FTL missiles should be allowed but with size and range limitations. 80m with a max range of 3AU. That would ensure that some form of special launching equipment would need to be brought to the front lines.Sea Skimmer wrote:
That still wont work. If your building a constant stream of interstellar missiles that means you can attack any point at will and the only way to stop it is to travel all the way back to your planets and crush them. In any case, FTL missiles and fighter craft are not allowed.
So unless you want to do this plan with only 1400 missiles to work with, each taking nearly as long to build as someones corvette this isn't going to be allowed.
[STGOD 2] Nations and Military
Moderator: Thanas
- Spyder
- Sith Marauder
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Hopefully FTL sensors would also be allowed. An unguided missile would be lucky to hit a planet at that range.Spyder wrote:FTL missiles should be allowed but with size and range limitations. 80m with a max range of 3AU. That would ensure that some form of special launching equipment would need to be brought to the front lines.
I prepared Explosive Runes today.
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Actually I'd assume that the trajectory would be computed ahead of time. Targetting systems would be sophisticated enough to use optical sensors to see the target position and calculate where it will be at the moment of impact, taking into account a minute or so flight time and speed of light sensor limitations.Raxmei wrote: Hopefully FTL sensors would also be allowed. An unguided missile would be lucky to hit a planet at that range.

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It's not hard to hit a planet with a missile, assuming you have even the slightest bit of guidance, and a good knowledge of the gravity wells in the area...
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I have fleshed out the Draconis Republic and combined all my posts intoone. And posted it here so that it may be more easily reviewed.
Draconis Republic
Biology
Common Names:Fel' Theth, Lizard men, Varathraxians
Scientific Name: Dracovaranus Erectus
The Fel' Theth are a race of highly intelligent, warm bodied exctotherms(they need warmth for an initial boost, but through activity and shivering, can maintain homeostasis)
They stand about 4 feet tall ( they can rear up to around 5 feet, they are) and weigh between 55-65 lbs(hollow bones and a light body frame)
Their bodies are covered in hard but fine scales, and they have sharp claws on all fingers and toes. They also have set of fangs that are capable of injecting a weak neurotoxin that will cause sleep in humanoids, and a VERYpowerful neuro/cytotoxin similar, but more powerful than, that of the mojave rattlesnake. The Fel Theth also have a long prehensile tail, and gripping pads on their fingers and toes, as their species is tree dwelling on ther homeworld.
The Fel' Theth also possess a large flap of skin that runs between their arms and legs, and from their legs to midway down the tail, and is supported by 4 bony supports, that are jointed(ball and socket) to the ribcage(think a combination between Draco Volans, a bat, and a flying gecko). This flap of skin normlly remains flat against the sides, but when certain muscles are flexed it extends allowing the Fel Theth to glide from tree to tree.
They also have a very advanced ability to change ther skin color to match their surroundings this ability surpasses that of earth cephalopods.
The Fel' Theth are omnivors, and eat a variety of friuts, nuts, berries and the leaves and roots of succulent plants. These are often prepared as delecacies and prepared by master chefs. They also eat the meat of fish, birds and mammals. These are now farm raised on farming colonies allowing wild populations to thrive. They are either eaten cooked in an elaorate meal, or they are simply eaten whole, as the Fel heth are capable of unhinging their jaw to accomodate large prey.
Fel' Theth reproduction is a bit of a combintion between that of humans and lizards. They have the sexual organs of a lizard and gender is not visible at a glance. But the act of mating itself is one that is pleasurable, and done in similar positions( will not go into detail on the possibility of homosexuaility to save your minds). Females lay one or two leathery shelled eggs at a time, that develope for around 9 months in a nest comprised of rotting vegetation(or an incubator in the modern era). The young are adult size by 16 years. Sexually mature by 13 years, and mentaly mature by 18 years
History:
The Fel' Theth achieved sentience around the same time the humans did. They went through the usual progression of wars, and governmental systems....tough, theocracy and a dark age never really entered into their equation. From, the monarchic systems of their scientific enlightenment, which was very early in their history, around Earth year 0, sprung a new system of government. The Republic. It did not take the Fel' Theth long to figue out that this was th way to go. They quickly, and in some cases violoently overthrew their monarchies, and established a series of large republics. And they prospered. Focusing on ways to the natural world, and biology to increase their living standard, the Fel' Theth flourished, their genome was mapped in Earth year 1700, and from there, genemodding and genetic engineering grew by leps and bounds. But the peace was not to last. Soon, fighting broke out between two of the vast republics. In earth year 1854 One of the republics was overthrown by a despotic dictator named Velistad Siracktel. His armies swept across the other peacful republics, until a resistance could be mounted. It took 10 years but his government was toppled, partly due to the split of the atom and the threat of nuclear bombardment, but also in part to a new invention, the particle beam. It cut through the hardest armor and allowed the Republican Forces to fight their way to Siracktel's fortress, and hang his head on a pike. It was at this point that the governments of the world united into the Draconis Republic, named after the heroic leader of the Republican Armed Forces, Alyskan Draconis.
And all was good. For nearly a century and a half later, after learning everything they could of their own world, the Fel' Theth reached for the stars. In the earth year 2000 the first colonies were established on the moons of Varathraxia. These were originally scientific outposts, but quickly grew ino massive moon wide metropolitan areas.
With the Advent of faster than light travel, the Fel' Theth began meticulously exploring and colonizing the nearby systems until a few decades ago, they made first contact the Three Suns Commonwealth.
Society.
The Fel' Theth society is a very open one. Different individuals are accepted with open arms. The Fel Theth culture values intelligence and critical thought, and base their ethics around it.
Crime does happen but it is low,, and to deal wth criminals the Fel Theth have developed a justice system similar to that of 21st century earth. The Fel' Theth society, is an atheistic one however. They have no problem wth religion, so long as it harms no one mentally or physically, they simply do not believe in them.
The school system is much like that of Germany in the 21st century. With students going through a normal school until the age of 13, then they either go to a trade school for more hands on professions. A "standard" school for more white collar professions(think US high school) Or a Hyper-accelerated school that trains them for more accademic or governmental professions(this they must test into). They can go to a university directly from the Hyperaccelerated school provided they do well enough. Or from the Standard school provided they pass the exam.
Economy
The Fel' Theth run on a socialist free market. People are free to open nd run their own businesses, but the government controls utilities, transportation, and healthcare to better serve the people.
Government:
The governmet of the Fel' Theth is an altered form of Constitutional Republic. Members of the two house congress are elected directly from the people, and the president is elected directly with an unlimited term. However, at anytime the people can override the decisions of these two bodies by popular(3/4 majority) vote, and can vote them out of office if certain conditions are met. The rights of the people(see the US bill of rights) are protected staunchly, and should a leader ever try to limit them the military swears loyalty to the people.....And will deal quickly with such an abuse of power
Sciences.
