NationStates Jolt Archive


Hyperspatial Travel Factbook

Hyperspatial Travel
29-09-2005, 01:04
The Star League of Hyperspatial Travel
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Factbook Contents:
1 - History of the League
1.1 - Foundation
1.2 - Hegemony
1.2.1 - The First Kavahan Wars
1.2.2 - The Subjugation Wars
1.3 - Confederation
1.3.1 - The Second Kavahan Wars
1.3.2 - Warp Gate Development
1.3.3 - Exodus
1.4 - One Realm, One People
1.4.1 - Republican Membership
1.4.2 - Military Dictatorship
1.4.3 - An Alliance torn apart.
1.4.4 - Show of Power!
1.4.5 - Rebellion, and an unexpected alliance.
1.4.6 - Invasion!
1.5 - Formation of the Star League
1.5.1 - Protection of lesser races.
1.5.2 - A legacy endures...
A.1 - Technology of the League
A.2 - Ships of the League
A.3 - Ground Forces of the League
B.1 - Politicial structure of the Leage.
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1.1, Foundation
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(Note: These notes are as historically accurate as possible, compiled from voice-recordings, written notes, video footage, and two probability generators.]
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The ragged planet below them gave a last gasp of life, and imploded, the fiery surface ripping in on itself, the ancient, nigh-destroyed planet Annulis dying, their beautiful homeworld oblitererated in a matter of weeks. Untold millions had died, and the sixty thousand who lay asleep in their cryo-bays were almost all that remained of humanity, for all they knew. The first frigate built by mankind upon the formerly green and verdant world of Annulis, and, for some unfathomed reason, the planet began to die. The Katarina, was the first interstellar craft of the Allied Nations, as each nation had its own, induvidual plans, but the Katarina had been the pride and joy of the entire world. Now, there was no world to admire it... The finest people, athletes, scientists, those who would be needed, were loaded aboard the bay, as the beginnings of the cataclysm came about.
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They fled, and, even now, the only reason they had not left, is because they could not bear to leave their world behind, while some hope still reigned. However, now, it was time to engage the FTL engines. The AI, the leader of this expedition, Narcisithius, a strange name, to be sure, was a very scientific sort of AI, but still useful in a practical situation. He gently engaged the engines, and began to thread them through the asteroid field, as they picked up speed, faster and faster.
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The last of the six still-awake crewmembers wept openly as they left Annulis, Captain Johnm Brigadis, a brave, and good man, a sturdy, and a hardy one, was weeping openly, his tears streaming down his face, as he sank into a chair, to stare at what would be the last human sight of Annulis for two thousand years.
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He reclined, and the chair softly moved into the wall, the cryo-doors closing above him... John knew only sleep, and peace, as he so desperately sought.
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The next day, perhaps it was a month, perhaps a year. Who knew? However, the AI had awakened them, and they were in orbit around a green-and-blue world, much like the one they had left. It began to accelerate. John gibbered wildly, as he remembered that the Katarina had no landing pods, nor did she had landing engines of her own.
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It sped into the atmosphere, the retro-rockets firing, again, and again, slowing the descent, until... a huge white parachute unfolded, and the secondary ion engines whirred to life, letting the craft glide to the ground, and softly touch down...
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The multitude of people began to awake, and looked around in wonder, at Sagrias, the gem which they had landed upon. Indeed, the hardships that they had faced, and were still to face, were forgotten. Then, in a strange moment, they all looked at the AI's screen, and asked them, as one people, what should they name themselves? For an AI with no sense of humanity whatsoever, and only the barest understanding of human customs, this was, perhaps a bad question to ask. "As the Hyperspace Engines have brought you here, and the hyperspatial travel which we developed has saved us, I decree that we name this nation Hyperspatial Travel!"
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A hush fell over the crowd, but, so grateful to the computer-being that had saved their lives, they accepted it. After all, what did it matter what they were named? They had more important matters to attend to than quibble over a name, and, indeed, the name did have its merits. They left, merrily, and began setting up Yllis City, the first city of the One People of Hyperspatial Travel, and began their creation of a colony, and had no qualms, as this world they had discovered was a bright and shining jewel, one that was even purer than their old world...
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1.2, Confederation
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The One People grew, and grew. The five continents of Sagrias had been colonised, and technology abounded; however, their needs and wants soon overcame what they actually had, and war was imminent, within a matter of weeks. The once-harmonious planet had split into six factions, the Gartae, who were mainly scientists, and ruled the northenmost continent, and owned the only spaceship on the planet, the Shirrth, a warrior-faction, who ruled the southern-antartic continent, one which was rife with cold, yet still a useful continent, the Yivon, who ruled the westmost continent (From Landing), and were the most populous, the Hilvaynes, who ruled the eastmost continent from Landing, which, was, incidentally, not that far from the Yivon continent, the Urris, who ruled half of Yllis, the continent upon which Landing had taken place, and the Yllisians, who ruled Yllis City, and approximately half of Yllis.
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Indeed, it was a terrible time. Pitched battles between the Urris and the Yllisians became a common occurence, as did raids between the Yivon and the Hilvaynes, and the large airial fortresses of the Shirrth were a terror in their own right, taking what they wanted, with no regard for others. Only the Gartae remained apart, as they had almost completed their experiment, the construction of an FTL engine.
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The Gartae were, perhaps, the wisest of the entire One People, or Travellians, as they now called themselves. However, this wisdom would not be enough to save them in the future...
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In another eight months, tension had risen to its highest level yet. An Urris army surrounded Yllis City, and shots were fired. Six floating fortresses of the Shirrth were attacking the Yivon, and the Hilvaynes were raiding the Urris and the Gartae. The Gartae completed their designs for an FTL engine, and simply... left. Their entire city was emptied, and no-one ever reported seeing ships leaving, and none were scanned.
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In the midst of the confusion that this brought, the Yllisians chose to strike back. Forty tactical missiles razed the main cities of their opponents, and obiterated the Shirrth Fortresses, and made wastelands out of many otherwise arable lands. The devastation was terrible...
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The Yllisians, rising up from the ashes of the other civilizations, simply declared themselves overlords, and killed anyone who opposed them. Then, they created the Hegemony. The Hegemon, Tyaris Brown, was a fearsome man, to be sure. He had half-developed psychic powers of an unheard-of level, and is the only person within the modern-day League to have such levels of power. Tyaris ruled over a half-dead civilization, his ardent followers obeying his every command to exterminate disobedient people, and, so, the seven billion of Sagrias was reduced to four billion within a matter of a month. Another six months, and a mere two billion lived upon Sagrias. However, the Hegemony was not to be constrained to a single planet. Oh, no. Never. The Hegemon had plans, and they were not to be interrupted. Firstly, The Hegemony built seven starships, not a one capable for FTL travel, but all capable of warfare, and all most defintely capable of colonization and mining. The two asteroid belts of Sagrias were quickly mined, in short order and Sagrias IV, Sagrias II, (Sagrias is Sagrias III), Sagrias VII, and the moon of Sagrias, Thyan, were all colonized. Thus, did the Hegemony rule an entire system, before developing the Truespace Drives. A top-secret project on Sagrias II, the Truespace Drive was under development. Originally funded as a FTL program, as leaving the system was paramount to the Hegemony, Truespace was discovered.
