The United Pirate Kingdom maintains 12 carrier battle groups. 10 are on permanent patrol throughout UPK space. Group 4 is currently docked at the main shipyards orbiting Betelgeuse Prime's moon, and will finish its modernization and upgrade program within the coming months, and join the others on permanent patrol. Group 12 is on reserve over Betelgeuse Prime. Used primarily for training and prototype purposes, it is nonetheless ready to be called into action with 48 hours notice.
Legend:
Ship system stats are in comparison to other ship systems of the UPK navy, capship to capship, fighter to fighter. Exception is that yield for torpedoes is given in comparison to capship weapons. Order is:
Highest
Very High
High
Medium
Low
Very Low
Lowest
Highest and lowest are given only to the best and worst in the fleet, although there can be ties. Weapon speed can be lightspeed for beam weapons. Accuracy for missiles is the difficulty to spoof, evade, or hit them with CIWS. Refire rate can be given as continuous for beam weapons, although the more powerful varieties fire intermittantly so as not to melt the barrel or fry the power grid. Stats for weapons will only be listed the first time they are seen.
EDIT 4/31/03: Added more space to make easier to read
Each battle group consists of:
1 "Leviathan" carrier
Length: 6 km
Width: 2 km
Depth: 2 km
Shielding: Highest
Armor: Lowest. 4 flight decks makes armor relatively impossible.
Sub-light speed: Lowest
Maneuverability: Lowest
FTL speed: Lowest
Armament:
8 xasers (2 on each deck):
Accuracy: Highest
Speed: Lightspeed
Turret maneuverability: Medium
Power/Yield: Medium
Refire rate: Continuous
Purpose: Shooting down cruise missiles or exceptionally large bombers. Generally not useful against cap ships.
Description:This massive ship is the center of any fleet. It carries thousands of bombers and tens of thousands of fighters and interceptors. Its weapons are few and generally geared toward missile defense, but its shielding is immense. It is shaped like four modern carriers glued together, giving it 4 decks to take advantage of Space's 3-dimensional nature. Attack craft are stored on and below the flight decks, while the inner core of the ship houses the massive fusion reactors, the gigantic engine, and the shield generators. This ship's shielding is heavier than all other ships in the carrier group combined. Approximately one third of the carrier's complement of fighters and bombers are kept launched and patrolling during normal circumstances. During wartime, two thirds are kept launched, and all are launched when battle is imminent. The ship is capable of launching 100 bombers and 600 fighters per minute.
2 "Great White" cruisers
Length: 800 m
Width: 150 m
Depth: 200 m
Shielding: Very High
Armor: Very High
Sub-light speed: Low
Maneuverability: Low
FTL speed: Medium
Armament:
1 Supergun
Accuracy: Very High
Projectile speed: Medium
Turret maneuverability: None
Power/Yield: Highest
Refire rate: Lowest
Purpose: To destroy large capships or installations.
6 Heavy Particle Beams
Accuracy: Highest
Projectile speed: Lightspeed
Turret maneuverability: Medium
Power/Yield: Very High
Refire rate: Low
Purpose: To inflict harm against any target larger and slower than a gunboat.
30 Medium Particle Beams
Accuracy: Highest
Projectile speed: Lightspeed
Turret maneuverability: High
Power/Yield: Medium
Refire rate: Medium
Purpose: To inflict harm against any target larger and slower than a figher.
2 50-cell RF missile launchers
Accuracy: Very High
Projectile speed: Very High
Turret maneuverability: None
Power/Yield: Very Low
Refire rate: Very High
Purpose: To shoot down enemy fighters and torpedoes.
200 Lasers
Accuracy: Highest
Projectile speed: Lightspeed
Turret maneuverability: Highest
Power/Yield: Lowest
Refire rate: Continuous
Purpose: Small fighter/missile interception. Worthless against anything larger than a fighter.
Description: These 2 ships are charged with protecting the carrier from large capital ships. To do this, they are equipped with 6 powerful, high energy particle beams mounted on limited turrets, 30 medium strength beams on ball turrets, a pair of 50-cell rapid fire missile launchers for anti-fighter and anti-cruise missile work, 100 CIWS lasers, and its main weapon, a forward facing mass driver whose support and recoil-absorption fixtures run the entire length of the ship. This weapon is capable of obliterating another Great White cruiser in a single hit.
