NationStates Jolt Archive


Sign-up for FT war, what are your ideas?

Athiesism
13-01-2006, 18:53
I'm interested in going to war with any FT nation. I only have a vague idea of what the war will be like and it's open to change, but I think it should be something like my planet (Merkar) is undergoing some kind of ecological devastation after being knocked out of orbit (like global warming) and needs to find another planet to move to. Noone offers to donate a planet, and the Spaceborne Army of Merkar sets off to conquer a habitable world. If you want to see what kind of writer I am, here are two of my RPs:

http://forums.jolt.co.uk/showthread.php?t=453158

This one was before I became FT:

http://forums.jolt.co.uk/showthread.php?t=443052

Anyone interested in RPing with me?
Sephrioth
13-01-2006, 19:10
ooc tgs
Spooty
13-01-2006, 19:27
I'm interested in becomming the habitable planet being sieged, i'm not much bigger than you and my army is privately funded so it's smaller and less brilliant.
Dweladelfia prime
13-01-2006, 19:30
I'll be a nation that trys to stop you. Im kinda like a FT galactic police.
Kyle Black
13-01-2006, 19:32
Hm, I'm interested in being a planet with colonial interests as well, perhaps a slight competition?
Athiesism
13-01-2006, 19:33
Sounds good. I'm bumping to see if anyone else is interested. I really think you should go to
http://forums.jolt.co.uk/showthread.php?t=453158
. This is one of my old RPs and explains how my government works (it's this kind of computer-worshipping atheism).

edit: I'm accepting as many people as we can fit, because I want this to be a big intergalactic war thingy if possible. Also, I'm going to go around and look at your previous posts to see if you can RP well. No offence intended, but there are people that I've RPed with that are just lazy and/or immature, and they screw up the whole thing.
Kyle Black
13-01-2006, 19:39
Oh, well I don't really have any RPs. I'm new and such.
Athiesism
13-01-2006, 19:42
It's OK, as long as you can write well.
Spooty
13-01-2006, 19:47
It's OK, as long as you can write well.

actually i've only just converted from MT to FT, but I have RPed FT with a puppet before.
Athiesism
13-01-2006, 19:55
Well, I'll go type up an intro and have it ready for when we start. New people are free to apply to join.
Nanic
13-01-2006, 20:20
I would be interested in offering a supporting role to your people(given my people are less populace then yours) since I RP as a race that lost its planet several hundred genrations ago.
My FACTnovel is really the only post of mine there is to check, it is incomplete but should satisfactory.
Athiesism
13-01-2006, 20:43
Looks really good, Nanic. I read the whole thing and I liked it. I don't like it how most nations start RPs and just ignore the storyline and go straight for the battles. There has to be some kind of history to these conflicts, and I think you can think of something with your Nanic races.
Amazonian Beasts
13-01-2006, 20:51
I'd be interested to join, I've had previous RPs in the sons of Tarsonis thread (before it was godmodded), the Bonstock terrorism thread, and the New alternative Clone Wars RP.
Cassadia
13-01-2006, 20:52
It's been a while since i've RP'd in NS (i went to sumemr camp and my nation of 1.1 billion got deleted oops!). I've been looking for a good FT RP. My technology is unconventional, very advanced in propulsion and power, severly lacking in computing and weapons. I'd like to play the role of someone who stumbles in on the conflict and has to take a side. I'll post a writeup on my nation before the RP starts.

look forward to it
Jenrak
13-01-2006, 21:34
I'll be a nation that trys to stop you. Im kinda like a FT galactic police.

I must concur with that.
Athiesism
13-01-2006, 21:35
Dwadelfia, your previous RP posts look a little short. Can you beef them up a bit when you join this RP, maybe a few paragraphs long? It's up to you, but I usually like to write quality as opposed to quantity (one post a day, a few paragraphs long). And hell, this is my RP.

Everyone else looks OK. We might start as soon as tomorrow.
Nanic
13-01-2006, 21:40
Well, I intend on RPing my Nanic as very ...compassionate, but only relative to their own strange perception of that idea.

So, given I have them in my mind as kind of Space vikings--equally concerned if not more so with trade as raiding. They would be sympathetic to your people--you see in Factnovel that when the man asked for mercy it was given immediately----so simply the way I see it when your people go to war--they will need a base of operations---as the Nanic are accustomed to not having a planet and are quick to iffer mercy or aid when asked(think afghani customs of protecting guests) then would immediately side with in atthe least hiding your forces among their own--or giving information and or surveillence.
At the most open combat aid--

I do want to point out I am personally for the moment keeping this seperate from my other RPs until I see how well it developes.
Dweladelfia prime
13-01-2006, 21:46
Dwadelfia, your previous RP posts look a little short. Can you beef them up a bit when you join this RP, maybe a few paragraphs long? It's up to you, but I usually like to write quality as opposed to quantity (one post a day, a few paragraphs long). And hell, this is my RP.

Everyone else looks OK. We might start as soon as tomorrow.

Ok Ill try.
Amazonian Beasts
13-01-2006, 21:50
I'm probaly going to take the sides of the defenders, but I'll post all that in my first post...
Kyle Black
13-01-2006, 22:54
Does population size in an RP have to be the actual population in NS?
Amazonian Beasts
13-01-2006, 23:04
Does population size in an RP have to be the actual population in NS?

Think so...
Spooty
13-01-2006, 23:28
Question, my Tech relies on magical systems, this isn't rediculous majicks like instant detination of all enemies but mostly controlling the Propulsion, Lif Support, other remedial tasks, the weapons do rely on Majicks but aren't uber powerful, actually quite weak, if this is bad then I'll drop out/change things about.
Velkya
14-01-2006, 00:19
I'm interested in going back to FT, as I'm getting disinfranchised with MT and PMT more and more everyday. Count me up as a neighbor to one of the seiged planets.
Velkya
14-01-2006, 00:23
Does population size in an RP have to be the actual population in NS?

What intergalactic civilization has a pop of 2 billion?
Spooty
14-01-2006, 00:31
What intergalactic civilization has a pop of 2 billion?

many of them, there were calls recently to allow for greater populations in FT.
WinTrees
14-01-2006, 00:41
This looks quite interesting. I'll assist the colonization/assault forces if you'd like.
Kyle Black
14-01-2006, 01:05
So... uh... should we establish whos who and whats what in our Nations before or during the RP?
Cassadia
14-01-2006, 16:37
My navy:

http://forums.jolt.co.uk/showthread.php?t=463784
Athiesism
14-01-2006, 19:31
About the population issue, I use my NS pop and I think that you should basically do the same. If you use FT pop counting (your NS pop times 10) then please only send a small part of your fleet so that you don't dominate all the other people.

I'm OK with Spooty's magic idea. I've written up the intro post. Basically, I try to buy a nearby system from Spooty because my homeworld Merkar is undergoing global warming and is becoming uninhabitable. He offers to sell it, but for $40 trillion dollars. The government, unwilling to pay the price, declares war and attacks. Is that OK with everyone?

Can everyone post a summary of their nation and its military now to help RPing?