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Truespace is essentially a mirror of normal space, in many ways. However, there are no stellar bodies in Truespace, nor are there any landmarks or the like. Truespace is essentially a grey fog in space, however, Truespace Engines open up pathways in the fog, easily traversable, and take minimal time to travel. You see, 90% of Truespace Travel Time is making a path through the fog, however, this is well worth it, as sublight speeds are still infestimally slower.
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After a path has been cleared, however, travel speed is multiplied by ten, and what was an effective and efficient way to travel is now positively speeding, intersystem travel can be achieved within seconds.
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After these engines were developed, the Hegemony began to expand. First one system... Then another. Then another. Then two more. It began to eat away at the borders of surrounding nations, unknowingly, until...
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The Kavahans arrived. They came in a diplomatic vessel, to kindly ask whether we would please keep to our own space, and not colonise Kavahan mining colonies?
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The Kavahan Conglomerate ruled over six hundred worlds, as opposed to our puny sixteen, and, it must be admitted, we were in no position to say no. However, we did. The Hegemon outright refused, saying he would colonise where he liked, doing what he liked. The Kahavans sent down a taskforce of sixty thousand soldiers, all in heavy armour vehicles, to capture our capital city. They won, easily. Within seventeen minutes the battle was over. Indeed, the Kavahans thought they had secured themselves a lasting peace.
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How wrong they were...
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The very next day, six hundred Hegemony Cruisers, the entire fleet of the Hegemony, struck at the Kavahan homeworld. Unlike the Kavahans, they were not gentle, and did not discriminate between military and civilian targets. Millions upon millions of nuclear warheads descended towards the planet, oblitering all fifty cities, and wiping out approximately half of all Kavahans. However, they were back with a vengeance.
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Thousands of ships descended on all our worlds, blockading them, their intent: To put us back in the stone age. They simply blockaded system, after system, finding all of them but two. We fought back, it was true, but Kavahan shielding, weaponry, armour, and engines were superior, we found ourselves blocked at every turn. Indeed, the war seemed hopeless, until one, single pivot point of a the war, a point on which the entire war hinged...
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This is best explained in a piece of history...
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- Realm Transcript, files included - Battle Transcript Origin, Schematic Specifications.
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A notorious Captain Irrilio created the Irrilio Insertion Attack Shuttle, or IIAS, during the Kavahan Wars. This captain, commander of the frigate Malodius, and two gunships, was fighting against a superior Kavahan Destroyer, which had torn one of his gunships apart, and had severely damaged his frigate. He escaped to a nearby moon, where he hid, having mere minutes to create a plan, as he was one of the last two captains defending the Core Colony Yarron IV, which was directly next to Sagrias, the home planet at that time of the Hyperspatial Travel Hegemony. As the war dragged on, the Hegemony began losing, as it had no way of countering the superior ship weaponry of the Kavahan Conglomerate, which had both numbers, and power.
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Irrilio quickly fashioned two sets of claws, out of tirriulium, an exceedingly strong metal, and fastened them to the remains of his gunship. He then created a tube, and put a booster on it, and repaired the remaining damage to the gunship. His frigate went into directly combat with the destroyer, with only a skeleton crew aboard, whereas the rest went with the gunship. The claws quickly fastened themselves to the destroyer, and the unshielded destroyer quickly had its armour opened, by the munitions of the gunship. The crew jumped aboard, and the Kavahans inside, being spindly, weak creatures, were easily defeated by the crew of the Malodius.
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The Captain took over the ship, and piloted it to Sagrias, in time to save the beleaguered fleet from fifteen smaller Kavahan craft, and giving the Hegemony engineers time to reverse-engineer the Kavahan weaponry, turning the tide of the war. In his honour, Irrilio had the IIAS named after him, before he turned maverick, and began pirating shipping…
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This, essentially, turned the tide of the war. The Kavahans had found the last hidden world of humanity, and we were doomed. They had begun retreating, somewhat, leaving garrison fleets, and slowly exterminating the people only every planet. Sagrias has resisted, with its multiple defensive stations, for a long time, and was just about to fall, as Irrilio came back. The Kavahan Destroyer had untold wealth in the form of technology in it, enough to make our ships superior to Kavahan ones. We began liberating colonies at a fearsome rate, and began bombing Kavahan ones. Their fleet returned, but only a part of it, as the Conglomerate had voted against war; the Kavahans were not a naturally violent people, and they were sickened by the slaughter they had caused.
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The improved Hegemony Fleet attacked the Kavahan Council World of Syrith, and obliterated it. Uncountable amounts of energy were poured into that planet, ripping it apart, and leaving nothing but volcanic activity behind. The Kavahans, demoralised, yet angered, withdrew to their Core Worlds, leaving hundreds behind.
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1.2.2 The Subjugation Wars
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By now, the Hegemony was dying. With no enemy, just a power-mad dictator, and no needs, just endless resource colonies, the people were dissenting. The Hegemon was ageing, and his mind was, to be frank, gone. However, one enemy remained. The children of the Gartae lived on sixteen worlds, and named themselves the United Worlds. They were well-equipped for war, and, coming upon a Hegemony resource colony, they promptly attacked and destroyed it, and captured it for their own.
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A thousand ships of the line answered, descending on the United Worlds like a fleet of screaming banshees, and obliterated them. At every turn, the United Worlds lost. They had inferior technology, although superior sublight engines, they had inferior numbers, and they had inferior intel. The Hegemony knew where they would next strike, as they had far more knowledge of many worlds, and knew which systems bordered the Hegemony, whereas the United Worlds knew little. It was, quite frankly, a slaughter.
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At every turn, the United Worlds lost. Their fleets were destroyed, their people obliterated, their planets and moons blockaded, their worlds bombed into oblivion. They had a few minor victories, occasionally capturing a resource colony, or bombing a protectorate world, but, otherwise, they lost. Each and every citizen of the United Worlds was slaughtered, and to our shame, their homeworld bombed with high-yield nuclear missiles, ones that still, after five thousand years, remain deadly to any who step upon those worlds. Most of the United Worlds were subjugated, and brought under the rule of the Hegemony.
