Proposed STGOD Setting.
Moderator: Thanas
- Academia Nut
- Sith Devotee
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There, I think I did that right, never used Image Shack before. Anyway, I'll start working on an OOB under the assumption of me being a minor power.
I love learning. Teach me. I will listen.
You know, if Christian dogma included a ten-foot tall Jesus walking around in battle armor and smashing retarded cultists with a gaint mace, I might just convert - Noble Ire on Jesus smashing Scientologists
You know, if Christian dogma included a ten-foot tall Jesus walking around in battle armor and smashing retarded cultists with a gaint mace, I might just convert - Noble Ire on Jesus smashing Scientologists
- Pablo Sanchez
- Commissar
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I conferred with Spyder (Nit has yet to get back to me, so he will be assigned a power level later on)
The following players will be Great Powers--
Pablo Sanchez
Spyder
Thirdfain
If you think it unfair that Spyder and I got to be Great Powers, there were some criteria used to pick them. First, none of these nations has a particularly compatible ideology, so no two great powers will be natural allies this time. Second, we have confidence in the ability of all three players to play well at the GP level (i.e., behaving as a leader-nation, playing actively and independently, a just plain writing well).
The following players are major powers--
Phongn
Dahak
consequences
MRDOD
Beowulf
If you don't appear on either list, then you have the opportunity to choose between being a minor power and a regional power, as you desire.
The following players will be Great Powers--
Pablo Sanchez
Spyder
Thirdfain
If you think it unfair that Spyder and I got to be Great Powers, there were some criteria used to pick them. First, none of these nations has a particularly compatible ideology, so no two great powers will be natural allies this time. Second, we have confidence in the ability of all three players to play well at the GP level (i.e., behaving as a leader-nation, playing actively and independently, a just plain writing well).
The following players are major powers--
Phongn
Dahak
consequences
MRDOD
Beowulf
If you don't appear on either list, then you have the opportunity to choose between being a minor power and a regional power, as you desire.
"I am gravely disappointed. Again you have made me unleash my dogs of war."
--The Lord Humungus
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- Pablo Sanchez
- Commissar
- Posts: 6998
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- Location: The Wasteland
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- SMAKIBBFB
- Posts: 19195
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- Contact:
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- SMAKIBBFB
- Posts: 19195
- Joined: 2002-07-28 12:30pm
- Contact:
- Academia Nut
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Okay, I've worked up the OOB for my corsairs, who are now ready to fight at your side or plunder your trade routes, whichever gets them the better deal.
Halo Stars Corsairs- Minor Power
The corsair fleet is, unsurprisingly, built around smashing the defences of a convoy and then capturing intact the merchant vessels within. Ships tend to be highly specialized in their roles, relying on other specialized ships to cover their weak points. All corsair ships have sophisticated cloaking devices that can fool most sensors, the product of unknown generations of paranoia resulting in an arms race between cloaks and sensors. This is useful as most corsair ships do not have the shields or armour to withstand protracted fights and thus must rely on not being hit in the first place. Also, their weapons are often more useful at disabling ships than destroying them, but when in a hurry they can turn off their ion cannons to dump extra energy into their shredder guns for the purposes of destroying crippled ships that might otherwise come back later.
Poisoned Blade Bomber Groups [3] [+2 W] [Bomber] x90
Technically not a homogenous design, a Poisoned Blade group takes its name from the troop transports that carry boarders straight into the enemy ships, using massive engines and a disruptor prow, they can punch through ships that have had most to all of their shields knocked away by the accompanying bombers to deliver a load of crack soldiers to key points to try and take the ship. While capable of entering the atmosphere to deliver their troops to ground targets, neither the transports nor the soldiers are optimized for such activity.
Divine Light Bomber Groups [3] [+3 S] [Bomber] x10
With one group attached to each of the Divine Punishment class battlecruisers, these not only improve their punch against stationary targets but since they can enter the atmosphere they can use the curve of the planet to get beneath the firing arcs of anti-ship guns to cause havoc.
Needle Fighter Groups [1] [+1 F] x90
Light, fast, and packing shredder guns optimized for other fighters, Needle Fighters are useless against any target with heavy shielding or armour. Primary use is defence of Lance corvettes and Marauder cruisers. They are not capable of entering the atmosphere.
Stiletto Fighter Groups [2] [+1 F] x40
A larger, faster, and more heavily armoured version of the needle fighter, the guns on the stilettos are powerful enough to cause some damage against capital ships and defensive structures, but such use is a waste of the space superiority of these fighters. Used to destroy the enemy before they can attack, they are also capable of entering the atmosphere to attack fighters still on the runway and taking off.
Lance Corvette [1] [+1 W] x60
Cheap and fast, lance corvettes have no point defence systems and are thus dependent on the needle fighters they carry in their launch bays to protect them from bomber attack. In groups they are quite devastating against larger capital ships as their weapons are much heavier than a corvette should be able to carry.
