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Posted: Fri May 25, 2007 6:19 pm
by taalismn
Which means...wait...thought I heard something rustling around in my trunk....
Seems I've been used as a transport and safe house for Bushi Federation Ninja....
"Very kind of you, sir, to stock meat, cheese, and snack foods in car...Bit of advice, Taalismn-san, chocolate fares not well in hot climates....Suggest you stock M&Ms....I prefer peanut kind!"
Posted: Sat May 26, 2007 11:43 am
by KLM
Darkmax wrote:
But Subs are only one category of warships.....
Nope... Sub are almost as versatile a surface vessels.
I mean there are diesel/electric, nuclear (and some
other, air-independent propulsions), small patrol, large,
oceanic hunter-killers, naval missile subs and ICBM
"boomers"...
And there are spec ops subs, and plans to equip
them with tube launced (unmanned) aircraft, and...
So, they are a bit more than steel cigars with a propeller.
Adios
KLM
Posted: Sat May 26, 2007 9:38 pm
by taalismn
Darkmax wrote:picky customer.....
When Ludicrous Magery meets Oni Ninja technologists...
You end up with a tiny two-seat shuttlecraft that actually seats fifty ninja....
Posted: Sun May 27, 2007 2:02 pm
by taalismn
Kinda disconcerting having a Ninja-Borg correct my driving directions from the glove compartment....
Posted: Mon May 28, 2007 11:30 pm
by taalismn
A basic starship....
Golgan Republik ‘Yesstah’ Medium Transport
“Don’t think that just because there are a lot of Yesstahs out there that they’re all good ships.....Once they rebelled, a lot of the worlds producing ships for the Republik went vehemently anti-Golgan with regard to anything smacking of their hated bureaucracy....That meant that a lot of common sense measures like safety standards, that were embedded in red-tape gobbledy-gook meant to hinder the locals from competing economically with the pure Golgan trade concerns, got subsequently slashed as ‘Golgan misdirection’ or ‘unnecessary expense’ in knee-jerk cost-cutting. Nothing overt, mind you, but less visible things, like shock-baffles on the oversized liquid fuel tanks many of these things carry....Sloshing tanks on a high-acceleration turn and burn can throw weight distribution to hell, pitch and yaw you when you least expect, strain the tank structure, and even choke or starve the engines....
So if you’re really hard up to buy one of these things, get a set of the original Golgan plans...a handy bribe to the Bureau of Ship Registration will get you the whole deal...and do a thorough walk-through of the ship....And especially suit up and do a crawl-through of the engineering spaces...It will be mucky and take three times as long as it should, but you’ll know the ship better, and whether it’s worth your credits. ”
-----Dennogah Yall, Monro Independent Shipbroker
The Yesstah is typical of Golgan home-brewed designs; a multi-purpose vessel meant to plug a multitude of gaps in the Republik’s space infrastructure, desperately in need of ships. .
Unable to buy larger warship designs in the sort of numbers they’d like from manufacturers like Naruni, the Golgan government turned to its own shipyards to fill the gaps. However, the government also recognized that at the same time the burgeoning Republik needed mercantile ships to keep commerce flowing. Though hundreds of designs of ships were being constructed and repaired in Republik space, many of the designs were older, pre-expansion craft, foreign designs, or were being produced by a handful of small scale manufacturers. Most larger manufacturers had had their facilities either destroyed in the Republik’s takeover of their solar systems, or had had them seized and subsequently mothballed by the victorious Golgans, who had hopes of instilling a degree of economic dependence in their new acquisitions with a monopoly of spacecraft manufacturing in systems closer to the Golgan homeworlds. The anticipated flood of Golgan designs never quite materialized, and the local economies took a nosedive, both at home and in the Republik’s expansion zones. So much so that the locals quickly took advantage of the lenient Golgan foreign policies, rebelled, seized back control of their spaceyards, and began churning out warships. Faced with both looming economic disaster at home, and a new generation of warfleets abroad, the Golgan politicos were torn between shoring up the home economies and trade with their dwindling number of loyallist worlds with the trade ships they needed, or rebuilding their own warfleets to be able to match and surpass what they saw coming at them from their former colonial possessions. LIke the legendary elephant built by committee, the Golgans decided to do both, sponsoring the construction of a series of vessels that could fulfill both needs, at least until the economic situation stabilized, or the Republik could acquire advanced warship designs from outside sources.
The Yesstah is, as a result, a real bastard of design and purpose; a medium-range transport and space liner that provides its own escort force of fighters, and can serve as a troop carrier and auxiliary warship(roughly equivalent to a patrol corvette) in a pinch.
The Yesstah has a simplistic, flattened lozenge shape, with a flat bottom for grounding and a flat upper deck for flight operations, even while landed. The large fusion- and ion-drive engines take up a third of the rear hull, with large shielded fuel tankage. Internally, the Yesstah has fifteen internal decks; the passengers are carried on the middle seven, while cargo bays and crew are carried on four lower decks, two machinery/engineering decks are located above the passenger accommodations, and the upper two, over-sized decks, are dedicated hangar space for shuttles or fighters. The main weaponry and military systems are mounted on the uppermost and lowermost decks. Modular pod-compartments allow for weapons systems and equipment to be installed, or else simply locked off depending on the ultimate configuration of the vessel. Sensor gear is little better than mercantile standard, though some dedicated military transports and patrol craft have added additional sensor gear and EW spoofing equipment to give the ships a better chance of spotting trouble in advance. Unusual for a merchant-vessel is the installation of a variable forcefield generator, rather than a standard forcefield.....The added cost of the more sophisticated shielding system suggests that a military capability was designed into the Yesstah from the beginning(though it is rumored that the move was a favor to accommodate the Golgan marketers from one of the original contractors for the Yesstah, who had to move large numbers of low-end VFF generators rejected by the Golgan military for service on fleet destroyers..By making the initial design dependent on a sophisticated component from the Republik, rather than local manufacturers, the Republik hoped to sell military surplus at a profit) ...Compared to a comparable Vin-Matin-class transport(the industry standard), the standard Yesstah has better shielding and a slightly larger cargo capacity for a marginally higher pricetag.
To streamline production and keep construction costs down, the Republik’s engineers incorporated large fusion- and ion-drives, dependent on large fuel reserves(refined hydrogen or cesium), reserving more expensive gravitic drive systems for military and priority transport craft. This limits the speed and range of the Yesstah, but allows it to be more easily operated by systems without the tech know-how to service more sophisticated drive types. The FTL drive can be one of several mass-produced types of varying reliability designated as ‘standard’ by the Republik(in other words, the only thing recommending them is that spare parts are plentiful throughout the Republik...they need them).
For all the cost cutting, the Yesstah is actually quite roomy in terms of accommodations. Of the many complaints issued about the Yesstah, cramoed quarters are not one of them....The Golgan designers’ compromises actually work to the ship’s advantage here. with hallways and compartments designed large to accommodate a variety of crew body shapes and sizes, and cargo types. This allows for quick and easy refits, even of major components such as the main drives(though rumors of the rear third of the ship being held on with screw bolts and zippers for quick replacement are unsubstantiated station-gas).
Further carrying the ‘bastard’ design to crew complement, the Yesstah carries both a military and civilian crew, with the military controlling the access codes to communications, weapons, and launch bays, and the civilian portion of the crew taking care of all the rest of ship functions. In theory, the military only acts in situations of emergency, and restricts access to military grade systems through a system of code locks...In practice, since most of the hybrid crews come from the same worlds and planetary regions, and often trained for space together, the civilian crew more often than not knows all those codes and can access all ‘sensitive’ shipboard systems as readily as their military counterparts. In other parts of the Republik, however, the ‘dual-crew’ arrangement has led to friction, and even outright mutiny, between the civilians and the military.
Despite, or perhaps BECAUSE of, all the above factors, the Yesstah has been a smashing success within and without the Republik because of its simple design and robust construction. Ironically, the very simplicity of construction and operation, combined with its multipurpose design, meant to allow it to be produced by loyalist shipyards, has made it a favorite of breakaway worlds...Many worlds thought to be ‘stable’ and ‘loyal’, and granted the license to produce the Yesstah, have simply upped and nationalized the spaceyards for their own planetary governments, seized their ships, and turned them against their Golgan overlords. Unfortunately, not all Yesstahs ended up in either allied or nationalist hands; quite a few were acquired by pirates and privateers, who often didn’t even change the colors and insignia, and often masquerade as free merchantmen, regular spaceliners, or government transports when approaching targets.
Type: GRK-101*MMT/ATS
Class: Medium-range Starliner/Multipurpose Military Transport/Armed Auxiliary
Crew: 80
Berthing Capacity for 400 passengers(1,200 if being used as a troop transport)
MDC/Armor by Location:
Main Body 5,000
Bridge 1,500
Main Engines(4) 400 each
Flight Deck Airlocks(2) 200 each
Communications Antennae 220
Variable Forcefield 1,800 total (300 per side)
Height: 90 ft
Width/Beam: 250 ft
Length: 450 ft
Weight: 15,000 tons
Cargo: 7,000 tons; 10,000 if the flight decks are converted into additional cargo holds
Powerplant: Advanced Nuclear Fusion w/ 45 year energy life
Speed:
(Atmospheric) Hover to Mach 4 , transatmospheric
(Sublight) Mach 7
(Kitsune Values:30% of light speed; ; Accelerates/decelerates at 0.7% of light speed per melee)
(FTL) 3 light years per hour
Market Cost: 190 million credits for standard configuration( ‘budget’ models or secessionist world knock-offs with standard forcefields, liquid-fuel drives, or other shaved amenities, may cost 20-40% less. but expect shortcuts in construction).
Systems of Note:
Standard Starship Systems, plus:
*Upper Flight Deck---The upper hull is configured for a standard taxi-way/landing pad for in-atmosphere deployment and recovery of auxiliary craft(lbrought up from the hangar bays via the two airlock elevators towards the rear of the ship. If carrying cargo in lieu of shuttles/fighters, cargo pallets can be brought up to the upper deck, donkied to the edge, and lowered down by built-in cranes(installed for recovery of small craft), or VTOL’ed off.
Weapons Systems:
Transport Yesstahs typically carry a light armament of 4-6 light lasers and rail guns in separate turrets, and 1-4 missile launchers
Militarized versions will have 2-3 times the complement of light weapons, plus 2-4 heavier turrets for lasers or rail guns.
Auxiliary Craft:
15 fighters/light shuttles
Variants:
Too many to count. Between the local variant factory-production models and the after-sale modification trade, as well as the booming knock-off industry, Yesstahs can be found in virtually every capacity, from wast-haulage scow to spy-ship. The number of variants in Golgan space has gotten so great that the Golgan military, after encountering several particularly heavily tricked-out Yesstah mongrels in the hands of secessionist privateers, demanded that the Republik shipyards give them ‘something like that new alien technology!’, without realizing their mistaken identification(their response on learning of the ships’ actual origins has gone unrecorded).
Posted: Tue May 29, 2007 12:36 am
by Aramanthus
Nice new Starship Taalismn! Great job!
Posted: Tue May 29, 2007 12:45 am
by Aramanthus
That's going to stink for you!
Posted: Tue May 29, 2007 3:20 am
by KLM
Yesstah:
Yessss....
The only thing I would include, to cut the fighter complement
to 12... Which seems to be the standard fighter squadron size.
But... Well, the golgans might stick to 3 or 5 fighter "swarms"
instead of the human "two pairs".
Whatever, a good design.
Adios
KLM
Posted: Tue May 29, 2007 10:35 pm
by taalismn
KLM wrote:Yesstah:
Yessss....
The only thing I would include, to cut the fighter complement
to 12... Which seems to be the standard fighter squadron size.
But... Well, the golgans might stick to 3 or 5 fighter "swarms"
instead of the human "two pairs".
Whatever, a good design.
Adios
KLM
Exactly....most Human users or those that subscribe to a 12-ship squadron arrangement typically carry only the twelve, and use the additional hangar space for shuttlecraft or cargo storage.
This thing's the Golgan equivalent of a Liberty Ship/mercantile carrier, so carrying more than a standard complement of fighters in any case is a good idea, given the newbie fighter pilots and mercahnt-mercenary retreads often assigned to escort duty on Yesstah carrier platforms...Figure 15 ships versus 12 commerce raider fighters, and you expect not all the escorts to come back to the mothership....
Posted: Tue May 29, 2007 10:37 pm
by taalismn
Darkmax wrote:I must bookmark this page. I'm heading to Melbourne for a month and probably won't be able to have access to the internet for that duration.
So what's in Melbourne for you? Family?
Posted: Wed May 30, 2007 1:21 am
by Aramanthus
I hope you have a safe trip DM!
Posted: Wed May 30, 2007 2:31 am
by KLM
taalismn wrote:Darkmax wrote:picky customer.....
When Ludicrous Magery meets Oni Ninja technologists...
You end up with a tiny two-seat shuttlecraft that actually seats fifty ninja....
Well, I would say using Temporal Magic as "cargo expander"
puts the limit of ninja carried to - about 10.
If I were to insert more "operatives" I would resort to open
a Rift, than to loose a whole unit to one lucky LRM salvo.
Adios
KLM
Posted: Wed May 30, 2007 9:32 pm
by taalismn
KLM wrote:taalismn wrote:Darkmax wrote:picky customer.....
When Ludicrous Magery meets Oni Ninja technologists...
You end up with a tiny two-seat shuttlecraft that actually seats fifty ninja....
Well, I would say using Temporal Magic as "cargo expander"
puts the limit of ninja carried to - about 10.
If I were to insert more "operatives" I would resort to open
a Rift, than to loose a whole unit to one lucky LRM salvo.