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Almost two thousand years passed, the Hegemon ruling over the Worlds of the Hegemony. This was the golden age of Hyperspatial Travel, almost sixty thousand worlds were subjugated, and over forty thousand colonized. The Hegemony commanded a huge fleet, but, however, the Hegemon, who was originally voted in for life, but, after Archith the Fourth, who made it hereditary, the line began to decline.
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The Hegemon at the end of this thousand-year period was a gibbering idiot, his staff little better, they having been made hereditary, as well. The sixty thousand worlds began splintering off, creating their own civilizations, who were then destroyed by the dying Hegemony.
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In the end, a revolt came. On Sagrias itself, it came. Of the five billion people living on Sagrias at the time, almost four billion revolted, secretly, gathering weapons and armour in hiding, and then, when the day came, the Hegemon died. Not hung, or in some great battle.
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A man named Jarrek Albon shot him, as he was about to use his transceiver to give the orders for the bombing of his palace to commence, and then the entire world. In return, Jarrek Albon was elevated to the position of Grand Marshal, the leader of the newly-born Confederation. If the Hegemon was a mighty ancient, the Confederacy was a newborn child, barely able to move its limbs. The outer colonies were in a state of revolt in days, declaring their independance. The inner ones took more time, verifying the news, and then becoming independant planets. The great empire that had once spanned much of a galaxy was defunct, and, even today, millions of independant empires of aliens, humans, and other strange species occupy the galaxy, having spread far beyond what they once were.
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The Confederacy did not want a reign of terror, but offered alliance, and military protection, as well as trade, to the worlds that would join them. In the end, thirty did. It was not much in the way of worlds, considering the massive Hegemony, but it was enough. A brisk trading alliance was set up, and each planet protected from pirates, and, occasionally, an extra plant joining, as there were precious few to colonize. The pirate alliances that had sprung up were enough work, until...
1.3.1 - The Second Kavahan Wars
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The Kavahans had returned. The Conglomerate had reformed into an Empire, and they began burning worlds, with a terrible vengeance, as the few who remained remembered the Hegemony, and their cruel acts. The Kavahans no longer needed planets, but occupied great cruisers, far more advanced than the ones they once had.
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The Confederacy watched, helpless, as the outer worlds burned world by world, the independant fleets falling one by one, as they railed against the Kavahan Empire, who did not seek to subjugate humanity, but erase it from existence altogether. Those were dark days...
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When the Kahavans at last came upon the Confederay, a fleet was readied. Six hundred assorted ships, the same number that first met the Kavahans, fought. However, it was no use. A transcript has been provided for stimulation.....
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"Sir! Sir! Wake up, damnit!"
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Groggily, the captain awoke. He had hit his head, and it hurt, rather badly. However, that didn't matter now. Not at all. A soldier was calling him to the bridge. He got up, still in his underclothes, pulled on a jacket, and ran as fast as he could to the bridge. The green-grey corridors of the ship surrounded him, no matter where he went, but they seemed slightly larger, more imminent, as if they were chasing him... no matter.
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He reached the bridge, and stared, in horror, out the viewport. A Kavahan fleet! He started to count them, and his navigator snapped "Don't worry! The scanner'll be finished in a second!". He sat down, and watched the scanner. The number was moving up so quickly, he didn't have time to read it. Then it stopped, abruptly... "My god. We're doomed." He shut his eyes, squeezed them shut, and opened them again. No, the number was still the same. There were over seven hundred thousand Kavahan ships out there, and they were vastly superior to what he commanded, and... he had six hundred. Not six thousand. Not even sixty thousand. And certainly not six hundred thousand, the only number at which he may have had some hope. He swore, loudly. "All-right! Prepare to move the transports OUT! Hopefully we can get to a coloniseable world before they open fire! They'll probably quote some platitudes, ask us to beg, before they open fire. Tanaki, delay them as long as possible!"
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A slim oriental girl walked foward, and spoke, quietly. "Of course sir. I am a skilled negotiator. Shall we fire the flares?"
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The captain inclined his head in acquiescence. "From what we know, they'll burn out the enemy sensors for half a minute, letting our transports slip away. GO!"
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Out of the side of the blue-grey ship, thousands of tiny white flares slipped out, travelling quickly towards the Kavahan Fleet. The flares suddenly exploded, blinding white light filling the empty void between the silent Kavahan fleet and the tiny human one, as the transports set off. Already at the edge of the system, they warped into Truespace, heading off in all different directions. Hopefully, they wouldn't all be caught. It was a faint hope, but if the Confederacy was to continue, it was a hope that must be hoped.
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Suddenly, Kavahan faces appeared on all the screens of every ship, their spindly faces appearing, and, they began to boom out, in a voice filled with sorrow, pain and hate. "Humans. Today, your actions come back to haunt you. The crimes you have committed show that you have no conscience. Well, we are your conscience, and we will show you the pain of your guilt!" After this, a constant drone filled the air, with a single word, over, and over again.. "Repent. Repent. Repent."
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The screen went black, and the captain swore. "Open fire! Take evasive maneuvers! Buy as much time as you can, Sillith is still alive, and they're going to get away, too! Each second we buy with our sacrifice may be the second that saves our people! Do you understand me?!"
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A chorus of decidedly unhappy, yet determined voices echoed throughout the fleet. 'Sir yes SIR!"
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"All right then, marines, get in your attack pods. We're gonna make a bang, and those bastards will remember humanity, and they'll quaver at the goddamn thought of facing you boys again, do you hear me?!"
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This time, the voices came louder, and more determined. "sir YES SIR!!!"
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"And you boys in the pilot cabins, you make 'em wet their beds at night, when they think of the six hundred ships who blew up half their goddamn fleet! You boys make me proud, and you make those children who're gonna study you as heroes in the future proud, ok?
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This time, the roar was positively defeaning, over all channels, drowning out the "Repent", and this roar was filled with sheer determination, stubbornness, and anger, as it echoed through the ships. "SIIIR YEESSS SIRR!!!!!!!!!!!!"
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The captain smiled. They had to die, but, if they had to go, they were gonna go out with a bang. Those Kavahan sons of bitches were gonna regret the day they came up against his boys...