10 "Killer Whale" destroyers
Length: 400 m
Width: 80 m
Depth: 100 m
Shielding: Medium
Armor: Low
Sub-light speed: High
Maneuverability: Medium
FTL speed: High
Armament:
2 Heavy Particle Beams
24 Medium Particle Beams
6 50-cell RF Missile Launchers
40 Lasers
Description: These fast, multi-role ships are designed to fill any role they are called for. They mount a pair of high strength particle beams identical to the ones on the Great White cruisers on forward-facing limited turrets, along with 24 medium strength beams on ball turrets, 40 lasers, and 6 50-cell rapid-fire missile launchers. While lacking strength against much larger ships, these destroyers can be difficult to target and hit by those ships and present a dire threat to attack craft and other destroyers alike.
18 "Hammerhead" frigates
Length: 200 m
Width: 50 m
Depth: 60 m
Shielding: Low
Armor: Very Low
Sub-light speed: Highest
Maneuverability: Highest
FTL speed: Highest
Armament:
4 Medium Particle Beams
16 Light Particle Beams
Accuracy: Highest
Projectile speed: Lightspeed
Turret maneuverability: Highest
Power/Yield: Very Low
Refire rate: Continuous
Purpose: Same as lasers but more powerful.
4 20-cell RF missile launchers
Refire rate: High
Description: Relying on their speed, stealth, small size, and larger brethren to protect them from other capital ships, the purpose of these frigates is to intercept and destroy heavy bombers or light attack craft that would otherwise be too much for one-man fighters to handle. These frigates mount 4 medium strength beams, 16 light strength beams, and 4 20-cell RF missile launchers.
Added 4/25/03
2 "Sonar" sensor ships
Length: 400 m
Width: 200 m
Depth: 150 m
Shielding: Medium
Armor: Low
Sub-light speed: Low
Maneuverability: Low
FTL speed: Medium
Armament:
None
Description: These vulnerable but heavily protected ships sit near the carrier in the center of the battle group. Weaponless and with minimal shielding, they mount powerful supercomputers, sensory and other equipment that serve five main purposes:
1. To cut through enemy jamming.
2. Produce powerful jamming of their own.
3. Compute firing solutions for friendly vessels.
4. Detect cloaked ships.
5. Interdict FTL travel.
5,000 "Barracuda" interceptors
Length: 12 m
Width: 2 m (Wingspan 8 m)
Depth: 4 m
Shielding: Lowest
Armor: Lowest
Sub-light speed: Highest
Maneuverability: Highest
FTL speed: Not FTL capable
Armament:
2 Fighter Particle Beams
Accuracy: Highest
Projectile speed: Lightspeed
Turret maneuverability: None
Power/Yield: Very Low
Refire rate: Very High
Purpose: Dogfighting, missile interception.
1 Missile Launcher
Accuracy: Very High
Projectile speed: Very High
Turret maneuverability: None
Power/Yield: Medium
Refire rate: Low
Purpose: Dogfighting, bomber interception, torpedo interception.
Description: These fast and agile fighters are designed to take out enemy bombs, torpedoes, and the ships that carry them. Mounting a pair of light strength particle beams, 2 fission missile magazines with 4 missiles each, and a light shielding system, these fighters are highly effective in their role. Capable of atmospheric entry and flight.
25,000 "Piranha" attack fighters
Length: 16 m
Width: 3 m (Wingspan 10 m)
Depth: 5 m
Shielding: Medium
Armor: Medium
Sub-light speed: High
Maneuverability: High
FTL speed: Not FTL capable
Armament:
Heavy Fighter Particle Beam
Accuracy: Highest
Projectile speed: Lightspeed
Turret maneuverability: None
Power/Yield: Medium
Refire rate: High
Purpose: Dogfighting, bomber interception, torpedo interception
3 Turreted Fighter Particle Beams
Turret maneuverability: Highest
2 missile launchers
1 Light Torpedo (optional)
Accuracy: Medium
Projectile speed: Medium
Turret maneuverability: None
Power/Yield: Low (capship standards)
Refire rate: N/A
Purpose: Anti-cap ship, anti-heavy bomber, anti-cruise missile. Not overly dangerous to large cap ships individually, they are generally fired simultaneously by tens of thousands of fighters at point blanke range for maximum effect.