The Fel' Theth are highly skilled at the biosciences and at particle acceleration.
They have managed to isolate the genes for regeneration, and to apply them in medicine to regrow lost limbs. They have also found this very useful in the treatment of cancers.
Essentially out Particle acceleration is above average, and Biotech is the best in the STGOD. Our gene modded foods are in very high demand
Military Order of Battle
Varanus Class Dreadnaught
Lenght: 2 km
numbers 10
weapons(I will quantify the numbr of weapons on each ship)
20 heavy particle beams, 20 medium particle beams, 20 heavy lasers, 20 medium lasers, 20 missile launchers, 300 point defense guns
fighters: 60
Shields:
Capacity: 8 gigatons
recharge rate: 600 mt per min
Physical description: Looks much like an Old Republid Dreadnaught
These ships are the argest and most heavily armed and armored in our fleet.(if you object to the number of weapons please let me know, I ) More of these are in production. They are designed to be able to take sustained combat from similarly armed vessels one on one, and from groups of small ships.
Draco class Cruisers
Length: 1.2 km 562 534 300
numbers: 100
Weapons: 15 heavy particle beams, 15 heavy laser turrets, 20 med lasers and 20 med particle beams, 15 missile launchers 250 pd guns
fighters: 30
shields:
Capacity: 7.5 gigatons
recharge 5 megatons per second
Physical description: Looks like a hyperion heavy cruiser without those towers.
these ships make up the backbone of our capitalship fleet. and can carry fighters in a small hanger bay
Elapid class Carrier
1.5 km
numbers: 40
weapons: 20 medium particle beams, 40 medium lasers, 30 point defense guns
Fighters: 300
shields:
Capacity: 7 gigaton
recharge: 600 mt/sec
Physical descrption: Ovoid, with 2 massive hangar bays
These ships carry a massive number of fighters, and can defend themelves from some of the small capships(if someone objects to the fighter compliment let me know.
Crotalus class Fighter/bomber
length: 20 meters
weapons: 2 missile lauchers, 3 forward firing guns(like point defense guns) 1 computr controled turreted point defense gun
Viper class Missile destroyer
Length: 500 meters
numbers: 200
weapons:30 missile launchers, 20 light particle beam/laser 100 point defense guns
Shields:
capacity: 6 gigaton
recharge: 600 mt/min
Physical Description: Thse look like Carracks
These ships flank each cruiser and provide missile support for the fleet.
Monitor class escort ship
length: 200 meters
numbers: 550
Wepons: 2, heavy particlebeams/laser,5 medium particle beams/laser, 200 point defense guns
fighters: 5
shields:
Capacity: 2.5 gigatons
recharge: 400 mt/min
Physical description:Design is similar to an Olympus Class Corvette from B5
These ships escort the fleet and give a small boost to fighter screens, and point defense, while working in groups they can do damage to capital ships.
Basilisk class Drop ship/air support ship
Length: 90 meters
weapons: 20 point defense guns 5 missile launchers, 3 plasma cannons
Troop capacity: 2000(we are smaller than standard humans)
Physical Description: Thin Imp landing craft withouth the dorsal wing/fin thing
These are carried by the larger troop transports and are used for boarding actions, and insertions into hostile territory.
Serpent class Troop Trans
Length: 2.2km
numbers: 150
Number of dropships: 15
Nuber of troops a quarter million
Weapons: 4 heavy particle beams, 30 medium particle beams, 10 light particle beams, 200 point defense guns
shields:
capacity:8 gigatons
recharge: 5 MT/sec
Think...TURTLES IN SPACE! They are large legless turtles, with dropships spewing from between the "carapace" and "plastron"
These ships are used to transport troops from one system to another, and are used as a base of operations for ground attacks. They can also defend themselves from other ships when in small groups.
Heavy particle Beam/laser(they are on the same mount, and cannot be fired at once)
Firepower: 1.25 mt with a recharge time of 2 sec
Accuracy: High aganst capships, against fighter...horribly low
Turret speet: Slow
Medium particle beam/laser
Firepower:.89 megatons 30 times per min
Accuracy: High against capships med against fighters
Turret speet: med
Missiles
Firepower: .5 megatons refire, 30 per min
Accuracy: High Against caps, med against fighters
Turret speed: fast
Point defense weapons
firepower: 2 kilotons/sec cont beam
Accuracy: High all around
Turret speed: Hyper
Light particle beams/lasers
Firepower: .5 megatons/sec cont beam
accuracy: High against capships, Med-high against fighters
Turret speed: High.
Ship layouts and a few operational details
Fel' Theth ships do use artificial gravity. Due to their arboreal nature, travel is facilitated by a series of bars and rings. The small, nimble Fel' Theth literally climb through their ships. This prevents their ships from being easily overrun by boarders, and allows them to use ther most efficient form of movement to get around their ships.
The crew sleeps in small cubbies that mimic tree hollows, and also serve as cover from which to attack boarders.
The interior of the ship is defended by an elaborate and yet simple system of automated defense guns, vibro-spike traps, and lightly armored, and mobile lizard people.
Ships are powered by fusion reactors with hydrogen fuel, and posess ramscoops to collect it. And are propelled by highly efficient ion engines(due to their advantages in particle acceleration, they are slightly faster than other ships of their size.
Ground combat and armor
Due to their small size, the Fel' Theth have had to use GenModding to create a sort of warrior cast. These individuals are heavily built, standng frm 5 feet to 5 and a half feet tall. They are about 200~250 lbs and do lont haave hollow bones. Naturally, they are incapable of gliding. These serve as standard troops wearing light armor and carrying a particle beam/granade launcher type weapon standard issue.
The un-modded make use of a Standard Issue Laser Rifle, as the recoil from any other weapon would knock them over.
They do posses heavier tripod mounted particle beams, and portable missile launchers, as well as flamethrowers They also make use of vibro weapons in the unlikely(and horrible) event that they are forced into melee combat. They use either polarms or blades for this purpose.
Elite troops wear a power armored suit that allows them to carry larger, more powerful weapons, at the expense of their agility.
The crews of our ships are unmodded, and can actually defend a ship from boarders due to the automatic defenses, and difficult-to-navigate hallways.
These are just the grunts however.
Armor(tanks) consist of well..tanks, that and mechas
Tanks are heavily armored and armed to the teeth with lasers, missiles and particle beams. Tanks, make up for the Fel' Theth disadvantage in open ground combat.
