NationStates Jolt Archive


Stellar Nations ships and technology

Stellar Nations
13-07-2005, 05:22
Here is all of my weapons and ships and all that fun stuff

Weapons:
Heavy Bombardment Missile (HBM): Longest range weapon. Range of aproxamatly 90 light minutes (1004400000 miles). If it misses it's target, it corrects it's course towards another shp or it's original target if possible.

Standard Bombardment Missile (SBM): Second longest range weapon. Range of aproxamtly 60 light minutes (669600000 miles).

Primary Beam: Same range as a SBM. A tractor beam that switches polarity (pushing and puling) several trillion times a second. 5 cm wide. Last for a fraction of a second

Second Generation Primary beam: Same as a Primary Beam, however, the beams last for almost a second, allowing for the beam to arch a little. The beam is also 7.5 cm wide

Capitol missiles: Standard missiles. Range of 45 light minutes (502200000 miles)

Force Beam: Close relative to the Primary beam. Range of aproxamatly 30 light minutes (334800000 miles). Beam is a twisting feild that twists everything in it's beam 180 degrees. Beam is aproxamatly 30 cm wide.

Plasma Cannon: Most potent yet short ranged weapon on spacecraft. Range is 10 light minutes (111600000 miles). A carrier beam much like a tractor beam holds together for a few seconds to send over a metric ton of super-plasma ver to the enemy craft. The super-plasma is at ultra-high temperatures and is going at almost lightspeed. Temperatures are said t exeed 15 billion degrees Celcius

Point Defense Laser clusers (PDC): Small clusters of laser weapons that target incoming missiles and other solid weapons. Also work against fighters. Range of aproxamatly 10 light minutes.

Missile modes and warheads:
NOTE: All modes and warheads can be used on all missiles and missile launchers, provided range is right.

Standard mode: Normal missile mode. Travels at aproxamatly .5C
Stealth Mode: drifts without drive and with only small course alterations untill within Sprint mode range. almost impossible to detect before reaching sprint mode. Travels at aproxamatly .1C untill sprint mode
Sprint Mode: Within a range of 30 light minutes, missiles can be fired at such speeds that it is almost impossible to intercept them. Travels at aproxamatly .95C

Nuclear warheads:
1st Generation Nuclear: Yeild of 50 megatons
2nd genreation nuclear: Yeild of 100 megatons
3rd Generation nuclear: Yeild of 1 gigaton

Fusion Warheads:
1st Generation: Yeild of 500 Megatons
2nd generation: Yeild of 50 gigatons

Anti-matter warheads:
1st generation: Yeild of 700 megatons
2nd Generation: Yeild of 75 gigatons
3rd generation: Yeild of 115 gigatons

Anti-fighter missiles:
NOTE: Anti-fighter missiles are designed to take out several fighters with one missile. They are also designed to go much faster because of shorter rangfes
AF-1: Effective against most fighters and small craft.
AF-2: Discontinued due to malfunctions
AF-3: Highly effective against fighters, but not much against small craft
AF-4: Highly effective against small craft but not craft as small and fast as fighters
AF-5: Highly effective against small craft ad fighters, can be put to use as a sprint mode missile.

Sheild types:
Note: Sheilds are given 3 sets of numbers. The first (Power) Is howm much power is needed to be used to bring the sheilds down. The Second (Rate) Is how fast the sheild repowers itself, given in *tons/minute. The third (range) is how far they are from the ships hull, given in kilometers.

Type 1 through 4: Discontinued. Now outdated and obsolete. Type one specs are given because drive feilds are type-one sheilds
Type 1: Power: 50 gigatons Rate: 100 megatons/minute Range: 5 kilometers
Type 5: Power: 50 Terratons Rate: 50 gigatons/minute Range: 50 kilometers
Type 6: Power: 150 Terratons Rate: 5 Terratons/minute Range: 40 Kilometers
Type 7: Power: 300 Terratons Rate: 15 terratons/minute Range: 30 Kilometers
Type 8*: Power: Undeterminable Rate: undeterminable Range: 60 Kilometers
Type 8 sheilds are not the normal sheilds. They teleport everything that reaches the range to the same range on the oposite side of the ship. It teleports everything, including light, radio waves, etc. It works as an effective cloak as well. The only way to take them down is to swamp it with thousands of objects to transport, as it can only transport a limited amount of objects at one time. The size of the generator and equipment means that it can only be on the largest ships and stations. Any living object teleported dies instantly. the reason remains a mystery. The body is alive, but the thing is brain dead. It cannot think. The thing transported is braindead. Communications is established through a constantly-shifting modulation which is controled by cypher compuers on each ship. these cypher computers are also set with a failsafe self-destruct system. If the cpher does not have power and did not shut down, then a mechanical timer starts. his timer takes 3 minutes. Once those three minutes are up and the proper code or power to the cypher hass returned, then the explosives detonate.. Their force is negligable, but their placement is in the center of the chips of the cypher. The chips of the cypher are designed to be flamable, ensuring that they burn thourghouly. They even have their own oxygen supply, so they will burn in space or wherever. The shell of the cypher is fireproof, and it has a secondary mock cypher inside it where the computer would normaly be. This makes it seem like the cypher is working, but small lines of text on the screen that look normal give ti away to only those who are trained in it's use. Only the operators are trained in it's use. Not even the captains of the ships are.