Description: Lacking the astounding speed and tiny size of the Barracuda class, these 2 man multi-role fighters more than make up for it with increased firepower, shielding, and versatility. Their armament consists of 1 medium particle beam, 3 turreted light particle beams, 2 fission missile magazines with 6 missiles each, and the optional ability to carry a medium torpedo that is carried on the underside of the ship and runs along its entire length. Capable of atmospheric entry and flight.
4,000 "Tiger Shark" attack bombers
Length: 60 m
Width: 20 m
Depth: 15 m
Shielding: Highest
Armor: Highest
Sub-light speed: Low
Maneuverability: Low
FTL speed: Very low (microhops only, 2 seconds worth of fuel)
Armament:
2 Turreted Heavy Fighter Particle Beams
Turret maneuverability: Medium
12 Turreted Light Fighter Particle Beams
2 Rapid Fire missile launchers
Refire rate: High
8 Light Torpedoes (16 more optional)
1 Heavy Torpedo (1 more optional)
Accuracy: Low
Projectile speed: Low
Turret maneuverability: None
Power/Yield: Very High (Capship standards)
Refire rate: N/A
Purpose: Anti-large capship. As with light torpedoes, generally fired from point blanke range to defeat CIWS systems. Incredibly dangerous, especially in massive numbers.
Description: These large, versatile craft are designed to fill many roles, from destroying enemy capital ships to planetary assault. They have 2 medium particle beams in turrets, 12 turreted light beams, 2 RF missile launchers with 50 missiles each, 8 medium torpedoes under the wings, and 1 heavy torpedo along the underside of the ship. Inside the bomb hatch there is room for one of the following: another heavy torpedo, 16 medium torpedoes, 300 missiles, a variety of ground attack bombs, or 20 ( EDIT : was 100, realized this was excessive in light of what each platoon consisted of) landing capsules, each carrying 1 platoon of soldiers and their vehicles and equipment. Capable of atmospheric entry and flight.
EDIT: Sorry, don't have a long enough attention span to do this whole thing in one sitting
In addition to this, battle groups 1 and 12 have battleships with them, the "Child of Chaos" and the "Fury", respectively. Battleships were already considered out-dated before the war had any end in sight, and these were the only two to survive it. The Fury has been retrofitted within the last 10 years, while the Child of Chaos' technology is over 50 years old, and is slated for decommisioning within the year. No hulls for new battleships have been laid down.
"Child of Chaos" Battleship
Length: 4 km
Width: 1 km
Depth: 900 m
Shielding: Very High
Armor: Very High
Sub-light speed: Very Low
Maneuverability: Very Low
FTL speed: Very Low
Armament:
600 Gatling Railguns
Accuracy: Very High
Projectile speed: Highest
Turret maneuverability: Very High
Power/Yield: Low
Refire rate: Highest
Purpose: All-purpose weaponry.
5,000 High Energy Lasers
Accuracy: Highest
Projectile speed: Lightspeed
Turret maneuverability: Highest
Power/Yield: Very Low
Refire rate: Continuous
Purpose: All-purpose weaponry.
Description: This ship is something of a paper tiger. Its mammoth size, almost approaching that of a "Leviathan" carrier, is not indicative of its level of power. Although its guns are powerful and its armor is thick, its outdaded targeting system has trouble with modern jamming techniques, and its shielding is no stronger at any point than that of a far smaller "Great White" cruiser. Instead of the particle beams and RF missile systems now in use by the UPK, this ship mounts high-energy lasers and rotating-barrel mass drivers. While each weapon may not possess as much firepower individually, the ship is absolutely bristling with them. Its full firepower, when it can be fully utilized, is awesome.
"Fury" Battleship
Length: 2.2 km
Width: 600 m
Depth: 750 m
Shielding: Very High
Armor: Highest
Sub-light speed: Low
Maneuverability: Very Low
FTL speed: Low
Armament:
3 Superguns
18 Heavy Particle Beams
100 Medium Particle Beams
10 50-cell RF missile launchers
4,000 lasers
Description: While displacing less than half the Child of Chaos' massive bulk, the Fury is the strongest single ship in the fleet. Mounting 18 high energy particle beams, 100 medium strength beams, 10 50-cell RF missile launchers, and a trio of mass drivers of equal size and strength to the ones carried by "Great White" cruisers, the withering firepower of this Battleship is capable of destroying a Leviathan carrier in under a minute. Its shielding is second only to a Leviathan carrier, and then only by a small amount, while its armor and double-hull keeps it in viable fighting shape even after shielding has been lost. Unfortunately, a warship of its size is a juicy target for heavy torpedo attacks, and no countermeasure is distracting enough to spoof incoming missiles. Without the swarms of fighters and interceptors carriers enjoy, other, just as impressive battleships perished in flames. In light of this vulnerability, both battleships are used in a supporting role at long range.