However, they had one last trick up his sleeve. Entering Truespace, he warped out, on the other side of the sun. Within seconds, most of his boys were dead, although they'd done tricks, fancy ones, boarded enemy ships, and tried their hardest, almost a thousand Kavahan vessels had fallen. The Kavahan fleet raced around the sun, congregating a little too close to it. A single Sunkiller torpedeo, a technology that was uncertain at best, drained the energy out of the sun, creating a mammoth explosion. However, it drained everything else, ripping apart the system, and creating a series of black holes in the system, destroying approximately 99% of the Kavahan fleet.
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[transcript ends]
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1.3.2 - Warp Gate Development
However, while this battle was taking place, aboard the transports, a scientist by the name of Jack Akahani was doing an experiment. He was attempting bend Truespace, make it more malleable, and make it a way of travelling, that, once set up from both ends, was nigh-instantaneous.
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He had finished it, and, having set it up, used it to travel back to his lab on Sagrias, just at the exact time another fluctuation of energy, the Sunkiller torpedo, appeared. This is suspected to have created the black holes, as well as killing Akahani, although his notes were downloaded, and were improved on. However, Warp Gate technology was not to become important until far later.
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1.3.3 Exodus
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Again, it seemed the people of Hyperspatial Travel were forced to flee, running from their adopted home planet, to yet another home, far across the galaxy. They did not know that the Kavahans were all but destroyed, but even the seven thousand vessels that were not irreparably damaged or destroyed would've been enough to obliterate the fifty colony transports and thirty escorts, who had all met up, and were now racing towards their predetermined destination, Kyala. This world was not particularly lush, nor was it rich in minerals, but over five hundred useful worlds had been detected around this area, and Kyala was in the epicentre of it all. It was the ideal place to colonize, as it was neither promiscuous, nor did it look like a world that they would colonize, and, additionally, three major nebulae surrounded it, making it hard to find via scanner.
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It was not a paradise, but a rocky hell, and the people toiled to build the great cities, for many years. They toiled to build farms, they toiled, and toiled. Theirs was a miserable lot, and it was six hundred years before they dared venture into the unknown again, colonising another world.
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The Confederation lived once more, over three worlds, the people not the stuff of heroes, unlike those who landed on Sagrias, but the stuff of normal people, those who could be saved.
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However, the Confederation did not last. It lasted a mere few years, past the colonisation of the next world, before it began to fall apart...
To be continued...
Hyperspatial Travel
15-10-2005, 02:02
A.1 - Technology of the League