Ships

All ships are equiped with reactionless drives. Reactionless drives envelop the ship in a bubble that allows for higher speeds than reaction (IE rocket) drives can. The bubble is also a semi-effective sheild in adition to normal sheilds carried by the ship. All ships are also equiped with ECM, which cando one of three things: hide the ship with 85% efficency, 95% if emmisions are controled strictly. Disguise the ship as another type of ship with variable efficency depending on the different types of ships, or it can confuse Identify Freind or Foe transpoders within a 5 light minute (55800000 miles) of the ship. The IFF confusion has a 50% chance of making the targeting computers thing that the ships are freindly, and a 35% chance of making them think their own ships are the enemies. Superdreadnaughts, Monitors and Supermonitors have ECM that up these precentages to 65% and 45%.

Ship Class: The class of the ship. Normaly it will be the same as the ship type. However, carriers are built on other ship type hulls. They will say some version of carrier in the class
Ship Type: Type of ship, IE Superdreadnaught, Monitor, Cruiser, etc.
Length: The length of the ship, from the farthest point in the prow to the farthest point in the aft.
Width: The width of the ship, at the widest point
Height: Hight of the ship, at the tallest point
Speed:Speed of the ship. some ligher ships can outrun missiles in standard mode
Armament: the weapons of the ship. When # fighers apears, this is the amount of fighters the carrier carries
Sheilds: Type of sheilds. First type is the main, second is the backup

Ship Class: Supermonitor
Ship Type: Supermonitor
Length: 50 Kilometers
Width: 20 Kilometers
Height: 20 Kilometers
Speed: .2 C
Armament:
250 SBM Launchers
150 HBM Launchers
500 2nd Gen. Primary Beams
500 Capitol Missile launchers
50 Plasma Cannons
100000 PDCs
Sheilds: Type-8 main, Type 7


Ship Class: Super Carrier
Ship Type: Supermonitor
Length: 50 Kilometers
Width: 20 Kilometers
Height: 20 Kilometers
Speed: .2 C
Armament:
50 HBM launcers
150 SBM launchers
250 2nd Gen primary beams
250 Capitol missile Launchers
750 fighters
100000 PDCs
Sheilds: Type 8, Type 7

Ship Class: Monitor
Ship Type: Monitor
Length: 20 Kilometers
Width: 7 Kilometers
Height: 7 Kilometers
Speed: .2 C
Armament:
100 HBM launcers
200 SBM launchers
400 2nd Gen primary beams
400 Capitol missile Launchers
40000 PDCs
Sheilds: Type 8, Type 7

Ship Class: Superdreadnaught
Ship Type: Superdreadnaught
Length: 3 Kilometers
Width: 1.5 kilometers
Height: 1 kilometer
Speed: .3 C
Armament:
75 HBM launcers
175 SBM launchers
350 2nd Gen primary beams
350 Capitol missile Launchers
6000 PDCs
Sheilds: Type 7, Type 6

Ship Class: Heavy Carrier
Ship Type: Superdreadnaught
Length: 3 Kilometers
Width: 1.5 kilometers
Height: 1 kilometer
Speed: .35 C
Armament:
25 HBM launcers
100 SBM launchers
150 2nd Gen primary beams
150 Capitol missile Launchers
500 fighters
6000 PDCs
Sheilds: Type 7, Type 6

Ship Class: Dreadnaught
Ship Type: Dreadnaught
Length: 1.5 Kilometers
Width: .75 kilometers
Height: .5 kilometers
Speed: .4 C
Armament:
150 SBM launchers
250 2nd Gen primary beams
250 Capitol missile Launchers
3000 PDCs
Sheilds: Type 7, Type 6

Ship Class: Assault Carrier
Ship Type: Dreadnaught
Length: 1.5 Kilometers
Width: .75 kilometers
Height: .5 kilometers
Speed: .45 C
Armament:
50 SBM launchers
100 2nd Gen primary beams
150 Capitol missile Launchers
250 Fighters
3000 PDCs
Sheilds: Type 7, Type 6

Ship Class: Battle Cruiser
Ship Type: Battle Cruiser
Length: 750 meters
Width: 250 meters
Height: 250 meters
Speed: .45 C
Armament:
50 SBM launchers
150 2nd Gen primary beams
150 1st gen Primary Beams
150 Capitol missile Launchers
1500 PDCs
Sheilds: Type 6, type 5

Ship Class: Supercruiser
Supercruisers have become obsolete and have been upgraded to Battle Cruisers. They ma be slightly smaller but have th same armament.

