Page 15 of 59

Posted: Tue Jun 12, 2007 1:09 am
by Aramanthus
I've still have like 17 more designs to do in the next couple of weeks. Of course I'll be building as fast as I can.

Posted: Tue Jun 12, 2007 2:59 am
by KLM
Aramanthus wrote: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 So those numbers that are from the book are way way out of date in my game.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


No problem, post those data too and I forgive. :fool:

Seriously: post those too.

Adios
KLM

Posted: Tue Jun 12, 2007 9:23 pm
by taalismn
Hey, it's space opera...E.E. 'Doc' Smith only had two galaxies to play with, and he had armadas of fleets of fleets of fleets of ships(and his people lacked modern superconductors and microchip computer systems! All vacuum tubes!).

Posted: Wed Jun 13, 2007 12:54 am
by Aramanthus
Name of Class: Ramsey
History: This is a class of Patrol boat 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. The vessel is designed to keep the planetary systems safe from various pirates and raiders.
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.
One thing of note about the class is that it will not have a FTL star drive, therefore limiting it too one system.
It is heavily armed for a Patrol boat built for the Central Alliance to continue to protect its distant outpost. The main weapon is its two 10cm laser cannons located at the wing roots. It has a single cruise missile launcher located on its dorsal surface. The vessel has 2 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 Patrol boats, its shields are considered heavy, and like its armor it's still up to the standards of the modern Patrol boat. There are going to be 600 of this class to be built by StarForge. At present there are 85 of these vessels serving at the present time.


Model Type: CA-PB-01
Vehicle Type: Patrol boat
Crew: 10 Cyborg Warriors
Officers: 1
Enlisted: 9
Troops: 10
Marines: 10 Cyborg Warriors
Fighter Pilots:
Vehicle, Robots & Power Armor:
Robots:
Power Armors:
Fighters:
Miscellaneous:
MDC by Location:
Main Body: 3200
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
10cm Particle Beam Cannons: (2) 1000 each
Cruise Missile Batteries: 800
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (2) 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 has no FTL CG drive.
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: 240 feet long (73.9 meters)
Height: 65 Feet tall (20 meters)
Width: 85 feet at the widest point (26.2 meters)
Mass / Weight: 2150 Tons
Power System: Anti-matter with a 50 year lifespan.
Cargo: 100 tons
Market Cost: They cost approximately 150,000,000 for each unit as it reaches completion.
Weapon Systems:
1) Support Particle Beam Cannons 10cm (2)
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

2) 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 (8 reloads for a total of 64)

3) Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets (2)
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 (2)
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) 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: Wed Jun 13, 2007 1:00 am
by Aramanthus
The Central Alliance fleet systemwide upgrade and overhaul. The Central Alliance fleet has defended the Central Alliance Territories since its foundation many years ago. And it has remained stagnated since that time until the people from StarForge contacted them. They showed us a few examples of their work and the admirals liked what they saw. StarForge worked with the Star Navy to make sure they had outlined what the Central Alliance needed to bring their fleet into the modern age. The Central Alliance has since the upgrade of their systems were announced over a year ago made sure that their diplomatics service tried to ensure they have no territorial growth aspirations to both the major powers, but also to the smaller powers.
The Admirality said that this update is needed simply to contain the growing piracy that is happening in the outer regions of the Central Alliance. This will also allow them to provide a fast reaction force in case of invasion. ::::Newscaster from Omninews...... "Of course we know the Central Alliance are referring to the "Golgan Republik".:::
The balance of our forces will still be located at bases well within the Central Alliance. The chart will indicate what the fleet had in it at one time. It will also indicate what we have presently, what the fleet will be like in the future after the present readjustments are made. It will start with the carriers and work its way thru the various other classes that in the fleet after the carriers.

Class Original Fleet Presently Serving Projected Serving
Nebukan Fleet Carrier 0 1 12
Aneeus Carrier (Old) 10 9 9
Armitage Light Carrier 0 3 20
Ariuch Light Carrier (Old) 15 10 10
Entebbiah Escort Carrier 0 6 40
Mastadon Battleship 0 2 20
Merrimack Battleship (old) 18 13 12
Olivero Battlecruiser 0 3 35
Octogon Battlecruiser (old) 25 18 18
Kreig Pocket Battleship 0 3 45
Lutkus Heavy Cruiser 0 5 60
McGraddee Heavy Cruiser (old) 33 19 17
Eliades Light Cruiser 0 10 85
Wiesneeth Light Cruiser (old) 55 31 25
Avila Destroyer 0 25 250 - 300
Belconis Destroyer (old) 200 142 141
Broome Corvette 0 45 300
Ramsey System Patrol Boat 0 85 600+

Posted: Wed Jun 13, 2007 1:01 am
by Aramanthus
Name of Class: Neibaur
History: Designed as a fleet command ship, the Neibaur was lead of a new kind warship. And one was all the Golgan Republik was willing to pay for! Her carrying capacity was unrivaled for her time, with more than a half-dozen landing bays for several hundred star fighters, two hundred plus being the planned operational capacity, with ample room for additional squadrons in emergencies.
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 five minutes from arriving in the combat zone; that is if every launch system is operational. When the launch facilities are down it might take her over 25 minutes just too launch her fighters. The class has several hanger bays which are independent of each other in case one gets destroyed. It has limited armor and shields. Once in awhile certain flaws are revealed. 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 the Golgan’s began the construction of the ships for the Golgan Republik. There were 40 of this class built at the peak of the Golgan Republik’s power. Over the centuries this class has suffered its share of causalities. At present there are still 20 serving the Republik. There are 5 in reserve, although a better way of describing these 5 ships is that they are under a serious overhaul after finding out that the material used for the keels was seriously flawed material. The Golgan Republik will get these five vessels operational, no matter the cost.
Note on the class. At least 2 of this class had their fighter fueling tanks being located right under a certain part of the flight deck. All it took was a hard landing at that spot to start the show. It was shown to the admiralty that there needed to be a correction for this problem. So they sent all of the ships thru to the same manufacturer who was supposed to repair this flaw. They supposedly repaired this flaw. But there haven’t been enough test to truly test. Some rumors say that the manufacturer put thick sheets of laminated wood under the deck to insulate and isolate the problem. Because of everything that happens in the Golgan Republik, it makes it difficult to check up on some people’s work.


Model Type: GR-FCV-01
Vehicle Type: Fleet Carrier (Fleet Carrier)
Crew: 2850
Officers: 300
Enlisted: 2550
Troops: 2000
Marines: 1650
Fighter Pilots: 350
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 300 equal to silver hawks
Fighters: 300 equal to black eagles
Miscellaneous: 10 Shuttles + 4 assault shuttles
MDC by Location:
Main Body: 90,000
Variable Force Field: 5,000 each (30,000 total)
Bridge: 20,000
Flag Bridge: 12,500
Main Engines: (6) 20,000 each
Secondary Engines: (2) 10,000 Each
Hanger Bay: (6) 25,000 each
Outer Hull: 250
Inner Hull: 125
16cm Laser batteries (6) 1000 each
Point Defense System G-Railguns: (16) 150 each
Hi-Lasers: (16) 150 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 0.925% 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: 5512 feet (1696 meters)
Height: 400 feet (123.1 meters)
Width: 330 feet (101.6 meters)
Mass / Weight: 12.63 million tons
Power System: AntiMatter (50 years)
Cargo: 85,000 tons
Market Cost: 10,500,000,000 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) Point Defense System G-Railguns (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

3) 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

4) 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.

5) 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)

6) 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 Neibaur has all systems standard on a Rifts Earth (Not Phase World / Three Galaxies) robot vehicle

Posted: Wed Jun 13, 2007 1:03 am
by Aramanthus
Name of Class: Grudzinsky
History: She was one of first carrier built for the Golgan Republik. They have the distinction of being the carrier no one ever wants to serve on. Early in the Republik’s earliest days it was considered a fine placement for a young commander. Now that these ships have been serving for hundreds of years they are not the command they once were. You have to be careful about being to close to the airlocks if you want to lean against the bulkhead in several of these old vessels, since there is the slightest chance the airlock might just open up and flush the corridor into space. And that doesn’t include the rumors of certain ships being infested by vermin, enough to eat a crewman who has fallen asleep without setting the proper precautions before relaxing.
She has poor capabilities to launch and recover her fighters in some of the roughest conditions. She was built to be able to launch her entire compliment in around 15 minutes after arriving in the combat zone. It usually takes this class as mush as 45 minutes to launch her entire compliment. 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 16cm laser cannons, pds turrets, long range missile launchers, mini missile launchers.
Notes: on production of this class. Since the foundation of the Golgan Republik navy began the construction of the ships, this class has been a mainstay for the fleet. There were originally 65 of this class built for the Republik, and after all this time serving there are still 25 functioning. At this time all 25 will continue to serve with the fleet for the fore-seeable future. There is going to be 10 in the reserve. Although rumors are these ten have the most problems with the airlocks and some of them have vermin problems. And they are in yards trying to correct the problem that these ships have developed over the years.


Model Type: GR-CV-010a
Vehicle Type: Carrier ( Carrier)
Crew: 2100
Officers: 100
Enlisted: 2000
Troops: 2000
Marines: 1700
Fighter Pilots: 300
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 300 equal to silver hawks
Fighters: 200 equal to black eagles
Miscellaneous: 10 Shuttles + 4 assault shuttles
MDC by Location:
Main Body: 75,000
Variable Force Field: 5,000 each (30,000 total)
Bridge: 15,000
Auxiliary Bridge: 10,000
Main Engines: (4) 25,000 each
Secondary Engines: (2) 20,000 Each
Hanger Bay: (6) 30,000 each
Outer Hull: 250
Inner Hull: 125
16cm Laser batteries (4) 1000 each
Point Defense System G-Railguns: (12) 150 each
Hi-Lasers: (12) 150 each
Long Range Missile Launchers (4) 250 each
Medium Missile Launchers: (4) 400 each
Mini Missile Launchers: (12) 200 each

Speed:
Driving on Ground: Not Possible.
Sublight: 60% speed of light Acceleration / Deceleration 0.965% 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: 4802 feet (1477.5 meters long)
Height: 320 feet (98.5 meters high)
Width: 750 feet at the widest point (230.8 meters wide)
Mass / Weight: 9.27 million tons
Power System: AntiMatter (50 years)
Cargo: 55,000 tons
Market Cost: 8,500,000,000 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) Point Defense System G-Railguns (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

3) 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


4) 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.

5) 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: 2880 per launcher (15 reloads in the cargo hold)


6) 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 Grudzinsky has all systems standard on a Rifts Earth (Not Phase World / Three Galaxies) robot vehicle

Posted: Wed Jun 13, 2007 1:07 am
by Aramanthus
I love the "Lensmen Series" Taalismn! I read it years ago. Someday I have to find my copies.

Posted: Wed Jun 13, 2007 5:59 pm
by taalismn
Aramanthus wrote:I love the "Lensmen Series" Taalismn! I read it years ago. Someday I have to find my copies.


Dreadnoughts, superdreadnoughts, maulers, super-maulers, mobile planets, sunbeams...Ah, I remember those heady days of fighting Boskone myself!

Posted: Wed Jun 13, 2007 11:06 pm
by Aramanthus
Name of Class: Sikora
History: She was the one of the first Light Carrier built for the Golgan Republik after the foundation of the Republik. This class has been in service for well over four hundred years. They do have the distinction of being the first carrier of its class in the three galaxies. Unlike the Grudzinsky, this class is still a desired command. Although it does have its share of little flaws. One flaw is that occasionally the ships navigational computer glitches for unknown reasons and the crews sometimes find themselves coming out of FTL in a system where they aren’t suppose to be entering. And once they enter the system they usually find something that isn’t supposed to be there which allows them to correct a problematic situation. In one example of this strange luck, a member of this class came out on top of a small pirate force that were about to have their way with some Golgan Republik freighters. Needless to say the pirates ended up paying for their crimes.
She has good 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 ten 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 ship is equipped with 16cm laser cannons, pds lasers and railguns, long range missile launchers, mini missile launchers.
Notes: on production of this class. Since the Golgan Republik first built this class the navy has used this class as one of the first responders to local crisis. There were originally eighty of this class built for the Republik. At present there are 35 of the class, the shipyards have been gearing up in the last year to build a few more of this class. There are ten in the reserve fleet; these ones have seen a lot of action and have been laid up while they are given a complete overhaul to every system on the ship. This will take several years for this process to be completed. There have been some rumblings within the Republik to have several more of this class to be built, since it has a good reputation in the Republik’s Armed Forces.


Model Type: GR-LCV-01
Vehicle Type: Light Carrier (Light Carrier)
Crew: 1700
Officers: 100
Enlisted: 1600
Troops: 550
Marines: 400
Fighter Pilots: 150
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 100 equal to silver hawks
Fighters: 125 equal to black eagles
Miscellaneous: 4 Shuttles + 3 assault shuttles
MDC by Location:
Main Body: 20,000
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
16cm Laser batteries (4) 1000 each
Point Defense System G-Railguns: (10) 150 each
Hi-Lasers: (10) 150 each
Long Range Missile Launchers (4) 250 each
Medium Missile Launchers: (4) 400 each

Speed:
Driving on Ground: Not Possible.
Sublight: 60% speed of light Acceleration / Deceleration 1.125% 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: 1712 feet (526.8 meters long)
Height: 320 feet (98.5 meters high)
Width: 320 feet (98.5 meters wide)
Mass / Weight: 264,300 Tons
Power System: AntiMatter (50 years)
Cargo: 8,000 tons
Market Cost: 1,890,000,000 Universal Credits
Weapon Systems:
1) 16 cm Laser Batteries (4)
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) Point Defense System G-Railguns (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

3) 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


4) 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.