Also to compensate for their small stature, the Fel' Theth also employ walker type mechas on the battlefield. The are roughly the size of ATST(granted they have 4 legs instead of two and walk like...you guessed, lizards/high walking crocodiles, very stable platform) and sport heavy armor, and weapons ranging from plasma pulse guns to KE weapons and missiles. Capable of traveling in almost any terrain, these mechas serve very well in the Fel' Theth military
Air Support
Air support is provided by Crotalus Fighters, and the Dropships
Special Ops
Due to the Fel' Theth ability to change color to match their envirnment, their climbing ability, and poison bite, the Fel' Theth are very skilled at special ops, infiltration, and assassination.
They can be inserted, hide very easily, eat very little, and can *execute* their objectives with pinpoint precision. Though they deplore such ploys, they are not above using them when pressed, and have a portion of their military specially trained in such tactics.
Military Structure and numbers:
While there is a standing army(Peace Time: 4% war time reservists and national guard equivalents bring it up to 12% of the population) . The vast majority of the Fel Theth are issued a Standard Laser Rifle and several grenades(as well as a vibro-halberd and sword) are tranied in their use. They may also buy full suits of our light armor for dirt cheap
Draconis Republic
Biology
Common Names:Fel' Theth, Lizard men, Varathraxians
Scientific Name: Dracovaranus Erectus
The Fel' Theth are a race of highly intelligent, warm bodied exctotherms(they need warmth for an initial boost, but through activity and shivering, can maintain homeostasis)
They stand about 4 feet tall ( they can rear up to around 5 feet, they are) and weigh between 55-65 lbs(hollow bones and a light body frame)
Their bodies are covered in hard but fine scales, and they have sharp claws on all fingers and toes. They also have set of fangs that are capable of injecting a weak neurotoxin that will cause sleep in humanoids, and a VERYpowerful neuro/cytotoxin similar, but more powerful than, that of the mojave rattlesnake. The Fel Theth also have a long prehensile tail, and gripping pads on their fingers and toes, as their species is tree dwelling on ther homeworld.
The Fel' Theth also possess a large flap of skin that runs between their arms and legs, and from their legs to midway down the tail, and is supported by 4 bony supports, that are jointed(ball and socket) to the ribcage(think a combination between Draco Volans, a bat, and a flying gecko). This flap of skin normlly remains flat against the sides, but when certain muscles are flexed it extends allowing the Fel Theth to glide from tree to tree.
They also have a very advanced ability to change ther skin color to match their surroundings this ability surpasses that of earth cephalopods.
The Fel' Theth are omnivors, and eat a variety of friuts, nuts, berries and the leaves and roots of succulent plants. These are often prepared as delecacies and prepared by master chefs. They also eat the meat of fish, birds and mammals. These are now farm raised on farming colonies allowing wild populations to thrive. They are either eaten cooked in an elaorate meal, or they are simply eaten whole, as the Fel heth are capable of unhinging their jaw to accomodate large prey.
Fel' Theth reproduction is a bit of a combintion between that of humans and lizards. They have the sexual organs of a lizard and gender is not visible at a glance. But the act of mating itself is one that is pleasurable, and done in similar positions( will not go into detail on the possibility of homosexuaility to save your minds). Females lay one or two leathery shelled eggs at a time, that develope for around 9 months in a nest comprised of rotting vegetation(or an incubator in the modern era). The young are adult size by 16 years. Sexually mature by 13 years, and mentaly mature by 18 years
History:
The Fel' Theth achieved sentience around the same time the humans did. They went through the usual progression of wars, and governmental systems....tough, theocracy and a dark age never really entered into their equation. From, the monarchic systems of their scientific enlightenment, which was very early in their history, around Earth year 0, sprung a new system of government. The Republic. It did not take the Fel' Theth long to figue out that this was th way to go. They quickly, and in some cases violoently overthrew their monarchies, and established a series of large republics. And they prospered. Focusing on ways to the natural world, and biology to increase their living standard, the Fel' Theth flourished, their genome was mapped in Earth year 1700, and from there, genemodding and genetic engineering grew by leps and bounds. But the peace was not to last. Soon, fighting broke out between two of the vast republics. In earth year 1854 One of the republics was overthrown by a despotic dictator named Velistad Siracktel. His armies swept across the other peacful republics, until a resistance could be mounted. It took 10 years but his government was toppled, partly due to the split of the atom and the threat of nuclear bombardment, but also in part to a new invention, the particle beam. It cut through the hardest armor and allowed the Republican Forces to fight their way to Siracktel's fortress, and hang his head on a pike. It was at this point that the governments of the world united into the Draconis Republic, named after the heroic leader of the Republican Armed Forces, Alyskan Draconis.
And all was good. For nearly a century and a half later, after learning everything they could of their own world, the Fel' Theth reached for the stars. In the earth year 2000 the first colonies were established on the moons of Varathraxia. These were originally scientific outposts, but quickly grew ino massive moon wide metropolitan areas.
With the Advent of faster than light travel, the Fel' Theth began meticulously exploring and colonizing the nearby systems until a few decades ago, they made first contact the Three Suns Commonwealth.
Society.
The Fel' Theth society is a very open one. Different individuals are accepted with open arms. The Fel Theth culture values intelligence and critical thought, and base their ethics around it.
Crime does happen but it is low,, and to deal wth criminals the Fel Theth have developed a justice system similar to that of 21st century earth. The Fel' Theth society, is an atheistic one however. They have no problem wth religion, so long as it harms no one mentally or physically, they simply do not believe in them.
The school system is much like that of Germany in the 21st century. With students going through a normal school until the age of 13, then they either go to a trade school for more hands on professions. A "standard" school for more white collar professions(think US high school) Or a Hyper-accelerated school that trains them for more accademic or governmental professions(this they must test into). They can go to a university directly from the Hyperaccelerated school provided they do well enough. Or from the Standard school provided they pass the exam.
Economy
The Fel' Theth run on a socialist free market. People are free to open nd run their own businesses, but the government controls utilities, transportation, and healthcare to better serve the people.
Government:
The governmet of the Fel' Theth is an altered form of Constitutional Republic. Members of the two house congress are elected directly from the people, and the president is elected directly with an unlimited term. However, at anytime the people can override the decisions of these two bodies by popular(3/4 majority) vote, and can vote them out of office if certain conditions are met. The rights of the people(see the US bill of rights) are protected staunchly, and should a leader ever try to limit them the military swears loyalty to the people.....And will deal quickly with such an abuse of power
Sciences.
The Fel' Theth are highly skilled at the biosciences and at particle acceleration.
They have managed to isolate the genes for regeneration, and to apply them in medicine to regrow lost limbs. They have also found this very useful in the treatment of cancers.
