Universal Ship Design Database

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Universal Ship Design Database pull 2

Postby Édouard » Sat 24 May, 2008 05:07

Page 7 is getting way too long.

So I bumped the thread until it could go over to page 8, so we can post some lists here and give some stability back to the thread.


Sorry if some people take offense or if it's considered as spam. But if I hadn't done that, then those 5 posts would have become more ship lists and then page 7 would have been monstrously huge and the ones at the bottom would have received no attention. Now at least we can post them on a fresh page.

If we could I would suggest making it so the pages of this perticular thread only have 10 posts each, rather than the usual 15. But, ya know, can't always have what we want or need so I felt i needed to act.
Last edited by Édouard on Sat 24 May, 2008 05:13, edited 1 time in total.

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Re: Universal Ship Design Database

Postby DarkMirror » Sat 24 May, 2008 05:10

Empire Research Subject: Cthuu Lifeforms wrote:The Cthuu are a race of massive, plant-like creatures. They are highly powerful in the realm of psionics, although their physical forms are ill-suited for space combat. A mostly passive race, they are however quite capable of defending themselves from threats.
Cthuu Warbird wrote:
Ship Classifications wrote:-Cthuu Warbird
-Equivalent to a Light Corvette
Image
Physical Arrangement wrote:-Bark "skin" is three feet thick and roughly equal in strength to heavy duty plastisteel
-Their "heart" is a massive sap-plasma pumping organ and is also a functional brain, located in the forward segment
-Their large leaves are useful as solar sails and photosynthetic collectors
-Several of their buds act as "eyes" and can sense electromagnetic interference
-Several of their internal structures are used as stomaches and digestive tracts which can be used to break down tougher materials
-Their wounds seal quickly with incredibly sticky sap, and heal rapidly afterwards
Offensive and Defensive Emplacements wrote:-Several of their buds are electroluminescent pods filled with exotic gases. These pods are capable of focusing their light into intense laser beams
-Other pods are complex electromagnetic devices which can hurl iron-rich seeds at targets with great momentum. Said seeds will grow rapidly in an oxygen-rich environment
-Generally, a Warbird will have anywhere from ten to thirty four pods and buds on its surface, although it may grow new ones over time
Psionic Capabilities wrote:-Can project a weak field of energy around themselves, which absorbs energy from attacks and feeds it to the Cthuu
-Telepathic abilities within massive distances. This also allows them to sense intelligent beings within said area
-Can move itself along at rapid speeds through minor teleportational jumps. Larger versions of these jumps are used for crossing vast distances

Cthuu Arrowing wrote:
Ship Classifications wrote:-Cthuu Arrowing
-Equivalent to a Cruiser
Image
Physical Arrangement wrote:-Bark "skin" is five feet thick and roughly equal in strength to heavy duty plastisteel
-They often have two of the massive "hearts", which are both massive sap-plasma pumping organs and are also functional brains, located in the central segment
-Their large leaves are useful as solar sails and photosynthetic collectors
-Several of their buds act as "eyes" and can sense electromagnetic interference
-Several of their internal structures are used as stomaches and digestive tracts which can be used to break down tougher materials
-Their wounds seal quickly with incredibly sticky sap, and heal rapidly afterwards
Offensive and Defensive Emplacements wrote:-Several of their buds are electroluminescent pods filled with exotic gases. These pods are capable of focusing their light into intense laser beams
-Other pods are complex electromagnetic devices which can hurl iron-rich seeds at targets with great momentum. Said seeds will grow rapidly in an oxygen-rich environment
-Some pods cultivate a highly volatile biological plasma, which can be ejected in a sheath of hard natural crystal. These shots will shatter and release the burning-hot substance over the target on impact
-Generally, a Arrowing will have anywhere from thirty four to fifty pods and buds on its surface, although it may grow new ones over time
Psionic Capabilities wrote:-Can project a fairly strong field of energy around themselves, which absorbs energy from attacks and feeds it to the Cthuu
-Telepathic abilities within massive distances. This also allows them to sense intelligent beings within said area
-Can move itself along at rapid speeds through minor teleportational jumps. Larger versions of these jumps are used for crossing vast distances

Cthuu Armada wrote:
Ship Classifications wrote:-Cthuu Armada
-Equivalent to a Titan
Image
Physical Arrangement wrote:-Bark "skin" is around twelve feet thick and roughly equal in strength to heavy duty plastisteel
-They often have three or four of the massive "hearts", which are both massive sap-plasma pumping organs and are also functional brains, located in the central segment
-Their large leaves are useful as solar sails and photosynthetic collectors
-Several of their buds act as "eyes" and can sense electromagnetic interference
-Several of their internal structures are used as stomaches and digestive tracts which can be used to break down tougher materials
-Their wounds seal quickly with incredibly sticky sap, and heal rapidly afterwards
Offensive and Defensive Emplacements wrote:-Several of their buds are electroluminescent pods filled with exotic gases. These pods are capable of focusing their light into intense laser beams
-Other pods are complex electromagnetic devices which can hurl iron-rich seeds at targets with great momentum. Said seeds will grow rapidly in an oxygen-rich environment
-Some pods cultivate a highly volatile biological plasma, which can be ejected in a sheath of hard natural crystal. These shots will shatter and release the burning-hot substance over the target on impact
-Generally, a Armada will have anywhere from one hundred to a hundred and eighty pods and buds on its surface, although it may grow new ones over time
Psionic Capabilities wrote:-Can project a very strong field of energy around themselves, which absorbs energy from attacks and feeds it to the Cthuu
-Telepathic abilities within massive distances. This also allows them to sense intelligent beings within said area
-Can move itself along at rapid speeds through minor teleportational jumps. Larger versions of these jumps are used for crossing vast distances
-Capable of lashing out with mentally projected telekinetic whips

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Re: Universal Ship Design Database

Postby king willy » Sat 24 May, 2008 12:58

Ships Of The Krilaner Nations

Drone Weapons - Vera Corp. Drone Fighters. These average sized fighters a unmanned drones piloted by technopathic krilaners called the Avian Knights who fly alongside the drones in larger fighters and bombers. The fighters a armed with only small mass drivers, while the bombers have a nose cone filled with small bombers that bursts open as it approaches the target, covering the area in small bomblets.

Light Fighter - Vera Corp. Ra'nos Fighter. This fighter was designed for use by Level 1 Avian Knights, the weakest of the Avian knights, this is more of a training ship that allows the user to advance his drone manipulation powers in real-life combat. It is still an effective ship as it uses the Avian Krilaners unique bird designs. It's engines a super small able to fit in a 1 and a half meter thin rail connected to a joint, this creates the shape of a birds wing, while this has weaker thrust then a full sized engine it gives it much better handling by manipulating the shape of the wing, this is a design that all the light ships use along with secondary engines to help it break atmosphere. It is armed with a single mounted mass driver and two Air-air missiles.

Interceptor - Vera Corp. Ho'nepe Interceptor. This is an updated version of the Ra'nos with a much greater speed and handling with the addition of a much more powerful secondary engine and a lighter frame, this model does suffer from weaker armor though. It is often seen used by the Level 2 Avian Knights or the Ace Knights, these knights a renowned by the Krilaner for there ability to control multiple squads of drones. Armed with a pair of mounted Assault Drivers and four Air-Air missiles.

Heavy Fighter - Vera Corp. Fl'gona Fighter. The most powerful of all the Krilaner fighters, this craft has the strongest fire power, Armed with two 'Shredder' Super-Needle Drivers that can deliver 300 rounds of armor piercing ammo in a minute and the the eight multi-purpose Missiles, they a excellent air support crafts as well as fighters. While they lack the speed of the Ho'nepe, the added firepower more then makes up for it. The Fl'gona is usually piloted by the top Avian Knights, known as the Psi-lords, there ships a unique to each squad, the most powerful a well known because of their paint jobs, Gold and white, representing the Knights of Go'doda, simple space Black for the Yeblll'aia Spec. Ops., Sand camo is the color of the Vipers of Hydo and the Green and Purple of the Jaa (yaa) Hunters.

Bomber - Vera Corp. Ju'gla multi-purpose bomber. The bomber designed using elements of the fighters, while it has less speed and handling it has much thicker armor then any of the fighters able to survive multiple hits from flack and other AA bullets, it does have a weakness to plasma but most other weapons a weaken by the bio-nanites in the armor. It's main weapons a it's internalised bomb bay that can be loaded with any form of bomb, while it's missile systems a held under the cocpit and near the secondary engine. A variant of the Ju'gla is also armed with stealth tech and long ranged guided bombs. Avian Knights who pilot this specialize in controlling bomber drones.

Corvette - Yeblll'a Nationals Go'da Patrol craft. The first orbital craft, equipped with advanced 'Yo'mad' Ion engines to break away from a planet as apposed to the Fusion Jets of the Fighters, it's armor is a thicker version of the type used by the Ju'gla bombers but with the loss of Bio-nanites, they instead use smaller drones to do repairs and take that hit of a solid weapon or absorb some of the energy-based weapons. The weapon systems a also unique using its three heavier Mass drivers for long range co-ordinated attacks and pin-point strikes and the five lighter Point-defense needlers for AA and close range support, it also has a torpedo launcher for specialized damage.

Recycler - United Nations R & D Ku'tala Scavenger. The main scavenger ship, this is lightly armed with psi-powered kinetic launchers that can do damage to unshielded ships but nothing to even the weakest shields, it's main purpose is delivering the equipment necessary for processing scrap metal and junk back into their raw materials, it's normally crewed by small groups of independent telekinetics.

Destroyer - Coraan Industries Opia Hunter/Killer. A small escort craft designed to back up larger craft and shield retreats, It's hull is quite flimsy for a ship meant for space combat but it's weapon systems and shielding make up for it. Using five turret mounted Plamsa rails, three on top two beneath, it can pound enemy ships from a distant and if the ship is surround.

Frigate - Gai'doda Mechanical Industries (GMI) Ry'goada Frigate. The Basic Frontal support unit designed around the use of psionic shielding technology and psi-powered weapons. Its design is centered around it's two main 'wing shield' projectors, two wing shaped compartments running the length of the ship that house the telekinetic Super-enhancers. these focus the crews telekinetic powers enough to create shields that can defend against even the most powerful plasma weapons but this can put a lot of strain on the crew, when the TK shield shuts down it still has powerful psionic missiles that use the crews enhanced TK to increase the damage of the missiles. Their is also a experimental version codenamed X-Frigate that has Ionic shields so the strain on the crew is reduced.

Scout Ship - UN R&D Drone scouter. A smaller version of the Drone fighter that has only one weapon, a self-destruct sequence, but is used more as a scout. It's small disc shape is because of the psi-tech in side, most notably the telepathic video recorder, that allows the 'pilot' to receive recordings straight from the drone. As long as it's within the same system. The first and only drone with FTL drives. When away from it's 'pilot' it uses regular video recording

Outpost Ship - UN Shipyards Hidaaa Colony Ship. The first application of the Hyperion Engine Drive Accelerator, it allowed fast movement of the massive terraforming equipment needed to colonize planets in other solar systems. As of yet it has not been used out of the Kriner system.

Cruiser - Hydo Military Arms Nolos Escort. The first FTL capable Attack ship. It's design was meant to be a fast attack ship suitable for raiding enemy trade points but over time it took the role of forward attack vessel. It's state of the art plasma weapons a constantly upgraded, especially the main 'Gru'nama' plasma cannon mounted along the spine of the ship.

Carrier - GMI La'zza Carrier. The discovery of FTL travel caused the need for a way to transport small fighters and bombers out of system, the La'zza was developed by the Gai'doda government. While still small it means that even if enemies a far out of system fighters can be deployed. It's weapons a mostly AA missiles enhanced by the crews psionic powers, as well as the massive groups of drone fighters and drone bombers lead by Avian knights.

Heavy Cruiser - Jaarian Civil Industries. (JCI) Rocrana Interdictor Escort. The Rocrana was the first real attempt by the Jaarian government to create a ship that could break atmosphere, amazing still was the fact they beat out the Gai'dodian Nolos 2 in becoming the first ship to be equip with the gravity well generator and psionic powered inhibitors. The Rocrana is designed as a larger escort ship armed in mush the same way but is equipped with a collection of state of the art scrambling equipment such as the Communicator Hi-Jaker Array, The Vulture AI Virus and the powerful Psionic powered Inhibitors that can slow the speed of ships kinetic weapons and speed.

Battleship - United Shipyards Klu'da'hata Attack Craft. The Klu'da'hata was the first joint effort to create a multi-purpose attack craft with FTL capabilities, Armed with the latest Ion technology and the Quad-Barrel turret design it can take down enemy shielding quickly with two Ion barrels then instantly switch to the Laser barrels to damage the hull. It's main guns a the four forward mounted 'Gru'nama' plasma cannons. It also has room for a few fighters and drones.

Fleet Carrier - GMI Lorana Advanced Carrier. The Lorana is everything they learned from building the La'zza, powered up and made five times better and bigger. The purpose was kept the same and little in the design is different other then the use of Ionic missiles.

Dreadnought - United Shipyards Runaaa Super-Ship. The Runaaa is one of the most powerful ships in production by the Krilaner. With 15 heavy photon turrets and hundreds of Quad-barrel turrets running the length of the seed-shaped ship, nothing can approach this ship with out taking massive amounts of damage.

