kind, and is the flagship of the Master Void Admiral herself. It is the most heavily armed and armored ship in the Fleet, shielding itself with five times the mechroxite as any ship, and wielding over 600 pieces of heavy weaponry. As with all large ships, speed is a problem, and the relatively small crew could be overtaken by a boarding force if the hull was breached, as most are not armed to counter a boarding party. However, the amazing amount of armor makes this an unlikely occurance. Designed to be neigh invulnerable, all potential weaknesses have been minimized as much as possible.
Argus Class Multi-Purpose Ship
Length: 300m
Height: 40m, 80m (shield bulbs included) 100m (sensor bulb included) 500m (cargo bulb included)
Width: 40m, 80m (shield bulbs included) 100m (sensor bulb included) 500m (cargo bulb included)
Crew: 38
Propulsion: 4 plasma-sparked fusion drives (sublight) 1 Hyperspace Jump drive (FTL)
Armament: 4 fire-linked plasma dual-cannons, 18 prism focused anti-missle lasers
Defensive Systems: 4 fleet-wide kinetic field projectors (in Fleet Defense Configuration), 3 kinetic field projectors (otherwise), .2mm mechroxite-titanium plating
Other: 1 sensor bulb (in Supportive Fleet Logisitcs and Intelligence Configuration) up to 6 linked cargo bulbs (in Freighter Configuration)
Cost: 950 million
EAI-6 "Shard" Exoatmospheric Interceptor
Length: 4m
Height: 2m
Width: 3m
Crew: 1
Propulsion: 2 supercharged ion conversion drives (sublight)
Armament: 2 forward-mounted burst lasers, 24 forward-mounted rotary launched fusion explosive tipped missiles
Defensive Systems: 200mm of Organic Flux Armor
Cost: 150 million
EASF-1 "Lancer" Exoatmospheric Superiority Fighter
Length: 6m
Height: 2m
Width: 6m (wings included)
Crew: 1
Propulsion: 3 ion conversion drives (sublight)
Armament: 8 burst lasers, 2 forward-mounted plasma cannons
Defensive Systems: 1 kinetic field projector, 400mm of Organic Flux Armor
Cost: 110 million
EAHB-42 "Sledgehammer" Exoatmospheric Heavy Bomber
Length: 12m
Height: 3m
Width: 4m
Crew: 3 (one pilot, one co-pilot/bombadier, one gunner)
Propulsion: 4 ion conversion drives (sublight)
Armament: 1 top-mounted light plasma turret, 2 rear-mounted burst lasers, up to 100,000kg or up to 124 bombs, rockets, or missiles
Defensive Systems: 1 kinetic field projector, .15mm of mechroxite-titanium plating on front, 1200mm of Organic Flux Armor on other areas.
Cost: 260 million
http://www.b5tech.com/miscracesgroups/raiderfighter/zephyr.jpg
EASB-60 "Banshee" Exoatmospheric Strike Bomber
Length: 8m
Height: 12m (wings included)
Width: 12m (wings included)
Crew: 1
Propulsion: 4 ion conversion drives (sublight)
Armament: 2 automated side-mounted light plasma turrets, up to 65,000kg or up to 32 bombs, rockets, or missiles
Defensive Systems: 1 kinetic field projector, 1000mm of Organic Flux Armor
Cost: 190 million
http://www.b5tech.com/league/leagueships/sunhawk/sunhawk.jpg
MRPDF-124 "Saviour" Multi-Range Planetary Defense Fighter
Length: 20m
Height: 3m
Width: 9m (wings included)
Crew: 2 (one pilot, one co-pilot/weapons specialist)
Propulsion: 4 ion conversion drives, optional solid fuel rocket boosters
Armament: 4 forward-mounted light plasma cannons, 4 burst lasers, 10 fusion explosive tipped missiles
Defensive Systems: 1 kinetic field projector, 800mm of Organic Flux Armor
Cost: 175 million
http://www.b5tech.com/earthalliance/earthallianceshipsandvessels/earthfighters/tbolt.jpg
Notes On Hyperspace Jump Engines: http://www.b5tech.com/misctech/engines/hyperdrive/hyperdrive.html
Notes On Kinetic Fields: A kinetic field is pure energy projected by a mechanism at such a wavelength so that it becomes "solid," and able to absorb or resist many forms of weapons. However, this field prevents shots from the ship it is protecting reaching outside the field, unless the weapon has a wavelength higher than that of the field. In order to allow a larger range of weapons to be fired upon an enemy from the protected ship, a "flicker" function was created. When a weapon is fired by the protected ship that cannot pass through the field, the shield is deactivated just long enough to let the projectile pass through, before reactivating again. However, if such a flicker function is abused extensively, which can be likened to "stop and go" driving, it may burn out, either deactivating the field completely, or activating it without any way to bring it back down.
Notes On Mechroxite: Mechroxite is a material caused by the refining of an asteroid when it tumbles into an active nebula. The intense heat and corrosive gases present in an active nebula practically burn the impurities out of the asteroid, leaving a pure material, dubbed "mechroxite" behind. This material is immensely strong, capable of absorbing trillions of joules of energy. The downside to this is that mechroxite is very difficult to mine, with it's strength and very rare, given it's occurance only in active nebulae. Another downside is that mechroxite is very inflexible, making the only feasible use for it as armor is plating, bound at the seams by a more supple material. Still, the defense this material offers allows a ship to continue fighting after receiving hits that would have obliterated a ship not armored with mechroxite.
Notes On Organic Flux Armor: Organic Flux Armor consists of a supple steel, imbedded with various "reactionary flux metals," giving the armor the ability to change it's charge depending on the weapon directed at it in order to resist the charge of that weapon. This gives a resistiance to charged particle weapons such as ion cannons when the kinetic fields fail for the smaller ships unable to mount mechroxite plating.