EDIT 4/25/03 : Removed stealth destroyers due to general insistence that cloaks are useless.
Ground attack :
Ground attack platoons are generally of three types: Mechanized infantry, armored, and artillery. Air support is provided by the carrier's fighters and bombers and orbital support is filled by the capital ships.
EDIT 4/29/03: Revamped the equipment of infantry as it occured to me that laser weapons would be too weak to penetrate my own troops' body armor.
Mechanized infantry platoon:
3 squads of 12 soldiers each, plus officer, mortar team, and spotter team
Each squad has 8 riflemen, 2 anti-vehicle support units, 1 anti-infantry support unit, 1 leader
Rifles fire 9 x 63 mm Depleted Uranium cartridges, accelerated by electromagnetism. Drum-fed magazines supply 35 round capacity. Inertial dampener technology used to eliminate recoil and transporter technology in platoon ammo boxes allow for effectively limitless ammo during optimum conditions. They come equipped with computerized fire control system linked to soldiers' helmet. Underslung 40mm high velocity grenade launcher capable of precise air- burst. Grenades are usually fragmentation, but can be nerve gas, tear gas, or nuclear (5 ton yield).
Anti-vehicle launchers use a small shaped-charge fission device carrying approximately 50 TNT-tons of power
Anti-infantry machine gun is a continuous-fire phaser weapon with a large energy reserve
Mortar is a fission device of approximately 250 tons of power. Alternatively, nerve gas can be used.
Each soldier is armored with full body armor made of advanced plastics and ceramics, coated in a layer of smart material whose color changes to match the background. The helmet incorporates the standard suite of features, including a HUD, zoom, radio, amplified audio, night vision, auto-dimming vision to prevent blindness, and others. The armor is thick and encompassing enough to protect from near misses from high-powered weapons and shrapnel, but not direct hits. It is light and flexible enough to leave mobility and agility intact. Needless to say, the armor offers full NBC protection.
The squads travel in IFVs (Infantry Fighting Vehicles) that mount a turreted phaser weapon, a missile launcher firing the same ordnance as the man- portable version, and a 75 mm railgun. It is a tracked vehicle with medium-armor. Other than the driver, 3 gunners, and commander, it holds 8 occupants.
Armored Platoon :
An armored platoon consists of 4 main battle tanks and their crew. Each tank is a tracked vehicle equipped with a 150 mm railgun, two turreted phaser weapons, a missile launcher, heavy armor, and a small shield generator.
Artillery Platoon :
Each platoon carries 1 heavy and 4 light artillery pieces. Heavies have a range of over 30 miles, while lights have a range of 10. They carry a variety of ordnance, from illuminating flares, to chemical weapons, to kiloton-yield thermonuclear ordnance. All come in normal and shaped-charge varieties for destroying so-called "super tanks" and other large vehicles. Artillery uses a variety of integral sensor equipment, as well as feed from orbiting starships and soldiers' helmets, and is easily accurate enough to score direct hits on exposed tank-sized vehicles.
Planets
Each homeworld is protected by a shielding system generated by vast underground powerplants, 2 main particle beam cannons (1 at each pole), and a plethora of smaller guns, including the superguns found on the "Great White" class cruisers. The airbases scattered across the surface of the planets carry a number of fighters and bombers equal to five times the complement of a "Leviathan" carrier.
Each colony is protected by theatre shields around the main cities, a few superguns and heavy particle beams, and half the complement of a "Leviathan" carrier.
"I'm so fast that last night I turned off the light switch in my hotel room and was in bed before the room was dark." - Muhammad Ali
"Dating is not supposed to be easy. It's supposed to be a heart-pounding, stomach-wrenching, gut-churning exercise in pitting your fear of rejection and public humiliation against your desire to find a mate. Enjoy." - Darth Wong