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OOC Military Unit Information

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Wes

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GEV-11 "FOXHOUND" LGEV-PC
Primary Role: Infantry Fighting Vehicle/Cavalry Scout
Manufacturer: Phoenix Armaments Corporation
Operator (s): Advanced Tactical Army Corps, Spacy Marine Corps
Rollout: 2073
First Deployment: 2073
Crew: One pilot
Construction and Armor: Andrium hull with Xintium-B armor coating

The Foxhound LGEV-PC (Light Ground-Effect Vehicle Personnel Carrier) is the primary infantry fighting vehicle of the Nerimian Defense Initiative's ATAC and Spacy Marine Corps. Like the Panther II cavalry GEV, the Foxhound is incredibly fast and agile in the theater of battle, capable of carrying a seven-man infantry squad into battle and supporting the operation with hit-and-fade assaults.

Upon its introduction to Confederate ground forces in 2073, the LGEV-PC was an instant success with both field armor commanders and armored battledress equipped personnel. The ease of embarking and disembarking the Foxhound was ideal for the typical seven-man squad. Slight modifications to the hull of the standard LGEV allowed the seven soldiers to be carried around the edge of the main hull in special ‘coffins' which were component armored. Two coffin racks faced port, two starboard, and three faced to the rear. Each rack held special couplings to keep the suit power cells and internal batteries topped off. A central rack held storage space for the squad's drones and any heavy/tactical weapons. The LGEV-PC retains its full ‘regular' armament which allows it to function normally as a light tank when not carrying troops into battle.

Power Plant-
Main: Genesis DeMarcus fusion reactor (1)
Engines: Genesis Sherman repulsorlift drives (4)
Maneuvering System: Small gyroscopes internally
Reaction Mass:
- 18 standard deuterium fuel cells
- 64.4 liters D20 for engines

Performance -
- Top Speed: 320 mph

Electronics:
- Radar tracking: WydeSCAN D-42e X-band pulse-doppler radar
- Optical tracking: Zerus high-sensitive VHRIR/FLIR/LLLTV/UV telescope
- Phillips AllView II mutli-band omni-directional digital camera system
- LT-5 multi-frequency laser ranger and designator
- Guardian Warning Suite
- "Blackout" active/passive sensor jammer
- Active countermeasure launcher (Black Window, Smoke, Chaff, Thermal Smoke)

Weapons Systems -

AAG-13 66mm Rotary Plasma Cannon: The AAG-13 rotary plasma cannon is a high-powered anti-armor weapon that fires plasma bolts (15-220 mW) at an extremely high rate-of-fire. Mounted on a REDET (Remote Electric Drive Elevating Turret), the weapon allows the vehicle to fight from a completely hull down position.

AGP-43 Anti-Personnel Batteries (2): Each of the Foxhound's AP batteries is a dedicated high-speed universal ‘ball' turret rotating on a comfortable magnetic matrix and linked to several power feeds and high-speed linkless feed ammunition chutes. It has its own dedicated target acquisition/tracking/and engagement sensors, scanners, and hardware. A 20mm caseless repeater is the center ‘heavy' weapon of the AP battery. Two 30mm automatic grenade launchers are also included along with a variety of rocket-assisted smart targeted munitions ranging from high-explosive, high-explosive armor-piercing, and high-explosive anti-personnel. Smaller 6 and 12mm caseless repeaters are also included to take down smaller battledress infantry units.

AP Battery Component Systems -
1.2 cm Caseless Repeaters (2) [Light Armor]
6mm Caseless Repeaters (3) [Anti-Personnel]
3cm SMART-ARM (2) [Automatic Grenade Launcher]
2cm Caseless Repeater (1) [Medium Armor]
 
VGS-08 "ACOLYTE" Assault Gunship
Primary Role: Close-Air Support VTOL
Manufacturer: Phoenix Aerospace Industries
Operator(s): Advanced Tactical Armored Corps
Rollout: 2067
First Deployment: 2067
Crew: Pilot with extra room for one squad (7 troopers) of powered armor infantry.
Construction and Armor: Tritanium/Andrium ceramic composite

Propulsion Systems -

Engines (main): 2 x Genesis Valdosta series ion impulse engines, Max output, 230 kN each. The engines are mounted in the rear of the gunship in the upper edge of the fuselage over the wings.
Engines (auxillary): 6 x Genesis Nagasaki series plasma-shock expansion engines, Max output, 110 kN each. The engines are mounted in three pairs along the fuselage of the gunship for maximum maneuverability. 6 anti-gravity coils.
Maneuvering systems: Small gyroscopes internally and numerous exhausts spread over the surface of the gunship. The additional thrusters bleed off exhaust from the large maneuvering boosters and main engines.
Powerplant: 2 x GHD-2V Miniturized zero-point energy reactor.
Reaction Mass:
- 24 standard fuel cells
- 10.8 liters D20 for the plasma engines

Performance:
- Top Speed (10,000+ feet): Mach 1.8
- Initial climb rate: 14,000m per minute
- Service ceiling: 12 km
- Combat radius: 1,260 kilometers

Electronics:
- Radar tracking: WydeSCAN J-4G X-Band spherical pulse-doppler long-range radar
- Optical tracking: Zerus high-sensitive long-range VHRIR/FLIR/LLLTV/UV telescope system in the nose. This system has high angular resolution.
- Phillips AllView II multi-band omni-directional digital camera system, for medium-range all altitude infrared imaging, optical and ultra-violet band detection and tracking.
- Thomson LT-5 multi-frequency laser ranger and designator
- Guardian V-42 Radar Warning Reciever
- Guardian V-56 Infra-red Warning Reciver
- Folsom C-542 "Blackout" active/passive sensor jammers
- Chaff dispenser
- Flares

The Acolyte VTOL is the 21st century version of the helicopter gunship. Used as a combination close-air support craft and troop transport, Acolytes are a common sight wherever NDI Spacy Marines are present and typically feared by those who are enemies of the Confederation. It is very fast and mobile, with enough sophisticated electronics and point-defenses to fight off surface-to-air missiles with relative ease.

The Acolyte's weapons systems make it a highly reliable close-air support unit against both enemy infantry and armor. Its primary 80mm rotary cannon can seriously threaten enemy tanks and hardened structures.

Weapons Systems -

Phoenix Type 7G 8cm Rotary Assault Cannon (2): A heavy anti-armor smoothbore weapon equipped with a RAILS (Robotic Artificially Intelligent Loader System) system. Four magazines hold 8cm HEAP (High-Explosive Armor Penetrators), KEAP (Kinetic Energy Armor Penetrator), SEKEAPER (Scramjet-enhanced KEAP exploding round), and HEAP-I (High-Explosive Armor Penetrator-Incendiary). The RAILS system takes information from the targeting computer and fires a combination of rounds from each magazine to gain the absolute maximum effect. For example, the cannons might fire KEAP, followed by SEKEAPER, HEAP, followed by a HEAP-I to blast through an armor unit's armor with the kinetic penetrators before allowing the more damaging munitions deal direct total kill damage to the unit.

