Huntarian Star Drives (starship production thread)
H.S.S. Requital
http://i11.photobucket.com/albums/a172/Huntaer/empirecapitalships/HSD1b.jpg
Manufacturer: Huntarian Forge Worlds
Designation: "Mini"-Super Commandship
Length: 6,500 meters
Crew: 130,000
Troops: 80,000
Cargo Capacity: 150,000 metric tons
Consumables: 5 years
Expected Durration: 100 Years
FTL: Necrominus Drives Mk III
Speed: 8 MGLT
Hull: 70,000 RU
Shields: 150,000 SBD
M.L.S.S.
Multi-Phased Shields
Special Modifications: Superior Cloak, A.S.C.S., Warp Disruptor
Weapons: 100 Advanced Heavy Turbobatteries, 90 Advanced Turbolaserbatteries, 80 Advanced Ion Cannons, Lightning Field, 20 Torpedo Launchers(1000 Tricobalt Torpetoes, 1800 Transphasic Torpetoes), 1 Axial Laser
Onboard Craft:
1200 (huntarian) Tie Series Fighters (200 Tie Vampire IIs, 400 Vampire Starfighters, 200 Kirtir Marauder, 400 Tie Furry
History:
The "MINI" Project:
After seeing how expensive the new Super Command Ships are, the Emperor has ordered a new project which will expand on a new generation of TSSDs. The "Mini" super command ship project was created. Starting on the year of 320 HE(height of the empire, OOC: AKA the date I joined), the mini towerless super star destroyers will have several changes made to them which will make them slightly smaller, scientifically advanced(for the Huntarian empire), less costly, and an increase in weapon proficiency.
These changes won't be made to only TSSDs, but to TSD's as well (will go under a different project name).
The Hull:
The hull is about the same strength as a Sovereign SSD, and the shielding of an Eclipse. The idea is to combine the higher Huntarian Technology to make a small, but well armored hull. Thus completeing a transformation from large, bulky command ships to a smaller, less time consuming, and resource consumption command ship.
The Bridge:
Located in the center of the ship, the bridge is inside the MTSSD rather than using a conning tower to serve as the command system (continuing with the towerless concept). Though this does limit the visual of the battle, the ship does have 3D holographic views of the ongoing war. The major disadvantage of this is that once tactical systems go off line, the holographic projections of the battle go off line and the ship is blind.
Weaponery:
Axiel laser = This laser isn't as all powerfull as people are lead to believe. The only thing an axiel laser is, is that it's a fixed laser which fires in one position. Sure, it's more powerfull than the rest of the starhsip's weaponery, but it's not as powerfull as the Death Star's laser or the Eclipse's Axiel laser. This axiel laser could destroy a ship of 8000 meters or less in ~2 shots (depending on hull and shielding strength).
Updates
Shielding:
M.L.S.S. (Multi-Layered Shielding System)
Status: completed
Layer 3 - The outermost layer manipulates graviton polarity in a way not typical to shields, creating a graviton flux disruption that prevents many know designs of threat tractor beams from locking on to the vessel. This layer also incorporates transport inhibitor technology, helping prevent an enemy from transporting aboard.
Layer 2 - The middle layer incorporates automatic rotation of frequency and modulation with meta-phasics, which absorbs enemy fire, spreads it out along the shield. This shield sends data on what type of weapon is used and what frequency and phase the weapon uses. Once this is analyzed, the shield can be configured to have the same frequency as the incoming weapon, but different modulation, which dramatically increases shield efficiency.
Layer 1 - The innermost shield layer is a multi-phaseic shield. Based on standard regenerative shielding, this is the ship's last line of defense. The key to this layer is it's ability to 'wave' while in a state of temporal flux. This technology was developed in part by the crew of USS Voyager and the Mannheim Research Station. Instead of a standard oval bubble, this layer 'ripples' or waves (like the surface of water) while in a state of temporal flux. This dramatically increases protection against weapons such as the Hellfire, Chronaton, and Transphisic Torpedoes while at the same time helping protect the ship from temporal anomalies.
Necrominus Mk III Drives
The Mk III have several features beneficial features over the Hyperdrive. The first and most obvious, is smother entrence. Former versions of the Necrominus Drives risked the ship using it of falling appart. Due to a better understanding of the Necrominus than before, the ship can enter the Necrominus without the threat of hull damage. Another bonus is the use of shielding/weaponery. Former drives revoked the use of shielding and weapons whilst in the Necrominus.
The Necrominus
The energy that makes up the Necrominus is believed to be the direct result of the two known Force God's, Skorm and the Nameless Light Side God. Considered to be a reflection of the material universe. It is an ocean of neutral energy, a treaty "signed" by Skorm and the other god. Stirred by emotion and action, the Necrominus is home to the Huntarian Force God's, and other higher beings. It also houses the spirits of the dead, and is often referred to the "Netherworld/land" by the Jedi.
Travel
The Necrominus has been proved to be a usefull way of traveling, without much risks. Occasionaly, one will become corrupted by the Dark Side of the Force and vice versa.
The Realm of the Necrominus is another option for travel in space. While hyperdrive is a good form of travel, the Necrominus provides several opportunities. It isn't effected by normal gravity wells due to the fact the ship(s) have entered another demension rather than space itself.
There are two down sides to using the Necrominus, which is why it wasn't used as much as it was durring the First Phantom Wars, nearly 40,000 years ago. The first one is the fact that the pilots of the ship using the Necrominus HAS to beable to either wield, or sense the force. Since the first Phantom war, Force Wielding pilots from both the Kirtir and Malkir have been low. Therefor, switching to hyperdrive.
Dangers of Warp Travel
The other down side is the possible threat of the creation of.... Beasts. At the time of the Phantom War, both the Kirtir and Malkir were attacked by the Phantoms. They were attracted to all sentient life, especially Force Wielders. While working together, the Malkir and Kirtir Master's did searching for answers on where the Phantoms came from. Their conclusion, was the Necrominus. They minimized the use of the Necrominus as the war wined down, untill they used all hyperdrive starships. Now with the Civil War going on, both sides are searching for
Force Storms
Regions of material space can be affected by the ebb and flow of the Necrominus. These 'force storms' can isolate star systems and sectors from each other, by making normal methods of travel and communication impossible. These storms can last for any amount of time, ranging from weeks to centuries, and can occasionally break out into the material universe, creating a temporary Warp/Realspace overlay.
Superior Cloak:
In this newest form of cloaking, the Interphasic Cloak/Phase Cloak produces no detectable tachyon emissions or residual anti-protons from the cloak making accurate targeting impossible. As a new part of this extended research, the Interphasic Cloak mantains shielding making it an even more deadly weapon to use whilst in combat. However, due to energy concerns still yet to be fixed the shielding opperates at 50% of the original strength of the shield if the cloaking device was turned off.
Multi-Phased Shields:
Like the Shield Capacitor, this system interfaces with a Variable Force Field system. This system increases the damage capacity of the shield system by 50%, but while this system is active the shields recharge at twenty percent of their normal rate. This means that the shields will recharge at a rate of 1% every 30 seconds, but they will still have a much higher maximum capacity.
Pic. Thanks to Kyanges.
H.S.S. Exterminator
http://i11.photobucket.com/albums/a172/Huntaer/empirecapitalships/HSD1b.jpg
Manufacturer: Huntarian Forge Worlds
Designation: "Mini"-Super Commandship
Length: 7,000 meters
Crew: 130,000
Troops: 80,000
Cargo Capacity: 150,000 metric tons
Consumables: 5 years
Expected Durration: 100 Years
Time Before Refit: 10 Years
FTL: Necrominus Drives Mk III
Speed: 8 MGLT
Hull: 70,000 RU
Shields: 150,000 SBD
M.L.S.S.
Multi-Phased Shields
Reflection Field
Special Features: H.E.W.S., A.S.C.S., Ion Axial Laser
Weapons: 100 Advanced Heavy Turbobatteries, 90 Advanced Turbolaserbatteries, 80 Advanced Ion Cannons, Lightning Field, 20 Torpedo Launchers(1000 Tricobalt Torpetoes, 1800 Transphasic Torpetoes), 1 Ion Axial Laser
Onboard Craft:
1200 (huntarian) Tie Series Fighters (400 Tie Dart Mk IIs, 400 Tie Reapers Mk II, 200 Tie PB's, 200 Tie Enforcers)
History:
The "MINI" Project:
After seeing how expensive the new Super Command Ships are, the Emperor has ordered a new project which will expand on a new generation of TSSDs. The "Mini" super command ship project was created. Starting on the year of 320 HE(height of the empire, OOC: AKA the date I joined), the mini towerless super star destroyers will have several changes made to them which will make them slightly smaller, scientifically advanced(for the Huntarian empire), less costly, and an increase in weapon proficiency.
These changes won't be made to only TSSDs, but to TSD's as well (will go under a different project name).
The Hull:
The hull is about the same strength as a Sovereign SSD, and the shielding of an Eclipse. The idea is to combine the higher Huntarian Technology to make a small, but well armored hull. Thus completeing a transformation from large, bulky command ships to a smaller, less time consuming, and resource consumption command ship.
The Bridge:
Located in the center of the ship, the bridge is inside the MTSSD rather than using a conning tower to serve as the command system (continuing with the towerless concept). Though this does limit the visual of the battle, the ship does have 3D holographic views of the ongoing war. The major disadvantage of this is that once tactical systems go off line, the holographic projections of the battle go off line and the ship is blind.
Weaponery:
Axiel laser = This laser isn't as all powerfull as people are lead to believe. The only thing an axiel laser is, is that it's a fixed laser which fires in one position. Sure, it's more powerfull than the rest of the starhsip's weaponery, but it's not as powerfull as the Death Star's laser or the Eclipse's Axiel laser. This axiel laser could destroy a ship of 8000 meters or less in ~2 shots (depending on hull and shielding strength).
Updates
Shielding:
M.L.S.S. (Multi-Layered Shielding System)
Status: completed
Layer 3 - The outermost layer manipulates graviton polarity in a way not typical to shields, creating a graviton flux disruption that prevents many know designs of threat tractor beams from locking on to the vessel. This layer also incorporates transport inhibitor technology, helping prevent an enemy from transporting aboard.
Layer 2 - The middle layer incorporates automatic rotation of frequency and modulation with meta-phasics, which absorbs enemy fire, spreads it out along the shield. This shield sends data on what type of weapon is used and what frequency and phase the weapon uses. Once this is analyzed, the shield can be configured to have the same frequency as the incoming weapon, but different modulation, which dramatically increases shield efficiency.
Layer 1 - The innermost shield layer is a multi-phaseic shield. Based on standard regenerative shielding, this is the ship's last line of defense. The key to this layer is it's ability to 'wave' while in a state of temporal flux. This technology was developed in part by the crew of USS Voyager and the Mannheim Research Station. Instead of a standard oval bubble, this layer 'ripples' or waves (like the surface of water) while in a state of temporal flux. This dramatically increases protection against weapons such as the Hellfire, Chronaton, and Transphisic Torpedoes while at the same time helping protect the ship from temporal anomalies.
Necrominus Mk III Drives
The Mk III have several features beneficial features over the Hyperdrive. The first and most obvious, is smother entrence. Former versions of the Necrominus Drives risked the ship using it of falling appart. Due to a better understanding of the Necrominus than before, the ship can enter the Necrominus without the threat of hull damage. Another bonus is the use of shielding/weaponery. Former drives revoked the use of shielding and weapons whilst in the Necrominus.
The Necrominus
The energy that makes up the Necrominus is believed to be the direct result of the two known Force God's, Skorm and the Nameless Light Side God. Considered to be a reflection of the material universe. It is an ocean of neutral energy, a treaty "signed" by Skorm and the other god. Stirred by emotion and action, the Necrominus is home to the Huntarian Force God's, and other higher beings. It also houses the spirits of the dead, and is often referred to the "Netherworld/land" by the Jedi.
Travel
The Necrominus has been proved to be a usefull way of traveling, without much risks. Occasionaly, one will become corrupted by the Dark Side of the Force and vice versa.
The Realm of the Necrominus is another option for travel in space. While hyperdrive is a good form of travel, the Necrominus provides several opportunities. It isn't effected by normal gravity wells due to the fact the ship(s) have entered another demension rather than space itself.
There are two down sides to using the Necrominus, which is why it wasn't used as much as it was durring the First Phantom Wars, nearly 40,000 years ago. The first one is the fact that the pilots of the ship using the Necrominus HAS to beable to either wield, or sense the force. Since the first Phantom war, Force Wielding pilots from both the Kirtir and Malkir have been low. Therefor, switching to hyperdrive.
Dangers of Warp Travel
The other down side is the possible threat of the creation of.... Beasts. At the time of the Phantom War, both the Kirtir and Malkir were attacked by the Phantoms. They were attracted to all sentient life, especially Force Wielders. While working together, the Malkir and Kirtir Master's did searching for answers on where the Phantoms came from. Their conclusion, was the Necrominus. They minimized the use of the Necrominus as the war wined down, untill they used all hyperdrive starships. Now with the Civil War going on, both sides are searching for
Force Storms
Regions of material space can be affected by the ebb and flow of the Necrominus. These 'force storms' can isolate star systems and sectors from each other, by making normal methods of travel and communication impossible. These storms can last for any amount of time, ranging from weeks to centuries, and can occasionally break out into the material universe, creating a temporary Warp/Realspace overlay.
Superior Cloak:
In this newest form of cloaking, the Interphasic Cloak/Phase Cloak produces no detectable tachyon emissions or residual anti-protons from the cloak making accurate targeting impossible. As a new part of this extended research, the Interphasic Cloak mantains shielding making it an even more deadly weapon to use whilst in combat. However, due to energy concerns still yet to be fixed the shielding opperates at 50% of the original strength of the shield if the cloaking device was turned off.
Multi-Phased Shields:
Like the Shield Capacitor, this system interfaces with a Variable Force Field system. This system increases the damage capacity of the shield system by 50%, but while this system is active the shields recharge at twenty percent of their normal rate. This means that the shields will recharge at a rate of 1% every 30 seconds, but they will still have a much higher maximum capacity.
Pic. Thanks to Kyanges.
Zactarn Prime
25-07-2005, 04:21
Nuice and I shall be looking forward to your new designs. I have a question. How come the Necrosis Order members get a discount at your stores?
