Krytos star navy
4 Victory class superdreadnaught command ships
50 Glory class battleships
70 Invincible class destroyers
100 Dominator class cruisers
30 Escort class carriers
60 Guardian class frigates
and various other supply ships
Note: the Krytos star empire is in the midst of a vast military buildup using shipyards on two of it's major colonies and one on Krytos itself these numbers may be subject to change
Ship info
Victory class command ship
armed to the teeth with 32 heavy mass drivers (60 megatons 4 RPM) 38 medium particle beams(30 megatons 20 RPM) 42 heavy nutron guns (58 megatons 4RPM) and over one hundred anti-fighter missile launchers (120 kilotons several hundred RPM) and capable of carrying 140 starfighters and over ninty thousand troops and vehicles the Victory is the pride of the Krytosian fleet and is capable of single handedly capturing an entire planet. Unfortunatly due to their excessive cost the KSE can only afford four of them
Glory-class battleship
armed with 8 heavy mass drivers, 24 medium particle beams, 48 light particle beams (15 megatons 40 RPM), 6 heavy nutron guns and 40 anti-starfighter missile launchers the Glory is the second best ship in the KSN she can carry a full wing of starfighters and ten thousand ground troops
Invincible-class destroyer
Armed with 6 heavy mass drivers, 12 medium particle beams, 24 light particle beams, 2 heavy nutron guns and 50 anti-starfighter missile launchers. Can carry 3 squadrons of fighters and 8,000 ground troops
Dominator-class cruiser
The dominator is the ship of the line of the Krytos Star Navy
it has 12 heavy mass drivers, 36 medium particle beams, 50 light particle beams, 4 heavy nutron guns, 2 ultra-heavy mass drivers (200 megatons 1 RPM) and 60 anti-starfighter missile launchers. it carries 2 starfighter squadrons and 6,000 ground troops
Hawk-class interceptor
The Hawk interceptor is the primary space supiriority fighter of the KSE it is armed with 4 120 kiloton pulse lasers (480 RPM) and can be outfited with various types of missiles
More ship specs later
[STGOD] ORBAT Declaration
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- Darksider
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Last edited by Darksider on 2003-04-29 05:23pm, edited 1 time in total.
And this is why you don't watch anything produced by Ronald D. Moore after he had his brain surgically removed and replaced with a bag of elephant semen.-Gramzamber, on why Caprica sucks
Preliminary, quick-and-dirty ship specs:
NOTE: I would be very gratified if someone could comments on whether I have too many ships, too little, too weak, too strong, etc. I'm a minor power, so I'm obviously not going to be as strong as others are, but if its a ridiculous inferiorty, could someone please drop me a line?
The Kelia Alliance is a minor military power in this age. Being a mercenary group, its ships are desigened for swift, in-and-out raids. As such, the speed on most ships of the Kelia Alliance is formidable, but weapons leave something to be desired. They are capable of holding their own, but in a out-and-out war, the Kelia Alliance does not have the large ships required.
Kelia Alliance ships emply powerful shields to counteract their horribly thin hulls. Due to recent purchase of durasteel, upgrades are under way for increased shipboard armor.
The Kelia Alliance makes and creats Fleet groupings and divisions as needed, so no permenant ones are ever made. The total number of ships and type are as follows:
20 Bruiser Class
Bruiser Class are the closest thing the Kelia Alliance has to a heavy capital warship. As such, their weapons, shields and armor are the highest in the Fleet, although their speed leaves something to be desired. Generally used for defense of the homeworld and important colonies.
Bruiser class are armed with large amounts of energy weapons, along with 2 medium-range missile tubes on the side.
25 Havoc Class
The Havoc Class is nicknamed the 'Missile Whore' for good reason. Containg a LARGE amount of missiles and missile launchers of all ranges, the Havoc's main role is to close range quickly, fire off a large volley at the enemy ships, and then get out to let the larger ships handle the threat. The missiles are rather strong, and especially useful against large groups of weak enemies. The Haovcs are equipped with one energy weapon, but this is very weak and only used when all missile supplies are exhausted. The Havoc has weak shields, as extra generators were axed in favor of more missile capacity. Engines are quick and powerful, as concentrated fire would easily destroy a Havoc.
10 modified, longe-range Havoc class
The modified Havoc class is basically a long-range missile platform. Short and medium range missiles have been nearly completely removed in favor of long range 'snipers'.
10 Victorious Class
The all-around medium class ship, the Victorious excels at nothing, but neither does it have any weak areas. Carrying both Missile and energy weapons, the engines are rather weak compared the the speed of other ships.
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15 Troop Transports
Carry things. Strong engines and shield, near-non existant weaponry (1 weak energy weapon is all)
1500 Wraith class fighters
The Wraith fighter is well-known for their raids. Fast and nimble, Wraiths sport a cloaking device (allthough it uses up so much energy that 3 of the fighter's 5 energy weapons must be taken off-line while in use). The Wraith has a weaker shield than the big ship, but its STL and FTL speeds surpass any other ship of the Fleet. Shield, as always, are weak, and armor, while nearly-non existant, is improving thanks to the Durasteel imports. The Wraith mounts exactly 1 missile launcher on the front bow.
