NationStates Jolt Archive


Imperial Grand Navy Database (FT; OOC; Reference; Documentation)

SeaQuest
30-12-2005, 01:13
http://i5.photobucket.com/albums/y195/MistrissDraconia/Logos/nycarian_seal.jpg

Now, I plan to redo my fleet database using a smaller list of ships (these are the ships I wanted to use from the starts, but I wasn't finished tweaking them all). The other, older, list will still be valid, but those ships won't be produced in the numbers they used to be. The ships I will be listing in this thread will become the standard craft for use in the Imperial Nycarian Grand Navy of SeaQuest.

The following codes will be used in the following posts:

A.E.V. - Advanced Exploration Vessel

A.S.V. - Advanced Space Vessel

A.S.X. - Advanced Space Experimental

D.S.V. - Deep Space Vessel

D.S.X. - Deep Space Experimental


The following are links relevant to this thread.

Old Ship/Station/Vehicle Database: http://forums2.jolt.co.uk/showthread.php?t=459798

Tech Database: http://forums2.jolt.co.uk/showthread.php?t=459794
SeaQuest
30-12-2005, 01:13
http://i5.photobucket.com/albums/y160/DragoonKVess/Schematics/SeaQuestMain.jpghttp://i5.photobucket.com/albums/y160/DragoonKVess/Schematics/SeaQuestHighRearAngle.jpghttp://i5.photobucket.com/albums/y160/DragoonKVess/Schematics/SeaQuestNoseCU.jpghttp://i5.photobucket.com/albums/y160/DragoonKVess/Schematics/SeaQuestStarboard.jpghttp://i5.photobucket.com/albums/y160/DragoonKVess/Schematics/SeaQuestRearPort.jpghttp://i5.photobucket.com/albums/y160/DragoonKVess/Schematics/SeaQuestUnderwater.jpghttp://i5.photobucket.com/albums/y160/DragoonKVess/Schematics/SeaQuestDSVBoxArt.jpghttp://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/seaquest1a.jpghttp://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/SeaQuest.jpghttp://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/2subs.jpg

Class: SeaQuest

Type: Deep Space Research/Exploration Cruiser

Code: D.S.V./A.S.V./A.E.V.

Submerged Displacement:
37,500 tons

Cost:
12.0 Billion US Dollars

Dimensions
Length: 307.1 m (1007 feet)
Beam: 48.0 m (157.4 feet)
Draft: 24.8 m (81 feet)

Hull Composition:
Pliant semi-biological self-sealing skin over a composite frame

Weapons systems:
2 forward lasers
9 torpedo tubes, armed with Mk 87 variable charge plasma torpedoes
16 Triton II long-range tactical nuclear missiles (Total: 100 Megatons)

Defensive systems:
Mark IX Intercept Torpedoes
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Gravitic Tractor Beams
Cutting Lasers
Grapnelling Claws
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
EMP field generator (Anti-torpedo)
Incom Countermeasure packages

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

S.T.L. Propulsion:
Gravimetric Drive Fins
Gravimetric "Millipede" System
Hyper-Impulse Engines

F.T.L. Propulsion:
Hyperspatial Window Generator

Computer System:
Pendragon Mark XI Neural Network

Speed:
160 knots

Custom Sensors
Internal: Hypersonar
Effective Range: 30 Nautical miles
External: 3 deployed WSKRS (Wireless
Sea Knowledge Retrieval Satellites - 8 total)
(1) Mother
(2) Junior (typically bow, but not a fixed position)
(3) Loner (typically stern, but not a fixed position)
Effective range: 300 miles
HR (Hyper-Reality) probe

Support Craft:
4 Sea Launch class transport shuttles
4 Sea Speeder class transport/pursuit/attack shuttles
2 Specter SFA-2 Class attack shuttles

Crew Complement:
232 (20 officers, 212 enlisted)

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:14
http://img212.imageshack.us/img212/8761/odysseyplans7qp.jpg

Class:
Odyssey Class

Type: Advanced Tactical Exploration/Research/Science Cruiser

Code: D.S.V./A.S.V./A.E.V.

Submerged Displacement:
272,322 tonnes

Estimated Cost:
$34.0 Billion USD (Per Vessel)

Dimensions
Length: 520.0m
Beam: 92.0m
Height: 62.0m
Draft: 37 meters

Hull Composition:
Triple layered semi-organic pliant self-regenerating Bioskin over a double titanium alloy hull and a composite steel/Trinium support frame.

Weapons systems:
8 S/RG-14 “Hellfire” Rail Guns.
24 high-energy particle cannons
45 RAFIT (Rapid Firing and Independently Targeting) torpedo batteries (Bow, Stern, Midships)
20 Triton IV-E MIRV 'Revelation' class ICBMs (Totalling 3400 megatons)
Torpedo armament include Mark 87 and Mark 91 Variable-charge torpedoes

Defensive systems:
Mark IX Intercept Torpedoes
Incom Countermeasure packages
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Gravitic Tractor Beams
Cutting Lasers
Grapnelling Claws
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
EMP field generator (Anti-torpedo)

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

S.T.L. Propulsion:
Hyper-Impulse Engines
Gravimetric Drive Fins
Gravimetric "Millipede" System

F.T.L. Propulsion:
Hyperspatial Window Generator

Computer System:
Linux Integrated Optics AHAI (Almost Human AI) Network

Speed:
200 Knots capable, 180 Operational

Sensors
Internal: Hypersonar, Enhanced Active and Passive sensor suite.
Effective Range: 70 nautical miles

External: 3 deployed WSKRS (Wireless Sea Knowledge Retrieval Satellites - 8 total)
(1) Mother (roaming)
(2) Junior (typically bow, but not a fixed position)
(3) Loner (typically stern, but not a fixed position)

3 deployed WSPRS (Wireless Sea Protection and Reconnaisance Satellites) - 4 total)
(1) Linus (roaming)
(2) Lucy (typically bow, but not fixed)
(3) Snoopy (typically stern, but not fixed)
(4) Woodstock (Ready Reserve)
Effective range: 300 Nautical miles

HR (Hyper-Reality) probe

EVA Assets:
4 Sea Launch class transport shuttles
4 Sea Speeder class transport/pursuit/attack shuttles
4 Deep Space Recovery Vehicles
36 SF-37/E Raptor class multi-role strike interceptors
24 SFA-2 Spectre class fighters
12 SFB-6/A Stormhawk class fighter-bombers
- 84 total EVA assets.

Crew Complement:
Approximately 1,000

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:15
http://img306.imageshack.us/img306/8586/atlantisplans5hz.jpg
http://img306.imageshack.us/img306/264/atlantisplans140012ue.jpg

Class:
Atlantis Class

Type: Advanced Command Battle Cruiser

Code: A.S.V.

Submerged Displacement:
249,770 tonnes

Construction Cost:
36.6 Billion USD (Initial Construction)
$5 Billion USD (Refit)

Dimensions:
Length: 488.35m (1602.18 feet)
Beam: 93.0m (305.1 feet)
Wingspan: 270.9m (888.77 feet)
Height (Fins) 80.0m (262.5 feet)
Draft (Surfaced): 27.0 meters (88.6 feet)

Hull Composition:
Triple layered semi-organic pliant self-regenerating Bioskin over a double,
reinforced Titanium hull. Structural frame work is highly classified, but is known to include various Titanium alloys and nano-Carbon composites.

Weapons systems:
6 SLR-83 (Long Range) "Avenger" high-energy pulse laser cannons.
4 SLR-84 (Long Range) "Stingray" high-energy pulse laser cannons.
8 SMR-72 (Medium Range) "Scorpion" high-energy pulse laser cannons.
6 deployable, turretted "Hellfire" Railguns.
36 x 6 tube RAFIT (RApid Firing, Independantly Targetting) torpedo batteries (Bow)
12 x 6 tube RAFIT (RApid Firing, Independantly Targetting) torpedo batteries (Stern)
20 Triton IV-E 'Revelation' class ICBMs each with 8 MIRVs (Totalling 3400 megatons)
Up to 160 Raytheon Pathfinder III Hypersonic Cruise Missiles

Torpedo armaments include up to 800 Mark 88 and Mark 92 Variable-charge torpedoes. (300-450 standard load at any given time)

Defensive systems:
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Gravitic Tractor Beams
Cutting Lasers
Grapnelling Claws
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
Mark X Intercept Torpedoes
Incom Countermeasure packages
E.M.P. field generator (Anti-torpedo)
3 W.S.P.R.S. (Wireless Sea/Space Protection & Tactical Response Satellites)

Machinery:
Primary: 1 General Dynamics Military Systems Nuclear Fusion Core (Taurus class)
Secondary: 60 General Dynamics Military Systems Hydrogen Fuel Cells. (Rechargable submerged)

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

S.T.L. Propulsion:
Gravimetric Drive Fins
Gravimetric "Millipede" System
Hyper-Impulse Engines

F.T.L. Propulsion:
Hyperspatial Window Generator

Primary Fuel: Tritium and Deuterium (Extracted from sea water) - Unlimited Range.

Supply stocks: 6 years

Computer System:
Linux Neural/Integrated Optics A.H.A.I. (Almost Human A.I.) Network

Speed:
200 knots capable (Some reports suggest 240)
180 knots standard cruise speed

Sensors
Internal: Hypersonar, Enhanced Active and Passive sensor suite.
Effective Range: 70 nautical miles
External: H.R. (Hyper-Reality) probe, 3 deployed W.S.K.R.S. (Wireless Sea/Space Knowledge Retrieval Satellites - 8 total)

(1) Mother
(2) Junior (typically bow, but not a fixed position)
(3) Loner (typically stern, but not a fixed position)

3 deployed WSPRS (Wireless Sea Protection and Tactical Response Satellites) - 4 total)

(1) Daddy (roaming)
(2) Al (typically bow, but not fixed)
(3) Capone (typically stern, but not fixed)
Maximum Effective Range: 300 Nautical miles

E.V.A. Assets:
8 Sea Launch class transport shuttles (Includes 2 Executive/VIP launches)
8 Sea Speeder class transport/pursuit/attack shuttles
8 Deep Space Recovery Vehicles ("Pickups")
24 SF-37/F Raptor class nterceptors
36 SF-38/A Raptor II class multi-role strike fighters
24 SFB-6/A Stormhawk class fighter bombers
10 Rapid Amphibious Assault transports (Imperial Marines)
6 Sea Crab Maintenance/Salvage shuttles

- 124 TOTAL

Crew Complement:
1,050 total (182 pilots, 250 marines, 120 officers, 498 regular including ship's crew and E.V.A. ground staff.)

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:17
http://img282.imageshack.us/img282/5758/nexus01a0zz.jpg
http://img282.imageshack.us/img282/830/oculus1a1cc.jpg
http://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/nexuscomparison.jpg

Class:
‘Nexus’

Type: Battle Cruiser

Submerged Displacement:
320,580 tonnes

Estimated Cost:
Approximately 30 Billion USD

Dimensions
Length: 500.0m (1640.40 feet)
Beam: 93.0m (305.1 feet)
Wingspan: 221.0m (721.40 feet)
Height (Fins) 107.0m (351.0 feet)
Draft: 60 meters (197.0 feet)

Hull Composition:
Double layered Neutrium/Adamantium ablative plating over a composite titanium
support frame with Pyrolytic Boron Nitride reinforcement.

Weapons systems:
56 Gemini torpedo tubes (Bow)
24 Gemini torpedo tubes (Stern)
Estimated armament of 300-400 torpedoes (exact number classified)
’Oculus’ – Powered by Annulus Core
Classified number of energy weapons

Defensive systems:
Oculus Displacement Field
Mark IX Intercept Torpedoes
Incom Countermeasure packages
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Gravitic Tractor Beams
Cutting Lasers
Grapnelling Claws
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
EMP field generator (Anti-torpedo)
Classified number of energy weapons (Point defense)

Power:
1 Quantum/Gravitic Reactor
1 Annulus Molecular Fusion/Disruption Core providing 100,000 Gigawatts of energy/second.
1 Zero-Point Module

S.T.L. Propulsion:
Hyper-Impulse Engines
Gravimetric "Millipede" System
Gravimetric Drive Fins
Annulus Drive System
‘Atlantis’ Catepillar Drive System

F.T.L. Propulsion:
Hyperspatial Window Generator

Computer System:
Linux Neural/Integrated Optics A.H.A.I. (Almost Human A.I.) Network

Speed:
Classified. Observed at speeds of 80+ knots when using “Atlantis” drive system. Annulus drive capabilities Classified.

Sensors
Internal: Hypersonar, Enhanced Active and Passive sensor suite.
Effective range: 200 Nautical miles

EVA Assets:
Classified. Has been confirmed to carry large numbers of fighters and support craft.

Crew Complement:
800 total (Includes 200 officers. Rest of crew complement Classified)

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:18
http://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/battleship_firebat.jpg

Class: Firebat

Type: Battle Cruiser

Code: A.S.V./D.S.V.

Estimated Cost:
Estimated at 12 Billion USD (Per Unit)

Dimensions:
Length: 1,282 meters
Beam: 864 meters
Height: 372 meters
Decks: 55

Mass: 18,200,000 metric tons

Crew: 190

Troop: 8,000

S.T.L. Propulsion:
Hyper-Impulse Engines
Gravimetric "Millipede" System
2 Mk. I Gravimetric Drive Nacelles
2 Mk. II Gravimetric Drive Nacelles

F.T.L. Propulsion:
Hyperspatial Window Generator

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

Offenses:
11 “Minotaur” Heavy Subducting Pulse Cannons
8 ‘Lancer' Long Range lasers
4 SMR-70 Medium Range Plasma Pulse Particle Lasers (mounted bows)
4 fixed-mount (bow) SMR-70 Medium Range Pulse Laser batteries
6 SLR-81 "Banshee" Long Range Plasma Pulse Particle Lasers (mounted bows & midships)
8 SLR-82 "Wraith" Long Range Plasma Particle Lasers (mounted bows & midships)
5 SSR-85 Short Range "Hammer" Mass-Driver Plasma Pulse Guns
6 SMR-71 Medium Range Plasma Pulse Particle Lasers (mounted bows & midships)
8 S/RG-14 “Hellfire” Rail Guns
12 high-energy particle cannons
12 SLR-83 (Long Range) "Avenger" high-energy pulse laser cannons
10 SLR-84 (Long Range) "Stingray" high-energy pulse laser cannons
16 SMR-72 (Medium Range) "Scorpion" high-energy pulse laser cannons
24 deployable, turretted "Hellfire" Railguns
2 Missile Launchers
18 x 6 tube RAFIT (RApid Firing, Independantly Targetting) torpedo batteries (Bow)
6 x 6 tube RAFIT (RApid Firing, Independantly Targetting) torpedo batteries (Stern)

Projectile Payload:
(Note: All torpedoes with Anti-Matter warheads are produced in on-board facilities)
75 Mk C1 plasma cluster torpedoes
175 Mk 94 variable charge EM plasma torpedoes
150-200 Gemini Torpedoes*
100 Phased Gravitic Torpedoes**
80 Raytheon Pathfinder III Hypersonic Cruise Missiles
400 Mark 88 and Mark 92 Variable-charge torpedoes. (200-350 standard load at any given time)
50 Nuclear Captor Mines (50 megatons per)

Defenses:
Defensive systems:
Mark IX Intercept Torpedoes
Incom Countermeasure packages
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Gravitic Tractor Beams
Cutting Lasers
Grapnelling Claws
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
EMP field generator (Anti-torpedo)

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:18
http://i18.photobucket.com/albums/b140/SFShadowPhoenix/My%20RPG/darkangels.jpg

Class: Gazelle class

First Refit: Raptor class

Second Refit: Dark Angel class

Type:
Stealth Multi-Role Strike Interceptor/Fighter

Code: VF-115

Cost per fighter:
$110.0 million USD

Dimensions:
Length: 12.0m (39.37 ft)
Beam: 3.0m (9.85 ft)
Wingspan: 6.0m (19.68 ft)
Height: 3.25m (10.6 ft)

Hull Composition:
Single-layer lightweight Titanium Alloy (Gamma-category “Trinium”) over a C-65 composite hull frame
Double-layer lightweight sensor absorbant bio-skin

Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
2 Hyper-Impulse Engines

Power source:
1 Zero-Point Module

Fuel:
Primary - Tritium, Deuterium (Required for Fusion Reactor)
Secondary - Hydrogen Fuel Cells

Range: 1500 Nautical mile combat radius at a cruising speed of 280 knots

Top Speed:
379 knots (Semi-supercavitational)

Weapons systems (Dependant on configuration):
6 Mk 95M miniaturised Plasma torpedoes (Internal)
4 Mk 95M miniaturised Plasma torpedoes (External)
Dual "Hades" Super-Cavitating Gattling Cannons
(30 mm explosive shells) Up to 11,000 rounds of ammunition dependant on configuration. Rate of fire; 5000-9000 rounds per minute and a muzzle velocity of 13,000 fps
SSR-85 Short Range "Hammer" Mass-Driver Plasma Pulse Guns

Defence systems:
Gravimetric/EM Shielding System
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Gravimetric Structural Integrity Field
4 Grapnelling Claws
1 Gravitic Tractor Beam
4 Cutting Lasers
EMP field generator (Anti-torpedo)
Sensor jamming system
Incom Countermeasure packages
Intercept package: chaff, noisemakers
Model VII Stealth systems and Sensor-spoofing sensor arrays

Computer system:
Mark XI Tactical AI

Sensors:
Enhanced Tactical Hypersonar (Effective Range: 50 gigameters)
Active and Passive sensor suite (Effective Range: 30 gigameters)
Countermeasure Sensors (Effective Range: 15 gigameters)
Model VII Hypersonar/Laser-based Sensor array (Effective Range: 50 gigameters)

Utilitarian systems:
1 Wayland tempered steel grapple (range: 100m)

Crew compliment:
1 Pilot

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:19
http://i18.photobucket.com/albums/b140/SFShadowPhoenix/My%20RPG/rapiers.jpg

Class:
Gazelle class

Refit: Raptor class

Type:
Multi-Role Strike Interceptor/Fighter

Code: VF-107

Cost per fighter:
$110.0 million USD

Dimensions:
Length:
12.0m (39.37 ft)
Beam:
3.0m (9.85 ft)
Wingspan:
6.0m (19.68 ft)
Height:
3.25m (10.6 ft)

Hull Composition:
Single-layer lightweight Titanium Alloy (Gamma-category “Trinium”) over a C-65 composite hull frame

Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
2 Hyper-Impulse Engines

Power source:
1 Zero-Point Module

Fuel:
Primary - Tritium, Deuterium (Required for Fusion Reactor)
Secondary - Hydrogen Fuel Cells

Range: 1500 Nautical mile combat radius at a cruising speed of 280 knots

Top Speed:
379 knots (Semi-supercavitational)

Weapons systems (Dependant on configuration):
6 Mk 95M miniaturised Plasma torpedoes (Internal)
4 Mk 95M miniaturised Plasma torpedoes (External)
Dual "Hades" Super-Cavitating Gattling Cannons
(30 mm explosive shells) Up to 11,000 rounds of ammunition dependant on configuration. Rate of fire; 5000-9000 rounds per minute and a muzzle velocity of 13,000 fps
SSR-85 Short Range "Hammer" Mass-Driver Plasma Pulse Guns

Defence systems:
Mark XI intercepting torpedoes
Gravimetric/EM Shielding System
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Gravimetric Structural Integrity Field
4 Grapnelling Claws
1 Gravitic Tractor Beam
4 Cutting Lasers
EMP field generator (Anti-torpedo)
Sensor jamming system
Incom Countermeasure packages
Intercept package: chaff, noisemakers
Model VII Stealth systems and Sensor-spoofing sensor arrays

Manuverability: Class A

Computer system:
Mark XI Tactical AI

Sensors:
Enhanced Tactical Hypersonar (Effective Range: 50 gigameters)
Active and Passive sensor suite (Effective Range: 30 gigameters)
Countermeasure Sensors (Effective Range: 15 gigameters)
Model VII Hypersonar/Laser-based Sensor array (Effective Range: 50 gigameters)

Utilitarian systems:
1 Wayland tempered steel grapple (range: 100m)

Crew compliment:
1 Pilot

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:23
http://img117.imageshack.us/img117/1218/planslysander5nv.jpg

Class:
Lysander class

Type: Multi-role Strike Fighter

Code: SA-29

Variants:
SA-29/A
SA-29/B (Export model)
SA-29/C

Unit Cost:
$35.0 million USD (SA-29/A)
$22.5 million USD (SA-29/B)
$38.2 million USD (SA-29/C)

Dimensions:
Length: 19 meters
Wingspan: 21.3 meters
Height (Flight configuration): 3.4 meters

Submerged Displacement:
~80 tonnes

Hull Composition:
Titanium/Kevlar composite fuselage. Titanium hull frame.

Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
2 Hyper-Impulse Engines

Manuverability: Class A

Power:
1 Zero-Point Module

Top Speed:
305 knots (SA-29/A, SA-29/B )
320 knots (SA-29/C)

Weapons systems:
Variable weapons payloads include Pulse Lasers, Subducting Pulse Cannons. SA-29/C's are capable of carrying a light internal torpedo armament (4 anti-fighter plasma torpedoes)

Defence systems:
Sensor countermeasures
Gravimetric/EM Shielding System
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Gravimetric Structural Integrity Field
4 Grapnelling Claws
1 Gravitic Tractor Beam
4 Cutting Lasers
EMP field generator (Anti-torpedo)
Sensor jamming system
Incom Countermeasure packages
Intercept package: chaff, noisemakers
Model VII Stealth systems and Sensor-spoofing sensor arrays
Decoys

Computer system:
Deon XII-F Tactical FMC
Deon XIII Tactical FMC (SA-29/C)

Sensors:
Hypersonar suite, effective range 18 nautical miles

Utilitarian systems:
1 tempered steel grapple (range: 100m)

Crew compliment:
1 Pilot

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:24
http://i18.photobucket.com/albums/b140/SFShadowPhoenix/My%20RPG/poseidon.jpg

Class:
Poseidon Class

Type: Fleet Carrier

Submerged Displacement:
31,065 tonnes

Estimated Construction Cost:
Approximately 9 billion USD per unit

Dimensions
Length: 220.0m (721.8 feet)
Beam: 64.0m (210 feet)
Height: 45.0m (147.7 feet)

Hull Composition:
Double layered 3rd Generation Bioskin covering a double Titanium hull over a reinforced composite steel support frame

Weapons systems:
8 torpedo tubes (bow)
8 Long Range “Avenger” Particle cannons

Defensive systems:
Intercept Torpedoes
Incom Countermeasure packages
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Gravitic Tractor Beams
Cutting Lasers
Grapnelling Claws
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
EMP field generator (Anti-torpedo)
ECM Packages and Noise Makers

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
Hyper-Impulse Engines

F.T.L. Propulsion:
Hyperspatial Window Generator

Computer System:
Mark VII-C Neural Network

Speed:
Max Speed; 130.7 knots
Standard Cruising Speed: 100 knots

Sensors
Internal: Hypersonar, Active and Passive sensor suite.
Effective Range : 140 nautical miles

EVA Assets:
Can carry up to 60 fighter-craft of various types. During peace time, this is generally halved between utility/science craft and combat fighters. Following the opening of hostilities with the Shadows, most of the hangar is given over to as many combat craft as possible. This includes Spectre and Raptor class Fighters and Stormhawk class Bombers.

Crew Complement:
300 (minus EVA staff and fighter-craft ground crews)

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:24
http://i18.photobucket.com/albums/b140/SFShadowPhoenix/My%20RPG/defiance.jpghttp://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/defiance_plan.jpg

Class:
Defiance Class

Type: Strike Cruiser

Estimated Construction Cost:
Approximately 7.9 billion USD per unit

Dimensions
Length: 205.0m (410.10 feet)
Beam: 53.0m (173.9 feet)
Height: 40.0m (131.2 feet)

Hull Composition:
Double layered 3rd Generation Bioskin covering a double Trinium hull over a reinforced composite Duranium support frame

Weapons systems:
16 21-inch torpedo tubes (mounted bows)
10 SLR-83 "Avenger" Long Range Plasma Pulse Particle Lasers (mounted bows, amidships)
10 Pathfinder III Hypersonic Cruise Missile VLS tubes (nuclear or conventional payload) (mounted amidships)

Defensive systems:
Mark IX and X Intercept Torpedoes
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Gravitic Tractor Beams
Cutting Lasers
Grapnelling Claws
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
EMP field generator (Anti-torpedo)
Incom Countermeasure packages
ECM Packages and Noise Makers

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
Hyper-Impulse Engines

F.T.L. Propulsion:
Hyperspatial Window Generator

Computer System:
Mark VII-B Neural Network

Sensors
Internal: Hypersonar; active and passive sensor suites
Effective Range: Approximately 110 nautical miles

EVA Assets:
Negligible. External docking ports for 4 support shuttles

Crew Complement:
240 (Includes 60 officers and 180 crew)

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:25
http://i18.photobucket.com/albums/b140/SFShadowPhoenix/My%20RPG/reverence.jpghttp://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/reverence_plan.jpg

Class:
Reverence Class

Type: Fleet Carrier/Battlecruiser

Estimated Construction Cost:
Approximately 12 Billion USD per unit

Dimensions
Length: 250.0m (820.2 feet)
Beam: 90.0m (295.3 feet)
Height: 57.0m (187.0 feet)

Submerged Displacement:
53,460 tonnes

Hull Composition:
Triple layered 3rd Generation Bioskin covering a double Titanium hull (plated with Reactive Armour) over a reinforced composite steel support frame

Armament:
16 Mk. 1 RAFIT (RApid Firing, Independently Targeting) Six-Tubed 21-inch Torpedo Batteries (mounted bows, midships)
12 SLR-81 "Banshee" Long Range Plasma Pulse Particle Lasers (mounted bows & midships)
8 SLR-82 "Wraith" Long Range Plasma Particle Lasers (mounted bows & midships)
12 Pathfinder III Hypersonic Cruise Missile VLS tubes (nuclear or conventional payload) (mounted midships)

Defensive systems:
Mark IX and X Intercept Torpedoes
Incom Countermeasure packages
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Gravitic Tractor Beams
Cutting Lasers
Grapnelling Claws
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
EMP field generator (Anti-torpedo)
ECM Packages and Noise Makers

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
Hyper-Impulse Engines

F.T.L. Propulsion:
Hyperspatial Window Generator

Speed:
Maximum: 153 knots
Standard Cruising: 130 knots

Computer System:
IBM-XA Integrated Optical Neural Network

Sensors
Internal: Hypersonar; active and passive sensor suites
Effective Range : Approximately 140 nautical miles
3 Deployed WSKRS satellites
3 Deployed WSPRS satellites
Maximum Effective Range : Approximately 300 nautical miles

EVA Assets:
Up to 60 craft of varying types. Arrangements vary from vessel to vessel, but typically:
24 Raptor Fighters
14 Spectre Fighters
12 Stormhawk “Firestorm” Heavy Bombers
4 Space-Launch Submersible Shuttles
2 Deep Sea/Space Recovery Vehicles (DSRV) (“Pick Ups”)
4 Sea/Space Speeder multi-purpose shuttle pods.

Crew Complement:
Approximately 700 (Includes ship's crew, Marine contingent and EVA/fighter corps)

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:25
http://i18.photobucket.com/albums/b140/SFShadowPhoenix/My%20RPG/defender.jpg

Class:
‘Defender’ Class

Type: Fast Attack Frigate

Code: SSN-251

Submerged Displacement:
20,210 tonnes

Estimated Cost:
Approximately 2.8 billion USD per unit

Dimensions :
Length: 160.0m (524.9 feet)
Beam: 32.0m (105.0 feet)
Height: 30.0m (98.4 feet)

Hull Composition:
Double layered 3rd Generation Bioskin covering a double Titanium hull
over a reinforced composite steel support frame.

Weapons systems:
9 torpedo tubes (bow)
3 Medium Range particle lasers

Defensive systems:
Intercept Torpedoes
Incom Countermeasure packages
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Gravitic Tractor Beams
Cutting Lasers
Grapnelling Claws
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
EMP field generator (Anti-torpedo)
ECM Packages and Noise Makers

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
Hyper-Impulse Engines

F.T.L. Propulsion:
Hyperspace Phase Device

Computer System:
Mark VI-A Combat AI Central Processing Core.

Speed:
Max Speed; 130.7 knots

Crush Depth:
27,300 feet

Sensors :
Internal: Hypersonar, Active and Passive sensor suite.
Effective Range: 110 nautical miles

EVA Assets:
Negligible. Air locks can support 2 externally-docked shuttles

Crew Complement:
144 (Includes 31 officers and 113 crew)

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:26
http://i18.photobucket.com/albums/b140/SFShadowPhoenix/My%20RPG/aleus.jpg

Class:
‘Aleus' Class

Type: Light Attack/Escort Carrier

Submerged Displacement:
15,200 tonnes

Estimated Cost:
From 3 to 4.5 Billion USD (Per Unit)

Dimensions
Length: 160.0m (525 feet)
Beam: 80.0m (262.5 feet)
Height (Fins) 60.0m (197 feet)

Hull Composition:
Biological Hull-Skin covering a Titanium Hull with Steel Support structure.