5) 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: 2880 per launcher (15 reloads in the cargo hold)



Other Systems:
The Sikora has all systems standard on a Rifts Earth (Not Phase World / Three Galaxies) robot vehicle

Posted: Wed Jun 13, 2007 11:08 pm
by Aramanthus
Name of Class: Eisenstaedt
History: This class was built to help provide fighters to convoys. This is one of the cheapest vessels the Republik has ever produced. They also have the wonderful nickname of shoehorn, since it seems like everything has to be leveraged into its frame to allow it to contain the needed equipment to operate. This class is one of those places where beings who are expected to rise in the ranks usually get their start. This way they have to deal with extremely tight quarters and being able to mentally deal with it is a priority with high command.
She has the capabilities to launch and recover her fighters under most conditions. The systems the ship runs on has certain bugs, which means operationally that they have to wait until everything is already launched or landed before being to do the other task. This was discovered early on during the first few escort carriers. The early ships were trying to do both launch and recover fighters at the same time when the system started to have serious issues. Several dozen fighters were lost with their pilots during these incidents. The naval board reviewed the system and they had the builder look thru it, still no one could identify the cause of why the ship couldn’t handle the problem. It was decided after this series of incidents that there had be a restart of the system after each operation was completed. She was originally designed to be able to launch her entire compliment within five minute from arriving in the combat zone. She is built to help escort slower moving convoys from place to place. The 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 10cm laser cannons, pds weapons, long range missile launchers, medium missile launchers.
Notes: on production of this class. This class was built in large number when it was originally built. There were originally one hundred built during at the time of construction. There are still fifty serving the fleet in various operations. There are also eleven in the reserve fleet, which are undergoing various degrees of overhauls. The class was constructed originally about two hundred years ago, and it has remained a constant of the Republik’s fleet ever since then. Of course the landing computers flaws have come to light since its construction, among the other little flaws. Another flaw with this class is that it can only have certain levels of new tech actually be installed, since it is very cramped. This class has earned the nickname “Shoehorn”, since it appears that everything is jammed into its frame. This class is so jammed that the vermin normally associated with vessels are usually hesitant to enter this class. It has been seen at certain space stations where literally ever single vermin have left the vessel. This has lead some xenobiologist to rethink the intelligence level of the supposed vermin who enter ships. So therefore the “Shoehorn’s” are generally vermin free. Of course this does cause problems for local places the ships stops a if it has any onboard.


Model Type: GR-ECV-01
Vehicle Type: Escort Carrier (Escort Carrier)
Crew: 550
Officers: 50
Enlisted: 500
Troops: 300
Marines: 240
Fighter Pilots: 60
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 50 equal to silver hawks
Fighters: 50 equal to black eagles
Miscellaneous: 3 Shuttles + 2 assault shuttles
MDC By Location:
Main Body: 8500
Variable Force Field: 1,000 each (6000 total)
Bridge: 750
Auxiliary Bridge: 500
Main Engines: (4) 950 each
Secondary Engines: (2) 500 Each
Hanger Bay: (4) 2000 each
Outer Hull: 250
Inner Hull: 125
10cm Lasers Cannons: (2) 1000 each
Point Defense System G-Railguns: (8) 150 each
Hi-Lasers: (10) 150 each
Medium Missile Launchers: (6) 400 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: 597 feet (183.7 meters long)
Height: 215 feet (66.2 meters high)
Width: 275 feet (84.7 meters wide)
Mass / Weight: 45,000 tons
Power System: AntiMatter (50 years)
Cargo: 500 tons
Market Cost: 796,000,000 Universal Credits
Weapon Systems:
1) Support Laser 10cm (2)
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

2) Point Defense System G-Railguns (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

3) 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

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)



Other Systems:
The Eisenstaedt has all systems standard on a Rifts Earth (Not Phase World / Three Galaxies) robot vehicle

Posted: Wed Jun 13, 2007 11:09 pm
by Aramanthus
Name of Class: Olshanskee
History: This is a class of Dreadnaught was built to defend the frontier of the Golgan Republik from its enemies including former members of the Republik. It is fairly powerful, although to be truthful it should be classified as a Battleship, since it’s not the equal of the Doombringer Dreadnaught. Unlike many of its contemporaries, it was built to be upgraded for many years to come. It was expected to have a service life of at least eight hundred years. The only way this would change was if some major technology bases changed the overall tech level of the major powers it would remain a mainstay of the fleet.
It has a blocky wedge shaped hull like their older Ollarzabaal class Battleship. Its hull is the same width for most of the ship. It has a spilt 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 Ollarzabaal 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 four 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 laser cannons mounted in between the split bows. Even though this weapon was introduced early in the beginning if the Golgan Republik, 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. These turrets are arranged in this manner. The bow set up is as follows two triple turrets. The stern weapons are a pair of triple turret. There are four other turrets, two on each side of the weapons on the dorsal center of the ship. These weapons are 25cm heavy laser cannons organized in dual barreled turrets. Built within six casemates on each side of the ship are six 10cm Laser cannons. The ship also mounts eight 10cm Heavy Mass Driver cannons in casemates, four to a side. The vessel has 16 dual particle beam and railguns for point defense. It has eight cruise missile launchers located in the conning towers, four in the dorsal ones and four in the ventral conning tower. It has five long range missile launchers. This is the deployment of the long range missile launchers, with two being dorsal and three being located in the ventral conning tower. And then there are 12 mini missile launchers scattered on each side of the ship. The Olshanskee is also equipped with 60 fighters equal to the Black eagle. It is also equipped with 900 power armor in its marine armory.
The class is very heavily armored, although by Three Galaxy’s standards it is considered weaker protected than the Doombringer class Dreadnaughts in armor, its shields. The Olshanskee’s are considered heavy, and like its armor it's up to the standards of the modern battleship. There were 8 of this class built. There are only five still serving with the Golgan Republik at present time. There is one of these in the reserve fleet, after it served with distinction since its construction.
Note: on this class. This class has the distinction of having been the first dreadnaughts produced by a power native to the Anvil galaxy. This class has its flaws, one of which at the worst of times the ships will go on collision courses with enemy vessels and the crews have to scramble to correct their courses. It is believed that some sort of low intellect has developed in the vessels since their construction and they are either patriotic or suicidal. There have been many studies over the years for the reason the ships do this sort of collision course adjustment and nothing has yet to fully determined beyond the theories already suggested.


Model Type: GR-Drdnt-01
Vehicle Type: Dreadnaught
Crew: 4500
Officers: 150
Enlisted: 4350
Troops: 4000
Marines: 3900
Fighter Pilots: 100
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 900 equal to silver hawks
Fighters: 60 equal to black eagles
Miscellaneous: 10 assault shuttles, 4 standard shuttles
MDC by Location:
Main Body: 375,000
Variable Force Field: 15,000 per side, 90,000 total
Bridge: 65,000
Auxiallery Bridge: 45,000
Flag Bridge: 45,000
Main Engines: 110,000 (1/3 of the ship)
Hanger Bay: 60,000
Secondary Hanger Bay: (6) 7500 each
Outer Hull: 300
Inner Hull: 200
150cm Super Heavy Laser Cannons: (2) 15,000 each
Triple Barreled 75cm Laser Turrets: (4) 9000 each
Dual Barreled 25cm Laser Turrets: (4) 1500 each
10cm Laser Cannons: (12) 1000 each
10cm Heavy Rail Guns: (8) 1000 each
Point Defense System G-Railguns: (16) 150 each
Hi-Lasers: (16) 150 each
Cruise Missile Batteries: (8) 1000 each
Long Ranged Missile Launchers: (5) 750 each
Mini Missile Launchers: (24) 200 each

Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 0. 75 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 250 per hour
Star Drive: It can travel at 5 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.
Statistical Data:
Length: 7100 feet long (2184.62 meters)
Height: 700 feet tall (215.4 meters)
Width: 850 feet at the widest point (261.6 meters)
Mass / Weight: 44,500,000 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 400,000 tons
Market Cost: They cost approximately 22,500,000,000 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) 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: 100,000 miles in Space and 100 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited

3) Dual 25cm Heavy Laser 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

4) Support Particle Beam Cannons 10cm (12)
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 10cm (8)
Mega Damage: 3D4 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) Point Defense System G-Railguns (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

7) 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


8) Cruise Missile Batteries (8)
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 4096)

9) Long Range Missile Batteries (5)
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 2400)

10) 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)



It carries all of the standard sensor systems found on every major powers naval vessel.

Posted: Wed Jun 13, 2007 11:12 pm
by Aramanthus
Name of Class: Ollarzabaal
History: This is a class of Battleship was originally built to defend the frontier of the Golgan Republik from its enemies including former members of the Republik. It is fairly powerful, although to be truthful it should be classified as a Battleship, since it’s almost the equal of the Protector Battleship. Unlike many of its contemporaries, it was built many years ago. The designers tried to make sure it would be easy to be upgraded for many years to come. It was expected to have a service life of at least two hundred years. It has served far longer than they originally projected and it’ll continue to serve for many years to come.
It has a blocky wedge shaped hull like their newer Olshanskee class Dreadnaught. Its hull is the same width for most of the ship. It has a spilt 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. 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 four 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 laser cannons mounted in the split bows. Even though this weapon was introduced early in the beginning if the Golgan Republik, 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. These turrets are arranged in this manner. The bow set up is as follows two triple turrets. The stern weapons are a pair of triple turret. There are six other turrets, two on each side of the weapons on the dorsal center of the ship and two on the ventral surface. These weapons are 25cm heavy laser cannons organized in dual barreled turrets. Built within four casemates on each side of the ship are four 10cm Laser cannons. The ship also mounts eight 10cm Heavy Mass Driver cannons in casemates, four to a side. The vessel has 12 dual particle beam and railguns for point defense. It has four cruise missile launchers located in the conning towers, two in the dorsal ones and two in the ventral conning tower. It has six long range missile launchers. This is the deployment of the long range missile launchers, with three being dorsal and three being located in the ventral conning tower. And then there are 8 mini missile launchers scattered on each side of the ship. The Ollarzabaal is also equipped with 60 fighters equal to the Black eagle. It is also equipped with 600 power armor in its marine armory.
The class is very heavily armored, although by Three Galaxy’s standards it is considered weaker protected than the Protector class Battleships in armor, its shields. The Ollarzabaal’s are considered heavy, and like its armor it's up to the standards of the modern battleship. There were 35 of this class built. There are twenty six still serving with the Golgan Republik at present time. There are four of these in the reserve fleet, after they served with distinction since their construction.
Note: on this class. These vessels have the notorious reputation for being unresponsive and slow on turning towards threats. They have over the years attempted to correct this problem with additional maneuvering contra-grav engines. Even with this adjustment the vessel still flies like a brick, sometimes into a lot of trouble.


Model Type: GR-BB-01
Vehicle Type: Battleship
Crew: 2400
Officers: 100
Enlisted: 2300
Troops: 2000
Marines: 1900
Fighter Pilots: 100
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 600 equal to silver hawks
Fighters: 60 equal to black eagles
Miscellaneous: 10 assault shuttles, 4 standard shuttles
MDC by Location:
Main Body: 225,000
Variable Force Field: 15,000 per side, 90,000 total
Bridge: 55,000
Auxiallery Bridge: 35,000
Flag Bridge: 35,000
Main Engines: 75,000 (1/3 of the ship)
Hanger Bay: 40,000
Secondary Hanger Bay: (4) 5000 each
Outer Hull: 300
Inner Hull: 200
150cm Super Heavy Laser Cannons: (2) 15,000 each
Triple Barreled 75cm Laser Turrets: (4) 9000 each
Dual Barreled 25cm Laser Turrets: (6) 1500 each
10cm Laser Cannons: (8) 1000 each
10cm Heavy Rail Guns: (8) 1000 each
Point Defense System G-Railguns: (12) 150 each
Hi-Lasers: (12) 150 each
Cruise Missile Batteries: (4) 1000 each
Long Ranged Missile Launchers: (6) 750 each
Mini Missile Launchers: (16) 200 each

Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 0. 75 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 250 per hour
Star Drive: It can travel at 5 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.
Statistical Data:
Length: 4780 feet long (1470.8 meters)
Height: 650 feet tall (200 meters)
Width: 750 feet at the widest point (230.8 meters)
Mass / Weight: 22,500,000 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 300,000 tons
Market Cost: They cost approximately 10,500,000,000 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) 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: 100,000 miles in Space and 100 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited

3) Dual 25cm Heavy Laser Turrets (6)
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 (8)
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 10cm (8)
Mega Damage: 3D4 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) Point Defense System G-Railguns (12)
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

7) Point Defense Lasers (12)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited


8) 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 (16 reloads for a total of 2048)

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 2880)

10) 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)



It carries all of the standard sensor systems found on every major powers naval vessel.

Posted: Wed Jun 13, 2007 11:18 pm
by Aramanthus
I still have more to do! I hope you all enjoy it! I can't wait to see Darkmax's eyes when he sees all of this! :) Oh yeah Taalismn< read really close to the bottom of the Golgan Republik Escort Carrier the Eisenstaedt, I put something in it which could be an Omni Newstory!

Posted: Thu Jun 14, 2007 2:34 am
by KLM
GJ :ok:

One more suggestion - damages like 8d6 could be substituted by
d4*10. Not precise, I admit, but makes numberchunching a bit
faster.

Would you just put up a "revised" Doombringer, just to scale?

Adios
KLM

Posted: Thu Jun 14, 2007 1:42 pm
by taalismn
Hmmm....working on Golgan military vehicles for my next contribution...as well backhacking some of DarkMax's designs...

Giving some thought to Central Alliance military vehicles as well...though I'm thinking they either work along the lines of William Dietz's "Legion of the Damned' where the military's vehicles are actually very large cyborgs...or else a cross between 'Road Warrior' and 'GI Joe' with lots of photogenic weapons and spare cyborg parts grafted on...

Posted: Thu Jun 14, 2007 9:53 pm
by Aramanthus
Central Alliance Fleet Revised!

The Central Alliance fleet systemwide upgrade and overhaul. The Central Alliance fleet has defended the Central Alliance Territories since its foundation many years ago. And it has remained stagnated since that time until the people from StarForge contacted them. They showed us a few examples of their work and the admirals liked what they saw. StarForge worked with the Star Navy to make sure they had outlined what the Central Alliance needed to bring their fleet into the modern age. The Central Alliance has since the upgrade of their systems were announced over a year ago made sure that their diplomatics service tried to ensure they have no territorial growth aspirations to both the major powers, but also to the smaller powers.
The Admirality said that this update is needed simply to contain the growing piracy that is happening in the outer regions of the Central Alliance. This will also allow them to provide a fast reaction force in case of invasion. ::::Newscaster from Omninews...... "Of course we know the Central Alliance are referring to the "Golgan Republik".:::
The balance of our forces will still be located at bases well within the Central Alliance. The chart will indicate what the fleet had in it at one time. It will also indicate what we have presently, what the fleet will be like in the future after the present readjustments are made. It will start with the carriers and work its way thru the various other classes that in the fleet after the carriers.

