[STGOD] New OOB Thread

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Thirdfain
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Post by Thirdfain »

I figure we can use basic logic, rather than adding and subtracting numbers- For instance, my vessels can intercept and avoid maybe 90% of incoming fire, but one or two railgun rounds will cripple them. Heavy laser armamment would be relatively innefective at long ranges against my vessels, but massed, volley fire or area-of effect nukes would be quite nasty.
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Post by Alyrium Denryle »

I tried to keep the individual weapons about on par withDS9 tech. Granted the numbers of weapons on y ships is large...but we are not usng ST weapon densities now are we?
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Post by The Yosemite Bear »

Roughly 20 or so major space faring Packs, although each vessel is actually considered property of it's own pack/family, but pack families are grouped into larger pack/clans etc.

Break Down:

Fenris:
Primary industrial power for the Femari, 1proximatly 1/3 of the Fenari 300 ship fleet is based out of Fenris
or 80 Drakkar Class Vessels presently converted to Merchant Marine use, with 1 x2 Fusion turret (each beam rated at 40mt/second), 2 Missile launchers, and 4 point defense weapons. each Drakkar has a 600kt displacement Most Fenris marine vessels are "Ore Harvesters" and are equipped with armed "Mining Pods"

20 Destroyers: each destroyer has over under Fusion Laser & Lineriar acclerator mounts. and 6 point defense turrets, the destroyers spinal mounts are only rated at 30mt/shot, while the point defense weapons are designed for killing missiles and Kzin fighters.

Hectae:
Primary food & economic trade planet of the Fenari.
50 Drakkars: presently all Merchant Marine deployment


Daemonhiem:
Captured from the
100 Drakkars
50 Destroyers
of the Drakkars
25 Drakkars are Merchant
25 Are "Missile Boats" 200 kt of missile pods stored for launch
10 are Anti fighter (Prox missiles, and large spaces set aside for automated and implant linked point defense mounts)
30 are full out Fenari "Battle Cruiser Q-ships) with full marine capacity.
6 "beam turrets", and 4 Missile launcher points
5 Marine/mine tender ships, eqiuped like Fenris "Ore Haullers" these vessels are trained in boarding combat, have additional Wormhole booths, and the mining "Pods" are equiped for boarding/capture/disabling vessels.

Daemonhiem is heavily terraformed to Kzin specifications, but it is a perminate Fenari military base, and Fenari "enjoy" hunting in the forests below.
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Post by mauldooku »

Even for a minor power, I think I seriously weakened myself with my original ORBAT...
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Post by Thirdfain »

General Rules

1.Technology level matches that of Star Trek DS9. This does not mean you must use Star Trek technology, only that your capabilities be similar.

2.You need not be human.

3.Fleet size is limited to 400 major combatants, exclusive of fleet train.
(emphasis added)

This is what I based my fleet size on. My fleet contains many fewer vessels than it could have, and is well within the range allowed by this STGOD.
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Post by Alyrium Denryle »

My shps are fast moving, heavily armed attack ships....well at least the frigates. They use heavy energy shielding, and count on avoiding, or destroying incoming projectiles...the only form of shielding against projectiles we have is our tractor beams and gravitic shields...And weak particle shielding...uses gravitic drives

We use an ECM system that projects a moving sensor ghost that is larger tha our ships...hell on tracking systems...with our point defense weapons destroying projectiles and missiles

Our cruisers..well they are heavily armored, use both heavy energy, and particle shielding...and are slooooowwwwww. they use ion drives to save on energy..so they can have strong particle shields

Well our fighters are fast, manuverable, and shielded attack craft...that emply gravticdrives...capable of rapid acceleration, and can turn on a dime(literally)
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Post by SirNitram »

The Lost fight like thugs, what can I say? They drop cloak and hit you hard, because they can't withstand much.
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Post by Alyrium Denryle »

Good thing is...our defense grids and shielding is always up...
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Post by Pablo Sanchez »

Military Forces of the Pan-Slavic Republic

General
With the collapse of the royalist aristocracy and its subsequent flight from the territories of the PSR, the military has been subjected to sweeping reforms. In order to replace an almost totally depleted officer corps, it has become a total meritocracy; it is theoretically possible for a street urchin to join the navy and eventually rise to Space Marshal. It should come as no surprise, then, that both branches of the military have a surplus of geniuses.

In addition, the Pan-Slavic Military boasts an iron-clad espirit de corps. Each soldier is dedicated to the Slavic nation and the spread of revolutionary ideals throughout the galaxy. Combining this powerful motivation with the legendary endurance of the Slavic soldier has produced a fighting man who is nearly unstoppable.