Weapons systems:
6 auto-loading torpedo tubes (bow)
2 ‘Lancer' Long Range lasers

Defensive systems:
Intercept Torpedoes
Incom Countermeasure packages
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Gravitic Tractor Beams
Cutting Lasers
Grapnelling Claws
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
EMP field generator (Anti-torpedo)
ECM Packages and Noise Makers

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
Hyper-Impulse Engines

F.T.L. Propulsion:
Hyperspatial Window Generator

Computer System:
Deon Systems Mark XII-A Central Processing Core.

Speed:
Max Speed (Observed); 80 knots

Sensors
Internal: Hypersonar, Active and Passive sensor suite.
Effective Range : 85-100 nautical miles

EVA Assets:
Capable of carrying up to 40 craft of varying types. Typically includes 20 Lysander Fighters (2 squadrons)

Crew Complement:
220. (Includes 30 officer, 100 crew and 90 EVA staff)

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:27
http://i18.photobucket.com/albums/b140/SFShadowPhoenix/My%20RPG/honorious.jpg

Class:
‘Honorious’ Class

Type: Fleet Carrier

Submerged Displacement:
40,276 tonnes

Estimated Cost:
Estimated at 7-8 Billion USD (Per Unit)

Dimensions
Length: 260m (853 feet)
Beam: 120m (393.7 feet)
Height (Fins) 57m (187 feet)

Hull Composition:
Biological Hull-Skin covering a Titanium Hull with Reactive Armor-Reinforced Steel Support structure.

Weapons systems:
8 auto-loading torpedo tubes
4 “Minotaur” Heavy Subducting Pulse Cannons
10 VLS Tubes armed with Type VIII-C Hypersonic Cruise Missiles (Conventional or Nuclear)

Defensive systems:
Intercept Torpedoes
Incom Countermeasure packages
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Gravitic Tractor Beams
Cutting Lasers
Grapnelling Claws
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
EMP field generator (Anti-torpedo)
ECM Packages and Noise Makers

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
Hyper-Impulse Engines

F.T.L. Propulsion:
Hyperspatial Window Generator

Computer System:
Deon Systems Mark XII-A Central Processing Core.

Speed:
Max Speed (Observed); 83 knots

Crush Depth:
20,000 feet

Sensors
Internal: Hypersonar, Active and Passive sensor suite.
Effective Range: 100 nautical miles

EVA Assets:
Up to 70-80 craft of varying types. Load-out depends on mission and deployment. Minimum of 40 Lysanders maintained at all times.

Crew Complement:
Around 450-500

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:27
http://i18.photobucket.com/albums/b140/SFShadowPhoenix/My%20RPG/octavian.jpg

Class:
‘Octavian’ class

Type: Heavy Battle Cruiser

Submerged Displacement:
36,615 tonnes

Estimated Cost:
Estimated at 7 Billion USD (Per Unit)

Dimensions
Length: 260m (853 feet)
Beam: 120m (393.7 feet)
Height (Fins) 55m (180.4 feet)

Hull Composition:
Biological Hull-Skin covering a Titanium Hull with Reactive Armor-Reinforced Steel Support structure. Possibly derived from subduction technology.

Weapons systems:
10 auto-loading torpedo tubes
10 “Minotaur” Heavy Subducting Pulse Cannons
10 VLS Tubes armed with Type IX-A “Longreach” Hypersonic Cruise Missiles (Conventional or Nuclear)

Defensive systems:
Intercept Torpedoes
Incom Countermeasure packages
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Gravitic Tractor Beams
Cutting Lasers
Grapnelling Claws
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
EMP field generator (Anti-torpedo)
ECM Packages and Noise Makers

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
Hyper-Impulse Engines

F.T.L. Propulsion:
Hyperspatial Window Generator

Computer System:
Ryder/Deon Systems Mark 3 Central Processing Core. Type 4 Combat A.I.

Speed:
Max Speed (Observed); Greater than 120 knots.

Sensors
Internal: Hypersonar, Active and Passive sensor suite.
Effective Range: 100 nautical miles

EVA Assets:
Negligible. Docking ports for 4 support shuttles.

Crew Complement:
Around 450-500

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:28
http://i18.photobucket.com/albums/b140/SFShadowPhoenix/My%20RPG/orion.jpg

Class:
‘Orion’ Class

Type: Attack Frigate

Submerged Displacement:
7,323 tonnes

Estimated Cost:
Approximately 1.0 Billion USD (Per Unit)

Dimensions
Length: 125.0m (410.10 feet)
Beam: 26.0m (85.3 feet)
Height (Fins) 25.0m (82.0 feet)

Hull Composition:
Titanium Hull with Steel Support structure.
(Flight 2 and 3 models have a 3rd generation bioskin)

Weapons systems:
6 auto-loading torpedo tubes (bow)
2 ‘Lancer’ Long Range lasers

Defensive systems:
Intercept Torpedoes
Incom Countermeasure packages
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Gravitic Tractor Beams
Cutting Lasers
Grapnelling Claws
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
EMP field generator (Anti-torpedo)
ECM Packages and Noise Makers

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
Hyper-Impulse Engines

F.T.L. Propulsion:
Hyperspatial Window Generator

Computer System:
Deon Systems Mark X-D Central Processing Core

Speed:
Max Speed (Observed); 70 knots

Sensors
Internal: Hypersonar, Active and Passive sensor suite.
Effective Range: 85 nautical miles

EVA Assets:
Negligible. Docking ports for 2 Support Shuttles

Crew Complement:
130. (Includes 30 officers and 100 crew)

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:29
http://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/trident_plan.jpg

Class:
‘Trident’ Class

Type: Fast Attack Frigate

Code: SSN-100

Submerged Displacement:
9,721 tonnes tonnes

Estimated Cost:
Approximately 2.1 Billion USD per unit

Dimensions :
Length: 120.0m (393.7 feet)
Beam: 40.0m (131.2 feet)
Height (Fins) 25.0m (82 feet)

Hull Composition:
Double layered 2nd Generation Bioskin covering a double
layered Titanium hull over a steel support frame.
Flight 2 and 3 vessels feature 3rd generation hull skins.

Weapons systems:
6 torpedo tubes (bow)
2 Medium Range particle lasers

Defensive systems:
Intercept Torpedoes
Incom Countermeasure packages
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Gravitic Tractor Beams
Cutting Lasers
Grapnelling Claws
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
EMP field generator (Anti-torpedo)
ECM Packages and Noise Makers

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
Hyper-Impulse Engines

F.T.L. Propulsion:
Hyperspatial Window Generator

Computer System:
IBM IV-A Combat AI Central Processing Core.

Speed:
Max Speed; 70.7 knots
Cruising: 45.0 knots

Sensors :
Internal: Hypersonar, Active and Passive sensor suite.
Effective Range: 70 nautical miles

EVA Assets:
Negligible. Air locks can support 2 externally-docked shuttles

Crew Complement:
124 (Includes 21 officers and 103 crew)

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:30
http://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/tempest.jpg

Class:
‘Tempest’ Class

Type: Heavy Cruiser

Submerged Displacement:
25,630 tonnes

Estimated Cost:
Estimated at 6 Billion USD (Per Unit)

Dimensions
Length: 200m (656 feet)
Beam: 110m (360.9 feet)
Height (Fins) 55m (180.4 feet)

Hull Composition:
Biological Hull-Skin covering a Titanium Hull with Reactive Armor-Reinforced Steel Support structure.

Weapons systems:
12 auto-loading torpedo tubes
8 “Minotaur” Heavy Subducting Pulse Cannons
10 VLS Tubes armed with Type VIII-C Hypersonic Cruise Missiles (Conventional or Nuclear)

Defensive systems:
Intercept Torpedoes
Incom Countermeasure packages
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Gravitic Tractor Beams
Cutting Lasers
Grapnelling Claws
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
EMP field generator (Anti-torpedo)
ECM Packages and Noise Makers

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
Hyper-Impulse Engines

F.T.L. Propulsion:
Hyperspatial Window Generator

Computer System:
Deon Systems Mark XII-A Central Processing Core.

Speed:
Max Speed (Observed); 83 knots

Sensors
Internal: Hypersonar, Active and Passive sensor suite.
Effective Range: 85-100 nautical miles

EVA Assets:
Negligible. Docking ports for 4 Support Shuttles

Crew Complement:
370. (Includes 70 officer, 300 crew)

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 01:31
The following image is a size comparison chart showing a dorsal view of some of my ship classes.

http://img460.imageshack.us/img460/6318/shipchart3yh.jpg
SeaQuest
30-12-2005, 01:32
The following image shows the lay-out of the current standard SeaQuestian bridge.

http://img524.imageshack.us/img524/3755/atlantisbridgelarge6rl.jpg
SeaQuest
30-12-2005, 03:24
http://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/sealaunch.jpg

Class: Trident

Type: Transport/Research Shuttle

Version: Mark I

Unit Cost:
$22.5 million USD

Length:
18.6m

Submerged Displacement:
723 tons

Hull composition:
Dual-layer titanium hull and support frame

Power:
1 Zero-Point Module

Propulsion:
Hyper-Impulse Engine
Gravimetric Drive Array
Gravimetric "Millipede" System

Weapons systems:
Low-power, short-range laser for navigational aid and scientific use.

Defence systems:
Sensor countermeasures
Gravimetric/EM Shielding System
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Gravimetric Structural Integrity Field
4 Grapnelling Claws
1 Gravitic Tractor Beam
4 Cutting Lasers
EMP field generator (Anti-torpedo)
Sensor jamming system
Model VII Stealth systems and Sensor-spoofing sensor arrays
Grayson M-II intercept package: chaff, noisemakers, etc.

Computer system:
IBM D27 18GHz

Sensors:
Hypersonar, effective range 25km

Top speed:
48 kph

Utilitarian systems:
Central docking collar with variable size latches
(which allow the Trident to dock with a variety of ships and facilities)

Crew compliment:
1 pilot
1 nav officer
up to 4 additional crew personnel (to a total of 5)
30-45 passengers (dependent on size and required cargo space)

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 03:26
http://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/sealaunch.jpg

Class: Trident

Type: Executive Shuttle

Version: Mark II

Unit Cost:
$22.5 million USD

Length:
18.9m

Submerged Displacement:
1,231 tons

Hull composition:
Dual-layer titanium hull and support frame

Power:
1 Zero-Point Module

Propulsion:
Hyper-Impulse Engine
Gravimetric Drive Array
Gravimetric "Millipede" System

Weapons systems:
One medium-range laser

Defence systems:
Sensor countermeasures
Gravimetric/EM Shielding System
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Gravimetric Structural Integrity Field
4 Grapnelling Claws
1 Gravitic Tractor Beam
4 Cutting Lasers
EMP field generator (Anti-torpedo)
Sensor jamming system
Model VII Stealth systems and Sensor-spoofing sensor arrays
Grayson M-II intercept package: chaff, noisemakers, etc.

Computer system:
IBM D27 18GHz

Sensors:
Hypersonar, effective range 25km

Top speed:
59 kph

Utilitarian systems:
Central docking collar with variable size latches
(which allow the Trident to dock with a variety of ships and facilities)

Crew compliment:
1 pilot
1 nav officer
up to 4 additional crew personnel (to a total of 5)
10-15 passengers

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
30-12-2005, 03:29
http://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/speeder_large.jpg

Class:
seaSpeeder-II

Type: High-speed pursuit Shuttle

Unit Cost:
$24.5 million USD

Length:
20.1m

Submerged Displacement:
436 tons

Hull Composition:
Dual-layer titanium hull and support frame, forward section reinforced with Mylar.

Power:
1 Zero-Point Module

Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
2 Hyper-Impulse Engines

Weapons systems:
4 Mk 91M miniaturised EM plasma torpedoes
Two medium-range lasers

Defence systems:
4 Mk XI intercepting torpedoes
Sensor countermeasures
Gravimetric/EM Shielding System
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Gravimetric Structural Integrity Field
4 Grapnelling Claws
1 Gravitic Tractor Beam
4 Cutting Lasers
EMP field generator (Anti-torpedo)
Sensor jamming system
Model VII Stealth systems and Sensor-spoofing sensor arrays
Intercept package: chaff, noisemakers

Computer system:
IBM D31 20GHz

Sensors:
Hypersonar, effective range 30km

Top speed:
75 kph

Utilitarian systems:
Can be fitted with invasive docking system (laser cutter, magseal collar)

Crew compliment:
1 pilot
(1 nav officer)
6-22 passengers (typical compliment 8, max. evacuation capability 24)

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
02-01-2006, 00:59
http://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/ex_old.jpghttp://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/ex_small.jpg

Class: SeaWolf

Type: Advanced Tactical Cruiser

Code: A.S.V./D.S.V./A.E.V.

Master Situation Display (M.S.D.): http://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/ex_msd.jpg

Class Crest: http://i5.photobucket.com/albums/y195/MistrissDraconia/Logos/logo_red_small.jpg

Class Patch: http://i5.photobucket.com/albums/y195/MistrissDraconia/Logos/con_logo.jpg

Estimated Cost:
$34.0 Billion USD (Per Vessel)

Dimensions:
Length: 412m
Beam: 47m
Height: 83m

Submerged Displacement:
240,000 tons

Hull Composition:
Triple-layered, pliant, semi-organic, accelerated self-regenerating bio skin, Titanium double-layer inner hull and support frame.

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
Hyper-Impulse Engines
AMJ (Aqua Manoeuvring Jet) thrusters,
“Caterpillar” emergency navigation drive.

F.T.L. Propulsion:
Hyperspatial Window Generator

Weapons Systems:
Conventional:
30 torpedo tubes, armed with Mk 94 variable charge EM plasma torpedoes, and prototype Mk C1 plasma cluster torpedoes.
6 high density, long-range lasers,
10 medium-range lasers,
19 short-range lasers,
1 EM pulse cannon (bow-mounted).

Nuclear:
12 Pathfinder long-range missiles, 4 megatons each.

Defence Systems:
25m retractable reconnaissance tower.
Mark XII intercepting torpedoes
Incom Countermeasure packages
Sernaix Phase Cloaking Device
Eagle Eye and Hawk Eye Augmented Sensor Suites
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Gravitic Tractor Beams
Cutting Lasers
Grapnelling Claws
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
EMP field generator (Anti-torpedo)
Grayson Enterprises GRD-1 countermeasure system
A-WSKRS EM defence system.

Utilitarian Systems:
Magnetic Grapnel Torpedoes.

Computer System:
Intel/IBM "Bigger Blue”, Near Human AI

Sensors:
Internal:
Hypersonar, effective range 175km.

External:
15 A-WSKRS, with aerial capability of 1km.
3-5 on station at one time (5 required for EM defence field).
Mother (Roving),
Junior (typically bow),
Loner (typically stern),
up to 2 re-assignable.
HR Probe - GR-HR-42

Top Speed:
270 kph standard cruising,
320 kph maximum.

EVA complement:
Fighters:
20 Spectre (SFA-2) class
15 Dauntless-class
10 Marauder-class
1 seaFox (sF-P1) (prototype fighter)

TeamCraft and support craft:
12 seaCrab II mini-shuttle
10 Trident-class seaLaunch shuttle
9 seaSpeeder II pursuit shuttle
8 Typhoon-class seaLaunch Shuttles
4 "Stinger" high-speed shuttles
1 prototype Masada-class (stealth) seaLaunch shuttle

Crew compliment:
820 total:

80 officers
610 enlisted crew
130 scientific personnel/civilians

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
Empryia
02-01-2006, 11:36
Comments? Concerns? Questions?

You forgot one: Curse Words

Comment + Curse Word: That was fucking amazing. Bravo.

Question: What program do you use to make the ships? Photoshop, Jasc, Paint? And did you make the background on your own?

Concern: The ship that fires that huge fusion cannon (using neutrium in a huge bubble in the center), if fired underwater, wouldn't that cause emmense problems because of super heated water expanding rapidly into gas, causing mass AoE damage, especially to your ship?
SeaQuest
02-01-2006, 11:47
You forgot one: Curse Words

Comment + Curse Word: That was fucking amazing. Bravo.

Question: What program do you use to make the ships? Photoshop, Jasc, Paint? And did you make the background on your own?

Concern: The ship that fires that huge fusion cannon (using neutrium in a huge bubble in the center), if fired underwater, wouldn't that cause emmense problems because of super heated water expanding rapidly into gas, causing mass AoE damage, especially to your ship?

First off, my modeling skills are minimal at best. Luckily, I do have good friends that are great model makers, so I just asked them.

As for your concern, let me pull up the text file on the weapon and see what it says. Though, technically, it was first designed as an underwater weapon in an old non-NS RP I was in. I adapted and modifyed it for use in my NS fleet.

It goes without saying that the Oculus provides the Nexus with an incredible tactical advantage over its opponents. Although repeatedly firing this weapon is impossible, and a substantial ‘cool down’ or ‘recycle’ time is required before the core can produce enough energy for a second attack. We also know that this weapon is capable of variable levels of energy release – referred to by Imperial Grand Navy commanders as “Disruptor Thresholds” – A threshold of “Zero” would be a complete overload of the Annulus reactor causing a weapon blast destructive enough to create a thermonuclear reaction, while a threshold of “100” would limit the oculus to the capabilities of a standard Plasma Particle beam laser as is used commonly by Imperial Warships, thus allowing for rapid and sustained attacks.
In theory, it may be possible for the Nexus to discharge a low-level oculus blast from any suitably polarized point on the ship’s outer Neutrium hull, in effect creating a perfect point-defense network around the ship.
SeaQuest
06-01-2006, 22:02
http://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/subako_carrier.jpg

Class: Baleen Whale

Type: Heavy Fighter Carrier

Estimated Cost:
Estimated at 7-8 Billion USD (Per Unit)

Dimensions:
Length Overall - Meters: 2,000
Breadth Overall - Meters: 500
Height Overall - Meters: 500
Decks: 22
Deadweight Tonnage-Metric: 12,700,000

Escape Pod Units: 46

Crew: 1,000

Shield Generators: 4

Planetary Landing Capability: Yes

Fighter Count: 400

Landing Bays: 6

Offenses:
16 Twin Particle arrays
12 Pulse Cannons
10 Ion Cannons
4 Light Pulse Cannons

Defenses:
Incom Countermeasure packages
Sernaix Phase Cloaking Device
Eagle Eye and Hawk Eye Augmented Sensor Suites
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Gravitic Tractor Beams
Grapnelling Claws
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
EMP field generator (Anti-torpedo)
Grayson Enterprises GRD-1 countermeasure system

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
Hyper-Impulse Engines

F.T.L. Propulsion:
Hyperspatial Window Generator

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

Top Speed:
270 kph standard cruising,
320 kph maximum.

Crush Depth:
10 000 m/ 32 800 ft

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
07-01-2006, 07:11
OOC: Note, I have gone through and edited the stats to include how much it costs me to build a unit of each class. All that is left is to add my dreadnaught class to the list, and then my fleet will be complete.
SeaQuest
08-01-2006, 08:53
http://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/mc80.jpghttp://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/mon_cal_cruiser_2.jpghttp://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/MonCalcruiser.jpghttp://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/mon_01.jpghttp://i5.photobucket.com/albums/y195/MistrissDraconia/Schematics/mon_cal_cruiser.gif

Class: Kraken

Type: Star Dreadnought

Crew: 5,402

Shock Troop Count: 1,200

Cost (Per unit):
100 billion USD

Cargo Capacity Tonnage-Metric: 20,000

Deadweight Tonnage-Metric: 16,328,571

Length: 4,800 meters

Hull Composition:
Triple layered semi-organic pliant self-regenerating Bioskin over a double,
reinforced Titanium hull. Structural frame work is highly classified, but is known to include various Titanium alloys and nano-Carbon composites.

Onboard Craft:
60 Shuttlecraft
144 Starfighters

Hangar Bays: 2

Offenses:
22 “Minotaur” Heavy Subducting Pulse Cannons
16 ‘Lancer' Long Range lasers
8 SMR-70 Medium Range Plasma Pulse Particle Lasers (mounted bows)
8 fixed-mount (bow) SMR-70 Medium Range Pulse Laser batteries
12 SLR-81 "Banshee" Long Range Plasma Pulse Particle Lasers (mounted bows & midships)
16 SLR-82 "Wraith" Long Range Plasma Particle Lasers (mounted bows & midships)
10 SSR-85 Short Range "Hammer" Mass-Driver Plasma Pulse Guns
12 SMR-71 Medium Range Plasma Pulse Particle Lasers (mounted bows & midships)
16 S/RG-14 “Hellfire” Rail Guns
24 high-energy particle cannons
24 SLR-83 (Long Range) "Avenger" high-energy pulse laser cannons
20 SLR-84 (Long Range) "Stingray" high-energy pulse laser cannons
32 SMR-72 (Medium Range) "Scorpion" high-energy pulse laser cannons
48 deployable, turretted "Hellfire" Railguns
4 Missile Launchers
36 x 6 tube RAFIT (RApid Firing, Independantly Targetting) torpedo batteries (Bow)
12 x 6 tube RAFIT (RApid Firing, Independantly Targetting) torpedo batteries (Stern)

Projectile Payload:
(Note: All torpedoes with Anti-Matter warheads are produced in on-board facilities)
150 Mk C1 plasma cluster torpedoes
350 Mk 94 variable charge EM plasma torpedoes
300-400 Gemini Torpedoes*
200 Phased Gravitic Torpedoes**
160 Raytheon Pathfinder III Hypersonic Cruise Missiles
800 Mark 88 and Mark 92 Variable-charge torpedoes. (300-450 standard load at any given time)
100 Nuclear Captor Mines (50 megatons per)

Defenses:
Mark XII intercepting torpedoes
Incom Countermeasure packages
Eagle Eye and Hawk Eye Augmented Sensor Suites
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
80 Gravitic Tractor Beams
Cutting Lasers
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
3 WSPRS (Wireless Sea/Space Protection & Tactical Response Satellites)
EMP field generator (Anti-torpedo)
A-WSKRS EM defence system.
Grayson Enterprises GRD-1 countermeasure system

Computer System:
Linux Neural/Integrated Optics AHAI (Almost Human AI) Network.

Sensors
Internal: Hypersonar, Enhanced Active and Passive sensor suite.
Effective Range: 70 nautical miles

External:
HR (Hyper-Reality) probe (GR-HR-72)

15 A-WSKRS, with aerial capability of 1km.
3-5 on station at one time (5 required for EM defence field).
Mother (Roving),
Junior (typically bow),
Loner (typically stern),
up to 2 re-assignable.

3 deployed WSKRS (Wireless Sea/Space Knowledge Retrieval Satellites - 8 total)
(1) Mother
(2) Junior (typically bow, but not a fixed position)
(3) Loner (typically stern, but not a fixed position)

3 deployed WSPRS (Wireless Sea/Space Protection and Tactical Response Satellites) - 4 total)
(1) Daddy (roaming)
(2) Al (typically bow, but not fixed)
(3) Capone (typically stern, but not fixed)
Maximum Effective Range: 300 Nautical miles

Primary Fuel: Tritium and Deuterium (Extracted from sea water) - Unlimited Range.

Power:
1 Quantum/Gravitic Reactor
2 Zero-Point Modules

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
Hyper-Impulse Engines

F.T.L. Propulsion:
Hyperspatial Window Generator

Top Speed:
200 knots capable (Some reports suggest 240)
180 knots standard cruise speed

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace






* Germini torpedoes, while simple in their concept, are anything but ‘simple’, and work in a very similar way to the Annulus reactor core with one important difference: the energy release is totally uncontrolled.
The warhead of a Gemini Torpedo is in itself, a miniature annulus reactor. While the exact workings of the torpedo are classifed, it is suspected that much like a Mark 98 plasma torpedo, the Gemini is capable of variable warhead charges and levels of damage. Combat data suggests that Gemini torpedoes use an incredibly advanced Photon warhead which effectively disintegrates its target in an intense, destabilized fusion reaction that breaks molecules down to the atomic level. While this sounds unnervingly like a thermo-nuclear reaction, the effect is quite different.

** The graviton wave generated by the explosion of a Phased Gravitic Torpedo generates in a material structure an enormous tidal force that at close distance can literally tear in pieces a ship and his crew.
SeaQuest
28-02-2006, 07:51
http://i5.photobucket.com/albums/y160/DragoonKVess/Schematics/TALONSCOUT.gif

Class: Talon

Type: Scout Shuttle

Dimensions:
Length: 24.4 meters
Beam: 13.8 meters
Height: 5 meters
Mass: 85.7 metric tons

Crew: 1-2

Cost (Per unit):
$500 million U.S.D.

Power:
1 Zero-Point Module

S.T.L. Propulsion:
Hyper-Impulse Engines
Gravimetric "Millipede" System
Gravimetric Drive Array

F.T.L. Propulsion:
Hyperspatial Window Generator

Offenses:
SSR-85 Short Range "Hammer" Mass-Driver Plasma Pulse Guns

Defenses:
Trans-Spatial Shields
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace

Note:
The aerowing design of the Talon-class scout facilitates atmospheric operations, although it includes Hyper-Impulse and Gravimetric Engines encased in the ship's body for interstellar operations, which is its standard design function. A miniature version of the deflector/long range sensor dish provides much more powerful sensors than similarly sized ships.
A single-man cockpit at the fore of the cabin provides conn and operations control. Aft of the cockpit are two cabins and a wardroom with three science stations.
SeaQuest
28-02-2006, 19:49
http://i5.photobucket.com/albums/y160/DragoonKVess/Schematics/ship.jpghttp://i5.photobucket.com/albums/y160/DragoonKVess/Schematics/gquest02.jpg

Class: Galaxy Quest

Type: Exploratory Cruiser

Crew: 1,100+ including family members

Dimension:
Length: 1 kilometers
Beam: 500 meters
Height: 160 meters
Decks: 44
Mass: 4,960,000 metric tons

Hanger Bay: 1

Embarked Craft:
6 Trident I class Transport/Research Shuttles
4 Trident II class Executive Shuttle
2 seaSpeeder-II class High-speed pursuit Shuttle
1 Talon class Scout Shuttle

Cost (Per unit):
$50 billion U.S.D.

Power:
1 Quantum/Gravitic Reactor
2 Zero-Point Modules

S.T.L. Propulsion:
4 Hyper-Impulse Engines
Gravimetric Drive Array
Gravimetric "Millipede" Drive

F.T.L. Propulsion:
Hyperspatial Window Generator

Offenses:
4 fixed-mount (bow) SMR-70 Medium Range Pulse Laser batteries
24 high-energy particle cannons
3 Type III burst fire photon torpedo tubes (2 bow; 1 aft)

Projectile Payload:
150 Mk 94 variable charge EM plasma torpedoes
275 Photon Torpedoes

Defenses:
Mark XII intercepting torpedoes
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Grapnelling Claws
Cutting Lasers
Gravitic Tractor Beams
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
Sernaix Phase Cloaking Device
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
A-WSKRS EM defence system.
3 WSPRS (Wireless Sea/Space Protection & Tactical Response Satellites)
Detachable Command Module

Sensors
Internal: Hypersonar, Enhanced Active and Passive sensor suite.
Effective Range: 70 nautical miles

External:
HR (Hyper-Reality) probe (GR-HR-72)

15 A-WSKRS, with aerial capability of 1km.
3-5 on station at one time (5 required for EM defence field).
Mother (Roving),
Junior (typically bow),
Loner (typically stern),
up to 2 re-assignable.

3 deployed WSKRS (Wireless Sea/Space Knowledge Retrieval Satellites - 8 total)
(1) Mother
(2) Junior (typically bow, but not a fixed position)
(3) Loner (typically stern, but not a fixed position)

3 deployed WSPRS (Wireless Sea/Space Protection and Tactical Response Satellites) - 4 total)
(1) Daddy (roaming)
(2) Al (typically bow, but not fixed)
(3) Capone (typically stern, but not fixed)
Maximum Effective Range: 300 Nautical miles

Computer System:
Linux Integrated Optics AHAI (Almost Human AI) Network

Refit Cycle:
Minor: 1 year
Standard: 5 years
Major: 20 years

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace

Here is a picture of an intact Galaxy Quest class ship next to the detached Command Module of another. Note, the scale is off due to the position and distance of both.

http://i5.photobucket.com/albums/y160/DragoonKVess/Schematics/sc_Protector.jpg
SeaQuest
01-03-2006, 02:04
http://i5.photobucket.com/albums/y160/DragoonKVess/Schematics/reconnaissanceprobe.jpg

Class: Seeker

Type: Reconnaissance Probe

Cost Per Unit:
$10 million U.S.D.

Dimensions:
Diameter: 1 meter
Height: 2 meters

Power:
1 Zero-Point Module

Offenses:
Kull Staff Blasters

Defenses:
Goa'uld Defense Shield

S.T.L. Propulsion:
Gravimetric "Millipede" System
Gravimetric Drive Array

F.T.L. Propulsion:
Stargates
Motherships

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
The Scandinvans
09-03-2006, 06:31
Malon, that is some of the finest most detailed factbooks I have ever seen. Very finely done SeaQuest.
SeaQuest
09-03-2006, 06:44
Malon, that is some of the finest most detailed factbooks I have ever seen. Very finely done SeaQuest.

