NationStates Jolt Archive


The Vaygr Armada factbook

The Vaygr Armada
22-04-2005, 05:52
(under construction)

Culture

Barbaric in comparison to the modern Western-like culture of many spacefaring nations, Vagyr tradition and culture somehow possesses a certain charm (at least from an external point of view) both in its tradition of leadership, and its effectiveness in sustaining nomadic, starfaring populations of diverse racial and cultural compositions through "total war" conditions where no one is spared the rigors and horrors of almost-constant warfare - in the absence of external enemies the Vagyr tend to make their own.

Vagyr culture is based on a caste system where profession and family reputation (and sometimes gender) dictates an individual's place in society, in modern practice this is remarkably similar to the organisation of military personnel in various units by their operational role. A fleet carrier with its full military and civilian population embarked would be a good case study of the caste system at work.

While most modern space navy''s manpower doctrines would encourage individualistic thought and innovation, in Vagyr culture freedom of action and thought directly depends on a person's caste. A frigate pilot is expected to behave and think as such in accordance to his role, a scientist likewise, and same goes for their leadership - Vagyr culture tends to work well until someone generates some dissent, resulting in the meting out of harsh punishments to keep that person or people in check, or in extreme cases a population mutinies against their leadership with messy results or a family advancing up the caste ladder. This means that there can be a lot of potential energy in groups wishing to break away from the ways of their kin, merely waiting for the right time to do so.

Vagyr leadership culture is totalitarian in nature - a position of leadership granting full authority to do whatever one pleases, at least within the leader's sphere of influence. Thus an infantry squad leader could do what he pleases to his squad, but if the unit doesn't perform to expectations he would take the blame for it. This makes the role of a Vagyr leader one of virtual servitude to his or her reports, as their fate would be decided by them. That "do or die" culture not restricted to this example plays a role in ensuring personnel quality especially where two factors in Vagyr tradition justify such an approach - a mindset of servitude put in place by tradition, and the need to survive threats both internal and external.

It is of note that by tradition, the Vagyr are a matriarchal society thus politics and benefits are more often than not, gender-biased, moreso when warlords sail off to battle leaving their wives or mistresses in total control of the home front.

Technology

Vaygr military technology is quite advanced in some areas and somewhat less so in others; they mostly rely on projectile weapons in combat, though plasma-based weapons are becoming somewhat more prevalent. Most of their technology is a mishmash of designs from various cultures bolted together; they use the Soviet doctrine of "take two things that work and combine them".

Drive Systems

For insystem drive, the Vaygr use high-output fusion torch drives to move their vessels about. The reaction is self-sustaining once begun, thus all vessels only consume reaction mass when their reactors are first powered up.

For interstellar transit, hyperspace tunneling is used; however, while most Vaygr vessels possess hyperspace drive modules, the complex electronic and navigation equipment required is not. Thus, fleet carriers and super capital ships of various types are often required to jump fleets and flotillas of smaller ships around.

Power Systems

The Vaygr use an advanced second-stage "mag-fusion" reactor system, which provides adequate power for their purposes. Like their drive systems, the reaction is self-sustaining once begun. The design can be scaled up and down to provide as much power as neccesary.

Defensive Systems

Due to their lack of shield technology, the Vaygr tend to take a somewhat different route when it comes to protecting their ships from damage. Several different methods are used to prevent and resist damage from various weapon types are used, and these will be detailed below.

-Active Jamming: The first line of defense against enemies, Vaygr ships tend to all employ powerful but crude active jamming, which makes it somewhat difficult to achieve locks on them with most weapons, including missiles.

-Laser Defense System: This involves high-powered lasers specifically designed to target and engage incoming solid projectiles. They are accurate enough to sustain a very high hit rate against even capital ship-class guns; though they have trouble tracking smaller rounds, and of course, a sufficient weight of fire can overload the system.

-Beam Absorb Armor: Possibly the nastiest defensive system employed, the entire hull and armor of almost all Vaygr warships can absorb energy from most energy weapons and use it to replenish it's structure and/or increase the energy reserves of the ship, to a certain extent.

-Heavy Armor: Almost all Vaygr ships are VERY heavily armored, making them very tough nuts to crack.

-Reality Stabilizers: The Vaygr fear time manipulation; so much, that they employ this device, which causes all temporal technology within it's area of effect to simply not function.