Class Original Fleet Presently Serving Projected Serving
Nebukan Fleet Carrier 0 1 12
Aneeus Carrier (Old) 10 9 9
Armitage Light Carrier 0 3 20
Ariuch Light Carrier (Old) 15 10 10
Entebbiah Escort Carrier 0 6 40
Mastadon Battleship 0 2 20
Merrimack Battleship (old) 18 13 12
Olivero Battlecruiser 0 3 35
Octogon Battlecruiser (old) 25 18 18
Kreig Pocket Battleship 0 3 45
Lutkus Heavy Cruiser 0 5 60
McGraddee Heavy Cruiser (old) 33 19 17
Eliades Light Cruiser 0 10 85
Wiesneeth Light Cruiser (old) 55 31 25
Avila Destroyer 0 25 250 - 300
Belconis Destroyer (old) 200 142 141
Broome Corvette 0 45 300
Ramsey System Patrol Boat 0 85 600+
Wotana Monitor 0 2 50

Posted: Thu Jun 14, 2007 9:54 pm
by Aramanthus
Name of Class: Wotana
History: This is a class of Monitor was originally built to defend systems of the Central Alliance from its enemies including former members of the Republik. This class is actually the newest class of defensive ships to join the fleet. It was a response to a recent raid by Splugorth slavers on a Golgan Republik system. It could almost be classified as Pocket Battleship, although to be truthful it should remain classified as a Monitor since it has no FTL system. The designers tried to make sure it would be easy to be upgraded for many years to come. This classes plans were duplicated in the almost exactly in the Central Alliance, also in defense of their systems from heavy duty raiders.
It has a wedge shaped hull like the newer Krieg Pocket Battleship. Its hull is the same fore and the aft. It has several major Projections from both the dorsal and the ventral sides of the ship. These serve several roles, one of is for the cruise missile weapon platforms for the ship. Another function is to serve as a base for the sensor systems, the ECM and the ECCM are mounted in these conning towers on this class. Four massive engines propel it along at what is considered quick for a ship of its size and mass.
It is heavily armed for its size. Its primary weapons are 2 turrets containing multiple barreled heavy 75cm heavy laser cannons. There are four other turrets; two of the weapons are on the dorsal section of the ship just aft of the conning tower, and two on the ventral surface. These weapons are 25cm heavy laser cannons organized in dual barreled turrets. Built within two casemates on each side of the ship are two 10cm Laser cannons. The ship also mounts four 10cm Heavy Mass Driver cannons in casemates, two to a side. The vessel has 8 dual particle beam and railguns for point defense. It has four cruise missile launchers located in the conning towers, two in the dorsal ones and two in the ventral conning tower. It has four long range missile launchers. The long range missile launchers have the same arrangement of the cruise missiles, with two being dorsal and two being located in the ventral conning tower. And then there are four mini missile launchers scattered on each side of the ship. The Wotana is also equipped with 24 fighters equal to the Black eagle. It is also equipped with 100 power armor in its marine armory.
The class is very heavily armed and armored, although by Three Galaxy’s standards it is considered weaker than the CCW Myrmidon class Battlecruiser in armor, its shields and firepower. The Wotana’s are considered heavy, and like its armor it's up to the standards of the modern Monitor. There are going to be fifty in this class when they are finally finished building. There are two serving with the Central Alliance at present time.
Note: on this class. These vessels are some of the newest ships in the Central Alliance’s Fleet. StarForge is assisting in this additional project.


Model Type: CA-MTR-01
Vehicle Type: Monitor
Crew: A model - 50 brains of cyborg warriors. B model - 300
Officers: A - 5; B - 50
Enlisted: A - 45; B – 250
Troops: 230
Marines: 200
Fighter Pilots: 30
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 100 equal to silver hawks
Fighters: 24 Steelhawks equal to black eagles
Miscellaneous: 2 assault shuttles, 2 standard shuttles
MDC by Location:
Main Body: 110,000
Variable Force Field: 10,000 per side, 60,000 total
Bridge: 18,000
Auxiallery Bridge: 10,000
Main Engines: 35,000 (1/3 of the ship)
Hanger Bay: (2) 5000
Outer Hull: 300
Inner Hull: 200
Triple Barreled 75cm Laser Turrets: (2) 9000 each
Dual Barreled 25cm Laser Turrets: (4) 1500 each
10cm Laser Cannons: (4) 1000 each
10cm Heavy Rail Guns: (4) 1000 each
Double Barreled PDS G-Railguns/ Hi-Lasers in Ball turrets: (8) 300 each
Cruise Missile Batteries: (4) 1000 each
Long Ranged Missile Launchers: (4) 750 each
Mini Missile Launchers: (8) 200 each

Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1. 005 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 400 per hour
Star Drive: It has no FTL drive.
Maximum Range: Effectively unlimited by either drive system. It varies enough supplies for it remain on patrol for about 5 years.
Statistical Data:
Length: 2480 feet long (763.1 meters)
Height: 300 feet tall (92.3 meters)
Width: 310 feet at the widest point (95.4 meters)
Mass / Weight: 2,320,000 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 50,000 tons in various holds.
Market Cost: They cost approximate 2,125,000,000 at the time they were built.
Weapon Systems:
1) Triple Super Heavy Laser Batteries 75cm (2)
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: 100,000 miles in Space and 100 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited



2) Dual 25cm Heavy Laser 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

3) Support laser Cannons 10cm (4)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting 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) Heavy Mass Driver Cannons 10cm (4)
Mega Damage: 3D4 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)

5 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.



6) 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 2048)

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 1920)

8) 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)



It carries all of the standard sensor systems found on every major powers naval vessel.

Posted: Thu Jun 14, 2007 9:56 pm
by Aramanthus
Name of Class: Dankowskee
History: This is a class of Monitor was originally built to defend systems of the Golgan Republik from its enemies including former members of the Republik. This class is actually the newest class of defensive ships to join the fleet. It was a response to a recent raid by Splugorth slavers. It could almost be classified as Pocket Battleship, although to be truthful it should remain classified as a Monitor since it has no FTL system. The designers tried to make sure it would be easy to be upgraded for many years to come. This class was duplicated in the almost exactly in the Central Alliance, also in defense of their systems from heavy duty raiders.
It has a wedge shaped hull like their newer Luedtke Pocket Battleship. Its hull is the same fore and the aft. It has several major Projections from both the dorsal and the ventral sides of the ship. These serve several roles, one of is for the cruise missile weapon platforms for the ship. Another function is to serve as a base for the sensor systems, the ECM and the ECCM are mounted in these conning towers on this class. Four massive engines propel it along at what is considered quick for a ship of its size and mass.
It is heavily armed for its size. Its primary weapons are 2 turrets containing multiple barreled heavy 75cm heavy laser cannons. There are four other turrets, two of the weapons are on the dorsal section of the ship just aft of the conning tower, and two on the ventral surface. These weapons are 25cm heavy laser cannons organized in dual barreled turrets. Built within two casemates on each side of the ship are two 10cm Laser cannons. The ship also mounts four 10cm Heavy Mass Driver cannons in casemates, two to a side. The vessel has 8 dual particle beam and railguns for point defense. It has four cruise missile launchers located in the conning towers, two in the dorsal ones and two in the ventral conning tower. It has four long range missile launchers. The long range missile launchers have the same arrangement of the cruise missiles, with two being dorsal and two being located in the ventral conning tower. And then there are four mini missile launchers scattered on each side of the ship. The Dankowskee is also equipped with 24 fighters equal to the Black eagle. It is also equipped with 100 power armor in its marine armory.
The class is very heavily armed and armored, although by Three Galaxy’s standards it is considered weaker than the CCW Myrmidon class Battlecruiser in armor, its shields and firepower. The Dankowskee’s are considered heavy, and like its armor it's up to the standards of the modern Monitor. There are going to be fifty in this class when they are finally finished building. There are twenty serving with the Golgan Republik at present time. There are going to be ten of these built for the reserve fleet.
Note: on this class. These vessels are some of the newest ships in the Golgan Fleet. There have no incidents or glitches to report in this class. Although as far as observers have been stated saying….. “Let’s just wait and watch. The fact that they were practically copied bolt for bolt from the Luedtke class Pocket Battleships.


Model Type: GR-MTR-01
Vehicle Type: Monitor
Crew: 200
Officers: 15
Enlisted: 185
Troops: 230
Marines: 200
Fighter Pilots: 30
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 100 equal to silver hawks
Fighters: 24 equal to black eagles
Miscellaneous: 2 assault shuttles, 2 standard shuttles
MDC by Location:
Main Body: 110,000
Variable Force Field: 10,000 per side, 60,000 total
Bridge: 18,000
Auxiallery Bridge: 10,000
Main Engines: 35,000 (1/3 of the ship)
Hanger Bay: (2) 5000
Outer Hull: 300
Inner Hull: 200
Triple Barreled 75cm Laser Turrets: (2) 9000 each
Dual Barreled 25cm Laser Turrets: (4) 1500 each
10cm Laser Cannons: (4) 1000 each
10cm Heavy Rail Guns: (4) 1000 each
Point Defense System G-Railguns: (8) 150 each
Hi-Lasers: (8) 150 each
Cruise Missile Batteries: (4) 1000 each
Long Ranged Missile Launchers: (4) 750 each
Mini Missile Launchers: (8) 200 each

Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1. 005 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 400 per hour
Star Drive: It has no FTL drive.
Maximum Range: Effectively unlimited by either drive system. It varies enough supplies for it remain on patrol for about 5 years.
Statistical Data:
Length: 2480 feet long (763.1 meters)
Height: 300 feet tall (92.3 meters)
Width: 310 feet at the widest point (95.4 meters)
Mass / Weight: 2,320,000 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 50,000 tons in various holds.
Market Cost: They cost approximate 2,125,000,000 at the time they were built.
Weapon Systems:
1) Triple Super Heavy Laser Batteries 75cm (2)
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: 100,000 miles in Space and 100 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited



2) Dual 25cm Heavy Laser 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

3) Support laser Cannons 10cm (4)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting 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) Heavy Mass Driver Cannons 10cm (4)
Mega Damage: 3D4 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)

5) Point Defense System G-Railguns (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

6) 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


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 2048)

8) 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 1920)

9) 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)



It carries all of the standard sensor systems found on every major powers naval vessel.

Posted: Thu Jun 14, 2007 9:57 pm
by Aramanthus
Name of Class: Levandoskee
History: This is a class of Heavy Cruiser was originally built to defend the frontier of the Golgan Republik from its enemies including former members of the Republik. It was built within the last hundred and fifty years. It could almost be classified as Pocket Battleship, although to be truthful it should remain classified as a Heavy Cruiser. The designers tried to make sure it would be easy to be upgraded for many years to come. It was expected to have a service life of at least two hundred and fifty years.
It has a wedge shaped hull unlike their newer Luedtke Pocket Battleship. Its hull is the same fore and the aft. It has several major Projections from both the dorsal and the ventral sides of the ship. These serve several roles, one of is for the cruise missile weapon platforms for the ship. Another function is to serve as a base for the sensor systems, the ECM and the ECCM are mounted in these conning towers on this class. Four massive engines propel it along at what is considered quick for a ship of its size and mass.
It is heavily armed for its size. Its primary weapons are 4 turrets containing multiple barreled heavy 25cm heavy laser cannons. Built within two casemates on each side of the ship are two 10cm Laser cannons. The ship also mounts four 10cm Heavy Mass Driver cannons in casemates, two to a side. The vessel has 8 dual particle beam and railguns 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 four long range missile launchers. The long range missile launchers has a similar arrangement of the cruise missiles, with two being dorsal and two being located in the ventral conning tower. And then there are three mini missile launchers scattered on each side of the ship. The Levandoskee is also equipped with 20 fighters equal to the Black eagle. It is also equipped with 80 power armor in its marine armory.
The class is very heavily armed and armored, although by Three Galaxy’s standards it is considered weaker than the CCW Champion class Heavy Cruiser in armor, its shields and firepower. The Levandoskee’s are considered heavy, and like its armor it's up to the standards of the modern Heavy Cruiser. There were seventy-five of this class built originally. There are fifty-seven still serving with the Golgan Republik at present time. There are twelve of these in the reserve fleet, after they served with distinction since their construction.
Note: on this class. These vessels haven’t displayed any major glitches at this time. It is hoped my high command that this class will remain free of problems. (It is believed by this news reporter that it is still too early with the track record of the Golgan Republik. Fingers are crossed there at the admiralty.)


Model Type: GR-HCr-13
Vehicle Type: Heavy Cruiser
Crew: 400
Officers: 50
Enlisted: 350
Troops: 180
Marines: 150
Fighter Pilots: 30
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 80 equal to silver hawks
Fighters: 20 equal to black eagles
Miscellaneous: 1 assault shuttles, 2 standard shuttles
MDC by Location:
Main Body: 60,000
Variable Force Field: 5000 per side, 30,000 total
Bridge: 16,000
Auxiallery Bridge: 10,000
Main Engines: 30,000 (1/3 of the ship)
Hanger Bay: (2) 7500
Outer Hull: 300
Inner Hull: 200
Dual Barreled 25cm Laser Turrets: (4) 1500 each
10cm Laser Cannons: (4) 1000 each
10cm Heavy Rail Guns: (4) 1000 each
Point Defense System G-Railguns: (6) 150 each
Hi-Lasers: (6) 150 each
Cruise Missile Batteries: (2) 1000 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. 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.
Statistical Data:
Length: 1150 feet long (353.9 meters)
Height: 350 feet tall (107.7 meters)
Width: 250 feet at the widest point (76.9 meters)
Mass / Weight: 375,000 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 15,000 tons in various holds.
Market Cost: They cost approximate 2,985,000,000 at the time they were built.
Weapon Systems:
1) Dual 25cm Heavy Laser 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

2) Support laser Cannons 10cm (4)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting 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) Heavy Mass Driver Cannons 10cm (4)
Mega Damage: 3D4 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) Point Defense System G-Railguns (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

5) 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


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 (16 reloads for a total of 1024)

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 1920)

8) 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)



It carries all of the standard sensor systems found on every major powers naval vessel.