Adios
KLM
Hmmm....I wonder if I could alter the LM spell 'Swords to Snakes; to something like 'Missiles to Snakes' or 'LRMs to Bouquets'....whether it's a bunch of explosively decompressed adders or a bundle of vaccuum-freezedried flowers hitting my shields, it's going to hurt a lot less than a volley of nukes....
Posted: Sat Jun 02, 2007 2:08 am
by Aramanthus
An improbability drive would probably do that too!
Posted: Sat Jun 02, 2007 9:26 am
by taalismn
Aramanthus wrote:An improbability drive would probably do that too!
But the Copyright Casualty Cops show up and bust you immediately afterwards...
Then there's Ian Banks' 'Ungun' which works along the same principles by twisting probability(like sinking a submarine with an overweight of concrete)...but overuse it(like auto-fire) and the improbabilty mounts against you...like the floor under you turns to cottoncandy, sending you plunging to your death...).
Posted: Sun Jun 03, 2007 3:36 am
by Aramanthus
That is an interesting idea! I never heard of that one!
Posted: Sun Jun 03, 2007 9:34 pm
by taalismn
It's all about cosmic balance.....a weapon or drive system that stretches the laws of reality to the breaking point will possess the ability to bite you back...like a Rift Cannon swallowing your own ship, an improbability drive deciding at the last moment that the same conditions that allowed you to jump THERE also dictate that you cease to exist as a result, or a protective shield of warped reality that turns all the crew into plushie versions of themselves...
There are a few species and cultures that use such devices...mainly gambling-addicted societies or ones that are inherently ignorant/arrogant, or just stark-raving crazy....but they tend to be in the minority...
Posted: Tue Jun 05, 2007 12:02 am
by Aramanthus
It's an interesting concept. Oh just in case anyone cared, I've been making progress on the Central Alliance Starships.
Posted: Tue Jun 05, 2007 9:35 pm
by taalismn
Excellent!
We'll have to come up with soem radical new cyborg systems to complement them!
(like firing flight-capable cyborgs out the missile tubes....)
Posted: Thu Jun 07, 2007 11:30 pm
by Aramanthus
Slight revision!
Name of Class: Kreig
History: This is a new class of ship for the central alliance. This class is not as big as a Battleship, and it is smaller than the standard battlecruisers seen in the Galaxies. This is a new class of vessels being built for the Central Alliance, it is being called a "Pocket Battleship." The class will have very balanced weapons and armor for it's size. This ship is being constructed by StarForge Star Yards. This ship is a tapered angular diamond shaped primary hull. It has very rugged variable shield in place within it's hull. These are just under the variable shields found on various battleships in the 3 Galaxies. For it's size it is well armed and armored.
The Kreig class is being equipped with 2 StarForges 50cm Laser cannon: 2 SF particle beam cannons: 4 SF 8cm Heavy railguns: 8 double barreled point defense system railguns/ Hi-Lasers in ball turrets: 4 cruise missile batteries: 4 long range missile launchers: and 8 medium missile launchers. It also has 6 tachyon scatterguns across its bulk. The Kreig is also equipped with 24 fighters (equal to Black Eagles). The Kreig also have 85 power armor in it's marine armory.
The Kreig's are being produced at a rate of 4 every four months at the various StarForges Star Yards. The Central Alliance is planning on 45 to be produced at the end of the run at this time. Another note about the Kreig's overall production. At least 2/3s of them will be equipped with the brains of various individuals of note from the Central Alliance. And most of the class will not be equipped for a normal humanoid crew, meaning they will have vacuum interiors. (Since they'll be crewed by full conversion borgs.)
Since the launch and work up of the first member of the class, the Kriegs have already been in an engagement. The Kreig itself had just finished up its work up and was on it's first patrol of the Taurus sector. It received a call for help by a merchant ship from the Central Alliance. The Kreig moved to the rescue. As it approached the injured merchant, several pirate cruisers attempted to jump it. There were 4 cruisers facing it. Although as the battle proceeded it turned out that 3 of the cruisers were converted freighters, one of the pirates was an old war shield class consortium cruiser. The Krieg concentrated fire on the only real threat it could see, the Warshield now known as "Reaper". It only took a few minutes of concentrated fire to disable the "Reaper." Then the Kreig proceeded to destroy or disable the remaining pirates.
Model Type: CA-PB-01
Vehicle Type: Pocket Battleship
Crew: A model - 50 brains of cyborg warriors. B model - 800
Officers: A - 5; B - 50
Enlisted: A - 45; B - 750
Troops: 200
Marines: 200 Cyborg Marines
Fighter Pilots: 27
Vehicle, Robots & Power Armor:
Robots:
Power Armors:85 equal to silver hawks
Fighters: 24 equal to black eagles
Miscellaneous: 4 assault shuttles, 2 standard shuttles.
MDC By Location:
Main Body: 112,000
Variable Force Field: 10,000 per side, 60,000 total
Bridge:15,000
Main Engines: (3) 12,000 each
Hanger Bay:(2) 7500 each
Outer Hull:150 (40 ft/ 12.2 m Area)
Inner Hull:100 (40 ft/ 12.2 m Area)
50cm Laser Batteries: (2) 4000 each
30cm Particle Beam Batteries: (2) 1500 each
8cm Heavy Gravity Railguns Turrets: (4) 1000 each
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (8) 300 each
Tachyon Scatterguns: (6) 200 each
Cruise Missile Batteries: (4) 1000 each
Long Ranged Missile Launchers: (4) 750 each
Medium Missile Launchers: (8) 400 each
Speed:
Driving on Ground: Not possible
Sublight: The starship can accelerate /decelerate at up too 1.05 percent the speed of light per melee. (Or mach 8 per melee)
Atmospheric Propulsion: Maximum of 400 mph.
Star Drive: It can travel at 7 light years per hour with it's StarForge Gravitonic drive.
Maximum Range: Effectively unlimited by either drive system. It varies enough supplies for it remain on patrol for about 5 years with it's crew of cyborgs.
Statistical Data:
Length: 2500 feet (762.2 meters)
Height: 280 feet (85.4 meters)
Width: 350 feet (106.7 meters)
Mass / Weight: 2,600,000 tons (2,392,000 Metric tons)
Power System: Anti matter with a 50 year lifespan.
Cargo: 50,000 Tons in various holds.
Market Cost: 10 billion credits.
Weapon Systems:
1) 50cm Heavy Particle Beam Batteries (3 double barreled) ( 2)
Mega damage: 2D8X1000 per battery. 4D8X1000 for both batteries on the same target. Or 3D8X1000 if all three batteries fire on the same target.
Range: 70,000 miles in Space and 70 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited
2) 30cm Heavy Particle Beam Batteries (2)
Mega Damage: 2D6 X 500 for one Battery or 4D6 X 500 for two batteries or 6D6 X 500 for all three batteries firing on one target.
Range: 100,000 miles in space or 100 miles in an atmosphere.
Rate of fire: maximum of 2X per melee.
Payload: unlimited
3) Heavy Mass Driver Cannons 8cm (4)
Mega Damage: 2D6 X 100 + 200
Range: 10,000 miles in space and 10 miles in an atmosphere
Rate of Fire: 4X per melee
Payload: 100 rounds per cannon ( more in the cargo hold)
4) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets (10)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun
Point Defense Lasers (10)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited
Note: For total damage on one target add both weapons mega damage.
5) Six (6) Tachyon Scatter Guns: The weapon systems main purpose is anti missile point defense.. Fires a wide blast that affects all targets in a cone 6.2 miles long and 3.1 miles wide in an atmosphere (Quadrupled in space). They CAN be used faster than the speed of light because Tachyons travel faster than the speed of light.
Range: 24.8 miles (40 km) with a width of 12.4 miles (20 km), range and width is one quarter in atmosphere.
Mega Damage: 2D4x10 MDC each.
Rate of fire: Maximum of four (4) times per melee each.
Payload: Effectively Unlimited.
5) Cruise Missile Batteries (2)
Mega Damage: By missile type (But usually 4D6 X 100)
Range: 4,000,000 miles in Space or 8000 miles in an atmosphere
Rate of Fire: 1,2,4,8,16 or 32 / battery per melee
Payload: 32 cruise missiles per Battery (8 reloads for a total of 512)
6) Long Range Missile Batteries (2)
Mega Damage: 2d4 X 100
Range: 1,800,000 miles in Space and 3400 miles in an Atmosphere
Rate of Fire: 1,2,4,8,16 or 32 / battery per melee
Payload: 32 Missiles per battery (10 reloads for a total of 1280)
7) Medium Missile Batteries (8)
Mega Damage: By missile type
Range: 800,000 miles in an Atmosphere and 160 in an Atmosphere
Rate of Fire: 1,2,4,8,16 or 32 / Launcher per melee
Payload: 320 per launcher (15 reloads in the cargo hold)
It carries all of the standard sensor systems found on every major powers naval vessel.
Posted: Thu Jun 07, 2007 11:32 pm
by Aramanthus
Name of Class: Lutkus
History: This is a class of Heavy Cruiser that is being built by StarForges the Central Alliance. This vessel was built to defend the frontier of the Central Alliance from its enemies including the Golgan Republik. It was built to accommodate its cyborg crew.
It has a mono wedge shaped hull unlike the battleships and battlecruisers. Its hull is wider in the front half of the vessel than the stern half if you include the triple turret arrangement on either side of its hull. It has several major projections from both the dorsal and minor projections from the ventral sides of the ships. These serve several roles, one of which is for cruise missile batteries weapon platforms for the ship. Another it provides the basis for the sensors systems. The ECM and the ECCM are also mounted in the conning towers on this class. It has two massive engines that allows propels it along at what is consider quick for a ship of its size and mass.
It is heavily armed for a heavy cruiser built after the Central Alliance won its freedom from the Golgan Republik. The main weapon are 6 turrets containing triple barreled heavy 30cm laser beam cannons mounted on the sides of the class. Built within two casemates on each side of the ship are two 10cm particle beam cannons. The ship also mounts four 8cm Heavy Mass Driver cannons in casemates, two to a side. The vessel has 10 dual particle beam and railguns organized into ball turrets for point defense. It has one cruise missile launchers located in the conning towers, one in the dorsal ones and one in the ventral conning tower. It has four long range missile launchers. This is the same as the cruise missiles with two being dorsal and two being located in the ventral conning tower. Instead of mini missiles the class is equipped with four medium missile launchers. The class also is equipped with 4 Tachyon Scatterguns. The Lutkus is also equipped with 24 Steelhawk fighters equal to the Black eagle. It is also equipped with 120 power armor in its marine armory.
The class is very heavily armored, although by Three Galaxy’s standards it considered at the top armor level to remain in the category with Heavy Cruisers, its shields are considered heavy, and like its armor it's still up to the standards of the modern Heavy Cruiser. There are going to be 60 of this class to be built by StarForge. There are only five serving with the Central Alliance at present time.
Model Type: CA-HCr-02
Vehicle Type: Heavy Cruiser
Crew: 350 Brains of Cyborg Warriors
Officers: 35
Enlisted: 315
Troops: 535
Marines: 500 Cyborg Marines
Fighter Pilots: 35
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 120 equal to silver hawks
Fighters: 24 Steelhawks equal to black eagles
Miscellaneous: 4 assault shuttles, 2 standard shuttles
MDC by Location:
Main Body: 70,000
Variable Force Field: 7,000 per side, 42,000 total
Bridge: 20,000
Auxiallery Bridge: 10,000
Main Engines: 30,000 (1/3 of the ship)
Hanger Bay: 15,000
Outer Hull: 300
Inner Hull: 200
Triple Barreled 30cm Particle Beam Turrets: (6) 2000 each
10cm Particle Beam Cannons: (4) 1000 each
8cm Heavy Rail Guns: (4) 1000 each
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (10) 300 each
Tachyon Scatterguns: (4) 200 each
Cruise Missile Batteries: (2) 1000 each
Long Ranged Missile Launchers: (4) 750 each
Medium Missile Launchers: (4) 200 each
Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1.025 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 400 per hour
Star Drive: It can travel at 7 light years per hour.
Maximum Range: Effectively unlimited by either drive system. It varies enough supplies for it remain on patrol for about 5 years with it's crew of cyborgs.
Statistical Data:
Length: 1180 feet long (363.1 meters)
Height: 380 feet tall (116.9 meters)
Width: 261 feet at the widest point (80.3 meters)
Mass / Weight: 400,000 Tons
Power System: Anti-matter with a 50 year lifespan.
Cargo: 15,000 tons
Market Cost: They cost approximately 3,445,000,000 at the time they were built.
Weapon Systems:
1) 30cm Heavy Laser Batteries (Triple barreled) (6)
Mega damage: 2D6X500 per battery. 4D6X500 for both batteries on the same target. 3D6X500 for three batteries hitting the same target.
Range: 100,000 miles in Space and 100 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited
2) Support Particle Beam Cannons 10cm (4)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting one target.
Range: 50,000 miles in space and 50 miles in an atmosphere
Rate of Fire: maximum of 2X per melee
Payload: Unlimited
3) Heavy Mass Driver Cannons 8cm (4)
Mega Damage: 2D6 X 100 + 200
Range: 10,000 miles in space and 10 miles in an atmosphere
Rate of Fire: 4X per melee
Payload: 100 rounds per cannon (more in the cargo hold)
4) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets (10)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun
Point Defense Lasers (10)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited
Note: For total damage on one target add both weapons mega damage.
5) Four (4) Tachyon Scatter Guns: The weapon systems main purpose is anti missile point defense.. Fires a wide blast that affects all targets in a cone 6.2 miles long and 3.1 miles wide in an atmosphere (Quadrupled in space). They CAN be used faster than the speed of light because Tachyons travel faster than the speed of light.
