NationStates Jolt Archive


The Guide to the Earth Alliance (FT Factbook)

Scrinthia
23-09-2007, 06:36
The Complete Guide to the Earth Alliance


Basics

History of the Alliance

The Earth Alliance came about as a result of several nations, including Australia, Great Britain and the United States, who formed the Earth Alliance with the goal in mind of colonizing Mars. Through its use of a common language and integrated culture, it soon proved that by working together, humanity could achieve anything. Due to its great success and stability, the Earth Alliance was quickly proving itself to be the perfect successor to the now defunct United Nations.

Their drive to the stars continued, with outposts and stations being set up on the moon, and by 2090, the first colony on Mars was established. Terrorist actions destroyed this colony, but it was proven that humanity would need to put aside its differences if it was to move out of the cradle of Earth. By 2107, the second Mars colony was established, and the United Nations was disbanded, causing hardliners who were against the Earth Alliance to be elected into France. By 2122, the Alliance was the official governing body of Earth, which sparked off several global conflicts from nations who refused to be in the Alliance. Tensions rose as resources became strained, as the Alliance had settled and explored every single planetoid in the system. Tensions came to a head by 2150 when a terrorist bombing in San Diego sparked a global war, which was short, and ended with the Alliance crushing all dissidents and assuring its control forevermore.


Humanity then ran into its next problem. Their home system was too small for their growing population, and they were still unable to find a way to travel faster than light. Unrest rose as cramped planets became ever more cramped and the Alliance could not find any way of finding a proper FTL drive, despite the discovery of Hyperspace and the proving of the existence of tachyons. In desperation, sleeper ships were sent, and, through these, did a breakthrough come. Not from humanity, but from alien contact.

The Earth Alliance was contacted in 2156 by an alien nation known as the Centauri Empire, who looked remarkably like humans, and who eagerly engaged in extensive trade with the Alliance. Technology purchased from the Centauri allowed the Earth Alliance to leap two centuries worth of technology within two years. They expanded beyond their Sol system, colonizing and expanding, and soon became an active participant in the galactic community. However, they were dependent on the Centauri for space travel and it became apparent that would be a problem. The Lockheed-Mitchell corporation fixed that, with the construction of the first Alliance Jump Gates, which set the stage for their rise to becoming a major galactic power.

After several border skirmishes with other alien powers, the Earth Alliance soon established the Star Navy under the direction of the Alliance's military branch, Earthforce. Through their immense experience in conflict and war, they proved themselves and the other alien powers quickly learned to leave them alone. Within 75 years, the Alliance established control of space within 200 lightyears of Sol, and had staked claims of space within 8000. And on 2231, they ascended to the level of Superpower when they took part in the war against the brutal Dilgar. Two other alien powers, the Narn Regime and the League of Non-Aligned Planets, had already engaged them but were doing powerful. However, with the immense technological and military might of the Alliance behind them, the Dilgar fell and peace was brought to the sector, as well as earned respect for the Alliance by other alien powers. Humanity was on the rise and we were confident that we would continue to rise.

However, their arrogance was their downfall, and events soon led to a war which nearly destroyed the Alliance.

In 2245, a fleet of Alliance warships was on an exploration mission when they encountered the Minbari. As per their custom, the Minbari headed towards them, gun ports open. Frightened by what looked like a hostile alien fleet, the Alliance fleet fired on the Minbari. Moderate damage was received by the Minbari but Dukhat, the leader of their Grey Council, the ruling body of the Minbari. The Minbari, enraged, proceeded to launch a war of genocide on the Earth Alliance, a war which lasted three years and would see the Earth Alliance facing defeat after defeat against a much superior enemy.

By 2248, most of the Alliance fleet was destroyed or off engaging the Minbari in other sectors, and Earth found itself facing a massive Minbari war fleet numbering over three thousand ships. The president of the Alliance sent out one last call, that any ship capable of fighting form a line to hold the Minbari back to give time for more evacuation ships to leave Earth. Over 20,000 Earthforce soldiers participated in that battle, which has become known as the Battle of the Line.

Only 207 survived.

After the Battle of the Line, the Minbari strangely surrendered, giving the Alliance, and humanity, a second chance at life. Enacting a program, known as the Babylon Project, which had a series of stations erected to serve as a place where humans and aliens could live and work out their differences. They were named Babylon 1, 2, etc respectively. Each station suffered a nasty end, except for the last station of its kind, Babylon 5.

Even after all the intergalactic wars, the conflict with the Shadows, and the Earth Civil War, the Alliance still holds strong and Babylon 5 remains the key station where new alien nations can come to meet the Alliance and work out trade agreements, as well as work out any problems they have with the Alliance or other nations.

Currently, the Alliance is working on solidifying its hold on the planets it has, and on constructing more Babylon stations, as recent findings of new alien nations, and estimated time until accidental contact with them, have shown that they will be needed.


Culture and Language

The Alliance is a melting pot of different human races. Black, white, Asian, European, all have been mixed into one new mold over the years as the emphasis on working together and in combining their separate cultures into one as a way to stop their infighting has produced a rich, vibrant culture that tolerates it various parts. The victories of the tyrannical President Clark and over the Shadows and Vorlons have shown that the Alliance can hold its own, and bring victory, as well as humanity's determination to survive is as strong as ever. As such, there is an surge in patriotic fervor in the Alliance, and enlistment in the Earthforce and Star Navy has taken a huge jump. The Alliance speaks many languages, again due to its diverse culture, but it uses English as the basic language for everyone to communicate and to communicate with any alien races they encounter.


Economics

The Alliance has many colonies, each with its own industries and economies. The diversity of the planets change, as one can imagine, so the Earth Alliance can call upon a diverse and strong market for the resources they need to keep their nation running. Mining facilities are located on rocky, barren planets, and in asteroid belts, where raw metals and materials are plenty available. Food,crops, lumber, etc are grown on planets with sufficient wildlife and exported out. The Alliance has established an inner network of trading where planets send out what they have plenty of and import what they need, ensuring that trading is always going on and the economy is stable. A secondary layer is added to this system with the addition of trade between nations, which is used to supplement their stores and have a back-up in case their own economy begins to fluctuate.
Scrinthia
23-09-2007, 19:10
Primary Worlds of the Alliance


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Earth

The homeworld of humanity and the seat of power for the Earth Alliance, Earth has seen its share of conflicts and thread, both foreign and domestic. From its near destruction by the Minbari in the Earth-Minbari War, to the Earth Civil War where a fleet of rebel Alliance ships, aided by the Minbari, assaulted, and took the Earth back from a tyrannical President Clark. So, Earth has seen much conflict, especially in its history and with humanity's various struggles with itself. However, if one goes to the planet, they will not see a sign of their conflicts. Their G.O.D satellite defense grids have been repaired and brought fully online, and in tandem with the fleets of Alliance ships in the system, one will get a sense of security while visiting Earth. Down on the surface are the vast, wonderful cities of humanity, where they live, eat, breathe, work and exist. Along with these wonders of technology, which are interrupted with the buzzing of hover vehicles, there is the environment, which the Alliance has found methods to preserve and the steps taken to save them show. Vast forests cover parts of the planet, shining blue seas glimmer under the sun, the sky is clear, and the air is fresh. A wondrous place to be, especially in the Alliance.