Essentially out Particle acceleration is above average, and Biotech is the best in the STGOD. Our gene modded foods are in very high demand

Military Order of Battle
Varanus Class Dreadnaught
Lenght: 2 km
numbers 10
weapons(I will quantify the numbr of weapons on each ship)
20 heavy particle beams, 20 medium particle beams, 20 heavy lasers, 20 medium lasers, 20 missile launchers, 300 point defense guns
fighters: 60
Shields:
Capacity: 8 gigatons
recharge rate: 600 mt per min
Physical description: Looks much like an Old Republid Dreadnaught
These ships are the argest and most heavily armed and armored in our fleet.(if you object to the number of weapons please let me know, I ) More of these are in production. They are designed to be able to take sustained combat from similarly armed vessels one on one, and from groups of small ships.
Draco class Cruisers
Length: 1.2 km 562 534 300
numbers: 100
Weapons: 15 heavy particle beams, 15 heavy laser turrets, 20 med lasers and 20 med particle beams, 15 missile launchers 250 pd guns
fighters: 30
shields:
Capacity: 7.5 gigatons
recharge 5 megatons per second
Physical description: Looks like a hyperion heavy cruiser without those towers.
these ships make up the backbone of our capitalship fleet. and can carry fighters in a small hanger bay
Elapid class Carrier
1.5 km
numbers: 40
weapons: 20 medium particle beams, 40 medium lasers, 30 point defense guns
Fighters: 300
shields:
Capacity: 7 gigaton
recharge: 600 mt/sec
Physical descrption: Ovoid, with 2 massive hangar bays
These ships carry a massive number of fighters, and can defend themelves from some of the small capships(if someone objects to the fighter compliment let me know.
Crotalus class Fighter/bomber
length: 20 meters
weapons: 2 missile lauchers, 3 forward firing guns(like point defense guns) 1 computr controled turreted point defense gun
Viper class Missile destroyer
Length: 500 meters
numbers: 200
weapons:30 missile launchers, 20 light particle beam/laser 100 point defense guns
Shields:
capacity: 6 gigaton
recharge: 600 mt/min
Physical Description: Thse look like Carracks

These ships flank each cruiser and provide missile support for the fleet.
Monitor class escort ship
length: 200 meters
numbers: 550
Wepons: 2, heavy particlebeams/laser,5 medium particle beams/laser, 200 point defense guns
fighters: 5
shields:
Capacity: 2.5 gigatons
recharge: 400 mt/min
Physical description:Design is similar to an Olympus Class Corvette from B5
These ships escort the fleet and give a small boost to fighter screens, and point defense, while working in groups they can do damage to capital ships.
Basilisk class Drop ship/air support ship
Length: 90 meters
weapons: 20 point defense guns 5 missile launchers, 3 plasma cannons
Troop capacity: 2000(we are smaller than standard humans)
Physical Description: Thin Imp landing craft withouth the dorsal wing/fin thing

These are carried by the larger troop transports and are used for boarding actions, and insertions into hostile territory.
Serpent class Troop Trans
Length: 2.2km
numbers: 150
Number of dropships: 15
Nuber of troops a quarter million
Weapons: 4 heavy particle beams, 30 medium particle beams, 10 light particle beams, 200 point defense guns
shields:
capacity:8 gigatons
recharge: 5 MT/sec
Think...TURTLES IN SPACE! They are large legless turtles, with dropships spewing from between the "carapace" and "plastron"
These ships are used to transport troops from one system to another, and are used as a base of operations for ground attacks. They can also defend themselves from other ships when in small groups.
Heavy particle Beam/laser(they are on the same mount, and cannot be fired at once)
Firepower: 1.25 mt with a recharge time of 2 sec
Accuracy: High aganst capships, against fighter...horribly low
Turret speet: Slow
Medium particle beam/laser
Firepower:.89 megatons 30 times per min
Accuracy: High against capships med against fighters
Turret speet: med
Missiles
Firepower: .5 megatons refire, 30 per min
Accuracy: High Against caps, med against fighters
Turret speed: fast
Point defense weapons
firepower: 2 kilotons/sec cont beam
Accuracy: High all around
Turret speed: Hyper
Light particle beams/lasers
Firepower: .5 megatons/sec cont beam
accuracy: High against capships, Med-high against fighters
Turret speed: High.
Ship layouts and a few operational details
Fel' Theth ships do use artificial gravity. Due to their arboreal nature, travel is facilitated by a series of bars and rings. The small, nimble Fel' Theth literally climb through their ships. This prevents their ships from being easily overrun by boarders, and allows them to use ther most efficient form of movement to get around their ships.
The crew sleeps in small cubbies that mimic tree hollows, and also serve as cover from which to attack boarders.
The interior of the ship is defended by an elaborate and yet simple system of automated defense guns, vibro-spike traps, and lightly armored, and mobile lizard people.
Ships are powered by fusion reactors with hydrogen fuel, and posess ramscoops to collect it. And are propelled by highly efficient ion engines(due to their advantages in particle acceleration, they are slightly faster than other ships of their size.
Ground combat and armor
Due to their small size, the Fel' Theth have had to use GenModding to create a sort of warrior cast. These individuals are heavily built, standng frm 5 feet to 5 and a half feet tall. They are about 200~250 lbs and do lont haave hollow bones. Naturally, they are incapable of gliding. These serve as standard troops wearing light armor and carrying a particle beam/granade launcher type weapon standard issue.
The un-modded make use of a Standard Issue Laser Rifle, as the recoil from any other weapon would knock them over.
They do posses heavier tripod mounted particle beams, and portable missile launchers, as well as flamethrowers They also make use of vibro weapons in the unlikely(and horrible) event that they are forced into melee combat. They use either polarms or blades for this purpose.
Elite troops wear a power armored suit that allows them to carry larger, more powerful weapons, at the expense of their agility.
The crews of our ships are unmodded, and can actually defend a ship from boarders due to the automatic defenses, and difficult-to-navigate hallways.
These are just the grunts however.
Armor(tanks) consist of well..tanks, that and mechas
Tanks are heavily armored and armed to the teeth with lasers, missiles and particle beams. Tanks, make up for the Fel' Theth disadvantage in open ground combat.
Also to compensate for their small stature, the Fel' Theth also employ walker type mechas on the battlefield. The are roughly the size of ATST(granted they have 4 legs instead of two and walk like...you guessed, lizards/high walking crocodiles, very stable platform) and sport heavy armor, and weapons ranging from plasma pulse guns to KE weapons and missiles. Capable of traveling in almost any terrain, these mechas serve very well in the Fel' Theth military
Air Support
Air support is provided by Crotalus Fighters, and the Dropships
Special Ops
Due to the Fel' Theth ability to change color to match their envirnment, their climbing ability, and poison bite, the Fel' Theth are very skilled at special ops, infiltration, and assassination.