Posted: Thu Jun 14, 2007 9:58 pm
by Aramanthus
Name of Class: Luedtke
History: This is a class of Pocket Battleship was originally built to defend the frontier of the Golgan Republik from its enemies including former members of the Republik. The class is one of the most problematic ships in the fleet. It was built within the last hundred and fifty years. It could almost be classified as Battlecruiser, although to be truthful it should remain classified as a Pocket Battleship. The designers tried to make sure it would be easy to be upgraded for many years to come. It was expected to have a service life of at least two hundred years.
It has a wedge shaped hull unlike their newer Mommaertskee Battlecruiser. Its hull is the same fore and the aft. It has several major Projections from both the dorsal and the ventral sides of the ship. These serve several roles, one of is for the cruise missile weapon platforms for the ship. Another function is to serve as a base for the sensor systems, the ECM and the ECCM are mounted in these conning towers on this class. Four massive engines propel it along at what is consider quick for a ship of its size and mass.
It is heavily armed for its size. Its primary weapons are 2 turrets containing multiple barreled heavy 50cm heavy laser cannons. There are four other turrets, two of the weapons are on the dorsal section of the ship just aft of the conning tower, and two on the ventral surface. These weapons are 25cm heavy laser cannons organized in dual barreled turrets. Built within two casemates on each side of the ship are two 10cm Laser cannons. The ship also mounts four 10cm Heavy Mass Driver cannons in casemates, two to a side. The vessel has 8 dual particle beam and railguns for point defense. It has four cruise missile launchers located in the conning towers, two in the dorsal ones and two in the ventral conning tower. It has four long range missile launchers. The long range missile launchers has the same arrangement of the cruise missiles, with two being dorsal and two being located in the ventral conning tower. And then there are four mini missile launchers scattered on each side of the ship. The Luedtke is also equipped with 24 fighters equal to the Black eagle. It is also equipped with 100 power armor in its marine armory.
The class is very heavily armed and armored, although by Three Galaxy’s standards it is considered weaker than the CCW Myrmidon class Battlecruiser in armor, its shields and firepower. The Luedtke’s are considered heavy, and like its armor it's up to the standards of the modern Pocket Battleship. There were sixty-two of this class built originally. There are forty-two still serving with the Golgan Republik at present time. There are twelve of these in the reserve fleet, after they served with distinction since their construction. (At least that is what the Republik’s navy is saying to the public. But privately they are saying these twelve ships are the most troublesome class.
Note: on this class. These vessels are some of the most troubled by problems which do not plague many of the other ships in the Golgan Fleet. There are incidents on board the ship when the crews go to request they meal from the automatic cooking machines they sometime end up with various types of ammunition and various spare parts. There is one worst case scenario reported incident where someone ordered some food and ended up getting a small pile of plutonium. Some of the other little glitches include things like the auto-navigation system going down and rebooting, then informing the crew that it’s lost. The ships have been worked on every imaginable manner from ships engineers to soft ware engineers. But so far they have yet to be able to correct every problem that this class is capable of displaying. Usually once a month one of the ships demonstrates a new little glitch. It has become a sort of a status symbol for those serving on a Luedtke to report an even more outrageous glitch each time they are in port.


Model Type: GR-PBB-13
Vehicle Type: Pocket Battleship
Crew: 750
Officers: 75
Enlisted: 675
Troops: 230
Marines: 200
Fighter Pilots: 30
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 100 equal to silver hawks
Fighters: 24 equal to black eagles
Miscellaneous: 2 assault shuttles, 2 standard shuttles
MDC by Location:
Main Body: 110,000
Variable Force Field: 10,000 per side, 60,000 total
Bridge: 18,000
Auxiallery Bridge: 10,000
Flag Bridge: 10,000
Main Engines: 35,000 (1/3 of the ship)
Hanger Bay: (2) 5000
Outer Hull: 300
Inner Hull: 200
50cm Laser Batteries: (2) 4000 each
Dual Barreled 25cm Laser Turrets: (4) 1500 each
10cm Laser Cannons: (4) 1000 each
10cm Heavy Rail Guns: (4) 1000 each
Point Defense System G-Railguns: (8) 150 each
Hi-Lasers: (8) 150 each
Cruise Missile Batteries: (4) 1000 each
Long Ranged Missile Launchers: (4) 750 each
Mini Missile Launchers: (8) 200 each

Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1. 005 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.
Statistical Data:
Length: 2480 feet long (763.1 meters)
Height: 300 feet tall (92.3 meters)
Width: 310 feet at the widest point (95.4 meters)
Mass / Weight: 2,320,000 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 50,000 tons in various holds.
Market Cost: They cost approximate 4,125,000,000 at the time they were built.
Weapon Systems:
1) 50cm Heavy Lasers 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: 100,000 miles in Space and 100 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited


2) Dual 25cm Heavy Laser 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

3) Support laser Cannons 10cm (4)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting 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) Heavy Mass Driver Cannons 10cm (4)
Mega Damage: 3D4 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)

5) Point Defense System G-Railguns (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

6) 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


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 2048)

8) 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 1920)

9) 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)



It carries all of the standard sensor systems found on every major powers naval vessel.

Posted: Thu Jun 14, 2007 9:59 pm
by Aramanthus
Name of Class: Mommaertskee
History: This is a class of Battlecruiser was originally built to defend the frontier of the Golgan Republik from its enemies including former members of the Republik. The class is one of the newest ships in the fleet. It was built within the last hundred years. It could almost be classified as Battleship, although to be truthful it should remain classified as a Battlecruiser. The designers tried to make sure it would be easy to be upgraded for many years to come. It was expected to have a service life of at least two hundred years.
It has a chiseled wedge shaped hull unlike their newer Olshanskee class Dreadnaught. Its hull is the same width for most of the ship. It has a spilt 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. 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 four 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 is a single 150cm laser cannon mounted under the chiseled bows. Even though this weapon was introduced early in the beginning if the Golgan Republik, these weapons are still among the most powerful weapons found in the Three Galaxies. This is supplemented by 2 turrets containing multiple barreled heavy 75cm heavy laser cannons. Both of the 75cm turrets are located just in front dorsal conning tower. There are six other turrets, two on each side of the weapons on the dorsal section of the ship just aft of the conning tower, and two on the ventral surface. These weapons are 25cm heavy laser cannons organized in dual barreled turrets. Built within two casemates on each side of the ship are two 10cm Laser cannons. The ship also mounts four 10cm Heavy Mass Driver cannons in casemates, two to a side. The vessel has 12 dual particle beam and railguns for point defense. It has four cruise missile launchers located in the conning towers, two in the dorsal ones and two in the ventral conning tower. It has four long range missile launchers. This is the deployment of the long range missile launchers, with two being dorsal and two being located in the ventral conning tower. And then there are 6 mini missile launchers scattered on each side of the ship. The Mommaertskee is also equipped with 50 fighters equal to the Black eagle. It is also equipped with 350 power armor in its marine armory.
The class is very heavily armored, although by Three Galaxy’s standards it is considered weaker than the Myrmidon class Battlecruisers in armor, its shields and firepower. The Mommaertskee’s are considered heavy, and like its armor it's up to the standards of the modern Battlecruiser. There were 56 of this class built. There are thirty still serving with the Golgan Republik at present time. There are seven of these in the reserve fleet, after they served with distinction since their construction.
Note: on this class. These vessels are some of the least troubled by problems which plague many of the other ships in the Golgan Fleet. The best example of their combat capability happened six months ago when raiders entered the Republik’s borders and hit a population center at Olinskee 3. This is a world which has a large manufacturing center in its quadrant. The raiders were in an ancient Battleship of the Agamemnon Class (Human Alliance)(Kitsune’s) that it turns out they had found in an abandoned staryard. They had refurbished it and started down the path of pirates. They were pursued by a Mommaertskee class Battlecruiser named Rhadowskee. The Rhadowskee pursued them across their border into free space and then encountered another contact, which turned out to be a CCW Battlecruiser. As it turned out the pirates had hit a system within the CCW and they were being tracked down by a Myrmidon class Battlecruiser named Ajax. After a few minutes of starring at each other, both ships began a dialogue and decided to trust each other. They both cooperated and tracked down the rogue pirate ship. Between the two Battlecruisers they managed to bring down the pirate ship pretty handily. The Rhadowskee returned to Republik hailed as heroes of the Republik. The pirate battleship was later auctioned off to the Mercenary Space Naval Group “The Spectral Winds”.


Model Type: GR-BCr-10c
Vehicle Type: Battlecruiser
Crew: 1000
Officers: 90
Enlisted: 910
Troops: 1000
Marines: 940
Fighter Pilots: 60
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 350 equal to silver hawks
Fighters: 50 equal to black eagles
Miscellaneous: 5 assault shuttles, 3 standard shuttles
MDC by Location:
Main Body: 150,000
Variable Force Field: 10,000 per side, 60,000 total
Bridge: 40,000
Auxiallery Bridge: 30,000
Flag Bridge: 30,000
Main Engines: 65,000 (1/3 of the ship)
Hanger Bay: 25,000
Secondary Hanger Bay: (2) 5000 each
Outer Hull: 300
Inner Hull: 200
150cm Super Heavy Laser Cannon: 15,000 each
Triple Barreled 75cm Laser Turrets: (2) 9000 each
Dual Barreled 25cm Laser Turrets: (6) 1500 each
10cm Laser Cannons: (4) 1000 each
10cm Heavy Rail Guns: (4) 1000 each
Point Defense System G-Railguns: (12) 150 each
Hi-Lasers: (12) 150 each
Cruise Missile Batteries: (4) 1000 each
Long Ranged Missile Launchers: (4) 750 each
Mini Missile Launchers: (12) 200 each

Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 0. 975 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 350 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.
Statistical Data:
Length: 2780 feet long (855.4 meters)
Height: 320 feet tall (98.5 meters)
Width: 420 feet at the widest point (129.23 meters)
Mass / Weight: 4,320,000 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 75,000 tons
Market Cost: They cost approximately 5,125,000,000 at the time they were built.
Weapon Systems:
1) 150cm Super Heavy Laser Cannon
Mega Damage: 8D6 X 1000 for one cannon.
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 (2)
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: 100,000 miles in Space and 100 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited

3) Dual 25cm Heavy Laser Turrets (6)
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 laser Cannons 10cm (4)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting one target.
Range: 70,000 miles in space and 70 miles in an atmosphere
Rate of Fire: maximum of 2X per melee
Payload: Unlimited

5) Heavy Mass Driver Cannons 10cm (4)
Mega Damage: 3D4 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) Point Defense System G-Railguns (12)
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

7) Point Defense Lasers (12)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 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 2048)

9) 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 1920)

10) 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)



It carries all of the standard sensor systems found on every major powers naval vessel.

Posted: Thu Jun 14, 2007 10:01 pm
by Aramanthus
Name of Class: Weisbrodskee
History: This is a class of Escort Cruiser was originally built to defend the Golgan Republik from its enemies including former members of the Republik. It was built within the last five hundred and fifty years. The designers tried to make sure it would be easy to be upgraded for many years to come. It was expected to have a service life of at least two hundred and fifty years. Of course knowing how things work in the Golgan Republik it has served far too long and was at last delegated escort duty.
It has a wedge shaped hull unlike their newer Luedtke Pocket Battleship. Its hull is the same fore and the aft. It has several major Projections from both the dorsal and the ventral sides of the ship. These serve several roles, one of is for the cruise missile weapon platforms for the ship. Another function is to serve as a base for the sensor systems, the ECM and the ECCM are mounted in these conning towers on this class. Two massive engines propel it along at what is considered quick for a ship of its size and mass.
It is adequately armed for its size. Its primary weapons are 2 turrets containing multiple barreled heavy 25cm heavy laser cannons. Built within two casemates on each side of the ship are two 10cm Laser cannons. The ship also mounts two 10cm Heavy Mass Driver cannons in casemates, one to a side. The vessel has 6 dual particle beam and railguns 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. The long range missile launchers have a similar arrangement of the cruise missiles, with one being dorsal and one being located in the ventral conning tower. And then there are three mini missile launchers scattered on each side of the ship. The Weisbrodskee is also equipped with 4 fighters equal to the Black eagle. It is also equipped with 20 power armor in its marine armory.
The class is adequately armed and armored, although by Three Galaxy’s standards it is considerably weaker than the CCW Warshield class Light Cruiser in armor, its shields and firepower. The Weisbrodskee’s are considered light, and like its armor it's not up to the standards of the modern Light Cruiser. There were One hundred and twenty of this class built originally. There are seventy-five still serving with the Golgan Republik at present time. There are two of these in the reserve fleet, after they served with distinction since their construction.
Note: on this class. This is another class that has the wonderful reputation of being able have good men end up going around the bend. (5 out of 10) This class has had more weird flaws that can not be listed. The class has more of its officers end up going to seek out help for serious mental problems both during and after the officers duty on the class. There are a few examples of officers actually being able to survive their time on a Weisbrodskee, those that do are allowed to enter a very rare group of tough and wise officers who will eventually make Admiral.