The technologies of the League involve weaponry, engines, and FTL systems, although shielding is not yet covered.

A.1.1 - Truespace

Truespace engines work on a simple principle, they allow the ship outfitted with them to access a seperate dimensioned, named "Truespace", which is essentially a grey fog. Travel within the fog is only approximately 80-120x light speed, which, it must be admitted, is exceedingly slow, for most ships.

However, manipulation of Truespace, if one knows one's destination, can increase speed greatly, as well as travelling through the fog actually clears the fog, and increases speed by thousands of times. However, scientists know little about Truespace, and the League's plan for Research Station Theta requires more funding, for the moment.

A.1.2 - Blast and Pulse weaponry

The Leagure utilitizes two main types of weaponry, Blast, and Pulse. Both use the same types of energy, however, slightly different modulizations of that energy. Blast weaponry is one, huge, overwhelming Blast. (Hence the name). It fires slowly, and is not very accurate, but excellent for combat against enemy capital ships.

Pulse weaponry, however, is weak, accurate, and fast. It fires again, and again, and is excellent as anti-fighter weaponry, and anti-drone weaponry.
Hyperspatial Travel
15-10-2005, 02:53
A.2 - Ships of the League

A.2.1 - Dalarathi Cruiser

http://tinypic.com/ekgftv.jpg

The Dalarathi Cruiser

The Dalarathi Cruiser is not a law-enforcement craft. Nor is it a sleek, powerful defense craft. Nor is it a quick, lithe craft flicking around its opponents, annoying them. It was made for one thing, and one thing only - Annihilation.

The Dalarathi, to put it simply, is 20 kilos of antimatter explosives in a 10 kilo reinforced antimatter holding barrel. The ship itself seethes with deadliness, the bulky design which belies its sheer destructive power, the heavy armour, and mutitude of weapons, however, showing it off.

Firstly, the Dalarathi is rather large. It measures in at 650 metres long, and is approximately 490 metres wide, so it is big, and is proportionately kickarse.

It is a very non-traditional ship, the versatility available to it making it more powerful than any Realm ships, as the multiple scientific races can easily testify.

Secondly, it carries Stinger Rain Missile Systems (SRMS), after larger, more deadly missiles were proved to be inefficient. Also, small point-defense guns for fighter craft cannot compete with a FTL-enabled missile, and, indeed, all tests involving the Dalarathi showed marked superiority against fighter-gunship size craft especially.

Thirdly, the weapon systems. There are twin Broadside Cannons, designed to rip apart shielding of enemy craft, and a single Ripper Pistol (A name which has been horridly translated from Boleihden, 'pistol' means "ubergun".), which can pierce through armour without the slightest difficulty, although the inverse inferior damage to shields has proved daunting.