H.S.S. Gothic
http://i11.photobucket.com/albums/a172/Huntaer/empirecapitalships/HSD1b.jpg
Manufacturer: Huntarian Forge Worlds
Designation: "Mini"-Super Commandship
Length: 6,000 meters
Crew: 120,000
Troops: 70,000
Cargo Capacity: 150,000 metric tons
Consumables: 4 years
Expected duration: 100 Years
Time Before Refit: 8 Years
FTL: Necrominus Drives Mk III
Speed: 8 MGLT
Hull: 70,000 RU
Shields: 150,000 SBD
M.L.S.S.
Multi-Phased Shields
Special Modifications: A.S.C.S., Warp Disruptor, H.E.W.S.
Weapons: 100 Advanced Heavy Turbobatteries, 90 Advanced Turbolaserbatteries, 80 Advanced Ion Cannons, Lightning Field, 20 Torpedo Launchers(1000 Tricobalt Torpetoes, 1800 Transphasic Torpetoes), 1 Axial Laser
Onboard Craft:
1200 (huntarian) Tie Series Fighters (400 Tie Dart Mk IIs, 400 Tie Reaper Mk II's, 200 Tie Retributions, 200 Tie Enforcers) 200 Beta "3000" Kirtir Starfighter, 200 Kirtir Marauders, 300 Hornet Class Lambda Shuttles
History:
The "MINI" Project:
After seeing how expensive the new Super Command Ships are, the Emperor has ordered a new project which will expand on a new generation of TSSDs. The "Mini" super command ship project was created. Starting on the year of 320 HE(height of the empire, OOC: AKA the date I joined), the mini towerless super star destroyers will have several changes made to them which will make them slightly smaller, scientifically advanced(for the Huntarian empire), less costly, and an increase in weapon proficiency.
These changes won't be made to only TSSDs, but to TSD's as well (will go under a different project name).
The Hull:
The hull is about the same strength as a Sovereign SSD, and the shielding of an Eclipse. The idea is to combine the higher Huntarian Technology to make a small, but well armored hull. Thus completeing a transformation from large, bulky command ships to a smaller, less time consuming, and resource consumption command ship.
The Bridge:
Located in the center of the ship, the bridge is inside the MTSSD rather than using a conning tower to serve as the command system (continuing with the towerless concept). Though this does limit the visual of the battle, the ship does have 3D holographic views of the ongoing war. The major disadvantage of this is that once tactical systems go off line, the holographic projections of the battle go off line and the ship is blind.
Weaponery:
Axiel laser = This laser isn't as all powerfull as people are lead to believe. The only thing an axiel laser is, is that it's a fixed laser which fires in one position. Sure, it's more powerfull than the rest of the starhsip's weaponery, but it's not as powerfull as the Death Star's laser or the Eclipse's Axiel laser. This axiel laser could destroy a ship of 8000 meters or less in ~2 shots (depending on hull and shielding strength).
Updates
Shielding:
M.L.S.S. (Multi-Layered Shielding System)
Status: completed
Layer 3 - The outermost layer manipulates graviton polarity in a way not typical to shields, creating a graviton flux disruption that prevents many know designs of threat tractor beams from locking on to the vessel. This layer also incorporates transport inhibitor technology, helping prevent an enemy from transporting aboard.
Layer 2 - The middle layer incorporates automatic rotation of frequency and modulation with meta-phasics, which absorbs enemy fire, spreads it out along the shield. This shield sends data on what type of weapon is used and what frequency and phase the weapon uses. Once this is analyzed, the shield can be configured to have the same frequency as the incoming weapon, but different modulation, which dramatically increases shield efficiency.
Layer 1 - The innermost shield layer is a multi-phaseic shield. Based on standard regenerative shielding, this is the ship's last line of defense. The key to this layer is it's ability to 'wave' while in a state of temporal flux. This technology was developed in part by the crew of USS Voyager and the Mannheim Research Station. Instead of a standard oval bubble, this layer 'ripples' or waves (like the surface of water) while in a state of temporal flux. This dramatically increases protection against weapons such as the Hellfire, Chronaton, and Transphisic Torpedoes while at the same time helping protect the ship from temporal anomalies.
Necrominus Mk III Drives
The Mk III have several features beneficial features over the Hyperdrive. The first and most obvious, is smother entrence. Former versions of the Necrominus Drives risked the ship using it of falling appart. Due to a better understanding of the Necrominus than before, the ship can enter the Necrominus without the threat of hull damage. Another bonus is the use of shielding/weaponery. Former drives revoked the use of shielding and weapons whilst in the Necrominus.
The Necrominus
The energy that makes up the Necrominus is believed to be the direct result of the two known Force God's, Skorm and the Nameless Light Side God. Considered to be a reflection of the material universe. It is an ocean of neutral energy, a treaty "signed" by Skorm and the other god. Stirred by emotion and action, the Necrominus is home to the Huntarian Force God's, and other higher beings. It also houses the spirits of the dead, and is often referred to the "Netherworld/land" by the Jedi.
Travel
The Necrominus has been proved to be a usefull way of traveling, without much risks. Occasionaly, one will become corrupted by the Dark Side of the Force and vice versa.
The Realm of the Necrominus is another option for travel in space. While hyperdrive is a good form of travel, the Necrominus provides several opportunities. It isn't effected by normal gravity wells due to the fact the ship(s) have entered another demension rather than space itself.
There are two down sides to using the Necrominus, which is why it wasn't used as much as it was durring the First Phantom Wars, nearly 40,000 years ago. The first one is the fact that the pilots of the ship using the Necrominus HAS to beable to either wield, or sense the force. Since the first Phantom war, Force Wielding pilots from both the Kirtir and Malkir have been low. Therefor, switching to hyperdrive.
Dangers of Warp Travel
The other down side is the possible threat of the creation of.... Beasts. At the time of the Phantom War, both the Kirtir and Malkir were attacked by the Phantoms. They were attracted to all sentient life, especially Force Wielders. While working together, the Malkir and Kirtir Master's did searching for answers on where the Phantoms came from. Their conclusion, was the Necrominus. They minimized the use of the Necrominus as the war wined down, untill they used all hyperdrive starships. Now with the Civil War going on, both sides are searching for
Force Storms
Regions of material space can be affected by the ebb and flow of the Necrominus. These 'force storms' can isolate star systems and sectors from each other, by making normal methods of travel and communication impossible. These storms can last for any amount of time, ranging from weeks to centuries, and can occasionally break out into the material universe, creating a temporary Warp/Realspace overlay.
Superior Cloak:
In this newest form of cloaking, the Interphasic Cloak/Phase Cloak produces no detectable tachyon emissions or residual anti-protons from the cloak making accurate targeting impossible. As a new part of this extended research, the Interphasic Cloak mantains shielding making it an even more deadly weapon to use whilst in combat. However, due to energy concerns still yet to be fixed the shielding opperates at 50% of the original strength of the shield if the cloaking device was turned off.
Multi-Phased Shields:
Like the Shield Capacitor, this system interfaces with a Variable Force Field system. This system increases the damage capacity of the shield system by 50%, but while this system is active the shields recharge at twenty percent of their normal rate. This means that the shields will recharge at a rate of 1% every 30 seconds, but they will still have a much higher maximum capacity.
Pic. Thanks to Kyanges.
H.S.S. Tsunami
http://i11.photobucket.com/albums/a172/Huntaer/empirecapitalships/WarhammerIIcopy.jpg
Manufacturer: Huntarian Forge Worlds
Designation: Super Command Ship/Heavy Dreadnought
Length: 5800 meters
Crew: 85200
Troops: 30200
Cargo Capacity: 500,000 Metric Tons
Consumables: 3 months
Time before refit: 10 years
Expected Durration: 70 years
FTL: Necrominus Drives Mk III
Speed: 8 MGLT
Hull: 150,000 RU
Shields: 300,000 SBD
M.L.S.S.
Multi-phased Shileds
Shield Capacitors
Special Features: H.E.W.S., A.S.C.S.
Weapons: 100 Advanced Turbolasers, 200 Advanced Heavy Turbobatteries, 130 Advanced Ion Cannons, Lightning Field, 500 Turreted Torpedo Launchers(1600 Transphasic Torpetoes, 1500 Tricobalt Torpetoes), 8 Mini-Axial Laser Cannons (see weaponery)
Special Capabilities: Mini-Axiel Lasers
Onboard Craft:
1200 Tie Variants (600 Tie Darts, 400 Tie Reapers, 200 Tie Predators), 100 Planet Hopper Class Dropships
Description:
TBA
Necrominus Mk III Drives
The Mk III have several features beneficial features over the Hyperdrive. The first and most obvious, is smother entrence. Former versions of the Necrominus Drives risked the ship using it of falling appart. Due to a better understanding of the Necrominus than before, the ship can enter the Necrominus without the threat of hull damage. Another bonus is the use of shielding/weaponery. Former drives revoked the use of shielding and weapons whilst in the Necrominus.
The Necrominus
The energy that makes up the Necrominus is believed to be the direct result of the two known Force God's, Skorm and the Nameless Light Side God. Considered to be a reflection of the material universe. It is an ocean of neutral energy, a treaty "signed" by Skorm and the other god. Stirred by emotion and action, the Necrominus is home to the Huntarian Force God's, and other higher beings. It also houses the spirits of the dead, and is often referred to the "Netherworld/land" by the Jedi.
Travel
The Necrominus has been proved to be a usefull way of traveling, without much risks. Occasionaly, one will become corrupted by the Dark Side of the Force and vice versa.
The Realm of the Necrominus is another option for travel in space. While hyperdrive is a good form of travel, the Necrominus provides several opportunities. It isn't effected by normal gravity wells due to the fact the ship(s) have entered another demension rather than space itself.
There are two down sides to using the Necrominus, which is why it wasn't used as much as it was durring the First Phantom Wars, nearly 40,000 years ago. The first one is the fact that the pilots of the ship using the Necrominus HAS to beable to either wield, or sense the force. Since the first Phantom war, Force Wielding pilots from both the Kirtir and Malkir have been low. Therefor, switching to hyperdrive.
Dangers of Warp Travel
The other down side is the possible threat of the creation of.... Beasts. At the time of the Phantom War, both the Kirtir and Malkir were attacked by the Phantoms. They were attracted to all sentient life, especially Force Wielders. While working together, the Malkir and Kirtir Master's did searching for answers on where the Phantoms came from. Their conclusion, was the Necrominus. They minimized the use of the Necrominus as the war wined down, untill they used all hyperdrive starships. Now with the Civil War going on, both sides are searching for
Force Storms
Regions of material space can be affected by the ebb and flow of the Necrominus. These 'force storms' can isolate star systems and sectors from each other, by making normal methods of travel and communication impossible. These storms can last for any amount of time, ranging from weeks to centuries, and can occasionally break out into the material universe, creating a temporary Warp/Realspace overlay.
Increase in Turbolaser Power
Description:
The main goal in this project is for huntarian turbolasers to increase in fire power by 20%. In other words, the turbolasers will now be 120% more powerful than the ones on the old Imperator Class Star Destroyer designs found in the Galactic Empire. (actuall number: 11,280,000,000 TerraJoules)
M.L.S.S. (Multi-Layered Shielding System)
Layer 3 - The outermost layer manipulates graviton polarity in a way not typical to shields, creating a graviton flux disruption that prevents many know designs of threat tractor beams from locking on to the vessel. This layer also incorporates transport inhibitor technology, helping prevent an enemy from transporting aboard.
Layer 2 - The middle layer incorporates automatic rotation of frequency and modulation with meta-phasics, which absorbs enemy fire, spreads it out along the shield. This shield sends data on what type of weapon is used and what frequency and phase the weapon uses. Once this is analyzed, the shield can be configured to have the same frequency as the incoming weapon, but different modulation, which dramatically increases shield efficiency.
Layer 1 - The innermost shield layer is a multi-phaseic shield. Based on standard regenerative shielding, this is the ship's last line of defense. The key to this layer is it's ability to 'wave' while in a state of temporal flux. This technology was developed in part by the crew of USS Voyager and the Mannheim Research Station. Instead of a standard oval bubble, this layer 'ripples' or waves (like the surface of water) while in a state of temporal flux. This dramatically increases protection against weapons such as the Hellfire, Chronaton, and Transphisic Torpedoes while at the same time helping protect the ship from temporal anomalies.
H.S.S. Emperor's Heart
http://i11.photobucket.com/albums/a172/Huntaer/empirecapitalships/WarhammerIIcopy.jpg
Manufacturer: Huntarian Forge Worlds
Designation: Super Command Ship/Heavy Dreadnought
Length: 6000 meters
Crew: 95000
Troops: 32000
Cargo Capacity: 500,000 Metric Tons
Consumables: 4 months
Time before refit: 11 years
Expected duration: 75 years
FTL: Necrominus Drives Mk III
Speed: 8 MGLT
Hull: 150,000 RU
Shields: 300,000 SBD
M.L.S.S.
Multi-phased Shileds
Reflection Fields
Special Features: H.E.W.S., A.S.C.S., Mini-Axial Lasers
Weapons: 100 Advanced Turbolasers, 200 Advanced Heavy Turbolaser Batteries, 130 Advanced Ion Cannons, Lightning Field, 500 Turreted Torpedo Launchers(1600 Transphasic Torpedoes, 1500 Tricobalt Torpedoes), 8 Mini-Axial Laser Cannons (see weaponry), 100 Tractor Beams.
Onboard Craft:
1200 Tie Variants (600 Tie Darts, 400 Tie Reapers, 200 Tie Predators), 100 Planet Hopper Class Dropships
Description:
TBA
Necrominus Mk III Drives
The Mk III have several features beneficial features over the Hyperdrive. The first and most obvious, is smother entrence. Former versions of the Necrominus Drives risked the ship using it of falling appart. Due to a better understanding of the Necrominus than before, the ship can enter the Necrominus without the threat of hull damage. Another bonus is the use of shielding/weaponery. Former drives revoked the use of shielding and weapons whilst in the Necrominus.
