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Updated OOB. More to come.
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HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
The Army of the United Terran Republic
The Terran Army is a fully mechanized force, using traditonal non powered infantry. Though they are equiped with fully sealed combat suits that provide protection from enemy fire as well as from biological and chemical attacks. They can even function as vacuum suits if needed.
Equipment:
EP/P-12:
The basic pistol used by the Terran Armed Forces, issued to all soldiers and Marines plus naval officers. It is a 3mm pulse particle weapon intended as a close range personalw eapon.
EC/P-9:
A light Carbine/Submachine Gun firing a 3mm pulsed particle beam. The EC/P-9 has extended range and accuracy, plus a higher rate of fire and longer endurance then the EPP-12 even though erach shot delivers the same amount of damage.
ER/P-23:
The standard assault rifle of the Terran Army, it is a 6mm pulse particle type weapon useful against both standard infantry as well as powered armor troops.
ER/B-17:
The standard Squad Support Weapon of the Terran Army, a bipod mouted 8mm particle beam weapon. It is also used as the standard weapon of the Terran Marines in the ER/P-17 subversion that lacks a bipod and is a pulse fire weapon.
LAV-45:
An antigravity Light Armored Vehicle designed to carry a squad of infantry, and support it with a 40mm pulse particle cannon and a 80mm mortar. It also mounts one 20mm point defense pulse particle weapon for antifighter work, and for anti-infantry work.
MAV-63:
The standard light tank of the Terran Army, the 63 is a fast Medium Armored Vehicle armed with a 90mm pulse particle cannon, two 20mm pulse particle point defense weapon, an 80mm mortar and two Plumbata ATMs.
HAV-49:
The standard main battle tank of the Terran Army, the 49 is armed with a 175mm pulse particle weapon, two 20mm pulse particle point defense weapons, two 80mm mortars and six Plumbata ATMs.
MAT-37:
The Terran Armies primary artillery platform the 43 mounts one 185mm variable velocity and trajectory railgun, four 20mm pulse particle point defense cannons, and two 105mm mortars. Its mounted on a lightly armored antigrav chassis.
Infantry Squad:
6 ER/P-23
2 EC/P-9
2 ER/B-17
Attached:
1 LAV-45
Infantry Platoon: 5 Squads (50)
Light Armor Troop: 5 LAV
Medium Armor Troop: 5 MAV
Heavy Armor Troop: 5 HAV
Artillery Battery: 5 MAT
Infantry Company:
-3 Infantry Platoons
-3 Light Armor Troops
Heavy Weapon Company:
-2 Infantry Platoon
-2 Light Armored Troop
-1 Medium Armored Troop
-1 Artillery Battery
Mechanized Company:
-1 Infantry Platoon
-1 Light Armored Troop
-2 Medium Armored Troops
-1 Heavy Armored Troop
-1 Artillery Battery
Armored Cavalry Company:
-4 Medium Armor Troops
-2 Heavy Armor Troops
Infantry Battalion:
-4 Infantry Companies
-1 Heavy Weapon Company
Mechanized Battalion:
-1 Infantry Company
-2 Heavy Weapon Companies
-2 Mechanized Companies
Armored Cavalry Battalion:
-2 Mechanized Companies
-3 Armored Cavalry Companies
Infantry Regiment:
-3 Infantry Battalions
-1 Mechanized Battalion
Armored Regiment:
-1 Infantry Battalion
-2 Mechanized Battalions
-1 Armored Cavalry Battalion
Infantry Brigade:
-3 Infantry Regiments
-1 Armor Regiment
Armored Brigade:
-1 Infantry Regiment
-3 Armored Regiments
Division:
-3 Infantry Brigades
-1 Armored Brigade
--1 Artillery Battalion (All MAT Battalion)
Table of Organization:
Squad:
Platoon : 5 Squads Second Lieutenanat
Company: 6 Platoons First Lieutenant
Battalion: 5 Companies Lt. Commander
Regiment: 4 Battalions Commander
Brigade: 4 Regiments Major
Division: 4 Brigades Colonel
Corps: 5 Divisions Lt. General
Legion: 10 Corps Major General
Army: 5 Legions General
The Terran Army is a fully mechanized force, using traditonal non powered infantry. Though they are equiped with fully sealed combat suits that provide protection from enemy fire as well as from biological and chemical attacks. They can even function as vacuum suits if needed.
Equipment:
EP/P-12:
The basic pistol used by the Terran Armed Forces, issued to all soldiers and Marines plus naval officers. It is a 3mm pulse particle weapon intended as a close range personalw eapon.
EC/P-9:
A light Carbine/Submachine Gun firing a 3mm pulsed particle beam. The EC/P-9 has extended range and accuracy, plus a higher rate of fire and longer endurance then the EPP-12 even though erach shot delivers the same amount of damage.
ER/P-23:
The standard assault rifle of the Terran Army, it is a 6mm pulse particle type weapon useful against both standard infantry as well as powered armor troops.
ER/B-17:
The standard Squad Support Weapon of the Terran Army, a bipod mouted 8mm particle beam weapon. It is also used as the standard weapon of the Terran Marines in the ER/P-17 subversion that lacks a bipod and is a pulse fire weapon.
LAV-45:
An antigravity Light Armored Vehicle designed to carry a squad of infantry, and support it with a 40mm pulse particle cannon and a 80mm mortar. It also mounts one 20mm point defense pulse particle weapon for antifighter work, and for anti-infantry work.
MAV-63:
The standard light tank of the Terran Army, the 63 is a fast Medium Armored Vehicle armed with a 90mm pulse particle cannon, two 20mm pulse particle point defense weapon, an 80mm mortar and two Plumbata ATMs.
HAV-49:
The standard main battle tank of the Terran Army, the 49 is armed with a 175mm pulse particle weapon, two 20mm pulse particle point defense weapons, two 80mm mortars and six Plumbata ATMs.
MAT-37:
The Terran Armies primary artillery platform the 43 mounts one 185mm variable velocity and trajectory railgun, four 20mm pulse particle point defense cannons, and two 105mm mortars. Its mounted on a lightly armored antigrav chassis.
Infantry Squad:
6 ER/P-23
2 EC/P-9
2 ER/B-17
Attached:
1 LAV-45
Infantry Platoon: 5 Squads (50)
Light Armor Troop: 5 LAV
Medium Armor Troop: 5 MAV
Heavy Armor Troop: 5 HAV
Artillery Battery: 5 MAT
Infantry Company:
-3 Infantry Platoons
-3 Light Armor Troops
Heavy Weapon Company:
-2 Infantry Platoon
-2 Light Armored Troop
-1 Medium Armored Troop
-1 Artillery Battery
Mechanized Company:
-1 Infantry Platoon
-1 Light Armored Troop
-2 Medium Armored Troops
-1 Heavy Armored Troop
-1 Artillery Battery
Armored Cavalry Company:
-4 Medium Armor Troops
-2 Heavy Armor Troops
Infantry Battalion:
-4 Infantry Companies
-1 Heavy Weapon Company
Mechanized Battalion:
-1 Infantry Company
-2 Heavy Weapon Companies
-2 Mechanized Companies
Armored Cavalry Battalion:
-2 Mechanized Companies
-3 Armored Cavalry Companies
Infantry Regiment:
-3 Infantry Battalions
-1 Mechanized Battalion
Armored Regiment:
-1 Infantry Battalion
-2 Mechanized Battalions
-1 Armored Cavalry Battalion
Infantry Brigade:
-3 Infantry Regiments
-1 Armor Regiment
Armored Brigade:
-1 Infantry Regiment
-3 Armored Regiments
Division:
-3 Infantry Brigades
-1 Armored Brigade
--1 Artillery Battalion (All MAT Battalion)
Table of Organization:
Squad:
Platoon : 5 Squads Second Lieutenanat
Company: 6 Platoons First Lieutenant
Battalion: 5 Companies Lt. Commander
Regiment: 4 Battalions Commander
Brigade: 4 Regiments Major
Division: 4 Brigades Colonel
Corps: 5 Divisions Lt. General
Legion: 10 Corps Major General
Army: 5 Legions General
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Elysian Star Union
Minor Power
The Elysian Star Union was formed by a fleet long-range colony ships dispatched from an independent terran corporation. Launched 700 years ago, they soon lost their corporate identity, instead creating a new society based on the advancement of science and philosophy. A peaceful culture developed with strong ties to terran history, particularly ancient Greek myth. Finding a pristine world fit for colonization with a completely habitable environment, they named it Elysium, after the mythical paradise. Though based primarily on late 21st Century European society, the Elysians soon would develop their system extensively, with large parts of their fleet settling the inhabitable second and seventh planets, naming them Hecate and Morningstar respectively. They would experience a great boom in population and technology for the next three hundred years, with only minimal contact with outside nations save for trade. Of particularly good export were the powerful Elysian computers that were a natural development for the peaceful society.
With a fleet tasked only with system defense and simple anti-piracy protection of their merchants, the ESU was a wonderful prize for any expansionistic powers in the region... which was precisely what happened during year 621 PF (Post Founding, 84 years before the present), when they entered a war with the Ulran Hegemony, former trading partners that had suffered a military coup. Outmatched, the small Elysian Fleet was able to hold off attacks on their system for two years, while last-ditch defenses were set in thrown together. Two of the ESU's lesser colonies were utterly destroyed in this conflict by orbital bombardment, and even Elysium was attacked, killing millions. Despite these harsh two years, the three major planets and surviving colonies threw everything they had to war production and development. Survival of their way of life was at risk... and it worked. For the next four years, the war started to shift back against the greater Ulran Hegemony, culminating with the blockade of their homeworld by the newly constructed Elysian Deep Space Fleet. Infuriated and weary of the battles that had killed so many of their citizens, the Elysian Fleet demanded unconditional surrender. What they received was a salvo of surface-space warheads.
With the fleet under attack from the surface and all to risk, the commanders had to resort to planetary bombardment, swatting down as many of those missiles as possible. The destruction of such powerful warheads in orbit as well as surface strikes soon lead to the planet being reduced to a shell of what it once was, inhospitable and with millions killed in hours. Horrified by what they had to do, but yet grimly determined not to get pushed around, the Elysian fleet left the devastated Ulran to themselves, shattering their power forever. Victorious, the elite Elysian Fleet returned home... and remained there. Never again would they allow themselves to be attacked. Now, eighty years later, the Elysian Star Union has begun to expand its borders and increase it's trade, trying to gain a greater position for itself in the eastern fringe. They are a capable nation, with impressive scientific and manufacturing capabilities for their size.
Since the war, things have returned mostly to normal for the three planets of Elysium, Hecate and Morningstar, but they now are no longer ideologically bound to one system. The enforcement of system security and regional stability is now one of their governmental mandates, now sharing a place with their ancient ideals of the progression of science and philosophical understanding...
The people themselves are primarily atheists, with a strong Foundationist Minority of 23 percent. Foundationists believe that God is shared between all beliefs, all religions and all denominations, that there are many forms of divinity. A smaller number are Absolutionists, an absorbed group of humans from the Beacon system. They only number in the low millions, and believe that mankind need to have greater understanding of all around them to achieve true atonement. Though often looked down upon by the more secular elements of the Elysian culture, they are a noticeable part of the population still. Bits of ancient history and mythology of all kinds are commonly portrayed in Elysian architecture and artwork, ranging from Imperial Chinese, Ancient Egyptian, or to classical Victorian. Many families can trace their origins to ancient terran nations, and many identify themselves from this.
The Government is a simple senate, called the Elysian Council. The Forum consists of three representatives from Elysium, Hecate and Morningstar, and one from each associated minor colony, and major government actions require a simple majority vote. The executive is the leader of the council, and casts one vote in case of ties. He/She is known as Primarch/Matriarch, the current being Matriarch Alexis Dawn, a woman in her late fifties. Formerly of the Elysian Deep Space Fleet, she was recently voted in for a five year term due to popularity as a heroine against a coordinated pirate attack on the Beacon Transfer Point and views on more open trade.
The Elysian Deep Space Fleet is a close-knit organization, with traditions and esprit d'corps tracing back hundreds of years. Though a minor force until recently, it has always had a high standard for training and using only the latest of technology. Preferring powerful power-projecting capital ships and capable fighter units, they have used the ancient ideology of quality over quantity, a concept carved into their doctrine from the hard war against the Ulran. The Fleet is comprised of all volunteers, who serve ten year tours of duty. With an average lifespan amongst the Elysian population exceeding one hundred years, it is not uncommon for some individuals to serve more than four or five terms, devoting much of their life to the protection of their beloved planets.
The Elysian Star Union controls seven star systems, Elysium, Zenith, Maw, Absolution, Apex, Nephilim, and Delphinium,
Three Prime Planets, all self sustaining.
Elysium (Elysium IV) - Population 1.9 Billion. Homeworld. Earth-Type. 73 percent water, high aquatic habitats. Beautiful fauna and flora, alien in nature but compatible with human habitation/consumption. Now, it is mixed with familiar Terran species. Most of the population is dedicated to research and philosophy on Elysium. Much of science and production centers are located aquatically, in domed cities. Orbited by two defensive starbases, all of recent construction since the Ulran War. One O'Neil type space colony is orbiting it, serving as a spaceyard for the largest of capital ship construction with approximately 400,000 people inhabiting it.
Hecate (Elysium II) - Population 605 Million. Stormy planet with oxygen-nitrogen atmosphere. High atmospheric cloudiness and electrical storms from interactions with planet crust and trace elements in atmosphere, kept suspended by high winds at higher altitudes. Hecate has higher industrial production than both of the other main worlds, and has the bulk of the Union's heavy industry. The surface has substantial amounts of rare metals and radioactives, key materials for starship construction. Imports raw material from Morningstar, exports radioactives and exotics. Exports manufactured goods. Much population is underground. Orbited by one defense station and various mines.
Morningstar (Elysium VII) - Population 946 million .6G Gravity, Rocky with crystalline forests, clear sky and view of rocky-roid belt circling planet. Has breathable atmosphere, and minor agriculture, some industry. A spacer's home port, its lower gravity allows more convenient space travel. Shipyards are higher density, as are mining for basic elements. Imports technology from Elysium, and exports manufactured goods and ships. Orbited by Port Freeman, a large spacedock station, and defense base.
Minor Colonies InSystem
Seraph - Population 2 million. Moon of Elysium, has spaceport and extensive military facilities, all built within 50 years. Heavy science element there. Fleet Command is located inside Mount Olympus, a naturally-formed spire on surface of moon.
Aquarius - Population approx 100,000. Moon of Morningstar, covered in water and full of life, compatible for human consumption mostly. Two aquatic cities are on planet, main export is fish and vegetables for Morningstar.
Platina - Population 24,123 Moon of Morningstar, with CO2 atmosphere. Undergoing basic terraforming, and is a center for military training, and houses Morningstar Branch of Fleet Command. Also is the location of Elysian Security, systemwide intel/counter-intel apparatus. Also has military research focus.
Ophelia (Elysium III) - Population 650,000. Minor world, settled a century ago. Formerly uninhabitable due to native bacteria, said bacteria was recently utterly eradicated through specially manufactured virii one hundred years ago. Since then, it has been settled and seems to be a promising planet, if a small one, only one fifth the size of Elysium, despite similar atmosphere and planetary composition.
Minor Colonies OutSystem
Zenith (Zenith I) - Population 52,328. In neighboring Zenith system, Zenith Prime is the only planet around the star, and was the first extra-system colony settled by the ESU. It's a nominally habitable oxygen-argon planet, and has promise for future growth.
Beacon (Absolution V) - Population 55,994. Settled at first by religious fanatics that mostly died out due to improper colony construction, they were absorbed sixty years ago by the Elysian Star Union. Since then, the system's close proximity to a stable hyper-lane has given it much prominence as an important stopping point and nexus of trade, and a strategic location.
Maelstrom (Maw XIII) - Population 21,102. Situated far from a nearby binary with a proximity to a black hole, Maelstrom normally would be an utterly undesirable planet, due to the proximity and radiation being emitted. However, it's crust is even richer than Hecate with vitally rare heavy elements, and it's control is important for the ESU's continuing expansion. It is also a dumping ground for the undesirable criminal element of the ESU, where they work unpleasant conditions to fuel the prospering home colonies.
Outposts
Apex - Population 512. Small Military Outpost bordering the former Ulran Hegemony, now waning in importance. Once was a major staging area, and is undermanned. Being sent there is a punishment.
Nephilim 731 - Population 1523. Located in sector 31 of Nephilim VII, a small listening post is there, with a refueling depot. Frequently traversed in or out of the Absolution system, it is a comfortable post to be at, given the large domed outpost's capacity to hold an additional four to six thousand people in case of military need, or future expansion.
Delphinium 924 - Population 210. Tiny science outpost, established by an independent corporation. With interesting plant-life on an otherwise inhospitable methane planet, it's become a source of medicine and pharmaceuticals.
Maw 231 - Population 109. Located closer to the black hole located in Maw System, this station is a science outpost on a tiny rock to study the phenomenon. Otherwise unremarkable.
Primary Weapon Types
Particle Beam - Heavy primary cannon, fires concentrated streams of rapid-decay meson particles to knock out enemy ships, penetrate shielding and slice armor.
Xaser Lance - Secondary Cannon, fires coherent beam of X-Rays at targets. Fast refire. Found on almost all warships of the fleet.
Graser Lance - Secondary Cannon, fires smaller beams of coherent Gamma Rays against targets, primarily for use on and against lighter warships. Very common, lower yield than comparable Xaser weapons.
Plasma Pulse Cannon - Versatile Tertiary/Point Defense weapon. Fires repeated bolts of contained plasma to attack missiles, fighters, or light warships. Often used in point defense role.
Point Defense Laser - Point Defense Weapon, fires repeated pulses of laser energy. Purely for use against fighters, missiles and smaller targets.
Mass Cannon - Secondary Cannon, specialized use. Potent against ship hulls or physical contact, but of lesser use against shielded targets. Uses Controlled gravity wave to cause damage against small area.
Kinetic Missile - Extended range smart missile, uses gravimetric propulsion to achieve high velocities. Designed to defeat armor and heavy warships. Generally being phased out in favor of Ripper Missile technology.
Ripper Missile - Extended range missile, uses gravimetric propulsion and warhead. Delivers small, very short lived singularity to create a ripple of expanding/contracting gravity waves, thus 'ripping' target ships. Usable in the anti-fighter role due to 'blast'.
Standard Ship Tech
High-speed Tachyon Shunt Drive(TachDrive) - Propels ship through Realspace by producing a field of charged tachyon particles. Reliable, if slightly slower than conventional hyperdrive. Does offer safer navigation through hazardous regions however, as ship remains in realspace and is able to actively plot course corrections from sensor returns.
Dimensional Displacement Shielding - Ship Defenses consist of a variable buffer of null-space produced from the ship in a bubble shape. Any attack or contact while this field is up produces an emission of light and radiation, and the energy or projectile involved in the attack is shifted into another dimension. Energy is dissipated harmlessly. Strain on the system is directly proportionate to the amount of energy used in the dimension-shift, so thus a hail of lower-energy fire might be dissipated with the same stress as a single high-power burst. Continuous defense against attack results in sporadic field collapse, creating pockets of vulnerability until the capacitors can recharge and reconstitute the barrier. Low energy passes harmlessly through the field, such as scattered light or very low KE objects, having insufficient energy to result in dimensional shifting.
In General, Elysian ECM, Sensor and Computer systems are top notch, all having their origins in the high-tech electronics industry on Elysium. Propulsion in-system is fairly average, with a high-efficiency plasma/pulse drive prevailing. Inertial compensators are robust and capable, giving their ships a high ability to absorb shock and maneuvers. Lagging behind slightly however is in the field of FTL technology, where their Tachyon Shunt Drives are in most direct respects inferior to conventional hyperspace engines. Their starships are all built as specifically vacuum-only ships, lacking the capability to enter atmosphere of most planets. Aerospace fighter craft are also optimized for deep space combat, although both the current model Typhoon and Piranha are capable of atmospheric operation, although they do lose significant maneuverability and fuel consumption is extremely high.
Capital Ship Classes
EFS Hecate (SDN) (1x) Star Dreadnaught
3.0 Points, 4.2 km long. Crew 8250, 96 Flight Group.
Newest and most powerful ship of the fleet, the Hecate class vessel fields the latest in technology developed by the Elysian Star Union. With it's crew of eight thousand, it's the symbol of the Elysian Fleet itself, with a sister ship still being built. Well protected and massively armed, the Hecate class is a potent symbol of the Union's rising power. Armed with massive weaponry and shields, as well as a small fighter escort, it is a multirole command ship capable of completing any task, any where. Named after the Greek Goddess of Crossroads and transition, it symbolizes the role that the Elysians view themselves as in, a force of order and stability.
12x Heavy Particle Beam
4x Mass Cannon
20x Xaser Lance Battery
24x Graser Lance Battery
48x Plasma Pulse Cannon Turrets
36x PD Pulse Laser Clusters
50x Dual-Ammo Missile Tubes
8 Squadrons (96) Fighters, usually 2 groups SF-19 Typhoon Interceptor, and 3 groups of SF-23 Piranha Superiority, 2 groups Swordfish, 1 Group Leviathan.
Rated Strength 18 Displacement Shield
EFS Alastor (DN) (4x) Dreadnaught
1.5 points, 2.9 km long. Crew 5500, 72 Flight Group.
Mainstay of the Elysian Fleet and primary capital ship, the Alastor is named after the avenging demon of Greek Mythology, fitting it's role. As massively powerful vessels, equal to most and superior to some ships throughout the galaxy, the Alastor class vessel patrols the spacelanes of the Elysian Star Union. Durable and constantly being upgraded, they are loved by their crews.
8x Heavy Particle Beam (6 Fore Turrets, 2 Aft Turrets)
2x Mass Cannon (2 Forward Mount)
12x Xaser Lance Battery
20x Graser Lance Battery
28x Plasma Pulse Cannons
28x PD Laser Clusters
35x Dual-Ammo Missile Tubes
6 Squadrons (72) Fighters, usually 2 groups SF-19 Typhoon Interceptors, 2 group Piranha Superiority, 2 groups Swordfish.
Rated Strength 12 Displacement Shield
EFS Poseidon (CVH) (4X) Fleet Carrier
1.5 points 3.2 km long. Crew 7800, 1320 Flight Group.
2x Particle Beam
8x Xaser Lance Battery
8x Graser Lance Battery
36x Plasma Pulse Cannons
36x PD Laser Clusters
18x Ripper Missile Tubes
6x Dual-Ammo Missile Tubes
24 Squadrons SF-19 Typhoon Interceptors (288)
28 Squadrons SF-23 Piranha Superiority (384)
24 Squadrons SA-11 Swordfish Lance Bomber (288)
20 Squadrons SB-36 Leviathan Torp. Bomber (240)
6 Squadrons Support/Aux Ships and SWACS (72)
4 Squadrons Combat Dropship (48)
Rated Strength 12 Displacement Shield
Cruiser Ship Classes
EFS Aeolus (BC) (3x) Battlecruiser
3.0 Points 1.7 km Long. Crew 3150, 12 Flight Group.
Built as a replacement for the aging Hercules Class Battlecruiser, the new EFS Aeolus is one of the most capable warships in the fleet. Though overshadowed by the Alastor class Dreadnaught, the Aeolus is a versatile warship forming the core of Elysian cruiser squadrons. Few are currently operational, but several others of the class have the highest building priority for new hulls on the Seraph and Morningstar Shipyards. Fast and well armed, they have a near perfect combat record in the rim in anti-pirate actions. Named after the minor Greek God of Winds, the ship is best suited for fast and devastating strikes.