And, of course, the weapon turrets. Large turrets adorn the Dalarathi, fully rotatable, and excellent against any foreign incursion, as well as long-lastingf firepower against enemy cruiser and the like.

The minor point-defense guns are solely for enemy frigates, and fighters, if they can hit them. The Dalarathi is one of the few League-designed classes of ships, and is mass-produced, as it is easy to use, powerful, and not exceptionally expensive.

It only requires sixteen men, at the least, to run it at any efficiency, as a single man can pilot it, three engineers are always required, as a League safety standard, and the remainder are maintenace and maneuvering crew, as keeping a craft safely in Truespace is not an easy task.

A full crew of one hundred and fifty-four includes gunners, backup crew, cleaners, and other non-essentials, however, such a crew is generally fitted for long missions, although a crew of ninety serves well in a single battle or so.

Production Price: $7 billion
Upkeep: $15 million annually, cost includes maintenance to ship, and a minimally-paid skeleton crew.
Hyperspatial Travel
15-10-2005, 03:14
Warning. Information is classified Level Two Civilian Clearance, Level One Military. Failure to posses one of the latter qualifications will result in heavy fines.

A.2.2 The Standard Non-Military Orbital Station

http://tinypic.com/ekgpao.jpg

With the instigation of the League, and the dissolvement of the Realm, trade became much more widespread. However, the fierce military stance adopted by the Realm had put off many traders, and so the League needed to restore Quadrant Illyris's status as a sole-trading area, and one that was extremely hospitable to traders.

One of the first areas of government funding, was to delegate a small amount of money to maintaining the vast defensive military the Realm had built up, and decommissioning most of the offensive ships. This money then went to the creation of these 'trade stations', which serve as hubs for each system, as not having to land on a planet makes it that much easier, for merchant freighters without any but emergency landing gear.

The SNMOS systems are huge, monumentally so, as this space houses temporary population, cargo, until it can be transported planet-side, and ships docked. Luckily, the efficient design and failsafe systems make this station a pleasant and reassuring sight, if not visually pleasing.

The SNMOS can dock up to seven hundred freighters at any one time, as indicated by the seemingly empty mesh; in reality, this metal frame is a highly complex docking system, in which the freighter docks onto a linked system, and then a transport pod, also running on the linked energy of the frame; comes to collect the passengers. However, it must be noted that shields, especially merchant ones, are not usually efficient, and so space dust, asteroids, and a million other hazards of space could, at worst, irrepareably damage the ship, or, at best, contaminate the cargo.

These hazards taken in stride, the SNMOS has an advanced shielding system that can easily deflect standard hazards, and, when all power is routed to shielding, deflect a bombardment from any standard six-ship group for over two hours; plenty of time for reinforcements to destroy the intruders.

The SNMOS has no weaponry, apart from a highly functional tractor beam, which leads to the quarantine/repair hangar below, which is detachable when needed, and is only generally used in the outer colonies.

However, the tractor beam can hook, it must be noted, a full-speed dreadnought out of Truespace, and has an extraordinary degree of finesse involved. However, it is too unstable to work as any form of FTLi, although it can easily hook any known ship out of their respective FTL technologies.

The SNMOS is lightly armoured, the less armour making for more cargo/passenger room, and the twin ion engines it possessed, although highly efficient, can only keep the mammoth station in orbit, let alone move it away from a planet. However, it is conceivable, that, in times of trouble, the tractor beam could be reversed, and extra power to the engines would allow the station to push away its enemies, and escape relatively intact.

Lastly, the station's primary command is not within the station, but without, so all proceedings can be observed. No pirate has taken advantage of this yet, and so it is generally dismissed as an irrelevant design flaw.
Hyperspatial Travel
15-10-2005, 03:34
http://tinypic.com/bjfjux.jpg

A.2.3 - The Tarylon Support Frigate

This information is classified Military Level 6. Reading without this clearance level or higher will result in termination. (Note the fact that allied national leaders, generals and admirals automatically are cleared for Command Level 10, and Military Level 15.)


The Tarylon Support Frigate is essentially an armed, mobile, fighter repair station. It only has two High-Focus Pulse Cannons, mounted on the front, and twin missile tubes, attached to the top of the craft, but is well armoured, and has multiple shielding systems.

Its 'wings', as they are, are advanced, armoured shield generators, surrounding the Repair Unit, inside them. The Repair Unit has another shield generator, and, as the craft goes into a gently-inclining area, where twelve droids, and over seven hundred mobile arms, go into action, using the cargo supplies within the frigate to repair the fighter, recharging the shields and repairing it in under a minute.

The Frigate also has a Vibrating Energy Cannon, underneath the ship, used primarily for dealing with frigate-destroyer-type ships, as the VEB is supremely unsuited to aim against small targets, with a long recharge time, and a low accuracy rate.

The SF also has twin gunships housed underneath the ship, also these are primarily housed while on law enforcement missions, as gunships are inefficient when dealing with both interceptors and larger craft.