The Necrominus
The energy that makes up the Necrominus is believed to be the direct result of the two known Force God's, Skorm and the Nameless Light Side God. Considered to be a reflection of the material universe. It is an ocean of neutral energy, a treaty "signed" by Skorm and the other god. Stirred by emotion and action, the Necrominus is home to the Huntarian Force God's, and other higher beings. It also houses the spirits of the dead, and is often referred to the "Netherworld/land" by the Jedi.
Travel
The Necrominus has been proved to be a usefull way of traveling, without much risks. Occasionaly, one will become corrupted by the Dark Side of the Force and vice versa.
The Realm of the Necrominus is another option for travel in space. While hyperdrive is a good form of travel, the Necrominus provides several opportunities. It isn't effected by normal gravity wells due to the fact the ship(s) have entered another demension rather than space itself.
There are two down sides to using the Necrominus, which is why it wasn't used as much as it was durring the First Phantom Wars, nearly 40,000 years ago. The first one is the fact that the pilots of the ship using the Necrominus HAS to beable to either wield, or sense the force. Since the first Phantom war, Force Wielding pilots from both the Kirtir and Malkir have been low. Therefor, switching to hyperdrive.
Dangers of Warp Travel
The other down side is the possible threat of the creation of.... Beasts. At the time of the Phantom War, both the Kirtir and Malkir were attacked by the Phantoms. They were attracted to all sentient life, especially Force Wielders. While working together, the Malkir and Kirtir Master's did searching for answers on where the Phantoms came from. Their conclusion, was the Necrominus. They minimized the use of the Necrominus as the war wined down, untill they used all hyperdrive starships. Now with the Civil War going on, both sides are searching for
Force Storms
Regions of material space can be affected by the ebb and flow of the Necrominus. These 'force storms' can isolate star systems and sectors from each other, by making normal methods of travel and communication impossible. These storms can last for any amount of time, ranging from weeks to centuries, and can occasionally break out into the material universe, creating a temporary Warp/Realspace overlay.
Increase in Turbolaser Power
Description:
The main goal in this project is for huntarian turbolasers to increase in fire power by 20%. In other words, the turbolasers will now be 120% more powerful than the ones on the old Imperator Class Star Destroyer designs found in the Galactic Empire. (actuall number: 11,280,000,000 TerraJoules)
M.L.S.S. (Multi-Layered Shielding System)
Layer 3 - The outermost layer manipulates graviton polarity in a way not typical to shields, creating a graviton flux disruption that prevents many know designs of threat tractor beams from locking on to the vessel. This layer also incorporates transport inhibitor technology, helping prevent an enemy from transporting aboard.
Layer 2 - The middle layer incorporates automatic rotation of frequency and modulation with meta-phasics, which absorbs enemy fire, spreads it out along the shield. This shield sends data on what type of weapon is used and what frequency and phase the weapon uses. Once this is analyzed, the shield can be configured to have the same frequency as the incoming weapon, but different modulation, which dramatically increases shield efficiency.
Layer 1 - The innermost shield layer is a multi-phaseic shield. Based on standard regenerative shielding, this is the ship's last line of defense. The key to this layer is it's ability to 'wave' while in a state of temporal flux. This technology was developed in part by the crew of USS Voyager and the Mannheim Research Station. Instead of a standard oval bubble, this layer 'ripples' or waves (like the surface of water) while in a state of temporal flux. This dramatically increases protection against weapons such as the Hellfire, Chronaton, and Transphisic Torpedoes while at the same time helping protect the ship from temporal anomalies.
H.S.S. Daemonic Warriors
http://i11.photobucket.com/albums/a172/Huntaer/empirecapitalships/WarhammerIIcopy.jpg
Manufacturer: Huntarian Forge Worlds
Designation: Super Command Ship/Heavy Dreadnought
Length: 5500 meters
Crew: 90000
Troops: 31000
Cargo Capacity: 450,000 Metric Tons
Consumables: 3 months
Time before refit: 10 years
Expected duration: 70 years
FTL: Necrominus Drives Mk III
Speed: 8 MGLT
Hull: 140,000 RU
Shields: 320,000 SBD
M.L.S.S.
Multi-phased Shields
Reflection Fields
Shield Capacitors
Special Features: H.E.W.S., A.S.C.S., Warp Disruptor's, Mini-Axial Lasers
Weapons: 100 Advanced Turbolasers, 200 Advanced Heavy Turbolaser Batteries, 130 Advanced Ion Cannons, Lightning Field, 500 Turreted Torpedo Launchers(1600 Transphasic Torpedoes, 1500 Tricobalt Torpedoes), 8 Mini-Axial Laser Cannons (see weaponry), 100 Tractor Beams.
On Board Craft:
1200 Tie Variants (600 Tie Darts, 400 Tie Reapers, 200 Tie Predators), 100 Planet Hopper Class Dropships
Description:
TBA
Necrominus Mk III Drives
The Mk III have several features beneficial features over the Hyperdrive. The first and most obvious, is smother entrance. Former versions of the Necrominus Drives risked the ship using it of falling apart. Due to a better understanding of the Necrominus than before, the ship can enter the Necrominus without the threat of hull damage. Another bonus is the use of shielding/weaponry. Former drives revoked the use of shielding and weapons whilst in the Necrominus.
The Necrominus
The energy that makes up the Necrominus is believed to be the direct result of the two known Force God's, Skorm and the Nameless Light Side God. Considered to be a reflection of the material universe. It is an ocean of neutral energy, a treaty "signed" by Skorm and the other god. Stirred by emotion and action, the Necrominus is home to the Huntarian Force God's, and other higher beings. It also houses the spirits of the dead, and is often referred to the "Netherworld/land" by the Jedi.
Travel
The Necrominus has been proved to be a useful way of traveling, without much risks. Occasionally, one will become corrupted by the Dark Side of the Force and vice versa.
The Realm of the Necrominus is another option for travel in space. While hyperdrive is a good form of travel, the Necrominus provides several opportunities. It isn't effected by normal gravity wells due to the fact the ship(s) have entered another dimension rather than space itself.
There are two down sides to using the Necrominus, which is why it wasn't used as much as it was during the First Phantom Wars, nearly 40,000 years ago. The first one is the fact that the pilots of the ship using the Necrominus HAS to be able to either wield, or sense the force. Since the first Phantom war, Force Wielding pilots from both the Kirtir and Malkir have been low. Therefor, switching to hyperdrive.
Dangers of Warp Travel
The other down side is the possible threat of the creation of.... Beasts. At the time of the Phantom War, both the Kirtir and Malkir were attacked by the Phantoms. They were attracted to all sentient life, especially Force Wielders. While working together, the Malkir and Kirtir Master's did searching for answers on where the Phantoms came from. Their conclusion, was the Necrominus. They minimized the use of the Necrominus as the war wined down, untill they used all hyperdrive starships. Now with the Civil War going on, both sides are searching for
Force Storms
Regions of material space can be affected by the ebb and flow of the Necrominus. These 'force storms' can isolate star systems and sectors from each other, by making normal methods of travel and communication impossible. These storms can last for any amount of time, ranging from weeks to centuries, and can occasionally break out into the material universe, creating a temporary Warp/Real space overlay.
Increase in Turbolaser Power
Description:
The main goal in this project is for huntarian turbolasers to increase in fire power by 20%. In other words, the turbolasers will now be 120% more powerful than the ones on the old Imperator Class Star Destroyer designs found in the Galactic Empire. (actual number: 11,280,000,000 TerraJoules)
M.L.S.S. (Multi-Layered Shielding System)
Layer 3 - The outermost layer manipulates graviton polarity in a way not typical to shields, creating a graviton flux disruption that prevents many know designs of threat tractor beams from locking on to the vessel. This layer also incorporates transport inhibitor technology, helping prevent an enemy from transporting aboard.
Layer 2 - The middle layer incorporates automatic rotation of frequency and modulation with meta-phasics, which absorbs enemy fire, spreads it out along the shield. This shield sends data on what type of weapon is used and what frequency and phase the weapon uses. Once this is analyzed, the shield can be configured to have the same frequency as the incoming weapon, but different modulation, which dramatically increases shield efficiency.
Layer 1 - The innermost shield layer is a multi-phaseic shield. Based on standard regenerative shielding, this is the ship's last line of defense. The key to this layer is it's ability to 'wave' while in a state of temporal flux. This technology was developed in part by the crew of USS Voyager and the Mannheim Research Station. Instead of a standard oval bubble, this layer 'ripples' or waves (like the surface of water) while in a state of temporal flux. This dramatically increases protection against weapons such as the Hellfire, Chronaton, and Transphisic Torpedoes while at the same time helping protect the ship from temporal anomalies.
H.S.S. Skorm
http://i11.photobucket.com/albums/a172/Huntaer/empirecapitalships/TIECarrierMkIIcopy.jpg
Model: Tie Class Carrier
Manufacturer: Huntarian Forge Worlds
Designation: Fighter Carrier/Dreadnaught
Length: 11000 meters
Crew: 190,000
Troops: 180,000
Cargo Capacity: 15,000,000 Metric Tons
Consumables: 1 year
Time before refit: 6 years
Expected Durration: 90 years
FTL: Necrominus Drives Mk III
Speed: 7 MGLT
Hull: 400,000 RU
Shields: 350,000 SBD
M.L.S.S.
Multi-Phased Shielding
Shield Capacitors
Special Features: A.S.C.S., H.E.W.S., Warp Disruptor, Mini-Axial Cannon Mk II
Weapons:
Capital Ship Weaponry
700 Advanced Heavy Turbolaser Batteries
600 Advanced Turbolasers
500 Advanced Ion Cannons
3 Mini-Axial Laser Cannons Mk II
[b]Point Defense Weapons[b]
500 Advanced Laser Batteries
200 Advanced Laser Gatling Cannons
Lightning Field
[b]Mixed[/i]
800 Turreted Torpedo launchers (4000 Quantum, 1500 Transphasic)
200 Tractor Beams
On board Craft:
9,000 Huntarian Tie Fighter Variants (3000 Tie Dart Mk IIs, 3000 Tie Reaper Mk IIs, 1000 Tie PB's, 1000 Tie Mists, 1000 Tie Enforcers) 300 Hornet Class Lambda Shuttles, 200 Planet Hopper Class Dropship
Description:
The Tie Class Carrier was built for the purpose as a heavy support ship as well as a fleet carrier. It contains 4 Necrominus Cores, due to it's larger size, so it can dish out power through out the ship at ease. Given the personality of Admiral Lew, this ship's commander, he wanted to install 3 bran new Mini-Axial Laser Cannons onto his Tie Carrier, the only ship to ever do so in the Huntarian Empire. This is also the only ship which will be having 4 cores, and going beyond the original limit of 9 kilometers in length. This is the most advanced Tie Carrier in the Empire's fleet.
The Andromedan
26-07-2005, 23:33
All the fighters look pretty nice, but can i post some carriers and frigates on here and sell with you???
Reliant Class Star Fighter
http://rpggamer.org/shippics/wwinginterceptor.jpg
Model: Reliant Star Fighter Refit
Manufacturer: Huntarian Ship Yards
Designation: Assault Fighter
Length: 12 meters
Crew: 1
Cargo Capacity: 1 metric ton
Consumables: 1 day
Expected Duration: 70 years
Time Before Refit: 8 years
FTL- N/A
Speed: 120 MGLT
Hull: 65 RU
Weapons: 2 Advanced Laser Cannons, 2 Torpedo Launchers (8 Quantum Torpedos)
General Discription: The Reliant Star Fighter is also ment for searching for invisible objects. Ulike it's other brethen, the Vampire Star Fighter, it isn't ment for stealth/covert missions. This is a loud, "send many of them out there" type of fighter. It's shields are small due to the ship's speed. This Fighter is also more cheaply produced for Deep Space Missions.
Refit: Not many changes were made to the Reliant Starfighter in it's later years of servitude in the Empire. The Emperor saw this ship as a relatively cheap fighter, almost as cheap as the Tie Dart. To make this happen, the Huntarian Starfighter Development Team removed the shielding on the fighter, hull strength reduced made it's speed more fitting to a fighter which can match the speed of a Tie Interceptor and FTL was removed.
Hyperspatial Travel
27-07-2005, 03:23
OOC: You know, Huntaer, this is something I've been wondering about for ages. What does TIE stand for?
Tie Fury
http://rpggamer.org/shippics/sithterminator.jpg
Model: Tie Furry
Manufacturer: Huntarian Forge Worlds
Designation: Assault Starfighter
Length: 9.5 Meters
Width (wing spand):20 Meters
Height (top to bottom):15 Meters
Crew: 2
Cargo Capacity: 256 Kg
Consumables: 4 weeks
Speed: 100 MGLT
FTL: Necrosis Drives Mk III
Hull: 75 RU
Shielding: 150 SBD
Special Abilities: Phase Cloak
Weapons:
2 Advanced Medium Lasers, 2 Torpedo Launchers (8 Transphasics)
Description:
TBA
Model: Tie Infiltrator
http://i11.photobucket.com/albums/a172/Huntaer/fighters/TIEATMOS001.jpg
Manufacturer: Huntarian (naval) Forge Worlds
Designation: Reconnaissance Fighter
Length: 9.5 meters
Crew: 1
Cargo Capacity: 100 kilograms
Consumables: 2 days
Expected Durration: 80 years
Time Before refit: 2 years
Speed: 130 MGLT
FTL: N/A
Hull: 89 RU
Shields: 25 SBD
Weapons:
Twin Medium Laser Cannons
Special Features: Superior Cloak
General Description:
TBA
Superior Cloak:
In this newest form of cloaking, the Interphasic Cloak/Phase Cloak produces no detectable tachyon emissions or residual anti-protons from the cloak making accurate targeting impossible. As a new part of this extended research, the Interphasic Cloak mantains shielding making it an even more deadly weapon to use whilst in combat. However, due to energy concerns still yet to be fixed the shielding opperates at 50% of the original strength of the shield if the cloaking device was turned off.
The Andromedan
04-09-2005, 02:10
Ok, I would like to buy 400 of your Alpha-2000 "Kirtir" Starfighter, they look really menacing/\.
OOC: What are the prices?
