NationStates Jolt Archive


The Colonial Federal Goverment of CorpSac (factbook)

CorpSac
05-10-2005, 22:37
History


The Founding and the Remnant War
The Colonial Federal Goverment has been incontrol of The CorpSac nation for just under 50 years, 60 years after the fall of the dark empire and the civil wars started.

The CFG started in a small are of systems, of a total of 3 systems and about 2.3 Billion in population. At the time the largest faction around but not the most powerful. CFG started when the 3 systems signed a treaty declaring themselves one goverment, the Federal Goverment working on National Aspects and the Colonial working on day to day planetary problems.

After a year of the CFG treaty was signed millitary production had been dubbled with knew class's of ships and new technolagy, with it was also the knew Army branch the Colonial Marines. An Elite army that had its own small fleet to transport the Marines to the location, even tho the fleet was still part of the Colonial Federal Goverment Navy they mainly reported to the Colonial Marine High Command.

Once armed forces for the CFG reached a decent level the CFG went to war, its goal to unite the Old Systems of the empire. At first it was easy, meny systems surrendered or signed The CFG treaty but once some of the major factions noticed this things changed.

On the eve of May 21st 2058 an force from the Remenate of the Dark Empire attacked the Loki system, even tho the fighting in that system lasted 5 days with CFG forces holding strong it did come with a high price. The Remenate had fired several Biological Warheads to the planet, wipeing out the population and turning it into a barren world with no eco-system. The Federal Senate decleared war apon the Dark Empire, even with 500 million people dead they would fight.

Across the CFG/RDE border battles raged, with the RDE still useing outdated Hyperspace that had became unstable they infact lost more ships within hyperspace then in battle. For 25 years the war raged, the outer colonies of hte CFG had been ravaged again and again all anyone knew was war.

It wasnt until 2088 after 30 years of war did the CFG force the RDE's hand, CFG intel had leaked out about massive attacks in one of the RDE's systems and that it was going to be the largest forcee the CFG could muster. RDE responded by sending almost there all of there battle fleets to wait for the CFG navy (CFGN), for days they waited yet nothing came till 8 days after the RDE had poured there fleets into the system a single ship exited from Hyperspace near the sun. The ship was by all means unmaned and with out weapons, the RDE didnt think much of it until they noticed its corse. But by then it was to late as the ship dove into the sun with its shields fully up, hitting the surface of the sun it exploded with such force that the sun reacted. A Nova bomb had been used, the sun within minutes of the ship hitting it Exploded takeing out most of the RDE ships had been wiped out and what were not were pulled from hyperspace by the CFGN Attack Fleets postioned along the hyperspace routes used by the RDE.

After that the the RDE surrendered, with no navy they would had not been able to stand the invasion from the Colonial Marines and other Colonial Federal Forces.

For a few years no war surfaced, as the other faction battled on the Colonial Federal Goverment did nothing but rebuild its forces and its self. Now standing with a population of over 3 Billion it was the superpower in the CorpSac'an region. And soon it would show as it swept across the rest of the old systems, most fell within the year others just joined with out a fight.

For the first time in over 90 years the CorpSac'an people had become a united force. In just over 30 years the CFG had completed it goals, it would tho still be another 21 years befor the Colonial Federal Goverment opened its doors to others in the universe, tho still keeping to the ESUS treaty with trade and other small things.

The Free Colonial State War

Elven years after the war that united the CorpSac region a new war was now starting to erupt. The Colonial Arm Delta local Colonial goverment had recently been riseing trade tax's along the northen trade lines, in return meny the main colony decided that it wasnt going to take it anymore.

The Colony of CAD-040 had decided to brake away from the Colonial Federal Goverment, In a bold move the colony used corporate Forces to attack the colonal marine company that was defending the colony. Within 3 hours of the attack the company was wiped out and the Corporate forces handed over control of to the local Goverment, they named themselves the Free colonial State and within 2 weeks the rest of the Colonial arm joined the movement.

Colonial Federal command decided best thing to do was to allow the movement to burn itself out, a war was the last thing that people needed and the Colonial high command knew that the colonal Marines would wipe out anything in its path.

For over a month the Free states had manage to make a Colonial Fleet defected, the 19th Fleet was now a rouge unit. CFC had decided that this was the last straw and sent the 101st Colonial fleet under the command of Vice admiral Mark Ravac, a vary smart and Decerated Vice admiral and feared by meny. War had been declared on the rebals as diplomacy failed, public support was in favor of the CFG.

Within the first month of the war only one colony had fallen to the 101st Fleet, along with it the 102nd and the 87th Colonial Divisions. Fighting on the planet was harder then expected as Remnant of The 99th Colonial Division that defected along with the 19th Colonial fleet, even tho there numbers were low they had the training and weapons of the Colonial marines and no walk over.

As the 101st fleets 102nd Task Force was one of the carrier groups on patrol in the outer rims of CAD-020 when the 19th fleets 59th Task force attacked. the heavy Battle group smashed into the 102nd/101st by complete suprise, takeing heavy loses the 102nd/101st manage to hold out, tho loseing the CFGN York (CVL-042), CFGN Arc Colonial (CVL-049), the CFGN Brack (CA-098), CFGN Strike (DD-124) and the CFGN Picket (FF-254). With the lose of both carrier and most Aerospace support the task force still stood its ground but was destroyed in a 2nd attack by they 59th task force.

The war would last for another 2 years as the free states was fighting tooth and nail for each inch of space, on the colonies it was worse as Free States used nuclear weapons to wipe out the invading forces. With a war that sould have lasted months and with few loses was soon building up to become a major all out war with the fear that it would spread.