Titan - JCI Croa Stalker Ship. This Ship is the ultimate ambush craft despite it's massive size, it's entire design is based on it's super-powerful cloaking devices, with six cloaks running the length of the ship only radar that searches for mass can detect this ship and with the unique Engine Disruptor Cannon that runs along the spine of the ship any ship that comes to close to the ship will lose almost all it's power in a few shots.

Leviathan - GMI Lorkaa Mega-Ship. The Lorkaa is the all-purpose super ship was made to survive as much fire as possible before taking out the opposing craft. It's extensive use of Psi-drones of both the Fighter and internal defense means it can be crewed by as little as 100 powerful Level-5 Avian Knights, the highest one can attain. The ship it's self is armed with huge numbers of photon turrets for taking out large ships and powerful EMP missile banks for taking out squads of fighter jets.

Death Star - The Unity Of Minds - This is the massive super weapon off the Krilaner thats less of a ship and more of a system wide defense platform, it's main weapon is the Super Disruptor capable of, at the least, crippling a Leviathan classed ship, it has a weakness in that it has no form of FTL drive, this is because the platform was built to prove to the Krilaner themselves that this could be made. It is currently used as a colony for the Technopathic Gryule, Krilaner who have become nearly completely machine and the strongest followers of the Technocratic Religion the Krilaner follow.
Last edited by king willy on Tue 17 Jun, 2008 10:15, edited 3 times in total.

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Re: Universal Ship Design Database

Postby king willy » Sat 24 May, 2008 15:08

Weapons and Armor.

Side-arms
Krilaner LP-30 - The LP-30 is a light weight handgun used by pretty much every nation. Developed by the GMI over 30 years ago it has proven to be far superior to nearly every small caliber firearm.
Ammo - 14 9mm
Range - 160 m

Krilaner Fal'ogad - The most powerful handgun ever developed, it's bulky size has made it less appealing to the military but many crime syndicates and the rich love the look of this shiny golden gun.
Ammo - 8 50. cal
Range - 250 m

KUN (Kriner United Nations) F-10 - The standard side arm of the UN agents. While it lacks the stopping power and clip capacity of the LP but it's built-in silencer, pistol scope or laser sight and the agents superior training, this pistol can become even more deadly Fal'ogad.
Ammo - 10 9mm
Range - 90 m

TY-213 - Another pistol often used by military forces with less money, when compared with the other pistols commonly used it's quite pitiful but it's cheapness and inter-changeable parts allows it to be quite adaptable.
Ammo - 12 9mm
range - 110 m

Assault Rifle

LD025 - The most commonly used rifle given to members of the Gai'doda and Yeblll'aia military , with an average stopping power and quick rate of fire, it has been used to bring down dictators and benefactors alike, it's main asset is it's easy to mass produce.
Ammo - 30 7.62 rounds
Range - 490 m

LD026X01 - The next-gen rifle of the UN, using rail gun technology. While still early in development field tests have surpassed expectations, as of yet no weapon has had the same penetrating power and the lack of recoil means even better accuracy, sadly soldiers compare it to sniper rifles so it has yet to gain wide acceptence outside of the UN agents and Spec. Ops.
Ammo - 50 4 cm long slugs
Range - 900 m

LD019 - An older model LD025, it's smaller clip is made up for by the increased damage. This rifle was briefly used by Yeblll'aia and Jaa but was dropped in favor of the cheaper LD025, it's still used in Jaa and other nations who do not have the technology to build the synthetic materials.
Ammo - 25 7.62 rounds
Range - 480 m

Krilaner Talon - The weapon of the Drone, this is a high intensity plasma weapon. It's not used by organics as the containment technology is still not perfect and the heat given off can burn a mans skin off as he fires. People strong in pyrokinesis and telekinesis can protect themselves though.
Ammo - Plasma generator
Range - 200 m

Limana Ti'pa 50. cal - Limana Ti'pa means Long Spear in avian Krilaner, called so because of the amazing range this rifle has. This fifty caliber sniper rifle is simply the most famous of a series of sniper rifles, to be more specific the anti-material version.
Ammo - 6 50 cal. sniper bullets
Range - 1700 m

Close Range Weapons

Fruna cannon - A feletchette weapon designed for close-range room clearing, mostly used by law enforcement units this gun can mess up pretty much any light armor, but the bullet damage is ineffective for damaging armor
Ammo - 7 Feletchette shells
Range - 60 m

TN Vibro - A small knife able to cut through most forms of personal armor and wiring, it's vibrating core was copied from the knives of ancient Krilaner soldiers.

Knights Blade - A ceremonial weapon used by Level 3 Avian Knights, this sword is a non-powered weapon used as a last resort. It's main strength being the training one needs to undertake to use the blade which involves training ones Telekinetic powers.

Heavy Weapons

Mounted plasma crossbow - A mounted anti-material weapon designed to launch a metal bolt with plasma within it, that on impact shatters causing a chain reaction that causes the plasma to ignite at an increased heat and longer burning time. It can be enhanced using psionic powers.
Ammo - 100 Plasmite bolts
Range - 300 m

YEP-67 "Sh'yaa'ma" - A light rocket launcher system that can fire up to two light rockets.
Ammo - 2 "Shy" rockets
Range - 100 m

Mounted YLD3210 MG - The Yeblll'aian made mounted machine gun, used to defeat infantry, drones and damage MECH power armor.
Ammo - 500 7.62 AP rounds
range - 400 m

SAM-13 - Surface-to-Air missile rack design to take down fast moving fighters, comes in a single shot version.
Ammo - 4 S2A missiles
range - 800 m

Armors

Light Combat Vest(LCV) - A light armor used by law enforcement and undercover UN agents.

Force Recon Armor - This is used by most first response military forces in Gai'doda, Yeblll'aia, Hydo and Jaa.

Jaarian Black Operations Nano-Armor - An oddly advanced armor for the poorest nation on Kriner, it is believed that this was stolen from Gai'doda and the building process financed UN money sent to aid the people. It's an incredibly strong armor that can stop any form of handgun projectile, but a rifle will do some damage, what makes this armor special is that it is a form of power armor made using nano machines as opposed to metal plating, this gives it far greater stealth capabilities such as light-bending and the ability to turn liquid and be hidden under clothes.

Power Armor - This is the main armor used by all Krilaner fighting forces other then the Force Recon units, every year exams a held to see if a soldier is ready to wear the most basic form of this armor, which offers increased strength, speed, stealth and psionic powers.

MECH suit - The Mechanical Exoskeletal Combat Harness is the first of the Battle class power armors, this version is quite bulky using a lot of thick armor to protect the wearer, it also has a booster pack which helps to increase it's speed but it's size restricts movement. It can arm it's self with different types of weapons and the wearer is given the title of Avian knight Level 1.

Ea'klado-Class MECH Suit - The level 2 battle class power armor, this has the advantage of being more advanced but harder to build, it's main advantage though is the massive increase in speed, sadly it loses a lot of armor and it is forced to use lighter armor.

Go'maa-Class MECH suit - The level 3 battle class power armor is the most advanced weapon in the Krilaner arsenal, often worn by the most powerful non-Air Force Avian knights. It's jet boosters use the same design as the Ho'nepe interceptor and with a rudimentry life support it can make it into space and survive for about an hour before having to re-enter. It has also been given advanced stealth capabilities.

MECH weapons

LD125 - This is simply a LD25 but exactly two times bigger, this is the main weapon system on all MECHs but usually dropped by more experienced pilots.
Ammo - MECH caliber rounds
Range - 1000 m

LP-300 - This is the basic MECH suit handgun.
Ammo - MECH Caliber Handgun rounds
Range - 500 meters

LD227X91 - A plasma cannon designed for anti-MECH purposes, used as the secondary weapon it is kept on the back of the MECH until needed, it has also found a use as a orbital weapon on the GO'maa-class. Still Experimental.
Ammo - Plasma generator
Range - 1200m to Orbital scale

RT198 - The RT198 or 'Raging thunder' is the next level of the MECH-Class assault rifles, using needle driver technology this massive gun can fire 7000 rounds in ten minutes with good accuracy, the only problem with this gun that stops it from mass production is the fact the cost to produce is so high this restricts it to sports pilots.
Ammo - MECH Caliber rail-needles
Range - 2000 m

YEP-9000 - the YEP-9000 is a multi-use defensive rocket launcher, it's a weapon usually mounted to the forearm of the MECH, it's let down by it's small damge considering it's a rocket launcher but as a last resort weapon it's better then a LP-300, it can also be fitted to fire S2A missiles.
Ammo - 3 MECH-Class RPGs or 3 MECH-Class SAMs
Range - 400 m or 800 m

RLP - The RLP is a long-range back mounted missile launch system, capable of launching every known missiles on Kriner.
Ammo - Any rocket and Missile
Range - Varies

GA-X - The GA-X is an experimental weapon codenamed-GAIA, this is a program working on making space-ready MECHs as of yet only the GA-X has been declassified as a known weapon. This is a shoulder mounted rail gun capable of launching plasma at a target, it's a copy of the old Krilaner plasma thrower that was recently unearthed on the Yeblll'aia plains 50 years prior to the discovery of the Hyper drive.
Ammo - X-series Plasma Generator
Range - 3000 meters to Orbital scale

Ground Based Drones

TK-99 'Horana' Drones - A small infantry-class drone armed with the basic Talon. The most numerous drone with a distinctive insect appearance.

RY-78 'Egleaer' Drones - A medium Infantry-class drone armed with twin Talon cannons and a light rocket pack. A more bird like design that stands roughly the same height as a man.

TY-103 'Ra'ger' Drones - The Heavy Infantry-class drone is armed with twin shoulder mounted Heavy Talon cannons and Vulcan barrel, designed to take down medium artillery and armor.

LR-23 'Sir'nala' Drones - The newly developed Skirmish-Class drone is a reptilian drone armed with a pair of Light Talons on it's forward shoulders, a laser cutter inside the 'mouth' and light missiles attached to it's 'tail'. Designed for speed in both land and water it can internalize it's weapons for more speed and a semi-biological skin of nano paste it can regenerate most light wounds.

LR-230 'Sir'nala 2' Drones - The super-drone developed after the completion of the Sir'nala, this is a much larger version of the of the Sir'nala made to designed to move quickly towards a target city, destroy the defenses and leave the area in a matter of days. The main weapon is a Disruptor cannon which replaces the laser cutter while it's shoulder mounted talons a replaced with plasma cannons and it also has a small missile battery on the tail.
Last edited by king willy on Tue 17 Jun, 2008 10:42, edited 3 times in total.

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Re: Universal Ship Design Database

Postby SamuraiPizzaGuy » Sat 24 May, 2008 18:35

Elvar

Capital ship/support ship templet;

Class:Dread
Type:battleship/ flag ships(are very big but only 1 per system)
Decks:55
Crew: 8150
Defences: Auto-turrets outside on the entrances to the flightbays, inside on all hallways, 5M thick plating, heavy E-sheilds with a back up system that goes online when the first is depleted or overheated, three fusion cores with one as back up.
Armorment:500 light MACs(250 on each broadside), 200 heavy MACs (100 on each broad side), 50 plasma turrets(25 on top and bottom/ and they swivel), one EMP turret on the bow( takes three posts to charge and fire)
Flight bays: Four normal (each holds 500 fighters/drop ships), one huge(holds 2000 fighters, or one frigate) huge is on the bottom the normals are on the broadsides
Desc: command ship are extremely expensive, but is a space-faring fortress.
FTL systems:mass effect drives and hyperspace
Fallback sublight System:ion drive
Main sublight System:ion drive
Combat status: Auto-turets activate, marines suit up and patroll the ship or get in the boarding ships, lights go to blinking red, third generator goes online, plasma is preped,

Class:Skull
Type:battleship
Decks:30
Crew: 4500
Defences: Auto-turrets outside on the entrances to the flightbays, inside on all hallways, 4M thick plating, heavy E-sheild with a back up system that goes online when the first is depleted or overheated, two fusion cores with one as back up.
Armorment:250 light MACs(125 on each broadside), 100 heavy MACs (50 on each broad side), 26 plasma turrets(13 on top and bottom/ and they swivel),
Flight bays: 2 normal (each holds 500 fighters/drop ships), the normals are on the broadsides
Desc: the normal battleship is commonly used in important engagements, about 50 per system
FTL systems:mass effect drives and hyperspace
Fallback sublight System:ion drive
Main sublight System:ion drive
Combat status: Auto-turets activate, marines suit up and patroll the ship or get in the boarding ships, lights go to blinking red, 2nd generator goes online, plasma is preped,

Class:Beast
Type:carrier/ repair ship
Decks:55
Crew: 8,150
Defences: Auto-turrets outside on the entrances to the flightbays, inside on all hallways, 3M thick plating, heavy E-sheilds with a back up system that goes online when the first is depleted or overheated, 2 fusion cores with one as back up.
Armorment:100 light MACs(50 on each broadside), 40 heavy MACs (20 on each broad side), 10 plasma turrets(5 on top and bottom/ and they swivel),
Flight bays: 6 normal (each holds 500 fighters/drop ships), 2 huge(holds 2000 fighters, or one frigate) huges are on the bottom the normals are on the broadsides
Desc: carrier and mobile repare yard decently rare only about 15 per system
FTL systems:mass effect drives and hyperspace
Fallback sublight System:ion drive
Main sublight System:ion drive
Combat status: Auto-turets activate, marines suit up and patroll the ship or get in the boarding ships, lights go to blinking red, 2nd generator goes online, plasma is preped,