4x Particle Beam
15x Xaser Lance Battery
8x Graser Lance Battery
22x Plasma Pulse Cannon
10x Dual-Ammo Missile Tubes
8x Ripper Missile Tubes
6x Kinetic Missile Tubes
1 Squadron (12) Fighters, usually half SF-19 Typhoon Interceptors and half SF-23 Piranha Superiority.
Rated Strength 10 Displacement Shield
EFS Apollo (CA) (8x) Heavy Cruiser
1.5 Points, 1.3 km Long. Crew 2600.
The backbone of the Elysian Fleet, most any task group deployed contains at least one Apollo cruiser. The Apollo takes up much of the burdens of space patrol and anti-piracy work. With a large crew and long range facilities, it has high endurance and has been in use and continuously upgraded for the last thirty years.
2x Particle Beam
12x Xaser Lance Battery
6x Graser Lance Battery
14x Plasma Pulse Cannon
8x PD Laser Cluster
8x Ripper Missile Tubes
4x Dual-Purpose Missile Tubes
Rated Strength 7 Displacement Shield
EFS Athena (CA) (3x) Heavy Cruiser
1.0 Points, 1.1 km Long. Crew 1950
An older design than it's sister ship, the Apollo, Athena-class vessels serve as longer range attack cruisers, focusing more heavily on missile weaponry. Though slowly being phased out in favor of far more capable multirole Aeolus Class battlecruisers, the Athena-class is still highly thought upon and not discounted in battle.
16x Graser Lance Battery
16x Plasma Pulse Cannon
10x Dual-ammo Missile Tubes
20x Ripper Missile Tubes
14x Kinetic Missile Tubes
Rated Strength 6 Displacement Shield
EFS Triton (CV) (5x) Carrier
1.0 Points, 1.6 km Long. Crew 2210, 516 Flight Group.
Lighter than the Poseidon Fleet Carrier, the Triton class is used for heavy escorts and adding a fighter/bomber element to an offensive force. They are usually escorted by several Phobos class destroyers and are useful for power projection roles in neighboring systems. With few anti-ship armaments, they rely on their bomber wings for attacks on enemy ships.
4x Xaser Lance Battery
12x Plasma Pulse Cannon
20x PD Laser Cluster
8x Ripper Missile Tubes
12 Squadrons SF-19 Typhoon Interceptors (144)
12 Squadrons SF-23 Piranha Superiority (144)
8 Squadrons SA-11 Swordfish Lance Bomber (96)
8 Squadrons SB-36 Leviathan Torp. Bomber (96)
2 Squadrons Support/Aux Ships and SWACS (24)
1 Squadrons Combat Dropship (12)
Rated Strength 6 Displacement Shield
EFS Olympus (BS) (4x) Space Post
0.5 Points, 2.1 km Long. Crew 4500, 120 Flight Group.
A combination military outpost and token defense station, the four Olympus class Space Posts in the Elysium system are the last line of defense against hostile threat. Not primarily for combat against starships, these posts also serve as orbital transfer points for much civilian traffic, sharing the burden with the few other orbital facilities in use. Their primary role is that of a logistical and control center, being large and ready to resupply and refit the busy ships of the Deep Space Fleet.
8x Xaser Lance Battery
40x Dual-Ammo Missile Tubes
20x PD Laser Cluster
4 Squadrons SF-19 Typhoon Interceptors (48)
4 Squadrons SF-23 Piranha Superiority (48)
2 Squadrons SA-11 Swordfish Lance Bomber (24)
Rated Strength 6 Displacement Shield
Escort Ship Classes
EFS Ganymede (CL) Light Cruiser (10x)
5.0 Points, 905 Meters Long. Crew 1240.
Deployed usually in pairs, the Ganymede class Light Cruiser is a newer breed of heavy picket ship. Correcting the flaws with the obsolete Ulran War Era Hermes Light Cruiser, it is a maneuverable warship, trading durability for firepower and mobility. With a primarily beam-oriented armament, they operate in hunter-killer units against pirates and opposing navies in the eastern rim with good success.
2x Particle Beam
6x Xaser Lance Battery
8x Graser Battery
4x Dual-Ammo Missile Tubes
12x Plasma Pulse Cannon
Rated Strength 4 Displacement Shield
EFS Deimos (DD-Gun) Destroyer (31x)
3.0 Points, 520 Meters Long. Crew 750.
Named after the Greek personification of dread, the primary escort ship of the Elysian Space Navy is the excellent Deimos-class Destroyer. Produced in large numbers, several squadrons patrol the spacelanes at all times, fulfilling many tasks. With weaponry leaning towards heavy Xaser and Graser banks, it often is backed up by the Phobos class Destroyer for extended range actions to cover for the Deimos class's lack of missile weaponry.
6x Xaser Batteries
10x Graser Batteries
10x Plasma Pulse Cannon
Rated Strength 2 Displacement Shield
EFS Phobos (DD-Missile) Destroyer (26x)
2.5 Points, 554 Meters Long. Crew 860.
Sister Ship to the Deimos class, this vessel's namesake is the Greek Avatar of Fear, brother of Deimos. It fits the ship's role as a support destroyer, laying heavy salvoes of capital ship missiles against her opponents. The class is in the middle of it's service life, and has begun to receive upgrades to dual ammunition launchers as they become available.
4x Graser Batteries
8x PD Laser Cluster
6x Plasma Pulse Cannon
10x Dual-Ammo Missile Tubes
6x Ripper Missile Tubes
Rated Strength 2 Displacement Shield
EFS Prometheus (DD/FG-Old) Frigate (4x)
1.0 Points, 320 Meters Long, crew 325.
One of the earliest modern warships in service, the Prometheus Class was a late production during the Ulran war, a class that had spanned almost a hundred individual vessels. Obsolete by modern standards, only four are currently in service as long-range patrol ships. Their basic sturdiness and strength of construction makes them reliable ships, even though their days are numbered. Replaced by the larger and far more capable Deimos-class ships, service aboard a Prometheus is one of the least desirable jobs in the Fleet.
6x Graser Batteries
8x PD Laser Cluster
4x Kinetic Missile Tubes
Rated Strength 1 Displacement Shield
EFS Cerberus (Monitor) Monitor (8x)
1.0 Points, 843 Meters Long. Crew 430, 12 Flight Group.
A larger contemporary of the Prometheus Class, the Cerberus Monitors are auxiliary patrol ships guarding the Elysium System. Incapable of long distance FTL Travel, they are designed to be slow and powerful defensive ships for their size. Built out of obsolete cruiser hulls, they are manned primarily by reservists in the Elysian Auxiliary Navy, ready to be drawn to arms in case of prolonged war. Though no match for a true warship, Cerberus Monitors deter pirate attack and her crews fly the colors as proudly as any true Fleet Ship.
10x Graser Batteries
8x PD Laser Cluster
20x One-Shot Kinetic Missile Tubes
1 Squadron SF-19 Typhoon Interceptors (12)
Rated Strength 2 Displacement Shield
Strike Craft
SB-36 Leviathan mk IV Torpedo Bomber
Four-Man Attack Bomber, uses Ripper Torpedoes to attack enemy ships, comparable to battlecruiser scale warheads. Has three plasma pulse turrets, remotely controlled by gunner. Payload is four heavy ripper torpedoes in internal bay, usually launched in salvo against targets, and eight lesser missile hardpoints. Has extended FTL ability for a strike craft, run by EW Operator.
SA-11 Swordfish mkII Lance Bomber
Two-Man Strike Bomber, uses heavy Grasers to attack enemy ships, particularly well-defended ones. Used mainly for disarming turrets or attacking subsystems. Equipped with belly-mounted gatling laser for defense, and nose-mounted heavy graser cannon. Six missile hardpoints. Has limited FTL Capability.
SF-23 Piranha mk XI Space Superiority Fighter
Two-Man Heavy Fighter, Space Superiority design with secondary strike ability, equipped with two forward fixed repeating grasers, nose mounted rotary laser. Carries eight hardpoints are twenty four guided swarm missile pods. Has limited FTL capability.
SF-19 Typhoon mk V Multirole Interceptor
One-Man Light Fighter, high acceleration, multiband radar suite. Equipped with forward rotary laser, and four missile hardpoints, ECM suite for Wild Weasel work. Has limited FTL Capability.
Ground Units (40 Escort Points)
Elysian Drop Legion - Elite Forces of the ESU, equipped with latest in powered armor and plasma rifle technology. Trained highly and motivated, they are the first wave in orbital drop against enemy installations. Deployed in units of platoons, their Ares powered Armor suits offer full NPC protection and vacuum seal, as well as flight mobility and high C3 integration. Deployed either by dropship or fired by fireteam from missile tube. They are often referred to as the Myrmidons unofficially.
Elysian Powered Armor Corps - Standard troops of the ESU, all soldiers are equipped in powered suits. Though less capable than the Drop Legion, they are all trained to the highest standard for ship to ship boarding, planetary raids and invasions. Deployed usually through dropship.
Minor Power
The Elysian Star Union was formed by a fleet long-range colony ships dispatched from an independent terran corporation. Launched 700 years ago, they soon lost their corporate identity, instead creating a new society based on the advancement of science and philosophy. A peaceful culture developed with strong ties to terran history, particularly ancient Greek myth. Finding a pristine world fit for colonization with a completely habitable environment, they named it Elysium, after the mythical paradise. Though based primarily on late 21st Century European society, the Elysians soon would develop their system extensively, with large parts of their fleet settling the inhabitable second and seventh planets, naming them Hecate and Morningstar respectively. They would experience a great boom in population and technology for the next three hundred years, with only minimal contact with outside nations save for trade. Of particularly good export were the powerful Elysian computers that were a natural development for the peaceful society.
With a fleet tasked only with system defense and simple anti-piracy protection of their merchants, the ESU was a wonderful prize for any expansionistic powers in the region... which was precisely what happened during year 621 PF (Post Founding, 84 years before the present), when they entered a war with the Ulran Hegemony, former trading partners that had suffered a military coup. Outmatched, the small Elysian Fleet was able to hold off attacks on their system for two years, while last-ditch defenses were set in thrown together. Two of the ESU's lesser colonies were utterly destroyed in this conflict by orbital bombardment, and even Elysium was attacked, killing millions. Despite these harsh two years, the three major planets and surviving colonies threw everything they had to war production and development. Survival of their way of life was at risk... and it worked. For the next four years, the war started to shift back against the greater Ulran Hegemony, culminating with the blockade of their homeworld by the newly constructed Elysian Deep Space Fleet. Infuriated and weary of the battles that had killed so many of their citizens, the Elysian Fleet demanded unconditional surrender. What they received was a salvo of surface-space warheads.
With the fleet under attack from the surface and all to risk, the commanders had to resort to planetary bombardment, swatting down as many of those missiles as possible. The destruction of such powerful warheads in orbit as well as surface strikes soon lead to the planet being reduced to a shell of what it once was, inhospitable and with millions killed in hours. Horrified by what they had to do, but yet grimly determined not to get pushed around, the Elysian fleet left the devastated Ulran to themselves, shattering their power forever. Victorious, the elite Elysian Fleet returned home... and remained there. Never again would they allow themselves to be attacked. Now, eighty years later, the Elysian Star Union has begun to expand its borders and increase it's trade, trying to gain a greater position for itself in the eastern fringe. They are a capable nation, with impressive scientific and manufacturing capabilities for their size.
Since the war, things have returned mostly to normal for the three planets of Elysium, Hecate and Morningstar, but they now are no longer ideologically bound to one system. The enforcement of system security and regional stability is now one of their governmental mandates, now sharing a place with their ancient ideals of the progression of science and philosophical understanding...
The people themselves are primarily atheists, with a strong Foundationist Minority of 23 percent. Foundationists believe that God is shared between all beliefs, all religions and all denominations, that there are many forms of divinity. A smaller number are Absolutionists, an absorbed group of humans from the Beacon system. They only number in the low millions, and believe that mankind need to have greater understanding of all around them to achieve true atonement. Though often looked down upon by the more secular elements of the Elysian culture, they are a noticeable part of the population still. Bits of ancient history and mythology of all kinds are commonly portrayed in Elysian architecture and artwork, ranging from Imperial Chinese, Ancient Egyptian, or to classical Victorian. Many families can trace their origins to ancient terran nations, and many identify themselves from this.
The Government is a simple senate, called the Elysian Council. The Forum consists of three representatives from Elysium, Hecate and Morningstar, and one from each associated minor colony, and major government actions require a simple majority vote. The executive is the leader of the council, and casts one vote in case of ties. He/She is known as Primarch/Matriarch, the current being Matriarch Alexis Dawn, a woman in her late fifties. Formerly of the Elysian Deep Space Fleet, she was recently voted in for a five year term due to popularity as a heroine against a coordinated pirate attack on the Beacon Transfer Point and views on more open trade.
The Elysian Deep Space Fleet is a close-knit organization, with traditions and esprit d'corps tracing back hundreds of years. Though a minor force until recently, it has always had a high standard for training and using only the latest of technology. Preferring powerful power-projecting capital ships and capable fighter units, they have used the ancient ideology of quality over quantity, a concept carved into their doctrine from the hard war against the Ulran. The Fleet is comprised of all volunteers, who serve ten year tours of duty. With an average lifespan amongst the Elysian population exceeding one hundred years, it is not uncommon for some individuals to serve more than four or five terms, devoting much of their life to the protection of their beloved planets.
The Elysian Star Union controls seven star systems, Elysium, Zenith, Maw, Absolution, Apex, Nephilim, and Delphinium,
Three Prime Planets, all self sustaining.
Elysium (Elysium IV) - Population 1.9 Billion. Homeworld. Earth-Type. 73 percent water, high aquatic habitats. Beautiful fauna and flora, alien in nature but compatible with human habitation/consumption. Now, it is mixed with familiar Terran species. Most of the population is dedicated to research and philosophy on Elysium. Much of science and production centers are located aquatically, in domed cities. Orbited by two defensive starbases, all of recent construction since the Ulran War. One O'Neil type space colony is orbiting it, serving as a spaceyard for the largest of capital ship construction with approximately 400,000 people inhabiting it.
Hecate (Elysium II) - Population 605 Million. Stormy planet with oxygen-nitrogen atmosphere. High atmospheric cloudiness and electrical storms from interactions with planet crust and trace elements in atmosphere, kept suspended by high winds at higher altitudes. Hecate has higher industrial production than both of the other main worlds, and has the bulk of the Union's heavy industry. The surface has substantial amounts of rare metals and radioactives, key materials for starship construction. Imports raw material from Morningstar, exports radioactives and exotics. Exports manufactured goods. Much population is underground. Orbited by one defense station and various mines.
Morningstar (Elysium VII) - Population 946 million .6G Gravity, Rocky with crystalline forests, clear sky and view of rocky-roid belt circling planet. Has breathable atmosphere, and minor agriculture, some industry. A spacer's home port, its lower gravity allows more convenient space travel. Shipyards are higher density, as are mining for basic elements. Imports technology from Elysium, and exports manufactured goods and ships. Orbited by Port Freeman, a large spacedock station, and defense base.
Minor Colonies InSystem
Seraph - Population 2 million. Moon of Elysium, has spaceport and extensive military facilities, all built within 50 years. Heavy science element there. Fleet Command is located inside Mount Olympus, a naturally-formed spire on surface of moon.
Aquarius - Population approx 100,000. Moon of Morningstar, covered in water and full of life, compatible for human consumption mostly. Two aquatic cities are on planet, main export is fish and vegetables for Morningstar.
Platina - Population 24,123 Moon of Morningstar, with CO2 atmosphere. Undergoing basic terraforming, and is a center for military training, and houses Morningstar Branch of Fleet Command. Also is the location of Elysian Security, systemwide intel/counter-intel apparatus. Also has military research focus.
Ophelia (Elysium III) - Population 650,000. Minor world, settled a century ago. Formerly uninhabitable due to native bacteria, said bacteria was recently utterly eradicated through specially manufactured virii one hundred years ago. Since then, it has been settled and seems to be a promising planet, if a small one, only one fifth the size of Elysium, despite similar atmosphere and planetary composition.
Minor Colonies OutSystem
Zenith (Zenith I) - Population 52,328. In neighboring Zenith system, Zenith Prime is the only planet around the star, and was the first extra-system colony settled by the ESU. It's a nominally habitable oxygen-argon planet, and has promise for future growth.
Beacon (Absolution V) - Population 55,994. Settled at first by religious fanatics that mostly died out due to improper colony construction, they were absorbed sixty years ago by the Elysian Star Union. Since then, the system's close proximity to a stable hyper-lane has given it much prominence as an important stopping point and nexus of trade, and a strategic location.
Maelstrom (Maw XIII) - Population 21,102. Situated far from a nearby binary with a proximity to a black hole, Maelstrom normally would be an utterly undesirable planet, due to the proximity and radiation being emitted. However, it's crust is even richer than Hecate with vitally rare heavy elements, and it's control is important for the ESU's continuing expansion. It is also a dumping ground for the undesirable criminal element of the ESU, where they work unpleasant conditions to fuel the prospering home colonies.
Outposts
Apex - Population 512. Small Military Outpost bordering the former Ulran Hegemony, now waning in importance. Once was a major staging area, and is undermanned. Being sent there is a punishment.
Nephilim 731 - Population 1523. Located in sector 31 of Nephilim VII, a small listening post is there, with a refueling depot. Frequently traversed in or out of the Absolution system, it is a comfortable post to be at, given the large domed outpost's capacity to hold an additional four to six thousand people in case of military need, or future expansion.
Delphinium 924 - Population 210. Tiny science outpost, established by an independent corporation. With interesting plant-life on an otherwise inhospitable methane planet, it's become a source of medicine and pharmaceuticals.
Maw 231 - Population 109. Located closer to the black hole located in Maw System, this station is a science outpost on a tiny rock to study the phenomenon. Otherwise unremarkable.
Primary Weapon Types
Particle Beam - Heavy primary cannon, fires concentrated streams of rapid-decay meson particles to knock out enemy ships, penetrate shielding and slice armor.
Xaser Lance - Secondary Cannon, fires coherent beam of X-Rays at targets. Fast refire. Found on almost all warships of the fleet.
Graser Lance - Secondary Cannon, fires smaller beams of coherent Gamma Rays against targets, primarily for use on and against lighter warships. Very common, lower yield than comparable Xaser weapons.
Plasma Pulse Cannon - Versatile Tertiary/Point Defense weapon. Fires repeated bolts of contained plasma to attack missiles, fighters, or light warships. Often used in point defense role.
Point Defense Laser - Point Defense Weapon, fires repeated pulses of laser energy. Purely for use against fighters, missiles and smaller targets.
Mass Cannon - Secondary Cannon, specialized use. Potent against ship hulls or physical contact, but of lesser use against shielded targets. Uses Controlled gravity wave to cause damage against small area.
Kinetic Missile - Extended range smart missile, uses gravimetric propulsion to achieve high velocities. Designed to defeat armor and heavy warships. Generally being phased out in favor of Ripper Missile technology.
Ripper Missile - Extended range missile, uses gravimetric propulsion and warhead. Delivers small, very short lived singularity to create a ripple of expanding/contracting gravity waves, thus 'ripping' target ships. Usable in the anti-fighter role due to 'blast'.
Standard Ship Tech
High-speed Tachyon Shunt Drive(TachDrive) - Propels ship through Realspace by producing a field of charged tachyon particles. Reliable, if slightly slower than conventional hyperdrive. Does offer safer navigation through hazardous regions however, as ship remains in realspace and is able to actively plot course corrections from sensor returns.
Dimensional Displacement Shielding - Ship Defenses consist of a variable buffer of null-space produced from the ship in a bubble shape. Any attack or contact while this field is up produces an emission of light and radiation, and the energy or projectile involved in the attack is shifted into another dimension. Energy is dissipated harmlessly. Strain on the system is directly proportionate to the amount of energy used in the dimension-shift, so thus a hail of lower-energy fire might be dissipated with the same stress as a single high-power burst. Continuous defense against attack results in sporadic field collapse, creating pockets of vulnerability until the capacitors can recharge and reconstitute the barrier. Low energy passes harmlessly through the field, such as scattered light or very low KE objects, having insufficient energy to result in dimensional shifting.
In General, Elysian ECM, Sensor and Computer systems are top notch, all having their origins in the high-tech electronics industry on Elysium. Propulsion in-system is fairly average, with a high-efficiency plasma/pulse drive prevailing. Inertial compensators are robust and capable, giving their ships a high ability to absorb shock and maneuvers. Lagging behind slightly however is in the field of FTL technology, where their Tachyon Shunt Drives are in most direct respects inferior to conventional hyperspace engines. Their starships are all built as specifically vacuum-only ships, lacking the capability to enter atmosphere of most planets. Aerospace fighter craft are also optimized for deep space combat, although both the current model Typhoon and Piranha are capable of atmospheric operation, although they do lose significant maneuverability and fuel consumption is extremely high.
Capital Ship Classes
EFS Hecate (SDN) (1x) Star Dreadnaught
3.0 Points, 4.2 km long. Crew 8250, 96 Flight Group.
Newest and most powerful ship of the fleet, the Hecate class vessel fields the latest in technology developed by the Elysian Star Union. With it's crew of eight thousand, it's the symbol of the Elysian Fleet itself, with a sister ship still being built. Well protected and massively armed, the Hecate class is a potent symbol of the Union's rising power. Armed with massive weaponry and shields, as well as a small fighter escort, it is a multirole command ship capable of completing any task, any where. Named after the Greek Goddess of Crossroads and transition, it symbolizes the role that the Elysians view themselves as in, a force of order and stability.
12x Heavy Particle Beam
4x Mass Cannon
20x Xaser Lance Battery
24x Graser Lance Battery
48x Plasma Pulse Cannon Turrets
36x PD Pulse Laser Clusters
50x Dual-Ammo Missile Tubes
8 Squadrons (96) Fighters, usually 2 groups SF-19 Typhoon Interceptor, and 3 groups of SF-23 Piranha Superiority, 2 groups Swordfish, 1 Group Leviathan.
Rated Strength 18 Displacement Shield
EFS Alastor (DN) (4x) Dreadnaught
1.5 points, 2.9 km long. Crew 5500, 72 Flight Group.
Mainstay of the Elysian Fleet and primary capital ship, the Alastor is named after the avenging demon of Greek Mythology, fitting it's role. As massively powerful vessels, equal to most and superior to some ships throughout the galaxy, the Alastor class vessel patrols the spacelanes of the Elysian Star Union. Durable and constantly being upgraded, they are loved by their crews.
8x Heavy Particle Beam (6 Fore Turrets, 2 Aft Turrets)
2x Mass Cannon (2 Forward Mount)
12x Xaser Lance Battery
20x Graser Lance Battery
28x Plasma Pulse Cannons
28x PD Laser Clusters
35x Dual-Ammo Missile Tubes
6 Squadrons (72) Fighters, usually 2 groups SF-19 Typhoon Interceptors, 2 group Piranha Superiority, 2 groups Swordfish.
Rated Strength 12 Displacement Shield
EFS Poseidon (CVH) (4X) Fleet Carrier
1.5 points 3.2 km long. Crew 7800, 1320 Flight Group.