=======================


Basic Infomation

Total Population:- 4.552 Billion
Total System:- 19
Total Home Systems:- 1 Total Populated:- 1
Adv. Population per Systems:- 1 Billion
Total Core systems:- 6 Total Populated:- 3
Adv. Population per system:- 666.66 Million
Total Colonial Systems:- 12 Total Populated:- 8
Adv. Population per System:- 195 Million
Home system:- Delta Centari
Unemployment Rate:- 2.56%
Tax Rate:- 52%
Military Pop:-
trained 5% (207.8 Million)
Active 3% (124.68 Million)

========================

Map

http://img.photobucket.com/albums/v378/corpsac/mapv1.jpg

Key:-
Black Large circle:- Populated Core system
White Large circle:- Unpopulated Core System
Black Small circle:- Populated Colonial system
White small circle:- Un populated Colonial System


Delta Centari System

Planets

Delta Centari I, none populated, 2 moons.
Delta Centari II, Population 250 million, 1 moon.
Delta Centari III, none populated, no moon.
Delta Centari IV, Population 750 million, 2 moons.
Delta Centari V, None populated, 2 moons.

Corporations

D.C.M Corp (Delta Centari Mining Corp)
Holdings
Mining Colony, DC-II
Major Mining Complex, DC-III
Minor Mining Complex, DC-V
D.C.M Corp headquarters, DC-IV
Major Factory Plant, DC-IV (1st moon)
Refinery, DC-V

Spacers Mining Guild
Holdings
Major mining complexes, Astroid belt
Minor Mining Complex, DC-V (1st moon)
Major Mining Complex, DC-V (2nd moon)
Refinery Complex, DC-V
CorpSac
05-10-2005, 22:39
Military Branches

Colonial Marines Corp

http://img.photobucket.com/albums/v378/corpsac/Nationstates/ColonialMarine.jpg
Colonial marines are the "space marines" of the Colonial Federal Goverment Armed Forces (CFGAF), they are the elite of the elite trained to fight on sea, land, air and space tho mainly land and space. The colonial marines were in fact the first armed forces used by the CFG in the wars of the past and even tho it has a total of around 9 million with 50% of them in the Combat section, the other 4.5 million are in support and logistics.

Colonial Marine doctrine stresses the need for small, autonomous infantry units capable of operating with or without higher level support on the non-linear battlefield. Given the fluid nature of battle at the small-unit level, the Colonial unit must be capable of moving great distances rapidly using it's own transport, must carry its own heavy support weapons and sensors, and be able to apply great concentrations of firepower rapidly. The current organization of the Colonial Marine rifle squad and platoon reflect the ultimate development of this doctrine.

A rifle squad consists of four Marines, including a Corporal, a Lance Corporal, and two Privates / Privates First Class. Each squad divides into two-man fireteams: the Rifle Team and Gun Team. The Rifle team consists of a pair of riflemen assigned together on the 'buddy' system, both equipped with the M4 pulse-rifle. The Gun Team is made up of rifleman with an M4 and a machine gunner carrying the automatic M56 Smart Gun.

Two squads, led by a Sergeant and riding with a driver in an M57 Armored Personnel Carrier, make up a section. In a drop operation, a UD-4 dropship is attached to the section from the aerospace company team.

Two sections, led by a lieutenant, form a rifle platoon, for a total paper strength of 26 Marines including the APC and dropship crews - though in practice this is often less. Platoons commonly carry one or two Cybernetic humans in a technical or scientific advisory role, and to assist as medics or backup drivers/pilots. Organic support weaponry available to the platoon usually includes eight M240 flamethrowers, eight UA-571 remote sentry guns, two M78 PIG phased plasma guns or M5 rocket-propelled grenade launchers, eighteen M83 SADAR anti-tank smart rockets, and a single M402 multiple-launch fire-support mortars. Sufficient sensor equipment to establish an overlapping detection matrix with a frontage of 1,000 meters is also carried.

Each platoon is one of four in a Marine Company. four Companies (Alpha, Bravo, Charlie, Delta) form one Battalion. Three Battalions in turn form one Regiment. The Marine Infantry Regiment is part of a Marine Brigade, along with other units (Armor Battalion, Battlesuit Battalion, Artillery Battalion, Engineer Battalion,). Three Brigades form one Marine Division.

Speical Operation Colonial Marines (SOCM) are part of the Colonial marines but are better trained in covert Ops and to handle situations that normal marines cant do.

http://img.photobucket.com/albums/v378/corpsac/Nationstates/ColonialSpecOpsMarine.jpg
Spec Op Marine, 1st Division.

Rank

ENLISTED
Private (P)
Private 1st Class (PFC)
Lance Corporal (LC)

NON COMMISIONED
Corporal (C)
Sergeant (S)
Staff Sergeant (SS)
Gunnery Sergeant (GS)
First Sergeant (FS)
Sergeant Major (SM)

COMMISIONED
Second Lieutenant (SL)
First Lieutenant (FL)
Captain (Ca)
Major (M)
Lieutenant Colonel (LiC)
Colonel (Co)
Brigadier General (BG)
Major General (MG)
Lieutenant General (LG)
General (G)

Pay Band

(band 1) P - LC: 12,000 - 15,000
(band 2) C- SS: 15,500 - 18,000
(band 3) GS - SM: 18,500 - 21,000
(band 4) SL - Ca: 30,000 - 35,000
(band 5) M - Co: 40,000 - 50,000
(band 6) BG - LG: 60,000 - 90,000
(band 7) G: 120,000 +

SOCM pay band is not that much different from the Standard colonial marine pay band, there pay is the General band plus a 5,000 Cr (band 1 for them is 17,000-20,000 instead of the 12,000-15,000).


