NationStates Jolt Archive


Telepany Tech Thread

Telepany
09-06-2006, 23:59
Ok I felt the need to make a tech thread before I RP because my Tech is very diffrent from others. Most of my tech comes from the Starfire series (Crusade, In Death Ground, The Shiva Option, Insurrection; By David Webber and Steve White). If you want to find out a few of the weaknesses read the series. Other sources are the games Conquest and Homeworld 2. Ok So here's my ships.

Destiny Class SuperDreadnought (138 active, 138 in mothballs)

4.5 Km

Offensive:

20 Primary Beams

40 Force Beams

120 Torpedo tubes (usually AM3 or BPL1 warheads)

90 torpedos in Box Launchers (One shot launchers) (usually AM2 warheads)

Defence:

70 PD turrets

6 m Reflective and Flexible armor designed to absorb and reflect energy weapons fire

Standard SD shielding

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Triumphant class Battle Ship (233 active, 234 in mothballs)

Length: 3 Km

Armament:

20 Torpedo tubes

15 Capital Force beam projectors

5 Primary Beam projectors

10 Ion Cannons

50 Torpedoes in XO racks

60 Point Defense turrets

Armor and shields:

Battleship strength Shields

5 m Reflective and Flexible armor designed to absorb and reflect energy weapons fire.

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Partisan Class BC (411 active, 411 mothballs)

Length: 1.3 km

Armament:

10 Primary Beams

15 Force Beams

26 Torpedo tubes (usually armed with AM3 or BPL1 torpedos)

20 torpedos in Box Launchers (One shot launchers) (usually AM2 warheads)

Fighter bay can hold 9 squadrons:

5 Fighters/Bombers or 3 Covets per squadron

Defences:

20 Point defence turrets

2 foot Reflective and Flexible armor designed to absorb and reflect energy weapons fire

Heavy Battle Cruiser shielding

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Lancer Special Cruiser (prototype) (617 active, 617 mothballs)

Length: .8 Km

Armament: 1 Telsa Cannon

Defence: Average Cruiser Strength shielding

.7 m Reflective armor

Description: Shoots a very powerful blast of lightning from the cruiser to target ship (medium ranged). The blast also jumps to a few nearby ships (no matter if they're friend or foe) if they're too close. Designed to destroy groups of smaller ships. Has a specially designed anti-matter reactor to power the weapon (also a prototype).

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Diligent Class Destroyer (1919 active, 1919 mothballs)

Length: .55 Km

Armament: 6 Torpedo Tubes

8 Force beams

15 Torpedos in XO racks

1 Spinal mount Ion Cannon (Homeworld type of Ion cannon)

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Flak Frigate (4318 active, 4318 mothballs)

Length: .3 km

Armament: 4 Flak Cannons

Defence: Frigate strength shields

Reflective armor

Description: Older ship being phased out. The cannons are quite weak and only deal moderate damage to a fighter and are almost useless against anything with real armor. However, due to the AoE effect of the shells coupled with the multiple guns can make short work of bunched fighters or missiles. Obviously the shells can't distinguish friend from foe.

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Ion Frigate (1440 active 1439 mothballs)

Length: .3 km

Armament: 1 Ion cannon in a spinal mount configuration

Defence: Frigate strength shields

Reflective armor

20 point defence guns

Description: Designed to snipe larger ships from long range dealing large amounts of damage for its size. Since the ion cannon is in a spinal configuration it must facing the target.

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Light Craft:

F3 Fighters: Has 1 internal laser. Able to carry 4 anti-ship missiles, primary packs, "guns", life support packs, anti-fighter missiles, or decoy missiles.

Due to the smaller "stump" of a fighters drive field it travels noticibly faster when nothing is in the external ordinance

Pulsar Gunship: Larger than a fighter with 1 Pulsar trurret on top. Crew of 2
Telepany
09-06-2006, 23:59
For ground troops
Telepany
10-06-2006, 00:04
Tech Specs:



Torpedo types:
AM1: Antimatter in 2 containment fields as to minimize the effect of one malfunctioning and blowing up prematurely

AM2: Antimatter in a containment fields and a shaped deflection shield so the explosion goes in a 15 degree cone in front of it.

AM3: Has no containment field but creates the antimatter when it is going to detonate. Has 1/2 the explosion of an AM1 warhead because of the bulkiness of the generator. Also must be detonated before it reaches the target because it doesn't have a containment field to keep the antimatter from contacting the generator itself and detonating.

BPL1: Similar to honorverse bomb pumped X-ray laser torpedos except it only shoots one beam.

*Special Feature* Missiles can go into sprint mode which acclereates them to speeds that are a noticable fraction of the speed of light. However, doing this they go balistic, baically becomming a very expensive rail gun shell.

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Beams:
Force beam: a specially designed tractor beam that alternates in polarity in microsecond bursts to literally rip its target apart

Primary beam: a VERY highly focused force beam able to overload shields locally and go through the toughest armor like nothing, fairly short ranged, slow firing and the beam is only about 3 cm across

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Engines: Creates a bubble around my ship that basically makes me almost immune to inertia so my large ships are still quite maneuverable although they might not be fast, also acts as a second shield but "damage" to the drive field is transferred to the drive field room there by disabling it, if the drive field goes down completely the ship instantly changes to the direction and velocity it was going before the drive field was activated. Interference in space is created by the drive shield so I'm practically blind to things behind me. Can be detected from the other side of a star system easily.

I use the Homeworld style of FTL because I really don't want to have to muck around for months trying to find warp point(s) to the next system(s). This also means I can short jump.