Class:Mule
Type:small carrier
Decks:40
Crew: 6,000
Defences: Auto-turrets outside on the entrances to the flightbays, inside on all hallways, 2M thick plating, heavy E-sheilds, 2 fusion cores with one as back up.
Armorment:50 light MACs(25 on each broadside), 20 heavy MACs (10 on each broad side), 5 plasma turrets(3 on top and 2 on bottom/ and they swivel),
Flight bays: 8 normal (each holds 500 fighters/drop ships), the normals are on the broadsides
Desc: carrier about 50 per system
FTL systems:mass effect drives and hyperspace
Fallback sublight System:ion drive
Main sublight System:ion drive
Combat status: Auto-turets activate, marines suit up and patroll the ship or get in the boarding ships, lights go to blinking red, 2nd generator goes online, plasma is preped,

Class:Falcon
Type:Frigate
Decks:10
Crew: 2500
Defences: Auto-turrets outside on the entrances to the flightbays, inside on all hallways, 3M thick plating, heavy E-sheilds, 2 fusion cores with one as back up.
Armorment:100 light MACs(50 on each broadside), 40 heavy MACs (20 on each broad side), 10 plasma turrets(5 on top and bottom/ and they swivel),
Flight bays: 1 normal (each holds 500 fighters/drop ships),the normals are on the broadsides
Desc: small warship very popular, about 100 per system
FTL systems:mass effect drives and hyperspace
Fallback sublight System:ion drive
Main sublight System:ion drive
Combat status: Auto-turets activate, marines suit up and patroll the ship or get in the boarding ships, lights go to blinking red, 2nd generator goes online, plasma is preped,

Class:Swift
Type:Scout
Decks:2
Crew: 300
Defences: Auto-turrets outside, inside on all hallways, 2M thick plating, light E-sheilds, 2 fusion cores with one as back up.
Armorment:2 light MACs(1 on each broadside), 1 heavy MACs (on the nose)
Flight bays: none
Desc: small and fast but very weak
FTL systems:mass effect drives and hyperspace
Fallback sublight System:ion drive
Main sublight System:ion drive
Combat status: Auto-turets activate, marines suit up and patroll the ship, lights go to blinking red, 2nd generator goes online

Class:Mother
Type:colony-ship
Decks:40
Crew: 6,000
Defences: Auto-turrets outside on the entrances to the flightbays, inside on all hallways, 3M thick plating, heavy E-sheilds, 2 fusion cores with one as back up.
Armorment:50 light MACs(25 on each broadside), 20 heavy MACs (10 on each broad side), 6 plasma turrets(3 on top and bottom/ and they swivel),
Flight bays: 1 normal (each holds 500 fighters/drop ships),the normals are on the broadsides
Desc: very rare the elvar rarely makes new colonies unless population demands it, very slow
FTL systems:mass effect drives and hyperspace
Fallback sublight System:ion drive
Main sublight System:ion drive
Combat status: Auto-turets activate, marines suit up and patroll the ship or get in the boarding ships, lights go to blinking red, 2nd generator goes online, plasma is preped,




Small craft templet;

Class:Hawk
Type:Fighter
Crew:1
Defences:Auto-turrets, 2M thick plating, light E-sheilds, one window for the -blam!- pit
Armorment:2 light MAC guns (1 on each broadside/ they swivel)
FTL systems: mass effect ( only good for in-system)
Fallback sublight System:ion drive
Main sublight system:ion drive

Class:Eagle
Type:Boarding/drop ship
Crew:1(carries up to 20)
Defences:Auto-turrets, 2M thick plating, light E-sheilds, one window for the -blam!- pit, can carry land vehicals for drops to planets or moons
Armorment:Auto-turrets
FTL systems: mass effect ( only good for in-system)
Fallback sublight System:ion drive
Main sublight system:ion drive

Class:Gull
Type:Bomber
Crew:1
Defences:Auto-turrets, 2M thick plating, light E-sheilds, one window for the -blam!- pit
Armorment: carries 10 light proton bombs
FTL systems: mass effect ( only good for in-system)
Fallback sublight System:ion drive
Main sublight system:ion drive

Vehicle templet;

Class:Rabbit
Type:Light reconaissance
Tonage: 1/2
Crew:1 to 2
Defences:none unless someone on the back has a gun(think of the mongoose)
Armorment:none execpt what the user has on them
Movement type: Anti-grav
Secendary movement: Jump jets

Class:Howl
Type:Mobile fortress
Tonage:weighs the same as a frigate
Crew:1000
Defences:Auto-turrets, medium E-sheilds, 2M thick plating
Armorment:6 heavy MACs(on broadsides, They swivel side to side), 6 plasma turrets (on top, they swivel), 4 light MACs (on front)
Desc: think of a huge APC
Movement type: Anti-grav
Secendary movement: anti-friction sleds

Class:Huntsman
Type:A-A tank
Tonage:weight of a fighter
Crew:2
Defences: auto-turrets, 2M plating,
Armorment:4 A-A heavy MACs
Movement type: Anti-grav
Secendary movement: anti-friction sleds

Class:Nihlo
Type:Tank
Tonage: same as a fighter
Crew:2
Defences: Auto-turrets, 2M plating
Armorment:4 heavy MACs
Movement type: Anti-grav
Secendary movement: anti-friction sleds

Class:Streaker
Type:Mortar tank
Tonage:same as a fighter
Crew:2
Defences: Auto-turrets, 2M plating
Armorment:2 mortar plasma guns
Movement type: Anti-grav
Secendary movement: anti-friction sleds


Infantry templet;

Class:Marine
Type:Marinebut think of gears of war infantry....
Weapons:Ranges from heavy MAC sniper rifle to Light MAC assault rifle
Armor:10cm plating
Secendary movement type: Jump jets
Equipment:2 plasma grenade

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Re: Universal Ship Design Database

Postby Afroduck » Sun 25 May, 2008 21:58

Isegun Racedescription
Isegun worlds

Note: Bunkrooms include space for Pilots.
Also, the Isegun do not have FTL-drives at the beginning of the RP, but I'll include the drives anyway, to show what they'll use. I'll also mostly use stuff from Ashikage's techtrees just because I'm too lazy to make some stuff up.
Note also that I'm using banks and turrets. The turrets are much like the guns you see on the ships in Star Wars (Millenium Falcon, Deathstar, etc), the banks are like the phaser-shooting stuff from Star Trek.
___________

Code: Select all

Accessing Isegun ship database...
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Vessel Name - Minuva-class
Class - Fighter
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Inertial Flux Engine
FTL Drive - Psychoportive Drive
Support Systems & Crew Quarters - Autosupport Unit; Stores for 3 days (with full crew); Recycler Unit
Weapons - 3 Kinetic Lance fixed emplacements
Defenses - Ablative Shield; Cloaking Unit
Command & Control Systems - Pilot Center; dedicated Attack Computer; Laser Transceiver; Radio Transceiver; Ansible
Sensors - Multiband Radar, Spectroanalyzer
Hangars & Small Craft - None
Miscellaneous Installations - None


Vessel Name - Schlieffen-class
Class - Siege Frigate
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Inertial Flux Engine
FTL Drive - Psychoportive Drive
Support Systems & Crew Quarters - Autosupport; Cabins for 6 people; Crew Bunkrooms for 36 people; Stores for 200 days (with full crew)
Weapons - 2 racks for EM-torpedoes (8 per rack); 4 tubes for High-yield nuclear missles; 8 tubes for low-yield nukes; 8 point-defense guns; 2 sliver guns turrets
Defenses - Ablative Shield; Cloaking Unit; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (10 people); Radio Transceiver; Laser Transceiver; Psionic Transceiver; Ansible
Sensors - Multiband Radar; EM Detector; Spectroanalyzer; Omniscience Sphere
Hangars & Small Craft - None
Miscellaneous Installations - 4 Brigs; 1 Cargo Hold; Autocargo system; 1 Evac System; 1 Escape Pod; 1 Sick Bay; 2 Workshops


Vessel Name - Alexander-class
Class - Anti-Fighter Frigate
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Inertial Flux Engine
FTL Drive - Psychoportive Drive
Support Systems & Crew Quarters - Autosupport; Cabins for 6 people; Crew Bunkrooms for 42 people; Stores for 200 days (with full crew)
Weapons - 10 needle driver turrets; 6 sliver gun turrets; 8 neutronium driver turrets; 12 point-defense guns
Defenses - Ablative Shield; Cloaking Unit; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (10 people); Radio Transceiver; Laser Transceiver; Psionic Transceiver; Ansible
Sensors - Multiband Radar; EM Detector; Spectroanalyzer; Omniscience Sphere
Hangars & Small Craft - None
Miscellaneous Installations - 4 Brigs; 1 Cargo Hold; Autocargo system; 1 Evac System; 1 Escape Pod; 1 Sick Bay; 2 Workshops


Vessel Name - Scheer-class
Class - Combat Frigate
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Inertial Flux Engine
FTL Drive - Psychoportive Drive
Support Systems & Crew Quarters - Autosupport; Cabins for 6 people; Crew Bunkrooms for 44 people; Stores for 200 days (with full crew)
Weapons - 12 Quantum Cannon turrets; 8 Maser banks; 12 Kinetic Lance turrets; 8 point-defense guns
Defenses - Ablative Shield; Cloaking Unit; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (10 people); Radio Transceiver; Laser Transceiver; Psionic Transceiver; Ansible
Sensors - Multiband Radar; EM Detector; Spectroanalyzer; Omniscience Sphere
Hangars & Small Craft - Hangar for 2 fighters
Miscellaneous Installations - 4 Brigs; 1 Cargo Hold; Autocargo system; 1 Evac System; 1 Escape Pod; 1 Sick Bay; 2 Workshops


Note: Both cruisers use the same basic design. The armament (and thus the use in combat) is the only big difference.
Vessel Name - Emden-class
Class - Cruiser
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Inertial Flux Engine
FTL Drive - Psychoportive Drive
Support Systems & Crew Quarters - Autosupport; Crew Quarters for 8 people; Cabins for 40 people; Crew Bunkrooms for 212 people; Recycler Units for 260 people; Stores for 200 days (with full crew)
Weapons - 8 Sliver Gun turrets; 6 Neutronium Driver turrets; 16 Maser turrets, 20 banks; 18 Kinetic Lance turrets, 10 banks; 20 Zero Bore turrets; 26 point-defense guns
Defenses - Ablative Shield; Cloaking Unit; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (24 people); Radio Transceiver; Laser Transceiver; Psionic Transceiver; Ansible
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Omniscience Sphere
Hangars & Small Craft - Hangar for 10 fighters
Miscellaneous Installations - 6 Brigs; 3 Cargo Holds; Autocargo system; 7 Evac Systems; 1 Sick Bay; 2 Workshops; 1 Security Suite


Vessel Name - Seydlitz-class
Class - Cruiser
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Inertial Flux Engine
FTL Drive - Psychoportive Drive
Support Systems & Crew Quarters - Autosupport; Crew Quarters for 8 people; Cabins for 40 people; Crew Bunkrooms for 212 people; Recycler Units for 260 people; Stores for 200 days (with full crew)
Weapons - 38 Sliver Gun turrets; 26 Neutronium Driver turrets; 10 Maser turrets, 6 banks; 6 Kinetic Lance turrets, 2 banks; 10 Zero Bore turrets; 26 point-defense guns
Defenses - Ablative Shield; Cloaking Unit; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (24 people); Radio Transceiver; Laser Transceiver; Psionic Transceiver; Ansible
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Omniscience Sphere
Hangars & Small Craft - Hangar for 14 fighters
Miscellaneous Installations - 6 Brigs; 3 Cargo Holds; Autocargo system; 7 Evac Systems; 1 Sick Bay; 2 Workshops; 1 Security Suite


Vessel Name - Zeppelin-class
Class - Carrier
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Inertial Flux Engine
FTL Drive - Psychoportive Drive
Support Systems & Crew Quarters - Autosupport; Crew Quarters for 12 people; Cabins for 60 people; Crew Bunkrooms for 2088 people; Recycler Units for 2,160 people; Stores for 200 days (with full crew)
Weapons - 108 Sliver Gun turrets; 66 Neutronium Driver turrets; 14 Maser banks, 20 turrets; 10 Kinetic Lance banks, 18 turrets; 10 Zero Bore banks, 10 turrets; 144 point-defense guns
Defenses - Ablative Shield; Cloaking Unit; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (32 people); Flag Bridge; Radio Transceiver; Laser Transceiver; Psionic Transceiver; Ansible
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Omniscience Sphere
Hangars & Small Craft - Hangar for 500 fighters
Miscellaneous Installations - 8 Brigs; 6 Cargo Holds; Autocargo system; 50 Evac Systems; 2 Sick Bays; 1 Fabrication Facility; 1 Security Suite