Equipment

BDU (battledress utilities)

Each Marine infantryman is provided with a set of battledress utilities (BDUs or fatigues)- two-piece, light polycotton coveralls with pockets secured by silent fasteners. The weave of the fatigues is sufficient to provide limited protection against light firearms. The manufacturing processes provide limited IR protection.

M15 Combat Armor

http://img.photobucket.com/albums/v378/corpsac/Nationstates/temp1.jpg
Torso Section

The standard personal armor of the Colonial Marines, the M5 Combat armor, is worn over BDU, providing protection to the Marine's head, torso and shins. M15 combat armor is made up of composite layers providing ballistic protection against most low-power small arms and fragmentation. It provides torso protection, and leg protection, However, this protection is doubled against blast-radius fragmentation grenades such as flechette, frag or HE. Built into the armor are the necessary bio-sensors which send the Marines physiological data (pulse-rate, respiration, EEG, etc) to the tactical command post.

M10 HELMET

The M10 ballistic helmet issued to all Marines provides head protection with the same fragment-stopping capabilities as M15 armor. It contains a tactical camera, audio microphone, IFF transmitter and PRC 489/4 transceiver system, as well as a passive infrared monocle that flips down over the right eye. In addition, when combined with BDUs, it aids in breaking up the wearer's IR signature.

M4 Assault Rifle

http://img.photobucket.com/albums/v378/corpsac/Nationstates/M41a.jpg

The Armat M4 is a 10mm pulse-action air-cooled automatic assault rifle, which over the last decade has become the basic rifle of the Colonial Marines and the Federal Army. The standard service variant has an over-and-under configuration incorporating a PN 30mm pump-action grenade launcher.

Lightweight and rugged, the M4 is constructed largely from ultra-light alloy precision metal stampings. The outer casing is made from titanium aluminide alloy and many internal parts are molded from high-impact, temperature resistant plastics. Layout is conventional, and a spring loaded retractable stock allows the rifle to be used either in carbine format (with stock retracted) or as a rifle, with the 'in-line' stock extended for greater stability during automatic fire from the shoulder. Sighting is made down a groove in the carrying handle, with an adjustable tangent leaf backsight positioned in the rear slot. A 3x power AN/RVS-52 CCD television sight can be optionally fitted to the carrying handle for accuracy at great range and under low-light conditions.

The M4 fires the standard M309 10mm x 24 round. This ammunition comprises a 210 grain projectile embedded within a rectangular caseless propellant block of Nitramine 50. The propellant content is small but highly efficient, generating muzzle velocities on the order of 840 meters per second. The round is steel-jacketed and explosive tipped, with impact fusing that is preset during manufacture. Terminal ballistic characteristics have been optimized for maximum lethality against infantry wearing personal armor. The round is designed to penetrate the armor, exploding just after impact to inflict lethal internal damage. The standard M4 ammunition clip will hold up to 100 M309 rounds in a 'U' bend conveyor that feeds the rounds mechanically into the rotating breech mechanism. However, in practice the clips are only filled to 95% capacity in order to reduce the autoloader's tendency to jam.

The M4 uses electronic pulse action to fire, controlled directly from the trigger. The internal mechanism, including the rotating breech, is mounted on free-floating rails within a carbon-filter jacket. This assembly is recoil dampened to reduce the effects of muzzle climb during burst and full automatic fire. From the thumb selector, the weapon can be set to four-round bursts, or full automatic fire, the latter allowing a rate of fire up to the weapons cyclic rate of 900 rounds per minute. An LED display situated just below the receiver indicates the ammo remaining in the clip. This display can be dimmed for night operations. A Lithium battery in the carrying handle provides electrical power for the gun’s motor mechanism. This battery is good for 10,000 rounds and can be recharged either from a rifle rack or a portable power clip.

The M4 is a robust weapon, fully sealed against corrosion, dirt and moisture, yet easy to disassemble and maintain. The solid state electronics are hardened against TREE and background radiation, and the weapon is perfectly usable in a vacuum environment. However, it is not sufficiently stabilized or recoil dampened for use in free-fall combat operations.

DropShips/Crafts

Dropship UD-4 Cheyenne

The UD-4 Cheyenne is a Dropship and tactical transport used by the CMC for a variety of roles. It has a primary place in the heart of an invading Marine Infantry Platoon. Entering into service at the end of the Free States conflict, the Cheyenne is a multi role light aerospace shuttle with a payload capability of 16,000 kg. It is ideal for it's role as a troop deployment weapon.

It's main feature is it's ability to take off and land from unprepared sites. In addition to it's role as a transport, the Cheyenne can act as a gunship with it's weapons pods and fixed point rockets, as well as using it's internal cannon. All things considered, this is the ship of choice if you're getting into some heat.

The payload bay is a 9.5 l x 4.5 w x 2.4 h meter (102.6 m3) volume with a 3.92 meter wide deck ramp suspended from four dual-hydraulic assemblies. The deck ramp can comfortable carry a fully-crewed M57 APC (with turret stowed) or a HALOS stores pallet, and is able to raise the cargo completely into the payload space from ground level. Within the bay, latches are automatically activated, extending to hold cargoes in place when the deck is raised. A 20 cm cavity to either side of the payload bay separates the cargo volume from the outer skin and contains the main structural members, cable runs and the blower pipes from the forward turbines to the aft lift nozzles.

The spacious pressurized cockpit is accessed from the payload bay and features two crew positions, seated in tandem. Both crew sit in Martin-Siekert R2102 zero-zero ejection seats which are cleared for operation at any altitude below 10,000 m and speeds below Mach 1. In the event of an emergency, explosive cord blows the canopy off and the crew are ejected clear of the ship. Canopy transparencies are made from single-crystal quartz, flash coated with gold, germanium, molybdenum and iridium to provide protection against bright light and short-wavelength lasers. The coatings also act as a radar reflecting surface, preventing the entire cockpit volume from becoming a radar reflecting cavity.

