Design your own infantry unit, starship, etc

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Sea Skimmer
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Post by Sea Skimmer »

Relentless Death Class Heavy Battleship

Specifications

Dimensions

Length: 1,100,000 meters
Width: 605,100 meters
Height:100,000 meters

Drive systems

Maximum Velocity sublight
.957c on gravimetric drive, acceleration 5 million G's
Maximum Velocity FTL
100,000,000c with hyperspace drive, speed achieved instantaneously and no course plotting needed. Effectively 200,000,000c with portal drive, however it takes 5 minutes to power up, though other ships may also follow though with the Battleship.

Power systems

1 Logic/anti Logic annihilation core powering main drive, shielding and Superheavy weaponry
16 Xyrex reactors powering secondary weaponry, capable of powering shielding and drive in emergency

Weaponry

Plasma Hypercannon's

1x TNXK-16 six barreled Gatling Superheavy Plasma Hypercannon, forward firing though chin of the ships bow

TNXK-16 specs

Range: 1 light hour with portal, 15 light minutes normal
Speed of bolt: light speed normally, effectively 500,000c firing though portal
Yield: 1E46 joules per pulse, 1E48 joules sustained at maximum ROF
Rate of fire: Initial, 10 pulses per minute, after spin up, 100 pulses per second. Spin up time, 1 minute

12x TNXK-11 single barreled Superheavy Plasma Hypercannon, broadside firing with ball mounting,

TNXK-11 specs

Range: 1 light hour with portal, 12 light minutes normal
Speed of bolt: light speed normally, effectively 500,000c firing though portal
Yield: 2E42 joules per pulse
Rate of fire: 1 pulse per minute


200,000x TNX-80 twin barreled Heavy Plasma Hypercannon, turreted and spread across the hull

Range: 1 light hour with portal, 6 light minutes normal
Speed of bolt: light speed normally, effectively 500,000c firing though portal
Yield: 2.5E32 joules per pulse
Rate of fire: 1 pulse per second per barrel

300,000x TNX-61 twin barreled Medium Plasma Hypercannon, turreted and spread across the hull

Range: 1 light hour with portal, 5 light minutes normal
Speed of bolt: light speed normally, effectively 500,000c firing though portal
Yield: 2E30 joules per pulse per barrel
Rate of fire: 1 pulse per second

450,000x single TKP-10 widebeam Plasma Hypercannon, ball mounted and spread across the hull

Range: 2 light minutes
Speed of spray: light speed
Yield: 1E32 joules
Rate of fire: 1 5-second spray followed by three-second recharge

Note: Basically acts like a wide beam phaser, only firing a literal sheet of energized plasma, which is swept across incoming missiles and hostile ships to damage and destroy them

Other Point Defenses

1,000,000 CASD-70 defensive remote Hypershield projectors

Range: 1 light minute
Speed: Instant
Resistance: 250 Gigatons
Rate of fire: 2 shields per second max, each shield lasts 1.5 seconds max
Ammunition: 300 generators per mount

Note: The CASD-70 works by projecting a small Hypershield segment directly in front of a hostile craft or missile. The shield will detonate any missile, and destroy any craft which does not have sufficient resistance, those that do will only be damaged or suffer shield drainage. However the shield generator is burned out by this impact more then half the time, at which point to mount will discard the dead generator and load a new one from its stocks.

Missiles

1,200 MIR-1000 single tube offensive missile launchers

Range: 1 light hour with portal, 10 light minutes normal
Speed: .995c normally, effectively 500,000c firing though portal
Acceleration: absurd, missile reaches max speed before exiting launcher
Yield: 1E38 joule logic/anti logic annihilation warhead
Rate of fire: 1 missile every 5 seconds
Ammunition: 100 missiles per tube

Fire Control System

3 Mk.100 Portal remote fire direction systems

Each Mk.100 system works by opened up a tiny portal in from of a weapons emplacement. The weapon fires into the portal, whose exit is placed so that the weapons pulse or missile will exit on an intercept course for the target at extremely close range. The hole is only big enough for the weapon and collapsed as soon as the shot enters, making counter fire though the portal very difficult, though possible. A round passing though the portal will arrive in a timeframe which is the equivalent of it traversing in normal space at 500,000c. Portals cannot be opened within hypershielding or though significant amounts of dense matter.