Range: 24.8 miles (40 km) with a width of 12.4 miles (20 km), range and width is one quarter in atmosphere.
Mega Damage: 2D4x10 MDC each.
Rate of fire: Maximum of four (4) times per melee each.
Payload: Effectively Unlimited.
6) Cruise Missile Batteries (2)
Mega Damage: By missile type (But usually 4D6 X 100)
Range: 4,000,000 miles in Space or 8000 miles in an atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / battery per melee
Payload: 32 cruise missiles per Battery (5 reloads for a total of 320)
7) Long Range Missile Batteries (4)
Mega Damage: 2d4 X 100
Range: 1,800,000 miles in Space and 3400 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / battery per melee
Payload: 32 Missiles per battery (15 reloads for a total of 960)
8) Medium Missile Batteries (8)
Mega Damage: By missile type
Range: 800,000 miles in an Atmosphere and 160 in an Atmosphere
Rate of Fire: 1, 2, 4, 8,16 or 32 / Launcher per melee
Payload: 320 per launcher (15 reloads in the cargo hold)
It carries all of the standard sensor systems found on every major powers naval vessel.
Posted: Thu Jun 07, 2007 11:41 pm
by Aramanthus
Name of Class: Merrimack
History: This is a class of battleship that is a recent addition thanks to StarForge. This vessel was built to defend the frontier of the freed Central Alliance from its enemies including the Golgan Republik. It was built to accommodate its cyborg crew.
It has a spilt wedge shaped hull like the older Merrimack. Its hull is wider in the front half of the vessel than the stern half. It has a duo bow which is also the mounting point for some of its primary weapons. Its bow spinal mounted weapons are some of the largest found in the three galaxies, this was again carried over from the Merrimack class battleship. It has several major projections from both the dorsal and ventral sides of the ships. These serve several roles, one of which is for cruise missile batteries weapon platforms for the ship. Another it provides the basis for the sensors systems. The ECM and the ECCM are also mounted in the conning towers on this class. It has two massive engines that allows propels it along at what is consider quick for a ship of its size and mass.
It is heavily armed. Its primary weapons are twin 150cm particle cannons mounted in between the split bows. Even though this weapon was introduced early in the beginning if the Central Alliance, these weapons are still among the most powerful weapons found in the Three Galaxies. This is supplemented by 5 turrets containing multiple barreled heavy 75cm heavy laser cannons. These turrets are arranged in this manner. The bow set up is as follows quad turret, two triple turrets. The stern weapons are a triple turret and followed by a final quad turret. There are four other turrets, two on each side of the weapons on the dorsal center of the ship. These weapons are 30cm heavy laser cannons organized in dual barreled turrets. Built within five casemates on each side of the ship are five 10cm particle beam cannons. The ship also mounts eight 8cm Heavy Mass Driver cannons in casemates, four to a side. The vessel has 16 dual particle beam and railguns organized into ball turrets for point defense. It has four cruise missile launchers located in the conning towers, three in the dorsal ones and one in the ventral conning tower. It has eight long range missile launchers. This is reversed from the cruise missiles with two being dorsal and six being located in the ventral conning tower. And then there are eight medium missile launchers scattered on each side of the ship. The ship is also equipped with fourteen tachyon scattergun around the ship. The ship is considered very advanced for the three galaxies because of the advances since the creation by StarForge. The Merrimack is also equipped with 72 Steelhawk fighters equal to the Black eagle. It is also equipped with 740 power armor in its marine armory.
The class is very heavily armored, although by Three Galaxy’s standards it considered equal to the protector class battleships in armor, its shields are considered heavy, and like its armor it's up to the standards of the modern battleship. There are going to be 20 of this class built. There are only two serving with the Central Alliance at present time. Like the pocket battleship Kreig, this class has already earned distinction of already having engaged enemies of central alliance and driving those self same enemies back and out of the Central Alliance territory.
Model Type: CA-BB-02
Vehicle Type: Battleship
Crew: 1000 Brains of Cyborg Warriors
Officers: 100
Enlisted: 900
Troops: 2200
Marines: 2100 Cyborg Marines
Fighter Pilots: 100
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 740 equal to silver hawks
Fighters: 72 Steelhawks equal to black eagles
Miscellaneous: 10 assault shuttles, 4 standard shuttles
MDC by Location:
Main Body: 250,000
Variable Force Field: 15,000 per side, 90,000 total
Bridge: 55,000
Auxiallery Bridge: 36,000
Flag Bridge: 36,000
Main Engines: 80,000 (1/3 of the ship)
Hanger Bay: 50,000
Secondary Hanger Bay: (4) 6000 each
Outer Hull: 300
Inner Hull: 200
150cm Super Heavy Laser Cannons: (2) 15,000 each
Quad Barreled 75cm Laser Turrets: (2) 10,000 each
Triple Barreled 75cm Laser Turrets: (3) 9000 each
Dual Barreled 30cm Particle beam Turrets: (4) 1500 each
10cm Particle Beam Cannons: (10) 1000 each
8cm Heavy Rail Guns: (8) 1000 each
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (16) 300 each
Tachyon Scatterguns: (14) 200 each
Cruise Missile Batteries: (4) 1000 each
Long Ranged Missile Launchers: (8) 750 each
Medium Missile Launchers: (8) 200 each
Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 0. 90 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 400 per hour
Star Drive: It can travel at 6 light years per hour.
Maximum Range: Effectively unlimited by either drive system. It varies enough supplies for it remain on patrol for about 5 years with it's crew of cyborgs.
Statistical Data:
Length: 4900 feet long (1507.69 meters)
Height: 700 feet tall (213.4 meters)
Width: 700 feet at the widest point (213.4 meters)
Mass / Weight: 12,500,000 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 300,000 tons
Market Cost: They cost approximately 14,500,000,000 at the time they were built.
Weapon Systems:
1) 150cm Super Heavy Laser Cannon ( 2 )
Mega Damage: 8D6 X 1000 for one cannon. 16D8 X 1000 for both hitting the same target.
Range: 150,000 miles in space and 150 miles in an atmosphere
Rate of Fire: Maximum of 2x per melee
Payload: Unlimited
2) Quad Barreled Super Heavy Laser 75cm Turrets: (2)
Mega Damage: 4D8 X 1000 per Battery or 8D8 X 1000 for two Batteries
Range: 100,000 miles in Space and 100 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited
3) Triple Super Heavy Laser Batteries 75cm (4)
Mega Damage: 3D8 X 1000 per Battery or 6D8 X 1000 for two Batteries or 9D8 X 1000 for three batteries firing on one target.
Range: 70,000 miles in Space and 70 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited
4) Dual 30cm Heavy Particle Beam Turrets (4)
Mega Damage: 2D6 X 500 for one Battery or 4D6 X 500 for two batteries
Range: 100,000 miles in space or 100 miles in an atmosphere.
Rate of fire: maximum of 2X per melee.
Payload: unlimited
5) Support Particle Beam Cannons 10cm (10)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting one target.
Range: 50,000 miles in space and 50 miles in an atmosphere
Rate of Fire: maximum of 2X per melee
Payload: Unlimited
6) Heavy Mass Driver Cannons 8cm (8)
Mega Damage: 2D6 X 100 + 200
Range: 10,000 miles in space and 10 miles in an atmosphere
Rate of Fire: 4X per melee
Payload: 100 rounds per cannon (more in the cargo hold)
7) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets (16)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun
Point Defense Lasers (16)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited
Note: For total damage on one target add both weapons mega damage.
8) Fourteen (14) Tachyon Scatter Guns: The weapon systems main purpose is anti missile point defense.. Fires a wide blast that effects all targets in a cone 6.2 miles long and 3.1 miles wide in an atmosphere (Quadrupled in space). They CAN be used faster than the speed of light because Tachyons travel faster than the speed of light.
Range: 24.8 miles (40 km) with a width of 12.4 miles (20 km), range and width is one quarter in atmosphere.
Mega Damage: 2D4x10 MDC each.
Rate of fire: Maximum of four (4) times per melee each.
Payload: Effectively Unlimited.
9) Cruise Missile Batteries (4)
Mega Damage: By missile type (But usually 4D6 X 100)
Range: 4,000,000 miles in Space or 8000 miles in an atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / battery per melee
Payload: 32 cruise missiles per Battery (16 reloads for a total of 1024)
10) Long Range Missile Batteries (8)
Mega Damage: 2d4 X 100
Range: 1,800,000 miles in Space and 3400 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8,16 or 32 / battery per melee
Payload: 32 Missiles per battery (15 reloads for a total of 1920)
11) Medium Missile Batteries (8)
Mega Damage: By missile type
Range: 800,000 miles in an Atmosphere and 160 in an Atmosphere
Rate of Fire: 1, 2, 4, 8,16 or 32 / Launcher per melee
Payload: 320 per launcher (15 reloads in the cargo hold)
It carries all of the standard sensor systems found on every major powers naval vessel.
Posted: Thu Jun 07, 2007 11:44 pm
by Aramanthus
Name of Class: McGraddee
History: This is a class of Heavy Cruiser that was built as soon as the Central Alliance had won its freedom from the Golgan Republik. This vessel was built to defend the frontier of the newly freed Central Alliance from its enemies including the Golgan Republik. It was built to accommodate its cyborg crew.
It has a mono wedge shaped hull unlike the battleships and battlecruisers. Its hull is wider in the front half of the vessel than the stern half. It has several major projections from both the dorsal and minor projections from the ventral sides of the ships. These serve several roles, one of which is for cruise missile batteries weapon platforms for the ship. Another it provides the basis for the sensors systems. The ECM and the ECCM are also mounted in the conning towers on this class. It has two massive engines that allows propels it along at what is consider quick for a ship of its size and mass.
It is heavily armed for a heavy cruiser built after the Central Alliance won its freedom from the Golgan Republik. This class main weapons are 5 turrets containing dual barreled heavy 30cm heavy particle beam cannons. There are three of these turrets are on the dorsal side of the class. There are two of these turrets on the ventral side of the heavy cruiser. Built within two casemates on each side of the ship are two 10cm particle beam cannons. The ship also mounts four 8cm Heavy Mass Driver cannons in casemates, two to a side. The vessel has 10 dual particle beam and railguns organized into ball turrets for point defense. It has one cruise missile launchers located in the conning towers, one in the dorsal ones and one in the ventral conning tower. It has two long range missile launchers. This is the same as the cruise missiles with one being dorsal and one being located in the ventral conning tower. The McGraddee is also equipped with 20 Steelhawk fighters equal to the Black eagle. It is also equipped with 80 power armor in its marine armory.
The class is very heavily armored, although by Three Galaxy’s standards it considered adequate armor level to remain in the category with Heavy Cruisers, its shields are considered heavy, and like its armor it's still up to the standards of the modern Heavy Cruiser. There were 33 of this class built originally. There are only nineteen still serving with the Central Alliance at present time. Two of the oldest will be retired to form two more museums for the public too view the historically significant vessels of the Central Alliance.
Model Type: CA-HCr-01
Vehicle Type: Heavy Cruiser
Crew: 400 Brains of Cyborg Warriors
Officers: 35
Enlisted: 365
Troops: 530
Marines: 500 Cyborg Marines
Fighter Pilots: 30
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 80 equal to silver hawks
Fighters: 20 Steelhawks equal to black eagles
Miscellaneous: 4 assault shuttles, 2 standard shuttles
MDC by Location:
Main Body: 45,000
Variable Force Field: 5,000 per side, 30,000 total
Bridge: 15,000
Auxiallery Bridge: 10,000
Main Engines: 15,000 (1/3 of the ship)
Hanger Bay: 10,000
Outer Hull: 300
Inner Hull: 200
Triple Barreled 30cm Particle Beam Turrets: (3) 2000 each
10cm Particle Beam Cannons: (4) 1000 each
8cm Heavy Rail Guns: (4) 1000 each
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (10) 300 each
Cruise Missile Batteries: (2) 1000 each
Long Ranged Missile Launchers: (2) 750 each
Mini Missile Launchers: (6) 200 each
Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1.025 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 400 per hour
Star Drive: It can travel at 7 light years per hour.
Maximum Range: Effectively unlimited by either drive system. It varies enough supplies for it remain on patrol for about 5 years with it's crew of cyborgs.
Statistical Data:
Length: 935 feet long (287.7 meters)
Height: 180 feet tall (55.8 meters)
Width: 201 feet at the widest point (61.9 meters)
Mass / Weight: 200,000 Tons
Power System: Anti-matter with a 50 year lifespan.
Cargo: 10,000 tons
Market Cost: They cost approximately 2,245,000,000 at the time they were built.
Weapon Systems:
1) Dual 30cm Heavy Particle Beam Turrets (5)
Mega Damage: 2D6 X 500 for one Battery or 4D6 X 500 for two batteries
Range: 100,000 miles in space or 100 miles in an atmosphere.
Rate of fire: maximum of 2X per melee.
Payload: unlimited
2) Support Particle Beam Cannons 10cm (4)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting one target.
Range: 50,000 miles in space and 50 miles in an atmosphere
Rate of Fire: maximum of 2X per melee
Payload: Unlimited
3) Heavy Mass Driver Cannons 8cm (4)
Mega Damage: 2D6 X 100 + 200
Range: 10,000 miles in space and 10 miles in an atmosphere
Rate of Fire: 4X per melee
Payload: 100 rounds per cannon (more in the cargo hold)
4) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets (10)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun
Point Defense Lasers (10)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited
Note: For total damage on one target add both weapons mega damage.