They can be inserted, hide very easily, eat very little, and can *execute* their objectives with pinpoint precision. Though they deplore such ploys, they are not above using them when pressed, and have a portion of their military specially trained in such tactics.
Military Structure and numbers:
While there is a standing army(Peace Time: 4% war time reservists and national guard equivalents bring it up to 12% of the population) . The vast majority of the Fel Theth are issued a Standard Laser Rifle and several grenades(as well as a vibro-halberd and sword) are tranied in their use. They may also buy full suits of our light armor for dirt cheap
Last edited by Alyrium Denryle on 2003-06-17 03:35am, edited 23 times in total.
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- Raxmei
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Thought on some tech stuff:
Missiles- If it is not too much trouble, we should keep track of magazines. Missiles as I see them are a means of increasing peak firepower at cost of endurance. If this disadvantage were ignored it would give missile-heavy fleets an unfair advantage in protracted battles.
If it is indeed too much trouble to keep track of exactly how much ammunition you have left, you should at least have some idea of how long you can fight without having to reload.
Power plant capacity I feel should depend on the square of the length of the ship. This is enough to encourage use of large ships, but considering that cost depends roughly on the cube of length it won't be enough to make them dominant. Let's throw realism out the window for a moment a just build this system to suit our needs. Maximum firepower is stated at 25 megatons per second. A megaton per second equates to 1 petawatt, so that's the ballpark figure of how much power a 4000 meter ship should have. If we made the formula
P(gigawatts)= L(meters)^2
that would work out to 16 megatons per second for our supership to run all systems, including weapons, shields, and engines. We can tweak that a bit (seems a tad high to me) but I think it's around the right range. Using perfect reactors you could get that much energy fusing a few kilograms per second. Adding in inefficiency would bring the fuel consumption up a bit.
Shields:
The maximum firepower is 25 megatons per second. Shield power should reflect that. I don't know how you plan on making shields work, but this should be considered as a high point.
Missiles- If it is not too much trouble, we should keep track of magazines. Missiles as I see them are a means of increasing peak firepower at cost of endurance. If this disadvantage were ignored it would give missile-heavy fleets an unfair advantage in protracted battles.
If it is indeed too much trouble to keep track of exactly how much ammunition you have left, you should at least have some idea of how long you can fight without having to reload.
Power plant capacity I feel should depend on the square of the length of the ship. This is enough to encourage use of large ships, but considering that cost depends roughly on the cube of length it won't be enough to make them dominant. Let's throw realism out the window for a moment a just build this system to suit our needs. Maximum firepower is stated at 25 megatons per second. A megaton per second equates to 1 petawatt, so that's the ballpark figure of how much power a 4000 meter ship should have. If we made the formula
P(gigawatts)= L(meters)^2
that would work out to 16 megatons per second for our supership to run all systems, including weapons, shields, and engines. We can tweak that a bit (seems a tad high to me) but I think it's around the right range. Using perfect reactors you could get that much energy fusing a few kilograms per second. Adding in inefficiency would bring the fuel consumption up a bit.
Shields:
The maximum firepower is 25 megatons per second. Shield power should reflect that. I don't know how you plan on making shields work, but this should be considered as a high point.
I prepared Explosive Runes today.
- Brother-Captain Gaius
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Not necessarily. Missile are slower and can be shot down. But I do agree, for the sake of realism missile should have some sort of ammunition limit.Missiles- If it is not too much trouble, we should keep track of magazines. Missiles as I see them are a means of increasing peak firepower at cost of endurance. If this disadvantage were ignored it would give missile-heavy fleets an unfair advantage in protracted battles.
If it is indeed too much trouble to keep track of exactly how much ammunition you have left, you should at least have some idea of how long you can fight without having to reload.
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1337 posts as of 16:34 GMT-7 June 2nd, 2003
"'He or she' is an agenderphobic microaggression, Sharon. You are a bigot." ― Randy Marsh
- Sea Skimmer
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If someone wants to use a missile that huge I suppose its okay. However nothing that’s going to fit in a normal launcher or anything close to it cannot be FTL. And missile launcher magazine capacities and rates of fire should be declared. I'd also like to remind everyone working on there OOB that the value of fighters is limited by inertial compensator tech.Spyder wrote:
FTL missiles should be allowed but with size and range limitations. 80m with a max range of 3AU. That would ensure that some form of special launching equipment would need to be brought to the front lines.
My OOB should be up fairly soon.
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I'm not real big on the idea of basing it off length, since a vessels hull form and other dimensions could radically change the displacement. Speaking of which, this really doesn't seem like enough energy to move a ship that could displace over a half billion tons and mass a similar amount. I'd figure that propulsion would be sucking up most of a ships power.Raxmei wrote:
Power plant capacity I feel should depend on the square of the length of the ship. This is enough to encourage use of large ships, but considering that cost depends roughly on the cube of length it won't be enough to make them dominant. Let's throw realism out the window for a moment a just build this system to suit our needs. Maximum firepower is stated at 25 megatons per second. A megaton per second equates to 1 petawatt, so that's the ballpark figure of how much power a 4000 meter ship should have. If we made the formula
P(gigawatts)= L(meters)^2
that would work out to 16 megatons per second for our supership to run all systems, including weapons, shields, and engines. We can tweak that a bit (seems a tad high to me) but I think it's around the right range. Using perfect reactors you could get that much energy fusing a few kilograms per second. Adding in inefficiency would bring the fuel consumption up a bit.
I prefer vessels having an overall strength and a recharge rate, rather then per second only ratings which effectively give them infinite strength unless you smash them with something really big.
Shields:
The maximum firepower is 25 megatons per second. Shield power should reflect that. I don't know how you plan on making shields work, but this should be considered as a high point.
"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"
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- Raxmei
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I used length mostly as an approximation. Of course odd hull forms would get different power ratings. However that shouldn't be much of a problem unless somebody uses a drastically nonstandard hull form. I just thought it was easier to base off of length squared than from the 2/3 power of volume. As for the exact power rating, I said earlier that it could be tweaked for the exact power needs.Sea Skimmer wrote:I'm not real big on the idea of basing it off length, since a vessels hull form and other dimensions could radically change the displacement. Speaking of which, this really doesn't seem like enough energy to move a ship that could displace over a half billion tons and mass a similar amount. I'd figure that propulsion would be sucking up most of a ships power.
Myself as well. What I meant was that shields that work this way should not be allowed to recharge faster than 25MT/s, and preferably a good bit slower.I prefer vessels having an overall strength and a recharge rate, rather then per second only ratings which effectively give them infinite strength unless you smash them with something really big.
