Athiesism
05-11-2005, 21:52
Welcome to the Command and Conquer: Tiberian Sun storefront. Tiberian Sun was the best C&C game ever made, and was remembered fondly until C&C Generals disgraced the whole franchise. Still, it's a game worth playing all the way through. It might be hard for people who haven't played the game to know how effective the different units are, but cost is a good indicator.
The cost for the infantry packages is 10 times the in-game cost. The cost for vehicles is 5,000 times the in-game cost (it's assumed that in the game 1 infantry icon= 5 infantrymen, so that's why the infantry are made so much cheaper here). Some units, like harvesters and MCVs, aren't included because they don't have a place in Nationstates. Remember to pay money for maintenance.
Discounts (available on ALL products in this storefront, including the non-C&C ones)
80% for new nations
80% for first-time buyers
Infantry Kits
These come with everything needed to equip an infantryman of a specific type. Included in every kit is a uniform, weapon, radio, etc.
Infantryman
Cost: $1,250
Armament: M16 Mk. II Pulse Rifle
Production rate: 5,000 per month per factory; Merkar has six Infantryman Kit factories
Cheap, weak, and effective in hordes. The pulse rifle works best against infantry, but with repeated hits on even the thickest metal armor it can overwhelm it with heat energy and cause it to explode.
Disk Thrower
Cost: $2,0000
Armament: 12 disk grenades
Production rate: 2,500 per month per factory; Merkar has three such factories
They seem like the one unit that could kill anything until you realize that they have a huge blast radius when they die. Keep them dispersed or draw off the enemy's fire with something else. The disk-shaped grenades can fly a great distance, and may bounce off the ground and skip if they don't hit a target. Effective against any type of enemy, if you can keep them from exploding.
JumpJet Infantry
Cost: $6,500
Armament: Vulcan cannon
Production rate: 3,000 per month per factory; Merkar has one of these factories
Highly mobile, the JumpJet Infantry is good for anti-air defence, scouting, and making runs on light targets. Just make sure that you never have to send them against enemy air defences unless you take pleasure in watching your airmobile divisions fall from the sky.
Medic
Cost: $9,000
Armament: Medpac
Production rate: 1,000 per month per factory; Merkar has one Medic kit factory
They're expensive, but when it comes to combat they will save a lot of your soldier's lives. It's best for them to live to fight another day. More powerful than ordinary medics, they carry high-tech medicines and equipment to heal badly wounded soldiers in minutes.
Engineer
Cost: $9,000
Armament: Building-clearing equipment
Production rate: Same as for Medic
Useful for managing your base in both peacetime and wartime. In war, they can use their flashbangs and flamethrowers to clear out enemy structures so you can use them later.
Vehicles
Wolverine
Cost: $2,250,000
Armament: Two 50mm cannons
Production rate: 500 per month per factory; Merkar has two of these factories
Very good at killing or supressing hordes of infantry. These eight-foot-tall one-man fighting suits will have trouble against enemy armor, airplanes and missiles, though.
Amphibious APC
Cost: $4,000,000
Armament: None
Production rate: 300 per month per factory; Merkar has only two of these factories
When the enemy camp is well dug-in, send in some of your troops over water to one of his flanks. It can carry up to sixteen infantrymen.
Titan
Cost: $4,000,000
Armament: 120mm cannon
Production rate: 100 per month per factory; Merkar has 5 of these factories
This giant 25-foot-tall war walker has a range of just under five miles, making it excellent for pounding the enemy from afar. The 120mm cannon is exceptionally powerful, although the vehicle does not carry any real anti-infantry armament. Not to worry- the Titan can literally walk all over enemy infantry. Carries forty cannon shells.
Hover Multiple Launch Rocket System (MLRS)
Cost: $4,750,000
Armament: 2 rocket pods, 12 rockets per pod
Production rate: Same as for Titan, but with only two factories
The Hover MLRS is exceptionally mobile and can fire a salvo of guided missiles 12 miles away against air or land targets. Its weak points are flimsy armor and lack of a good anti-infantry weapon. Including reloads, it carries a total of 120 missiles.
Disrupter
Cost: $6,000,000
Armament: Disruptor
Production rate: 50 per month per factory, Merkar has one factory for the Disruptor
Expensive and hard to manufacture, but extremely lethal. The Disrupter is called that because it fires a harmonic resonance wave, causing the target's structure to disintegrate. It destroys infantry and vehicles in seconds and carries heavy armor.
Mammoth Mk. II
Cost: $15,000,000
Armament: Two rail guns and an antiaircraft missile launcher
Production time: 4 months, only one can be built at a time
The most powerful unit there is. Its two railguns are very accurate and will pulverize anything they come up against. The anti-aircraft missiles are especially accurate, and few bombers can survive two salvoes from them. Still, air defence is a relative weakpoint and it's advisable to give it some kind of anti-air protection (for example JumpJet Infantry) when facing an enemy airforce. Other than that, only a very heavy pounding will knock this slow-moving beast out of action.
Mobile Sensor Array
Cost: $7,500,000
Armament: Sensors
Production time: 2 per month per factory; two factories make it in Merkar
On today's battlefield, there's a good chance of encountering vehicles that cloak themselves or burrow underground. The Mobile Sensor Array, once halted and deployed, finds them to prevent the enemy from catching you totally by surprise.
Orca Fighter
Cost: $5,000,000
Armament: Six guided air-to-ground only missiles, plus six reloads; air-to-air electronics pack with two 30mm cannon available for $21.5 million extra.
Production time: 20 per month per factory; two factories in Merkar
A lot like a light helicopter, just more heavily armed. The Orca Fighter is both highly maneuverable and carries extensive decoys and ECM, meaning that often half dozen enemy SAMs are needed to kill it. Being a VTOL (Vertical TakeOff and Landing, think of the Harrier airplane) aircraft, it flys to its target and then hovers, letting off its missiles. Works very well against enemy armor and light vehicles, but can less effectively kill infantry if needed. Two cannons provide an air-to-air capability. For air defence, buy the air-to-air upgrade kit (see "Armament:") for an extra $21.5 million.
Orca Bomber
Cost: $6,000,000
Armament: Bombs
Production time: 10 per month per factory; four factories in Merkar
Especially effective against enemy structures and concentrated masses of infantry. Orca Bombers are significantly better than the Fighter version and release a long string of bombs over the target.
Orca Carryall
Cost: $10,000,000
Armament: None
Production Time: Same as for Orca Bomber
The Orca Carryall can carry one vehicle of any size with its grappling hook and fly it to anywhere on the battlefield. Works best for keeping airborne forces supplied and well-supported with vehicles.
Tiberian Sun Nod and Firestorm Equipment
Cyborg Infantry
Cost: $6,500
Armament: High-power pulse rifle
Production rate: 2,000 per month per factory; Merkar has six such factories
The Cyborg Infantry consists of a human being improved by cybernetic implants. The extra strength so provided allows him (or her, maybe) to carry heavy body armor and a large, powerful pulse rifle. Works well against anything on the ground, particularly infantry.
Rocket Infantry
Cost: $2,000
Armament: Rocket
Production rate: 4,000 per month per factory; Merkar has two such factories
The Rocket Infantry is slower and more heavily armored than the average grunt. He's usually the most cost-effective way to deal with tanks and aircraft.
Cyborg Commado
Cost: $10,000,000
Armament: Plasma Launcher
Production rate: 100 per month per factory; Merkar has one factory (ammount of Cyborg Commandoes that you can actually use depends on how many skilled cyborgs you have in your army, as the battlesuit is too complicated to be used by most grunts, the usual number is about 1 for every 1,000 cyborgs you have)
The Cyborg Commando is the best single unit available on the battlefield. Although unable to deal with air attacks, its weapon, an energy ball, can wipe out any infantry in one shot and any armor in one or two. Extremely deadly, but the battlesuit is so complex that only a handful of elite, skilled Cyborgs are capable of using it.
Subterranean APC
Cost: $4,000,000
Armament: None, unless you count the digging drill in the front of the vehicle
Production rate: 100 per month per factory, Merkar has two factories for it
The Subterranean APC burrows underground and emerges stealthily in the area of your choice. However, it can be detected by the Mobile Sensor Array and cannot cut through thick pavement or building foundations as it emerges from underground.
Attack Cycle
Cost: $1,500,000
Armament: Two missile launchers
Production rate: 300 per month per factory; Merkar has two of these factories
The Attack Cycle is a very fast rocket-launching motorcycle. Armor is weak, but it's cheap, speedy and packs a punch. The rockets are guided and can hit air or ground targets.
Tick Tank
Cost: $4,000,000
Armament: Two 105mm cannons
Production rate: 100 per month per factory; Merkar has one factory that makes it
The Tick Tank outranges most other units and is powerful against enemy armor, not to mention its ability to squish infantry. For added protection, it can burrow part of itself underground, leaving only its turret and a small part of the rear of the tank visible. This makes it a smaller, harder-to-hit target.
Stealth Tank
Cost: $6,000,000
Armament: Two missile launchers
Production rate: 25 per month per factory; Merkar has 12 factories
The Stealth Tank cloaks itself to evade detection, and then unleashes its loads of missiles. It hovers just a few feet above the ground, making it capable of moving over water. The missiles can be fired at air or land targets, but because of the power drain caused by their firing the cloaking generator must be temporarily shut down.
Artillery
Cost: $4,750,000
Armament: 155mm artillery cannon
Production rate: 50 per month per factory; Merkar has four factories
Exteremely effective against all land targets, the Artillery unit carries an 155mm cannon that is extremely accurate. However, it has a long minimum range and cannot fire on the move (it instead must halt and go through a short set-up process), which means that it is more of a defensive than offensive weapon.
Harpy
Cost: $5,000,000
Armament: Two 20mm cannons
Production rate: 20 per month per factory; Merkar has one factory
The Harpy is a light attack helicopter armed mainly to deal with infantry and light vehicles. It does well in this role, but in groups it can deal with armor and structures.
Repair Vehicle
Cost: $4,750,000
Armament: Repair kit
Production rate: 50 per month per factory; Merkar has one factory
The Repair Vehicle is the only way to make quick repairs on heavily damaged vehicles. It has everything needed to fix banged-up vehicles quickly in the heat of battle.
