[STGOD 2] Nations and Military

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Brother-Captain Gaius
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Post by Brother-Captain Gaius »

Sea Skimmer wrote:
Stormbringer wrote:Has everyone posted a national profile and order of battle?
no, but I may be the last person and it should be ready tonight.
I still have to hammer out my hard numbers. I'll work on that as soon as I can.
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Post by Stormbringer »

Darksider wrote:I might do a little bit more tweaking on my OOB, but if i don't get around to it i've got a valid power.
You don't need it finished. Just more or less ready.
Darksider wrote:(Are we still gonna do the other STGOD after this one starts?)
getting sick of certain people making mastro-tech and then wondering why people get ticked and cry foul. Might, might not. Hopefully with Stravo modding it things will improve.
SeaSkimmer wrote:no, but I may be the last person and it should be ready tonight.
Excellent. I think I'll start the diplomacy tomorrow or wednesday then. Not that that means the Order of Battle is done.
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Post by Darksider »

Stormbringer wrote: getting sick of certain people making mastro-tech and then wondering why people get ticked and cry foul. Might, might not. Hopefully with Stravo modding it things will improve.
Just curious, that dosen't include me right??

All my ground battle posts mentioned "Heavy resistance" and "Intense fighting".
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Post by Stormbringer »

Darksider wrote:
Stormbringer wrote: getting sick of certain people making mastro-tech and then wondering why people get ticked and cry foul. Might, might not. Hopefully with Stravo modding it things will improve.
Just curious, that dosen't include me right??

All my ground battle posts mentioned "Heavy resistance" and "Intense fighting".
NOOOOOO!!!

Definitely not. You've been reasonable the whole time. You've been very interesting opposition.
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Post by Thirdfain »

Actually, this STGOD as a whole has been rife with total lack of reason. I will be glad to see it end. I think a more heavily policed STGOD mk 2 will do us ALL a world of good.
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Post by Stormbringer »

Thirdfain wrote:Actually, this STGOD as a whole has been rife with total lack of reason. I will be glad to see it end. I think a more heavily policed STGOD mk 2 will do us ALL a world of good.
I have to agree with that to a degree. I'd rather not see it end. But it looks like it will.

And this one won't be policed but rather the rules firmly enforced. I don't want this to turn into some oppressive deal, just more S in the STGOD.
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Post by Alyrium Denryle »

Stormie, your shielding figures ar a little high. I would be willing to tweak my own to match, but your Best vessel has shielding that is nearly double mine.
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Post by Sea Skimmer »

Alyrium Denryle wrote:Stormie, your shielding figures ar a little high. I would be willing to tweak my own to match, but your Best vessel has shielding that is nearly double mine.
I'm going will similar strengths, though my ships are also many times larger by mass. But anyway I think most people placed theres too low, overall strength not recharge that is. Longer battles are better.
Last edited by Sea Skimmer on 2003-06-17 12:54am, edited 1 time in total.
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Post by Alyrium Denryle »

Then I will increase my shielding...
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Post by Beowulf »

Capital ships:

100 Akodo Kaneka Battleship
80 ACM launchers (30 sec reload) (800 MT)
100 AFM launchers (15 sec reload) (20 MT)
100 AMM launchers (5 sec reload) (1.2 MT)
10 ACRNPB (600 MT)
20 AFRNPB (12 MT)
100 AMRNPB (1.2 MT)
5 gigatons shielding (8 MT/s recharge)

100 Yasuki Hachi Battlecruiser
60 ACM launchers (30 sec reload) (600 MT)
75 AFM launchers (15 sec reload) (15 MT)
75 AMM launchers (5 sec reload) (.9 MT)
8 ACRNPB (480 MT)
16 AFRNPB (9.6 MT)
100 AMRNPB (1.2 MT)
4 gigatons shielding (6 MT/s recharge)