Model Type: GR-LCr-20
Vehicle Type: Light Cruiser
Crew: 50
Officers: 10
Enlisted: 40
Troops: 50
Marines: 40
Fighter Pilots: 10
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 20 equal to silver hawks
Fighters: 4 equal to black eagles
Miscellaneous: 1 standard shuttles
MDC by Location:
Main Body: 15,000
Variable Force Field: 3000 per side, 18,000 total
Bridge: 4500
Auxiallery Bridge: 1000
Main Engines: 8500 (1/3 of the ship)
Hanger Bay: 5500
Outer Hull: 300
Inner Hull: 200
Dual Barreled 25cm Laser Turrets: (2) 1500 each
10cm Laser Cannons: (4) 1000 each
10cm Heavy Rail Guns: (2) 1000 each
Point Defense System G-Railguns: (6) 150 each
Hi-Lasers: (6) 150 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 1.125 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.
Statistical Data:
Length: 580 feet long (178.5 meters)
Height: 105 feet tall (32.3 meters)
Width: 250 feet at the widest point (76.9 meters)
Mass / Weight: 45,000 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 1000 tons in various holds.
Market Cost: They cost approximate 985,000,000 at the time they were built.
Weapon Systems:
1) Dual 25cm Heavy Laser 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

2) Support laser Cannons 10cm (4)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting 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) Heavy Mass Driver Cannons 10cm (2)
Mega Damage: 3D4 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) Point Defense System G-Railguns (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

5) 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


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 (8 reloads for a total of 512)

7) 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)

8) 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 14, 2007 10:03 pm
by Aramanthus
Name of Class: Zyszkiewicz
History: This is a class of Light Cruiser was originally built to defend the Golgan Republik from its enemies including former members of the Republik. It was built within the last hundred and fifty years. The designers tried to make sure it would be easy to be upgraded for many years to come. It was expected to have a service life of at least two hundred and fifty years.
It has a wedge shaped hull unlike their newer Luedtke Pocket Battleship. Its hull is the same fore and the aft. It has several major Projections from both the dorsal and the ventral sides of the ship. These serve several roles, one of is for the cruise missile weapon platforms for the ship. Another function is to serve as a base for the sensor systems, the ECM and the ECCM are mounted in these conning towers on this class. Four massive engines propel it along at what is considered quick for a ship of its size and mass.
It is heavily armed for its size. Its primary weapons are 3 turrets containing multiple barreled heavy 25cm heavy laser cannons. Built within two casemates on each side of the ship are two 10cm Laser cannons. The ship also mounts two 10cm Heavy Mass Driver cannons in casemates, one to a side. The vessel has 6 dual particle beam and railguns 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. The long range missile launchers has a similar arrangement of the cruise missiles, with one being dorsal and one being located in the ventral conning tower. And then there are three mini missile launchers scattered on each side of the ship. The Zyszkiewicz is also equipped with 12 fighters equal to the Black eagle. It is also equipped with 50 power armor in its marine armory.
The class is very heavily armed and armored, although by Three Galaxy’s standards it is considered weaker than the CCW Warshield class Light Cruiser in armor, its shields and firepower. The Zyszkiewicz’s are considered heavy, and like its armor it's up to the standards of the modern Light Cruiser. There were One hundred and twenty of this class built originally. There are eighty-nine still serving with the Golgan Republik at present time. There are six of these in the reserve fleet, after they served with distinction since their construction.
Note: on this class. This class has the wonderful reputation of doing an alpha strike (6 out of 10 times) even when then commander orders a smaller number of weapons fired. There have been many incidents where this class is trying to capture pirates who have prisoners and unfortunately the alpha strike occurred and took the pirate ship out with all aboard.


Model Type: GR-LCr-20
Vehicle Type: Light Cruiser
Crew: 80
Officers: 15
Enlisted: 65
Troops: 100
Marines: 85
Fighter Pilots: 15
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 50 equal to silver hawks
Fighters: 12 equal to black eagles
Miscellaneous: 1 assault shuttles, 1 standard shuttles
MDC by Location:
Main Body: 30,000
Variable Force Field: 5000 per side, 30,000 total
Bridge: 7500
Auxiallery Bridge: 2000
Main Engines: 15,000 (1/3 of the ship)
Hanger Bay: (2) 7500
Outer Hull: 300
Inner Hull: 200
Dual Barreled 25cm Laser Turrets: (3) 1500 each
10cm Laser Cannons: (4) 1000 each
10cm Heavy Rail Guns: (2) 1000 each
Point Defense System G-Railguns: (6) 150 each
Hi-Lasers: (6) 150 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 1.125 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.
Statistical Data:
Length: 750 feet long (230.8 meters)
Height: 250 feet tall (76.9 meters)
Width: 250 feet at the widest point (76.9 meters)
Mass / Weight: 101,000 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 4000 tons in various holds.
Market Cost: They cost approximate 1,185,000,000 at the time they were built.
Weapon Systems:
1) Dual 25cm Heavy Laser Turrets (3)
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 laser Cannons 10cm (4)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting 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) Heavy Mass Driver Cannons 10cm (2)
Mega Damage: 3D4 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) Point Defense System G-Railguns (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

5) 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


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 (8 reloads for a total of 512)

7) 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)

8) 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 14, 2007 11:20 pm
by taalismn
A...you're a regular (Sea)Lord Kitchener of the Far Expanses!

Posted: Fri Jun 15, 2007 12:37 am
by Aramanthus
I still have more to post!

Posted: Fri Jun 15, 2007 4:24 pm
by taalismn
Building more extensions to the docking ports...

Also considering what native-built Golgan fightercraft might be like..(I'm kinda mentally modelling them on Italian aircraft :D :D :D ...some of the Savio-Machetti flying boats look like spacecraft already)...

Posted: Fri Jun 15, 2007 10:48 pm
by Aramanthus
Name of Class: Jeerdeeskee
History: This is a class of Destroyer Leader was originally built to defend the Golgan Republik from its enemies including former members of the Republik. It was built within the last five hundred and fifty years. It was expected to have a service life of at least two hundred and fifty years. It is a class that has been overhauled so many times and the outside configuration has changed so much the original silhouette of the vessel is not the same as when it was first constructed.
It has a wedge shaped hull unlike their newer Luedtke Pocket Battleship. Although the class is much smaller than the Pocket Battleship. Its hull is the same fore and the aft. It also has a lot of aerodynamic for rapid transit thru various atmospheres. It has several major Projections from both the dorsal and the ventral sides of the ship. These serve several roles, one of is for the cruise missile weapon platforms for the ship. Another function is to serve as a base for the sensor systems, the ECM and the ECCM are mounted in these conning towers on this class. Two massive engines propel it along at what is considered quick for a ship of its size and mass.
It is adequately armed for its size. Its primary weapons are 2 turrets containing multiple barreled heavy 25cm heavy laser cannons. The vessel has 6 dual particle beam and railguns 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 four medium range missile launchers. The medium range missile launchers have a similar arrangement of the cruise missiles, with two being dorsal and two being located in the ventral conning tower. And then there are three mini missile launchers scattered on each side of the ship. The Jeerdeeskee is also equipped with six light fighters equal to the scorpion. It is also equipped with 20 power armor in its marine armory.
The class is adequately armed and armored, although by Three Galaxy’s standards it is considerably stronger than the CCW Hunter class Destroyer in armor, its shields and firepower. The Jeerdeeskee’s are considered good, and like its armor it's up to the standards of the modern Destroyer. There were ninety-five of this class built originally. There are forty-six still serving with the Golgan Republik at present time. There are four of these in the reserve fleet, after they served with distinction since their construction.
Note: on this class. This class has actually done its job over time better than almost any other class. It has accepted its changes without glitches or flaws becoming known. This class was originally considered a Light Cruiser but it was re-designated a Destroyer Leader. Over the centuries many of this class have been destroyed in combat. It is known that several pirate groups use several rebuilt versions of this class, although they don’t have near the structural capacity of the original model. There has been some talk both within the Admiralty and the government about building about forty of them to rebuild the numbers.


Model Type: GR-LDD-01
Vehicle Type: Destroyer Leader
Crew: 50
Officers: 10
Enlisted: 40
Troops: 50
Marines: 40
Fighter Pilots: 10
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 20 equal to silver hawks
Fighters: 6 equal to scorpions
Miscellaneous: 1 standard shuttles
MDC by Location:
Main Body: 12,000
Variable Force Field: 2000 per side, 12,000 total
Bridge: 2500
Auxiallery Bridge: 750
Main Engines: 4000 (1/3 of the ship)
Hanger Bay: 3000
Outer Hull: 300
Inner Hull: 200
Dual Barreled 25cm Laser Turrets: (2) 1500 each
Point Defense System G-Railguns: (6) 150 each
Hi-Lasers: (6) 150 each
Cruise Missile Batteries: (2) 1000 each
Medium Missile Launchers: (4) 400 each
Mini Missile Launchers: (6) 200 each

Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1.145 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.
Statistical Data:
Length: 500 feet long (178.5 meters)
Height: 70 feet tall (32.3 meters)
Width: 260 feet at the widest point (76.9 meters)
Mass / Weight: 40,000 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 1000 tons in various holds.
Market Cost: They cost approximate 965,000,000 at the time they were built.
Weapon Systems:
1) Dual 25cm Heavy Laser 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

2) Point Defense System G-Railguns (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

3) 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


4) 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)

5) 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: 1280 launcher (10 reloads in the cargo hold)


6) 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: Fri Jun 15, 2007 10:48 pm
by Aramanthus
Name of Class: McCarthskee
History: This is a class of Destroyer was originally built to defend the Golgan Republik from its enemies including former members of the Republik. It was built at the same time as the Jeerdeeskee class Destroyer Leader, both were built within the last five hundred and fifty years. It was expected to have a service life of at least two hundred and fifty years. It is another class that has been overhauled so many times and the outside configuration has changed so much the original silhouette of the vessel is not the same as when it was first constructed.
It has a vertical wedge shaped hull unlike their newer Luedtke Pocket Battleship. The class is very tall and narrow at the same time. This ship has the distinction of being the most individually decorated ship in the Golgan Fleet. Crews generally keep the paint job very wild and insane. The wilder the better for the paint job. The class also has a lot of aerodynamic shaping for rapid transit thru various atmospheres. It has several major Projections from both the dorsal and the ventral sides of the ship. These serve several roles, one of is for the cruise missile weapon platforms for the ship. Another function is to serve as a base for the sensor systems, the ECM and the ECCM are mounted in these conning towers on this class. Two massive engines propel it along at what is considered quick for a ship of its size and mass.
It is adequately armed for its size. Its primary weapons are 3 turrets containing multiple barreled 10cm heavy laser cannons. The vessel has 4 of each particle beam and railguns for point defense. It has a cruise missile launcher located in the ventral conning towers. And then there are three mini missile launchers scattered on each side of the ship. The McCarthskee is also equipped with four light fighters equal to the scorpion. It is also equipped with 10 power armor in its marine armory.
The class is adequately armed and armored, although by Three Galaxy’s standards it is considered the equal to the CCW Hunter class Destroyer in armor, its shields and firepower. The McCarthskee’s are considered good, and like its armor it's up to the standards of the modern Destroyer. There were two hundred of this class built originally. There are still one hundred and thirty-two serving with the Golgan Republik at present time. There are nine of these in the reserve fleet, after they served with distinction since their construction.
Note: on this class. This class is another one that actually has done its job over time better than almost any other class. It has accepted its changes without glitches or flaws becoming known. Over the centuries many of this class have been destroyed in combat. It is known that several pirate groups use several rebuilt versions of this class, although they don’t have near the structural capacity of the original model. There has been some rumbling within the Admiralty about building about sixty of them to rebuild the numbers. But it remains to be seen if this is nothing more then smoke blowing in the wind.


Model Type: GR-DD-025
Vehicle Type: Destroyer
Crew: 40
Officers: 7
Enlisted: 33
Troops: 25
Marines: 20
Fighter Pilots: 5
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 10 equal to silver hawks
Fighters: 4 equal to scorpions
Miscellaneous: 1 standard shuttles
MDC by Location:
Main Body: 5000
Variable Force Field: 1000 per side, 6,000 total
Bridge: 950
Auxiallery Bridge: 500
Main Engines: 1500 (1/3 of the ship)
Hanger Bay: 1500
Outer Hull: 300
Inner Hull: 200
10cm Laser Cannons: (3) 1000 each
Point Defense System G-Railguns: (4) 150 each
Hi-Lasers: (4) 150 each
Cruise Missile Batteries: 1000 each
Mini Missile Launchers: (6) 200 each

Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1.145 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.
Statistical Data:
Length: 350 feet long (107.7 meters)
Height: 80 feet tall (24.6 meters)
Width: 90 feet at the widest point (27.7 meters)
Mass / Weight: 10,000 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 500 tons in various holds.
Market Cost: They cost approximate 665,000,000 at the time they were built.
Weapon Systems:
1) Laser Cannons 10cm (3)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting one target.
Range: 70,000 miles in space and 70 miles in an atmosphere
Rate of Fire: maximum of 2X per melee
Payload: Unlimited


2) Point Defense System G-Railguns (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

3) 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


4) Cruise Missile Battery (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 (2 reloads for a total of 64)

5) 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: Fri Jun 15, 2007 10:49 pm
by Aramanthus
Name of Class: Krizmanichsky
History: This is a class of Frigate was originally built to defend the Golgan Republik from its enemies including former members of the Republik. It was built at the same time as the Jeerdeeskee class Destroyer Leader and the McCarthskee Destroyer; all three were built within the last five hundred and fifty years. It was expected to have a service life of at least two hundred and fifty years. This is yet another class that has been overhauled so many times and the outside configuration has changed so much the original silhouette of the vessel is not the same as when it was first constructed.
It has a vertical wedge shaped hull unlike other vessels that the Golgan Republik have produced. The class is very tall and narrow at the same time. This ship has the distinction of having the most individually decorated bow in the Golgan Fleet. Crews generally keep the paint jobs very wild and insane. The wilder the better for the paint job, these paint jobs have resulted in law suits when these ships are outside of the Golgan Republik, of course the Golgan Republik usually doesn’t respond to these law suits. It has several major Projections from both the dorsal, the ventral and the starboard sides of the ship. These serve several roles, one of is for the cruise missile weapon platforms for the ship. Another function is to serve as a base for the sensor systems, the ECM and the ECCM are mounted in these conning towers on this class. Two massive engines propel it along at what is considered quick for a ship of its size and mass.
It is adequately armed for its size. Its primary weapons are 2 turrets containing 10cm heavy rail cannons. The vessel has 2 of each particle beam and railguns for point defense. It has a cruise missile launcher located in the starboard side projection. And then there are two mini missile launchers scattered on each side of the ship.
The class is adequately armed and armored, although by Three Galaxy’s standards it is considerably weaker than the CCW Hunter class Destroyer in armor, its shields and firepower. The Krizmanichsky’s are considered good, and like its armor it's up to the standards of the modern Frigate. There were two hundred and ten of this class built originally. There are still one hundred and fifteen serving with the Golgan Republik at present time. There are twenty-one of these in the reserve fleet, after they served with distinction since their construction. At least that is what the government is saying, the truth is that these vessels have the most glitches of any single class in their arsenal.
Note: on this class. This class is another one that actually has done its job over time as well as it could. Though whenever changes or upgrades have been made this class finds the ability to create glitches and flaws that then have to have specialist help eliminate these problems. Over the centuries many of this class have been destroyed in combat. It is known that several pirate groups use several rebuilt versions of this class, although they don’t have near the structural capacity of the original model. There has been some rumbling within the Admiralty about building a new class of frigates, one hopefully without the problematic nature of the Krizmanichsky’s. But it remains to be seen if this is nothing more then smoke blowing in the wind.