Ship Class: Carrier
Ship Type: Battle Cruiser
Length: 750 meters
Width: 250 meters
Height: 250 meters
Speed: .5 C
Armament:
50 2nd Gen primary beams
50 1st gen Primary Beams
50 Capitol missile Launchers
250 Fighters
1500 PDCs
Sheilds: Type 6, Type 5

Ship Class: Cruiser
Ship Type: Cruiser
Length: 500 meters
Width: 150 meters
Height: 100 meters
Speed: .55 C
Armament:
75 2nd Gen primary beams
50 1st gen Primary Beams
100 Capitol missile Launchers
1000 PDCs
Sheilds: Type 5, type 4

Ship Class: Light Carrier
Ship Type: Cruiser
Length: 500 meters
Width: 150 meters
Height: 100 meters
Speed: .6 C
Armament:
25 2nd Gen primary beams
50 1st gen Primary Beams
25 Capitol missile Launchers
150 fighters
1000 PDCs
Sheilds: Type 5, type 4


Ship Class: Light Cruiser
Ship Type: Light Cruiser
Length: 250 meters
Width: 75 meters
Height: 50 meters
Speed: .75 C
Armament:
50 2nd Gen primary beams
50 1st gen Primary Beams
25 Capitol missile Launchers
500 PDCs
Sheilds: Type 4

Despite their light armamant and sheilds, ships lighter than a Battle Cruiser have continued to serve because they can outrun most missiles.

Small Craft
All crat carry a number of pinnaces. These numbers are as folows (given in ship types, not classes)
Supermonitor: 500
Monitor: 250
Superdreadnaught: 175
Dreadnaught: 100
Battle Cruiser: 75
Cruiser: 50
Light Cruiser: 25

Ship type: Pinnace
Length: 5 meters
width: 3 meters
Height: 1 meter w/out landing gear
Speed: .8C
Armament: 2 Internal Lasers
Passenger Capacity: 10
Sheilds: Drive Feild

Ship Type: F-109 Fighter
Length: 7 meters
Width> 5 meters
Height: 1.5 meters w/out landing gear
Speed: 1.1C*
Armament: 3 internal lasers, 6 externaly mounted capitol missiles
sheilds: Drive Feild
*-the fighter cannot use any of it's weapons when going at or faster than light.

Ship Type: B-103 Bomber
Length: 15 meters
Width: 8 meters
Height: 2.5 meters w/out landing gear
Speed: .8 C
Armament: 5 internal lasers, 15 externaly mounted capitol misisles.
sheilds: Drive Feild

FTL Travel:
The Stellar nations uses a method of instant transportaion between it's worlds. Thse are displacement or warp points. There are several kind of warp points. Type 14s, or closed warp points, are only detectable by coming through from the other end. in order to pass through a warp point, a ship must have the proper mass. Light cruisers are the smallest known ships to be able to transport through these points. Mass transition used to be a problem, because transportation would materialize 2 ships in the same space, making them aniahlate each other. But a scientist invented a drive that on transition sends out a grav pulse. This makes the ship transist and come out on the same vector and from the same spot on the other point, making mass transitions possible. However, all living beings and computers are slightly confused after transit for a second or two. If a ship travels faster, the confusion and ill-feeling in living beings is worse.

The SN ships are also equiped with a limited FTL srive, which allows the ships to go at almost 10 times the speed of light. This is used between wapr points if haste is needed. Fighters and a few civilian racing and emergency vehicles are the only known vehicles to be able to go faster than light, though only slightly, without this FTL drive.
Draconic Order
13-07-2005, 05:29
((those fighters must be as small as protoss carrier drones, being like 2m large or something. to be able to carry like 250 on a small ship... also the weapons systems must be incredibly tiny to have so many of them.))
Theao
13-07-2005, 05:37
Looks good, save for the IFF section and the sprint mode for missiles

IFF: To interfere with an IFF, you have to know exactly what the sensors are looking for. To do this you would have to know exactly how every different nations ships sensors work, and that would be doubtfull for you to do. As to the confusing friendlies as enemies, if each ship in a fleet knows where each other is and retains a lock, then that would be impossible to do.

Sprint mode: If a missile is travelling at .95c then it would take 31.5 minutes to cross the distance. Any competent system/point defence should be able to lock onto a missile if it has over half an hour to target it.
Scellia
13-07-2005, 05:44
W00t, I loved that series but still haven't managed to get a copy of Shiva Option or Stars At War II. At least you didn't used Fourth Empire stuff, ahh, millions of Death Stars rock.
Stellar Nations
13-07-2005, 05:45
The IFF jammer thing is more of a hit-and miss thing. That's the precentages. The increased one is beacuse of more computer space for more available information on various IFF types.