Escorts:
Bayushi Kachicko Cruiser
40 ACM launchers (30 sec reload) (400 MT)
50 AFM launchers (15 sec reload) (10 MT)
50 AMM launchers (5 sec reload) (.6 MT)
5 ACRNPB (300 MT)
10 AFRNPB (6 MT)
50 AMRNPB (.6 MT)
2.5 gigatons shielding (4 MT/s recharge)

Carrier
10 ACM launchers (30 sec reload) (100 MT)
10 AFM launchers (15 sec reload) (2 MT)
100 AMM launchers (5 sec reload) (1.2 MT)
2 ACRNPB (120 MT)
20 AFRNPB (12 MT)
50 AMRNPB (.6 MT)
108 fighters/bombers
2.5 gigatons shielding (4 MT/s recharge)

Destroyer
20 ACM launchers (30 sec reload) (200 MT)
25 AFM launchers (15 sec reload) (5 MT)
25 AMM launchers (5 sec reload) (.3 MT)
2 ACRNPB (120 MT)
5 AFRNPB (3 MT)
25 AMRNPB (.3 MT)
2.5 gigatons shielding (4 MT/s recharge)

Frigate
10 ACM launchers (30 sec reload) (100 MT)
15 AFM launchers (15 sec reload) (3 MT)
15 AMM launchers (5 sec reload) (.18 MT)
1 ACRNPB (60 MT)
4 AFRNPB (2.4 MT)
25 AMRNPB (.3 MT)
1.5 gigatons shielding (2.5 MT/s recharge)

missiles:
ACM - anti-cap ship, 5 MT (long range)
AFM - anti-fighter, 50 kT (medium range, also useful against missiles and capships)
AMM - anti-missile, 1 kT (short range, also useful against fighters)

All are kinetic/explosive weapons (most extra KE after hitting armor or shields is turned into explosive

yield...). Utilize Apparent Mass Reduction devices to allow the high c-fractional speeds.

guns:
AC RNPB - 1 MT/s (medium range)
AF RNPB - 10 kT/s (short range)
AM RNPB - .2 kT/s (very short range)

high velocity particle beams, continous beam.

Everything is preliminary... names and sizes to be done...
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Post by Raxmei »

Would you mind expanding those abbreviations for us, Beowulf?
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Post by Beowulf »

Raxmei wrote:Would you mind expanding those abbreviations for us, Beowulf?
AC - Anti Capship
AF - Anti Fighter
AM - Anti Missile

RNPB - Relativitics Neutral Partical Beam
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Post by Sea Skimmer »

Beowulf you need to give at least lengths for your warships
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Post by Beowulf »

Sea Skimmer wrote:
Beowulf wrote:
yield...). Utilize Apparent Mass Reduction devices to allow the high c-fractional speeds.
I don't believe its possibul to reach those speeds in a reasonable timeframe with only a few hundred g's of acceleration.

And you need to give at least lengths for your warships
Well... The AMR is not really suitable for usage on anything other than a missile due to the catastrophic failure mode it has, and the AMR will give a higher acceleration due to the fact that the mass is reduced, so the same for has a higher acceleration. So only my missiles will have that rediculously high acceleration. And I'll get the lengths done soon...
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Post by Sea Skimmer »

Beowulf wrote:
Well... The AMR is not really suitable for usage on anything other than a missile due to the catastrophic failure mode it has, and the AMR will give a higher acceleration due to the fact that the mass is reduced, so the same for has a higher acceleration. So only my missiles will have that rediculously high acceleration. And I'll get the lengths done soon...
Mass is irrelevant in this, you've totally missed the point. It is a simple matter that electronics tolerate acceleration without being destroyed only to a point. Beyond that you need inertial compensators, but the ones available in this STGOD are very limited.
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Post by Beowulf »

Sea Skimmer wrote:Mass is irrelevant in this, you've totally missed the point. It is a simple matter that electronics tolerate acceleration without being destroyed only to a point. Beyond that you need inertial compensators, but the ones available in this STGOD are very limited.
*points to gun launched electronics* Aren't those subject to something like 10,000g during launch?
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Post by Sea Skimmer »