Here's an excerpt from my intro thread. For more information my country and an interesting story about it,

Basically, my country is an officially atheist nation that really worships computers. The country is officially ruled by a democratically-elected president and politburo, but real influence lies in the "computer scientists" who are really more like religious leaders (they don't think of themselves as that, of course). This is only a very brief summary. There's a much more interesting rundown at
http://forums.jolt.co.uk/showthread.php?t=453158 .


Info about my main warships:

Eagle class Space Superiority Fighter

Maximum safe speed: Mk 1 (1 mark= 1% the speed of light) or 1,860 miles per second; for dogfighting, it is necessary to slow down to 1/100 of that for better manueverability.
Propulsion: Matter editation allows for perpertual motion of craft without need for an engine.
Armament: 1 Ashasi Electronics Class H Electron-Wave Disintegration Device, range approximatley 4,000 kilometers
Ammunition: Destabilizing electron waves, strength of beam varies widely with atmospheric conditions but is usually effective for 40-80 seconds between reloads
Endurance: Indefinite; limited only by pilot fatigue
Max. Length: 10 meters
Max. Width: 8.34 meters
Mass: 143 tons
Manueverability: Dependent on speed; at cruise speed approximately 2,546 degrees/second.
Crew: One
Cost: $2 billion
Production rate: 5 per year per factory; Merkar currently has thirteen such factories

The Eagle is the third generation of Merkari space superiority fighter. Its ancestry goes back to the Talon-class fighter of Joint Conglomerate War vintage. After a stunning performance against a vastly more numerous enemy force, the Talon served alongside the Hercules class in the Mainframe Discontinuity conflict, again proving its worth against Ruthless Slaughter fighters, working with the Hercules to achieve an amazing kill ratio of 218 to 0. Merkari fighters have always been noted for their emphasis on quality over numbers, making them perhaps the best of their kind in the universe. The Spaceborne Army of Merkar demands excellent craft to safely escort its antimatter torpedoes to thier detonation point, and its spacecraft have always delivered.

Armor technology on the Eagle is the culmination of a century of improvement. A "probability sheath" prepares for combat once enemy fighters are detected, calculating the point of impact of their weapons and thier impact force. It then emits a high-power electron-wave beam at the proper place and time, destroying the incoming object, be it physical, laser, or plasma-based. (OOC: Just make sure you see the enemy before he sees you so the sheath has time to prepare, and give the sheath time to recharge if it's been used too many times). If this system fails, and it has yet to do so in testing, just over a foot of Scythium elastic armor guards the ship's hull. Scythium envelops incoming kinetic-energy rounds in high-friction material, stopping them from hitting the hull. Against energy weapons, it dissapates the energy throughout the ship, either absorbing it into the ship's energy storage cells or emitting it out to space (OOC: Of course, it's not invincible, and if you hit it 10-20 times with a medium laser it'll overpower the armor).

Of special importance is the Eagle's emphasis on stealth (OOC: You can still pick it up on radar, of course, and it's not like its the F-117 stealth fighter or anything, but you can be sure that it'll spot the enemy long before the enemy spots it). Equipped with advanced electronic deception equipment, covered with emission-reducing material, and made to operate on a low amount of energy, it is significantly stealthier than nearly any other fighter available on the market today. Stealth and indirectness are traditional Merkari traits, and they forge this characteristic into all the weapons they make.

For combat, it is required that the craft be flown by a genetically-engineered pilot posessing ten times the reflex speed of an unmodified human. Pilots in the Spaceborne Army of Merkar recieve eight years of flight training, and it is recommended that you put equal emphasis on pilot training to equip a fleet of these high-quality craft. In addition, the craft must decelerate to Mark .01 (186 miles per second) in order to manuever most effectively in a dogfight. Still, the craft is capable of opening fire at a range of 2,000 miles, or approximately 1-2 seconds before passing the enemy target taking into account closing speed. Herein lies the Eagle's main advantage. Equipped with an electron-wave matter editation/disintegration beam and third-generation electronics, it can annihalate the heaviest space fighter armor in less than a second, and tests have proven an accuracy rate of 80% in a single one-second burst against a manuevering target at max range.Merkari craft have traditionally been designed for this kind of long-distance killing, but the Eagle generation of fighters finally realize the dream of having a high probability of kill at a range that most other fighters can't shoot.

For defence, the vessel is equipped with multiple missile decoys, rendering missile weapons virtually useless. These include image replicators to confuse the hostile weapon, laser devices intended to incinerate missile seeker heads, chaff, flares, radar-absorbent paint, small decoy dispensers, electronic, infrared, and x-ray jammers, plus some classified devices. At the same time, Eagle's large onboard computer and sensors cannot be fooled by most of these decoy devices. Very few missiles are large enough to mount such a large computer, and are therefore extremely susceptible to deception. This is why all of the ship's armament is unguided. Once again, Eagle's low-emission stealthy design is an added aid to survivability.

All of this comes at a price in bulk, not to mention cost- at $2 billion outstripping all but the most expensive fighters for sale today. During the War with Joint Conglomerates, it was found that the Talon was often too heavy to operate from smaller Bastion Prime vessels, and the Hercules, with almost twice the mass, can only operate from specialized capital ships. Even though the Eagle is smaller than its predecessors, its recommended that you launch it only from specially-equipped carriers and starbases. All in all, though, if experience against National Commonwealth and Ruthless Slaughter fighters proves anything, an excellent craft is needed to counter today's sophisticated torpedo and bomber environment.

Three variants are currently up for sale outside the Merkari government:

Eagle A- Basic fighter variant. $2 billion.
Eagle B- Two-seat training variant, comes with reduced reactor core power and costs $1.2 billion.
Eagle C- Electronic warfare, AWACs, and espionage variant, equipped with extensive stealth features and electronic equipment but costs $6 billion.

Independent-class Attack Starbase

Max. Safe Speed: Mk. 10 (10% the speed of light) with all plasma booster mounts used
Propulsion: None; several mounts for plasma boosters along hull if manuevering is necessary
Endurance: Indefinite; food, water and oxygen recyclers onboard
Armament: 80,000 electron-wave disintegration beams, range 4,000 miles (anti-fighter and anti-bomber defense); maximum of 4,000 large antimatter torpedoes, range over 500 million km before disintegration; about 6,000 mid-size fighters can be carried but are not included in cost (exact carry capacity depends on size and mass of fighters). 40,000 ground bombardment missiles, each with 2,000 pound warheads; smaller missiles can be fitted inside them. Each of the fifty-four docking bays has an electromagnetic railgun used to launch fighters and Supply-class cargo vessels, but could potentially lauch some kind of weapon.
Approximate rate of fire: Electron-wave disintegration beams can maintain constant stream of energy for about 5 minutes; full torpedo barrage can be released in two minutes, and it takes a few more minutes to supply them with target data before launch. 52 Durtan ramming spikes can be deployed from the bow.[/i]
Max. Length: 185,567 meters
Max. Width: 24,200.7 meters
Mass: 6 million + metric tons
Manueverability: Maximum of 5 degrees/sec. when joined together; individual segments manuever at about 40 degrees/sec.
Crew: 1,005,849
Construction time: 35 years
Cost: $2.4 trillion, negotiable; antimatter torpedoes, the main armament, cost $500 billion for a full load

The massive Independent class of attack starbase is by far the largest starcraft yet constructed by Merkar. A monstrous star city of nearly 100 miles in length, it carries over one million men, women and children. Intended as a combination civilian starbase and military warship, it excels in both roles. Twenty metres of Servatic alloy surround the inner hull, making it nearly impregnable to the hazards of peactime. In war, this thick skin allows it to ram enemy ships with impunity.