Marauder Destroyer [5] [+4 W] x30
Workhorse of the fleet, the Marauders are terrors for merchants and light cruisers not expecting their guns to peel open their hulls with heavy shredder cannons after their ion cannons have disabled their shields. Perhaps more terrifying is the fact that each Marauder carries 3 Poisoned Blade bomber groups. While not as bad as the lance corvettes, the marauders are mostly dependent on their needle fighters to keep bombers away from them.
Whip Destroyer [4] [+2 F] x30
Designed to compensate for the Marauder’s weak point defences, the Whip Destroyers role in battle is to stay close to their Marauder partner and swat away enemy fighters with automated ion turrets and numerous anti-fighter missile tubes. If the opportunity presents itself they will also aid their partner by taking pot shots against enemy capital ships.
Raider Cruiser [8] [+4 W] x20
Essentially a larger version of the Marauder, the Raider’s use is to neutralize anti-pirate vessels that might harm the lesser vessels or the flagship. While its guns are often considered overkill against merchant vessels, its size allows it to mount plenty of anti-capital ship weaponry and decent point defences.
Sandstorm Cruiser [8] [+6 F] x20
Complement to the Raider in a fashion similar to the Whip destroyers, the Sandstorms have the larger role of offering extended protection for the entire squadron, with each ship carrying two groups of Stiletto fighters. A particularly brutal tactic is to create a cloud of missiles that the Stilettos hide behind before slamming straight into any surviving fighters.
Divine Punishment Battlecruiser [15] [+10 S] x10
Each of the ten raiding squadrons is headed up by one of these planet smashing monstrosities. While of little use in a space fight, these battlecruisers are essential to any planetary raid in that they are often the key to taking out the defences of any hardened position. Each squadron is usually composed of 1 Divine Punishment battlecruiser, 2 Raider cruisers, 2 Sandstorm cruisers, 3 Marauder destroyers, 3 Whip destroyers and 10 Lance corvettes.
Retaliation Heavy Battlecruiser [20] x6
Little seen outside corsair space, the Retaliation class is used to patrol and defend their space in the event of a raid. While not expected to last long against a concerted attack, these well rounded ships are designed to buy time while the other ships are brought back from their missions to aid in the defence of the nation.
Egg Eater Battleship [30] [+20 W] x3
In some corsair clans, developing infants spend the last week or two of development within a sort of egg where they can be further encased against radiation. Thus the corsair term ‘egg eater’ is actually their only reviled form of cannibalism. However, for an egg eater to actually operate usually requires tremendous strength and skill, thus the term is both an insult and a compliment along the lines of ‘motherfucker’. Egg Eater battleships are used to either defend the crèches or destroy someone who has truly pissed off the corsairs. Few ships survive an encounter with one of these battleships, especially considering the fact that they typically bring along two squadrons to any fight, or have a crèche backing them up.
Furious Hive Stationary Defences [40] [+35 F] [Defence] x6
These strange looking space stations take up space at either pole of a crèche and can fire tens of thousands of missiles in a single barrage, filling the space about the crèches with withering anti-fighter fire. Only a madman would take fighters up against these things, which also sport an incredible number of automated point defence guns capable of shredding bombers and even light capital ships.
Crèche Space Station [90] [+80 W] [Defence] x3
The Halo Stars Corsairs are born amongst the stars, aboard titanic space stations the size of medium-sized moons called crèches. More than just a relatively safe place to have children, the crèches are the heart of corsair society, each one carrying around a quarter of corsair industry and commerce within their hearts. As such, the corsairs have fortified these stations to the hilt, each one capable of holding off entire battle fleets alone. With their Furious Hive stations and numerous ships constantly in for repairs, rearmament, and refuelling, these are the three strongest points in all of corsair space.
Defence Forces [10]
The corsairs have lived amongst the stars for countless generations and no longer have effective ground forces, with their most elite soldiers in the holds of Poisoned Blade transports. Fortunately they have no need of armies for offence because they do not see the point of taking and holding ground since attacks on planets tend to be hit and run affairs that end with the corsairs running off with anything not nailed down. What defense troops they do have are spread extremely thin over their few planets and in the crèches.
Halo Stars Corsairs- Minor Power
The corsair fleet is, unsurprisingly, built around smashing the defences of a convoy and then capturing intact the merchant vessels within. Ships tend to be highly specialized in their roles, relying on other specialized ships to cover their weak points. All corsair ships have sophisticated cloaking devices that can fool most sensors, the product of unknown generations of paranoia resulting in an arms race between cloaks and sensors. This is useful as most corsair ships do not have the shields or armour to withstand protracted fights and thus must rely on not being hit in the first place. Also, their weapons are often more useful at disabling ships than destroying them, but when in a hurry they can turn off their ion cannons to dump extra energy into their shredder guns for the purposes of destroying crippled ships that might otherwise come back later.