Weapons Systems

Most Vaygr vessels use mass drivers of various calibres as part of their primary armament and point defense; these weapons use electromagnetic fields to fling large loads of caseless ammunition downrange at enemies. Replacement ammunition can be quickly created with onboard molecular foundries, and a high fire rate allows continuous pressure to be put on an enemy vessel.

The other primary weapons system most used is missiles; these are also easy to produce via molecular foundries, and fall into a few different categories:

-Concussion Missiles: Fed from a caurosel magazine that allows loading of either HEAP, HESH, or frag ammunition for maximum effectiveness against any particular target, these weapons form the cornerstone of the Vaygr Armada's light missile inventory.

-Medium Fusion Missiles: Mounted on missile frigates and carriers, these weapons have a 25 megaton thermonuclear warhead and home in on enemy capital ships using their own dedicated fusion drive. However, a large size and somewhat slow speed make them somewhat vunerable to CIWS fire. This is remedied by firing them in large volleys.

-Heavy Fusion Missiles: Deployed by destroyers and battleships, these massive missiles have a 100 megaton fusion warhead, with enough power to snap a frigate in half with a single hit and disable larger ships with only a few strikes.

-LRICMs: A long range cluster missile designed to be used against enemy strike craft formations. Deployed by missile frigates and battleships.

-Unguided Rocket Pods: In use on Shamshir II assault corvettes and Heavy Assault Craft, these unleash a stream of 20-40 light rockets for capital assault roles, but take some time to rebuild their ammunition supply.

As for energy weapons, there are four types employed, all with relatively short range but excellent power. The first is the generic plasma bomb, using energy siphoned from the ship's reactor to fire a large orb of plasma at a target in order to deal damage. Smaller orbs can also be generated, allowing plasma bombers to do double duty as fighters.

Next are lance beams; these laser-plasma beam guns are accurate and hit hard, though are somewhat short range. They come in three varieties: small, medium, and heavy. Small types are mounted on strike craft, medium lance beams are fitted to frigates as assault weapons/point defense and larger ships as anti-strikecraft guns, and heavy lances are used as a heavy weapon on some frigates and on capital ships to deal damage to larger enemy ships.

Next, we have the Trinity-type pulse-fusion cannon, currently only employed on the Shamshir II assault corvette; this delivers a large pulse of energy to an enemy ship, smashing and melting armor.

Finally, the most powerful weapon in the Vaygr arsenal: the direct reactor output fusion lance cannon. Currently only equipped on the Merkavah frigate and Auvernagel "Titan of Fire" battleship as spinal mount armaments, this weapon is quite simply, a super-powerful fusion flamethrower that fires in bursts, capable of tearing an enemy ship into drifting slag with continuous fire. It is, however, somewhat short ranged.


-will add ship specs and some more background data later-
Otagia
22-04-2005, 06:26
OOC: From what I've seen you've done a good job fleshing out your nation, and the tech looks pretty good. While I personally think mine could take it (I love unconventional tactics), it's well thought out, though a bit unoriginal. Out of curiosity, would you happen to be a puppet of Axis Nova? Oh, and can't wait to see ship specs.
Axis Nova
22-04-2005, 06:52
OOC: From what I've seen you've done a good job fleshing out your nation, and the tech looks pretty good. While I personally think mine could take it (I love unconventional tactics), it's well thought out, though a bit unoriginal. Out of curiosity, would you happen to be a puppet of Axis Nova? Oh, and can't wait to see ship specs.

Yes, actually, I am. I want to try my hand at FT RP without using my main nation.

edit: oops

Heh forgot to log out of my main nation.
Xenonier
22-04-2005, 08:06
OOC: Straight from the PDS mod, I see. Well, at least I know somebody who plays it.

I prefer Higaarans. The BBX ownz.
The Vaygr Armada
22-04-2005, 08:14
OOC: Straight from the PDS mod, I see. Well, at least I know somebody who plays it.

I prefer Higaarans. The BBX ownz.

Yeah, pretty much.

*is staff on the PDS mod*

Also, don't expect the BBX to ever be produceable or even appear outside of custom scenarios. ;)
War Bringers
22-04-2005, 08:46
nice

Whats the PDS mod like?
Axis Nova
22-04-2005, 09:33
nice

Whats the PDS mod like?

http://www.penguin-mayhem.net/pds/
Xenonier
22-04-2005, 12:41
Yeah, pretty much.