Beowulf wrote:
*points to gun launched electronics* Aren't those subject to something like 10,000g during launch?
For a fraction of a second yes, and the accelerations found in current artillery pieces represent the upper limit for our electronics. Is 10,000 acutally enough though? You not only need to reach that velecotiy, you also need to be able to turn while moving at it.
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Post by Sea Skimmer »

The Federation of the Shadow

The Star Navy, Capital Units

Forge Class Heavy Battleship

These massive dreadnoughts represent the maximum of The Federations naval might. While few in number even a few of them are a massive force to be reckoned with. There significant onboard MI detachment rounds out the vessels capability for planet assault and boarding actions. The ships guns are laid out so that no less then half the beam armament may be brought against an opponent from any angle and that a relatively simple and quick maneuver can bring all heavy weapons to bear.

In service: 15 +6 building
Length: 4000 meters
Width: 500 meters
Height: 600 meters
Crew: 275,000, 30/70 Scythian/Nerubian crew mix
Troop capacity: 35,000 Scythian MI
Hangers: 500 fighters, 40 heavy dropships and 64 drop tubes

Armament:

24 heavy turbolasers in 12 twin turrets
1.1 megaton per shot
30 rpm

100 light turbolasers
75kt
45rpm

640 point defence laser mounts
.25kt
60rpm

Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.

48 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm


Total beam firepower 1,129.5 megaton per minute
Total missile firepower 360 megatons per minute
Total firepower: 1489.5 megatons per minute

Shielding: 8 gigaton, recharge 600 megatons per minute

Anvil Class Heavy Battleship

While the fleet desired a large force of Forge class vessels, economy force them to construct a mixed force with the reduced size and more economical Anvil's rounding out the fleet's main battle line.

In service: 27 +7 building
Length: 2700 meters
Width: 500 meters
Height: 500 meters
Crew: 200,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 35,000 troops
Hangers: 350 fighters, 40 light dropships and 64 drop tubes

Armament:

18 heavy turbolasers in 9 twin turrets
1.1 megaton per shot
30 rpm

120 light turbolasers
75kt
45rpm

640 point defence laser mounts
.25kt
60rpm

Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.

24 heavy missile tubes
1 megaton anti ship missiles fired at 10rpm
125kt anti fighter/missiles fired at 60rpm


Total beam firepower 1,008.6 megaton per minute
Total missile firepower 240 megatons per minute
Total firepower: 1248.6 megatons per minute

Shielding: 8 gigaton, recharge 400 megatons per minute

Minotaur class Battleship

The mainstay of the federation battle fleet. These mile long battleships posses' considerable agility in action and are highly capable against both large and small targets. While very fat the ships retain the excellent fields of fire found on all Federation vessels.

In service: 75 + 5 building
Length: 1606 meters
Width: 550 meters
Height: 550 meters
Crew: 25,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 9,000 troops
Hangers: 256 fighters, 20 light dropships and 24 drop tubes

64 medium turbolasers in 8 turrets
200kt per shot
30 rpm

100 light turbolasers
75kt
45rpm

480 point defence laser mounts
.25kt
60rpm

Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.

32 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm


Total beam firepower 721.5 megaton per minute
Total missile firepower 240 megatons per minute
Total firepower: 961.5 megatons per minute

Shielding: 7 gigaton, recharge 400 megatons per minute

Kynda class armored cruisers

Another fleet mainstay. These ships are effectively second-class battleships but may also be sued as raiders and escorts.

In service: 78 + 3 building
Length: 1250 meters
Width: 400 meters
Height: 400 meters
Crew: 15,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 5,000 troops
Hangers: 96 fighters, light heavy dropships and 24 drop tubes

Armament:

10 heavy turbolasers in 10 single turrets
1.1 megaton per shot
30 rpm

60 light turbolasers
75kt
45rpm

280 point defence laser mounts
.25kt
60rpm

Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.