Poisoned Blade Bomber Groups [3] [+2 W] [Bomber] x90
Technically not a homogenous design, a Poisoned Blade group takes its name from the troop transports that carry boarders straight into the enemy ships, using massive engines and a disruptor prow, they can punch through ships that have had most to all of their shields knocked away by the accompanying bombers to deliver a load of crack soldiers to key points to try and take the ship. While capable of entering the atmosphere to deliver their troops to ground targets, neither the transports nor the soldiers are optimized for such activity.
Divine Light Bomber Groups [3] [+3 S] [Bomber] x10
With one group attached to each of the Divine Punishment class battlecruisers, these not only improve their punch against stationary targets but since they can enter the atmosphere they can use the curve of the planet to get beneath the firing arcs of anti-ship guns to cause havoc.
Needle Fighter Groups [1] [+1 F] x90
Light, fast, and packing shredder guns optimized for other fighters, Needle Fighters are useless against any target with heavy shielding or armour. Primary use is defence of Lance corvettes and Marauder cruisers. They are not capable of entering the atmosphere.
Stiletto Fighter Groups [2] [+1 F] x40
A larger, faster, and more heavily armoured version of the needle fighter, the guns on the stilettos are powerful enough to cause some damage against capital ships and defensive structures, but such use is a waste of the space superiority of these fighters. Used to destroy the enemy before they can attack, they are also capable of entering the atmosphere to attack fighters still on the runway and taking off.
Lance Corvette [1] [+1 W] x60
Cheap and fast, lance corvettes have no point defence systems and are thus dependent on the needle fighters they carry in their launch bays to protect them from bomber attack. In groups they are quite devastating against larger capital ships as their weapons are much heavier than a corvette should be able to carry.
Marauder Destroyer [5] [+4 W] x30
Workhorse of the fleet, the Marauders are terrors for merchants and light cruisers not expecting their guns to peel open their hulls with heavy shredder cannons after their ion cannons have disabled their shields. Perhaps more terrifying is the fact that each Marauder carries 3 Poisoned Blade bomber groups. While not as bad as the lance corvettes, the marauders are mostly dependent on their needle fighters to keep bombers away from them.
Whip Destroyer [4] [+2 F] x30
Designed to compensate for the Marauder’s weak point defences, the Whip Destroyers role in battle is to stay close to their Marauder partner and swat away enemy fighters with automated ion turrets and numerous anti-fighter missile tubes. If the opportunity presents itself they will also aid their partner by taking pot shots against enemy capital ships.
Raider Cruiser [8] [+4 W] x20
Essentially a larger version of the Marauder, the Raider’s use is to neutralize anti-pirate vessels that might harm the lesser vessels or the flagship. While its guns are often considered overkill against merchant vessels, its size allows it to mount plenty of anti-capital ship weaponry and decent point defences.
Sandstorm Cruiser [8] [+6 F] x20
Complement to the Raider in a fashion similar to the Whip destroyers, the Sandstorms have the larger role of offering extended protection for the entire squadron, with each ship carrying two groups of Stiletto fighters. A particularly brutal tactic is to create a cloud of missiles that the Stilettos hide behind before slamming straight into any surviving fighters.
Divine Punishment Battlecruiser [15] [+10 S] x10
Each of the ten raiding squadrons is headed up by one of these planet smashing monstrosities. While of little use in a space fight, these battlecruisers are essential to any planetary raid in that they are often the key to taking out the defences of any hardened position. Each squadron is usually composed of 1 Divine Punishment battlecruiser, 2 Raider cruisers, 2 Sandstorm cruisers, 3 Marauder destroyers, 3 Whip destroyers and 10 Lance corvettes.
Retaliation Heavy Battlecruiser [20] x6
Little seen outside corsair space, the Retaliation class is used to patrol and defend their space in the event of a raid. While not expected to last long against a concerted attack, these well rounded ships are designed to buy time while the other ships are brought back from their missions to aid in the defence of the nation.
Egg Eater Battleship [30] [+20 W] x3
In some corsair clans, developing infants spend the last week or two of development within a sort of egg where they can be further encased against radiation. Thus the corsair term ‘egg eater’ is actually their only reviled form of cannibalism. However, for an egg eater to actually operate usually requires tremendous strength and skill, thus the term is both an insult and a compliment along the lines of ‘motherfucker’. Egg Eater battleships are used to either defend the crèches or destroy someone who has truly pissed off the corsairs. Few ships survive an encounter with one of these battleships, especially considering the fact that they typically bring along two squadrons to any fight, or have a crèche backing them up.
Furious Hive Stationary Defences [40] [+35 F] [Defence] x6
These strange looking space stations take up space at either pole of a crèche and can fire tens of thousands of missiles in a single barrage, filling the space about the crèches with withering anti-fighter fire. Only a madman would take fighters up against these things, which also sport an incredible number of automated point defence guns capable of shredding bombers and even light capital ships.