The main fuselage also features the mounting points for the main weapons pods and the secondary weapons bay. The main weapons pods are attached to cross-folded pylons just forward of the ramrocket intakes, which at supersonic speeds, the 4.4 m pylons can be deployed crosswise to secure the ordnance within the pods. The total span of the pods when deployed is 15.3 m. The pods cannot be deployed at speeds above transonic because of the adverse effects of drag and the torsion caused by dynamic pressure on the pylons. The secondary bays also fold flush against the sides of the lifting body, and can be sprung out to expose all the weapon hardpoints and allow exhaust space for weapons launch. Unlike the main weapon pods, the secondary bays can be deployed at super-sonic speeds up to Mach 2.4 without adverse effects on dropship handling.

It must be noted that even light damage can prevent a dropship from lifting into orbit. A breach of the fuselage skin will seriously compromise the ship's high-speed thermal protection, and even a tiny hole can cause oxidation or 'burn through' when atmospheric speeds exceed Mach 5.0. To prevent such accidents, a sensor net is bonded to the inside of the skinning to monitor for breaches, differential hull temperature and ionization. If a breach is detected, a warning is flashed to the cockpit monitors to notify the crew.

The UD-4 is a reliable craft in all realms of it's aerospace operating platform, and is a popular craft with it's pilots. It handles well above the specific purpose for which it was designed, but with in the world of war, nothing can be expected to handle as it was designed, here the Cheyenne delivers above and beyond... but not as well as the pilots who push these craft to their limits would prefer.

At subsonic speeds the lifting body configuration generates little lift and the pilot becomes increasingly reliant on the flight software and lift from the vectored thrust engines to deep the dropship stable in the air. Stall speed is very high, and as the Cheyenne approaches the stall it tends to fly increasingly nose-high. As transition is made through the stall speed, vertical lift from the nose and stern nozzles are bled in to prevent departure. Though the airframe is nominally stressed to +6 g, maneuvers in conventional flight greater than +3 g are prohibited due to the excessive stall speed, which can cause the Cheyenne to prematurely depart controlled flight. When fully loaded, turns greater than +1 g are prohibited. At very low speeds and at altitudes below 500m, VTOL hovering flight is recommended. The Cheyenne is at it's nimblest in the hover; here, response is crisp in all axes and the dropship is a very steady weapons platform.

The Cheyenne has a crew of two, comprising a Pilot and a Crew Chief / Weapons Officer. Flight control is quadruplex digital fly-by-light with automatic self-monitoring and reversion to back-up modes, all handled through the Colonial Alpha 5 / 480 flight computer. There is no manual reversion since the dropship is too unstable to be flown with direct control inputs. Engine thrust and nozzle settings are automatically moved to their optimum positions depending on speed, altitude, throttle and stick settings. An intelligent autopilot facility allows the automatics to fly all phases of the mission profile, including ingress and egress to the target zone as well as landing and docking cycles.

Navigation combines an inertial system with ring laser gyros and strapdown accelerometers, backed up by Global Positioning from reference satellites where available. Dropship communications are handled through a AN / ASC-155 digital datalink offering HF, VHF, UHF and SHF broadcast options. The hardware includes two 12-channel receiver / transmitters with the associated antennae capable of establishing high performance voice, video or computer links in a stressed environment. Antijam features are classified, though they are known to include adaptive HF spectrum techniques to achieve a low probability of intercept and frequency hopping.

The Cheyenne is a very reliable and complex machine, not to mention a deadly weapon if deployed correctly. Information on this craft can be broken down into 2 categories, with 3 divisions within each category. The first, "Characteristics," gives a general description of the UD-4 as a combat unit. The second category breaks the craft down into individual systems, where the main focus is specific tasks or advantages. The menu to the right gives you the option of viewing any of these files. The UD-4 'Cheyenne' is a versatile dropship and tactical transport employed in a primary role in the Colonial Marine Corps. Derived from and original Department of Defense requirement formulated at the end of the Tientsin conflict for a multi-role light aerospace shuttle capable of lifting heavy payloads up 10 16,000 kg, the UD-4 has evolved into the definitive dropship design, influencing the shape of many derivatives and successors.

The Cheyenne's unique flexibility comes from its ability to lift itself into orbit under its own power from unprepared landing sites with the aid of its vertical takeoff (VTOL) capability. In addition to carrying its large payload, the Cheyenne can operate in the close-support gunship role by deploying weapons pods and hardpoints for rockets and missiles, as well as using its own internal gun.

VARIANTS

UD-4B
- Original production variant powered by Atco F23 lift turbines, producing 243 kN thrust each. Shorter by 1.5 m than the later variants and with less payload space, this version was also equipped with the main weapons pods only.

UD-4C
- A gunship variant, this was the first to employ the secondary weapon bays and a dedicated Gatling gun system.

UD-4E
- This was the UD-4B re-engined with F29-L-13 turbines to give extended atmospheric range.

UD-4H
- The definitive production variant of this type, the UD-4H included a major redesign of many systems and components. The fuselage was stretched by 1.5 m to allow an extra 16 m3 of payload space, making it the first variant capable of carrying the M577 APC, and the lift engines were upgraded to a broad-spectrum sensing array and command datalink. Secondary missile bays and the Gatling guns were now fitted as standard.