The core of the "attack starbase concept" revolves around the fact that the Independent can divide into forty equal sections, each a warship in themselves. This is strongly recommended in a combat situation facing an enemy with superior firepower, as these smaller units are much more stealthier and will probably be able to see the enemy before they are spotted. Most starfleets today are obsessed with massive ships, totally ignoring the loss of stealth that one of these huge brutes create. The Independent, after dividing into these forty units, surprising the enemy and destroying him utterly, can then rejoin back into one starcraft and continue on its mission. Merkari military equipment of all kinds are designed for stealth, and the small size and low emission signatures engineered into these smaller units ensure that they will be able to get the first shot off against any large capital ships.

Although it carries no propulsion in itself, the Independent has several mountings for plasma boosters along the hull that can be fitted with engines if it is necessary to move the craft. The "starbase" part of the ship's name denotes that it is an excellent and robust immobile defensive platform; the "attack" part denotes that it can move anywhere and strike deep into the heart of enemy territory when fitted with these plasma boosters.

For offense, the main long-range weaponry consists of thousands of antimatter torpedoes. Once the antimatter torpedo approaches within 3,000 kilometers of its target as it speeds along at Mark .1, it releases its warhead, causing a large swathe of antimatter to destroy anything in its path for about 50,000 kilometers distant. This means that it is likely to bring down its target in addition to many nearby enemy vessels. The fairly big, 100-meter long torpedo is equipped with a large signal processor, making it immune to decoys and able to adapt to changing situations. As long as enemy reconassaince vessels do not detect the torpedoes, they will be unable to shoot at it with their own missiles, and even then these will have to avoid getting shot down by the escort screen. However, it is essential to maintain space superiority with your fighters to ensure that the torpedoes can find their target.

For more info about less important ships in my navy see the link to my storefront in my sig.
Athiesism
14-01-2006, 19:46
Wintrees, your posts are OK and I'll let you join but it'd be nice if you could make them a little longer.

Cassadia looks good. I like the detail you put into your fleet description. This might be a good thread to build the early history of your navy.

Velkya also seems pretty good and really into the game. I'd be happy to have you in this RP.
Jenrak
14-01-2006, 21:24
Think so...

You can beef it up on your guys, but you usually have to have your population proportionate still to others.
Jenrak
14-01-2006, 21:24
Meh. My FT guys could use some exercise. I'd like a piece of this pie.
Spooty
14-01-2006, 21:51
k, my main warships and vessels

SYD1

Maximum safe speed: Mk 15.5
Propulsion: 6 Rear Mounted Schmeil Thaum Engines, 3 Front Mounted Schmeil Thaum Braking Engines and 3 Side Mounted Schmeil Thaum Manuevering Engines
Armament: 6 Thaum-Cannons
Ammunition: Thaum energy (from the reactor) is manifested into a bolt which is not greatly powerful but makes for a detterent
Approximate rate of fire: Each cannon can fire a single every second, if need be this can be halfed at the expense of speed taken from the Thaum generators
Length: 300 m (1000 ft)
Beam: 73 m (240 ft)
Draft: 11 m (36 ft)
Crew: 2000
Cost: $1 trillion
Production rate: 1 per year

The flagship, comparative in size to a modern day aircraft carrier, the largest vessel of the fleet and it's most powerful, currently away on a diplomatic mission and could be some time before I introduce it, the SYD shares the high speed and manuverability at the cost of weapons and defence that other Spootian vessels are incurred, it is powered by two Thaum reactors, one kept as a back-up failsafe.

In combat SYD will eject it's 6 tourist chambers carrying passengers on sightseeing tours, each one of these "trays" (as they have been nick-named) are relativly sluggish with a heightened strength to the hulls and sheilds, these run on a Thaum battery which will last them for about a week of space travel, the Tray is unarmed and there have been claims to get them acknowledged as nuetral vessels.

Space Boat

Maximum safe speed: Mk 2.5
Propulsion: 1 Rear Mounted Schmeil Thaum Engine, 1 Front Mounted Schmeil Thaum Braking Engine and 1 Side Mounted Schmeil Thaum Manuevering Engine
Armament: 2 Thaum Blasters
Ammunition: Thaum energy (from the reactor) is manifested into a bolt which is not greatly powerful but makes for a detterent
Approximate rate of fire: Each blaster can fire a shot every second with a break of five minutes needed every ten minutes or so
Length: 60 m (200 ft)
Beam: 20 m (60 ft)
Draft: 10 m (30 ft)
Crew: 20
Cost: $1 Billion
Production rate: 5 per Month

The Space Boat was never designed for military actions, its primary purpose was to take Spootians on tours of the surrounding planets, hence the Tray which is fitted onto the top of it's hull (unlike the SYD these trays do not remove but rarely take passengers into the heat of war) the Boat is powered by a single Micro-Thaum generator which, rather unfortunantly, will over-heat if not left to recharge for a short period of time.

The lack of weapons is made up for in manueverability which the Boat attempts to excel at, it is controlled by a single engine on each side meaning that it can navigate tight spots, such as an asteroid field, with little difficulty, weapons will often be de-activated to allow for these tight manueveres which can be used to run rings round enemy targetting systems.

(hope you don't mind I used your Spaceship stat table Ath)
Balrogga
15-01-2006, 12:39
I might participate in this little execercise if there is a spot available.

For the next couple weeks I will have intermittant internet access. After that I will have my cable internet back up and running again. This would translate in my joining IC a little late in the RP because I don't want to commit myself to it if I cannot be here enough to make decent posts.

You can check out my web site in the sig if you want to know more about my nation, ships, ect...

I'll be on for about an hour Thueday evening and again Wednesday afternoon. I'll see what you decide then.

The magic thing is no problem in my books. I was involved in Magic as part of my History and my character is one of the instructors in The White Tower Thread. I even had to develop Hybrid Technology in order to get into space because I was using the old idea that magic interferes with technology. It was a good idea but others didn't think so. I decided not to use my stuff like Eldritch Bombs (a burst of technology smothering magic) because at the time nobody would accept the concept.

I believe we should use the listed population NS provides for us. It does reflect how long we have been around. I have never been a fan of adding multiples to make myself feel bigger.

I might be able to ask a couple other nations to join in if it interests them.


If you have any questions, just TG me.
Outer Heaven MK II
15-01-2006, 13:35
I'm very interested in joining this. My Nation is currently under lockdown (In another Universe), but my Nation has a few sectors in this Universe, and is expanding. Maybe a border clash?

If you need recommendations...try asking Balrogga, or Coreworlds. Both people I've Roleplayed with before. I've taken part in quite a few SW RP's with my Sith Lord Character, and I'm competent at doing Fleet Battles.

Contact me over MSN if you have any other queries.
Cassadia
15-01-2006, 22:30
Just updated my story with a tech post, check previously posted link.

This just solidifies my culture's strange development.
Nanic
16-01-2006, 05:14
OK, I have not had time to build my fleets so I am doing it for this post.
Sorry Ath, I was taking my time....and ran out.