Vessel Name - Wilhelm-class
Class - Battleship
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Inertial Flux Engine
FTL Drive - Psychoportive Drive
Support Systems & Crew Quarters - Autosupport; Crew Quarters for 15 people; Cabins for 60 people; Crew Bunkrooms for 1381 people; Recycler Units for 1456 people; Stores for 200 days (with full crew)
Weapons - 126 Sliver Gun turrets; 84 Neutronium Driver turrets; 30 Maser turrets, 26 banks; 24 Kinetic Lance turrets, 20 banks; 28 Zero Bore turrets, 10 banks; 368 point-defense guns
Defenses - Ablative Shield; Cloaking Unit; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (30 people); Flag Bridge; Radio Transceiver; Laser Transceiver; Psionic Transceiver; Ansible
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Omniscience Sphere
Hangars & Small Craft - Hangar for 78 fighters
Miscellaneous Installations - 8 Brigs; 4 Cargo Holds; Autocargo system; 30 Evac Systems; 2 Sick Bays; 1 Fabrication Facility; 1 Security Suite


Vessel Name - Raeder-class
Class - Titan
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Inertial Flux Engine
FTL Drive - Psychoportive Drive
Support Systems & Crew Quarters - Passenger Suites for 40 people; Crew Quarters for 75 people; Cabins for 180 people; Crew Bunkrooms for 24000 people; Recycler Units for 24295 people; Deep Stores for 300 days (with full crew)
Weapons - 272 Sliver Gun turrets; 208 Neutronium Driver turrets; 198 Maser turrets, 106 banks; 170 Kinetic Lance turrets, 70 banks; 140 Zero Bore turrets, 52 banks; 1376 point-defense guns
Defenses - Ablative Shield; Cloaking Unit; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (110 people); Flag Bridge; Radio Transceiver; Laser Transceiver; Psionic Transceiver; Ansible
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Omniscience Sphere
Hangars & Small Craft - Hangar for 186 fighters and 20 Frigate-sized ships
Miscellaneous Installations - 14 Brigs; 16 Cargo Holds; Autocargo system; 120 Evac Systems; 6 Sick Bays; 2 Fabrication Facilities; 3 Security Suite; Holofield Bay; Nanomanufacture Bay


Vessel Name - Horton-class
Class - Leviathan
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Inertial Flux Engine
FTL Drive - Psychoportive Drive
Support Systems & Crew Quarters - Passenger Suites for 90 people; Crew Quarters for 128 people; Cabins for 300 people; Crew Bunkrooms for 63650 people; Recycler Units for 64168 people; Deep Stores for 500 days (with full crew)
Weapons - 656 Sliver Gun turrets; 336 Neutronium Driver turrets; 328 Maser turrets, 264 banks; 314 Kinetic Lance turrets, 114 banks; 352 Zero Bore turrets, 68 banks; 3552 point-defense guns
Defenses - Ablative Shield; Cloaking Unit; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (190 people); Flag Bridge; Radio Transceiver; Laser Transceiver; Psionic Transceiver; Ansible; Fully equipped Computer Core
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Omniscience Sphere
Hangars & Small Craft - Hangar for 294 fighters, 50 Frigate-sized ships and 20 Cruiser-sized ships
Miscellaneous Installations - 20 Brigs; 20 Cargo Holds; Autocargo system; 240 Evac Systems; 8 Sick Bays; 3 Fabrication Facilities; 5 Security Suites; Holofield Bay; Nanomanufacture Bay
Last edited by Afroduck on Sat 31 May, 2008 01:51, edited 2 times in total.

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Re: Universal Ship Design Database

Postby Rabid Parrots » Tue 27 May, 2008 21:35

SPACE LEMONZ!

Mach II 1/2" peeltanium armor
X27 space age citric acid induction hybrid engine
12 seeds
lemony goodness
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Re: Universal Ship Design Database

Postby Afroduck » Wed 04 Jun, 2008 08:05

And another shiplist for me.
The Imperium, for Galactic Unrest.

Note: Bunkrooms include space for Pilots.
I'll mostly use stuff from Ashikage's techtrees just because I'm too lazy to make some stuff up.
Note also that I'm using banks and turrets. The turrets are much like the guns you see on the ships in Star Wars (Millenium Falcon, Deathstar, etc), the banks are like the phaser-shooting stuff from Star Trek.
___________


Isegun ships
The Isegun focus mostly on the smaller ships of the Imperium, such as fighters, frigates and destroyers.

Vessel Name - Gepard-class
Class - Fighter
Armor - Cerametal
Power Plant - Tachyonic Collider
Engines - Particle Impulse Engine
FTL Drive - Hyperplane Wavefolder (HPWF)
Support Systems & Crew Quarters - Autosupport Unit, Stores for 3 days (with full crew), Recycler Unit
Weapons - 1 Needle Driver emplacement, 2 IR-laser emplacements, 1 Missle Tube (CHE warhead)
Defenses - Damage Control, Jammer, Chaff
Command & Control Systems - Pilot Center, dedicated Attack Computer, Laser Transceiver, Radio Transceiver
Sensors - Multiband Radar, EM/IR Detector
Hangars & Small Craft - None
Miscellaneous Installations - None

Vessel Name - Minuva-class
Class - Fighter
Armor - Cerametal
Power Plant - Tachyonic Collider
Engines - Particle Impulse Engine
FTL Drive - Hyperplane Wavefolder (HPWF)
Support Systems & Crew Quarters - Autosupport Unit, Stores for 3 days (with full crew), Recycler Unit
Weapons - 1 Needle Driver emplacement, 2 Missle Tubes (KE submunition), 1 Missle Rack (CHE warhead)
Defenses - Damage Control, Jammer, Chaff
Command & Control Systems - Pilot Center, dedicated Attack Computer, Laser Transceiver, Radio Transceiver
Sensors - Multiband Radar, EM/IR Detector
Hangars & Small Craft - None
Miscellaneous Installations - None

Vessel Name - Schlieffen-class
Class - Siege Frigate
Armor - Cerametal
Power Plant - Tachyonic Collider
Engines - Particle Impulse Engine
FTL Drive - Hyperplane Wavefolder (HPWF)
Support Systems & Crew Quarters - Autosupport, Cabins for 6 people, Crew Bunkrooms for 56 people, Stores for 200 days (with full crew)
Weapons - 2 racks for EM-torpedoes (8 per rack), 4 tubes for High-yield nuclear missles, 8 tubes for low-yield nukes, 8 point-defense guns, 4 Needle Driver turrets
Defenses - Repair Bots, Jammer, Chaff, Energy Dampening Field
Command & Control Systems - Command Deck, Radio Transceiver, Laser Transceiver
Sensors - Multiband Radar, EM/IR Detector, Hi-res Video, Spectroanalyzer
Hangars & Small Craft - None
Miscellaneous Installations - 2 Brigs, 1 Cargo Hold, Autocargo system, 1 Evac System, 1 Escape Pod, 1 Sick Bay, 1 Workshop

Vessel Name - Alexander-class
Class - Anti-Fighter Frigate
Armor - Cerametal
Power Plant - Tachyonic Collider
Engines - Particle Impulse Engine
FTL Drive - Hyperplane Wavefolder (HPWF)
Support Systems & Crew Quarters - Autosupport, Cabins for 6 people, Crew Bunkrooms for 62 people, Stores for 200 days (with full crew)
Weapons - 16 needle driver turrets, 8 Accelerator turrets, 12 point-defense guns
Defenses - Repair Bots, Jammer, Chaff, Energy Dampening Field
Command & Control Systems - Command Deck, Radio Transceiver, Laser Transceiver
Sensors - Multiband Radar, EM/IR Detector, Hi-res Video, Spectroanalyzer
Hangars & Small Craft - None
Miscellaneous Installations - 2 Brigs, 1 Cargo Hold, Autocargo system, 1 Evac System, 1 Escape Pod, 1 Sick Bay, 1 Workshop

Vessel Name - Stecher-class
Class - LRM Frigate
Armor - Cerametal
Power Plant - Tachyonic Collider
Engines - Particle Impulse Engine
FTL Drive - Hyperplane Wavefolder (HPWF)
Support Systems & Crew Quarters - Autosupport, Cabins for 6 people, Crew Bunkrooms for 64 people, Stores for 200 days (with full crew)
Weapons - 4 Missle Tubes (KE Submunition), 4 Missle Tubes (CHE warhead), 2 Missle Tubes (AA Burst), 3 Missle Racks (CHE warhead), 3 Missle Racks (low-yield nuclear), 12 point-defense guns
Defenses - Repair Bots, Jammer, Chaff, Energy Dampening Field
Command & Control Systems - Command Deck, Radio Transceiver, Laser Transceiver
Sensors - Multiband Radar, EM/IR Detector, Hi-res Video, Spectroanalyzer
Hangars & Small Craft - None
Miscellaneous Installations - 2 Brigs, 1 Cargo Hold, Autocargo system, 1 Evac System, 1 Escape Pod, 1 Sick Bay, 1 Workshop

Vessel Name - Emden-class
Class - Support Destroyer
Armor - Cerametal
Power Plant - Tachyonic Collider
Engines - Particle Impulse Engine
FTL Drive - Hyperplane Wavefolder (HPWF)
Support Systems & Crew Quarters - Autosupport, Crew Quarters for 8 people, Cabins for 10 people, Crew Bunkrooms for 120 people, Recycler Units for 138 people, Stores for 200 days (with full crew)
Weapons - 16 IR-laser turrets, 6 Neutron gun turrets, 14 Needle driver turrets, 8 Rail cannon turrets, 18 point-defense guns
Defenses - Repair Bots, Jammer, Chaff, Energy Dampening Field
Command & Control Systems - Command Deck, Radio Transceiver, Laser Transceiver
Sensors - Multiband Radar, EM/IR Detector, Hi-res Video, Spectroanalyzer
Hangars & Small Craft - Hangar for 4 fighters
Miscellaneous Installations - 5 Brigs, 2 Cargo Holds, Autocargo system, 4 Evac Systems, 1 Escape Pod, 1 Sick Bay, 2 Workshops, Ordnance Transfer System

Vessel Name - Scheer-class
Class - Assault Destroyer
Armor - Cerametal
Power Plant - Tachyonic Collider
Engines - Particle Impulse Engine
FTL Drive - Hyperplane Wavefolder (HPWF)
Support Systems & Crew Quarters - Autosupport, Crew Quarters for 8 people, Cabins for 10 people, Crew Bunkrooms for 124 people, Recycler Units for 142 people, Stores for 200 days (with full crew)
Weapons - 22 IR-laser turrets, 8 Neutron gun turrets, 16 Needle driver turrets, 6 Rail cannon turrets, 4 Gauss gun turrets, 22 point-defense guns
Defenses - Repair Bots, Jammer, Chaff, Energy Dampening Field
Command & Control Systems - Command Deck, Radio Transceiver, Laser Transceiver
Sensors - Multiband Radar, EM/IR Detector, Hi-res Video, Spectroanalyzer
Hangars & Small Craft - Hangar for 2 fighters
Miscellaneous Installations - 5 Brigs, 2 Cargo Holds, Autocargo system, 4 Evac Systems, 1 Escape Pod, 1 Sick Bay, 2 Workshops

Vessel Name - Taldos-class
Class - LRM Destroyer
Armor - Cerametal
Power Plant - Tachyonic Collider
Engines - Particle Impulse Engine
FTL Drive - Hyperplane Wavefolder (HPWF)
Support Systems & Crew Quarters - Autosupport, Crew Quarters for 8 people, Cabins for 10 people, Crew Bunkrooms for 116 people, Recycler Units for 136 people, Stores for 200 days (with full crew)
Weapons - 8 Missle Tubes (KE Submunition), 6 Missle Tubes (CHE warhead), 6 Missle Tubes (AA Burst), 4 Missle Tubes (low--yield nuclear), 8 Missle Racks (CHE warhead), 4 Missle Racks (low-yield nuclear), 20 point-defense guns
Defenses - Repair Bots, Jammer, Chaff, Energy Dampening Field
Command & Control Systems - Command Deck, Radio Transceiver, Laser Transceiver
Sensors - Multiband Radar, EM/IR Detector, Hi-res Video, Spectroanalyzer
Hangars & Small Craft - None
Miscellaneous Installations - 5 Brigs, 2 Cargo Holds, Autocargo system, 4 Evac Systems, 1 Escape Pod, 1 Sick Bay, 2 Workshops

Aleikian ships
The Aleikians focus on the heavier ships of the Imperium, such as cruisers, carriers and battleships.