Model Type: GR-FF-010
Vehicle Type: Frigate
Crew: 20
Officers: 3
Enlisted: 17
Troops: 10
Marines: 10
Fighter Pilots:
Vehicle, Robots & Power Armor:
Robots:
Power Armors:
Fighters:
Miscellaneous:
MDC by Location:
Main Body: 2000
Variable Force Field: 500 per side, 3000 total
Bridge: 750
Auxiallery Bridge: 500
Main Engines: 750
Hanger Bay:
Outer Hull: 300
Inner Hull: 200
10cm Heavy Rail Guns: (2) 1000 each
Point Defense System G-Railguns: (2) 150 each
Hi-Lasers: (2) 150 each
Cruise Missile Batteries: 1000 each
Mini Missile Launchers: (4) 200 each

Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1.045 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 400 per hour
Star Drive: It can travel at 5 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.
Statistical Data:
Length: 240 feet long (73.9 meters)
Height: 80 feet tall (24.6 meters)
Width: 70 feet at the widest point (21.5 meters)
Mass / Weight: 1750 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 100 tons in various holds.
Market Cost: They cost approximate 365,000,000 at the time they were built.
Weapon Systems:
1) Heavy Mass Driver Cannons 10cm (2)
Mega Damage: 3D4 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) Point Defense System G-Railguns (2)
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

3) Point Defense Lasers (2)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited

4) Cruise Missile Battery (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, or 8/ battery per melee
Payload: 8 cruise missiles per Battery (2 reloads for a total of 16)

5) Mini Missile Launchers (4)
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: Fri Jun 15, 2007 10:50 pm
by Aramanthus
Name of Class: Dumovich
History: This is a class of Corvette was originally built to defend the Golgan Republik from its enemies including former members of the Republik. It was built very early in the history of the Golgan Republik It was never expected to serve for over six hundred years, but it has served this time. This is yet another class that has been overhauled so many times and the outside configuration has changed so much the original silhouette of the vessel is not the same as when it was first constructed.
It has a flattened cylindrical shaped hull unlike other vessels that the Golgan Republik has produced recently. The class is short and wide at the same time. This ship has the distinction of having the most plane appearance of any ship the Golgan Republik has ever produced. Unlike most modern vessels that the Golgan’s have produced this one has no major projections from any either of it’s dorsal and ventral surfaces. All of the ECM and ECCM systems are built flush with the hull. Two massive engines propel it along at what is considered quick for a ship of its size and mass.
It is adequately armed for its size. Its primary weapons are 2 turrets containing 10cm Laser cannons. The vessel has 4 of each particle beam and railguns for point defense. It has a cruise missile launcher located in the bow. And then there are four mini missile launchers scattered on each side of the ship.
The class is adequately armed and armored, although by Three Galaxy’s standards it is considerably weaker than the CCW Hunter class Destroyer in armor, its shields and firepower. The Dumovich’s are considered good, and like its armor it's up to the standards of the modern Corvette. There were four hundred and eighty-nine of this class built originally. There are still one hundred and eighty-nine serving with the Golgan Republik at present time. There are fifty five of these in the reserve fleet, in various states of reconstruction. The truth be told these little vessels were designed by a genius at ship building. This person incorporated stealth features on these little craft that are only being considered by the other powers of the Three Galaxies nowadays.
Note: on this class. This class is another one that actually has done its job over time better than most classes in the Golgan Republik’s arsenal. Over the centuries many of this class have been destroyed in combat. It is known that one pirate group uses several rebuilt versions of this class, although they don’t have near the structural capacity of the original model. There has been some rumbling within the Admiralty about building a new class of Corvettes

Model Type: GR-Crvt-001
Vehicle Type: Corvette
Crew: 10
Officers: 3
Enlisted: 7
Troops:
Marines:
Fighter Pilots:
Vehicle, Robots & Power Armor:
Robots:
Power Armors:
Fighters:
Miscellaneous:
MDC by Location:
Main Body: 2000
Variable Force Field: 500 per side, 3000 total
Bridge: 500
Main Engines: 750
Hanger Bay:
Outer Hull: 300
Inner Hull: 200
10cm Laser Cannons: (2) 1000 each
Point Defense System G-Railguns: (4) 150 each
Hi-Lasers: (4) 150 each
Cruise Missile Batteries: 1000 each
Mini Missile Launchers: (6) 200 each

Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1.045 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.
Statistical Data:
Length: 270 feet long (83.1 meters)
Height: 60 feet tall (18.5 meters)
Width: 95 feet at the widest point (29.2 meters)
Mass / Weight: 2000 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 200 tons in various holds.
Market Cost: They cost approximate 365,000,000 at the time they were built.
Weapon Systems:
1) Laser Cannons 10cm (3)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting one target.
Range: 70,000 miles in space and 70 miles in an atmosphere
Rate of Fire: maximum of 2X per melee
Payload: Unlimited

2) Point Defense System G-Railguns (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

3) 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

4) Cruise Missile Battery (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, or 8/ battery per melee
Payload: 8 cruise missiles per Battery (2 reloads for a total of 16)

5) 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: Fri Jun 15, 2007 10:51 pm
by Aramanthus
Name of Class: Ciszewsky
History: This is a class of Patrol Boat was originally built to defend the Golgan Republik systems from its enemies including former members of the Republik. It was built very early in the history of the Golgan Republik. It was never expected to serve for over six hundred years, but it has served this time. This class is an exact copy of the Dumovich Corvette. This is yet another class that has been overhauled so many times and the outside configuration has changed so much the original silhouette of the vessel is not the same as when it was first constructed.
It has a flattened cylindrical shaped hull unlike other vessels that the Golgan Republik has produced recently. The class is short and wide at the same time. This ship has the distinction of having the most plane appearance of any ship the Golgan Republik has ever produced. Unlike most modern vessels that the Golgan’s have produced this one has no major projections from any either of it’s dorsal and ventral surfaces. All of the ECM and ECCM systems are built flush with the hull. Two massive engines propel it along at what is considered quick for a ship of its size and mass. It lacks an FTL system, which limits it too one system unless the navy transports it too a new system. It carries more armor than the Dumovich.
It is adequately armed for its size. Its primary weapons are 2 turrets containing 10cm Laser cannons. The vessel has 4 of each particle beam and railguns for point defense. It has a cruise missile launcher located in the bow. And then there are four mini missile launchers scattered on each side of the ship.
The class is adequately armed and armored, although by Three Galaxy’s standards it is considerably weaker than the CCW Hunter class Destroyer in armor, its shields and firepower. The Ciszewsky’s are considered good, and like its armor it's up to the standards of the modern Patrol Boat. There were Twenty five hundred of this class built originally. There are still five hundred and forty one serving with the Golgan Republik at present time. There are thirteen of these in the reserve fleet, in various states of reconstruction. The truth be told these little vessels were designed by a genius at ship building. This person incorporated stealth features on these little craft that are only being considered by the other powers of the Three Galaxies nowadays.
Note: on this class. This class is another one that actually has done its job over time better than most classes in the Golgan Republik’s arsenal. Over the centuries many of this class have been destroyed in combat. There has been some rumbling within the Admiralty about building a new class of Patrol Boats
Model Type: GR-PtB-001
Vehicle Type: Patrol Boat
Crew: 10
Officers: 3
Enlisted: 7
Troops:
Marines:
Fighter Pilots:
Vehicle, Robots & Power Armor:
Robots:
Power Armors:
Fighters:
Miscellaneous:
MDC by Location:
Main Body: 3250
Variable Force Field: 500 per side, 3000 total
Bridge: 500
Main Engines: 750
Hanger Bay:
Outer Hull: 300
Inner Hull: 200
10cm Laser Cannons: (2) 1000 each
Point Defense System G-Railguns: (4) 150 each
Hi-Lasers: (4) 150 each
Cruise Missile Batteries: 1000 each
Mini Missile Launchers: (6) 200 each

Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1.045 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.
Statistical Data:
Length: 270 feet long (83.1 meters)
Height: 60 feet tall (18.5 meters)
Width: 95 feet at the widest point (29.2 meters)
Mass / Weight: 2400 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 400 tons in various holds.
Market Cost: They cost approximate 165,000,000 at the time they were built.
Weapon Systems:
1) Laser Cannons 10cm (2)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting one target.
Range: 70,000 miles in space and 70 miles in an atmosphere
Rate of Fire: maximum of 2X per melee
Payload: Unlimited

2) Point Defense System G-Railguns (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

3) 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

4) Cruise Missile Battery (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, or 8/ battery per melee
Payload: 8 cruise missiles per Battery (4 reloads for a total of 32)

5) 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: Fri Jun 15, 2007 10:53 pm
by Aramanthus
That's all from me for a little while. I've got to assemble another power block to do. Any suggestions? I do have a lot of both CCW and Human Alliance ships to share if people would like them?

Posted: Fri Jun 15, 2007 11:10 pm
by taalismn
...also gotta add that to the list of stuff to be developed...With the Golgans mounting so many fighters and power armors on their ships, they have to have SOME natively-developed PA designs, maybe even robots...

So their forces would be weighted between the following:
*Early Golgan Designs(older, less effective, but less expensive, in great supply, and carrying the hint of national pride) 35%

*Naruni(powerful, cutting edge, available at good terms without having to haggle with local contractors...but major strings attached) 50%

*Open Market Gear(CCW surplus, independent suppliers)(Good variety and good range of capabilities, but often capabilities opnely known, price and support iffy and continuyed supply uncertain) 5%

* Golgan-made 'New Generation' gear(Cutting edge, radical new technologies, often acquired through industrial espionage, major morale boosters----but in short supply, expensive, and reserved for elite units) 10%


I see the Central Alliance les interested in power armors(less than 10% of their military is likely to use power armor, and those suits will be 99% of foreign origin) ...the focus would be on cybernetics/bionics...but powerloader-style industrial exoskeletons would be fairly common for non-cyborged workers...and supersized robot exoskeletons would be seen as the next step up in cyborgization, so there would be considerable interest in such hardware...Thus, 60-75% of 'robot' forces will be native designs...typically nothing more/less than upscaled cyborg designs...with the bulk of robot vehicles actually being customized body frames for the brains inside(see the Triax Robot Cyborg Soldier as a basis).

Posted: Fri Jun 15, 2007 11:17 pm
by Aramanthus
Those are some good thought Taalimn!

Posted: Sat Jun 16, 2007 10:17 pm
by Aramanthus
I have to keep this near the top too!

Posted: Sat Jun 16, 2007 10:45 pm
by taalismn
you might remember this one from one of experimental images....

WZ-MDF-0080 Volley-Master Defense Fighter
The whimsically-named Volley-Master Planetary Defense Fighter was based on a desperation design by the LedowConsortium, which was anticipating a TGE invasion of its homeworld, Schnedle II. Hoping to repel the invasion before it made planetfall, the Consortium had as many ships as it could pressed into service as orbital weapons platforms, including shuttles and OTVs(Orbital Transfer Vehicles). One of the Consortium’s aerospace firms, Denger Aeronauta, quickly assembled a combination orbital fighter/missile boat on the basis of their Antwer Model IV Light Tug, arming the tug and adding firing circuit conduits to its magnetic clamp points, so it could attach and fire podded missile ordnance. Denger Aeronauta put together over fifty of these ships under a crash building contract, and was still manufacturing the adhoc defense ships when the anticipated TGE attack force entered the Schned system. The invasion force(actually a smash-and-grab raid) came under fire of over four hundred converted civilian ships, police cruisers, and a handful of military vessels. Though the Ledow forces took a hideous beating in return, the unexpected volume of fire pumped out by the ships before they were destroyed caught the Imperials offguard, and did them tremendous damage in return, enough that the TGE force turned and retreated.
Eager to capitalize on the successful Battle of Schnedle, Denger Aeronauta hoped to sell their new missile carrier design abroad to other planets interested in a low-cost defense platform. However, economic troubles at home forced Denger to shift its attention away from military hardware designs to concentrate on general purpose transports, and five years after the Battle of Schnedle, convinced that its future lay not in military hardware, Denger Aeronauta sold the design specs for their defense fighter to WZ Tech Yards.
WZ Tech Yards, with its better transgalactic distribution network and more diversified production arrangements, has managed to produce and sell what has come to be known as the Volley-Master far more successfully than Denger Aeronauta could. After making a few changes in equipment and materials, WZT has marketed the Volley-Master.
The Volley-Master is a simplistic design; a powerful small tug engine with double-bubble crew compartment forward, basic sensors and fire control, cargo clamps along its sides, and a weapons package for self-defense under the nose. The ship is modestly armored against collisons with errant cargo pods and space debris, and the addition of a standard forcefield provides light protection against ship-to-ship weapons fire. The main weapon of the Volley-Master is its ability to lock on multiple ordnance pods...stacking them around its hull like a supermarket food container display. Fully podded up, the Volley-Master has all the elegance of a garbage scow, and the maneuvering characteristics of a weather satellite. However, it can push its load of missile pods into an optimal firing position more readily than a jammable remote-operations defense batsat. Once its missile payload is expended, the Volley-Master can then jettison its empty pods and either advance to join the battle or, more likely, retreat to friendly lines, using the sensor return clutter of its jettisoned pods for cover. Once free of its jacket of missile pods, the Volley-Master is a much more agile ship, able to maneuver far more easily, and attain higher unencumbered accelerations. It can even enter and leave an atmosphere without trouble, something it cannot do while fully loaded.
Though the Volley-Master has yet to see another stunning success like the Battle of Schnedle to its credit, the missile fighter has done well in sales to various security-conscious star-nations, colonies, and corporations looking to protect system assets. Occasionally, the Volley-Master is used in a role similar to its predecessor-design’s....that of tug and transport, moving cargo canisters between space platforms and ships in orbit, or moving satellites and mines into position.