Kanuckistan
28-05-2004, 05:28
I have a small fleet of 10 supercapital ships(7 3km Superfortresses and 3 13km Battleplates), which make up pretty much the entirity of my fighting navy. Here's a Tactica I typed up earlier; it does a good job of explaining my navy.
------------------------------------
Kanuckistani Naval Doctrine centers around a small number of epicly powerful, master crafted supercapital ships, currentrly numbering 3 battleplates and 7 superfortresses, each of which would take upwards of half a century to replace.
These ships core armament consists of a small number of planet-rending superheavy cannons, with extensive batteries of light and intermediate tier energy weapons capible of individually crippling most corvettes or cruisers, respectivly, with a single burst. In addition, vessels carry a large compliment of unmanned multi-role Daemon's Bane-class interceptors for detailed remote sensing and force projection, as well as impressive missile armament for extended-range engagments.
Energy weapons consist of the effectivly-lightspeed cryo-atomic particle beam cannon, a neutrally-charged kinetic energy weapon; tied into FTL sensor nets and slaved to computer control, the fast-tracking light and intermediate batteries render strike craft and missiles effectivly useless. Particle beam range varries; traditionally 5 lightseconds was the norm, but recent refits are upgrading effective ranges to 7.5 and 15 lightseconds for intermediate and superheavy batteries, respectivly. Missiles typicly posess theoreticaly interplanetary ranges, and are armed with matter-energy conversion warheads, while posessing extensive ECM and yeilds varrying from anti-capital laser-heads and contact-heavies, to anti-formation warheads for decimating fighters and crippling entire formations of lighter capital ships, to the superheavy anti-capital-formation warheads, designed to outright vaporise whole battlecruiser squadrons and cripple larger vesels at range. Dedicated ECM payloads and submunitions are also in use, typicly for covering large Alpha-strike vollys from fighters and defencive fire.
Kanuckistani vessels are also quite fast, with inertial direct drives and inertialess liniar displacment drives for sublight, instantanious Displacer drives for interstellar FTL, and SLDS drives for tactical, interplanetary, and aux interstellar FTL. Vessels are also fairly maneuverible, with weapon placment designed to maximise both overall coverage and the number of batteries that can be brought to bear against a single target, largly negating any maneuveribility advantages an enemy may posess.
Tactics, atleast in large-scale engagments, call for long- and extended-range combat, taking advantage of our uncommonly long-range engagment envelop while making it difficult for the enemy to get around the 90 degree arc of the impenitrible gravitic inversion shields and land fire upon the powerful standing barrier fields enveloping the ship. This is aided by the use of extensive FTL-Inhibitor systems, preventing the enemy from utalising stardrive microjumps to close range or out maneuver our forces.
No known single vessel can compare to a Kanuckistani supercapital ship, but their enormous cost and build times severly limit the number of such vessels. Kanuckistan, one of the oldest nations in the known universe, has only built ten in the last several centuries; all remain in service, undergoing routine refit and upgrade to ensure their lethality remains unchallanged.
Scolopendra
28-05-2004, 06:03
Ship classes:
Dickety-seven Shaft of Doom-class battulsheeps
Eleventy bajillion Fire Wang-class croozers
A googleplex Extension-class deeztroiers
A nearly infinite (aleph minus one) number of Compensation-class refrigates
Ship names:
I don't even bother.
What thems shiny metal things do:
The battulsheeps ram through enemy defenses with superior firepower (of course) effective at all ranges (of course) but it tends to go in just a little too far and generally lacks protection.
The croozers aren't as massive, gargantuan, and truly awe-inspiring as the battulships but are faster and have structural ribbing for greater effect. They are more mobile and can fit into all sorts of different roles but sometimes due to a targeting computer error in manufacturing they fire their guns off too soon.
The deeztroiers are smallish size, mass, and thrust horsepower but they have the advantage of adequate protection to defend themselves from the more insidious hazards that they have to face. They do tend to get laughed at, which is a shame, because they are still quite effective with their accuracy and dexterity, coming and going most efficiently (if the testimonies of opposing commanders are to be believed).
The refrigates are just cold fish, with armaments bordering on flaccid and practically no aggressive drive whatsoever. They serve as picket ships, making duty on one very lonely, and the only way the crews keep themselves amused are by self-initiated self-terminated firing drills.
I so could not resist.
Hearty Aerospace Pirate Cap'n Scolo
Atlantian Outcasts
28-05-2004, 18:48
I would have posted thi last night, but you know that server....
(thank you, Sunset, for the rendered pics)
Main ships:
Anubis
Olympia
Itza
Athena
NOTE: All AO ships (except the fighters) have cloaking devices
Titan Battleship
http://www.pacifier.com/~cziller/pyramid1.jpg
The Titan is used for heavy assaults on fleets and systems. It is very slow, but the many fighters it stores help to protect it. It has many weapons, including Orcalic Phasers, and Plasma Cannons.
Pyramid Heavy Cruiser
http://www.pacifier.com/~cziller/pyramid2.jpg
Also used for heavy assaults, the Pyramid is used to back up the Titans, and is smaller and more manuverable. It aslo posseses fighters, but not as many as the Titan. When thinking of the AO fleet, you normaly think of these ships
Poseidon Light Cruiser
http://www.freewebs.com/atlantian_outcasts/Posiedon.JPG
This ship is one of the more abundent ships in the fleet. As far as ships go, it is middle of the road. No upsides or downsides
Barracuda Destroyer
http://www.freewebs.com/atlantian_outcasts/untitled2.JPG
This is used for scouting missions. It is extreamly versitile and manuverable. It is the most abundent ship in the fleet (aside from the fighters and shuttles). Do not underestimate it's small size, it has sufficiant firepower to protect itself. It's only supposed downside is that it has very few fighters, so it cannot rely on help if alone.