32 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm


Total beam firepower 532.5 megaton per minute
Total missile firepower 240 megatons per minute
Total firepower: 772.7 megatons per minute

Shielding: 6 gigaton, recharge 300 megatons per minute

Transport vessels

Port Mahon class assault transport

The primary transport of the Federation of the Shadow. While being massive vessels, a huge array of anti gravity devices allows the transport to skim a world's atmosphere at 250,000 feet and drop aircraft and missiles into action. While a huge lumbering target, they also mount incredibly massive shielding

In service: 135
Length: 3500 meters
Width: 800 meters
Height: 800 meters
Crew: 100,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: up to 1,000,000 depending on unit composition
Hangers: 256 space fighters, 500 heavy dropships, 384 drop tubes, 3000 atmospheric craft and SLAM missiles.

Armament:

32 mass drivers launching a variety of shells
200 kt per shot max, most rounds far weaker
30rpm

80 light turbolasers
75kt
45rpm

900 point defence laser mounts
.25kt
60rpm

Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.

32 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm


Total beam firepower 205.77 megaton per minute
Total missile firepower 240 megatons per minute
Total firepower: 445.77 megatons per minute

Shielding: 8 gigaton, recharge 700 megatons per minute

Crone class heavy equipment transports

Another class of massive transport. These ships primarily role is hauling vast amounts of supplies and very large objects such as warship segments. They also may move troops. They are occasionally found doing civilian runs, chartered to a major cooperation to haul pieces of space stations and other oversized objects when not needed by the military.

In service: 50
Length: 2000 meters
Width: 500 meters
Height: 500 meters
Crew: 50,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: up to 200,000 depending on unit composition
Hangers: 256 space fighters, 200 heavy dropships, 384-drop tubes, 1000 atmospheric craft and SLAM missiles.
Armament:

16 mass drivers launching a variety of shells
200kt per shot max, most rounds far weaker
30rpm

60 light turbolasers
75kt
45rpm

600 point defence laser mounts
.25kt
60rpm

Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.

32 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm


Total beam firepower 299.4 megaton per minute
Total missile firepower 240 megatons per minute
Total firepower: 539.4 megatons per minute

Shielding: 7 gigaton, recharge 300 megatons per minute

Catacomb class fleet egg transport

A small but important class of transport. While most Nerubian cities and colonies can support their own hatching requirements disasters or economy demands often require the transport f vast numbers of eggs. In addition long ground campaigns can be better supplied by shipping in eggs and hatching them on the stop.

In service: 15
Length: 1000 meters
Width: 250 meters
Height: 250 meters
Crew: 20,000, 20/80 Scythian/Nerubian crew mix
Troop capacity: up to 5 million eggs depending on type
Hangers: 96 fighters, 10 heavy dropships,

Armament

24 light turbolasers
75kt
45rpm

256 point defence laser mounts
.25kt
60rpm

Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.

Total beam firepower: 84.84 megaton per minute
Total firepower: 84.84 megatons per minute

Shielding: 3 gigaton, recharge 100 megatons per minute

Escorts

Sverdolov class cruiser

In service: 200 + 16 building
Length: 750 meters
Width: 150 meters
Height: 150meters
Crew: 10,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 1000
Hangers: 128 fighters, 5 light dropships, 16-drop tubes

48 medium turbolasers
200kt
45rpm

128 point defence laser mounts
.25kt
60rpm

Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.

16 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm

Total beam firepower 433.92 megaton per minute
Total missile firepower 120 megatons per minute
Total firepower: 554.92 megatons per minute

Shielding: 3 gigaton, recharge 300 megatons per minute

Erebor class destroyer
In service: 350 + 11 building
Length: 500 meters
Width: 100 meters
Height: 100meters
Crew: 4,000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 200
Hangers: 64 fighters, 2 light dropships, 5-drop tubes

36 medium turbolasers
200kt
45rpm

128 point defence laser mounts
.25kt
60rpm

Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.