Shields:
The maximum firepower is 25 megatons per second. Shield power should reflect that. I don't know how you plan on making shields work, but this should be considered as a high point.
I prepared Explosive Runes today.
- Alyrium Denryle
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I based my shields on being a bit stronger than a full slavo from a ship of their class. My weapons are more powerful than 25 mt/sec, but I use recharge rates on the weapons to equal the 1.5 gt/min rule for my largest ship.
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You're still missing a component. Generic scifi shields have two important strength characteristics: capacity and recharge. Recharge is the derivative of capacity. All you have posted is recharge. What is the capacity?Alyrium Denryle wrote:I based my shields on being a bit stronger than a full slavo from a ship of their class. My weapons are more powerful than 25 mt/sec, but I use recharge rates on the weapons to equal the 1.5 gt/min rule for my largest ship.
EDIT: My personal opinion is that your posted numbers are too low for a capacity and too high for a recharge rate.
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- Alyrium Denryle
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I updated it, but for instance
a 65 mt/sec shield is hit by a 55 mt weapon(or total of a group of weapons)...No problem for it, theshield rating was not exceeded(sp)
Now lets say the same shield is hit by a 75 mt salvo.
It's capacity dropes to 55 mt/sec, the nect second, this shield recharged 5 mt/sec, and is now at 60 mt/sec...the it is now hit by an 80 mt salvo, that drops the shields to 40 mt/sec, it recharges 5 of that...etc.
The hull is undamaged until the shields completely drop....
a 65 mt/sec shield is hit by a 55 mt weapon(or total of a group of weapons)...No problem for it, theshield rating was not exceeded(sp)
Now lets say the same shield is hit by a 75 mt salvo.
It's capacity dropes to 55 mt/sec, the nect second, this shield recharged 5 mt/sec, and is now at 60 mt/sec...the it is now hit by an 80 mt salvo, that drops the shields to 40 mt/sec, it recharges 5 of that...etc.
The hull is undamaged until the shields completely drop....
Last edited by Alyrium Denryle on 2003-06-11 03:12pm, edited 1 time in total.
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Hmm... Interesting...I suppose I could drop the recharge and hike up the capacityEDIT: My personal opinion is that your posted numbers are too low for a capacity and too high for a recharge rate.
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What the fuck? If a 65-megaton shield is hit by 75 megatons of energy then that shield is smashed to tiny bits and the hull gets to enjoy a 10-megaton impact. Just declare an overall capacity and a recharge rate of that capacity please.Alyrium Denryle wrote:I updated it, but for instance
a 65 mt/sec shield is hit by a 55 mt weapon(or total of a group of weapons)...No problem for it, theshield rating was not exceeded(sp)
Now lets say the same shield is hit by a 75 mt salvo.
It's capacity dropes to 55 mt/sec, the nect second, this shield recharged 5 mt/sec, and is now at 60 mt/sec...the it is now hit by an 80 mt salvo, that drops the shields to 40 mt/sec, it recharges 5 of that...etc.
The hull is undamaged until the shields completely drop....
"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"
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- Raxmei
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A problematic issue here is that your capacity is also the recharge rating. I'm still uncomfortable having ships recharge their shields that fast. It puts the offense/defense balance too far toward the defense. In fact, if you try acting out a battle you will find that no ship in your fleet is capable of harming another ship of the same class. That's because their salvoes are below the shield's damage threshold.Alyrium Denryle wrote:Hmm... Interesting...I suppose I could drop the recharge and hike up the capacityEDIT: My personal opinion is that your posted numbers are too low for a capacity and too high for a recharge rate.
I prepared Explosive Runes today.
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ok then.Sea Skimmer wrote:What the fuck? If a 65-megaton shield is hit by 75 megatons of energy then that shield is smashed to tiny bits and the hull gets to enjoy a 10-megaton impact. Just declare an overall capacity and a recharge rate of that capacity please.Alyrium Denryle wrote:I updated it, but for instance
a 65 mt/sec shield is hit by a 55 mt weapon(or total of a group of weapons)...No problem for it, theshield rating was not exceeded(sp)
Now lets say the same shield is hit by a 75 mt salvo.
It's capacity dropes to 55 mt/sec, the nect second, this shield recharged 5 mt/sec, and is now at 60 mt/sec...the it is now hit by an 80 mt salvo, that drops the shields to 40 mt/sec, it recharges 5 of that...etc.
The hull is undamaged until the shields completely drop....
My most powerful ship can take 2 min of combat with itself(assuming my math is right) and the other large ships can take about 1.5 min of battle with themselves.
Some of the smaller ones can take roughy 1-1.5 min of combat with themselves, the escort can take 2.
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First draft, please take a look and tell me what I've done wrong.
Military Forces of the Caliphate
The Army of Faith
The armies of the Caliph are large and well-equipped. The immense wealth of the Empire allows it to fund very advanced forces. However, there are some distinct cultural problems with the organization of the military. First among them is the heterogenous nature of the Caliphate. Within the nation of Allah there are many cultures, and in fact many religions. The system of raising divisions and sometimes army groups by region somewhat alleviates this concern. Together with this is the vestiges of tribalism, particularly in Arab formations, which reduce cohesion. But despite these issues, the army remains highly effective.
The faith in Islam and the concept of Jihad molds the army of the Caliph into a highly motivated fighting force, though it falls short of fanaticism. At the same time, the high average level of education in the Caliphate allows for a technically adept military.
Special Formations:
Ghazi: The border warriors and defenders of the Caliphate, recruited primarily from Khwarezm. Wherever they appear on the battlefield, they can be expected to make a significant impact with their fanatical devotion and disregard for casualties.
Janissary: The slave troops of the Rum Systems. They are non-Moslem boys collected as substitute for taxes. On entering the service of the Caliph, they are subjective to intensive training and religious indoctrination. They emerge as the most elite troops in the army.
Almoravids: Recruited from the Maghreb and Al-Andalus systems. Similar to the Ghazis, but biased toward offensive operations. They also have outspoken political views which tend to increase friction between units.
Infantry Equipment:
The soldier of the Caliph enjoys the benefit of a large industrial complex and vast wealth. He can be expected to be on equal footing with any trooper he meets. Aside from the standard gear, he is equipped with a more effective model of body armor than the average, along with electronic systems that put most other nations' equipment to shame. Power armor is also used in a small scale, mostly by the above special units.
Armor:
The Army of the Caliph employs effective though little more than average MBTs, IFVs, APCs, and SPGs. (love those acronyms
) The only area in which they truly excel is their electronics packages, which are among the best in the known universe.
Air, Artillery, etc.:
As with armor.