Exodus Gunship
<no pic avaliable>
Probably the most vurnerable ship of the fleet (except for the cargo ship). It is used to send troops to different battle, and must be protected by other ships, especaly fighters and destroyers.
Phoenix Cargo Ship
<no pic avalible>
The cargo ship is used to supply different places. It is without doubt the most unprotected ship. Slow, few weapons and defences, the only thing it hs going for it is it's cloak.
Obelisk Fighter
http://www.freewebs.com/atlantian_outcasts/untitled1.JPG
This is what makes the fleet work. Without these suckers, the fleet would easly fall to other forces. Fast, and manuverable. It's downside? No cloak.
Scarab Shuttle
<no pic avalible>
Can be used for combat, but they arn't too often. They are used to transport a small number of people from location to location. It can defend itself, however
Fleet:
Usually whatever's in the area. The smaller ships surround the larger ships. Some of the more planned out fleets include:
*Several Destroyers all grouped together
*A titan surrounded by smaller ships and fighters
i have no pics:
Class:
Scacal Atacker
Winchian Battleship
Hammerhead fighter
Dura Madder Mothership
Role:
Scacal: An enormous ship, even larger than our capital ship. It can carry several destroyers along with 2 enormous guns and when both are fired entire fleets may be decimated.
Winchian: Coordinates all fleet actions with amazing electronics and has a fire power few ships can match. These often are sent to escort Scacals.
Hammerhead Fighters: Capable of over mach 10, these tiny things go un-noticed until swarms fire modified Plasma torpedos blowing holes in anything but once all of their 5 torps are shot they only have light lasers and their speed left.
Dura Madder: A large circular ship with over 10.000 laser turrets. They also have 2 ion grids with the fire power of the Scacals guns but are 10 times as compact and efficient. These are also unbeleivably manuverable and fast for their size.
Lunatic Retard Robots
29-05-2004, 03:50
Lunatic Retard Robots
29-05-2004, 03:50
Ma Shipz (http://s6.invisionfree.com/International_Mall/index.php?showtopic=96)
But I haven't edited it in a while, so it might be a little lacking in detail in some areas.
The main weakness of the LRRSF is that, while LRR fighters and attack frigates are good, as are cruisers and larger, everything else is total crap (not including freighters). The LRRSF serves multiple purposes- from quelling the occasional fascist rebellion to waging massive wars to trading to science to resourcing. The LRRSF does it all.
Lunatic Retard Robots
29-05-2004, 03:53
But, of course, everyone has the best ships. Capital ships are so good these days that they can't really die without incompetent command.
Anybody else want to apply?
imported_Berserker
29-05-2004, 19:46
Reposted from a far earlier post: http://www.nationstates.net/forum/viewtopic.php?t=9705&highlight=
http://www.weirdozone.0catch.com/wargames/btdesigns/thumbnails/tme203sulaco.jpg
MY STEEL PENISES FLY IN SPACE. WITH SUBSIDIARY SPACE STEEL PENISES TO DEFEND THEM. MY SELF-PROTECTING SPACE STEEL PENISES OBVIOUSLY ARE A COMPLIMENT RATHER THAN AN INDICATOR OF ANY DEFICIENCY TO MY MANHOOD.
GO AHEAD. BE IMPRESSED BY MY VIRILITY, STRENGTH, AND OBVIOUSLY USEFUL GENETIC TRAITS THAT SHOULD BE CONTINUED ON TO THE IMPROVEMENT OF THE GENE POOL. THAT'S WHAT THEY'RE THERE FOR.
http://www.weirdozone.0catch.com/wargames/btdesigns/thumbnails/tme191presidentgeneral.jpg
FEAR MY SUPERCARRIER WITH FLANGES. THE FLANGES INDICATE THAT IT WOULD BE MORE PLEA... UM... FOR... THE... ER...
LET'S JUST SAY THAT IT HEIGHTENS THE EXPERIENCE AND IS OBVIOUSLY YET ANOTHER INDICATOR THAT I AM A SUPERIOR BREEDING PARTNER.
AND NOT "MAKING UP" FOR ANYTHING IN ANY WAY WHATSOEVER.
Central Facehuggeria
29-05-2004, 20:04
Not a penis extension? Riiight...
Anyway, I have a ship I'd like to enter into the competition, but it'll take some time to dig out the stats.
The ship has been moved to a later post to consolidate with the rest of my fleet.
Central Facehuggeria
29-05-2004, 23:42
Bump.
Five Civilized Nations
30-05-2004, 00:20
#tagged...
OOC: Okay, I think we've had enough of the Uber Godmodding posts, let's try to act seriously from now on.
CF, this is a contest for best fleet, not individual ships.
ADK Mars
30-05-2004, 03:15
OOC: NOEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES!!1@#!! T3H B5 W4NKZ0RZ!!!!!@!#2131!@#
Central Facehuggeria
30-05-2004, 03:20
Yeah, I was thinking that, but my entire fleet is too varied to post in its entirety. (I was too lazy to put it all on. I'll edit the Vengeance info onto this post, to consolidate everything all in one place.)
Ohh well, here are the three other primary combat (read:Capital) ships in my fleet
"Dreadnought II" Class battleship
http://www.projectxenocide.com/public/CTD/Cpl.%20Facehugger/Dreadnought%201a.jpg
The Dreadnought II is a refit of the venerable CF "Dreadnought" class hull. Equipped with heavy weapons and shields, the monsterous, 4.5 kilometer beast is the second largest vessel in the CF space corps.
The Dreadnought II was designed specifically for anti-capital ship duty, and functions exceedingly well in that role. (It mounts a super heavy graviton beam weapon designed to eliminate supercapital ships) A distinct lack of point defense weapons (well, compared to later vessels anyway) means that the Dreadnought II is vulnerable to massed bomber attacks. The 450 fighter capacity helps alleviate this, however.
Currently, there are between twenty and thirty of these massive ships in the CF space corps.