*is staff on the PDS mod*

Also, don't expect the BBX to ever be produceable or even appear outside of custom scenarios. ;)

*Cackles evily at the thought of using that in the original campaign*

Triple arbiter cannons and bigger ion cannons. Oh yeah. As is, the Prince of Higaara is probably better than the titan of fire given it's wider area coverage. Can't wait to see what that BBX can do. Higaarans are going for the ... er Ewang statement there. Nevertheless, big boom vagyr gone bye-bye.

To anyone who has no idea what I am rambling on about.

BBX (http://www.penguin-mayhem.net/pds/modules.php?set_albumName=album09&id=aap&op=modload&name=gallery&file=index&include=view_photo.php)
The Vaygr Armada
22-04-2005, 21:34
Major Combat Vessels Employed by the Vaygr Armada


Subsection One: Strike Craft

Light Assault Craft

Specifications

Class: Assault Craft (AC)
Role: Light Fighter

Length:
Mass:

Tactical Translation Velocity: 325m/s

Armament:

(centerline weapon pod)
1x 20mm Flechette Cannon Array
(external hardpoints)
1x 160mm Unguided Munitions Pod

Battle Support Avionics: None

Defense Systems: Laser Defense System, Beam Absorb Armor

Notes:

Light Assault Craft, frequently referred to as LACs, are mass-produced "manned missiles" deployed for rapid interception of hostile strikecraft. Their minimal armour protection and ineffectual firepower against modern combat spacecraft has made them all but obsolete. They are still deployed as carrier escorts, operating defensively against bomber attack and conducting lightning strikes on capital ships with their unguided munitions. While individual LACs have trouble taking down anything larger than second-line light fighters a swarm of them are a force to be reckoned with. Their extreme maneuverability allows them to literally fly rings around heavy space superiority fighters and deploy waves of unguided munitions onto capital ships on short notice, and easily escape return fire.

LAC pilots are typically expendable slave soldiers and convicts - whist their piloting skills and loyalty are questionable at best the promise of paradise and the threat of harsh punishment is usually enough to attain an adequate level of motivation in LAC units. Other, less archaic clans employ LACs as unmanned drone fighters remote piloted from carriers and command ships.

Nadir ACL


Specifications

Class: Assault Craft, Lance
Role: Nadir DPW Carrier

Length:
Mass:

Tactical Translation Velocity: 325m/s

Armament:

(centerline weapon pod)
1x Light Plasma Lance
(external hardpoints)
2x 160mm Unguided Munitions Pod

Battle Support Avionics: None

Defense Systems: Laser Defense System, Beam Absorb Armor

Notes:

The standard fighter of the Vaygr Armada, this craft tends to travel in swarms, hitting foes with hull-ripping bursts from their rapid-fire lances and hosing down capital ships with their unguided rocket pods. They are somewhat more expensive than LACs, but significantly more effective. They are often deployed to stiffen the ranks of LAC squadrons, or en masse when resources allow.


Saracen Attack Bomber

Specifications

Class: Assault Craft, Bomber (ACB)
Role: Plasma Attack Bomber

Length:
Mass:

Tactical Translation Velocity: 260m/s

Armament:

(weapon pods)
2x 115mm Plasma Repeater Cannon

Battle Support Avionics: None

Defense Systems: Specifications

Class: Assault Craft, Bomber (ACB)
Role: Plasma Attack Bomber

Length:
Mass:

Tactical Translation Velocity: 260m/s

Armament:

(weapon pods)
2x 115mm Plasma Repeater Cannon
(outboard hardpoints)
2 x 448mm Heavy Fusion Missile

Battle Support Avionics: None

Defense Systems: Laser Defense System, Beam Absorb Armor

Notes:

The Saracen ACB is armed with a pair of plasma cannons for the capital assault and battlespace interdiction roles, and two heavy fusion missiles to allow it to deposit a deadly payload against an enemy ship. The Saracens are in all respects LAC hulls fitted with weapon pods on the lateral hardpoints, and greatly increased armour protection. Cheap to produce and docile in handling, ACBs are deadly strike fighters, though their plasma cannons are incapable of taking apart larger vessels.

On the other hand, groups of Saracens operating in concert with a cavalry squadron are a powerful tactical force multiplier by themselves - they are able to cripple battleships by precision strikes once point defenses are suppressed, and cripple any 400m-class or smaller warship by triangulation of plasma cannon fire.