The Grand Army of the Republic

Infantry
body armor
The soldier is first encased in a black body suit, which is temperature controlled to maintain comfortable conditions for the soldier, and is capable of stopping low-velocity KE rounds. Onto this are mounted ceramic/metal plates, which are highly resistant to projectile and energy weapons. With the helmet, the effect is eerily similar to soldiers in the 20th century film representations of "Star Wars." The entire assembly can be sealed at a moment's notice for protection against NBC weapons, and can be fed by a filter or a contained oxygen supply. The armor system is lightweight, flexible, and nearly impregnable.

The helmet features sensory enhancements, with targetting HUD, magnification, thermal and infrared modes, and auditory capabilities.

The combination of all these factors tends to allow even minimally trained conscripts a substantial degree of effectiveness.

The armor can often rescue them from foolish mistakes, and the HUD makes combat a much more simple exercise of placing the crosshairs over the thermal blob.

Weaponry
Soldiers are typically equipped with a pulse xaser rifle, which applies considerable firepower for it's size. As an added benefit, the design is nearly bereft of moving parts and is almost impervious to mundane damage. Each soldier also carries an anti-tank rocket launcher, which is highly effective at ranges less than 200 yards, but almost useless beyond that.

The army also has access to a bewildering array of miscellaneous man-portable ordinance. In the interests of logistical simplicity, all energy weapons can be fed from eachother's batteries.

Artillery
The artillery consists mainly of railguns with variable range settings, allowing most pieces the option to fire at a variety of ranges.

Armor
Armored vehicles serve a key purpose in the army, as it's anchor and striking arm. They typically use jacketed plasma cannons for armor-piercing work and pulse-xasers for anti-personnel fire. All vehicles can be mounted with modular ATGM racks.

Hammer Main Battle Tank:
Heavily armored vehicle, with a large plasma cannon and several pulse xasers. Excellent targetting systems.

Orb Light Tank:
Lightly armored but very fast scout tank. Armed with a mid-bore railgun and a pulse xaser. Superior sensors.

Victor IFV:
Medium armor, with several pulse xasers, an automatic 30mm railgun which can target aircraft and ground targets. Carries up

to 10 soldiers.

Miscellaneous Armor:
Includes SPAAA, APC, and powered armor suits.

Army OOB

About 50 active corps and 70 "cadre" corps (units with all equipment maintained and ready, but soldiers either yet to be conscripted or on reserve status).

Republican Navy

The Republican Navy is short on ships, but long on expertise and manpower. Admirals and Captains can be expected to perform efficiently, if not ingeniously, in battle. In order to make up for it's relative disadvantages, the fleet depends on a smaller number of highly effective ships.

Major Combatants
8 Planetary Assault Spheres
Diameter: 1000 meters
Weaponry: 4800 VLS tubes
Defenses: Average
FTL Speed: Low
Sublight Speed: Low
NoteS: Intended for planetary bombardment, but can be used in fleet combat in emergencies.

50 Freedom Class Battleships
Length: 1500 meters
Weaponry: 2200 VLS tubes, 100 high-power xaser turrets, 800 xaser turrets, 3000 PD laser arrays
Defenses: Excellent
FTL Speed: High
Sublight Speed: Medium
Notes: A very deadly ship, intended to carry the fight to the enemy with devastating effect.

75 Liberator Class Heavy Cruisers
Length: 800 meters
Weaponry: 850 VLS tubes, 25 high-power xaser turrets, 280 xaser turrets, 500 PD laser arrays
Defenses: Good
FTL Speed: Good
Sublight Speed: Medium
Notes: Middle of the line ship.

150 Vanguard Class Defense Frigates
Length: 350 meters
Weaponry: 150 VLS tubes, 100 xaser turrets, 400 PD laser arrays
Defenses: Average
FTL Speed: Good
Sublight Speed: High
Notes: Used to defend targets from missile attack and destroy fighters.

Minor Combatants

350 Tatar Assault Gunboats
Length: 45 meters
Weaponry: 16 bomb racks, 2 pulse xaser turrets, 4 pulse xasers
Defenses: Excellent
FTL Speed: High
Sublight Speed: High
Notes: Harrassing FTL fighter. Heavy and dangerous.

700 Suka ("Bitch") Strike Fighter
Length: 30 meters
Weaponry: 8 bomb racks, 1 pulse xaser turret (rear), 4 pulse xasers (forward)
Defenses: Good (for fighter)
FTL Speed: High
Sublight Speed: Very high
Notes: Harrassing FTL fighter. Extremely dangerous.