Banshee
Cost: $6,250,000
Armament: Bombs, optional twin proton launchers and air-to-air combat electronics ($20 million extra)
Production rate: 20 per month per factory; Merkar has one factory
An accurate bomber, the Banshee has trouble dealing with infantry. For an extra $20 million, it can be optimised for air-to-air combat and given two plasma cannons while still keeping its bombing capability.
Devil's Tongue Flame Tank
Cost: $3,250,000
Armament: Flamethrower and burrowing spikes
Production rate: 100 per month per factory; Merkar has one factory
The Devil's Tongue can burrow underground like the Subterranean APC, but like the APC, it can't penetrate thick pavement or building foundations as it emerges. The flamethrower works well against infantry, but prolonged blasts can melt steel also. The vehicle's armor is relatively light.
Mobile EMP Cannon
Cost: $4,000,000
Armament: EMP transmitter
Production rate: 100 per month per factory; Merkar has one such factory
The GDI Mobile EMP (abbreviated MEMP) Cannon emits a brief burst of extremely intense electromagnetic pulse that disables all nearby electronics, even well-shielded ones. The pulse is visible as a blue-white shockwave when emmitted, but has no effect on infantry. Excellent for dealing with overwhelming numbers of enemy or for peacetime riot control when bloodshed is to be avoided.
Juggernaut
Cost: $4,750,000
Armament: 3 120mm cannon
Production rate: 50 per month per factory; Merkar has one factory for it
Similar to the Nod Artillery, the GDI Juggernaut cannot fire on the move and must deploy itself first. It also has a long minimum range, making it defenceless when placed at the spearhead of an attack. Other than that, it is a very accurate piece of artillery.
Limpet Drone
Cost: $3,750,000
Armament: None
Production rate: 300 per month per factory; Mekar has one factory
The Limpet Drone is designed to attach to enemy vehicles and then stick to them undetected, allowing you to track the unit it is attached to. Equipped with sensors of its own, it also functions as a kind of reconassaince unit that allows you to view the drone's surroundings as it sticks to the vehicle. Being spot-welded, the only way to remove it once detected is to either destory the vehicle it is mounted on or remove it in an advanced vehicle maintenance facility. The hovering Limpet Drone is meant to be flown in to an area frequented by enemy vehicles, bury itself, and wait for a vehicle to roll over it so it can attach to it. Stealthily adhering itself to the target, it follows it and intereferes with is electrical system.
Mobile Stealth Generator
Cost: $7,000,000
Armament: None
Production rate: 20 per month per factory; Merkar has one factory
The Mobile Stealth Generator covers about a 200-yard-diameter area and uses holograms and light refraction to disguise any of your units in that area. It cannot do this on the move and must deploy first.
Reaper
Cost: $5,000,000
Armament: Two cluster missile launchers and an antipersonnel net launcher
Production rate: 50 per month per factory; Merkar has one factory
The Reaper is a cyborg body mounted on a walker chasis. It carries two missile launchers whose warheads break apart to spread sub-munitions over a small area. In addition, it carries a net-deploying device that bags enemy infantry for follow-on units to kill. Be aware that the infantry will probably be able to tear their way out of the bag a minute or so later.
Turrets
Merkar Military Industries can, on request, construct a defensive turret at a location in your country of your choosing. Just say where, and a construction team will be dispatched.
Obelisk of Light
Cost: $10,000,000
Armament: Laser
Production time: 3 months
The most powerful turret available, the NOD Obelisk of Light is extremely powerful. It requires a great deal of power to operate, but is heavily armored. Be aware, though, that its rate of fire is relatively slow and it can be defeated by masses of disk throwers or rocket troops. When dealing with this kind of threat, it's best to build several such turrets.
Laser Turret
Cost: $1,500,000
Armament: Small laser
Production time: 1 month
The Laser Turret sends a relatively light laser to its target. Rate of fire is high, and its purpose is to progessively incinerate its target. Works best against armor and light vehicles, but can have trouble versus too many infantry.
SAM Site
Cost: $2,500,000
Armament: Three SAMs; reloads stored below ground
Production time: 1 month
The most efficient way to kill aircraft is to install one of these armored SAM emplacements. Aircraft will have a hard time killing them while dodging incoming missiles, making them highly cost-effective.
GDI Component Turret
Cost: $1,500,000
Armament: None; must be equipped with an armament package (see below)
Production time: 1 month
The GDI Turret is a basic structure that can be equipped with different weapons. Your choices are:
SAM-$1,500,000 extra. An effective aircraft killer.
Vulcan Cannon-$1,500,000 extra. Its 50mm cannons can mow down hordes of enemy infantry.
RPG-$2,500,000 extra. An abbreviation for "rocket propelled grenade", the RPG has a powerful warhead and a higher rate of fire than the Obelisk of Light. Arguably the best all-around base defence because of its effectiveness against both infantry masses and vehicles.
I would include a link to my other storefront, but everyone would be too lazy to check it out. So I'll copy-and-paste my other products here:
Terms
1 mark= 1% the speed of light or 6,696,000 miles/hour
1 lightyear= 5,865,696,000,000 miles or about 5,865,695,000 times the diameter of the solar system (diameter of the solar system is about 3 billion miles)
Note: Prices do not include maintenance costs, which are about one-tenth of the vessel's price per year. All ships have artificial gravity. Unless otherwise noted, my nation owns one factory per each ship class. All ships larger than 300 meters plus the Explorer class have hyperdrives.
TALON-CLASS SPACE SUPERIORITY FIGHTERS
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Speed: Mk. 1 (1,860 miles/second)
Propulsion: 2 Cartanae Aerospace J-45 plasma acceleration devices; in order to decelerate, the engine mounts are swiveled around to the front and fired. The acceleration devices are intended to be used in short bursts to manuever and pick up speed.
Armament: Two plasma Sniper models, range 100 miles+; four plasma Dogfight models, range 10 miles+
Approximate rate of fire: Sniper, 60 rounds/min; Dogfight, 768 rounds/min
Ammunition: Enough plasma gas to produce either 52 Sniper rounds, 2345 Dogfight rounds, or a combination of both
Fusion reactor endurance: 6.4 hours, after which it explodes if not returned to a docking facility and properly powered down
Max. Length: 22 meters
Max. Width: 2.4 meters
Mass: 167.5 metric tons
Manueverability: Maximum of 552 deg/sec.
Crew: One
Cost: $400 million
Production rate: 30 per month per factory
The Talon is the premier space superiority fighter of the Merkar Republic. Able to travel at 1% the speed of light, to pilot it requires a genetically modified human able of surviving extreme g-loads and having about 10 times the reaction speed of an unmodified human during a combat situation. However, at that speed it is incapable of rapid manouvering and should be decelerated to mark .01 (1,800 meters per second) before any combat to ensure maximum turning capability.
The twin "Sniper" cannons, designed by Cartanae Aerospace, are very powerful but their rate of fire is too slow to use them in a close-in dogfight. At ranges under 10 km., it is recommended that the pilot switch to the less powerful but much quicker-firing "Dogfight" cannons, designed by Harten Aerospace. The "Sniper" cannons are somewhat overkill; their extreme power is intended not to make them more lethal, as they could easily pierce any space fighter armor, but to ensure long-range accuracy. Even then, it is likely that, factoring in evasive movement and countermeasures, they would only be able to achieve a 10% chance of hitting their target before the range closed into the dogfight sphere. They are mainly intended to scatter the enemy formation by causing it to take evasive action. The Dogfight cannons function by overwhelming the enemy craft with heat energy to the point that it explodes, in addition to whatever damage the plasma energy itself causes. At such dogfight ranges, accuracy would be as high as the pilot's marksmanship.
For defence, the Talon is equipped with multiple missile decoys, rendering missile weapons virtually useless. These include image replicators to confuse the hostile weapon, laser devices intended to incinerate missile seeker heads, chaff, flares, radar-absorbent paint, small decoy dispensers, electronic, infrared, and x-ray jammers, plus some classified devices. At the same time, the Talon's large onboard computer and sensors cannot be fooled by most of these decoy devices. Very few missiles are large enough to mount such a large computer, and are therefore extremely susceptible to deception. This is why all of the Talon's armament is unguided.
In addition, the hull is constructed of lightweight high-durability Karmaline. What appears to be the cockpit window is also constructed of this material, although it is overlayed with a display system that shows what is going on inside the cockpit (this allows wing commanders to give orders using hand signals if the radios are jammed or malfunction). Karmaline adjusts with chemical impulses applied by the Talon's computer when it detects a threat that cause it to change shape. The craft morphs extremely rapidly to avoid or glance off kinetic energy projectiles, although in modern space combat encountering such primitive weapons is rare. The exterior is shielded against recieving such chemical impulses from outside to prevent enemy action from crippling the morphing action. If hit by such a projectile, it would be have to be moving at approximately 25% of the speed of light to hit with enough velocity to pierce the rubberlike substance without glancing off- accelerating weapons to such speed would require an impractical ammount of energy. For the most part the only weapon capable of damaging such an agile craft are laser and plasma cannons. Karmaline is designed to dissapate electrical and plasma energy, although repeated hits will still overwhelm the armor and cause the fighter to explode.
The Talon's primary sensor is the LogiCorp SXT-4 visual scanning device. In modern space combat, radar and infrared signatures are easy to hide, leaving only light and radiation as a trackable emission. The SXT-4 uses optical scanners to locate threats. As modern fighters are usually well-camoflauged, the computer is only able to sort them out from visual clutter when they approach 250 km. They are then displayed as a larger-than-life image on the pilot's helmet-mounted sight, and an aiming point is also displayed that takes into account deflection, gravity, electromagentic fields, etc. in calculating where the pilot should fire in order to hit the target. Talon's onboard computer is massively powerful, although the human brain has shown to be more effective in making unorthodox judgements needed in combat. In case of emergency, the cockpit can separate from the ship and act as an escape pod.
HAWKEYE SPACEBORNE EARLY WARNING (S.E.W.)