Crèche Space Station [90] [+80 W] [Defence] x3
The Halo Stars Corsairs are born amongst the stars, aboard titanic space stations the size of medium-sized moons called crèches. More than just a relatively safe place to have children, the crèches are the heart of corsair society, each one carrying around a quarter of corsair industry and commerce within their hearts. As such, the corsairs have fortified these stations to the hilt, each one capable of holding off entire battle fleets alone. With their Furious Hive stations and numerous ships constantly in for repairs, rearmament, and refuelling, these are the three strongest points in all of corsair space.
Defence Forces [10]
The corsairs have lived amongst the stars for countless generations and no longer have effective ground forces, with their most elite soldiers in the holds of Poisoned Blade transports. Fortunately they have no need of armies for offence because they do not see the point of taking and holding ground since attacks on planets tend to be hit and run affairs that end with the corsairs running off with anything not nailed down. What defense troops they do have are spread extremely thin over their few planets and in the crèches.
I love learning. Teach me. I will listen.
You know, if Christian dogma included a ten-foot tall Jesus walking around in battle armor and smashing retarded cultists with a gaint mace, I might just convert - Noble Ire on Jesus smashing Scientologists
You know, if Christian dogma included a ten-foot tall Jesus walking around in battle armor and smashing retarded cultists with a gaint mace, I might just convert - Noble Ire on Jesus smashing Scientologists
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- SMAKIBBFB
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Academia Nut, that OOB is illegal. Specialties can be at most half a ships point value.
Fighters can only get the [Bomber] specialty, which doubles their effective value against any non-fighter units, but reduces it to 0 against fighters. Also a note you should be aware of, normal warships can carry at most 2x their point-value in fighters. Ships with the [Carrier] tag are immune to this rule, but are considered dedicated carriers.
Furthermore, items tagged with [Defense] aren't allowed to take any other specialities, as the [Defense] tag denotes a non-ship object.
edit: redid entire post so it wasn't a string of edits.
Fighters can only get the [Bomber] specialty, which doubles their effective value against any non-fighter units, but reduces it to 0 against fighters. Also a note you should be aware of, normal warships can carry at most 2x their point-value in fighters. Ships with the [Carrier] tag are immune to this rule, but are considered dedicated carriers.
Furthermore, items tagged with [Defense] aren't allowed to take any other specialities, as the [Defense] tag denotes a non-ship object.
edit: redid entire post so it wasn't a string of edits.
Last edited by Lancer on 2005-12-21 10:12pm, edited 1 time in total.
- Academia Nut
- Sith Devotee
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Damn it, I thought I read the rules correctly. Oh well, I'll go correct it once I have the time, which will probably be tomorrow.
I love learning. Teach me. I will listen.
You know, if Christian dogma included a ten-foot tall Jesus walking around in battle armor and smashing retarded cultists with a gaint mace, I might just convert - Noble Ire on Jesus smashing Scientologists
You know, if Christian dogma included a ten-foot tall Jesus walking around in battle armor and smashing retarded cultists with a gaint mace, I might just convert - Noble Ire on Jesus smashing Scientologists
- Spyder
- Sith Marauder
- Posts: 4465
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Thank you Matt, quite right.
Yes, you'll need to fix the specialties. Also the bomber tag actually overwrites any specialty tags as it reduces the value to zero against fighters, thus adding a specialty to it would actually make it a negative value against other fighters, (shooting other fighters heals them?) So yeah...doesn't really work.
Yes, you'll need to fix the specialties. Also the bomber tag actually overwrites any specialty tags as it reduces the value to zero against fighters, thus adding a specialty to it would actually make it a negative value against other fighters, (shooting other fighters heals them?) So yeah...doesn't really work.
Alrighty. I'm smack in the middle of the galaxy (mostly), surrounded by lots of big people and I have my one tiny asteroid field/ thelast remaining free market in the galaxy.
[apu]Thank you and come again![/apu]
MFS Angry Wookiee - PRFYNAFBTFC
"We are all atheists about most of the gods that societies have ever believed in. Some of us just go one god further." -Richard Dawkins
"We are all atheists about most of the gods that societies have ever believed in. Some of us just go one god further." -Richard Dawkins
Aw, don't feel bad.Vicious wrote: Alrighty. I'm smack in the middle of the galaxy (mostly), surrounded by lots of big people and I have my one tiny asteroid field/ thelast remaining free market in the galaxy.
We Khar will protect you.
Just sign here.
Now, is your race good at fighting? Or are you more of a hard labor type?
We're more of the "You can shop at our markets, or you can leave. Quietly." Because, y'know, when we possess defense stations which dwarf the flagships of galactic powers and outgun entire battlefleets single-handedly, we can do that sort of thing.MRDOD wrote:Aw, don't feel bad.Vicious wrote: Alrighty. I'm smack in the middle of the galaxy (mostly), surrounded by lots of big people and I have my one tiny asteroid field/ thelast remaining free market in the galaxy.