(Yes, I know I stole the general idea and name from Starcraft, so sue me)
Mercenary Rules: The Kelia Alliance generally only loans out items to powers it knows it can trust. A running cost of several times the expenses is asked of the powers, as well as a down payment. Loss of any Kelia Alliance vessel comes with it a price of 5x the vessel's estimated worth. Paying nation is also under responsibility to protect the annonymity of the Kelia Alliance. Any act of war by an enemy of the paying nation towards the Kelia Alliance caused by the presence of Kelia Alliance ships in the paying nation's fleet results in the obligation of the paying nation to protect the Kelia Alliance. The Kelia Alliance never allows paying nations to use Kelia Alliance ships against nations with which the Kelia Alliance has any kind of friendship pact with.
Special Tech: The Kelia Alliance possess special Lockdown missilies. When one comes in contact with a mechanical device, a field is projected which renders the device useless for a brief time. A larger amount of these missiles is required depending on the size of the target (ie. ships). Their ability to penetrate shields is questionable.
That's it for now. Comments, etc. welcome
EDIT: enlarged fighter size, added Special Tech
NOTE: I would be very gratified if someone could comments on whether I have too many ships, too little, too weak, too strong, etc. I'm a minor power, so I'm obviously not going to be as strong as others are, but if its a ridiculous inferiorty, could someone please drop me a line?
The Kelia Alliance is a minor military power in this age. Being a mercenary group, its ships are desigened for swift, in-and-out raids. As such, the speed on most ships of the Kelia Alliance is formidable, but weapons leave something to be desired. They are capable of holding their own, but in a out-and-out war, the Kelia Alliance does not have the large ships required.
Kelia Alliance ships emply powerful shields to counteract their horribly thin hulls. Due to recent purchase of durasteel, upgrades are under way for increased shipboard armor.
The Kelia Alliance makes and creats Fleet groupings and divisions as needed, so no permenant ones are ever made. The total number of ships and type are as follows:
20 Bruiser Class
Bruiser Class are the closest thing the Kelia Alliance has to a heavy capital warship. As such, their weapons, shields and armor are the highest in the Fleet, although their speed leaves something to be desired. Generally used for defense of the homeworld and important colonies.
Bruiser class are armed with large amounts of energy weapons, along with 2 medium-range missile tubes on the side.
25 Havoc Class
The Havoc Class is nicknamed the 'Missile Whore' for good reason. Containg a LARGE amount of missiles and missile launchers of all ranges, the Havoc's main role is to close range quickly, fire off a large volley at the enemy ships, and then get out to let the larger ships handle the threat. The missiles are rather strong, and especially useful against large groups of weak enemies. The Haovcs are equipped with one energy weapon, but this is very weak and only used when all missile supplies are exhausted. The Havoc has weak shields, as extra generators were axed in favor of more missile capacity. Engines are quick and powerful, as concentrated fire would easily destroy a Havoc.
10 modified, longe-range Havoc class
The modified Havoc class is basically a long-range missile platform. Short and medium range missiles have been nearly completely removed in favor of long range 'snipers'.
10 Victorious Class
The all-around medium class ship, the Victorious excels at nothing, but neither does it have any weak areas. Carrying both Missile and energy weapons, the engines are rather weak compared the the speed of other ships.
-------------------------------------------------------------------------------------
15 Troop Transports
Carry things. Strong engines and shield, near-non existant weaponry (1 weak energy weapon is all)
1500 Wraith class fighters
The Wraith fighter is well-known for their raids. Fast and nimble, Wraiths sport a cloaking device (allthough it uses up so much energy that 3 of the fighter's 5 energy weapons must be taken off-line while in use). The Wraith has a weaker shield than the big ship, but its STL and FTL speeds surpass any other ship of the Fleet. Shield, as always, are weak, and armor, while nearly-non existant, is improving thanks to the Durasteel imports. The Wraith mounts exactly 1 missile launcher on the front bow.
(Yes, I know I stole the general idea and name from Starcraft, so sue me)
Mercenary Rules: The Kelia Alliance generally only loans out items to powers it knows it can trust. A running cost of several times the expenses is asked of the powers, as well as a down payment. Loss of any Kelia Alliance vessel comes with it a price of 5x the vessel's estimated worth. Paying nation is also under responsibility to protect the annonymity of the Kelia Alliance. Any act of war by an enemy of the paying nation towards the Kelia Alliance caused by the presence of Kelia Alliance ships in the paying nation's fleet results in the obligation of the paying nation to protect the Kelia Alliance. The Kelia Alliance never allows paying nations to use Kelia Alliance ships against nations with which the Kelia Alliance has any kind of friendship pact with.
Special Tech: The Kelia Alliance possess special Lockdown missilies. When one comes in contact with a mechanical device, a field is projected which renders the device useless for a brief time. A larger amount of these missiles is required depending on the size of the target (ie. ships). Their ability to penetrate shields is questionable.
That's it for now. Comments, etc. welcome
EDIT: enlarged fighter size, added Special Tech
Last edited by mauldooku on 2003-04-29 05:47pm, edited 1 time in total.
- Sea Skimmer
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Your fleet size is fine. Though I'd add a zero onto your fighter count at least, building starfighters on this technolgoy level would be very easy and cheep.
"This cult of special forces is as sensible as to form a Royal Corps of Tree Climbers and say that no soldier who does not wear its green hat with a bunch of oak leaves stuck in it should be expected to climb a tree"
— Field Marshal William Slim 1956
— Field Marshal William Slim 1956