Miscellaneous
Fleet Train as appropriate to navy

At least 5,000 STL fighters and patrol craft per system.
Last edited by Pablo Sanchez on 2003-05-04 12:55am, edited 1 time in total.
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Post by Seggybop »

Imperial Military of Soirehtyiaz (v11)

Fighter Carrier x 96
Heavily armored and shielded space-fighter carriers each carrying 128 space fighters. All fighters' missiles combined to 30.72MT damage total. Armor able to resist damage of at least 32MT.
Shield able to resist damage of 384MT.
Armed with 64 point-defense laser turrets and two variable yield (1-20,000KT) torpedo launchers.
Can deply antimissile-pods that orbit the ship and attempt to destroy all incoming missiles with numerous weak lasers.

Carrier-type Fighter x12,288
Swarms of fighters are released from carriers to attack targets.
Cannot enter atmosphere. Able to reenter carrier during battle for rapid missile reload.
Armor is weak and cannot withstand more than micrometeorite impacts.
Shield can withstand up to 12.5KT.
Armed with 2 240KT missiles and one particle beam weapon (20.42TW).

Variable Fighter x65,536
Transforming fighter with three modes. Deployed to colonies and bases.
- Atmospheric reentry
Massive shielding and heat dissipation type. Unarmed.
- Space combat
Faster and stronger than carrier type fighter.
Armed with 4 4MT ignition charge xray-laser pods and dual rapid-fire antimatter projectile launchers.
-Atmospheric combat
Comparable to 21st century fighter plane with much higher defensive ability.
Armed with 32 EMP missiles and dual rapid-fire KE projectile launchers.
Combat modes have armor to resist 4KT and shielding to 25KT.
Reentry mode armor resists 4x more.

Strategic Cruise Missile x121
For the purpose of obliterating the enemy as final attack.
Missiles split into thousands of individual rockets after reaching target, each containing a powerful warhead.
Strength of entire missile (all warheads together)
1% of inventory: 1GT
3% of inventory: 500MT
6% of inventory: 250MT
33% of inventory: 125MT
57% of inventory: 62.5MT

Giant Robot Soldier x612 (51 squads of 12)
Large transforming robots with burning swords.
Very fast and maneuverable. Can transform into fighter which is even faster.
Armor takes 20KT and shield 180KT.
Armed with 12MT single-fire missile bazooka/standard railgun, dual laser cannon, big sword with plasma edge to cut across enemy capital ships.


_________________
Last edited by Seggybop on 2003-04-30 11:33pm, edited 5 times in total.
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Post by Sea Skimmer »

The Armed Forces of the Kokand Empire

Weapons types and yields

Missiles

MT-775 The MT-775 is the most common missile system in the Imperial Starfleet of the Kokand Empire. While all variants share a common space frame, booster and seeker the warheads vary wildly. Fired from Mr-80 launchers.

MT-775A: Yield 30 megaton, standard fusion armed anti ship weapon making up the majority of all weapons carried
MT-775B: Yield 20 megaton, anti matter anti armor weapon. Used once hostile shields have been dropped, the missile uses a shaped charge to breach the hull before propelling an anti matter capsule inside.
MT-775C: Yield 20 megaton, Bomb-pumped X-Ray Laser warhead.
MT-775D: Yield 30 small 500-kiloton missiles; this missile unleashes a hail of smaller missiles to engage fighter craft and missiles.
MT-775F: Yield biochemical cluster payload, this missile carries a payload of biological or chemical agents to the target.
MT-775G: Decoy/Jammer drone.

MT-800 The MT-800 is a heavier missile system then the MT-775 and utilizes the Mr-90 launcher.

MT-800A: Yield 40 megaton, standard fusion armed anti ship weapon making up the majority of all weapons carried
MT-800B: Yield 30 megatons, anti matter anti armor weapon. Used once hostile shields have been dropped, the missile uses a shaped charge to breach the hull before propelling an anti matter capsule inside.
MT-800C: Yield 35 megaton, Bomb-pumped X-Ray Laser warhead.
MT-800D: Yield 50 small 500-kiloton missiles; this missile unleashes a hail of smaller missiles to engage fighter craft and missiles.
MT-800F: Yield biochemical cluster payload, this missile carries a payload of biological or chemical agents to the target.
MT-800G: Decoy/Jammer drone.

MT-750 The MT-750 is the lightest of the major missile systems and is fired from the compact Mr-75 launcher.

MT-750A: Yield 20 megaton, standard fusion armed anti ship weapon making up the majority of all weapons carried
MT-750B: Yield 15 megaton, anti matter anti armor weapon. Used once hostile shields have been dropped, the missile uses a shaped charge to breach the hull before propelling an anti matter capsule inside.
MT-750C: Yield 20 megaton, Bomb-pumped X-Ray Laser warhead.
MT-750D: Yield 20 small 500-kiloton missiles; this missile unleashes a hail of smaller missiles to engage fighter craft and missiles.
MT-750F: Yield biochemical cluster payload, this missile carries a payload of biological or chemical agents to the target.
MT-750G: Decoy/Jammer drone.