Model: Megaladon Class Towerless Super Star Destroyer
http://i11.photobucket.com/albums/a172/Huntaer/empirecapitalships/HSD1b.jpg
Manufacturer: Huntarian Forge Worlds
Designation: "Mini"-Super Command Ship
9Length: 6,500 meters
Crew: 130,000
Troops: 80,000
Cargo Capacity: 150,000 metric tons
Consumables: 5 years
Expected Duration: 100 Years
FTL: Necrominus Drives Mk III
Speed: 8 MGLT
Hull: 70,000 RU
Shields: 150,000 SBD
-Upgrade: M.L.S.S.
Weapons: 80 Advanced Turbolasers, 70 Advanced Heavy Turbolaser Batteries, 80 Advanced Ion Cannons, 20 Advanced Laser Gatling Cannons, 10 Torpedo Launchers(1600 Tricobalt Torpedoes, 1000 Transphasic Torpedoes), 1 Axial Laser
Onboard Craft:
1200 (huntarian) Tie Series Fighters (200 Tie Darts, 200 Tie Destroyers, 200 Tie Phantom Mk II's, 100 Tie Vampires, 200 Tie PB's, 200 Tie Poltergeists, 200 Tie V38 Devastators), 50 Hornet Class Lambda Shuttles
The "MINI" Project:
After seeing how expensive the new Super Command Ships are, the Emperor has ordered a new project which will expand on a new generation of TSSDs. The "Mini" super command ship project was created. Starting on the year of 320 HE(height of the empire, OOC: AKA the date I joined), the mini towerless super star destroyers will have several changes made to them which will make them slightly smaller, scientifically advanced(for the Huntarian empire), less costly, and an increase in weapon proficiency.
These changes won't be made to only TSSDs, but to TSD's as well (will go under a different project name).
The Hull:
The hull is about the same strength as a Sovereign SSD, and the shielding of an Eclipse. The idea is to combine the higher Huntarian Technology to make a small, but well armored hull. Thus completeing a transformation from large, bulky command ships to a smaller, less time consuming, and resource consumption command ship.
The Bridge:
Located in the center of the ship, the bridge is inside the MTSSD rather than using a conning tower to serve as the command system (continuing with the towerless concept). Though this does limit the visual of the battle, the ship does have 3D holographic views of the ongoing war. The major disadvantage of this is that once tactical systems go off line, the holographic projections of the battle go off line and the ship is blind.
Weaponery:
Axiel laser = This laser isn't as all powerfull as people are lead to believe. The only thing an axiel laser is, is that it's a fixed laser which fires in one position. Sure, it's more powerfull than the rest of the starhsip's weaponery, but it's not as powerfull as the Death Star's laser or the Eclipse's Axiel laser. This axiel laser could destroy a ship of 8000 meters or less in ~2 shots (depending on hull and shielding strength).
Updates
Shielding:
M.L.S.S. (Multi-Layered Shielding System)
Status: completed
Layer 3 - The outermost layer manipulates graviton polarity in a way not typical to shields, creating a graviton flux disruption that prevents many know designs of threat tractor beams from locking on to the vessel. This layer also incorporates transport inhibitor technology, helping prevent an enemy from transporting aboard.
Layer 2 - The middle layer incorporates automatic rotation of frequency and modulation with meta-phasics, which absorbs enemy fire, spreads it out along the shield. This shield sends data on what type of weapon is used and what frequency and phase the weapon uses. Once this is analyzed, the shield can be configured to have the same frequency as the incoming weapon, but different modulation, which dramatically increases shield efficiency.
Layer 1 - The innermost shield layer is a multi-phaseic shield. Based on standard regenerative shielding, this is the ship's last line of defense. The key to this layer is it's ability to 'wave' while in a state of temporal flux. This technology was developed in part by the crew of USS Voyager and the Mannheim Research Station. Instead of a standard oval bubble, this layer 'ripples' or waves (like the surface of water) while in a state of temporal flux. This dramatically increases protection against weapons such as the Hellfire, Chronaton, and Transphisic Torpedoes while at the same time helping protect the ship from temporal anomalies.
Necrominus Mk III Drives
The Mk III have several features beneficial features over the Hyperdrive. The first and most obvious, is smother entrence. Former versions of the Necrominus Drives risked the ship using it of falling appart. Due to a better understanding of the Necrominus than before, the ship can enter the Necrominus without the threat of hull damage. Another bonus is the use of shielding/weaponery. Former drives revoked the use of shielding and weapons whilst in the Necrominus.
The Necrominus
The energy that makes up the Necrominus is believed to be the direct result of the two known Force God's, Skorm and the Nameless Light Side God. Considered to be a reflection of the material universe. It is an ocean of neutral energy, a treaty "signed" by Skorm and the other god. Stirred by emotion and action, the Necrominus is home to the Huntarian Force God's, and other higher beings. It also houses the spirits of the dead, and is often referred to the "Netherworld/land" by the Jedi.
Travel
The Necrominus has been proved to be a usefull way of traveling, without much risks. Occasionaly, one will become corrupted by the Dark Side of the Force and vice versa.
The Realm of the Necrominus is another option for travel in space. While hyperdrive is a good form of travel, the Necrominus provides several opportunities. It isn't effected by normal gravity wells due to the fact the ship(s) have entered another demension rather than space itself.
There are two down sides to using the Necrominus, which is why it wasn't used as much as it was durring the First Phantom Wars, nearly 40,000 years ago. The first one is the fact that the pilots of the ship using the Necrominus HAS to beable to either wield, or sense the force. Since the first Phantom war, Force Wielding pilots from both the Kirtir and Malkir have been low. Therefor, switching to hyperdrive.
Dangers of Warp Travel
The other down side is the possible threat of the creation of.... Beasts. At the time of the Phantom War, both the Kirtir and Malkir were attacked by the Phantoms. They were attracted to all sentient life, especially Force Wielders. While working together, the Malkir and Kirtir Master's did searching for answers on where the Phantoms came from. Their conclusion, was the Necrominus. They minimized the use of the Necrominus as the war wined down, untill they used all hyperdrive starships. Now with the Civil War going on, both sides are searching for
Force Storms
Regions of material space can be affected by the ebb and flow of the Necrominus. These 'force storms' can isolate star systems and sectors from each other, by making normal methods of travel and communication impossible. These storms can last for any amount of time, ranging from weeks to centuries, and can occasionally break out into the material universe, creating a temporary Warp/Realspace overlay.
Pic. Thanks to Kyanges.
Tie Furry
http://rpggamer.org/shippics/sithterminator.jpg
Model: Tie Furry
Manufacturer: Huntarian Forge Worlds
Designation: Assault Starfighter
Length: 9.5 Meters
Width (wing spand):20 Meters
Height (top to bottom):15 Meters
Crew: 2
Cargo Capacity: 256 Kg
Consumables: 4 weeks
Speed: 100 MGLT
FTL: Necrominus Drives Mk III
Hull: 75 RU
Shielding: 150 SBD
Special Abilities: Superior Cloak
Weapons:
2 Advanced Medium Lasers, 2 Torpedo Launchers (8 Transphasics)
Description:
TBA
Nosferatu Class Towerless Star Destroyer
http://i11.photobucket.com/albums/a172/Huntaer/capitalships/Nosferatu.jpg
Model: Nosferatu TSD AKA: the Vampire Class Towerless Star Destroyer
Manufacturer: Huntarian Forge Worlds
Designation: Troop Carrier/Planetary Assault Ship
Length: 1800 meters
Crew: 7000
Troops: 30,000
Cargo Capacity: 50000 Metric Tons
Consumables: 2 year
Time before refit: 4 years
Expected Durration: 70 years
FTL: Necrominus Drives Mk III
Speed: 15 MGLT
Defenses:
Hull: 9,000 RU
Krutonium Alloy Armor
Neutronium
Shielding: 15,000 SBD
M.L.S.S.
Multi-Phased Shields
Reflection Field
Shield Capacitor
Weapons:
160 Huntarian Grade Heavy Turbolasers Batteries(80 top, 80 bottom) , 100 Huntarian Grade Turbolasers(50 top, 50 bottom) , 200 Torpedo launchers (1000 Transphasic Torpedos, 1000 Hellfire Torpedos, 1000 Tricobalt Torpedos, 1000 Quantum Torpedos), 200 Huntarian Grade Ion Cannons (100 top, 100 bottom), Lightning Field(point defense), 1 Capital Ship Grade Dual Setting INR Cannon
Special Capabilities:
Advanced Starship Combat System, Interphasic Cloak, Phase Cloak, Capital Ship Grade Dual Setting INR Cannon, Krutonium Alloy Armor
Onboard Craft:
Special: 500 Huntarian Drop Pods
Description:
The Nosferatu Class Towerless Star Destroyer was named after an ancient earth movie (before sound was even thought possible to be used for a moving picture) entitled "Nosferatu: A Symphony of Horror" created by the german director Murnau. The Empire had recently created a new line of stealth Tie Fighters known as the Tie Vampire 2 and then later on created a new battleship known as the Surreal Class Stealth Battleship. The Emperor thought it was fitting to name this class the "Nosferatu" due to the newest technology the Empire had recently researched making this capital ship one of the deadliest in the fleet. The Nosferatu's hull is composed up of 25 meters of Neutronium and another 10 meters of Krutonium Armor Alloy on top of that. It's armor has been colored pitch black, matching the blackness of space making visibility difficult and has a streak of blood red along the edge of the outer hull just barely giving the ship away. A fairly odd feature of the Nosferatu class is that it doesn't have a normal hangar bay like most capital ships in the Huntarian Empire. Like most, it's located on the bottom. However, there is no support to hold fighters. Instead, where the normal space which would hold fighters is an empty area holding what is known as "Drop Pods." These are devices used to rappidly transport armies across the galaxy, which act similar to escape pods: they're a one way ticket. However, unlike an escape pod the Drop Pod enters the atmosphere at a speed which anti-air craft turrents and missiles cannot lock on. Launching entire Armies onto planets this way have been known to leave landscapes littered with massive creaters as though a meteorite shower had hit the planet's surfface.
Advanced Starship Combat System (A.S.C.S.):
This new tactical system combines all of the newest researched systems for staship combat operations such as the High Energy Focus System, Structural Analyzer System, and the Achilles Targeting Unit making the A.S.C.S. an advanced network of tactical system almost making it one unified system. This new system also enables more accuracy in the turbolasers, enabling more automation in starship combat. The A.S.C.S. also enables a ship to use the two newest cloking devices simultaneously, constantly switching from one to the other depending on the situation the starship in question is in.
Capital Ship Grade Dual Setting INR
The Capital Ship Grade INR Cannon still mantains the same ideas as it's larger cousin however, there was one issue discovered when producing this newer version. Due to the downgraded size, two cannons were needed to be created due to power ineficiencies created in the smaller version. Effects are the same as the larger cousin, however the range of the aftermath explosion is drastically reduced to nearly 5km in diameter instead of .09 lightyears. This cannon is also set for dual settings, where it can be used as both a close range and long range artillery weapon depending on how far away the enemy is. Innitially the cannon's range was 35,000,000km, however in order to maximize the damage efficiency of enemy ships the Emperor requested that a longer range to be created for the Nosferatu Class to 70,000,000km.
Phase Cloak:
In this newest form of cloaking, the Interphasic Cloak/Phase Cloak produces no detectable tachyon emissions or residual anti-protons from the cloak making accurate targeting impossible. As a new part of this extended research, the Interphasic Cloak mantains shielding making it an even more deadly weapon to use whilst in combat. However, due to energy concerns still yet to be fixed the shielding opperates at 50% of the original strength of the shield if the cloaking device was turned off.
Interphasic Cloak:
Device which not only rendered a starship invisible, but also allowed it to pass through solid matter unimpeded using a molecular phase interverter which would be installed into the cloaking system itself making projectile weapons useless against it. This cloak still mantains the "fire while cloak" theme as well as minimizing tachyon or residual anti-protons emissions from the Cloak. However, there is enough to just barely detect it if the enemy starship in question has advanced enough cloak detecting sensors.
Lightning Field
The lightning field is an experimental system that could revolutionize space-warfare. The system is designed to target and neutralize missiles and small fighters, such as Tie's and X-wings. While the system is active, any missile and fighter less than 55.1 tons (50 metric tons) that comes within 1 mile (1.6 km) of the ship is attacked by an incredibly powerful electronic field. This field is so powerful that is capable of frying a missile’s guidance system, preventing the missile from detonating upon impact. There is a 75% chance that a missile will be disabled. A fighter affected by this lightning field will see its sensors, targeting computer, and weapon systems rendered useless, the chance of affecting a fighter is 50%. The downside of this system is that it wrecks havoc on the Force Fields of the equipped ship. Another problem with this system is that it cannot tell the difference between enemy and friendly fighters, or friendly missiles not launched by the ship equipped with the active Lightning Field. Dispite this downside, the Empire feels that this is a worthy project to invest in.
Multi-Phased Shields:
Like the Shield Capacitor, this system interfaces with a Variable Force Field system. This system increases the damage capacity of the shield system by 50%, but while this system is active the shields recharge at twenty percent of their normal rate. This means that the shields will recharge at a rate of 1% every 30 seconds, but they will still have a much higher maximum capacity.
Reflection Field:
As most ships have a Variable Force Field system, it seemed only natural that development work would go into ways to add new functionality to the shield systems. This system only operates when a ship’s shield system is active and has a chance to reflect a portion of an attacker’s energy weapons back onto the attacking ship, but the rest of the damage still hits the ship. The chance of reflecting a portion of the attack has a base of 10% of the facing shield and 1% of the attack, rounding all fractions down. The damage reflected is equal to 10% of the original weapon’s damage, +1% of the facing shield, rounding all fractions down
One problem with this system is that the beam must travel a long way. The beam must first travel from the attacking ship to the target ship and then back to the attacking ship. The beam is affected by energy weapon dissipation as normal and could cause even less damage then it would normally reflect. Also, because it can only reflect a beam attack back to its origin, it is possible for an enemy ship to have moved, especially if the weapon was fired over a long distance and the attacking ship was moving relative to the target ship at an angle and at a high sub-light speed.
Shield Capacitor:
This system interfaces with a Variable Force Field system already equipped on a ship. A ship equipped with a Shield Capacitor recharges at three times the normal rate.