We Khar will protect you.
Just sign here.
Now, is your race good at fighting? Or are you more of a hard labor type?
If, however, you are looking to hire mercenaries, plenty of our citizens would be willing to hear offers from the Khar Imperium, or any other nation seeking extranationals to serve in a combat capacity.
MFS Angry Wookiee - PRFYNAFBTFC
"We are all atheists about most of the gods that societies have ever believed in. Some of us just go one god further." -Richard Dawkins
"We are all atheists about most of the gods that societies have ever believed in. Some of us just go one god further." -Richard Dawkins
- Thirdfain
- The Player of Games
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- Location: Never underestimate the staggering drawing power of the Garden State.
Big britches, little target.Vicious wrote: We're more of the "You can shop at our markets, or you can leave. Quietly." Because, y'know, when we possess defense stations which dwarf the flagships of galactic powers and outgun entire battlefleets single-handedly, we can do that sort of thing.
Someone sounds like they want a lesson in Physical Capitalism.
-edit-
To add a little lesson in with the silly boasting: Military force is *never* a substitute for good diplomacy. I can't stress enough how useless the best military in the game is if it's owner doesn't take an active, effective foreign policy.
- Dahak
- Emperor's Hand
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Now then, when is the planned start?
And should we create an OOB overview thread again? Skimming through this thread getss tedious after a while to look for OOBs.
And should we create an OOB overview thread again? Skimming through this thread getss tedious after a while to look for OOBs.
Great Dolphin Conspiracy - Chatter box
"Implications: we have been intercepted deliberately by a means unknown, for a purpose unknown, and transferred to a place unknown by a form of intelligence unknown. Apart from the unknown, everything is obvious." ZORAC
GALE Force Euro Wimp
Human dignity shall be inviolable. To respect and protect it shall be the duty of all state authority.
That's the whole point of the Cetaryn Coalition. They are into economics, not warfare. The sole purpose for their defenses is so that they don't get randomly steamrolled by the first axe-toting space-barbarians that wander by, and to keep the pirates out. They survive primarily by building lucrative trade networks with their neighbours and staying out of warfare as much as possible. My comment was not intended seriously, hence the smiley.Thirdfain wrote:Big britches, little target.Vicious wrote: We're more of the "You can shop at our markets, or you can leave. Quietly." Because, y'know, when we possess defense stations which dwarf the flagships of galactic powers and outgun entire battlefleets single-handedly, we can do that sort of thing.
Someone sounds like they want a lesson in Physical Capitalism.
-edit-
To add a little lesson in with the silly boasting: Military force is *never* a substitute for good diplomacy. I can't stress enough how useless the best military in the game is if it's owner doesn't take an active, effective foreign policy.
MFS Angry Wookiee - PRFYNAFBTFC
"We are all atheists about most of the gods that societies have ever believed in. Some of us just go one god further." -Richard Dawkins
"We are all atheists about most of the gods that societies have ever believed in. Some of us just go one god further." -Richard Dawkins
Almost right. Fighters can specialize in the same things that warships do, with the same restrictions, but have the additional specialty of [bomber] that stacks with nothing else.Matt Huang wrote:Academia Nut, that OOB is illegal. Specialties can be at most half a ships point value.
Fighters can only get the [Bomber] specialty, which doubles their effective value against any non-fighter units, but reduces it to 0 against fighters. Also a note you should be aware of, normal warships can carry at most 2x their point-value in fighters. Ships with the [Carrier] tag are immune to this rule, but are considered dedicated carriers.
Furthermore, items tagged with [Defense] aren't allowed to take any other specialities, as the [Defense] tag denotes a non-ship object.
edit: redid entire post so it wasn't a string of edits.
"preemptive killing of cops might not be such a bad idea from a personal saftey[sic] standpoint..." --Keevan Colton
"There's a word for bias you can't see: Yours." -- William Saletan
"There's a word for bias you can't see: Yours." -- William Saletan
- Dahak
- Emperor's Hand
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Falau'un Council Aerial Fleet (Space)
Preliminary OOB, changes pending
Small Craft and Escorts (1425pt)
175x "Wind" Class Frigate [1]
Small frigate, mostly tasked for escort duties and patrols.
75"Swift" Class Frigate [2][+1 W]
The Swift class was introduced to get a frigate, that could hold its own against stronger ships than the Wind class.
50"Quickening" Class Corvette [2][+1 F]
While the Falau'un don't employ fighters in the numbers other nations do, the need for a anti-fighter craft emerged, and the Quickening class represents the first step in this direction.
50x "Elena" Class Destroyer [4][+1 W]
The Elena is the previous backbone of the escort force, but is now mostly replaced by the newer Renaya-class. It still is quite effective against warships, which explains it remainder in the fleet.
90x "Renaya" Class Destroyer [5]
The current, top-of-the-line destroyer of the Falau'un. Fast, deadly, and well protected, it offers the best support for the fleet.