Vessel Name - Alastor-class
Class - Support Ship
Armor - Cerametal
Power Plant - Tachyonic Collider
Engines - Particle Impulse Engine
FTL Drive - Hyperplane Wavefolder (HPWF)
Support Systems & Crew Quarters - Autosupport, Crew Quarters for 8 people, Cabins for 40 people, Crew Bunkrooms for 320 people, Recycler Units for 368 people, Stores for 200 days (with full crew)
Weapons - 12 Needle driver turrets, 18 point-defense guns
Defenses - Repair Bots, Jammer, Chaff, Energy Dampening Field
Command & Control Systems - Command Deck, Radio Transceiver, Laser Transceiver
Sensors - Multiband Radar, EM/IR Detector, Hi-res Video, Spectroanalyzer, Remote Network, Omniscience Sphere
Hangars & Small Craft - None
Miscellaneous Installations - 6 Brigs, 3 Cargo Holds, Autocargo system, 10 Evac Systems, 1 Sick Bay, 2 Workshops, 1 Security Suite

Vessel Name - Wilhelm-class
Class - Support Cruiser
Armor - Cerametal
Power Plant - Tachyonic Collider
Engines - Particle Impulse Engine
FTL Drive - Hyperplane Wavefolder (HPWF)
Support Systems & Crew Quarters - Autosupport, Crew Quarters for 8 people, Cabins for 40 people, Crew Bunkrooms for 320 people, Recycler Units for 368 people, Stores for 200 days (with full crew)
Weapons - 16 IR-laser turrets, 6 Neutron gun turrets, 14 Needle driver turrets, 8 Accelerator turrets, 36 point-defense guns
Defenses - Repair Bots, Jammer, Chaff, Energy Dampening Field
Command & Control Systems - Command Deck, Radio Transceiver, Laser Transceiver
Sensors - Multiband Radar, EM/IR Detector, Hi-res Video, Spectroanalyzer
Hangars & Small Craft - Hangar for 16 fighters
Miscellaneous Installations - 6 Brigs, 3 Cargo Holds, Autocargo system, 10 Evac Systems, 1 Sick Bay, 2 Workshops, 1 Security Suite, Ordnance Transfer System

Vessel Name - Hipper-class
Class - Cruiser
Armor - Cerametal
Power Plant - Tachyonic Collider
Engines - Particle Impulse Engine
FTL Drive - Hyperplane Wavefolder (HPWF)
Support Systems & Crew Quarters - Autosupport, Crew Quarters for 8 people, Cabins for 40 people, Crew Bunkrooms for 306 people, Recycler Units for 354 people, Stores for 200 days (with full crew)
Weapons - 34 IR-laser turrets, 24 X-ray laser turrets, 14 Neutron gun turrets, 26 Needle driver turrets, 16 Accelerator turrets, 10 Gauss gun turrets, 42 point-defense guns
Defenses - Repair Bots, Jammer, Chaff, Energy Dampening Field
Command & Control Systems - Command Deck, Radio Transceiver, Laser Transceiver
Sensors - Multiband Radar, EM/IR Detector, Hi-res Video, Spectroanalyzer
Hangars & Small Craft - Hangar for 10 fighters
Miscellaneous Installations - 6 Brigs, 3 Cargo Holds, Autocargo system, 10 Evac Systems, 1 Sick Bay, 2 Workshops, 1 Security Suite

Vessel Name - Seydlitz-class
Class - Heavy Cruiser
Armor - Cerametal
Power Plant - Tachyonic Collider
Engines - Particle Impulse Engine
FTL Drive - Hyperplane Wavefolder (HPWF)
Support Systems & Crew Quarters - Autosupport, Crew Quarters for 8 people, Cabins for 40 people, Crew Bunkrooms for 372 people, Recycler Units for 420 people, Stores for 200 days (with full crew)
Weapons - 52 IR-laser turrets, 34 X-ray laser turrets, 26 Neutron gun turrets, 34 Needle driver turrets, 20 Accelerator turrets, 14 Gauss gun turrets, 54 point-defense guns
Defenses - Repair Bots, Jammer, Chaff, Energy Dampening Field
Command & Control Systems - Command Deck, Radio Transceiver, Laser Transceiver
Sensors - Multiband Radar, EM/IR Detector, Hi-res Video, Spectroanalyzer
Hangars & Small Craft - Hangar for 14 fighters
Miscellaneous Installations - 6 Brigs, 3 Cargo Holds, Autocargo system, 12 Evac Systems, 1 Sick Bay, 2 Workshops, 1 Security Suite

Vessel Name - Raeder-class
Class - Carrier
Armor - Cerametal
Power Plant - Tachyonic Collider
Engines - Particle Impulse Engine
FTL Drive - Hyperplane Wavefolder (HPWF)
Support Systems & Crew Quarters - Autosupport, Crew Quarters for 12 people, Cabins for 60 people, Crew Bunkrooms for 1488 people, Recycler Units for 1560 people, Stores for 200 days (with full crew)
Weapons - 36 X-ray laser turrets, 18 Neutron gun turrets, 28 Needle driver turrets, 16 Accelerator turrets, 6 Gauss gun turrets, 86 point-defense guns
Defenses - Repair Bots, Jammer, Chaff, Energy Dampening Field
Command & Control Systems - Flag Bridge, Launch Tower, Radio Transceiver, Laser Transceiver
Sensors - Multiband Radar, EM/IR Detector, Hi-res Video, Spectroanalyzer
Hangars & Small Craft - Hangar for 500 fighters
Miscellaneous Installations - 8 Brigs, 6 Cargo Holds, Autocargo system, 50 Evac Systems, 2 Sick Bays, 1 Fabrication Facility, 1 Security Suite

Vessel Name - Horton-class
Class - Battleship
Armor - Cerametal
Power Plant - Tachyonic Collider
Engines - Particle Impulse Engine
FTL Drive - Hyperplane Wavefolder (HPWF)
Support Systems & Crew Quarters - Autosupport, Crew Quarters for 15 people, Cabins for 60 people, Crew Bunkrooms for 1381 people, Recycler Units for 1456 people, Stores for 200 days (with full crew)
Weapons - 84 X-ray laser turrets, 58 Neutron gun turrets, 18 Particle beam turrets, 6 Quantum cannon turrets, 66 Needle driver turrets, 48 Accelerator turrets, 26 Gauss gun turrets, 104 point-defense guns
Defenses - Repair Bots, Jammer, Chaff, Energy Dampening Field
Command & Control Systems - Flag Bridge, Radio Transceiver, Laser Transceiver, Psionic Transceiver
Sensors - Multiband Radar, EM/IR Detector, Hi-res Video, Spectroanalyzer
Hangars & Small Craft - Hangar for 78 fighters
Miscellaneous Installations - 8 Brigs, 4 Cargo Holds, Autocargo system, 45 Evac Systems, 2 Sick Bays, 1 Fabrication Facility, 1 Security Suite

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Jack Da Ripper
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Re: Universal Ship Design Database

Postby Jack Da Ripper » Fri 06 Jun, 2008 02:13

Code: Select all

Coalation of Serna Ship Database----
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Welcome Admiral Farrar Database Open Unrestricted
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Warships Rakani Wars Era
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General Info

Mk. - Generation/Model Number Mk.I is a First Generation type of Ship Mk.IV for example is a 4th
Description:
Crew Compliment:
Armament:
Armour:
Defense Systems:
Command Interface Controls (C.I.C):
Sensors:
Reactors:
Engines:
Jump Drive Model:
Hangar:
Constructed:


----Capital Ships----

--Dreadnoughts--

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Mk.I Imperator Dreadnoughts
Description: The first and largest Dreadnoughts constructed by the Coalition of Serna and the Ferox Shipyards. Imperators are seen Commanding the 8 Combat Fleets of the CNA Naval Forces. Dreadnoughts are self suficent Combat Fleets themselves with massive integrated CIC's and Sensor Array's. Imperators also boast the largest array of Weaponry & Armament of any Warship. The Imperators are the oldest serving ships being used for nearly 3 generations before they were put to the ultimate test in the Rakani Wars.
Crew Compliment: 3,000 Crew, 600 Marines, 300 Flight Crew, 300 JR. Officers, 60 Sr. Officers, 1 Captain, 1 Admiral
Armament: 10 Heavy Gauss Turrets, 15 Medium Gauss Turrets, 30 Light Gauss Turrets, 234 PD Light Auto Cannons, 100 Missile Tubes Mounted in Clusters of 5 on the Broadsides. 5 Bow Mounted Heavy Rail Cannons
Armour: 10 Meters (30 ft.) of Chrondite Battle Plate
Defense Systems: Advanced Magnetic Shielding, Mk.I Prototype Electron Wall Shielding, Advanced Damage Control and Fabrication Repair Facilities,Basic Electronic Counter Measures
Command Interface Controls (C.I.C): 3 CIC (Command Interface Centers), 1 Flag Bridge, 10 Hi Freq. Radio transmitters, 1 Drive-Sat-Array, 2 Mass Trancievers
Sensors: Multi-band Radar (Multiple Installations), Ladar, Heat Sensors.
Reactors: 6x Fusion Reactors 3x Grav Fusion Generators
Engines: 6x Plasma Torches, 8x Thrusters
Jump Drive Model: 'Horizon'
Hangar: 2 Eagle Fighters Squadron, 1 Kestrel Squadron, 12 Shuttle Bays and 5 External Docking Clamps
Constructed: 8


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Mk.II Sernian Dreadnoughts
Description: The idea for the Sernian Dreadnoughts was an expendable Dread design to complement the original Imperator Class. 16 were chartered to be built one to lead the defense Fleets of every Colony. However they were never completely finished. By the outbreak of the Rakani Wars only 4 were constructed with another being built at Ferox. Sernian Dreadnoughts were roughly 2/3rds of an Imperator for a slightly lower price. However this price was low enough to enable  the Sernians to become 'expendable' assets of the CNA and they had seen some of the hardest fighting of the Wars.
Crew Compliment: 2,000 Crew, 400 Marines, 200 Flight Crew, 200 Jr. Officers, 40 Sr. Officers, 1 Captain, 1 Admiral
Armament: 8 Heavy Gauss Turrets, 12 Medium Gauss Turrets, 24 Light Gauss Turrets, 186 Auto Cannon PD, 60 Missile Tubes Mounted in Clusters of 5 on the Broadsides 4 Bow Mounted Heavy Rail Cannons
Armour: 8 (24 Feet) Chrondite Battle Plate
Defense Systems: Advanced Magnetic Shielding, Mk.III Electron Wall Shielding, Advanced Damage Control and Fabrication Repair Facilities,Basic Electronic Counter Measures
Command Interface Controls (C.I.C): 3 CIC (Command Interface Centers), 1 Flag Bridge, 10 Hi Freq. Radio transmitters, 1 Drive-Sat-Array, 2 Mass Trancievers
Sensors: Multi-band Radar (Multiple Installations), Ladar, Heat Sensors.
Reactors: 5x Fusion Reactors 2x Grav Fusion Generators
Engines: 5x Plasma Torches, 7x Thrusters
Jump Drive Model: 'Pioneer'
Hangar: 2 Eagle Fighters Squadron, 1 Kestrel Squadron, 12 Shuttle Bays and 5 External Docking Clamps
Constructed: 4


--Battle Ships--

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Centurion Mk.IV Battleships
Description: The oldest battleship introduced a few years after the Imperators Centurions were the last Ships to be Mounted with 'Horizon' Jump Drives. Centurions have large amounts of Armament ,but power supply problems force Commanders to choose between defense or offense. Even then Centurions are the third best armored ships in the Fleet however they lack the Electron Wall Shielding of Later Ship Generations. Centurions were being phased out by the newer Providence and Acclaimator Battleships however many in the junkyard were reactivated as the number of battleships dwindled.
Crew Compliment: 1,800 Crew, 360 Marines, 80 Flight Crew, 180 Jr. Officers, 36 Sr. Officers, 1 Captain, 1 Vice Admiral
Armament: 6 Heavy Gauss Turrets, 10 medium Gauss Turrets, 20 light Gauss Turrets, 98 Auto Cannon PD, 60 Missile Tubes in Clusters of 5, and 3 Bow Mounted Heavy Rail Cannons
Armour: 6 Meters (18 Feet) of Chrondite Plate
Defense Systems: Advanced Magnetic Shielding, Advanced Damage Control
Command Interface Controls (C.I.C): 2 CIC's, 1 Flag Bridge, 8 Hi Freq. Radio transmitters, 1 Drive-Sat-Array, 1 Mass Tranciever
Sensors:Multi-band Radar (Multiple Installations), Ladar, Heat Sensors.
Reactors: 3x Fusion Reactors 1x Grav Fusion Reactor
Engines: 4x Plasma Torches, 4x Thrusters
Jump Drive Model: 'Horizon'
Hangar: 4 Shuttle Bays
Constructed: 26 (16 in Service at war start no more built the others were already decommed) 


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Providence Mk.V Battleships
Description: The Midway replacment of the Centurion and the template the Acclaimator was built on. Providences are competent Ships however they focus more on fighters than other Battleships marking them an odd one out. Unlike the Centurion it has no Energy Problems and is capbable of using basic Electron Wall Shielding.
Crew Compliment: 1,500 Crew, 300 Marines, 300 Flight Crew, 150 Jr. officers, 30 Sr. Officers, 1 Captain, 1 Vice Admiral
Armament: 6 Heavy Gauss Turrets, 10 Medium Gauss Turrets, 15 Light Gauss Turrets, 124 Light Auto Cannon PD, 50 Missile Tubes (Clusters of 5), and 2 Heavy Bow Mounted Rail Cannons
Armour: 5 Meters (15ft) Chrondite Plate
Defense Systems: Advanced Magnetic Shielding, Mk.III Electron Wall Shielding, Advanced Damage Control and Fabrication Repair Facilities,Basic Electronic Counter Measures
Command Interface Controls (C.I.C): 2 CIC's, 1 Flag Bridge, 8 Hi Freq. Radio transmitters, 1 Drive-Sat-Array, 1 Mass Tranciever
Sensors: Multi-band Radar (Multiple Installations), Ladar, Heat Sensors.
Reactors: 4x Fusion Reactors 1x Grav Fusion Reactor
Engines: 4x Plasma Torches, 4x Thrusters
Jump Drive Model: 'Pioneer'
Hangar: 2 Eagle Fighters Squadron, 1 Kestrel Squadron, 12 Shuttle Bays and 5 External Docking Clamps
Constructed: 19 (14 in Service at war start 5 more were constructed during the war)