5) Cruise Missile Batteries (2)
Mega Damage: By missile type (But usually 4D6 X 100)
Range: 4,000,000 miles in Space or 8000 miles in an atmosphere
Rate of Fire: 1, 2, 4, 8,16 or 32 / battery per melee
Payload: 32 cruise missiles per Battery (5 reloads for a total of 320)
6) Long Range Missile Batteries (2)
Mega Damage: 2d4 X 100
Range: 1,800,000 miles in Space and 3400 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / battery per melee
Payload: 32 Missiles per battery (15 reloads for a total of 960)
7) Mini Missile Launchers (6)
Mega Damage: 1D6 X 10 or 1D4 X 10
Range: 100 miles in Space or 2 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32
Payload: 128 per launcher (cargo hold contains many reloads of mini missiles)
It carries all of the standard sensor systems found on every major powers naval vessel.
Posted: Thu Jun 07, 2007 11:45 pm
by Aramanthus
Name of Class: Nebukan
History: Designed as a fleet command ship, the Nebukan was a one of a kind warship. And one was all the Central Alliance was willing to pay for! The FTL system alone cost as much as a large heavy cruiser, and the advanced communications systems only added to the incredible cost. Her carrying capacity is unrivaled, with more than a half-dozen landing bays for several hundred star fighters, three hundred being the planned operational capacity, with ample room for additional squadrons in emergencies as well as extensive manufacturing facilities for both star fighters.
She has vast capabilities to launch and recover her fighters in some of the roughest conditions. She was built to be able to launch her entire compliment within one minute from arriving in the combat zone. She is built along a different line of thought when it comes to housing her fighters. The actually main hanger is a vast structure designed to house all of her craft. The area has many bulkheads and specialized bulkhead doorways designed to slam shut in the event of a hull breach. It has nine launch bays from which it can launch it’s fighters into combat. It has limited armor and shields. They are designed to keep it out of harms way if a Commander should make a mistake and enter a combat zone. The weapons are also fairly limited in their scale, so most smart commanders know better than to try and charge their ship thru a combat zone. The ship is equipped with 16cm laser cannons, pds turrets, long range missile launchers, medium missile launchers, and mini-missile launchers.
Notes on production of this class. Since StarForge began the construction of the ships for the Central Alliance. During the overall production of this class twelve will be constructed. At this time one vessel has finished it final work up, the “Nebukan” is the name ship of the class. It was named for a cyborg pilot who sacrificed himself during the initial war of freedom from the Golgan Republik.
Model Type: CA-FCV-02
Vehicle Type: Fleet Carrier (Fleet Carrier)
Crew: 1000 Brains of Cyborg Warriors + 2000 additional cyborgs for other various functions
Officers: 100
Enlisted: 900 + 2000 additional Cyborgs
Troops: 2000
Marines: 1700
Fighter Pilots: 300
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 300 equal to silver hawks
Fighters: 300 Steelhawks equal to black eagles
Miscellaneous: 10 Shuttles
MDC By Location:
Main Body: 85,000
Variable Force Field: 5,000 each (30,000 total)
Bridge: 25,000
Auxiliary Bridge: 15,000
Main Engines: (6) 30,000 each
Secondary Engines:(4) 20,000 Each
Hanger Bay: (6) 50,000 each
Outer Hull: 250
Inner Hull: 125
Heavy Duty Communications Array: 20,000
16cm Laser batteries (6) 1000 each
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (8) 300 each
Long Range Missile Launchers (6) 250 each
Medium Missile Launchers: (6) 400 each
Mini Missile Launchers: ( 12 ) 200 each
Speed:
Driving on Ground: Not Possible.
Sublight: 60% speed of light Acceleration / Deceleration 0.935% speed of light
Star Drive: It can travel at 6 light years per hour.
Atmospheric Propulsion: 400 per hour
Maximum Range: Unlimited But has 3 years of consumables.
Statistical Data:
Length: 5412 feet
Height: 606 feet
Width: 306 feet
Mass / Weight: 10.63 million tons
Power System: AntiMatter (50 years)
Cargo: 75,000 tons
Market Cost: 13,500,000,000 Universal Credits
Weapon Systems:
1) 16 cm Laser Batteries (6)
Mega Damage: 2D6 X 500 for one Battery or 4D6 X 500 for two batteries firing on one target.
Range: 100,000 miles in space or 100 miles in an atmosphere.
Rate of fire: maximum of 2X per melee.
Payload: unlimited
2) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun
Point Defense Lasers (18)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited
Note: For total damage on one target add both weapons mega damage.
3) Long Range Missile Batteries (6): Missile has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than any starship). Since star ships will no longer engage at rock throwing distances, whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will still cruise unless set to self destruct but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile when dead at -25% to detect.) Long range missiles do not have minuses to hit small targets unlike cruise missiles and are all considered smart missiles. Launchers can launch on multiple targets each, and carry more reloads than standard CAF launchers.
Range: Missile range is 3400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,89700 km/9.7 light seconds) in space.
Mega-Damage & Properties: See Phase World Missiles (Fusion does 2D4x100 MDC).
Rate of fire: One at a time or in volleys of 2, 8, 10, or 20 per launcher, per melee attack.
Payload: 2880 total, 24 long range missiles per launcher.
4) Medium Missile Batteries (6)
Mega Damage: By missile type
Range: 800,000 miles in an Atmosphere and 160 in an Atmosphere
Rate of Fire: 1,2,4,8,16 or 32 / Launcher per melee
Payload: 2880 per launcher (15 reloads in the cargo hold)
5) Mini Missile Launchers ( 12 )
Mega Damage: 1D6 X 10 or 1D4 X 10
Range: 100 miles in Space or 2 miles in an Atmosphere
Rate of Fire: 1,2,4,8,16 or 32
Payload: 128 per launcher (cargo hold contains many reloads of mini missiles)
Other Systems:
The Nebukan has all systems standard on a Rifts Earth (Not Phase World / Three Galaxies) robot vehicle plus the following special features:
Posted: Thu Jun 07, 2007 11:47 pm
by Aramanthus
Name of Class: Octogon
History: This is a class of Battlecruiser that was built as soon as the Central Alliance had won it’s freedom from the Golgan Republik . This vessel was built to defend the frontier of the newly freed Central Alliance from its enemies including the Golgan Republik. It was built to accommodate its cyborg crew.
It has a spilt wedge shaped hull like the battleships. Its hull is wider in the front half of the vessel than the stern half. It has a duo bow which is also the mounting point for some of its primary weapons. Its bow spinal mounted weapons are some of the largest found in the three galaxies, this was again carried over from the Merrimack class Battleship. It has several major projections from both the dorsal and ventral sides of the ships. These serve several roles, one of which is for cruise missile batteries weapon platforms for the ship. Another it provides the basis for the sensors systems. The ECM and the ECCM are also mounted in the conning towers on this class. It has two massive engines that allows propels it along at what is consider quick for a ship of its size and mass.
It is heavily armed. Its primary weapons are a single 150cm particle cannon mounted in between the split bows. Even though this weapon was introduced early in the beginning if the Central Alliance, these weapons are still among the most powerful weapons found in the Three Galaxies. This is supplemented by 3 turrets containing multiple barreled heavy 75cm heavy particle beam cannons.
There are two other turrets on the ventral side of the Octogon class. These weapons are 30cm heavy particle beam cannons organized in dual barreled turrets. Built within three casemates on each side of the ship are three 10cm particle beam cannons. The ship also mounts four 8cm Heavy Mass Driver cannons in casemates, two to a side. The vessel has 16 dual particle beam and railguns organized into ball turrets for point defense. It has four cruise missile launchers located in the conning towers, three in the dorsal ones and one in the ventral conning tower. It has six long range missile launchers. This is reversed from the cruise missiles with two being dorsal and four being located in the ventral conning tower. The Octogon is also equipped with 36 Steelhawk fighters equal to the Black eagle. It is also equipped with 200 power armor in its marine armory.
The class is very heavily armored, although by Three Galaxy’s standards it considered adequate armor level to remain in the category with Battlecruisers, its shields are considered heavy, and like its armor it's still up to the standards of the modern Battlecruiser. There were 25 of this class built originally. There are only eighteen still serving with the Central Alliance at present time.
Model Type: CA-BC-01
Vehicle Type: Battlecruiser
Crew: 800 Brains of Cyborg Warriors
Officers: 70
Enlisted: 730
Troops: 1050
Marines: 1000 Cyborg Marines
Fighter Pilots: 50
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 200 equal to silver hawks
Fighters: 36 Steelhawks equal to black eagles
Miscellaneous: 10 assault shuttles, 4 standard shuttles
MDC by Location:
Main Body: 150,000
Variable Force Field: 10,000 per side, 60,000 total
Bridge: 35,000
Auxiallery Bridge: 25,000
Flag Bridge: 20,000
Main Engines: 80,000 (1/3 of the ship)
Hanger Bay: 50,000
Secondary Hanger Bay: (4) 6000 each
Outer Hull: 300
Inner Hull: 200
150cm Super Heavy Particle Beam Cannons: (1) 15,000 each
Triple Barreled 75cm Particle Beam Turrets: (3) 9000 each
Dual Barreled 30cm Particle beam Turrets: (2) 1500 each
10cm Particle Beam Cannons: (6) 1000 each
8cm Heavy Rail Guns: (4) 1000 each
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (16) 300 each
Cruise Missile Batteries: (4) 1000 each
Long Ranged Missile Launchers: (6) 750 each
Mini Missile Launchers: ( 10 ) 200 each
Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 0. 995 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 400 per hour
Star Drive: It can travel at 7 light years per hour.
Maximum Range: Effectively unlimited by either drive system. It varies enough supplies for it remain on patrol for about 5 years with it's crew of cyborgs.
Statistical Data:
Length: 2100 feet long (646.2 meters)
Height: 400 feet tall (123.1 meters)
Width: 335 feet at the widest point (103.1 meters)
Mass / Weight: 4,235,000 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 50,000 tons
Market Cost: They cost approximately 5,145,000,000 at the time they were built.
Weapon Systems:
1) 150cm Super Heavy Laser Cannon (1)
Mega Damage: 8D6 X 1000 for one cannon. 16D8 X 1000 for both hitting the same target.
Range: 150,000 miles in space and 150 miles in an atmosphere
Rate of Fire: Maximum of 2x per melee
Payload: Unlimited
2) Triple Super Heavy Laser Batteries 75cm (4)
Mega Damage: 3D8 X 1000 per Battery or 6D8 X 1000 for two Batteries or 9D8 X 1000 for three batteries firing on one target.
Range: 70,000 miles in Space and 70 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited
3) Dual 30cm Heavy Particle Beam Turrets (2)
Mega Damage: 2D6 X 500 for one Battery or 4D6 X 500 for two batteries
Range: 100,000 miles in space or 100 miles in an atmosphere.
Rate of fire: maximum of 2X per melee.
Payload: unlimited
4) Support Particle Beam Cannons 10cm (6)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting one target.
Range: 50,000 miles in space and 50 miles in an atmosphere
Rate of Fire: maximum of 2X per melee
Payload: Unlimited
5) Heavy Mass Driver Cannons 8cm (4)
Mega Damage: 2D6 X 100 + 200
Range: 10,000 miles in space and 10 miles in an atmosphere
Rate of Fire: 4X per melee
Payload: 100 rounds per cannon (more in the cargo hold)
6) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets (16)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun
Point Defense Lasers (16)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited
Note: For total damage on one target add both weapons mega damage.
7) Cruise Missile Batteries (4)
Mega Damage: By missile type (But usually 4D6 X 100)
Range: 4,000,000 miles in Space or 8000 miles in an atmosphere
Rate of Fire: 1, 2, 4, 8,16 or 32 / battery per melee
Payload: 32 cruise missiles per Battery (16 reloads for a total of 1024)
8) Long Range Missile Batteries (6)
Mega Damage: 2d4 X 100
Range: 1,800,000 miles in Space and 3400 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / battery per melee
Payload: 32 Missiles per battery (15 reloads for a total of 1920)
10) Mini Missile Launchers (10)
Mega Damage: 1D6 X 10 or 1D4 X 10
Range: 100 miles in Space or 2 miles in an Atmosphere
Rate of Fire: 1,2,4,8,16 or 32
Payload: 128 per launcher (cargo hold contains many reloads of mini missiles)
It carries all of the standard sensor systems found on every major powers naval vessel.
Posted: Thu Jun 07, 2007 11:49 pm
by Aramanthus
Name of Class: Olivero
History: This is a class of Battlecruiser that is a recent addition thanks to StarForge. This vessel was built to defend the frontier of the freed Central Alliance from its enemies including the Golgan Republik. It was built to accommodate its cyborg crew.
It has a spilt wedge shaped hull like the battleships. Its hull is wider in the front half of the vessel than the stern half. It has a duo bow which is also the mounting point for some of its primary weapons. Its bow spinal mounted weapons are some of the largest found in the three galaxies, this was again carried over from the Merrimack class Battleship. It has several major projections from both the dorsal and ventral sides of the ships. These serve several roles, one of which is for cruise missile batteries weapon platforms for the ship. Another it provides the basis for the sensors systems. The ECM and the ECCM are also mounted in the conning towers on this class. It has two massive engines that allows propels it along at what is consider quick for a ship of its size and mass.
It is heavily armed. Its primary weapons are a single 150cm particle cannon mounted in between the split bows. Even though this weapon was introduced early in the beginning if the Central Alliance, these weapons are still among the most powerful weapons found in the Three Galaxies. This is supplemented by 4 turrets containing multiple barreled heavy 75cm heavy laser cannons.