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Mars

The second most colonized world in the Alliance, Mars is the main military base and headquarters of the military branch of the Earth Alliance, the Earthforce, as well as the Naval Headquarters of the Star Navy. It is also the world that is most renowned for its strained relations with Earth and the rest of the Alliance. Marsians have always been very liberal and bristle at any form of control or restrictions. They also suffered intensely under the rule of President Clark, so they have bad memories of the Earth Alliance government. Recent strides have been made in the relationship between Earth and Mars, but Mars will always be the perfect place for revolution to occur. It's barren surface allows only domed cities, which have to be supplied oxygen and all its food and water from outside, which is one reason why Mars has not rebelled, as the Alliance has that hanging over its head. The industrial power of Mars, however, is unmatched and its shipyards turn out many of the most powerful ships the Alliance has to offer.




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Proxima 3

This mid-rim world is one of several forward bases the Earth Alliance has in its territory. In case of invasion, war, or any situation which required large forces to be moved around Alliance territory, Promixa 3 is the fortress world that protects the gateway that allows such movement. A key section of the Terran Jump Gate network, Proxima 3 is the jumping off point for the Star Navy, as well as an important port of call for Alliance ships. It is a heavily fortified world, as the Earth-Minbari War proved that they would need powerful defenses in case another war of such type occurred, and the need to protect their Jump Gate network caused the Alliance to upgrade defenses in the area.
Scrinthia
23-09-2007, 19:16
Secondary Worlds of the Alliance


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Wolf 359

Wolf 359 houses one of the Jump Gates into the Earth Alliance that is maintained by the government and its use is sold to other races for a fee. Those who pay are given the codes required to enter the Gate. As such, it is relatively well-defended, as it is basically one of the great invasion routes into the Alliance, should an alien nation find a way to get the codes. Although most of the Star Navy is patrolling the space of the Alliance, as invasion is much more likely to come from there, defenses are still in place here to ensure the safety of the Alliance.
Scrinthia
23-09-2007, 19:31
Locales of Interest

Babylon 5

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Babylon 5 is the legendary space station which was once captained by the legendary hero of the Alliance, John Sheridan. It is here that the various races in the galaxy can reside and work out their differences. A neutral place where agreements can be made and problems sorted out without the use of violence. It is well-defended with a Mark 2 Defense Grid, twin particle arrays, a particle laser cannon, pulse and plasma cannons, as well as a complement of 48 Starfury fighters. Along with a hull that is 8-12 meters thick, it can take on a battlecruiser by itself. A planned upgrade is in the works, which will upgrade the station with Vorlon bio-armor and weaponry, allowing the station even more defensive capabilities.



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Earthdome

This is the capital of the Earth Alliance, located in Geneva, Switzerland. Here, the high officials of the government and the Senate gather to discuss bills, vote and/or discuss them, as well as debate over important and pressing matters plaguing the Alliance. The building was seized by President Clark, who installed puppets loyal to him as well as filling it with troops loyal to him. So, for a time, it was quiet and the Senate did not even convene as they had all been arrested. After the Earth Civil War, things were returned to their rightful place. It is also the location of the President's officer, where he/she does the work necessary to lead the Alliance.
Scrinthia
23-09-2007, 21:59
Characters and Personas


President Samantha Karmathis

*picture pending when I find one*

Samantha is the newly elected President of the Earth Alliance. After President Clark was ousted, political turmoil rocked the Alliance, and several candidates took it upon themselves to try and take power, working to convince the people that they were the best choice for leadership. However, scandals and corruption followed in their wake and the people grew tired, angry and frustrated. Tensions rose and the Alliance came to the brink of fracturing into little kingdoms. That was when Samantha Karmathis stepped in. The leader of the Senate, she carried the will of the people behind her as she represented all of them having been voted in by their representatives. Then, using her authority in tandem with the Earthforce, who was looking for an excuse to step in and restore order, she cleaned up the government and, within half a year, had a working, constitutional government elected and in power. The prosperity that has followed her rise has ensured her place in the hearts of her people and given a great omen of her term.

A fiery and confident president, she holds the ideals of the Alliance and its best interests close to her heart. The recent discoveries of possible alien empires beyond the edge of their galaxy has made her wary and fearful, as evidence shows a lot of them are far more evil than the Shadows yet are stronger and more numerous than the Shadows ever were.



Admiral James Telios

*picture pending when I find one*

Admiral James Telios is the supreme commander of the Earthforce military, both the Earthforce and the Star Navy. From his office in the Star Navy Headquarters on Mars, he oversees the efforts of the Star Navy and Earthforce to watch over, patrol, and protect the people of the Alliance. An intelligent leader, Telios proved himself in the fires of the Shadow War and the subsequent Earth Civil War when commanding a Minbari White Star. His rise through the ranks was quick, both due to his skill...and due to the many deaths suffered. Now, as Admiral, although his rank is technically General, he watches over the Alliance with an unwavering hand. A bit cynical as his dry wit shows, he nonetheless has a very quick mind and is the perfect candidate for his job.
Scrinthia
24-09-2007, 01:55
Technology of the Alliance


Engine Technology

The Earth Alliance, having had considerable time to study Vorlon technology captured from former Vorlon worlds after their departure from this galaxy, and have managed to figure out how their engines work and adapt their ships for its use. They use gravimetric engines which are based on their ability to manipulate, on a macro level, a certain characteristic called a Zero Point Field. A ZPF is a 3D representation of what are known as “superstrings”, the key building blocks of matter and energy in our universe, and ZPF energy is basically the “leakage” caused by energy in the processing of being translated into this reality, on a quantum level. The process involves the creation of dissipation of energy that one ends up with close to zero increase of energy.

The potential for such energy is enormous, as it has been estimated that a coffee mug full of this energy would be enough to boil away all of the Earth's oceans. To boot, it has been found that inertia is the result of an objects electromagnetic interaction with a ZPF. One can have gravity and cause a lowering of inertia due to controlled EM interaction with the ZP fields.

Using the ZPF, ships can cause spacetime distortions that can push/pull a ship in any direction they want, and in the process, the effect of inertia is eliminated, causing ships to be able to pull maneuvers that ships still restricted by the laws of reality cannot follow.