"Decimator II" Class Battlecruiser:
http://www.projectxenocide.com/public/CTD/Cpl.%20Facehugger/humhull3a.jpg
The Decimator II is another refit of an older design. Being just 1 kilometer long, and 1/2 a kilometer wide, this ship is nowhere near as imposing as a Dreadnought.
Originally designed for escort and light assault duty, the Decimator II has become something of a jack of all trades, performing all tasks but excelling at none (save the escort duty it was designed for.) The Decimator II is well armed for a ship its size, allowing it to attack larger ships and have a reasonable chance for success. The price to be paid is that the Decimator II can only carry a tithe of fighters on the outer hull. It has no fighter bays.
Currently, there are between fifty and eighty ships of this class serving in the CF space corps.
"Liberator" class Destroyer:
http://www.projectxenocide.com/public/CTD/Cpl.%20Facehugger/Liberator.jpg
The "Liberator" class destroyer is a 2 kilometer long warship that bridges the gap between battleship and cruiser. Mounting almost as much firepower as the larger dreadnought, but almost as manouverable as the smaller battlecruiser. The Liberator also has space for 150 fighters inside its bays, and ample point defense weapons. The Liberator has no true 'achilles heel', with the possible exception of larger ships, as the destroyer lacks a large anti-supercapital ship weapon. It can still give larger ships a run for their money though.
The "Liberator" is used in all sorts of duty, although it excels at sector control/patrol duty and especially assault duty. The Liberator is probably the most versatile vessel in the CF fleet.
Currently there are between thirty and fifty of these ships in the fleet.
There is also another form of capital ship operated by the CF Space Corps, but it is hardly a front line combatant; The Pillar class supercarrier:
http://www.projectxenocide.com/public/CTD/Cpl.%20Facehugger/spacecarrier1.jpg
The Pillar class is easily the largest class of vessel operated by the CF space corps. At over 5 kilometers long, only a few of these leviathians can be constructed. With berths for over 600 fighters and bombers, the Pillar has plenty of punch. However, the Pillar only carries 4 weapons suited for attacking capital ships, making it incredibly vulnerable against such targets.
The Pillar has over 125 point defense units, ensuring that enemy torpedos, fighters, and bombers have little chance of getting through to damage the ship.
The Pillar also has a small refinery/foundry complex deep within its hull, where smaller fighters and bombers can be constructed, as well as fuel cells and ammunition synthesized.
Currently there are only 3 of these monsterous carriers in the fleet. They are too expensive to have en masse, and there is areguement between the various fleet admirals that a large and dedicated carrier is useless in this era of capital ship warfare.
Edit:
"Vengeance" Class battleship:
http://www.projectxenocide.com/public/CTD/Cpl.%20Facehugger/excalibur.jpg
The "Vengeance" class of battleship is the newest CF capital ship. Tipping the scales at over 4 kilometers long and 1 kilometer wide, this ship is not the most massive ship in the CF Space forces, but it is the most powerful.
The "Vengeance" mounts Sixteen heavy plasma beams designed specifically to annhilate capital ships. It has over 36 Heavy Phased Particle Beam weapons, good general purpose cannons that do increased damage to energy shields. It also has 80 Point defense arrays, small laser turrets designed to shoot down torpedos, bombers, and fighters before they get too close. It mounts twenty standard laser turrets that are essientially a fall back weapon. It mounts 4 heavy railguns that accelerate a ferrous slug that splinters on impact to 1/4 the speed of light (The slug is the size of a Volkswagen beetle.) Last but not least, as its main gun, the Vengeance mounts a "Starpyre beam", which is essientially a stream of antimatter contained in a strong magnetic field.
The Vengeance class is also well armored, with over 12 meters of thick armor. The armor is a Depleted Uranium/Carbon Nanotube/ECC composite sheath (ECC composite is a patented CF innovation, it naturally reflects some types of energy, as well as being roughly twice as strong as carbon nanotube armor. Of course, it is pretty expensive too.)
The Vengeance also incorporates other unique protective measures onto the armor, specifically Clearplast(tm) kinetic energy reduction panels, a light reflecting crystal weave, and particle refracting sheath.
The Vengeance is no slouch when it comes to shielding either, mounting a Triumverate of powerful 'accumulator' shield banks and enhanced with a weak quanta asorbing screen. (The Accumulator shields asorb directed heat attacks such as plasma and shunt the energy to the shield emitters, increasing shield intregrity. The quanta screen allows the accumulator to process some laser/maser weapons in this manner, although not very efficiently.)
The Vengeance is somewhat fast and manouverable, operating on an inertialess drive in normal space and using its Hyperspace drive to accelerate to FTL speeds.
Powered by a trio of Xenium Implosion Reactors which use Xenium, a synthetic stable isotope of Element 115 (unnilpentium; sp), the ship has enough power to operate for years at a time, as the Xenium-Energy conversion ratio is excellent, roughly 99%.
The Vengeance is designed to be a heavy assault ship, taking on the toughest of enemy targets and annhilating them. Possessing bays for 300 small craft (fighters and bombers) allows the craft to operate as a small scale carrier.
The Vengeance is crewed by an operations group of 20,000 (!) crewmen, although most of those are maintence officers. The Ship also has enough room for 7000 CF Elite troopers, who perform a space marine function.
The Vengeance is vulnerable only to extremely large and powerful weapons. Most other weapons won't even make a scratch on it.
Currently, only one example of this baby exists, the CFV Slayer, although there are plans for six more.
The cost on this ship is astronomical, but it is worth every penny.
Add to this a number of fighters, corvettes, and frigates and you get the hodgepodge CF fleet.
Edit2: ADK, if you're refering to me, I only use one B5 ship, the "Victory" class destroyer, and only then because I love the ship's look. Most of my fleet comes from various anime shows or computer games.
Torontonias
30-05-2004, 05:25
OOC: This is going to be really sad, compared to all the other Fleets out there...