HyStrike, High Yield Strike System

The HyStrike missile family includes four missiles. Two, HyStrike I and HyStrike II are operational. HyStrike III is entering finnal testing while the HyStrike VI is beginning aerodynamics testing with an inert warhead. The HyStrike missiles are designed to defeat the toughest of buried hardened targets. Launch from mobile ground units or Mr-90 launchers, the HyStrike rapidly accelerates to high hypersonic speeds before diving onto its target from space or extreme atmospheric altitude. After impact a second burrowing motor fires and drives the weapon hundreds of meters down. The warhead then detonates for maximum effect against subterranean targets. The missiles speed, short time of flight and advanced casing material makes it difficult to shoot down with tactical air defenses. HyStrike cannot engage orbital or ship targets.

HyStrike I incorporates a 175 megaton warhead, HyStrike II 250 megatons, HyStrike III 400 megatons and the HyStrike IV 775 megatons.

Neutrally charged particle beam weapons The primary beam weapons of the Imperial Starfleet.

Very heavy cannon yield: 600 megatons
Heavy cannon yield: 300 megatons
Medium cannon yield: 200 megatons

X-ray solid-state lasers Primarily used for point defence, these weapons also arm combat drones. The lasers are pulsed for maximum firepower.

Medium laser yield: variable based on pulse rate
Light laser yield: variable based on pulse rate

The Imperial Starfleet also employs 150 megaton anti shipping mines and has a range of low yield anti surface missiles and bombs, which are simply dropped from orbit.

The Imperial Starfleet order of battle

Hyperspace capable combat vessels

19 x Black Forest class capital ships

The Black Forest's make up the main strength of the Imperial Starfleet. The Starfleet feels that only such massive vessels can hope to stand and fight in open combat, though a side effect is poor acceleration and an energy signature that cannot be fully cloaked. When accompanied by a moderate escort of corvettes these vessels can overwhelm almost any other combatant known.

Specifications

Length: 6,800 meters

Shielding: 4 gigaton

FTL drive, Star Wars Hyperdrive, 5000c
STL drive: thrust vectored ion drive, 700g

Personal

41,500 crew
12,500 troops
4,250 space wing

Armament

4,048 x Mr-80 heavy missile launchers, each fed by a twelve round rotary, total missile stock 48,576 MT-775 anti ship missiles, specialized missiles such as decoy, jammer, biochemical ect available but are carried only in small numbers. Most missiles armed with Bomb-pumped X-Ray Laser, nuclear or anti matter explosives.
3 x Mr-90 heavy missile launchers each fed by a twelve round rotary magazine, HyStrike missile carried in all cells.
4 x very heavy particle beam cannons in four turrets, two dorsal, two ventral
58 x medium particle beam cannons in seven turrets, three dorsal, three ventral, one aft
1,552 x single light laser turrets

Protection

towed decoy pod
Mk3 cloaking device
Very heavy composite, steel and depleted uranium armor with external ERA panels and iridium mesh
Hull conforming shield systems
Multi level ECM, ESM and ECCM suit.
Universal Interdiction system

Embarked craft

20 light shuttles
30 heavy hyperspace shuttles
10 medium dropships
700 combat and reconnaissance drones


75 x Shenandoah class Armored cruisers

The Shenandoah's are the deep strike raiders of the Starfleet. There high speeds and considerable combat power allow them to easily destroy commerce, isolated warships and installations.

Specifications

Length: 750 meters

Shielding: 1.25 gigaton

FTL drive, Star Wars Hyperdrive, 5000c
STL drive: vectored thrust ion drive, 1,200g
Personal

2,050 crew
440 troops
550 space wing

Armament

480 x Mr-80 heavy missile launchers, each fed by a twelve round rotary magazine, total missile stock 5,760 MT-775 anti ship missiles, specialized missiles such as decoy, jammer, biochemical ect available but are carried only in small numbers. Most missiles armed with Bomb-pumped X-Ray Laser, nuclear or anti matter explosives.
2 x heavy particle beam cannons axial mounted firing through bow
20 x medium particle beam cannons in nine turrets, four dorsal, four ventral, one forward and aft
600 x single light laser turrets

Protection

towed decoy pod
Mk3 cloaking device
Heavy composite, steel and depleted uranium armor with external ERA panels and iridium mesh
Hull conforming shield systems
Multi level ECM, ESM and ECCM suit.
Universal Interdiction system

Embarked craft

6 light shuttle
4 medium hyperspace shuttle
3 light dropships
250 combat and reconnaissance drones


25 x Vindictive class fleet carrier vessels

The Vindictive class serves the Starfleet in more ways then one. The vast hangers within its ovid hull are able to transport large numbers of drone and manned fighter and bomber craft, missiles or shuttle and dropships for invasion forces. Various special payloads such as asteroids with which to bombard hostile installations have embarked.