Armor Technology

The Earth Alliance uses a type of metal that has been discovered on Mars and on planets like Proxima Centauri which have yielded a metal much like titanium but is much stronger and more durable than any metal found on Earth. It is due to this metal that Alliance ships are so strong and renowned for their combat prowess.



Sensor Technology

The Alliance makes extensive use of sensor technology that is part Terran, Minbari and Vorlon, the former offering up their technology, the other having been scavenged. This allows them to detect disturbances in the space-time continuum, as well as anything on the EM and thermal spectrum. Particle, ion, ray, etc emissions are also detectable by the advanced Alliance sensors.



Weapons Technology

The weaponry available to the Alliance ranges from the smallest gun to the largest gun, from the weakest laser to the devastating plasma bolt. It has much to offer in the defense of its people and ideals and it can handle almost anything thrown at it.

The Heavy Particle Cannons fires heavy particles (cesium nuclei) that are accumulated and accelerated in the primary accumulation rings, until the buildup of a discharge is completed. Then the particles of all the accumulation rings are released in a collector an driven in the barrel of the weapon, that is a linear accelerator able to increase the speed/energy of the particles to relativistic levels and drive them against the target: the concept is very classic, but the technologies employed are very advanced, mainly in the magnetic fields generators and in the control of the particle stream. It fires a single, light green beam of energy, that is capable of wiping out capital class ships almost instantly. These are used on all major Alliance ships and the G.O.D. Defense satellites in orbit around Alliance planets.

Fusion Pulse Cannons are one of the relatively new weapons created by the Alliance in recent years. It works by buildup of the energy of the plasma bolt is obtained inside the barrel of the weapon, that is, by all the points of view, the matching of a Gravitic fusion reactor and a plasma pulse accelerator. The main advantages are the enormous power of a bolt, the high speed and the enhanced range of the bolt itself, and the relatively low energy consumption, while the disadvantage of such weapons are the weight, the bulk dimensions and the cost; the Gravitic Fusion Pulse Cannons have shown themselves devastating at the short and medium ranges, with terminal effects of a magnitude order higher than the ones of the classic Pulse cannons, and an impressive rate of fire. They are light green bolts of energy similar to the Particle cannons.


The Plasma Cannons are a simple and effective concept: high temperature plasma (helium collected from the fusion reactor of a starship, but even other gases like Xenon or argon, used by the Earth Alliance, ionized and sheathed inside the barrel), is accumulated in a containment chamber inside the weapon. Once the necessary Plasma charge is accumulated, the "bolt" itself is compressed, to allow the maintenance of concentration for a given time, released in the barrell of the weapon and accelerated by electromagnetic fields. The energy accumulated in a bolt is impressive, and, until the bolt begins to decay and dissipate, it is able to inflict devastating damages, and allows high penetrating power. The main disadvantage of the plasma weapons are the short range and the energy and plasma drainage from the main reactors. The great advantages are the piercing power and the ability to release on impact a large energy pulse, able to damage either the outer and inner structures of a target due both the thermal-ablative effect and to the concussive-explosive effect of the Plasma bolt: this last effect is very important even in regards of the penetration mechanism: when the plasma bolt impacts an armour, it vaporises the material of the plate, and this generates even the equivalent of a powerful explosive blast, and a shockwave through the armour.


The Pulse Cannon is essentially a series of systems that enhance the plasma bolt compression and shaping, giving a better piercing power, and increasing slightly the range, and a fast feeding system that allows to increase up to an order of magnitude the rate of fire of a plasma based weapon






Railguns are potent weapons, and have been for a long time, until the Dilgar war, a masterpiece of the Earth Alliance technology. Conceptually simple, it is just a linear electric motor that accelerates a conductive projectile, it requires very good material technology to became a really operative and effective weapon. Since their inception they were well liked because of their awesome piercing power and affordability, and the ability to destroy enemy armors and systems. The railguns of the first generation were partially replaced in the favour of the Earth Alliance purchasers by the now available pulse weapons, that allowed a major theoretical damage capability without ammunition supply, even with a lower piercing power. The Minbari War was an hard teacher, but in that desperate days, the Artemis Beta "Railfrigates" were among the few warships able to inflict heavy damage to the Minbari units, in the occasions when they were able to survive the firsts seconds of the battle and open fire against the enemy. The railguns of that period were low rate of fire weapons (10-25 rounds/minute), with heavy aluminum projectiles.
In the recent times, from the immediate aftermath of the Minbari war to the developments of the mid 2250's, a new generation of railguns has started the resurrection of this weapon system: the main differences are the projectiles, that are no more a large aluminum slug, but a complex composite hard core penetrator, the APHCLR shot, accelerated in a ionized helium "bubble" wrapped around the projectile itself that eliminates any friction between barrel/rails and projectile, and the rate of fire that in the last products, thanks to a new revolver feeding system and to the"frictionless" projectile, is an awesome 2600 rounds minute for a twin mount, with a 16000 rounds carousel magazine. The piercing power of the small 127 mm penetrator used by the "Super Rapido" series railguns is well enough to pierce all the known hulls, even the ones belonging to the most advanced races, and the rate of fire allows a devastating saturation fire.
* APHCLR=Armor Piercing sabot Hard Core Long Rod - The actual railgun projectiles, as can be seen in the Technical Schematics, are a composite shot that has a lightweight external frame, that is essentially the "armature" of the impactor and its "engine" inside the barrel. The Frame, or "Sabot", holds along its centerline a rod made of an iridium/cobalt based alloy, extremely dense (about 20, so 2.5 times the steel), slender and though, that represents the 85% of the mass of the projectile: at the impact the external sabot virtually sublimates, with a relatively low penetration and a craterization of the external face of the armor, but the kinetic energy of the rod is so high and so concentrated on a small area, that this inner core is virtually unstoppable.
The subcalibre principle is well known, at least as a concept, from the mid XX century and is not strictly necessary because even the older "solid" shots were virtually always capable to bore through the armors of the targets, but the new "subcalibre" scheme, while more complex and expensive, ensures that the impactor travels well deeply through the hull, the systems and the structures of the enemy units, and allows to produce enormous internal damages: everything on the path of the penetrator is destroyed, frequently along all the width of a ship.