I RP them remaining near the Coma Cluster (which I am also building on---to add mot only dimension to my nation, but to anyone else who wants to reside in the Cluster)---So where the term Unlimited is used---it is virtually unlimited---not literally.
EDITED:
To catch up I did my final before posting.

The Nanic focus on stealth as a primary tenet of their existence.
Previous to developing the Phasic cloak based off the Hyperspace technology they employ the Nanic used low emmisions and other forms of stealth. Attempting to avoid the high energy drain of conventional common cloaking systems.
The main system devised by the Nanic was to defeat optical and radar ranging equipment and to limit heat exposure, one good thing is the lack of radiance in space, so direct sighting would be needed --exhuast excluded.
So the Nanic focused on these three areas, radar signature, Optical detection, and overall emmision(RF,Gravimetric,Thermal, optical).
While many systems are used to block limit emmisions of both RF and Heat, that left Gravimetric and Optical.
The decision was made to avoid the gravity issue until a superior Cloaking system could be found(Phasic).
Which left Optical, the Optical stealth choosen suited the overall needs of the Nanic quite nicely.

Deciding to elemiate the plasma stealth which served to soundly defeat early Radar detection, the Nanic settled on an electromagnetically conductive polyaniline-based radar-absorbent composite material. Photosensitive receptors, mounted on all sides of the ship, read the ambient light and color of the space all around. An onboard computer adjusts the brightness, hue, and texture of the skin to match the space around the ship.

The electrically charged skin dissipates radar waves, reducing the range at which a defense radar can track the ship by as much as 50 percent. The goal is not to build an invisible vessel, but to delay the visual detection of a vessel for as long as possible. In fact, the most effective way of fooling either the eye or any optics may be to present it with an image that is difficult to interpret.The electromagnetic field generated also greatly reduces the detectable EM emmisions from the ship. A downside to this stealth system is in that once cloak is dropped kenetic damage can harm the skin. However upon return to a ship the vessel is easily recoated.

On ships larger then Corvettes a different approach was sought, the Gravimetric Lensing Effect.ravimettric Lensing refers to the Classic theory of Einstein's Ring, the creation of a distorted image of an object when it's light is focused by gravity. In the case of a cloaking device, the light is focused so that the object's index of refraction (the phase velocity of radiation in free space divided by the phase velocity of the same radiation in a specified medium) matches its surroundings, making the object transparent. Cloaking a ship requires precisely balancing the radiative emissions from the hyperdrives, dissipating all electromagnetic radiation, gravitational fields and other energy emissions emanating from the ship, and distorting space in such a way that electromagnetic radiation and energy emissions are directed around the ship through hyperspace at velocities faster than light.

Finally the Nanic's successfully developed the Phasic Cloaking System they are feared because of by merchants across the Coma Cluster.
The Phasic Cloaking device shift a vessel out of phase with this dimension, the rift tron is very similar tothe jump into hyperspace, butinstead of entering the slipstream, a vessel altered phasic varience places it within an alternate universe just out of phase with our own.

There are several methods to combat this system but of course one must first know what system is being employed.

Sensors would detect the shift in or out of cloak as a hyperspace jump.

The Phased Vessel, can be attacked by another phased vessel of the same varience.

Nanic Battle Fleet:
1 x Reckoning Class Battlesphere(Fighterwing: 40 DeathWing, 80 SWARM)

8 x Shadowmancer Class Battlecruiser(FighterWing: 70 SWARM)

10 x Cluster Class Fighter Carrier(FighterWing: 76 SWARM, 60 Warrior, 44 Archer, 30 DeathWing)

24 x Wraith Class Frigates(FighterWing: 8 x SWARM, 5 x Warrior, 4 x Archer
4 x DeathWing)

Total Fighters:
Deathwing: 388
Archer: 448
Warrior: 720
SWARM: 1,592




WEAPONS

Point Defense Lasers(PDLs) High intensity laser cannons which can quickly engage and burn up missiles and small fighters.

Blaster
The basic blaster technology of intensifying a beam of light into a deadly bolt is scalable, and largely the same despite the differences in weapon types and sizes. The interior mechanisms of a tiny hold-out blaster, a blaster pistol, a large blaster rifle, and a turbolaser cannon are based on the same theories and principles. A squeeze of a trigger emits volatile blaster gas into a conversion chamber, where it is excited by energy from the weapon's power source. The agitated gas is then funneled through the actuating blaster module, where it is processed into an intense particle beam. A prismatic crystal focuses the beam, and passes it through a refinement chamber which galvanizes the beam into its final bolt shaped like a cone, similar to the shape of the ballistic coefficient.

NPB(Neutral Particle Beam)
A Neutral Particle Beam (NPB) weapon produces a beam of near-light-speed-neutral atomic particles by subjecting hydrogen or deuterium gas to an enormous electrical charge. The electrical charge produces negatively charged ions that are accelerated through a long vacuum tunnel by an electrical potential in the hundreds-of-megavolt range. At the end of the tunnel, electrons are stripped from the negative ions, forming the high-speed neutral atomic particles that are the neutral particle beam. The NPB delivers its kinetic energy directly into the atomic and subatomic structure of the target, literally heating the target from deep within.
As well the secondary emmsions within the enemy vessel include gamma, neutron, and xray radition from the nuclear reactions occuring from the NPB.

Microwave Laser
Microwave Amplified Stimulated Emmisions Radiation
High lethal to flesh, and electronics does slight damage to armor and is immune to conventional laser protection, shield tuned to counter lasers will not counter a MASER.

Graser
The graser is a fusion pumped gamma-ray wavelength laser with a 5 meter(or greater) focal point that operates in the tetrawatt range. It takes 12 seconds to charge from an empty capacitor to a full charge. The graser can be fired with less than full charge but corresponding damage to the target is less.

Disruptors
Disruptors cause the target to transition violently out of this continuum.
The Disruptor was developed from the same technology that the phasic cloak wasdeveloped from. The wave form created shifts the quantum state of a target essentially removing the cohesive bond between atoms.--Or Disrupting it.

Gauss Cannon
The Gauss cannon is a tactical favorite of the Nanic, and in truth many Nanic also carry Gauss Needlers as side arms.
The Gauss cannon fires a projectile at variable mV from 2000 m/s to 16,000 m/s

MagRail Cannon
The MagRail cannon uses Hybrid of both Gauss and Rail weapon technologies.
It uses electromagnetic fields to suspend the projectile from the rails, as well as offer stuctural integrity to the rails themselves by bulwarking them against the magnetic push from firing the projectile. The Structural re-enforcement created allows for tremendous power levels to used in firing the MagRail.

Common Warheads
The Nanic use a large variety of Watheads in their missile systems these are a few.
The missile propulsion systems vary but preformance is typically 5000-8000g acceleration. With differing ranges, typically 2 to 5 minutes. Slower Missiles can use HPH drives to sustain much longer flight times and high agility. These are specialized platforms used on Buses to deliver several missiles at once. Or one single smart missile.
The HPH drive can also be used to delever a much faster missile over long range to a target then diengage to use a more faster propulsion in the terminal phase.