Production Price - 8 billion HT Credits
Export Price - 15 billion HT Credits
Average Upkeep (Includes minimally paid crew, repairs to 25% of the craft, and two new repair droids a year) - 17 million HT Credits[/img]

Approximately three hundred of these craft are still in service, although they are slowly being phased out.
Hyperspatial Travel
15-10-2005, 03:40
http://tinypic.com/bjg65d.jpg

Entry 2290, League Military Tech. Information is classified Military Level 4. This document is confidential, and reading
it without correct clearance will result in immediate termination.

The Arrala Heavy Gunship is one of the older craft used by the Realm,
seeing as it is such an efficient design. Indeed, it was so efficient, it was adopted by the League as a standard gunship.

With a sleek, streamlined design,
and four powerful Blast Cannons, as well as a single, accurate Pulse Cannon,
the Arrala is designed to be in the thick of combat all the time, using
its superior weaponry and armour against larger craft with extreme prejudice,

It is a non-descript grey, as the plasteel alloy it uses for light yet
strong armour does not bond well with other materials, but is still cheap nonetheless. Twelve centimentres of this armour, at the thinnest point, ensures that the craft is kept safe within the thick of battle, along with excellent connections to all its weapons.

Production Price: 275 million HT credits
Export Price: 500 million HT credits
Upkeep: 1.3 million HT credits

Almost one thousand five hundred of these craft are kept running, as they are remarkably useful in many roles, including law enforcement.
Hyperspatial Travel
15-10-2005, 03:49
http://tinypic.com/bjg6r7.jpg

A.2.5 - The Yihan Combat Carrier

This information is classified Military Level 12, Command Level 2. Reading without correct clearance will result in termination.

The Yihan Combat Carrier is yet another Taraleon creation, as this ingenous shipyard manages to improve on the basic carrier design, in a number of excellent ways. The Yihan is built, right down to the very fighter housing bays, to combat capital ships. It has long been determined that many fighters can bother a carrier, perhaps even destroy the cumbersome craft, but, even in the explosion, the fighters will not be destroyed. However, a capital ship can use enough firepower to destroy the ship, and still do enough incidental damage to rip apart the fighters inside. As such, the Yihan is built from the ground-up to combat enemy capital ships, and it does it well. The League has adopted this design, mainly because thirty-two of the craft are still in service, and also, because the ship is easy to fit with more advanced technology, without changing the basic hull design.

Firstly, it has two huge Blast Cannons, firing slowly, and inaccurately, but excellent for ripping through shields, and frying any electrical components nearby. As a secondary weapon, it has three sets of missile systems, which fire rapidly, and with much ammo, in order to rip apart armour. The Yihan generally manages to destroy a frigate, or occasionally a destroyer with these two simple, but effective weapons, and manages to get its fighters into battle.

A cumbersome craft, the Yihan only has two engines, both optimised for FTL travel, but, as a result, it loses maneuverability in subspace, and is easily targetted by enemy ships, as such.

It is well-armoured, as the entire craft is essentially one huge fighter bay, it requires armour to prevent enemies destroying the precious load.

It disperses fighters in two ways, the first simply being the huge doors in the front of the ship, the second being out through the missile tubes. It fires fighters out, at extreme speed, and accelerates them to the conflict in no time, greatly reducing their chance of being shot at while en route to the heat of battle.

Other than that, the craft itself has disposed of minor weaponry and life-support systems for cheapness, and has made cheapness remarkably easy to find.


Production Cost: 35 billion HT credits
Export Cost: 70 billion HT credits
Maintenance: 11 million HT credits
(Note: Craft does not include fighters, interceptors or bombers)

Thirty-four of these craft are in service to the League, two of them undergoing serious repairs.
Hyperspatial Travel
15-10-2005, 03:54
http://tinypic.com/bjh1mt.jpg

A.2.6 - The Karan Attack Shuttle

The Karan Attack Shuttle is essentially a refitted transport shuttle, one of the main defenses the League has during a war. The standard transport shuttle, generally lightly-armoured, has two impulse engines, and requires larger transport to move intersystem.

Once refitted in any League base, the Karan has a missile launcher, containing twelve small missiles , and two Pulse Cannons, excellent for targetting enemy fighters. The Karan is then conscripted, and pilots are required to use them for the purposes of defense, although they are alllowed to go about their normal business, if there is no imminent attack.

The Karan-class shuttles carry no shields, and are unwieldy, compared to fighter craft, and make easy targets for both capital and fighter-class ships. However, this particular tradition was set it stone, when Marshal Illyriod, a war hero, led his troops to victory over the Third Seperation, who were invading a Core Colony, Malyris.

With a huge surplus of weapons, he commandeered the five thousand transport shuttles there, and armed them, leading them to instant victory, with his two frigates, and six gunships, versus almost fifty enemy frigates, four destroyers, and one-hundred and twenty gunships.

A huge amount of extra fire can make all the difference in a defensive battle, and this particular shuttle is what has made the League's defenses so impregnable, in the inner systems.