Specifications

Length: 1,200 meters

Shielding: 1 gigaton

FTL drive, Star Wars Hyperdrive, 5000c
STL drive: vectored thrust ion drive, 700g
Personal

2,500 crew
800 troops
7,500 space wing

Armament

88 x Mr-80 heavy missile launchers, each fed by a twelve round rotary magazine, total missile stock 1,056 MT-775 anti ship missiles, specialized missiles such as decoy, jammer, biochemical ect available but are carried only in small numbers. Most missiles armed with Bomb-pumped X-Ray Laser, nuclear or anti matter explosives.
6 x medium particle beam cannons in three turrets, one dorsal, one ventral, one aft
800 x single light laser turrets

Protection

towed decoy pod
Mk3 cloaking device
Medium composite, steel and depleted uranium armor with external ERA panels and iridium mesh
Hull conforming shield systems
Multi level ECM, ESM and ECCM suit.
Universal Interdiction system

Embarked craft

Normal:
20 light shuttle
12 heavy hyperspace shuttle
4 light dropships
variable:
up to 1,300 manned and unmanned fighter and bomber craft
up to 200 heavy dropships
up to 5,000 MT-800 missiles with 200 Mr-90 launchers
Other load outs and mixes possibul


164 x FS.96 frigates

The FS.96 class makes up the main body of the Starfleet. The well armed vessels are somewhat lacking in endurance but serve a valuable role as escorts for larger spacecraft and as primary combat vessels in there own right.

Specifications

Length: 300 meters

Shielding: 400 megaton

FTL drive, Star Wars Hyperdrive, 3500c
STL drive: thrust vectored ion drive, 1,500g

Personal

350 crew
90 troops
250 space wing

Armament

64 x Mr-75 heavy missile launchers, each fed by a twelve round rotary magazine, total missile stock 768 MT-750 anti ship missiles, specialized missiles such as decoy, jammer, biochemical ect available but are carried only in small numbers. Most missiles armed with Bomb-pumped X-Ray Laser, nuclear or anti matter explosives.
6 x medium turreted particle beam cannons
9 x single medium laser turrets
200 x single light laser turrets

Protection

towed decoy pod
Mk2 cloaking device
Medium composite, steel and depleted uranium armor with external ERA panels
Hull conforming shield systems
Multi level ECM, ESM and ECCM suit.


Embarked craft

3 light shuttles
2 light hyperspace shuttle
64 combat and reconnaissance drones

Non hyperspace capable combat vessels


36 x General Wolfe monitors

The General Wolfe's are heavily armed and armored but barely mobile monitors, primarily used for planetary defense and planetary assault operations. A Black Forest is capable of hauling a single one through hyperspace with its self, allowing for more rapid deployments then are possibul with the crafts own hyperdrive

Specifications

Length: 400 meters

Shielding: 750 megaton

FTL drive: Star Wars hyperdrive, 400c
STL drive: thrust vectored ion drive, 300g

Personal

350 crew
90 troops
120 space wing

Armament

24 x Mr-90 very heavy missile launchers, each fed by a twelve round rotary magazine, total missile stock 288 MT-800 anti ship missiles, specialized missiles such as decoy, jammer, biochemical ect available but are carried only in small numbers. Most missiles armed with Bomb-pumped X-Ray Laser, nuclear or anti matter explosives. HyStrike missile carried.
16 x heavy particle beam cannons in ball mountings
20 x single medium laser turrets
280 x single light laser turrets

Protection

towed decoy pod
Mk1 cloaking device
Heavy composite, steel and depleted uranium armor with external ERA panels and iridium mesh Hull conforming shield systems
Multi level ECM, ESM and ECCM suit.

Embarked craft

4 light shuttles
2 light hyperspace shuttles
30 combat and reconnaissance drones

Imperial Battlestations

37 x Morgan type battlestation

This type of battlestation makes up the backbone of The Kokand Empires fixed orbital defenses. The station is heavily armed and shielded, and has sufficient propulsion to alter its orbital trajectory. Eighteen orbit Kokand, six Epsilon, two Saris and one Aqueous Minor