2x Particle Beam
8x Xaser Lance Battery
8x Graser Lance Battery
36x Plasma Pulse Cannons
36x PD Laser Clusters
18x Ripper Missile Tubes
6x Dual-Ammo Missile Tubes
24 Squadrons SF-19 Typhoon Interceptors (288)
28 Squadrons SF-23 Piranha Superiority (384)
24 Squadrons SA-11 Swordfish Lance Bomber (288)
20 Squadrons SB-36 Leviathan Torp. Bomber (240)
6 Squadrons Support/Aux Ships and SWACS (72)
4 Squadrons Combat Dropship (48)
Rated Strength 12 Displacement Shield
Cruiser Ship Classes
EFS Aeolus (BC) (3x) Battlecruiser
3.0 Points 1.7 km Long. Crew 3150, 12 Flight Group.
Built as a replacement for the aging Hercules Class Battlecruiser, the new EFS Aeolus is one of the most capable warships in the fleet. Though overshadowed by the Alastor class Dreadnaught, the Aeolus is a versatile warship forming the core of Elysian cruiser squadrons. Few are currently operational, but several others of the class have the highest building priority for new hulls on the Seraph and Morningstar Shipyards. Fast and well armed, they have a near perfect combat record in the rim in anti-pirate actions. Named after the minor Greek God of Winds, the ship is best suited for fast and devastating strikes.
4x Particle Beam
15x Xaser Lance Battery
8x Graser Lance Battery
22x Plasma Pulse Cannon
10x Dual-Ammo Missile Tubes
8x Ripper Missile Tubes
6x Kinetic Missile Tubes
1 Squadron (12) Fighters, usually half SF-19 Typhoon Interceptors and half SF-23 Piranha Superiority.
Rated Strength 10 Displacement Shield
EFS Apollo (CA) (8x) Heavy Cruiser
1.5 Points, 1.3 km Long. Crew 2600.
The backbone of the Elysian Fleet, most any task group deployed contains at least one Apollo cruiser. The Apollo takes up much of the burdens of space patrol and anti-piracy work. With a large crew and long range facilities, it has high endurance and has been in use and continuously upgraded for the last thirty years.
2x Particle Beam
12x Xaser Lance Battery
6x Graser Lance Battery
14x Plasma Pulse Cannon
8x PD Laser Cluster
8x Ripper Missile Tubes
4x Dual-Purpose Missile Tubes
Rated Strength 7 Displacement Shield
EFS Athena (CA) (3x) Heavy Cruiser
1.0 Points, 1.1 km Long. Crew 1950
An older design than it's sister ship, the Apollo, Athena-class vessels serve as longer range attack cruisers, focusing more heavily on missile weaponry. Though slowly being phased out in favor of far more capable multirole Aeolus Class battlecruisers, the Athena-class is still highly thought upon and not discounted in battle.
16x Graser Lance Battery
16x Plasma Pulse Cannon
10x Dual-ammo Missile Tubes
20x Ripper Missile Tubes
14x Kinetic Missile Tubes
Rated Strength 6 Displacement Shield
EFS Triton (CV) (5x) Carrier
1.0 Points, 1.6 km Long. Crew 2210, 516 Flight Group.
Lighter than the Poseidon Fleet Carrier, the Triton class is used for heavy escorts and adding a fighter/bomber element to an offensive force. They are usually escorted by several Phobos class destroyers and are useful for power projection roles in neighboring systems. With few anti-ship armaments, they rely on their bomber wings for attacks on enemy ships.
4x Xaser Lance Battery
12x Plasma Pulse Cannon
20x PD Laser Cluster
8x Ripper Missile Tubes
12 Squadrons SF-19 Typhoon Interceptors (144)
12 Squadrons SF-23 Piranha Superiority (144)
8 Squadrons SA-11 Swordfish Lance Bomber (96)
8 Squadrons SB-36 Leviathan Torp. Bomber (96)
2 Squadrons Support/Aux Ships and SWACS (24)
1 Squadrons Combat Dropship (12)
Rated Strength 6 Displacement Shield
EFS Olympus (BS) (4x) Space Post
0.5 Points, 2.1 km Long. Crew 4500, 120 Flight Group.
A combination military outpost and token defense station, the four Olympus class Space Posts in the Elysium system are the last line of defense against hostile threat. Not primarily for combat against starships, these posts also serve as orbital transfer points for much civilian traffic, sharing the burden with the few other orbital facilities in use. Their primary role is that of a logistical and control center, being large and ready to resupply and refit the busy ships of the Deep Space Fleet.
8x Xaser Lance Battery
40x Dual-Ammo Missile Tubes
20x PD Laser Cluster
4 Squadrons SF-19 Typhoon Interceptors (48)
4 Squadrons SF-23 Piranha Superiority (48)
2 Squadrons SA-11 Swordfish Lance Bomber (24)
Rated Strength 6 Displacement Shield
Escort Ship Classes
EFS Ganymede (CL) Light Cruiser (10x)
5.0 Points, 905 Meters Long. Crew 1240.
Deployed usually in pairs, the Ganymede class Light Cruiser is a newer breed of heavy picket ship. Correcting the flaws with the obsolete Ulran War Era Hermes Light Cruiser, it is a maneuverable warship, trading durability for firepower and mobility. With a primarily beam-oriented armament, they operate in hunter-killer units against pirates and opposing navies in the eastern rim with good success.
2x Particle Beam
6x Xaser Lance Battery
8x Graser Battery
4x Dual-Ammo Missile Tubes
12x Plasma Pulse Cannon
Rated Strength 4 Displacement Shield
EFS Deimos (DD-Gun) Destroyer (31x)
3.0 Points, 520 Meters Long. Crew 750.
Named after the Greek personification of dread, the primary escort ship of the Elysian Space Navy is the excellent Deimos-class Destroyer. Produced in large numbers, several squadrons patrol the spacelanes at all times, fulfilling many tasks. With weaponry leaning towards heavy Xaser and Graser banks, it often is backed up by the Phobos class Destroyer for extended range actions to cover for the Deimos class's lack of missile weaponry.
6x Xaser Batteries
10x Graser Batteries
10x Plasma Pulse Cannon
Rated Strength 2 Displacement Shield
EFS Phobos (DD-Missile) Destroyer (26x)
2.5 Points, 554 Meters Long. Crew 860.
Sister Ship to the Deimos class, this vessel's namesake is the Greek Avatar of Fear, brother of Deimos. It fits the ship's role as a support destroyer, laying heavy salvoes of capital ship missiles against her opponents. The class is in the middle of it's service life, and has begun to receive upgrades to dual ammunition launchers as they become available.
4x Graser Batteries
8x PD Laser Cluster
6x Plasma Pulse Cannon
10x Dual-Ammo Missile Tubes
6x Ripper Missile Tubes
Rated Strength 2 Displacement Shield
EFS Prometheus (DD/FG-Old) Frigate (4x)
1.0 Points, 320 Meters Long, crew 325.
One of the earliest modern warships in service, the Prometheus Class was a late production during the Ulran war, a class that had spanned almost a hundred individual vessels. Obsolete by modern standards, only four are currently in service as long-range patrol ships. Their basic sturdiness and strength of construction makes them reliable ships, even though their days are numbered. Replaced by the larger and far more capable Deimos-class ships, service aboard a Prometheus is one of the least desirable jobs in the Fleet.
6x Graser Batteries
8x PD Laser Cluster
4x Kinetic Missile Tubes
Rated Strength 1 Displacement Shield
EFS Cerberus (Monitor) Monitor (8x)
1.0 Points, 843 Meters Long. Crew 430, 12 Flight Group.
A larger contemporary of the Prometheus Class, the Cerberus Monitors are auxiliary patrol ships guarding the Elysium System. Incapable of long distance FTL Travel, they are designed to be slow and powerful defensive ships for their size. Built out of obsolete cruiser hulls, they are manned primarily by reservists in the Elysian Auxiliary Navy, ready to be drawn to arms in case of prolonged war. Though no match for a true warship, Cerberus Monitors deter pirate attack and her crews fly the colors as proudly as any true Fleet Ship.
10x Graser Batteries
8x PD Laser Cluster
20x One-Shot Kinetic Missile Tubes
1 Squadron SF-19 Typhoon Interceptors (12)
Rated Strength 2 Displacement Shield
Strike Craft
SB-36 Leviathan mk IV Torpedo Bomber
Four-Man Attack Bomber, uses Ripper Torpedoes to attack enemy ships, comparable to battlecruiser scale warheads. Has three plasma pulse turrets, remotely controlled by gunner. Payload is four heavy ripper torpedoes in internal bay, usually launched in salvo against targets, and eight lesser missile hardpoints. Has extended FTL ability for a strike craft, run by EW Operator.
SA-11 Swordfish mkII Lance Bomber
Two-Man Strike Bomber, uses heavy Grasers to attack enemy ships, particularly well-defended ones. Used mainly for disarming turrets or attacking subsystems. Equipped with belly-mounted gatling laser for defense, and nose-mounted heavy graser cannon. Six missile hardpoints. Has limited FTL Capability.
SF-23 Piranha mk XI Space Superiority Fighter
Two-Man Heavy Fighter, Space Superiority design with secondary strike ability, equipped with two forward fixed repeating grasers, nose mounted rotary laser. Carries eight hardpoints are twenty four guided swarm missile pods. Has limited FTL capability.
SF-19 Typhoon mk V Multirole Interceptor
One-Man Light Fighter, high acceleration, multiband radar suite. Equipped with forward rotary laser, and four missile hardpoints, ECM suite for Wild Weasel work. Has limited FTL Capability.
Ground Units (40 Escort Points)
Elysian Drop Legion - Elite Forces of the ESU, equipped with latest in powered armor and plasma rifle technology. Trained highly and motivated, they are the first wave in orbital drop against enemy installations. Deployed in units of platoons, their Ares powered Armor suits offer full NPC protection and vacuum seal, as well as flight mobility and high C3 integration. Deployed either by dropship or fired by fireteam from missile tube. They are often referred to as the Myrmidons unofficially.
Elysian Powered Armor Corps - Standard troops of the ESU, all soldiers are equipped in powered suits. Though less capable than the Drop Legion, they are all trained to the highest standard for ship to ship boarding, planetary raids and invasions. Deployed usually through dropship.
Last edited by Nephtys on 2005-04-06 12:41am, edited 1 time in total.
- Vanas
- Jedi Council Member
- Posts: 1808
- Joined: 2005-03-12 05:31pm
- Location: Surfing the Moho
- Contact:
((Lets see if this will do...))
Sani Colonial Authority
Minor Power
Nulli expugnabilis hosti
(Naval Insignia)
Nemo me impune lacessit
(Ground Force Insignia)
The Sani are a relaitvely new race on the greater galactic scene. Standing just over 5-foot tall, they closely resemble humans except for their greyish skin and very dark eyes. They had been exploring their home system for over a century when they developed their first interstallar vessel. A truly vast STL ship, the Audax at Fidelis was powered by a primitive nuclear pulse engine and literally hammered it's way across the gulf between the stars. 50 years later, the first data was received. Images of a solar system that could sustain life as well as their own brought to a halt all the activities of the Sani through their home system. The Fidelis had entered the other system at just the right angle to pass by the habitable zone, and had produced the finest pictures the Sani Space Authority could have hoped for.
A great debate opened up about the possibility of another space-capable race in such close proximity and the results of sneding the Fidelis through the system.
While the grand debate was raging, the scientific elements of Sani society had banded together to further investigate the possibility of returning to the system within a respectable timescale. Intensive research into the fundamental nature of space by the quantum physicists provided a way. The 'Galactic Shortcut' engine as it was christened, was produced in prototype form only a decade after the Fidelis had returned it's images. It's first test runs were as successful as they were useful for ironing out the bugs in the navicomputers, and the seconds interstellar ship, the In Lumine tuo Videbimus Lumen was launched several years later. With the cruise between the systems lasting only a few minuites, the Lumine was a grand success. An orbital survey of the habitable planet concluded that there was no evidence of a major technologial society on the planet which was hereby christened 'Conall Cernach'.
A century later, the Sani Space Authority had expanded into the Sani Colonial Authority, with the aquisition of another system further from the homeworld. Unfortunately, this system was also the home system for a pirate fleet and the SCA was forced to arm it's few exploration ships and it's merchant marine to defend both the Conall system and their home system of Cautha. The pirates were a great shock to the Sani, who were not prepared to fight an enemy with technology more adavnced than their own, and they were on the verge of losing when the pirates made the mistake of attacking the homeworld.
In previous ages, the threat of nuclear war had caused one nation to deploy a massive MAD system in orbit to prevent anyone from launching atomic weapons. Since the advent of inter-national cooperation and space travel, the system had been left operational, if only to provide a warning. When the pirates arrived, they met a volley of nuclear weapons and a hail of mass rounds and primitive particle beams.
The shattered ships were taken in and analysed and what technologies deemed 'useful' and 'workable' were taken. The remains of the ships are now still undergoing research in order to reverse-engineer anything else.
Now, 50 years later, the SCA has regained it's previous territory and has a notable grudge against pirate colonies it discovers within (or just outside) it's spheres of influence. It's warships are built to disguise their main weakness of a weak hull and somewhat , compensating with above-average shields and massive spinal cannons on their ships. While some use their weapons as rapiers to disable their foe, or as bludgeons to crush them, the SCA uses theirs as the equivalent of a sledgehammer to the groin, knocking out their enemy as fast as possible, then rifling their pockets for anything useful.
The Colonial Authority itself is the combined armed forces of the Unified Government, the main ruling body of the Sani colonies. However, given the difficulties of effective C&C over several systems and the SCA's notable experience in space combat, the SCA has effective authority over it's own actions. The UG retains command of the merchant marine and exploration fleets, however.
Systems:
Cautha:- The homeworld system, Cautha is a rather pleasant, Sol like system. The star is a type G0, slightly brighter than Sol, and has a few colonised worlds:
Evan:- The homeworld, Evan is slightly larger than Earth, with a larger proportion of land, leading to large desert areas. It remains the industrial, economic and political home of the Sani race, the latticework of the orbital shipyards testament to the large expansion of the SCA's military fleet.
Nethuns:- Closer to Cautha than Evan, Nethuns is a cloudy water-world slightly smaller than Earth. It's very limited surface landmass maintains a large industrial presence due to the valuable minerals found in the relatively shallow waters (100m) of most of the planet. The depths are still under research, but appear to contain a few minerals unknown on in the shallower seas os both Evan and Nethuns itself.
Thesan:- The primary gas-giant of Cautha, Thesan is further from Cautha and larger than Jupiter. Its massive entourage of moons contain all the ice and minerals the SCA could need for it's fleet and as such, the largest shipyards are found in orbit around the giant, typically in places usefully near the moon of choice.
The prime moon of Thesan, Culsu, is the location of SCA command.
Conall:- Second system of the SCA/UG, Conall was also the first that other sapient life was found in. Somewhat dimmer than Sol, Conall is also home to a rather volatile and utterly huge asteroid belt. Two worlds are colonised:
Cernach:- Home of the first sapient (if rather primitive) life found by the UG/SCA, Cernach is now a major colony world. The local flora and fauna were found to be compatable with Sani physiology, and the local tribes were intergrated into the colonies with a little difficulty. The smaller continent is a protected area off-limits to most people, in order to give 'the locals' at least a fighting chance of developing technology of their own.
Home to the only out-system shipyards of the SCA.
Edain:- A distant, barren, rather dull world, Edain's main advantage is it's proximity to the massive, volatile asteroid belt that stretches through practically the entire outer part of the Conall system. Home to daring asteroid miners, a small UG shipyard and the SCA fighter academy (do the math).
Charun:- A frankly unpleasant trinary sytem, Charun is notable for the wrecked pirate base drifting at the balance point between the two main stars, a frankly worrying number of asteroids in close and medium distances from the main stars, perhaps remains of planets that were there when the secondary entered the system, being caught by the large primary. Home to a average-sized, dedicated and possibly suicidal population primarily consisting of researchers:
Charontes:- Primary world of the Charun system, Charontes is a gas giant orbiting the brown dwarf Charun III. Uniquley, it has a trojan planet, Charontes II that holds the main population of the system. Contains a SCA R&D lab, UG research lab and a terraforming project centre.
Other:-
A number of probes and assorted listening devices are strewn throughout the nearby systems, as well as a few research outposts.
Ship Tech:
Galactic Shortcut Drive(Hyperdrive): The GSD is the current FTL drive used by SCA ships. It takes a minuite or so to breach the barrier between real space and whatever alternate domain the ship enters. Despite plenty of research, no-one's quite sure where a ship actually goes, however, all the ships that hae entered have come out again, so the matter was quietly put to rest a few years ago. When under a GS jump, the ship travels at a respectable 500LY per hour, emerging at the destination in a burst of energy and travelling at orbital velocities. It's theoretically possible for SCA ships to cross the galaxy in just over a week, but the problems of accuracy over those distances have led to a simple visual rule. If you can't see the star you're aiming for, don't go.
This rule has led to the loss of several UG exploration ships that jumped into an asteroid, or (on one memorable occasion) into a black hole, but these locations are now marked on star charts.
Fast Ion Drive: Standard STL propulstion, the fast ion drive is pretty much what it's name suggests. it's an Ion drive with massively increased accelleration. (think Star Wars ion drives, but less so.)
Sheilding: To compensate for their weaker than average hulls, the SCA has invested heavily in sheilding technology. Typical ships use a three-layered sheild system:
The main defensive system is the aptly-named Defense field emitter. Generating a high-intensity field around the ship, the defense field is capable of deflecting small, high velocity physical impactors such as dust grains, small rocks and mass rounds. The system is always active, but intensified in combat.
Second, an energy conducting sheild defeats most plasma and energy attacks by simply conducting it around the sheild and allowing it to contine on the other side.
Third, a hull-hugging 'field wall' system generates planar walls of energy to severely downgrade the impacts of explosive and kinetic weapons. It is a high heat, high-intensity sheild system, usually only activated by computer.
Siege Cannon: Ther major offensive punch of practically all SCA ships comes from the spinal-mounted Siege Cannons of various grades. Basically a massivley uprated proton bolt cannon, they're similar to the heavy turbolasers on Recusant-class and similar ships, but roughly 10% of the power and recharge rate. (depending on grade)
ECM and Sensor technology is average, most of it being salvaged from crippled pirate ships.
Weapons:
Cannon:
Most SCA ships are armed with either proton bolt cannons or Ion cannons, in interchangeable mounts.
Proton Bolt Cannon: Mountable in every size from fighter guns to the massive Dreadnought grade spinal cannons, proton bolt cannons use Wave Motion technology to discharge a kinetic/explosive bolt designed to blast chunks out of an enemy ship and send massive surges through shields. Smaller ones are somewhat modifed for a 'flak' effect when used as point defense to make up for their STL speed. What they lack in fire rate, they make up for with damage.
Ion Cannon: Ever popular, the Ion Cannon hurls a searing particle beam at the target at a fair percentage of lightspeed. Due to their speed, they're often used as point defense guns on larger ships, although some captains prefer to use them as main weapons. Unlike the PBC, Ion cannons literally burn holes through ships, rendering them less useful to the SCA ides of a quick knock out. (unless they hit something vital)
(Prototype) Reflex Cannon: Newly installed on the Finis Coronat Opus, the 'reflex' weapons are the result of further research into turbolaser technology salvaged from pirate ships and, more recently, derelict Thirteen republic ships. Their fire-rate has not been greatly improved on compared to the standard cannon, but other upgrades have raised their sustained output closer to that of the turbolaser.
Refrigeration Laser: Newly installed on the Finis Coronat Opus, the refrigeration laser system is a 'passive' weapons system. Acting as a heat-sink and energy weapon, it enables the Opus to keep it's shield up up to 33% longer under heavy bombardment and projects a rather nasty laser beam at the same time.
Missiles/Torpedoes:
No SCA ships have mounted torpedo or missile launchers, but the venerable weapons are still used often, usually simply being bolted to the wings or hulls of ships until used. They're popular for this very reason, adding extra punch to a ship's weapons without needing to mount any extra turrets or systems, while still also providing versatility.
All types come in sized from high-manoever anti-fighter to bombardment weapons.
Nuclear: 'Nuff said. Hits things, goes boom. Anything from low MT to the GT range, depending on situation and ship carrying them.
Disrupter aka 'Shield Breaker': The shield breaker is a missile devised for one task only, and does it well. It slams into a shield doing minor damage, while a section at the aft disperses specialised charged metal strips over the sheild, collecting in the weakest section. When the shields attempt to disperse the energy from another attack, the strips heat up and vapourise starting from the point of impact and reaching the limit of dispersion a fraction of a second later. The actual effect is to do far more damage to the shields and over a wider area than acheiveable normally.
Firestorm: After a refinement of fuel/air technology, the firestorm weapon came of age. Nigh worthless against shields, the armour-pericing firestorm missile likes hitting the crew sections. When it does so, it releases massivly pressurised, highly volatile gas into the area. Then, one of two things happens: 1) if the ship's hull isn't overly strong, the sheer pressure, followed by the explosion is usually enough to blast out a fair section of hull plating and interior structure or 2) if the ship's hull and internals are strong enough it simply starts a massive firestrom rolling through the ship, doing very bad things to crew caught in the way.
The planetary variant is practically as powerful as a nuke, but without all the radiation associated with the latter.
Ship Classes:
Notes:
All vessels mount a FTL drive and standard shield array (though the ones on bigger ships are naturally better). For 'hardpoints' read 'sections of hull you can attach a missile to easily'.
Also note that the UG itself maintains multiple fighter squadrons and the defense net around the homeworld, which the SCA does not control.
Escort
Certa Cito class light Frigate. (x44)
1 Escort point, 150m long, 30 crew.
A light, fast and devastating ship, the Certa Cito ('Swift and Sure') class are incredibly manoeverable for a frigate and are often employed in place of corvette class ships. They're mainly employed in hit and fade strikes against pirate bases, dropping back into realspace only 10km from the target, hitting it with all they've got and leaving at full throttle before the base can react.
1x spinal mounted Class 1 siege cannon
2x outrigger mounted light cannon
4x point defense cannon
8x light missile hardpoints
Super Ardua class CIW frigate (x22)
1.5Ept, 230m, 67 crew.
The Super Ardua ('let us overcome our difficulties') class are the only SCA ship without a spinal-moint cannon of some variety, the extra power being diverted to a wide array of anti-fighter and light anti-cap weapons. Not a front line vessel, the Super Ardua usually lurks within a large group, waiting for fighters to show up.
6x light cannon
4x hardpoints
15x point defense cannon
Ex Igne Resurgam class Assault Frigate (x48)
2Ept, 300m long, 73 crew.
The backbone of the SCA fleet, the Ex Igne Resurgam ('I return from the flames') class, as their name suggests are an assault frigate par excellence. Twice the size of the Certa Cito and mounting a far larger weapons array, the Resurgam class are expected to dive into the fray and return to the fleet afterwards.
1x spinal mounted Class 2 siege cannon
2x forward light cannon
6x hull mounted light cannon
12x missile hardpoints
5x point defense cannon
Tentanda Via class Destroyer (x22)
3Ept, 521m, 204 crew.
The Tentanda Via ('The Way Must Be Tried') class are a reliable and practical destroyer that originated as an exploration ship. When the large survey and mining systems were removed, it proved to be an excellent warship design that has served for over 20 years, mainly due to it's high-powered reactor.
3x spinal mounted Class 1 siege cannon
12x hull mounted light cannon
24x hardpoints
6x Point defense cannon.
Finis Coronat Opus class testbed Destroyer (x1)
5 Ept, 649m, 347 crew.
The Finis Coronat Opus ('the End crowns the Work') class destroyer is a prototype vessel, incorporating several new technologies. As such, it's not exactly intended for the front lines but, as it's weapons systems are one of the experimental technologies used, it's as well armed as you'd expect from a 5 point destroyer.