Missiles

For all its history, from the beginning of the space combat until the present days, Earthforce has always had an articulated inventory of missiles, that can be divided in two main breeds: the endoatmospheric missiles, mainly tactical weapons, anti-aircraft (either air to air and surface to air), or ground attack weapons (air to ground and ground to ground), and the exoatmospheric missiles, that were subdivided in antifighter/antimissile, bombardment and antiship roles. The endoatmospheric missiles are out of the objectives of this paragraph, that instead presents the last evolutions in the exoatmospheric antiship missiles.
Missiles are not equally used by the space fairing races: Earthforce, Centauri and Drazi Navies all uses at least one type of missile, if not more, while Minbari, Narn, Vree and Brakiri don't believe in this type of weapon: Minbari and Vree relate on their technological edge in the areas of propulsion, weapons and electronic warfare, and the Narns, having their historical enemy in the Centauri Republic, have not been able to develop guidance systems unjammable by the advanced Centauri electronic countermeasures.
Antiship and antifighter missiles were an important part of Earthforce weapon systems until the Dilgar war: the tecnologycal superiority of the Dilgars was not enough to render ineffective Earthforce missiles launched in swarms, but was enough to proof these old generation weapons not so effective, respect to the combination of heavy plasma artillery and Starfury fighters.
The lack of cost/effectiveness during this war, in combination with the efforts in development of the new generation Plasma Pulse Weapons, brought a lack of interest in the evolution of old weapon systems: Missiles and railguns were the victims of the budget relocations, and Earth Alliance faced the Minbari with missile systems of a generation dated before the Dilgar war, and based on active radar homing+direct data link guidance principles: obviously, they were almost useless against the Minbari. The only hit of a missile warhead during the Minbari war was achieved by warheads removed from the missiles, and used as hand-laid mines in the Asteriod belt to destroy the Drala-Fi (Shargoti class battlecruiser).
A more realistic approach to the missile utilization followed the war, and started from some fundamental assessments:
1-The basic radar homing guidance principle alone is effective only against less technologically advanced foes: new (or old, but different) guidance principles must be used.
2-There is not a technology able to obtain the optical and infrared invisibility.
3-A thermonuclear warhead is effective against an heavily armored ship (particularly if equipped with refractive crystalline armor) only with a direct impact or with a very close range detonation. In this case, the ship is or destroyed or crippled.
4-A Starfury, with a maneuvered approach trajectory, can close the distances until to the physical contact with almost anything, if it's able to avoid the pursuit of enemy fighters. Consequence: a saturation swarm attack of very maneuverable and very fast medium range missile, should be able to avoid partially enemy fighters pursuit and to survive CIWS fire long enough to insure a very probable direct hit.

From these statements were developed some new families of missiles: the most important of them are the Rayhtheon "Blue Phoenix" polyvalent heavy missile, the Sandia "Shillelagh" antiship missile and the A.M.S. "Viper" missiles. The most important difference between these weapons is that the Shillelagh and the Viper are single warhead missiles (the shillelagh is a medium sized shipborne missile, while the Viper is a relatively small missile utilized by the Starfury fighters of the Aurora SA-23-G, Badger, SA-26-A Thunderbolt, and SA-32-A Firebolt models), while the "Blue Phoenix" is a very large missile, equipped, in his antiship variant, with seven independent terminal attack vehicles, that are, from all the viewpoints, smaller missiles with high speed and extreme maneuverability. The first operational destination of these missiles was the Global Orbital Defence Satellite grid: The G.O.D. sats have a large number of launch silos for these missiles, intended for saturation "swarm" attacks, and the missiles themselves are equipped with a totally redundant guidance and homing system, that, while retaining an improved radar homing system, is centered upon an array of optical sensors, operating either in the visible light, ultraviolet and Infrared bands, with advanced image recognition and data fusion systems and algorithms, that render very impervious to the jamming/cloaking the guidance system. Both the Shillelagh, the Viper, and the "Barracuda" terminal attack vehicles of the Blue Phoenix are equipped with plasma thrusters that enable quick random maneuvers to dodge the antimissile weapons fire, and an exceptional maneuverability. The propulsion systems of these medium and short range missiles are centered upon high thrust, short endurance Ion engines, ables to achieve accelerations of 70 to 850 "g's" for a few minutes*.




Light Pulse/Particle Interceptor System

During all his space expansion history, the Earth Alliance Navy based his anti-fighter/anti missile defence on two main systems: the Interceptors/energy web, able to disrupt the incoming fire of Plasma bolt and particle weapons, and to intercept and destroy missiles and fighters at close range, and a powerful covering of fighters. This combination proved herself extremely effective through the Dilgar war, and in the skirmishes during the whole period until the Minbari war. During this devastating conflict, both the Nova and, in a lesser measure, the Hyperions, found themselves ill-equipped against the Nials fighters, almost always presents in numbers larger than the earther Starfuries, and qualitatively well superior to the fighters of the E.A. In many occasions, units that could survive a combat with the Minbari were destroyed by the implacable attacks of the Nials, lacking a weapon system more powerful and ranged than the interceptors, but quick and small enough to deal with the nimble and fast fighters.
The technological answer was the pulse/particle weapons, systems able to operate in dual mode, with a particle beam for the higher distance, and a fast rate of fire plasma pulse mode for the medium and short range covering. The very first of these systems was the Walther-Raytheon WR 1000, that saw the combat in the final weeks of the Earth Minbari war, and proved itself really more effective than the older systems, able, in some measure, to oppose the overwhelming superiority of the Nials.
This early weapon evolved in the more powerful Walther-Raytheon WRK 1005, that became the standard equipment of the Omega destroyers and of many more new E.A. Units, a weapon able not only to offer an extremely effective anti fighter capability, but able, at the medium to short ranges, to inflict heavy damage at larger warships. Its double pulse/particle beam mode allows a flexibility and performances unmatched by any other former design. The Walther/Raytheon WRX 1028, actually embarked mainly on the Warlock Destroyers and on the newest units, is a smaller design better suited to the anti fighter/anti missile defence, due to the higher rate of fire. Both these weapons will remain in production for long years, thanks to their effectiveness and polyvalence, and are integrated in the Interceptor Grid Mk II and Mk III.
Scrinthia
24-09-2007, 02:23
Hyperspace and Jump Gates