Thanks. Though I do have to have to go through and update the tech database thread when I get a chance.
The Scandinvans
09-03-2006, 06:49
SeaQuest I will send you a TG tommorow about something, but right now I am to tired to really do much.
SeaQuest
09-03-2006, 07:17
SeaQuest I will send you a TG tommorow about something, but right now I am to tired to really do much.

Understood and acknowledged. Time Zones are a real pain.
SeaQuest
19-03-2006, 06:22
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/Teltak.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Jaffa/teltacsmall.jpg

Class: Tel'Tac

Type: Long-Range Transport/Cargo Shuttle/Scout Ship/Heavy Shuttle/Runabout

Dimensions:
Length: 30 meters
Beam: 14 meters
Height: 5 meters

Cost per unit:
$50 million U.S.D.

Crew complement:
1 Pilot, 1 co-pilot

Support Craft:
Four Escape Pods.

Troop capacity:
1 Squad equivalent

Offenses: None

Defenses:
Transport Rings
Gravitic Tractor Beams
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravitic Tractor Beams
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
Sernaix Phase Cloaking Device
E.M./Gravimetric Field Defence Grid

Power:
1 Zero-Point Module

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System

F.T.L. Propulsion:
Hyperspatial Window Generator

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
19-03-2006, 06:25
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/SGDeathglider.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Jaffa/glidesmall.jpg

Class: Death Glider

Type: Multi-Role Attack Fighter

Crew:
1-2 (depends on model)

Cost per unit:
$5 million U.S.D.

Dimensions:
Length: 19 meters
Wingspan: 21.3 meters
Height (Flight configuration): 3.4 meters

Power:
1 Zero-Point Module

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System

F.T.L. Propulsion:
None

Offenses:
2 Staff Cannons

Defenses:
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh

Operational Area:
Atmosphere
Hydrosphere
Local Space
Third Space
Hyperspace
SeaQuest
19-03-2006, 06:29
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/Prototype_Death_Glider.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Jaffa/protosmall.jpg

Class: Gate Glider

Type: Multi-Role Attack Fighter-Bomber

Dimensions:
Wingspan: 6 Meters
Length: 4 Meters
Height: 5.5 Meters

Crew:
2 (1 pilot; 1 gunner)

Cost per unit:
$10 million U.S.D.

Power:
1 Zero-Point Module

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System

F.T.L. Propulsion:
None

Offenses:
2 Energy weapons (modifed Al'Kesh style weapons)

Defenses:
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh

Operational Area:
Atmosphere
Hydrosphere
Local Space
SeaQuest
19-03-2006, 06:36
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/Alkesh.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Jaffa/alkesh.jpg

Class: Al'Kesh

Type: Mid-Range Attack Bomber

Cost Per Unit:
$1.5 billion U.S.D.

Dimensions
Length: 67 Meters.
Width: 31 Meters.
Height: 14 Meters.

Crew: 3 (1 pilot; 1 gunner; 1 commander)

Troops: 15+

Offenses:
2 Light Capital Staff Cannons, turreted (Ventral).
2 Energy bomb / projectile launchers (Ventral)

Defenses:
Transport Rings
Gravitic Tractor Beams
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Grapnelling Claws
Cutting Lasers
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
Sernaix Phase Cloaking Device
E.M./Gravimetric Field Defence Grid

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

S.T.L. Propulsion:
4 Hyper-Impulse Engines
Gravimetric "Millipede" System
1 Gravimetric Drive Array

F.T.L. Propulsion:
Hyperspatial Window Generator

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
19-03-2006, 06:45
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/Hatak.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Jaffa/hataksmall.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/1mppStarGateGoauldHatak.gif

Class: Ha'tak

Version: Flight I

Type: Long-Range Warship/Assault Ship/Carrier/Troop Transport

Cost Per Unit:
$4 billion U.S.D.

Dimensions:
Diameter: 665 Meters
Height: 318 Meters

Crew: 4 (1 commander; 1 navigator; 1 gunner; 1 pilot)

Troop capacity: 1,000

Fighters: 12 (Death Gliders or Lysanders)

Power:
1 Quantum/Gravitic Reactor
2 Zero-Point Modules

S.T.L. Propulsion:
Hyper-Impulse Engines
Gravimetric Drive Array
Gravimetric "Millipede" System

F.T.L. Propulsion:
Hyperspatial Window Generator

Offenses:
24 turreted Multi Purpose weapons emplacements
27 single Anti-fighter weapons emplacements

Defenses:
Transport Rings
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Grapnelling Claws
Cutting Lasers
Gravitic Tractor Beams
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
Sernaix Phase Cloaking Device
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
19-03-2006, 06:46
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/Hatak.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Jaffa/hataksmall.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/1mppStarGateGoauldHatak.gif

Class: Ha'tak

Version: Flight II

Type: Long-Range Warship/Assault Ship/Carrier/Troop Transport

Cost Per Unit:
$4 billion U.S.D.

Dimensions:
Diameter: 1 Kilometers
Height: 500 Meters

Crew: 4 (1 commander; 1 navigator; 1 gunner; 1 pilot)

Troop capacity: 1,000

Fighters: 12 (Death Gliders or Lysanders)

Power:
1 Quantum/Gravitic Reactor
2 Zero-Point Modules

S.T.L. Propulsion:
Hyper-Impulse Engines
Gravimetric Drive Array
Gravimetric "Millipede" System

F.T.L. Propulsion:
Hyperspatial Window Generator

Offenses:
24 turreted Multi Purpose weapons emplacements
27 single Anti-fighter weapons emplacements

Defenses:
Transport Rings
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Grapnelling Claws
Cutting Lasers
Gravitic Tractor Beams
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
Sernaix Phase Cloaking Device
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
19-03-2006, 06:52
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Jaffa/aphosship.jpg

Class: Necropolis

Type: Heavy Warship

Cost Per Unit:
$7.5 billion U.S.D.

Dimensions:
Diameter: 3 kilometers
Height: 1.5 kilometers

Crew: 4 (1 pilot; 1 gunner; 1 navigator; 1 commander)

Troops: 2,000

Embarked Craft:
2 Tel'tac class shuttles
36 fighters (Death Gliders or Lysanders)

Power:
1 Quantum/Gravitic Reactor
2 Zero-Point Modules

S.T.L. Propulsion:
Hyper-Impulse Engines
Gravimetric Drive Array
Gravimetric "Millipede" System

F.T.L. Propulsion:
Hyperspatial Window Generator

Offenses:
24 turreted Multi Purpose weapons emplacements
27 single Anti-fighter weapons emplacements
6 major anti-ship cannons

Defenses:
Transport rings
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Grapnelling Claws
Cutting Lasers
Gravitic Tractor Beams
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
Sernaix Phase Cloaking Device
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
19-03-2006, 06:59
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Jaffa/anub.jpg

Class: Black Star

Type: Super-Heavy War Ship

Cost Per Unit:
$12 billion U.S.D.

Dimensions:
Diameter: 5 kilometers
Height: 2.5 kilometers

Crew: 4 (1 pilot; 1 gunner; 1 navigator; 1 commander)

Troops: 3,000

Embarked Craft:
4 Tel'tac class shuttles
48 fighters (Death Gliders or Lysanders)

Power:
1 Quantum/Gravitic Reactor
2 Zero-Point Modules

S.T.L. Propulsion:
Hyper-Impulse Engines
Gravimetric Drive Array
Gravimetric "Millipede" System

F.T.L. Propulsion:
Hyperspatial Window Generator

Offenses:
24 turreted Multi Purpose weapons emplacements
48 single Anti-fighter weapons emplacements
8 major anti-ship cannons

Defenses:
Transport rings
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Grapnelling Claws
Cutting Lasers
Gravitic Tractor Beams
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
Sernaix Phase Cloaking Device
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
19-03-2006, 07:03
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Jaffa/rassmall.jpg

Class: Cheops

Type: Long-range personal Mothership

Cost Per Unit:
$1 billion U.S.D.

Dimensions:
Diameter: 500 meters
Height: 250 meters

Crew: 1 pilot

Troops: 50

Embarked Craft:
2 fighters (Death Gliders or Lysanders)

Power:
1 Quantum/Gravitic Reactor
1 Zero-Point Module

S.T.L. Propulsion:
Hyper-Impulse Engines
Gravimetric Drive Array
Gravimetric "Millipede" System

F.T.L. Propulsion:
Hyperspatial Window Generator

Offenses:
2 turreted Multi Purpose weapons emplacements
4 single Anti-fighter weapons emplacements

Defenses:
Transport rings
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Grapnelling Claws
Cutting Lasers
Gravitic Tractor Beams
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
Sernaix Phase Cloaking Device
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
19-03-2006, 07:05
I've gone back and re-added my old Stargate base ships to my database. Only, I've upgraded them with modern SeaQuestian tech.

Comments? Concerns? Questions?
Gradasi
19-03-2006, 07:56
Isn't third space inhabited by a bunch of very nasty, powerful, and violently unfriendly aliens?
SeaQuest
19-03-2006, 08:09
Isn't third space inhabited by a bunch of very nasty, powerful, and violently unfriendly aliens?

Ehh, that little tid-bit is a hold-over from when I was in my pure B5 stage (and had the Third Space Aliens in the 20% other of my nation's population). I guess I never got around to removing. I'll think about removing it or not.
Gradasi
19-03-2006, 09:30
So does this mean that they can enter all of these different environments via a specific drive, or if they find themselves in one of these environments they can operate perfectly?
SeaQuest
20-03-2006, 00:40
So does this mean that they can enter all of these different environments via a specific drive, or if they find themselves in one of these environments they can operate perfectly?

The second choice (one I bolded). Only, nothing's perfect. I do still have my B5 style Hyperspace Jump Gates lying around, so that accounts for the Hyperspace, and the Stargate style Hyperspatial Window Generators I am currently doing the R. & D. for accounts for the Subspace. Deep Space is outside of star systems, Local Space is inside star systems, Atmosphere is the atmosphere (from surface to low-orbit), and the Hydrosphere are the water areas.
ElectronX
20-03-2006, 00:55
The second choice (one I bolded). Only, nothing's perfect. I do still have my B5 style Hyperspace Jump Gates lying around, so that accounts for the Hyperspace, and the Stargate style Hyperspatial Window Generators I am currently doing the R. & D. for accounts for the Subspace. Deep Space is outside of star systems, Local Space is inside star systems, Atmosphere is the atmosphere (from surface to low-orbit), and the Hydrosphere are the water areas.
What is the difference between Local Space and Deep Space that you even need list that?
SeaQuest
20-03-2006, 02:15
What is the difference between Local Space and Deep Space that you even need list that?

Deep Space has less particulate matter (like dust and planets) than Local Space (which is considered from planetary orbit to edge of star system). For example, the Moon is in Earth's Local Space, Alpha Centauri is not.
ElectronX
20-03-2006, 02:18
Deep Space has less particulate matter (like dust and planets) than Local Space (which is considered from planetary orbit to edge of star system). For example, the Moon is in Earth's Local Space, Alpha Centauri is not.
Again, what does it matter given that msot ships can FTL back to a supply base if needed?
SeaQuest
20-03-2006, 07:55
Again, what does it matter given that msot ships can FTL back to a supply base if needed?

Not much. Its just a split I made for RP reasons.
SeaQuest
10-04-2006, 19:35
http://i56.photobucket.com/albums/g166/The_Illuminati_Orb/Schematics/Lucifer_Hawk20class20fighter.jpg

Class: Lucifer Hawk

Type: Multi-Role Strike Fighter

Cost Per Unit:
$110 million U.S.D.

Dimensions:
Length: 19 meters
Wingspan: 21.3 meters
Height (Flight configuration): 3.4 meters

Crew: 1-2

Power:
1 Zero-Point Module

S.T.L. Propulsion:
2 Hyper-Impulse Engines
Gravimetric Drive Array
Gravimetric "Millipede" Drive System

F.T.L. Propulsion:
Hyperspatial Window Generator

Offenses:
4 Missile/Torpedo Hardpoints (external)
6 Missile/Torpedo Hardpoints (internal)
2 Staff Cannons
2 Disrupter Cannons
2 Subduction Cannons
Dual "Hades" Super-Cavitating Gattling Cannons
(30 mm explosive shells) Up to 11,000 rounds of ammunition dependant on configuration. Rate of fire; 5000-9000 rounds per minute and a muzzle velocity of 13,000 fps
SSR-85 Short Range "Hammer" Mass-Driver Plasma Pulse Guns

Defenses:
Asgard Sensor Jammers
Trans-Spatial Shields
Grapnelling Claws
Cutting Lasers
Gravitic Tractor Beams
Gravimetric Structural Integrity Field
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh

Operational Area:
Atmosphere
Hydrosphere
Local Space
Deep Space
Subspace
Third Space
Hyperspace
SeaQuest
16-04-2006, 07:53
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/10ppmid4attacker.gifhttp://i5.photobucket.com/albums/y160/DragoonKVess/Schematics/ID4AttackerMain.jpghttp://i5.photobucket.com/albums/y160/DragoonKVess/Schematics/ID4AttackerFront.jpghttp://i5.photobucket.com/albums/y160/DragoonKVess/Schematics/ID4AttackerUnderside.jpghttp://i5.photobucket.com/albums/y160/DragoonKVess/Schematics/ID4AttackerStarboard.jpghttp://i5.photobucket.com/albums/y160/DragoonKVess/Schematics/ID4AttackerRearAngle.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/attacker_schematic.gif

Class: Peacekeeper

Type: Gunboat

Dimensions:
Length: 30 meters
Width: 14 meters
Height: 5 meters

Crew: 3 (1 pilot, 1 navigator, and 1 gunner)

Troops: 1 Squad (with equipment)

Power:
1 Zero-Point Module

S.T.L. Propulsion:
2 Hyper-Impulse Engines
Gravimetric "Millipede" Drive System
Gravimetric Drive Array

F.T.L. Propulsion:
Hyperspatial Window Generator

Offenses:
2 Pulse Particle Laser Cannons
6 Mk 95M miniaturised Plasma torpedoes (Internal)
4 Mk 95M miniaturised Plasma torpedoes (External)
2 Staff Cannons
2 Disrupter Cannons
2 Subduction Cannons
Dual "Hades" Super-Cavitating Gattling Cannons
(30 mm explosive shells) Up to 11,000 rounds of ammunition dependant on configuration. Rate of fire; 5000-9000 rounds per minute and a muzzle velocity of 13,000 fps
SSR-85 Short Range "Hammer" Mass-Driver Plasma Pulse Guns

Defenses: Transport Rings
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Grapnelling Claws
Cutting Lasers
Gravitic Tractor Beams
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
Sernaix Phase Cloaking Device
E.M./Gravimetric Field Defence Grid
SeaQuest
16-04-2006, 09:04
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/100mppID4CityDestroyer.gifhttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/id4city.gif

Class: Victory

Type: Troop Transport

Cost Per Unit:
$8 billion U.S.D.

Diameter: 5 kilometers

Crew: 1,000

Troops: 500,000

Power:
1 Quantum/Gravitic Reactor
3 Zero-Point Modules

S.T.L. Propulsion:
Hyper-Impulse Engines
Gravimetric "Millipede" Drive System
Gravimetric Drive System

F.T.L. Propulsion:
Hyperspatial Window Generator

Hanger: 1

Embarked Craft:
Varies Depending On Mission

Offenses:
1 "Hammer" class super particle laser cannon
4 Missile Launchers
16 S/RG-14 “Hellfire” Rail Guns
24 high-energy particle cannons
48 deployable, turretted "Hellfire" Railguns

Defenses:
Transport Rings
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Grapnelling Claws
Cutting Lasers
Gravitic Tractor Beams
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
Sernaix Phase Cloaking Device
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
SeaQuest
16-04-2006, 09:06
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/2000mppID4Mothership.gifhttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/id4mom.gif

Class: Independence

Type: Super Carrier/Troop Transport/Planet Assault Ship/Multi-Purpose Transport

Cost Per Unit:
$80 billion U.S.D.

Dimensions:
Length: 8 kilometers
Width: 5 kilometers

Crew: 5,000

Troops: 500,000

Pilots: Varies Depending On Mission

Power:
1 Quantum/Gravitic Reactor
3 Zero-Point Modules

S.T.L. Propulsion:
Hyper-Impulse Engines
Gravimetric "Millipede" Drive System
Gravimetric Drive System

F.T.L. Propulsion:
Hyperspatial Window Generator

Hanger: 1 (hollow interior)

Embarked Craft:
Varies Depending On Mission

Offenses:
4 Missile Launchers
45 RAFIT (Rapid Firing and Independently Targeting) torpedo batteries (Bow, Stern, Midships)
16 S/RG-14 “Hellfire” Rail Guns
24 high-energy particle cannons
48 deployable, turretted "Hellfire" Railguns
83 Pulse Disrupter Cannons

Defenses:
Transport Rings
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Grapnelling Claws
Cutting Lasers
Gravitic Tractor Beams
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
Sernaix Phase Cloaking Device
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
ElectronX
16-04-2006, 09:08
Eh, I'm not sure if you could afford the ID4 saucers and motherships dude, just a thought.
SeaQuest
16-04-2006, 09:10
Eh, I'm not sure if you could afford the ID4 saucers and motherships dude, just a thought.

That's why I'm using my own sizes instead of canon (except I have the canon size for the Gate Keeper class weapon station (now removed from list)).
ElectronX
16-04-2006, 09:12
Um, even then man, those ships are way big, i'd have trouble maintaining more than a couple of them at a time at my size and budget, so I can't imagine it'd be an easier on you.
SeaQuest
16-04-2006, 09:59
Um, even then man, those ships are way big, i'd have trouble maintaining more than a couple of them at a time at my size and budget, so I can't imagine it'd be an easier on you.

At those sizes, with those stats, I won't need more than a few of each at the moment.

Oh, and I haven't seen you do any FT level RP's (in fact, I've only seen you in this thread). While they may be big for me, they are actually small compared to what's out there.
SeaQuest
16-04-2006, 20:24
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/80_1_b.jpg

Class: Penetrator

Type: Drop Ship

Cost Per Unit:
$500 million U.S.D.

Dimensions:
Length: 30 meters
Width: 20 meters
Height: 15 meters

Crew: 5

Troops: 50

Power:
1 Zero-Point Module

Propulsion:
Hyper-Impulse Engines
Gravimetric "Millipede" Drive System
Gravimetric Drive System

Offenses:
6 S/RG-14 “Hellfire” Rail Guns
8 deployable, turretted "Hellfire" Railguns

Defenses:
Transport Rings
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Grapnelling Claws
Cutting Lasers
Gravitic Tractor Beams
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
Sernaix Phase Cloaking Device
E.M./Gravimetric Field Defence Grid
SeaQuest
16-04-2006, 20:27
http://i56.photobucket.com/albums/g166/The_Illuminati_Orb/Schematics/zeus2.jpg

Class: Zeus

Type: Orbital Defense Weapons Platform

Code: ODP-0001

Cost Per Unit:
$50 billion U.S.D.

Dimensions:
Length: 1 kilometer
Width: 500 meters

Crew: 1 Command & Control A.I.

Offenses:
Mark I: 1 Particle Accelerator Cannon
Mark II: 1 Plasma Cannon
Mark III: 1 Staff Cannon
Mark IV: 1 Tollan Ion Cannon
Mark V: 1 Ion Cannon
Mark VI: 1 Axial Super Laser
Mark VII: 1 'Occulus' Cannon
Mark VIII: 1 'Hammer' Super Particle Laser Cannon
Mark IX: 1 Charged Particle Cannon
Mark X: 1 Super Charged Particle Cannon
Mark XI: 1 Yamato Cannon

Defenses:
Trans-Spatial Shields
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
'Occulus' Point Defense System (Mark VII only)

Power:
10 Zero-Point Modules
1 Annulus Reactor (Mark VII only)
SeaQuest
19-04-2006, 19:31
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/dotem-01.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/dotem-04.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/dotem-02.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/rahxe_dotem.gifhttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/28.jpg

Class: Dotem

Type: Combat Drone

Height: 82 feet/27 meters

Cost Per Unit: $50 million U.S.D.

Crew: 1 Command & Control A.I.

Power:
1 Zero-Point Module

Offenses:
1 Eye Laser

Propulsion:
Gravimetric "Millipede" Drive System
Gravimetric Drive System

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid
SeaQuest
19-04-2006, 21:08
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/1v_406_big_o.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/big-o.jpg
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/megadeus.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigorobot.jpg

Class: Big O

Type: Megadeus

Height: 10 meters

Cost Per Unit: $700 million U.S.D.

Crew: 1

Power:
2 Zero-Point Modules

Offenses:
2 Big O Thunder Arm Gatling Guns (1 in each wrist)
1 Missile Party System (18 launchers in abdominal area)
2 Eye Lasers
1 Chrome Buster
1 Ultimate Cannon (in mid-chest)
2 tri-barrel Machine/Beam Cannons (in chest)
2 Sudden Impact arm pistons (for more powerful punches)

Defenses:
2 Arm Shields
8 Hip Anchors/Chains
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Sudden Impact Arm Pistons
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigopiston1.jpg
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigopiston2.jpg
One of a Big O's most distinguishing features is the piston on each of its arms. These pistons are pressurized so that when they are drawn back and released, they add much more force behind Big O's punches. The pilot commonly uses this easily accessible and effective feature to destroy or significantly damage opponents. The only obvious drawback of this ability is that it can only be used in close range.
Big O's most noticeable weapons are the two large pistons that make up almost all of its arms. When the button located on the top of the Big O's arm control sticks is pressed once, the piston, located on a Big O's elbow, extends and intakes massive amounts of air into the empty cavity inside the arm where most of the piston once was. When the button is pressed again, the piston quickly retracts, forcing the air inside the cavity to escape through the vents on a Big O's wrist outward in the direction the fist is facing with tremendous force. The air escaping the piston can rip through mechs and/or skyscrapers with great ease. The piston weapon's air can force its way through multiple skyscrapers lined up next to each other, even when fired from a distance. The pistons can be used as many times as the pilot desires, as long as there is air to intake.

Arm Shields
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigoarmshield.jpg
A Big O's arms are also equipped with shields. These are used to protect the Megadeus from damage by blocking enemy attacks.
The outer side of a Big O's arms are heavily reinforced with thicker armor to use as a shield against opponent attacks. The Arm Shields have no offensive features.

Chrome Buster
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigochromebuster1.jpg
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigochromebuster2.jpg
Arguably its most powerful weapon, a Big O can gather energy into its forehead and fire it as an intense blast. Although very effective, it does take a few seconds to charge up, leaving the Megadeus temporarily vulnerable.
One of a Big O's most powerful weapons. The Chrome Buster itself is located on a Big O's forehead. When activated, is fires a large particle beam that destroys anything in its path.

Missile Party
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigomissiles1.jpg
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigomissiles2.jpg
A Big O has 3 rows of 3 missiles hidden on each side of its abdominal area for a total of 18 missiles. The pilot usually uses these to inflict some heavy damage or to finish an opponent off. The downside is that their quantity is limited, so they must be replenished between battles.
A Big O's missile weapons are located in the rib and "stomach" area of the thorax of the Megadeus. There are six separate compartments, each containing three miniature missiles, totaling up to 18 missiles. The missiles can either be fired in unison or separate by compartment. The missiles have two modes of use. The first can be a timed detonation, rather than exploding upon impact. The second mode is detonation upon impact. The Missiles must be replaced after each use

Hip Anchors/Chains
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigochain1.jpg
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigochain2.jpg
Attached to each of a Big O's hips by chains are retractable jetlike anchors. The pilot can use these weapons defensively to pull the Megadeus out of harm's way, or offensively by impaling an enemy robot/mech/walker/armored unit and dragging it closer.
A Big O's enlarged waist area houses many rocket propelled spears heads that are attached directly to the Big O by chains. These spear heads can be fired in unison in all directions or individually, and there are 8 of them. The spear heads can be controlled remotely by the pilot if needed. The chains attached to the spear head are incredibly strong as a single chain can support all of a Big O's weight very high in the air. The pilot can use these weapons for various things, such as pulling a Big O out of harms way, as a ground to hold a Big O in its place when it uses the Ultimate Cannon, or offensively against other mechs. The chain can be broken off from a Big O and replaced by another spear head if need be.

Eye Lasers
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigoeyelasers.jpg
A Big O's eyes are able to shoot long-range laser beams. One of the pilot's more versatile weapons, this ability can be used to attack enemies at a distance or as a cutting device.
A standard weapon for all the Bigs, the Eye Beam is a super heated laser that is shot out of the eyes of the Big.

Machine Cannons/Beam Cannons
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigomgun.jpg
Although a pilot rarely uses them, a Big O is equipped with machine gun-like cannons hidden in a chest compartment. These are usually used as a last resort in combination with the missiles for extra firepower. However, like the missiles, their ammunition is limited.
The Beam Cannons are concealed under the armor of the upper chest. When activated, the upper chest and neck section of armor opens to reveal two sets of three cannon barrels. The cannons then fire a barrage of beam fire that explode upon impact of its target.

Radar/Tracking Display
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigoradar1.jpg
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigoradar2.jpg
A pilot can also use a Big O's communicator display as a form of radar to pinpoint an enemy's exact location or to gather more information about the enemy. This ability allows him/her to plan a more precise attack and to avoid dangerous consequences.

Big O Thunder Arm Gatling Guns
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/23321100039167.jpg
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/23331100039167.jpg
Under the wrist area of both of a Big O's arms are four large rotating beam barrels. When used, the armor of the wrist opens and the barrels underneath rotate at high speeds and fire beam shots at a very high rate, similar to a gatling gun.

Ultimate Cannon
A Big O's most powerful weapon. It is located within the torso of a Big O and is extended out the front and back of the Big O during use. This weapon can only be activated when the Megadeus accepts the pilot as its Dominus and an android that is hard wired into the Megadeus's system activates the cannon. Most of the Big O's armor is moved or repositioned most likely for proper exhaust or charge intake. The twin arm control sticks inside the cockpit are then replaced by a single control stick with a large trigger on the front and a button on top. The cannon has a massive recoil and must be held in place by all of the spear and chain weapons that a Big O has. The cannon will spin the tip of the "barrel" to produce the charge necessary for use and project a type of protective field around the Megadeus to prevent the process from being interrupted. The cannon is now ready to fire. When fired, the cannon launches a large blast of the charged energy much bigger than a Big O. The full extent of the blast's power is classified, but the prototype was able to completely and instantly obliterate the largest dome in Paradigm City as well as destroy the very ground that the blast was shot over when it was tested. Because the blast generates so much heat and recoil, the cannon overheats and melts from the excessive heat which means it becomes unable and practically is destroyed in the process and is then detached from the Big O when the attack is over. If the cannon were to be used again (hopefully), it would have to be rebuilt from scratch and reattached back into the Big O.
SeaQuest
19-04-2006, 21:09
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigduorobot.jpg

Class: Big Duo

Type: Megadeus

Height: 10 meters

Cost Per Unit: $500 million U.S.D.

Crew: 1

Power:
1 Zero-Point Module

Offenses:
2 Eye Lasers
Gatling Missiles
Megaton Missiles

Defenses:
Smoke Screen
Flight
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid


Eye Lasers
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigduoeyelasers.jpg
Identical to a Big O's eye lasers, this technique is useful as a long range attack and for cutting through objects.
A standard weapon for all the Bigs, the Eye Beam is a super heated laser that is shot out of the eyes of the Big. The Inferno version of Big Duo fires a single but more concentrated Eye Beam out of the larger lens rather than out of both eyes.

Smoke Screen
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigduosmoke.jpg
The pilot uses this wall of smoke to make a stealthy and dramatic escape.
A Big Duo can expel a thick smog through vents on the outside of the Megadeus to be used for getting away undetected or blinding an opponent for a stealth attack.

Finger Blades/ Rocket Boosters/Flight
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigduoflight.jpg
A Big Duo's most distunguishing feature is its ability to fly. It accomplishes this by spinning its fingers into propellers while the rocket boosters in its arms support it from behind. The pilot makes use of the maneuverability of flight for quick movements and strategic attacks.
A Big Duo's most impressive and useful feature is its flight ability. While in flight, both hands of the Big Duo spin at high speeds and the fingers are used as propellers and the rocket engines located on the portion of the arm behind the elbow are used as propulsion. This exclusive feature makes Big Duo the most maneuverable of the four Bigs in the series. While not in flight, Big Duo can use its spinning hand as a cutting weapon. In the Inferno version of Big Duo, the fingers are much longer and extremely sharp and can also be repositioned and spun to form a drill-like weapon, much like Alan Gabriel's cyborg hands.

Gattling Missiles
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigduomissiles.jpg
A Big Duo can rapidly fire alternating missiles from panels in its chest area. This attack is useful from a distance or to attack an enemy on the ground while in flight.
A Big Duo can fire miniature missiles in an alternating pattern from two launchers situated in the chest of the Big Duo. The capacity of missiles that a Big Duo can hold is classified but a Big Duo carries quite a few missiles. These missiles must be replaced after each battle.