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Speed: Mk. .9 (1,674 miles/second)
Propulsion: One Merkar Military Industries Mark Point Nine plasma acceleration device
Armament: None; equipped with visual scanning device and sensor suite along with decoy system similar to the Talon
Endurance: 23 hours before fusion reactor becomes unstable; after that point, it must either dock and properly power down the reactor or explode
Max. Length: 30 meters
Max. Width: 10 meters
Mass: 55.1 metric tons
Manueverability; 25 degrees/ second
Crew: Automated, can carry two humans
Cost: $900 million
Production rate: 5 per month per factory
The Hawkeye is specifically designed to scout out enemy forces and direct friendly forces to intercept them. Equipped with sophisticated sensor equipment, it can spot large enemy warships up to 3 million miles away and smaller fighters at one-tenth of that. The vessel's armor is insufficient to stop most contemporary spacecraft weapons.
SUPPLY-CLASS CARGO VESSEL
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Typical Speed: Mk. .3 (558 miles/second)
Propulsion: None; recieves initial velocity from electromagnetic railgun and proceeds in straight line
Armament: None
Battery power: Lasts 21 days between reacharging; used to refrigerate, heat, or otherwise maintain cargo
Max. Length: 1000 meters
Max. Width: 1000 meters
Mass: 458 metric tons, plus however much cargo can be fitted into the container
Manueverability: None
Crew: Automated, cargo bay can hold humans
Cost: $2 million
Production rate: 1,000 per month per factory; three factories currently operational
A giant cube, the Supply class is intended for short-range transport. Totally lacking any engines, it is loaded with goods by opening its rear door, propelled by an electromagentic railgun toward its destination, floats through space, then arrives at its target location, is declerated by a space tug, and then guided into a docking bay to unload. Protected by twelve inches of Osman(C) brand fibers, its sole purpose is to ensure safe deceleration of its cargo and protect it from the harshness of open space. The armor is insufficient to withstand most military weapons. Onboard automation keeps the cargo intact by handling such things as temperature and providing it with electrical power, if necessary. Excellent for maintaining outposts in a large empire.
KATANGA CLASS FREIGHTER
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Speed: Mk. .1 (186 miles/second)
Propulsion: 4 Harten F6 plasma acceleration devices; thrust can be redirected using electromagnets, enabling the craft to declerate by having them direct its thrust forward
Plasma supplies: 40+ days
Armament: None
Power source: Harten E32 Fusion Reactor; indefinite endurance
Max. Length: 303 meters
Max. Width: 22 meters
Mass: 3,000 metric tons; can be fitted with as much cargo as hold space permits
Manueverability: Maximum of 6 degrees/sec.
Crew: Automated; can fit six pilots and be operated manually, if necessary. Humans can occupy cargo hold.
Cost: $32 million
Production rate: 2 per month per factory
The Supply class is also adapted from a civilian design, this time the Harten Aerospace Incorporated Katanga Freighter. The military version is equipped with 12 feet of high-durability fibers to ensure the protection of its contents, but not intended to be sufficient to protect it from prolonged fire from military-grade weapons. Although slow, it has an exceptional range.
EXPLORER-CLASS SCIENCE VESSEL
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Speed: Mk. 20 (37,200 miles/second)
Propulsion: 1 Carden Super 2000 antimatter/matter storage and combination unit; Merkar Engineering Class Four thrust direction unit
Endurance: Carries enough antimatter for perhaps 2 months of manuevering, and the antimatter generation device's ability to refuel the craft depends on the materials it is able to harvest from space; typically equipped with 6 months worth of food and medical supplies, although much more can be carried.
Armament: None; several hull fittings for research equiptment can potentially be fitted with weapons
Max. Length: 61 meters
Max. Width: 10 meters
Mass: 45 metric tons
Manueverability: Maximum of 50 degrees/sec.
Crew: Can be automated, altough 2 pilots are usually carried. Accomodations for 18 humans, usually scientists.
Cost: $3 billion
The Explorer class is designed for space exploration, as its name implies. Using advanced antimatter generation equipment, it is exhorbiantly expensive for its size, but is packed with sophisticated research and sensor equiptment. The antimatter generation equipment uses certain types of matter that can be harvested by the crew as they fly through certain portions of space, such as near stars or mineral-rich planets, and converts it into highly potent antimatter fuel. Able to travel at 99% the speed of light, it is also equipped with anti-gravity devices that prevent its crew from dying during periods of extreme acceleration and high-speed, high-g manuevers. Equipped with only enough protection to shield its occupants from the extremes of radiation, temperature and electrical power found in space, it is not a military vessel. Officially, the Republic Fleet owns a few for prospecting asteriods. However, the government denies rumors that it has been using their excellent sensors to spy on foreign empires under the guise of peaceful scientific research missions.
INVINCIBLE-CLASS CARRIER
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Speed: Mk. 20 (37,200 miles/second)
Propulsion: Two Merkar Military Industries Mark 99 Turbo plasma acceleration devices; thrust can be directed electrmagnetically toward the front of the ship to allow it to decelerate
Plasma supplies: Indefinite; dependent on reactor life
Reactor endurance: 15 years between refittings
Armament: 2,000 Mark One plasma cannons, range 2,000 km.; maximum of 55 antimatter torpedoes, range over 500 million km before disintegration; 371 Talon-class fighters can be carried but are not included in cost. 500 ground bombardment missiles, each with 2,000 pound warheads; smaller missiles can be fitted inside them. Each of the two docking bays has an electromagnetic railgun used to launch fighters and Supply-class cargo vessels, but could potentially lauch some kind of weapon.
Approximate rate of fire: 42 rounds/minute for Mark One laser cannons; full torpedo barrage can be released in five seconds, although it takes a few minutes to supply them with target data.
Ammunition: Indefinite for plasma cannons; 55 antimatter torpedoes
Max. Length: 2,356 meters
Max. Width: 354 meters
Mass: 633,745 metric tons
Manueverability: Maximum of 5 degrees/sec.
Crew: 12,648
Construction time: 6 years
Cost: $19.5 billion with escape pods ($1.5 billion); extra $7 billion for 55 antimatter torpedoes at $127,272,727,273 per torpedo.
The most powerful ship of the Merkar Fleet, the Invincible class is a good mix between small-nation budget needs and large-nation firepower. Its 371 Talon-class space superiority fighters are intended to escort all antimatter torpedoes fired by the carrier and ensure that they are not destoryed by enemy interceptors. Once the antimatter torpedo approaches within 3,000 kilometers of its target as it speeds along at Mark .1, it releases its warhead, causing a large swathe of antimatter to destroy anything in its path for about 50,000 kilometers distant. This means that it is likely to bring down its target in addition to many nearby enemy vessels. The fairly big, 100-meter long torpedo is equipped with a large signal processor, making it immune to decoys and able to adapt to changing situations. As long as enemy reconassaince vessels do not detect the torpedoes, they will be unable to shoot at it with their own missiles, and even then these will have to avoid getting shot down by the escort screen. However, it is essential to maintain space superiority with your fighters to ensure that the torpedoes can find their target. This is why the Fleet has sucessfuly argued for the introduction of the Invincible-class carrier.
As in all ships larger than small fighters, the Invincible is equipped with antigravity systems to lessen the effects of deceleration on its occupants and ensure that they survive high-speed maneuvers. This is especially important considering that the vessel travels at 99% the speed of light. Frequently, smaller ships will enter its docking bays to take advantage of its speed in order to be capable of interstellar travel.
The main sensor on the ship is a powerful large visual scanning device, although countless other sensors are also carried. This is in normal conditions capable of detecting warship-sized targets at a distance of five million kilometers, and fighter-sized targets at one-tenth of that. This allows it sufficient time to scramble its fighters currently stationed on alert. However, a competent commander will attempt to scout past that area in order to have more warning time.
Defensively, the Invincible carriers the same basic missile countermeasures suite as found on the Talon, except in larger quantities. The armor ammounts to 20 feet of composite diamond fibers, dramatically increasing the mass but making it impervious to kinetic-energy weapons. The composite material in the diamonds distributes the shock of plasma and laser weapons throughout the entire hull, making it difficult to destroy such a ship.
For defense against fighters and enemy vessels that get too close, the Invincible is covered with a total of two thousand plasma cannons. They are extremely accurate and powerful, and is simply impossible for a small enemy fighter to come within 2,000 kilometers of such a carrier without being vaporised. Warships are more stubborn targets, but the Invincible is not designed to battle ships of its own size in gun battles. It was suggested that the class be equipped with a directed black hole that would consume the enemy ship and feed its matter into the carrier to enable it to grow larger, but that technology is currently only in the prototype stages. If all else fails, the starcraft are equipped with 500 escape pods.
For operations against enemy land and sea units, 500 ground bombardment missiles are carried; anything can be fitted inside their warheads, which usually carry 2,000 pounds of explosive but can also launch smaller missiles or torpedoes, for example. The Talon fighters can also pound these targets.
AR-23 PLASMA ASSAULT RIFLE
Caliber: 5.56mm
Range: 600 yards effective; 2,000 yards maximum
Rate of Fire: 10.3 rounds/second; can be toggled between semi-auto, or set to fire bursts of 15, 10 or 5 rounds
Price: $240
Production rate: 1,000 per month per factory
The AR-23 is a simple plasma rifle, the design made with reliability as the main concern. Lasers can easily be deflected by adapting materials so that they reflect the impact, in the same way that a mirror reflects light. All laser beams are are concentrated bursts of light, after all. Not so with plasma. Able to penetrate 3 inches of steel from 600 yards and twice that at point-blank range, the AR-23 is as capable as any plasma blaster, and cheaper, too. Can be refueled using hydrogen, helium, and a power source. Can hold 10 rounds worth of plasma at a time. For an additional $350, a grenade launcher can be fitted below the barrel to fire $15 grenades.
Hercules class Space Superiority Fighter
http://i14.photobucket.com/albums/a333/Athiesism/Hercules.jpg
Speed (point above which manuevering becomes impractical): Mk 1 (1 mark= 1% the speed of light) or 1,860 miles per second
Propulsion: 4 Mekar Military Industries CF-100 Plasma Acelleration Devices, rated at 453 MGI (Merkar Gravity Increments). Manuever is accomplished by structural morphing.