Phoenix Model GAE-35b Caseless Repeaters (3): A high-speed rotary electric cone bore cannon with self-contained ammunition and power sources. The six-barrel cannon fires caseless 7mm rounds with a rate-of-fire of 3500rpm. There is a muzzle suppressor fitted to baffle the flash. The integral helical ammunition drum holds 5000 rounds. Each weapon is mounted on a turret that can rotate a full 360 degrees.

Phoenix Arms Type M32 FFRAM Launchers (4): A multiple rocket system gives the gunship extensive fire support ability with folding-fin rocket-assisted munitions with flechette, high-explosive, HEAP, chemical, and incendiary warheads. The M32 has a direct fire range of 2 kilometers. The rockets have designated warheads and guidance control through fins allowed adjustment of flight to target. The weapons are used mainly to saturate a target area with devastating firepower before several squads of infantry would move in and pacify any resistance.
 
Jaaq'tah "ARQUIEL" Infantry Power Armor: The Jaaq'tah Alliance's Arquiel infantry power armor is the standard Alliance infantry armor in the era of the Second Draconian War. Roughly equivalent to the NDI's M3 Golem series, the Arquiel is much more heavily armored and bulky than it's human counterpart but does not offer the variety of weapons systems. What the Jaaq'tah unit loses in technological sophistication it makes up for in sheer numbers of the suits in the field.

Weapons Systems -

Plasma Carbine: The Jaaq'tah plasma carbine is prized for its range and accuracy, a favored weapon of Jaaq'tah combat troopers, delivering 150-350 kW of destructive energy to a target reliably at ranges exceeding one kilometer.

Shell Cannon: The Jaaq'tah shell cannon is an explosive ballistic weapon that is analogous to a grenade launcher. The 27mm shells the cannon fires are actually high-powered grenades that pose a threat to light armored vehicles. Multiple shells types are capable, including high-explosive anti-personnel, high-explosive anti-tank, and high-explosive incendiary.

Plasma Mortar: The Jaaq'tah plasma mortar is a shoulder-launched weapon that launches a devastating plasma charge towards its target, utilizing magnetic fields to shape and guide the plasma to its target. While nowhere near as accurate as missiles, the mortar has a devastating kill radius of over 35 feet.

Plasma Rifle: A heavier, rapid-fire version of the plasma carbine is the Jaaq'tah plasma rifle, which seems to be more of a squad support weapon than a personal combat weapon. The plasma rifle delivers the same 150-350 kW charge per shot, but lays down a much heavier volume of fire.
 
Jaaq'tah "CHAMELEON" Infantry Power Armor: The Jaaq'tah's "Chameleon" infantry power armor has no equal in the Confederation's military simply by virtue of its advanced stealth cloaking technologies (though the Vaishan Protectorate's "Phantom" armor is quickly bridging the gap). Assigned to its elite Qaat'aah soldiers, the Chameleon's distortion generator is effective against both optical and EMS sensors, giving Chameleon-suited infantry the tactical advantage in almost every situation.

Weapons Systems -

Plasma Carbine: The Jaaq'tah plasma carbine is prized for its range and accuracy, a favored weapon of Jaaq'tah combat troopers, delivering 150-350 kW of destructive energy to a target reliably at ranges exceeding one kilometer.

Plasma Lance: Used almost exclusively by the elite Qaat'ah and Xyelee troopers, the plasma lance is a combination ranged/melee weapon that can fire 125 kW bolts at up to 250 meters away or be used as a powerful melee weapon against targets that get too close.
 
Jaaq'tah "CHIMERA" Medium Battle Tank: The mainstay of the Jaaq'tah's armored forces is the Chimera medium battle tank, known for its ruggedness and lethality in the field of battle. It is slightly inferior to the Confederation's Diamondback hovertank in terms of firepower but superior Jaaq'tah numbers and massed assault tactics make up for this discrepancy.

The Chimera has served with the Jaaq'tah Alliance since the First Draconian War, where it performed exceptionally well against the Confederation's old Jaguar hovertanks. Its high-powered plasma cannons give it a tremendous punch, but its lack of REDET turrets make it exceptionally vulnerable to the Diamondback simply because it cannot fire on all firing arcs.

Weapons Systems -

100mm Plasma Cannon (2): The Chimera's primary weapons are its forward-facing plasma cannons that deliver roughly 600 mW of energy to their targets every three seconds. They are exceptionally adept at penetrating armor and shields.

30mm Pulse Laser (4): Designed for close-in work against enemy infantry and point defense, the Chimera's pulse lasers deliver 200 kW of energy to their targets at an exceptionaly high rate of fire.
 
Jaaq'tah "COBRA II" Attack Flyer: The Cobra II is the descendant of the Cobra flyer that gave Confederate aerospace fighters such incredible problems during the invasion of the Cygni Sector. The Cobra II isn't as sleek as the Human designs but makes up for this with awesome speed and maneuverability, so much so that they are still a threat to the AI-controlled XF-14Es fielded by the Confederation. The Cobra II mounts a series of eight plasma cannons and sixteen missiles. While its secondary payload is nowhere comparable to that of the XF-14E's, the Cobra II is still very dangerous in ground-attack roles.

Weapons Systems -

Pulse Plasma Cannons (8): The primary weapons of the Cobra II are eight forward-facing pulse plasma cannons that fire exceptionally powerful plasma bolts at their targets that can brute force their way through all known shield technologies and melt through enemy armor.

"Rattler" Missiles (16): The Cobra II's missile armament are sixteen "Rattler" hypersmart missiles that are effective against ground and air targets. The missiles utilize directed-energy fusion warheads in the 10-20 kiloton range.
 
Argus Millitech M3 Delta Tactical Missile Launcher: Carried by infantrymen or Type II attack drones, the M3 Delta is a four-shot modular TAC missile launcher with full integration into the SLICS systems. Reloading is a three step process designed not only for ease but also speed in the field, if extra ammunition is available.

Missile Types –

Mark 34-III Standard Missile – "Fire Arrowâ€
 
All military units in use by the Grand Star Army of Yamatai and Sfrarabla Mishhuvurthyar Xhrafuklurp may be found under the "Starships and Mecha" section of the Star Army wiki page.
 
M9 "METEOR" Mobile Artillery Platform
Primary Role: Mobile artillery
Manufacturer: Phoenix Armaments Corporation
Operator (s): Advanced Tactical Army Corps, Spacy Marine Corps
Rollout: 2061
First Deployment: 2064
Crew: None. Controlled by a Class IV Autonomous AI with SLICS
Construction and Armor: Andrium hull with Xintium-B armor coating

The M9 Meteor artillery platform is one of the most advanced artillery systems ever devised. It is one of the NDI's few ground-based units that is controlled using an autonomous AI cyberbrain instead of humans. Nevertheless, the Meteor is absolutely devastating in battle, utilizing dual 175mm missile cannons to deliver precision payloads on targets as far as 60 miles away. To complement the main missile cannons, the Meteor can also carry 20 cruise missiles in vertical launch tubes.