6 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm

Total beam firepower 325.92 megaton per minute
Total missile firepower 45 megatons per minute
Total firepower: 365.92 megatons per minute

Shielding: 2 gigaton, recharge 200 megatons per minute

Duath class frigate

In service: 450 + 15 building
Length: 350 meters
Width: 75 meters
Height: 75 meters
Crew: 1000, 40/60 Scythian/Nerubian crew mix
Troop capacity: 200
Troop capacity: 200
Hangers: 32 fighters, 2 light dropships, 5-drop tubes

30 medium turbolasers
200kt
45rpm

128 point defence laser mounts
.25kt
60rpm

Each mount also incorporates a pack of very short range missiles using chemical explosive warheads of insignificant yield.

6 medium missile tubes
250kt anti ship missiles fired at 30rpm
125kt anti fighter/missiles fired at 60rpm

Total beam firepower 271.92 megaton per minute
Total missile firepower 45 megatons per minute
Total firepower: 316.92 megatons per minute

Shielding: 1.5 gigaton, recharge 250 megatons per minute


Ground, Air and Naval Forces of The Federation of the Shadow

Federation ground forces fight in integrated combat units consisting of assets from all branches of the force. However several distinct services make up the basis of the Army. The Scythian aspect of the force consist completely of volunteers. However the warriors of the Nerubian are simply hatched into their rolls. A Nerubian has six legs and two powerful arms. A specially bred brain can control several tens of thousands of Nerubian though the number is usually much smaller. In the event this brain is killed, they are capable of receiving orders verbally or via radio.

The Scythian Mobile Infantry

An expert fighting force, specializing in raiding and initial forced entry missions. The MI number only 55.8 million but posses the combat power of a leg infantry force many times their size. Each and every MI troops utilizing a powered armor suit equipped with jump jets and hauling over a half ton of weaponry and ammunition. The MI employ only a few vehicles within there own units, though they are often dropped in accompaniment with heavy armor formations. Deployment is via dropships or drop pod. These troops make heavy use of incendiary and thermobaric weapons, which are a Nerubian specialty.

The Army

The regular army of the Federation of the Shadow is a massive force, numbering some 900 million Scythian and 3 billion Nerubian. The force can be summed up by the words heavy armor. The 60 division theater groups of the force each field some 20,000 tanks and 30,000 other major armored vehicles each. Artillery pieces number into the thousands as several complete artillery divisions are attached, as are theater missile groups, ground support air divisions and transport units. There are also a myriad of urban combat and other specialist and support units. In addition there are the subterranean corps, which are manned almost exclusively by Nerubian. These can create vast tunnel complexes in days or hours to serve as bases and routes for assaults. In general Nerubian serve as infantry and artillery crews, while the crews of direct fire vehicles are the smaller more compact Scythian. However both species are found in all roles. The vehicles and equipment of the force are of high quality and perform very well, but do not push the technological edge. There is only a minimal usage of non-laser energy weapons and most vehicles retain tracks. To protect ground forces against aerial attack and ranged missiles massive usage of made of SPAAG units equipped with lasers, mass drivers and missiles. These can bring down everything from jet fighters to artillery shells and even anti tank missiles. All vehicles are fitted with either a laser and or Arena style active protection system, along with reactive armor. In addition to its powerful tanks, the army also fields a number of highly potent, if huge, MICV' hauling up to 35 troops and armed with mass drivers of up to 135mm. The army control is own force of heavy dropships in addition to navy craft, which are near identical. These can carry a regiment and are armed with lasers for defence, along with ground attack weaponry. In addition to its Scythian and Nerubian forces several corps exist with personal from other species.

Atmospheric air forces

Another large branch of the military. The atmospheric air forces deploy a vast range of transports fighters, UCAV's and heavy bombers. Each theater group has its own air army of 2,500 aircraft for its own personal use in addition to many other air armies, which are freestanding or attached as needed. Along with conventional aircraft extensive use is made of cruise missiles. The biggest of these is the mach 6.7 Pluto SLAM, powered by nuclear ramjets and carrying a huge arsenal of weaponry.