Armament: Six Merkar Military Industries M-8 Plasma Destruction Devices, range 3,000 miles
Approximate rate of fire: High power, 70-80 rounds per minute; low power, constant stream; variations between high and low power
Ammunition: Plasma, produced by onboard reactor
Endurance: 16 hours before fusion reactor meltdown; must return to base to stage controlled reactor shutdown.
Max. Length: 39.3 meters
Max. Width: 11.05 meters
Mass: 300+ tons; depends on variant
Manueverability: Dependent on speed; at cruise speed approximately 772 degrees/second.
Crew: One
Cost: $1.4 billion
Production rate: 30 per year per factory; Merkar currently has three such factories
The superb Hercules class space superiority fighter builds upon the sucess of the Talon class, more than thirty years its junior. During the War with Joint Conglomerates, barely more than two hundred Talons held off hordes of National Commonwealth fighters, taking almost 50% casualties but preventing the destruction of all but one Bastion Prime star destroyer it flew anti-torpedo and anti-bomber escort for. The Hercules itself embodies the same principles behind all Merkari craft- stealth, indirectness and firepower. It carries an updated form of the Talon's elastic Karmaline armor, which encases any incoming kinetic-energy projectiles in a surrounding of high-friction material. This new armor, designated Schythium, is not only markedly more effective against solid shot but also versus the more common heat energy attacks- plasma and lasers. It dissipates almost all energy that impacts it into space, spreading the rest out evenly among the hull to minimize its impact. The potent Talon, the former fighter of Merkar, was already noted for its thick skin. Still, technology was only in its early stages at the time of its construction. Incorporating modern knowlege, Hercules is a giant leap forward.
For combat, it is required that the craft be flown by a genetically-engineered pilot posessing ten times the reflex speed of an unmodified human. Pilots in the Merkar Space Force recieve eight years of flight training, and it is recommended that you put equal emphasis on pilot training to equip a fleet of these high-quality craft. In addition, the craft must decelerate to Mark .01 (186 miles per second) in order to manuever most effectively in a dogfight. Still, the craft is capable of opening fire at a range of 3,000 miles, or approximately 1-2 seconds before passing the enemy target taking into account closing speed. Herein lies the Hercule's main advantage. Equipped with an outstanding six high-accuracy, adjustable-fire plasma rifles, a competent pilot can easily destroy half the targets presented to him at this distance. High power mode offers the best accuracy, damage and range, but also the lowest rate of fire for the guns. They can be adjusted in power to suit the situation, from point-blank dogfight to long-range sniping. Whatever the case, they are more than enough to make short work of the most potent enemy with a handful of shots.
For defence, the vessel is equipped with multiple missile decoys, rendering missile weapons virtually useless. These include image replicators to confuse the hostile weapon, laser devices intended to incinerate missile seeker heads, chaff, flares, radar-absorbent paint, small decoy dispensers, electronic, infrared, and x-ray jammers, plus some classified devices. At the same time, Hercules' large onboard computer and sensors cannot be fooled by most of these decoy devices. Very few missiles are large enough to mount such a large computer, and are therefore extremely susceptible to deception. This is why all of the ship's armament is unguided.
All of this comes at a price in bulk, not to mention cost- at $1.3 billion outstripping all but the most expensive fighters for sale today. During the War with Joint Conglomerates, it was found that the Talon was often too heavy to operate from smaller Bastion Prime vessels, and the Hercules, with almost twice the mass, can only operate from specialized capital ships. All in all, though, if experience against National Commonwealth fighters proves anything, an excellent fighter is needed to counter today's sophisticated torpedo and bomber environment.
Several variants are currently for sale:
Hercules Vijanta (Merkari for "Duelist")- Standard fighter. Has a mass of 302.4534 tons and posses all specs as mentioned at the beginning of this entry. Uses a variety of systems to assist in evading detection.
Hercules Riyunin ("Hunter")- Reconassaince variant with mass of about 314 tons. Sophisticated sensor and communication equiptment, able to detect large enemy warships millions of miles away. Has only two plasma blasters.
Hercules Fahr'antu ("Deciever")- Emissions deception (EMDEP) craft. Mass of 322 tons. Equipped with extensive transmission, coding and decoding equipment. Useful for psychological warfare, military feints, or other creative uses. Full armament, but less manueverability, speed and sensors.
Hercules Nivinmotre ("Concealer")- Special stealth variant. Costs $4 billion and has mass of 324 tons but is equipped with cloaking equipment. Armament: Two light lasers.
Hercules Sharta ("Nimble)- High-speed intercetpor/messenger. Carries significantly less armor but has antimatter engines, propelling it to five percent the speed of light (500,000 miles per second +). Mass 131 tons, cost $2 billion.
See also...
Nomenclatur'a class carrier
Speed: Mk. 15 (15% the speed of light)
Propulsion: Six Hunt Aerospace Yt98 Plasma Acceleration Devices; variable-direction thrust
Plasma supplies: Indefinite; dependent on reactor life
Reactor endurance: 35 years between refittings
Armament: 2,332 Mark One plasma cannons, range 4,000 miles; maximum of 110 antimatter torpedoes, range over 500 million km before disintegration; 553 Talon-class fighters or 182 Hercules-class fighters can be carried but are not included in cost. 500 ground bombardment missiles, each with 2,000 pound warheads; smaller missiles can be fitted inside them. Each of the three docking bays has an electromagnetic railgun used to launch fighters and Supply-class cargo vessels, but could potentially lauch some kind of weapon.
Approximate rate of fire: 42 rounds/minute for Mark One laser cannons; full torpedo barrage can be released in five seconds, although it takes a few minutes to supply them with target data. Two Durtan ramming spikes can be deployed from the bow.
Ammunition: Indefinite for plasma cannons; 110 antimatter torpedoes
Max. Length: 3,045 meters
Max. Width: 400.7 meters
Mass: 845,234 metric tons
Manueverability: Maximum of 30 degrees/sec.
Crew: 17,213
Construction time: 4 years
Cost: $31.5 billion with escape pods ($1.5 billion); extra $14 billion for 110 antimatter torpedoes at $127,272,727,273 per torpedo.
The Nomenclatur'a is an enlarged and updated Invincible-class carrrier. Its onboard space superiority fighters are intended to escort all antimatter torpedoes fired by the carrier and ensure that they are not destoryed by enemy interceptors. Once the antimatter torpedo approaches within 3,000 kilometers of its target as it speeds along at Mark .1, it releases its warhead, causing a large swathe of antimatter to destroy anything in its path for about 50,000 kilometers distant. This means that it is likely to bring down its target in addition to many nearby enemy vessels. The fairly big, 100-meter long torpedo is equipped with a large signal processor, making it immune to decoys and able to adapt to changing situations. As long as enemy reconassaince vessels do not detect the torpedoes, they will be unable to shoot at it with their own missiles, and even then these will have to avoid getting shot down by the escort screen. However, it is essential to maintain space superiority with your fighters to ensure that the torpedoes can find their target. This is why the Fleet has sucessfuly argued for the introduction of the carrier class.
The main sensor on the ship is a powerful large visual scanning device, although countless other sensors are also carried. This is in normal conditions capable of detecting warship-sized targets at a distance of five million kilometers, and fighter-sized targets at one-tenth of that. This allows it sufficient time to scramble its fighters currently stationed on alert. However, a competent commander will attempt to scout past that area in order to have more warning time.
Defensively, the Nomenclatur'a carries the same basic missile countermeasures suite as found on the Talon, except in larger quantities. The armor ammounts to 20 feet of pressure- and freeze-treated composite diamond fibers, dramatically increasing the mass but making it impervious to kinetic-energy weapons. The composite material in the diamonds distributes the shock of plasma and laser weapons throughout the entire hull, making it difficult to destroy such a ship.
With over 2,000 plasma batteries, the vessel is practically impervious to attack by fighters and bombers. During the War with Joint Conglomerates, the National Commonwealth bomber fleet kept a healthy distance from this fearsome warship. The batteries are relatively short-ranged, however, and enemy warships of any significant size are intended to be taken out with torpedoes. Two ramming spikes, constructed of Durtan (the hardest manufactureable material known to Merkar), can be deployed to devastate enemy vessels. However, use them only as a last resort as part of a shock-tactic strategy, as this class relies mainly on stealth and speed to stay alive. Being signifcantly smaller than almost any other carrier on the market today, its emissions signature is minimal, and it will be able to fire off its antimatter missiles before it is even detected. This is the same tactical concept embodied in the earlier Invincible class. One such vessel has seen combat. It proved highly effective against the National Commonwealth fleet, ramming two destroyers to dust and anihalating the enemy flagship, NCS Olympique, with antimatter torpedoes (not to mention a number of smaller vessels). Although heavily damaged, the lone Merkari carrier was able to retreat to safety after doing damage out of all proportion to its small cost. This is what makes it perhaps the best buy in the galaxy.
Orion class frigate
Max. speed before disintegration: Mark 30 (30% the speed of light)
Propulsion: One Cartanae Aerospace J78 antimatter/plasma reactor, variable-direction thrust
Endurance: Indefinite; food stores for 200 years, but may need maintenance every 6 months or so
Armament: 10 Mark Two plasma cannons, range 130,000 miles; bow is hardened for ramming
Rate of fire: 12 rounds/minute
Max. Length: 295 meters
Max. Width: 35 meters
Mass: Approximately 30,000 tons
Crew: 3,478
Construction time: 1 year
Cost: $5.4 billion
Designed for scouting and police work, the Orion is perfect for smaller empires needing a cost-effective way to equip their defence force, or larger ones needing fast "fire brigades" to deal with arising issues in their vast territory. The armament is designed mainly for use against enemy warships, and this vessel needs some kind of protection against fighters. Signficant space is available for installing upgrades, such as an enlarged docking bay or anti-bomber missiles. Still, this armament is only for destroying other ships of comparable size during, for example, reconassaince or counter-reconassaince engagements.
It would be far too expensive to fuel a full antimatter reactor, so the craft's great speed is provided by a fusion reactor mixed with small ammounts of antimatter. This is enough to propel it to 35% the speed of light. As the ammount of fuel required to accelerate increases exponentially at high percentages of lightspeed (also called "c"), this is no mean feat. The Orion class is technically capable of going slightly faster, but it has never been tried as this would probably cause the craft to disintegrate.