Hyperspace

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Hyperspace is another dimension that mirrors our own, with the exception that distances between any two points are much smaller. It is an eerie blood-red and featureless realm. There is a drift or "tidal system" in hyperspace that seems to be the result of gravity generated by objects in realspace. Ships in hyperspace tend to follow the gravitational incline of a corresponding realspace object. While space is distorted in hyperspace, time appears to be largely the same as it is in realspace. Time dilation during travel is only problematic with tachyon transmissions. The landscape of hyperspace is always in a state of flux. Distances, even directions, are ever changing. For example, the time it takes to travel the 20 light years from Epsilon Eridani to Sol takes approximately three days, while a trip from Epsilon Eridani to Centauri Prime at almost twice the distance takes four days. Navigation in hyperspace is extremely confusing at current technology levels, necessitating the use of nav beacons and transfer points.
Some scientists theorize that there are waves traveling through hyperspace in addition to the normal gravitational pulls from realspace. Hundreds of ripples and waves pass through hyperspace at differing velocities. Careful study of travel records reveals that while there are slight variations over a long period of time, it takes eons for a major change in flight time to occur.
Hyperspace exploration is very problematic and slow. Since there are no landmarks in hyperspace or a set distance or direction correlation with realspace, navigation is, at best, a shot in the dark. Hence, exploration is usually accomplished through small jumps and the placement of a nav beacon. Exploration past the Galctic Rim is impossible with current standards of technology since there are no reference points in the transgalactic void.
On Earth, hyperspace was theorized to exist as early as the 20th century, but at that time it was only thought that small particles could pass through it. Contact with the Centauri in the 22nd century provided humanity with hyperspace access and tachyon communications systems. Long distance tachyon communications, like StellarCom, can transmit from realspace to hyperspace and vice versa. Even with more advanced hyperspace theories, such transmissions are still problematic due to the differing physics involved between the two dimensions. Despite this, Earth has managed to create a tachyon relay system (TRS), connecting Earth to the outer colonies and to some alien worlds. This network of broadcast repeaters, tachyon carrier wave generators (making the broadcast "real-time"), and orbital satellites is extremely expensive to maintain. One major telecom corporation, Galactel Matrix, owns the rights to the Centauri Prime-Earth connection. Network broadcasts using the TRS are usually limited to a few systems because of cost. The one exception to this is InterStellar Network News (ISN), which is the only network to be relayed along the entire stretch of Earth's TRS through partial support by EarthGov.




Jump Gates

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Vortex Generators, or "Jump Gates" are massive arrays organized in groups of two to five generators, with each generator measuring between one and ten miles in length. Jump Gates allow ships of variable size to pass through into Hyperspace, a topological distinct dimension which maps distances into a much smaller space, allowing for interstellar travel without going faster than the speed of light. This is accomplished by focusing four different types of energy at one point and, while alone these energy waves are fairly harmless in the galactic sense, when brought together these four distinct energy patterns rend the fabric of space/time and open a passage into first level Hyperspace.
Ships using Jump Gates can traverse great distances in a matter of hours or days and any race with the most basic of space flight capabilities can find the universe opened up to them if they have a Jump Gate in their solar system. Newtonian physics do still apply to ships traveling in Hyperspace, so any inertia created while passing through the gate remains upon entry/exit.
Capital ships of a certain size (usually 500 meters or greater) are capable of entering Hyperspace without using a Jump Gate, but with an extreme cost in energy. It has become common for these ships to use Jump Gates to enter/exit Hyperspace whenever the chance arises, in order to save energy. This is vital, as most FTL communications and some weapons systems can be rendered inoperable while making a jump.
It takes a great deal of energy to punch a hole in the fabric of space/time, to traverse the barrier between real space and Hyperspace. Some races, like the Shadows and Vorlons, can use pure gravimetric technology to make this transition. Most other races however are dependent upon the use of Quantium 40, which, due to its unique properties, allows ships to traverse the barrier between dimensional planes.
Due to the high cost in energy consumption, Jump Gates are very difficult to activate and deactivate. If a gate is deactivated too quickly or recharged too quickly, it will very likely explode with a "low-end" force equivalent to a 2-Gigaton explosion.
Many starships reliant upon Jump Gates must use a predefined access code in order to activate an entrance sequence into Hyperspace. This allows races to charge others for the use of their Jump Gates. Exit is, predominantly, a free service as it is all too easy to become lost in Hyperspace and a quick exit can mean the difference between life and death.
Given the vast emptiness of Hyperspace with no distinctions or markers to use as a guide, all Jump Gates transmit a signal into Hyperspace. This system is divided into two separate but equally important transitions. The first signal is called "Local Beacon." This signal tells everyone within an immediate area that a Jump Gate in near and extends for several hundred kilometers into Hyperspace. The second signal is called a "Beacon Pair", which links one Jump Gate to many others. The system linking Jump Gates together is called the "Hyperspace Beacon System." This system of interconnected gates has existed for thousands of years, longer than most races have existed.
The Destruction of a single gate can seriously shift the links between other gates, disrupting the Hyperspace Beacon system. This can lead to a starship ending up exiting at the wrong gate or becoming lost in Hyperspace. Even in the most hostile of wars, the deliberate destruction of Jump Gates is considered an act of aggression against all sentient races. The destruction of the Beacon system would lead to hundreds of races becoming stranded forced to re-map the universe, looking for the lock-on signal from other Jump Gates. Fortunately, the loss of a few Jump Gates doesn't cause too much trouble. Multiple destruction of Jump Gates can however completely rewrite the Beacon maps.
Some gates that are military specific are fitted with a program that requires a very distinct tachyon signal to activate the gate. This prevents anyone from easily accessing a Jump Gate but, more often than not, cause more problems than they solve. Many military organizations that wish to keep a specific Jump-Gate's location out of the hands of the general public simply do not interconnect their Gate directly with the rest of the Hyperspace Beacon system.
Scrinthia
24-09-2007, 02:50
Troop Types of the Alliance

Earthforce Alliance Homeguard

http://web.gameguru.ru/wallpapers/wallpapers/hellgate_london/hellgate_london_small_6.jpg

These soldiers are the protectors of Earth. Simply because they have to be. After two attempted invasions of Earth, and subsequent battles with enemy forces all around the galaxy, it became apparent that some sort of “homeguard” would have to be established for two purposes: One, to provide an elite, well-trained and well-armed fighting force to protect the Earth from attack, and two, to free up the rest of the military for other duties, allowing them to spread troops more effectively around the Alliance and give them more resources to work with during wars. They are supported by the Alliance Marines in their defense of Earth, but it is mostly their job to protect the Earth. On rare occasions, when the situation calls for it, Homeguard companies are to be deployed against the enemy. This is usually in desperate situations or a shortage of manpower. They are armed with everything from plasma rockets, to particle beam sniper rifles, to the P.P.G. Plasma rifle.


Earthforce Alliance Marines
http://images.wikia.com/halo/images/8/8c/H3_Zune_Marine.jpg

The mainstay of the Earthforce, the Alliance Marine is a tough, go-lucky, badass who kicks ass and takes names. Trained extensively, even to the point of excess brutality, along with experience into small, but fierce border wars with the Centauri and the League of Non-Aligned Worlds, they are experienced, tough and capable of taking on any job the Alliance asks of them. They can use anything the Homeguard can. Deployed all over the Alliance, they ensure the safety and protection of Humanity.