Megaton Missiles
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigduomegatonmissiles1.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigduomegatonmissiles2.jpg
Likely its most powerful weapon, a Big Duo's megaton missiles are located in its lower leg panels and are shot from its knee area. While very destructive weapons, a drawback is that these missiles can only be fired one time before needing to be replenished.
The Megadeuses most powerful and devastating attack, a Big Duo's Megaton Missiles are located inside its hollowed out cnemis. When activated, the cnemis of a Big Duo moves outward to reveal the Megaton Missiles pointing straight up within the hollowed out cnemis. Due to its position and launching limitations, the Megaton Missiles can only be fired straight forward while in flight while making a dive maneuver towards the target. The destructive force of both Megaton Missiles are very roughly equal to four kilotons of TNT. There is only enough room in the legs for one missile in each leg, so they must be replaced after use. It is possible to arm the Megaton Missiles with nuclear warheads.
SeaQuest
19-04-2006, 21:10
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/FinalBattle2d.jpg

Class: Big Fau

Type: Megadeus

Height: 10 meters

Cost Per Unit: $500 million U.S.D.

Crew: 1

Power:
1 Zero-Point Module

Offenses:
2 Wrist Blades/Turbine Drills (in wrists)
2 Ascedency Cannons (in shoulders)
2 Beam Laser Cannon Turrets (mounted on back of neck)
2 Eye Lasers

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid


Eye Lasers
Identical to a Big O's eye lasers, this technique is useful as a long range attack and for cutting through objects.

Radar/Tracking Display
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigoradar1.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/bigoradar2.jpg
A pilot can also use a Big Fau's communicator display as a form of radar to pinpoint an enemy's exact location or to gather more information about the enemy. This ability allows him/her to plan a more precise attack and to avoid dangerous consequences.
SeaQuest
19-04-2006, 21:11
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/Molga.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/Relgas.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/MolgaNPR.jpg

Class: Molga

Type: Multi-Purpose Strike Mech

Model: Caterpillar

Cost Per Unit:
$50 million U.S.D.

Code: EZ-006

Crew: 1

Weight: 19.7 tons

Depth: 11.8 meters

Height: 2.9 meters

Maximum Speed: 200 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Tail Stinger
Laser Cutter
4 20mm Gatling Guns
2-Shot SAM Launcher

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
3D Radar Antenna
SeaQuest
19-04-2006, 21:13
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/11zoids_01.gifhttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/11zoids_02.gifhttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/11zoids_03.gifhttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/11zoids_04.gifhttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/11zoids_05.gifhttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/11zoids_06.gifhttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/11zoids_07.gifhttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/DeathStinger.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/Death_Stinger.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/DStingerII.jpg

Class: Death Stinger

Type: Heavy Assault Mech

Model: Sea Scorpion

Cost Per Unit:
$1 billion U.S.D.

Code: EZ-036

Crew: 1

Weight: 320 tons

Depth: 19.4-28.8 meters (Depending on tail position)

Height: 4.6-10.7 meters (Depending on tail position)

Maximum Speed: 185.0 km/h, 72.0 knots

Power:
3 Zero-Point Modules

Offenses (Standard Load-Out):
Twin AZ 930mm Mortar Cannons (back)
Quad AZ 120mm Beam Cannons (tail)
Quad AZ 35mm Repeater Cannons (forward facing)
Twin concealed AZ 105mm Cannons (Mounted behind pincher claws)
Stinger Claws
Mini-Stinger Claws
Retractable Cutter Blades
2 Strike Laser Bite Scissors
2 Laser Fangs
2 AZ 105 mm Linear Cannons
2 Laser Cutters
4 AZ 35 mm Vulcan Guns
2 AZ 120 mm Hyper Laser Guns
2 AZ 120 mm Hyper Beam Guns
AZ 930 mm Double-Barrelled Shock Gun
Charged Particle Cannon
Super Charged Particle Cannon

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
High-Output Body Shield
E-Shield Generator
2 Rocket Boosters
SeaQuest
19-04-2006, 21:13
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/Blade_Liger.pnghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/blade3.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/blade5.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/BladeLiger_AB.jpg

Class: Blade Liger

Type: High-Speed Strike Mech

Model: Lion

Code: RZ-028

Cost Per Unit:
$800 million U.S.D.

Crew: 1-2

Weight: 124 tons

Depth: 25.9 meters

Height: 12.2 meters

Maximum Speed: 305 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
2 Laser Sabres
4 Strike Claws
AZ Double-Barrelled Shock Cannon
Rocket Boosters
2 Laser Sabers
2 Laser Blades
2 Electrical Particle blades
2 Pulse Laser Guns
2 30mm gattling guns

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
2 E-Shield Generators
4 Completion Refrigeration
2 Multi-Blade Antennae
3D Dual Sensor
Turbo Impulse Speed Booster
SeaQuest
21-04-2006, 07:36
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/Commandwolf.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/CWIrvine.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/CWolf_AC_and_Irvine.jpg

Class: Command Wolf

Type: Recon And Quick Strike Mech

Model: Wolf

Cost Per Unit:
$400 million U.S.D.

Crew: 1-2

Weight: 46 tons

Depth: 14.7 meters

Height: 7.9 meters

Maximum Speed: 210 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Electron Bite Fangs
50mm Anti-Zoid Double Barrelled Beam Cannon

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
2 Smoke Dischargers
SeaQuest
21-04-2006, 07:55
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/FirePhoenix1.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/FirePhoenix.jpg

Class: Fire Phoenix

Type: Air Superiority Fighter

Model: Phoenix

Code: BZ-108

Cost Per Unit:
$900 million U.S.D.

Crew: 1

Weight: 35 tons

Depth: 18 meters

Height: 7.2 meters

Maximum Speed: Mach 2.9

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Twin AZ60mm Laser Repeater Cannons
Dual 180mm Leg Cannons
12 Double-Barreled Beam Cannons
Firestorm Missile
Hardened Alloy Talons and Beak

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Ion Turbo Booster Unit
2 Downforce Stabilizers


Weapons:
Twin AZ60mm Laser Repeater Cannons
Located on the outer wing hinge of each of the Fire Phoenix's wings is a rear-facing 60mm protrusion. Two cannons in total, these fire bursts of laser energy at their targets. The firing rate of each cannon is fully-automatic, allowing them to pump out a grand total of 30 shots per second; 15 from each cannon. Unfortunately, as mentioned earlier, these cannons only face the Phoenix's rear and do not pivot or rotate.

Dual 180mm Leg Cannons
Each of the Fire Phoenix's ankles serve as a housing for a single 180mm Cannon. Unfortunately, in its normal form, the Phoenix cannot make use of these armaments, because the foot apparatus blocks them from extending. Nevertheless, these are a pair of fairly powerful 180mm cannons, each with a semi-automatic firing rate.

Twelve Double-Barreled Beam Cannons
Six Double-Barreled Beam Cannons are embedded into either wing of the Fire Phoenix, three on each wing section. Each cannon is no more than 5mm. However, they have a stable firing rate of semi-automatic. Their sheer number makes them excel at taking down missiles as well as basically pummeling things in the Fire Phoenix's frontal area. Unfortunately, they're forward-facing, and don't move at all on their own. Thus, overall accuracy leaves much to be desired. Their purpose is more to provide cover fire and discourage frontal attacks than it is to tag specific targets.

Firestorm Missile
This weapon is a very large missile that mounts on the Phoenix's underbelly, in between the legs. It travels at a velocity similar to a normal Surface-To-Surface missile, but packs the punch of twenty. Its tracking systems are similar to those of a standard missile as well. However, it can be used against both land and air targets. Unfortunately, the Fire Phoenix only carries one. Once it is fired, the Fire Phoenix must reload to get another. The missile is not prone to explosion until armed, and it is tucked safely underneath the Phoenix from aerial targets, though it can be attacked from below.

Hardened Alloy Talons and Beak
The Fire Phoenix features typical hardened alloy in its melee-combat weapons; but alloy with strength similar to that of the Geno Saurer's. Thus, the Phoenix can deal fairly heavy damage to most Zoids with ease. A beak is in the place of a mouth on the normal Zoid, making for a powerful crushing attack, and the talons on the feet are fairly powerful, so swoop-by attacks are no problem.
SeaQuest
21-04-2006, 08:53
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/ultrasaurus.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/UltrasaurusZBC.jpg

Class: Ultrasaurus

Type: Mobile Fortress

Model: Ultrasaurus

Code: RZ-037

Cost Per Unit:
$5 billion U.S.D.

Crew: 8

Hangers: 1

Embarked Craft: Varies according to mission

Weight: 507 tons

Depth: 50 meters

Height: 27.5 meters

Maximum Speed: 50 km/h, 47 knots

Power:
5 Zero-Point Modules

Offenses (Standard Load-Out):
4 360mm Cannons (Two on either side of main body, mounted in between front and rear legs)
4 AAZ (Anti-Aerial-Unit) Surface-to-air/Surface-to-Surface Missiles
2 6-shot AZ Rocket Pods (Forward-facing, mounted to either front leg)
Dual Twin AAZ 100mm Cannons (Forward facing, mounted to main body, inside of front legs on either side)
Grenade Launcher Tubes (8 Total, mounted to chest)
6 AAZ 90 air-defense cannons
Dual tail-mounted AZ 120mm Cannons
Hyper Killer Fangs
4 360mm Linear Cannons
Eight-Shot Missile Launcher
2 AZ Six-Shot High Manoeuvre Missile Pods
2 AAZ 90mm Triple-Barrelled Pulse Laser Guns
2 AAZ 100mm Double-Barrelled Beam Guns
2 AAZ Two-Shot Manoeuvre Missile Launchers
2 AAZ 120mm Beam Cannons
Various 20mm and 30mm Cannons

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
3D radar
Radar
Communications Antenna
Magnetic Launch Rail
Magnetized Landing And Launch Zone
Small Vehicle Launcher Catapult
SeaQuest
21-04-2006, 09:01
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/saixDPlus.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/CG_lightning_saix.jpg

Class: Lightning Saix

Type: Stealth Ultra-High-Speed Strike Mech

Model: Cheetah

Code: EZ-035

Cost Per Unit:
$800 million U.S.D.

Crew: 1

Weight: 65 tons

Depth: 18.4 meters

Height: 8.3 meters

Maximum Speed: 325 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
2 Laser Killer Fangs
4 Strike Laser Claws
Double-Barrelled Vulcan Gun
2 Pulse Laser Rifle

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Active Camoflauge System
Booster Pack
Wing Stabilizers
2 Vertical Stabilizers
Organoid System
SeaQuest
21-04-2006, 15:51
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/us_ultrashieldliger.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/shieldliger.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/shield20liger.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/Shield_Liger.jpg

Class: Shield Liger

Type: High-Speed Strike Mech

Model: Lion

Code: RZ-007

Cost Per Unit:
$900 million U.S.D.

Crew: 1

Weight: 92 tons

Depth: 21.6 meters

Height: 9 meters

Maximum Speed: 250 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Triple Impact Cannon
Dual 20mm Repeaters
Dual 30mm Beam Cannons
Twin Rocket Pods
Hardened Alloy Claws and Teeth
2 Laser Sabres
4 Strike Claws
Anti-Zoid 3-Barrel Shock Cannon
2 Pop-Out Type missile Pods
AMD Double-Barrelled 20mm Beam Cannon
Anti-Zoid 30mm Double-Barrelled Beam Gun

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
E-Shield Generator
Frontal Force Shield
Rocket Boosters Pack


Weapons:
Triple Impact Cannon
A triple-barreled AZ60mm cannon mounted between the Shield Liger's front legs. It fires high-density shells that explode on impact. The barrels aren't very long, however, so its effective range is limited to 300 meters, after which, the shell loses velocity and becomes less effective. However, it's still quite powerful, able to quickly strip a targeted Zoid of its armor with only a few hits. Add to this the fact that it has a semi-automatic rate of fire, and you have a powerful, reliable weapon. Unfortunately, there is a downside to the TIC; it's fixed facing forward, meaning it can only fire where the Liger is facing. Also, because the mount doesn't incline any, the TIC is highly inaccurate when the Liger is in motion.

Dual 20mm Beam Repeaters
A pair of 20mm beam repeater guns rest inside a compartment on the Shield Liger's back, concealed under an armored panel. For the cannons to be used, the panel must be flipped up, allowing the cannons to pop out. Anyway, the cannons are on a turret, allowing them to turn a full 360 degrees, though, like all weapons, the opponent is better kept in front an not behind. In addition, the cannons can be angled, giving them very nice coverage around the Shield Liger. Each repeater has a fully-automatic rate of fire, allowing them to be fired consistently.

Dual 30mm Beam Cannons
These are a pair of 30mm beam cannons mounted to the Shield Liger's tail. Given the tail’s flexibility, they have full coverage around the Liger’s rear, despite the fixed mount they’re on. Each cannon is semi-automatic.

Twin Rocket Pods
The Shield Liger has two 8-shot rocket pods that are mounted on armored pylons to the side. In their default closed position, they rest inside the Shield Liger's body, and thus are protected against attack. They must be lowered out to the sides in order to fire. These act like all other rockets- quick-firing, fast, and dumb fire. Once the rockets are all fired, the pods must be reloaded before they can be used again.

Hardened Alloy Claws and Teeth
The most basic of all Zoid Weaponry. Designed for when you have to get "up close and personal" in combat. They're best used for ripping, slashing, and tearing away at your opponent's armor and body structure.

Executing Special Abilities:
Frontal Force Shield
The force shield is activated by the opening of both the top and bottom panels of the Liger's mane. Upon activation, the Force Shield can deflect most beam weapons and cannon shells. However, it does not hold up as well against projectile weapons such as missiles and grenades, nor charged particle blasts. The shield can also be used as a battering ram. Be advised, it only protects the front and sides (all the way to the rear), as well as the back; the Liger is still susceptible to attacks from behind it.
SeaQuest
21-04-2006, 15:52
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/Zoids2.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/liger1.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/lz-4.jpg

Class: Liger Zero

Type: Specialised Electronic Warfare And Assault Mech

Model: Liger

Code: RZ-041

Cost Per Unit:
$850 million U.S.D.

Crew: 1

Weight: 85 tons

Depth: 2.4 meters

Height: 8.3 meters

Maximum Speed: 307 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Laser Fangs
4 Strike Laser Claws
AZ 208mm Double-Barrelled Shock Cannon
AZ 108mm High-Density Beam Gun

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Organoid System
Changeable Armour System (C.A.S.)
Ion Turbo Booster Unit
2 Downforce Stabilizers
SeaQuest
21-04-2006, 15:52
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/lzp-4.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/Zeropanzer2.jpg

Class: Liger Zero Panzer

Type: Heavy Assault And Long-Range Bombardment Mech

Model: Liger

Code: RZ-041-P

Cost Per Unit:
$800 million U.S.D.

Crew: 1

Weight: 285 tons

Depth: 2.4 meters

Height: 8.3 meters

Maximum Speed: 285 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Laser Fangs
4 Strike Laser Claws
AZ 208mm Double-Barrelled Shock Cannon
AZ 108mm High-Density Beam Gun
2 Heavy Cannons
Numerous Concealed Missile Launchers

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Organoid System
Changeable Armour System (C.A.S.)
Ion Turbo Booster Unit
2 Downforce Stabilizers
SeaQuest
21-04-2006, 15:53
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/StrikeLaserClaw.pnghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/CG_Liger_Zero_Jager_1x7.jpg

Class: Liger Zero Jager

Type: Reconnaissance And High-Speed Strike Mech

Model: Liger

Code: RZ-041-J

Cost Per Unit:
$800 million U.S.D.

Crew: 1

Weight: 75 tons

Depth: 2.4 meters

Height: 8.3 meters

Maximum Speed: 400 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Laser Fangs
4 Strike Laser Claws
AZ 208mm Double-Barrelled Shock Cannon
AZ 108mm High-Density Beam Gun
2 Machine Guns
Dual Shock Cannon

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Organoid System
Changeable Armour System (C.A.S.)
Ion Turbo Booster Unit
2 Jager Ion Boosters
2 Downforce Stabilizers
SeaQuest
21-04-2006, 15:55
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/CG_LZ_Schneider_1x7.jpg

Class: Liger Zero Schneider

Type: Close Combat Reinforcement Mech

Model: Liger

Code: RZ-041-S

Cost Per Unit:
$850 million U.S.D.

Crew: 1

Weight: 85 tons

Depth: 2.4 meters

Height: 8.3 meters

Maximum Speed: 307 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Laser Fangs
4 Strike Laser Claws
7 Laser blades (5 blades on head form Buster Slash, two on side are used for normal run-by slashing, and the when all 7 blades are used they form the Seven Blades Attack)
2 tail mounted blades
Dual Shock Cannon
AZ 208mm Double-Barrelled Shock Cannon
AZ 108mm High-Density Beam Gun
2 Machine Guns

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Organoid System
Changeable Armour System (C.A.S.)
Ion Turbo Booster Unit
5 head-mounted high-output thrusters
2 shoulder-mounted boosters
2 Downforce Stabilizers
SeaQuest
21-04-2006, 16:01
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/ZeroPhoenix.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/Firephoenix.jpg

Class: Liger Zero Phoenix

Type: High-Speed Assault Mech

Model: Liger

Code: RZ-041-FP

Cost Per Unit:
$950 million U.S.D.

Crew: 1

Weight: 85 tons

Depth: 2.4 meters

Height: 8.3 meters

Maximum Speed:
Air: Mach 1
Land: 400 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Dual Impact Cannon
Hardened alloy teeth and claws
Laser Fangs
4 Strike Laser Claws
Twin AZ60mm Laser Repeater Cannons
Dual 180mm Leg Cannons
12 Double-Barreled Beam Cannons
Firestorm Missile
Hardened Alloy Talons and Beak

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Organoid System
Strike Laser Claw
Ionization Array
Electromagnetic Discharge
Jager Ion Boosters
Buster Slash
Seven Blade Attack
Apocalypse Missile Barrage
Changeable Armour System (C.A.S.)
Ion Turbo Booster Unit
2 Downforce Stabilizers
SeaQuest
21-04-2006, 22:09
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/ge_aug_tank2.gif

Class: Grievance

Type: Battle Tank

Cost Per Unit:
$70 million U.S.D

Dimensions:
Length: 12 meters
Height: 5 meters
Width: 6 meters

Crew: 2 (Commander & Gunner)

Maximum Speed: 160 km/h

Power:
1 Zero Point Module

Offenses (Standard Load-Out):
2 50 mm Beam Cannons
1 dual 20 mm Laser Rifle Turret
1 50 mm Grenade Launcher
4 25 mm Morters

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid
SeaQuest
21-04-2006, 22:13
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/ge_aug_howler.gif

Class: Howler

Type: Battle Tank

Cost Per Unit:
$60 million U.S.D

Dimensions:
Length: 12 meters
Height: 5 meters
Width: 6 meters

Crew: 2 (Pilot & Gunner)

Maximum Speed: 100 km/h

Power:
1 Zero Point Module

Offenses (Standard Load-Out):
1 80 mm Beam Cannon

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid
SeaQuest
22-04-2006, 14:51
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/whaleking.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/WhaleKing01.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/secret3.jpg

Class: Whale King

Type: Mech Transport Carrier

Model: Whale

Code: Zi-090

Cost Per Unit:
$4 billion U.S.D.

Crew: 5 (excluding mech pilots)

Weight: 8,290 tons

Depth: 225 meters

Height: 54 meters

Maximum Speed: 980 km/h; Mach 8

Hangers: 1 (4 main entry/exit points)

Embarked Craft:
35 mechs total

Power:
2 Zero-Point Modules

Offenses (Standard Load-Out):
6 40mm Repeater Cannons
AZ80mm Triple Cannon

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Ablative Shield Generator
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Ion Turbo Booster Unit
2 Downforce Stabilizers
Radar
Communications Antenna
Small Vehicle Launcher Catapult

Weapons:
40mm Repeater Cannons
Four of these are positioned near the top of either side of the Whale King's 'head'. The other two are turret mounted on the top of the base of its tail. Suffice to say, they`re fully automatic, and all of them are capable of at least limited rotation. The four forward-firing Repeaters boast a 15 degree pivoting range, while the two rear-firing Repeaters can rotate a full 270 degrees to either side and another 90 degrees up. All of the guns are manned, but can still be operated via computer from the Whale King`s bridge.

AZ80mm Triple Cannon
The most visible of the Whale King`s guns, positioned right on top of it. The AZ80mm Triple Cannon boasts a semi-automatic firing rate, and can be fired in any configuration. The turret itself is manned, and has a rotation capacity of 360 degrees all around, as well as 15 degrees up or down. The shells it fires can be alternated between flak canisters(similar to those of a Red Horn) and standard AZ rounds, depending on what kind of target the turret is firing at. Like the Repeaters, it can be operated from the bridge via computer.

Executing Special Abilities:
Mech Carrying
The standard Whale King`s sole special ability, and its most all-encompassing talent in any event: The ability to carry up to thirty-five mechs internally. The Whale King boasts no less than four primary entrance and exit points, ranging from its mouth to an aerial launch bay contained in the bottom of its tail to a pair of hatches on either side of the body. There are also a myriad of other, smaller launching and docking points, all of them leading directly into the Whale King`s belly, where most of the mech are stored. There`s also an elevator positioned between the jaw and tail, and a Hover Cargo-esque launch rail at the top of the nose, among others. Suffice to say: It can launch or retrieve a mech in any situation and at any angle, be it on the ground, in the skies or even under the seas. As long as there`s room enough for a Whale King to fit, there`s almost nowhere it can`t go.
SeaQuest
22-04-2006, 14:52
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/GreatWhaleKing.jpg

Class: Great Whale King

Type: Mech Transport

Model: Whale

Code: Zi-099

Cost Per Unit:
$4 billion U.S.D.

Crew: 5 (excluding mech pilots)

Weight: 2,000 tons

Depth: 622 meters

Height: 155.5 meters

Maximum Speed: 490 km/h; Mach 0.4

Hangers: 1 (4 main entry/exit points)

Embarked Craft:
70 mechs total

Power:
2 Zero-Point Modules

Offenses (Standard Load-Out):
60mm Repeater Cannons
AZ80mm Triple Cannon

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Ablative Shield Generator
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Radar
Communications Antenna
Magnetic Launch Rail
Small Vehicle Launcher Catapult


Weapons:
60mm Repeater Cannons
Four of these are positioned near the top of either side of the GWK's 'head'. The other two are turret mounted on the top of the base of its tail. Suffice to say, they`re fully automatic, and all of them are capable of at least limited rotation. The four forward-firing Repeaters boast a 15 degree pivoting range, while the two rear-firing Repeaters can rotate a full 270 degrees to either side and another 90 degrees up. All of the guns are manned, but can still be operated via computer from the Whale King's bridge.

AZ80mm Triple Cannon
The most visible of the GWK's guns, positioned right on top of it. The AZ80mm Triple Cannon boasts a semi-automatic firing rate, and can be fired in any configuration. The turret itself is manned, and has a rotation capacity of 360 degrees all around, as well as 15 degrees up or down. The shells it fires can be alternated between flak canisters (similar to those of a Red Horn) and standard AZ rounds, depending on what kind of target the turret is firing at. Like the Repeaters, it can be operated from the bridge via computer.

Executing Special Abilities:
Mech Carrying
The Great Whale King's sole special ability, and its most all-encompassing talent in any event: The ability to carry a seventy mechs internally. The GWK boasts no less than four primary entrance and exit points, ranging from its mouth to an aerial launch bay contained in the bottom of its tail to a pair of hatches on either side of the body. There are also a myriad of other, smaller launching and docking points, all of them leading directly into the GWK's belly, where most of the mechs are stored. There's also an elevator positioned between the jaw and tail, and a Hover Cargo-esque launch rail at the top of the nose, among others. Suffice to say: It can launch or retrieve a mech in any situation and at any angle, be it on the ground, in the skies or even under the seas. As long as there`s room enough for a GWK to fit, there`s almost nowhere it can't go.
SeaQuest
22-04-2006, 14:55
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/Blueemp.pnghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/BEtest.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/wayback.gif

Class: Blue Emperor

Type: Mech Transport

Model: Whale

Code: ZGC-002

Cost Per Unit:
$4 billion U.S.D.

Crew: 5 (excluding mech pilots)

Weight: 2,340 tons

Depth: 820 meters

Height: 120 meters

Maximum Speed: Mach 1.01

Hangers: 1 (4 main entry/exit points)

Embarked Craft:
60 mechs total

Power:
2 Zero-Point Modules

Offenses (Standard Load-Out):
6 Dual 120mm Heavy Cannons
14 60mm Heavy Cannons
36 Missile Pods

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Ablative Shield Generator
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Radar
Communications Antenna
Magnetic Launch Rail
Small Vehicle Launcher Catapult


Weapons:
Six Dual 120mm Heavy Cannons
Four of these are located in a row along the backside of the Blue Emperor, capable of rotating 360 degrees on the horizontal axis as well as inclining up to 30 degrees. Two more are located on the underside of the jaw, capable of rotating 360 degrees on the horizontal axis as well as pivoting downwards to 30 degrees. They fire shells functionally similar to the Cannonry Unit, and are just as large, meaning they pack quite a punch, and have heavy impact. They are powerful enough to knock around medium sized units and deal severe damage to both armor and structure. However, each cannon is only capable of firing once every couple of seconds at most, and that's without considering the time it takes to aim. Oh, and while the Blue Emperor is underwater, these cannons are unable to fire.

Fourteen 60mm Heavy cannons
On either side of the Blue Emperor is a clustered row of six 60mm heavy cannons, capable of aiming to the side, 80 degrees forward but not straight forward, and 80 degrees to the rear but not straight to the rear, with about 10 degrees inclination up or down for aiming purposes. Two more 60mm heavy cannons are located on the rear towards the dorsal fin, capable of aiming to the rear and 90 degrees to either side on the horizontal axis, with 10 degrees inclination upwards only. They fire shells functionally similar to the Cannonry Unit, but are much smaller, meaning they pack a punch and have heavy impact on a smaller scale. The major drawback is that each cannon is only capable of firing once every couple of seconds at most, and that's without considering the time it takes to aim. Oh, and while the Blue Emperor is underwater, these cannons are unable to fire.

36 Missle Pods
Located in various places all over the body of the Blue Emperor, mostly towards the front and on the sides, these missile pods are all unprotected single-tube launchers. They fire all-purpose missiles roughly as powerful as standard surface-to-surface missiles, but they can function in any environment, even underwater, and against any opponent just as effectively as a normal missile meant for that situation would. As with standard missiles, a visual lock and a trackable heat signature are required for optimum accuracy. Thanks to the space devoted to ammunition, the Blue Emperor has an almost limitless supply of missiles, but it takes about twelve seconds to reload the missile pods. It should be noted that 12 pods face forwards, 12 pods face the left, and 12 pods face the right, and the pods can only fire missiles at units in the general direction the pods are facing.

Executing Special Abilities:
Mech Carrying
Resemblance to a mobile base aside, the Blue Emperor's main purpose, like any other transport, is still that of a mech carrier. Though most of the Blue Emperor's internal space is devoted to munitions, engines, crew quarters, storage for large amounts of food and medicine, and entertainment facilities, it is still a huge ship, and as such it can carry approximately 60 mechs, almost comparable to the Great Whale King. As with most transports, the Blue Emperor boasts several entrance and exit points. The mouth opens to reveal an extendable ramp for ground mechs. This very same exit point can be airlocked for use as a deployment door when underwater. There is another ramp on the underside at the rear that works in a similar way. Emerging from the forehead is an electromagnetic ramp that works on the same basic principle as the Hover Cargo's catapult, and it is best used for ejecting high-speed aerial mechs. Last but not least, there is a small airfield on the back, towards the dorsal fin, designed for larger aerial mechs such as the Salamander or Gylvader.
SeaQuest
26-04-2006, 04:47
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/spacestationgoauld.jpg

Class: Hasara

Type: Spacedock

Cost Per Unit:
$75 billion U.S.D.

Dimensions:
Diameter: 3,810 meters
Height (main): 4,648 meters
Height (overall): 5,795 meters
Decks: 1,200

Crew: 15,000

Civilians: 35,000

Docking Facilities:
Internal docking bay capable of holding up to 30 starships, depending on type
15 hangar bays capable of holding up to 300 shuttlecraft, depending on type

Power:
4 Zero-Point Modules

Offenses:
24 Gemini torpedo tubes
8 Missile Launchers
16 S/RG-14 “Hellfire” Rail Guns
24 high-energy particle cannons
48 deployable, turretted "Hellfire" Railguns

Defenses:
Transport rings
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Grapnelling Claws
Cutting Lasers
Gravitic Tractor Beams
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
Sernaix Phase Cloaking Device
E.M./Gravimetric Field Defence Grid
SeaQuest
26-04-2006, 04:48
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/rom_base_007.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/rom_base_005.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/rom_base_008.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/rom_base_006.jpg

Class: Ch'Haven

Type: Starbase

Cost Per Unit:
$100 billion U.S.D.