Type: WZ-MDF-0080 Volley-Master
Class: Missile Defense Fighter
Crew: Two (pilot, gunner)
MDC/Armor by Location:
Main Body 400
Reinforced Crew Compartment 150
Laser Cannons(2) 100 each
Rail Gun(1) 150
Missile Pods(1-16) 80 each
Forcefield 900
Height:12 ft main fuselage/ 70 ft fully podded up
Width: 8 ft main fuselage/ 80 ft fully podded up
Length: 35 ft(rail gun barrel adds an additional 5 ft)
Weight: 6 tons (up to 198 tons fully loaded/podded)
Cargo: Small space behind crew seats for survival packs and sidearms.
Powerplant:Fusion Nuclear w/ 18 year energy life.
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric, but only in ‘clean’ state without weapons pods mounted.
(Sublight) Mach 9 , Mach 6 fully podded up
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 0.8/0.6% of light speed per melee)
(FTL) Not Possible
(Underwater) Not Possible
Market Cost: 28 million credits
Systems of Note:
Standard Starship Systems
Weapons Systems:
1) Rapid Fire Rail Gun(1)---A heavy caliber rapid-fire rail gun is mounted in a chin turret underneath the cockpit, with a 70-degree lateral arc of fire to each side. It is operated by the gunner.
Range: 10,000 ft in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage: 3d6x10 MD per 40 rd burst
Rate of Fire: EGCHH
Payload: 200 bursts

2) Medium Laser Cannons(2)---Two long-barreled medium laser cannons lie along the ventral position of the ship, in a fixed-forward firing configuration. These weapons are operated by the pilot.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 1,400 miles in space)
Damage: 6d6x10 MD per barrel, 1d6x120 MD per dual blast
Rate of Fire: 4 shots per melee per barrel
Payload:Effectively Unlimited

3) Light Pulse Lasers(2)---Mounted in front of the cockpit are two small pulse lasers for last-resort defense. Operated by the pilot.
Range: 4,000 ft in atmosphere, 3 miles in space
(Kitsune Values:3 miles in atmosphere, 300 miles in space)
Damage: 1d6x10 MD single pulse burst, 2d6x10 MD dual pulse burst
Rate of Fire: EPCHH
Payload:Effectively Unlimited

4) Missile Pods---The main weapon of the Volley-Master is its ability to attach and fire multiple missile pods. Each missile pod is about the size of a Standard Cargo Canister(‘Can”---roughly 11 ftx11ftx20 ft, and weighing 500 lbs). Each Pod can hold one of the following configurations:
a) Mini-Missiles---- 48 per pod
b) Short Range Missiles--- 32 per pod
c) Medium Range Missiles---18 per pod
d) Long Range Missiles---9 per pod

Variants:
A few variants of the basic Volley-Master have been tried, mostly adding basic EW systems and fire control to increase both the ship’s survivability and its accuracy. Most variants, however, concentrate on the ordnance pods, with ongoing experiments with mine dispensers, limited shot energy weapons pods, and rail guns.

Posted: Sat Jun 16, 2007 10:48 pm
by Aramanthus
Good one Taalismn!

Posted: Sat Jun 16, 2007 10:56 pm
by taalismn
We aim to please...
Well, actually we aim to take down your shields, blow out your reactor, and wipe you from the face of our sacred space, but we also aim to please...

Posted: Sat Jun 16, 2007 10:59 pm
by Aramanthus
That's a good one!

Posted: Sun Jun 17, 2007 10:10 pm
by taalismn
Golgan YeDronii Fighter
The YeDronii is an older model starfighter from the golden days of the Golgan Republik. Conceived and produced by the influential Yebiss Industrial Cartel, the YeDroni was at one time the fastest aerospace fighter in the Anvil Galaxy; the Scorpion of its day, and the vehicle of choice for gallant fighter pilots(and media superheroes). However, despite multiple upgrades and modifications, the YeDronii is now long in the tooth, with few surprises for the experienced and knowledgeable opponent. Its fat cigar-shaped main fuselage, flanked by barrel-like ramscooped thrusters, and small, swept-back outboard winglets is now seen as hallmarks of yesteryear’s engineering.
Despite its age, however, the YeDronii still packs a punch for an old warhorse; its pulse lasers were cutting edge when the YeDronii was introduced, and they can still do considerable damage. The mounting of a pair of pulse lasers in a turret that can sweep about to cover the rear approaches of the fighter has come as an unwelcome surprise to tail-dogger, and the set of rail guns backing the lasers give the old ship a hard-hitting kinetic punch. The cockpit is also quite roomy and comfortable, with enough space behind the rear turret and the navigator’s seat for an extra passenger, or for a crewman to stretch out and rest on long flights. The engines are reliable, and give good performance with a minimum of upkeep.
However, the YeDronii’s armor is only modest, and the lack of a forcefield particularly worrisome. Unless the YeDronii can do substantial damage with its pulse lasers on the first pass, and make good on its escape, the fighter is vulnerable to being ‘butt-shot’ by defenders as it attempts to circle back for another attack run. The large Gliis-570 gravo-turbines on either side of the cockpit make for large and obvious targets, and the old tribium-chip electronics systems have proven nearly impossible to integrate with more modern system upgrades. The missile payload is also rather light for a large fighter like the YeDronii, limiting its utility as a missile fighter and fighter-bomber.
Once a mainstay of the Golgan Republik Fighter Corps, the YeDronii has since been withdrawn from frontline service. However, despite the introduction of more capable and modern types, the YeDronii continues to serve in many Golgan fleet units, especially in the rim territories, where deliveries of newer equipment is slow in coming(compared to the higher priority given to Homeguard and rapid-response fleets). The YeDronii actually continues to be produced by several older factories in the Golgan core worlds, kept going by the still-strong Yebiss Cartel lobby, embedded in the Golgan government. Though rightfully shunned by Golgan veterans, the YeDronii is typically assigned to novice pilots, scout-recon units, and parade-guard units. Outside the Republik, the YeDronii is most often found in combat in the hands of breakaway nations, pirates, and mercenaries, mainly because they lack the resources for anything better; YeDroniis are dirt-cheap on the galactic arms market.
Type: GR-F00788-YeDronii
Class: Aerospace Fighter
Crew: 2 (Pilot, gunner/navigator)
MDC/Armor by Location:
Main Body 400
Reinforced Crew Compartment 100
Dorsal Defense Turret 80
Engine Thrusters(2) 180 each
Rail Gun Clusters(2) 80 each
Height: 10 ft
Width: 40 ft
Length: 36 ft
Weight: 10.5 tons
Cargo:Small space in cockpit for a survival pack and sidearm, plus a 2ftx2ftx4 ft space in the rear crew compartment.
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8; with booster engaged can hit speeds of Mach 12
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 0.8/12% of light speed per melee)
(FTL) Not possible
(Underwater) Not possible
Bonus: +1 to Dodge with boosters engaged
Market Cost: 21 million credits
Systems of Note:
Standard Starship Systems
Weapons Systems:
1) Pulse Lasers(3, nose-mounted)
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 1d4x10 MD single cannon blast, 3d4x10 MD for all three cannons firing simultaneously(counts as one attack)
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) Turret-Mounted Pulse Lasers(2)---Mounted immediately aft of the pilot’s position is a defense turret holding two pulse lasers, and controlled by the gunner/sensor operator.
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 1d4x10 MD single cannon blast, 2d4x10 MD for both cannons firing simultaneously(counts as one attack)
Rate of Fire: EPCHH
Payload: Effectively Unlimited

3) Rapid-Fire Rail Guns(4, 2x2, wing-mounted)---Mounted outboard of the engine nacelles are four rapid-fire rail guns. Their placement outboard of the main fuselage limited their ammunition capacity somewhat.
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values:2 miles in atmosphere, 200 miles in space)
Damage: 1d6x10 MD per 20 rd burst per gun; all four rail guns firing simultaneously on the same target do 4d6x10 MD.
Rate of Fire: EPCHH
Payload: 60 bursts per gun

4) Missile/Bomb Bay---The YeDronii has a small bomb/missile bay capable of accommodating ONE of the follwing configurations:
a) Mini-Missiles----36
b) Short Range Missiles----12
c) Medium Range Missiles---6
d) Long Range Missiles---1
e) Cruise Missile---1, carried semi-externally

Variants:
There have been numerous attempts to upgrade the YeDronii over the centuries...mostly efforts to upgrade the engines and powerplant. Yebiss managed to produce a version capable of hitting sustained speeds of Mach 16, by stripping away all armaments but a single nose laser, and replacing everything else with recon sensors...the GR-F00788R was marketted as a scout ship. Yebiss has produced hundreds of upgrade packages for their ship; the most recent swaps out the empty space in the crew compartment for a forcefield generator putting out 700 MDC worth of protection; most Golgan authorities wonder why they bother....

Posted: Sun Jun 17, 2007 10:12 pm
by taalismn
Central Alliance Firand Light Cyber-Fighter

“It’s just like strapping on a great big jetpack and going hunting for ‘phibies!”
---Anonymous Cyberhawk fighter pilot.

The Firand is an older model Central Alliance space fighter developed when the Alliance had just broken off from the Republik.
The Firand was developed with the limited technological resources of the Central Alliance and it shows. The Firand resembles an enclosed cab powerlifter exoskeleton upper torso and arms grated to an engine bell lifted from a CCW Scorpion Light Fighter. Indeed, the propulsion system is actually a copy made of the early model SF-68U(the immediate predecessor of the SF-69, with which it shares the same general engine design), several examples of which are known to have been sold by the Black Market in the region. Like the Scorpion, the Firand is intended for deep space, and not atmospheric maneuvering, as the Firand’s aerodynamic properties are even worse than that of the Scorpion. Though the pilot sits in an ejectable escape pod, life support accommodations are minimal; the pilot is either a light full conversion cyborg ‘jacked in’ to the ship’s systems, or is wearing heavy EBA with extended life support.
The Firand supports only light armor for a fighter, and lacks a forcefield, but like its Scorpion kin, is extremely agile, especially when the pilot is a full conversion cyborg who doesn’t have to worry about excessive gravity forces during hairball maneuvering. The fighter’s name, in fact, comes from a Deuscha settler(of which General Noldek himself can claim descent from) word for ‘dancer’ or ‘dervish’.
The Firand’s main armaments are mounted on two articulated armatures for maximum arc of fire. Like many Central Alliance vehicles, the weapons were designed for modular mountings, since supplies of armaments were never certain, replacements for damaged systems hard to come by, and pit crews forced to make do with what was available to them. Typically, pilots would try to carry a mix of energy and projectile weaponry into combat.
Regardless of its adhoc origins, the Firand proved a surprisingly effective design. Firands came as an unwelcome surprise to Golgan colonial enforcers, who were shocked to discover the Alliancers had viable space combat capabilities. The lack of armor and forcefield protection came as no drawback to cyborg pilots who learned to outmaneuver enemy ‘fleshbod’ or ‘meatsac’ pilots with blood-stopping multi-gee accelerations, decelerations, turns, and burns.
Like all Central Alliance aerospace fighters, the Firand was never in great supply, and those that were available were worked hard. Production barely kept up with demand and combat losses, so much so that few people within the Central Alliance even realized they HAD native-designed space fighter assets. With the recent upswing in the Central Alliance’s fortunes, and the technological knowhow provided by StarForge, production of new Firands has been streamlined and stepped up, so new fighters are becoming available. Rather than be wholly replaced by the transformable frame Steel Hawks, the new Firands are actually allowing the more advanced design to be allocated to elite CyberHawk and fleet formations, while the Firands take up lower priority roles in convoy escort and orbital garrison duties.
Type: CA-F08 Firand
Class: Light Space Fighter
Crew: One(typically a Light Machine Full Conversion Cyborg)
MDC/Armor by Location:
Main Body 400
Reinforced Crew Compartment 100
Engine Bell 200
Weapons Armatures(2) 150 each
Height: 10 ft
Width: 18 ft
Length: 34 ft
Weight: 6 tons
Cargo: Small space in cockpit for a survival pack and sidearm
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed:
(Atmosphere) Not possible
(Sublight) Mach 8, w/ boosters engaged can rach speeds of Mach 14
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 0.8/14% of light speed per melee)
(FTL) Not possible
(Underwater) Not possible
Bonuses: (w/ cyborg link)+1 Strike, +1 Dodge, +1 melee action/attack, +10% to Pilot Fighter skill rolls while linked
Market Cost: 21 million credits
Systems of Note:
Standard Starship Systems, plus:

*Cyborg Linkage---The Firand is meant to be piloted linked to a full-body cyberconversion. +1 Strike, +1 Dodge, +1 melee action/attack, +10% to Pilot Fighter skill rolls while linked

*Pilot Ejection Capsule---Though the Firand cannot enter an atmosphere, its one-man escape capsule can.