Earthforce Special Operations Teams
http://img55.imageshack.us/img55/615/odst22td.png
These soldiers are highly trained and one of the most best kept secrets of the Alliance. These are the best of the best, drawn from both the Marines and Homeguard, and tasked to doing the dirty and suicidal jobs the Alliance needs them to do. After several disastrous and compromising missions during the Kyrei Incident, the Alliance formed the Spec Ops branch of Earthforce and have tasked it to working hand in hand with Alliance Intelligence. Dark, dirty, and most often cynical due to the high death rate and the total secrecy of their lives, if one dies; no one will know, these soldiers are not ones to cross.
Scrinthia
24-09-2007, 03:06
Infantry Weapons


P.P.G. Pistol

Class: Auricon EF-7
Type: Earthforce PPG Pistol
contract 9091-7782
Length: 15 centimeters
Mass: 380 grams
Power: Fusion Batteries, Deuterium/Triterium
Rounds: 12
Optional: Molecular coded grip
Security: Fingerprint lock

http://www.b5tech.com/misctech/weapons/handheldweapons/ppg.jpg


Earthforce's primary hand held weapon is the Auricon EF-7 PPG pistol. The term PPG stands for “Phased Plaser Gun.” These weapons fire bolts of charged helium plasma, which is contained in a magnetic field. “Caps”, are highly condensed helium storage units and a nuclear battery in the grip supply energy to the weapon. Helium is ionized by a laser burst then a strong electrical discharge forces the plasma out of the weapon at high speeds. PPG's can easily burn through organic tissue, bone and metal at higher energy levels.

The EF-7 has three power settings, each setting capable of inflicting a different level of damage. Setting ONE produces a strong kinetic/electrical impact with little burning. This is often referred to as a “stun” setting, as the strong electrical charge can render a person immobile or unconscious. Setting TWO is the weapons kill setting, capable of causing serious surface damage to organic tissue. Setting THREE is the highest setting on the EF-7. While this can reduce the number of shots per cap to as little as four, this setting guarantees a kill and is strong enough to burn through metallic alloys.


P.P.R. Rifle

Class: Earthforce Issued PPR
Type: Mk II. & Mk IX Phased Plasma Rifles, contracts 4474-6652a & 7541-6222
Length: 68 to 80 centimeters
Mass: 3.6 kilograms
Power: Fusion Batteries, Deuterium/Triterium
Rounds: 32 to 64
Optional: Molecular coded grip
Security: Fingerprint lock

http://www.b5tech.com/misctech/weapons/handheldweapons/pprlink.jpg


Earthforce standard issued heavy assault weapons for personal use are the Auricon Mark II PPG Rifle. And the Mark IX Assault Rifle. Both of these sturdy weapons are capable of firing between 32 and 64 rounds. Like the standard issued Auricon EF-7 pistol, the PPG Rifles use a “cap” containing condensed helium along with a fusion battery to supply power. The weapon uses a laser to ionize the helium, turning it into plasma. In turn, plasma is contained in an electromagnetic bubble and then discharged by an electrical discharge that force the helium plasma bolts out of the weapon at the speed of sound.
PPG rifles fire in the high kilowatt to low megawatt range, depending on the weapons setting. The higher the setting, the fewer total rounds these weapons are capable of firing before the cap must be replaced. The Mark IX variant of the heavy assault rifle is by far the most powerful Earthforce issued plasma rifle available, capable of not only firing a steady stream of energized plasma, but also various gasses,projectiles, and plasma grenades.



Particle Beam Rifle

This weapon uses the same technology as the particle weapons of the Star Navy but on a lesser scale. Aiming at a target, the user pulls the trigger, causing a thin laser beam, invisible to the naked eye, to fire from the rifle at its target. It's speed is almost instantaneous up to fifty miles away, and after that, travels at the speed of sound. An effective weapon, it is capable of cutting through all but the thickest armor and can provide a silent and difficult to trace way of killing people.



Plasma Rockets

The same principle used for normal rockets but instead of having normal explosives inside the shell, the Alliance uses a stored case of plasma, which increases the amount of damage done and causes secondary damage through plasma spray.




Plasma Grenades

Small, handheld weapons used by the infantry that cause lots of damage when thrown into groups of enemy soldiers. Much like the plasma rocket, the plasma grenade has a plasma core, which when detonated, causes a large explosion capable of melting through any armor and spraying plasma everywhere for maximum injury.


Heavy Machine/Plasma Gun

http://images.wikia.com/halo/images/thumb/c/c4/AIE-486H_HMG.jpg/600px-AIE-486H_HMG.jpg

Sometimes there is a need for a weapon that can scythe through enemy soldiers and light vehicles alike. And this weapon does that quite well. With the Alliance propensity for using weaponry that uses both plasma and bullets for ammunition, gives the Heavy Machine/Plasma Gun a wide variety of uses in the field of warfare. For those enemies who are not well-armored, or when putting a hail of lead into the air is prudent, bullets are used, to great effectiveness. Also, if calculated right, they can be used against aircraft. However, when using plasma, one can get through shielding and armor much quicker and can injure the enemy far more than would be possible with mere bullets.
Scrinthia
24-09-2007, 03:28
Allliance Armor

Alliance Hover Attack Craft

http://www.classic-space.com/plugins/autogallery/Gallery/SmallShips/ship_sketch005_by_concept_on_mac.jpg

The Hover Attack Craft is a fast, maneuverable vehicle that allows its two pilots to traverse territory quickly, going from hotspot to hotspot and patrolling key areas effectively. Used mostly for ambushes and for scouting, the Hover Attack Craft is only armed with two plasma cannons, and a missile launcher.




Alliance Hades-class Tank

http://www.skirmisher.com/zhukov2.jpg

The Hades-class tank is the first and only light tank the Alliance has, but its the only one the Alliance has had need of in the many conflicts it has been in. The tank, developed to counter Centauri vehicles during the Helivar Campaign, is armed with a single particle cannon, along with two pulse cannons and two plasma cannons for defence against light vehicles and infantry. Well-armed for its class, and with the armor to take 50% damage to its systems and keep running, the Hades-class is capable of fighting any vehicle of its class and winning. It is mostly used in skirmishes, and to give infantry light armor support, as well as fight light vehicles and infantry.




Alliance Odin-class Hover Tank

http://www.sheriftariq.org/images/markers/hovertank.jpg

The Odin-class is a medium tank, one which still serves somewhat of the role as the Hades but it is mostly the tank the enemies of the Alliance would see on the frontlines. Heavily armed, with twin particle cannons, four pulse and plasma cannons and even twin missile arrays on the back, it can pack a punch in battle. Bulky, hard-fighting, durable, and dependable, the Odin-class is a key factor in any Alliance ground victory.