Dimensions:
Diameter: 15,953 meters
Height: 2,943 meters
Decks: 985

Crew: 13,300

Troops: 3,000

Inteligance Operatives And Officers: 240

Civilians And Non-Military Personnel: 2,500

Hangers: 4

Embarked Craft:
12 Trident II class (http://forums2.jolt.co.uk/showpost.php?p=10178056&postcount=23) executive shuttles
3 Tel'Tac class (http://forums2.jolt.co.uk/showpost.php?p=10598896&postcount=38) long-range transports/cargo Shuttles/scout ships/heavy shuttles/runabouts
8 Lysander class (http://forums2.jolt.co.uk/showpost.php?p=10177442&postcount=9) multi-role strike fighters
45 Raptor class (http://forums2.jolt.co.uk/showpost.php?p=10177427&postcount=8) multi-role strike interceptor/fighter
3 Talon class (http://forums2.jolt.co.uk/showpost.php?p=10508123&postcount=31) scout shuttles

Power:
5 Zero-Point Modules

Offenses:
20 Type 25 Disruptors (Capable of Beam or Pulse)
66 Type 19 Disruptor Cannons
18 Type 7 Torpedo Tubes

Projectile Payload:
3,600 Plasma Torpedoes
1,000 Photon Torpedoes
500 Tricolbolt Torpedoes
150 Mk C1 plasma cluster torpedoes
350 Mk 94 variable charge EM plasma torpedoes
400 Gemini Torpedoes
200 Phased Gravitic Torpedoes
160 Raytheon Pathfinder III Hypersonic Cruise Missiles
800 Mark 88 and Mark 92 Variable-charge torpedoes
100 Nuclear Captor Mines (50 megatons per)

Defenses:
Mark XII intercepting torpedoes
Incom Countermeasure packages
Eagle Eye and Hawk Eye Augmented Sensor Suites
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Gravitic Tractor Beams
Cutting Lasers
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
I.M.P.S. Defence Satellites
3 WSPRS (Wireless Sea/Space Protection & Tactical Response Satellites)
EMP field generator (Anti-torpedo)
A-WSKRS EM defence system.
Grayson Enterprises GRD-1 countermeasure system
Standard Duranium/Tritanium Double Hull
SeaQuest
26-04-2006, 04:49
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/2mppStarplex.gifhttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/1mppStarplex.gif

Class: Starplex

Type: Outpost

Cost Per Unit:
$25 billion U.S.D.

Diameter: 290 meters (main disk)

Crew: 144

Power:
2 Zero-Point Modules

Offenses:
4 Missile Launchers
6 S/RG-14 “Hellfire” Rail Guns
4 high-energy particle cannons
8 deployable, turretted "Hellfire" Railguns

Defenses:
Transport rings
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Grapnelling Claws
Cutting Lasers
Gravitic Tractor Beams
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
Sernaix Phase Cloaking Device
E.M./Gravimetric Field Defence Grid
SeaQuest
26-04-2006, 04:49
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/2mppcloseencountersmom.gifhttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/1mppcloseencountersmom.gif

Class: Close Encounter

Type: Station

Cost Per Unit:
$50 billion U.S.D.

Diameter: 525 meters

Crew: 800

Power:
3 Zero-Point Modules

Offenses:
12 Gemini torpedo tubes
4 Missile Launchers
8 S/RG-14 “Hellfire” Rail Guns
12 high-energy particle cannons
24 deployable, turretted "Hellfire" Railguns

Defenses:
Transport rings
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Trans-Spatial Shields
Asgard Sensor Jammers
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Grapnelling Claws
Cutting Lasers
Gravitic Tractor Beams
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
Sernaix Phase Cloaking Device
E.M./Gravimetric Field Defence Grid
F.L.A.K. Anti-starfighter Grid
SeaQuest
26-04-2006, 04:51
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/odp.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/cardassian-orbital-platform.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/GChnBattle3.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/SeaQuest/weaponsplatform_unknown.jpg

Class: Thor's Hammer

Type: Orbital Defense Platform

Code: ODP-0002

Cost Per Unit:
$50 billion U.S.D.

Dimensions:
Diameter: 46 meters
Height: 40 meters

Mass: 25,000 metric tons

Crew: 1 Command & Contral A.I.

Power:
1 Zero-Point Module

Propulsion:
Gravimetric "Millipede" Drive System (Attitude control and adjustment only)

Offenses:
3 High Power disrupter cannons (Total Output: 60,000 TeraWatts each)
1 Triple fire torpedo tube (Payload: 1,000 torpedoes)

Defenses:
Incom Countermeasure packages
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Grayson Enterprises GRD-1 countermeasure system
Eagle Eye and Hawk Eye Augmented Sensor Suites
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
EMP field generator (Anti-torpedo)
SeaQuest
26-04-2006, 06:08
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Weapons/iron-man-1.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Weapons/iron-man-2.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Weapons/IROM002_COV.jpg

Class: Iron Man

Version: I

Type: Power Armor

Code: NTU-150

Cost Per Unit:
$500 million U.S.D.

Power:
1 Zero Point Power Cell (A.K.A., mini-ZPM)

Propulsion:
Gravimetric "Millipede" Drive System

Offenses:
2 Pulse Disrupters (in palms)

Defenses:
Flight
Trans-Spatial Shields
Asgard Sensor Jammers
Mulian Bio-Ceramic Armor
SeaQuest
26-04-2006, 06:10
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Weapons/ironman.jpg

Class: Iron Man

Version: II

Type: Power Armor

Code: NTU-151

Cost Per Unit:
$600 million U.S.D.

Power:
1 Zero Point Module

Propulsion:
Gravimetric "Millipede" Drive System

Offenses:
2 Pulse Disrupters (in palms)
2 Disrupter Blades (in 'knuckle' area)

Defenses:
Flight (via gravimetric Hover-Wing)
Fractal Shield Generators (back of hands)
Trans-Spatial Shields
Asgard Sensor Jammers
Mulian Bio-Ceramic Armor
SeaQuest
26-04-2006, 17:54
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Weapons/Onslaught_01.jpg

Class: Onslaught

Type: Power Armor

Cost Per Unit:
$700 million U.S.D.

Power:
1 Zero Point Power Cell (A.K.A., mini-ZPM)

Propulsion:
Gravimetric "Millipede" Drive System

Offenses:
2 Pulse Disrupters (in palms)
2 Disrupter Blades (in 'knuckle' area)
10 Energized Laser Claws (5 per hand)

Defenses:
Flight
Fractal Shield Generators (back of hands)
Trans-Spatial Shields
Asgard Sensor Jammers
Mulian Bio-Ceramic Armor
SeaQuest
26-04-2006, 23:20
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/tygokor-t.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/sds.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/tygokor.jpg

Class: Ty'Gokor

Type: Strategic Defence System/Station

Code: SDS/S-1

Cost Per Unit:
$90 billion U.S.D.

Dimensions:
Diameter: 1,532 meters
Height (main): 1,484 meters
Height (overall): 1,584 meters
Decks: 395

Mass: 18,000,000 metric tons

Crew: 5,000

Power:
3 Zero-Point Modules

Propulsion:
Gravimetric "Millipede" Drive System (Attitude control and adjustment only)

Offenses:
36 Mark 10 Disrupter Cannons (Total Output: 172,500 TeraWatts each)
5 Triple Fire Torpedo Tubes (Payload: 1,200 torpedoes)

Defenses:
Incom Countermeasure packages
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Grayson Enterprises GRD-1 countermeasure system
Eagle Eye and Hawk Eye Augmented Sensor Suites
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
EMP field generator (Anti-torpedo)
SeaQuest
27-04-2006, 07:57
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/r18p24defense_platform.jpg

Class: Janus Gate

Type: Automated Weapons Platform

Code: R18-P24

Cost Per Unit:
$45 billion U.S.D.

Dimensions:
Height: 450 meters

Mass: 4,537,000 metric tons

Crew: 1 Command & Control A.I.

Power:
2 Zero-Point Modules

Propulsion:
Gravimetric "Millipede" Drive System (Attitude control and adjustment only)

Offenses:
24 Class 9 Type XIII Phaser Arrays
18 Rapid Fire Tubes (Payload: 6,000 Type 3 Torpedoes)

Defenses:
Incom Countermeasure packages
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Grayson Enterprises GRD-1 countermeasure system
Eagle Eye and Hawk Eye Augmented Sensor Suites
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
EMP field generator (Anti-torpedo)
SeaQuest
27-04-2006, 07:58
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/attack_platform.jpg

Class: Vulcan's Hammer

Type: Attack Platform

Cost Per Unit:
$50 billion U.S.D.

Diameter: 327 meters

Mass: 2,100,000 metric tons

Crew: 50

Hangers: 1

Embarked Craft: 10 fighters

Power:
2 Zero-Point Modules

Propulsion:
Gravimetric "Millipede" Drive System (Attitude control and adjustment only)

Offenses:
50 Mark 10 Rapid Fire Disrupter Cannons
8 Torpedo Tubes (Payload: 600)

Defenses:
Incom Countermeasure packages
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Grayson Enterprises GRD-1 countermeasure system
Eagle Eye and Hawk Eye Augmented Sensor Suites
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
EMP field generator (Anti-torpedo)
SeaQuest
27-04-2006, 07:58
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/aquarius_spacedock.jpg

Class: Aquarius

Type: Battlestation

Cost Per Unit:
$150 billion U.S.D.

Dimensions:
Height: 14,000 meters
Decks: 2,050

Mass: 3,480,520,000 metric tons

Crew:
Military: 20,000
Civilian: 90,000

Power:
5 Zero-Point Modules

Propulsion:
Gravimetric "Millipede" Drive System (Attitude control and adjustment only)

Offenses:
210 Class 9 Type XV Phaser Arrays
250 Type VII Pulse Fire Phaser Cannons
180 Class 1 Burst Fire Tubes (Payload: 100,000 Type 2 Torpedoes)
16 Rapid Fire Tubes (Payload: 75,000 Type 1 Torpedoes)
8 Class 1 Torpedo Tubes (Payload: 5,000 Type 3 Torpedoes)

Defenses:
Incom Countermeasure packages
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Grayson Enterprises GRD-1 countermeasure system
Eagle Eye and Hawk Eye Augmented Sensor Suites
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
EMP field generator (Anti-torpedo)
SeaQuest
27-04-2006, 08:06
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/diplo.jpg

Class: Diplogun

Type: Hover Tank Mech

Model: Diplocaucus/Piranha hybrid

Code: BZ-007

Cost Per Unit:
$550 million U.S.D.

Crew: 1

Weight: 15 tons

Depth: 13 meters

Height: 5 meters

Maximum Speed:
Land: 200 km/h
Water: 50 knots

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Hyperbeam Cannon
Hardened Alloy Face Blades

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Infrared Sensor Package



Weapons:
Hyperbeam Cannon
This cylindrical cannon is found protruding from the Diploguns' front. It's only 70mm, but the generator packs enough punch for a blast equivalent to 150mm in beam energy in that small area. Meaning, whatever Zoid gets hit by this cannon will experience a powerful and forceful blast to their armor. Beam cannons, however, have no recoil, so the Diploguns can fire this weapon without worry. However, because it is otherwise similar in offensive design to the Iron Kong Mark II's main cannon, it's south of semi-automatic, at one shot every two seconds. Combined with the Diplogun's smooth and fast hovering and turning capabilities, it's pretty good. It can also fire underwater.

Hardened Alloy Face Blades
These blades are constructed of hardened alloy, but only 4 meters long when extended. However, they can energize to be made use of, and can rack up quite the damage, being extremely sharp. They're hard to break off both because of size and strength. When not in use, they remain retracted, invisible to the naked eye.
SeaQuest
27-04-2006, 08:07
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/Gunsniper.jpg

Class: Gun Sniper

Type: Long-Range Strike Mech

Model: Raptor

Code: RZ-030

Cost Per Unit:
$600 million U.S.D.

Crew: 1

Weight: 25 tons

Depth: 11.9 meters

Height: 7.2 meters

Maximum Speed: 200 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
50mm Cannon
Twin 20mm Gatling Guns
Twin 8-shot Mortar Pods
144mm Sniper Cannon

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Infrared Sensor Package
Longshot Mode



Weapons:
50mm Cannon
This is a nonrotatable cannon fixed to the Gun Sniper’s chest in a forward facing position, though it can pivot slightly to follow a moving target. Like most cannons, the 50mm cannon sports a semi-automatic firing rate.

Twin 20mm Gatling Guns
On each of the Gun Sniper's arms is a rotatable gatling gun with three small barrels, which chunk out ammo at a fairly high rate, much faster than most automatic weapons. Being mounted on the arms, they can point anywhere the arms can, and can pivot slightly on top of that for aiming purposes.

Twin 8-Shot Mortar Pods
These mount to the back of the Gun Snipe, on top of the back-mounted boosters. Each pod contains 8 mortars, which are launched upward and forward. After they are fired, the mortars will automatically correct their trajectory slightly to ensure better accuracy. However, they have no real homing capacity, and so can be avoided by an alert pilot. The mortars have a ten-meter splash radius, so anything within that area will take damage from the explosion.

144mm Sniper Cannon
Actually built into the Gun Sniper's tail, this is an exceptionally powerful and accurate weapon for such a small Zoid, and it has a respectable firing rate of one shot per second. However, the Gun Sniper must be in longshot mode in order to fire the cannon; please see the longshot mode description for details. One important thing to note is that the shells fired by this sniper cannon are capable of piercing shields, damaging both the Zoid and the shield at the same time, as well as taking a normal shield down within three hits.

Hardened Alloy Claws, Talons, and Teeth
The most basic of all Zoid weaponry. Used for up-close-and-personal combat, in the dirtiest, most feral type of combat known. Equally good at wrecking armor and internal components.

Executing Special Abilities:
Infrared Sensor Package
The Gun Sniper has two sources of infrared (IR) sensors. One is integral with the scope of the main sniper cannon, and can be switched at will between visual and IR tracking; the other is located within the small backpack unit between the mortar pods, allowing it to use IR tracking outside of longshot mode.

Longshot Mode
Longshot mode refers to the way in which the Gun Sniper must stand in order to use its heaviest weapon, the sniper cannon. To go into longshot mode, the Gun Sniper must be standing on a reasonably flat surface, with both talons firmly planted into the ground, and its tail facing the target. The Zoid's body will then slant forward, and the pilot's seat will flip around into a sniper couch. The entire process takes about a second, regardless of whether the Gun Sniper is going into longshot mode or coming out of it. And the Gun Sniper can shift its position slightly to aim the cannon, even so much as taking short steps to either side, although it would be...unwise to fire the cannon while doing so.
SeaQuest
27-04-2006, 08:07
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/BOAS.jpg

Class: Gun Sniper Black Orpheus - Assault Style

Type: Strategic Long-Range Assault Mech

Model: Raptor

Code: RZ-030-BO/AS

Cost Per Unit:
$600 million U.S.D.

Crew: 1

Weight: 27.8 tons

Depth: 11.9 meters

Height: 7.2 meters

Maximum Speed: 265 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
80mm Cannon (Foreward Facing)
Twin Dual AZ60mm Cannons (Wrist-mounted)
Twin Dual AZ144mm Chain Cannons (Mounted to Wild Weasel Unit base)
Dual 8-shot Mortar Launchers (back-mounted)
4-Shot Rocket Launcher (In between Mortar Launchers)

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Infrared Sensor Package
Customized Wild Weason Sensor Unit



Weapons:
Forward-Facing 80mm Cannon:
Located on the Gun Sniper's chest, directly underneath it's neck lies this Zoid's only standard-use weapon. The cannon itself, although capable of a near 90 degree arc, has been locked into a fixed position. This is due to the position of the Gun Sniper's arms and any attempt to rotate the cannon would have it aimed to blow off the Zoid's hands. Which... wouldn't be a good thing.

Twin Dual AZ60mm Cannons:
One either of the Gun Sniper's wrists is a pair of 60mm semi-automatic anti-zoid cannons. Unlike normal cannons, they fire specialized shells designed for damaging Zoid armor specifically hence, anti-zoid or AZ. Each cannon has a full 90 degrees arc of rotation and can be fired either singularly, or from both barrels at the same time.

Twin Dual AZ144mm Chain Cannons:
Part of the modified Wild Weasel Unit; these cannons can be found next to either of the Gun Sniper's legs and are identified mainly by the long chain of bullets hanging down from underneath the gun barrels. The cannons are fully automatic and are capable of firing 500 rounds per second. Each chain of bullets contains 50,000 rounds worth of ammunition; once they're used up, the Gun Sniper must reload.

Dual 8-Shot Mortar Launchers:
Mounted to the Gun Sniper's back are two odd devices. The front half acts as the Mortar Launcher; while the back-half supports a booster pack. By name, the launchers themselves can fire off eight mortars sequentially. Each launcher holds a payload of 80 mortars. Both launchers are in a fixed position and cannot be rotated.

4-Shot Rocket Launcher:
Also mounted to the back of the Assault Style Gun Sniper is a four-panel rocket launcher that rests snuggly in between of the mortar launchers. This particular weapon can fire four rockets sequentially and has a total payload of 24 rockets. Due to its position on the Gun Sniper, it cannot rotate.
SeaQuest
27-04-2006, 08:08
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/BOSS.jpg

Class: Gun Sniper BOSS (Black Orpheus Sniper Style)

Type: Strategic Long-Range Strike Mech

Model: Raptor

Code: RZ-030-BO/SS

Cost Per Unit:
$700 million U.S.D.

Crew: 1

Weight: 26.2 tons

Depth: 11.9 meters

Height: 7.4 meters

Maximum Speed: 265 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Forward-Facing 80mm Cannon
Refined Finger of God
Rear-Facing 144mm Sniper Rifle

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Infrared Sensor Package
Long Shot Mode
CSS Equipment



Weapons:
Forward-Facing 80mm Cannon:
Located on the Gun Sniper's chest, directly underneath it's neck lies this Zoid's only standard-use weapon. The cannon itself, although capable of a near 90 degree arc, has been locked into a fixed position. This is due to the position of the Gun Sniper's arms and any attempt to rotate the cannon would have it aimed to blow off the Zoid's hands. Which... wouldn't be a good thing.

Refined Finger of God:
An upgrade on an already deadly weapon with unforgiving accuracy. The BOSS' Refined Finger of God features an extended barrel, and enhanced tracking equipment. Typically, the FoG tracks Core signatures by linking up with a Zoid's already in-place sensory equipment; this system is still in place but this FoG has been given extra assistance. Five laser trackers (two mounted to each arm and one on the tip of the barrel) and an Infrared search light are implimented. When anything resonating a Zoid Core Signature crosses the path of one of the laser trackers, or is caught in the infrared search light, the Refined Finger of God gains an automatic lock on the target and will be ready to fire at the pilot's discretion.

Rear-Facing 144mm Sniper Rifle:
One of the trademarks of the Gun Sniper is its tail-mounted weaponry. The barrel of this weapon is located at the very tip of the Sniper's tail and shells are stored safely in the base of the tail. Unlike most cannons, this particular breed can only be used once the Zoid enters Longshot Mode. (More Details Below)

Executing Special Abilities:
Longshot Mode
To enter the Gun Sniper BOSS into Longshot mode, you must have the Sniper's back to your target then plant both of its massive talons into the ground then extending the rear-facing 144mm tail sniper cannon completely outward. Please note that this is the only way to make use of the BOSS's sniper cannon.

CSS Equipment
Core Signature Suppression Equipment donated from a group of Snipe Masters have been installed into every Black Orpheus Sniper type Gun Sniper. Kind of ironic that a Zoid invisible to the Finger of God also weilds one. CSS equipment is internal and works by sending out a single which disrupts all types of equipment employed to track a Zoid using it's core signature.
SeaQuest
27-04-2006, 08:09
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/sniperLT.jpg

Class: Gun Sniper LT (Leena Type)

Type: Enhanced Long-Range Assault Mech

Model: Raptor

Code: RZ-030+

Cost Per Unit:
$650 million U.S.D.

Crew: 1

Weight: 30 tons

Depth: 11.9 meters

Height: 9.2 meters

Maximum Speed: 170 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
50mm Cannon
Twin 20mm Gatling Guns
Twin 8-Shot Mortar Pods
Wild Weasel Unit
Quad 8-Shot Missile Boxes
Twin Tri-Barreled Artillery Cannons
Twin Laser Rifles
Twin 60mm Vulcan Guns

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Infrared Sensor Package
Wild Weasal Sensor Unit
Wild Weasel Unit Radar Dome
Weasel Unit Total Assault



Weapons:
50mm Cannon
The 50mm cannon is mounted in the belly of the Gun Sniper LT and fixed in a forward facing position. It aims wherever the Gun Sniper LT is facing, and fires medium-sized shells at a standard semi-automatic rate of 2 shells per second.

Twin 20mm Gatling Rifles
A pair of fully-automatic tri-barreled guns that can pivot 90 degrees to either side. They may fire into the Gun Sniper LT's own arms if pivoted too much unless the pilot is smart enough to move one arm so it's higher or lower than the other. They each fire small shells at an accelerated rate of fire, faster than most automatic weapons. Being mounted on the arms, they can point anywhere the arms can.

Twin 8-Shot Mortar Pods
These mount to the back of the Gun Snipe, on top of the back-mounted boosters. Each pod contains 8 mortars, which are launched upward and forward. After they are fired, the mortars will automatically correct their trajectory slightly to ensure better accuracy. However, they have no real homing capacity, and so can be avoided by an alert pilot. The mortars have a ten-meter splash radius, so anything within that area will take damage from the explosion.

Twin 8-Shot Mortar Pods
These mortar pods comprise the front section of each booster on the Gun Sniper LT's back. Each pod contains 8 mortars, which are launched upward and forward. After they are fired, the mortars will automatically correct their trajectory slightly to ensure better accuracy. However, they have no real homing capacity, and so can be avoided by an alert pilot. The mortars have a ten-meter splash radius, so anything within that area will take damage from the explosion.

Wild Weasel Unit
Mounted in a fixed position on the back is the all-powerful wild weasel unit. This custom part consists of eight cannons, all fixed in a forward-facing position and fire-linked so that they must always fire simultaneously and can not be used independently. The WWU as a whole is attached to the Gun Sniper LT via a bracket that mounts to the back, which the missile pods and rocket boosters are mounted to. This mount is quite sturdy, and hard to take out. The Gun Sniper LT is capable of using these big cannons while moving, but it greatly hurts its own accuracy if it uses too many other weapons in conjunction with the WWU while moving.

Quad AZ144mm Cannons
Two of these are mounted on either side of the WWU bracket. Each has a very slow firing rate, capable of firing no more than one shot every two seconds. Still, with four of them that's a lot of punishing power.

Quad AZ188mm Cannons
Two of these are mounted on either side of the WWU bracket below the AZ144mm Cannons. Each has a very slow firing rate, capable of firing no more than one shot every two seconds. Still, with four of them that's a lot of punishing power.

Quad 8-Shot Missile Boxes
One box is mounted to each arm, near the shoulder, and one box is mounted to each leg, near the hip. Each missile box packs eight missiles and unlike most missile launchers or pods these boxes are capable of firing all missiles at once in a spread pattern. However, missiles have a fairly limited guidance system compared to normal missiles. Even though they automatically lock on the designated target or targets after firing, they can't self-correct themselves that much and thus a fast enough Zoid can avoid these missiles altogether. Each missile has a blast radius of 5 meters.

Twin Tri-Barreled Artillery Cannons
These are mounted to each end of the WWU bracket. They are best used against targets between 300 meters and 800 meters. Of course, they can be used against targets closer or farther away than this optimum range, but the accuracy of the cannons greatly decreases. The shells burst apart on impact, much like traditional impact cannons, and are excellent at tearing apart armor. Obviously, these weapons are meant for bombardment and each barrel is capable of firing approximately one shell per second.

Twin Laser Rifles
These are mounted to each end of the WWU bracket, alongside the tri-barreled artillery cannons. They fire 40mm-wide beams of laser energy at a semi-automatic rate of 2 shots per second. They're quite effective despite the low caliber, being more accurate than normal laser weapons, and are obviously not dependent on ammunition unlike the rest of the Gun Sniper LT's weaponry.

Twin 60mm Vulcan Guns
These are mounted to each end of the WWU bracket, on top, and are responsible for a lot of the Gun Sniper LT's weight. They each fire solid 60mm shells at a fully-automatic firing rate of approximately 30 shells per second. They resemble hiblit vulcan cannons, but are not as powerful since the shells are not as fast and the firing rate is not as great. The 60mm vulcan guns are welded to the AZ144mm cannons of the WWU and fixed in a forward-facing position.

Executing Special Abilities
Infrared Sensor Package
The Gun Sniper LT has one infrared sensor, since the sniper cannon was disabled. This infrared sensor is located within the small backpack unit between the mortar pods and behind the WWU bracket, allowing it to see Zoids with an unconcealed heat signature. It can still be fooled by Zoids with heat suppression or coolant.

Wild Weasel Unit Radar Dome
The WWU has a built-in radar dome combined with a targeting computer. The combination improves the accuracy of all the weaponry mounted on the Gun Sniper LT by about 10%, making them all the more effective. The radar dome is also what allows the Gun Sniper LT to target multiple targets at once, such as two dozen Sinkers. It should be noted that the radar dome acts much like standard radar with respects to stealth Zoids, meaning it can't be used to find Zoids with stealth shield.

Wild Weasel Unit Total Assault
The famous attack introduced by Leena Toros herself. The Wild Weasel Unit Total Assault has gone through several variations in the past but one thing has remained true about the WWU TA: it's very powerful. The WWU TA is a lot like an alpha strike except the Gun Sniper LT must have it's talons locked into the ground and has to spend a full second locking onto the target. Of course, once all that happens the real fun begins. Every single weapon on the Gun Sniper LT fires simultaneously and continuously. Additionally, the firing rates of the AZ144mm cannons, AZ188mm cannons are doubled. The Gun Sniper LT must remain locked down while firing the TA and it has to spend the entirety of the round firing the TA, so expect to get hit back by your enemy a lot. The key to winning with the TA is to destroy your enemy before it destroys you. Of course, the use of the WWU TA is restricted in use to twice per battle since the WWU cannons would jam on the third try.
SeaQuest
27-04-2006, 08:10
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/snipemaster.jpg

Class: Snipe Master

Type: Advanced Long-Range Strike Mech

Model: Raptor

Code: RZ-057

Cost Per Unit:
$950 million U.S.D.

Crew: 1

Weight: 22 tons

Depth: 12 meters

Height: 7.2 meters

Maximum Speed: 195 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
AZ 144mm Modified Sniper Cannon
Hardened Alloy Claws, Talons, and Teeth

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Infrared Sensor Package
Long Shot Mode
Sensor/Suppressor Backpack



Created via the successful evolution of the Gun Sniper platform, the Snipe Master is the benchmark of all sniper Zoids. Despite the increased thickness of armor on its legs and body, as well as the heavier sniper cannon which can bullseye a target as far out as fifteen kilometers, the Snipe Master is almost as fast as the Gun Sniper; the only reason the Gun Sniper has any kind of speed advantage is due to its back-mounted boosters, which the Snipe Master doesn't have. And when its equipped with the Finger of God, there isn't anything the Snipe Master can't tag.

There are prices to pay when being the ultimate sniping Zoid, though. Namely, aside from its sniper cannon, the Snipe Master has no ranged weapons, and it only has the basic claws, talons, and teeth for melee. When piloting this Zoid, it would be best to stick to its purpose and snipe from long range, rather than trying to mix it up at melee.

Weapons:
AZ 144mm Modified Sniper Cannon
This is very much like the Gun Sniper's sniper cannon. The shells it fires can pierce shields, meaning that the shell will damage the shield as it passes through, and damage the Zoid behind the shield, although not as much as to an unshielded Zoid. In addition, the firing mechanism uses a mass driver rather than the standard method for firing shells, meaning that it is significantly more powerful than the caliber would suggest, and makes it capable of piercing a shield within two hits. However, due to this, its rate of fire is about two-thirds of the Gun Sniper's tail sniper cannon.

Hardened Alloy Claws, Talons, and Teeth
The most basic of all Zoid weaponry. Used for up-close-and-personal combat, in the dirtiest, most feral type of combat known. Equally good at wrecking armor and internal components.

Executing Special Abilities:
Longshot Mode
Longshot mode refers to the way in which the Snipe Master (and Gun Sniper) must stand in order to use its heaviest weapon, the sniper cannon. To go into longshot mode, the Snipe Master must be standing on a reasonably flat surface, with both talons firmly planted into the ground, and its tail facing the target. The Zoid's body will then slant forward, and the pilot's seat will flip around into a sniper couch. The entire process takes about a second, regardless of whether the Snipe Master is going into longshot mode or coming out of it. And like the Gun Sniper, the Snipe Master can shift its position slightly to aim the cannon, even so much as taking short steps to either side, although it would be...unwise to fire the cannon while doing so.