H.S.S. Emperor's Winged Messanger
http://i11.photobucket.com/albums/a172/Huntaer/empirecapitalships/TIECarrierMkIIcopy.jpg
Model: Tie Class Carrier
Manufacturer: Huntarian Forge Worlds
Designation: Fighter Carrier/Dreadnought
Length: 9000 meters
Crew: 90,000
Troops: 200,000
Cargo Capacity: 10,000,000 Metric Tons
Consumables: 1 year
Time before refit: 6 years
Expected Durration: 90 years
FTL: Necrominus Drives Mk III
Speed: 7 MGLT
Hull: 500,000 RU
Shields: 350,000 SBD
Weapons:
800 Advanced Heavy Turbolaser Batteries, 600 Advanced Turbolasers, 800 Advanced Laser Batteries, 600 Advanced Ion Cannons, Lightning Field, 800 Torpdoe launchers (4000 Quantum, 1500 Transphasic), 300 Tractor Beams
Special Capabilities: Includes a small fighter production facility, hold's large number of fighters, offers an optional cloak.
Cloak: No
Onboard Craft:
9,000 Huntarian Tie Fighter Varients (3000 Tie Darts, 2000 Tie Reapers, 1000 Tie PB's, 1000 Tie Retributions, 2000 Tie V38 Devestators) 500 Hornet Class Lambda Shuttles
Description:
This carrier takes on what would've been the Grand Class Towerless Super Star Destroyer hull, but was instead renamed to the TIE Class Carrier. The Emperor saw a need for a ship which could hold a large amount of fighters in battle, and could take some good punches from heavy weaponery and anti-matter weapons. The TIE Carrier is a flexible ship which can varry between model on how many troops, fighters, and weapons it can hold.
Unlike most ships of her size, the TIE Carrier does not contain an axiel laser. Instead, she has a large amount of cannons.
The Huntarian Empire intends to build a total of 5 of these carriers, one for each fleet to help maximize the number of fighters offered in combat.
Hornet Class lambda Shuttle
http://i11.photobucket.com/albums/a172/Huntaer/transports/omegashuttle1.jpg
Manufacturer: Huntarian Drive Yards
Designation: Transport/combat shuttle
Length: 25 meters
Width: 15 meters
Height (tip of top wing, to bottom) 50 meters
Consumables: 2 m.o.
Time Betore major refit: 30 years
Expected duration: 80 years
Crew: 3-5
Troops: 1-20 Stormtroopers or 10 space marines or 5 SM terminators, and 2 speeder bikes
Cargo Capacity: 100 metric tons
FTL: Necrominus Drives mk III
Speed: 80 MGLT
Hull: 50 RU
Shields: 250 SBD
Special Features: Can fire while cloaked (six laser shots, and up to two torpetoes), Adjustable Stabilizer Fins
Weapons:
3 Medium Blaster Turrents
3 Twin-linked Medium Laser
2 Torpetoe Launchers (10 Tricobalt torpetoes)
History:
After the Empire retired it's Lambda class shuttle, the emperor asked for a more stealthy shuttle as to transport important figures or to sneak in a squad or two of Devil's ops. (empire's special opperations team) and hit their base without the enemy knowing.
This shuttle has one of the best cloaking system's in Huntarian history. It give's off little or no communication's chatter, exess emissions, or the like. However, it's hull is rather weak enabling it to be easily destroyed within several shots from the average anti-fighter turrents.
Demolisher Class Battleship
http://i11.photobucket.com/albums/a172/Huntaer/capitalships/Traquia00.jpg
Manufacturer: Huntarian Forge Worlds
Designation: Front-line Battleship
Length: 1600 meters
Crew: 30,000
Troops: 15,000
Cargo Capacity: 100,000 Metric Tons
Consumables: 2 months
Time before refit: 5 years
Expected Duration: 90 years
Hyperdrive: Necrominus Drives Mk III
Speed: 6 MGLT
Hull: 15,000 RU
Shields: 85,000 SBD
Update- M.L.S.S.
Weapons: 300 Advanced Turbolaser Batteries, 400 Advanced Heavy Turbolasers Batteries, 100 Advanced Ion Cannons, 800 Laser Turrents, 100 Torpetoe Launchers (4000 Torpetoe Varients, see weaponery),
Special Capabilities: Ablative Armor Mk II, Cloaking device, Axiel Laser, FTLi Drives
Onboard Craft:
20 Tie PlantaryBombers's, 80 Tie Destroyers, 40 Tie V38 Devastator, 80 Kirtir Starfighters, 40 Kirtir Starbombers
Descriptions:
A relatively "new" idea in the Empire, the Demolisher is a front-line battle ship meaning it's meant to be sent to the front of the war. This vessel isn't meant to be a carrier, so it holds little ships (even though it could hold a lot more), but rather it's meant to be a ship of extreme firepower. With the upcoming threat of the Malkir and their new allies (particularly the Masakis, Godulans, the Eshirian Sovereignty(Kyanges) and the rest of the G.F.F.A.) , the emperor has seen it as a necessity to create ships of heavy firepower.
Thus, the Front-Line Battleships were born. FLB's are extremely slow, and have minimum life support since most of it's energy is focused on the shielding and weaponery. It's shielding is greater than a normal battleship would have, and it's weaponery is also increased.
Ablative Armor Mk II
This system is an improvement to the Ablative Armor system first designed for the Petulant Class Towerless Star Destroyer. The Ablative Armor is applied to the ship's hull designed to evaporate when hit by energy weapons fire. The new systems uses several small generators that work using technology used by transporters and replicators. When the generator is engaged, armor is 'replicated' and 'transported' over the hull. When hit, nanites work to repair the damage, making the armor auto-regenerative. The armor itself has also been improved. It's thicker then the original and a section can typically take up to 6 direct hits before evaporating (nanites are unable to repair it), exposing the hull.
Limitations include;
Phasers don't work as arrays are covered
Shields don't work while armor is engaged, and vice versa because of power needed and shield emitters are covered by armor when it's engaged
Can't transport in or off the ship
Hyper speed is reduced by 10% because of power needed for the ablative emitters
Cloaks don't work while armor is engaged
Sensor power and range is reduced by 20% because the armor covers sensor arrays
Weaponery
Axiel Laser
This Axiel Laser has a controled output of the power produced. As the definition of "Axiel" implies, it's just a fixed laser. This thing can destroy ships in one shot up to 2000m in length.
Tricobalt torpedoes (2000)
Transphasic Torpetoes: (2000)
Necrominus Mk III Drives
The Mk III have several features beneficial features over the Hyperdrive. The first and most obvious, is smother entrence. Former versions of the Necrominus Drives risked the ship using it of falling appart. Due to a better understanding of the Necrominus than before, the ship can enter the Necrominus without the threat of hull damage. Another bonus is the use of shielding/weaponery. Former drives revoked the use of shielding and weapons whilst in the Necrominus.
The Necrominus
The energy that makes up the Necrominus is believed to be the direct result of the two known Force God's, Skorm and the Nameless Light Side God. Considered to be a reflection of the material universe. It is an ocean of neutral energy, a treaty "signed" by Skorm and the other god. Stirred by emotion and action, the Necrominus is home to the Huntarian Force God's, and other higher beings. It also houses the spirits of the dead, and is often referred to the "Netherworld/land" by the Jedi.
Travel
The Necrominus has been proved to be a usefull way of traveling, without much risks. Occasionaly, one will become corrupted by the Dark Side of the Force and vice versa.
The Realm of the Necrominus is another option for travel in space. While hyperdrive is a good form of travel, the Necrominus provides several opportunities. It isn't effected by normal gravity wells due to the fact the ship(s) have entered another demension rather than space itself.
There are two down sides to using the Necrominus, which is why it wasn't used as much as it was durring the First Phantom Wars, nearly 40,000 years ago. The first one is the fact that the pilots of the ship using the Necrominus HAS to beable to either wield, or sense the force. Since the first Phantom war, Force Wielding pilots from both the Kirtir and Malkir have been low. Therefor, switching to hyperdrive.
Dangers of Warp Travel
The other down side is the possible threat of the creation of.... Beasts. At the time of the Phantom War, both the Kirtir and Malkir were attacked by the Phantoms. They were attracted to all sentient life, especially Force Wielders. While working together, the Malkir and Kirtir Master's did searching for answers on where the Phantoms came from. Their conclusion, was the Necrominus. They minimized the use of the Necrominus as the war wined down, untill they used all hyperdrive starships. Now with the Civil War going on, both sides are searching for
Force Storms
Regions of material space can be affected by the ebb and flow of the Necrominus. These 'force storms' can isolate star systems and sectors from each other, by making normal methods of travel and communication impossible. These storms can last for any amount of time, ranging from weeks to centuries, and can occasionally break out into the material universe, creating a temporary Warp/Realspace overlay.
M.L.S.S. (Multi-Layered Shielding System)
Status: completed
Layer 3 - The outermost layer manipulates graviton polarity in a way not typical to shields, creating a graviton flux disruption that prevents many know designs of threat tractor beams from locking on to the vessel. This layer also incorporates transport inhibitor technology, helping prevent an enemy from transporting aboard.
Layer 2 - The middle layer incorporates automatic rotation of frequency and modulation with meta-phasics, which absorbs enemy fire, spreads it out along the shield. This shield sends data on what type of weapon is used and what frequency and phase the weapon uses. Once this is analyzed, the shield can be configured to have the same frequency as the incoming weapon, but different modulation, which dramatically increases shield efficiency.
Layer 1 - The innermost shield layer is a multi-phaseic shield. Based on standard regenerative shielding, this is the ship's last line of defense. The key to this layer is it's ability to 'wave' while in a state of temporal flux. This technology was developed in part by the crew of USS Voyager and the Mannheim Research Station. Instead of a standard oval bubble, this layer 'ripples' or waves (like the surface of water) while in a state of temporal flux. This dramatically increases protection against weapons such as the Hellfire, Chronaton, and Transphisic Torpedoes while at the same time helping protect the ship from temporal anomalies.
Tie Predator Refit
http://i11.photobucket.com/albums/a172/Huntaer/fighters/tiepredator.jpg
Manufacturer: Huntarian Star Drives
Designation: Heavy Assault Fighter
Length: 18 meters
Crew: 1
Cargo Capacity: 100 Metric Tons
Consumables: 2 weeks
Time before refit: 30 years
Expected Durration: 90 years
FTL: Necrominus Drives Mk III
Speed: 85 MGLT
Hull: 65 RU
Shields: 15 SBD
Weapons: 4 Twin-linked Advanced Medium lasers, 2 torpetoe launchers (8 Transphasic Torpetoes)
Special Abilities: Fire While Cloak, ACS
Description:
The Tie Predator is the Empire's attempt in creating a new Stealth Bomber for the infamous Phantom Fleet. Relatively weaker laser compaired to it's newer Tie Retribution cousin, The Tie Predator does, however, have a cloaking device and two torpetoe launchers to make up for loss in heavy fire power.
Updates: Due to new advancements in Technology, the Tie Predator has had their hyperdrives replaced with the newer Necrosis Drives Mk III, and will be updated with the newer cloaking system: ACS.
Tie Dart
http://i11.photobucket.com/albums/a172/Huntaer/fighters/tieinfiltrator.jpg
Manufacturer: Huntarian Star Drives
Designation: Short Range Fighter
Length: 10 meters
Crew: 1
Cargo Capacity: 50 Metric Tons
Consumables: 1 week
Time before refit: 50 years
Expected Durration: 120 years
Hyperdrive Multiplier: none
Speed: 110 MGLT
Hull: 75 RU
Shields: none
Weapons: 2 Advanced Medium lasers
Description:
This is the basic Huntarian updated version of the TIE Fighter. It's a common sight through out the Empire. It has no shields, has minimal life support, and only two medium lasers facing forward. This fighter is a cheap and effective product which is why it's the empire's favorite of fighters.
Tie Vampire
http://i11.photobucket.com/albums/a172/Huntaer/fighters/vamp01.jpg
Manufacturer: Huntarian Star Drives
Designation: Short Range Superiority Fighter
Length: 8.6 meters
Crew: 1
Cargo Capacity: 100 Metric Tons
Consumables: 1 weeks
Time before refit: 25 years
Expected Durration: 65 years
FTL: Necrominus Drives Mk III
Speed: 75 MGLT
Hull: 95 RU
Shields: 45 SBD
Weapons: 4 Twin-linked Advanced Medium lasers
Special Abilities: Ablative Armor type I (fighter version)
Descripiton:
TBA
Warhammer Class Towerless Super Star Destroyer Refit
http://i11.photobucket.com/albums/a172/Huntaer/capitalships/WarhammerClassTSD.jpg
Manufacturer: Huntarian Forge Worlds
Designation: Super Commandship/Heavy Dreadnaught
Length: 5600 meters
Crew: 85200
Troops: 30200
Cargo Capacity: 500,000 Metric Tons
Consumables: 3 months
Time before refit: 10 years
Expected Durration: 70 years
FTL: Necrominus Drives Mk III
Speed: 8 MGLT
Hull: 150,000 RU
Shields: 300,000 SBD
Weapons: 100 Advanced Turbolasers, 200 Advanced Heavy Turbobatteries, 130 Advanced Ion Cannons, 50 Advanced Laser Gattling Cannons, 500 Torpedo Launchers(1600 Transphasic Torpetoes, 1500 Tricobalt Torpetoes), 8 Mini-Axial Laser Cannons (see weaponery)
Special Capabilities: Mini-Axiel Lasers
Onboard Craft:
1200 Tie Variants (600 Tie Darts, 400 Tie Reapers, 200 Tie Predators), 100 Hornet Class Lambda Shuttles
Description:
TBA
Necrominus Mk III Drives
The Mk III have several features beneficial features over the Hyperdrive. The first and most obvious, is smother entrence. Former versions of the Necrominus Drives risked the ship using it of falling appart. Due to a better understanding of the Necrominus than before, the ship can enter the Necrominus without the threat of hull damage. Another bonus is the use of shielding/weaponery. Former drives revoked the use of shielding and weapons whilst in the Necrominus.
The Necrominus
The energy that makes up the Necrominus is believed to be the direct result of the two known Force God's, Skorm and the Nameless Light Side God. Considered to be a reflection of the material universe. It is an ocean of neutral energy, a treaty "signed" by Skorm and the other god. Stirred by emotion and action, the Necrominus is home to the Huntarian Force God's, and other higher beings. It also houses the spirits of the dead, and is often referred to the "Netherworld/land" by the Jedi.