Specifications

Length: 800 meters

Shielding: 1.5 gigaton

4000 crew
1500 troops
650 space wing

Armament

256 x Mr-80 heavy missile launchers, each fed by a twelve round rotary magazine with a reload set, total missile stock 6,144 MT-800 anti ship missiles, specialized missiles such as decoy, jammer, biochemical ect available but are carried only in small numbers. Most missiles armed with Bomb-pumped X-Ray Laser, nuclear or anti matter explosives.
4 x very heavy particle beam cannons in four turrets
64 x heavy particle beam cannons in thirty two turrets
16 x medium particle beam cannons in eight turrets
1200 x single light laser turrets

Protection

Heavy composite, steel and depleted uranium armor with external ERA panels and iridium mesh
Hull conforming shield systems
Multi level ECM, ESM and ECCM suit.
Universal Interdiction system

Embarked craft

10 light shuttles
24 armed customs craft
300 combat and recon drones

54 x Grand Gulf type battlestation

Lighter and smaller then the Morgan type, the Grand Gulfs provide support for the larger platforms and guard many lesser installations and worlds. Using the same clamps as are used for the monitors, a Black Forest can transport a Grand Gulf through hyperspace at low speeds.

Specifications

Length: 400 meters

Shielding 1 gigaton

2000 crew
400 troops
300 space wing

Armament

96 x Mr-80 heavy missile launchers, each fed by a twelve round rotary magazine with a reload set, total missile stock 2,304 MT-800 anti ship missiles, specialized missiles such as decoy, jammer, biochemical ect available but are carried only in small numbers. Most missiles armed with Bomb-pumped X-Ray Laser, nuclear or anti matter explosives.
8 x heavy particle beam cannons in eight turrets
24 x medium particle beam cannons in three turrets
800 x single light laser turrets

Protection

Heavy composite, steel and depleted uranium armor with external ERA panels and iridium mesh
Hull conforming shield systems
Multi level ECM, ESM and ECCM suit.
Universal Interdiction system

Embarked craft

6 light shuttles
8 armed customs craft
120 combat and recon drones


Other vessels and space installations

Many other armed platforms and stations exist, indeed there are almost no space installations that are not armed in some way. But these armaments are primarily light weapons designed for direct defense against missiles and fighter craft, with perhaps a pair of particle beam cannons to deal with pirates.

The Kokand Empire has a considerable fleet train of some nine hundred vessels and 80 heavy planetary assault vessels, each capable of transporting a division with its share of corps and army assets and supplies. All these vessels are lightly armed.

The Empire also has thousands of unmanned drones to provide direct defense of planets and installations.

The space combat drones of the Empire are generally armed with a pair of laser cannons, and two hard points for a pair of anti ship missiles or several smaller missiles to deal with fighters. Shield systems are fitted to many models. Recon drones are unshielded and incorporate a pair of lasers for armament, but of power only sufficient to deal with missiles. A single hard point can carry an anti ship weapon or several anti fighter weapons. Each drone however has an excellent sensor and communications suit to extend the sight range of its mother craft and the fleet.


The Army of the Kokand Empire

The troops of the empire are primarily long-term professionals. They are universally issued with hybrid NBC and full armored suits, incorporating climate control and biomedical monitoring equipment, in addition to a secure communications and battle management system with displays within the helmet faceplate. Every suit is equipped with passive infrared equipment, and many now sport high-resolution radar systems to penetrate smoke and bad weather.

Each infantryman is issued with a small particle beam weapon/grenade launcher combination, though light support cannons, multi barrel grenade launchers and other fire support weapons are found at the fire team level and above.

The artillery forces make heavy use of railguns tube artillery firing a full range of shells, however rocket and missile artillery still remains in widespread usage. A number of special unit and artillery division now operate heavy particle beam weaponry to crack hard targets.

The air defense forces primarily employ mobile laser systems. Capable of downing fighters one moment, before plucking scores of artillery shells from the sky the next and then turning on advancing infantry the systems are highly versatile. However for over the horizon work a Varity of missile systems still exist. Gun based systems also exist, employing bursting and kinetic rounds at hyper velocities, of generally 25-57mm caliber. But there limited effectiveness against supersonic targets keep numbers low

The armored forces use several forms of heavy and light tanks, along with various APC and MICV types. The tanks are generally armed with a particle beam weapon and lighter railguns, along with missiles and at least one point defense laser. The infantry carriers often only have a laser and railguns. Sensors include passive infrared, LADAR, near picture quality radar and other sensor systems. All vehicles are linked through a highly advanced battle management system.