The wet navy

Neglected by many armed forces, the Federation still maintains a considerable number of attack and missile submarines along with surface warships. The largest are the Victory class battleships of some 288,000 tons. While difficult to transports to other worlds, the larger vessels can be broken into sections and then reassembled after arrival.

Special Forces

The special forces of the Federation draw from the other branches. Seven groups exist. The first four each maintain personal trained for operations in one to three other empires depending on the difficulty. The fifth SFG is the steel fist of the force, combining the 503 heavy armor brigade, 25th armored infantry brigade, 7th battalion Mobile Infantry SIC, 16th mixed artillery corps, 8th combat engineering regiment SOC, and 1st special forces battalion. Most of these units are far above the strength their name suggests and overall the unit fields some 35,000 men. It is the best unit of its size in known space, and while it has never deployed more then a battalion sized task force before its entry in full strength into battle could easily be decisive. The sixth SFG operates within Federation space, and the seventh handles several miscellaneous areas.

Military engineering division

While not actually division sized or anywhere near it, this unit handles major military Engineering tasks both in combat and peace. It has been responsible along with the Todt Organization in building the military infrastructure and vast fortifications of the Federation. It deploys combat engineering units to support the organic units of the Army during any prolonged campaign. The men and design crews of this branch make the fortifications of the Federation the best in known space.

Special Industries

Todt Organization

Simply the largest construction company in the sector. Where ever extreme enjoining or mammoth projects are found so is Todt. Drawing on the vast experience of the Nerubian, who form a major part of the company, Todt has tackled everything from bunkers proof against 100 megaton explosions to the massive Tragon tower complex, an array of six one kilometer towers build into a massive commercial complex. Todt produces all of its own equipment and is heavily involved in contracts for the Federation government.

Star nation advantages

Massive Industrial and construction capacity
Mithrail based alloys of incredible strength yet minimal mass, if of massive cost
High military coordination; Nerubian forces only
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— Field Marshal William Slim 1956
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Sea Skimmer
Yankee Capitalist Air Pirate
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Post by Sea Skimmer »

With so many different posts for each Empire containing key information, where going to have get it all reposted by the creator in one big lump. This includes your Empire and ship status and advantages and everything else. A new clean thread for this purpose is now being created.

So if your making shield revisions and such, go ahead and do it, but please put up what you have into this thread as soon as possibul, it can always be edited later. This way we can begin the treaty mongering hopefully by Wednesday night.
"This cult of special forces is as sensible as to form a Royal Corps of Tree Climbers and say that no soldier who does not wear its green hat with a bunch of oak leaves stuck in it should be expected to climb a tree"
— Field Marshal William Slim 1956
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Alyrium Denryle
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Post by Alyrium Denryle »

YAY, I get to go update my capitalship shielding to compete, JOY!
GALE Force Biological Agent/
BOTM/Great Dolphin Conspiracy/
Entomology and Evolutionary Biology Subdirector:SD.net Dept. of Biological Sciences


There is Grandeur in the View of Life; it fills me with a Deep Wonder, and Intense Cynicism.

Factio republicanum delenda est
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Sea Skimmer
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Post by Sea Skimmer »

Alyrium, you no have a damn 500-meter destroyer with a 600 megaton per minute recharge. And please use a consistent system to display such rates
"This cult of special forces is as sensible as to form a Royal Corps of Tree Climbers and say that no soldier who does not wear its green hat with a bunch of oak leaves stuck in it should be expected to climb a tree"
— Field Marshal William Slim 1956
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Alyrium Denryle
Minister of Sin
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Post by Alyrium Denryle »

ok then...
GALE Force Biological Agent/
BOTM/Great Dolphin Conspiracy/
Entomology and Evolutionary Biology Subdirector:SD.net Dept. of Biological Sciences


There is Grandeur in the View of Life; it fills me with a Deep Wonder, and Intense Cynicism.