There are two other turrets on the ventral side of the Olivero class. These weapons are 30cm heavy laser cannons organized in dual barreled turrets. Built within three casemates on each side of the ship are three 10cm particle beam cannons. The ship also mounts four 8cm Heavy Mass Driver cannons in casemates, two to a side. The vessel has 16 dual particle beam and railguns organized into ball turrets for point defense. It has four cruise missile launchers located in the conning towers, three in the dorsal ones and one in the ventral conning tower. It has six long range missile launchers. This is reversed from the cruise missiles with two being dorsal and four being located in the ventral conning tower. And then there are eight medium missile launchers scattered on each side of the ship. The ship is also equipped with fourteen tachyon scattergun around the ship. The ship is considered very advanced for the three galaxies because of the advances since the creation by StarForge. The Olivero is also equipped with 72 Steelhawk fighters equal to the Black eagle. It is also equipped with 400 power armor in its marine armory.
The class is very heavily armored, although by Three Galaxy’s standards it considered maximum armor level to remain in the category with Battlecruisers, its shields are considered heavy, and like its armor it's up to the standards of the modern Battlecruiser. There are going to be 35 of this class built. There are only three serving with the Central Alliance at present time. Like the pocket Battleship Kreig, this class has already earned distinction of already having engaged enemies of central alliance and driving those self same enemies back and out of the Central Alliance territory. The first three of the class were on a training cruise when the encountered a Sploogie slaver raiding group. They engaged the sploogies and wiped the floor with them driving the survivors from Central Alliance space.
Model Type: CA-BCr-01
Vehicle Type: Battlecruiser
Crew: 700 Brains of Cyborg Warriors
Officers: 70
Enlisted: 630
Troops: 1200
Marines: 1100 Cyborg Marines
Fighter Pilots: 100
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 400 equal to silver hawks
Fighters: 72 Steelhawks equal to black eagles
Miscellaneous: 10 assault shuttles, 4 standard shuttles
MDC by Location:
Main Body: 200,000
Variable Force Field: 10,000 per side, 60,000 total
Bridge: 45,000
Auxiallery Bridge: 30,000
Flag Bridge: 30,000
Main Engines: 80,000 (1/3 of the ship)
Hanger Bay: 50,000
Secondary Hanger Bay: (4) 6000 each
Outer Hull: 300
Inner Hull: 200
150cm Super Heavy Laser Cannons: (1) 15,000 each
Triple Barreled 75cm Laser Turrets: (4) 9000 each
Dual Barreled 30cm Particle beam Turrets: (2) 1500 each
10cm Particle Beam Cannons: (6) 1000 each
8cm Heavy Rail Guns: (4) 1000 each
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (16) 300 each
Tachyon Scatterguns: (14) 200 each
Cruise Missile Batteries: (4) 1000 each
Long Ranged Missile Launchers: (6) 750 each
Medium Missile Launchers: (8) 200 each
Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 0. 995 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 400 per hour
Star Drive: It can travel at 7 light years per hour.
Maximum Range: Effectively unlimited by either drive system. It varies enough supplies for it remain on patrol for about 5 years with it's crew of cyborgs.
Statistical Data:
Length: 2950 feet long (907.7 meters)
Height: 450 feet tall (138.5 meters)
Width: 350 feet at the widest point (107.7 meters)
Mass / Weight: 5,175,000 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 75,000 tons
Market Cost: They cost approximately 7,245,000,000 at the time they were built.
Weapon Systems:
1) 150cm Super Heavy Laser Cannon (1)
Mega Damage: 8D6 X 1000 for one cannon. 16D8 X 1000 for both hitting the same target.
Range: 150,000 miles in space and 150 miles in an atmosphere
Rate of Fire: Maximum of 2x per melee
Payload: Unlimited
2) Triple Super Heavy Laser Batteries 75cm (4)
Mega Damage: 3D8 X 1000 per Battery or 6D8 X 1000 for two Batteries or 9D8 X 1000 for three batteries firing on one target.
Range: 70,000 miles in Space and 70 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited
3) Dual 30cm Heavy Particle Beam Turrets (2)
Mega Damage: 2D6 X 500 for one Battery or 4D6 X 500 for two batteries
Range: 100,000 miles in space or 100 miles in an atmosphere.
Rate of fire: maximum of 2X per melee.
Payload: unlimited
4) Support Particle Beam Cannons 10cm (6)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting one target.
Range: 50,000 miles in space and 50 miles in an atmosphere
Rate of Fire: maximum of 2X per melee
Payload: Unlimited
5) Heavy Mass Driver Cannons 8cm (4)
Mega Damage: 2D6 X 100 + 200
Range: 10,000 miles in space and 10 miles in an atmosphere
Rate of Fire: 4X per melee
Payload: 100 rounds per cannon (more in the cargo hold)
6) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets (16)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun
Point Defense Lasers (16)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited
Note: For total damage on one target add both weapons mega damage.
7) Fourteen (14) Tachyon Scatter Guns: The weapon systems main purpose is anti missile point defense.. Fires a wide blast that affects all targets in a cone 6.2 miles long and 3.1 miles wide in an atmosphere (Quadrupled in space). They CAN be used faster than the speed of light because Tachyons travel faster than the speed of light.
Range: 24.8 miles (40 km) with a width of 12.4 miles (20 km), range and width is one quarter in atmosphere.
Mega Damage: 2D4x10 MDC each.
Rate of fire: Maximum of four (4) times per melee each.
Payload: Effectively Unlimited.
8) Cruise Missile Batteries (4)
Mega Damage: By missile type (But usually 4D6 X 100)
Range: 4,000,000 miles in Space or 8000 miles in an atmosphere
Rate of Fire: 1, 2, 4, 8,16 or 32 / battery per melee
Payload: 32 cruise missiles per Battery (16 reloads for a total of 1024)
9) Long Range Missile Batteries (6)
Mega Damage: 2d4 X 100
Range: 1,800,000 miles in Space and 3400 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / battery per melee
Payload: 32 Missiles per battery (15 reloads for a total of 1920)
10) Medium Missile Batteries (8)
Mega Damage: By missile type
Range: 800,000 miles in an Atmosphere and 160 in an Atmosphere
Rate of Fire: 1, 2, 4, 8,16 or 32 / Launcher per melee
Payload: 320 per launcher (15 reloads in the cargo hold)
It carries all of the standard sensor systems found on every major powers naval vessel.
Posted: Thu Jun 07, 2007 11:57 pm
by Aramanthus
Just to restate I do use Kitsune's ranges. Plus I liked his one weapon system and I've been using it since he first posted it. His tachyon scattergun.
Posted: Fri Jun 08, 2007 2:50 am
by KLM
Aramanthus wrote:Just to restate I do use Kitsune's ranges. Plus I liked his one weapon system and I've been using it since he first posted it. His tachyon scattergun.
Which is from Manhunter, and seriously out of balance in the 3 Galaxies.
Otherwise your material is very impressive, so give me a few days
to digest it.
Adios
KLM
Posted: Fri Jun 08, 2007 3:27 pm
by taalismn
DAAANNNGGG....Aramanthus.....All those ships full of cyborg warriors...(whistles)...that would make Decipticons turn and flee....
This is one fearsome armada you just launched....Gotta agree with KLM(not on the tachyon scatterguns...I use them as well for point defense agaisnt fighters and missiles), this is going to take some time to digest and assimilate...
Posted: Sat Jun 09, 2007 1:07 am
by Aramanthus
I have more to put on here tonight after I get cleaned up. I think I have something like 5 or 6 more to place.
Posted: Sat Jun 09, 2007 2:22 am
by Aramanthus
Name of Class: Aneeus
History: She was the first carrier built for the Central Alliance after they achieved their freedom from the Golgan Republik.
She has vast capabilities to launch and recover her fighters in some of the roughest conditions. She was built to be able to launch her entire compliment under five minutes after arriving in the combat zone. It has six launch bays from which it can launch it’s fighters into combat. The carrier has heavy armor and shields. They are designed to keep it in harms way if a Commander should want to engage in melee combat and enter a combat zone. The weapons are actually heavy in their scale, so most smart commanders know they can have fun and charge their ship thru a combat zone. The ship is equipped with 8cm Heavy Railguns, pds turrets, long range missile launchers, mini missile launchers.
Notes on production of this class. Since the foundation of the Central Alliance navy began the construction of the ships to throw the Golgan Republik out, this class has been a mainstay for the fleet. There were originally ten of this class built for the Alliance, and after all this time serving there are still nine functioning. At this time all nine will continue to serve with the fleet for the fore-seeable future. The “Aneeus” is the name ship of the class. It was named for a cyborg pilot who sacrificed himself during the initial war of freedom from the Golgan Republik.
Model Type: CA-CV-01
Vehicle Type: Carrier ( Carrier)
Crew: 1500 Brains of Cyborg Warriors + 2000 additional cyborgs for other various functions
Officers: 150
Enlisted: 1350 + 2000 additional Cyborgs
Troops: 2000
Marines: 1700
Fighter Pilots: 300
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 300 equal to silver hawks
Fighters: 200 Steelhawks equal to black eagles
Miscellaneous: 10 Shuttles + 4 assault shuttles
MDC by Location:
Main Body: 85,000
Variable Force Field: 5,000 each (30,000 total)
Bridge: 25,000
Auxiliary Bridge: 15,000
Main Engines: (4) 30,000 each
Secondary Engines: (2) 20,000 Each
Hanger Bay: (6) 50,000 each
Outer Hull: 250
Inner Hull: 125
Heavy Duty Communications Array: 20,000
8cm Heavy Rail Guns: (16) 1000 each
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (16) 300 each
Long Range Missile Launchers (4) 250 each
Mini Missile Launchers: (16) 200 each
Speed:
Driving on Ground: Not Possible.
Sublight: 60% speed of light Acceleration / Deceleration 1.065% speed of light
Star Drive: It can travel at 6 light years per hour.
Atmospheric Propulsion: 400 per hour
Maximum Range: Unlimited But has 3 years of consumables.
Statistical Data:
Length: 4812 feet (1480.6 meters long)
Height: 580 feet (178.5 meters high)
Width: 750 feet (230.8 meters wide)
Mass / Weight: 10.27 million tons
Power System: AntiMatter (50 years)
Cargo: 65,000 tons
Market Cost: 10,500,000,000 Universal Credits
Weapon Systems:
1) Heavy Mass Driver Cannons 8cm (16)
Mega Damage: 2D6 X 100 + 200
Range: 10,000 miles in space and 10 miles in an atmosphere
Rate of Fire: 4X per melee
Payload: 100 rounds per cannon (more in the cargo hold)
2) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets (16)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun
Point Defense Lasers (16)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited
Note: For total damage on one target add both weapons mega damage.
3) Long Range Missile Batteries (4): Missile has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than any starship). Since star ships will no longer engage at rock throwing distances, whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will still cruise unless set to self destruct but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile when dead at -25% to detect.) Long range missiles do not have minuses to hit small targets unlike cruise missiles and are all considered smart missiles. Launchers can launch on multiple targets each, and carry more reloads than standard CAF launchers.
Range: Missile range is 3400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,89700 km/9.7 light seconds) in space.
Mega-Damage & Properties: See Phase World Missiles (Fusion does 2D4x100 MDC).
Rate of fire: One at a time or in volleys of 2, 8, 10, or 20 per launcher, per melee attack.
Payload: 2880 total, 24 long range missiles per launcher.
4) Mini Missile Launchers (16)
Mega Damage: 1D6 X 10 or 1D4 X 10
Range: 100 miles in Space or 2 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32
Payload: 128 per launcher (cargo hold contains many reloads of mini missiles)
Other Systems:
The Aneeus has all systems standard on a Rifts Earth (Not Phase World / Three Galaxies) robot vehicle
Posted: Sat Jun 09, 2007 2:23 am
by Aramanthus
Name of Class: Ariuch
History: Designed as a command ship, the Ariuch was a one of a kind warship. She was the first Light Carrier built for the Central Alliance after they achieved their freedom from the Golgan Republik.
She has vast capabilities to launch and recover her fighters in some of the roughest conditions. She was built to be able to launch her entire compliment under three minutes after arriving in the combat zone. It has four launch bays from which it can launch it’s fighters into combat. The Light Carrier has average armor and shields. They are designed to keep it out of harms way if a Commander should want to avoid melee combat and mistakenly enter a combat zone. The weapons are actually heavy in their scale, so most smart commanders know they can have fun and charge their ship thru a combat zone. The ship is equipped with 8cm Heavy Railguns, pds turrets, long range missile launchers, mini missile launchers.
Notes on production of this class. Since the before the foundation of the Central Alliance navy this class was one of the first began the construction of the ships to throw the Golgan Republik out, this class has been a mainstay for the fleet. There were originally fifteen of this class built for the Alliance, and after all this time serving there are still ten functioning. At this time all ten will continue to serve with the fleet for the fore-seeable future. The “Ariuch” is the name ship of the class. It was named for a cyborg pilot who sacrificed himself during the initial war of freedom from the Golgan Republik.
Model Type: CA-LCV-01
Vehicle Type: Light Carrier ( Light Carrier)
Crew: 750 Brains of Cyborg Warriors + 1000 additional cyborgs for other various functions
Officers: 100
Enlisted: 650 + 1000 additional Cyborgs
Troops: 550
Marines: 400
Fighter Pilots: 150
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 100 equal to silver hawks
Fighters: 120 Steelhawks equal to black eagles
Miscellaneous: 5 Shuttles + 3 assault shuttles
MDC by Location:
Main Body: 21,000
Variable Force Field: 4,000 each (24,000 total)
Bridge: 5000
Auxiliary Bridge: 1500
Main Engines: (2) 7500 each
Secondary Engines: (2) 1000 Each
Hanger Bay: (4) 5,000 each
Outer Hull: 250
Inner Hull: 125
8cm Heavy Rail Guns: (4) 1000 each
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (10) 300 each
Long Range Missile Launchers (2) 250 each
Mini Missile Launchers: (8) 200 each
Speed:
Driving on Ground: Not Possible.