Strength: 25,000,000 personal
Divisions: 111 Armored, 361 Mechanized, 25 Light, 70 artillery
Independent Brigades: 30 Medium, 60 specialist

Armored division strength: 350 tanks, 200 IFV, 90 artillery pieces and rocket launchers, 12,500 personal
Mechanized Division strength: 200 tanks, 400 IFV, 120 artillery pieces and rocket launchers, 14,000 personal
Light Division strength: 40 tanks, 90 APC, 64 artillery, 9000 personal
Artillery Division strength: 384 artillery pieces and rocket launchers, 12,000 personal
Medium Brigade: 30 tanks, 300 APC, 38 artillery pieces and rocket launchers, 6,000 personal
Specialist: Equipment varies, 4000-7000 personal

Main armored vehicle types

TM-650 Dominator Heavy Tank, deployed in separate battalions these heavy tanks provide long range support for the armored force, mounting a single heavy railguns with coaxial partial beam weapon, six lasers and missile pods along with a grenade launcher

TM-900 Saber Main Battle, this tank makes up the majority of the tank fleet and mount a single particle beam cannon as there main armament. A railguns, laser and grenade launcher make up the secondary armament along with missiles

TM-880 Ratal Light Tank, assigned to medium and screening forces. A particle beam cannon with coaxial railgun and laser make up the armament. Missiles may be fitted.

Saber APC, heavy assault carrier for urban assault armored infantry formations. It mounts a heavy railgun, three lasers, two grenade launchers and large medium missile racks. Eight troops are carried internally

Stormer MICV, the main carrier for armored infantry formations. It mounts a medium railgun, two lasers and roof mounted automatic grenade launcher. Heavy missiles are also mounted. Ten troops are carried internally.

Striker APC, a lighter carrier for mechanized infantry formations. It mounts a light railgun, two lasers and roof mounted automatic grenade launcher along with medium missiles. Fifteen troops are carried internally.

BXP-20-S scout, primarily armored scout for all forces, it mounts a light particle beam, one laser, a grenade launcher and heavy missiles, two troops are carried internally.

BXP-20-FSV fire support vehicle, this vehicle hauls a large VLS missile load to provide precision fire support to other forces, one laser and grenade launcher provide protection while 40 light missiles make up the main armament. MGM-390 missile carried.

BXP-25-TD tank destroyer, one laser and grenade launcher provide protection while a four round very heavy missile launcher provides anti armor firepower.

BXP-25-C command vehicle, found at the battalion level this armored vehicle provides a secure command post; two lasers and a grenade launcher provide protection

BXP-20-AAG anti aircraft track, this track provides forward air defence with a pair of 57mm railguns, two lasers and a grenade launcher

BXP-20-AAL anti aircraft track, this track provides forward air defence with a heavy laser, two lighter lasers serve for point defenses along with a grenade launcher

BXP-25-AAM anti aircraft track, this track provides forward air defence with eight medium missiles, two lasers and a grenade launcher

The Air Force of the Kokand Empire

Strength: 10,000,000 personal
Manned Aircraft: 3,900 fighter, 3,000 bomber, 2,000 transport, 12,000 VTOL light transport
Unmanned drones: 15,500 fighter, 3,000 bomber, 800 transport, 8,000 VTOL light transport

Special Operations Forces of the Kokand Empire

Strength: 775,000 personal
Units: 30 light brigades, 10 medium brigades
Manned Aircraft: 120 transport, 450 VTOL light transport
Unmanned drones: 180 fighter, 60 bomber, 95 VTOL light transport

National Guard of the Kokand Empire

The National Guard is a diverse organization that include police, intelligence, conventional armed troops, investigation and many other personal who are primarily responsible for internal security work within the Empire but who often are called on to service in direct support of the armed forces other branches. There numbers reach into the millions but are difficult to accurately count. The National Guard operate a number of small sublight patrol craft of police and customs work. Several hyperspace haulers for these exist in the fleet train.
Last edited by Sea Skimmer on 2003-05-04 04:27am, edited 16 times in total.
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Post by phongn »

Alyrium Denryle wrote:Good thing is...our defense grids and shielding is always up...
Looks like you'll be refueling rather often and doing extensive maintenance on your defense grids and shield arrays.
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Post by phongn »

Pablo Sanchez wrote:OOC: Phong, if people have unbalanced fleets, is it alright if my fighters beat their heavies unmercifully?
Yes. No screen means easy prey, no matter how many ILMS/PDMS and CIWS they've shoved on the things.
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Post by Thirdfain »

Yes. No screen means easy prey, no matter how many ILMS/PDMS and CIWS they've shoved on the things.
Erm, uh, no screen means easy prey? Not a single Floater warship mounts any type of shielding system... And floater vessels are not "easy prey."
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Post by Alyrium Denryle »

Well yes, but then again, in our own terrtory, our ships are near a base constantly...paranoid cuture...we keep the defense grid on standby...they are just like any other weapon system, but the gunports are almost always open...