Each Mk.100 system may have up to 1 million portals active at one time and may remotely control to fire of lesser ships-which are close at hand. This system is almost always used to control Superheavy weapon fire.



Passive Protection

Shielding:

12 Hypershield layers, four each hull conformal and 50 and 200 meters standoff from the hull. Each has a 1E48 joule total capacity, 5E47 joule burst and 1E47 watt recharge

Armor:

2 kilometers of 33/33/33 mix of QC, Neutronium and Neosteel, the last 1% is armor grade Mithril plating.

SIF:

Heavily reinforced and highly redundant grid, which is not required for hull or armor integrity

Electronic warfare:

SLQS-57 Advanced ECM suit,
SLNQ-90 ECCM and ESM suit,

Capacity

Fighters and support craft:

Up to 800,000 fighters, attack bombers, close support bombers and shuttles may be carried in addition to 10,000 assorted heavy drop ships.

Troops:

25,000,000 men and infantry combat driod's embarked along with 1,380,000 heavy combat driods and armored vechicals.
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The Dark
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Post by The Dark »

Cyril wrote:From a sci-fi thought I might pursue in the future:

USS Constitution II
The first of it's class, the USS Constitution II is named after the famous Constitution that fought the British in the War of 1812 several hundred years ago, and went on to become one of the most famous American vessels.

Constructed in 2203 at the New Philadelphia shipyards in the Proxima Centauri system, the USS Constitution II is the epitome of the United States of Galatic America naval forces. It can easily outfight any of the 'Red Republic's' battlecruisers and the speed and agility of the New Islamic Empire's frigates are useless against it's unique tractor beam system, and only the European Union and British Commonwealth heavy cruisers can match it for toughness. Against pirate cutters and the men-o-war of the myriad tributary states, the USS Constitution II is all but invincible.

Armed with top-of-the-line nuclear cannons, it can fire broadsides of fifty nuclear warheads at a time and mounts two ventral lasers aft and forward. Powered by a brand new ion drive, it can outrun most other matter/antimatter-fueled heavy battleships.

The USS Constitution II has four launches that can hold up to a dozen, each with a forward laser, and six jolly boats that can hold up to four. It also comes equipped with two cutters capable of holding a forty-man prize crew. And, of course, one hundred twenty-four sixteen-man escape pods.

The USS Constitution II has a crew of around 700, and carries 1000 Marines for boarding actions and planetary fighting. It can descend into low atomsphere and is capable of precision bombardment; it's first action was to destroy a pirate outpost on the third moon of Neclor.

It is armored, like all modern warships, with a special blend of reflective alloys, energy-dispersing ceramics, and heat sinks. However, it mounts a new feature - gravitic shielding. This unique and very new invention, unveiled with the christening of the ship, is capable of extending a gravitic sheath around the hull of the ship, deflecting enemy rockets and missiles.

The USS Constitution II has embarked on a two-year voyage across the known systems; it will enforce United States blockades, defend maritime shipping, fight pirates, and serve as an envoy and friend to foreign nations. It's captain, John T. Clark, is determined to live up to the repution of his ancient predecessors, and the ship itself is a bold example of the bold new strides the United States of Galatic America is taking - and will take - far into the bright new future.
Hmm...just when did Britain leave the EU in this possible future of yours? The UK is currently an EU charter nation, even if they have refused to switch to the Euro (at least, if National Geographic is telling the truth, they're in the EU).
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Post by HemlockGrey »

Hmm...just when did Britain leave the EU in this possible future of yours? The UK is currently an EU charter nation, even if they have refused to switch to the Euro (at least, if National Geographic is telling the truth, they're in the EU).
In 2025, the Arab world was mostly a US protectorate and relied on it's exclusive oil trade with the US. The EU had to pay extremely high tariffs to get it's oil and as a result the EU council began taxing member nations. Most of the nations stayed in, but by 2050 Turkey, Britian, and Spain had all left, opening oil deals with the Russians.

This oil trade fell apart in 2089 when the Russia was invaded by China and it's oil fields began to feed the PRC. Britian led a coalition of itself, Spain, and Turkey, and liberated the oilfields, placing them under indepent Russian control. The Chinese didn't do anything else because the US had by that time placed a sizable network of orbital weapons platforms in place over the Earth, and it was ready to seize Chinese assets on the moon.