70x "Renaya-F" Class Destroyer [5][+2 F]
A specialty of the Renaya class, which is tagged for anti-fighter operations.
Cruisers (1525pt)
15x "Tach'tek" Class Light Air Cruiser [10]
Standard, older Light Air Cruiser.
15x "Erebus" Class Light Air Cruiser [15] [+2 F]
The Erebus represents the first approach to a "superiority" ship, but the concept did proof to be lacking, so this school of thought never advanced beyond this class. Still, it is a formidable light ship. The Mount Salara class was developed at the same time.
10x "Lev Nelt'chak" Class Heavy Air Cruiser [15][+5 W]
Medium-sized cruiser for heavy-duty protection.
15x "Deltrau'aun" Class Heavy Air Cruiser (Escort) [20][+10 F)
Anti-Fighter-sepcialised escort.
10x "Voracity" Class Battlecruisers [20][+10 W]
Battlecruiser that is meant to go against larger warships and has the means to achieve victory.
25x "Cloud" Class Battlecruisers [20]
Well-balanced, standard Battlecruiser, the fastest BC in the fleet.
Ships of the Line (1290pt)
7x "Demonstration of Will" Class Heavy Battlecruiser [25]
A special kind of Battlecruiser, that is a Space Airship writ small, to protect formidable power in remote areas without the need for full-blown ships of the line.
3x "Falau'un Cha" Class Light Space Airship [35][+5 S]
Light Space Airship, that is especially suited to go against fixed defenses.
4x "Valley Ulu'uan" Class Space Airship [50]
Formidable Space Airship, yet a bit older of age.
3x "Mount Salara" Class Space Airship [70][+30 W]
SOL-sized superiority ship, formidable, yet a design that will currently not be followed up.
3x "Supremacy" Class Heavy Space Airship [200][+80 W]
The premier warship, the Supremacy class represents the ultimate in firepower of the Falau'un.
Defenses (810pt)
Orbital Defense Grid, Falau'un Home World [300][Defense]
5 Ultrahuge industrial systems: [70]
10 industrial systems: [10] each
Colony worlds [60] altogether
Ground Forces (650pt)
Falau'un Council Joint Houses Force [600]
House Forces, mostly mobile power suits
Falau'un Special Intervention Sqaud [50]
Secret (and thought) police, and usually taking on the unwinnable battles.
Misc
Teleportation [300]
Virtually all Falau'un can teleport (though this isn't a truly acurate description, but close enough), and this is the most common form of transportation on and between Falau'un worlds.
Preliminary OOB, changes pending
Small Craft and Escorts (1425pt)
175x "Wind" Class Frigate [1]
Small frigate, mostly tasked for escort duties and patrols.
75"Swift" Class Frigate [2][+1 W]
The Swift class was introduced to get a frigate, that could hold its own against stronger ships than the Wind class.
50"Quickening" Class Corvette [2][+1 F]
While the Falau'un don't employ fighters in the numbers other nations do, the need for a anti-fighter craft emerged, and the Quickening class represents the first step in this direction.
50x "Elena" Class Destroyer [4][+1 W]
The Elena is the previous backbone of the escort force, but is now mostly replaced by the newer Renaya-class. It still is quite effective against warships, which explains it remainder in the fleet.
90x "Renaya" Class Destroyer [5]
The current, top-of-the-line destroyer of the Falau'un. Fast, deadly, and well protected, it offers the best support for the fleet.
70x "Renaya-F" Class Destroyer [5][+2 F]
A specialty of the Renaya class, which is tagged for anti-fighter operations.
Cruisers (1525pt)
15x "Tach'tek" Class Light Air Cruiser [10]
Standard, older Light Air Cruiser.
15x "Erebus" Class Light Air Cruiser [15] [+2 F]
The Erebus represents the first approach to a "superiority" ship, but the concept did proof to be lacking, so this school of thought never advanced beyond this class. Still, it is a formidable light ship. The Mount Salara class was developed at the same time.
10x "Lev Nelt'chak" Class Heavy Air Cruiser [15][+5 W]
Medium-sized cruiser for heavy-duty protection.
15x "Deltrau'aun" Class Heavy Air Cruiser (Escort) [20][+10 F)
Anti-Fighter-sepcialised escort.
10x "Voracity" Class Battlecruisers [20][+10 W]
Battlecruiser that is meant to go against larger warships and has the means to achieve victory.
25x "Cloud" Class Battlecruisers [20]
Well-balanced, standard Battlecruiser, the fastest BC in the fleet.
Ships of the Line (1290pt)
7x "Demonstration of Will" Class Heavy Battlecruiser [25]
A special kind of Battlecruiser, that is a Space Airship writ small, to protect formidable power in remote areas without the need for full-blown ships of the line.
3x "Falau'un Cha" Class Light Space Airship [35][+5 S]
Light Space Airship, that is especially suited to go against fixed defenses.