The M9 saw its first major combat during the Chaos/Hive Wars on Ayenee Prime where its counterbattery fire all but neutralized Chaos Space Marine artillery and allowed the 1st Raiden Mechanized Infantry to move forward against the enemy. While only 20 M9s were available to the 5th Fleet during this engagement, not a single platform was lost and their long-range fire support accounted for over half of all kills scored against the enemy.

Power Plant
Main: Genesis DeMarcus fusion reactor (1)
Engines: Genesis H-31 fusion drivetrain (1)
Reaction mass:
- 20 standard deuterium fuel cells

Performance -
Top Speed: 40 mph

Electronics:
- Radar tracking: WydeSCAN D-44f X-Band spherical pulse-doppler radar
Optical tracking: Zerus high-sensitive VHRIR/FLIR/LLLTV/UV telescope
- Phillips AllView II mutli-band omni-directional digital camera system
- LT-5 multi-frequency laser ranger and designator
- Guardian Warning Suite
- "Blackout" active/passive sensor jammer
- Active countermeasure launcher (Black Window, Smoke, Chaff, Thermal Smoke)

Weapons Systems -

Mark 75 175mm Missile Cannon (2): The primary weapon of the M9 Meteor is a rapid-fire, auto-loaded, computer-aimed smoothbore with the capacity to not only fire standard CBR and ETPR rounds, but also to load and fire missiles. Using one weapon to fire a variety of rounds is very cost effective, and greatly enhances operating performance. The weapon's integral RAILS (Robotic Autonomous Intelligent Loader System) automatically chooses the proper weapons system for the designated target based on data obtained from the SLICS combat network. At peak performance, the Mark 75 missile cannon fires over 100 rounds per minute.

"Jacmus III" Cruise Missile Launcher (2): To add to the M9 Meteor's fire support capabilities, the Jacmus III ground-attack cruise missile was added to the design. These hypersmart missiles are tipped with a variety of warheads, the most popular being SATNUC (Saturation Nuclear). The weapon gives Confederate field commanders the ability to reach out and touch enemy targets from afar.
 
Consortium

I realise this board has a very complex story, but I was just wondering if I could RP as my own faction, some information has been posted below (Please Note, I use this faction on another forum, that's why it may not make much sense):

Homeworld: Beta Alpha
Government: Consortium High Council
Territory Held: 7 well-developed systems, 3 fringe systems, 13 Gaia Globes (Artificial Planetoids)
Galactic Status: Isolationists (currently)
Founded: 1235 (Terran chrono index)
Core Species: Mokra, Laknoid, Mironoid
Minor Species: Semi-Biological Droids
Average Life Expectancy: Mokra = 500 years, Laknoid = 60 – 90 years, Mironoid = 200 – 300 years
Known Population: Mokra = 2,000, Laknoid = 89,000, Mironoid = 36,000
Major Alliances: Rix Consensus, Re'Hash Dominion, NGX
Minor Alliances: Jo'Kahn Sel Raxis (Minor Trading Agreement)
Known Enemies/Rivals: K'Tet, Kuy'Tok
Foreign Policy: Gaining power for the Consortium and expanding its empire, only those that can help achieve this are welcome.

History

The Mokra were the first to rule Beta Prime, they were the first dominant species, and they flourished, they spread through there system at an alarming rate, but with there speedy technological advancements were able to stabilise and control there growth. After only a few years however, even the Mokra technology could not support there growth. The politicians of Beta Prime put into action what was called "The Replenishingâ€
 
QIS units can be found here:

http://www.geocities.com/[email protected]


I will be updating it soon to include unit discriptions as well as pictures. For spacewar QIS will be using only the Jackle APC, Wakizashi 5, Wazu 5, and the power armor used by the NDI. A Anteaus 3 battleship may make an appearance in a supporting role.

Update: Alright, I finnaly got off my ass and made the site. Only a few ships are fully listed but I will be working on fixing that today.
 
Background and History
With large-scale war threats coming to a close, such as the threats posed by the SMX and YSA, and with terrorist groups increasing their attacks day by day more focus has been given to protecting the supply lines. As such the Keiru was updated with a new hull shape, weapons, and hardware, making it more sturdy that its predecessor.

Government: Grand Star Empire
Class: Kieru 2
Manufacturer: Qel`noran Shipyards

Crew: none
Maximum Capacity: 40

Appearance: A long tapered arrowhead body with a large cargo bay extending down and out from the center of the craft.
Length: 400 feet
Width: 100 feet
Height: 27 feet
Decks: 2

Speeds: .45c / 23,000c
Planetary: mach 4

Torpedo tube (4)
Location: 2 in front, 2 in rotating turrets on top and bottom
Damage: Moderate
Range: Virtually unlimited in a frictionless environment
Rate of Fire: all rounds can be fired at once
Payload: 16, 4 rounds per launcher. Because of configuration the weapon can not be reloaded during combat.


Systems Data

APCD: The all points connected device allows QIS to move its ships around at incredible speeds using pocket dimensions and scaled space. While the device isn't located onboard the ship, a tracking device is. That allows the ship to use APCDs located elsewhere.

Cloaking Device: The ship is with an advanced cloaking device which uses scalar fields to simulate that photons and other sensory forms pass through the "empty space" and thus its presence is hidden. The ship also contains powerful anti-gravity generators to mash it from gravimetric sensors.

Escape Pods: four escape pods, each able to hold up to four people, are located onboard, near the engines. They are capable of sustaining life for 48 hours. The pod contains a homing device, but it must be manually activated.

Lift: The single lift provides quick access from the main deck to the sub deck. The lift can also be used to travel to other ships when vessels link together

omni-directional gravitational plateing: plating on the roof emits a psedo-gravitational field that is attracted to the plates on the floor pulling everything on the ship down. This creates the false sense of gravity that permeates the ship

Spine, The: The spine incorporates the latest in ship to ship connection technology and resembles a spine with several appendages on the end and midsection.
(meaning they originate at the top and bottom rear end of the ship and trail backwards not up from the ship. they are configured this way so the systems they enclose are not in the way of the main engines).
 
M4 "PHANTOM II" Stealth Power Armor
Primary Role: Stealth Infantry Power Armor
Manufacturer: CONTRA/Phoenix Armaments Corporation
Operator (s): Draconian League Alliance
Rollout: 2080
First Deployment: 2080
Crew: 1
Construction and Armor: Zanarium

The Phantom II stealth power armor is the newest and most advanced tactical power armor currently in use by the Draconian League Alliance. As a joint development by the Confederation Technological Research Administration (CONTRA) and the Vaishan Protectorate, the Phantom II incorporates some of the most advanced technologies available. The suit is constructed out of Zanarium alloy, a 'stealth' armoring system used on stealth warships. When energy flows through the armor, Zanarium emits a negation field that renders most enemy sensor systems useless. Only the most sophisticated of electromagnetic sensors are able to get around the 'distortion' field created by the armor when its active stealth systems are operational.