When the warp drive was invented, the EU, Spain, Britian, and China were the forefront colonial powers, occupying dozens of the worlds. The US has also occupied a large territory but is mostly concerned with consolidating it's current holdings. The Islamic Empire formed because the US withdrew from the Middle East after matter/antimatter reactors and alternate fuel rendered oil obselete.

Everything's still sketchy, and I know that's way more information than you asked for, but hey, what are you going to do?
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Post by Shinova »

NecronLord wrote:
Shinova wrote:I posted a near-modern spaceship a few pages before. However, if we ever go up to uber-level, here's another ship I have from a story debate I'm participating in.


"It was a black-hulled, spherical monstrosity, nearly twice as large as a nine-planet solar system. As it approached the Chelgrian system, it split open, revealing a gaping maw of blackness. The sphere now looked like the two halves of a gigantic mouth.

Planets in the Chelgrian system flew off of their orbit and were sucked into the gaping maw by some kind of vaccuum-like force, along with bright specks of light...each speck representing one Chelgrian-Puen.

The Chelgrian-Puen tried to will the massive sphere out of existence but found their godlike powers nullified by the strange field permeating the ship.

Soon the giant maw closed and the sphere became a full sphere again. Then with a giant flash of light it disappeared, leaving behind nothing where the Chelgrian system used to be...."
Is that from look to windward? If it is... "You Bastard I am reading that!"
If not
Iain M Banks is comming to get you! :twisted:
I don't recall anything like a black sphere twice as large a solar system swallowing down Sublimed in LTW. No, the sphere and its builders are set in the Culture universe, which is part of a story debate I'm participating in.
What's her bust size!?

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Post by phongn »

IDMR wrote:Imperator-R class Star Dreadnaught
::must resist making snide comments::

Besides, one of my New Hampshire SDBBs would tear it a new one ;)
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Post by IDMR »

phongn wrote:
IDMR wrote:Imperator-R class Star Dreadnaught
::must resist making snide comments::

Besides, one of my New Hampshire SDBBs would tear it a new one ;)
Why did you think I posted it?

Anyway, 1 nanoton nuke? Not physically possible.
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Re: Design your own infantry unit, starship, etc

Post by GrandMasterTerwynn »

Pu-239 wrote: <snip>
Why is it that I always miss the good threads by 24 hours . . . oh wait . . . it's because I never made it this far in my forum browsing last night. ::Sighs:: I'm just a big slacker. Oh well, here goes:

Preliminary notes: This is from my own universe. The Federation discussed here is the United Federation of the Known Worlds. Though the dates to be listed may seem like they are in the 26th century, they actually designated 2000 AD as the new year zero and began counting up from there:

Preface:
This compendium is provided to all Fleet and Spacer commanders, and any officers or personnel requiring a basic introduction to the commonly used vessels in the Federation today:

This compendium uses a standard key which conveys a variety of useful information to the user.

-Acceleration: In space, it's the only thing that matters. The only real maximum velocity is C, so the faster you can accelerate or decelerate, the more likely you are to get the drop on an enemy ship, or to better evade a pursuer.
-Maximum C: Though the only real maximum velocity in space is C, there are practical limitations. It takes more and more energy to get closer and closer to C. This is because the ship's mass will increase as it gets very close to C. Gravitic fields can only compensate so far, establishing a practical upper limit to the ship's absolute velocity.
-Maximum Turnspeed: There is no aerodynamic drag in space, so one might initially think that turnspeed isn't important. However, what we describe here is the vessel's maximum turnspeed under acceleration. This dictates how small a ship's turning circles are, that is, how large a space it needs to completely reverse it's direction.
-Combat Strength Indices: The CSI of a starship changes from century to century. This is always based on the most common cruiser currently in production.
-Shield Spike Capacity: Federation shields are copied from Inklathan shields. Each shield is rated to some low power level. However, if the control systems detect that a shield sector is overloading very, very quickly, it will briefly reinforce the sector with the power from all the other sectors, multiplied by ten.