Travel
The Necrominus has been proved to be a usefull way of traveling, without much risks. Occasionaly, one will become corrupted by the Dark Side of the Force and vice versa.
The Realm of the Necrominus is another option for travel in space. While hyperdrive is a good form of travel, the Necrominus provides several opportunities. It isn't effected by normal gravity wells due to the fact the ship(s) have entered another demension rather than space itself.
There are two down sides to using the Necrominus, which is why it wasn't used as much as it was durring the First Phantom Wars, nearly 40,000 years ago. The first one is the fact that the pilots of the ship using the Necrominus HAS to beable to either wield, or sense the force. Since the first Phantom war, Force Wielding pilots from both the Kirtir and Malkir have been low. Therefor, switching to hyperdrive.
Dangers of Warp Travel
The other down side is the possible threat of the creation of.... Beasts. At the time of the Phantom War, both the Kirtir and Malkir were attacked by the Phantoms. They were attracted to all sentient life, especially Force Wielders. While working together, the Malkir and Kirtir Master's did searching for answers on where the Phantoms came from. Their conclusion, was the Necrominus. They minimized the use of the Necrominus as the war wined down, untill they used all hyperdrive starships. Now with the Civil War going on, both sides are searching for
Force Storms
Regions of material space can be affected by the ebb and flow of the Necrominus. These 'force storms' can isolate star systems and sectors from each other, by making normal methods of travel and communication impossible. These storms can last for any amount of time, ranging from weeks to centuries, and can occasionally break out into the material universe, creating a temporary Warp/Realspace overlay.
Increase in Turbolaser Power
Description:
The main goal in this project is for huntarian turbolasers to increase in fire power by 20%. In other words, the turbolasers will now be 120% more powerful than the ones on the old Imperator Class Star Destroyer designs found in the Galactic Empire. (actuall number: 11,280,000,000 TerraJoules)
M.L.S.S. (Multi-Layered Shielding System)
Layer 3 - The outermost layer manipulates graviton polarity in a way not typical to shields, creating a graviton flux disruption that prevents many know designs of threat tractor beams from locking on to the vessel. This layer also incorporates transport inhibitor technology, helping prevent an enemy from transporting aboard.
Layer 2 - The middle layer incorporates automatic rotation of frequency and modulation with meta-phasics, which absorbs enemy fire, spreads it out along the shield. This shield sends data on what type of weapon is used and what frequency and phase the weapon uses. Once this is analyzed, the shield can be configured to have the same frequency as the incoming weapon, but different modulation, which dramatically increases shield efficiency.
Layer 1 - The innermost shield layer is a multi-phaseic shield. Based on standard regenerative shielding, this is the ship's last line of defense. The key to this layer is it's ability to 'wave' while in a state of temporal flux. This technology was developed in part by the crew of USS Voyager and the Mannheim Research Station. Instead of a standard oval bubble, this layer 'ripples' or waves (like the surface of water) while in a state of temporal flux. This dramatically increases protection against weapons such as the Hellfire, Chronaton, and Transphisic Torpedoes while at the same time helping protect the ship from temporal anomalies.
Tie Retribution
http://i11.photobucket.com/albums/a172/Huntaer/fighters/tieretribution.jpg
Manufacturer: Huntarian Star Drives
Designation: Heavy Assault Superiority Fighter
Length: 15 meters
Crew: 1
Cargo Capacity: 250 Metric Tons
Consumables: 1 weeks
Time before refit: 25 years
Expected Durration: 65 years
FTL: Necrominus Drives Mk III
Speed: 50 MGLT
Hull: 125 RU
Shields: 85 SBD
Weapons: 4 Advanced Heavy lasers, 2 torpetoe launchers (10 Photon Torpetoes)
Description:
The Tie Retrebution is a new type of a Bomber in the Huntarian Navy. It has a strong hull, and heavy shielding. Due to the heavy hull, it lacks a fast speed. As a relativly new idea for bombers, the Retrebution has 4 heavy laser cannons. 1 full Squadron of these Tie's put together is enough to be a threat to a Mon Calamari Star Cruiser. The Tie Retrebution is mainly produced due to the continuing Malkir threat and their allies, as well as a sub-responce to the recent Godulan threat to the Galactic Empire.
H.S.S. Dark Side
http://i11.photobucket.com/albums/a172/Huntaer/capitalships/JurisdictorClassTSDcopy.jpg
Model: Tie Class Carrier
Manufacturer: Huntarian Forge Worlds
Designation: Fighter Carrier/Dreadnaught
Length: 4-9000 meters
(This model-6500 meters)
Crew: 5-90,000
(this model-86,000)
Troops: 80-200,000
(150,000)
Cargo Capacity: 7-10,000,000 Metric Tons
(10,000,000)
Consumables: 1 year
Time before refit: 6 years
Expected Durration: 90 years
FTL: Necrominus Drives Mk III
Speed: 7 MGLT
Hull: 3-500,000 RU
(500,000)
Shields: 1-350,000 SBD
(250,000)
Weapons:
5-800 Advanced Heavy Turbolaser Batteries, 4-600 Advanced Turbolasers, 5-800 Advanced Laser Batteries, 4-600 Advanced Ion Cannons, 2-400 Laser Gattiling Cannons, 6-800 Torpdoe launchers (2-4000 Photons, 8-1500 Tricobalt), 1-300 Tractor Beams
(This varient)
700 Advanced Heavy Turbolaser Batteries, 500 Advanced Turbolaser, 700 Advanced Laser Batteries, 500 Advanced Ion Cannons, 300 Laser Gattling Cannons, 700 Torpedoe launchers (3000 Photons, 1000 Tricobalt), 200 Tractor Beams
Special Capabilities: Includes a small fighter production facility, hold's large number of fighters, offers an optional cloak.
Onboard Craft:
4-9,000 Huntarian Tie Fighter Varients, 1-500 Hornet Class Lambda Shuttles
This varrient:
6,000 Huntarian Tie Fighter Varients (1,500 Tie Darts (http://forums.jolt.co.uk/showpost.php?p=10182722&postcount=24), 500 Tie Retributions (http://forums.jolt.co.uk/showpost.php?p=10318415&postcount=27), 500 Tie Planetary Bombers (http://forums.jolt.co.uk/showpost.php?p=9317244&postcount=6), 1000 Tie Vampires (http://forums.jolt.co.uk/showpost.php?p=10235823&postcount=25), 1000 Tie Predators (http://forums.jolt.co.uk/showpost.php?p=10182640&postcount=23), 500 Tie Infiltraitors (http://forums.jolt.co.uk/showpost.php?p=9327699&postcount=13), 500 Tie Destroyers (http://forums.jolt.co.uk/showpost.php?p=9315814&postcount=5), 1000 Tie V38 Devestators (http://forums.jolt.co.uk/showpost.php?p=9317384&postcount=7) , 400 Hornet Class Lambda Shuttles (http://forums.jolt.co.uk/showpost.php?p=10097477&postcount=20)
Description:
This carrier takes on what would've been the Grand Class Towerless Super Star Destroyer hull, but was instead renamed to the TIE Class Carrier. The Emperor saw a need for a ship which could hold a large amount of fighters in battle, and could take some good punches from heavy weaponery and anti-matter weapons. The TIE Carrier holds roughly 6,000 Huntarian Tie Fighter Varrients, as well as another 500 Hornet Class Lambda Shuttles.
Unlike most ships of her size, the TIE Carrier does not contain an axiel laser. Instead, she has a large amount of cannons.
The Huntarian Empire intends to build a total of 5 of these carriers, one for each fleet to help maximize the number of fighters offered in combat.
Eradicator Class Towerless Star Destroyer
http://i11.photobucket.com/albums/a172/Huntaer/capitalships/EradicaitorClassTSD.jpg
Manufacturer: Huntarian Star Drives
Designation: Capital Star Ship
Length: 1800 meters
Crew: 6532
Troops: 1,000
Cargo Capacity: 8000 Metric Tons
Consumables: 1 year
Time before refit: 4 years
Expected Durration: 70 years
FTL: Necrominus Drives Mk III
Speed: 11 MGLT
Hull: 8,600 RU
Shields: 15,600 SBD
Weapons:
100 Advanced Heavy Turbolaser Batteries, 100 Advanced Turbolasers, 200 Advanced Lasers, 150 Torpedoe Launchers (600 Photon Torpedoes, 600 Tricobalts), 60 Advanced Ion Cannons, 60 Laser Gattling Cannons, 60 Tractor Beams
Onboard Craft:
200 Tie Varients (100 Tie Darts, 50 Tie PB's, 30 Tie V38 Devestators, 20 Tie Vampires
Description:
The Eradicator class TSD is designed as an immediate replacement of the older Paragon class Star Destroyer. That being said, there will no longer be any normal Star Destroyer classes in huntarian space (except for fleet museums and target practice). The Eradicator has a slightly stronger hull than the Paragon did, and holds more craft and weaponery. The Paragon, Goliath, Huntaer, Consternation, Nova, and Kirtir Star Destroyers will all be circulating out of service.
Larger Fighter Capacity
After the Paragon class Star Destroyer was released, the Empire had formed the "Stacking Method" which allowed ships to hold an abnormal amount of fighters in their hangar bays. Unfortunatly, this ment that the Petulant didn't hold a lot of fighters. The EradicatorTSD can however.
Ablative Armor type II:
This system is an improvement to the Ablative Armor system first designed for the Petulant Class Towerless Star Destroyer. The Ablative Armor is applied to the ship's hull designed to evaporate when hit by energy weapons fire. The new systems uses several small generators that work using technology used by transporters and replicators. When the generator is engaged, armor is 'replicated' and 'transported' over the hull. When hit, nanites work to repair the damage, making the armor auto-regenerative. The armor itself has also been improved. It's thicker then the original and a section can typically take up to*6 direct hits before evaporating (nanites are unable to repair it), exposing the hull.
Limitations include;
Phasers don't work as arrays are covered
Shields don't work while armor is engaged, and vice versa because of power needed and shield emitters are covered by armor when it's engaged
Can't transport in or off the ship
Hyper speed is reduced by 10% because of power needed for the ablative emitters
Cloaks don't work while armor is engaged
Sensor power and range is reduced by 20% because the armor covers sensor arrays
Necrosis Class Towerless Star Destroyer
http://i11.photobucket.com/albums/a172/Huntaer/capitalships/necrosisTSD.jpg
Manufacturer: Huntarian Star Drives
Designation: Light Dreadnaught
Length: 1200 meters
Crew: 6322
Troops: 1,000
Cargo Capacity: 7000 Metric Tons
Consumables: 1 year
Time before refit: 4 years
Expected Durration: 70 years
FTL: Necrominus Drives Mk III
Speed: 16 MGLT
Hull: 6500 RU
Shields: 10,000 SBD
Weapons:
110 Advanced Heavy Turbolaser Batteries, 110 Advanced Turbolasers, 200 Advanced Lasers, 100 Torpedoe Launchers (800 Photon Torpedoes, 200 Tricobalts), 70 Advanced Ion Cannons, 70 Laser Gattling Cannons, 50 Tractor Beams
Onboard Craft:
1000 Huntarian Tie Series Fighters, 100 Kirtir Star Fighters, 100 Reliant Star Fighters, 100 Kirtir Star Bombers, 10 Hornet Class Lambda Shuttles
Description:
TBA
Armageddon Class Cruiser
http://i11.photobucket.com/albums/a172/Huntaer/capitalships/ArmageddonClassCruiser.jpg
Manufacturer: Huntarian Star Drives
Designation: Fleet Cruiser
Length: 500 meters
Crew: 2000
Troops: 500
Cargo Capacity: 1000 Metric Tons
Consumables: 6 months
Time before refit: 3 years
Expected Durration: 90 years
FTL: Necrominus Drives Mk III
Speed: 60 MGLT
Hull: 800 RU
Shields: 2,000 SBD
Weapons:
50 Advanced Turbolaser Batteries, 50 Advanced Turbolasers, 100 Advanced Lasers, 20 Advanced Laser Gattling Cannons, 20 Torpedoe Launchers (500 Photon Torpetoes, 300 Tricobalt Torpetoes)
Onboard Crafts:
72 Huntarian Tie Series Fighters, 10 Kirtir Star Fighters, 10 Kirtir Star Bombers, 2 Hornet Class Lambda Shuttles
Description:
TBA
Tenebrous Class Towerless Star Destroyer
http://i11.photobucket.com/albums/a172/Huntaer/capitalships/TenebrousClassTSD.jpg
Manufacturer: Huntarian Forge Worlds
Designation: Fleet Cruiser
Length: 2500 meters
Crew: 20,000
Troops: 50,000
Cargo Capacity: 1,000,000 Metric Tons
Consumables: 3 Years
Time before refit: 6 years
Expected Durration: 60 years
FTL: Necrominus Drives Mk III
Speed: 10 MGLT
Hull: 70,000 RU
Shields: 50,000 SBD
Weapons:
300 Advanced Heavy Turbolaser Batteries, 300 Advanced Turbolaser Batteries, 200 Advanced Turbolasers, 100 Advanced Laser Gattling Cannons, 100 Torpedoe Launchers (2000 Photon Torpetoes, 1000 Tricobalt Torpetoes) 100 Advanced Ion Cannons, 100 Tractor Beams
Onboard Crafts:
900 Huntarian Tie Varients, 200 Kirtir Starfighters, 200 Kirtir Star Bombers, 200 Reliant Starfighters, 50 Hornet Class Lambda Shuttles
Description:
TBA
Armada Class Battleship
http://i11.photobucket.com/albums/a172/Huntaer/capitalships/armada_battleship.jpg
Manufacturer: Huntarian Star Drives
Designation: Capital Starship
Length: 1600 meters
Crew: 20,000
Troops: 10,000
Cargo Capacity: 10,000 Metric Tons
Consumables: 1 Years
Time before refit: 4 years
Expected Durration: 80 years
FTL: Necrominus Drives Mk III
Speed: 18 MGLT
Hull: 6,000 RU
Shields: 10,000 SBD
Weapons:
100 Advanced Heavy Turbolaser Batteries, 80 Advanced Turbolaser Batteries, 40 Advanced Turbolasers, 80 Advanced Laser Gattling Cannons, 100 Torpedoe Launchers (1000 Photon Torpetoes, 1000 Tricobalt Torpetoes) 100 Advanced Ion Cannons, 100 Tractor Beams
Onboard Crafts:
200 Huntarian Tie Series Fighters, 10 Hornet Class Lambda Shuttles
Description:
TBA
Planet Hopper Class Dropship
http://i11.photobucket.com/albums/a172/Huntaer/transports/cdihopper.jpg
Manufacturer: Huntarian Star Drives
Designation: Dropship/Troop Transport
Length: 40 meters
Crew: 2
Cargo Capacity: 600 Metric Tons
Consumables: 3 weeks
Time before refit: 25 years
Expected Durration: 65 years
Troop Capacity: 25 Stormtroopers or 12 Space marines or 8 SM Terminators
FTL: Necrominus Drives Mk III
Speed: 150 MGLT
Hull: 48 RU
Shields: 85 SBD
Weapons: 2 Advanced Heavy lasers, 2 torpedo launchers (10 Quantum Torpedos, 2 Hellfire Torpedos)
Description:
This is a brand new design type for the Huntarian Imperial Military. While the H.I.M. has had drop ships before, this is the first that can litteraly go from planet to planet instead of having to stop in a ship, refule, go to the next planet ect. This is also good for rappid transport. The Planet Hopper is also equipped with the navicomputer which enables it to jump between a maximum of three systems before it has to refule. Due to it's high speed capabilities, it has a weak hull and low shielding. The Huntarian Imperial Military plans to mass produce these drop ships durring the Civil War.