Power Plant -

- Argus Millitech Indrid-C Series Hyperspace Capacitor
- Genesis Propulsion Systems Tk-425 Gravimetric Booster
- Genesis Propulsion Systems Ag-42 Gravimetric Maneuvering Cluster (6)

Performance-
Running/Hovering: 140 mph
Flying: Mach .6

Electronics:
- Oracle Microsystems MS-17 Integrated Sensors Suite
- Oracle Microsystems OP-50 "Deadeye" Optical Sensor Cluster
- Oracle Microsystems MS-11 Integrated Communications Suite
- Ichigeki Electronics "Spectre V" Active Stealth System
- Oracle Microsystems SS-5 Combat Computer

Weapons Systems -

Phoenix Arms EM-10 Suit-Integrated Assault Weapon (SIAW): A modified EM-9 (used by the M1 Phalanx), the EM-10 is considered a carbine in terms of military nomenclature. Outside of its smaller size and slight variances in power output, the EM-10 is merely a smaller version of the larger EM-9.

Disruptor Mode: Damage is heavy against shielded and armored targets. Against unsheilded or organic targets, the rapid rate of heating will cause a violent explosion that will blow the target apart. Delivers 120-640 kW of energy to target.

Pulse Cannon: Damage is moderate against unshielded and armored targets. Not suitable for use against shielded or unarmored targets. Delivers between 75-220 kW to target.

Argus Millitech High-Frequency Blades (2): In each forearm of the armor are two retractable Xintium-coated vibro-blades that vibrate at ultra-high frequencies, which allow them to cut through almost any material effortlessly. Used for melee combat.

[GM's Note: Only one of these units are available in the campaign and it is being used by Lieutenant Natsumi Rakuseki.
 
Homeworld: Antran
Government: Republic
Leader: Osia Lias
Estimated territory: 59 systems (Includes 33 fringe systems)
Galactic Status: Hyperpower
Age: Unknown (Historical records destroyed)
Prime Species: Antaran
Sub Species: AI/Farru
Life Expectancy: 90-120 yrs
Fertility Rate: Low-Medium (Parallel with rate of human female fertility)
Faction Alignment: Neutral/Aggressivness
Major Alliances: None
Minor Alliances/Affiliations: Solaran Sovereignty

Estimated Military Strength:
Branches of Military:
Doctrine: Random.

Political "Type": Constititional Republicism
General Unrest: None/Low
Internal Threats: Rebellious sects led by sub species.
External Threats: None
Foreign Policy: Industrious/Shadow-Gov. expansionism
Currency: .Cez


// I'll add more when i have time.
 
Beginning encoded transmission...complete!

Class A Sentinel -

The Class A Sentinel is a short, stocky humanoid-type unit in power armor. From what we've seen of its combat abilities, it is exceptionally fast and agile and wields powerful arm-mounted weapons that work on the same principle of a particle disruptor cannon. Their armored hide is made of a material we have never encountered before and it is substantially stronger than our Andrium alloy. Light anti-armor weapons are the bare minimum for engaging this class of Sentinel.

Threat Class: B

Class M Sentinel -

The Class M Sentinel is a more advanced version of the Class A, equipped with a potent defensive shield and energy weapon. It's armored hide is easily one and a half times as thick as the Class A and it is designed to absorb a tremendous amount of punishment. It's most interesting mode is a 'ball mode' which it uses for rapid ground movement. In this mode, the Sentinel is virtually invulnerable to all small-arms fire. Engage only when in its humanoid form.

Threat Class: B+

(will be updated as more Sentinel encounters are recorded)
 
Beginning encoded transmission...complete!

Sentinel Attack Fighter ("Scarab") -

The Sentinel Attack fighter resmbles a scarab beetle, but despite its look, it is a very capable space superiority and attack unit on par with the NDI's XF-14 drone fighters. It wields two very powerful weapons: twin particle disruptor cannons and a expansive disruption field that can destroy incoming ballistic weapons as well as allow the fighter to make a devastating suicide run.

Threat Class: B

Sentinel Assault Cruiser ("Legionaire")

The Sentinel Assault Cruiser is the mainstay of the Sentinel star fleet and is a force for even capital ships to handle on the field of battle. It is a long, spear-like vessel that gives it a relatively small profile despite its four kilometer length. It is armored with very high-grade Xintium alloy, but appears to possess no deflector shields of any kind. Despite this, the Sentinel assault cruiser is highly resilient to all known weapons and can dish out tremendous levels of opponents with its impressive array of weaponry. From all reports, the weapon works on the principles of the Orion-D class' new superweapon, the Effector. It is a weapon that taps the energy barrier between universes and brings that energy into our universes, generating a tremendous level of energy that brute forces its way through even distortion-based shielding systems.

Threat Level: A
 
Derran Tyler
CINC-NDI
Posts: 40
(1/6/03 7:57 am)
Reply Unit Submission Thread It has begun, ladies and gentlemen...

NDI Spacy Fleets (ndispacy.tripod.com/fleets.html )

NDI Spacy Vessels (ndispacy.tripod.com/spacy)

Class I: Super Capital Ships

Orion-Class Battleship (ndispacy.tripod.com/spacy/uriel.html )

Suzaku-Class Dreadnought
(ndispacy.tripod.com/spacy/suzaku.html )

Daishi-Class SuperCarrier
(ndispacy.tripod.com/spacy/daishi.html )


Class II: Capital Ships

Bastion-Class Battleship
(ndispacy.tripod.com/spacy/bastion.html )

Yamazaki-Class BattleCruiser
(ndispacy.tripod.com/spacy/yamazaki.html )

Whirlwind-Class Command Carrier
(ndispacy.tripod.com/spacy/whirlwind.html )

"Sharp Feather" (Alpha-Hotel Class)
(Coming Soon)

Class III: Cruisers

Kirishima-Class Command Cruiser
(ndispacy.tripod.com/spacy/kirishima.html )

Sierra-Class Escort Carrier
(ndispacy.tripod.com/spacy/sierra.html )

Lightning-Class Light Cruiser
(ndispacy.tripod.com/spacy/lightning.html )

Prometheus-Class Stealth Cruiser
(ndispacy.tripod.com/spacy...theus.html )

Memphis-Class Guided Missile Cruiser
(ndispacy.tripod.com/spacy/memphis.html )

Darkwolf-Class Hunter-Killer Cruiser
(Under Revision)

"Faint Whisperer" (Sierra-Romeo Class)
(Coming Soon)

Class IV: Escorts

Otomo-Class Stealth Destroyer
(ndispacy.tripod.com/spacy/otomo.html )

Kasen-Class Guided Missile Destroyer
(ndispacy.tripod.com/spacy/kasen.html )

Desperado-Class Assault Frigate
(ndispacy.tripod.com/spacy/desperado.html )

Tatsumaki-Class Guided Missile Frigate
(ndispacy.tripod.com/spacy/tatsumaki.html )

Ramses-Class Stealth Strike Carrier
(ndispacy.tripod.com/spacy/ramses.html )

"Nova Star" (Romeo-Fox Class)
(Coming Soon)

Class V: Corvettes & Auxillary Vessels

Anubis-Class Multi-Gun Corvette
(Under Construction)