Common Nuclear(In multiple yields from 1kt to 500mt)

Enhanced Radiation(In multiple yields from 50kt to 500mt)

Anti-Matter Warhead
The Antimatter Missile seems simple enough. As one developer said while working on this project, "just imagine what this material will do when it comes into contact with regular matter, without the proper controls.. In fact this scientist witnessed it first hand when a containment mistake was made during prototype construction. It goes without saying that there was not enough of him for a proper burial.
Anti-Matter provide highly effective and efficient weapons.
10gt-500gt

Zipper torpedo aka: ZPE Warhead
Using the technology that is used to rip a hole in the Space-Time Membrane to enter the Hypspace slipstream the energy is instead used to create transdimensional blast. The Nanic use this in internal disputes as it can easily strike targets within Hyperspace as well as ships in Phasic cloak.
While the intensely high yield might sound impressive, it is localized and damage decreases exponentially as one moves from the event horizon.
The reason is that the energy is dispersed across several dimensions, including Hyper and Subspace.
Luckily for the Nanic internal disputes are rare.
1-10 teratons


Starkiller Warhead
The Starkiller is not based off of the Phasic energy release but rather all energy from weapon remains within this dimension(except gravimeteric effects which are quite high) The name Starkiller is actually misleading, after a fashion. The Starkiller Torpedo is the final stage of the evolution of the nuclear missile. This missile takes initial science of fusion to a new height. With the use of each of these missiles a temporary star is created out of the component atoms of the target.
THe rapid expansion, heat, increase in localized gravity, then rapid collapse, gravimetric well, and complete implosion directly afterwards are some of the most tremendous forces at work in the universe. On Occasion the Starkiller has created Blackholes, devastating Solar systems. Luckily the Blackhole, like the star created tend to last only a small amount of time. The last singularity created by the Nanics use of the Starkiller lasted only 124 years.
The Nanic have outlawed use of the Starkiller in Neutral Zones, but have no misgivings about use ofthe weapon within enemy space.
While the Starkiller does not operate on the principles of Phasic technology it can indeed effect the Hyperspace, and SubSpace localized area.
As well as Cloaking vessels. The Massive gravity flux can and does distort space-time, and can smash a vessel in Hyperspace, or in phasic cloak during the initial reaction phase. ONce the Star is born, there is an eye i he gravimetric storm, then the Collapse, if a singularity is formed--it too will smash a vessel trapped in its well.
Effective Yield : Never Calculated.


Thorn Missile
The Thorn is a multipurpose missiles designed for either Kinetic Kill, or operation as a buss.
The Thorn(without the HPH Drive) can acheive 12000g performance for a sustained burn of 90 seconds.

KT = Kiloton = 1000 Tons of TNT
MT = Megaton = 1000 Kilotons
GT = Gigaton = 1000 Megatons
TT = Teraton = 1000 Gigatons
PT = Petaton = 1000 Teratons
ET = Exaton = 1000 Petatons
ZT = Zettaton = 1000 Exatons
YT = Yottaton = 1000 Zettatons

Band Wavelength (m)
Far Infrared 3e-5 to 1e-3 m (30,000 to 1,000,000 nanometers)
Mid Infrared 5e-6 to 3e-5 m (5000 to 30,000 nanometers)
Near Infrared 7e-7 to 5e-6 m (700 to 5000 nanometers)
Red 7.1e-7 m (710 nanometers)
Orange 6e-7 m (600 nanometers)
Yellow 5.7e-7 m (570 nanometers)
Green 5.5e-7 m (550 nanometers)
Blue 4.75e-7 m (475 nanometers)
Indigo 4.3e-7 m (430 nanometers)
Violet 3.8e-7 m (380 nanometers)
Ultraviolet A 3.2e-7 to 4e-7 m (320 to 400 nanometers)
Ultraviolet B 2.9e-7 to 3.2e-7 m (290 to 320 nanometers)
Ultraviolet C 2e-7 to 2.9e-7 m (200 to 290 nanometers)
Extreme Ultraviolet 1e-8 to 2e-7 m (10 to 200 nanometers)
X-Ray 1e-11 to 1e-8 m (0.01 to 10 nanometers)
Gamma-Ray 1e-14 to 1e-11 m (1e-5 to 0.01 nanometer)
Cosmic-Ray 1e-17 to 1e-14 m (1e-8 to 1e-5 nanometers)
---Note that frequencies below 200 nanometers are absorbed by Terra's atmosphere (so they are sometimes called "Vacuum frequencies") and anything below 10 nanometers is considered "ionizing radiation" (i.e., what the an average person on the street calls "atomic radiation"). Vacuum frequencies will be worthless for a laser in orbit attempting to shoot at ground targets protected by the atmosphere.



SWARM Class
Type: Short Range Light Attack Fighter
The SWARM is the Main Nanic Light Carrier based Defense fighter.
Highly agile, short ranged, lightly armored, and armed.
The SWARM has a high degree of survivability against Field weapons(Lasers,MASER, ION,), but is vulnerable to Particle based weapons(Particle beams, Rail Guns, overall projectiles).
The small SWARM can be carried in large numbers by moderately sized vessels, making it an extremely overwhelming force.

Length: 6 m
Width(MaxSpan):9 m
Height: 3 m
Propulsion: HPH Plasma Drive(Vector Manuevering)
Hyperdrive: nil
Crew: 1
Hull: Nanic Duralloy(Light)
Lethality:
2 x Linkfire Blaster cannon
1 x PDL
1 x Hard point for missile usage.
Shielding:
Deflector
Field(Ray)
Range: 9,000km


Warrior Class
TYPE: Medium Range Light Attack Fighter
Length: 9 m
Width(MaxSpan): 12 m
Height: 3 m
Propulsion: HPH Plasma Drive
Hyperdrive: nil
Crew: 1
Hull: Nanic Duralloy/Ablative Armor
Lethality:
3 x TwinLinkfire Blaster cannon
1 x PDL
1 x Linkfire microwave laser Cannon
2x Hard point for missile usage.
Shielding:
Deflector
Field(Ray)
Particle(Projectile)
Range: 18,000km

Archer Class
Type: Long Range Heavy Attack Fighter
Length: 9 m
Width(MaxSpan): 15 m
Height: 3 m
Propulsion: 2x HPH Plasma Drive
Hyperdrive: nil
Crew: 1
Hull: Nanic Duralloy/Syndie Armor
Lethality:
3 x TwinLinkfire Disruptor Cannon
1 x PDL
1 x NPB Cannon
1 x Linkfire microwave laser Cannon
6x Hard point for missile usage.
Shielding:
MADCAP-Deflector
Field(Ray)
Particle(Projectile)
Range: 30,000 km

DeathWing Class
Type:Assualt Raider(Stealth Fighter)
The DeathWing is the primary Assualt Raider for the Nanic.
Agile, armed well, well armored, it is the smallest vessel capable of carrying the Nanic Phasic cloak. The DeathWing allows the Nanic to employ their famous hit and run attack style in close quarters. Any group incapable of phasic shift and dicerning the frequency fo the Nanic vessels will find that hte Nanic will quickly shift in and out of phase to assualt the enemy and then slip back away before they can be harmed. This tactic coupled with weaker fighters, or larger vessels exposing themselves to the enemy enables the the DeathWing pilots to engage with abandon.
Length: 12 m
Width(MaxSpan): 12 m
Height: 5 m
Propulsion: ConFu-AMAT ION Drive
Hyperdrive: nil
Crew: 2
Hull: Nanic Duralloy/Diamondoid Armor
Lethality:
3 x TwinLinkfire Disruptor Cannon
2 x Gauss Cannon
2 x Linkfire microwave laser Cannon
2 x PDL
3 x bays for Missile
Shielding:
Phasic Cloaking Device
MADCAP-Deflector
Field(Ray)
Particle(Projectile)
Range: Effectively Unlimited