Alliance Thor-class Main Battle Tank

http://www.classic-space.com/plugins/autogallery/Gallery/Robots/Heat_Seeker_Tank.JPG

The Heavy Tank of the Alliance and the workhouse of the Earthforce, the Thor-class MBT is a tough construct of metal and weaponry. Armed with twin particle cannons, one heavy particle cannon, six pulse and plasma cannons, and as much as five missile arrays, it can serve to take on an enemy battalion by itself and come out on top. It is the only tank that does not have hover capabilities, but its weight and the power plant requirements for its weapons have forced designers to abandon that concept.

Alliance Hermes-class Armored Personnel Carrier

http://time.absoluteavp.com/pics/apc.jpg

The Hermes class APC is THE vehicle used in deployment and extraction of Alliance troops. Armed with twin pulse cannons, it can lay down heavy cover fire in order to cover the deployment of the soldiers. With heavy armor akin to that of the Thor-class MBT, it can take an immense beating. However, it is not made for direct assaults, so it has to get in, unload/load and get out.


Alliance Ragnarok-class Continental Siege Platform or CSP

http://www.sjgames.com/minis/ogre/mk6/img/mk6.34.med.jpg

An immense vehicle of size and firepower, the CSP can lay down firepower from even across continents, as the name clearly makes obvious. With its several long range railguns, particle/pulse beams in the back, and heavy particle beams in front, it can lay down the hurt at short, medium, or long ranges. The particle/pulse arrays in the back (Near the red things) have another purpose. They can fire at a spot where it will show up on Star Navy sensors, telling them an orbital bombardment is needed. That eliminates opposition rather quickly. A powerful but slow weapon, its immense range allows it, for the most part, to stay at the headquarters for whatever army or force it is with and provide accurate and devastating fire support almost anywhere on the battlefield.
Scrinthia
25-09-2007, 01:55
Star Navy of the Alliance


Alliance Starfighters


Aurora class Starfury
http://www.kitsune.addr.com/SF-Conversions/Rifts-B5-Ships/Earth_SA-23E.jpg
Class: SA-23E Aurora
Type: Heavy Fighter
Length: 9.56 meters
Mass: 68 metric tons
Power: 3 Fusion Batteries
Duration: 2 hours [standard]
Crew: 1 Pilot
Weapons:
-4 40mm Pulse Cannons
-2 34mm Pulse Cannons
-Fusion Missiles [8 hard points]
Defense:
-4.2 centimeter reinforced armor
-1 Grappling Claw
-I Cutting Laser

The SA-23E Starfury is the standard, non-atmospheric starfighter of the Earth Alliance which has served as the short range defense fighter for Alliance ships and installations ever since 2244. Excluding the Minbari, this fighter is unmatched in speed, power, and agility. Combining superior agility and massive weapon payloads, it can take on any other fighter and come out on top. Armed with its pulse cannons and fusion missiles, it can do extensive damage to enemy capital ships, given enough time and numbers. Unlike most fighter craft, the pilot is in a vertical position, controlling the fighter via hand, eye, foot and voice activated controls, allowing maximum visual scope and flow of blood to the brain during battle.




Badger Class Starfury

http://www.frostjedi.com/vex/assets/images/starfu04.jpg


Class: SA-25A Badger
Type: Heavy Fighter
Length: 10.21 meters
Mass: 52 metric tons
Power: 3 Fusion Batteries
Duration: 2 hours [standard]
Accel.: 0.9 km/s
Crew: 2 Pilots
Agility: Class A-
Weapons:
-1 32mm Gatling Railgun
-6 40mm Pulse Cannons
-4 40mm Plasma Bolt Cannons
-Fusion Missiles [8 hard points]
Defense:
-5.0 centimeter reinforced armor


The Badger Class Starfury is almost the identical match of the Aurora Class, but has several key differences. Made during the Earth-Minbari War to increase their chances against the Nial class Minbari Heavy Fighter, it is heavier and better armed than its Aurora counterpart and almost as fast, it was the perfect choice for Alliance long range defense for ships and installations. Along with its pulse cannons and fusion missiles, it is armed with a single 32 mm railgun that fires gatling style, and is linked into the helmet of the front pilot. So where he/she looks, the computer locks on and fires. Along with its Plasma Bolt Cannons which fire slower but do more damage, it can do even more damage to enemy ships and installations.


Thunderbolt Class Starfury

http://library.galciv2.com/mvlib/ss/Fullview_Thunderbolt.JPG

Class: SA-32A Thunderbolt
Type: Heavy Fighter - Bomber
Length: 15.54 meters
Mass: 52 metric tons
Power:
-1 Micro-Fusion reactor
-2 Fusion Batteries
Duration: 6 hours [standard]
Accel.: 1 km/s
Crew: 2 Pilot w/ Bomber
Agility: Class A
Weapons:
-4 Linked, Unidirectional, 40mm Pulse Cannons
-Fusion Missiles [10 hard points]
Defense:
-5.0 centimeter reinforced armor
-2 Grappling Claws
-1 Cutting Laser


The Thunderbolt class is used by the Alliance fleet for short to medium range operations as a fighter/bomber and is the only starfighter that can fly in a planet's atmosphere as well as in space. Along with its complement of Pulse Cannons, it has hard points for fusion missiles, just like the other two classes and has a last resort, particle/laser weapon that uses so much power and requires so much time to recharge, its almost never used.




Invader Class Breaching Pod

http://www.third-space.net/graphics/breaching_pod_1.jpg

Class: Invader
Type: Breaching Pod
Length: 32 meters
Mass: 500 metric tons
Power: 6 Fusion Batteries
Duration: 18 hours [standard]
Accel.: 0.5 km/s
Crew: 1 Pilot – 18 Passengers
Agility: Class B
Weapons:
-2 35mm Pulse Cannons
Defense:
-3.5 centimeter reinforced armor
-6 Grappling Claws
-4 Cutting Laser

Breaching pods are attack troop transports currently in service of the Earth Alliance. These fighter-like shuttles are designed to deliver troops and invasion forces onto enemy spaceborne targets. Typically, a breaching pod will find and enemy ship or space station, clamp onto its hull, and burn a passage through to its interior. Once the hull is compromised, a task force of Earth Alliance Marines secure the area and attempt to either blow up the target or seize control of it.