Sensor/Suppressor Backpack
It is not an exaggeration to say that this tiny piece of gear, on the Snipe Master's back, is what makes the Snipe Master more than a glorified Gun Sniper. As the name implies, it contains all of the Snipe Master's enhanced sensory gear, as well as its suppression and stealth equipment. If the backpack is sufficiently damaged or destroyed, the Snipe Master will lose all of that gear, putting it at a serious disadvantage.

Infrared Sensors
Like the Gun Sniper, the Snipe Master comes with IR sensors that are integrated into the tail sniper cannon's scope, allowing it to use either visual or IR for sniping purposes. The Snipe Master can also use its IR sensors through the backpack unit. They can be used without the camoflage system, but automatically turn on if the camoflage system is operating.

Electromagnetic Targeting Sensor
The backpack unit also allows the Snipe Master to send out an invisible pulse of electromagnetic energy while in longshot mode. This saturates a 45-degree arc behind the Snipe Master out to three kilometers for a few seconds, which can only be picked up by the targeting sensor in the backpack unit. This can even detect stealthed Zoids, though again, only for a few seconds before the radiation fades into the background. This pulse can only be fired once per round, as well, so it must be used carefully. Also, very large solid objects will interfere with the radiation, as they would with any kind of sensors.

Autozoom/Range Finder
The backpack unit also serves as a rangefinder and automatically adjusts the cannon to ensure the best possible accuracy, which is the reason why the sniper cannon has pinpoint accuracy to such a long range. Basically, it is one of only a handful of Zoids that can get away with very precise sniper fire.

Infrared/Core Suppression System
The backpack unit works to dampen the Snipe Master's IR signature, which effectively prevents it from being detected through IR tracking. It also dampens its core signature, although this is of limited utility unless facing a Zoid bonded to an Organoid, or the Finger of God. Both abilities are constantly active.

Specialized Camoflage System
Finally, the backpack unit can generate a pseudo-stealth field around the Snipe Master. The camoflage system is not a true stealth shield, as found on the Helcat; instead, it refracts light around the Snipe Master, effectively displacing its image (causing it to appear a short distance away from the Snipe Master). To be really effective, the Snipe Master must be at least 300 meters from viewing Zoids, or else the refraction will not be great enough to truly displace its image. A caution, however; the stealth camoflage only operates in the visual light spectrum, and it doesn't disrupt radar (not that it needs to, since radar only gives a general idea of where the Zoid is). Also, the camoflage system also skews the Snipe Master's optical sensors, meaning it will suffer the same displacement effect when viewing objects beyond 300 meters. Of course, since IR negates this skewing effect, this is more or less immaterial.
SeaQuest
27-04-2006, 08:10
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/wolfIT.jpg

Class: Command Wolf IT

Type: Multi-Purpose Strike Mech

Model: Wolf

Code: RZ-042

Cost Per Unit:
$800 million U.S.D.

Crew: 1

Weight: 66 tons

Depth: 14.7 meters

Height: 10 meters

Maximum Speed: 200 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Long-Range Heavy Cannon
Twin 50mm Cannons

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Quad Rear-Facing smokescreen dispensors



Executing Special Abilities:
Quad Smoke Dischargers
Mounted to the rear of the Command Wolf are two sets of dual smoke stacks. Once engaged, a thick cloud of smoke quickly disperses from these stacks and provides cover for the Zoid and renders the Command Wolf IT from being detected visually. Be advised however, that the Zoid is still open to heat tracking.

Available Upgrades:
AF-03 Light Vulcan Gun: One on each front shoulder
AF-04 Dual Light Vulcan Gun: Mounts on back
AF-06 Surface-to-Surface Missile Pack: One on each back shoulder, third on the back
AF-07 Surface-to-Air Missile Pack: One on each back shoulder, third on the back
AF-11 Stealth Shield
RD-01 Apocalypse Fang
RD-64 Glacier System PT
AF-27 Surge Net: Attaches to tail
AF-28 Sunburn Blades
CP-06 Bomber Unit
SeaQuest
27-04-2006, 08:11
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/wolfAC.jpg

Class: Command Wolf AC

Type: Multi-Purpose Strike Mech

Model: Wolf

Code: RZ-042

Cost Per Unit:
$800 million U.S.D.

Crew: 1

Weight: 66 tons

Depth: 14.7 meters

Height: 10 meters

Maximum Speed: 200 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Twin 80mm Cannons (CP-04 Attack Unit)

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Quad rear-facing smokescreen dispensors



Executing Special Abilities:
Quad Smoke Dischargers
Mounted above the rear legs of the Command Wolf AC are two sets of twin barreled smokestacks. When activated, these stacks release large amounts of very thick smoke which can quickly permiate the error, hindering a Zoid's vision and serves to camaflouge the Command Wolf.

Available Upgrades:
AF-03 Light Vulcan Gun: One on each front shoulder
AF-04 Dual Light Vulcan Gun: Mounts on back
AF-06 Surface-to-Surface Missile Pack: One on each back shoulder, third on the back
AF-07 Surface-to-Air Missile Pack: One on each back shoulder, third on the back
AF-11 Stealth Shield
RD-01 Apocalypse Fang
RD-64 Glacier System PT
AF-27 Surge Net: Attaches to tail
AF-28 Sunburn Blades
CP-06 Bomber Unit
SeaQuest
27-04-2006, 08:12
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/Exowolf.png

Class: Exo Wolf

Type: High-Speed Multi-Purpose Strike Mech

Model: Wolf

Code: ZGC-00x

Cost Per Unit:
$850 million U.S.D.

Crew: 1

Weight: 25 tons

Depth: 13.3 meters

Height: 6.8 meters

Maximum Speed:
Running: 280 km/h
Boosters: 320 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Omni-directional 20mm Vulcan Cannon
Dual Chest Mortars
Hardened Alloy Claws and Teeth

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Lock Jaw
Ion Boosters
Infrared Sensors



Weapons:
20mm Vulcan Cannon
While visually this weapon is an exact duplication of the Laser Vulcan found on the Shadow Fox right down to the location on the Zoid, there are a couple key differences. The first is that the bore is 20 milimeters, not 30, and that it fires your standard bullets instead of the Shadow Fox's beam rounds. However despite these changes, the 20mm Vulcan is a decent weapon, able to chew up armor at a surprising rate, and it still boasts the same omni-directional range of movement as the Shadow Fox's cannon with only one exception. While the boosters are docked in the upright position, the gun would actually fire into the boosters while trying to fire at anything behind the Wolf.

Dual Chest Mortar Launchers
Located where the Dual Impact Cannons on Liger type zoids are usually placed, this pair of launchers is a step up in power. Each one of the launchers fires a 50mm mortar with a 10 meter blast radius at an approximate firing rate of one mortar per cannon per second. While these mortars only have about half the power of the Bear Fighter's mortars, there is a combined payload of 20 mortars in the launchers, for plenty of explosive damage before having to reload. Like most chest-mounted weaponry, the mortars are inaccurate whilst running, but otherwise they are fairly accurate thanks to a unique base.

Hardened Alloy Claws and Teeth
Both the claws and the teeth are made from hardened alloy, making them perfect for stripping away your opponent's unwanted armor with glee.

Executing Special Abilities:
Lock Jaw
While the Exo Wolf only has a regularly sized mouth, its bite is one of the most powerful for its class in terms of crushing power. Several large motors can be activated once the Exo Wolf bites down to actually lock the jaws in place crushing moderately strong armor with ease. Once the Lock Jaw is activated unless the Exo Wolf's pilot releases the lock, not much short of tearing the Exo Wolf's jaws off is going to cause it to release, and only then with caution since the Wolf's cockpit is in the head.

Ion Boosters
The two boosters are locked into position on the back when in default mode, but when they are activated they swing down to either side in the same fashion as the Blade Ligers' blades when they are. Each one is able to boost the Exo Wolf's speed by a full 20 kilometers per hour, and with some creative thinking are able to allow for some previously impossible maneuvers and tactics. It should be noted that while the Ion Boosters are in the upright position that they can be potentially shot by the Omni-Directional Vulcan on the back, however they can be locked to the sides when not in use.

Infrared Sensors
The Exo Wolf boasts the same canine sensory standard with it's Infrared Sensor arrays. Able to track any Zoid that isn't using coolant, or heat suppression, its a very useful tool during a fight, particularly considering the Exo Wolf's aggressive nature.
SeaQuest
27-04-2006, 08:12
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/konig.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/KC3B6nigWolf.jpg

Class: König Wolf

Type: Multi-Purpose Combat Mech

Model: Wolf

Code: RZ-053

Cost Per Unit:
$750 million U.S.D.

Crew: 1

Weight: 90.5 tons

Depth: 21.24 meters

Height: 8.64 meters

Maximum Speed: 290 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Electron Bite Fangs
Hardened Alloy Claws and Teeth
4 Electron Strike Claws
2 Double Barrelled Multi-dischargers

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Konig Strike
Electron Claws
Particle Goggles
Multi-Purpose Dischargers
Headgear
Night Vision Camera
Precision Targeting Dual Scopes
Cooling Fan



Weapons:
Hardened Alloy Claws and Teeth
The most basic of all Zoid weaponry. Best used for ripping, gashing, and slashing away at an opponent's armor and internals.

Executing Special Abilities:
Konig Strike
When the Konig Strike is activated, electric energy is pumped along the jaws of the Konig Wolf into the teeth. This small charge greatly increases the sharpness of the teeth to make them better than normal hardened alloy teeth at biting and piercing; surprisingly, this effect due to electricity is only evident on the Konig Wolf's teeth; other zoids with electrically charged parts fail to exhibit this sharpening.

Electron Claws
When the Electron Claws are activated, electric energy is pumped through the front paws of the Konig Wolf into the claws. This small charge greatly increases the sharpness of the claws to make them better than normal hardened alloy claws at slashing and cutting.

Particle Goggles
A pair of goggles equipped to the neck and flip down over the Konig Wolf's optics, they can feed information from three types of sensors through to the pilot. First, they allow the Konig Wolf to make use of a long-range scope, thus allowing it to keep track of an opponent even from a great distance. It also allows the pilot to utilize night vision (via light amplification) to track an opponent even in extremely poor lighting. The third set of sensors utilizes the ultraviolet spectrum, allowing the Konig Wolf to see through stealth shields, optical camouflage, steam, IR suppression, and coolant. However, they can not see through smoke. Another downside to the particle goggles is that they only benefit the Konig Wolf if the opponent is in the Zoid's viewing area.

Multi-Purpose Dischargers
Fitted to the back of the Konig Wolf are a pair of small dischargers. They are considered multi-purpose because upon activation, they do a number of things for the Konig Wolf. First, they offer a quick boost in speed to 310 kilometers per hour for about half a second. The boost is ideal for jumping, or clearing large gaps. Second, they release large clouds of steam behind the wolf. While not as thick as a smokescreen, the steam clouds still do offer a limited amount of camouflage. The dischargers can be flipped forward to rest on the back, allowing them to fire forward.
SeaQuest
27-04-2006, 08:13
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/BusterEagle.jpg

Class: Buster Eagle

Type: Heavy Strike Bomber

Model: Eagle

Code: BZ-009

Cost Per Unit:
$850 million U.S.D.

Crew: 1

Weight: 40 tons

Depth: 14 meters

Height: 6 meters

Maximum Speed: Mach 2

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Dual Light Buster Rifles
Quad Light Bombs
Twin Cluster Bombs
Quad Air-to-Air Missiles
Hardened Alloy Beak and Talons

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Ion Turbo Booster Unit
2 Downforce Stabilizers

Weapons:
Dual Light Buster Cannons
Mounted to the Buster Eagle`s back. These are its most visible weapons, bar none, and not only that, but they`re also the obvious source of its name. Designed in cohesion with the Giga Gojulas` Buster Cannons, the Eagle`s Buster Cannons were meant for a different purpose. Since the Giga Gojulas was ground-based and didn`t have to deal with the rigors of flight, designers were free to make its cannons drastically heavier and more powerful on a shot-by-shot basis than those of the Eagle. Since the Eagle, being an aerial Zoid, would be essentially crippled by having to carry around such weapons, the design of the Cannons was retooled.

The result is to the Buster Cannons was Particle Compression Cannons are to the Charged Particle Cannon. The Buster Eagle`s guns, while functioning in the same way as the Giga`s, are approximately 60mm in size, but still deal damage comparable to getting hit with a shell three times as large. Additionally, the Buster Eagle`s Cannons are faster-firing, allowing them to squeeze off one shot every second. One particular advantage shared with their more advanced cousins is that the Eagle`s Buster Cannons have no worry of running out of ammunition in the heat of battle. especially. Solid, fearsome main assets to the Buster Eagle, these are, still.

Quad Light Bombs
These are simply rather blind, light-weight bombs. A pair rests on either wing, and each packs roughly the punch of your average Surface-to-Surface Missile, holding a 5 meter splash radius. They, however, are free-falling, and thus are not recommended against other aerial targets or recommended for use under complex maneuvers.

Twin Cluster Bombs
One of these rests on either of the Buster Eagle`s wings. These are, basically, free-falling shrapnel bombs. When they hit something(a target, the ground, a little old lady crossing the street...), they automatically explode with enough force to equal three Surface-to-Surface Missiles, but in doing, they spray out roughly a quarter of a ton of jagged shrapnel. This shrapnel is capable of dealing good surface damage to armor, but massive damage to structure. The blast radius for the actual bombs are roughly fifteen meters, but the shrapnel cloud expands out for a full 50, with damage decreasing depending on how far the target is from the bomb itself when it goes off.

Quad Air-to-Air Missiles
Two Air-to-Air Missiles rest on either of the Buster Eagle's wings, each about twice the length, and 1.5 times the power of a standard Air-to-Air Missile, these track just as well, and move just as fast. Lock-on time is recommended, as always, which may take a while. Because of they're placement on the wings, they can only be used against aerial targets. Well, at least if you want to guarantee a degree of accuracy.

Hardened Alloy Beak and Talons
The Buster Eagle features Hardened Alloy in its melee-combat weapons. Thanks to the fact that it boasts incredible physical strength compared to most aerial Zoids, the Buster Eagle can deal fairly heavy damage to most Zoids with ease. A beak is in place of a mouth on the normal Zoid, making for a powerful crushing attack, and the talons on the feet are fairly powerful, so swoop-by attacks are no problem.
SeaQuest
27-04-2006, 08:14
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/Fox.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/shadowfox5.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/shadowfox4.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/shadowfox3.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/shadowfox2.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/shadowfox1.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/ShadowFox3.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/shadowfox6.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/Shadowfox.jpg

Class: Shadow Fox

Type: Stealth Guerilla And Multi-Purpose Combat Mech

Model: Fox

Code: RZ-046

Cost Per Unit:
$850 million U.S.D.

Crew: 1

Weight: 52 tons

Depth: 17.3 meters

Height: 8 meters

Maximum Speed: 290 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Electron Bite Fangs
4 Strike Laser Claws
Shoulder Weapon Rack
Multi Weapon Rack
Omni-directional AZ 30mm Armour-piercing Laser Vulcan
AZ 70mm Pop-Out Electro-Net Cannon

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Strike Laser Claw
Anti-Detection Scrubbers
Sound Baffle System
6 Smoke Dischargers
Stealth System
Optical Stealth Camoflauge
4 Leg Anchors
2 3D Radar and Multi-Ear Sensors


Weapons:
Omni-directional 30mm Laser Vulcan Gun
This is the Shadow Fox's primary long range weapon. Despite the seemingly low caliber, it is a very potent weapon when used properly. It has been documented as piercing a judge capsule with one shot, while still hitting its target on the other side. In addition, it can do a lot of damage in a short time, due to its high rate of fire of twenty rounds a second, and can strip most Zoids of their armor in a very short time with a sustained burst. As the name implies, it is omni-directional, capable of hitting a target at literally any angle.

AZ70mm Electromagnetic Net Gun
Mounted internally in the fox's tail, the net gun is operated by first opening the lower section of the tail, revealing the net canister. Upon firing, the canister is projected at a high speed at its target. It has proximity sensors that allow it to sense when its target is close enough; once in range, the outer shell breaks apart, causing the net to spread out to cover its target. Once the net connects with its target, it literally shocks the daylights out of whatever it hits, though the net only carries enough current for 2-3 seconds of actual shocking. Of course, it can take the target longer to extricate itself from the net, depending on how badly tangled it is. The shocking current is strong enough to temporarily disable the target Zoid itself, depending on where the net hits.

Executing Special Abilities:
Multi-Sensor
The Shadow Fox possesses unrivaled scanning equipment. The multi-sensor allows the Zoid to detect literally everything within 10 kilometers. By uplinking with satellites in orbit, and listening in on ZBC comm traffic, not to mention linking with transporter Zoids and even scanning for the ZBC registration codes of enemy Zoids themselves, the Shadow Fox is able to find any Zoid, no matter how well-hidden. Unfortunately, the multi-sensor data can't be transmitted to teammates, but it's a small price to pay.

Smoke Dischargers
Mounted to the front shoulders of the Shadow Fox are a series of small vents which pour smoke out all around the Shadow Fox. This is an excellent source of cover when trying to sneak around your opponent. Be aware however, the Fox is still suseptible to heat tracking and muzzle flashes.

Strike Laser Claw
Like the Liger Zero, the Shadow Fox carries this powerful short range weapon as standard equipment. It takes a moment to gather the needed energy to energize the claws; once charged, they glow a brilliant yellow-orange, and are capable of doing at least twice as much damage as normal, uncharged claws would. Also, continued pressure from the Strike Laser Claws is capable of bringing down all but the strongest energy shields.

Optical Stealth Camoflauge
Unlike what one would expect upon hearing the word stealth, the Shadow Fox's Optical Stealth Camoflage is not a stealth shield. Instead, it operates as a sort of camoflage system, similar to the Snipe Master's, that causes it to blend into its surroundings. Obviously, this is all-but-useless on open terrains. It really works best when the Shadow Fox is in motion, since it only breaks up the outline of the Zoid (not much use unless there is cover in the area).

Anti-Detection Scrubbers
The Shadow Fox has these built into each of its paws. The scrubbers work to eliminate the Shadow Fox's footprints, and generally remove 90% of the Shadow Fox's tracks, making it very difficult to locate without visual detection. Obviously, they aren't intended as a catch-all, and will generally not work properly in mud or snow. They can be turned on or off at will.

Sound Baffle System
This system has two functions. First, it heavily encrypts audio transmissions sent from the Shadow Fox to friendly units, making them all-but-impossible to block or disrupt. Second the Baffle System kills any sound the feet make on contact with the ground, even maintaining silence over a metal surface.

Leg Anchors
Yet another ability for the fox, the small anchors can be locked into the ground, similar to the methods of the footlocks. These give it the stability needed to fire heavy weapons without losing its footing. Also, while not able to lock down and pin Zoids, it allows the Fox to stand on inclines that most Zoids couldn't even dream of, able to maintain footing up to an 80 degree angle, facing downward no less. This and the ability of the laser vulcan to adjust its position allows for some truley incredible shots.
SeaQuest
27-04-2006, 08:15
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/cwolfj.jpg

Class: Command Wolf Juggernaut

Type: Enhanced Urban Combat Mech

Model: Wolf

Code: RZ-009+

Cost Per Unit:
$850 million U.S.D.

Crew: 1

Weight: 55.4 tons

Depth: 14.2 meters

Height: 9.2 meters

Maximum Speed: 200 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Twin 50mm Cannons
Quad 200mm Mortar Cannons (back)
Dual 8-shot Rocket Pods
Hardened Alloy Claws and Teeth

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Quad Rear-Facing Smoke Dischargers
Infrared Sensors



Weapons:
Twin 50mm Cannons
This is no more and no less than the standard weapon of the Command Wolf; paired semi-automatic 50mm cannons. Because they are located between each pair of mortar cannons, they are unable to pivot from side-to-side at all, but they are capable of pivoting upwards and downwards some, though limited by the mortar cage and the body of the Juggernaut itself. (They can pivot as much as 25 degrees up or down)

Quad 200mm Mortar Cannons
These weapons are capable of blowing the heck out of just about anything they hit. Mortar cannons of any stripe are not known for accuracy, but with four of them, they give the Juggernaut more stopping power than any other Zoid of that size, and several larger ones. The mortars themselves have quite a bit of range, being meant for artillery bombardment, and have been known to hit stationary targets more than three-quarters of a kilometer away with some semblance of accuracy, at least enough to catch it in the explosive radius of the mortar round if they’re not moving all that quickly. They are capable of angling upwards, primarily to give them the angle needed to fire at maximum range. Each mortar features a devastating 15 meter blast radius.

Dual 8-shot Rocket Pods
On either side of the Juggernaut’s face is an 8-shot rocket box. As customary to all rockets, these are dumbfire, flying only straight ahead with no tracking whatsoever. They are meant for a quick surgical strike.

Hardened Alloy Claws and Teeth
The most basic of all Zoid Weaponry. Used for up-close-and-personal combat, in the dirtiest, most feral type of combat known. Good for ripping and shredding away all of your opponent's unwanted armor.

Executing Special Abilities
Quad Smoke Dischargers
Mounted to the rear of the Command Wolf Juggernaut are two sets of dual smokestacks. Once engaged, a thick cloud of smoke quickly disperses from these stacks and provides cover for the Zoid and renders the Juggernaut more or less undetectable by visual tracking systems. Be advised however, that the Zoid is still open to heat tracking.

Infrared Sensors
The Command Wolf is equipped with infrared sensors, allowing it to locate otherwise-hidden Zoids via their heat signatures. However, this form of tracking can be countered by coolant or infrared suppression.
SeaQuest
27-04-2006, 08:16
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/Flameskimmer.pnghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/FStest.jpg

Class: Flame Skimmer

Type: Air Superiority Mech

Model: Dragon Fly

Code: ZGC-003

Cost Per Unit:
$700 million U.S.D.

Crew: 1

Weight: 22.2 tons

Depth: 27.2 meters

Height: 7 meters

Maximum Speed: Mach 1.1

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Flame Thrower
Dual Laser Repeaters
Dual Long Range 30mm Beam Cannons

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Magnessor Field
Zoid Transportation
Composite Multi-Sensor



Weapons:
Napalm Launcher
Mounted through-out the entirety of the Flame Skimmer's tail is a complex system of tanks and high-pressure launchers. Emerging from the tip of the tail is a small nozzle, and from this nozzle the Flame Skimmer is able to use its signature weapon; fire! Using a sophisticated gel-based fuel instead of more primitive combustible gasses or liquids, the Napalm Launcher has a full 250 meters range, and because of the tail's flexibility, is able to fire backwards and forward. The gel-fire adheres to whatever it hits like glue, as well as being able to float on water, continuing to burn the entire time. Plus with the nozzle's special design it can fire with surprising accuracy, even at its maximum range. While it lacks direct power, a couple turns of this and most Zoids will be completely melted down.

Dual Laser Repeaters
Bread and butter, these are the only real forward facing weapons on the Flame Skimmer. Only about 15mm in bore, they sport a slightly higher rate of fire than your average repeater and are for the most part mounted inside of the Flame Skimmer's head, the gun barrels giving it the appearance of having nostrils. Being laser in nature, these weapons are somewhat more accurate than a normal repeater and the high agility of the Flame Skimmer can be used to create a vulcan like spray which excels at anti-missile defence amongst other things.

Dual Long Range 30mm Beam Cannons
While only standard in calibur each of these 30mm, semi-automatic beam cannons, can fire effectively at distances up to two kilometers. Though rear facing, they can rotate 45 degrees upwards and 130 degrees off to either side. Despite their location they're surprisingly accurate. Also never fear of shooting your own wings, timers inside the guns coincide with when the wings flap "down" allow the guns to fire similarly to that of the machineguns on classic World War I and II airplanes that fired through their propeller.

Executing Special Abilities:
Magnessor Field
Each of the Flame Skimmer's four wings are super-durable, built entirely out of hardened alloy, with magnessor technology incorporated. It lifts off, flapping each of the four wings at incredibly rapid speeds, creating a field, not unlike that of the Gylvader or Dark Spiner's. The rapid movements of the wings, combined with the magnessor properties creates a field that not only gives the Flame Skimmer its maneuverability, but also deflects all but the most powerful of kinetic projectiles including missiles and rockets. Much like the Dark Spiner's Ion Array, the field doesn't stop beam weapons, and unlike the 'Spiner's field it doesn't stop particle weapons either. However anything else is fair game, the field using the projectiles own kinetic energy to hurl back towards the ground, directly below the 'Skimmer.

Unforunately this field only affects the underbelly of the Zoid, but considering the rest of the Flame Skimmer's armor, this is only a minor drawback. The only way to disable the field is to destroy a full wing set (both wings on the right or left side) preventing the field from properly functioning. It should also be noted that any Zoid that is being carried by the Flame Skimmer benefits from the Magnessor Field's protection, but should refrain from firing its own projectile weapons, the most likely result ending with the phrase "crash and burn."

Zoid Transporation
At the end of each leg on the Flame Skimmer is a powerful electromagnet. These, combined with the incredible lift produced by the magnessor field allows the Flame Skimmer to not only grab onto Zoids weighing 100 tons or less, but to carry them in air from one location to another. While this does cut the Flame Skimmer's aerial speed in half, and reduce maneuverability to that of a bathtub launched from a trebuchet, its a relatively safe procedure with the protection of the Magnessor Field. While the magnessor field does protect the transported Zoid, firing into it will have negative results, as well as firing high-recoil weapons, more likely than not throwing off the Skimmer's balance and ability to fly. Otherwise there aren't many restrictions, beyond the weight limits, which can be bypassed with the help of a second Flame Skimmer, the two able to carry up to 150 tons. Also a note for any pilot being carried by a Flame Skimmer, try not to move about a whole lot, its for your own good.

Composite Multi-Sensor
The Flame Skimmer has large sensors in the shape of compound eyes found on many bugs and insects. This gives the Flame Skimmer an unsurpassed 360 degrees field of vision. Also, each of the lenses on the multi-sensor is able to be adjusted to one of two alternate settings; night vision or high accuracy. The high accuracy setting allows the Flame Skimmer to aim and fire at targets only sniping Zoids were capable of before, maxing out at about two kilometers in distance. While not able to be used in conjecture with the high accuracy mode, the night vision compliment's the Flame Skimmer's ability, allowing it to see perfectly in even the darkest of nights. Just don't be tempted to use this during the day, the results would be spectacularly bad.
SeaQuest
27-04-2006, 08:17
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/whitz_wolf.jpg

Class: Whitz Wolf

Type: Ultra-High-Speed Assault Mech

Model: Wolf

Code: RZ-073

Cost Per Unit:
$750 million U.S.D.

Crew: 1

Weight: 87 tons

Depth: 18.9 meters

Height: 8.8 meters

Maximum Speed:
Running: 245 km/h
Boosters: 305 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Dual 50mm Photon Particle Rifles
Dual Impact Cannon
Hardened Alloy Claws and Teeth

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Infrared Sensors
Smoke Discharger



Weapons:
Dual 50mm Photon Particle Rifles
Derived from the Photon Particle Rifles originally seen on the Zeek Dober and Ice Blazer, these guns have been downsized slightly to reduce weight. These rifles, by virtue of their mounting, are able to be aimed upwards almost a full ninety degrees, and back down. While not able to deal tremendous amounts of surface damage, the Particle Rifles are instead better at dealing penetrating damage, much more capable of penetrating thick armor than its ballistic counterparts. In addition to that, the Whitz Wolf`s Particle Rifles fire just a bit faster than those seen on the Dober and Blazer.

Dual Impact cannon
Positioned on the chest and locked forward, the Dual Impact Cannon is a new weapon to see on any canine Zoid. The Whitz Wolf`s fires high-density AZ60mm shells that explode on impact. Unfortunately, like its Liger cousins, the Whitz`s lacks in range. It`s limited to 300 meters, after which, accuracy drops off and the shells will, more often than not, simply miss the target or fall completely short. It has a semi-automatic firing rate, but its accuracy drops like a brick in the water when the Zoid is moving.

Hardened Alloy Claws and Teeth
The most basic of all Zoid Weaponry. Used for up-close-and-personal combat, in the dirtiest, most feral type of combat known. Good for ripping and shredding away all of the opponent's unwanted armor.

Executing Special Abilities:
Infrared Tracking
These sensors use modified computers to see infrared radiation. It works by detecting abnormal emissions of infrared radiation, normally caused by large machines. The sensors work on a scale, anything below a set radiation level appears blue, dark blue, or purple. Anything above appears in varying shades of red, orange, yellow, and white. Coolant and IR suppressors prevent IR emission, rendering IR detection nearly useless.

Smoke Discharger
Like the Command Wolves it came from, the Whitz Wolf boasts a heavy-duty smoke discharger unit. Unlike them though, the Whitz`s discharger is a single open-and-shut tube, positioned at the very tip of the tale. As such, it can only discharge smoke clouds directly behind the Whitz Wolf.
SeaQuest
27-04-2006, 08:17
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/snipeliger.jpg

Class: Snipe Liger

Type: Long-Range Assault Mech

Model: Liger

Code: RZ-028+

Cost Per Unit:
$800 million U.S.D.