1x spinal mounted Class 1 (prototype, reflex) siege cannon
1x refrigeration laser system
20x hull mounted light (prototype, reflex) cannon
18x hardpoints
4x torpedo tubes
20x missile tubes
10x Point defense cannon.
Cruiser
Quocunque Jeceris Stabit 'Bastion' class light cruiser (x10)
1Cpt, 765m, 439 crew.
A elegant light cruiser that has been in service almost as long as the Tentanda class destroyers, the Quocunque Jeceris Stabit ('Wherever you throw it, it will stand') class are reliable and built like a brick outhouse. Built to fufil the role of long range patrol ship and heavy combat ship has lead to a light cruiser that's as well armed as the average medium cruiser.
Commonly reffered to as the 'Bastion' class as the class name is a bit of a mouthful.
1x spinal mounted Class 3 siege cannon
10x light cannon
8x medium cannon
20x volley hardpoints
10x point defense cannon
Ex Navis Navicula class escort carrier (x4)
2Cpt, 1,256m, 457 crew, 600 flight crew.
An escort carrier, the Ex Navis Navicula ('Little boat from a Big boat') class are not overly present in fleets, given the recent advent of fighter-sized jump drives, but still serve a valuable repair and refit role for the fighters. In combat, while they prefer staying out of the front lines, they're useful anti-fighter platforms
4x light cannon
6x medium cannon
10x volley hardpoints
20x point defense cannon.
240x fighters
60x bomber
15x dropship/boarding craft
Jure et Dignitate Gladii class heavy cruiser (x7)
2 Cpt, 987m, 652 crew.
'By the Law and Dignity of the Sword' sums up how these craft operate in combat. These ships are built to do as much damage as humanly possible to ships of the same class or higher, while capable of ignoring anything lesser then themselves. Dispensing with the flowing line and wings of most SCA ships, the Gladii demands respect.
1x spinal mounted Class 3 siege cannon
1x twin spinal mounted Class 2 siege cannon
15x volley hardpoints
20x medium cannon
14x light cannon
Capital
Post Tenebras Lux class heavy battleship (x2)
Aut Concilio, Aut Ense class assault battleship (x1)
1Capt, 1,865m, 1,674 crew
Virtually identical outwardly, the two main battleship classes of the SCA are elegant ships with downward sloping wings. The Tenebras ('After Darkness, Light') class dispenses with a heavy spinal cannon and the light guns, instead using the extra power to shunt it forwards almost as fast as a destroyer. On the other hands, the Concilio ('By reason or by the sword') is slower, but mounts a massive spinal cannon and a truly vast array of weapons. Anyone mistaking a Concilio for a Tenebras makes that mistake only once.
Post Tenebras Lux II class heavy battleship (x1)
Aut Concilio, Aut Ense II class assault battleship (x1)
1Capt, 1,865m, 1,674 crew
Identical in form, function and weapons to the conventional variants, the uprated II versions differ only in the provision of fighter reful and resullply areas beneath their sweeping wings.
Weapons: Same as above
120x fighters
60x bomber
Dieu et Mon Droit class super-battleship (x2)
2capt, 2,067m, 2,054 crew
Resembling (and indeed being) nothing short of a pair of Concilio battleships stuck together and slightly modified, the Dieu et Mon Driot ('God and my Right') class are to the smaller ships what the Gladii cruiser is to other cruisers. Using its boosted reactors, it's capable of demolishing a cruiser without even slowing down.
1x spinal mounted Class 4 siege cannon
12x large cannon
23x medium cannon
28x light cannon
50x volley hardpoints
15x light cannon
30xpoint defense cannon
Dreadnought class... uh... Dreadnought.
3pt, 2,996m, 2,334 crew.
The design brief was simple: the ship should 'Dread nought but God'. I'd say the designers succeded. Taking the battleship design to it's logical extreme and equipped with the largest weapons yet created, the Dreadnought is a vast warship designed to do anything that you'd need a 3 km battleship to do, comfortably out-gunning the Dieu et Mon Driot class by a fair margin.
1x twin spinal mounted Class 4 siege cannon
20x heavy cannon
20x large cannon
40x medium cannon
60x volley hardpoints
20x heavy hardpoints
60x point defence cannon
Fighters:
Gloriosus et Liber class Multi-role fighter.
Mounting a pair of fighter cannon mounts and 4 missile racks, the Gloriosus are fast, manoeverable and when armed with heavy torpedoes functional fighter-bombers. They've recently been upgraded with minature GS drives, and have a 10ly range.
Fortis et Liber class bomber
Four turreted fighter cannons and a half-dozen large missile racks mean the Fortis class bomber is a effective and functional deterrent to capital ships. Also mounting a GS Drive.
Deo Juvante class Interceptor
Twin engines and twin fighter weapons mounts along with it's single hardpoint give the Deo Juvante the speed and power needed to intercept enemy bomber squadrons.
Ground Forces
(2 Cruiser points)
The SCA ground forces are comparable to the modern-day British Army. Well trained, pretty decent equipment and need to go on ships to get anywhere. Not as much as been invested in the groundforces, but they do peacekeeping well.
Sani Colonial Authority
Minor Power
Nulli expugnabilis hosti
(Naval Insignia)
Nemo me impune lacessit
(Ground Force Insignia)
The Sani are a relaitvely new race on the greater galactic scene. Standing just over 5-foot tall, they closely resemble humans except for their greyish skin and very dark eyes. They had been exploring their home system for over a century when they developed their first interstallar vessel. A truly vast STL ship, the Audax at Fidelis was powered by a primitive nuclear pulse engine and literally hammered it's way across the gulf between the stars. 50 years later, the first data was received. Images of a solar system that could sustain life as well as their own brought to a halt all the activities of the Sani through their home system. The Fidelis had entered the other system at just the right angle to pass by the habitable zone, and had produced the finest pictures the Sani Space Authority could have hoped for.
A great debate opened up about the possibility of another space-capable race in such close proximity and the results of sneding the Fidelis through the system.
While the grand debate was raging, the scientific elements of Sani society had banded together to further investigate the possibility of returning to the system within a respectable timescale. Intensive research into the fundamental nature of space by the quantum physicists provided a way. The 'Galactic Shortcut' engine as it was christened, was produced in prototype form only a decade after the Fidelis had returned it's images. It's first test runs were as successful as they were useful for ironing out the bugs in the navicomputers, and the seconds interstellar ship, the In Lumine tuo Videbimus Lumen was launched several years later. With the cruise between the systems lasting only a few minuites, the Lumine was a grand success. An orbital survey of the habitable planet concluded that there was no evidence of a major technologial society on the planet which was hereby christened 'Conall Cernach'.
A century later, the Sani Space Authority had expanded into the Sani Colonial Authority, with the aquisition of another system further from the homeworld. Unfortunately, this system was also the home system for a pirate fleet and the SCA was forced to arm it's few exploration ships and it's merchant marine to defend both the Conall system and their home system of Cautha. The pirates were a great shock to the Sani, who were not prepared to fight an enemy with technology more adavnced than their own, and they were on the verge of losing when the pirates made the mistake of attacking the homeworld.
In previous ages, the threat of nuclear war had caused one nation to deploy a massive MAD system in orbit to prevent anyone from launching atomic weapons. Since the advent of inter-national cooperation and space travel, the system had been left operational, if only to provide a warning. When the pirates arrived, they met a volley of nuclear weapons and a hail of mass rounds and primitive particle beams.
The shattered ships were taken in and analysed and what technologies deemed 'useful' and 'workable' were taken. The remains of the ships are now still undergoing research in order to reverse-engineer anything else.
Now, 50 years later, the SCA has regained it's previous territory and has a notable grudge against pirate colonies it discovers within (or just outside) it's spheres of influence. It's warships are built to disguise their main weakness of a weak hull and somewhat , compensating with above-average shields and massive spinal cannons on their ships. While some use their weapons as rapiers to disable their foe, or as bludgeons to crush them, the SCA uses theirs as the equivalent of a sledgehammer to the groin, knocking out their enemy as fast as possible, then rifling their pockets for anything useful.
The Colonial Authority itself is the combined armed forces of the Unified Government, the main ruling body of the Sani colonies. However, given the difficulties of effective C&C over several systems and the SCA's notable experience in space combat, the SCA has effective authority over it's own actions. The UG retains command of the merchant marine and exploration fleets, however.
Systems:
Cautha:- The homeworld system, Cautha is a rather pleasant, Sol like system. The star is a type G0, slightly brighter than Sol, and has a few colonised worlds:
Evan:- The homeworld, Evan is slightly larger than Earth, with a larger proportion of land, leading to large desert areas. It remains the industrial, economic and political home of the Sani race, the latticework of the orbital shipyards testament to the large expansion of the SCA's military fleet.
Nethuns:- Closer to Cautha than Evan, Nethuns is a cloudy water-world slightly smaller than Earth. It's very limited surface landmass maintains a large industrial presence due to the valuable minerals found in the relatively shallow waters (100m) of most of the planet. The depths are still under research, but appear to contain a few minerals unknown on in the shallower seas os both Evan and Nethuns itself.
Thesan:- The primary gas-giant of Cautha, Thesan is further from Cautha and larger than Jupiter. Its massive entourage of moons contain all the ice and minerals the SCA could need for it's fleet and as such, the largest shipyards are found in orbit around the giant, typically in places usefully near the moon of choice.
The prime moon of Thesan, Culsu, is the location of SCA command.
Conall:- Second system of the SCA/UG, Conall was also the first that other sapient life was found in. Somewhat dimmer than Sol, Conall is also home to a rather volatile and utterly huge asteroid belt. Two worlds are colonised:
Cernach:- Home of the first sapient (if rather primitive) life found by the UG/SCA, Cernach is now a major colony world. The local flora and fauna were found to be compatable with Sani physiology, and the local tribes were intergrated into the colonies with a little difficulty. The smaller continent is a protected area off-limits to most people, in order to give 'the locals' at least a fighting chance of developing technology of their own.
Home to the only out-system shipyards of the SCA.
Edain:- A distant, barren, rather dull world, Edain's main advantage is it's proximity to the massive, volatile asteroid belt that stretches through practically the entire outer part of the Conall system. Home to daring asteroid miners, a small UG shipyard and the SCA fighter academy (do the math).
Charun:- A frankly unpleasant trinary sytem, Charun is notable for the wrecked pirate base drifting at the balance point between the two main stars, a frankly worrying number of asteroids in close and medium distances from the main stars, perhaps remains of planets that were there when the secondary entered the system, being caught by the large primary. Home to a average-sized, dedicated and possibly suicidal population primarily consisting of researchers:
Charontes:- Primary world of the Charun system, Charontes is a gas giant orbiting the brown dwarf Charun III. Uniquley, it has a trojan planet, Charontes II that holds the main population of the system. Contains a SCA R&D lab, UG research lab and a terraforming project centre.
Other:-
A number of probes and assorted listening devices are strewn throughout the nearby systems, as well as a few research outposts.
Ship Tech:
Galactic Shortcut Drive(Hyperdrive): The GSD is the current FTL drive used by SCA ships. It takes a minuite or so to breach the barrier between real space and whatever alternate domain the ship enters. Despite plenty of research, no-one's quite sure where a ship actually goes, however, all the ships that hae entered have come out again, so the matter was quietly put to rest a few years ago. When under a GS jump, the ship travels at a respectable 500LY per hour, emerging at the destination in a burst of energy and travelling at orbital velocities. It's theoretically possible for SCA ships to cross the galaxy in just over a week, but the problems of accuracy over those distances have led to a simple visual rule. If you can't see the star you're aiming for, don't go.
This rule has led to the loss of several UG exploration ships that jumped into an asteroid, or (on one memorable occasion) into a black hole, but these locations are now marked on star charts.
Fast Ion Drive: Standard STL propulstion, the fast ion drive is pretty much what it's name suggests. it's an Ion drive with massively increased accelleration. (think Star Wars ion drives, but less so.)
Sheilding: To compensate for their weaker than average hulls, the SCA has invested heavily in sheilding technology. Typical ships use a three-layered sheild system:
The main defensive system is the aptly-named Defense field emitter. Generating a high-intensity field around the ship, the defense field is capable of deflecting small, high velocity physical impactors such as dust grains, small rocks and mass rounds. The system is always active, but intensified in combat.
Second, an energy conducting sheild defeats most plasma and energy attacks by simply conducting it around the sheild and allowing it to contine on the other side.
Third, a hull-hugging 'field wall' system generates planar walls of energy to severely downgrade the impacts of explosive and kinetic weapons. It is a high heat, high-intensity sheild system, usually only activated by computer.
Siege Cannon: Ther major offensive punch of practically all SCA ships comes from the spinal-mounted Siege Cannons of various grades. Basically a massivley uprated proton bolt cannon, they're similar to the heavy turbolasers on Recusant-class and similar ships, but roughly 10% of the power and recharge rate. (depending on grade)
ECM and Sensor technology is average, most of it being salvaged from crippled pirate ships.
Weapons:
Cannon:
Most SCA ships are armed with either proton bolt cannons or Ion cannons, in interchangeable mounts.
Proton Bolt Cannon: Mountable in every size from fighter guns to the massive Dreadnought grade spinal cannons, proton bolt cannons use Wave Motion technology to discharge a kinetic/explosive bolt designed to blast chunks out of an enemy ship and send massive surges through shields. Smaller ones are somewhat modifed for a 'flak' effect when used as point defense to make up for their STL speed. What they lack in fire rate, they make up for with damage.
Ion Cannon: Ever popular, the Ion Cannon hurls a searing particle beam at the target at a fair percentage of lightspeed. Due to their speed, they're often used as point defense guns on larger ships, although some captains prefer to use them as main weapons. Unlike the PBC, Ion cannons literally burn holes through ships, rendering them less useful to the SCA ides of a quick knock out. (unless they hit something vital)
(Prototype) Reflex Cannon: Newly installed on the Finis Coronat Opus, the 'reflex' weapons are the result of further research into turbolaser technology salvaged from pirate ships and, more recently, derelict Thirteen republic ships. Their fire-rate has not been greatly improved on compared to the standard cannon, but other upgrades have raised their sustained output closer to that of the turbolaser.
Refrigeration Laser: Newly installed on the Finis Coronat Opus, the refrigeration laser system is a 'passive' weapons system. Acting as a heat-sink and energy weapon, it enables the Opus to keep it's shield up up to 33% longer under heavy bombardment and projects a rather nasty laser beam at the same time.
Missiles/Torpedoes:
No SCA ships have mounted torpedo or missile launchers, but the venerable weapons are still used often, usually simply being bolted to the wings or hulls of ships until used. They're popular for this very reason, adding extra punch to a ship's weapons without needing to mount any extra turrets or systems, while still also providing versatility.
All types come in sized from high-manoever anti-fighter to bombardment weapons.
Nuclear: 'Nuff said. Hits things, goes boom. Anything from low MT to the GT range, depending on situation and ship carrying them.
Disrupter aka 'Shield Breaker': The shield breaker is a missile devised for one task only, and does it well. It slams into a shield doing minor damage, while a section at the aft disperses specialised charged metal strips over the sheild, collecting in the weakest section. When the shields attempt to disperse the energy from another attack, the strips heat up and vapourise starting from the point of impact and reaching the limit of dispersion a fraction of a second later. The actual effect is to do far more damage to the shields and over a wider area than acheiveable normally.
Firestorm: After a refinement of fuel/air technology, the firestorm weapon came of age. Nigh worthless against shields, the armour-pericing firestorm missile likes hitting the crew sections. When it does so, it releases massivly pressurised, highly volatile gas into the area. Then, one of two things happens: 1) if the ship's hull isn't overly strong, the sheer pressure, followed by the explosion is usually enough to blast out a fair section of hull plating and interior structure or 2) if the ship's hull and internals are strong enough it simply starts a massive firestrom rolling through the ship, doing very bad things to crew caught in the way.
The planetary variant is practically as powerful as a nuke, but without all the radiation associated with the latter.
Ship Classes:
Notes:
All vessels mount a FTL drive and standard shield array (though the ones on bigger ships are naturally better). For 'hardpoints' read 'sections of hull you can attach a missile to easily'.
Also note that the UG itself maintains multiple fighter squadrons and the defense net around the homeworld, which the SCA does not control.
Escort
Certa Cito class light Frigate. (x44)
1 Escort point, 150m long, 30 crew.
A light, fast and devastating ship, the Certa Cito ('Swift and Sure') class are incredibly manoeverable for a frigate and are often employed in place of corvette class ships. They're mainly employed in hit and fade strikes against pirate bases, dropping back into realspace only 10km from the target, hitting it with all they've got and leaving at full throttle before the base can react.
1x spinal mounted Class 1 siege cannon
2x outrigger mounted light cannon
4x point defense cannon
8x light missile hardpoints
Super Ardua class CIW frigate (x22)
1.5Ept, 230m, 67 crew.
The Super Ardua ('let us overcome our difficulties') class are the only SCA ship without a spinal-moint cannon of some variety, the extra power being diverted to a wide array of anti-fighter and light anti-cap weapons. Not a front line vessel, the Super Ardua usually lurks within a large group, waiting for fighters to show up.
6x light cannon
4x hardpoints
15x point defense cannon
Ex Igne Resurgam class Assault Frigate (x48)
2Ept, 300m long, 73 crew.
The backbone of the SCA fleet, the Ex Igne Resurgam ('I return from the flames') class, as their name suggests are an assault frigate par excellence. Twice the size of the Certa Cito and mounting a far larger weapons array, the Resurgam class are expected to dive into the fray and return to the fleet afterwards.
1x spinal mounted Class 2 siege cannon
2x forward light cannon
6x hull mounted light cannon
12x missile hardpoints
5x point defense cannon
Tentanda Via class Destroyer (x22)
3Ept, 521m, 204 crew.
The Tentanda Via ('The Way Must Be Tried') class are a reliable and practical destroyer that originated as an exploration ship. When the large survey and mining systems were removed, it proved to be an excellent warship design that has served for over 20 years, mainly due to it's high-powered reactor.
3x spinal mounted Class 1 siege cannon
12x hull mounted light cannon
24x hardpoints
6x Point defense cannon.
Finis Coronat Opus class testbed Destroyer (x1)
5 Ept, 649m, 347 crew.
The Finis Coronat Opus ('the End crowns the Work') class destroyer is a prototype vessel, incorporating several new technologies. As such, it's not exactly intended for the front lines but, as it's weapons systems are one of the experimental technologies used, it's as well armed as you'd expect from a 5 point destroyer.
1x spinal mounted Class 1 (prototype, reflex) siege cannon
1x refrigeration laser system
20x hull mounted light (prototype, reflex) cannon
18x hardpoints
4x torpedo tubes
20x missile tubes
10x Point defense cannon.
Cruiser
Quocunque Jeceris Stabit 'Bastion' class light cruiser (x10)
1Cpt, 765m, 439 crew.
A elegant light cruiser that has been in service almost as long as the Tentanda class destroyers, the Quocunque Jeceris Stabit ('Wherever you throw it, it will stand') class are reliable and built like a brick outhouse. Built to fufil the role of long range patrol ship and heavy combat ship has lead to a light cruiser that's as well armed as the average medium cruiser.
Commonly reffered to as the 'Bastion' class as the class name is a bit of a mouthful.
1x spinal mounted Class 3 siege cannon
10x light cannon
8x medium cannon
20x volley hardpoints
10x point defense cannon
Ex Navis Navicula class escort carrier (x4)
2Cpt, 1,256m, 457 crew, 600 flight crew.
An escort carrier, the Ex Navis Navicula ('Little boat from a Big boat') class are not overly present in fleets, given the recent advent of fighter-sized jump drives, but still serve a valuable repair and refit role for the fighters. In combat, while they prefer staying out of the front lines, they're useful anti-fighter platforms
4x light cannon
6x medium cannon
10x volley hardpoints
20x point defense cannon.
240x fighters
60x bomber
15x dropship/boarding craft
Jure et Dignitate Gladii class heavy cruiser (x7)
2 Cpt, 987m, 652 crew.
'By the Law and Dignity of the Sword' sums up how these craft operate in combat. These ships are built to do as much damage as humanly possible to ships of the same class or higher, while capable of ignoring anything lesser then themselves. Dispensing with the flowing line and wings of most SCA ships, the Gladii demands respect.
1x spinal mounted Class 3 siege cannon
1x twin spinal mounted Class 2 siege cannon
15x volley hardpoints
20x medium cannon
14x light cannon
Capital
Post Tenebras Lux class heavy battleship (x2)
Aut Concilio, Aut Ense class assault battleship (x1)
1Capt, 1,865m, 1,674 crew
Virtually identical outwardly, the two main battleship classes of the SCA are elegant ships with downward sloping wings. The Tenebras ('After Darkness, Light') class dispenses with a heavy spinal cannon and the light guns, instead using the extra power to shunt it forwards almost as fast as a destroyer. On the other hands, the Concilio ('By reason or by the sword') is slower, but mounts a massive spinal cannon and a truly vast array of weapons. Anyone mistaking a Concilio for a Tenebras makes that mistake only once.
Post Tenebras Lux II class heavy battleship (x1)
Aut Concilio, Aut Ense II class assault battleship (x1)
1Capt, 1,865m, 1,674 crew
Identical in form, function and weapons to the conventional variants, the uprated II versions differ only in the provision of fighter reful and resullply areas beneath their sweeping wings.
Weapons: Same as above
120x fighters
60x bomber
Dieu et Mon Droit class super-battleship (x2)
2capt, 2,067m, 2,054 crew
Resembling (and indeed being) nothing short of a pair of Concilio battleships stuck together and slightly modified, the Dieu et Mon Driot ('God and my Right') class are to the smaller ships what the Gladii cruiser is to other cruisers. Using its boosted reactors, it's capable of demolishing a cruiser without even slowing down.
1x spinal mounted Class 4 siege cannon
12x large cannon
23x medium cannon
28x light cannon
50x volley hardpoints
15x light cannon
30xpoint defense cannon
Dreadnought class... uh... Dreadnought.
3pt, 2,996m, 2,334 crew.
The design brief was simple: the ship should 'Dread nought but God'. I'd say the designers succeded. Taking the battleship design to it's logical extreme and equipped with the largest weapons yet created, the Dreadnought is a vast warship designed to do anything that you'd need a 3 km battleship to do, comfortably out-gunning the Dieu et Mon Driot class by a fair margin.
1x twin spinal mounted Class 4 siege cannon
20x heavy cannon
20x large cannon
40x medium cannon
60x volley hardpoints
20x heavy hardpoints
60x point defence cannon
Fighters:
Gloriosus et Liber class Multi-role fighter.
Mounting a pair of fighter cannon mounts and 4 missile racks, the Gloriosus are fast, manoeverable and when armed with heavy torpedoes functional fighter-bombers. They've recently been upgraded with minature GS drives, and have a 10ly range.
Fortis et Liber class bomber
Four turreted fighter cannons and a half-dozen large missile racks mean the Fortis class bomber is a effective and functional deterrent to capital ships. Also mounting a GS Drive.
Deo Juvante class Interceptor
Twin engines and twin fighter weapons mounts along with it's single hardpoint give the Deo Juvante the speed and power needed to intercept enemy bomber squadrons.
Ground Forces
(2 Cruiser points)
The SCA ground forces are comparable to the modern-day British Army. Well trained, pretty decent equipment and need to go on ships to get anywhere. Not as much as been invested in the groundforces, but they do peacekeeping well.
Last edited by Vanas on 2005-06-04 02:04pm, edited 6 times in total.