Wraith Class
Type: Frigate
The Wraith are fully capable to operate in the Cloak, and use the tactics of strike and run held so dear by the Nanic.
Length: 173 m
Width(MaxSpan): 30 m
Height: 9.5 m
Propulsion:2 x ConFu-AMAT ION Drive
MegPlas Sail Emergency Engine
Hyperdrive: x1 Multiplier
Crew: 23 officers, 300 enlisted /Aircrew 120
Hull: Nanic Duralloy/Diamondoid Armor/Ablative Armor
Lethality:
2 x Launch Cells(90 missiles each)
8 x 75mm Gauss Cannon PD
8 x PCLs
12 x MicroWave Laser Cannon
12 x NPB Cannon
1 x HyperDisruptor Cannon(Anti-Ship/Anti-Surface)
2 x Quad lauchers Anti-Capital Ship Missiles(8)
Fighters:
8 x SWARM
5 x Warrior
4 x Archer
4 x DeathWing
Shielding:
Phasic Cloaking Device
MADCAP-Deflector
Field(Ray)
Particle(Projectile)
Range: Unlimited(With Refueling)


Cluster Class
Type: Carrier
The Cluster class is the first full carrier constructed by the Nanic.
The Cluster is too large to use a Phasic Cloak, the power output required is so great f or a vessel of this mass as to make it fundamentally impossible given the Nanic level of tech sophistication.
Length: 655 m
Width(MaxSpan): 221 m
Height: 25 m
Propulsion:2 x PION Anti-matter Reactor Drive
Secondary: 2 x Fusion AMAT ION Drive
Emergency Engine: MegPlas Sail
Hyperdrive: x4 Multiplier(Redundant ZPE Drives)
Crew: 3,200 ( including 200 officers), 2,800 aircrew (370 officers)
Hull: Nanic Duralloy/Diamondoid Armor/Ablative Armor
Lethality:
8 x Launch Cells(90 missiles each) Point Defense, Anti-Fighter
22 x MicroWave Laser Cannon
22 x PDLs
2 x HyperDisruptor Cannon(Anti-Ship/Anti-Surface)
4 x Quad lauchers Anti-Capital Ship Missiles(8)
Fighters: 76 SWARM, 60 Warrior, 44 Archer, 30 DeathWing
Shielding:
MADCAP-Deflector
Field(Ray)
Particle(Projectile)
Range: Unlimited(With Refueling)



Shadowmancer Class
Type: BattleCruiser
Length: 800 m
Width(MaxSpan): 233 m
Height: 40 m
Propulsion/Power:6 x PION Anti-matter Reactor Drive
Secondary: 3 x Fusion AMAT ION Drive
Emergency Engine: MegPlas Sail
Hyperdrive: x5 Multiplier(Redundant ZPE Drives)
Crew: 1,200 ( including 90 officers), Aircrew: 280
Hull: Nanic Duralloy/Diamondoid Armor/Ablative Armor
Lethality:
Main Projectile Guns
1 x Dorsal/1 x Keel 914mm Schlacht-Hammer MagRail Cannon(Planetary Bombardment/Capital Ship/Orbital Station)

Main Energy Guns
4 x Wide Apperture Grasers
4 x HyperDisruptor Cannon
1 x NPB Cannon
Secondary Arms
10 x Standard Grasers
40 x MicrowaveLasers
10 x Dual 100mm MagRail Cannon
40 x Dual Disruptor Turrets
12 x Quad lauchers Anti-Capital Ship Missiles(8)
Defenses
80 x Point Defense Lasers
40 x 40mm AutoGauss
16 x Launch Cells(90 missiles each)

Fighters: 70 SWARM
Shielding:
MADCAP-Deflector
Field(Ray)
Particle(Projectile)
Range: Unlimited(With Refueling)


Reckoning Class
Type: BattleSphere
The Nanic are believed to only have currently in their possesion three of Reckoning Class Battle Sphere.
The Reckoning is the most Ferocious of all current Nanic Weapon platforms and is designed to assault planets a reap what materials the Nanic require, and subdue all resistance.
Diameter : 850 m
Propulsion/Power:12 x PION Anti-matter Reactor Drive
Secondary: 6 x Fusion AMAT ION Drive

Hyperdrive: "X" Multiplier(Redundant ZPE Drives)
Crew: 5,200 ( including 900 officers), Aircrew: 1,200 Nanic Raiders: 8,000
Hull: Nanic Duralloy/Diamondoid Armor/Ablative Armor
Lethality:
Main Projectile Guns
12 x 1500mm Schlacht-Hammer MagRail Cannon(Planet Bombardment/Capital Ship)

Main Energy Guns
12 x HyperLinkFire Disruptor Cannon

Primary Missile Battery
4 x Starkiller Torpedo Tubes(100 Starkiller Torpedos)

Secondary Arms/Defenses
12 MA-Graser Turrets
36 Microwave Laser turrets
360 x Blaster Turrets
360 x PDL Turrets
12 x High Yield NPB Cannon
36 x Dual Cannon 100mm Gauss Cannon
72 x Launch Cells(90 missiles each)
120 x Quad lauchers Anti-Capital Ship Missiles(480)
Fighters: 40 DeathWing, 80 SWARM
Assault Vessels: 10(Capacity: 300 Nanic Raiders, Each)
Shielding:
MADCAP-Deflector
Field(Ray)
Particle(Projectile)
Range: Unlimited(With Refueling)
Athiesism
16-01-2006, 14:21
I've got the intro typed up, and it seems like enough people have signed on. Is everyone ready? Balrogga, no offense but we probably won't wait for you. I want to get this going soon, it seems that whenever someone takes too long to start up an RP people loose interest.

Nanic, I don't know where the Coma Cluster is, but Merkar is 5 lightyears from Earth (the Alpha Centauri system). I don't know if this will be a problem.

Here's my list of people and their sides:
Spooty (defensive team)
Merkar Republic (offensive team)
Dweladelfia Prime (defense)
Kyle Black (independent team)
Nanic (offense)
Amazonian Beast (defense probably)
Cassadia (independent team)
Velkya (defensive)
Wintrees (offensive)
Balrogga (unknown)
Outer Heaven MKII (independent)
Defense: 4
Offense: 3
Unknown: 1
Independent: 3

Being outnumbered 4:3 isn't a big deal, the quality and quantity of the individual navies will probably mean more.
Sephrioth
16-01-2006, 19:03
i can assist you by sending 1/5 th of my navy 200 super star destroyers to help you woth your war
Amazonian Beasts
16-01-2006, 19:16
Ya, confirmed I'll be on defense.
WinTrees
16-01-2006, 21:29
Royal Andromeda Class

Length: 800m Weapon Systems: 80 Missile Launchers
Height: 400m 100 Railguns
Width: 600m Defense Systems: Energy Shields
Crew Size: 4000 Air Group: 48 Vipers, 10 Raptors.