And the sprint mode... I was copying ans pasting eery thing. I didn't even bother looking at the decimals. It goes 9.5C, not .95 C

OOC: Scellia: i'm using the stuff mostly from The Shiva option and In Death Ground, with a little from Insurection. Good books. And i've also come up with osme of my own stuff (Bombers) and done away with some things (Gunboats. Though they are being researched)
Stellar Nations
16-07-2005, 06:05
Alrighty then. More stuff to add.

Secret Ships

Ship Class: Baler-vortex Maker (BVM)
Ship Type: Dreadnaught
Length: 1.5 Kilometers
Width: .75 kilometers
Height: .5 kilometers
Speed: .4 C
Armament:
Gravatic Generator
50 SBM launchers
50 2nd Gen primary beams
50 Capitol missile Launchers
3000 PDCs
Sheilds: Type 8, Type 6

Baler-Vortex: Miniture black hole. Stays in the smae spot, sucking anything in. If placed within a planet's atmosphere, it can suck the entire atmosphere from the panet in 15 minutes. Sucks in anything, sheilds, ships, you name it. Lasts for apoxamatly 5 minutes. After it destabilizes and the Gravitic Generaors cannot control it, a pinhead sized highly dense ball of matter is where it as. The actual content of the ball depends on what was sucked in and how much was. 9 BVMs are required to crete a stabile BVM. 27 BVMs can colapse any star into a black hole. Permanently.


Ship Class: Death
Ship Type: Light Cruiser
Length: 250 meters
Width: 75 meters
Height: 50 meters
Speed: .75 C
Armament:
10 2nd Gen primary beams
10 1st gen Primary Beams
5Capitol missile Launchers
500 PDCs
Sheilds: Type 8, Type 3.

The light cruiser uses it's Type 8 sheilds as a weapon, killing a shihps crew without harming the ship.

(Secret stuff is finished)

Datalink: Primitive conputer linking system. Combines ships in a group. Each ships PDCs intercept missiles and solid items heading towarss other ships as well as tehir wn ship.
Command Datalink: Datalin, exept six ships
Super Datalink: Datalink expet for nine ships. This is the reason SN ships are organized into squadrons of nine.

Warp Points: Warp points are classified on a scale of one to fourteen. Many warp points have two clasification. for instance, a type fourteen-one would be a cloased warp point with high stress and size. Warp points are pecuilar things. It is unknown what creates them. all theorys have come to explain them, exept for teh fat that there are warp points out in the middle of no-where, beyond the reach of gravity or anything else. Warp points also require a certain mass to be able to be transisted. this is usualyat least several hundred thousand tons. The point aso requires the passing object to have a high velocity, by the amount of .16C. Ships traveling faster than light are not affected by these points. However, if a smaller ship is traveling fast enough it will transist the warp point. Fighters have reportedly transisted when going at around .999C.

Warp Point types:
Type One: Largest gravitational stresses. Easiest to detect. Fairly large. Easier to navigate through.
Tpe Two: Heavy Gravatic Stress. Medium sized point. Moderately easy to navigate through.
Type three: Moderate to heavy gravitic stress. Small point size, hard to navigate through.
Type Four: Anamoulous point. Found in the depths of deep space. Stress and acessability vary.
Type five: Heavy gravitic stress. Impossible to reach. Hapen within black holes.
Type Six: Medium gravatic stress. Smallest size, hardest to detect and navigate. Is detectable.
Type Seven: Unstabile. Gravitational stress and size fluctuates randomly. Onl used in emergencys.
Type Eight: Stabile. Gravitation stress and size fluctuates on a regular basis.
Type Nine: Artificaly createdWarp Point. Sometimes created by a Baler-Vortex. Usualy fluctuates randomly and colapses within a few hours. Gravitic stress literaly tears anything apart that attempts to go through it.
Type Ten: Rarest occuring point. Occurs in the center of a line between two componetnts of a binary or trinary system. Always stays in the midpoint of the line between those two stars, soemetimes moving. One of two types of points to move. Gravitc Stress and size varies, usualy a type 14 in adition.
Type Eleven: Second rarest warp point. Orbits around the sun. Gravitic streess and size varies.
Type Twelve: Visible warp point. Very rare. Colors difer, going fom red to blue. Red has the greatest gravitational stress, blue has least. Some shift in color and stress. Despite being visible, they give off no ilumination. One known in existance
Type Thirteen: Planetary-sized warp point. Gravitational stress high, size large. At least 25,000 miles across. Two known in eixistance, connected to each other
Type Fourteen: clsoed Warp Point. Undetectable unless a ship is detected going through. Gravitational stress and size varies.