Armor is provided by three feet of metal alloy. Although relatively light, it was decided that increasing armor any more would cause the ship to become too expensive for a scouting vessel.
The cost for the infantry packages is 10 times the in-game cost. The cost for vehicles is 5,000 times the in-game cost (it's assumed that in the game 1 infantry icon= 5 infantrymen, so that's why the infantry are made so much cheaper here). Some units, like harvesters and MCVs, aren't included because they don't have a place in Nationstates. Remember to pay money for maintenance.
Discounts (available on ALL products in this storefront, including the non-C&C ones)
80% for new nations
80% for first-time buyers
Infantry Kits
These come with everything needed to equip an infantryman of a specific type. Included in every kit is a uniform, weapon, radio, etc.
Infantryman
Cost: $1,250
Armament: M16 Mk. II Pulse Rifle
Production rate: 5,000 per month per factory; Merkar has six Infantryman Kit factories
Cheap, weak, and effective in hordes. The pulse rifle works best against infantry, but with repeated hits on even the thickest metal armor it can overwhelm it with heat energy and cause it to explode.
Disk Thrower
Cost: $2,0000
Armament: 12 disk grenades
Production rate: 2,500 per month per factory; Merkar has three such factories
They seem like the one unit that could kill anything until you realize that they have a huge blast radius when they die. Keep them dispersed or draw off the enemy's fire with something else. The disk-shaped grenades can fly a great distance, and may bounce off the ground and skip if they don't hit a target. Effective against any type of enemy, if you can keep them from exploding.
JumpJet Infantry
Cost: $6,500
Armament: Vulcan cannon
Production rate: 3,000 per month per factory; Merkar has one of these factories
Highly mobile, the JumpJet Infantry is good for anti-air defence, scouting, and making runs on light targets. Just make sure that you never have to send them against enemy air defences unless you take pleasure in watching your airmobile divisions fall from the sky.
Medic
Cost: $9,000
Armament: Medpac
Production rate: 1,000 per month per factory; Merkar has one Medic kit factory
They're expensive, but when it comes to combat they will save a lot of your soldier's lives. It's best for them to live to fight another day. More powerful than ordinary medics, they carry high-tech medicines and equipment to heal badly wounded soldiers in minutes.
Engineer
Cost: $9,000
Armament: Building-clearing equipment
Production rate: Same as for Medic
Useful for managing your base in both peacetime and wartime. In war, they can use their flashbangs and flamethrowers to clear out enemy structures so you can use them later.
Vehicles
Wolverine
Cost: $2,250,000
Armament: Two 50mm cannons
Production rate: 500 per month per factory; Merkar has two of these factories
Very good at killing or supressing hordes of infantry. These eight-foot-tall one-man fighting suits will have trouble against enemy armor, airplanes and missiles, though.
Amphibious APC
Cost: $4,000,000
Armament: None
Production rate: 300 per month per factory; Merkar has only two of these factories
When the enemy camp is well dug-in, send in some of your troops over water to one of his flanks. It can carry up to sixteen infantrymen.
Titan
Cost: $4,000,000
Armament: 120mm cannon
Production rate: 100 per month per factory; Merkar has 5 of these factories
This giant 25-foot-tall war walker has a range of just under five miles, making it excellent for pounding the enemy from afar. The 120mm cannon is exceptionally powerful, although the vehicle does not carry any real anti-infantry armament. Not to worry- the Titan can literally walk all over enemy infantry. Carries forty cannon shells.
Hover Multiple Launch Rocket System (MLRS)
Cost: $4,750,000
Armament: 2 rocket pods, 12 rockets per pod
Production rate: Same as for Titan, but with only two factories
The Hover MLRS is exceptionally mobile and can fire a salvo of guided missiles 12 miles away against air or land targets. Its weak points are flimsy armor and lack of a good anti-infantry weapon. Including reloads, it carries a total of 120 missiles.
Disrupter
Cost: $6,000,000
Armament: Disruptor
Production rate: 50 per month per factory, Merkar has one factory for the Disruptor
Expensive and hard to manufacture, but extremely lethal. The Disrupter is called that because it fires a harmonic resonance wave, causing the target's structure to disintegrate. It destroys infantry and vehicles in seconds and carries heavy armor.
Mammoth Mk. II
Cost: $15,000,000
Armament: Two rail guns and an antiaircraft missile launcher
Production time: 4 months, only one can be built at a time
The most powerful unit there is. Its two railguns are very accurate and will pulverize anything they come up against. The anti-aircraft missiles are especially accurate, and few bombers can survive two salvoes from them. Still, air defence is a relative weakpoint and it's advisable to give it some kind of anti-air protection (for example JumpJet Infantry) when facing an enemy airforce. Other than that, only a very heavy pounding will knock this slow-moving beast out of action.
Mobile Sensor Array
Cost: $7,500,000
Armament: Sensors
Production time: 2 per month per factory; two factories make it in Merkar
On today's battlefield, there's a good chance of encountering vehicles that cloak themselves or burrow underground. The Mobile Sensor Array, once halted and deployed, finds them to prevent the enemy from catching you totally by surprise.
Orca Fighter
Cost: $5,000,000
Armament: Six guided air-to-ground only missiles, plus six reloads; air-to-air electronics pack with two 30mm cannon available for $21.5 million extra.
Production time: 20 per month per factory; two factories in Merkar
A lot like a light helicopter, just more heavily armed. The Orca Fighter is both highly maneuverable and carries extensive decoys and ECM, meaning that often half dozen enemy SAMs are needed to kill it. Being a VTOL (Vertical TakeOff and Landing, think of the Harrier airplane) aircraft, it flys to its target and then hovers, letting off its missiles. Works very well against enemy armor and light vehicles, but can less effectively kill infantry if needed. Two cannons provide an air-to-air capability. For air defence, buy the air-to-air upgrade kit (see "Armament:") for an extra $21.5 million.
Orca Bomber
Cost: $6,000,000
Armament: Bombs
Production time: 10 per month per factory; four factories in Merkar
Especially effective against enemy structures and concentrated masses of infantry. Orca Bombers are significantly better than the Fighter version and release a long string of bombs over the target.
Orca Carryall
Cost: $10,000,000
Armament: None
Production Time: Same as for Orca Bomber
The Orca Carryall can carry one vehicle of any size with its grappling hook and fly it to anywhere on the battlefield. Works best for keeping airborne forces supplied and well-supported with vehicles.
Tiberian Sun Nod and Firestorm Equipment
Cyborg Infantry
Cost: $6,500
Armament: High-power pulse rifle
Production rate: 2,000 per month per factory; Merkar has six such factories
The Cyborg Infantry consists of a human being improved by cybernetic implants. The extra strength so provided allows him (or her, maybe) to carry heavy body armor and a large, powerful pulse rifle. Works well against anything on the ground, particularly infantry.
Rocket Infantry
Cost: $2,000
Armament: Rocket
Production rate: 4,000 per month per factory; Merkar has two such factories
The Rocket Infantry is slower and more heavily armored than the average grunt. He's usually the most cost-effective way to deal with tanks and aircraft.
Cyborg Commado
Cost: $10,000,000
Armament: Plasma Launcher
Production rate: 100 per month per factory; Merkar has one factory (ammount of Cyborg Commandoes that you can actually use depends on how many skilled cyborgs you have in your army, as the battlesuit is too complicated to be used by most grunts, the usual number is about 1 for every 1,000 cyborgs you have)
The Cyborg Commando is the best single unit available on the battlefield. Although unable to deal with air attacks, its weapon, an energy ball, can wipe out any infantry in one shot and any armor in one or two. Extremely deadly, but the battlesuit is so complex that only a handful of elite, skilled Cyborgs are capable of using it.
Subterranean APC
Cost: $4,000,000
Armament: None, unless you count the digging drill in the front of the vehicle
Production rate: 100 per month per factory, Merkar has two factories for it
The Subterranean APC burrows underground and emerges stealthily in the area of your choice. However, it can be detected by the Mobile Sensor Array and cannot cut through thick pavement or building foundations as it emerges from underground.
Attack Cycle
Cost: $1,500,000
Armament: Two missile launchers
Production rate: 300 per month per factory; Merkar has two of these factories
The Attack Cycle is a very fast rocket-launching motorcycle. Armor is weak, but it's cheap, speedy and packs a punch. The rockets are guided and can hit air or ground targets.
Tick Tank
Cost: $4,000,000
Armament: Two 105mm cannons
Production rate: 100 per month per factory; Merkar has one factory that makes it
The Tick Tank outranges most other units and is powerful against enemy armor, not to mention its ability to squish infantry. For added protection, it can burrow part of itself underground, leaving only its turret and a small part of the rear of the tank visible. This makes it a smaller, harder-to-hit target.
Stealth Tank
Cost: $6,000,000
Armament: Two missile launchers
Production rate: 25 per month per factory; Merkar has 12 factories
The Stealth Tank cloaks itself to evade detection, and then unleashes its loads of missiles. It hovers just a few feet above the ground, making it capable of moving over water. The missiles can be fired at air or land targets, but because of the power drain caused by their firing the cloaking generator must be temporarily shut down.
Artillery
Cost: $4,750,000
Armament: 155mm artillery cannon
Production rate: 50 per month per factory; Merkar has four factories
Exteremely effective against all land targets, the Artillery unit carries an 155mm cannon that is extremely accurate. However, it has a long minimum range and cannot fire on the move (it instead must halt and go through a short set-up process), which means that it is more of a defensive than offensive weapon.
Harpy
Cost: $5,000,000
Armament: Two 20mm cannons
Production rate: 20 per month per factory; Merkar has one factory
The Harpy is a light attack helicopter armed mainly to deal with infantry and light vehicles. It does well in this role, but in groups it can deal with armor and structures.
Repair Vehicle
Cost: $4,750,000
Armament: Repair kit
Production rate: 50 per month per factory; Merkar has one factory
The Repair Vehicle is the only way to make quick repairs on heavily damaged vehicles. It has everything needed to fix banged-up vehicles quickly in the heat of battle.