Caliph's Naval Forces
The Caliphate depends upon trade for much of its considerable income. This is reflected in their navy, which maintains its strength and technical superiority as far as possible.
Capital Ships
20 'Granada' Class Carriers
Length: 2.1km
Weapons: 70 PD laser
Capacity: 400 light ships (fighters or shuttles/utility)
Shields: 2.5gt, 7mt/second
30 'Acre' Class Battleships
Length: 2km
Weapons: 20 JPC, 30 particle cannon, 10 ASM, 20 AFM, 30 Xaser, 60 PD laser
Shields: 3gt, 7mt/second
50 'Tripoli' Class Battlecruisers
Length: 1.2km
Weapons: 10 JPC, 22 Particle Cannon, 8 ASM, 10 AFM, 15 Xaser, 50 PD laser
Shields: 1.8 gt, 5 mt/second
Notes: Basically an extended cruiser, with increased gun power but the same shielding.
100 'Muscate' Class Cruisers
Length: 1 km
Weapons: 5 JPC, 15 particle cannon, 5 ASM, 10 AFM, 12 Xaser, 20 PD laser
Shields: 1.8 GT, 5 mt/second
Escorts
580 'Izmir' Class Destroyer-Escorts
Length: 500 meters
Weapons: 5 particle cannon, 2 ASM, 10 AFM, 5 Xaser, 20 PD laser
Shields: .8gt, 2mt/second
420 'Basrah' Class Monitors
Length: 250 Meters
Weapons: 2 particle cannon, 2 ASM, 10 AFM, 2 Xaser, 15 PD laser
Shields: .5gt, 2mt/second
Fighters
(high quality but non-descript).
Troop Carriers
200 'Mantzikert' Haulers
Length: 1.2km
Weapons: 15 AFM, 10 Xaser, 25 PD Lasers
Shields: 1 gt, 3 mt/second
Capacity: One Army Group (twelve divisions)
'Nicopolis' Landing Ships
Length: 80 meters
Weapons: 4 PD lasers, Artillery (only in atmosphere)
Capacity: 200 soldiers
Other Notes
Islamic trading ships are one of the most familiar sights in the galaxy. There is no major system that one can visit and not find a convoy hailing from the Caliphate.
Weapons
Jacketed Plasma Cannon (pulse)
Firepower: 2-3mt, cool down period of 1-5 seconds
Capacity: 100 shots (reload time 10 seconds)
Notes: Heavy ship to ship weapon. Standard procedure is to allow the weapon's heat sinks to dissipate buildup for 5 seconds each shot, though this can be lowered to one second between shots at the risk of damage to the weapon. (it can usually fire no more than ten-fifteen rounds at cyclic) It can also be configured before battle to accept a 50% increase in the amount of plasma fired, though this tends to increase the cooling period.
Particle Cannon (pulse)
Firepower: 1mt, 20 RPM
Notes: Medium ship to ship weapon.
Anti-ship Missile
Firepower: 3mt
Capacity: Typically five per magazine (reload time 20-30 seconds)
Notes: Capital ship destroyer. Can be configured for 'stealth,' where most systems are shut down during final approach to make interception more difficult, but at the cost of accuracy.
Anti-fighter Missile
Firepower: 20kt
Capacity: Typically ten per magazine (reload time 15-25 seconds)
Notes: Fighter killer. Highly maneuverable, excellent electronics package makes it very difficult to fool or evade.
Beam Xaser
Firepower: 150kt/second
Capacity: 45 second continuous beam (reload time 10 seconds)
Notes: Light ship to ship weapon. Sometimes used against fighters at long range or in an emergency.
Point Defense Lasers (beam)
Firepower: 2.4 kilotons/sec
Notes: Anti-fighter, anti-missile. Short range, but high accuracy.
Military Forces of the Caliphate
The Army of Faith
The armies of the Caliph are large and well-equipped. The immense wealth of the Empire allows it to fund very advanced forces. However, there are some distinct cultural problems with the organization of the military. First among them is the heterogenous nature of the Caliphate. Within the nation of Allah there are many cultures, and in fact many religions. The system of raising divisions and sometimes army groups by region somewhat alleviates this concern. Together with this is the vestiges of tribalism, particularly in Arab formations, which reduce cohesion. But despite these issues, the army remains highly effective.
The faith in Islam and the concept of Jihad molds the army of the Caliph into a highly motivated fighting force, though it falls short of fanaticism. At the same time, the high average level of education in the Caliphate allows for a technically adept military.
Special Formations:
Ghazi: The border warriors and defenders of the Caliphate, recruited primarily from Khwarezm. Wherever they appear on the battlefield, they can be expected to make a significant impact with their fanatical devotion and disregard for casualties.
Janissary: The slave troops of the Rum Systems. They are non-Moslem boys collected as substitute for taxes. On entering the service of the Caliph, they are subjective to intensive training and religious indoctrination. They emerge as the most elite troops in the army.
Almoravids: Recruited from the Maghreb and Al-Andalus systems. Similar to the Ghazis, but biased toward offensive operations. They also have outspoken political views which tend to increase friction between units.
Infantry Equipment:
The soldier of the Caliph enjoys the benefit of a large industrial complex and vast wealth. He can be expected to be on equal footing with any trooper he meets. Aside from the standard gear, he is equipped with a more effective model of body armor than the average, along with electronic systems that put most other nations' equipment to shame. Power armor is also used in a small scale, mostly by the above special units.
Armor:
The Army of the Caliph employs effective though little more than average MBTs, IFVs, APCs, and SPGs. (love those acronyms

Air, Artillery, etc.:
As with armor.
Caliph's Naval Forces
The Caliphate depends upon trade for much of its considerable income. This is reflected in their navy, which maintains its strength and technical superiority as far as possible.
Capital Ships
20 'Granada' Class Carriers
Length: 2.1km
Weapons: 70 PD laser
Capacity: 400 light ships (fighters or shuttles/utility)
Shields: 2.5gt, 7mt/second
30 'Acre' Class Battleships
Length: 2km
Weapons: 20 JPC, 30 particle cannon, 10 ASM, 20 AFM, 30 Xaser, 60 PD laser
Shields: 3gt, 7mt/second
50 'Tripoli' Class Battlecruisers
Length: 1.2km
Weapons: 10 JPC, 22 Particle Cannon, 8 ASM, 10 AFM, 15 Xaser, 50 PD laser
Shields: 1.8 gt, 5 mt/second
Notes: Basically an extended cruiser, with increased gun power but the same shielding.