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Acclaimator Mk.VI Battleships
Description: The final Generation of Battleships produced during the Rakani Wars by the Ferox and Enterion Shipyards. Acclaimators were powerful Battle Ships mounting less guns than the Centurion it however had a much Higher rate of Fire on its guns and its firing Computers could plot fire solutions faster and more efficient then all other ships in the Fleet surpassing all ships ,but the Dreadnoughts in Power.
Crew Compliment: 1,500, 300 Marines, 200 Flight Crew, 150 Jr. Officers, 30 Sr. Officers, 1 Captain, 1 Vice Admiral.
Armament:  6 Heavy Gauss Turrets, 10 Medium Gauss Turrets, 15 Light Gauss Turrets, 124 Light Auto Cannon PD, 50 Missile Tubes (Clusters of 5), and 2 Heavy Bow Mounted Rail Cannons
Armour:
Defense Systems:Advanced Magnetic Shielding, Mk.V Electron Wall Shielding, Advanced Damage Control and Fabrication Repair Facilities, Advanced  Electronic Counter Measures
Command Interface Controls (C.I.C): 2 CIC's, 1 Flag Bridge, 8 Hi Freq. Radio transmitters, 1 Drive-Sat-Array, 1 Mass Tranciever, Experimental Tantalus Command Core.
Sensors: Multi-band Radar (Multiple Installations), Ladar, Heat Sensors, Mass Sensors
Reactors:  4x Fusion Reactors 2x Grav Fusion Reactor
Engines:  4x Plasma Torches, 4x Thrusters
Jump Drive Model: 'Frontier'
Hangar: 2 Eagle Fighters Squadron, 10 Shuttle Bays and 4 External Docking Clamps
Constructed: 11 (5 In Service at war start 6 more built)



--Battle Cruisers--


Kathos Mk.II Battle Cruiser
Description: The First operational CNA Battle Cruiser the Kathos was out of service and in the Reserve or Outpost System Fleets at the Start of the Rakani conflict's. The Kathos debuted in the Arcturian Conflicts 5 Decades before the Imperator and Similar Ships. As a result Kathos are armed much differently using almost all Missiles with only 3 or So Heavy Gauss Turrets compared to modern iterations. Its been modified to use Magnetic Screens however it has insufficient power output to power the later generations of Electron Wall Shielding.

Phoenix Mk.III Battle Cruiser
Description: The Standard Battle Cruiser throughout most of the Rakani Wars the Phoenix was commonly seen leading small Squadrons of Ships in Battle or leading the smaller Flotilla's of ships as the main command ship in skirmishes. the Phoenix is a compliment of the Providence Class Battle Ship and uses the same hull however it is striped of most of its amour and sticking true to the Kathos Set doctrines by replacing Gauss Guns with Missile Launcher Systems. However it contained a two Long Range Rail Cannons used to 'snipe' enemy forces from behind the line of Battle.

Drake Mk.IV Battle Cruiser
Description: The Drake is the most advanced Battle Cruiser Seen within the CNA Fleets. Built a few years before the Rakani Wars relitavly few saw combat in the main Fleet Actions however they were adept at leading small flotilla's of Light ships such as Frigates against enemy Forces and Resupply units. Using it myriad of Missiles to quickly Assault Enemy Forces before withdrawing. Drakes also were equipped with many advanced control Systems like the Acclaimator.


----Combat Ships----


--Heavy Cruisers--

Raven Mk.II Heavy Cruiser
Description: The Heavy Cruisers originating during the Eradani Rebellion. Ravens were developed to provide a armoured backbone to their previous Cruiser Fleets seen during the Arcturian Conflicts. Ravens were designed with heavier amour & more armament. However they are no Capital Ships because they lack extensive Support features of other ships being simply armoured gun platforms.

Ferox Mk.III Heavy Cruiser
Description: An Improvement on the Raven the Ferox never saw much action until the Inner Colony sieges. However they were far superior to the Ravens using shielding and updated CIC and Sensor Systems to better use their weaponry. They were built with two medium Rail Cannons designed to do Critical Damage to Combat Ships however lessened their effectiveness against capital Ships.


--Cruisers--


Cielo Mk.XI Cruiser
Description: The most extensively used ship throughout the Rakani Wars Cielo's formed the backbone of the CNA's combat Fleets. Cielo's were a balance between speed, arms and amour. However they as their role as combat ships lacked CIC features making them exclusively combat ships never really seen in a command position. However Cielo's are some of the finest Ships ever produced testament to their 80 year career.

Crusader Mk.XII Cruiser
Description: The Ship designed to replace the versatile ,but aging Cielo as a main combat Ship. The Crusaders carried more guns and slightly more armor. This helped improve their Combat Survival rate. Crusaders were seen during the Middle Colonies Battles as they were only coming online towards the beginning of the Outer Colony sieges.

Eradani Mk.XIII Cruiser
Description: Deployed as a Command Cruiser Variant of the Cruiser Family Eradani's had more C.I.C interfaces and long range weaponry than other Cruisers and commonly;y led small Flotilla's defending Outpost Planets or as Ships acting as Leaders of Frigate Groups in Battles. Eradani Cruisers were highly advanced ,but serving by the time of the Wars outbreak however most of them were destroyed before the Battle of Terradoc.


--Heavy Frigate--


Arcturus Mk.II Heavy Frigate
Description: the Arcturus was designed during the Arcturian conflicts to provide a cheap Cruiser Substitute for hard pressed Arcturian Forces.Arcturus while heavily outdated make up the bulk of the Middle Colony Garrison Fleets as the newer and more advanced MK.III Ternas were in use in the Middle and outer Colonies. Mounting less advanced CIC and Sensor Interfaces than Cruisers allow heavy Frigates to cram a few more guns onto its hull and increase its plating slightly.

Ternas Mk.III Heavy Frigate
Description: Designed to provide adequate defense for colony worlds allowing Cruisers and other larger ships to become main forces. Heavy Frigates forgo Hangars, and advanced Sensors and C.I.C relying on local Sensor and Fighter support from Station based Strike Craft. Ternas were deliberately made weaker than Cruisers to reduce the ability of individual colonies to rebel as more potent basic Ships existed in the combat Fleets.



--Frigate--


Bastion Mk. XVI Frigate:
Description: The Lightest Combat Ship Deployed Frigates have been used for most of the Coalitions History. Bastions are used to Guard Low Risk Outpost Colonies and for patrol duties along Jump Lanes. Bastions are comparatively lightly armed compared to most combat ships ,but carry powerful sensors and engines useful in their escort duty roles. However Bastions are not intended for Direct Combat duties as they are fairly Fragile.

Terradoc Mk.XVII Frigate
Description: The Terradoc is simply a combat version of the Bastion. Designed to boast slightly more arms and amour the Terra doc's are slightly slower than Bastion Frigates however they will still out pace Cruisers in speed. Terradocs are commonly used in conjunction with Battle Cruisers providing Relief and Reserves for the Combat Fleets. Utilizing a mainly Missile Load out Terradocs occasionally load themselves with flack Missiles to destroy large amounts of incoming Strike Craft Swarms

----Carriers----

--Fleet Carriers--

Hyperion Mk.IV Fleet Carrier
Description: The Largest Carrier Deployed by CNA Forces Hyperion's hold Roughly 200 Strike Craft. To accommodate this Hyperion's are fairly poorly armoured and are armed only with Missile Tubes and PD Guns. Hyperion's Debuted a few years before the Eradani Rebellion. They proved their worth by being able to effectively deploying their cargo. However they utilize Outdated flights Decks and launch hangars reducing their speed of launch and recovery. This has been fixed with the invention of Flight Pods and launch decks however CNA Forces still rely on this ship.

Sova Class Mk.V Fleet Carrier
Description: A Smaller ,but more modern Fleet Carrier capbable of launching roughly 150 Strike Craft Sova's are being used as main Carriers in the Reserve Fleets. They however have more armor and Armament than Hyperion's, in fact the Sova eventually with the Providence managed to produce the Battle Carrier Class Sova's are the last produced dedicated Carrier Class to use the flight Deck System.

--Battle Carriers--

Independence Mk.II Battle Carrier
Description: The Independence Class was the first Carrier to Use the Launch Tubes and Flight Pod. The Independence is asymmetrical using only one flight Pods with the Right Side being Clustered with missile Tube Clusters. The Central Ships Spine is Lined with Gauss weaponry equal to that of a Heavy Cruiser. The Ships Launch tube's allow the rapid launching of the Ships 4 Fighter Squadrons However it is incapable of launching the other two that must be launched afterwards or simply fly out of the flights Pod. The Flight Pod is also located Outside of the main Ship allowing for a more combat oriented Core. A Several 'Anchors connect it to the Central spine and a single Repair Bay is located their for heavily damaged fighters.

Victory Mk.III Battle Carrier

--Carriers--

Judicator Class Mk.XI Carrier

Halcyon Class Mk.XII Carrier

--Escort Carriers--

Percheon Mk.III Escort Carrier

----Light Ships----

--Light Frigates--

Caracal Mk.VII Light Frigate

Merlin Mk.VIII Light Frigate

--Destroyers--

Cormorant Mk.III Destroyer

Incursus Mk.IV Destroyer

--Escort Destroyer--


Comtense Mk.II Escort Destroyer

--Corvette--

Pickett Mk.IV Corvette

Lymann Mk.V Corvette

----Strike Craft----

--Fighters--

Mk.IV Raptor Interceptor

Mk.V Hawk Fighter

Mk.VI Eagle Fighter

--Bombers--

Kestrel Mk.IV Bomber

Condor Mk.V Light Bomber
Last edited by Jack Da Ripper on Sun 08 Jun, 2008 03:04, edited 2 times in total.

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Re: Universal Ship Design Database

Postby Lurking_Goblin » Sat 07 Jun, 2008 23:05

this is for galactic unrest.

the Vampirian fleet.

Class: Prothius Frigate
Vessel name: Lancer Class Interceptor Frigate
Crew: 92, (60 Crew, 12 officers and NCOs, 20 Marrines.)
Armor: Outer Reactive layer protecting inner Neutronite layer.
Power Plant: Antimatter Reactor, 6 back up Solar Cells.
Main sublight engine: Induction Engine
Fallback sublight engine: deployable Photon Sails
Support systems & crew quarters: An Autosupport Unit, 2 Recycler Units, 2 Hydroponics Bays, Suppies for full crew for 8 months on standard rations, 12 months on reduced rations, 3 Crew Bunkrooms, 1 Troop Bunkroom, 2 Crew Quarters.
Weapon systems: 4 turreted dual Fusion Lasers, 2 turreted Heavy Neutron Guns, 20 small dual turreted point defence Fusion Lasers, 2 Missile Tubes, 2 Ordnance Arrays.
Defense systems: 1 Chaff system, Damage Control systems, 4 Decoy Drones, a Jammer, Prothian shields, a Deflection Inducer, Repair Bot centers.
Command & Control systems: Command Deck, auxiliary Command Deck, a Laser Transceiver, a Radio Transceiver, a Computer Core, a backup computer core, 5 Fire Control units, a Sensor Control unit, a Tac Control unit, a Nav Control unit.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, 4 probes, a Mass Detector, and a Spectroanalyzer.
Hangers: 4 Docking Clamps(designed to dock with other ships or shuttles).
Miscellaneous Systems: 1 large Brig(room for 8 prisoners instead of 4), 6 Escape Pods, 2 Cargo Bays, a Workshop and a sick bay, an Accumulator, a Stabilizer, aswell as 4 Tractor Beam emitters.

Class: Prothius Frigate
Vessel name: Hoplite Assault Frigate
Crew:92, (40 crew, 40 Marrines, 12 officers and NCOs)
Armor: Outer Reactive layer protecting inner Neutronite layer.
Power Plant: Antimatter Reactor, 2 back up Solar Cells.
Main sublight engine: Induction Engine
Fallback sublight engine: N/A
Support systems & crew quarters: An Autosupport Unit, 2 Recycler Units, Suppies for full crew for 4 months on standard rations, 6 months on reduced rations, 2 Crew Bunkrooms, 2 Crew Quarters, 2 Troop Bunkrooms.
Weapon systems: 6 turreted dual Fusion Lasers, 2 turreted Heavy Neutron Guns, 30 small dual turreted point defence Fusion Lasers, 4 Missile Tubes, 4 Ordnance Arrays.
Defense systems: 2 Chaff systems, Damage Control systems, a Jammer, Prothian shields, a Deflection Inducer, Repair Bot centers.
Command & Control systems: Command Deck, auxiliary Command Deck, a Laser Transceiver, a Radio Transceiver, a Computer Core, a backup computer core, 5 Fire Control units, a Sensor Control unit, a Tac Control unit, a Nav Control unit.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, 4 probes, a Mass Detector, and a Spectroanalyzer.
Hangers: 4 Docking Clamps.
Miscellaneous Systems: 2 large Brigs, 4 Escape Pods, a Cargo bay, a Workshop and a sick bay, an Accumulator, a Stabilizer, aswell as 4 Tractor Beam emitters.