Factio republicanum delenda est
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Sea Skimmer
Yankee Capitalist Air Pirate
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Post by Sea Skimmer »

I hope you can see the problume . A recharge of half that is appropriate for a ship of that size. Otherwise your escort would be near immune to the fire of others.
"This cult of special forces is as sensible as to form a Royal Corps of Tree Climbers and say that no soldier who does not wear its green hat with a bunch of oak leaves stuck in it should be expected to climb a tree"
— Field Marshal William Slim 1956
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Raxmei
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Post by Raxmei »

In progress. Too be added:
ground forces
magazine sizes
troop transports
names and full descriptions
carried forces
numbers in service
fine-tuning stats
acceleration

Weapons:
Laser- Pretty good energy weapons, limited by large sizes needed to get high yields
Hellbore- Short range fusion gun. Used to get cheap firepower, limited by range.
Missile-'Ready' stat is missiles ready to fire per battery. Multiply ready by # launchers to get number of missiles that can be launched at a time. "Reserve" is total magazine capacity.


Regular Fleet (limit 200):

50 Carriers
2000m long
1 heavy laser turret
4 heavy missile launchers (5MT, 4 ready, [big]reserve, reload 60 seconds)
500 point defense lasers (1 kiloton/s each)
500 SAM batteries (5 kilotons each, 8 at ready, [very big number] in reserve, reload 10s)
Drone fighters, bombers, awacs, etc
shields 8 gigaton + 8 mt/s
Accel:

25 Dreadnoughts- Heavy hitters.
2000m long
5 Heavy laser turrets (2 MT/s per turret)
10 medium laser turrets (.5 MT/s per turret)
20 Missile Launchers (5MT, 4 ready, [big]reserve, reload 60 seconds)
250 PDL (1kiloton/sec each, total 250 kiloton/s)
100 SAM (5 kiloton each, 8 ready, [big] reserve, reload 10 seconds)
shields: 8 gigaton, +8 Mt/s
Accel:


100 Heavy Cruisers- General purpose capital ships. 1000m long
2 heavy laser turrets
8 medium laser turrets
20 missile launcher(5MT, 4 ready, [small]reserve, reload 60 seconds)
200 PDL (1kiloton/sec each)
75 SAM (5 kiloton each, 8 ready, [med] reserve, reload 10 seconds)
Shields: 6 gigaton +5mt/s
Accel:


25 Heavy Cruiser2 - higher peak, less endurance 1000m
2 heavy laser turrets (4)
4 medium laser turrets (2)
40 missile launcher (5mt, 4 ready, [small] reserve, reload 60 seconds)
1 hellbore turret (5 mt/sec short range)
200 PDL (1kiloton/sec each)
75 SAM (5 kiloton each, 8 ready, [med] reserve, reload 10 seconds)
Shields: 8gigaton + 2mt/s
Accel:Fast


-----
(limit 1000)

100 Light Cruisers 750m
2 heavy laser
4 medium laser
200 PDL (1kiloton/sec each)
75 SAM (5 kiloton each, 8 ready, [small] reserve, reload 10 seconds)
Shields:5gt +5mt/s
Accel

500 Destroyers 500m
5 Med Laser turrets
1 spinal mounted 90cm hellbore (5 MT/sec - short range)
50 PDL
50 SAM (5 kiloton each, 8 ready, [small] reserve, reload 10 seconds)
Shields: 3gt + 5mt/s
Accel

100 Escort carriers 750m give limited drone capability to even small task forces
2 med laser
5 Missile launchers (5MT, 4 ready, [Med] reserve, reload 60 seconds)
75 PDL
75 SAM (5 kiloton each, 8 ready, [large] reserve, reload 10 seconds)
drones
Shields: 5gt + 6mt/s
Accel


300 Frigates 300m small, mostly for antifighter/antimissile work.
4 medium laser
75 PDL
100 SAM (5 kiloton each, 8 ready, [med] reserve, reload 10 seconds)
Shields: 2 Gt +1mt/s
Accel:fast
I prepared Explosive Runes today.
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Raxmei
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Post by Raxmei »

Do we have any guidelines for fixed defenses? Both ground and space.
I prepared Explosive Runes today.
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