Tie Enforcer
http://i11.photobucket.com/albums/a172/Huntaer/fighters/tieenforcer.jpg
Manufacturer: Huntarian Star Drives
Designation: Superiority Fighter
Length: 12 meters
Crew: 1
Cargo Capacity: 200 Metric Tons
Consumables: 3 Days
Time before refit: 30 years
Expected Durration: 60 years
FTL: N/A
Speed: 50 MGLT
Hull: 125 RU
Shields: 85 SBD
Weapons: 4 Advanced Medium Lasers, 2 torpetoe launchers (10 Photon Torpetoes)
Descripition:
The origonal designs for the Tie Enforcer were made by Major General Hanzar, current head of the Huntarian Empire's Weapons Division, the Tie Enforcer is a semi improvement of the old Tie Defender design. It's hull has been increased by almost 25%, and it's shielding has more than quadrupled in strength. It also contains smaller fighter-to-fighter versions of the Capital Ship Photon Torpetoes.
The Tie Enforcer has a distinctive look to it, due to the four solar pannel configuration. It also still maintains the classic Tie Fighter cockpit with a few modifications.
Tie Reaper
http://i11.photobucket.com/albums/a172/Huntaer/fighters/tiereaper.jpg
Manufacturer: Huntarian Star Drives
Designation: Short-ranged Superiority Fighter
Length: 6.6 meters
Crew: 1
Cargo Capacity: 75 kilograms
Consumables: 2 Days
Time before refit: 10 years
Expected Durration: 90 years
FTL: N/A
Speed: 130 MGLT
Hull: 50 RU
Shields: 60 SBD
Weapons: 4 Advanced Medium Lasers, 2 missile launchers (20 light missiles, 5 per cluster)
Descripition:
The Tie Reaper is the Huntarian Empire's answer to the Tie Interceptor.
Members of Phantom Squadron requested for a relatively cheap model to produce, but it would be slightly more agressive than the Intercepter. It is approximatly 16% faster, and has the traditional huntarian weaponery offered from the Empire (110% more powerful than SW version with recent upgrades). At the tip of each wing tip, there is a laser cannon, giving the Tie Reaper firepower comparable to the Tie Destroyer , and the improved fire control software makes it just as accurate.
The hardpoints found on the typical Tie Series Fighter are still there, and could be fitted with additional weapons if a more powerful generator, or supplemental generators, were installed. These new assault craft are expected to take up as much as 30 percent of the Tie's in the Huntarian Empire. It is expected that when numbers are sufficient, the Tie Reaper will replace the Tie Dark in the Huntarian front-line service.
Kirtir Marauder
http://i11.photobucket.com/albums/a172/Huntaer/fighters/sithfighter.jpg
Manufacturer: Huntarian Star Drives
Designation: Heavy Transport
Length: 20 meters
Width: 30 meters
Height: 10 meters
Crew: 4
Passengers: 8
Cargo Capacity: 200 Metric Tons (300 with external cargo pods in the mandibles
Consumables: 2 Days
Time before refit: 10 years
Expected Durration: 90 years
FTL: Necrominus Drives Mk III
Speed: 65 MGLT, 800 Kph
Hull: 90 RU
Shields: 150 SBD
Weapons: 2 Heavy Laser Cannons, 2 Advanced Quad Laser Turrents (1 top, 1 bottom), 2 missile launchers (20 Transphasics)
Special Features: Fire While Cloak
Descripition:
The Kirtir Marauder is a heavy transport, mainly used by the Kirtir Warriors within the Huntarian Empire. It has been modified to hold two quad laser turrents instead of the origonal one, and it also has two missile launchers to target smaller starships. The ship is large and bulky, so therefor has heavy armor plating. It is boasted to have some of the fastest engines in the Aphotic Galaxy, matching speeds past those of the classic modified Corellian YT-1300 freighter the Millenium Falcon. It also has a stealthy cloak, enableing them to fire at their enemies for a limited time before they're forced to decloak before it overheats in cooling systems.
Fire While Cloak:
This enables a starfighter to shoot a maximum of 6 shots (as well as 2 torpetoe/missile shots) at a time while cloaked, leaving only a breif image of where the fighter just shot from.
Superior Cloak:
In this newest form of cloaking, the Interphasic Cloak/Phase Cloak produces no detectable tachyon emissions or residual anti-protons from the cloak making accurate targeting impossible. As a new part of this extended research, the Interphasic Cloak mantains shielding making it an even more deadly weapon to use whilst in combat. However, due to energy concerns still yet to be fixed the shielding opperates at 50% of the original strength of the shield if the cloaking device was turned off.
Mandalore Prime
04-04-2006, 06:13
Where the hell do you find those pics at?...and don't say google...lol
Damn nice designs...Very menacing
H.S.S. Avenger
http://i11.photobucket.com/albums/a172/Huntaer/capitalships/JurisdictorClassTSDcopy.jpg
Manufacturer: Huntarian Forge Worlds
Designation: Fighter Carrier/Dreadnaught
Length: 4-9000 meters
(This model-6500 meters)
Crew: 5-90,000
(this model-86,000)
Troops: 80-200,000
(150,000)
Cargo Capacity: 7-10,000,000 Metric Tons
(10,000,000)
Consumables: 1 year
Time before refit: 6 years
Expected Durration: 90 years
FTL: Necrominus Drives Mk III
Speed: 7 MGLT
Hull: 400,000 RU
Shields: 250,000 SBD
M.L.S.S.
Weapons:
600 Advanced Heavy Turbolaser Batteries, 500 Advanced Turbolasers, 700 Advanced Laser Batteries, 4-600 Advanced Ion Cannons, Lightning Field, 700 Torpdoe launchers (3000 Photons, 1000 Transphasics), 300 Tractor Beams
Special Capabilities: Includes a small fighter production facility, hold's large number of fighters, offers an optional cloak.
Onboard Craft:
7,000 Huntarian Tie Fighter Varients (2000 Tie Phantom mk 2s, 1000 Tie Vampire II's, 1000 Vampire Fighters, 1000 Kirtir Marauders, 1000 Tie Ghost, 1000 Tie Poltergeist), 500 Hornet Class Lambda Shuttles, 200 Planet Hopper Class Drop Ship
Cloak: Superior Cloak
Description:
This carrier takes on what would've been the Grand Class Towerless Super Star Destroyer hull, but was instead renamed to the TIE Class Carrier. The Emperor saw a need for a ship which could hold a large amount of fighters in battle, and could take some good punches from heavy weaponery and anti-matter weapons. The TIE Carrier holds roughly 6,000 Huntarian Tie Fighter Varrients, as well as another 500 Hornet Class Lambda Shuttles.
Unlike most ships of her size, the TIE Carrier does not contain an axiel laser. Instead, she has a large amount of cannons.
The Huntarian Empire intends to build a total of 5 of these carriers, one for each fleet to help maximize the number of fighters offered in combat.
Superior Cloak:
In this newest form of cloaking, the Superior Cloak produces no detectable tachyon emissions or residual anti-protons from the cloak making accurate targeting impossible. As a new part of this extended research, the Interphasic Cloak mantains shielding making it an even more deadly weapon to use whilst in combat. However, due to energy concerns still yet to be fixed the shielding opperates at 50% of the original strength of the shield if the cloaking device was turned off.
INR TSSD
http://i11.photobucket.com/albums/a172/Huntaer/capitalships/dominance1.jpg
Release Date: 4/17/06
Number of years till completion: 17
Model: INR Class Towerless Super Star Destroyer
Manufacturer: Huntarian Forge Worlds, Kuat Drive Yards, Rendili StarDrives, Sienar Fleet Systems
Designation: Super Heavy Command Ship/medium Battle Station
(dementions based upon max. length, width and height rather than average)
Length: 35,000 meters
Height: 6000 meters
Width: 10,000 meters
Crew: 10,000,000
Troops: 400,000
Cargo Capacity: 10,000,000,000 metric tons
Consumables: 10 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x6
Speed: 7 MGLT
Special Features: Ten Gravity Well Projectors and one INR "Superlaser" with a firing range of 40,000,000 km.
Weapons:
9,000 Heavy Turbolasers, 9,000 Heavy Turbolaser Batteries, 7,000 Turbolaser Batteries, 9 Huntarian Type X Phaser Arrays, 5000 Torpetoe Launchers (20,000 Torpetoes; 8,000 Photon, 6000 Tricobalt torpedoes Mk XXV, 4000 Huntarian Hellfire Torpetoes, 2000 Huntarian Transphasic Torpetoes) 1000 Ion Cannons, 900 Tractor Beams, 800 Laser Gattling Cannons, 10 Gravity Well Projectors, 1 INR Superlaser
Defences:
M.L.S.S. (Multi-Layered Shielding System)- ~900,000 SBD
Secondary Shielding- ~200,000 SBD
Hull: 700,000 RU
Onboard Fighters/Capital Star Ship capacity:
15,000 Huntarian Tie Series Fighters ( 3000 Tie Darts (http://forums.jolt.co.uk/showpost.php?p=10182722&postcount=24), 3000 Tie Reaper (http://forums.jolt.co.uk/showpost.php?p=10664427&postcount=36), 2000Tie Destroyers (http://forums.jolt.co.uk/showpost.php?p=9315814&postcount=5), 2000Tie Vampires (http://forums.jolt.co.uk/showpost.php?p=10235823&postcount=25) 2000Tie Enforcers (http://forums.jolt.co.uk/showpost.php?p=10587408&postcount=35), 1000 Tie Retributions (http://forums.jolt.co.uk/showpost.php?p=10318415&postcount=27), 1000 Tie Planetary Bombers (http://forums.jolt.co.uk/showpost.php?p=9317244&postcount=6), 500 Tie V38 Devestators (http://forums.jolt.co.uk/showpost.php?p=9317384&postcount=7), 500 Tie Predators (http://forums.jolt.co.uk/showpost.php?p=10182640&postcount=23), ), 100 Hornet Class Lambda Shuttles (http://forums.jolt.co.uk/showpost.php?p=10097477&postcount=20), 4000 Planet Hopper Class Dropship (http://forums.jolt.co.uk/showpost.php?p=10587381&postcount=34)
Holds:
10 Armageddon Class Cruisers, 2 Necrosis Class Towerless Star Destroyers, 1 Armada Class Battleship
Planetary Vehicals:
TBA
Description:
With the recent change in the GALACTIC EMPIRE, the Huntarian Empire and CorpSac have taken charge. The Emperor has seen this change of events as an opportunity to make some massive changes in the GE. First, is to rid of the old SSD designs specifically the Executor, Sovereign, and Eclipse designs. The Emperor will be replacing these ships with the Huntarian Empire's Super Command Ship designs namely the Terminator TSSD, Tyrant TSSD, Nemesis TSSD, and the smaller Super Command Ships; Megaladon TSSD, and the Warhammer TSSD.
The INR Class TSSD will be a joint effort from the Kuat Drive Yards, Huntarian Forge Worlds, Rendili StarDrives, and Sienar Fleet Systems to create a massive super command ship which will also be designated as a Medium Battle Station. In the past, the Huntarian Empire created two massive Battle Stations but hardly used them. In the process of creating this new ship, the H.E. decided to break down the battle stations to create this new TSSD even though it is smaller.
Special Systems of the INR TSSD
The Towerless Concept:
The origonal Star Destroyers consisted of a rather large conning tower on the top of each ship. The new Towerless Star Destroyers no longer have the large target which could easily be destroyed by a fighter crashing into the bridge.
Without a conning tower, the hull and the length of an TSD has been increased from what they origonaly were at. This offers more room for power generators, starfighters, weaponery, and cargo capacity.
Greater Power:
There has been an increased fire power in Huntarian Starships. It contains huntarian advanced turbolasers/batteries which helps increas the fireing range of the ISD mk IV. Also, rather than having one huge power generator the Mk IV has four seperate generators, limiting the risk of loosing power all at once.
Should the commanding officer wish it, he/she can order the option for each of the generators to be used for a specific purpose; weaponery, shielding, sublight speed, and hyperdrive (4 generators, 4 purposes). Ofcourse this would be used in dire moments if the INR is out numbered.
The "Stacking" Method
A rather new method, newer TSD's (Towerless Star Destroyers) have what is known to huntarian designers as the "Stacking" Method. It was first introduced to the Imperator Mk I Class Towerless Star Destroyer where Tie Fighters are stacked up in rows, minimizing the amount of space they take up and allowing more space for more fighters to fit in.
Gravity Well Projectors:
Using the gravity well technology, Sienar Fleet Systems had installed the INR TSSD with several Gravity Well Projectors whose primary purpose is to set up an artificial gravity well in battle zones and high security areas. The gravity well serves two purposes.