Alliance Capital Ships


Olympus Class Corvette

http://www.b5tech.com/earthalliance/earthallianceshipsandvessels/earthcapships/olympus/olympus.jpg

Class: Olympus Mk.III
Type: Corvette
Length: 444.25 meters
Mass: 4.6 million metric tons
Power: 1 ZPF reactors
Troop: N/A
Fighter: N/A
Duration: 8 months
Crew: 2 Pilot w/ Bomber
Weapons:
-4 Pulse Cannons
-2 Twin Particle Beams
-2 Long Range Railguns
-4 Missile Racks, 20 per.
Defence:
-1.8 meter armored hull
-4 Mk. I Defense Energy Grid Projectors


The Olympus class Corvette has seen a lot of action during its time in service and has become one of the most venerated and well-known ships in the fleet. Their time before the Great War showed an excellent escort ship, with its large amount of firepower for just a small ship keep the League and the Dilgar away from their convoys and proved they were good, strong ships. However, they were massacred during the Earth-Minbari War, and they have never fully recovered their status as the great defenders. They still retain their patrol duties and their protection of convoy's, non-civilian ones however, as well as rescue missions. With their four pulse cannons, two railguns and their missile arrays, they can pack a punch against anything they encounter and allow the Alliance fleet to get the first blow at the enemy in a major fleet action.




Hyperion Class Heavy Cruiser

http://www.frostjedi.com/vex/assets/images/cruise01.jpg


Class: Hyperion
Type: Heavy Cruiser
Length: 1,025.39 meters
Mass: 8.4 million metric tons
Power: 2 ZPF reactors
Troop: 200
Fighter: 6 Starfury fightercraft
Duration: 12 months
Crew: 356
Weapons:
-2 Particle/Laser Cannons
-1 Heavy Plasma Cannon
-8 Medium Pulse Cannons
-2 Fusion Missile Launchers
Defence:
-6 to 8 meter armored hull
-10 Mk. I Defense Energy Grid Projectors


The Hyperion Class Heavy Cruiser, while being an old class, still plays a major role in defending Earth and her many colonies. Having served as long as the Olympus class Corvettes, the Hyperions used to be considered the strongest ship in the Alliance fleet. After the Earth-Minbari war, where Heavy Cruisers were lost in scores, this was proven wrong. Although it has been refitted to include two single function particle/laser cannons as well as a Heavy Plasma Cannon, in addition to its eight medium Pulse Cannons and its fusion missile launchers, it's place as the strongest ship in the Star Navy has been replaced by the Omega Class Destroyer. However, it is still a powerful ship, as it is usually the first sent into hostile situations, with its ability to deliver a massive payload and its resiliency in battle has been proven time and time again. It has a complement of six Starfury fighters, to aid in its defensive and offensive capabilities.



Nova Class Dreadnought

http://www.frostjedi.com/vex/assets/images/dread01.jpg


Class: Nova
Type: Dreadnought
Length: 1,502.1 meters
Mass: 32 million metric tons
Power: 2 ZPF reactors
Troop: 18,000
Fighter: 36 Starfury fightercraft
Duration: 18 months
Crew: 250
Weapons:
-22 Twin Plasma Beam Cannons
-6 Particle Beam Guns
-2 Fusion Missile Launchers
Defence:
-8 to 10 meter armored hull
-22 Mk. II Defense Energy Grid Projectors


The Nova Class Dreadnought is a powerful class of ship, sometimes refered to as a Battleship, and is renowned to be able to take on and destroy the defenses of an entire military installation, with its personnel, supplies and firepower. It's immense size and focus on tactical weapon and equipment storage as well as military transportation enable the Dreadnought to transport up to 18,000 troops in its holds. And armed with 22 Twin Plasma Beam Caannons, 6 Particle Beam Guns and 2 Fusion Missile launchers, it can send a massive payload of weaponry into any situation, especially with 36 Starfuries held within its hangars. A powerful ship, it too suffered during the Great War, like the Hyperion Heavy Cruisers but it is the basis for the Omega Destroyers, one of the strongest ships in the navy.




Omega Class Destroyer

http://www.ultradrive.com/images/b5_omega.jpg


Class: Omega
Type: Destroyer
Length: 1,714.3 meters
Mass: 44.6 million metric tons
Power: 3 ZPF reactors
Troop: 18,000
Fighter: 36 Starfury fightercraft
Duration: 18 months
Crew: 850
Weapons:
-6 Heavy Particle/Lasers
-6 Heavy Pulse Cannons
-12 Particle/Lasers
-12 Pulse Cannons
-2 Fusion Missile Launchers
Defence:
-8 to 10 meter armored hull
-18 Mk. II Defense Energy Grid Projectors


The Omega Class Destroyer is the trademark ship of the Alliance, as its performance in the many conflicts the EA has suffered has shown how powerful the Alliance has become. It's more of a Dreadnought/Carrier class then a Destroyer class, but it still fits the bill, being the backbone of the Star Navy and Earthforce. It has a vast array of weaponry, with 6 Heavy Particle/Laser and Pulse Cannons, 12 Particle/Laser and Pulse Cannons and two Fusion Missile Launchers, it can put down an enemy fleet in a hurry. And with 36 Starfuries, it can defend itself quite well from enemy missiles and particle attacks. The Destroyer has served well and performed its job admirably, and it still remains one of the strongest ships in the Alliance today.




Warlock Class Destroyer

http://www.b5tech.com/earthalliance/earthallianceshipsandvessels/earthcapships/warlock/warlockglory.jpg


Class: Warlock
Type: Heavy Destroyer
Length: 1,992.4 meters
Mass: 66.8 million metric tons
Power: 4 ZPF reactors
Troop: 80,000
Fighter: 42 Starfury fightercraft
Duration: 2 years
Crew: 1,200
Weapons:
-12 Large Missile Silos
-16 Small Missile Silos
-2 Heavy Particle Beam Cannons
-9 Heavy Pulse Cannon turrets
-3 Heavy Railgun turrets
-4 Medium Pulse Cannon turrets
-9 Light Pulse Cannon turrets
-16 short range PP turrets
-Numerous small calibre energy emplacements and projective AA emplacements
Defence:
-10 to 15 meter armored hull
-22 Mk. III Defense Energy Grid Projectors



The Warlock Class Destroyer was created as an after-effect of the Earth Civil War and the Shadow Wars. It was proven by those conflicts as well as the unfortunate invasion of Akdor of the Shilassen Triumvirate that the Nova Class Dreadnoughts were not up to the task of of conducting major planetary assaults. Using revolutionary technology, new ZPF power plants and Shadow technology, the Warlock was born. It is beyond doubt that this machine is the most devastating war machine to be made by human hands to this day. It's purpose is simple, to be able to hold the line against enemy fleets, be able to go toe-to-toe with the Minbari War Cruiser and be able to seize a planet or colony with minimal casualties.And along with its advanced weaponry, agility, and durability due to the Shadow bio-armor incorporated into their frames, these ships are capable of dishing out and receiving incredible amounts of damage. Whenever a major fleet action is called, these ships are, without any argument, the flagships of the fleets. And with the addition of two railed Heavy Particle Beam Cannons, the same weapons as the G.O.D satellites, it can serve as a mobile defense unit as well.