4x "Valley Ulu'uan" Class Space Airship [50]
Formidable Space Airship, yet a bit older of age.
3x "Mount Salara" Class Space Airship [70][+30 W]
SOL-sized superiority ship, formidable, yet a design that will currently not be followed up.
3x "Supremacy" Class Heavy Space Airship [200][+80 W]
The premier warship, the Supremacy class represents the ultimate in firepower of the Falau'un.
Defenses (810pt)
Orbital Defense Grid, Falau'un Home World [300][Defense]
5 Ultrahuge industrial systems: [70]
10 industrial systems: [10] each
Colony worlds [60] altogether
Ground Forces (650pt)
Falau'un Council Joint Houses Force [600]
House Forces, mostly mobile power suits
Falau'un Special Intervention Sqaud [50]
Secret (and thought) police, and usually taking on the unwinnable battles.
Misc
Teleportation [300]
Virtually all Falau'un can teleport (though this isn't a truly acurate description, but close enough), and this is the most common form of transportation on and between Falau'un worlds.
Last edited by Dahak on 2005-12-28 05:22pm, edited 3 times in total.
Great Dolphin Conspiracy - Chatter box
"Implications: we have been intercepted deliberately by a means unknown, for a purpose unknown, and transferred to a place unknown by a form of intelligence unknown. Apart from the unknown, everything is obvious." ZORAC
GALE Force Euro Wimp
Human dignity shall be inviolable. To respect and protect it shall be the duty of all state authority.
-
- Biozeminade!
- Posts: 3874
- Joined: 2003-02-02 04:29pm
- Location: what did you doooooo щ(゚Д゚щ)
Actually, does anyone mind if I bump the LPG up to a Regional power? It'd be nice to have some more points for lineships and planetary defenses.
EDIT: Ah, what the hell. OOB updated.
EDIT 2: Old OOB removed.
EDIT: Ah, what the hell. OOB updated.
EDIT 2: Old OOB removed.
OOC: I was mostly thinking of the Moscow-class ships from Judas Unchained when I wrote the descriptions. (Image)ORDER OF BATTLE: Lh'owon Provisional Government - Regional power
Regional power; maximum points 4000 (navy total: 2240) (army total:540 ) (stationary total:1320)
The Lh'owon Provisional Government's Navy consists of a fleet of sublight warships, designed to police the outermost holdings of the LPG within the Lh'owon system. Modular in design, all warships consist of two spheres, linked by a cylindrical section which contains the crew and command areas, and from which several radiator fins emerge. The forward sphere is dedicated entirely to sensors and weapon systems, its volume filled mainly with missile tubes and magazines. The aft pod contains the fusion reactor(s) which power the ship and the plasma rockets which propel the ship. Shield generators are mounted around the crew section. With the rediscovery of hyperspace and the launch of the Gd'nar mission, all LPGN vessels are in the process of being refitted with new engine pods containing newly-manufactured hyperdrive engines and smaller plasma rockets.
Ship classes
1. Sfiera-class picket ship [2][+1 vs. Fighters]
x100 (200)
2. Hfarl-class corvette [2][+1 vs. Warships]
x50 (100)
3. Khfave-class patrol combatant [4]
x50 (200)
4. Missile destroyer [6][+3 vs. Warships]
x60 (360)
5. Tfear-class long-range combatant [20][+5 vs. Warships]
x9 (180)
6. Khfiva-class battleship [40]
x29 (1160)
7. Planetary defense battlesat [15][stationary][distributed evenly in orbit around Lh'owon 3 and both gas giants]
x24 (360)
8. Orbital torpedo/countermissile platform [50][stationary][distributed 10:5:5 around Lh'owon 3 and both leading and trailing trojan points]
x20 (1000)
Ground forces
1. Pfhor LPG Summed Forces- Defensive [300]
The Summed Forces are the security personnel, counter-insurgant troops, and garrison forces which protect the Lh'owon system.
2. Pfhor LPG Aggressor Squadrons- Offensive [140]
The Aggressor Squadrons are equipped with shielded hovertanks and mechanized infantry and form the striking arm of the LPG ground forces. Recent successes include the recapture of the rebellious L2 hab asteroid at I'i'ich.
Last edited by Companion Cube on 2005-12-22 10:14am, edited 4 times in total.
And when I'm sad, you're a clown
And if I get scared, you're always a clown
And if I get scared, you're always a clown
- Glimmervoid
- Jedi Master
- Posts: 1344
- Joined: 2005-01-29 09:00am
- Location: Some were in the unfashionable end of the western spiral arm.
- Contact:
I know this may seem a strange question but are we setting this in the Milky Way? I know the presence of humans would seem to show that but it’s not a given (just look at Star Wars).
Also I (The Silver Flame) will take a minor power slot and my OOB will be up later today.
Also I (The Silver Flame) will take a minor power slot and my OOB will be up later today.