Horus-Class Missile Corvette
(Under Construction)

Genbu-Class Assault Transport
(Under Construction)

Dragonfly II Assault Dropship
(Under Construction)

H.I.V.E.-Class Atmospheric Carrier
(Under Construction)

Aesir-Class Gunboat
(Under Construction)

H.A.L.O. Orbital Defense Satellite
(Under Construction)

Tienshinhan-Class Star Fortress
(Under Construction)

Veritech & Attack Mecha

XF-14 "Tempest" Alpha Fighter
(ndispacy.tripod.com/mecha/xf14.html )

XF-15 "Maverick" Gamma Fighter
(ndispacy.tripod.com/mecha/xf15.html )

XF-18 "Shadowstriker" Alpha Fighter-Interceptor
(Coming Soon)

XB-29 "Pulsar" Beta Fighter
(Coming Soon)

XB-31 "Masamune" Beta Fighter
(Coming Soon)

Osiris III Assault Mecha
(Coming Soon)

Shatterstar Omni-Mech
(Coming Soon)

Advanced Tactical Assault Corps Units

Infantry Units

CPA-03 GOLEM Powered Armor
( ndispacy.tripod.com/atac/golem.html )


Alkari Vessels

Warbird-Class Destroyer

Government: Alkari Empire
Ship Type: Interstellar Destroyer
Class: Warbird Class
Manufacturer: Stellaz Fleet Yards

Crew: 420
Air Group: 180

Main Power System: Hyperspace Tap
Secondary Power: Quantum-Singularity Reactors
Engines (Primary): Gravimetric Drives
Engines (Secondary): Ion Impulse Drives
Space Fold: Inter-phased Hyperspace Drive

Speeds:

Sublight Speed: .55c (C= The speed of light)
Space Fold: Unlimited range (1 light-year per 6 minutes)
Planet Bound: Yes
Maximum Range: Unlimited (estimated 20 year life span)

Length: 320 meters
Width: 177 meters
Height: 94 meters
Weight: 210,000 tons


Weapons:

1. Gravimetric Neutron Cannons ( 8 ): Known to the Alkari as 'Slicer Beams', the Warbird's primary weapons are high-powered neutron cannons that are incredibly focused by gravimetric generators into a beam that can literally slice through enemy vessels with relative ease. Given the incredibly focused nature of the beam, slicer beams generally have no trouble penetrating shields.

- Range: 750,000 miles
- Rate of Fire: Once every 5 seconds

2. Hellfire Torpedo Launchers ( 12 ): The Hellfire Torpedo is a fiercely powerful ranged projectile that travels at trans-light speeds to deal considerable damage to its target. Used almost exclusively by the Alkari Empire, Hellfire Torpedoes can deliver a significant payload to its target. The Hellfire torpedo was designed to bypass enemy shields using subspace phasing technology. The torpedo has a small, short range sensor array, that, as it nears an enmy ships, scans its target's 'shield bubble', frequency and moedulation, and then activates the subspace phase transporter. This allows the Hellfire to move out of phase with the target, and re-appear within its shield parameter, and impact directly on the hull. This sequence takes only a matter of nano-seconds. To the naked eye, it appears the Hellfire actually passes through a ship's shields instead of 'skipping' past them. Deadly protomatter is in the warhead, and is acted upon by antiprotons to cause the violent reaction and deadly explosive force of the weapon.

- Range: 1 AU+ (93,000,000+)
- Rate of Fire: The rapid reload system allows each launcher to be loaded and fired once per 6 seconds.

3. Gravitic Fusion Beam Cannons ( 18 ): Based on the same principle as the main cannons, these weapons are smaller versions focus destructive force of a fusion weapon into a devastating beam that has no trouble penetrating shields and armor.

- Range: 650,000 miles
- Rate of Fire: Once every 2 seconds.

4. Pulse Cannons ( 60 ): Based upon the Human "Banshee" pulse cannon, these cannons fire high-intensity EM pulses that have a dramatic shearing effect upon shields and armor. These are ideal for point-defense.

- Range: 1 light-second (186,000 miles)
- Range: 4 pulses per second.

Special Systems -

Adv. Damage Control
Antigravity Propulsion
Auto-Modulating Shield Grid
ECM Stealth Systems
Hard Shields
High Energy Focus
Lightning Shield
Time/Space Anchor
XS-7 Combat Computer System
Zyro Shields

Edited by: Derran Tyler at: 10/23/03 6:53 pm
Kitsurugi Yui
Member
Posts: 57
(1/7/03 12:04 am)
Reply
ezSupporter

Grand Star Army All available GSA ship statistics and unit data can be found at Grand Star Army site.

{updated}



GSA no Taisho Kitsurugi Yui
Commanding Officer, GSA 1st Fleet
Edited by: Kitsurugi Yui at: 8/18/03 4:11 pm
Jodd o
Member
Posts: 10
(1/7/03 2:11 pm)
Reply Aurorans I don't make websites...so here.

This is an introduction to the race I will be bring into this mess soon. This just gives a basic run down of their
ships, technology and a glimpse into their culture. I will write an IC post about them entering this galaxy soon,
maybe tomarrow. But I just spent a few hours writting this and am done for the night.


Firebird Fighter (Standard Thamgiir Class)
Firebirds are the main Auroran fighter. Their engines are simple, to say the least. Their task is to protect the
Phoenix from attack by smaller fighter, while the Phoenix take on the heavier ships. The Firebird is slower than
most fighters, but not by enough to give them a decisive edge. Battles between the two often come down to
individual skill. Many a Auroran border skirmish has come to a halt while the two sides watch a Firebird/Enemy
dogfight between renowned pilots.

Length: 8 meters

Speed: mach 4.5 Atmosphere, .087 speed of light in space. (Heraani- mach 4.8 in atmosphere, .096 speed of
light in space)

Weapons: 3 Hail Chainguns

Themgaar Class

Weapons: 2 Fusion Pulse Cannons, 1 Hail Chaingun

Va Themgaar Class

Weapons: 2 Fusion Pulse Cannons, 1 Radar Missile Launcher

Phoenix Heavy Fighter/Bomber (Standard Va Thamgiir Class)
The Phoenix is yet another example of the Auroran will to survive. The Phoenix is slow and turns badly. One
would think that it would be target practice for enemy pilots. It is, but it has one redeeming feature: it has
almost as good armor plating as a gunship. They plough through fire corridors with impunity, and attack in
groups to maximize firepower. The Phoenix can take on anything from a gunship up to a capital ship, but a
fighter will stay on its tail and pound it mercilessly. Suffice to say that Phoenix pilots suffer the greatest rate of
attrition of any group in the Auroran armed forces.

Length: 9 meters

Speed: mach 4 atmosphere, .078 speed of light in space (Heraani- mach 4.4 atmosphere, .086 speed of light in
space)

Weapons: 3 Radar Missle Launchers, 2 hail chainguns, 1 20 mm rail gun.