According to wikipedia, "the Mohorovičić discontinuity is the boundary between the Earth's crust and the mantle."
According to Starbound, it's a problem solvable with enough combat drugs to turn you into the Incredible Hulk.
According to Starbound, it's a problem solvable with enough combat drugs to turn you into the Incredible Hulk.
- White Haven
- Sith Acolyte
- Posts: 6360
- Joined: 2004-05-17 03:14pm
- Location: The North Remembers, When It Can Be Bothered
Sixth Cruiser Squadron, Minor Power
Backstory
The Sixth Cruiser Squadron was originally exactly what its name implies, a cruiser group with attached screening units, support elements, and a supply train. In a freak event involving a blender, a copy of Warships Quarterly, and a rather serious navigation error*, the Sixth was separated from its parent government by a rather distressingly large distance. Far beyond the frontiers of what was considered known space and hopelessly, hopelessly lost, the castaway battlegroup was left with no way to call home and insufficient supplies to keep going.
Accordingly, they formed a rough colony on a hostpitable world they'd stumbled across, concentrating heavily on repair yards and the like to maintain their warships. Looming starvation and several small raids between ship crews for supplies quickly drove home the point, a more balanced set of priorities governing the development of the first planet of the Sixth.
This was, of course, a good while back. By the present day, the Sixth has expanded to control a small three-system cluster, and has established listening posts throughout many nearby systems. All attempts to figure out where the blazes they ended up have failed, as have all attempts to contact their original home, and current generations have ceased even making the attempts, focusing their energies instead on building a successful state.
*This document makes no garauntee that all three factors were, in fact, involved.
Social Structure
The Sixth's society is a curious blend of rigid military protocol and loose, near-chaotic social controls. The military itself, of course, obeys strict regulations and maintains sharp discipline. In theory, there is no civilian world, but in practice, the 'Noncombattant Reserve' elements of the Sixth Cruiser Squadron amount to a civilian class, and behave accordingly. All titles are naval in nature, a shift supervisor may be called a petty officer, a low-level manager an ensign, and so on. Despite this overall military bent, however, the Sixth's government and society are suprisingly free from the historical downside of autocracy. That's largely because officially, the entire society is the military, and hence there's no easy 'underclass' for an opressive-minded leader to target, and the Code of Military Justice the Sixth inherited from its parent nation protects serving personnel from the excesses of flag officers. While the entire edifice seems precarious, it's worked for the Sixth to date, and has fostered an overall internal live-and-let-life attitude.
Astrography
The Sixth Cruiser Squadron occupies a grand total of three planets, spread across three systems. The systems were officially designated by a particularly whimisical stellar cartography officer during the initial survey as BFE-007, BFE-008, and BFE-010. Off the books, however, the systems' inhabitants have bestowed their own names on each.
BFE-007
-Known unofficially as Beacon, is a seven-planet system orbitting a fairly hot main-sequence star.
-BFE-007 I (Cinder)
---Known popularly as Cinder, this Mercury-type planet orbits low enough that its surface has an even chance of being solid or liquid at any given time, depending on rotation, material composition, and position in its slightly-elliptical orbit. Atmosphere is nonexistent, and the surface is largely too hostile to exploit with any efficiency.
-BFE-007 II/III (Chaos)
---The twin worlds known as Chaos and Confusion have eccentric enough orbits that they alternate between the second and third orbital shells, hence both their unconventional official nomenclature and their common names. Chaos is of no particular interest, low in metal content, too poorly-positioned to make a good fleet base, and too often outside the liquid water zone too support life.
-BFE-007 III/II (Confusion)
---The twin worlds known as Chaos and Confusion have eccentric enough orbits that they alternate between the second and third orbital shells, hence both their unconventional official nomenclature and their common names. Confusion, unlike Chaos, is quite rich in heavy metals, and spends a greater portion of its orbit inside the liquid water zone, making it far easier to explot at the same time. Quite a number of mining operations, however, have landed on Chaos by accident, lending Confusion a reputation that dovetails nicely with its name.
-BFE-007 IV (Chandler's Folly)
---The first sane planet in the entire system, Chandler's Folly is named for a certain Lieutenant J.G. Horatio Chandler, navigational officer on the Sixth's original flagship, the man who got the 6CS lost in the first place. If one can ignore the fact that the local flora and fauna had to be beaten back by a limitted orbital bombardment before the colonization could begin, it's quite a hospitable world, as well as being well-situated near the system's asteroid belt. The main qualification for settling on this particular planet, however, wasn't any of its merits but rather the fact that the Sixth had practically no charge left in its jump engines. By now, it's fairly well-populated, serving as the capitol world of the small territory under the control of the Sixth. Extensive orbital shipyards and defense platforms encircle the world.
-BFE-007 V (Soare)
---Soare, as the body occupying the system's fifth orbital shell is known, is not a planet proper, but rather the ruins of one that was struck by a particularly unfriendly extrasolar body within recent history, but before the Sixth's arrival. While much of the planet was blasted away to add to the system's asteroid belt and its general hazard level, the remainder clumped together into a particularly thick, hazardous conglomeration. The Sixth's space forces use Some Assembly Required (Soare) as a training area, as well as for weapons testing and practice Marine boarding operations.
-BFE-007 VI (Primus)
---The first of two gas giants in the system, Primus is a fairly unremarkable non-ringed planet, host to the usual small horde of moonlets.
-BFE-007 VII (Secundus)
---Secundus, like Primus, has little to recommend it aside from its moons and hydrogen-rich atmosphere. As the outermost planet in the system, its orbit is home to a number of sensor arrays and such, but it's too inconveniently-placed to make any sort of defensive strongpoint, and so is mostly ignored.
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-BFE-008, known unofficially as Homestead, is a far more stable system than Beacon, orbitting a cooler star and only sporting four planets.
-BFE-008 I (Uluc)
---While not as staggeringly inhospitable as Cinder, Useless Lump of Coal (Uluc) is about as oft-trafficked as its more runny counterpart. Were there anything useful to mine, its cooler primary would allow such, but there simply isn't. If any planet is more deserving of the title 'astrographic footnote,' the Sixth has yet to discover it.
-BFE-008 II (Boneyard)
---Similar in composition to Uluc, Boneyard is far enough out from the system's star to have another use. Combining its poor mineral deposits, lack of atmosphere, and low surface gravity, it makes a perfect place to store mothballed warships, as well as an excellent naval scrapyard for the Sixth Cruiser Squadron's older vessels. Both the planet's surface and its equatorial orbit are littered with decommissioned and stored reserve hulls, as well as the repair and refit facilities to reactivate those that aren't too far gone if the need ever arises. Over the years, Boneyard has evolved into a fairly well-used refit base for currently operational ships as well; as such, the yards rarely sit idle.
-BFE-008 III (Free Range)
---Orbitting at close to the same distance from the system's primary, Free Range and Breadbasket are both well within the liquid water zone, and both support quite friendly environments. As a result, the pair have become at once the Sixth's chief food-producing worlds and its most populous, at least put together. Given their typical proximity, commuter traffic between the two is not unheard-of, and most residents simply treat the pair as two different regions of the same world in practical terms. Unlike its twin, Free Range is only partially converted over to Terrestrial-style biology, native predators and grazing animals have proven to be depressingly stubborn in their ability to destroy crops and herds moving out beyond the major farms and cities.
-BFE-008 IV (Breadbasket)
---Orbitting at close to the same distance from the system's primary, Free Range and Breadbasket are both well within the liquid water zone, and both support quite friendly environments. As a result, the pair have become at once the Sixth's chief food-producing worlds and its most populous, at least put together. Given their typical proximity, commuter traffic between the two is not unheard-of, and most residents simply treat the pair as two different regions of the same world in practical terms. Breadbasket's environment is quite tame, plentiful enough that the local biology was rarely faced with sufficient competitive pressure to produce flora and fauna capable of resisting the introduction of Terrestrial speciments. As a result, the local biota has been overshadowed and in some areas even eradicated.
_____________________________________
BFE-010
-Known unofficially as Billiard, is at once the richest and least hospitable place in the territory claimed by the Sixth. The only coherent planet in the entire system is a single gas giant, everything else has been pulverized over the years by a storm of high-velocity asteroids and other planetary debris, as well as by many decades of mining operations. Operating in Billiard is a high-risk venture, but the sheer richness of the asteroid deposits make it worth it despite the alarming casualty figures the system produces.
-BFE-010 I (Lone Ranger)
----It's hard to tell where Lone Ranger's moons end and the system's all-pervasive asteroid belts, clouds, and fields begin, the boundary is tenuous at best. All that can be reliably predicted is that the area around the large gas giant is inherently more hazardous than the rest of the system, as the planet's gravitational pull slings asteroids into new, often-unpredictable orbits.
Order of Battle
19 capitals, 38 cruisers, 310 escorts
Capital-class
-3 points devoted to orbital defense platforms around BFE-007 IV (Chandler's Folly)
---One heavy carrier base, equipped only with fighter bays and a lavish point-defense and counter-missile suite.
---Two heavy combat bases, equipped with a combination of long-range missile weapons and closer-range positron accelerators.
-1.5(x2) points devoted to orbital defense platforms around BFE-008 III (Free Range) and BFE-008 IV (Breadbasket)
---One heavy carrier base, often within support range of each other.
---One light combat base, armed primarily with medium-range positron accelerators, plus a smaller secondary battery of long-range missiles
2 Avenger-class War Cruiser (HBB)
2 capital points
Summary: Avengers are the most recent addition to the Sixth's battle-line, and arose out of the clear need for a heavier, generalist battleship class. Its unconventional designation stems from an attempt by more realistic members of the the Naval Construction Division to circumvent the classic Sixth Cruiser prejudice against actual battleships. The end result of the program is an unusually fast battleship with a potent mix of long and short-range weapon systems, with a sophisticated next-generation ECCM and sensor array feeding state-of-the-art on-board C3 facilities.
Armament:
Broadsides: 56 extended-range missile (ERM) tubes (28 per side), 42 MkII positron accelerators (21 per side)
Chasers: (Fore) 6 extended-range missile (ERM) tubes, Quad spinal-mount MkII positron accelerator (Aft) 6 extended-range missile (ERM) tubes
Turretting: 14 MkII heavy positron accelerators set into six turrets, three dorsal, three ventral. Central turret in each set contains 3 weapons and is set higher to fire over the other two.
3 Warspite-B-class battleships (BB)
1.5 capital points
Summary: The Warspite-class was designed as a long-range missile attack ship and command ship, serving as the heart of any heavy 6CS battlegroup. While it posesses potent closer-range weaponry, a Warspite rarely has the opportunity to make use of it in all but the most dire circumstances.
Armament:
Broadsides: 86 extended-range missile (ERM) tubes (43 per side)
Chasers: 10 extended-range missile (ERM) tubes (6 fore, 4 aft)
Turretting: 8 MkII heavy positron accelerators set into four turrets, two dorsal, two ventral. Aft turrets of both set slightly further off the hull.
3 Greylight-B-class battleships (BB)
1.5 capital points
Summary: The Greylight-class is uncompromisingly geared towards bringing enemy warships to close action and ensuring that they do not leave the encounter in less two two distinct pieces. Massed batteries of positron accelerators and a brace of heavier spinal accelerators render the ship extremely lethal in short-to-medium-range combat.
Armament
Broadsides: 52 MkII positron accelerators (26 per side)
Chasers: (Aft) 6 extended-range missile (ERM) tubes (Fore) Quad spinal-mount MkII heavy positron accelerators.
Turretting: 18 MkII heavy positron accelerators set into six turrets, three dorsal, three ventral. Central turret in each set mounted higher to fire over the other two.
Cruiser-class:
-4 points devoted to Marine boarding and security forces. Ground combat is a secondary task for them, and is typically performed with the aid of specialist pinpoint-bombardment craft.
5 Majestic-B-class battlecruisers (BC)
4 cruiser points
Summary: For reasons obvious to anyone even in the slightest conversant with their history, the Sixth Cruiser Squadron has an ongoing love affair with cruiser-class warships. Accordingly, their cruisers are among the most lethal in space for any given tonnage, and commanded by none but the finest of Sixth captains. The Majestic-class is the pride of any task force, even one including one of the mighty Warspites or Greylights, even often serving as force flagships for particularly traditional admirals. The Majestic is a balanced design, capable of engaging and destroying other warships at any range with equal effectiveness. Given the capabilities of her onboard fire-control suite, a Majestic can and often does engage multiple opponents at once with different subsets of her impressively potent arsenal.
Armament:
Broadside: 24 extended-range missile (ERM) tubes (12 per side), 18 MkII positron accelerators (9 per side)
Chasers: 8 extended-range missile (ERM) tubes (6 fore, 2 aft), dual spinal-mount MkII heavy positron accelerator (fore)
Turretting: 4 MkII positron accelerators in 2 turrets, dorsal and ventral (foreward), 6 MkII heavy positron accelerators in two turrets, dorsal and ventral (Aft)
7 Godhand-B-class heavy cruisers (CA)
2 cruiser points
Summary: Continuing the Sixth's obsession with its namesake class, Godhands are as overpowering to most other heavy cruisers as Majestics are to battlecruisers. As they are often called upon to operate independently or in small groups, they, too, are generalist designs, but very, very well-crafted ones, capable of giving most other specialized vessels a worthy opponent. As they are inherently more fragile, however, Godhand-class ships are slightly more biased towards missile engagements than their heavier counterparts.
Armament:
Broadside: 16 extended-range missile (ERM) tubes (8 per side), 8 MkII positron accelerators (4 per side)
Chasers: 4 extended-range missile (ERM) tubes (2 fore, 2 aft), spinal-mount MkII Heavy positron accelerator (fore)
Turretting: 4 MkII heavy positron accelerators in four turrets, two dorsal, two ventral.[/quote]
Escort-class:
-30 points devoted to Marine boarding and security forces. Ground combat is a secondary task for them, and is typically performed with the aid of specialist pinpoint-bombardment craft.
10 Pegasus-class light cruisers (CL)
10 escort points
Summary: Where other nations employ destroyers, the Sixth instead uses a smaller number of light cruisers in a similar role, but with a dramatic level of individual superiority. As a Pegasus can almost always control the range of engagement, they're armed primarily with extremely close-attack weapons, with a token missile armament for backup.
Armament:
Broadside: 60 extremely close-attack missile (ECAM) tubes (30 per side), 6 extended-range missile (ERM) tubes (3 per side)
Chasers: 2 extended-range missile (ERM) tubes (Fore)
10 North Star-class escort carriers (CVE)
8 Escort Points
Summary: The Sixth places a low emphasis on carrier elements for the most part, preferring the solidity of battle-line combattants to the inherent flimysness of both carriers and their wings. On the other hand, they are by no means blind to the weakness that produces, and hence created the North Star to plug that gap in their order of battle. As an escort carrier, it has the speed and maneuverability to keep up with most other craft in the fleet, as well as to avoid direct engagement by hostile warships, trusting in its fighter wings to do the real work.
Armament:
None integral, 5 32-fighter wings embarked (multirole)
13 Guardian-class Picket Cruiser (CLV)
4 escort points
Summary: With the expanding patrol area covered by the Commerce Defense Forces, their relatively sparse order of battle was becoming a problem. In response, the Guardian was devised, capable of engaging and defeating light raiders, as well as providing convoy fighter escort. Substantially lighter than most Sixth vessels, it is nontheless still a potent adversary.
Armament:
Broadside: 10 light MkII positron accelerators (5 per side), 12 combat-range missile (CRM) tubes (6 per side)
Chasers: (fore) 2 light MkII positron accelerators, 2 combat-range missile (CRM) tubes, (aft) 2 combat-range missile (CRM) tubes
1 32-fighter wing embarked (multirole)
18 Dagger-class boarding craft (LSPA)
1 escort point
Summary: The Dagger, along with the Dirk and the Thunder, comprise the Sixth Cruiser Squadron Marine Detatchment's transport and attack elements. Daggers are built to board hostile warships, usually post-battle, and capture them for study. They're minimally-armed, but very fast and well-shielded.
Armament:
Turretting gauss-vulcan cannons for supression and covering fire, anti-fighter missile batteries.
10 Dirk-class landing craft (LSPA/LST/LSA)
1 escort point
Summary: Similar to the Dagger, the Dirk is designed to transport Marine forces to their destinations. The main difference between the two is their intended destination, Dirks are designed to land troops and weapons on hostile planets. Accordingly, any given Dirk can be configured to one of three primary roles. LSPAs for landing powered-armor Marine forces, LSTs for landing heavy armor assets, or LSAs for landing air-breathing fighters and bombers.
Armament:
Turretting gauss-vulcan cannons for supression and covering fire, turretted SAM/AAM launchers for LZ air defense and insertion cover.
10 Thunder-class heavy gunship (LSG)
2 escort points
Summary: Thunder gunships are the only Marine craft not designed for transport. These vessels are built from the ground up for one purpose only, space-to-ground-capable heavy air support. While they can never be as maneuverable as a fighter, they're many times larger, have shields rarely matched in a planetary atmosphere, and armaments to match. The craft has side-bays to accomodate two companies of infantry for combat insertion.
Armament:
Turretted gauss-vulcan cannons, turretted SAM/AAM launchers, integral AGM tubes, quad-mounted light railguns (chin-turret), internal freefall bomb dispensers (firebomb and HE loads, minelaying capability)
Assorted Technical Notes
-Babylon-5-style extradimensional hyperspace drives (Intergrated jump-point generators)
-Missile loadouts are split between standoff laser-heads and contact AM-heads.
-Marine forces equipped with 100% powered armor, no skinsuited or unarmored soldiers are in service.
-Positron accelerators are paired with lighter conventional particle accelerators, enabling them to be fired on converging trajectories for M/AM flakburst capability.
-CRM tubes operate at medium-to-long range, partially overlapping positron accelerator range.
(Updated OOB with new construction and classes, also slightly editted battleship scaling. No point modifications for update)
Backstory
The Sixth Cruiser Squadron was originally exactly what its name implies, a cruiser group with attached screening units, support elements, and a supply train. In a freak event involving a blender, a copy of Warships Quarterly, and a rather serious navigation error*, the Sixth was separated from its parent government by a rather distressingly large distance. Far beyond the frontiers of what was considered known space and hopelessly, hopelessly lost, the castaway battlegroup was left with no way to call home and insufficient supplies to keep going.
Accordingly, they formed a rough colony on a hostpitable world they'd stumbled across, concentrating heavily on repair yards and the like to maintain their warships. Looming starvation and several small raids between ship crews for supplies quickly drove home the point, a more balanced set of priorities governing the development of the first planet of the Sixth.
This was, of course, a good while back. By the present day, the Sixth has expanded to control a small three-system cluster, and has established listening posts throughout many nearby systems. All attempts to figure out where the blazes they ended up have failed, as have all attempts to contact their original home, and current generations have ceased even making the attempts, focusing their energies instead on building a successful state.
*This document makes no garauntee that all three factors were, in fact, involved.
Social Structure
The Sixth's society is a curious blend of rigid military protocol and loose, near-chaotic social controls. The military itself, of course, obeys strict regulations and maintains sharp discipline. In theory, there is no civilian world, but in practice, the 'Noncombattant Reserve' elements of the Sixth Cruiser Squadron amount to a civilian class, and behave accordingly. All titles are naval in nature, a shift supervisor may be called a petty officer, a low-level manager an ensign, and so on. Despite this overall military bent, however, the Sixth's government and society are suprisingly free from the historical downside of autocracy. That's largely because officially, the entire society is the military, and hence there's no easy 'underclass' for an opressive-minded leader to target, and the Code of Military Justice the Sixth inherited from its parent nation protects serving personnel from the excesses of flag officers. While the entire edifice seems precarious, it's worked for the Sixth to date, and has fostered an overall internal live-and-let-life attitude.
Astrography
The Sixth Cruiser Squadron occupies a grand total of three planets, spread across three systems. The systems were officially designated by a particularly whimisical stellar cartography officer during the initial survey as BFE-007, BFE-008, and BFE-010. Off the books, however, the systems' inhabitants have bestowed their own names on each.
BFE-007
-Known unofficially as Beacon, is a seven-planet system orbitting a fairly hot main-sequence star.
-BFE-007 I (Cinder)
---Known popularly as Cinder, this Mercury-type planet orbits low enough that its surface has an even chance of being solid or liquid at any given time, depending on rotation, material composition, and position in its slightly-elliptical orbit. Atmosphere is nonexistent, and the surface is largely too hostile to exploit with any efficiency.
-BFE-007 II/III (Chaos)
---The twin worlds known as Chaos and Confusion have eccentric enough orbits that they alternate between the second and third orbital shells, hence both their unconventional official nomenclature and their common names. Chaos is of no particular interest, low in metal content, too poorly-positioned to make a good fleet base, and too often outside the liquid water zone too support life.
-BFE-007 III/II (Confusion)
---The twin worlds known as Chaos and Confusion have eccentric enough orbits that they alternate between the second and third orbital shells, hence both their unconventional official nomenclature and their common names. Confusion, unlike Chaos, is quite rich in heavy metals, and spends a greater portion of its orbit inside the liquid water zone, making it far easier to explot at the same time. Quite a number of mining operations, however, have landed on Chaos by accident, lending Confusion a reputation that dovetails nicely with its name.
-BFE-007 IV (Chandler's Folly)
---The first sane planet in the entire system, Chandler's Folly is named for a certain Lieutenant J.G. Horatio Chandler, navigational officer on the Sixth's original flagship, the man who got the 6CS lost in the first place. If one can ignore the fact that the local flora and fauna had to be beaten back by a limitted orbital bombardment before the colonization could begin, it's quite a hospitable world, as well as being well-situated near the system's asteroid belt. The main qualification for settling on this particular planet, however, wasn't any of its merits but rather the fact that the Sixth had practically no charge left in its jump engines. By now, it's fairly well-populated, serving as the capitol world of the small territory under the control of the Sixth. Extensive orbital shipyards and defense platforms encircle the world.
-BFE-007 V (Soare)
---Soare, as the body occupying the system's fifth orbital shell is known, is not a planet proper, but rather the ruins of one that was struck by a particularly unfriendly extrasolar body within recent history, but before the Sixth's arrival. While much of the planet was blasted away to add to the system's asteroid belt and its general hazard level, the remainder clumped together into a particularly thick, hazardous conglomeration. The Sixth's space forces use Some Assembly Required (Soare) as a training area, as well as for weapons testing and practice Marine boarding operations.
-BFE-007 VI (Primus)
---The first of two gas giants in the system, Primus is a fairly unremarkable non-ringed planet, host to the usual small horde of moonlets.
-BFE-007 VII (Secundus)
---Secundus, like Primus, has little to recommend it aside from its moons and hydrogen-rich atmosphere. As the outermost planet in the system, its orbit is home to a number of sensor arrays and such, but it's too inconveniently-placed to make any sort of defensive strongpoint, and so is mostly ignored.
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-BFE-008, known unofficially as Homestead, is a far more stable system than Beacon, orbitting a cooler star and only sporting four planets.
-BFE-008 I (Uluc)
---While not as staggeringly inhospitable as Cinder, Useless Lump of Coal (Uluc) is about as oft-trafficked as its more runny counterpart. Were there anything useful to mine, its cooler primary would allow such, but there simply isn't. If any planet is more deserving of the title 'astrographic footnote,' the Sixth has yet to discover it.