The Royal Andromeda Class, is the latest ship to be introduced to the fleet, designed by ArmTech Fleet industries, it is a radical rethink of Wintrees Colonial Navy offensive doctrine. Its designed to operate with little support for an extend period of time with an eye to behind the lines skirmishes with the enemy. In a staged battle situation, the Royal Andromeda Class would be used to exploit the flanks and weak points of the enemy fleet (working primary with the Air Groups of supporting ships), smashing through the line and causing as much damage as possible.

The radical difference of appearance is an off shoot of the alien technology which was acquired to facilitate the design. The smooth design was felt to be more fitting of a craft of this type.

Its primary defense is speed, lacking the heavy armor employed on the slower moving King George Class and Vanguard Class battleships. Its energy shields provide a respectable amount of defense, however they cannot take a prolonged exchange of fire.

Its offensive systems, like all Wintrees ships, rely on Missiles and nuclear warheads for anti-capital ship actions and railguns for anti-missile and fighter defense.

There are currently only 4 vessels serving in the Wintrees Colonial Navy, and there are no plans to lay down any more.

King George Class

Length: 1200m Weapons Systems: 40 Missile Launchers
Height: 300m 400 Railguns
Width: 400m 10 Flak Turrets
Crew Size: 3,200 Defense Systems: Reinforced plated armor.
Air Group: 72 Vipers, 20 Raptors, 24 Jaguars


The King George Class is at the Carrier end of the ‘Battleship Spectrum’, meaning the ship was designed to operate a larger Air Group then the Vanguard Class parent class.

Its primary Defense is the infamous ‘Flak Wall’, which in theory is a wall of incoming fire created by the timed detonation of flak shells and railgun shells in a single sector. This wall of fire stops most incoming missiles and fighters moving through the firing solution. Doctrine dictates that the Air group would maintain the areas outside of this firing solution in ship-to-ship combat. In large engagements, the fleet would normally form up in a line so to secure each others flanks, in this formation only a few sectors are left undefended by the ‘Flak Wall’. Problems arise with this tactic when fighting an enemy employing energy weapons, in this case the armor of the ship plays a much more important role.

Offensive action, in most cases, would be deploying and controlling its air group. Historically they also serve as the flagship or a fleet, meaning that the ship says away from exchanging fire itself. Missiles are employed in direct ship-to-ship combat.

Vanguard Class

Length: 1000m Weapons Systems: 40 Missile Launchers
Height: 300m 400 Railguns
Width: 500m 20 Flak Turrets
Crew Size: 2,200 Defense Systems: Reinforced plated armor.
Air Group: 48 Vipers, 10 Raptors


The Vanguard Class sits at the ship of the line end of the ‘Battleship Spectrum’, having 10 more Flak turrets then the King George Class gives it a better coverage in both ship to ship defense and offensive action. This is the mainstay of the Wintrees Colonial Navy, it is no an uncommon sight to see a Vanguard class monitoring jump points and major trade routes.

Ascot Class

Length: 1000m Weapons Systems: 16 Missile Launchers
Height: 300m 200 Railguns
Width: 500m 4 Flak Turrets
Crew Size: 800 Defense Systems: Reinforced plated armor.
Energy Shields
Air Group: 12 Vipers, 2 Raptors


The ascot class is considered a destroyer in the Colonial Navy, it was the first class to be designed solely for the use of the Wintrees Colonial Navy, as such it is starting to show its age. It still serves admirably as support vessels in a battle group, normally 2 Ascot classes would escort a single Vanguard. It lacks the offensive power of the Vanguard, and by association its defensive Flak Barrier, making this one of the weakest ships in the fleet.

There are 2 Ascot Class vessels permanently located at XSS1, HMS Concord and HMS Otter.

‘Viper’ GR2 Space Superiority Fighter

The Basic Fighter used by the Wintrees Colonial Fleet, because doctrine dictates that fighter formation should always be supported by a parent ship, they lack a FTL drive. This lightens them somewhat, making them much faster and maneuverable. FTL drives can be bolted on for certain situations. They lack energy shields. Offensive systems are primary duel linked railguns as well as the option to mount 4 anti-fighter missiles or 2 anti-ship missiles.

‘Raptor’ GR4 SWACS (Space Warning and Control System)

Designed as a general purpose craft, the Raptor is a small shuttle able to carry about 8 personal. It also doubles as the platform for the SWACS, a electronics package designed to provide support for Viper and Jaguar fighters operating away from their carrier. As well as boosting communications, they act as combat control and electronic counter measures. Powerful scanners also make them idea for Recce missions. Carries an FTL.

‘Jaguar’ GR1 Space Superiority Fighter

A heavy fighter slowly coming into use on the King George Class, they are designed with an FTL drive and a larger missile rack/bomb bay. They are the fighter bombers of the fleet. They are able to carry the tactical nuclear warheads deployed by the Navy.
Jenrak
16-01-2006, 21:31
I've got the intro typed up, and it seems like enough people have signed on. Is everyone ready? Balrogga, no offense but we probably won't wait for you. I want to get this going soon, it seems that whenever someone takes too long to start up an RP people loose interest.

Nanic, I don't know where the Coma Cluster is, but Merkar is 5 lightyears from Earth (the Alpha Centauri system). I don't know if this will be a problem.

Here's my list of people and their sides:
Spooty (defensive team)
Merkar Republic (offensive team)
Dweladelfia Prime (defense)
Kyle Black (independent team)
Nanic (offense)
Amazonian Beast (defense probably)
Cassadia (independent team)
Velkya (defensive)
Wintrees (offensive)
Balrogga (unknown)
Outer Heaven MKII (independent)
Defense: 4
Offense: 3
Unknown: 1
Independent: 3

Being outnumbered 4:3 isn't a big deal, the quality and quantity of the individual navies will probably mean more.

Is there a link?
Amazonian Beasts
16-01-2006, 23:50
S'pose I should post my fleet statistics/specifications:

Retribution Class
Type: Interceptor
Dimensions: L: 8m, W: 5m, H: 3m
Propulsion Systems: Two Ion-Stream Repulsion Engines
Max Speed: 120 mglt (space), 1200 kph (atmosphere)
Hyperdrive: Class 1
Crew: 1 Pilot
Shielding: Ion-Negative Ray/Particle Shields, 2 projectors
Hull: Quantanium-reinforced durasteel
Weapon Systems: 2 Laser-bolt cannons, 2 Ion Micro-rocket launchers containing five micro-rockets each
Countermeasure systems: Twin heat-flare launchers

Defiance Class
Type: Superiority Fighter
Dimensions: L: 11m, W: 7m, H: 4m
Propulsion Systems: Three Ion-Stream Repulsion Engines
Max Speed: 105 mglt (space), 1050 kph (atmosphere)
Hyperdrive: Class 1.25
Crew: 1 pilot
Shielding: Ion-Negative Ray/Particle Shields, four projectors
Hull: Quantanium-reinforced durasteel
Weapon Systems: 4 Laser-bolt cannons, 3 Positron torpedo tubes containing 3 torpedoes each
Countermeasure systems: Twin heat-flare launchers