Sublight: 60% speed of light Acceleration / Deceleration 1.095% speed of light
Star Drive: It can travel at 6 light years per hour.
Atmospheric Propulsion: 400 per hour
Maximum Range: Unlimited But has 3 years of consumables.
Statistical Data:
Length: 1612 feet (496 meters long)
Height: 300 feet (92.3 meters high)
Width: 350 feet (107.7 meters wide)
Mass / Weight: 204,300 Tons
Power System: AntiMatter (50 years)
Cargo: 10,000 tons
Market Cost: 2,480,000,000 Universal Credits
Weapon Systems:
1) Heavy Mass Driver Cannons 8cm (4)
Mega Damage: 2D6 X 100 + 200
Range: 10,000 miles in space and 10 miles in an atmosphere
Rate of Fire: 4X per melee
Payload: 100 rounds per cannon (more in the cargo hold)
2) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets (10)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun
Point Defense Lasers (10)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited
Note: For total damage on one target add both weapons mega damage.
3) Long Range Missile Batteries (2): Missile has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than any starship). Since star ships will no longer engage at rock throwing distances, whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will still cruise unless set to self destruct but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile when dead at -25% to detect.) Long range missiles do not have minuses to hit small targets unlike cruise missiles and are all considered smart missiles. Launchers can launch on multiple targets each, and carry more reloads than standard CAF launchers.
Range: Missile range is 3400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,89700 km/9.7 light seconds) in space.
Mega-Damage & Properties: See Phase World Missiles (Fusion does 2D4x100 MDC).
Rate of fire: One at a time or in volleys of 2, 8, 10, or 20 per launcher, per melee attack.
Payload: 2880 total, 24 long range missiles per launcher.
4) Mini Missile Launchers (8)
Mega Damage: 1D6 X 10 or 1D4 X 10
Range: 100 miles in Space or 2 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32
Payload: 128 per launcher (cargo hold contains many reloads of mini missiles)
Other Systems:
The Ariuch has all systems standard on a Rifts Earth (Not Phase World / Three Galaxies) robot vehicle
Posted: Sat Jun 09, 2007 2:24 am
by Aramanthus
Name of Class: Armitage
History: This class is being produced by the StarForges group to help update the naval capabilities of the Central Alliance. These ships will become more common as time passes. For its size, if is a good design. As a matter of fact StarForge had already proposed that they build this ship to resemble the older Ariuch class of light carriers. The only difference is that the Armitage is larger by a significant amount.
She has vast capabilities to launch and recover her fighters in some of the roughest conditions. She was built to be able to launch her entire compliment within one minute from arriving in the combat zone. She is built along a different line of thought when it comes to housing her fighters. The actually main hanger is a vast structure designed to house all of her craft. The area has many bulkheads and specialized bulkhead doorways designed to slam shut in the event of a hull breach. It has five launch bays from which it can launch it’s fighters into combat. It has limited armor and shields. They are designed to keep it out of harms way if a Commander should make a mistake and enter a combat zone. The weapons are also fairly limited in their scale, so most smart commanders know better than to try and charge their ship thru a combat zone. The ship is equipped with 16cm laser cannons, pds turrets, long range missile launchers, medium missile launchers.
Notes on production of this class. Since StarForge began the construction of these ships for the Central Alliance. During the overall production of this class twenty will be constructed. At this time three vessels have finished it final work up, the “Armitage” is the name ship of the class. It was named for a cyborg carrier commander who sacrificed himself during the initial war of freedom from the Golgan Republik.
Model Type: CA-LCV-02
Vehicle Type: Light Carrier (Light Carrier)
Crew: 700 Brains of Cyborg Warriors + 1000 additional cyborgs for other various functions
Officers: 100
Enlisted: 600 + 2000 additional Cyborgs
Troops: 550
Marines: 400
Fighter Pilots: 150
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 100 equal to silver hawks
Fighters: 120 Steelhawks equal to black eagles
Miscellaneous: 10 Shuttles
MDC By Location:
Main Body: 50,000
Variable Force Field: 5,000 each (30,000 total)
Bridge: 15,000
Flag Bridge: 5,000
Main Engines: (4) 15,000 each
Secondary Engines: (2) 8,000 Each
Hanger Bay: (4) 15,000 each
Outer Hull: 250
Inner Hull: 125
16cm Laser batteries (6) 1000 each
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (10) 300 each
Long Range Missile Launchers (4) 250 each
Medium Missile Launchers: (8) 400 each
Speed:
Driving on Ground: Not Possible.
Sublight: 60% speed of light Acceleration / Deceleration 1.145% speed of light
Star Drive: It can travel at 7 light years per hour.
Atmospheric Propulsion: 400 per hour
Maximum Range: Unlimited But has 3 years of consumables.
Statistical Data:
Length: 1912 feet (496 meters long)
Height: 350 feet (107.7 meters high)
Width: 386 feet (118.8 meters wide)
Mass / Weight: 550,000 tons
Power System: AntiMatter (50 years)
Cargo: 20,000 tons
Market Cost: 4,500,000,000 Universal Credits
Weapon Systems:
1) 16 cm Laser Batteries (6)
Mega Damage: 1D6 X 500 for one Battery or 2D6 X 500 for two batteries firing on one target.
Range: 100,000 miles in space or 100 miles in an atmosphere.
Rate of fire: maximum of 2X per melee.
Payload: unlimited
2) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets (10)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun
Point Defense Lasers (10)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited
Note: For total damage on one target add both weapons mega damage.
3) Long Range Missile Batteries (4): Missile has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than any starship). Since star ships will no longer engage at rock throwing distances, whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will still cruise unless set to self destruct but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile when dead at -25% to detect.) Long range missiles do not have minuses to hit small targets unlike cruise missiles and are all considered smart missiles. Launchers can launch on multiple targets each, and carry more reloads than standard CAF launchers.
Range: Missile range is 3400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,89700 km/9.7 light seconds) in space.
Mega-Damage & Properties: See Phase World Missiles (Fusion does 2D4x100 MDC).
Rate of fire: One at a time or in volleys of 2, 8, 10, or 20 per launcher, per melee attack.
Payload: 960 total, 24 long range missiles per launcher.
4) Medium Missile Batteries (8)
Mega Damage: By missile type
Range: 800,000 miles in an Atmosphere and 160 in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / Launcher per melee
Payload: 2560 per launcher (10 reloads in the cargo hold)
Other Systems:
The Armitage has all systems standard on a Rifts Earth (Not Phase World / Three Galaxies) robot vehicle
Posted: Sat Jun 09, 2007 2:25 am
by Aramanthus
Name of Class: Eliades
History: This is a class of Light Cruiser that is being built by StarForges the Central Alliance. This vessel was built to defend the frontier of the Central Alliance from its enemies including the Golgan Republik. It was built to accommodate its cyborg crew.
It has a mono wedge shaped hull like the battleships and battlecruisers. Its hull is wider in the front half of the vessel than the stern half. It has several major projections from both the dorsal and minor projections from the ventral sides of the ships. These serve several roles, one of which is for cruise missile batteries weapon platforms for the ship. Another it provides the basis for the sensors systems. The ECM and the ECCM are also mounted in the conning towers on this class. It has two massive engines that allows propels it along at what is consider quick for a ship of its size and mass.
It is heavily armed for a Light Cruiser built after the Central Alliance won its freedom from the Golgan Republik. The main weapon are 3 turrets containing dual barreled heavy 20cm laser beam cannons mounted on the ventral surface of the class. There are also 3 additional 20cm Heavy laser cannons built on the dorsal side. The ship also mounts two 8cm Heavy Mass Driver cannons in casemates, two to a side. The vessel has 8 dual particle beam and railguns organized into ball turrets for point defense. It has two cruise missile launchers located in the conning towers, one in the dorsal ones and one in the ventral conning tower. It has two long range missile launchers. This is the same as the cruise missiles with one being dorsal and one being located in the ventral conning tower. Instead of mini missiles the class is equipped with four medium missile launchers. The class also is equipped with 4 Tachyon Scatterguns. The Eliades is also equipped with 16 Steelhawk fighters equal to the Black eagle. It is also equipped with 80 power armor in its marine armory.
The class is very heavily armored, although by Three Galaxy’s standards it considered at the top armor level to remain in the category with Light Cruisers, its shields are considered heavy, and like its armor it's still up to the standards of the modern Light Cruiser. There are going to be 85 of this class to be built by StarForge. There are only ten serving with the Central Alliance at present time.
Model Type: CA-LCr-02
Vehicle Type: Light Cruiser
Crew: 150 Brains of Cyborg Warriors
Officers: 25
Enlisted: 125
Troops: 225
Marines: 200 Cyborg Marines
Fighter Pilots: 25
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 80 equal to silver hawks
Fighters: 16 Steelhawks equal to black eagles
Miscellaneous: 2 assault shuttles, 1 standard shuttles
MDC by Location:
Main Body: 40,000
Variable Force Field: 5,000 per side, 30,000 total
Bridge: 10,000
Auxiallery Bridge: 7,000
Main Engines: 15,000 (1/3 of the ship)
Hanger Bay: 8000
Outer Hull: 300
Inner Hull: 200
Triple Barreled 20cm Particle Beam Turrets: (6) 2000 each
8cm Heavy Rail Guns: (2) 1000 each
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (8) 300 each
Tachyon Scatterguns: (4) 200 each
Cruise Missile Batteries: (2) 1000 each
Long Ranged Missile Launchers: (2) 750 each
Medium Missile Launchers: (4) 200 each
Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1.125 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 400 per hour
Star Drive: It can travel at 7 light years per hour.
Maximum Range: Effectively unlimited by either drive system. It varies enough supplies for it remain on patrol for about 5 years with its crew of cyborgs.
Statistical Data:
Length: 795 feet long (244.6 meters)
Height: 245 feet tall (75.4 meters)
Width: 250 feet at the widest point (76.9 meters)
Mass / Weight: 115,000 Tons
Power System: Anti-matter with a 50 year lifespan.
Cargo: 4000 tons
Market Cost: They cost approximately 1,445,000,000 at the time they were built.
Weapon Systems:
1) 20cm Heavy Laser Batteries (Dual barreled) (6)
Mega damage: 2D6X100 per battery. 4D6X100 for both batteries on the same target. 6D6X100 for three batteries hitting the same target.
Range: 100,000 miles in Space and 100 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited
2) Heavy Mass Driver Cannons 8cm (2)
Mega Damage: 2D6 X 100 + 200
Range: 10,000 miles in space and 10 miles in an atmosphere
Rate of Fire: 4X per melee
Payload: 100 rounds per cannon (more in the cargo hold)
3) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets (8)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun
Point Defense Lasers (8)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited
Note: For total damage on one target add both weapons mega damage.
4) Four (4) Tachyon Scatter Guns: The weapon systems main purpose is anti missile point defense.. Fires a wide blast that affects all targets in a cone 6.2 miles long and 3.1 miles wide in an atmosphere (Quadrupled in space). They CAN be used faster than the speed of light because Tachyons travel faster than the speed of light.
Range: 24.8 miles (40 km) with a width of 12.4 miles (20 km), range and width is one quarter in atmosphere.
Mega Damage: 2D4x10 MDC each.
Rate of fire: Maximum of four (4) times per melee each.
Payload: Effectively Unlimited.
5) Cruise Missile Batteries (2)
Mega Damage: By missile type (But usually 4D6 X 100)
Range: 4,000,000 miles in Space or 8000 miles in an atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / battery per melee
Payload: 32 cruise missiles per Battery (5 reloads for a total of 320)
6) Long Range Missile Batteries (2)
Mega Damage: 2d4 X 100
Range: 1,800,000 miles in Space and 3400 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / battery per melee
Payload: 32 Missiles per battery (10 reloads for a total of 640)
7) Medium Missile Batteries (4)
Mega Damage: By missile type
Range: 800,000 miles in an Atmosphere and 160 in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / Launcher per melee
Payload: 320 per launcher (15 reloads in the cargo hold)
It carries all of the standard sensor systems found on every major powers naval vessel.
Posted: Sat Jun 09, 2007 2:27 am
by Aramanthus
Name of Class: Wiesneeth
History: This is a class of Light Cruiser that was built as soon as the Central Alliance had won its freedom from the Golgan Republik. This vessel was built to defend the frontier of the newly freed Central Alliance from its enemies including the Golgan Republik. It was built to accommodate its cyborg crew.
It has a mono wedge shaped hull unlike the battleships and battlecruisers. It has several major projections from both the dorsal and minor projections from the ventral sides of the ships. These serve several roles, one of which is for cruise missile batteries weapon platforms for the ship. Another it provides the basis for the sensors systems. The ECM and the ECCM are also mounted in the conning towers on this class. It has two massive engines that allows propels it along at what is consider quick for a ship of its size and mass.
It is heavily armed for a Light Cruiser built after the Central Alliance won its freedom from the Golgan Republik. The class’s main weapons are 5 turrets containing dual barreled heavy 20cm heavy particle beam cannons. There are three of these turrets are on the dorsal side of the class. There are two of these turrets on the ventral side of the Light Cruiser. The ship also mounts two 8cm Heavy Mass Driver cannons in casemates, one to a side. The vessel has 8 dual particle beam and railguns organized into ball turrets for point defense. It has one cruise missile launchers located in the ventral conning towers. It has two long range missile launchers. It has two launchers, with one being dorsal and one being located in the ventral conning tower. The Wiesneeth is also equipped with 16 Steelhawk fighters equal to the Black eagle. It is also equipped with 16 power armor in its marine armory.