-BFE-008 II (Boneyard)
---Similar in composition to Uluc, Boneyard is far enough out from the system's star to have another use. Combining its poor mineral deposits, lack of atmosphere, and low surface gravity, it makes a perfect place to store mothballed warships, as well as an excellent naval scrapyard for the Sixth Cruiser Squadron's older vessels. Both the planet's surface and its equatorial orbit are littered with decommissioned and stored reserve hulls, as well as the repair and refit facilities to reactivate those that aren't too far gone if the need ever arises. Over the years, Boneyard has evolved into a fairly well-used refit base for currently operational ships as well; as such, the yards rarely sit idle.
-BFE-008 III (Free Range)
---Orbitting at close to the same distance from the system's primary, Free Range and Breadbasket are both well within the liquid water zone, and both support quite friendly environments. As a result, the pair have become at once the Sixth's chief food-producing worlds and its most populous, at least put together. Given their typical proximity, commuter traffic between the two is not unheard-of, and most residents simply treat the pair as two different regions of the same world in practical terms. Unlike its twin, Free Range is only partially converted over to Terrestrial-style biology, native predators and grazing animals have proven to be depressingly stubborn in their ability to destroy crops and herds moving out beyond the major farms and cities.
-BFE-008 IV (Breadbasket)
---Orbitting at close to the same distance from the system's primary, Free Range and Breadbasket are both well within the liquid water zone, and both support quite friendly environments. As a result, the pair have become at once the Sixth's chief food-producing worlds and its most populous, at least put together. Given their typical proximity, commuter traffic between the two is not unheard-of, and most residents simply treat the pair as two different regions of the same world in practical terms. Breadbasket's environment is quite tame, plentiful enough that the local biology was rarely faced with sufficient competitive pressure to produce flora and fauna capable of resisting the introduction of Terrestrial speciments. As a result, the local biota has been overshadowed and in some areas even eradicated.
_____________________________________
BFE-010
-Known unofficially as Billiard, is at once the richest and least hospitable place in the territory claimed by the Sixth. The only coherent planet in the entire system is a single gas giant, everything else has been pulverized over the years by a storm of high-velocity asteroids and other planetary debris, as well as by many decades of mining operations. Operating in Billiard is a high-risk venture, but the sheer richness of the asteroid deposits make it worth it despite the alarming casualty figures the system produces.
-BFE-010 I (Lone Ranger)
----It's hard to tell where Lone Ranger's moons end and the system's all-pervasive asteroid belts, clouds, and fields begin, the boundary is tenuous at best. All that can be reliably predicted is that the area around the large gas giant is inherently more hazardous than the rest of the system, as the planet's gravitational pull slings asteroids into new, often-unpredictable orbits.
Order of Battle
19 capitals, 38 cruisers, 310 escorts
Capital-class
-3 points devoted to orbital defense platforms around BFE-007 IV (Chandler's Folly)
---One heavy carrier base, equipped only with fighter bays and a lavish point-defense and counter-missile suite.
---Two heavy combat bases, equipped with a combination of long-range missile weapons and closer-range positron accelerators.
-1.5(x2) points devoted to orbital defense platforms around BFE-008 III (Free Range) and BFE-008 IV (Breadbasket)
---One heavy carrier base, often within support range of each other.
---One light combat base, armed primarily with medium-range positron accelerators, plus a smaller secondary battery of long-range missiles
2 Avenger-class War Cruiser (HBB)
2 capital points
Summary: Avengers are the most recent addition to the Sixth's battle-line, and arose out of the clear need for a heavier, generalist battleship class. Its unconventional designation stems from an attempt by more realistic members of the the Naval Construction Division to circumvent the classic Sixth Cruiser prejudice against actual battleships. The end result of the program is an unusually fast battleship with a potent mix of long and short-range weapon systems, with a sophisticated next-generation ECCM and sensor array feeding state-of-the-art on-board C3 facilities.
Armament:
Broadsides: 56 extended-range missile (ERM) tubes (28 per side), 42 MkII positron accelerators (21 per side)
Chasers: (Fore) 6 extended-range missile (ERM) tubes, Quad spinal-mount MkII positron accelerator (Aft) 6 extended-range missile (ERM) tubes
Turretting: 14 MkII heavy positron accelerators set into six turrets, three dorsal, three ventral. Central turret in each set contains 3 weapons and is set higher to fire over the other two.
3 Warspite-B-class battleships (BB)
1.5 capital points
Summary: The Warspite-class was designed as a long-range missile attack ship and command ship, serving as the heart of any heavy 6CS battlegroup. While it posesses potent closer-range weaponry, a Warspite rarely has the opportunity to make use of it in all but the most dire circumstances.
Armament:
Broadsides: 86 extended-range missile (ERM) tubes (43 per side)
Chasers: 10 extended-range missile (ERM) tubes (6 fore, 4 aft)
Turretting: 8 MkII heavy positron accelerators set into four turrets, two dorsal, two ventral. Aft turrets of both set slightly further off the hull.
3 Greylight-B-class battleships (BB)
1.5 capital points
Summary: The Greylight-class is uncompromisingly geared towards bringing enemy warships to close action and ensuring that they do not leave the encounter in less two two distinct pieces. Massed batteries of positron accelerators and a brace of heavier spinal accelerators render the ship extremely lethal in short-to-medium-range combat.
Armament
Broadsides: 52 MkII positron accelerators (26 per side)
Chasers: (Aft) 6 extended-range missile (ERM) tubes (Fore) Quad spinal-mount MkII heavy positron accelerators.
Turretting: 18 MkII heavy positron accelerators set into six turrets, three dorsal, three ventral. Central turret in each set mounted higher to fire over the other two.
Cruiser-class:
-4 points devoted to Marine boarding and security forces. Ground combat is a secondary task for them, and is typically performed with the aid of specialist pinpoint-bombardment craft.
5 Majestic-B-class battlecruisers (BC)
4 cruiser points
Summary: For reasons obvious to anyone even in the slightest conversant with their history, the Sixth Cruiser Squadron has an ongoing love affair with cruiser-class warships. Accordingly, their cruisers are among the most lethal in space for any given tonnage, and commanded by none but the finest of Sixth captains. The Majestic-class is the pride of any task force, even one including one of the mighty Warspites or Greylights, even often serving as force flagships for particularly traditional admirals. The Majestic is a balanced design, capable of engaging and destroying other warships at any range with equal effectiveness. Given the capabilities of her onboard fire-control suite, a Majestic can and often does engage multiple opponents at once with different subsets of her impressively potent arsenal.
Armament:
Broadside: 24 extended-range missile (ERM) tubes (12 per side), 18 MkII positron accelerators (9 per side)
Chasers: 8 extended-range missile (ERM) tubes (6 fore, 2 aft), dual spinal-mount MkII heavy positron accelerator (fore)
Turretting: 4 MkII positron accelerators in 2 turrets, dorsal and ventral (foreward), 6 MkII heavy positron accelerators in two turrets, dorsal and ventral (Aft)
7 Godhand-B-class heavy cruisers (CA)
2 cruiser points
Summary: Continuing the Sixth's obsession with its namesake class, Godhands are as overpowering to most other heavy cruisers as Majestics are to battlecruisers. As they are often called upon to operate independently or in small groups, they, too, are generalist designs, but very, very well-crafted ones, capable of giving most other specialized vessels a worthy opponent. As they are inherently more fragile, however, Godhand-class ships are slightly more biased towards missile engagements than their heavier counterparts.
Armament:
Broadside: 16 extended-range missile (ERM) tubes (8 per side), 8 MkII positron accelerators (4 per side)
Chasers: 4 extended-range missile (ERM) tubes (2 fore, 2 aft), spinal-mount MkII Heavy positron accelerator (fore)
Turretting: 4 MkII heavy positron accelerators in four turrets, two dorsal, two ventral.[/quote]
Escort-class:
-30 points devoted to Marine boarding and security forces. Ground combat is a secondary task for them, and is typically performed with the aid of specialist pinpoint-bombardment craft.
10 Pegasus-class light cruisers (CL)
10 escort points
Summary: Where other nations employ destroyers, the Sixth instead uses a smaller number of light cruisers in a similar role, but with a dramatic level of individual superiority. As a Pegasus can almost always control the range of engagement, they're armed primarily with extremely close-attack weapons, with a token missile armament for backup.
Armament:
Broadside: 60 extremely close-attack missile (ECAM) tubes (30 per side), 6 extended-range missile (ERM) tubes (3 per side)
Chasers: 2 extended-range missile (ERM) tubes (Fore)
10 North Star-class escort carriers (CVE)
8 Escort Points
Summary: The Sixth places a low emphasis on carrier elements for the most part, preferring the solidity of battle-line combattants to the inherent flimysness of both carriers and their wings. On the other hand, they are by no means blind to the weakness that produces, and hence created the North Star to plug that gap in their order of battle. As an escort carrier, it has the speed and maneuverability to keep up with most other craft in the fleet, as well as to avoid direct engagement by hostile warships, trusting in its fighter wings to do the real work.
Armament:
None integral, 5 32-fighter wings embarked (multirole)
13 Guardian-class Picket Cruiser (CLV)
4 escort points
Summary: With the expanding patrol area covered by the Commerce Defense Forces, their relatively sparse order of battle was becoming a problem. In response, the Guardian was devised, capable of engaging and defeating light raiders, as well as providing convoy fighter escort. Substantially lighter than most Sixth vessels, it is nontheless still a potent adversary.
Armament:
Broadside: 10 light MkII positron accelerators (5 per side), 12 combat-range missile (CRM) tubes (6 per side)
Chasers: (fore) 2 light MkII positron accelerators, 2 combat-range missile (CRM) tubes, (aft) 2 combat-range missile (CRM) tubes
1 32-fighter wing embarked (multirole)
18 Dagger-class boarding craft (LSPA)
1 escort point
Summary: The Dagger, along with the Dirk and the Thunder, comprise the Sixth Cruiser Squadron Marine Detatchment's transport and attack elements. Daggers are built to board hostile warships, usually post-battle, and capture them for study. They're minimally-armed, but very fast and well-shielded.
Armament:
Turretting gauss-vulcan cannons for supression and covering fire, anti-fighter missile batteries.
10 Dirk-class landing craft (LSPA/LST/LSA)
1 escort point
Summary: Similar to the Dagger, the Dirk is designed to transport Marine forces to their destinations. The main difference between the two is their intended destination, Dirks are designed to land troops and weapons on hostile planets. Accordingly, any given Dirk can be configured to one of three primary roles. LSPAs for landing powered-armor Marine forces, LSTs for landing heavy armor assets, or LSAs for landing air-breathing fighters and bombers.
Armament:
Turretting gauss-vulcan cannons for supression and covering fire, turretted SAM/AAM launchers for LZ air defense and insertion cover.
10 Thunder-class heavy gunship (LSG)
2 escort points
Summary: Thunder gunships are the only Marine craft not designed for transport. These vessels are built from the ground up for one purpose only, space-to-ground-capable heavy air support. While they can never be as maneuverable as a fighter, they're many times larger, have shields rarely matched in a planetary atmosphere, and armaments to match. The craft has side-bays to accomodate two companies of infantry for combat insertion.
Armament:
Turretted gauss-vulcan cannons, turretted SAM/AAM launchers, integral AGM tubes, quad-mounted light railguns (chin-turret), internal freefall bomb dispensers (firebomb and HE loads, minelaying capability)
Assorted Technical Notes
-Babylon-5-style extradimensional hyperspace drives (Intergrated jump-point generators)
-Missile loadouts are split between standoff laser-heads and contact AM-heads.
-Marine forces equipped with 100% powered armor, no skinsuited or unarmored soldiers are in service.
-Positron accelerators are paired with lighter conventional particle accelerators, enabling them to be fired on converging trajectories for M/AM flakburst capability.
-CRM tubes operate at medium-to-long range, partially overlapping positron accelerator range.
(Updated OOB with new construction and classes, also slightly editted battleship scaling. No point modifications for update)
- Glimmervoid
- Jedi Master
- Posts: 1344
- Joined: 2005-01-29 09:00am
- Location: Some were in the unfashionable end of the western spiral arm.
- Contact:
Thirdfain said its not too late to join so hear is my civilisation.
The Joven consensuses. Minor empire.
History.
The Joven people began on a small planet in the eastern spiral arm unremarkable in most ways they had no great gift for magic and no psychic powers. They did however have a gift for technology and this allowed to develop quickly. After only 2000 years of recorded history they achieved there first journey in to space and only 50 year after that there first lunar comely was founded. There planet had 3 moon and soon after the town sized settle meant were founded on moon 1 the second and thirds moons soon had settlements of there own.
With this goal complete the government known as the Joven Consensuses set its sights on a new goal. The creation of 5 space elevator (one for each of there major continents). Fleets of inter-system ships, which were contrasted from materials mined by the lunar settlements, moved 5 asteroids in to geo sincerest orbits around there planet. They were tethered to the ground using huge lengths of rope made out of mono carbonates. They then designed elevators carnages to run up and down the rope and as of that point space travel became affordable for even poor citizens. This only 75 years after the first lunar settlement.
The government then set there sights of terra forming there own system. Ships were sent to the other near by planets and after 25 year of consuming over half of there planets output with no progress the program was scrapped.
Not deterred by this however the Joven consensuses began an evermore ambushes project. The Turing of there moons in to gigantic bio caverns. This took an amazing 200 years but finally moons 1-3 were howled out the material in gigantic floating resource dumps. And it took a further 50 years to fit them with air (mined from a near by gas giant) and to make them habitable. Gigantic shield generators and massive beams were used to keep the now hollow moons together.
All was well for a further 100 years until a battle ship belonging to an unknown empire crash landed on the north pole of moon 2 killing the entire crew. Shocked by this and driven by the fear of alien invasion the Joven Consensuses past the “Space Defence” act which eliminated the law banning weapons in space and also ordered the formation of the JASF- the Joven Armed Space Forces. Using scavenged technology from the wreck they were able to jump there technology forward a further 250 years. Most importantly they recovered the hyperdrive. The JASF wasted no time commandeering many of the systems intersystem ships and fitting them with hyperdrives and weapons(this class became know as Xsytem) and moon 2 was turned in to a gigantic fleet construction yard. This took them the best part of 10years to complete and at the end of the 15 AC (after contact) the keels of 2 brand new battle cruisers had been laided down along with 10 new escort destroyers.
The crashed battle ship (named the Gift) was also repaired and became the fleet command and flag ship of the JASF.
They also sent a dozen clonally ships to near by system and (by use of recovered hyperwave technology) now have 11 new settlements under there control (the 12 having been lost on rout for unknown reasons).
Moons 1 and 3 have smaller ships yards as dose the planet itself. Though moon 2 remains the largest producer of ships.
Society.
The Joven people are curious by nature and are extremely gifted in conventional technologies. For some reason however there mind can not grasp the maths behind hyper technology. This means they have only scaled up and scaled down versions of the salvaged hyperdrive and hyperwave emitters they found.
They also have a tendency to give things really unimaginative names.
Religion.
originally the Joven’s worshiped the 3 aspects of there moon god Jova however in modern times this has largely be abandoned and what religion dose remain is a belief in a higher power and a divine purpose for the Joven people.
Worlds.
Controlling only 1 developed world (Known simply as “the world”) but they also have 2 completely developed moon bio caverns which each give out ½ the out put of a full industrial world and also a moon turned over entirely too fleet construction.
There are also 11 settlement worlds 3 of which have industries enough to produce ships at an ok rate and 15 small out post to watch for imcoming fleets.
The navy.
The JASF has its ship designees constantly churning out new designs. Most
of these will never become ships however and the few that have been
deemed "build able" are listed below.
Battle ships.
BS Mark A-1
Ship of the line.
1.5 capital ship points.
Using a mixture of long range lancer weapons and short range plasma
weapons the BS Mark A-1 is a deadly opponent. It fills the role of typical
ship of the line for the JASF and the class has proven it's self in a
number of miner boarder wars.
BS Mark M-31
Pre-dreadnought.
1 capital ship points.
Uses high powered plasma weapons to saturate shields at close range,
over loading them and then destroying the vessels. This class was used
to great affect during the invasion of pirate prince X'sal were 2 M-31
bombarded and crippled the flagship of the prince him self.
BS Mark P-21
Pocket battle ship.
0.5 capital ships point
Developed originally to fill up space in construction time tables. The
P-21 latter when on to prove it's self as an affordable but effective
pirate and minor empire deterrent.
Cruisers.
BC Mark J-1
Scout Cruiser.
0.7 cruiser ship points.
Used mainly as a recognisance craft the mark J-1 is extremely fast. It also houses a small number of long and short ranged weapons and because of this had proved an effective pirate hunter.
BC Mark A-5
Cruiser of the line.
1.3 cruiser points.
Construed with a much more stable hull than the Mark J-1 the A-5 is the power house of the JASF cruiser navy. It houses mainly huge lancer batteries that it bombards enemy fleets with last they are still out of weapons range. This dose mean it is week at close range but this class is usually accompanied by a squadron of destroyers.
BC Mark F-32
Carrier.
1 cruiser point.
The F-32 is the mane fighter lunch platform used by the JASF. It has number of short range gun that allow it to hold its own against destroyers should they brake through the line.
Destroyers
ES Mark H-73
Wolf park member.
2 destroyer points
The H-73 was made to hunt down and destroy enemy cruisers. Designed to work in packs of up to 20 ships this class is the number one reason piracy is under control in the new worlds. It is armed with multiple high yield particle canons which slice in to other ships hull like a hot knife in to butter.
ES Mark R-2
Escort.
1 destroyer point
This was the first true destroy built by the Joven consensuses. It has a balanced speed and fire power ratio and is capable of holding out against most opponents.
Xsystem
Modified intersystem ship
0.2 destroyer points
These were intended as a stop gap measure. Neither fast, powerful nor dose it have strong shields this class only remained in construction because it was so cheep to produce.
[/u]
The Joven consensuses. Minor empire.
History.
The Joven people began on a small planet in the eastern spiral arm unremarkable in most ways they had no great gift for magic and no psychic powers. They did however have a gift for technology and this allowed to develop quickly. After only 2000 years of recorded history they achieved there first journey in to space and only 50 year after that there first lunar comely was founded. There planet had 3 moon and soon after the town sized settle meant were founded on moon 1 the second and thirds moons soon had settlements of there own.
With this goal complete the government known as the Joven Consensuses set its sights on a new goal. The creation of 5 space elevator (one for each of there major continents). Fleets of inter-system ships, which were contrasted from materials mined by the lunar settlements, moved 5 asteroids in to geo sincerest orbits around there planet. They were tethered to the ground using huge lengths of rope made out of mono carbonates. They then designed elevators carnages to run up and down the rope and as of that point space travel became affordable for even poor citizens. This only 75 years after the first lunar settlement.
The government then set there sights of terra forming there own system. Ships were sent to the other near by planets and after 25 year of consuming over half of there planets output with no progress the program was scrapped.
Not deterred by this however the Joven consensuses began an evermore ambushes project. The Turing of there moons in to gigantic bio caverns. This took an amazing 200 years but finally moons 1-3 were howled out the material in gigantic floating resource dumps. And it took a further 50 years to fit them with air (mined from a near by gas giant) and to make them habitable. Gigantic shield generators and massive beams were used to keep the now hollow moons together.
All was well for a further 100 years until a battle ship belonging to an unknown empire crash landed on the north pole of moon 2 killing the entire crew. Shocked by this and driven by the fear of alien invasion the Joven Consensuses past the “Space Defence” act which eliminated the law banning weapons in space and also ordered the formation of the JASF- the Joven Armed Space Forces. Using scavenged technology from the wreck they were able to jump there technology forward a further 250 years. Most importantly they recovered the hyperdrive. The JASF wasted no time commandeering many of the systems intersystem ships and fitting them with hyperdrives and weapons(this class became know as Xsytem) and moon 2 was turned in to a gigantic fleet construction yard. This took them the best part of 10years to complete and at the end of the 15 AC (after contact) the keels of 2 brand new battle cruisers had been laided down along with 10 new escort destroyers.
The crashed battle ship (named the Gift) was also repaired and became the fleet command and flag ship of the JASF.
They also sent a dozen clonally ships to near by system and (by use of recovered hyperwave technology) now have 11 new settlements under there control (the 12 having been lost on rout for unknown reasons).
Moons 1 and 3 have smaller ships yards as dose the planet itself. Though moon 2 remains the largest producer of ships.
Society.
The Joven people are curious by nature and are extremely gifted in conventional technologies. For some reason however there mind can not grasp the maths behind hyper technology. This means they have only scaled up and scaled down versions of the salvaged hyperdrive and hyperwave emitters they found.
They also have a tendency to give things really unimaginative names.
Religion.
originally the Joven’s worshiped the 3 aspects of there moon god Jova however in modern times this has largely be abandoned and what religion dose remain is a belief in a higher power and a divine purpose for the Joven people.
Worlds.
Controlling only 1 developed world (Known simply as “the world”) but they also have 2 completely developed moon bio caverns which each give out ½ the out put of a full industrial world and also a moon turned over entirely too fleet construction.
There are also 11 settlement worlds 3 of which have industries enough to produce ships at an ok rate and 15 small out post to watch for imcoming fleets.
The navy.
The JASF has its ship designees constantly churning out new designs. Most
of these will never become ships however and the few that have been
deemed "build able" are listed below.
Battle ships.
BS Mark A-1
Ship of the line.
1.5 capital ship points.
Using a mixture of long range lancer weapons and short range plasma
weapons the BS Mark A-1 is a deadly opponent. It fills the role of typical
ship of the line for the JASF and the class has proven it's self in a
number of miner boarder wars.
BS Mark M-31
Pre-dreadnought.
1 capital ship points.
Uses high powered plasma weapons to saturate shields at close range,
over loading them and then destroying the vessels. This class was used
to great affect during the invasion of pirate prince X'sal were 2 M-31
bombarded and crippled the flagship of the prince him self.
BS Mark P-21
Pocket battle ship.
0.5 capital ships point
Developed originally to fill up space in construction time tables. The
P-21 latter when on to prove it's self as an affordable but effective
pirate and minor empire deterrent.
Cruisers.
BC Mark J-1
Scout Cruiser.
0.7 cruiser ship points.
Used mainly as a recognisance craft the mark J-1 is extremely fast. It also houses a small number of long and short ranged weapons and because of this had proved an effective pirate hunter.
BC Mark A-5
Cruiser of the line.
1.3 cruiser points.
Construed with a much more stable hull than the Mark J-1 the A-5 is the power house of the JASF cruiser navy. It houses mainly huge lancer batteries that it bombards enemy fleets with last they are still out of weapons range. This dose mean it is week at close range but this class is usually accompanied by a squadron of destroyers.
BC Mark F-32
Carrier.
1 cruiser point.
The F-32 is the mane fighter lunch platform used by the JASF. It has number of short range gun that allow it to hold its own against destroyers should they brake through the line.
Destroyers
ES Mark H-73
Wolf park member.
2 destroyer points
The H-73 was made to hunt down and destroy enemy cruisers. Designed to work in packs of up to 20 ships this class is the number one reason piracy is under control in the new worlds. It is armed with multiple high yield particle canons which slice in to other ships hull like a hot knife in to butter.
ES Mark R-2
Escort.
1 destroyer point
This was the first true destroy built by the Joven consensuses. It has a balanced speed and fire power ratio and is capable of holding out against most opponents.
Xsystem
Modified intersystem ship
0.2 destroyer points
These were intended as a stop gap measure. Neither fast, powerful nor dose it have strong shields this class only remained in construction because it was so cheep to produce.
[/u]
Last edited by Glimmervoid on 2005-05-31 11:18am, edited 7 times in total.