Weapons Systems:
1) Weapons Armatures(2)---Each arm can hold ONE of the following:
a) Rapid Fire Rail Gun
Range:5,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d6x10+10 MD per 20 round burst
Rate of Fire:EPCHH
Payload: 200 bursts per gun
b) Rotary Chain Gun---A more powerful projectile weapon, adapted from PDS armaments on larger ships; larger gun, greater rate of fire, more damage, but less payload.
Range: in atmosphere, in space 9,000 ft!(36,000 ft in space)
(Kitsune Values: 7 miles in atmosphere, 700 miles in space)
Damage: 1d4 MD single shot, 1d4x10 MD per 12 shot burst, 2d4x10 MD per 24 rd burst, 4d4x10 MD per 60 rd burst
Rate of Fire:EPCHH
Payload: 6,000 rds
c) Rotary Mini-Missile Launcher---48 MMs(volleys of 1-6)
d) Short Range Missile Launcher Rails--6 per arm (volleys of 1-6)
e) Medium Range Missile Launcher Rails---3 per arm
f) Pulse Laser Cannon
Range: 5,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 4d6 MD single shot, 1d6x10+20 MD per pulse blast
Rate of Fire:EPCHH
Payload:Effectively Unlimited
g) Ion Cannon
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage:4d6 MD per blast, 1d4x10 MD for a double-tap blast
Rate of Fire:EPCHH
Payload:Effectively Unlimited
h) Particle Beam Cannon
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 2d4x10 MD per blast
Rate of Fire: 3 times per melee
Payload:Effectively Unlimited

2) Fuselage Hardpoint(1)---The Firand mounts an additional hardpoint for ordnance on the top of the fuselage, that can carry ONE of the following;
a) Light Pulse Laser
Range: 4,000 ft in atmosphere, 12,000 ft in space
(Kitsune Values: 2.4 miles in atmosphere, 240 miles in space)
Damage: 3d6 MD per blast, 6d6 MD for a double-tap blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
b)Light Rail Gun
Range 6,000 ft :in atmosphere, 18,000 ft in space
(Kitsune Values: 3.6 miles in atmosphere, 360 miles in space)
Damage: 1d4x10 MD per 40 round burst
Rate of Fire: EPCHH
Payload: 40,000 rds (100 bursts)

c) Mini-Missile Pod---12 MMs
d) Short Range Missile Pod---6 SRMs

3) Hand to Hand---It’s rarely done, but it is possible to maneuver the Firand close enough to a foe to deliver a punch or swat with the weapons armatures; boistrous and foolhardy Firand pilots have been known to do this to humiliate an opponent by knokcing loose sensor and communications antennae, or punch in airlocks.
Punch:-3d6 MD
Swat:-2d4 MD

Variants:
A number of field-variants have appeared over the decades, mostly tinkering with the armaments. Some of the more bizarre modifications reported have been rotary saw heads, plasma cutters, and vibro-blades; these weapons appeared on Firands involved in orbital ‘ultimate fighting’ bouts staged in corners of the Central Alliance for both feuding and profit, though supposedly similarly equipped Firands also were sighted in pirate raids on Golgan shipping along the long border-space region.
The most recent rollout of the CA-F08N model revealed both an emphasis on survival and the growing technological prowess of the Central Alliance; the new model sports a forcefield for additional protection(500 MDC), additional armor(+50MDC main body), and an added pair of maneuvering verniers(+1 to Dodge, +1 to Roll).

Posted: Sun Jun 17, 2007 10:14 pm
by taalismn
Central Alliance CopperSprite Medium Fighter

“Those accursed diode-happy metal-fornicating rust-brains went and had conjugal relations with a shuttle-flitter and whelped those heresies of combat craft and now dare call us out to fight!?What next are they going to throw at us on this Blkeh-cursed campaign? Their illegimate half-breed toaster and dumpster offspring?“
-----Flight Kaptain Reselis Gom, Golgan Officer, during Operation Can-Opener.

The CopperSprite is another early-model Alliance design put together from whatever was handy when the Alliance was scrambling for assets. The CopperSprite started life as the ancient Galactic Armory’s HDR-series Aerospace Ranger, a rugged and popular light shuttlecraft/aerospace plane(and one of GA’s early best-sellers) with seurity force applications, common in the Rim territories. Central Alliance engineers rendered the design almost unrecognizable, gutting the engine bays and jamming in new booster units, adding new shielding, grafting on various sensor and communications mounts, and attaching a pair of articulated heavy exo-armatures outfitted with gun-mountngs, on either side of the cockpit. The design earned the name ‘CopperSprite’ after the reddish-orange tinge of the luxchrome surfacing bonded to the hull armor, in an attempt to make the ships a bit more resistant to laser-fire. The CopperSprite IS capable of atmospheric operation, making it a most versatile combat craft. The incorporation of an electronic countermeasure suite for jamming enemy targetting sensors adds to the CopperSprite’s survivability in a firefight and missile exchange.
Early-model CopperSprites were virtually schizoid when it came to operations; the ships almost flew apart of their own accord, and the learning curve for new pilots was harsh and steep. Fortunately, the Alliance had a LOT of HDR Rangers(or knockoffs) availble to convert and experiment with, and enough cyborg pilots survived having their ships shot out from under them and report back, so Alliance technicians managed to work out the worst of the problems, and created a reliable weapons system. They become the ‘elite’ unit of Central Alliance aerospace forces until the development of the transformable SteelHawk replaced them as the ride of choice for ace cyberpilots. Even with that, though, the CopperSprite continues to see service as a mainstay of Central Alliance forces, especially system garrisons and fleet fighter-bomber units.
Like the Firand, the CopperSprite suffered from initial supply problems, with hardly enough being produced to keep up with demand and need, but as the Alliance has entered a boom period with more resources to spend on military procurement, the design has seen both upgrades and stepped-up production. This has made the CopperSprite a more common sight in the Central Alliance military, something General Noldek has taken full advantage of for public relations/propaganda purposes. With more fighters at his disposal, he can afford to send more of them to regions where a fleet presence was virtually unknown, and he relied on his reputation to keep the peace. The presence of multiple factory-fresh CopperSprites and their base ships in orbit is a reminder to the peoples of the Mechanism that the Alliance is no absentee land/warlord, and that a greater Central Alliance nation DOES exist.
Type: CA-F07 CopperSprite
Class: Medium Aerospace Fighter
Crew: One
MDC/Armor by Location:
Main Body 480
Reinforced Crew Compartment 100
Sensor Mounts(2) 50 each
Weapons Armatures(2) 90 each
Wings/Missile Launchers(2) 100 each
Tail Fins(4) 60 each
Height: 16 ft
Width: 35 ft
Length: 40 ft
Weight: 11 tons
Cargo: Small space in cockpit for a survival pack and sidearm
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed:
(Atmosphere) Hover to Mach 6, transatmospheric
(Sublight) Mach 9
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) Not possible
(Underwater) Not possible
Bonuses: +1 strike, +1 Dodge, plus possible bonuses from cyberlinkage( +1 melee action/attack, +10% to Pilot Fighter skill rolls while linked)
Market Cost: 30 million credits
Systems of Note:
Standard Starship Systems, plus:

*Cyborg Linkage---The CopperSprite is meant to be piloted linked to a full-body cyberconversion. +1 Strike, +1 Dodge, +1 melee action/attack, +10% to Pilot Fighter skill rolls while linked

*EW Suite---The CopperSprite carries a standard ECM suite for confusing sensor-guided weapons; -5 to strike.

*Long Range Sensors---The CopperSprite has a top-grade sensor system(another product of tech-smuggling and reverse-engineering) with 20% better range than comparable systems(and roughly 25% better than the second-line Golgan ships the CopperSprite encounters most frequently along the CA’s borders).

Weapons Systems:
1) Weapons Armatures(2)---Like the armatures of the Firand, the CopperSprite’s armatures can swapped out for several different types;
a) Triple Light Pulse Lasers
Range: 5,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 4d6 MD per single blast, 1d6x12 MD for all three lasers firing simultaneously(counts as one attack)
Rate of Fire:EPCHH
Payload:Effectively Unlimited
b) Double Ion Blaster
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage:5d6 MD per blast, 1d6x10 MD for a double-tap blast
Rate of Fire:EPCHH
Payload:Effectively Unlimited
c) Particle Beam Cannon
Range: 3,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 3d6x10 MD per blast
Rate of Fire: Three times per melee
Payload:Effectively Unlimited
d) Dual-Barrel Rail Guns
Range: 4,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 2d6x10 per 40 rd burst
Rate of Fire:EPCHH
Payload: 100 bursts

2) Nose Lasers(4)---The CopperSprite mounts four small pulse lasers in its nose, in a fixed-forward firing position.
Range: 5,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage:3d6 MD per single blast, 1d6x12 MD for all four lasers firing simultaneously(counts as one attack)
Rate of Fire:EPCHH
Payload:Effectively Unlimited

3 Tail Lasers(2)---The CopperSprite mounts two small pulse lasers in the tail to dissuade missiles and pursuing opponents.
Range: 5,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage:3d6 MD per single blast, 6d6 MD for both weapons firing simultaneously
Rate of Fire:EPCHH
Payload:Effectively Unlimited

4) Wing Hardpoints(2)---The CopperSprite carries two ordnance hardpoints on its stub-wings. Each hardpoint can an accommodate ONE of the following:
a) Mini-Missiles----36
b) Short Range Missiles----12
c) Medium Range Missiles---6

5) Underfuselage Hardpoint(1)---Underneath the CopperSprite’s fuselage is a centerline ordnance pylon. Can accommodate ONE of the following:
a) Mini-Missiles----36
b) Short Range Missiles----12
c) Medium Range Missiles---6
d) Long Range Missiles---2
e) Cruise Missile---1
f) Heavy Rail Gun Pod
Range: 10,000 ft in atmosphere, 5 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 3d6x10 per 40 rd burst
Rate of Fire:EPCHH
Payload: 200 bursts
g) Electronics Pod---This can be a radio-jammer suite, ELINT pod, or reconnaissance sensor pod.

6)Hand to Hand---It’s rarely done, but it is possible to maneuver the CopperSprite close enough to a foe to deliver a punch or swat with the weapons armatures.
Punch:-2d6 MD
Swat:-1d6 MD

Variants:
The most recent production of the CopperSprite has premiered the CA-F07D, which features a forcefield generator(900 MDC) and is compatible with a number of accessory ‘sled boosters’, including an FTL drive pod.
The CA-F07E ‘Excalibur’ is still in development, and promises to deliver all the advantages of the CA-F07D, plus laser-reflective armor, making good on the original luxchrome concept that gave the ‘CopperSprite’ its name.
The CA-F07T is a two-seat training version, which is also expected to be exported for sale to worlds and groups friendly to the Central Alliance.

Posted: Mon Jun 18, 2007 9:33 pm
by Aramanthus
Very nice Taalismn! Very nice! I like them all!

Posted: Mon Jun 18, 2007 9:35 pm
by Aramanthus
The Golgan Republik Fleet has remained static for almost five hundred years. The Republik's forces are vast even with the passage of time. They have suffered set back after set back in dealing with those star systems that want to withdrawal from the Republik. Even with the set backs this Star Nation is still powerful and prepared to defend themselves from any who would try and steal their territory. Even though they have suffered losses over time, they still try to maintain their substantial numerical lead over most of their neighbors.
The Golgan fleet has shown a lot of discipline over the centuries. They have their own academy located on the Home world, although there are associate academies on various sector capitols. These academies have provided the Cadre of officers for the Golgan Republik’s navy almost since its creation. It has a sister school whose job it is too train the non-commissioned
officers and ratings of the fleet. The academy is located near the capital of the Republik, in a geo-stationary orbit above the capitol adding to its already powerful defense. (The station itself will be described later.)
The Golgan Fleet has had its numbers reduced over the centuries thru attrition of time and the opponents it has faced over the period. And if its detractors would have anything to say the Navy would disappear along with the Republik when they predict it’ll fall completely apart. Although the Republik says that they’ve had some set backs they are still within the power level they need to maintain what territory they have at a minimum level. And there have been some major rumblings within both the government and the military about expanding the fleet marginally over the next few years.
The Golgan’s are carefully watching their former Republik members, The “Central Alliance” to see if they are only upgrading their fleet for security reasons, or if they have territorial aspirations. So this new growth in their fleet strength is being carefully watched and monitored. The Republik has placed their Central Alliance Border Fleet on a stat of higher alert to keep their borders from being violated. The borders of the Republik have been violated by many pirates, slavers and there was a major incident with a Splugorth recently. All of these violations of the border were dealt with by the fleet.
The Fleet is listed like this

Ship Classes Original # Active # in Fleet # in Reserve
Neibaur Fleet Carriers 40 20 5
Grudzinsky Carriers 65 25 10
Sikora Light Carriers 80 35 10
Eisenstaedt Escort Carriers 100 50 11
Olshanskee Dreadnaughts 8 5 1
Ollarzabaal Battleships 35 26 4
Mommaertskee Battlecruisers 56 30 7
Luedtke Pocket Battleships 62 43 12
Dankowskee Monitors 0 50 10
Levandoskee Heavy Cruisers 75 57 12
Zyszkiewicz Light Cruisers 120 89 6
Weisbrodskee Escort Cruisers 120 75 2
Jeerdeeskee Destroyer Leaders 95 46 4
McCarthskee Destroyers 200 132 9
Krizmanichsky Frigates 210 115 21
Dumovich Corvettes 489 189 55
Ciszewsky Patrol Boats 2500 541 13

Posted: Mon Jun 18, 2007 9:51 pm
by taalismn
What a combination of paranoia and pathos are the Golgans..
At their worst they remind one of the monolothic Soviet Union in decline, presiding over a crumbling Warsaw Pact...at their best, they're modern Italy, fumbling along politically, but still able to turn out some first-rate fighting men and machines, albeit not as many as in their glory days...
As much as I root for the Central Alliance, I still see in the Republik the chance for the froggies to, under the right circumstances, emerge as heroes in some galactic crisis(like maybe the Minion War will roll through their space, and they'll go all out on the demons, venting soem serious xenophobic tension and impress the heck out of smaller worlds they're protecting...)...

Posted: Mon Jun 18, 2007 10:00 pm
by Aramanthus
I definately agree with your view on the Golgans.

Posted: Tue Jun 19, 2007 8:28 pm
by taalismn
Don't forget that the Golgans likely includes lots of 'auxiliary' units...captured ships or ships built by vassal states(and allowed to be constructed by the Golgan administrators with the understanding that they're to be used for the greater Golgan defense), merc vessels, and supplemental craft(bought from Naruni and other sources)

Posted: Wed Jun 20, 2007 10:11 am
by Aramanthus
You're right. I guess now I'll have to start thinking about those sort of vessels. What sort of size limits for vessels constructed in that sort of format? I'm guessing that they might not allow anything larger than say Heavy Cruisers built by those sort of forces.

Posted: Wed Jun 20, 2007 9:59 pm
by taalismn
Yep...probably nothing better armed than a heavy cruiser....Unless they managed to grab a battleship or two at dock....The Golgans would be leery of letting mercenaries with anything heavier than a light cruiser flit around in their space....The Golgans would keep the better alien-built units for their own use, and would dismantle everything else to recycle into new hulls and transports...