Class: Destroyer
Vessel name: Reaper class Destroyer
Crew: 158, (100 crew, 18 officers, 40 marrines.)
Armor: Outer Reactive layer protecting inner Neutronite layer.
Power Plant: Antimatter Reactor, 6 back up Solar Cells.
Main sublight engine: Induction Engine
Fallback sublight engine: deployable Photon Sails
Support systems & crew quarters: An Autosupport Unit, 4 Hydroponics Bays, 4 Recycler Units, Suppies for full crew for 5 months on standard rations, 7 months on reduced rations, 5 Crew Bunkrooms, 3 Crew Quarters, 2 Troop Bunkrooms.
Weapon systems: 10 turreted dual Fusion Lasers, 2 Fusion Beam turrets, 40 small dual turreted point defence Fusion Lasers, 6 Missile Tubes, 5 Ordnance Array.
Defense systems: 3 Chaff systems, Damage Control systems, 4 Decoy Drones, a Jammer, Prothian shields, a Deflection Inducer, Repair Bot centers.
Command & Control systems: Command Deck, auxiliary Command Deck, a Laser Transceiver, a Radio Transceiver, a Computer Core, a backup computer core, 5 Fire Control units, a Sensor Control unit, a Tac Control unit, a Nav Control unit.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, a Mass Detector, and a Spectroanalyzer.
Hangers: 6 Docking Clamps.
Miscellaneous Systems: 2 large Brigs, 8 Escape Pods, 1 Cargo Hold, a Workshop and 2 sick bay, an Accumulator, a Stabilizer, aswell as 6 Tractor Beam emitters.

Class: Destroyer
Vessel name: Vangaurd class Destroyer
Crew: 158, (120 crew, 18 officers, 20 marrines.)
Armor: Outer Reactive layer protecting inner Neutronite layer.
Power Plant: Antimatter Reactor, 6 back up Solar Cells.
Main sublight engine: Induction Engine
Fallback sublight engine: N/A
Support systems & crew quarters: An Autosupport Unit, 8 Hydroponics Bays, 8 Recycler Units, Suppies for full crew for 8 months on standard rations, 12 months on reduced rations, 6 Crew Bunkrooms, 3 Crew Quarters, 1 Troop Bunkroom.
Weapon systems: 12 turreted dual Fusion Lasers, 40 small dual turreted point defence Fusion Lasers, 6 Missile Tubes, 6 Ordnance Arrays.
Defense systems: 3 Chaff systems, Damage Control systems, 8 Decoy Drones, a Jammer, Prothian shields, a Deflection Inducer, Repair Bot centers.
Command & Control systems: Command Deck, auxiliary Command Deck, a Laser Transceiver, a Radio Transceiver, a Computer Core, a backup computer core, 4 Fire Control units, a Sensor Control unit, a Tac Control unit, a Nav Control unit.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, 6 probes, a Mass Detector, and a Spectroanalyzer.
Hangers: 6 Docking Clamps.
Miscellaneous Systems: 2 large Brigs, 10 Escape Pods, 1 Cargo Hold, a Workshop and 2 sick bay, an Accumulator, a Stabilizer, aswell as 6 Tractor Beam emitters.

Class: Light Cruiser
Vessel name: Valian class Strike Cruiser
Crew: 400, (280 crew, 80 marrines, 40 officers and NCOs.)
Armor: Outer Reactive layer protecting inner Neutronite layer.
Power Plant: Antimatter Reactor, 8 back up Solar Cells.
Main sublight engine: Induction Engine
Fallback sublight engine: N/A
Support systems & crew quarters: An Autosupport Unit, 14 Hydroponics Bays, 14 Recycler Units, Suppies for full crew for 8 months on standard rations, 12 months on reduced rations, 14 Crew Bunkrooms, 8 Crew Quarters, 4 Troop Bunkroom.
Weapon systems: 16 turreted dual Fusion Lasers, 60 small dual turreted point defence Fusion Lasers, 8 Missile Tubes, 8 Ordnance Arrays, 5 turreted Heavy Neutron Guns.
Defense systems: 3 Chaff systems, Damage Control systems, 8 Decoy Drones, a Jammer, Prothian shields, a Deflection Inducer, Repair Bot centers.
Command & Control systems: Command Deck, auxiliary Command Deck, a Laser Transceiver, a Radio Transceiver, a Computer Core, a backup computer core, 5 Fire Control units, a Sensor Control unit, a Tac Control unit, a Nav Control unit.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, 8 probes, a Mass Detector, and a Spectroanalyzer.
Hangers: 6 Docking Clamps.
Miscellaneous Systems: 6 large Brigs, 28 Escape Pods, 6 Cargo Holds, 4 Workshops and 8 sick bays, an Accumulator, a Stabilizer, aswell as 8 Tractor Beam emitters.

Class: Heavy Cruiser
Vessel name: Dauntless class Battlecruiser
Crew: 976, (720 crew, 96 officers and NCOs, 160 marrines.)
Armor: Outer Reactive layer protecting inner Neutronite layer.
Power Plant: Antimatter Reactor, 12 back up Solar Cells.
Main sublight engine: Induction Engine
Fallback sublight engine: deployable Photon Sails
Support systems & crew quarters: An Autosupport Unit, 22 Hydroponics Bays, 22 Recycler Units, Suppies for full crew for 6 months on standard rations, 10 months on reduced rations, 36 Crew Bunkrooms, 16 Crew Quarters, 8 Troop Bunkroom.
Weapon systems: 28 turreted dual Fusion Lasers, 100 small dual turreted point defence Fusion Lasers, 12 Missile Tubes, 12 Ordnance Arrays, 8 turreted Heavy Neutron Guns, a Deflection Inducer, Repair Bot centers.
Defense systems: 4 Chaff systems, Damage Control systems, 12 Decoy Drones, a Jammer, Prothian shields.
Command & Control systems: Command Deck, auxiliary Command Deck, a Laser Transceiver, a Radio Transceiver, a Computer Core, a backup computer core, 5 Fire Control units, a Sensor Control unit, a Tac Control unit, a Nav Control unit, an A.I Core.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, 12 probes, a Mass Detector, and a Spectroanalyzer.
Hangers: 8 Docking Clamps.
Miscellaneous Systems: 6 large Brigs, 36 Escape Pods, 8 Cargo Holds, 6 Workshops and 6 large sick bays, an Accumulator, a Stabilizer, aswell as 12 Tractor Beam emitters.

Class: Armoured Cruiser
Vessel name: Mediator class Command Cruiser
Crew: 660, (520 Crew, 80 marrines, 60 officers and NCOs.)
Armor: Outer Reactive layer protecting inner Neutronite layer.
Power Plant: Antimatter Reactor, 10 back up Solar Cells.
Main sublight engine: Induction Engine
Fallback sublight engine: deployable Photon Sails
Support systems & crew quarters: An Autosupport Unit, 18 Hydroponics Bays, 18 Recycler Units, Suppies for full crew for 6 months on standard rations, 10 months on reduced rations, 26 Crew Bunkrooms, 10 Crew Quarters, 4 Troop Bunkroom.
Weapon systems: 24 turreted dual Fusion Lasers, 80 small dual turreted point defence Fusion Lasers, 10 Missile Tubes, 10 Ordnance Arrays, 6 turreted Heavy Neutron Guns.
Defense systems: 2 Chaff systems, Damage Control systems, 10 Decoy Drones, a Jammer, Prothian shields, a Deflection Inducer, Repair Bot centers.
Command & Control systems: Command Deck, auxiliary Command Deck, a Laser Transceiver, a Radio Transceiver, a Computer Core, a backup computer core, 5 Fire Control units, a Sensor Control unit, a Tac Control unit, a Nav Control unit, an A.I Core.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, 20 probes, a Mass Detector, and a Spectroanalyzer.
Hangers: 8 Docking Clamps.
Miscellaneous Systems: 4 large Brigs, 28 Escape Pods, 4 Cargo Holds, 3 Workshops and 3 large sick bays, an Accumulator, a Stabilizer, aswell as 10 Tractor Beam emitters.

Class: Support ship
Vessel name: Cradle class repair/medical ship
Crew: 608, (520 Crew, 40 marrines marrines, 48 officers and NCOs.)
Armor: Outer Reactive layer protecting inner Neutronite layer.
Power Plant: Antimatter Reactor, 10 back up Solar Cells.
Main sublight engine: Induction Engine
Fallback sublight engine: deployable Photon Sails
Support systems & crew quarters: An Autosupport Unit, 12 Hydroponics Bays, 12 Recycler Units, Suppies for full crew for 6 months on standard rations, 10 months on reduced rations, 26 Crew Bunkrooms, 8 Crew Quarters, 2 Troop Bunkroom.
Weapon systems: 6 turreted dual Fusion Lasers, 40 small dual turreted point defence Fusion Lasers, 2 Ordnance Arrays.
Defense systems: 2 Chaff systems, Damage Control systems, a Jammer, Prothian shields, a Deflection Inducer, Repair Bot centers.
Command & Control systems: Command Deck, auxiliary Command Deck, a Laser Transceiver, a Radio Transceiver, a Computer Core, a backup computer core, 5 Fire Control units, a Sensor Control unit, a Tac Control unit, a Nav Control unit, an A.I Core.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, 2 probes, a Mass Detector, and a Spectroanalyzer.
Hangers: 8 Docking Clamps.
Miscellaneous Systems: 1 large Brig, 16 Escape Pods, 10 Cargo Holds, 10 large Workshops and 8 large sick bays, 6 Fabrication Facilities, an Accumulator, a Stabilizer, aswell as 20 Tractor Beam emitters.

Class: Prothius Battleship
Vessel name: Blood Moon class battleship
Crew: 2440, (1800 crew, 240 officers and NCOs, 400 marrines.)
Armor: Outer Reactive layer protecting inner Neutronite layer.
Power Plant: Antimatter Reactor, 12 back up Solar Cells.
Main sublight engine: Induction Engine
Fallback sublight engine: deployable Photon Sails
Support systems & crew quarters: An Autosupport Unit, 48 Hydroponics Bays, 48 Recycler Units, Suppies for full crew for 6 months on standard rations, 10 months on reduced rations, 90 Crew Bunkrooms, 40 Crew Quarters, 20 Troop Bunkroom.
Weapon systems: 36 turreted dual Fusion Lasers, 140 small dual turreted point defence Fusion Lasers, 16 Missile Tubes, 16 Ordnance Arrays, 12 turreted Heavy Neutron Guns.
Defense systems: 4 Chaff systems, Damage Control systems, 16 Decoy Drones, a Jammer, Prothian shields, a Deflection Inducer, Repair Bot centers.
Command & Control systems: Command Deck, auxiliary Command Deck, a Laser Transceiver, a Radio Transceiver, a Computer Core, a backup computer core, 5 Fire Control units, a Sensor Control unit, a Tac Control unit, a Nav Control unit, an A.I Core.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, 16 probes, a Mass Detector, and a Spectroanalyzer.
Hangers: 12 Docking Clamps.
Miscellaneous Systems: 10 large Brigs, 60 Escape Pods, 16 Cargo Holds, 8 Workshops and 8 large sick bays, an Accumulator, a Stabilizer, aswell as 16 Tractor Beam emitters.
Last edited by Lurking_Goblin on Wed 18 Jun, 2008 03:44, edited 6 times in total.

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Re: Universal Ship Design Database

Postby SamuraiPizzaGuy » Sun 08 Jun, 2008 00:01

Class: Prothius Battleship
Vessel name: Protectorate class battleship(a prototype)
Crew: 2,950, (2000 crew, 400 officers and NCOs, 550 marrines.)
Armor: Outer Cerametal layer protecting inner Reactive layer.
Power Plant: Antimatter Reactor, 12 back up Solar Cells.
Main sublight engine: prototype induction Engine
Fallback sublight engine: deployable Photon Sails
Support systems & crew quarters: An Autosupport Unit, 48 Hydroponics Bays, 48 Recycler Units, Suppies for full crew for 6 months on standard rations, 10 months on reduced rations, 100 Crew Bunkrooms, 67 Crew Quarters, 28 Troop Bunkrooms.
Weapon systems: 48 turreted dual Fusion Lasers, 160 small dual turreted point defence X-ray Lasers, 20 Missile Tubes, 50 missle racks, 15 turreted Kinetic Lance Guns, 50 Flak cannons.
Defense systems: 4 Chaff systems, Damage Control systems, 16 Decoy Drones, a Jammer, Prothius shields.
Command & Control systems: Command Deck, auxiliary Command Deck, a Laser Transceiver, a Radio Transceiver, a Computer Core, a backup computer core, 5 Fire Control units, a Sensor Control unit, a Tac Control unit, a Nav Control unit, Flag deck, and Hypercom
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, 16 probes, prototype mass detector
Hangers: 15 Docking Clamps.
Miscellaneous Systems: 10 large Brigs, 65 Escape Pods, 20 Cargo Holds, 8 Workshops and 8 large sick bays.