IC:
The Nation of Torononias has a fleet made up of a variety of classes and designs of Ships.
The first is the Explorer class. This is a Science/Research ship. They are deployed across the region of space that is supplyible by the Government, whether they are in Torontonias Territory or not. They conduct research and information that is critical to the development of the Scientific Community. They are hardly made for combat, but are equipted with heavy hull plating, and the newer classes have an interlocking bulkhead system that effectivly serves as a second skin for the ship. It has forward firing Laser cannons that are used to destroy small asteroids. They are also armed with a small complement of high-yeild Torpedos. Its weaknesses are the fact that they are not suited for combant period. There are about twenty of these ships in current commission. The resemble the Nova class ships from Star Trek, it has a crew of 250.
The next are the Bandit class. These ships are fast, and lightly armed, often used in short convoy missions between Planets and stations. They have three 360 degree rotating Laser Cannons, 12 forward firing lasers, and 4 massive engines which allow it to go so fast. Its weaknesses are the highly exposed fuel lines supplying the engines, if ruptured, the ship is gone. There are currently 5 of these ships is Commision, it has a crew of 120
The next are the Legionnare class. These ships are the all around Destroyer/Support ships of the fleet. They are used to guard the Science ships and escort the larger more important ships. They are armed with 15 360 degree rotating Laser turrets, and 20 forward firing lasers. It is also armed with 5 backward firing lasers, and 6 kinetic turrets on the side. It is the backbone of the fleet, they are also found on Patrol duty. There are 16 of these ships in commision. Their main weakness is their tendancy to overheat in extended combat, it has a crew of 640.
The step up are the Centurion class ships. These are heavy ships, and are often called the "Barbs" because of there spiky appearance caused by the multitude of single direction cannons on the ship. There are 50 forward firing laser cannons, 20 side firing cannons on each side, 10 backward firing cannons, and 4 360 rotating turrets. They are usually found grouped with the destroyers. There main weakness is the main power grid is prone to overload if more than one of the generators are damaged. (There are four generators powering the weapons.) There are currently 10 in commssion, it has a crew of 870.
The last Military class is the Samnite Class, these Behemoths are a fearsome sight indeed, they are the best Torontonias has to offer. They are fanked with 60 360 rotating Laser cannons, they house their own 20 fighter support squadron (Each fighter has twin lasers, plus seeking missles). Not ony that, they are also the only ship with retractible Orbital firing Cannons, as well as 5 high yeild Nuclear warheads. They are very chunky looking, being 830m long and 430m "Tall." Their weakness is the hangars which house the fighters, which has the weakest armour, and if damage, can sevearly damage the ship. There are currently 2 in commision, it has a crew of 1,450.
The other ships are the Hiker class ship. A Cargo vessel, it has no weapons, but extensive armour, and can carry 4000 cubic meters of supplies. It is also excrusiatingly slow. There are many in commision, most commercialy owned, there are currently 143 In commision, each with a crew of 10.
The other is the Triage Medical ship. Another ship with no weapons, is capable have holding 1000 injured personal. There are only 3 of these in Existance, there are currently 8 in Commision, with a crew of 894.
Finally, there is the Handyman repair ships. Small by nature, they have an extensive array of repair tools and shuttles that are used to repair the dammaged hulls of friendly ships. There are 11 of these in commision. There weakness, as long as the medical, and Hiker ships, is that they are unarmed, there are currently 12 in commision, with a crew of 124.
OOC2: Whew, that was more than I expected to type...
Squornshelous
30-05-2004, 05:59
---Demon class Heavy Destroyer:
16 kilometers long designed for large scale destruction of capital ships and for orbital bombardments of surface instalations. Very powerful sheilds and multiple backup systems make it very tough to take out. starfighter defenses are slim, not any better than those found at any surface base. Also not very manuevrable, if sections of guns are knocked out, small vessels can use the ship itself as shelter. However, it carries a standard compement of 720 starfighters of various types, ranging from interceptors to bombers. Currently only 2 in existence.
---Tempest class Destroyer:
9 kilometers long, standard task force flagship. desinged for anti-capital ship use, carries 420 starfighters. Heavy armor and sheilind makes it fairly safe from capital ships. Once again however, it is vulnerable to starfighter attack, and lacks quick maneuvring. However, it packs more than enough fighters to screen it.
---Guardian class Heavy Cruiser:
2 kilometers long, designed to take out capital ships much larger than itself. Large, concerntrated amounts of heavy turbolaser cannons and antimatter torpedoes allow it to smash away at a larger ship with more spaced out weaponry. Carries 72 starfighters but has virtually no anti-fighter weapons. Very quick and nimble handling.
---Sniper class light cruiser:
500 meters long, designed to pick off starfighters. It carries only 24 fighters to screen it, but bristles with small beam weapons which have quick fire rates. Little defense against capships though.
---Pulsar class gunboat:
150 meters long, designed to escort and support both capships and starfighters. Sort of bridges the gap between them. Extremely fast and maneuvrable, capable of finding blind spots on a capital ship where it can pound away at engines or other weapon free areas.
Standard taskforce consists of:
1 Tempest
2 Guardians
2 Snipers
4-7 Pulsars
In smaler patrol groups, Guardians and Snipers are often paired together in groups of 6 (with 3 of each type) to exploit their strengths. This results in a very fast manuevrable taskforce capable of destroying all types of ships very quickly.
imported_Foolish Pesants
30-05-2004, 06:35
GODMODE
1 Zig
(Dodgy Link)
http://www.geocities.com/reilock/zero01.jpg
A small fighter craft that can only fight fleets, all at once. Play the game, it's stupid. :D
All your base are belong to us!
As they say....
Central Facehuggeria
30-05-2004, 16:09
Ahh, zero wing.
BUMP!
