NationStates Jolt Archive


DGNT plans to update space forces

Dontgonearthere
11-01-2004, 01:23
A review of our nations space-based systems found the arsenal somwhat lacking, so we made

some changes. Naturaly, these will take some time to impliment fully, but the fleets will

be updated by proximity to Earth, Pax and AC1, 6, and 10.

These items are for sale, if you want them. These will be posted at GLACORP when I have

the time.

A. Introduction of the following new weapons systems:
I. 'Pinwheel' missile system
http://www.xenophobia2186.com/img/space-missile.views.jpg
Once fired the missile locks onto the designated target, and fires its first explosive

charge, blowing off the forward 'pod' and loosing the chains, which expand in a star shaped

pattern with a radius of about ten feet. Any ship impacting one such chain receives a

nasty blow, and its quite hard to miss with the system. As 'insurance' the missile

contains a small anti-matter charge which detonates once the missile stops moving

II. 'Intimidator' long range cannon
http://gcd.kirkwarez.com/Bertha.jpg
Intended to be a cheaper alternative to the GC5000 mounted on Pile Drivers this cannon

takes up less space and is more effective on ships, delivering a plasma charge at very long

ranges, the actual cannon is roughly 40 yards from end to end, and mounts its own power

generator

III. 'Ripper' MIG (Multiple Independant Gun)
http://gcd.kirkwarez.com/Interesting.jpg
THis is destined to become DGNTs standard anti-fighter weapons system, each cannon has an

independant AI targeting system, with a single human, who chooses targets via voice

commands and a keyboard. The cannons fire 20mm flak or energy shells, each is also mounted

with three AMM tubes with three missiles in each tube.

IV. 'Imperial' Assault rifle
http://gcd.kirkwarez.com/Gun.JPG
A rifle designed specificaly for boarding parties and ship defence. THe weapon is quite

short, leaving lots of free space for manuevering. It fires energy beams, and can

therefore fire even if the ships environment is compromised. A single shot on the highest

setting can melt a four inch deep hole in steel. The weapon has four settings, heavy stun,

light stun, low power, high power. Heavy stun will put a human out for about ten minutes,

light for about three. Low power is about the equivilent of a gunshot, and high is the

above mentioned insta-kill shot. Troops on friendly vessles will naturaly be keeping the

setting at low, since its a bad idea to decompress the bridge of your own battleship.


V. ASDS (Automated Ship Defence System)
http://gcd.kirkwarez.com/Splicer.jpg
http://gcd.kirkwarez.com/Entrion/Dev%20Pics/Weapons/vulcan.jpg
http://gcd.kirkwarez.com/Entrion/Dev%20Pics/Weapons/shock.jpg
http://gcd.kirkwarez.com/Entrion/Dev%20Pics/Weapons/rifle.jpg
Specialized robots for ship defence, either turret mounted or 'spiders' with suction feet

in case of gravity loss. Each 'bot has semi-independant AI which is capable of low-level

descision making and target prioritizing. The 'bots are stowed in compartments on the

ceiling (turrets) or at floor level (spiders). Battery cells last about a day before

recharg is needed.

B. The following SDP's (Space Defence Platforms)
I. 'Fist' Siege platform
http://www.tadesigners.com/TAFF/Eyecandy/A-BattleStation.jpg
Designed to cover an area of a planet with quite throughough laser/projectile cover to

prevent anything from coming or going.
Stats:
Crew: 250 (175 crew, 75 marines)
Fighter compliment:
15 Fighters
Armament:
1 Anti-matter cannon (central)
2 Rail guns (forward)
2 EMG cannons (rear)
50 Anti-fighter batteries
5 missile launch tubes
40 AMM tubes

II. 'Liberator' Area defence platform
http://www.tadesigners.com/TAFF/Eyecandy/C-BattleStation.jpg
A scaled down version of the ageing 'Guardian' platforms, these are made with the aim of

defending a single city rather than half of a planet. The platform can either float above

the city or land and deploy troops.
STATS:
Crew: 150 (Can carry a total of 100 Marines)
Fighter compliment:
5 landing craft
Armament:
3 VAAR launchers
3 Medium plasma cannons