Va Themgiir Class


Weapons: 6 Radar Missile Launchers, 2 20mm railguns

Frunch?k Class

Weapons: 2 Fusion Pulse Turrets, 2 20mm railguns, 1 Radar Missile Launcher

Abomination Gunship (Standard Frunch?k Class)
Abomination by name, abomination by nature. The Auroran technicians created this monstrous gunship in
response to the threat of enemy patrol boats, too big for fighters, but too small to waste concentrating capital
ships on. The Abomination mounts Fusion Pulse Turrets, railguns and sometimes Missle Launchers as its
armament, which are more than sufficient to rip through the light hull of a Patrol Boat. A severe lack of
maneuverability makes it vulnerable to attack from capital ship sized weapons, though, which make short work
of its armor. However it is still used to make massive runs on enemy capital ships along with Firebird and
Phoenix?fighters. Auroran pilots find the idea of honorable victory against huge odds very enticing, so the
Abomination is very popular.

Length: 20 meters

Width: 38 meters

Speed: mach 2 atmosphere, .075 speed of light in space (Heraani- mach 2.2 atmosphere, .084 speed of light in
space

Weapons: 4 Fusion Pulse Turrets, 5 radar missle launchers, 2 100 mm turreted railguns.

Va Frunch?k Class

Weapons: 2 Fusion Pulse Turrets, 4 200 mm railguns

Aurora Cruiser (Standard Gjinchar Class)
The Auroran people's first attempt to create a large war vessel is still their most successful. The Aurora Cruiser
mounts immense firepower in the form of 400 mm Railguns, a broadside of FPC turrets, anti-fighter chainguns as
well as gravimetric missile launchers, Etheric Wake missile launchers and the devestating Nuclear Torpedo tube.
It does have somewhat weak artificial gravity, however, which is compensated for by a rotating living section. It
also has the most basic of thrust engines, which produce abysmal top speed and acceleration, even for a capital
ship.

Length: 9 km

Sublight Speed: .12 speed of light (Heraani .19 speed of light)

Weapons: 8 400mm rail guns, 12 200mm rail guns, 40 Fusion Pulse Turrets, 130 Storm Chain Guns. 4 Etheric
Wake Missile Launchers, 3 gravimetric missile launchers, one Nuclear torpedo tube.

Va Gjencha Class

Weapons: 18 400mm Railguns, 50 Fusion Pulse Turrets, 140 Storm Chain Guns, 4 Etheric Wake Missile
Launchers, 3 gravimetric missile launchers, 2 Nuclear Torpedo Tubes.

Dechanik Class

Weapons: 8 400 mm rail guns, 40 Fusion Pulse Turrets, 130 Storm Chain Guns, 20 Etheric Wake Missile
Launchers, 16 gravimetric Missile launchers, 10 Nuclear Torpedo Tubes.

Aurora Carrier (Standard Ytrack Class)
There is an Auroran legend about the creation of the first Carrier. The Auroran lord who first conceived of such a
mighty vessel gave these precepts to the shipwright for its creation: "Make me a hand with which I might strike
mine enemies!" The keel for the vessel is so large that it has to be laid in a planet-based shipyard. The ship itself
is 14km long, mounts deck-guns, and has bays for Firebirds, Phoenix and Abomination gunships.

Length: 14km

Sublight Speed: .1 speed of light (Heraani .16 speed of light)

Weapons: 12 400 mm rail guns, 8 200 mm rail guns, 80 Fusion Pulse Turrets, 500 storm chain guns, 6 etheric
wake missile launchers, 4 gravimetric missile launchers, 3 Nuclear torpedo tubes, 500 Standard Firebird Fighters,
600 Standard Phoenix Heavy Fighter/bombers, 150 Standard Abomination Gunships.

Se Ytrack Gjinchar Class

Weapons: 30 400mm rail guns, 8 200mm rail guns, 100 Fusion Pulse Turrets, 500 Storm Chain Guns, 300 40mm
Point Defence Railguns, 6 Etheric Wake Missile Launchers, 4 gravimetric Missile Launchers, 3 Nuclear Torpedo
Tubes. 400 Themgaar Firebird Fighters, 500 Frunch?k Heavy Fighter/Bombers, 50 Va Frunch?k Abomination
Gunships.

Va Ytrack

Weapons: 10 400 mm rail guns, 6 200 mm rail guns, 60 Fusion Pulse Turrets, 500 storm chain guns, 200 40mm
Point Defence Railguns, 6 etheric wake missile launchers, 4 gravimetric missile launchers, 3 Nuclear torpedo
tubes, 600 Va Themgaar Firebird Fighters, 700 Va Themgiir Phoenix Heavy Fighter/bombers, 200 Standard
Abomination Gunships

Thunderforge Battlecruiser
The Auroran Battlecruiser represents the very latest thinking by the best minds of the Empire. Prompted by
Vell-os artisans, the shipwrights of the First Family have created a vehicle with which they hope the Auroran
people will wreak their vengeance. The Thunderforge class battlecruiser mounts a huge array of conventional
weapons. Yet even this incredible arsenal pales into insignificance when compared to the Thunderforge's primary
weapon system, the TripHammer. The TripHammer is a gattling pattern energy weapon of awesome power.
Inspired by the Vell-os, Auroran weaponsmiths attacked the creation of the guns with typical exuberance. With
all the Vell-os help, giving it the most advanced shields and engines of any Auroran ship, the Battlecruiser can
hold its own against any ship in the known universe.

Length: 19km

Sublight Speed: .21 Speed of light (Heraani ships of this class are the same speed, as the engine? for these
vessel? were partly designed by the Vell-os, and not even the heraani could improve them)

Weapons: 18 400 mm rail guns, 12 200 mm rail guns, 100 Fusion Pulse Turrets, 1000 Storm Chain Guns, 500
40mm Point Defence Railguns, 4 TripHammers, 12 etheric wake missle launchers, 10 gravimetric missle launchers,
5 EMP nuke torpedo tubes, 300 Themgaar Firebird Fighters, 150 Standard Abomination Gunships.


Common Weapons

Radar Missile: Radar as a concept and as a useable weapons guidance system has been around since the middle
of the twentieth century AD. As humanity reached for the stars they brought their technology with them, and
radar, which is not reliant on a medium for effectiveness, quickly became a necessary tool for guiding missiles.
The standard auroran radar missile carries a warhead payload of 4 megatons, and a range of 50,000 miles

Gravametric Missile: Gravimetric missiles lock onto the mass signature of a target. They cannot be jammed by any
known means, and they carry the biggest payload of any missile on the open market. They are also far and away
the most expensive. For those willing to pay the price, the Gravimetric missile will almost never miss its target,
and will destroy smaller ships with one hit. It carries a warhead payload of 7 megatons, and has a range of 500,000 miles.

Etheric Wake Missile: Because of the unique graviton emissions of the Wraith, a sentient deep space dwelling being, a new targetable fire-and-forget weapon had to be devised to combat them. The Etheric Wake missile uses a little-known principle of subspace disturbance to track Wraith through their flight path by detecting their wash in space-time. This also works on any normal ship, making the missile impossible to shake or jam by any known means. It is also much faster and more maneuverable than any other missile in the auroran arsenal. And with it's positron warhead packs quite a punch, and have a range of 600,000 miles.