Class: Discovery, Subclass: D (Venture-class)
Type: Heavy Cruiser
First Commissioned: 2510 (4510 AD)
Length: 861 meters.
Width: 757 meters.
Height (Crewed Areas): 184 meters. (Total): 247 meters.
Decks: 42, Sections: 22 Crew (maximum): 2500 (typical): 1500
(This includes officers.)
Shields: 136.5 TW/Q nominal load, 204.8 TW/Q absolute maximum.
Spike Capacity: < 15000 TJ/Q.
Sectors: 6 (T/B/F/A/P/S)
(Interesting note about shields. There are the shields themselves, and a potent EM/Grav field projected about 800 meters ahead of the shields. This detonates warheads anywhere from 1000 to 200 meters from the shields. This allows the vessel to endure fairly large explosions, though a heavy TL going off 800 meters away will still deliver 15 million times the burnout energy of the shields.)
Recharge: 182 second nominal load rebuild.
Collapse Threshold: 18% of maximum capacity. (Shields become unstable beyond this point.)
Armor: 15 TW per square meter maximum load.
Hyperdrive: (2) Mark XVII-DD Q-Lithium-element triple-core drives.
Standard Cruise: Factor 4.8 (48 ly/day)
Maximum Factor: Factor 13 (338 ly/day) (Interesting note about 'hyperdrives' in this universe. Here, there's only one way to do FTL, and that's to go from one place to another instantaneously. Sounds nice, except it's been calculated that to jump from one end of the galaxy to the other instantaneously would require more energy than is contained in the entire universe. As a result, one has to string a bunch of little translocations together to get from one place to another. The Factor System were developed to describe how good a given FTL drive could do this. The word "hyperdrive" merely comes from the fact that current drives could do this much, much, much better than the earliest drives, which could only get you up to the speed of light.)
Sublight Drives: (2) Q-Thallium-element E-Warp sublight drives. (Sublight drives provide much of the inertial compensation for a ship. They don't actually move a ship. That has to come from old-fashioned directed thrust engines. This technology has been around in one form or another for almost 2000 years.)
Maximum C: 0.9988 C
Maneuvering Engines: (2) Triple-duct fusion thrusters
Maximum Acceleration: 820 Earth-gravites
Maximum Turnspeed: 28 degrees/sec.
Arms: (4) Weapons arrays -- (2) Inducers, (2) Type-2 Disruptors, (2) Second-generation NAARBs. (1) Type-1 Disruptor (forward assault cannon), (112) Energy torpedoes, (60) Fireballs, (15) Planetary-Strike Fireballs.
*Notes: The Discovery Class-D heavy cruiser has enjoyed much success. Built on an expanded Discovery hull, the ship sports sufficient weapons and engine power to make it an extremely effective design. Though the ship isn't as heavy as previous Federation cruiser designs, it fits well into the new Federal shipbuilding paradigm.

Weapons

Weapon Array:
Type: Weapon
Description: Early Federation ships featured weapons mounted on hardened, mobile turrets. These turrets usually sat atop the armor, and were exposed to enemy fire. Newer Federation ships utilize weapons arrays. These arrays carry several triplets (inducer/Type 1 disruptor/Type 2 disruptor), or quadruplets (inducer/Type 1/Type 2/1Gen NARB) of weapons. These are recessed into the armor of the Federation ship, and are protected by armored doors. These triplets fire at about 1/3 - 1/4 strength. Utilizing advanced targeting and collimation, a triplet and it's two neighbors in the array can simulate a full-powered blast on a target. Thus, Federation ships armaments are usually rated by how many full-power blasts of each weapon type that each of their weapons arrays can generate simultaneously. However, weapon arrays have a very peculiar property. It is possible to throw more destructive energy at a target when the triplets are operated at 1/2, or 3/4 strength.

For a given twin-beam weapon array:
Weapon Instances Weapon Power Energy Delivered.(*)
2 100% 14 TJ
4 75% 21 TJ
6 50% 21 TJ
8 25% 14 TJ

(*) Standard inducer.

Designation: Inducer
Type: H/GEM propagated phased-laser.
Revision: Mark XVI
Nominal power: 200 GW/m2, Peak output: 350 GW/m2.
Total: 7 TJ - 12.25 TJ
Blast Area: 35 square meters.
Nominal range: 40,000 km. Maximum range: 72,000 km.
Effect: Generates a charged H/GEM field, which upon contacting any resistance, collapses, generating a large phased-energy blast. (H/GEM - hyperspatial/gravitic electromagnetic field. Don't even ask. It'd take a formal universe writeup to properly explain this.)