UD-4L
- An upgrade of the 'H' version assault transport, the UD-4L incorporates an improved sensor and fire control system as well as being the first to include a comprehensive defensive suite fit.
CorpSac
05-10-2005, 22:40
Colonial Federal Navy (CFGN)

The CFN is the largest Military in the Colonial Federal Goverment, tho officaly a united navy but it still acts as 2 navies even with a central command.

The Inner Core defence (the Delta Centari sector) is also known as the Federal navy, compriseing of 4 fleets (the 1st to 4th). each fleet comprises of 8 task forces, with a total of 84 task forces guarding the 7 core systems of the CFG.

The Colonial fleets compriseing of 10 fleets (5th to 12th fleets, including the 101st fleet, 89th Fleet and the 191st fleet) guard the 3 Colonial arms aswell as taking the fight to the enemy. the colonial arms are the 3 Arms that spred from the 7 core systems.



Rank

ENLISTED

Ensign 3rd Grade (E3G)
Ensign 2nd Grade (E2G)
Ensign 1st Grade (E1G)
Ensign (E)

NON COMMISIONED

Lieutenant, Junior Grade (LJG)
Lieutenant (Lt)
Lieutenant Commander (LtC)
Commander (C)

COMMISIONED

Captain (Ct)
Rear Admiral (RA)
Vice Admiral (VA)
Fleet Admiral (FA)
Grand Admiral (GA)

Pay Band

(band 1) E3G - E1G: 20,000 - 25,000
(band 2) E - Lt: 26,000 - 30,000
(band 3) LtC - C: 35,000 - 40,000
(band 4) RA - VA: 50,000 - 100,000
(band 5) FA - GA: 100,000 - 150,000


Fleet Lay out

Fedral Fleet

1st Task Force (Command Group)
2nd Task Force (Battle Group)
3rd Task Force (battle group)
4th Task Force (battle group)
5th Task Force (Battle group)
6th Task Force (Carrier group)
7th Task Force (carrier Group)
8th Task Force (Carrier/recon group)

Colonial Fleet

1st Task Force (Command Group)
2nd Task Force (Battle Group)
3rd Task Force (battle group)
4th Task Force (battle group)
5th Task Force (Battle group)
6th Task Force (Carrier group)
7th Task Force (Carrier group)
8th Task Force (Strike carrier Group)
CorpSac
07-10-2005, 20:37
Colonal Federal Areospace Corp (CFAC)

The CFAC is the airforce of the empire, tho its really part of the CFGN its still an independant Section of the military. The Aerospace Corp is vary large if not the largest Section in the military for a vary good reason. The Areospace Corp is in charge of all Fighters, Dropships, bombers, shuttles and so forth in all areas.

CFAC is split into 2 forces, the Active and the Passive. Active Is the fighting arm of the CFAC (mainly pilots) while the Passive is the logistics of the side (R&D, recruitment, fighter repair and support etc), both sides are key (even is the passive is 60% of the total numbers).

Training for the CFAC pilots is harsh, even more so then the Colonial Marines in some cases. They are trained to think on there feet (or butt since they are sitting down all the time), trained to pilot more then 1 type of craft (infact in this day and age most pilots can pritty much pilot all types of crafts), Be tactical and to top it off smart as hell.

There is however a small section of the CFAC is a elite Platoon of Colonial Marines know as the Airborn, the troops put the SOCM to shame when it comes to Covert Ops.

Naval Aerospace Wings general have 98 fighters/bombers etc (7 Squads) were as Planetary Defence Aerospace wing has something in the region of 200-250 fighters/bombers etc and 50-100 Dropships.

Rank

ENLISTED
Aeroman 3rd Grade (A3G)
Aeroman 2nd Grade (A2G)
Aeroman 1st Grade (A1G)
Aeroman (A)

NON COMMISIONED
Senior Aeroman (SA)
Pilot 2nd Grade (P2G)
Pilot 1st Grade (P1G)
Senior Pilot (SP)
Sergeant (s)
First Sergeant (FS)
Sergeant Major (SM)

COMMISIONED
Second Lieutenant (SL)
First Lieutenant (FL)
Captain (Ca)
Major (M)
Colonel (Co)
Sky Marshal (SM)

Pay Band

(band 1) A3G - A1G: 12,000 - 15,000
(band 2) A- P2G: 15,500 - 18,000
(band 3) P1G - S: 18,500 - 21,000
(band 4) FS - SL: 30,000 - 35,000
(band 5) FL - M: 40,000 - 50,000
(band 6) Co: 60,000 +
(band 7) SM: 120,000 +


Set Up of Aerospace wings

Wingmen - 2 Aerospace fighter
Group - 7 Aerospace Fighters
Squadron - 2 Groups (14 fighters)
Wing - 7 Squadrons (98 fighters)

Aerospace Wing

1st Squadron (light fighter Squadron)
2nd Squadron (light fighter Squadron)
3rd Squadron (Medium fighter Squadron)
4th Squadron (Medium fighter Squadron)
5th Squadron (Heavy fighter Squadron)
6th Squadron (Heavy fighter Squadron)
7th Squadron (Bomber Squadron)
CorpSac
10-10-2005, 16:18
AeroSpace Corp Fighters


Light Fighters

Dart Class Recon Fighter (http://tactics.solsector.net/joans/pictures/ferret.JPG)

Class:- Light Fighter
Mission Role:- Reconnaissance, Patrol
Length:- 10.2 meters
Mass:- 10.5 metric tonnes
Max Velocity:- 500 k/s
Max Afterburner Velocity:- 1400 k/s
Weaponry:- 2x Mass Driver Cannon
Default Missile Loadout:- 2x AIM-15 Javelin HS
Missile Decoys:-8
Front/Rear Armor:- 65 cm
Right/Left Armor:- 45 cm
Core Strength:- 100 cm