I'm happy that there is someone with bigger ships than me. I was concerned that some of my sizes would be godmoding. :)
Species 1
30-05-2004, 16:14
TAG. Might just post too.
Lunatic Retard Robots
30-05-2004, 18:06
Hey, Klonor, any comments on my fleet?
Central Facehuggeria
31-05-2004, 00:05
Now, due to some recent consolidation, all information about my combat spacecraft (including fighters) may be found Here (http://s6.invisionfree.com/International_Mall/index.php?showtopic=427)
In other words, a shameless bump to the front page.
I'd have an excellent display of my derived fleets, but I'm lazy and can't remember what I wrote.
The Empire
Aiur Home Fleet, in low orbit
<MODEDIT: YEAH, DON'T NEED TO SEE THAT ON THE BOARDS>
Protoss bombardment vessel (-CLASSIFIED- Purification Fleet)
<MODEDIT: YEAH, DON'T NEED TO SEE THAT ON THE BOARDS>
Protoss carrier, Ilzubrani forward base
http://lh.wz.cz/lh/obrazky/carrier.jpg
Protoss scout, Crown perimeter patrol
http://www.sclegacy.com/features/ghost/unit-scout.jpg
Drej mothership/stingers, deep space near Texastar
http://www.tigrin.net/titanae/caps/cap13.jpg
Independent fighter "X-Wing" used by security, psychological contractors
http://www.modenstudios.com/3d/xwing.jpg
<MODEDIT: BE SURE TO KNOW EXACTLY WHAT YOUR IMG TAGS LINK TO>
CF, as I say in the very first post, links to storefronts wont be acknowledged.
Roseway, what's the point of your post?
Central Facehuggeria
31-05-2004, 03:54
CF, as I say in the very first post, links to storefronts wont be acknowledged.
I realized that. The true purpose of that post was a shameless bump/advertisement hybrid.
My capital ship fleet is the only thing I would like 'judged.' :)
Atlantian Outcasts
31-05-2004, 04:20
Hey, Klonor, any comments on my fleet?
I don't think he's really made many comments on anyone's yet
The People's Navy
Secretary of Defense: Ronald Bergren
Chief of Naval Operations: Fleet Admiral Harris
Home Port: Gregor System
Major Fleet Bases:
Acler
Epsilon Pegasi
Erewohn
Klein
Minor Fleet Bases:
Jupiter
Morning Star
Sakkra
Organization:
Division: 2 ships
Lance: 4 ships (2 divisions)
Squadron: 8 ships (2 lances)
Flotilla: 16 ships (2 squadrons)
Fleet: 32+ ships (2+ flotillas)
Current Warships by Category*
-16 superdreadnoughts
-80 dreadnoughts
-16 battleships
-40 battlecruisers
-8 carriers
-96 heavy cruisers
-96 light cruisers
-96 destroyers
Dozens of escorts are under construction currently as well.
Superdreadnoughts are the largest capital ships used by People's Navy. The current class, the Empyreans, are 4.2 kilometers long, 600 meters wide, and 550 meters high. They mass about 24 megatons. They carry about an equal mix of missile and energy weapons. The 400cm lasers and 450cm grasers are usually powerful enough to annihilate any single ship smaller than a battlecruiser in a single salvo.
And now for the mandatory picture**, made by Styxx from Spacebattles.com:
http://img24.photobucket.com/albums/v73/Jadeite/superdread32.jpg
The navy currently uses its dreadnoughts as it's main heavy hitters. They are almost identical to a superdreadnought, just smaller and mounting less weapons. The classes in service are the Victory and Furious. The older Victories form most of the units in operation (64). They mount almost an equal amount of missile and energy weapons, and are 2.75 kilometers long. The newer Furious class mounts almost as many missile tubes as a superdreadnought, at the expense of some of it's energy mounts. They are 2.6 kilometers long, but are more heavily armored than the Victories.
Battleships are a dying breed. The People's Navy used to operate 30 at their height, but didn't fare as well as expected against heavy units of the Valinor Armada. Currently 16 are in service, modified to serve as missile platforms during battle. Don't take this to mean that they are weak, a battleship is quite capable of killing most lighter units in foreign navies, it just can't stand up to most heavier units without a significant numerical advantage.
Carriers are a new experiment. The PN has had no place for fighters until now, viewing them mostly as cannon fodder against a proper warship. With massive amounts of them though, that can change. The Incomparable class uses a modified battleship hull with all of its broadside weapons ripped out and replaced with hangar bays. They can carry 36 LACs or 288 fighters.
Battlecruisers are used for raids on enemy infrastructure; to destroy docks, orbital factories, outposts, and other vulnernable installations. They are also excellent for commerce raiding, using superior firepower to destroy convoy escorts (typically cruisers or destroyers), and then using their high acceleration to run down scattering freighters. The navy mostly uses the Sultan class, but its starting to be replaced by the newer Imperious.
Heavy cruisers, light cruisers, and destroyers are escort warships. Typically used for system patrol, convoy protection, anti-piracy duties, and a myriad of other tasks. They mount decent armaments for their size, but are fodder for any ship above the size of a battlecruiser.
LACs are best described as eggs armed with hammers. The aren't fighters, they carry crews of 25 and mass 10,000 tons, but aren't FTL capable and die easily against a proper warship. They mount 30 missiles in strap on box launchers, meaning they can each fire one large salvo and then must either rearm at a station or carrier, or rely on their single weak laser.
Ship Strengths: Powerful broadside attacks. Virtually the entire armaments of a warship is put into it's broadside. The bow and stern hammerheads mount far fewer weapons, but individually those weapons are more powerful than those on the broadside. Point defense systems are also first rate, using counter-missiles (generate a gravitic "wall" to destroy missiles that collide with it) at ranges of up to a 750,000 kilometers, and laser clusters against missiles that make it closer. Typically 1-2 out of every 10 will make it through. Energy mounts can fire 80 degrees off-bore thanks to grav lenses, and the smaller warships are capable of spinning rapidly enough in some instances to fire two missile salvos to every enemy salvo.