Crew: 1

Weight: 140 tons

Depth: 25.9 meters

Height: 13.4 meters

Maximum Speed: 220 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
AZ188mm Sniper Cannon
Twin 100mm Heavy Cannons
80mm Mini-Sniper Cannon
Dual 2-shot Mortar Pods
Quad 5-shot Mortar Pods
Hardened Alloy Claws

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Radar
Frontal Force Shield
Unique Sensor Panel
Communications Antenna



The second part of the experiment which birthed the Slash Liger comes the Snipe Liger. The result of a controlled evolution of the Shield Liger platform, the Snipe Liger is the polar opposite to the Slash Liger in that it was developed as a primarily long range Zoid. The Snipe Liger defies nearly every aspect set by previous Liger variations. Nevertheless, it is heavily armed and armored, so it can dish out beatings as well as take them.

About the only weakness apparent on the Snipe Liger is that it is relatively poor at close-range combat. Unlike the Slash Liger's armor, the Snipe Liger's armor was shaped with no care towards mobility. As a result the Snipe Liger is one of the least agile Liger Zoids currently available, barely able to keep up with the Shield Liger in terms of maneuverability. Among modern-day Zoids it is about average in speed and can barely outrun a stock Command Wolf. Granted, that's better than most tanks. Also, for the pilot to withstand the kickback of all the Snipe Liger's weapons, a series of shock absorbers were built into its head module, which was reinforced with additional armor too. The side effect of the absorbers is that the mouth can no longer be opened, so the Snipe Liger's only options in close range are to use its claws or ram the enemy.

Weapons:
AZ 188mm Sniper Cannon
The heaviest weapon available to the Snipe Liger. Like the Konig Wolf's Dual Sniper Rifles, this weapon has to be deployed before it can be used, which can take a short while. Anyway, being a sniper cannon, it's accurate enough to blast a beer can off of a fence at 3 kilometers. It also has improved accuracy over most sniper-type weapons, due to the mini-radome unit on the sniper cannon. Unlike most other Sniper Cannons in the world of Zoids, this one doesn't fire conventional shield-piercing shells. Instead, it fires a 188mm explosive compressed gas propelled mini-rocket. It's explosive power gives it the AZ designation, and it's superior shield busting capabilities, and the fact it uses compressed gasses gives it no muzzle flash. Because of the explosives implanted in the unique shells the cannon fires it does far greater damage to shields than the typical shells used by the Gun Sniper and Snipe Master. The round penetrates the shield matrix then explodes, causing massive distortion within the energy of the shield itself and weakening it far more than normal. Two direct hits are more than enough to take out a Blade Liger's shield. Of course this weapon doesn't fire the fastest either, 3 shots in a single round of battle is pushing it. Plus the compressed gasses make for a nice kick back with the recoil, so it's best not to move while firing.

100mm Heavy Cannons
Mounted to either side of the larger sniper cannon are a pair of heavy cannons. They fire shells that are functionally identical to the shells fired by the cannonry unit, except for the slightly lower caliber. Thus, these cannons can are especially effective against nearly everything, inflict plenty of pain on an opponent, and may even knock around small Zoids. They're not quite capable of semi-automatic fire, though, with a firing rate of just over one shot per second. Each is equipped to a pylon similar to the ones the Blade Liger's blades are mounted on, so they can be dropped to the sides and rotate 30 degrees to the side. When in their default position on the back they can even incline 30 degrees upwards. However, due to the sheer size of the cannons they can not pivot any further, and thus can not attack anything behind the Snipe Liger.

80mm Mini-Sniper Cannon
Mounted between the Snipe Liger's front legs, this mini-cannon is plenty powerful, and although it's smaller, it's still capable of accurate fire at a full kilometer, thanks to its own mini-scope. It's not shield-piercing, though it is semi-automatic. It's capable of a 30 degree arc to either side, since the legs get in the way otherwise, but it can't incline at all.

Dual 2-shot Mortar Pods
Mounted on either side of the Snipe Liger's face, these are more or less standard mortars, and have two mortar rounds per launcher, making for a grand total of 8 mortars. They operate much like a mortar cannon, being that the launchers themselves propel the explosive projectiles in a parabolic arc. Because of this, they're none too accurate, but the explosive power more than makes up for the lack of guidance.

Quad 5-shot Mortar Pods
Mounted on each of the Sniper Liger's four shoulders, they're pretty much standard mortar launchers, which carry two mortar rounds per launcher for a grand total of 40 mortars. They operate much like a mortar cannon, being that the launchers themselves propel the explosive projectiles in a parabolic arc. Unlike most mortar pods however, the Snipe Liger's mortars fire out to the sides. The pods on the left side fire out to the left, and ones on the right fire out the right. Like all mortars the Snipe Liger's are not accurate at all, but they make up for it with a healthy splash radius. While somewhat difficult to use, they make excellent weapons for saturation and bombardment.

Hardened Alloy Claws
Like all other Ligers in existence, the Snipe Liger has these for close-range combat. Designed for when you have to get "up close and personal" in combat. They're best used for swiping and slashing away at your opponent's armor and body structure.

Executing Special Abilities:
Frontal Force Shield
This defensive force shield is functionally identical to the shield on almost every other Liger in existence. It is activated by opening the top and bottom panels on the Liger's mane, automatically creating the force shield matrix. The shield also covers the sides all the way to the rear legs, but the bulk of the shield's protection is concentrated in front of the Zoid. It is important to note that the shield does not cover the rear of the Snipe Liger at all. In terms of power, the Snipe Liger's shield is comparable to the Slash Liger's shield and suffers the same weaknesses to explosives and charged particles.

Unique Sensor Panel
On the Snipe Liger's forehead is a square green panel, that operates very much like the specialized sensor panel on the Iron Kong. Thus, the Snipe Liger is capable of using this to see through smoke, fog, or anything of that nature; in addition, the Snipe Liger's infrared sensors are bundled in with the specialized sensors, thus it can use both sets of sensors simultaneously. However, the sensor panel can't scan under the ground at all, and it's not capable of sending data to teammates on the battlefield, unlike the Iron Kong.
SeaQuest
27-04-2006, 08:19
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/slash.jpg

Class: Slash Liger

Type: Armored High-Speed Strike Mech

Model: Lion

Code: RZ-028

Cost Per Unit:
$950 million U.S.D.

Crew: 1

Weight: 154 tons

Depth: 27 meters

Height: 14.6 meters

Maximum Speed: 320 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Trinity Impact Cannon
Hardened Alloy Laser Blades
Hardened Alloy Tail Blade
Hardened Alloy Claws and Teeth
2 Laser Sabres
4 Strike Claws
2 Laser Sabers
2 Laser Blades
2 Electrical Particle blades
2 Pulse Laser Guns
2 30mm gattling guns

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
2 E-Shield Generators
Frontal Force Shield
High Intensity Force Shield
Blade Attack
High Intensity Blade Attack
Rocket Boosters Pack


Under the intention of taking the Blade Liger to its extreme, the Slash Liger was created via the controlled evolution of a Blade Liger. Intended to be the ultimate in close-range Zoids, the Slash Liger was actually a huge success compared to other attempts to modify Zoids. Equipped with a multitude of strengthened laser blades, a better impact cannon, and a stronger force shield, the Slash Liger is not to be taken lightly, by any means.

Additionally, the Slash Liger is coated with a reasonably thick coat of armor, approximately as strong as the Red Horn's armor and almost comparable to the Geno Saurer, which increases both its size and weight drastically. To compensate for this, not only was the Slash Liger gifted with the same backpack booster unit as the Blade Liger, but underneath each of the side-mounted laser blades is a small jet booster, allowing its speed to soar over that of the Blade Liger by 15 km/h, despite added weight. Though, the natural running speed of the Slash Liger is only 260 km/h, putting it on par with the Blade Liger (thanks to an evolved drive system, incidentally). Each blade booster provides 10 km/h worth of thrust, added to the 40 km/h (slightly less than the Blade Liger's because of added weight) of thrust the backpack booster provides. Luckily, the Slash Liger retains the natural maneuverability and agility that its predecessor, the Blade Liger, displays.

Unlike the Blade Liger, the Slash Liger's legs are covered in armor. Coupled with the Liger's naturally durable leg design, it's actually rather difficult to rid a Slash Liger of its precious appendages. Also, the laser blade hilts are much stronger and larger, making them considerably more difficult to take off. Perhaps the only weakness of the Slash Liger is its overall lack of ranged weaponry. Even the improved impact cannon that the Slash Liger carries has a limited range. As such, a viable strategy against this behemoth is to stay far, far away.

Weapons:
Trinity Impact Cannon
A triple-barreled AZ80mm cannon mounted between the Slash Liger's front legs. It fires high-density shells that explode on impact. The barrels aren't very long, however, so its effective range is limited to 300 meters, after which, the shell loses velocity and becomes less effective. However, it's still quite powerful, able to quickly strip a targeted Zoid of its armor with only a few hits. Add to this the fact that it has a higher firing rate than the Shield Liger's Triple Impact Cannon, just above semi-automatic, and you have a powerful, reliable weapon. Unfortunately, there is a downside to the Trinity Impact Cannon. It is fixed forward, meaning it can only fire where the Liger is facing. Also, because the mount doesn't incline any, the Trinity Impact Cannon is highly inaccurate when the Liger is in motion.

Hardened Alloy Laser Blades
The main weapons of the Slash Liger and the origin of its name. There's four of them total, one on either side of the face and one on either side of the body. On either side of the Liger's midsection is an eight meter long, hinged, double-edged, razor-sharp cutting blade. Normally, they rest on the Liger's back, but have a great range of motion and can be turned upward, rotated out to the sides, or pointed forward for a variety of cutting angles. The four meter long, hinged, razor-sharp blades on either side of the face can be extended out away from the face or be used while forward. And when charged, they act similar to the Dracula's Kiss modification, in that they are extremely effective against shields when pressure is applied. It should be noted that the Slash Liger's blades are a lot less effective when uncharged.

Hardened Alloy Tail Blade
Last of the Liger's assorted blades is the two meter long tail blade. Unlike the others, it is unable to charge, but it makes up for that with an excellent range of motion. Being that is on the end of the very flexible tail, it can cover just about every inch of the Liger's rear. When used correctly, the tail blade can leave fairly nasty gashes in opponents who shy to close too its rear.

Hardened Alloy Claws and Teeth
The most basic of all Zoid Weaponry. Deadly-sharp fangs and rows of equally sharp teeth adorn the Liger's mouth while its paws contain nasty, nasty claws of their own. Used for up-close-and-personal combat, in the dirtiest; most feral type of combat known. Good for ripping and shredding away all of your opponent's unwanted armor.

Executing Special Abilities:
Frontal Force Shield
Like its predecessors, the Shield Liger and Blade Ligers, the Slash Liger is outfitted with a defensive force shield system. The shield is activated by the opening of both the top and bottom panels of the Liger's mane. Upon activation, the Force Shield will raise, providing coverage for the Liger's front and sides (all the way to the midsection), though the Liger is still susceptible to attacks from behind. While the shield is activated, it can block most beam weapons and cannon shells. However, it does not hold up as well against projectile weapons such as missiles and grenades, nor charged particle blasts. The shield can also be used as a battering ram.

Blade Attack
The Slash Liger's most bread-and-butter attack. This can be executed with either set of blades, be it the face or side blades. While the face blades can perform it in pretty much any position, the main blades have to be lowered down to either side in order to be charged up. Once this is done, the Slash either uses them to slash at an enemy, or skewer them outright. It should be noted that while you can charge up either side blade independently, the face blades can only be used as a pair.

High-Intensity Force Shield
The High-Intensity Force Shield (HIFS or Hi-Shield) operates in a similar fashion as the High-Intensity Blade Attack. The energy of the laser blades is rerouted into the shield generator, thus dramatically increasing the shield's power and effectiveness as well as giving it anti-particle properties, becoming just strong enough to take a full-on Super-charged Particle Gun blast, though a charged particle weapon more powerful than that will overload the shield. Most attacks are incapable of penetrating it. The shield forms as an omni-directional barrier thanks to the additional energy drawn from the laser blades. It takes approximately a second to form, ideal for quick, emergency defense. Please note that the blades do NOT have to be pivoted forward to execute this maneuver.

Because of the way the Hi-Shield forms, anything next to the shield will be pushed away with a lot of force. Thus, any Zoid that is within a few meters of a Liger that activates the Hi-Shield will be thrown away rather violently, enough to take damage from the eventual landing. Please note that a Liger cannot move while using this shield, which lasts a full six seconds once activated. In addition, the maneuver can only be used once per battle; it uses emergency circuits that short out due to the massive power drain, and thus prevent it from being used a second time. The shield and blade energy are both drained by use of this maneuver; the shield takes three rounds to recharge, while the blades take one.

It should also be noted that in order to perform a Hi-Shield, you need both side blades and both shield projectors. If even one is lost, the maneuver is unavailable.

High-Intensity Blade Attack
Also known as the Hi-Blade or HIBA. This move is executed by rotating the side-located blades forward and routing the shield energy into them. The resulting field is twice the sharpness of a normal blade attack, and covers the front of the Slash Liger in a similar fashion to a regular force shield. It takes 1.5 seconds to charge the attack, and then lasts for 3 seconds. The attack is very potent, capable of slicing through most things, including charged particles, although CPGs will sap the power of the Hi-Blade. Normal weapons fire is unaffected by the Hi-Blade, and the Slash Liger is restricted to turning while moving forward. The faster it goes, the more difficult it is to turn. Afterwards, the side blades and shield are out for 2 turns, and the Slash Liger suffers a 15% decrease in its speed for the same amount of time.

Like the Hi-Shield, you need both side blades and both shield projectors to execute a HIBA. If even one is lost, the maneuver is unavailable.
SeaQuest
27-04-2006, 08:21
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/KingLiger.png

Class: King Liger

Type: Scouting And Quick Strike Mech

Model: Liger

Code: RPZ-15

Cost Per Unit:
$65 million U.S.D.

Crew: 1

Weight: 69 tons

Depth: 19.8 meters

Height: 7.9 meters

Maximum Speed: 280 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Twin Tri-barreled 30mm Laser Machineguns
30mm Beam Needle Gun
Quad Hardened Alloy Laser Blades
Hardened Alloy Teeth and Claws

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Radar
Communications Antenna
Blade Attack
Infrared Sensory Packs
Gas Dischargers


Weapons:
Twin Tri-barreled 30mm Laser Machineguns
As the name suggests, these are machineguns that fire constant bursts of energy instead of bullets. They're mounted on either side of the King Liger's chest just under the face, and are locked in a forward-facing position. Of course, being that they fire energy blasts at a rate of 10 shots per second and there are six guns total, these weapons will quickly wear away at even the toughest of armor.

30mm Beam Needle Gun
This gun, mounted rear-facing on the tail, fires small armor-piercing spines, much like the Pierce Sniper's weapons, except that they're energized, making them much more effective at their job. Still, each spine is quite small, so it'll take a lot of them to do any significant damage. Thankfully, it has a fully-automatic firing rate of approximately 4 or 5 shots per second. While it isn't inaccurate, the Beam Needle Gun can only fire in the direction the tail is facing, making it good for covering retreats.

Quad Hardened Alloy Laser Blades
There are two hardened-alloy blades mounted on either side of the King Liger. They're capable of charging with laser energy, increasing their combat effectiveness quite a bit. They're fairly short and stubby, though, compared to the Blade Liger, and they're mounted at shoulder level, so they're much harder to use properly, and they can't be retracted, either. Each is about 6 meters long, and considering the amount of room the legs take, only gives about 5 meters of cutting power when charged.

Hardened Alloy Teeth and Claws
The most basic weapons available to any Zoid. Best used for when an "up close and personal" approach is needed. They're pretty good at ripping and slashing away at an opponent.

Executing Special Abilities:
Blade Attack
A short range maneuver which is executed by charging each blade on the sides to maximum. The attack is performed by running along side an enemy Zoid and using the charged blades to cut through it.

Infrared Sensory Pack
The King Liger carries the same impressive array of infrared equipment as the King Liger. It can still keep tabs on Zoids with even the smallest infrared signature, including even heat from types of cannon fire. It's a pretty advanced piece of equipment, and concealed within the back, making it hard to take off. Even Zoids with coolant may find it difficult to hide from these sensors, especially in polar combat.

Gas Dischargers
Similar to the Konig Wolf, these rear-facing dischargers are used for quick getaways. First, they offer a quick boost in speed to 290 kilometers per hour for about three seconds. The boost is ideal for jumping, or clearing large gaps. Second, they release large clouds of gas behind the King Liger. The gas is about as thick as a smokescreen, and slightly heavy with harmonic resonance. This gas disables the sensors, except core tracking, of all zoids caught within it for approximately 3 seconds before the gas loses its effect. The gas dischargers can only be used once per round, and the booster and gas aspects have to be used at the same time, so carefully timed use is essential. It should be noted that the King Baron's sensors will also be affected by the gas if it gets caught in it.
SeaQuest
27-04-2006, 08:21
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/lidier.jpg

Class: Lidier

Type: Ultra-High-Speed Quick Strike Mech

Model: Lion

Code: EHI-009

Cost Per Unit:
$85 million U.S.D.

Crew: 1

Weight: 40 tons

Depth: 20.2 meters

Height: 6.5 meters

Maximum Speed: 320 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Triple Beam Cannon
2 30mm Beam Cannons
Clustered ‘Running’ Cannon
Hardened Alloy Claws and Fangs

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Radar
Special Anti-Lift Stabilizers
Communications Antenna



Weapons:
Triple Beam Cannons
A fairly standard triple barreled beam gun. Each gun being a somewhat modest 30mm, they sport an average semi-automatic firing rate. Due to their design though, these guns are only capable of firing in series one after the other, amounting to about six shots per second. A positive of this array though is that the unit is capable of rotating a full 360 degrees on the horizontal axis, and 15 degrees up and down.

30mm Beam Cannons
There are two of these weapons found on the Lidier. One sits on the right hand side of the tail and the other sits on the left shoulder in a similar style to the Zaber Fang. Bread and butter, they fire beams at a semi-automatic rate and are locked into position.

Cluster 'Running' Cannon
A very unique weapon, the Clustered ‘Running’ Cannon is a cluster of guns with three seperate sets of guns, designed to be effective at high speeds. Despite being fixed in place on the Lidier's chest, they work much better than other weapons located in similar places on other zoids while running at full speed.

50mm Cannon
A singular 50mm cannon placed in the upper left of the cluster. Whilst standard in strength it fires slightly faster than your average semi-automatic in the vein of the Advanced 120mm Cannons of the Genosaurer.

30mm Beam Rilfes
There are two of these weapons, one to the right of the 50mm and one below it. Firing standard beams at a semi-automatic rate, the two rifles alternate shots for a simulated higher firing rate. These beam rifles are also designed to be more accurate than your average weapon meaning the high speed and maneuverability of the Lidier doesn't cause a significant drop in accuracy.

20mm Machine gun
Just one of these, it sits at the bottom right, opposite the 50mm cannon and "in between" the two 30mm beam rifles. Fully automatic, it fires standard shells at a high rate, allowing for a wide spread of ammunition quickly.

Hardened Alloy Claws and Fangs
The most basic of all Zoid Weaponry. Used for up-close-and-personal combat, in the dirtiest, most feral type of combat known. Good for ripping and shredding away all of the opponent's unwanted armor.
SeaQuest
27-04-2006, 08:28
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/Guysack.jpg

Class: Guysack

Type: Anti-Infantry Scout Mech

Model: Scorpion

Code: RZ-002

Cost Per Unit:
$50 million U.S.D.

Crew: 1

Weight: 22 tons

Depth: 10 meters

Height: 4 meters

Maximum Speed: 120 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
Hardened Alloy Pincer Claws
AZ 30mm Beam Rifle
Twin Needleguns
Dual 10mm Cannons

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Burrowing
Smoke Dischargers
Enhanced Audio Gear
Infrared Sensor Package



Weapons:
Hardened Alloy Pincer Claws
The Guysack is equipped with small pincer claws. Seeing as they're made of hardened alloy, the Guysack is able to use them as piercing weapons, as well as for grasping objects with them.

AZ 30mm Beam Rifle:
This is the Guysack's primary weapon, mounted in the tail, which makes sense considering that a scorpion's tail is its deadliest weapon. It's designed to penetrate Zoid armor, is more accurate than normal due to being a rifle, and it's semi-automatic as well. The only downside is that it isn't able to pivot much; it's fixed on the tail, so it can fire wherever the tail is pointing.

Twin Needleguns:
Located flush with the back, at first glance, these don't really seem like very impressive weapons; that is, until you look at the ammunition. They fire small (roughly 1-2 mm) needles, but at an exceptionally fast rate; faster than even a vulcan cannon. Thus, although each needle does an almost insignificant amount of damage, the aggregate effect can be very impressive given enough time. They're able to angle front to back by inclining upwards.

Dual 10mm Cannons:
These are mounted underneath the beam rifle on the tail. There's really nothing special about them; semi-automatic, and they fire where the tail points.

Executing Special Abilities:
Burrowing:
The Guysack was the first Zoid capable of burrowing underground, but as a consequence, its burrowing abilities are somewhat lacking compared to other Zoids. It is really only capable of burrowing under sand (2/3 of its top speed) and loose dirt (1/3 of its top speed); anything else is simply too dense for it to penetrate.

Smoke Dischargers:
Located on the back, behind the head, these are a pair of simple smoke dischargers, designed to cover the Guysack while it comes up from underground.

Enhanced Audio Gear:
This dish attached to the tail was originally used for the Zoid's radar system, since the fact that it could burrow made it into an acceptable scout Zoid. Of course, with enhancements to radar technology, this dish was made superfluous, so it was retrofitted with enhanced audio equipment, capable of picking up and magnifying small sounds, both above and below the surface.
SeaQuest
27-04-2006, 08:34
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/Piercesniper.jpg

Class: Pierce Sniper

Type: Long-Range Assault Mech

Model: Raptor

Code: RZ-030+

Cost Per Unit:
$650 million U.S.D.

Crew: 1

Weight: 27.7 tons

Depth: 11.9 meters

Height: 9.2 meters

Maximum Speed: 280 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
80mm Spine Launcher
Twin Tri-Barreled 20mm Spine Launchers
Twin AZ 8-shot Spine Launchers
Converted Wild Weasel Unit
Hardened Alloy Talons, Claws, Teeth, and Spines

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Burrowing
Smoke Dischargers
Enhanced Audio Gear
Infrared Sensor Package



Weapons:
80mm Spine Launcher
Mounted on the Pierce Sniper's chest, in between the arms, this is a seemingly standard semi-automatic 80mm cannon. However its special in the fact that it fires spine munitions, capable of punching through armor with ease. Unfortunately the spines lack any sort of explosive charge, and thus punching through armor is all they are good at, not able to deal any sort of surface damage like standard guns.

Twin Tri-barreled 20mm Spine Launcher
Mounted on each of the Pierce Sniper's arms, these gatling rifles are capable of putting out a considerable amount of firepower, being able to fire 6 shots a second each. Identical in the type munitions to the 80mm Spine Launcher, the spines it fires lack an explosive charge, and are very poor for doling out massive armor damage. Now while 20mm may seem more like a needle launcher, considering the rate of fire these are some very potent little buggers. Each gun is capable of rotating to either side 45 degrees, and can be pointed in any direction the arms can be.

Twin AZ 8-shot Spine Launchers
These mount to the back of the Pierce Sniper, on top of the back-mounted boosters. These too fire armor-piercing spines, but unlike other spine projectiles, these contain a small explosive charge which goes off after the spine digs into the armor. The result you ask? Surface damage, and a good amount of it. Once used up the Pierce Sniper has to return to the transport to reload more. Like the mortars they once were, these fire from the pod by launching upwards, and then arcing down on the opponent.

Converted Wild Weasel Unit
Like most of the Pierce Sniper's weapons, this would appear identical in most aspects to the normal Wild Weasel Unit, but the similarity is only skin deep. The most major change is the fact that it fires the spines that are the norm for its weapons. Able to fire one shot from each gun, ever two seconds, the WWU is a powerful array capable of delivering suffering in spades. It should be noted that the Pierce Sniper needs to be locked down to aim effectively with these lest the inaccuracy god smite it down. Also important is the fact that all the guns on the WWU are chain-linked meaning firing one is impossible, all guns fire at once.

Quad AZ 144mm Spine Launchers
Locked in position these are the equivalent of your AZ 144mm guns on the standard Wild Weasel Unit. Each launcher is able to fire off one shot every two seconds, and they are locked in the forward facing position.

Quad AZ 188 mm Spine Launchers
Like the above guns these are locked into a forward facing position, and fire spines instead of bullets. Each launcher is able to fire off one shot every two seconds and they are fairly similar to the 144mm spine launchers, except bigger.

Hardened Alloy Talons/Claws/Teeth
The basic weaponry available to almost every Zoid. Best used when you want to get "up close and personal" with an enemy Zoid. Especially dangerous on the Pierce Sniper, which knows exactly how to use them.

Hardened Alloy Spines
Mounted on either side of the head, both shoulders, both hands, both hips, and both feet are long spikes, which can be used very effectively by the Pierce Sniper in combat.

Special Abilities:
Frenzy
Somewhere in the Zoid Core Evolution process, something went terribly wrong. The feral consciousness normally dormant in most "tame" Zoids was awoken leaving the Pierce Sniper a level of sentiency. The end result is a potentially unstable mixture of increased awareness coupled with an acute anger problem, allowing the Pierce Sniper to seize control from the pilot at times of intense rage. While in this berserker state the Pierce Sniper suffers from zero inhibitions, and is all too willing to charge directly into fire to get in close with the intent to maim its opponent. It can sometimes go as far as to completely disregarding its own safety, and at times that of the pilot.

Total Assault
Yay! That is the one word that a Pierce Sniper would say when using this tactic. The gist is that each of the 144mm, and 188mm Spine Launchers can actually be forced to fire two times as many shots in a round than normal. While it can only be performed twice because of strain on the muzzles, it is an incredibly powerful attack capable of ending battles very quickly. The downside is that the attack lasts the entire turn, and while using it the Pierce Sniper must be locked down, lest the inaccuracy god smite it down.

Radome
Another part from the Wild Weasel Unit, the radome like its predecessor, it features a complex targeting system. This in turn lets the pilot (or Zoid depending on the battle's events) effectively use the massive amount of weapons, with the added bonus of a 20% increase in accuracy. However the Pierce Sniper's radome takes its power to a new level, combining the Gun Sniper's IR Tracking with its own functions allowing the Pierce Sniper to see Zoids that don't use a cooling system, regardless of most conditions.
SeaQuest
27-04-2006, 08:39
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Mechs/EnergyLigerOmega.jpg

Class: Energy Liger Omega

Type: Ultra-Heavy Assault Mech

Model: Liger

Code: EZ-072

Cost Per Unit:
$2 billion U.S.D.

Crew: 1

Weight: 160 tons

Depth: 28 meters

Height: 12 meters

Maximum Speed:
Land: 345 km/h
Air: Mach 0.5 (660 km/h)

Power:
2 Zero-Point Module

Offenses (Standard Load-Out):
Double Pulsar Cannon
Charged Sledgehammer Hiblit
Arcanite Energy Claws and Teeth
Arcanite Anti-Zoid X-Blade
Arcanite Gungnil Horn
Arcanite Energy Wings

Defenses:
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid

Equipment:
Radar
Communications Antenna
Tachyon Strike
Energy Charger System
Extra Weapon Hard Points
Charger Gatling Cannon
Double-Barreled Charger Cannon



Weapons:
Arcanite Energy Claws and Teeth
The claws and teeth of the Energy Liger are all constructed from Arcanite, a special type of armor capable of holding a greater edge than all other alloys known to Zoid combat. Thusly, they can cut on their own to a far greater degree than any other claw or tooth. To make matters worse, they have the option of routing focused energy provided by the Energy Charger System into them. When charged, there are few things that the Energy Claws and Teeth cannot shred.
The Energy Liger's most basic weapons. While their cutting edges are no better than regular claws and teeth, they're still made from Arcanite. That alone makes them far better than your average hardened alloy claws, almost equal to a standard Strike Laser Claw or Dracula's Kiss. The fact that they can also be charged with energy makes them even more dangerous.

Arcanite Anti-Zoid X-Blade
This is constructed from the same material as the claws and teeth, thusly holding an exceedingly sharp edge. Located on the Energy Liger’s head, this blade is sharpened to the point of being mono-filament, but without being at all fragile. Similar to the claws and teeth, it can charge with focused energy, allowing it to slice through just about anything.
Mounted atop the Energy Liger's head, behind the Gungnil Horn.This is actually a relatively vital weapon, though its normal use is somewhat minimal and awkward due to its positioning on the head. To effectively strike with it, one must wield it as if they were cutting with a samurai sword or plowing into something with a battle-axe -- either gracefully slicing through the opposition or hacking into their guts with wild abandon. Its cutting power varies depending on how it's used, though a rough estimate would put it as being little better than the Schneider's head-blades. Like the claws and teeth, it can be charged with energy.