Minor Power
Trans-Galactic Colonization Group 1 (AKA Tralcog Republic)
Background: After the great galactic war, and the millennia of twilight after, alien explorers came to this galaxy. Their survey teams showed it to be a dark and empty place, with life all but eradicated. In the remains, they found organic material surviving in bunkers, derelict spacecraft, or other places, and went about re-seeding the galaxy with life. Then they left. The cycle of life started again, but only for one species, the ones formerly known as humans. Of the hundreds of species’ genetic material found, only one was capable of being reborn with the alien’s technology. This species, one of the dominant players of the war in previous years, was repopulated on a suitable world, watched for several hundred years, then left to fend for themselves, with all traces of advanced technology removed from the planet.
Thousands of years later, having firmly established themselves on their home planet, the humans looked to the stars and wondered if there was other life out there. Over time, they discovered ruins of advanced technology left behind in the galaxy, and tried to piece together their past. As their history became known, the humans found out that they were alone in the galaxy, wiped out by their predecessors so long ago. Looking outwards at other galaxies, the humans decided to go to them and find alien species, if they existed. The first scout ships were sent out, and when they reported back with data on the galaxy, including a planet that was human-habitable, a colonization fleet was organized. As they were sent out, they expected that in a few years, they would be in the new galaxy.
However, a spatial disturbance while in transit caused the fleet to be turned back towards their home galaxy, while simultaneously sending them back in time. When the colonists arrived, they discovered that their “new galaxy” was not the one they had set out for. There were no sign of the scout ships that should have been awaiting them, and the maps were wrong. Confused, they carried out their mission, settling a planet and looking for alien life.
Years passed. The colonists were first and foremost concerned with how they were to survive, and therefore did not spend much effort looking for alien life. As their infrastructure grew from the original colony ships-turned-cities, they began building ships, both for exploration and for war. In the intervening years, they had dug through historical archives and starcharts, and discovered what had happened to them. They were now in the thick of things, either during the galactic war, or slightly before. Their mission was going to be completed in one way or another. They were sure to meet alien species here, and most likely they would have to fight. They took up the name of the “Tralcog Republic”, a nod to their origins, and prepared for what was to come.
Society: Knowing what’s coming, the people of Tralcog are fairly united in their efforts to stay alive. It takes all kinds, though…
Computer systems: The Tralcog society is mechanized and computerized, and the discovery of Artificial Intelligences has only helped. The AIs found were from the ancient humans, and therefore act like humans.
Tech: Tralcog technology is a mix of extremely advanced tech and lower tech. The extremely advanced tech was salvaged and reverse-engineered from derelict warships and the like. Lower tech was developed on their own, and with assistance from higher tech.
FTL travel: Tralcog has two forms of FTL travel. The first, referred to by the term “Transfer Jumps” or “popping” is not understood by scientists. The ship experiences no time at all during the travel, yet time passes for the rest of the universe. As near as theorists can tell, the ship travels to an alternate dimension, then appears back in the original universe. The travelers experience no time passing at all. Guidance is also not understood, but is extremely accurate. Ships in formation remain in formation, perfectly where they expected to come out. However, short jumps require much more calculation than long jumps, making them impractical for moving around a planetary system. Observers note that when a ship is engaging the Jump drive, it appears that one moment it is there, and the next moment it is gone. It seems to be perfectly safe, even in the presence of surrounding matter, gravity, or energy fields. When transfer jumps are taken in atmosphere, all evidence suggests that the person was never there. Not even air currents are disturbed by the sudden absense of something. Sensors have shown that air just appeared to take the place of the object that was jumping. One test conducted by scientists involved jumping into an asteroid. When it was done, the ship was found perfectly intact inside the asteroid, in a hollow that perfectly encapsulated it. Transfer Jumps use very little energy as well, which has led to it being used for public transport around planets, as well as intra-system travel. The “speed” of transfer jumps is about 1 light-year per 2 seconds. All spaceborne ships mount a Jump drive, from the largest battleships to troop transports and space-to-ground support ships.
The second form of FTL is known as the “hyperdrive”. Developed by human scientists, it is fully understood, if not used much. The speed is on-par with Jump drives, but it requires more energy. Hyperdrives are used as backup FTL in case a ship’s Jump drive is knocked out and cannot be repaired. They are much more limited then Jump drives, being incapable of jumping into atmosphere. The main use for hyperdrives is on one main weapon system. (Basically it’s Star Wars hyperdrive)
Propulsion: Tralcog ships use ion propulsion systems to move around local space. They also use chemical booster engines for quick bursts of speed, and for emergency maneuvers. Near gravity wells, they can also use grav-drives to move. Grav-drives produce a field that allows ships to “float” in a gravity well, simulating the conditions of deep space. To move, a ship uses thruster engines.
Weapons: Only two forms of advanced weapon has been reverse-engineered by humans. One is dubbed the “Plasma Lance”, and it fires a beam of plasma at its target. It is good against shields, but it’s main use is drilling through hull plating. Deckplates are puncture like tissue paper, and armor only offers very little resistance. When it gets into a ship, assuming there is oxygen aboard, it will combust nearly anything, making it a two-pronged lance.
The second weapon is the turbolaser, an immensely powerful weapon capable of breaching shields quickly and armor in just a few shots.
Other weapons include mass drivers, explosives, high-power EM beam weapons, missiles, and large projectiles with a hyperdrive strapped onto them. These impactors are small missiles barely large enough to hold a hyperdrive. When they are launched, they point themselves at an enemy ship and engage the hyperdrive. The projectile impacts the enemy ship, destroying itself and severely damaging, if not destroying the enemy ship. Impactors range in mass from one ton to several thousand.
Weapon types:
Railguns: Using magnetism, these weapons propel slugs at high speeds toward their target. Mounted on starfighters, and used as short range point-defense. Caliber varies depending on usage, largest is 500mm.
Explosives: Explosives vary from standard chemical explosives, used most commonly by infantry, to nuclear and fusion weapons, used on capital ships and for demolition.
EM beams: High-energy beams that typically heat up their target until the material melts. “caliber” is usually as small as possible, heat dispersion will do the rest. Also used as long-range point defense. Some mounted on large starfighters.
Missiles: Missiles come in many forms, and use many different types of warheads, including those specialized for disabling ships. Larger ones include a Jump drive for extra range and surprise.
Impactors: projectile with a hyperdrive.
Armor/Shielding: Standard capital ship armor plating is a metal that is fairly durable and light. More armor = more protection. Shields are hull-hugging and projected from the interior of the ship. Also notable are salvaged cloaking devices
Ground forces: Tralcog ground forces are a good mix of infantry, armor, and artillery. Infantry is assisted by powered armor, letting them run faster, carry heavier loads, and giving them increased situational awareness. Infantry weapons include mass drivers, explosives, and EM weapons in a support role. Armor is grav-field driven, giving excellent speed, and letting the tanks “fly”. They mount EM weapons, missiles, and railguns. Artillery still has its role, firing projectiles over the horizon at unsuspecting targets. Infantry special forces teams typically use light exoskeletons with jump packs, and handheld EM weapons.
Holdings:
Tralcog currently occupies 18 star systems, all within 20 light-years of each other, for a population of about 20 billion. 4 worlds are heavily industrialized, and 11 are less so, mostly agricultural. The remaining three are mining operations and military outposts. The first world settled was named Corfai, and is the most developed. It features three small moons, used as research labs and planetary defense stations. The other industrialized planets are Fornax and Ghenderos, they are both similar to Corfai. The agricultural colonies have not been given names, they are simply referred to as Colony 1 through 11. Shipyards are present on all planets, as are defense platforms. If a system has moons, they are used for defense and research.
Ships:
Invictus-class Command Ship
2 Capital points
The Invictus-class is meant as a command ship, featuring advanced C+C systems. It has very strong shields and armor, reflecting how valuable this ship is. 1 in service.
4 mk3 Plasma Lances
8 mk2 Plasma Lances
108 Turbolasers
48 Missile launchers
4 Impactor launchers
60 EM beams
120 railguns
60 Assault railguns
72 fighters
Titan-class Battlecruiser
2 Capital Ship points
A large, fast ship meant to take out ships it’s size or larger. It trades armor for speed and weaponry. 5 in service
4 mk4 Plasma Lances
4 mk3 Plasma Lances
120 turbolasers
48 missile launchers
4 impactor launchers
60 EM beams
120 railguns
60 assault railguns
Dervish-class Battlecruiser
1 capital ship point
The “dirtiest fighter in the fleet”, this ship is meant to swat large groups of ships smaller than itself. The lighter armor plating allows this to move at a speed similar to a destroyer, while it has stronger shields to compensate. 3 in service
12 mk3 Plasma Lances
72 turbolasers
36 missile launchers
4 impactor launchers
60 EM beams
120 railguns
60 assault railguns
---
Demon-class Heavy Cruiser
2 cruiser points
Workhorse of the fleet, it specializes in frontal assaults, as evidenced by its reinforced forward armor and shielding. 12 in service
4 mk3 Plasma Lances
4 mk2 Plasma Lances
60 turbolasers
24 missile launchers
2 impactor launchers
36 EM beams
60 railguns
12 assault railguns
Spectre-class
1 cruiser point
Specializing in surprise attacks, it’s construction allows it to hide from sensors. 4 in service.
2 mk3 Plasma Lance
4 mk2 Plasma Lances
24 turbolasers
12 missile launchers
1 impactor launcher
12 EM beams
48 Railguns
12 assault railguns
cloaking device
Aurora-class
1 cruiser point
Electronic warfare ship, jams transmissions while providing situational awareness to friendly forces. Can serve as a command ship as well. 2 in service.
4 mk2 Plasma Lances
30 turbolasers
18 missile launchers
1 impactor launcher
12 EM beams
48 railguns
EW equipment
Dervish-class Frigate
1 Escort points
The main small ship in use, good for a variety of tasks. 50 in service.
2 mk2 Plasma Lance
24 turbolasers
1 impactor launcher
6 missile launchers
12 EM beams
24 railguns
6 assault railguns
Hornet-class Destroyer
2 escort points
Meant to destroy ships larger than itself. Fast, compact, and well-armed. 25 in service.
1 mk3 Plasma Lance
2 mk2 plasma Lances
36 turbolasers
2 impactor launchers
12 missile launchers
24 EM beams
24 railguns
12 assault railguns
Wall-class
2 escort points
Shield projector ship, protects other ships. Also specializes in anti-fighter work. 10 in service.
4 mk1 Plasma Lances
6 missile launchers
12 EM beams
24 railguns
24 anti-fighter rail cannons (flak-burst)
Extra shield projection equipment
Bayonet-class Destroyer
1 escort point
Escorts for the Spectre-class. 20 in service
3 mk2 Plasma Lances
12 turbolasers
6 missile launchers
12 EM beams
24 railguns
12 assault railguns
cloaking device
Pelican-class
1 escort point
Troop transport/heavy boarding craft. When landing troops, this ship actually lands on the surface. 10 in service.
4 mk1 Plasma Lances
6 turbolasers
12 EM beams
12 railguns
6 assault railguns
Fighters:
All fighters are equipped with a Jump drive, removing the need for specialized carriers. However, every ship has docking ports to transfer crews, supplies, and the like. Larger ships also feature limited repair bays.
SF-17
Quick and maneuverable, the SF-17 is the prime interceptor for the Tralcog forces. Meant to get in quickly, destroy what it can, and get out, only to repeat, this ship features little in the way of armor, but does have reinforced forward shielding.
2 railguns
1 missile launcher
1 EM beam
SF-23
Space superiority fighter, this is a good mix of firepower, maneuverability, and armor. These fighters typically follow the SF-17s and mop up the survivors after their first attack.
1 assault railgun
2 railguns
1 missile launcher
2 EM beams
StF-27
Stealth fighter, these are piloted only by the elite. With a cloaking device capable of sustaining cloak for several minutes, this fighter is devastating in surprise attacks. These typically work alongside Spectres and Bayonets.
1 assault railgun
2 railguns
1 missile launcher
1 EM beam
SB-2
Tactical bomber, this fighter carries a small bombload, but is almost as fast as the SF-17 and can deal a lot of precision damage.
2 railguns
1 missile launcher
1 EM beam
1 bomb bay
SB-12
Main bomber, this is a large and powerful fighter, capable of dishing it out and taking it in. These fighters are usually the ones that survive the longest without getting major damage.
2 railguns
2 missile launchers
1 EM beam
4 bomb bays
StF-21
Stealth Bomber, this fighter is usually used in the opening wave of attacks from cloaked ships. The cloaking device can be used for several minutes before needing to recharge.
2 railguns
1 missile launcher
1 EM beam
3 bomb bays
GF-7
Ground support gunship, these fighters accompany troop transports down to the ground and provide air support. They also serve as recon, spotters for artillery, and command. These fighters are nearly impervious to ground fire.
4 railguns
1 assault railgun
1 missile launcher
1 EM beam
C+C and targeting equipment
Fleets:
1st Fleet
This fleet is the main fleet for space engagements.
1 x Invictus-class
3 x Titan-class
1 x Dervish-class
6 x Demon-class
1 x Aurora-class
30 x Storm-class
10 Hornet-class
5 Wall-class
12 squads SF-17
24 squads SF-23
6 squads SB-2
12 squads SB-12
2nd Fleet
This fleet specializes in planetary engagements
2 x Titan-class
2 x Dervish-class
6 x Demon-class
20 x Storm-class
15 x Hornet-class
5 x Wall-class
10 x Pelican-class
18 squads SF-17
24 squads SF-23
12 squads SB-2
24 squads SB-12
6 squads GF-7
3rd Fleet
This fleet is entirely cloak-capable, and is used as pirate hunters and in conjunction with 1st fleet in naval battles.
4 x Spectre-class
1 x Aurora-class (cloak-capable)
20 x Bayonet-class
24 squads StF-27
12 sqauds StF-21
Trans-Galactic Colonization Group 1 (AKA Tralcog Republic)
Background: After the great galactic war, and the millennia of twilight after, alien explorers came to this galaxy. Their survey teams showed it to be a dark and empty place, with life all but eradicated. In the remains, they found organic material surviving in bunkers, derelict spacecraft, or other places, and went about re-seeding the galaxy with life. Then they left. The cycle of life started again, but only for one species, the ones formerly known as humans. Of the hundreds of species’ genetic material found, only one was capable of being reborn with the alien’s technology. This species, one of the dominant players of the war in previous years, was repopulated on a suitable world, watched for several hundred years, then left to fend for themselves, with all traces of advanced technology removed from the planet.
Thousands of years later, having firmly established themselves on their home planet, the humans looked to the stars and wondered if there was other life out there. Over time, they discovered ruins of advanced technology left behind in the galaxy, and tried to piece together their past. As their history became known, the humans found out that they were alone in the galaxy, wiped out by their predecessors so long ago. Looking outwards at other galaxies, the humans decided to go to them and find alien species, if they existed. The first scout ships were sent out, and when they reported back with data on the galaxy, including a planet that was human-habitable, a colonization fleet was organized. As they were sent out, they expected that in a few years, they would be in the new galaxy.
However, a spatial disturbance while in transit caused the fleet to be turned back towards their home galaxy, while simultaneously sending them back in time. When the colonists arrived, they discovered that their “new galaxy” was not the one they had set out for. There were no sign of the scout ships that should have been awaiting them, and the maps were wrong. Confused, they carried out their mission, settling a planet and looking for alien life.
Years passed. The colonists were first and foremost concerned with how they were to survive, and therefore did not spend much effort looking for alien life. As their infrastructure grew from the original colony ships-turned-cities, they began building ships, both for exploration and for war. In the intervening years, they had dug through historical archives and starcharts, and discovered what had happened to them. They were now in the thick of things, either during the galactic war, or slightly before. Their mission was going to be completed in one way or another. They were sure to meet alien species here, and most likely they would have to fight. They took up the name of the “Tralcog Republic”, a nod to their origins, and prepared for what was to come.
Society: Knowing what’s coming, the people of Tralcog are fairly united in their efforts to stay alive. It takes all kinds, though…
Computer systems: The Tralcog society is mechanized and computerized, and the discovery of Artificial Intelligences has only helped. The AIs found were from the ancient humans, and therefore act like humans.
Tech: Tralcog technology is a mix of extremely advanced tech and lower tech. The extremely advanced tech was salvaged and reverse-engineered from derelict warships and the like. Lower tech was developed on their own, and with assistance from higher tech.
FTL travel: Tralcog has two forms of FTL travel. The first, referred to by the term “Transfer Jumps” or “popping” is not understood by scientists. The ship experiences no time at all during the travel, yet time passes for the rest of the universe. As near as theorists can tell, the ship travels to an alternate dimension, then appears back in the original universe. The travelers experience no time passing at all. Guidance is also not understood, but is extremely accurate. Ships in formation remain in formation, perfectly where they expected to come out. However, short jumps require much more calculation than long jumps, making them impractical for moving around a planetary system. Observers note that when a ship is engaging the Jump drive, it appears that one moment it is there, and the next moment it is gone. It seems to be perfectly safe, even in the presence of surrounding matter, gravity, or energy fields. When transfer jumps are taken in atmosphere, all evidence suggests that the person was never there. Not even air currents are disturbed by the sudden absense of something. Sensors have shown that air just appeared to take the place of the object that was jumping. One test conducted by scientists involved jumping into an asteroid. When it was done, the ship was found perfectly intact inside the asteroid, in a hollow that perfectly encapsulated it. Transfer Jumps use very little energy as well, which has led to it being used for public transport around planets, as well as intra-system travel. The “speed” of transfer jumps is about 1 light-year per 2 seconds. All spaceborne ships mount a Jump drive, from the largest battleships to troop transports and space-to-ground support ships.
The second form of FTL is known as the “hyperdrive”. Developed by human scientists, it is fully understood, if not used much. The speed is on-par with Jump drives, but it requires more energy. Hyperdrives are used as backup FTL in case a ship’s Jump drive is knocked out and cannot be repaired. They are much more limited then Jump drives, being incapable of jumping into atmosphere. The main use for hyperdrives is on one main weapon system. (Basically it’s Star Wars hyperdrive)
Propulsion: Tralcog ships use ion propulsion systems to move around local space. They also use chemical booster engines for quick bursts of speed, and for emergency maneuvers. Near gravity wells, they can also use grav-drives to move. Grav-drives produce a field that allows ships to “float” in a gravity well, simulating the conditions of deep space. To move, a ship uses thruster engines.
Weapons: Only two forms of advanced weapon has been reverse-engineered by humans. One is dubbed the “Plasma Lance”, and it fires a beam of plasma at its target. It is good against shields, but it’s main use is drilling through hull plating. Deckplates are puncture like tissue paper, and armor only offers very little resistance. When it gets into a ship, assuming there is oxygen aboard, it will combust nearly anything, making it a two-pronged lance.
The second weapon is the turbolaser, an immensely powerful weapon capable of breaching shields quickly and armor in just a few shots.
Other weapons include mass drivers, explosives, high-power EM beam weapons, missiles, and large projectiles with a hyperdrive strapped onto them. These impactors are small missiles barely large enough to hold a hyperdrive. When they are launched, they point themselves at an enemy ship and engage the hyperdrive. The projectile impacts the enemy ship, destroying itself and severely damaging, if not destroying the enemy ship. Impactors range in mass from one ton to several thousand.
Weapon types:
Railguns: Using magnetism, these weapons propel slugs at high speeds toward their target. Mounted on starfighters, and used as short range point-defense. Caliber varies depending on usage, largest is 500mm.
Explosives: Explosives vary from standard chemical explosives, used most commonly by infantry, to nuclear and fusion weapons, used on capital ships and for demolition.
EM beams: High-energy beams that typically heat up their target until the material melts. “caliber” is usually as small as possible, heat dispersion will do the rest. Also used as long-range point defense. Some mounted on large starfighters.
Missiles: Missiles come in many forms, and use many different types of warheads, including those specialized for disabling ships. Larger ones include a Jump drive for extra range and surprise.
Impactors: projectile with a hyperdrive.
Armor/Shielding: Standard capital ship armor plating is a metal that is fairly durable and light. More armor = more protection. Shields are hull-hugging and projected from the interior of the ship. Also notable are salvaged cloaking devices
Ground forces: Tralcog ground forces are a good mix of infantry, armor, and artillery. Infantry is assisted by powered armor, letting them run faster, carry heavier loads, and giving them increased situational awareness. Infantry weapons include mass drivers, explosives, and EM weapons in a support role. Armor is grav-field driven, giving excellent speed, and letting the tanks “fly”. They mount EM weapons, missiles, and railguns. Artillery still has its role, firing projectiles over the horizon at unsuspecting targets. Infantry special forces teams typically use light exoskeletons with jump packs, and handheld EM weapons.
Holdings:
Tralcog currently occupies 18 star systems, all within 20 light-years of each other, for a population of about 20 billion. 4 worlds are heavily industrialized, and 11 are less so, mostly agricultural. The remaining three are mining operations and military outposts. The first world settled was named Corfai, and is the most developed. It features three small moons, used as research labs and planetary defense stations. The other industrialized planets are Fornax and Ghenderos, they are both similar to Corfai. The agricultural colonies have not been given names, they are simply referred to as Colony 1 through 11. Shipyards are present on all planets, as are defense platforms. If a system has moons, they are used for defense and research.
Ships:
Invictus-class Command Ship
2 Capital points
The Invictus-class is meant as a command ship, featuring advanced C+C systems. It has very strong shields and armor, reflecting how valuable this ship is. 1 in service.
4 mk3 Plasma Lances
8 mk2 Plasma Lances
108 Turbolasers
48 Missile launchers
4 Impactor launchers
60 EM beams
120 railguns
60 Assault railguns
72 fighters
Titan-class Battlecruiser
2 Capital Ship points
A large, fast ship meant to take out ships it’s size or larger. It trades armor for speed and weaponry. 5 in service
4 mk4 Plasma Lances
4 mk3 Plasma Lances
120 turbolasers
48 missile launchers
4 impactor launchers
60 EM beams
120 railguns
60 assault railguns
Dervish-class Battlecruiser
1 capital ship point
The “dirtiest fighter in the fleet”, this ship is meant to swat large groups of ships smaller than itself. The lighter armor plating allows this to move at a speed similar to a destroyer, while it has stronger shields to compensate. 3 in service
12 mk3 Plasma Lances
72 turbolasers
36 missile launchers
4 impactor launchers
60 EM beams
120 railguns
60 assault railguns
---
Demon-class Heavy Cruiser
2 cruiser points
Workhorse of the fleet, it specializes in frontal assaults, as evidenced by its reinforced forward armor and shielding. 12 in service
4 mk3 Plasma Lances
4 mk2 Plasma Lances
60 turbolasers
24 missile launchers
2 impactor launchers
36 EM beams
60 railguns
12 assault railguns
Spectre-class
1 cruiser point
Specializing in surprise attacks, it’s construction allows it to hide from sensors. 4 in service.
2 mk3 Plasma Lance
4 mk2 Plasma Lances
24 turbolasers
12 missile launchers
1 impactor launcher
12 EM beams
48 Railguns
12 assault railguns
cloaking device
Aurora-class
1 cruiser point
Electronic warfare ship, jams transmissions while providing situational awareness to friendly forces. Can serve as a command ship as well. 2 in service.
4 mk2 Plasma Lances
30 turbolasers
18 missile launchers
1 impactor launcher
12 EM beams
48 railguns
EW equipment
Dervish-class Frigate
1 Escort points
The main small ship in use, good for a variety of tasks. 50 in service.
2 mk2 Plasma Lance
24 turbolasers
1 impactor launcher
6 missile launchers
12 EM beams
24 railguns
6 assault railguns
Hornet-class Destroyer
2 escort points
Meant to destroy ships larger than itself. Fast, compact, and well-armed. 25 in service.