Banshee
Cost: $6,250,000
Armament: Bombs, optional twin proton launchers and air-to-air combat electronics ($20 million extra)
Production rate: 20 per month per factory; Merkar has one factory
An accurate bomber, the Banshee has trouble dealing with infantry. For an extra $20 million, it can be optimised for air-to-air combat and given two plasma cannons while still keeping its bombing capability.
Devil's Tongue Flame Tank
Cost: $3,250,000
Armament: Flamethrower and burrowing spikes
Production rate: 100 per month per factory; Merkar has one factory
The Devil's Tongue can burrow underground like the Subterranean APC, but like the APC, it can't penetrate thick pavement or building foundations as it emerges. The flamethrower works well against infantry, but prolonged blasts can melt steel also. The vehicle's armor is relatively light.
Mobile EMP Cannon
Cost: $4,000,000
Armament: EMP transmitter
Production rate: 100 per month per factory; Merkar has one such factory
The GDI Mobile EMP (abbreviated MEMP) Cannon emits a brief burst of extremely intense electromagnetic pulse that disables all nearby electronics, even well-shielded ones. The pulse is visible as a blue-white shockwave when emmitted, but has no effect on infantry. Excellent for dealing with overwhelming numbers of enemy or for peacetime riot control when bloodshed is to be avoided.
Juggernaut
Cost: $4,750,000
Armament: 3 120mm cannon
Production rate: 50 per month per factory; Merkar has one factory for it
Similar to the Nod Artillery, the GDI Juggernaut cannot fire on the move and must deploy itself first. It also has a long minimum range, making it defenceless when placed at the spearhead of an attack. Other than that, it is a very accurate piece of artillery.
Limpet Drone
Cost: $3,750,000
Armament: None
Production rate: 300 per month per factory; Mekar has one factory
The Limpet Drone is designed to attach to enemy vehicles and then stick to them undetected, allowing you to track the unit it is attached to. Equipped with sensors of its own, it also functions as a kind of reconassaince unit that allows you to view the drone's surroundings as it sticks to the vehicle. Being spot-welded, the only way to remove it once detected is to either destory the vehicle it is mounted on or remove it in an advanced vehicle maintenance facility. The hovering Limpet Drone is meant to be flown in to an area frequented by enemy vehicles, bury itself, and wait for a vehicle to roll over it so it can attach to it. Stealthily adhering itself to the target, it follows it and intereferes with is electrical system.
Mobile Stealth Generator
Cost: $7,000,000
Armament: None
Production rate: 20 per month per factory; Merkar has one factory
The Mobile Stealth Generator covers about a 200-yard-diameter area and uses holograms and light refraction to disguise any of your units in that area. It cannot do this on the move and must deploy first.
Reaper
Cost: $5,000,000
Armament: Two cluster missile launchers and an antipersonnel net launcher
Production rate: 50 per month per factory; Merkar has one factory
The Reaper is a cyborg body mounted on a walker chasis. It carries two missile launchers whose warheads break apart to spread sub-munitions over a small area. In addition, it carries a net-deploying device that bags enemy infantry for follow-on units to kill. Be aware that the infantry will probably be able to tear their way out of the bag a minute or so later.
Turrets
Merkar Military Industries can, on request, construct a defensive turret at a location in your country of your choosing. Just say where, and a construction team will be dispatched.
Obelisk of Light
Cost: $10,000,000
Armament: Laser
Production time: 3 months
The most powerful turret available, the NOD Obelisk of Light is extremely powerful. It requires a great deal of power to operate, but is heavily armored. Be aware, though, that its rate of fire is relatively slow and it can be defeated by masses of disk throwers or rocket troops. When dealing with this kind of threat, it's best to build several such turrets.
Laser Turret
Cost: $1,500,000
Armament: Small laser
Production time: 1 month
The Laser Turret sends a relatively light laser to its target. Rate of fire is high, and its purpose is to progessively incinerate its target. Works best against armor and light vehicles, but can have trouble versus too many infantry.
SAM Site
Cost: $2,500,000
Armament: Three SAMs; reloads stored below ground
Production time: 1 month
The most efficient way to kill aircraft is to install one of these armored SAM emplacements. Aircraft will have a hard time killing them while dodging incoming missiles, making them highly cost-effective.
GDI Component Turret
Cost: $1,500,000
Armament: None; must be equipped with an armament package (see below)
Production time: 1 month
The GDI Turret is a basic structure that can be equipped with different weapons. Your choices are:
SAM-$1,500,000 extra. An effective aircraft killer.
Vulcan Cannon-$1,500,000 extra. Its 50mm cannons can mow down hordes of enemy infantry.
RPG-$2,500,000 extra. An abbreviation for "rocket propelled grenade", the RPG has a powerful warhead and a higher rate of fire than the Obelisk of Light. Arguably the best all-around base defence because of its effectiveness against both infantry masses and vehicles.
I would include a link to my other storefront, but everyone would be too lazy to check it out. So I'll copy-and-paste my other products here:
Terms
1 mark= 1% the speed of light or 6,696,000 miles/hour
1 lightyear= 5,865,696,000,000 miles or about 5,865,695,000 times the diameter of the solar system (diameter of the solar system is about 3 billion miles)
Note: Prices do not include maintenance costs, which are about one-tenth of the vessel's price per year. All ships have artificial gravity. Unless otherwise noted, my nation owns one factory per each ship class. All ships larger than 300 meters plus the Explorer class have hyperdrives.
TALON-CLASS SPACE SUPERIORITY FIGHTERS
http://i14.photobucket.com/albums/a333/Athiesism/Talon.jpg
Speed: Mk. 1 (1,860 miles/second)
Propulsion: 2 Cartanae Aerospace J-45 plasma acceleration devices; in order to decelerate, the engine mounts are swiveled around to the front and fired. The acceleration devices are intended to be used in short bursts to manuever and pick up speed.
Armament: Two plasma Sniper models, range 100 miles+; four plasma Dogfight models, range 10 miles+
Approximate rate of fire: Sniper, 60 rounds/min; Dogfight, 768 rounds/min
Ammunition: Enough plasma gas to produce either 52 Sniper rounds, 2345 Dogfight rounds, or a combination of both
Fusion reactor endurance: 6.4 hours, after which it explodes if not returned to a docking facility and properly powered down
Max. Length: 22 meters
Max. Width: 2.4 meters
Mass: 167.5 metric tons
Manueverability: Maximum of 552 deg/sec.
Crew: One
Cost: $400 million
Production rate: 30 per month per factory
The Talon is the premier space superiority fighter of the Merkar Republic. Able to travel at 1% the speed of light, to pilot it requires a genetically modified human able of surviving extreme g-loads and having about 10 times the reaction speed of an unmodified human during a combat situation. However, at that speed it is incapable of rapid manouvering and should be decelerated to mark .01 (1,800 meters per second) before any combat to ensure maximum turning capability.
The twin "Sniper" cannons, designed by Cartanae Aerospace, are very powerful but their rate of fire is too slow to use them in a close-in dogfight. At ranges under 10 km., it is recommended that the pilot switch to the less powerful but much quicker-firing "Dogfight" cannons, designed by Harten Aerospace. The "Sniper" cannons are somewhat overkill; their extreme power is intended not to make them more lethal, as they could easily pierce any space fighter armor, but to ensure long-range accuracy. Even then, it is likely that, factoring in evasive movement and countermeasures, they would only be able to achieve a 10% chance of hitting their target before the range closed into the dogfight sphere. They are mainly intended to scatter the enemy formation by causing it to take evasive action. The Dogfight cannons function by overwhelming the enemy craft with heat energy to the point that it explodes, in addition to whatever damage the plasma energy itself causes. At such dogfight ranges, accuracy would be as high as the pilot's marksmanship.
For defence, the Talon is equipped with multiple missile decoys, rendering missile weapons virtually useless. These include image replicators to confuse the hostile weapon, laser devices intended to incinerate missile seeker heads, chaff, flares, radar-absorbent paint, small decoy dispensers, electronic, infrared, and x-ray jammers, plus some classified devices. At the same time, the Talon's large onboard computer and sensors cannot be fooled by most of these decoy devices. Very few missiles are large enough to mount such a large computer, and are therefore extremely susceptible to deception. This is why all of the Talon's armament is unguided.
In addition, the hull is constructed of lightweight high-durability Karmaline. What appears to be the cockpit window is also constructed of this material, although it is overlayed with a display system that shows what is going on inside the cockpit (this allows wing commanders to give orders using hand signals if the radios are jammed or malfunction). Karmaline adjusts with chemical impulses applied by the Talon's computer when it detects a threat that cause it to change shape. The craft morphs extremely rapidly to avoid or glance off kinetic energy projectiles, although in modern space combat encountering such primitive weapons is rare. The exterior is shielded against recieving such chemical impulses from outside to prevent enemy action from crippling the morphing action. If hit by such a projectile, it would be have to be moving at approximately 25% of the speed of light to hit with enough velocity to pierce the rubberlike substance without glancing off- accelerating weapons to such speed would require an impractical ammount of energy. For the most part the only weapon capable of damaging such an agile craft are laser and plasma cannons. Karmaline is designed to dissapate electrical and plasma energy, although repeated hits will still overwhelm the armor and cause the fighter to explode.
The Talon's primary sensor is the LogiCorp SXT-4 visual scanning device. In modern space combat, radar and infrared signatures are easy to hide, leaving only light and radiation as a trackable emission. The SXT-4 uses optical scanners to locate threats. As modern fighters are usually well-camoflauged, the computer is only able to sort them out from visual clutter when they approach 250 km. They are then displayed as a larger-than-life image on the pilot's helmet-mounted sight, and an aiming point is also displayed that takes into account deflection, gravity, electromagentic fields, etc. in calculating where the pilot should fire in order to hit the target. Talon's onboard computer is massively powerful, although the human brain has shown to be more effective in making unorthodox judgements needed in combat. In case of emergency, the cockpit can separate from the ship and act as an escape pod.
HAWKEYE SPACEBORNE EARLY WARNING (S.E.W.)