Designation: Type 1 Disruptor.
Type: Q-Lithium-element disruption weapon.
Revision: Mark VI
Nominal power: 750 GW/m2, Peak output: 1000 GW/m2.
Totals: 37.5 TJ - 50 TJ
Surge Inductance: 15 GW in affected systems.
Blast Area: 50 square meters.
Nominal range: 38,000 km. Maximum range: 50,000 km.
Effect: A weapons technology acquired from the Rhondulani, the Type 1 disruptor packs a considerable punch. However, it&#8217;s nastiest effect is the electromagnetic inductance field the disruptor creates in a starship&#8217;s systems, especially it&#8217;s hyperdrive or in older sublight drives. Usually available in a fixed-axis cannon, recent implementations have been miniaturized enough to fit in a weapons array triplet.

Designation: Type 2 Disruptor.
Type: Q-Thallium-element disruption weapon.
Revision: Mark III
Nominal Power: 800 GW/m2, Peak output: 1400 GW/m2.
Totals: 28 TJ - 49 TJ
Surge Inductance: 25 GW in affected systems.
Blast Area: 35 square meters.
Nominal range: 34,500 km. Maximum range: 50,000 km.
Effect: A weapon used extensively by the Neos, the Federation only recently acquired the Type 2 disruptor. The Type 2 is substantially more dangerous than the Type 1, for all new sublight drives, as well as all newer-generation shield generators.
(All disruptor-type weapons do is interfere with a ship's ability to produce/control H/GEM (hereby vooodo) fields. These are pretty important. Without them, a starship is incapable of FTL (it can't flee), inertia/gravity control (it can't move,) and it can't use many of it's weapons (it can't shoot back) . . . and they also pump large quantities of energy into a target.)

Designation: First-Generation Narrow-Axis Resonance Beam.
Type: Heavy H/GEM propagated phased laser.
Revision: Mark I - Mark III.
Nominal Power: 450 GW/m2, Peak: 900 GW/m2.
Blast Radius: 30 square meters.
Totals: 13.5 TJ - 27 TJ
Nominal range: 30,000 km. Maximum range: 60,000 km.
Effect: The first-generation NARBs were built as a more powerful, tighter-beamed replacement for the standard inducer. These weapons induce harmful harmonics in the target's shields.

Designation: Second-Generation Narrow-Axis Resonance Beam.
Alternative Designation: Narrow-Axis Adaptive Resonance Beam.
Type: Heavy H/GEM propagated phased laser with harmonic
cancellation.
Revision: Mark IV-Mark V.
Nominal Power: 1350 GW/m2, Peak: 2700 GW/m2.
Blast Radius: < 10 square meters.
Totals: 13.5 TJ - 27 TJ
Nominal Range: 15,000 km. Maximum range: 60,000 km.
Effect: The second-generation NAARBs were adapted to create a null area within a shield boundary, permitting the beam itself to slash into the hull of the intended target. (This takes advantage of intentional harmonics set up in the shields in order to permit a ship to fire it's weapons at targets outside the shields. Very nasty business.)

Designation: Energy Torpedo.
Type: Standard-use matter-antimatter/heavy fusion warhead.
Revision: Mark XIV.
Nominal Yield: 3.7 megatons. Peak Yield: 21.5 megatons.
Blast Radius: 180 meters. Ground-zero radius: 50 meters.
Maximum Acceleration: 5100 Earth-gravities.
Maximum Turning Speed: 20-30 degrees/sec.
Maximum Duration: 40 seconds.
Effect: The latest variation in a series of missile weapons, the energy torpedo releases little non-explosion radiation, making it suitable for
use on a wide variety of targets and a wide variety of vessels.

Designation: Fireball.
Type: Heavy-duty matter-antimatter warhead.
Revision: Mark LII.
Nominal Yield: 64.6 megatons. Peak Yield: 260 megatons.
Blast Radius: 300 meters. Ground-Zero radius: 150 meters.
Maximum Acceleration: 3060 Earth-gravities.
Maximum Turning Speed: 10-18 degrees/sec.
Maximum Duration: 40 seconds.
Effect: After the inducer, the fireball is the oldest weapon in use by the Federation. The fireball&#8217;s power makes it able to knock down some starships with one good hit.