Note: Karan-class ships are not for sale, however, for a minimal fee of $125 million dollars, Quarath engineers will design a defensive kit for your standard shuttle, and mass-produce it, depending on what you want.

An unspecified number of these craft are in service, at any one time.
Hyperspatial Travel
15-10-2005, 04:04
http://tinypic.com/dm48z7.jpg (Frontal view)

http://tinypic.com/dm48zp.jpg (Back view)

A.2.7 - The Tikisha Interceptor

The Tikisha Interceptor is a new League craft, the conception coming immediately after the revolution. It has a large engine for an interceptor, a stable cabin, twin backup life-support systems, and optional FTL, depending on the mission. The engine itself is excellent, fast, and maneuverable, and, although there are no shields, the four Pulse Rifleguns, a sure and steady, as well as fast firing system, are accurate, and are excellent for targetting and taking down other fighters, and the single Blast Cannon is also excellent, although mainly used against heavier craft.

Production Price: 55 million HT monetary units
Export Price: 85 million HT monetary units
Maintenance Price: 175K HT monetary units

There are between two and three thousand Tikisha Interceptors in service.
Hyperspatial Travel
15-10-2005, 04:14
http://tinypic.com/dmfu5s.jpg (Underneath view of the bomber)

http://tinypic.com/dmfuo7.jpg (Top/frontal view)

The Kulanteon Bomber is a bomber in name only, as it is well-equipped for dealing with capital ships, frigates, and larger ships, although it fares poorly against fighters.

It has twin Z-zara Energy Drainers, used to repower the craft near-instantly, and activate its shields, to avoid taking damage from enemy fighters, while approaching larger ships. The single Ravager cannon is sufficient to push through enemy shields, and rip the armour, and repeated blasts will generally destroy the shielding, as well as the armour. However, the Ravager is tremendously inaccurate, and generally does not hit enemy fighters and interceptors, hence the shielding.



The ship itself is somewhat unwieldy, due to the multiple Ravager power systems, and thus the shield. A bomber will generally be taken out by enemy fighter or interceptor, and requires refuelling and recharging every fifty minutes or so, and therefore requires a carrier.

This ship has just been made available for export, and, although retail price has not been decided, it will be available for sale in Iron Fist member states, but only for their military. Furthermore, nations wishing to purchase such ships, complete with pilots, from the HT Military, are welcome to do so, under the understanding that they do not attempt to reverse-engineer the craft.


Production Price: 45 million HT monetary units
Export Price: 72 million HT monetary units
Maintenance Price: 315K HT monetary units

Fleet Numbers: 900-1700.
Hyperspatial Travel
15-10-2005, 04:22
A.2.9 - The Bajin Drone

http://tinypic.com/dphbo6.jpg (Travel Mode)

http://tinypic.com/dphbut.jpg (Emergency Defence Mode)

http://tinypic.com/dphc77.jpg (Packed Mode)

http://tinypic.com/dphcb9.jpg (Attack Mode)

The Bajiin is another attempt of the new League to save precious lives, and allow yet another market to open for merchants. It is a basic combat drone, although one easy to customize, well-armoured, and with the ability to access recently opened Truespace corridors.

The Bajiin is a standard fighter-drone, with several additional abilities, all which make it perfect for offensive maneuvers. Firstly, it has twin retractable armour-plates, both with reflection shields, the most basic form of energy shielding, on them. This can deflect minor bolts, a few times, and is generally enough to expotentially extend the life of the combat drone, although it has no effect whatsoever on kinetic weaponry. Secondly, the multiple 'modes', or poses of the drone allow it to be packed in tightly for transport, expand to allow better ionic charging and sublight travel, and use its guns as legs, if needed on a gravity-inducing enviroment.

The Travel Mode is vulnerable, as the computer-centre of the drone is never more exposed, and the drone itself can be taken out with a single shot, however, this mode allows accessing of recently-used Truespace corridors, and can travel 3x as fast as any other mode.

Emergeny Defense Mode, as it is aptly named, is used only when drones do not have the six seconds required to transform, and so release the locks on their guns, allowing maneuverable aiming.

Packed Mode is for both walking and being packed in a carrier, as it allows the tips of the guns to be converted into feet, and easy, unassuming transport out of carriers, or into buildings, or, if stealth is required.

The Combat Mode shows when the drone is fully defended, and the armour plating is in place, which does, however, slow the speed down to 1/3 of Travel Mode's, and slows communications from the mothership from instant to ten-times lightspeed. This, however, is the only mode in which the drone is truly worth using, and the disadvantage are certainly not myriad.

The drone has two modes of fire, Blast and Pulse. The first is large, charged shorts, designed for quickly ripping through a vital point in the armour, or overloading enemy systems, rather than wearing down a shield, or firing repeatedly, when one shot is needed. The Pulse mode fires rapid, weak bolts, used for either wearing down the shielding, or firing repeatedly at a weak point, when just a tiny shot is needed to finish the enemy.


Production Price: 1 million HT monetary units
Export Price: 1.3 million HT monetary units
Maintenance Price: 2.3K HT monetary units