NationStates Jolt Archive


The Hakurabi Military Reference Chart (OOC FT Reference. Comments please.)

Hakurabi
17-05-2005, 10:54
I'm just using this so I have an easy reference to point people to when RP'ing with my mainstay units. Note that most ships have but a single crew member, due to the nature of the Hakurabites. Theoretically immortal, centuries of training and service are typical of the somewhat insubstantial Hakurabi Navy.
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"Broadside" Class Artillery Battlecruiser
The Broadside is the mainstay, and the largest ship of the Hakurabi Starnavy. Only veterans are chosen to command these vessels, and several years of training after selection only improves upon the decades of experience their pilots have. In more recent times, due to the pressures of war with the Cassiopeians, some less experienced pilots have been retrained for battlecruiser command. However, this has but caused the creation of an 'elite' class of battlecruiser pilots, those who have centuries of experience behind them. Currently, only thirty of the two hundred battlecruisers in service qualify for elite status. Even being a regular battlecruiser pilot is the dream of many hopeful young students at the academy.

Weaponry:
Whilst the Broadside is perfectly customisable by their respective pilots, several items are always present. However, as a result of the freedom to modify the starship, many pilots have chosen to add a variety of sensors, and some even small point-defence weapons. However, major deviation is rare, for newly inducted pilots, eager to exercise their newfound control over their vessel, quickly find that the vital maneuverability of the ship is rapidly compromised when not carefully changed. Nevertheless, Those who have had time to tweak their ships have, at times, found ways of drastically improving their typical fare without substantial mass gain. One such example is the addition of twenty heavy anti-matter torpedoes.

The weapons usually comprising the battleship's weaponry are the signature long range plasma cannons, and the Anti-matter torpedoes. The four three-barreled long range plasma cannons are no longer the fearsome weapons once employed against the space pirates threatening the colony, however, it is impossible to admit they have become any less useful. Their long range, along with their somewhat rapid fire, are the ideal tools for bombarding less maneuverable ships from outside their range.

When facing truly massive ships, battlecruiser pilots are known for their deadly torpedo barrages, followed then by streams of heavy plasma fire. The anti-matter torpedoes themselves are wholly unremarkable, however the jamming fire from the plasma cannons causes them to become more dangerous than if fired alone.

Defensive Mechanisms:
The Battlecruiser is more lightly armoured than some pilots would enjoy, however the much reduced mass allows it to handle just a bit better than your typical destroyer. Of course, it comes at a cost: The ship has but twenty metres of carbon fullerene armour. The sturdy, if outdated armour is sound defence against smaller ships, such as sloops, and fighters, but will rapidly be broken through when heavy weapons are brought into play. On the other hand, its shields are above average, given the lesser mass required to protect such a ship. Employment of both Anti-Gravity/Gravity shields, which force kinetic weapons to move several times faster than normal to penetrate, and the Energy Converters, which convert energy waves into harmless visible light.

Internal Workings:
The Battlecruiser, like most Hakurabine ships, employs a simple fusion reactor and hydrogen scoops, which allows both a simple method of resupply and an effective source of ammunition for the plasma cannons. Whilst not initially installed, Faster-than-light interdictors are almost a compulsory addition. Anti-Gravity Launch mechanisms are used to allow escape from most gravitiational fields, whilst regular retroboosters allow for smooth landings. All battlecruisers are fitted with a large assortment of various energy-based scanners, though most of them do not come into play until active scanning. The scanners are powerful in their own right, but these ships are typically dispatched with a specialised scanning vessel, capable of 'spotting' ships from almost half a light year away.
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Well that one took me almost an hour! Well... what do you think? I sure hope I've not overexplained it.

To finish, here are the stats:

Length: 500m
Height: 200m
Beam: 200m
1,000Tt Kinetic Shield
5000Mw Energy Shield
20m Carbon Fullerene Armour
4 3-barreled 750Mw Long-Range Plasma Turrets
20 Heavy Antimatter Torpedoes
Fusion Reactor

Of course, the stats won't affect much, so I'm leaning on the description. The fact that these guys are piloted only by veterans means that I can use 'Calm under Pressure, but not too much Pressure' psychology.

The fact that I have but two planets in a somewhat insignificant system kinda stops my ability to field massive armies of thousands of dreadnoughts, but I'm fine with that, because then I can micromanage my ships and lose a lot less overall. I've found when you bring any more than around fifteen individual ships, you are expected to take multi-ship losses, but when you have under, you can graduate damage and take somewhat repairable damage.
Hakurabi
18-05-2005, 10:03
"Faith" Class Point-Defence Frigate
The Faith has its roots in the final rebellion of the Hakurabian populace (then human) against the feudalistic dictatorship that once controlled Upsilon Andromedae and several surrounding systems. The dictatorship, its name now lost to the ages, struck brutally with huge carriers and swarms of torpedoes. Even the smallest ship could not escape their waves of destruction. As the rebellion realised that they had no chance, they decided all was lost. That is when a young technician allegedly found a way of 'deflecting the arrows of their enemies', so to speak. The answer lay in the old mass drivers now all but discarded by their antagonists. The sloops of the rebellion began to succeed again and again in battles against the carrier groups, as the new frigates cleared the way for the sloops to fire weapons of their own. Many sloop captains owed their lives to the frigates, and when a religious fellow nicknamed it 'The Faith of our Lord', it stuck. This was gradually whittled down to simply 'Faith', but its purpose has never changed. The Sloops and Faiths in fact, had no chance against fleets, but the gradual culling of carriers and missile cruisers finally caused the capital to be overwhelmed by angry civilians.

Weaponry:
The Faith itself is an impressive ship, and whilst armed with but twelve rapid fire mass drivers, its superior targeting systems are extremely difficult to overwhelm or outmaneuver. Whilst the basic ship has not changed significantly, constant work causes it to remain the bane of fighter pilots. Some have, in fact, been destroyed by endless waves of missiles, however the material cost of producing millions of missiles to destroy it.

Defensive mechanisms:
Like the Broadside, the Faith relies on its shields, maneuverability, and weapons to avoid destruction. It was once attempted to armour these invaluable vessels more heavily, but it was rapidly found that the added mass compromised the turret turning speed, and significantly lowered the maximum bogey load of the ship. It is also fitted with energy and kinetic shields approximating the power of a battlecruiser.

Miscellaneous:
As with the Battlecruiser, the Faith is equipped with a fusion reactor and hydrogen scoops, along with similar launch mechanisms. One thing to note, however, is the larger bulk of sensor units in order to maintain high speed detection of missiles and fighters. This has the side effect of exposing cloaked ships, as comparison between redundant devices makes this all the more plain.

Stats:
100m Length
50m Height
100m Beam
100Tt Kinetic Shield
5000Mw Energy Shield
10m Carbon Fullerene Armour
12x Rapid Fire Gatling Gauss Cannons
Fusion Reactor