C. Introduction of new fighter classes:
All DGNT fighters are atmosphere capable unless otherwise noted.

I. 'Scorcher' Torpedo boat
http://www.tadesigners.com/TAFF/Eyecandy/HellHawk.jpg
Meant for heavy attack runs on capital ships, these are fast, lightly armed (other than

their AC weapons) and well shielded. The crew of two has little defence against fighters

and must rely on cover from friendlies.
Crew: 2
Wingspan: 20ft
Length: 45ft
Armament:
1 forward mounted laser
1 rear mounted laser (turret)
4 torpedo hardpoints
Defence:
3 medium defence shields

II. 'Inferno' Light area control fighter
http://www.tadesigners.com/TAFF/Eyecandy/BirdOfPrey.jpg
The inferno is a light, small fighter intended for short area controling missions, such as

the elimination of enemy fighters in close proximity to capital ships. They are very fast

and quite heavily armed for their size, carrying four missiles each. The fighters will run

on a new type of engine, though most of the info is classified, it will use a special

gravity drive to propel itself.
STATS:
Crew: 1
Wingspan: 10 ft
Length: 30 ft
Armament:
2 wing mounted laser cannon
4 missile hardpoints OR 4 rocket pods
Defence:
2 light shield generators

III. 'Revenge' Figher
http://www.tadesigners.com/TAFF/Eyecandy/Sliver.jpg
The new standard DGNT fighter, it will be replacing the Avenger in most cases. The new

craft carries a higher payload than the Avenger, but is slightly slower in the atmosphere.

It will also carry a better hyperdrive and more intelligent AI.
STATS:
Crew: 1 or 2, depending on mission
Wingspan: 35 ft
Length: 12 ft
Armament:
2 wing mounted lasers or mass drivers
1 Top mounted turret
3 missile hardpoints with 4 missile magazines

D. Introduction of the following capital ships:
DGNT is quite lacking in variety amoung is capital ship fleet, having only three classes,

in common use, and no corvettes. Corvettes are (in DGNT terminology) something to big to

be a fighter, but capable of landing in a capital ships docking bays.
Note on the fighter capacity: THe lists indicate the number of racks for that fighter

type, but these can be switched around for differnt arrangments.

I. 'Victory' fleet carrier
http://www.tadesigners.com/TAFF/Eyecandy/Victory.jpg
STATS:
Length: 4,800ft
Weapons:
10 Heavy lasers
60 Laser cannons
60 Rail guns
20 Ion canons
10 missile launch tubes
Crew: 3,600 On-Board Personnel, 275 Gunners
Cargo Capacity:
100 FIghters
50 Bombers
5 Marine boarding shuttles
8 Assault Landers
2 Heavy equipment landers
Passengers: 2,500

II. 'Rook' Heavy cruiser
http://www.tadesigners.com/TAFF/Eyecandy/Arclight.jpg

Length: 3,500ft
Weapons:
2 Heavy lasers
48 Laser cannons
20 Rail guns
6 Missile tubes
Crew: 1,400
36 Fighters
36 Bombers
6 Shuttles

III. 'Dagger' Anti-Fighter corvette
http://www.tadesigners.com/TAFF/Eyecandy/Mstar.jpg
Length: 250ft
Weapons
1 Medium laser turret
2 Light laser turrets
10 missile hardpoints with ten round magazines
Crew: 25
2 fighter docking points


IV. 'International Incident' Light corvette
http://www.tadesigners.com/TAFF/Eyecandy/Icarus.jpg
Length: 150ft
Weapons
1 Turreted light laser
2 forward lasers
4 missile hardpoints
Capable of ramming
Crew: 10

V. 'Pax' cruiser
http://www.tadesigners.com/TAFF/Eyecandy/Starburst.jpg

Length: 3,000 ft
Weapons:
3 Heavy mass drivers
10 Medium laser cannon
4 missile launch tubes
Crew: 985


VI. 'Ripper' heavy corvette
http://www.tadesigners.com/TAFF/Eyecandy/Revenge.jpg
Length: 500ft
Weapons:
1 Mass driver
4 Medium laser cannon
10 Light lasers
Crew: 50

VII. 'Discovery' Explorer ship
http://galactic-voyage.com/images/SW%20Ships/corellian%20gunship.jpg
Length: 119 Meters
Weapons:
2 Double laser cannons
4 Quad-laser cannons
2 Missile Launchers
Crew: 91
1 landing craft or 4 fighters