Nuclear Torpedo: The grandfather of all torpedo?, large, heavy, and so unganly and unmaneuverable it? virtualy
unguided, able to steer just enough to keep itself on target for it? few thousand mile journey to it? target if
fired straight at the target. However, it makes up for all this with its payload, One Gigaton., and a range of 800,000 miles.

Railgun: Railguns are simple enough in concept; get a pellet made from a highly conductive, but dense metal
(something cheap, like copper or gold), and place it between two rails (one a cathode, the other an anode).
Charge the rails with a homopolar generator, and there you have it: one super-high-speed metal pellet. First
developed by Sir Marcus Oliphant as a scientific instrument in the twentieth century AD, the railgun is now
standard armament on all Auroran capital ships. It comes in sizes ranging from 20mm to 400mm. It also has a
turreted version for the 100mm. Railguns also have such long range that they tend to just go untill they hit something. Systems where these weapons are used are often are devestated by the shots that miss their targets, and smash into the local planets.

Fusion Pulse Cannon: The Fusion Pulse Cannon, like most Aurora technology, is both crude and brutal. However,
the weapon's stocky build and inefficient containment fields still provide a highly effective energy packet. Perhaps
the most interesting feature of the weapon is the fact that the fusion pulses leave the barrel of the weapon still
at meta-reactive temperatures. It is for this reason that the FPC should not be fired at close range. A good
mid-range weapon. Has long range, but becomes easy to dodge once it starts getting out there. Comes also
turreted. The range on this gun is 100,000 miles for the full effect of 3 TJ's. It disapates in power by .5 TJ per 50,000 miles after that.

Hail Chaingun 60mm: "If it ain't broke, don't fix it," is the old maxim, and the Hail Chaingun holds true to this
time-honored principle. A simple caseless round is loaded into one of the two gatling breaches, and liquid
propellant is injected behind the shell. The Hail has a cyclic rate of 3000 RPM, and has enough ammo on board
for an extended firefight. It has an effective range of about 4000 miles.

Storm Chaingun 60mm: The Storm is a sacred weather pattern in Auroran culture. Symbolizing the power and
fury of the hordes of Auroran warriors, many warriors have a thundercloud as a death tattoo, indicating that
they will die in the fury of a mass offensive. The Storm Chaingun reflects the Auroran philosophy of overwhelming
the enemy with numbers; the Storm is effectively four Hails on a turret, and is used to destroy incoming fighters
and missiles with often devastating effect. Also having the same range as a normal hail chaingun.

40mm Point Defence Railgun Turrets: For when you need to bring down those extra tough fighters and missiles,
and the old chaingun just wont cut it. These turrets each have a separate Etheric Wake guidance system.
Making them able to each target seperatly as many enemy ships or missiles as there are turrets.

TripHammer: The TripHammer is a gatling style energy weapon the fires continuesly from 4 barrels, creating a constant stream of energy. It's range is only 100,000 miles, but it's power is around 300 TJ per second.

Technology

Gravametric Sensors: Like the guidance system of the gravametric missile, these sensors read the mass of the
target? gravety for targeting purposes. These sensors have now totally replaced old radar technology in eveyr
ship produced by the Aurorans, it is the standard sensor. The only item radar is still used in is the small radar
missile? mounted on fighters, as it is the smallest of guidance systems.

Etehric Wake Sensors: A new development for the aurorans. It senses the subspace disturbance, or wake, of a
ship, using this to target the ship. This sensor is only standard on the new Thunderforge Battlecruiser, and the
newer Se Ytrack Gjinchar class Carriers.

Deflector Shields: Similar to any other races energy shielding system, although lower tech. The shields will stop
beam weapons, however due to the aurorans lagging in technology in this area, eventualy the system will be
overloaded if hit enough, bringing the shields down.

Matrix Armor: Throughout the Empire, armor has been piled onto warships in an effort to make up for
shortcomings in Auroran particle shielding. The slabs of matrix steel Auroran pilots and warriors add to their
ships is indicative of this mindset; heavy but very strong, these enormous chunks of metal afford excellent
protection against whatever unfriendly fire may come their way.

Tunneling Device: By observing the Wraith, the Heraani learned that instead of projecting hyperspace around
them and then moving, they tunnelled directly into hyperspace, allowing them to hyperjump without stopping.
Now, with the Tunnelling device, they have managed to emulate this remarkable capability.

Electromagnetic Shielding: A basic device, keeps meteorites and such from destroying the ships as they move
through space. Not effective against any weapons due to it? weakness in auroran ships. Only Heraani ships
have this type of shielding strong enough to be any use against weapons. Even then, it only stops about 30% of
incoming projectiles.

Admin's Note: We don't need to read all that @#%$ on your culture and @#%$ (makes the thread entirely too long), so I edited out that part and just left in your unit stats.

Edited by: Jodd o at: 2/4/03 2:12:51 pm
Admiral Princeps Thraven
Member
Posts: 8
(2/2/03 5:35 pm)
Reply Imperial Republic of Ayenee www.geocities.com/admiral_princeps_thraven/ADF

Being updated all the time, hope to have it finished soon...


Any units not there that ya got a question about, let me know!

The Insane Profit
Member
Posts: 4
(2/5/03 6:22 am)
Reply sword class The Ascended are a race from earlier games that I plan to re-introduce at a later time when my scheming is masked by the fighting. But until then you might as well send me feedback on their new ship please send me any feedback you have. I will post additional history data when I get it all written down on the computer. :comp3

Sword class MKIII (Ascended front line curser)

Speed (Sub light): 0.48 (60 with CDU) light speed
Transuniversal Teleportation: Effectively unlimited.
Planet-Bound: Mach 30 in atmosphere.
Maximum Range: Effectively unlimited
Lifespan: The vessel is rated at 25000+ years, including upgrades.

Length:2 miles
Width: 256 feet
Height: 150 feet
Weight: 36,240 tons

Weapons Data

Primary weapon systems:

Carron Wepontry(1-4): This horrifying weapon involves the warp and the horrifying process of bonding machine and demon. depending on the demon the weapon will very in power. the normal form of this weapon is a massive wave of warp energy and demon essence. the effects of impact will very but normally the crew will be overridden by the demon and go insane trying to kill each other, the ship itself will be infested with the warp and will twist and contort devastating precision equipment and structural integrity and the final effect that is normally experienced is the computer of the ship going insane and attacking the crew and any other ship in range of its sensors (note: this weapons is chaotic like the warp anything can happen) This weapons is in a ball mount near the end of the ship that can be ejected if containment is breached

Primary Purpose: Anti-starship
Secondary Purpose: Anti-mecha/Anti-fighter
Damage: Extreme to hull medium to energy shields
Range: Generally 350,000,000 miles by 5 feet expanding to as much as 3 miles wide
Rate of Fire: 6 times a second


Rail gun (20): A simple devise that uses high powered magnets to fire a slug at high speeds without use of chemical propellants. The slug moves at such high speed that light armor is rendered useless. The 325 and 1000 kilogram anti-matter warheads in the cannon is excellent at devastating heavily armored targets

Primary Purpose: Anti-starship
Secondary Purpose: Anti-mecha/Anti-fighter
Damage: heavy
Range: unlimited in frictionless environment
Rate of Fire: 5 times a second
Payload: 1000 quarter inch slugs and 15, 3 inch slugs


Secondary weapons systems:

The sword: The ship is designed in the shape of a sword for good reason. The front and edges of the ship are built with imbedded matter disruption field. This allow the ship to perform devastating ram attacks against enemy ships. When activated the ship is sheathed in a blue glow that disrupts the molecular bonds between molecules allowing the razor sharp tip to penetrate other ships with ease.