Ship Weaknesses: No dorsal or ventral weapons other than point defense systems. The dorsal and ventral surfaces are usually more heavily armored and shielded than the other sections (besides the hammerheads), but if an enemy force of two or more ships maneuvers carefully, they might get the defender into a position into which an enemy ship can get a clear shot. Capital warships manuever...badly is an understatement. "Slugs on morphine" would be a more adequate quote to describe how an SD or DN handles. It can take up to twelve minutes for a DN to make a 90 degree turn (which makes the excellent fire arcs invaluable).
Doctrine:
The PN's favorite tactic for fleet combat is the Wall. Capital ships form up into a rectangle, and simply advance toward the enemy. Once they reach missile range they present their broadsides and fire salvo after salvo, letting their velocity carry them into energy range. The Wall is not a subtle tactic, it simply uses brute force firepower to batter the enemy to death, relying on the capital ships to slug it out with their equals while the lighter escorts screen them from missiles and fighters. Missile duels between ships of the same category are usually long and drawn out, a sort of "death by a thousand cuts." Energy duels are quick and messy, and both opponents usually disembowl each other's ships in the first few salvos.
*Warship listing only includes hyper-capable units. Fortresses, LACs, fighters, and patrol vessels are not included. Also not included are resupply ships, medical ships, and any sort of non-combat oriented military vessel.
**Every ship in the PN follows this general shape, the only major difference is size, although battlecruisers and escorts look a bit sleeker.
Dargonese
05-06-2004, 01:35
OK, this is going to be a little picture heavy, so bare with me.
There are many classes of ship in the Dargonese Fleets, but there are a few precepts that hold to all of them, these are.
1) All Dargonese ships, vessels, fighters, etc, are biological in nature.
2) Control over these ships is by a combination of manual and psychic control.
3)Dargon psychic powers work off of a mindset that is alien compared to others, so they cannot directly affect other races ships or crew with them.
Dargon weapons consist of three main types,
1) Bio Energy Cannon : these form the standard weapons of most ships, they fire a beam of energy that is generated by the ship, these are low power in themselves but act as a carrier beam for charged reactive particles that form the main destructive force of this weapon. They are aimed by a projected optical energy prism, giving them a distinctive 'bent light' look.
2) Ion Lance : Usually found in fixed emplacements, these massive weapons have a charge time due to the large amount of energy needed to fill their charge chambers and keep the ions agitated. When fired they release a massive blast of deadly energy, this can sometimes render the ship somewhat under powered as it tries to recover its energy.
3) Attack Drones : basicaly.. torpedoes, small un-manned high speed, highly manouverable craft that deliver an explosive charge (usually a condensed bio energy vortex).
Defensive Systems are either Energy Shields, or Multi Matrix Chitin Armour.
On to the Fleet ships, starting with the smallest.
Sharima Class Destroyer
http://mysite.wanadoo-members.co.uk/totalrandom/Destroyer1.jpg
Length 235 meters
This type of ship acts as a picket ship for most of the fleets, or as a heavily armed scout, its seed animal is a Diri Diri, a medium sized, high speed predator fish that hunts alone or in small schools, this makes it ideal for its role as one of the more independant units, however the Diri Diri are not the most inteligent of animals and it takes an iron willed link commander to keep them together in a major fleet action.
They are armed with four light energy cannon, and two medium energy cannon (the ship cannot form the aiming energy prisms for these, so they are fixed foreward), there are also two light torpedo launchers.
A variant swaps out the medium cannon and torpedo launchers, to mount two large anti Capitol Ship torpedoes.
Garaden Class Cruiser
http://mysite.wanadoo-members.co.uk/totalrandom/Cruiser1.jpg
Length 654 meters
The garaden is the mainstay of the fleets, being jacks of all trade they can fill most niches. The seed animal for the Garaden is the Yaguul herd animal, a reliable and sturdy animal, they are prized for their loyalty and tenacity in defense of the herd, making them popular with their link commanders.
One problem they have is the protective nature they sometimes have towards their 'calves', this makes it almost impossible to mount torpedoes of any nature on them, and they can sometimes become anxious if any of their fighter compliment are not within sensor range. (killing off a lot of their fighters can make the Garaden cruisers slightly less responsive to their link commanders, unless there are a couple of good sedaters linked in too).
They are armed with 15 medium Energy Cannon and 1 medium Ion Lance, they also carry a compliment of 5 squadrons of fighters (30 fighters).
Baratur Class Carrier
http://mysite.wanadoo-members.co.uk/totalrandom/Carrier1.jpg
Height : 1.8 km
The Baraturs seed animal is a large airborne creature called a Frewther, these huge creatures remain in the air for most of their lives, relying on small simbiote creatures to gather food for them. This makes them ideal for fighter carriers. Frewthers are not the fastest of animals, and this is reflected in the Baratur's manouvering capabilities, the seed animals also tend to rely on their simbiotes for protection as well, so the carriers are not the best of armed vessels.
they are armed with 6 medium Energy Cannon, and 1 heavy Ion Lance.
There fighter compliment is 110 squadrons (660 ighters)
Morg Class command Battleship
http://mysite.wanadoo-members.co.uk/totalrandom/Battle1.jpg
Length 2.97 kilometers
The Morg Class ship is a mighty vessel indeed, its seed animal is the Krugatter, a large sea going monster that is very dificult to capture alive, thus making this type of ship uncommon. The Krugatter is noted for its viscious temprement, and the Morg reflects this, needing several strong willed link commanders to keep it working with the fleet, it also shows an inclination to attack darker coloured ships more than lighter coloured ships.
