NationStates Jolt Archive


Nasari class "Attack" Cruiser(FT)

Nebarri_Prime
27-01-2009, 09:02
With the reemergence of the Nebarri to galactic and extra-galactic affairs came the decision to allow foreign powers to purchase the latest in Nebarri warship design, the Nasari class "Attack" Cruiser. Most Unexplained details are due to the Empire's concern over releasing classified information, however you are encouraged to ask whatever you wish about unspecified information in the event that this overview does not cover it.

Due to the Nebarri Empire's unfamiliarity with the current market they have decided to take offers on consumer price until a set price can be decided on, the highest offer per unit until that time will receive half their order free and the Nebarri reserve the right to deny or cancel any order.


General Stats:

Nebarri standard classification: Attack Cruiser
Unoffical classifications: Heavy Cruiser, Battlecruiser
Length: 500m
Crew: 200 standard, 50 minimum
Population Capacity: 500 recommended, 2,000 maximum capacity(emergency situations only)
Weapons: 30 "Pulse-Ion" Cannons, 6 All purpose missile launchers(number of missiles varies based on type)
Defenses: Medium Shielding, Medium Armor, Pulse-Wave Generator
Fighter Complement: 12
FTL Systems: Dimensional Rift Generator, Hyperspace engine

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Weapons Systems:

Pulse-Ion Cannons
The Nasari class is equipped with thirty "Pulse-Ion" cannons, these weapons are highly versatile, combining the powerful punch of Nebarri Pulse weaponry, and the effect of an Ion Cannon. While the weapons them selfs do not use Ion Cannon technology, still the effect of that part of the weapon is similar.

The weapons them selfs are designed to fire both the damage delivering pulse and the systems disrupting blast which effects a larger area of the target, this gives the weapons the fairly unique ability to occasionally bypass energy shielding as well as causing damage and operation failure at the same time. in addition to this standard setting, the weapons can fire each variant alone, allowing you to disable an enemies ship for capture or to increase your Pulse Cannon's fire rate even further from its already high potential, enough to be effective against fighter swarms, it is also capable of firing extremely powerful bursts equivalent to many much larger ships primary weapons,

This however is where the weapon's primary drawback comes in, it is not capable of sustaining a high rate of fire and at the same time firing powerful blasts, the less powerful the blast the more rapid the fire and the more cannons can effectively operate. use of more then six cannons on the highest power levels is likely to cause a power overload in the weapons system, leaving your ship without its primary weapons.

Missile Launchers
The six missile launchers are designed to adapt to any missile launched from it, however it is most effective at launching the four various designs of the Nebarri Navy(missile varieties described below). the launcher is designed specifically to fire missiles either in single or a tipple burst.

If requested, a supply of the following missile types may be purchased along with the ship(s)

Type 1: Standard Nebarri missile, it is designed with a similar capacity as the Pulse-Ion Cannons, and in fact does more damage then the standard setting of the cannons, the drawback being limited supply on board a Nasari, this missile is designed to fly in an erratic pattern to increase its chance of passing point-defense weaponry, this missile is the smallest of the four primary types.

Type 2: Second largest missile of the four, it is designed to survive impact with an enemy ship, pierce the armor and, after entering far enough into the ship act in a similar sense to a frag grenade. The desired effect being to disable work stations, critical systems, and wound or kill personnel, hampering the ships capacity to continue an engagement and conduct repairs.

Type 3: Varying in size from largest to second smallest(most common form), this missile is in fact more like a carrier for many smaller missiles. launching with higher speeds then any of the others and designed to survive attacks from enemy fighters, the missile is intended to enter swarms of enemy fighters before unleashing as many as 16 miniature Type 1 missiles into the fighter formation, likely disableing or destroying several fighters or bombers.

Type 4: Largest of the missiles, the Type 4 missile is in fact a fold out Light Fighter Drone, essentially launched from the missile launcher and deploying as an unmanned and lightly armed Fighter for those cases when your standard fighter screen just might not be enough.

Defensive Systems:
The Nasari class comes equipped with Cruiser level shielding and armor, as the ship was never designed to fight a lengthy battle its defenses were not a high priority, it however does support the most advanced systems available, regardless of their potential, and as such, the power of propulsion and weapons may be transfered to the shields, boosting their defensive capacity significantly. The shields them selfs are form fitting, preventing near-misses from draining their power. The last defensive system of the Nasari is the Pulse-Wave generator, this device uses the same power-disabling capacity of the Pulse-Ion Cannons and Type 1 missiles and sends it over a large area with enough strength to disable even fully shielded Battleships on its highest setting, however, the ships own systems are affected as well, and use of this device will disable the weapons and shields of your ship, as well as any allied craft nearby, the only system that has been successfully shielded from this blast is the Dimensional Rift Generator.

propulsion:
Sublight: The Nasari class is designed to be highly agile for its size, as well as having incredible strait line speeds, its agility is the Nasari's best defense against larger more heavily shielded craft.

Dimensional Rift Generator: The primary form of FTL travel for Nebarri's military craft, the Dimensional Rift Generator is capable of reaching almost any part of the extensive Nebarri Empire within moments of its activation, and completely immune to attack from any known weapons systems. However it takes a highly trained pilot or flight team to cross the rift between dimensions and a single mistake could potentially destroy the craft or leave it stuck in another dimension.

Hyperdrive: Used in cases where the D.R.G. is either damaged or inoperable for any reason, the hyperdrive is considerably slower but much safer to use, like the D.R.G. a ship is considered safe from attack while in use. The Hyperdrive is much less well sheilded from attack then the D.R.G.