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Speed: Mk. .9 (1,674 miles/second)
Propulsion: One Merkar Military Industries Mark Point Nine plasma acceleration device
Armament: None; equipped with visual scanning device and sensor suite along with decoy system similar to the Talon
Endurance: 23 hours before fusion reactor becomes unstable; after that point, it must either dock and properly power down the reactor or explode
Max. Length: 30 meters
Max. Width: 10 meters
Mass: 55.1 metric tons
Manueverability; 25 degrees/ second
Crew: Automated, can carry two humans
Cost: $900 million
Production rate: 5 per month per factory
The Hawkeye is specifically designed to scout out enemy forces and direct friendly forces to intercept them. Equipped with sophisticated sensor equipment, it can spot large enemy warships up to 3 million miles away and smaller fighters at one-tenth of that. The vessel's armor is insufficient to stop most contemporary spacecraft weapons.
SUPPLY-CLASS CARGO VESSEL
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Typical Speed: Mk. .3 (558 miles/second)
Propulsion: None; recieves initial velocity from electromagnetic railgun and proceeds in straight line
Armament: None
Battery power: Lasts 21 days between reacharging; used to refrigerate, heat, or otherwise maintain cargo
Max. Length: 1000 meters
Max. Width: 1000 meters
Mass: 458 metric tons, plus however much cargo can be fitted into the container
Manueverability: None
Crew: Automated, cargo bay can hold humans
Cost: $2 million
Production rate: 1,000 per month per factory; three factories currently operational
A giant cube, the Supply class is intended for short-range transport. Totally lacking any engines, it is loaded with goods by opening its rear door, propelled by an electromagentic railgun toward its destination, floats through space, then arrives at its target location, is declerated by a space tug, and then guided into a docking bay to unload. Protected by twelve inches of Osman(C) brand fibers, its sole purpose is to ensure safe deceleration of its cargo and protect it from the harshness of open space. The armor is insufficient to withstand most military weapons. Onboard automation keeps the cargo intact by handling such things as temperature and providing it with electrical power, if necessary. Excellent for maintaining outposts in a large empire.
KATANGA CLASS FREIGHTER
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Speed: Mk. .1 (186 miles/second)
Propulsion: 4 Harten F6 plasma acceleration devices; thrust can be redirected using electromagnets, enabling the craft to declerate by having them direct its thrust forward
Plasma supplies: 40+ days
Armament: None
Power source: Harten E32 Fusion Reactor; indefinite endurance
Max. Length: 303 meters
Max. Width: 22 meters
Mass: 3,000 metric tons; can be fitted with as much cargo as hold space permits
Manueverability: Maximum of 6 degrees/sec.
Crew: Automated; can fit six pilots and be operated manually, if necessary. Humans can occupy cargo hold.
Cost: $32 million
Production rate: 2 per month per factory
The Supply class is also adapted from a civilian design, this time the Harten Aerospace Incorporated Katanga Freighter. The military version is equipped with 12 feet of high-durability fibers to ensure the protection of its contents, but not intended to be sufficient to protect it from prolonged fire from military-grade weapons. Although slow, it has an exceptional range.
EXPLORER-CLASS SCIENCE VESSEL
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Speed: Mk. 20 (37,200 miles/second)
Propulsion: 1 Carden Super 2000 antimatter/matter storage and combination unit; Merkar Engineering Class Four thrust direction unit
Endurance: Carries enough antimatter for perhaps 2 months of manuevering, and the antimatter generation device's ability to refuel the craft depends on the materials it is able to harvest from space; typically equipped with 6 months worth of food and medical supplies, although much more can be carried.
Armament: None; several hull fittings for research equiptment can potentially be fitted with weapons
Max. Length: 61 meters
Max. Width: 10 meters
Mass: 45 metric tons
Manueverability: Maximum of 50 degrees/sec.
Crew: Can be automated, altough 2 pilots are usually carried. Accomodations for 18 humans, usually scientists.
Cost: $3 billion
The Explorer class is designed for space exploration, as its name implies. Using advanced antimatter generation equipment, it is exhorbiantly expensive for its size, but is packed with sophisticated research and sensor equiptment. The antimatter generation equipment uses certain types of matter that can be harvested by the crew as they fly through certain portions of space, such as near stars or mineral-rich planets, and converts it into highly potent antimatter fuel. Able to travel at 99% the speed of light, it is also equipped with anti-gravity devices that prevent its crew from dying during periods of extreme acceleration and high-speed, high-g manuevers. Equipped with only enough protection to shield its occupants from the extremes of radiation, temperature and electrical power found in space, it is not a military vessel. Officially, the Republic Fleet owns a few for prospecting asteriods. However, the government denies rumors that it has been using their excellent sensors to spy on foreign empires under the guise of peaceful scientific research missions.
INVINCIBLE-CLASS CARRIER
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Speed: Mk. 20 (37,200 miles/second)
Propulsion: Two Merkar Military Industries Mark 99 Turbo plasma acceleration devices; thrust can be directed electrmagnetically toward the front of the ship to allow it to decelerate
Plasma supplies: Indefinite; dependent on reactor life
Reactor endurance: 15 years between refittings
Armament: 2,000 Mark One plasma cannons, range 2,000 km.; maximum of 55 antimatter torpedoes, range over 500 million km before disintegration; 371 Talon-class fighters can be carried but are not included in cost. 500 ground bombardment missiles, each with 2,000 pound warheads; smaller missiles can be fitted inside them. Each of the two docking bays has an electromagnetic railgun used to launch fighters and Supply-class cargo vessels, but could potentially lauch some kind of weapon.
Approximate rate of fire: 42 rounds/minute for Mark One laser cannons; full torpedo barrage can be released in five seconds, although it takes a few minutes to supply them with target data.
Ammunition: Indefinite for plasma cannons; 55 antimatter torpedoes
Max. Length: 2,356 meters
Max. Width: 354 meters
Mass: 633,745 metric tons
Manueverability: Maximum of 5 degrees/sec.
Crew: 12,648
Construction time: 6 years
Cost: $19.5 billion with escape pods ($1.5 billion); extra $7 billion for 55 antimatter torpedoes at $127,272,727,273 per torpedo.
The most powerful ship of the Merkar Fleet, the Invincible class is a good mix between small-nation budget needs and large-nation firepower. Its 371 Talon-class space superiority fighters are intended to escort all antimatter torpedoes fired by the carrier and ensure that they are not destoryed by enemy interceptors. Once the antimatter torpedo approaches within 3,000 kilometers of its target as it speeds along at Mark .1, it releases its warhead, causing a large swathe of antimatter to destroy anything in its path for about 50,000 kilometers distant. This means that it is likely to bring down its target in addition to many nearby enemy vessels. The fairly big, 100-meter long torpedo is equipped with a large signal processor, making it immune to decoys and able to adapt to changing situations. As long as enemy reconassaince vessels do not detect the torpedoes, they will be unable to shoot at it with their own missiles, and even then these will have to avoid getting shot down by the escort screen. However, it is essential to maintain space superiority with your fighters to ensure that the torpedoes can find their target. This is why the Fleet has sucessfuly argued for the introduction of the Invincible-class carrier.
As in all ships larger than small fighters, the Invincible is equipped with antigravity systems to lessen the effects of deceleration on its occupants and ensure that they survive high-speed maneuvers. This is especially important considering that the vessel travels at 99% the speed of light. Frequently, smaller ships will enter its docking bays to take advantage of its speed in order to be capable of interstellar travel.
The main sensor on the ship is a powerful large visual scanning device, although countless other sensors are also carried. This is in normal conditions capable of detecting warship-sized targets at a distance of five million kilometers, and fighter-sized targets at one-tenth of that. This allows it sufficient time to scramble its fighters currently stationed on alert. However, a competent commander will attempt to scout past that area in order to have more warning time.
Defensively, the Invincible carriers the same basic missile countermeasures suite as found on the Talon, except in larger quantities. The armor ammounts to 20 feet of composite diamond fibers, dramatically increasing the mass but making it impervious to kinetic-energy weapons. The composite material in the diamonds distributes the shock of plasma and laser weapons throughout the entire hull, making it difficult to destroy such a ship.
For defense against fighters and enemy vessels that get too close, the Invincible is covered with a total of two thousand plasma cannons. They are extremely accurate and powerful, and is simply impossible for a small enemy fighter to come within 2,000 kilometers of such a carrier without being vaporised. Warships are more stubborn targets, but the Invincible is not designed to battle ships of its own size in gun battles. It was suggested that the class be equipped with a directed black hole that would consume the enemy ship and feed its matter into the carrier to enable it to grow larger, but that technology is currently only in the prototype stages. If all else fails, the starcraft are equipped with 500 escape pods.
For operations against enemy land and sea units, 500 ground bombardment missiles are carried; anything can be fitted inside their warheads, which usually carry 2,000 pounds of explosive but can also launch smaller missiles or torpedoes, for example. The Talon fighters can also pound these targets.
AR-23 PLASMA ASSAULT RIFLE
Caliber: 5.56mm
Range: 600 yards effective; 2,000 yards maximum
Rate of Fire: 10.3 rounds/second; can be toggled between semi-auto, or set to fire bursts of 15, 10 or 5 rounds
Price: $240
Production rate: 1,000 per month per factory
The AR-23 is a simple plasma rifle, the design made with reliability as the main concern. Lasers can easily be deflected by adapting materials so that they reflect the impact, in the same way that a mirror reflects light. All laser beams are are concentrated bursts of light, after all. Not so with plasma. Able to penetrate 3 inches of steel from 600 yards and twice that at point-blank range, the AR-23 is as capable as any plasma blaster, and cheaper, too. Can be refueled using hydrogen, helium, and a power source. Can hold 10 rounds worth of plasma at a time. For an additional $350, a grenade launcher can be fitted below the barrel to fire $15 grenades.
Hercules class Space Superiority Fighter
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Speed (point above which manuevering becomes impractical): Mk 1 (1 mark= 1% the speed of light) or 1,860 miles per second
Propulsion: 4 Mekar Military Industries CF-100 Plasma Acelleration Devices, rated at 453 MGI (Merkar Gravity Increments). Manuever is accomplished by structural morphing.
Armament: Six Merkar Military Industries M-8 Plasma Destruction Devices, range 3,000 miles
Approximate rate of fire: High power, 70-80 rounds per minute; low power, constant stream; variations between high and low power
Ammunition: Plasma, produced by onboard reactor
Endurance: 16 hours before fusion reactor meltdown; must return to base to stage controlled reactor shutdown.