The class is very heavily armored, although by Three Galaxy’s standards it considered adequate armor level to remain in the category with Light Cruisers, its shields are considered heavy, and like its armor it's still up to the standards of the modern Light Cruiser. There were 55 of this class built originally. There are only thirty-one still serving with the Central Alliance at present time. Six of the oldest will be retired to form six more museums for the public too view the historically significant vessels of the Central Alliance. Of course these vessels that are being retired will not occur until enough of the new Light Cruisers are built to replace them.
Model Type: CA-LCr-01
Vehicle Type: Light Cruiser
Crew: 175 Brains of Cyborg Warriors
Officers: 25
Enlisted: 150
Troops: 225
Marines: 200 Cyborg Marines
Fighter Pilots: 25
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 16 equal to silver hawks
Fighters: 16 Steelhawks equal to black eagles
Miscellaneous: 2 assault shuttles, 1 standard shuttles
MDC by Location:
Main Body: 20,000
Variable Force Field: 4,000 per side, 24,000 total
Bridge: 5,000
Auxiallery Bridge: 1000
Main Engines: 8,000 (1/3 of the ship)
Hanger Bay: 6000
Outer Hull: 300
Inner Hull: 200
Triple Barreled 20cm Particle Beam Turrets: (5) 1500 each
8cm Heavy Rail Guns: (2) 1000 each
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (8) 300 each
Cruise Missile Batteries: (1) 1000 each
Long Ranged Missile Launchers: (2) 750 each
Mini Missile Launchers: (6) 200 each
Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1.085 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 400 per hour
Star Drive: It can travel at 6 light years per hour.
Maximum Range: Effectively unlimited by either drive system. It varies enough supplies for it remain on patrol for about 5 years with its crew of cyborgs.
Statistical Data:
Length: 656 feet long (201.9 meters)
Height: 112 feet tall (34.5 meters)
Width: 200 feet at the widest point (61.5 meters)
Mass / Weight: 95,000 Tons
Power System: Anti-matter with a 50 year lifespan.
Cargo: 1000 tons
Market Cost: They cost approximately 1,175,000,000 at the time they were built.
Weapon Systems:
1) Dual 20cm Heavy Particle Beam Turrets (5)
Mega Damage: 2D6 X 100 for one Battery or 4D6 X 100 for two batteries
Range: 70,000 miles in space or 70 miles in an atmosphere.
Rate of fire: maximum of 2X per melee.
Payload: unlimited
2) Heavy Mass Driver Cannons 8cm (2)
Mega Damage: 2D6 X 100 + 200
Range: 10,000 miles in space and 10 miles in an atmosphere
Rate of Fire: 4X per melee
Payload: 100 rounds per cannon (more in the cargo hold)
3) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets (8)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun
Point Defense Lasers (8)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited
Note: For total damage on one target add both weapons mega damage.
4) Cruise Missile Batteries (1)
Mega Damage: By missile type (But usually 4D6 X 100)
Range: 4,000,000 miles in Space or 8000 miles in an atmosphere
Rate of Fire: 1, 2, 4, 8,16 or 32 / battery per melee
Payload: 32 cruise missiles per Battery (5 reloads for a total of 160)
6) Long Range Missile Batteries (2)
Mega Damage: 2d4 X 100
Range: 1,800,000 miles in Space and 3400 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / battery per melee
Payload: 32 Missiles per battery (15 reloads for a total of 960)
7) Mini Missile Launchers (6)
Mega Damage: 1D6 X 10 or 1D4 X 10
Range: 100 miles in Space or 2 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32
Payload: 128 per launcher (cargo hold contains many reloads of mini missiles)
It carries all of the standard sensor systems found on every major powers naval vessel.
Posted: Sat Jun 09, 2007 2:32 am
by Aramanthus
I know some of you don't like to mess with the ranges. I've already adjusted the ranges on all of the ships from Phase World.
But we are talking about a space opera rpg here, not throwing sticks and stones. The ranges PB used were way out of line with a tech base that was hundreds of years ahead of us. Even ST as much as I dispise it has ranges for it's weapons in tens of thousands of miles. Babylon 5 and Star Wars all have ranges way beyond 100 miles.
I'll continue to use and post in the method I perfer. It works fine in my game! Anyway I hope you all enjoy them as much as you do.
Posted: Sat Jun 09, 2007 10:58 am
by taalismn
The CCW Naval Analysts in the Anvil Galaxy look at the new ships coming out of the Central Alliance and start worrying...
The Kreeghor just think"Big military spending, ailing economy...not a problem...plenty of new toys to play with when we conquer their piddling little kingdom..."
Golgans: "Those cyborg barbarians are up to no good....just as we always said they were..."
Posted: Sat Jun 09, 2007 3:58 pm
by Aramanthus
Remember some of those were supposed to have been their original fleet. Therefore they are doing a complete system wide upgrade to keep up with the rest of the galaxy.
And I've still got a few more small ships to create for the Central Alliance. And after that I"m going to pound out the Golgan Republik fleet.
I promised all of these like over a year ago.
Posted: Sat Jun 09, 2007 8:11 pm
by taalismn
It will be interestinh to see how the various versions of Golgan ships and the l;ike stack up against the eventual Three Galaxies:Fleets(which I don't expect to see this year, but I'm hoping to be surprised by..)
I kinda see them as analogus to Soviet Naval vessels...showy, with lots of guns dripping off them, but churned out by the lowest bidder/vassal states(who thus start off using the same designs when they break away from the Republik), and thus lacking endurance...The Golgans tend to use their ships with a fanatical enthusiasm, however, and their Zebuloid loyalists give them a serious edge in individual encounters...
Posted: Sun Jun 10, 2007 1:07 am
by devillin
Aramanthus wrote:I know some of you don't like to mess with the ranges. I've already adjusted the ranges on all of the ships from Phase World.
I'll continue to use and post in the method I perfer. It works fine in my game! Anyway I hope you all enjoy them as much as you do.
Ehh, don't worry about it. I use the same ranges for my game as well. They make more sense, and they are in line with Palladium's earlier products which did have realistic ranges and sublight speeds.
Posted: Sun Jun 10, 2007 4:06 am
by Aramanthus
I'm really hoping to make more progress next week during work. This weekend is still busy with gaming going on.
Posted: Sun Jun 10, 2007 9:56 pm
by taalismn
The 'Armitage' class?
Is that an homage to Naomi Armitage?
Posted: Mon Jun 11, 2007 12:46 am
by Aramanthus
It's either her or a guy in Massachusetts.
Posted: Mon Jun 11, 2007 1:58 am
by KLM
Armitage:
Somehow I suspect influence from Gibson's: Neuromancer.
CA ships:
Well... We have rather accurate data about the capital
(BS, carrier, dread) force of the TGE and the CCW. Given
that the CA is just a few dozen neo-barbaric planets
their space fleet should not be in league with those
two major players. Yet...
20 Merrimack's and 9 Aneeus vs. the TGE's 23 Doombringers
is a roughly even match.
Which is quite interesting, since the FWC manages to
be in existence due its sole "liberated" Dreadnought
- the Hopebringer.
Truth to be told, if someone bothered to read my
"military spending" topic, then it is entirely possible
for such a fourth league player, like the CA to field
and maintain such a fleet.
viewtopic.php?t=48533&postdays=0&postorder=asc&&start=0
Just - in this case - the TGE and CAF major warships
do need a serious upgrade, preferably statwise,
and not numberwise.
Another of my problems is that IMO the world's now
consisting the CA first separated from the Golgan Republik,
and then - after a few decades, maybe as much as
a century or two - they were united (and not all of them!)
by one semi-barbaric warlord.
So, as I understand, no direct fighting were between the
CA and the Golgan Republic (maybe some border skirmishes).
The third issue are the tachyon guns. Fit like 2 of them on
an assault shuttle and - voila (sp) - instant LZ. A few shot
from them will clear (or level) more area than the whole
payload of the Rain of Death assault shuttle.
The only - remotely - comparable weapon is the Death
Cloud Cannon from the Arcane MkII, which is the main
gun of a rather heavy frigate.
With that said,
Good Job!
Adios
KLM
Posted: Mon Jun 11, 2007 10:13 pm
by Aramanthus
Hey KLM,
I have expanded numbers for my Phase World Fleets. So those numbers that are from the book are way way out of date in my game. So the numbers I use are in line with my game! I not only use Kitsune's number but I've added my own and I've added other sources I've found out on the net.
Sorry if my number aren't cannon as far as You are concerned, but those numbers that are considered cannon are way off.
Aramanthus
Posted: Mon Jun 11, 2007 10:14 pm
by Aramanthus
Name of Class: Entebbiah
History: This class is being produced by the StarForges group to help update the naval capabilities of the Central Alliance. These ships will become more common as time passes. For its size, if is a good design. As a matter of fact StarForge had already proposed that they build this ship to resemble the older Ariuch class of Escort Carriers. The only difference is that the Entebbiah is larger by a significant amount.
She has great capabilities to launch and recover her fighters in some of the any condition. She was built to be able to launch her entire compliment within one minute from arriving in the combat zone. She is built to help escort slower moving convoys from place to place. She is built along a similar line of thought when comparing the older carriers to the newer ones built by StarForge. She hangers are built along the lines of the larger carriers when it comes to housing her fighters. The actually main hanger is a vast structure designed to house all of her craft. The area has many bulkheads and specialized bulkhead doorways designed to slam shut in the event of a hull breach. It has four launch bays from which it can launch it’s fighters into combat. It has limited armor and shields. They are designed to keep it out of harms way if a Commander should make a mistake and enter a combat zone. The weapons are also fairly limited in their scale, so most smart commanders know better than to try and charge their ship thru a combat zone. The ship is equipped with 16cm laser cannons, pds turrets, long range missile launchers, medium missile launchers and it has two tachyon scatterguns.
Notes on production of this class. Since StarForge began the construction of these ships for the Central Alliance. During the overall production of this class forty will be constructed. At this time six vessels have finished their final work up, the “Entebbiah” is the name ship of the class. It was named for a cyborg fighter pilot, who rose thru the ranks to become a wing commander. He sacrificed himself during a slaver raid being made by the Splogorth, he managed to take out the command ship of the raiding force. He was awarded the highest honor the Central Alliance posthumously.
Model Type: CA-ECV-01
Vehicle Type: Escort Carrier (Escort Carrier)
Crew: 400 Brains of Cyborg Warriors + 500 additional cyborgs for other various functions
Officers: 50
Enlisted: 350 + 500 additional Cyborgs
Troops: 260
Marines: 200
Fighter Pilots: 60
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 60 equal to silver hawks
Fighters: 50 Steelhawks equal to black eagles
Miscellaneous: 4 Shuttles
MDC By Location:
Main Body: 10,000
Variable Force Field: 3,000 each (9,000 total)
Bridge: 2000
Auxiliary Bridge: 1000
Main Engines: (4) 3500 each
Secondary Engines: (2) 1000 Each
Hanger Bay: (4) 4000 each
Outer Hull: 250
Inner Hull: 125
16cm Laser batteries (3) 1000 each
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (8) 300 each
Long Range Missile Launchers (2) 250 each
Medium Missile Launchers: (6) 400 each
Tachyon Scatterguns: (2) 200 each
Speed:
Driving on Ground: Not Possible.
Sublight: 60% speed of light Acceleration / Deceleration 0.945% speed of light
Star Drive: It can travel at 5 light years per hour.
Atmospheric Propulsion: 400 per hour
Maximum Range: Unlimited But has 3 years of consumables.
Statistical Data:
Length: 599 feet (184.3 meters long)
Height: 220 feet (67.7 meters high)
Width: 285 feet (87.7 meters wide)
Mass / Weight: 115,000 tons
Power System: AntiMatter (50 years)
Cargo: 4000 tons
Market Cost: 997,000,000 Universal Credits
Weapon Systems:
1) 16 cm Laser Batteries (3)
Mega Damage: 1D6 X 500 for one Battery or 2D6 X 500 for two batteries firing on one target.
Range: 100,000 miles in space or 100 miles in an atmosphere.
Rate of fire: maximum of 2X per melee.
Payload: unlimited
2) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets (8)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun
Point Defense Lasers (10)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited
Note: For total damage on one target add both weapons mega damage.
3) Long Range Missile Batteries (2) Missile has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than any starship). Since star ships will no longer engage at rock throwing distances, whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will still cruise unless set to self destruct but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile when dead at -25% to detect.) Long range missiles do not have minuses to hit small targets unlike cruise missiles and are all considered smart missiles. Launchers can launch on multiple targets each, and carry more reloads than standard CAF launchers.
Range: Missile range is 3400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,89700 km/9.7 light seconds) in space.
Mega-Damage & Properties: See Phase World Missiles (Fusion does 2D4x100 MDC).
Rate of fire: One at a time or in volleys of 2, 8, 10, or 20 per launcher, per melee attack.
Payload: 960 total, 24 long range missiles per launcher.
4) Medium Missile Batteries (6)
Mega Damage: By missile type
Range: 800,000 miles in an Atmosphere and 160 in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / Launcher per melee
Payload: 1920 launcher (10 reloads in the cargo hold)
5)Two (2)Tachyon Scatter Guns: The weapon systems main purpose is anti missile point defense.. Fires a wide blast that affects all targets in a cone 6.2 miles long and 3.1 miles wide in an atmosphere (Quadrupled in space). They CAN be used faster than the speed of light because Tachyons travel faster than the speed of light.
Range: 24.8 miles (40 km) with a width of 12.4 miles (20 km), range and width is one quarter in atmosphere.
Mega Damage: 2D4x10 MDC each.
Rate of fire: Maximum of four (4) times per melee each.
Payload: Effectively Unlimited.