1 mk3 Plasma Lance
2 mk2 plasma Lances
36 turbolasers
2 impactor launchers
12 missile launchers
24 EM beams
24 railguns
12 assault railguns
Wall-class
2 escort points
Shield projector ship, protects other ships. Also specializes in anti-fighter work. 10 in service.
4 mk1 Plasma Lances
6 missile launchers
12 EM beams
24 railguns
24 anti-fighter rail cannons (flak-burst)
Extra shield projection equipment
Bayonet-class Destroyer
1 escort point
Escorts for the Spectre-class. 20 in service
3 mk2 Plasma Lances
12 turbolasers
6 missile launchers
12 EM beams
24 railguns
12 assault railguns
cloaking device
Pelican-class
1 escort point
Troop transport/heavy boarding craft. When landing troops, this ship actually lands on the surface. 10 in service.
4 mk1 Plasma Lances
6 turbolasers
12 EM beams
12 railguns
6 assault railguns
Fighters:
All fighters are equipped with a Jump drive, removing the need for specialized carriers. However, every ship has docking ports to transfer crews, supplies, and the like. Larger ships also feature limited repair bays.
SF-17
Quick and maneuverable, the SF-17 is the prime interceptor for the Tralcog forces. Meant to get in quickly, destroy what it can, and get out, only to repeat, this ship features little in the way of armor, but does have reinforced forward shielding.
2 railguns
1 missile launcher
1 EM beam
SF-23
Space superiority fighter, this is a good mix of firepower, maneuverability, and armor. These fighters typically follow the SF-17s and mop up the survivors after their first attack.
1 assault railgun
2 railguns
1 missile launcher
2 EM beams
StF-27
Stealth fighter, these are piloted only by the elite. With a cloaking device capable of sustaining cloak for several minutes, this fighter is devastating in surprise attacks. These typically work alongside Spectres and Bayonets.
1 assault railgun
2 railguns
1 missile launcher
1 EM beam
SB-2
Tactical bomber, this fighter carries a small bombload, but is almost as fast as the SF-17 and can deal a lot of precision damage.
2 railguns
1 missile launcher
1 EM beam
1 bomb bay
SB-12
Main bomber, this is a large and powerful fighter, capable of dishing it out and taking it in. These fighters are usually the ones that survive the longest without getting major damage.
2 railguns
2 missile launchers
1 EM beam
4 bomb bays
StF-21
Stealth Bomber, this fighter is usually used in the opening wave of attacks from cloaked ships. The cloaking device can be used for several minutes before needing to recharge.
2 railguns
1 missile launcher
1 EM beam
3 bomb bays
GF-7
Ground support gunship, these fighters accompany troop transports down to the ground and provide air support. They also serve as recon, spotters for artillery, and command. These fighters are nearly impervious to ground fire.
4 railguns
1 assault railgun
1 missile launcher
1 EM beam
C+C and targeting equipment
Fleets:
1st Fleet
This fleet is the main fleet for space engagements.
1 x Invictus-class
3 x Titan-class
1 x Dervish-class
6 x Demon-class
1 x Aurora-class
30 x Storm-class
10 Hornet-class
5 Wall-class
12 squads SF-17
24 squads SF-23
6 squads SB-2
12 squads SB-12
2nd Fleet
This fleet specializes in planetary engagements
2 x Titan-class
2 x Dervish-class
6 x Demon-class
20 x Storm-class
15 x Hornet-class
5 x Wall-class
10 x Pelican-class
18 squads SF-17
24 squads SF-23
12 squads SB-2
24 squads SB-12
6 squads GF-7
3rd Fleet
This fleet is entirely cloak-capable, and is used as pirate hunters and in conjunction with 1st fleet in naval battles.
4 x Spectre-class
1 x Aurora-class (cloak-capable)
20 x Bayonet-class
24 squads StF-27
12 sqauds StF-21
Last edited by Hawkwings on 2005-06-04 12:19pm, edited 1 time in total.
- Glimmervoid
- Jedi Master
- Posts: 1344
- Joined: 2005-01-29 09:00am
- Location: Some were in the unfashionable end of the western spiral arm.
- Contact:
- Spyder
- Sith Marauder
- Posts: 4465
- Joined: 2002-09-03 03:23am
- Location: Wellington, New Zealand
- Contact:
New Eden
Regional Power, somewhere in the rim.
“There are so few of us left now. All we have accomplished will soon be forgotten. Our annihilation has come.” -Oldest recorded message, public archives. 2,000 years ago.
Within the expanse of the galaxy’s hundred billion stars a civilisation could live out its entire existence from birth to eventual collapse with no notice from any of the larger space faring powers. Their entire existence leaving no impact on the rest of the galaxy, no profound legacy, no lasting memories of once proud and glorious empires and no tales of war and heroism would ever be told.
New Eden lies within a sector of space no faction has yet to find the inclination to spend the necessary time and resources required for exploration and probing. Spectral analysis of the various planets and astral bodies spotted by powerful telescopes seemed to indicate little possibility of habitable worlds. Future terraforming projects perhaps, but for now the others had more important pursuits to occupy their time.
At this time, no one outside of New Eden's Protectorates is aware that they exist.
A long time ago...
No one remembers the details and suspiciously there are no recorded logs prior to a particular date but what is known is that at some point a dominant civilisation that existed within the region met its end with the advent of a great cataclysm. Any details about the civilisation or the events surrounding their demise remain a mystery. One of the greatest puzzles facing the people of New Eden is that for some reason they can trace communication records and log entries back to a certain date in the past roughly 2,000 years ago but there is absolutely no data on anything that came before that.
However, while the events surrounding the life and death of the old civilization remain a mystery, the data available does present a clear an accurate picture of the birth of the civilization that has risen to take its place. The earliest records depict all kinds of ruined debris scattered throughout the New Eden system; the battered husks of once glorious star ships, remains of vast space stations and much more. Survivors still clung to their lives within the confined spaces of sealed ship and station sections. Logs indicate many deaths from starvation and disease. People were trapped alive amidst the debris, most with no hope of rescue. When faced with such desperate circumstances the people of New Eden did what humanity does best in such situations, tried to make do with what they had.
In the early years life involved constant hardship. Food was sparse, with only a few hydroponics labs in operation and salvaged rations constantly running out it looked bleak. A few shuttles were still in operation although fuel was limited they lacked any form of FTL. People were ferried back and forth to wherever they would be made the most useful. A large community formed on one of the asteroid bases as it was slowly patched up and made semi-habitable. There were still problems, food was always short and the air and water scrubbers never worked properly. Hunger and disease still gripped the isolated communities of New Eden and would continue to do so for many years to come.
Getting Back on their Feet
Though a slow and arduous process, the survivors managed to band together in small communities and begin salvaging what had become a system-wide scrap yard. For the first century all their resources had to come from salvage. Fuel, food, materials, everything they needed to survive. Eventually they were able to gather enough materials to set up makeshift horticultural units and a mining facility in one of the larger asteroids within the system’s asteroid belt, a number of factories followed as did a refinery for the various fuels that were uncovered. Soon the people of New Eden were able to construct better ships establishing a persistent link between the facilities in the asteroid field and the various colonies that had formed amongst the debris throughout the system. Rather then attempt to gather everyone in the asteroid field it was decided instead to distribute the supplies and personnel necessary to get the various makeshift habitats up to adequate standards.
One problem they still faced was that the food being produced, while in steadily increasing amounts, was insufficient to satisfy the nutritional requirements of the new society. The new society needed livestock, or at least something resembling it. The corpses of long dead cows, pigs and other animals that had been exposed to vacuum during the cataclysm were found in the wreckage of an old transport. Tissue samples were taken back to a laboratory in the asteroid belt and various proteins were extracted. Initial experiments yielded little success but eventually they were able to duplicate the proteins and stimulate the growth of new living cells. This unfortunately didn’t bring about the triumphant return of the cow but it did solve their immediate problem with the creation of the meat vats.
With the expansion of facilities throughout the system, they were eventually able to produce enough food and medical supplies to bring them back from the brink of extinction. Many of the habitats still needed constant maintenance and only so much was being produced. The facilities would continue to have ongoing problems with malfunctioning waste systems and faulty air scrubbers. Accidents resulting in death by exposure were common place, especially in the smaller communities. It would also be some time before the various diseases would be brought under control.
Eventually a governing body was formed providing a centralised authority for the inhabitants of the system, and solving a number of problems arising from disputes between the various stations. As the problems were being addressed one by one the citizens of New Eden no longer faced their annihilation, but their future.
Ships capable of atmospheric descent and take off were built allowing them to properly survey the several planets in the New Eden system. None of which were inhabitable although there was one that came close. The second planet, Ajere, was in the correct position necessary for supporting life and had many of the atmospheric elements necessary for habitation. Initial survey reports indicated that the planet is also rich in natural resources, creating a rich incentive for further study. The one problem however is that the planet’s atmosphere is highly toxic due to gasses produced by a dense fungal growth covering almost the entire surface of the planet. New Eden scientists are currently researching method of purifying the atmosphere.
The Rediscovery of Jump Drive
With the growing economy of New Eden it was time for the people to stretch out and travel beyond the confines of their system. FTL travel was something that was never truly lost, the drives and the expertise on how to use them were always there, the main problem was that there was never the time or the resources to make practical use of them. The first interstellar vehicles were constructed and expeditions were sent to nearby systems.
The governing body of New Eden already knew that there were other powers out there, they had been intercepting their subspace communication traffic for quite some time and for now it had decided that it would be best to keep a low profile.
In the surrounding systems small human settlements were discovered living on barely habitable rocks, doing their hardest to survive. Trade was established, the excesses of these small settlements were traded in exchange for foods, medicine and the protection of the New Eden military against raiders and other outside forces.
Modern Day
New Eden has grown into a prosperous regional power with one of the largest civilian merchant fleets in the sector. The military, while not particularly large comparatively, specializes in rapid response and peacekeeping. New Eden doesn’t make any official claim to territory outside its home system but it does act to enforce the territorial boundaries of the various protectorates that they are charged with protection.
Factions:
House of Nine:
The House of Nine is a coalition of science, industry and administrative organisations that report directly to the top levels of the New Eden government.
Fleet Industrial and Aerospace Corporation:
FIAC is the largest manufacturer of civilian vessels sometimes used as a military subcontractor, is a member of the House of Nine.
Concord:
Concord is the title given to local security forces that operate within New Eden and the protected systems.
Eden Protectorate Forces:
EPF is the name given to the combined armed forces of New Eden. The EPF consists of all naval and ground force assets.
Eden Economic Consortium:
The EEC is responsible for maintaining fair trade within New Eden and its protectorates. The EEC also looks after other economic concerns but trade is the only subject that falls under the EEC’s jurisdiction outside the New Eden system. The EEC is a member of the House of Nine.
Gemini Research:
Gemini is the largest research institute within New Eden and a member of the House of Nine. With most of the research taking place on isolated stations Gemini is free to operate with little oversight. Gemini’s past discoveries have lead to incredible advances in medicine, food, fuel, ship construction and many more.
EPF Navy:
The EPF Navy consists of
20 capital ships (1.5 pt each),
47 cruisers (1.5 pt) and
500 escorts (1 pt).
None of which are separated into specific classes apart from “EPF Capital”, “EPF Cruiser” and “EPF Escort.” The reason for this is that EPF ships lack enough uniformity to fit into concise classes. Ships can have similar capabilities and designs but things like weapon placement and various role specific enhancements can drastically alter the appearance and function of a specific vessel. Each ship is constructed to purpose and from whatever components are available at the time of construction. Attempts to reform and standardise EPF ship construction have met with little success so far due to resource constraints.
One thing that has been standardised however are the cruiser and capital fighter compliments, including various interceptors and bombers.
EPF ships typically engage with an assortment of missiles, torpedoes and flak weapons. Most ships are fitted with some form of energy beam weapon but these are usually only used in close to mid range.
Independant Trade Authority
(Previously known as Interstellar Trade Alliance, the ITA has no affiliation with the government or people of New Eden.)
The ITA is an organisation started many years ago by the Minmatar and was the first interstellar trade organisation established after humanity first left Earth to form the colonies that would soon grow into the powers that exist today.
ITA "accredited" transports would sometimes have sufficient escort to ward off pirate attacks but the ITA's refusal to supply the colonies with weapons to defend their trade shipments once they've arrived meant that attacks from raiding parties were almost like clockwork.
"Our job is trade security, ongoing security for the thousands of independant colonial settlements out there is far beyond the scope of our duristiction and capacity." ITA officials would say, and many would agree.
However, recently the ITA has come under heavy criticism for this policy due to the fact that larger trade companies for the significant powers were privilaged to ongoing ITA colonial security throughout problem sectors before the ITA broke off from its government contracts and became independant. Critics note that small colonial trade represents only a very small margin for the ITA and trade escorts and defenses are scaled back accordingly. The modern ITA is indeed a very different beast from the concept originally conceived by the Minmatar.
Colonial Union
Unity Pact and Colonial Union:
Pact that allows colonies to function as a single political and economic entity know as the Colonial Union. Colonies are free to leave the Union as they so desire.
Colonies of the Colonial Union
Agrerrian:
Poriatus Six
Tau Alpha Rho
Segmin
Varta
Sevden
Industrial:
Holstead
LX98
Eron
D'Stat
Mining:
Degule
Avir
Griffon Asteroid Belt
Vespar
General:
Subastus
Otaria
Ortega
Antiga
Haron
New Vega
Braxis
Antioch
Paradise
Lanthus
Halceria
Primus Sara
Vega Sara
Vastige
Solace Anachros
Solace Neo
Vitus Seven
Jinx
Tyberian
Veristo
Cordon
Silia
Regional Power, somewhere in the rim.
“There are so few of us left now. All we have accomplished will soon be forgotten. Our annihilation has come.” -Oldest recorded message, public archives. 2,000 years ago.
Within the expanse of the galaxy’s hundred billion stars a civilisation could live out its entire existence from birth to eventual collapse with no notice from any of the larger space faring powers. Their entire existence leaving no impact on the rest of the galaxy, no profound legacy, no lasting memories of once proud and glorious empires and no tales of war and heroism would ever be told.
New Eden lies within a sector of space no faction has yet to find the inclination to spend the necessary time and resources required for exploration and probing. Spectral analysis of the various planets and astral bodies spotted by powerful telescopes seemed to indicate little possibility of habitable worlds. Future terraforming projects perhaps, but for now the others had more important pursuits to occupy their time.
At this time, no one outside of New Eden's Protectorates is aware that they exist.
A long time ago...
No one remembers the details and suspiciously there are no recorded logs prior to a particular date but what is known is that at some point a dominant civilisation that existed within the region met its end with the advent of a great cataclysm. Any details about the civilisation or the events surrounding their demise remain a mystery. One of the greatest puzzles facing the people of New Eden is that for some reason they can trace communication records and log entries back to a certain date in the past roughly 2,000 years ago but there is absolutely no data on anything that came before that.
However, while the events surrounding the life and death of the old civilization remain a mystery, the data available does present a clear an accurate picture of the birth of the civilization that has risen to take its place. The earliest records depict all kinds of ruined debris scattered throughout the New Eden system; the battered husks of once glorious star ships, remains of vast space stations and much more. Survivors still clung to their lives within the confined spaces of sealed ship and station sections. Logs indicate many deaths from starvation and disease. People were trapped alive amidst the debris, most with no hope of rescue. When faced with such desperate circumstances the people of New Eden did what humanity does best in such situations, tried to make do with what they had.
In the early years life involved constant hardship. Food was sparse, with only a few hydroponics labs in operation and salvaged rations constantly running out it looked bleak. A few shuttles were still in operation although fuel was limited they lacked any form of FTL. People were ferried back and forth to wherever they would be made the most useful. A large community formed on one of the asteroid bases as it was slowly patched up and made semi-habitable. There were still problems, food was always short and the air and water scrubbers never worked properly. Hunger and disease still gripped the isolated communities of New Eden and would continue to do so for many years to come.
Getting Back on their Feet
Though a slow and arduous process, the survivors managed to band together in small communities and begin salvaging what had become a system-wide scrap yard. For the first century all their resources had to come from salvage. Fuel, food, materials, everything they needed to survive. Eventually they were able to gather enough materials to set up makeshift horticultural units and a mining facility in one of the larger asteroids within the system’s asteroid belt, a number of factories followed as did a refinery for the various fuels that were uncovered. Soon the people of New Eden were able to construct better ships establishing a persistent link between the facilities in the asteroid field and the various colonies that had formed amongst the debris throughout the system. Rather then attempt to gather everyone in the asteroid field it was decided instead to distribute the supplies and personnel necessary to get the various makeshift habitats up to adequate standards.
One problem they still faced was that the food being produced, while in steadily increasing amounts, was insufficient to satisfy the nutritional requirements of the new society. The new society needed livestock, or at least something resembling it. The corpses of long dead cows, pigs and other animals that had been exposed to vacuum during the cataclysm were found in the wreckage of an old transport. Tissue samples were taken back to a laboratory in the asteroid belt and various proteins were extracted. Initial experiments yielded little success but eventually they were able to duplicate the proteins and stimulate the growth of new living cells. This unfortunately didn’t bring about the triumphant return of the cow but it did solve their immediate problem with the creation of the meat vats.
With the expansion of facilities throughout the system, they were eventually able to produce enough food and medical supplies to bring them back from the brink of extinction. Many of the habitats still needed constant maintenance and only so much was being produced. The facilities would continue to have ongoing problems with malfunctioning waste systems and faulty air scrubbers. Accidents resulting in death by exposure were common place, especially in the smaller communities. It would also be some time before the various diseases would be brought under control.
Eventually a governing body was formed providing a centralised authority for the inhabitants of the system, and solving a number of problems arising from disputes between the various stations. As the problems were being addressed one by one the citizens of New Eden no longer faced their annihilation, but their future.
Ships capable of atmospheric descent and take off were built allowing them to properly survey the several planets in the New Eden system. None of which were inhabitable although there was one that came close. The second planet, Ajere, was in the correct position necessary for supporting life and had many of the atmospheric elements necessary for habitation. Initial survey reports indicated that the planet is also rich in natural resources, creating a rich incentive for further study. The one problem however is that the planet’s atmosphere is highly toxic due to gasses produced by a dense fungal growth covering almost the entire surface of the planet. New Eden scientists are currently researching method of purifying the atmosphere.
The Rediscovery of Jump Drive
With the growing economy of New Eden it was time for the people to stretch out and travel beyond the confines of their system. FTL travel was something that was never truly lost, the drives and the expertise on how to use them were always there, the main problem was that there was never the time or the resources to make practical use of them. The first interstellar vehicles were constructed and expeditions were sent to nearby systems.
The governing body of New Eden already knew that there were other powers out there, they had been intercepting their subspace communication traffic for quite some time and for now it had decided that it would be best to keep a low profile.
In the surrounding systems small human settlements were discovered living on barely habitable rocks, doing their hardest to survive. Trade was established, the excesses of these small settlements were traded in exchange for foods, medicine and the protection of the New Eden military against raiders and other outside forces.
Modern Day
New Eden has grown into a prosperous regional power with one of the largest civilian merchant fleets in the sector. The military, while not particularly large comparatively, specializes in rapid response and peacekeeping. New Eden doesn’t make any official claim to territory outside its home system but it does act to enforce the territorial boundaries of the various protectorates that they are charged with protection.
Factions:
House of Nine:
The House of Nine is a coalition of science, industry and administrative organisations that report directly to the top levels of the New Eden government.
Fleet Industrial and Aerospace Corporation:
FIAC is the largest manufacturer of civilian vessels sometimes used as a military subcontractor, is a member of the House of Nine.
Concord:
Concord is the title given to local security forces that operate within New Eden and the protected systems.
Eden Protectorate Forces:
EPF is the name given to the combined armed forces of New Eden. The EPF consists of all naval and ground force assets.
Eden Economic Consortium:
The EEC is responsible for maintaining fair trade within New Eden and its protectorates. The EEC also looks after other economic concerns but trade is the only subject that falls under the EEC’s jurisdiction outside the New Eden system. The EEC is a member of the House of Nine.
Gemini Research:
Gemini is the largest research institute within New Eden and a member of the House of Nine. With most of the research taking place on isolated stations Gemini is free to operate with little oversight. Gemini’s past discoveries have lead to incredible advances in medicine, food, fuel, ship construction and many more.
EPF Navy:
The EPF Navy consists of
20 capital ships (1.5 pt each),
47 cruisers (1.5 pt) and
500 escorts (1 pt).
None of which are separated into specific classes apart from “EPF Capital”, “EPF Cruiser” and “EPF Escort.” The reason for this is that EPF ships lack enough uniformity to fit into concise classes. Ships can have similar capabilities and designs but things like weapon placement and various role specific enhancements can drastically alter the appearance and function of a specific vessel. Each ship is constructed to purpose and from whatever components are available at the time of construction. Attempts to reform and standardise EPF ship construction have met with little success so far due to resource constraints.
One thing that has been standardised however are the cruiser and capital fighter compliments, including various interceptors and bombers.
EPF ships typically engage with an assortment of missiles, torpedoes and flak weapons. Most ships are fitted with some form of energy beam weapon but these are usually only used in close to mid range.
Independant Trade Authority
(Previously known as Interstellar Trade Alliance, the ITA has no affiliation with the government or people of New Eden.)
The ITA is an organisation started many years ago by the Minmatar and was the first interstellar trade organisation established after humanity first left Earth to form the colonies that would soon grow into the powers that exist today.
ITA "accredited" transports would sometimes have sufficient escort to ward off pirate attacks but the ITA's refusal to supply the colonies with weapons to defend their trade shipments once they've arrived meant that attacks from raiding parties were almost like clockwork.
"Our job is trade security, ongoing security for the thousands of independant colonial settlements out there is far beyond the scope of our duristiction and capacity." ITA officials would say, and many would agree.
However, recently the ITA has come under heavy criticism for this policy due to the fact that larger trade companies for the significant powers were privilaged to ongoing ITA colonial security throughout problem sectors before the ITA broke off from its government contracts and became independant. Critics note that small colonial trade represents only a very small margin for the ITA and trade escorts and defenses are scaled back accordingly. The modern ITA is indeed a very different beast from the concept originally conceived by the Minmatar.
Colonial Union
Unity Pact and Colonial Union:
Pact that allows colonies to function as a single political and economic entity know as the Colonial Union. Colonies are free to leave the Union as they so desire.
Colonies of the Colonial Union
Agrerrian:
Poriatus Six
Tau Alpha Rho
Segmin
Varta
Sevden
Industrial:
Holstead
LX98
Eron
D'Stat
Mining:
Degule
Avir
Griffon Asteroid Belt
Vespar
General:
Subastus
Otaria
Ortega
Antiga
Haron
New Vega
Braxis
Antioch
Paradise
Lanthus
Halceria
Primus Sara
Vega Sara
Vastige
Solace Anachros
Solace Neo
Vitus Seven
Jinx
Tyberian
Veristo
Cordon
Silia
Last edited by Spyder on 2005-09-25 01:51am, edited 2 times in total.
- Rogue 9
- Scrapping TIEs since 1997
- Posts: 18683
- Joined: 2003-11-12 01:10pm
- Location: Classified
- Contact:
Updated my OOB to reflect new ships from the first build cycle.
It's Rogue, not Rouge!
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician
HAB | KotL | VRWC/ELC/CDA | TRotR | The Anti-Confederate | Sluggite | Gamer | Blogger | Staff Reporter | Student | Musician