Max. Length: 39.3 meters
Max. Width: 11.05 meters
Mass: 300+ tons; depends on variant
Manueverability: Dependent on speed; at cruise speed approximately 772 degrees/second.
Crew: One
Cost: $1.4 billion
Production rate: 30 per year per factory; Merkar currently has three such factories
The superb Hercules class space superiority fighter builds upon the sucess of the Talon class, more than thirty years its junior. During the War with Joint Conglomerates, barely more than two hundred Talons held off hordes of National Commonwealth fighters, taking almost 50% casualties but preventing the destruction of all but one Bastion Prime star destroyer it flew anti-torpedo and anti-bomber escort for. The Hercules itself embodies the same principles behind all Merkari craft- stealth, indirectness and firepower. It carries an updated form of the Talon's elastic Karmaline armor, which encases any incoming kinetic-energy projectiles in a surrounding of high-friction material. This new armor, designated Schythium, is not only markedly more effective against solid shot but also versus the more common heat energy attacks- plasma and lasers. It dissipates almost all energy that impacts it into space, spreading the rest out evenly among the hull to minimize its impact. The potent Talon, the former fighter of Merkar, was already noted for its thick skin. Still, technology was only in its early stages at the time of its construction. Incorporating modern knowlege, Hercules is a giant leap forward.
For combat, it is required that the craft be flown by a genetically-engineered pilot posessing ten times the reflex speed of an unmodified human. Pilots in the Merkar Space Force recieve eight years of flight training, and it is recommended that you put equal emphasis on pilot training to equip a fleet of these high-quality craft. In addition, the craft must decelerate to Mark .01 (186 miles per second) in order to manuever most effectively in a dogfight. Still, the craft is capable of opening fire at a range of 3,000 miles, or approximately 1-2 seconds before passing the enemy target taking into account closing speed. Herein lies the Hercule's main advantage. Equipped with an outstanding six high-accuracy, adjustable-fire plasma rifles, a competent pilot can easily destroy half the targets presented to him at this distance. High power mode offers the best accuracy, damage and range, but also the lowest rate of fire for the guns. They can be adjusted in power to suit the situation, from point-blank dogfight to long-range sniping. Whatever the case, they are more than enough to make short work of the most potent enemy with a handful of shots.
For defence, the vessel is equipped with multiple missile decoys, rendering missile weapons virtually useless. These include image replicators to confuse the hostile weapon, laser devices intended to incinerate missile seeker heads, chaff, flares, radar-absorbent paint, small decoy dispensers, electronic, infrared, and x-ray jammers, plus some classified devices. At the same time, Hercules' large onboard computer and sensors cannot be fooled by most of these decoy devices. Very few missiles are large enough to mount such a large computer, and are therefore extremely susceptible to deception. This is why all of the ship's armament is unguided.
All of this comes at a price in bulk, not to mention cost- at $1.3 billion outstripping all but the most expensive fighters for sale today. During the War with Joint Conglomerates, it was found that the Talon was often too heavy to operate from smaller Bastion Prime vessels, and the Hercules, with almost twice the mass, can only operate from specialized capital ships. All in all, though, if experience against National Commonwealth fighters proves anything, an excellent fighter is needed to counter today's sophisticated torpedo and bomber environment.
Several variants are currently for sale:
Hercules Vijanta (Merkari for "Duelist")- Standard fighter. Has a mass of 302.4534 tons and posses all specs as mentioned at the beginning of this entry. Uses a variety of systems to assist in evading detection.
Hercules Riyunin ("Hunter")- Reconassaince variant with mass of about 314 tons. Sophisticated sensor and communication equiptment, able to detect large enemy warships millions of miles away. Has only two plasma blasters.
Hercules Fahr'antu ("Deciever")- Emissions deception (EMDEP) craft. Mass of 322 tons. Equipped with extensive transmission, coding and decoding equipment. Useful for psychological warfare, military feints, or other creative uses. Full armament, but less manueverability, speed and sensors.
Hercules Nivinmotre ("Concealer")- Special stealth variant. Costs $4 billion and has mass of 324 tons but is equipped with cloaking equipment. Armament: Two light lasers.
Hercules Sharta ("Nimble)- High-speed intercetpor/messenger. Carries significantly less armor but has antimatter engines, propelling it to five percent the speed of light (500,000 miles per second +). Mass 131 tons, cost $2 billion.
See also...
Nomenclatur'a class carrier
Speed: Mk. 15 (15% the speed of light)
Propulsion: Six Hunt Aerospace Yt98 Plasma Acceleration Devices; variable-direction thrust
Plasma supplies: Indefinite; dependent on reactor life
Reactor endurance: 35 years between refittings
Armament: 2,332 Mark One plasma cannons, range 4,000 miles; maximum of 110 antimatter torpedoes, range over 500 million km before disintegration; 553 Talon-class fighters or 182 Hercules-class fighters can be carried but are not included in cost. 500 ground bombardment missiles, each with 2,000 pound warheads; smaller missiles can be fitted inside them. Each of the three docking bays has an electromagnetic railgun used to launch fighters and Supply-class cargo vessels, but could potentially lauch some kind of weapon.
Approximate rate of fire: 42 rounds/minute for Mark One laser cannons; full torpedo barrage can be released in five seconds, although it takes a few minutes to supply them with target data. Two Durtan ramming spikes can be deployed from the bow.
Ammunition: Indefinite for plasma cannons; 110 antimatter torpedoes
Max. Length: 3,045 meters
Max. Width: 400.7 meters
Mass: 845,234 metric tons
Manueverability: Maximum of 30 degrees/sec.
Crew: 17,213
Construction time: 4 years
Cost: $31.5 billion with escape pods ($1.5 billion); extra $14 billion for 110 antimatter torpedoes at $127,272,727,273 per torpedo.
The Nomenclatur'a is an enlarged and updated Invincible-class carrrier. Its onboard space superiority fighters are intended to escort all antimatter torpedoes fired by the carrier and ensure that they are not destoryed by enemy interceptors. Once the antimatter torpedo approaches within 3,000 kilometers of its target as it speeds along at Mark .1, it releases its warhead, causing a large swathe of antimatter to destroy anything in its path for about 50,000 kilometers distant. This means that it is likely to bring down its target in addition to many nearby enemy vessels. The fairly big, 100-meter long torpedo is equipped with a large signal processor, making it immune to decoys and able to adapt to changing situations. As long as enemy reconassaince vessels do not detect the torpedoes, they will be unable to shoot at it with their own missiles, and even then these will have to avoid getting shot down by the escort screen. However, it is essential to maintain space superiority with your fighters to ensure that the torpedoes can find their target. This is why the Fleet has sucessfuly argued for the introduction of the carrier class.
The main sensor on the ship is a powerful large visual scanning device, although countless other sensors are also carried. This is in normal conditions capable of detecting warship-sized targets at a distance of five million kilometers, and fighter-sized targets at one-tenth of that. This allows it sufficient time to scramble its fighters currently stationed on alert. However, a competent commander will attempt to scout past that area in order to have more warning time.
Defensively, the Nomenclatur'a carries the same basic missile countermeasures suite as found on the Talon, except in larger quantities. The armor ammounts to 20 feet of pressure- and freeze-treated composite diamond fibers, dramatically increasing the mass but making it impervious to kinetic-energy weapons. The composite material in the diamonds distributes the shock of plasma and laser weapons throughout the entire hull, making it difficult to destroy such a ship.
With over 2,000 plasma batteries, the vessel is practically impervious to attack by fighters and bombers. During the War with Joint Conglomerates, the National Commonwealth bomber fleet kept a healthy distance from this fearsome warship. The batteries are relatively short-ranged, however, and enemy warships of any significant size are intended to be taken out with torpedoes. Two ramming spikes, constructed of Durtan (the hardest manufactureable material known to Merkar), can be deployed to devastate enemy vessels. However, use them only as a last resort as part of a shock-tactic strategy, as this class relies mainly on stealth and speed to stay alive. Being signifcantly smaller than almost any other carrier on the market today, its emissions signature is minimal, and it will be able to fire off its antimatter missiles before it is even detected. This is the same tactical concept embodied in the earlier Invincible class. One such vessel has seen combat. It proved highly effective against the National Commonwealth fleet, ramming two destroyers to dust and anihalating the enemy flagship, NCS Olympique, with antimatter torpedoes (not to mention a number of smaller vessels). Although heavily damaged, the lone Merkari carrier was able to retreat to safety after doing damage out of all proportion to its small cost. This is what makes it perhaps the best buy in the galaxy.
Orion class frigate
Max. speed before disintegration: Mark 30 (30% the speed of light)
Propulsion: One Cartanae Aerospace J78 antimatter/plasma reactor, variable-direction thrust
Endurance: Indefinite; food stores for 200 years, but may need maintenance every 6 months or so
Armament: 10 Mark Two plasma cannons, range 130,000 miles; bow is hardened for ramming
Rate of fire: 12 rounds/minute
Max. Length: 295 meters
Max. Width: 35 meters
Mass: Approximately 30,000 tons
Crew: 3,478
Construction time: 1 year
Cost: $5.4 billion
Designed for scouting and police work, the Orion is perfect for smaller empires needing a cost-effective way to equip their defence force, or larger ones needing fast "fire brigades" to deal with arising issues in their vast territory. The armament is designed mainly for use against enemy warships, and this vessel needs some kind of protection against fighters. Signficant space is available for installing upgrades, such as an enlarged docking bay or anti-bomber missiles. Still, this armament is only for destroying other ships of comparable size during, for example, reconassaince or counter-reconassaince engagements.
It would be far too expensive to fuel a full antimatter reactor, so the craft's great speed is provided by a fusion reactor mixed with small ammounts of antimatter. This is enough to propel it to 35% the speed of light. As the ammount of fuel required to accelerate increases exponentially at high percentages of lightspeed (also called "c"), this is no mean feat. The Orion class is technically capable of going slightly faster, but it has never been tried as this would probably cause the craft to disintegrate.
Armor is provided by three feet of metal alloy. Although relatively light, it was decided that increasing armor any more would cause the ship to become too expensive for a scouting vessel.