Primary Purpose: Anti-starship
Damage: Extreme
Range: none
Rate of Fire: persistent


Support weapons systems:
Q- artillery (2): this devise is the Acended's form of space born artillery. It programs the range and intensity of the Q-bombs then lets them zip through higher dimensions to its target area the rips a hole in the space time conitnum that often takes weeks to repair. Due to the contortions that occur from moving through higher dimensions without the proper shielding causes the system to warp slightly causing it to often miss its target
Damage ranges: primary: The weapon warps into reality inside the target ship causing near total destruction. 10% chance
secondary: the weapon warps in outside of the ships hull but still inside of most of its shields

Primary Purpose: Anti-starship
Secondary Purpose: Anti-mecha/Anti-fighter
Damage: primary effect range/total
secondary effect range/extreme
outer effect range/ heavy
Range: Generally 350,000,000 miles
Rate of Fire: 6 times a second
Payload: 50 Q-bombs

anti-small craft devise ( Sweeper) (25): Often referred to as the sweeper by our allies this weapon fires a small projectile that rotates at high speed emitting a high powered beam from one side. This effect creates a 50 foot disc of destruction from centered on the missile that is perfect for destroying fighters and missiles. The missiles are fired from a rack that holds 100 missiles located on the outside of the ship.

Primary Purpose: Anti-mecha/Anti-fighter
Secondary Purpose: Anti-missile
Damage: medium
Range: unlimited with accuracy decreasing with range
Rate of Fire: up to 100 at a time
Payload:100 sweepers

Technology:

Technoplasum: The entire inside of the ship is filled with Technoplasum. This substance is a mineral rich substance with nanobots that build whatever is needed and maintain other components. There is no need for a organic crew but if some wish to board rooms can be formed from the Technoplasum

KPU: The Kustom Physics Unit (spelled with a k to avoid confusion with CPU) allows the ship to open a small rift in the multiverse and override the physics with that if the universe it is tapped into. This is a very messy devise for the space time continuum and can cause severe damage if left on for to long.

Chrono-dialation unit: In conjunction with a KPU allows the ship to warp the fourth dimension of whatever universe the ship is currently in. Then the ship will project a temporal displacement field throughout the ship allowing it to seeming move and fire faster although it is just doing this at the same rate just moving slower in time. The low power unit onboard the sword class can achieve 24.596% temporal dilation. If two ship use this simultaneously no additional benefits are gained because dilation is limited by the ships displacement shields and not by the actual Chrono-dialation unit.

Temporal Shield: By emitting a field of chronoton partials it "lifts" the ship slightly out of the space time continuum protecting it from certain anomalies that would occur there. It also provides protection from alterations in time if temporal super weapons are used.

Directional shield generators(3): Directional shield generators project the normal field of energy used to protect ships but they can also redirect the energy in one direction to add additional protection to the front/sides/rear/top whatever

Phase Unit: The Phase Unit is the last line of protection for a Sword class. A large mass of multi-dimensional partial is released pushing the ship slightly out of phase with the universe for about 10 seconds while phased it cannot shoot back (all weapons are phased so they pass through your ship to anyways) and all income fire simply passes through it

:shoot4

Dr Shinichiro Nobumoto
Member
Posts: 1
(2/5/03 11:46 am)
Reply Transuniversal Teleportation Drive The TTD is proprietory GSA tech. Either change it to something else or get it legitimately in-character.

The Insane Profit
Member
Posts: 7
(2/5/03 4:36 pm)
Reply oops! I didn't mean to include that I just am using a template I got for the yui class as a guidline for listing statistics. I didn't mean to do that sorry
:drink

Derran Tyler
CINC-NDI
Posts: 58
(2/5/03 7:55 pm)
Reply Re: sword class

Quote:
Speed (Sub light): 0.48 (60 with CDU) light speed
Transuniversal Teleportation: Effectively unlimited.
Planet-Bound: Mach 30 in atmosphere.
Maximum Range: Effectively unlimited
Lifespan: The vessel is rated at 25000+ years, including upgrades.

Length:2 miles
Width: 256 feet
Height: 150 feet
Weight: 36,240 tons



This ship is 2 miles long, weighs 36,240 tons, and can travel Mach 30 in the atmosphere? Personally, I think the extreme stress of the atmosphere would rend that ship apart if it was to move that fast in the atmosphere.

Another thing you might want to drop in is how the ship is powered and its method of propulsion. Right now, it just seems like you looked at the GSA"s designs, upped the numbers and went on your merry way.

Quote:
Carron Wepontry(1-4): This horrifying weapon involves the warp and the horrifying process of bonding machine and demon. depending on the demon the weapon will very in power. the normal form of this weapon is a massive wave of warp energy and demon essence. the effects of impact will very but normally the crew will be overridden by the demon and go insane trying to kill each other, the ship itself will be infested with the warp and will twist and contort devastating precision equipment and structural integrity and the final effect that is normally experienced is the computer of the ship going insane and attacking the crew and any other ship in range of its sensors (note: this weapons is chaotic like the warp anything can happen) This weapons is in a ball mount near the end of the ship that can be ejected if containment is breached

Primary Purpose: Anti-starship
Secondary Purpose: Anti-mecha/Anti-fighter
Damage: Extreme to hull medium to energy shields
Range: Generally 350,000,000 miles by 5 feet expanding to as much as 3 miles wide
Rate of Fire: 6 times a second



Sounds relatively cheap in my opinion, but it's not anything that I think will cause arguements.

Quote:
KPU: The Kustom Physics Unit (spelled with a k to avoid confusion with CPU) allows the ship to open a small rift in the multiverse and override the physics with that if the universe it is tapped into. This is a very messy devise for the space time continuum and can cause severe damage if left on for to long.



This sounds totally and utterly ridiculous. "Overriding" the physics of the universe at a whim isn't something that's going to get you respect around here. I'm the type that generally shuns all this temporal manipulation @#%$ because it gets entirely too messy and people really don't think about the consequences of the @#%$ they do.

Eh, but whatever.....

"War is a fundamental part of man's existence; it is the benchmark by which we define our history and culture. Peace, while an admirable ideal, goes against everything we as a people stand for. War may indeed be hell, but for some of us, it may very well be the only path to heaven...â€
 
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