Raven Class Light Interceptor (http://tactics.solsector.net/joans/pictures/stiletto.PNG)
Class:- Light Fighter
Mission Role:- Light Interceptor
Length:- 19 meters
Mass:- 12 metric tonnes
Max Velocity:- 500 k/s
Max Afterburner Velocity:- 1400 k/s
Weaponry:- 2x Mass Driver Cannon
Default Missile Loadout:- 4x AIM-15 Javelin
Missile Decoys:- 12
Front/Rear Armor:- 90/80 cm
Right/Left Armor:- 70 cm
Core Strength:- 120

Medium Fighters

Rator Class Fighter (http://tactics.solsector.net/joans/pictures/rapier.JPG)

Class:- Medium Fighter
Mission Role:- Space Superiority, Multi-Role
Length:- 24 meters
Mass:- 13.5 metric tonnes
Max Velocity:- 450 k/s
Max Afterburner Velocity:- 1300 k/s
Weaponry:- 2x Laser Cannons, 2x Gatling Cannons
Default Missile Loadout:- 2x LAU-82 Dart DF, 2x AIM-31 Pilum IFF,1x AIM-42 Spiculim IR
Missile Decoys:- 10
Front/Rear Armor:- 50/40 cm
Right/Left Armor:- 30 cm
Core Strength:- 100 cm

Heavy Fighters

F-95 Heavy Fighter (http://tactics.solsector.net/joans/pictures/morningstar.JPG)

Class:- Heavy Fighter
Mission Role:- Space Superiority
Length:- 23.6 meters
Mass:- 22 metric tonnes
Max Velocity:- 400 k/s
Max Afterburner Velocity:- 1200 k/s
Weaponry:- 3x Gatling Cannons
Default Missile Loadout:- 2x ASM-84D Lance , 2x AIM-31 Pilum IFF,1x ASM-99 Mace
Missile Decoys:- 2
Front/Rear Armor:- 150 cm
Right/Left Armor:- 150 cm
Core Strength:- 150 cm

Bombers


CFGN Capital Ships

Corvettes


Frigate

Xenophobic Class Missile frigate

Classification:- FF, Missile Frigate
Length:- 320 m
Tonnage:- 6,000 tons
Shields:- Phase Shielding, Hull hugging Battle Shield
Armor:- 1.5 meters Battle Plate Armor
Cruise Velocity:- 100 kps
Max Velocity:- 200 kps
Crew:- 120
Spacecraft Complement:- 1 UD-4 dropship
Armament:-
4x FusionTorpedo Tube
4x Cruise Missile Launcher
1x Heavy Laser Turret

Destroyers

Ashcroft Class Destroyer (http://www.colonialfleets.com/gallery/data/media/1/protector2.jpg)

Classification:- DD, Fleet Destroyer
Length:- 390 m
Tonnage:- 9,500 tons
Shields:- Phase Shielding, Hull hugging Battle Shield
Armor:- 2 meters Battle Plate Armor
Cruise Velocity:- 100 kps
Max Velocity:- 200 kps
Crew:- 250
Spacecraft Complement:- 28 areospace fighters
Armament:-
1x Anti-Matter Turret
2x Heavy Plasma Bolter Turret
4x Medium Plasma Pluse turrets
1x Plasma Bolter
12x FusionTorpedo Tube
1x Cruise Missile Launcher

The ashcroft is the work house ship of the fleet, its in all fleets of the CFGN and has proven its worth in the Remnant War and the Free Colonial State war.

Tigerclaw Class Destroyer (http://img.photobucket.com/albums/v378/corpsac/Nationstates/tigerclaw.jpg)

Classification:- DD, Heavy Destroyer
Length:- 420 m
Tonnage:- 11,500 tons
Shields:- Phase Shielding, Hull hugging Battle Shield
Armor:- 2 meters Battle Plate Armor
Cruise Velocity:- 100 kps
Max Velocity:- 200 kps
Crew:- 250
Spacecraft Complement:- 14 UD-4 dropships/14 Aerospace Fighters
Armament:-
1x Heavy Plasma Bolter Cannon
2x Heavy Laser Turret
4x Plasma Bolter Turrets
2x Rail Guns
10x Fusion Torpedo Tube
2x Cruise Missile Launcher
1x Partical Beam Cannon

Cruiser

Sulaco Class Heavy Cruiser (http://www.serenadawn.com/Alien-Sulaco1.JPG)

Classification:- CA, Heavy Cruiser
Length:- 530 m
Tonnage:- 18,500 tons
Shields:- Phase Shielding, Hull hugging Battle Shield
Armor:- 3 meters Battle Plate Armor
Cruise Velocity:- 100 kps
Max Velocity:- 150 kps
Crew:- 350
Spacecraft Complement:- 14 UD-4 dropships/14 Aerospace Fighters
Armament:-
4x Anti-Matter Turrets
2x Heavy Laser Turrets
4x Plasma Bolter Cannons
6x Fusion Torpedo Tubes
1x Cruise Missile Launchers
2x Partical Beam cannons
2x Rail Cannons

Colonial Class Battlecruiser (http://www.colonialfleets.com/gallery/data/media/1/battlecruisers_9-3-05_i1d.jpg)

Classification:- CA, Battlecruiser
Length:- 580 m
Tonnage:- 19,500 tons
Shields:- Phase Shielding, Hull hugging Battle Shield
Armor:- 4 meters Battle Plate Armor
Cruise Velocity:- 100 kps
Max Velocity:- 150 kps
Crew:- 450
Spacecraft Complement:- 14 Aerospace Fighters
Armament:-
2x Rail Cannons
10x Mass drivers
2x Plasma Cannons
5x Rail Guns
2x Ion cannons