100 'Muscate' Class Cruisers
Length: 1 km
Weapons: 5 JPC, 15 particle cannon, 5 ASM, 10 AFM, 12 Xaser, 20 PD laser
Shields: 1.8 GT, 5 mt/second
Escorts
580 'Izmir' Class Destroyer-Escorts
Length: 500 meters
Weapons: 5 particle cannon, 2 ASM, 10 AFM, 5 Xaser, 20 PD laser
Shields: .8gt, 2mt/second
420 'Basrah' Class Monitors
Length: 250 Meters
Weapons: 2 particle cannon, 2 ASM, 10 AFM, 2 Xaser, 15 PD laser
Shields: .5gt, 2mt/second
Fighters
(high quality but non-descript).
Troop Carriers
200 'Mantzikert' Haulers
Length: 1.2km
Weapons: 15 AFM, 10 Xaser, 25 PD Lasers
Shields: 1 gt, 3 mt/second
Capacity: One Army Group (twelve divisions)
'Nicopolis' Landing Ships
Length: 80 meters
Weapons: 4 PD lasers, Artillery (only in atmosphere)
Capacity: 200 soldiers
Other Notes
Islamic trading ships are one of the most familiar sights in the galaxy. There is no major system that one can visit and not find a convoy hailing from the Caliphate.
Weapons
Jacketed Plasma Cannon (pulse)
Firepower: 2-3mt, cool down period of 1-5 seconds
Capacity: 100 shots (reload time 10 seconds)
Notes: Heavy ship to ship weapon. Standard procedure is to allow the weapon's heat sinks to dissipate buildup for 5 seconds each shot, though this can be lowered to one second between shots at the risk of damage to the weapon. (it can usually fire no more than ten-fifteen rounds at cyclic) It can also be configured before battle to accept a 50% increase in the amount of plasma fired, though this tends to increase the cooling period.
Particle Cannon (pulse)
Firepower: 1mt, 20 RPM
Notes: Medium ship to ship weapon.
Anti-ship Missile
Firepower: 3mt
Capacity: Typically five per magazine (reload time 20-30 seconds)
Notes: Capital ship destroyer. Can be configured for 'stealth,' where most systems are shut down during final approach to make interception more difficult, but at the cost of accuracy.
Anti-fighter Missile
Firepower: 20kt
Capacity: Typically ten per magazine (reload time 15-25 seconds)
Notes: Fighter killer. Highly maneuverable, excellent electronics package makes it very difficult to fool or evade.
Beam Xaser
Firepower: 150kt/second
Capacity: 45 second continuous beam (reload time 10 seconds)
Notes: Light ship to ship weapon. Sometimes used against fighters at long range or in an emergency.
Point Defense Lasers (beam)
Firepower: 2.4 kilotons/sec
Notes: Anti-fighter, anti-missile. Short range, but high accuracy.
Last edited by Pablo Sanchez on 2003-06-11 06:49pm, edited 1 time in total.

"I am gravely disappointed. Again you have made me unleash my dogs of war."
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- Sea Skimmer
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Might be good to know how many hundreds of millions of troops you have. And I'm confused by your magazine capabilities, does the number mean that’s how many missiles you have total with the time being that required to load and shoot each one? Or is the time how long it is to reload the ready use rounds? And MICV owns IFV.
Your transport ought to hold more men, and that goes for everyone. A 500x200x200 meter box would displace 20,000,000 tons. However those transports so far declared are generally twice as big dimensions wise, which would give more like 160,000,000 ton displacement.
Even if troops only fit on with a density 1/50th of the Wasp class, probably reasonable given the need for atmospheric processing, shields and an FTL drive, you could still carry 160,000 men on each one while having space for equipment, supplies and some landing craft.
Plus, with major powers having a few hundred billion people, you need a damn lot of troops to invade one of there worlds least you be overrun when 50% of the population is issued a rifle and one grenade. Ships hauling a quarter million personal are not unreasonable.
Course, you'll need some serious tonnage from your merchant fleet to supply them all long term.
Your transport ought to hold more men, and that goes for everyone. A 500x200x200 meter box would displace 20,000,000 tons. However those transports so far declared are generally twice as big dimensions wise, which would give more like 160,000,000 ton displacement.
Even if troops only fit on with a density 1/50th of the Wasp class, probably reasonable given the need for atmospheric processing, shields and an FTL drive, you could still carry 160,000 men on each one while having space for equipment, supplies and some landing craft.
Plus, with major powers having a few hundred billion people, you need a damn lot of troops to invade one of there worlds least you be overrun when 50% of the population is issued a rifle and one grenade. Ships hauling a quarter million personal are not unreasonable.
Course, you'll need some serious tonnage from your merchant fleet to supply them all long term.
"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
- Pablo Sanchez
- Commissar
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I was trying to think of a reasonable number. I have a population of about 203 billion. How about a base mobilization of 3% (or 6 billion), with a war-footing possibility of as much as 10%?Sea Skimmer wrote:Might be good to know how many hundreds of millions of troops you have.
One magazine is the ready to use rounds, and the reload is the time to replace magazines. One magazine could be fired off rather quickly, but the average fire rate isn't too rapid. I forget that the term had a different meaning in naval context.And I'm confused by your magazine capabilities, does the number mean that’s how many missiles you have total with the time being that required to load and shoot each one? Or is the time how long it is to reload the ready use rounds? And MICV owns IFV.
I'm planning on having the largest merchant marine in the STGOD, that shouldn't be a problem.Course, you'll need some serious tonnage from your merchant fleet to supply them all long term.
I pumped the troop carrier's capacity up to 12 divisions.

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- Thirdfain
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Pablo, I intend on making my nation's primary export high-tech electronics (computers, fledgeling A.I.s, that sort of thing.) I would like to declare that as my "civilization advantage-" superior electronics (think Japan In Space.) Since you are taking the "Largest Trading Power" civilizatrion advantage, would you mind if I took the "Best Electronics" civ advantage?
- Beowulf
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- Alyrium Denryle
- Minister of Sin
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Well, our food requirements are minimum(oh the glory of being ectothermic and 1 fourth the size of the average human) and our ships refuel themselves....
Our merchant marine is also rather large, despite our socialist nature.
Our merchant marine is also rather large, despite our socialist nature.
GALE Force Biological Agent/
BOTM/Great Dolphin Conspiracy/
Entomology and Evolutionary Biology Subdirector:SD.net Dept. of Biological Sciences
There is Grandeur in the View of Life; it fills me with a Deep Wonder, and Intense Cynicism.
Factio republicanum delenda est
BOTM/Great Dolphin Conspiracy/
Entomology and Evolutionary Biology Subdirector:SD.net Dept. of Biological Sciences
There is Grandeur in the View of Life; it fills me with a Deep Wonder, and Intense Cynicism.
Factio republicanum delenda est