Major Worlds of The Silver Flame
The Lesser Library
Capital World of The Silver Flame, The Lesser Library was first settled at the beginning of the Age of Steel. Though not a city world, The Lesser Library dose have many major cities and needs to import much of its food.
Ancile Class Space Cannon Stationary x1
Contego Class Space Station, Stationary x1
Vindico Class Space Fortress Stationary x1
Library Guard x1
First Guard x1
Asteroid Hives
A combination of space stations and bio domed asteroids the Asteroid Hives mine and refine most of the mettles used by Industry any were in The Silver Flame.
Talon
The first colony world settled by The Silver Flame in the past 50 years it has become almost as heavily industrialized as The Lesser Library. It also contains the massive ship yards that supply most of the Navy ships and also much of the civilian market.
Contego Class Space Station, Stationary x2
Second Guard x1
The Grater Library (ruined)
Though not with in The Silver Flames boarders, sovereign right of the ruinous asteroid field that was once the Grater Library is claimed. There is usably at least one ship on station to back up this right. This may seem like a waist of recourses since there is no industry or agriculture left at the Grater Library occasionally part of a data core may be recovered allowing a peace of Age of Silver knowledge to added to the Lesser Library.
There are also 5 minor settlements on planets in outlying systems.
Ships of the Fleet
Grand Library Class Super Dreadnought, Warship [75], x1
Immense space going fortresses Grand Library class vessels are the pride of the Silver Flame navy. They feature huge batteries of guns and some of the strongest shields produced since the Age of Steel ended.
Golden Light Class Battleship, Warship, [30], x3
Golden Light Class Battleships are the line ships of the fleet, faster than the ponderous Grand Library class but with better weapons and shields than any cruiser. This class represents the light given of when the Silver Flame when consumes knowledge.
Silver Flame Class Cruiser, Warship, [15], [+4 vs. warships] x7
The Silver Flame cruisers are perhaps the most famous class currently in serves. Name after the philosophy that is the centre of Quelectin life the class has more than lived up to this responsibility, armed with several huge weapons batteries ships of this class can out match most other cruisers and even pose a threat to small capital ships.
Battalion Class Cruiser, Warship, [10], [+4 vs. fighters] x7
Battalion Class vessels are covered with innumerable small weapons batteries able to fill surrounding space with deadly weapons fire, making it all but impossible for a fighter to come near. These cruisers form the main anti-fighter role in the Silver Flame navy and as such it is all most unheard of for any thing larger than a task force to be with out one.
Blaze Class Cruiser, Warship, [10], x5
Blaze Class vessels are the closest thing to a line cruiser used by the Silver Flame. Not specialized to meet any particular threat Blaze class cruisers are used principally for boarder control.
Candle Class Fleet Destroyer, Warship, [5], [+2 vs. warships] x20
Candle class vessels are typically deployed in cruiser hunting wolf packs. Though small this class is expert at working in semi independent units which are equally effective in a large fleet battle or patrolling boarders.
Radiance Class Carrier, Warship, [3], [Carrier] x14
Radiance class vessels are the only dedicated carriers in the Silver Flame navy. Poorly armed most of there small bulk is devoted to massive fighter storage and launch bays.
Legion Class Frigate, Warship, [2], x39
Legion class vessels are the principle escorts in use by The Silver Flame. Not designed for independent use this class is intended to protect large cruisers and capital ships from destroys and other smaller vessels.
Guardian Class fighter, Fighter, [5], x39
When attacking in huge numbers Guardian fighters can be even be a threat to cruisers and capital ships.
Beacon Class Bomber, Fighter, [5], [Bomber] x39
Beacon fighters were created to meet the need for a dedicated anti warship fighter. Though almost useless ageist other fighters Beacon Bombers contain weapons powerful enough to harm even large Capital Ships.
Lightning Class Interceptor, Fighter, [5], [+2. vs fighters] x38
Lightning class Interceptor were found necessary after fighters and bombers were found to be very effective ageist the structurally weak ships of The Silver Flame navy. Fighters of this class have externally high acceleration and use extremely high ROF weapons special designed to destroy other fighters.
Ancile Class Space Cannon Stationary [10] [Defense] x1
Ancile space canons were originally capital ships weapons in the Age of Silver. However due to technical fall back, energy generation which was once able to power huge battery’s of these weapons is now only able to power a single one.
Contego Class Space Station, Stationary [20] [Defense] x3
Contego class vessels were destroyers in the age of silver however the secret’s of the power planet are no longer able to power both weapons and engines. To solve this problem the engines were removed and the class turned in to a planetary defense station.
Vindico Class Space Fortress Stationary [200] [Defense] x1
Vindico were Super Dreadnought in the Age of Silver, in a similar way to the Contego class Vindico had there engines removed so there weapons could remain functional.
Ground Forces
Library Guard [50] x1
First Guard [50] x1
Second Guard [50] x1
Last edited by Glimmervoid on 2005-12-22 03:14pm, edited 4 times in total.