While the Saracen is capable of defending itself against interceptor threats, they are vulnerable to attack from heavy space superiority fighters and corvettes, and thus are employed as lightweight fast response artillery.

Nachin-gal HAC

Specifications

Class: Fighter Class (Heavy)
Role: Space Superiority/Capital Assault

Length:
Mass:

Tactical Translation Velocity: 300m/s

Armament:

(weapon pods)
2x Light Plasma Lance
2x 90mm Assault Cannon
2x 12-tube unguided rocket pod

(rear turret)
1x 90mm Assault Cannon

Battle Support Avionics: None

Defense Systems: Laser Defense System, Beam Absorb Armor

Notes:

The latest addition to the Vaygr fighter arsenal, this craft is heavily armored, heavily armed, and extremely fast. It possesses a weapons mix guranteed to make it effective against almost any foe, and it's rear turret helps to tag enemies on it's tail. However, all the armor and engines and weapons do incur a small disadvantage: maneuverability is reduced, usually meaning this craft must employ a "boom and zoom" style of combat against other fighters.

Missile Corvette (CTG)

Specifications

Class: Corvette
Role: Strike Craft Support

Length:
Mass:

Tactical Translation Velocity: 260 m/s

Armament:

(weapon pods)
2x 160mm Concussion Missile Launcher

Battle Support Avionics: None

Defense Systems: Laser Defense System, Beam Absorb Armor

Notes:

Unmaneuverable, lightly armored, and somewhat slow, this craft's role is to spew a constant stream of concussion missiles outwards at enemy strike craft. It tends to be deployed in large numbers and with fighter escorts, to allow it to bring it's weapons to bear and rain large storms of missiles down on enemies. It is not designed for dogfights.


Missile Corvette (CTA)

Specifications

Class: Corvette
Role: Capital Assault

Length:
Mass:

Tactical Translation Velocity: 260 m/s

Armament:

(weapon pods)
2x 150mm Plasma Cannon

Battle Support Avionics: None

Defense Systems: Laser Defense System, Beam Absorb Armor

Notes:

Intended for a capital assault role, this craft operates as a super heavy bomber of sorts, using it's plasma cannons to lay heavy fire on enemy ships, crushing shields and shattering hulls with continuous bombardment. However, like the CTG, it also suffers maneuverability and durability issues, and is completely unsuited for dogfighting.

Banat er rih (Daughters of the Wind)


Missile Corvette (CTA)

Specifications

Specifications

Class: Corvette, Heavy (CTH)
Role: Multirole Corvette

Length: 60m
Mass:

Tactical Translation Velocity: 285m/s

Armament (common):

(centreline)
1x 550mm Heavy Plasma Cannon
(nose weapon stations)
4x 90mm Flechette Repeater Cannon
(ventral missile bay)
2x 160mm Concussion Missile Launcher
(optional weapon hardpoints on sides)
2x2 90mm turret or 2x 20-tube unguided rocket pod

Battle Support Avionics: Electronic Support/Countermeasures System

Defense Systems: Laser Defense System, Beam Absorb Armor


Notes:

The Daughters of the Wind are the core of the Alliance's second-era (2E) offensive squadrons, and these heavy corvettes field unmatched firepower for their size. Based around a standard heavily armed and armoured spaceframe, the banat er rih (named after warhorses of old) are true modular warships that can be outfitted for space superiority, capital strike and flotilla leader roles with minimal time and effort.

Deadly against a wide variety of targets, 2E corvettes are fearsome pack hunters although their high weight and large size coupled with excellent directional thrust and minimal roll inertia makes them a challenge to tame - most pilots end up with a Newtonian fighting style, exploiting the CTH's exceptional rotational maneuverability and using the main engines' thrust to offset its poor lateral acceleration.

CTHs are usually deployed as heavy strike units providing general support to forces already engaged; their endurance under battle conditions is exceptional provided squadron cohesion is maintained and threats to the heavy corvettes such as DEW carriers and space superiority fighters targeted for destruction before they can pose a threat. As such CTHs are usually committed to battle in light cavalry fashion to create an untenable tactical situation for the enemy at a certain part of the battlespace - and are never committed piecemeal as assault forces due to their cost.




(That's enough strike craft for now, I'll get started on frigates later :p)
The Vaygr Armada
23-04-2005, 09:30
By the way, it is worth noting that the Beam Absorb Armor has it's limits-- the larger the mass of the ship, the more energy the armor can absorb at a time.