Designation: Planetary-Strike Fireball.
Type: Variable-payload, anti-planetary missile.
Revision: Mark XIV.
Yield: 150 megatons, nominal yield, up to 1.375 gigatons.
Blast Radius: 60,000 meters, Ground-Zero radius: 6300 meters.
Maximum Acceleration: 420 Earth-gravities.
Effect: The planetary-strike fireball is a large-scale weapon suitable for the elimination of large enemy space-based installations, or large-scale ground targets. It is shielded against virtually all passive sensors and many forms of active probing, allowing a ship to fire it from very far from a target, thus reducing the risk to friendly hardware and personnel.
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Post by Lt. Nebfer »

made up sci-fi univers



Delta Class Destryoer type 1(Backbone of my fleet)

leangth-1000yds long(for those metric users out thats 3000 feet)

with about 60 yds

hight about 80 yds

wepons systoms

90 MK-97 partical cannons in triple turits (50 mega tons a shot 20 shots in 60 seconds
18 MK-108 heavy partical cannons in triple turits (200 mega tons a shot 20 shots in 60 seconds
18 MK-119 Ion cannons in triple turits (10 mega tons per shot and disrupts eletrical systoms for 5 seconds in a 50 foot radious 15 shots in 60 second)
30 MK-51 Anti-star fighter partical cannons in triple turits(10 kt a shot 600 shots in 60 seconds)

Sub light drive
crusing speed 75 mps
max Speed 225 mps

FTL Drive

crusing speed 240 Light years a day or about 90,000 times C

Max Speed 300 lighy years per day

Turning speed 6 degres per second(360 in 60 seconds)

ummm i dont know how to do aceleration but i can get to max speed in 10 min.

Crew 2500 men(and officers)

Hanger space for 3 shutles (2 normoly cared)plus room for a platoon of mobile armor(5)(aka mechs)or a flight of fighters(4)

MBA- 5M Vixen(M stands for marines, A for Army(army= ground type marine= space type))

My standerd Mech

hight 42 feet

speed(ground 60 mph)but in space it been modifide to travle at up to 100 mps
rainge 5 hours at top speed
wepons
1 hand held anti star fighter partical cannon 12 kt per shot 420 shots a min
clip fed 30 shots per clip
or a anti star fighter missile luncher clip fed 5 per clip 300 kt per missle
or a anti cap ship missile luncher clip feed 3 missle per clip 500 mt per missle(it can cary two wepons at a time)
it also carys the standerd star fighter shilding rated at 100 kt it comes in a aft and a for. profile and the for can be increced to 150 kt but the aft will at only 50 tk not 100 or vic a versa(note my space born mechs do not replace fighters thy are for speshal perpos only)

Sf- 21 Panther "space saperiorty fighter"

size 36 feet
with 15 feet
hight 15 feet

speed
Crusing 80 mps
Max 250 mps

FTL engens range 120 ly's(12 h.)

2 light partical cannons 5 kt per shot 600 shots per min
1 med partical cannon 15 kt per shot 108 per min
and 8 externol hard points for varous missles
100 kt shilding

max fleet size it 32000 combat ships and 8000 Axulary ships and over 1 mill fighters and some 20000 mechs(there are 4 types of mechs the army hase the most with over 50000 of them but are armed with 90mm cannons(partical cannons dont work well in an atmaspher uses to much power)(and mechs dont replace tanks ethere)
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Post by Pu-239 »

Near future air unit

Mini Helo- size of an autogiro
Crew of 2
17.65mm gatling with 2000 rounds of caseless ammo
1 mk19 grenade launcher with 50 rounds
1 autoloading TOW launcher with 8 rounds
1 gas turbine engine
maximum speed 60 mph
light aluminum armor

Helo "jet"pack
1 5.56mm gatling with 1000 rounds of caseless ammo
10 handheld grenades
No armor
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Post by SAMAS »

The perfect soldier/spaceship(Multi-anime)

Take: 1 Cabbit.

Breed with: 1 Pikachu or Mew.

Train with: Ranma Saotome

Hope: She doesn't fall in love with him. :mrgreen:
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Not an armored Jigglypuff

"I salute your genetic superiority, now Get off my planet!!" -- Adam Stiener, 1st Somerset Strikers
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