Arcanite Gungnil Horn
This horn, located just before the X-Blade on the head of the Liger, is constructed from Arcanite alloy. Thusly, it is extremely durable, and more importantly, very sharp. The horn itself is capable of boring through entire Zoids, but has the added ability to charge with energy provided by the ECS. Because of that, it can bore through essentially any kind of armor. And, for the sake of comparison, the lances of the Lord Gale, said to be the greatest piercing weapon on any Zoid, do not hold a candle to the Gungnil Horn.
Positioned right atop the Energy Liger's cockpit, aimed forward at a 30 degree angle. The Gungnil Horn is one of the nastiest piercing weapons ever devised on Zi -- roughly eight and a half meters of solid Arcanite. Obviously, it can't be used for slashing attacks, though it's sturdy enough to use like a club for side-swipes, and its positioning on the head blocks easy use of the X-Blade. That said, its penetrating power is almost unequaled among spearing weapons. Like most of the Energy Liger's weapons, it can be charged with energy, making it even nastier.

Arcanite Energy Wings
At first glance, the wings of the Energy Liger may seem fragile and near useless. On the contrary, they are anything and everything but. The wings themselves are constructed from Arcanite alloy, meaning they have nearly unparalleled durability and a great cutting edge to boot. Additionally, they can charge with focused energy, allowing them execute horrifically powerful wing slashes. Allowing the Energy Liger to fly is only the tip of the iceberg for these wings.
Positioned on either side of the Energy Liger's back. These are actually evolutions of the Liger Zero X standard's side-flaps, morphing back into something like the blades of a Blade Liger. The Arcanite Wings are roughly eleven meters long. They serve several purposes, but they also boast a critical weakness. First of all, they can be used for uncharged blade attacks on ground targets, boasting similar cutting power to a Slash Liger's charged blades. Unfortunately, they can't be used for charged blade attacks, because the wings are actually housing for the magnessar engines that allow the Energy Liger to fly in the first place. Charging them with energy simply forces the Zoid into the air, and while this is a dandy tactical and strategic advantage, the wings themselves are the weakest of the Liger's armored parts because of it. It should also be noted that the Energy Liger is incapable of hovering, and it's also unable of flying longer than twenty-four seconds at a stretch without taxing the Energy Charger System.

Double Pulsar Cannon
A truly nasty weapon if there ever was one. In the default position, the Pulsar Cannon rests on the Liger's left shoulder, and can angle upward by as much as 60 degrees. The Double Pulsar Cannon is a weapon ultimately derived from the Particle Compression Cannons. The difference is that each of the Double Pulsar's barrels boasts roughly 75% more hitting power than a lone PCC, with a firing rate that sits around one shot per barrel every two to three seconds. The barrels can be fired alternately or at once. Accuracy is relatively good and damage is obviously more severe, given how likely it is that both shots will hit within a few feet of each other at the most.

Charged Sledgehammer Hiblit
Another downright evil toy for the Energy Liger to play with. In the default position, the Charged Sledgehammer Hiblit is able to pivot upward by as much as 60 degrees. The Charged Sledgehammer Hiblit was designed by a relative newcomer to the Commission's weapons division. The Charged Sledgehammer Hiblit is basically summed up with the following analogy: If gatling guns were schoolyard children, this one would be the guy who beats you up, takes your lunch money, sells your bike and then pisses on you while you're lying in a pool of your own blood. It fires out extra-large slugs at a rate of 50 shots a second. While not terribly accurate, a bit of fire from this will knock over your average medium-sized Zoid -- like a Konig Wolf -- with terrible ease. Not only that, but every hit is going to crack and shatter armor and structure. To add to that: The rounds are charged with a low-level of electrostatic energy. While the shots it fires can't disable a Zoid's regular systems, they can seriously interfere with certain special abilities -- such as stealth, optical camouflage, special sensory equipment and other such things. Note that the interference is only temporary -- lasting less than a tenth of a second at best for a single hit -- but the more hits made, the longer the effects last.

Executing Special Abilities:
Tachyon Strike
The Energy Liger's ultimate attack... And one that its creators actually didn't intend for it to have. The Tachyon Strike is something the Liger developed entirely on its own during the process of evolution, absorbing the experience of its original Organoid -- and along with that experience, data from both the Jaeger and Schneider armors. When the Liger emerged from its cocoon, it was able to perform this attack by overcharging the Gungnil Horn and X-Blade, even as it fed power to the the Wings as well, all the while running forward. The result?

An attack like nothing ever seen before. It incorporated the drilling energy field associated with both the High Intensity Blade Attack and its Seven Blade cousin, but along with that, it made use of something like teleportation. The result was the Tachyon Strike. When performed, the Tachyon Strike causes the Energy Liger to blur forward at nearly the speed of light, striking an enemy Zoid with effects comparable to a charged particle beam(minus the shockwave) before grinding to a halt several hundred meters later. Suffice to say: It hurts. Like Hell.

Unfortunately, the Tachyon Strike is literally a double-edged sword. While it can basically take out anything short of a Banned Zoid -- if it hits -- it can only be done under specific circumstances: The Liger has to be running at or near full speed in a straight line. Its wings have to be fully extended to either side, and while the charge-up time is only one second, it's critical to line up the shot perfectly. You won't get a second chance. This is because the after-effects of the Tachyon Strike are severe. The wings completely overload and the magnessar lifts inside of them explode, critically damaging or destroying them entirely. Furthermore, actually stopping from the attack is enough to put heavy stress on the Liger's stabilizer system, while the energy drain is enough to cut its speed by 25%. This same drain also prevents the Liger from being able to charge up any of its melee weapons or make use of any of its ranged weapons but the Sledgehammer -- and even that loses its electrostatic properties. This effect lasts for roughly three rounds, and the Tachyon strike itself can obviously be done only once in any battle.

While it can be performed in flight, it's obviously a wise choice not to.

Energy Charger System
Developed in secret by the Empire, the Energy Charger System is a one-of-a-kind power plant unique to the Energy Liger. The system itself is capable of generating tachyons—elementary subatomic particles which move faster than the speed of light—for use as energy throughout the Liger’s body; and even its weapons. Because of this, the Energy Liger possesses tremendous destructive power and mobility. More than that, though, is the system’s ability to generate power at any time at low actual energy cost to the Liger, as well as its ability to power the Energy Liger’s Double-Barreled Charger Cannons, Charger Gatling, all its melee weaponry, and its wings. Unfortunately for the opponents of the Liger, the system is an integral part of the Energy Liger’s internals, and cannot be removed through any means short of tearing it from the Liger’s body.
A glorious evolution on the concept of charging up one's melee weapons to do damage... But the truth is that the Energy Charger System is little more than a super-advanced Ion Charger, not entirely unlike the kind seen on a Rev Raptor or Zeek Dober. It makes use of some complex bits of technology on the side -- ones that would make your average person's head explode, to be truthful - but for the most part... There's really nothing all that special to it. It's a very solid piece of equipment though, interwoven so deeply into the Liger's design that the only way to destroy it is to kill the Zoid. Its activation is automatic when firing guns, but a pilot has to switch the melee weapons on. When charged, the claws gain similar cutting power to the Liger Zero Standard's SLCs, while the teeth are roughly 20% better than that. The Gungnil Horn and X-Blade both gain roughly 50% more thrusting or cutting power than they would have when uncharged.

Charger Gatling Cannon
This weapon is a very large gatling-type cannon mounted on the Energy Liger’s right front leg; and capable of inclining quite a bit both up and down. The Charger Gatling, having eight separate small-bore barrels and a high RPM, is capable of putting out 80 shots per second. Now, that is not too bad, you would think. Well, the Charger Gatling fires concentrated beams of energy composed of tachyons which are borrowed from the Energy Charger System. Each blast hits like a smaller, more focused version of a Charged Particle Gun. Needless to say, the Charger Gatling Cannon is capable of roasting essentially any Zoid within a very small amount of time.

Double-Barreled Charger Cannon
This weapon features two long, large-bore barrels and is mounted on the Energy Liger’s left front leg which can incline quite a bit both up and down. Like the Charger Gatling, the Double-Barreled Charger Cannon shoots concentrated energy beams composed of tachyons. But unlike the Gatling, this weapon has two rather large barrels; not eight somewhat small ones. Thus, each blast from the Double-Barreled Charger Cannon hits like a Super Charger Particle Gun blast would. Unfortunately, it does not have a high rate of fire like the Charger Gatling, but it is capable of putting out one shot every two seconds, per cannon. Getting hit by these cannons means only one thing; and that thing is pain.

Extra Weapon Hard Points
The Energy Liger has many hard points on its body, all capable of mounting its ranged weapons. Should the need arise, the Liger can have the Charger Gatling or Double-Barreled Charger Cannon detached from its default position and reattached to one of six places: the right front leg, the left front leg, the right rear leg, the left rear leg, the belly, or the tail. Thusly, the cannons can take up a variety of positions around the Liger's body, and if their current position becomes heavily damaged, they can be switched to another position, guaranteeing their safety and continued terror. Unfortunately, the Energy Liger is not capable of doing this on its own. It must enter a transport to have the weapons properly disconnected and reconnected. Because of that, the Energy Liger’s weapons have remained in their default positions since the beginning, and probably will remain there for eternity.
Scattered across the Energy Ligers body are a set of six unused hard points. They were left by the evolution controllers as a means of making up for the loss of the CAS by anticipating future weapons technology and allowing the Liger to upgrade accordingly. The hard points are all essentially the same, allowing the Liger to switch around its built-in guns from point to point as the pilot pleases. Assuming the option ever becomes available, the Energy Liger could actually replace its Charged Sledgehammer with a Double Pulsar, or switch out a Double Pulsar for another Charged Sledgehammer, along with various other concepts. That said, the hard points are: The shoulders, the hips, the stomach and tail. Note that just shifting a weapon around will not increase its range of motion. The stomach prevents any sort of pivoting, while weapons mounted to the tail only point wherever the tail is aimed at. Obviously, to do any switching around, the Energy Liger has to enter a transport. It should be noted that the Energy Charger System will burn out if you try to equip more than two of the Liger's default guns.
SeaQuest
27-04-2006, 08:48
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/wraith.jpg

Class: Wraith

Type: Battle Tank

Model: Liger

Cost Per Unit:
$80 million U.S.D.

Crew: 3 (1 pilot and 2 gunners)

Dimensions:
Length: 12 meters
Height: 5 meters
Width: 6 meters

Maximum Speed: 200 km/h

Power:
1 Zero-Point Module

Offenses (Standard Load-Out):
1 120 mm Beam Cannon
2 Type 8 Pulse Disrupter Cannons

Defenses:
Radar
Communications Antenna
Radar/Tracking Display
Trans-Spatial Shields
Sernaix Phase Cloaking Device
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Incom Countermeasure packages
Grayson Enterprises GRD-1 countermeasure system
EMP field generator (Anti-torpedo)
Gravimetric Structural Integrity Field
Eagle Eye and Hawk Eye Augmented Sensor Suites
E.M./Gravimetric Field Defence Grid
SeaQuest
27-04-2006, 16:47
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/lr36defense_platform.jpg

Class: Eye Of Ra

Type: Intersector Missile Silo

Code: LR-36

Cost Per Unit:
$35 billion U.S.D.

Dimensions:
Height: 215 meters
Decks: 2

Mass: 6,915,000 metric tons

Crew: 32

Unclassified Range: 20 light-years

Power:
2 Zero-Point Modules

Propulsion:
Gravimetric "Millipede" Drive System (Attitude control and adjustment only)

Offenses:
2 Class 5 Type XIII Phaser Arrays
4 ISHL Launchers (Payload: 100 Warheads)

Defenses:
Incom Countermeasure packages
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Grayson Enterprises GRD-1 countermeasure system
Eagle Eye and Hawk Eye Augmented Sensor Suites
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
EMP field generator (Anti-torpedo)
SeaQuest
27-04-2006, 16:49
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/argus-array-t.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/Argus.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/GArgGenral1.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/GArgGenral2.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/GArgGenral3.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/argus-array.jpg

Class: Argus

Type: Subspace Telescope Array

Cost Per Unit:
$1 billion U.S.D.

Dimensions:
Length: 2,400 meters
Width: 1,600 meters
Height: 50 meters

Mass: 45,210,000 metric tons

Unclassified Known Range: 70 light-years

Crew: 1 Command & Control A.I.

Propulsion:
Gravimetric "Millipede" Drive System (Attitude control and adjustment only)

Defenses:
Trans-Spatial Shields
Asgard Sensor Jammers
Grayson Enterprises GRD-1 countermeasure system
Eagle Eye and Hawk Eye Augmented Sensor Suites
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
EMP field generator (Anti-torpedo)
Low Level Structural Integrity Field
Density Armor
SeaQuest
29-04-2006, 08:47
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/pylon.jpg

Class: Pylon

Type: Deep Space Construction Facility

Cost Per Unit:
$70 billion U.S.D.

Dimensions:
Length: 6,300 meters
Decks: 60

Mass: 48,000,000 metric tons

Crew: 10,000

Troops: 500

Power:
3 Zero-Point Modules

Propulsion:
Gravimetric "Millipede" Drive System (Attitude control and adjustment only)

Offenses:
12 Medium Disrupter Cannons

Defenses:
Incom Countermeasure packages
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Grayson Enterprises GRD-1 countermeasure system
Eagle Eye and Hawk Eye Augmented Sensor Suites
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
EMP field generator (Anti-torpedo)
SeaQuest
29-04-2006, 08:48
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/repair_dock.jpg

Class: Saturn

Type: Starship Repair Center

Cost Per Unit:
$120 billion U.S.D.

Dimensions:
Diameter: 5,326 meters
Decks: 200

Mass: 10,483,593,750 metric tons

Crew: 137,700

Power:
5 Zero-Point Modules

Propulsion:
Gravimetric "Millipede" Drive System (Attitude control and adjustment only)

Offenses:
25 Class 3 Plasma Phaser Coils
150 Medium Power Plasma Phaser Coils
350 Secondary Banks
32 Model S3 Tubes (Payload: 2,004 Terok Standard Torpedoes)

Defenses:
Incom Countermeasure packages
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Grayson Enterprises GRD-1 countermeasure system
Eagle Eye and Hawk Eye Augmented Sensor Suites
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
EMP field generator (Anti-torpedo)
SeaQuest
29-04-2006, 08:48
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/jupiter.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/SeaQuest/station_jupiter.jpg

Class: Juno

Type: Research & Development Station

Cost Per Unit:
$90 billion U.S.D.

Dimensions:
Length: 2,352 meters
Decks: 82

Mass: 1,182,159,226 metric tons

Crew: 2,080

Power:
5 Zero-Point Modules

Propulsion:
Gravimetric "Millipede" Drive System (Attitude control and adjustment only)

Offenses:
240 Class 5 Type XIII Arrays
16 Class 2 Burst Fire Tubes (Payload: 8,000 Type 7 Torpedoes)
4 Rapid Fire Tubes (Payload: 1,000 Type 1 Torpedoes)

Defenses:
Incom Countermeasure packages
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Grayson Enterprises GRD-1 countermeasure system
Eagle Eye and Hawk Eye Augmented Sensor Suites
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
EMP field generator (Anti-torpedo)
SeaQuest
29-04-2006, 08:49
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/nor.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/SeaQuest/station_nor.jpg

Class: Trianary

Type: Orbital Oversight Facility

Cost Per Unit:
$90 billion U.S.D.

Dimensions:
Diameter: 1,451 meters
Decks: 98

Mass: 146,117,249 metric tons

Crew: 657

Power:
3 Zero-Point Modules

Propulsion:
Gravimetric "Millipede" Drive System (Attitude control and adjustment only)

Offenses:
6 Class 3 Plasma Phaser Coils
6 Type XI Phaser Banks
63 Type X phaser Arrays (Total Output: 1,250,000 TeraWatts)
66 Pulse Fire Torpedo Tubes
6 Model T Tubes (Payload: 2,000 Terok Standard Torpedoes)

Defenses:
Incom Countermeasure packages
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Grayson Enterprises GRD-1 countermeasure system
Eagle Eye and Hawk Eye Augmented Sensor Suites
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
EMP field generator (Anti-torpedo)
SeaQuest
29-04-2006, 08:49
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/knife_of_kirom.jpg

Class: Knife Of Kirom

Type: Construction and Repair Station

Cost Per Unit:
$80 billion U.S.D.

Diameter: 600 meters

Mass: 18,000,000 metric tons

Crew: 5,000

Troops: 1,000

Landing Pads: 8

Hangers: 1

Embarked Craft: 20 fighters

Power:
3 Zero-Point Modules

Propulsion:
Gravimetric "Millipede" Drive System (Attitude control and adjustment only)

Offenses:
20 Mark 10 Rapid Fire Disrupter Cannons
10 Torpedo Tubes (Payload: 300 torpedoes)

Defenses:
Incom Countermeasure packages
Ablative Shield Generator
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Asgard Sensor Jammers
Grayson Enterprises GRD-1 countermeasure system
Eagle Eye and Hawk Eye Augmented Sensor Suites
Gravimetric Structural Integrity Field
E.M./Gravimetric Field Defence Grid
EMP field generator (Anti-torpedo)
SeaQuest
30-04-2006, 08:09
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/Prowler_small.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/Prowler_28farscape29.jpg

Class: Gazelle class

First Refit: Raptor class

Second Refit: Dark Angel class

Third Refit: Iron Eagle class

Type:
Stealth Space Supiority Fighter

Cost Per Unit:
$200 million U.S.D.

Dimensions:
Length: 12 meters (39.37 feet)
Beam: 3 meters (9.85 feet)
Wingspan: 6 meters (19.68 feet)
Height: 3.25 meters (10.6 feet)

Crew: 1-2

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
1 Hyper-Impulse Engine

Power source:
1 Zero-Point Module

Top Speed:
Atmospheric: Mach 2
Space: 0.98c

Offenses (Standard Load-out):
3 Heavy Neutron Guns
2 Type I Staff Cannons
4 micro-torpedoes (External)

Defence systems:
Gravimetric/EM Shielding System
Asgard Sensor Jammers
Ablative Shield Generator
Single-layer lightweight Titanium Alloy (Gamma-category “Trinium”) over a C-65 composite hull frame
Double-layer lightweight sensor absorbant bio-skin
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Gravimetric Structural Integrity Field
Grapnelling Claws
Gravitic Tractor Beam
Cutting Lasers
EMP field generator (Anti-torpedo)
Sensor jamming system
Incom Countermeasure packages
Intercept package: chaff, noisemakers
Model VII Stealth systems and Sensor-spoofing sensor arrays

Computer system:
A.N.N.I.E. N.H.-A.I.

Sensors:
Enhanced Tactical Hypersonar (Effective Range: 50 gigameters)
Active and Passive sensor suite (Effective Range: 30 gigameters)
Countermeasure Sensors (Effective Range: 15 gigameters)
Model X Hypersonar/Laser-based Sensor array (Effective Range: 50 gigameters)

Utilitarian systems:
1 Wayland tempered steel grapple (range: 100 meters)
SeaQuest
30-04-2006, 08:10
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/rahxe_sinsei01.gif

Class: Gazelle class

First Refit: Raptor class

Second Refit: Dark Angel class

Third Refit: Iron Eagle class

Fourth Refit: Scorpion class

Fifth Refit: Sensei class

Type: Long-Range Multi-Role Strike Fighter

Cost Per Unit:
$500 million U.S.D.

Dimensions:
Length: 12 meters (39.37 feet)
Beam: 3 meters (9.85 feet)
Wingspan: 6 meters (19.68 feet)
Height: 3.25 meters (10.6 feet)

Crew: 1

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
2 Hyper-Impulse Engines

F.T.L. Propulsion:
Hyperspace Window Generator

Power source:
2 Zero-Point Modules

Top Speed:
Atmospheric: Mach 4
Space: 0.998c

Offenses (Standard Load-out):
2 Type 10 Disruptors (Capable of Beam or Pulse)
2 Type III Pulse Phasers
1 Type IV Phaser
3 Heavy Neutron Guns
2 Type I Staff Cannons
6 micro-torpedoes (Internal)
8 micro-torpedoes (External)

Defence systems:
Gravimetric/EM Shielding System
Asgard Sensor Jammers
Ablative Shield Generator
Single-layer lightweight Titanium Alloy (Gamma-category “Trinium”) over a C-65 composite hull frame
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Gravimetric Structural Integrity Field
Grapnelling Claws
Gravitic Tractor Beam
Cutting Lasers
EMP field generator (Anti-torpedo)
Sensor jamming system
Incom Countermeasure packages
Intercept package: chaff, noisemakers
Model VII Stealth systems and Sensor-spoofing sensor arrays

Computer system:
A.N.N.I.E. N.H.-A.I.

Sensors:
Enhanced Tactical Hypersonar (Effective Range: 100 gigameters)
Active and Passive sensor suite (Effective Range: 60 gigameters)
Countermeasure Sensors (Effective Range: 30 gigameters)
Model X Hypersonar/Laser-based Sensor array (Effective Range: 100 gigameters)

Utilitarian systems:
1 Wayland tempered steel grapple (range: 100 meters)
SeaQuest
30-04-2006, 08:11
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/rahxe_titania.gif

Class: Gazelle class

First Refit: Raptor class

Second Refit: Dark Angel class

Third Refit: Iron Eagle class

Fourth Refit: Scorpion class

Fifth Refit: Sensei class

Sixth Refit: Titania class

Type: Stealth Long-Range Multi-Role Strike Fighter

Cost Per Unit:
$510 million U.S.D.

Dimensions:
Length: 12 meters (39.37 feet)
Beam: 3 meters (9.85 feet)
Wingspan: 6 meters (19.68 feet)
Height: 3.25 meters (10.6 feet)

Crew: 1

S.T.L. Propulsion:
Gravimetric Drive Array
Gravimetric "Millipede" System
2 Hyper-Impulse Engines

F.T.L. Propulsion:
Hyperspace Window Generator

Power source:
2 Zero-Point Modules

Top Speed:
Atmospheric: Mach 4
Space: 0.998c

Offenses (Standard Load-out):
2 Type 10 Disruptors (Capable of Beam or Pulse)
2 Type III Pulse Phasers
1 Type IV Phaser
3 Heavy Neutron Guns
2 Type I Staff Cannons
6 micro-torpedoes (Internal)
8 micro-torpedoes (External)

Defence systems:
Gravimetric/EM Shielding System
Asgard Sensor Jammers
Ablative Shield Generator
Single-layer lightweight Titanium Alloy (Gamma-category “Trinium”) over a C-65 composite hull frame
Double-layer lightweight sensor absorbant bio-skin
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Gravimetric Structural Integrity Field
Grapnelling Claws
Gravitic Tractor Beam
Cutting Lasers
EMP field generator (Anti-torpedo)
Sensor jamming system
Incom Countermeasure packages
Intercept package: chaff, noisemakers
Model VII Stealth systems and Sensor-spoofing sensor arrays

Computer system:
A.N.N.I.E. N.H.-A.I.

Sensors:
Enhanced Tactical Hypersonar (Effective Range: 100 gigameters)
Active and Passive sensor suite (Effective Range: 60 gigameters)
Countermeasure Sensors (Effective Range: 30 gigameters)
Model X Hypersonar/Laser-based Sensor array (Effective Range: 100 gigameters)

Utilitarian systems:
1 Wayland tempered steel grapple (range: 100 meters)
SeaQuest
01-05-2006, 18:22
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/maco-shuttle_prep01-101805.jpg

Class: Mirage

Type: Long-Range Covert Shuttlecraft

Cost Per Unit:
$5 billion U.S.D.

Dimensions:
Length: 30 meters
Beam: 14 meters
Height: 5 meters

Crew: 4 (Pilot, Navigator, Weapons & Defense Officer, and Commander)

Troops: 1 squad

S.T.L. Propulsion:
2 integrated Gravimetric Drive Nacelles
Gravimetric "Millipede" System
Hyper-Impulse Engines

F.T.L. Propulsion:
Hyperspace Window Generator

Power source:
2 Zero-Point Modules

Top Speed:
Atmospheric: Mach 3.5
Space: 0.998c

Offenses (Standard Load-out):
2 Type 10 Disruptors (Capable of Beam or Pulse)
2 Type III Pulse Phasers
1 Type IV Phaser
3 Heavy Neutron Guns
2 Drone Launchers (Payload: 40 drones)
6 micro-torpedoes (Internal)

Tactical Drone Types:
Type 1: (Standard Drone) Fires Tight Beam Phaser Blast that can penetrate most Shields
Type 2: (Standard Drone) Fires 3 kinds of Torpedoes at great distances.
Type 3: (Level 1 Aggressor Drone) This one can fire Phaser and Torpedoes with a rotating modulation design and can travel at great distance from the Nemesis.
Type 4: (Level 2 Aggressor Drone) This type of Drone can dispense Micro Mines in great numbers, by using it’s Replicator Emitter to create them.

Defence systems:
Gravimetric/EM Shielding System
Asgard Sensor Jammers
Ablative Shield Generator
Single-layer lightweight Titanium Alloy (Gamma-category “Trinium”) over a C-65 composite hull frame
Double-layer lightweight sensor absorbant bio-skin
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Gravimetric Structural Integrity Field
Grapnelling Claws
Gravitic Tractor Beam
Cutting Lasers
EMP field generator (Anti-torpedo)
Sensor jamming system
Incom Countermeasure packages
Intercept package: chaff, noisemakers
Model VII Stealth systems and Sensor-spoofing sensor arrays

Computer system:
A.N.N.I.E. N.H.-A.I.
SeaQuest
02-05-2006, 08:25
http://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/01ag_star_dorsal.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/01ag_star_perp-aft.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/01ag_star_perp-fore.jpghttp://i17.photobucket.com/albums/b91/SeaQuest_Sim/Schematics/01ag_star_starboard-fore.jpg

Class: Gazelle class

First Refit: Raptor class

Second Refit: Dark Angel class

Third Refit: Iron Eagle class

Version: II

Type:
Space Supiority Fighter

Cost Per Unit:
$250 million U.S.D.

Dimensions:
Length: 12 meters (39.37 feet)
Beam: 3 meters (9.85 feet)
Wingspan: 6 meters (19.68 feet)
Height: 3.25 meters (10.6 feet)

Crew: 1

S.T.L. Propulsion:
2 Gravimetric Drive Nacelles
Gravimetric "Millipede" System
Hyper-Impulse Engine

F.T.L. Propulsion:
Hyperspace Window Generator

Power source:
1 Zero-Point Module

Top Speed:
Atmospheric: Mach 3
Space: 0.958c

Offenses (Standard Load-out):
3 Heavy Neutron Guns
6 micro-torpedoes (Internal)
4 micro- torpedoes (External)
4 Type IV Pulse Phasers

Defence systems:
Gravimetric/EM Shielding System
Asgard Sensor Jammers
Ablative Shield Generator
Single-layer lightweight Titanium Alloy (Gamma-category “Trinium”) over a C-65 composite hull frame
Double-layer lightweight sensor absorbant bio-skin
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Gravimetric Structural Integrity Field
Grapnelling Claws
Gravitic Tractor Beam
Cutting Lasers
EMP field generator (Anti-torpedo)
Sensor jamming system
Incom Countermeasure packages
Intercept package: chaff, noisemakers
Model VII Stealth systems and Sensor-spoofing sensor arrays

Computer system:
A.N.N.I.E. N.H.-A.I.

Sensors:
Enhanced Tactical Hypersonar (Effective Range: 50 kilometers)
Active and Passive sensor suite (Effective Range: 30 kilometers)
Countermeasure Sensors (Effective Range: 15 kilometers)
Model X Hypersonar/Laser-based Sensor array (Effective Range: 50 kilometers)

Utilitarian systems:
1 Wayland tempered steel grapple (range: 100 meters)
SeaQuest
08-05-2006, 08:54
http://i22.photobucket.com/albums/b325/USS_Atlantis_RPG/Ships/Romulan/reman-shuttle.jpghttp://i22.photobucket.com/albums/b325/USS_Atlantis_RPG/Ships/Romulan/RemanScorpionFighter02.jpghttp://i22.photobucket.com/albums/b325/USS_Atlantis_RPG/Ships/Romulan/reman-shuttle-screen.jpg

Class: Scorpion

Type: Ground Attack Craft

Cost Per Unit:
$50 million U.S.D.

Dimensions:
Length: 4 meters
Width: 1.5 meters
Height: 1.5 meters

Mass: 2.5 metric tons

Crew: 2

Propulsion:
Hyper-Impulse Engine
Gravimetric Drive Fins
Gravimetric "Millipede" Drive System

Power: 1 Zero Point Module

Offenses:
1 Type X Disruptor (Capable of Beam or Pulse)

Defenses:
Gravimetric/EM Shielding System
Asgard Sensor Jammers
Enhanced Shadow Bio-Armor
Vorlon Bio-Armor
Alteran Bio-Skin
Mulian Bio-Ceramic Armor
Advanced Daemon Re-Enforced Armor
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Plasteel/Poly-Crystalline Armor Mesh
Sernaix Phase Cloaking Device
Trans-Spatial Shields
Gravimetric Structural Integrity Field