When a seed animal is gene altered through psychic manipulation to become a massive ship, usually extremities and more mundane parts of the creature are absorbed. With the Morg type, one extremity wasn't absorbed, its great gaping maw, a huge mouth capable of taking chunks out of most things, further adapted by the gene manipulators to encompass a heavy energy shield to protect it. on either side of the maw are four armoured tentacles that are usually retracted under the armour, unless they are pulling something in to be eaten.
The Morg has a surrounding energy shield as well as heavy all over armour, especially on the front section.
It is armed with 8 banks of 5 medium Energy Cannon, 5 banks of 3 heavy energy Cannon and 3 heavy Ion Lance. there are also 4 heavy and 8 light torpedo launchers, as well as 12 squadrons of fighters (72 fighters)
Kai-Shaidan Terrornaught Class Fleet Command Ship
http://mysite.wanadoo-members.co.uk/totalrandom/Terror1.jpg
Length 12.6 kilometers
The mightiest of the dargon ships, the Kai-Shaidan seed animal is a massive semi sentient sea creature, the Narasalt, that showed a suprising reaction to gene manipulation, it became fully sentient, at first most of the Kia-Shaidan died in the early stages of gene manipulation. It wasn't until one enterprising Linker actually linked into an unmodified Narasalt, and over a period of years, got to know it, eventually gaining its permission to be gene modded, that the first Kai-Shaidan was born.
The main problem with these ships is there rarity, and the fact they are sentient, and accorded all the rights of a Dargon citizen, they can sometimes (especially the older ones) become whimsical and philosophical, developing personality traights and quirks. The ships weapon size can also be a disadvantage, its heavier weapons finding it hard to target smaller craft.
Their energy screens can be moved to form stronger barriers in one location, this does of course leave areas vulnerable.
Kai Shaidan are very heavily armed, carrying 12 banks of 7 heavy Energy Cannon, 5 banks of 4 Very heavy Energy Cannon, 4 Heavy Ion Lances and 1 Ultra heavy Ion lance. They also carry numerous torpedo launchers and a compliment of 62 squadrons (372 fighters) .
(((Phew, ok, thats it, sorry about the length, I hope it is all clear!)))
Luxor-Ka
05-06-2004, 02:20
Terminaly Accepted Gidiness
Moontian
05-06-2004, 04:10
Moontian uses these ships:
Argo class fighter
Orion class fighter
Flaming Arrow class armed transport
Seal class carrier
Raven-eye class frigate
Dragoran class destroyer
Heronmark class battleship
Main weaknesses:
A lack of atmospheric capability for most ships. Only the Heronmark and the Argo are capable of firing into an atmosphere without having to remove the atmosphere.
Depleting a planet's atmosphere is very time-consuming, even with hundreds of ships.
Electromagnetic shields are effective against long-range SBAM cannon fire, requiring most ships to fire at close to point-blank range.
Neutronium armour gradually decays, because of cosmic rays; requiring the armour to be replaced during routine maintenance.
No ships currently possess shielding of any sort. The armour is the only defence.
Main strengths:
Due to MindLink nodes, reaction times are extremely fast, and ships are very efficient.
Neutronium armour has extremely high tensile strength, and can withstand most laser fire, many missile varieties, and even allows a ship to pass within the coronal mass ejection of a class A0 star without taking any damage beyond the armour.
Anti-matter cannons are efficient for punching holes through hulls, while also heating up the area around the hole. This causes greater damage if fired at or near a ship's computer.
When a planet loses its entire atmosphere, it also loses all life not specially protected.
Ion cannons are practically useless against neutronium armour.
Dargonese
05-06-2004, 18:47
er.. bump?
Aqua Nation Atlantica
07-06-2004, 02:05
bump
Dargonese
07-06-2004, 23:02
we going anywhere with this?
Central Facehuggeria
13-06-2004, 00:38
I guess not.
+1
(bump from beyond the grave)
I declare me the winner! Bow in fear or I'll whipe you out!
Well, Vernii might encounter me soon due to those attacks on Mars... :twisted:
I declare me the winner! Bow in fear or I'll whipe you out!
Well, Vernii might encounter me soon due to those attacks on Mars... :twisted:
You're very confident in your fleet now aren't you?
I declare me the winner! Bow in fear or I'll whipe you out!
Well, Vernii might encounter me soon due to those attacks on Mars... :twisted:
You're very confident in your fleet now aren't you?
And for good reason...
Just keep your ships out of the Sol System. :wink:
Dargonese
14-06-2004, 01:27
A chance to RP in space would be nice!!
Central Facehuggeria
14-06-2004, 01:37
I declare me the winner! Bow in fear or I'll whipe you out!
Well, Vernii might encounter me soon due to those attacks on Mars... :twisted:
You're very confident in your fleet now aren't you?
And for good reason...
Just keep your ships out of the Sol System. :wink:
Vernii's penis ships could wipe the floor with your B5 ships. p34r the giant space dong!
Well, isn't this thread just the epitome of class and sophistication.
Atlantian Outcasts
14-06-2004, 04:21
I PWN you all. Why? Because I just do.
Surrender. Resistance is Futile.
Atlantian Outcasts
14-06-2004, 04:22
I PWN you all. Why? Because I just do.
Surrender. Resistance is Futile.
I declare me the winner! Bow in fear or I'll whipe you out!
Well, Vernii might encounter me soon due to those attacks on Mars... :twisted:
You're very confident in your fleet now aren't you?
OOC:
His confidence is warranted...Bajon is quite powerful, not to mention you pissed all of Mars off, me included. You wont last too long, due to attrition, as well as Martian statistical mastery. :P
OOC: You're assuming this is going to be a long drawn out war. It's not going to be a war of attrition. Vernii isn't afraid of MIDAS, and I really doubt that MIDAS will have any major influence on the course of the war. It's going to be the Ortagans that end this if I lose, not MIDAS.
Five Civilized Nations
21-06-2004, 01:51
*Laughs at everyone trying to competeā¦*