Battleships

Killma Class Battleship (http://www.colonialfleets.com/gallery/data/media/1/guardian4_m31.jpg)

Classification:- BB, Battleship
Length:- 620 m
Tonnage:- 20,500 tons
Shields:- Phase Shielding, Hull hugging Battle Shield
Armor:- 4 meters Battle Plate Armor, 1 meter Crystel mesh Armor
Cruise Velocity:- 90 kps
Max Velocity:- 140 kps
Crew:- 400
Spacecraft Complement:- 14 UD-4 dropships/14 Aerospace Fighters (or 7 of both)
Armament:-
4x Anti-Matter Turrets
2x Heavy Laser Turrets
4x Plasma Bolter Cannons
2x Ion Pulse Cannons
1x Plasma Caster
6x Fusion Torpedo Tubes
2x Cruise Missile Launchers
2x Partical Beam cannons
2x Rail Cannons
1x BFG (heavy Rail cannon)

Dreadnought

Killma II Class Dreadnought Refit (http://www.colonialfleets.com/gallery/data/media/1/guardian4_m31.jpg)

Classification:- DN, Dreadnought
Length:- 620 m
Tonnage:- 21,000 tons
Shields:- Phase Shielding, Hull hugging Battle Shield
Armor:- 4 meters Battle Plate Armor, 1 meter Crystel mesh Armor
Cruise Velocity:- 90 kps
Max Velocity:- 140 kps
Crew:- 400
Spacecraft Complement:- 14 Aerospace Fighters/bombers
Armament:-
4x Anti-Matter Turrets
2x Heavy Laser Turrets
4x Plasma Bolter Cannons
2x Ion Pulse Cannons
1x Ion Cannon
1x Plasma Caster
8x Muti-warhead Fusion Torpedo Tubes
6x Fusion Torpedo Tubes
2x Cruise Missile Launchers
2x Partical Beam cannons
2x Rail Cannons
1x BFG (heavy Rail cannon)

Light Carriers

Ash Class Light Carrier (http://tactics.solsector.net/joans/pictures/eagle.JPG)

Classification:- CV, Light Carrier
Length:- 700 m
Tonnage:- 36,000 tons
Shields:- Phase Shielding, Hull hugging Battle Shield
Armor:- 4 meters Battle Plate Armor, 1 meter Crystel mesh Armor
Cruise Velocity:- 100 kps
Max Velocity:- 200 kps
Crew:- 100
Spacecraft Complement:- 98 Aerospace Fighters/bombers
Armament:-
10x Heavy Laser Turret
2x IFF missile turret
06x Torpedo Tube (24 ASM-89s)
01x CapShip Missile Launcher

Victory Class Light Carrier (http://wcmdf.solsector.net/main/pictures/1/vesuvius_hi.jpg)

Classification:- CV, Light Carrier
Length:- 720 m
Tonnage:- 28,000 tons
Shields:- Phase Shielding, Hull hugging Battle Shield
Armor:- 4 meters Battle Plate Armor, 1 meter Crystel mesh Armor
Cruise Velocity:- 80 kps
Max Velocity:- 120 kps
Crew:- 2000
Spacecraft Complement:- 98 Aerospace Fighters/bombers
Armament:-
10x Heavy Laser Turret
2x IFF missile turret

Carriers

Benson Class Strike Carrier (http://www.colonialfleets.com/gallery/data/media/1/shooting_star_warlock_class_galcenter_3-8-05_i2.jpg)

Classification:- CVS, Strike Carrier
Length:- 820 m
Tonnage:- 34,000 tons
Shields:- Phase Shielding, Hull hugging Battle Shield
Armor:- 5 meters Battle Plate Armor, 1 meter Crystel mesh Armor
Cruise Velocity:- 80 kps
Max Velocity:- 130 kps
Crew:- 2500
Spacecraft Complement:- 196 Aerospace Fighters/bombers
Armament:-
4x Plasma Bolter Cannons
2x Ion Pulse Cannons
4x Fusion Torpedo Tubes
2x Cruise Missile Launchers
1x Partical Beam cannons

Fleet Carrier

Blackhand Class Fleet Carrier (http://www.colonialfleets.com/gallery/data/media/1/bsg2.jpg)

Classification:- CVF, Fleet Carrier
Length:- 925 m
Tonnage:- 95,000 tons
Shields:- Phase Shielding, Hull hugging Battle Shield
Armor:- 6 meters Battle Plate Armor, 2 meter Crystel mesh Armor
Cruise Velocity:- 100 kps
Max Velocity:- 120 kps
Crew:- 4000
Spacecraft Complement:- 392 Aerospace Fighters/bombers/dropships
Armament:-
4x Plasma Bolter Cannons
4x Fusion Torpedo Tubes
2x Cruise Missile Launchers
1x Partical Beam cannons
25x Mass Drivers
10x Gatling cannons
CorpSac
10-10-2005, 20:16
http://img.photobucket.com/albums/v378/corpsac/Nationstates/Evan.jpg

First Name:- Kimiko
Second Name:- Ash
Age:- 28
Hight:- 5f 8"
Postion:- Presidant of the colonial Federal Goverment

Kimiko has been in power for 3 years now and is a Vet of the Free Colonial State War. She is vary popular with the people and even more so with the Senate, she knows the pain of war but knows that in the end sometimes it needed.

Kimiko was born on one of the colonial planets in the delta arm, she never had the best in life and never knew her parents. Until she was 16 she was into all types of crimes, nothing would stick until she was 16. she was cought on a GBH charge, the Judge at the time gave her the choice 4 years hard labour on one of the Corporate Prisons or Sign up for a minimum of 4 years in the Armed forces. she picked the Armed forces joining the Colonial marines.