First, it appears as a large gravitational body to any hyperdrive system. This prevents a ship from jumping into the vicinity of the gravity well. The Interdictor Cruiser is designed to be placed near engagement areas or areas of potential conflict. It will stay outside the battle zones and set up the gravity well as required by circumstances.
Second, any ships already in the hyperspace that pass within the gravity well's field will be drawn immediately into realspace. Thus, the INR TSSD can help set up ambush zones by locating in known hyperspace corridors, forcing Rebel, pirate or smuggler craft to reenter realspace where our battle fleets can engage them.
Huntarian Weaponery
Huntarian Transphasic Torpetoes:
Range Limit: 10 km - 3,000,000 km (from starships at warp)
Warp Speed: 110% of hyperdrive factor of firing ship
Sublight Speed: 170 MGLT
Shield Scan Range: 4 m
Yield: 900 DP
Description:
Let's look at the name, 'Trans' means between and 'Phasic' refers to being in phase with normal matter, thus it's clear this weapon is designed to phase between to enable it to pass though shielding and hull. This weapon is meant to be an anti-Godulan weapon. It enlists the casing and basic internal systems of a Hellfire torpedo but it's warhead and phasing systems have undergone major changes. Current Hellfire torpedoes, developed nearly twenty years ago, have the ability to 'skip' past a target's shields and impact against the hull causing much more damage then a torpedo hitting shields. The Transphasic Torpedo goes a step further. Improving on the Hellfire's phasing systems, improved in the 20 years since it was designed, it not only phases to 'skip' past shielding, but also past the target's hull and detonating inside the target for maximum damage. However, to include new systems and a larger warhead, range has been limited, even over the Hellfire's short range. Also due to the weapon's highly volatile nature and intentions (used against extreme hostile forces, like the Godulans), only a few are carried on ships, based on sizes.
Huntarian Hellfire Torpetoes
Range Limit: 15 km - 4 050 000 km (from starships at warp)
Speed: 160 MGLT
Yield: 600 DP
The hellfire torpedo was designed as a compliment to the quantum torpedo. The Hellfire was designed to bypass enemy shields and pack a punch to the enemy ship itself. The Hellfire is designed to 'skip' past enemy shielding using subspace phasing technology. The torpedo has a small, short range sensor array that, as it nears and enemy ship, scans it's target's shield 'bubble', frequency and modulation, and then activates the subspace phase transporter. This allows the Hellfire to move out of phase with the target, and re-appear within it's shield parameter, and impact directly on the hull. That sequence takes only a matter of milli-seconds. To the naked eye, it appears the Hellfire actually passes though a ship's shields instead of 'skipping' past them. Deadly protomatter is the in the warhead, and is acted upon by antiprotons to cause the violent reaction and deadly explosive force of the weapon. A quantum singularity powers the torpedoes systems and allows it to maintain warp speeds, as well as giving that bright green glow. The torpedo has its own warp coils in the casing and therefore is able to maintain a high warp for a fairly long time. The torpedo has to be fired at warp to obtain warp velocity to begin with. The torpedo has no communication devise, it is completely self controlled and contained, 'fire and forget'. This is a drawback (and at times an advantage) to the torpedo because it may lose the target even if the ship doesn't, but it can maintain lock if the ship has problems. Also the shield modulation can't be sent to the firing ship or any other ship. The short range sensor of the Hellfire can't be modified to do that, the sensors have a too limited range and there isn't enough space for communications gear. So even if a communicator were put in, the torpedo wouldn't have enough time to send any information. This would also make the torpedo better able to cope with changes in the shield modulation because it gets the modulation data at the latest possible time.
Increase in Turbolaser Power
Description:
The main goal in this project is for huntarian turbolasers to increase in fire power by 20%. In other words, the turbolasers will now be 120% more powerful than the ones on the old Imperator Class Star Destroyer designs which were used to be found in the Galactic Empire. (actuall number: 11,280,000,000 TerraJoules)
Huntarian Type X Phaser Arrays
Fire Power Output: 7,500,000,000 TerraJoules
Description:
This variation of the Phaser Array holds the same beam which is fired out of the regular Turbolaser Turrent. Indavidual segments are fired out of the array. A maxiumum of 10 shots at once can be fired from each array onto 10 targets. This array will be typically seen on cruisers and frigates. The only acception to this is the new development of the INR class TSSD, the empires to be most powerfull ship/space station.
Huntarian Quantum Torpetoes
Damage Point: 500 DP (100DP = 1 SBD = 1 RU)
Speed: 130 MGLT
Zero-Point Reaction Chamber Length: 1.38 m
Chamber Diameter: .76 m
Description:
The quantum torpedo was developed as a replacement for the photon torpedo. It works on zero-point energy release upon impact with it's target. Though it is ment as a replacement of the photon, the Empire still sees a need to have as many weapons as possible.
Photon Torpedoes (mk IX):
info:
Size: 2.1 x .76 x .45 m
Range Limit: 15 km - 4 050 000 km (from starships at warp)
Warp Speed: 110% of warp factor of firing ship
Sublight Speed: 120 MGLT
Yield: 300 DP
The photon torpedo was the first designed to work at warp speed has been the weapon of choice for warp speed combat for over a century. It's destructive force comes from a matter/antimatter reaction upon impact with it's target. Over the years, this weapon has been updated several times with newer technology. Currently, the Huntarian Empire use Type-10 photon torpedoes aboard their ships.
Huntarian Hellfire Torpetoes
Range Limit: 15 km - 4 050 000 km (from starships at warp)
Speed: 160 MGLT
Yield: 600 DP (100DP = 1 SBD = 1 RU)
The hellfire torpedo was designed as a compliment to the quantum torpedo. The Hellfire was designed to bypass enemy shields and pack a punch to the enemy ship itself. The Hellfire is designed to 'skip' past enemy shielding using subspace phasing technology. The torpedo has a small, short range sensor array that, as it nears and enemy ship, scans it's target's shield 'bubble', frequency and modulation, and then activates the subspace phase transporter. This allows the Hellfire to move out of phase with the target, and re-appear within it's shield parameter, and impact directly on the hull. That sequence takes only a matter of milli-seconds. To the naked eye, it appears the Hellfire actually passes though a ship's shields instead of 'skipping' past them. Deadly protomatter is the in the warhead, and is acted upon by antiprotons to cause the violent reaction and deadly explosive force of the weapon. A quantum singularity powers the torpedoes systems and allows it to maintain warp speeds, as well as giving that bright green glow. The torpedo has its own warp coils in the casing and therefore is able to maintain a high warp for a fairly long time. The torpedo has to be fired at warp to obtain warp velocity to begin with. The torpedo has no communication devise, it is completely self controlled and contained, 'fire and forget'. This is a drawback (and at times an advantage) to the torpedo because it may lose the target even if the ship doesn't, but it can maintain lock if the ship has problems. Also the shield modulation can't be sent to the firing ship or any other ship. The short range sensor of the Hellfire can't be modified to do that, the sensors have a too limited range and there isn't enough space for communications gear. So even if a communicator were put in, the torpedo wouldn't have enough time to send any information. This would also make the torpedo better able to cope with changes in the shield modulation because it gets the modulation data at the latest possible time.
Shielding
M.L.S.S. System
Layer 1 - The innermost shield layer is a multi-phaseic shield. Based on standard regenerative shielding, this is the ship's last line of defense. The key to this layer is it's ability to 'wave' while in a state of temporal flux. This technology was developed in part by the crew of USS Voyager and the Mannheim Research Station. Instead of a standard oval bubble, this layer 'ripples' or waves (like the surface of water) while in a state of temporal flux. This dramatically increases protection against weapons such as the Hellfire, Chronaton, and Transphisic Torpedoes while at the same time helping protect the ship from temporal anomalies.
Layer 2 - The middle layer incorporates automatic rotation of frequency and modulation with meta-phasics, which absorbs enemy fire, spreads it out along the shield. This shield sends data on what type of weapon is used and what frequency and phase the weapon uses. Once this is analyzed, the shield can be configured to have the same frequency as the incoming weapon, but different modulation, which dramatically increases shield efficiency.
Layer 3 - The outermost layer manipulates graviton polarity in a way not typical to shields, creating a graviton flux disruption that prevents many know designs of threat tractor beams from locking on to the vessel. This layer also incorporates transport inhibitor technology, helping prevent an enemy from transporting aboard.
The INR Super Laser
The I.N.R. (Imploding Novonic Ray) is a giant ray beam which takes up massive amounts of energy, requiring a very large ship or battle station to hold the weapon. It takes approximately two days to charge up it's weapon, and has a range of 35,000,000 Km.
The INR is meant to target a star within enemy territory and causes the fusion of hydrogen to accelerate at the speed of light. Ergo, the rapid increase of the fusion process causes the star to implode which would normaly create a giant black hole where it once was. However since the fusion process was accelerated beyond the normal time it takes to defuse the star the black hole is unstable and explodes, releasing a giant energy wave similar thus to a "shock wave."
Rumor has it that both the Malkir and Kirtir posessed this weapon in the first Kirtir/Malkir conflict nearly 40,000 years ago. Both stations were destroyed, and the Temple of Science was ruined so most evidence was lost. Now that the Temple of Science has been restored, Huntarian Scientists have found the secrets of the INR to be within the computers. Though they have the knowledge, they only had the resources to create a smaller INR device which could only target small planets and capital ships (but still has the same effects).
Shield Class station
http://i11.photobucket.com/albums/a172/Huntaer/spacestations/015_front.jpg
Length: 500m
Width: 800m
Height: 400m
Consumables: 5 months
Expected Durration: 90 years
Time Before Refit: 6 years
Crew: 500
Troops: 200
Hyperdrive: towed
Sublight speed: 16 MGLT
Hull: 600 RU
Shielding: Special
Weaponery: none
Onboard craft: none
Description:
Designed by the Kirtir Dark Lord Aelikes, The Shield Class Station is one of the Empire's greatest defensive creations it has achieved. The Shield Class Station is a central dome mounted shield projector, similar to the buble shield the Gungans use to help protect it's fleet. To help maximise the Empire's fleet's protection, the S.S. is equiped with duel particle and energy generators (similar to the ones used on the average TSD/SD), thusly blocking enemy and, unfortunatly, allied ships (as well as the Empire's own), so long as they're traveling at normal/fast impulse speeds. Speed required to enter the shielding requires the ship in question to enter at abnormally low speeds. If the Empire sees it necessary, the S.S. It can also be connected with other domes to provide better strength, and range . The range can be extended in proportion to energy input, and is fully encompassing unless one or more of the hardpointed emitters is damaged or destroyed.
Tie Vampire 2
http://i11.photobucket.com/albums/a172/Huntaer/fighters/vampirerender3.jpg
Model: Tie Vampire version II
Manufacturer: Sienar Fleet Systems
Designation: Short Range Superiority Fighter
Length: 10.7 meters
Crew: 1
Cargo Capacity: 100 kilograms
Consumables: 3 days
Expected Durration: 70 years
Time Before Refit: 6 years
Speed: 130 MGLT
Hull: 25 RU
Shielding: 85 SBD
Weapons: 4 Advanced Laser Cannons, 1 Advanced Twin-linked Laser Cannon
Special Features: Phase Cloak, Fire While Cloaked
Description:
This is the Empire's replacement for the Tie Specter, and Tie Poltergeist. It takes the design of the Tie Vampire, mainly the wings, and then it goes and takes a design similar thus to the Tie Hunter or Tie Interceptor. It is to be a new fast attack stealth fighter for the Huntarian Empire's Phantom Squadron.
The Fire wile cloak ability enables the Tie Vampire 2 to fire up to six shots before it has to recloak and charge up cannons again. The ACS is the empire's new cloaking system (more updates to come)
Phase Cloak:
In this newest form of cloaking, the Phase Cloak produces no detectable tachyon emissions or residual anti-protons from the cloak making accurate targeting impossible. As a new part of this extended research, the Phase Cloak mantains shielding making it an even more deadly weapon to use whilst in combat. However due to energy concerns still yet to be fixed, the shielding opperates at 50% of the original strength when the cloaking device is turned on.
OOC Note: Picture design thanks to No Endorse.
Surreal Class Stealth Battleship
http://i11.photobucket.com/albums/a172/Huntaer/capitalships/SurrealClassBattleshipcopy.jpg
Model: Imperator II Class Star Destroyer
Manufacturer: Kuat Drive Yards
Designation: Stealth Battleship
Length: 1,200 meters
Crew: 13,500
Troops: 3,000
Cargo Capacity: 36,000 metric tons
Consumables: 6 years
Consumables: 2 years
Expected Durration: 90 years
FTL: Necrominus Drives Mk III
Speed: 10 MGLT
Hull: 16,816 RU
Shields: 30,000 SBD
Weapons:
60 Huntarian Grade Heavy Turbolasers, 60 Huntarian Grande Turbolasers, 200 Point Defense lasers, 100 Torpedo Launchers (1000 Transphasic Torpetoes, 1000 Tricobalt Torpedos, 1000 Quantum Torpedos) 20 Ion Cannons, 1 Mini Axiel Laser Cannon
Onboard Craft:
72 Huntarian Tie Series Fighters, 10 Hornet Class Shuttles, 10 Planet Hopper class Droopship
Description:
The Surreal Class Stealth Battleship is another breakthrough in technology for the Empire. The Surreal Battleship is suppose to replace the older Demolisher class Battleship. While the Demolisher was much more armored than the Surreal is, the Surreal has a new feature which the Demolisher didn't have for armor defense. The Surreal Class Battleship's hull is made up of 30 meters of Neutronium the same material which made up the hull of the classic Imperator Class Star Destroyer. It's hull is nearly twice as thick, meaning it can recieve more punches than the origonal ISD could. However, it does contain one layer of the newest armor which the Huntarian Empire, the Krutonium Alloy. Using a combination of the rare Krutonium Metal found within the Aphotic Galaxy, Krutonium Metal had a remarkable capability of absorbing anything short of the power of a Heavy Turbolaser. However, due to the rarity and high costs in mining it the Empire was forced to make an Alloy, using the effective combination of Neutronium and Krutonium. It's not as powerful as the origonal Krutonium Metal, but the Krutonium Alloy still mantains it's strength, however it has been able to absorb anything short of the power of a turbolaser meaning Medium and Heavy turbolasers will effectively harm it.