We have also taken the partial use of shields into accont with energy production...and our ships produce their own antimatter for the power core.
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Post by Sea Skimmer »

Thirdfain wrote:
Erm, uh, no screen means easy prey? Not a single Floater warship mounts any type of shielding system... And floater vessels are not "easy prey."
He's not talking about shielding.He means escorts. Though without shields you will be easy prey, some stuff simply can't be protected and a proxmity hit is going to do heavy damage to exposed systems.
Last edited by Sea Skimmer on 2003-04-29 10:50pm, edited 1 time in total.
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Post by Raxmei »

Thirdfain wrote:
Yes. No screen means easy prey, no matter how many ILMS/PDMS and CIWS they've shoved on the things.
Erm, uh, no screen means easy prey? Not a single Floater warship mounts any type of shielding system... And floater vessels are not "easy prey."
I think he meant fighter screens, which the floaters have in spades.
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Post by Alyrium Denryle »

Thirdfain wrote:
Yes. No screen means easy prey, no matter how many ILMS/PDMS and CIWS they've shoved on the things.
Erm, uh, no screen means easy prey? Not a single Floater warship mounts any type of shielding system... And floater vessels are not "easy prey."
My friend...I think he means fighter screen.
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Post by phongn »

Thirdfain wrote:
Yes. No screen means easy prey, no matter how many ILMS/PDMS and CIWS they've shoved on the things.
Erm, uh, no screen means easy prey? Not a single Floater warship mounts any type of shielding system... And floater vessels are not "easy prey."
You have fighters, do you not? That's your screen. Other powers (like mine) use escort ships. I'm referring to certain top-heavy fleets with hordes of battleships.
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Post by Thirdfain »

You have fighters, do you not? That's your screen. Other powers (like mine) use escort ships. I'm referring to certain top-heavy fleets with hordes of battleships.
Oh, yeah! erm, sorry, misunderstanding. Yes, floaters do use a combination of fighters and lancers (small vessels with 5-10 man crews, think Millenium Falcon) as a screen.
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Post by phongn »

Alyrium Denryle wrote:Well yes, but then again, in our own terrtory, our ships are near a base constantly...paranoid cuture...we keep the defense grid on standby...they are just like any other weapon system, but the gunports are almost always open...
Well, if you're going to be like Italy that's fine. (Not the paranoia, but the increased maintenance in exchange for being near a port).
We have also taken the partial use of shields into accont with energy production...and our ships produce their own antimatter for the power core.
::blink::

You do realise that AM production is net energy loss? You'll have to increase your refueling if you make that stuff!
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Post by Pablo Sanchez »

Thirdfain wrote:Erm, uh, no screen means easy prey? Not a single Floater warship mounts any type of shielding system... And floater vessels are not "easy prey."
He didn't mean shields, he meant screening warships, pretty much cruisers and below. Battleships carry the larger part of the damage to the enemy, but it's difficult for them to defend themselves against multiple smaller combatants.
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Post by Alyrium Denryle »

phongn wrote:
Alyrium Denryle wrote:Well yes, but then again, in our own terrtory, our ships are near a base constantly...paranoid cuture...we keep the defense grid on standby...they are just like any other weapon system, but the gunports are almost always open...
Well, if you're going to be like Italy that's fine. (Not the paranoia, but the increased maintenance in exchange for being near a port).
We have also taken the partial use of shields into accont with energy production...and our ships produce their own antimatter for the power core.
::blink::

You do realise that AM production is net energy loss? You'll have to increase your refueling if you make that stuff!
let me check my notes...Ah hell, small wonder...well that does solve the range problem...Stupid oversight...thank you. Note to engineers...WHAT WHERE YOU THINKING!?
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Post by Sea Skimmer »

Alyrium Denryle wrote:
let me check my notes...Ah hell, small wonder...well that does solve the range problem...Stupid oversight...thank you. Note to engineers...WHAT WHERE YOU THINKING!?
Well, from the aspect of survivability, producing AM as needed on ship makes sense, deuterium won't explode if the storage tank breaks. However AM is far more compact, and with the net lose I doubt its practical for any warship to use such a system unless its some tin clad designed by the ghost of Fisher.
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Post by phongn »

Pablo Sanchez wrote:
Thirdfain wrote:Erm, uh, no screen means easy prey? Not a single Floater warship mounts any type of shielding system... And floater vessels are not "easy prey."
He didn't mean shields, he meant screening warships, pretty much cruisers and below. Battleships carry the larger part of the damage to the enemy, but it's difficult for them to defend themselves against multiple smaller combatants.
In particular they have trouble against fightercraft. Destroyers, cruisers? No problem, smack them with a big gun or lots of smaller ones, they can't really hurt you anyways. Fighters? Too many targets to engage at once, especially if they pack missiles.

You need a dedicated screen to engage them and attrit before they break through to the heavies.
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