During her basic training the Drill Sargents noticed that she was a good leader and didnt take shit from anyone, with in the first 8 weeks no one messed with her yet she still knew the chain of command.

After her 4 years was up she signed on for another tour and saw much action, near the end of her 2nd tour the Free colonial State war started forceing her to stay on till the end of the war. At the time she was part of the 99th but was one of the few who didnt defect, manageing to escape and join the 101st fleet. At first she wasnt trusted and held for a few days in the brige. Once she was cleared she was put into command of a platoon that was sent to the first world that was invaded in the war. He platoon alone held a key point in the invasion with no loses.

During the war she saw some of the War crimes commited by both sides, even on one of the worlds were the Goverment said that only 300 dead. At the same time she saw the a Colonial Engineer Regiment boldozing 1000s of bodies into mass graves and covering them with Bactira that turned the bodies into goo.

http://img.photobucket.com/albums/v378/corpsac/Nationstates/kayla.gif

First Name:- Kayla
Second Name:- Wraith
Age:- 21
Hight:- 5f 5"
Postion:- Chief Bodyguard to the Presidant

Kayla has know Kimiko since the Free State war, she was a colonial marine in the same squad as Kimiko. She became the Chief bodyguard for a simple reason she was the only one Kimiko trusted with her life. She was top of her class in the Colonial training program and was one of the best captain they had, infact she turned down a promotion to Colonel. A major step and bypassing Major and Lieutenant Colonel, it would have pissed alot of people off it she took it but she felt the offer of chief bodyguard was a better offer.
CorpSac
11-12-2005, 19:14
Federal Fleets

1st Federal Fleet

Home Guard Command Group, Task Force 01
1x Fleet Carrier
2x Sulaco Class Heavy Cruiser
2x Ashcroft Class Destroyer
5x Frigates
3x Corvettes

Aerospace Wings
4x Aerospace Wings

Raven Battle Group, Task Force 02
1x Carrier
2x Sulaco Class Heavy Cruiser
1x Tigerclaw Class Destroyer
2x Ashcroft Class Destroyer
2x Heavy Frigates
4x Corvettes

Aerospace Wings
2x Aerospace Wings

Kalash Battle Group, Task Force 03
1x Carrier
2x Sulaco Class Heavy Cruiser
1x Tigerclaw Class Destroyer
2x Ashcroft Class Destroyer
2x Heavy Frigates
4x Corvettes

Aerospace Wings
3x Aerospace Wing

Lexington Carrier Group, Task Force 04
2x Carriers
1x Cruiser
3x Ashcroft Class Destroyer
5x Frigates
1x Heavy frigate

Aerospace Wings
4x Aerospace wings

Ashcroft Carrier Group, Task Force 05
2x Carriers
1x Cruiser
3x Ashcroft Class Destroyer
5x Frigates
1x Heavy frigate

Aerospace Wings
4x Aerospace wings

Bex Battle Group, Task Force 06
1x Killma Class Battleship
2x Light Cruisers
1x Tigerclaw Class Destroyer
2x Medium Destroyers
2x Heavy Frigates
4x Corvettes

Aerospace Wings
1x Aerospace wing

Federal Battle Group, Task Force 07
1x Killma II Class Dreadnought Refit
2x Cruisers
2x Tigerclaw Class Destroyer
2x Heavy Frigates
1x Recon Corvettes
2x Corvettes

Aerospace Wings
1x Aerospace wing

Devil eyes Recon/Intel Group, Task Force 08
1x Ash Class Light Carrier
2x Cruisers
5x Light Frigates
4x Recon Corvettes
2x Corvettes

Aerospace Wings
1x Aerospace Recon wing

================

2nd Federal Fleet

Harth Command Group, Task Force 09
1x Fleet Carrier
2x Sulaco Class Heavy Cruiser
2x Ashcroft Class Destroyer
5x Frigates
3x Corvettes

Aerospace Wings
4x Aerospace wings

2nd Battle Group, Task Force 10
1x Carrier
1x Ash Class Light Carrier
2x Cruisers
1x Tigerclaw Class Destroyer
2x Ashcroft Class Destroyer
2x Heavy Frigates
3x Corvettes

Aerospace Wings
3x Aerospace wings

3rd Battle Group, Task Force 11
2x Ash Class Light Carrier
2x Cruisers
1x Tigerclaw Class Destroyer
2x Ashcroft Class Destroyer
2x Heavy Frigates
4x Corvettes

Aerospace Wings
2x Aerospace wings

4th Carrier Group, Task Force 12
2x Carriers
1x Ash Class Light Carrier
3x Ashcroft Class Destroyer
5x Frigates
1x Heavy frigate

Aerospace Wings
4x Aerospace Wings


5th Carrier Group, Task Force 13
2x Carriers
1x Cruiser
3x Ashcroft Class Destroyer
5x Frigates
1x Heavy frigate

Aerospace Wings
4x Aerospace wings


6th Battle Group, Task Force 14
1x Killma Class Battleship
3x Ashcroft Class Destroyer
2x Medium Destroyers
2x Heavy Frigates
4x Corvettes

Aerospace Wings
1x Aerospace wings


7th Battle Group, Task Force 15
1x Killma II Class Dreadnought Refit
2x Cruisers
2x Tigerclaw Class Destroyer
1x Heavy Frigates
4x Corvettes

Aerospace Wings
1x Aerospace wings

8th Recon/Intel Group, Task Force 16
1x Victory Class Light Carrier
2x Ashcroft Class Destroyer
5x Light Frigates
4x Recon Corvettes
2x Corvettes

Aerospace Wings
1x Aerospace wing