Other Systems:
The Entebbiah has all systems standard on a Rifts Earth (Not Phase World / Three Galaxies) robot vehicle
Posted: Mon Jun 11, 2007 10:16 pm
by Aramanthus
Name of Class: Avila
History: This is a class of Destroyer that is being built by StarForges the Central Alliance. This vessel was built to defend the frontier of the Central Alliance from its enemies including the Golgan Republik. It was built to accommodate its cyborg crew.
It has a mono wedge shaped hull like the battleships and battlecruisers. Its hull is wider in the front half of the vessel than the stern half. It has several major projections from both the dorsal and minor projections from the ventral sides of the ships. These serve several roles, one of which is for it provides the basis for the sensors systems. The ECM and the ECCM are also mounted in the conning towers on this class. It has two massive engines that allows propels it along at what is consider quick for a ship of its size and mass.
It is heavily armed for a Destroyer built for the Central Alliance to continue to protect its distant outpost. The main weapons are three turrets containing dual barreled 20cm laser cannons, one is mounted on either side of the hull, and the third battery is mounted on the ventral side. The ship also mounts two 8cm Heavy Mass Driver cannons in casemates, two to a side. The vessel has 6 dual particle beams and railguns organized into ball turrets for point defense. It has four long range missile launchers, two launcher ventrally located and the other two being dorsally located. Instead of mini missiles the class is equipped with four medium missile launchers. The class also is equipped with 2 tachyon scatterguns. The Avila is also equipped with 4 Steelhawk fighters which are equal to the Black Eagle fighter. It is also equipped with 10 power armor in the marine armory.
The class is very heavily armored, although by Three Galaxy’s standards it considered at the top armor level to remain in the category with Destroyers, its shields are considered heavy, and like its armor it's still up to the standards of the modern Destroyer. There are going to be 250 to 300 of this class to be built by StarForge. At present there are 25 of these destroyers serving at the present time.
This class is being built with a variant already in its initial production run. This variant has a single 50cm heavy laser located on the bow just below the centerline. This variant will be built one out of every three normal Avila’s being built. This is to provide the class with heavy firepower for hunting heavy warships in packs. It’ll also allow them to hurt raiders and pirates who come in jury rigged pirate cruisers.
Model Type: CA-DD-01
Vehicle Type: Destroyer
Crew: 100 Brains of Cyborg Warriors
Officers: 15
Enlisted: 85
Troops: 110
Marines: 100 Cyborg Marines
Fighter Pilots: 10
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 80 equal to silver hawks
Fighters: 4 Steelhawks equal to Black Eagles
Miscellaneous: 2 assault shuttles, 1 standard shuttles
MDC by Location:
Main Body: 10,000
Variable Force Field: 2000 per side,(10,000 in total)
Bridge: 2000
Auxiallery Bridge: 1000
Main Engines: 3000 (1/3 of the ship)
Hanger Bay: 1500
Outer Hull: 300
Inner Hull: 200
Triple Barreled 20cm Particle Beam Turrets: (3)2000 each
8cm Heavy Rail Guns: (2) 1000 each
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (6)300 each
Tachyon Scatterguns: (2)200 each
Long Ranged Missile Launchers: (4)750 each
Medium Missile Launchers: (4) 200 each
Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1.175 Percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 400 per hour
Star Drive: It can travel at 7 light years per hour.
Maximum Range: Effectively unlimited by either drive system. It varies enough supplies for it remain on patrol for about 5 years with its crew of cyborgs.
Statistical Data:
Length: 500 feet long (153.9 Meters)
Height: 245 feet tall (75.4 meters)
Width: 220 feet at the widest point (67.7 meters)
Mass / Weight: 15,000 Tons
Power System: Anti-matter with a 50 year lifespan.
Cargo: 4000 tons
Market Cost: They cost approximately 550,000,000 for each unit as it reaches completion.
Weapon Systems:
1) 20cm Heavy Laser Batteries (Dual barreled) (3)
Mega damage: 2D6X100 per battery. 4D6X100 for both batteries on the same target. 6D6X100 for three batteries hitting the same target.
Range: 100,000 miles in Space and 100 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited
2) Heavy Mass Driver Cannons 8cm (2)
Mega Damage: 2D6 X 100 + 200
Range: 10,000 miles in space and 10 miles in an atmosphere
Rate of Fire: 4X per melee
Payload: 100 rounds per cannon (more in the cargo hold)
3) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets (6)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun
Point Defense Lasers (6)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited
Note: For total damage on one target add both weapons mega damage.
4) Two (2) Tachyon Scatterguns: The weapon systems main purpose is anti missile point defense... Fires a wide blast that affects all targets in a cone 6.2 miles long and 3.1 miles wide in an atmosphere (Quadrupled in space). They CAN be used faster than the speed of light because Tachyons travel faster than the speed of light.
Range: 24.8 miles (40 km) with a width of 12.4 miles (20 km), range and width is one quarter in atmosphere.
Mega Damage: 2D4x10 MDC each.
Rate of fire: Maximum of four (4) times per melee each.
Payload: Effectively Unlimited.
5) Long Range Missile Batteries (4)
Mega Damage: 2d4 X 100
Range: 1,800,000 miles in Space and 3400 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / battery per melee
Payload: 32 Missiles per battery (10 reloads for a total of 640)
6) Medium Missile Batteries (4)
Mega Damage: By missile type
Range: 800,000 miles in an Atmosphere and 160 in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / Launcher per melee
Payload: 320 per launcher (15 reloads in the cargo hold)
7)50cm Heavy Particle Beam Batteries
Mega damage: 2D8X1000 per battery.
Range: 70,000 miles in Space and 70 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited (limited to Avila Variant)
It carries all of the standard sensor systems found on every major powers naval vessel.
Posted: Mon Jun 11, 2007 10:17 pm
by Aramanthus
Name of Class: Belconis
History: This is a class of Destroyer that was built as soon as the Central Alliance had won its freedom from the Golgan Republik. This vessel was built to defend the frontier of the newly freed Central Alliance from its enemies, including the Golgan Republik. It was built to accommodate its cyborg crew.
It has a mono wedge shaped hull unlike the capital ships. It has various antenna from both its ventral and dorsal sections. These serve several roles, one of which is for missile batteries weapon platforms for the ship. Another it provides the basis for the sensors systems. The ECM and the ECCM are also mounted in the conning towers on this class. It has two massive engines that allows propels it along at what is consider quick for a ship of its size and mass.
It is heavily armed for a Destroyer built after the Central Alliance won its freedom from the Golgan Republik. The class’s main weapons are 3 turrets containing dual barreled heavy 20cm heavy Particle beam cannons. There are two of these turrets are on the dorsal side of the class. There is one of these turrets on the ventral side of the Destroyer. The vessel has 6 dual particle beam and railguns organized into ball turrets for point defense. It has four long range missile launchers located on the conning towers. It has four launchers with two being ventral and two being dorsal, located on the conning towers. The Belconis does not carry any fighters of any type. It is also equipped with 10 power armor from its marine armory.
The class has served in every major engagement that the Central Alliance fleet has fought. Overall the class stands almost in the center among Destroyers in the three galaxies. There were 200 of this class originally built. There are still 142 still serving with the Central Alliance at present time. One of the class will be retired to become a museum for the public too view the historically significant vessels of the Central Alliance. Of course these vessels that are being retired will not occur until enough of the new Destroyers built to replace them.
Model Type: CA-DD-01
Vehicle Type: Destroyer
Crew: 100 Brains of Cyborg Warriors
Officers: 15
Enlisted: 85
Troops: 100
Marines: 100 Cyborg Marines
Fighter Pilots: 0
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 10 equal to silver hawks
Fighters:
Miscellaneous: 2 assault shuttles, 1 standard shuttles
MDC by Location:
Main Body: 3000
Variable Force Field: 1000 per side, 6000 total
Bridge: 750
Auxiallery Bridge: 500
Main Engines: 500
Hanger Bay: 500
Outer Hull: 300
Inner Hull: 200
Triple Barreled 20cm Particle Beam Turrets: (3)1500 each
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (6) 300 each
Long Ranged Missile Launchers: (4) 750 Each
Mini Missile Launchers: (6) 200 each
Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1.085 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 400 per hour
Star Drive: It can travel at 6 light years per hour.
Maximum Range: Effectively unlimited by either drive system. It carries enough supplies to remain on patrol for about 5 years because its crew is cyborgs.
Statistical Data:
Length: 440feet long (135.4 meters)
Height: 100 Feet tall (30.8 meters)
Width: 150 feet at the widest point. (45.2 meters)
Mass / Weight: 7500 Tons
Power System: Anti-matter with a 50 year lifespan.
Cargo: 400 Tons
Market Cost: They cost approximately 350,000,000 at the time they were built.
Weapon Systems:
1) Dual 20cm Heavy Particle Beam Turrets (3)
Mega Damage: 2D6 X 100 for one Battery or 4D6 X 100 for two batteries
Range: 70,000 miles in space or 70 miles in an atmosphere.
Rate of fire: maximum of 2X per melee.
Payload: unlimited
2) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets (6)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun
Point Defense Lasers (6)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited
Note: For total damage on one target add both weapons mega damage.
3) Long Range Missile Batteries (4)
Mega Damage: 2d4 X 100
Range: 1,800,000 miles in Space and 3400 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / battery per melee
Payload: 32 Missiles per battery (15 reloads for a total of 1820)
4) Mini Missile Launchers (6)
Mega Damage: 1D6 X 10 or 1D4 X 10
Range: 100 miles in Space or 2 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32
Payload: 128 per launcher (cargo hold contains many reloads of mini missiles)
It carries all of the standard sensor systems found on every major powers naval vessel.
Posted: Mon Jun 11, 2007 10:20 pm
by Aramanthus
Name of Class: Broome
History: This is a class of Corvette that is being built by StarForges the Central Alliance. This vessel was built to defend the systems of the Central Alliance from its enemies including the Golgan Republik. It was built to accommodate its cyborg crew.
It has a mono wedge shaped hull like the Destroyers. Its hull is wider in the front half of the vessel than the stern half. The ECM and the ECCM are also mounted in the conning towers on this class. It has two massive engines that allows propels it along at what is consider quick for a ship of its size and mass.
It is heavily armed for a Corvette built for the Central Alliance to continue to protect its distant outpost. The main weapon is its cruise missile launcher. This is located on the bow of the class. The vessel has 4 dual particle beam and railguns organized into ball turrets for point defense. Instead of mini missiles the class is equipped with four medium missile launchers. The class also is equipped with 2 tachyon scatterguns.
The class is very heavily armored, although by Three Galaxy’s standards it considered at the top armor level to remain in the category with Corvettes, its shields are considered heavy, and like its armor it's still up to the standards of the modern Corvette. There are going to be 300 of this class to be built by StarForge. At present there are 45 of these vessels serving at the present time.
Model Type: CA-CRVT-01
Vehicle Type: Corvette
Crew: 25 Brains of Cyborg Warriors
Officers: 5
Enlisted: 15
Troops: 20
Marines: 20 Cyborg Warriors
Fighter Pilots:
Vehicle, Robots & Power Armor:
Robots:
Power Armors:
Fighters:
Miscellaneous:
MDC by Location:
Main Body: 2000
Variable Force Field: 600 per side,(2400 in total)
Bridge: 500
Main Engines: 800(1/3 of the ship)
Hanger Bay:
Outer Hull: 300
Inner Hull: 200
Cruise Missile Batteries: 800
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (4) 300 each
Tachyon Scatterguns: (2)200 each
Medium Missile Launchers: (4) 200 each
Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1.25 Percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 600 miles per hour
Star Drive: It can travel at 7 light years per hour.
Maximum Range: Effectively unlimited by either drive system. It varies enough supplies for it remain on patrol for about 1 year with its crew of cyborgs.
Statistical Data:
Length: 300 feet long (92.3 meters)
Height: 100 Feet tall (30.8 meters)
Width: 170 feet at the widest point (52.3 meters)
Mass / Weight: 1900 Tons
Power System: Anti-matter with a 50 year lifespan.
Cargo: 100 tons
Market Cost: They cost approximately 120,000,000 for each unit as it reaches completion.
Weapon Systems:
1) Cruise Missile Battery
Mega Damage: By missile type (But usually 4D6 X 100)
Range: 4,000,000 miles in Space or 8000 miles in an atmosphere
Rate of Fire: 1, 2, 4, 8 / battery per melee
Payload: 8 cruise missiles per Battery (5 reloads for a total of 40)
2) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets (4)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun
Point Defense Lasers (4)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited
Note: For total damage on one target add both weapons mega damage.
3) Two (2) Tachyon Scatterguns: The weapon systems main purpose is anti missile point defense... Fires a wide blast that affects all targets in a cone 6.2 miles long and 3.1 miles wide in an atmosphere (Quadrupled in space). They CAN be used faster than the speed of light because Tachyons travel faster than the speed of light.
Range: 24.8 miles (40 km) with a width of 12.4 miles (20 km), range and width is one quarter in atmosphere.
Mega Damage: 2D4x10 MDC each.
Rate of fire: Maximum of four (4) times per melee each.
Payload: Effectively Unlimited.
4) Medium Missile Batteries (4)
Mega Damage: By missile type
Range: 800,000 miles in an Atmosphere and 160 in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / Launcher per melee
Payload: 320 per launcher (15 reloads in the cargo hold)
It carries all of the standard sensor systems found on every major powers naval vessel.
Posted: Mon Jun 11, 2007 11:18 pm
by taalismn
I am reminded of an old TV ad for the board game "Risk" that pits Alexander the Great, Caesar, and Napoleon against...Dave Johnson, Joe Average....
Dave's wiping the board with the great generals...Napoleon's in schock, Alexander's just grimacing in rage...Caesar beseeches the fourth wall;
"CAN NOTHING STOP THIS MAN?!"
That sums up my feelings about now