Guardian Class
Type: Assault Fighter
Dimensions: L: 14m, W: 12m, H: 5m
Propulsion Systems: Two Ion-Stream Repulsion Engines
Max Speed: 90 mglt (space), 900 kph (atmosphere)
Hyperdrive: Class 1.25
Crew: 1 pilot, 1 gunner
Shielding: Ion-Negative Ray/Particle Shields, four projectors
Hull: Quantanium-laced reflective durasteel
Weapon Systems: 2 Laser-bolt cannons, 2 Positron torpedo tubes containing 3 torpedoes each, 2 Ion rocket launchers containing 10 rockets each, 2 electron-beam cannons
Countermeasure systems: Quadruple heat-flare launchers

Judgement Class
Type: Bomber
Dimensions: L: 17m, W: 13m, H: 7m
Propulsion Systems: Four Ion-Stream Repulsion Engines
Max Speed: 75 mglt (space), 800 kph (atmosphere)
Hyperdrive: Class 2
Crew: 1 pilot, 2 weapon systems officers
Shielding: Ion-Negative Ray-Particle Shields, four projectors
Hull: Quantanium-laced reflective durasteel
Weapon Systems: 2 Laser-bolt cannons, 6 Positron torpedo tubes containing 4 torpedoes each, 1 electron-beam cannon
Countermeasure systems: Quadruple heat-flare launchers

Typhoon-Class
Type: Assault Shuttle
Dimensions: L: 30m, W: 15m, H: 13m
Propulsion Systems: Four Ion-Stream Repulsion Engines
Max Speed: 80 mglt (space), 750 kph (atmosphere)
Hyperdrive: Class 2
Crew: 2 pilots, 3 weapon system officers, 1 loadmaster
Shielding: Ion-Negative Ray-Particle Shields, four projectors
Hull: Quantanium-lace reflective durasteel
Weapon Systems: 4 forward Laser-bolt cannons, 4 Ion rocket launchers containing 5 rockets each, 2 rear Laser-bolt cannons
Countermeasure systems: Quadruple heat-flare launchers

Otari-Class
Type: Corvette
Dimensions: L: 125m, W: 55m, H: 20m
Propulsion Systems: 6 Ion-Wave Repulsion Engines
Max Speed: 60 mglt (space), 550 kph (atmosphere)
Hyperdrive: Class 1
Crew: Officers: 30, Enlisted: 200
Shielding: Boson-Emission Ray-Particle Shields, six projectors
Hull: Quantanium-infused reinforced durasteel
Weapon Systems: 8 Turbo Laser-bolt cannons, 10 Positron torpedo tubes containing 6 torpedoes each, 8 Ion Rocket launchers containing 4 rockets each
Countermeasures: 6 Sextuple heat-flare lauchers, Emission jammers
Fighter Capacity: 1 squadron (12 ships)

Nova-Class
Type: Frigate
Dimensions: L: 380m, W: 90m, H: 80m
Propulsion Systems: 10 Ion-Wave Repulsion Engines
Max Speed: 55 mglt (space)
Hyperdrive: Class 1.5
Crew: Officers: 60, Enlisted: 350
Shielding: Boson-Emission Ray-Particle Shields, twelve projectors
Weapon Systems: 16 Turbo Laser-bolt cannons, 12 Positron Torpedo tubes containing 10 torpedoes each, 12 Ion Rocket launchers containing 6 rockets each
Countermeasure systems: 10 Sextuple heat-flare launchers, Emission jammers
Fighter Capacity: 2 squadrons (24 ships)

Pinnacle-Class
Type: Cruiser
Dimensions: L: 600m, W: 350m, H: 200m
Propulsion Systems: 8 Ion-Wave Repulsion Engines
Max Speed: 50 mglt (space)
Hyperdrive: Class 2
Crew: Officers: 100, Enlisted: 750
Shielding: Boson-Emission Ray-Particle Shields, twenty projectors
Weapon Systems: 32 Turbo Laser-bolt cannons, 20 Positron Torpedo tubes containing 8 torpedoes each, 16 Ion Rocket launchers containing 6 rockets each
Countermeasure systems: 16 Octuple heat-flare launchers, Emission jammers
Fighter Capacity: 2 squadrons (24 ships)

Legacy-Class
Type: Battleship
Dimensions: L: 1050m, W: 470m, H: 320m
Propulsion Systems: 10 Ion-Wave Repulsion Engines
Max Speed: 50 mglt (space)
Hyperdrive: Class 2
Crew: Officers: 250, Enlisted: 1200
Shielding: Boson-Envelopment Ray-Particle Shields, thrity projectors
Weapon Systems: 50 Turbo Laser-bolt cannons, 30 Positrion Torpedo tubes containing 8 torpedoes each, 20 Ion rocket launchers containing 6 rockets each
Countermeasure systems: 26 Octuple heat-flare launchers, Emission jammers
Fighter Capacity: 4 squadrons (48 ships)

Leviathan-Class
Type: Carrier
Dimensions: L: 1200m, W: 500m, H: 350,
Propulsion Systems: 8 Ion-Wave Repulsion Engines
Max Speed: 30 mglt (space)
Hyperdrive: Class 2
Crew: Officers: 400, Enlisted: 1400
Shielding: Boson-Emission Ray-Particle Shields, twenty projectors
Weapon Systems: 16 Turbo Laser-bolt cannons, 12 Positron Torpedo tubes containing 6 torpedoes each, 12 Ion rocket launchers containing 6 rockets each
Countermeasure systems: 12 Octuple heat-flare launchers, Emission jammers
Fighter Capacity: 6 squadrons (72 ships), 2 Corvettes
Athiesism
17-01-2006, 04:38
Is there a link?

Link to what? Do you mean the RP? It hasn't started yet. Is everyone ready to start?

Spooty (defensive team)
Merkar Republic (offensive team)
Dweladelfia Prime (defense)
Kyle Black (independent team)
Nanic (offense)
Amazonian Beast (defense)
Cassadia (independent team)
Velkya (defensive)
Wintrees (offensive)
Balrogga (unknown)
Outer Heaven MKII (independent)
Sephrioth (1/5 of fleet offense)
Defense: 4
Offense: 4
Unknown: 1
Independent: 3

Looks like the teams are tied. I say this thing is good to go.

I posted my fleet specs in a previous thread and in my storefront (see sig). If you're curious, here's my fleet composition:

1 Independent-class Attack Starbase
2,012 Eagle A
134 Eagle B
743 Katanga-class freighters
Thousands of Scott class space tugs, Supply cargo containers and other support vessels

If anyone's curious, my ships all use electro-optical sensors, and have a few other less powerful back-ups like x-ray, radar, and infrared.
Nanic
17-01-2006, 05:03
EDITING my post for fleet composition---NOTE I must Still add the Battle ship.

And systems.

Here is a map of where the Coma Cluster is--butto give you an idea it is slightly <1010 REarth from Earth obviously---or about 100 Kiloparsecs away, or roughly 330,000 light years from earth. I am in a galaxy Far far away.
Also the cluster of Galaxies fits my racial disposition towards stealth as the region when surveilled would be full of Eistien Rings hindering accurate long range information gathering.



http://www.astro.princeton.edu/~mjuric/universe/all200.gif
Athiesism
17-01-2006, 17:05
It's begun, Comrades.

http://forums.jolt.co.uk/showthread.php?p=10262929#post10262929