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Re: Universal Ship Design Database

Postby Jack Da Ripper » Sun 08 Jun, 2008 03:42

Refugee Fleet

Ships

Warships

CNA Imperator (Dreadnaought)
CNA Acclaimator (Battleship)
CNA Liberty (Fleet Carrier)
CNA Sedales (Battle Cruiser)
CNA Ternas (Heavy Cruiser)
CNA Perseus (Heavy Cruiser)
CNA Proctor ( Frigate)
CNA Bastions Pride (Frigate)
CNA Redemption (Frigate)
CNA Justice (Escort Carrier)

Support Ships

CNA Phoenix (Refitted Battle Ship)
CNA Evaluator (Kol Refugee Ship)
CNA Evacuator (Kol Refugee Ship)
CNA Xc-8743 (Supply Freighter)
CNA Xc-9872 (Supply Freighter)
CNA Xc-5720 (Supply Freighter)
CNA Hydra (Hydroponic Support Vessel)

Civilian Ships

Ferres (Trader)
Ghent's Gambit (Trader)
Pride of Comtense (Passenger Liner)
Touloun (Mining Barge)
Kytos (Refinery Ship)
Erebus (Mining Ship)
14 Un-named Ships

Information

Imperator - The First and last Dreadnaought of the Coalition of Serna, The Imperator Survived some of the heaviest fighting throughout the Coalition's War against the Rakani Empire. The Ships last orders were to save and escort the last remnant of Humanity forming a Refugee Fleet at an Obscure Outpost System Near Serna. Commanded By Admiral Farrar the Imperator remains the greatest Ship within the Refugee Fleet taking on the role of Protector for the apparent remnants of Humanity.

Acclaimator - The Only Battle Ship in the Refugee Fleet the Acclaimator had much like the Imperator fought in many Battles. In the Disastrous attack on Terradoc the Acclaimator managed to destroy 11 Rakani Ships protecting the Evacuation Ships as they Evacuated the Doomed Colony. The Acclaimator was heavily damaged and was repaired in the Shipyards of Enterion and was rushed through repair to participate in the siege of Freeport. After a series of Battle the Acclaimator retreated with the Imperator to the Fleet and serves as the Command Ship of the Rear Guard.

Liberty - Part of the Original Fleet that was attacked in an Outer Colonies Region Outpost System at the start of the war the Liberty deployed its Strike Craft and had a 68% Casualty rate barely survivng and heavily damaged it managed to retreat to Rigel and underwent repairs and was sent to Ferox to pick up another Squadron of Fighters. The Liberty had been heavily damaged 4 times during the war and almost none of the original hull is left and the armor plating is heavily scared and cratered from an ambush shortly after retreating with the Refugee Fleet.

Sedales - Was the only one of the Capital Ships originally designated to gaurd the refugee fleet. The Sedales was constructed under Fire During the Battle of Ferox and was firing its guns even while under constructions. The Sedales was finished at the Vandean Shipyards at Serna and was assigned to lead a refugee fleet away from the colonies under commodore Jefferson. However he now commands a triad of Frigates and is the Fleets advanced guard.

Ternas - Was a veteran Raven from all the way back to the Eradani Rebellions and managed to outlast two wars. The Ternas is one of the most well built heavy Cruisers having its Reactor shot to pieces bya Rakani Kinetic Lance and still managed to jump and regroup later. the Ternas is a veteran of the line and one of the only Heavy Cruisers to survive a Battle.

Perseus - Has a fairly undecorated career and was rushed through construction and assigned to guard the Outpost Fleet with the Sedales Originally

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Re: Universal Ship Design Database

Postby Flyboy » Sun 08 Jun, 2008 16:32

Ships of the Imperial Liberation Republic:

Vessel Name – Levier (1)
Class – Leviathan / Flagship
Armour – Compressed Diamond liquid filled Nanofluidic (CDLFN) Heavy Plating
Powerplant – Singularity Generator
Engines – 3 Impulse Warp Drivers [IWD] Warpdrive FTL, Multiple Jet thrusters.
Crew – 78,459 standard, 45,000 minimum. 20,000 Infantry
Support Systems & Crew Quarters – Accommodation for 100,000, Life support systems, Deep Stores, Recycler Unit and Multiple Hydroponics bays.
Weapons – 8 twin barrelled heavy photon turrets, 2 Tachyon guns, 16 Masers, 92 quad plasma cannons, 248 quad X-ray laser Cannons. 48 Neutronium Drivers. Multiple Bombs Bays, Missile tubes and mine racks. Plasma Torpedo Launchers
Defences – Ablative Shields, Repair Bots, Jammer, Decoy Drone, Damage Control
Command & Control Systems – Ansiable, Drive Sat comm. Array, Command Deck, Flag Bridge, Launch Tower. 6 computer systems.
Sensors – Multiphase Radar, Omniscience Sphere, Spectroanalyzer, Probes, CE passive array, Drive Detector.
Hangars & Small Craft – Hangar for 1800 Fighters (standard) or 2500 Fighters (maximum). 480 Heavy Bombers. Troop landing platforms
Miscellaneous Installations – Nanomanufacture Bay, Stabilizer, Holofield bay, Security suite, Evac System, Ordnance Transfer system. Boarding pod, Autocargo, Sick bay, Lab Section, Brig, Cargo hold.

Notes – The hull for this was originally meant to be a huge battle platform that hyperspaced where ever it needed to go. However the layout for a Death Star (as it was going to be) wouldn’t fit, so they converted it into a leviathan. Originally built with 6 Photon cannons, soon upgraded with 8, this fearsome ship is one of the biggest in the galaxy, and can destroy almost anything in existence.


Vessel Name – Bluebird Starfighter
Class – Fighter / Interceptor
Armour – Alloy
Powerplant – Solar Cell
Engines – Ion Engine
Crew – 1
Support Systems & Crew Quarters – Auto Support
Weapons – Twin x-ray laser cannon, 1 missile rack
Defences – Chaff, partial magnetic screen.
Command & Control Systems – Pilot Centre, Radio Transceiver
Sensors – Tac control, Nav Control
Hangars & Small Craft – none
Miscellaneous Installations – none

Notes – This fast and agile fighter is perfect for dealing with unshielded and limited shielded units. With its guided missiles, hit can hit weak points in the hull of other units. Its cannons can penetrate light armour


[OOC]I'll put more up later [/OOC]

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Re: Universal Ship Design Database

Postby Lurking_Goblin » Wed 18 Jun, 2008 03:42

Additional Vampirian ships for Galactic Unrest


-----Strike Craft-----

Class: Bomber
Vessel name: Thunder
Crew: 4 (1 Pilot, 1 BST (Bomber Systems Technician), and 2 Turret operators.)
Armor: Neutronite
Power Plant: mini Grav-fusion Cell, 1 mini solar cell.
Main sublight engine: Induction Engine
Fallback sublight engine: emergency deployable Photon Sails
Support systems & crew quarters: an Autosupport system.
Weapon systems: 2 mini Fusion Laser turrets, 1 multi-purpose weapons bay, 2 multi-purpose weapons racks.
Defense systems: Prothian Shields, 1 Chaff system, 4 mini Decoy Drones, and a Jammer.
Command & Control systems: Pilot Center, Radio and Laser Transceivers, Tac Control, Nav Control, Sensor Control, and Fire Control.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, and a Mass Detector.
Hangers: N/A
Miscellaneous Systems: a Stabilizer.


Class: Interceptor
Vessel name: Lightning
Crew: 2 (Pilot, IST (Interceptor Systems Technician))
Armor: Neutronite
Power Plant: mini Grav-fusion Cell, 1 mini solar cell.
Main sublight engine: Induction Engine
Fallback sublight engine: emergency deployable Photon Sails
Support systems & crew quarters: an Autosupport system.
Weapon systems: 4 Fusion Lasers, 2 multi-purpose weapons racks.
Defense systems: Prothian shields, 1 Chaff system, 2 mini Decoy Drones, a Stealth Hull, and a Jammer.
Command & Control systems: Pilot Center, Radio and Laser Transceivers, Tac Control, Nav Control, Sensor Control, and Fire Control.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, and a Mass Detector.
Hangers: N/A
Miscellaneous Systems: a Stabilizer.


Class: Dropship
Vessel name: Rhino
Crew: 3 (1 Pilot, 1 Co-Pilot, 1 Crew Chief.)
Armor: Neutronite
Power Plant: mini Grav-fusion Cell, 1 mini solar cell.
Main sublight engine: Induction Engine
Fallback sublight engine: emergency deployable Photon Sails
Support systems & crew quarters: an Autosupport system.
Weapon systems: A mini Fusion Laser turret, 2 multi-purpose weapons racks.
Defense systems: Prothian shields, 1 Chaff system, 4 mini Decoy Drones, and a Jammer.
Command & Control systems: Pilot Center, Radio and Laser Transceivers, Tac Control, Nav Control, Sensor Control, and Fire Control.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, and a Mass Detector.
Hangers: N/A
Miscellaneous Systems: a small Tractor Beam emiter, Airlock, and a Stabilizer.


Class: Gunship
Vessel name: Bear
Crew: 5 (1 Pilot, 1 Co-Pilot, 3 weapons Crew.)
Armor: Neutronite
Power Plant: mini Grav-fusion Cell, 1 mini solar cell.
Main sublight engine: Induction Engine
Fallback sublight engine: emergency deployable Photon Sails
Support systems & crew quarters: an Autosupport system.
Weapon systems: A mini Fusion Laser turret, 2 multi-purpose weapons racks, 4 Tactical Point defence turrets.
Defense systems: Prothian shields, 1 Chaff system, 4 mini Decoy Drones, and a Jammer.
Command & Control systems: Pilot Center, Radio and Laser Transceivers, Tac Control, Nav Control, Sensor Control, and Fire Control.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, and a Mass Detector.
Hangers: N/A
Miscellaneous Systems: a Stabilizer.

-----Ships-----

Class: Escort Carrior
Vessel name: Guardian
Crew: 1,600 (1000 crew, 140 officers and NCOs, 200 marrines, 210 pilots/flight crew.)
Armor: Outer Reactive layer protecting inner Neutronite layer.
Power Plant: Antimatter Reactor, 6 back up Solar Cells
Main sublight engine: induction Engine
Fallback sublight engine: N/A
Support systems & crew quarters: An Autosupport Unit, 36 Hydroponics Bays, 36 Recycler Units, Suppies for full crew for 6 months on standard rations, 10 months on reduced rations, 61 Crew Bunkrooms, 24 Crew Quarters, 10 Troop Bunkrooms.
Weapon systems: 12 turreted dual Fusion Lasers, 140 small dual turreted point defence Fusion Lasers, 8 Missile Tubes, 6 Ordnance Arrays.
Defense systems: 2 Chaff systems, Damage Control systems, 6 Decoy Drones, a Jammer, Prothian shields, a Deflection Inducer, Repair Bot centers.
Command & Control systems: Command Deck, auxiliary Command Deck, a Laser Transceiver, a Radio Transceiver, a Computer Core, a backup computer core, 5 Fire Control units, a Sensor Control unit, a Tac Control unit, a Nav Control unit.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, 14 probes, a Mass Detector, and a Spectroanalyzer.
Hangers: 6 Docking Clamps, 1 hanger, 1 Magazine. 20 Lightning Interceptors, 4 Rhino Dropships.
Miscellaneous Systems: an Accumulator, a Stabilizer, aswell as 14 Tractor Beam emitters, 4 large Brigs, 30 Escape Pods, 12 Cargo Holds, 2 Workshops and 4 large sick bays.


Class: Carrior
Vessel name: Liberator
Crew: 2,300 (1500 crew, 200 officers and NCOs, 300 marrines, 300 pilots/flight crew.)
Armor: Outer Reactive layer protecting inner Neutronite layer.
Power Plant: Antimatter Reactor, 8 back up Solar Cells
Main sublight engine: induction Engine
Fallback sublight engine: N/A
Support systems & crew quarters: An Autosupport Unit, 36 Hydroponics Bays, 36 Recycler Units, Suppies for full crew for 6 months on standard rations, 10 months on reduced rations, 90 Crew Bunkrooms, 34 Crew Quarters, 15 Troop Bunkrooms.
Weapon systems: 22 turreted dual Fusion Lasers, 200 small dual turreted point defence Fusion Lasers, 16 Missile Tubes, 12 Ordnance Arrays.
Defense systems: 2 Chaff systems, Damage Control systems, 8 Decoy Drones, a Jammer, Prothian shields, a Deflection Inducer, Repair Bot centers.
Command & Control systems: Command Deck, auxiliary Command Deck, a Laser Transceiver, a Radio Transceiver, a Computer Core, a backup computer core, 5 Fire Control units, a Sensor Control unit, a Tac Control unit, a Nav Control unit, an A.I Core.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, 20 probes, a Mass Detector, and a Spectroanalyzer.
Hangers: 10 Docking Clamps, 1 large hanger, 1 large Magazine. 40 Lightning Interceptors, 8 Rhino Dropships, 2 Bear Gunships.
Miscellaneous Systems: an Accumulator, a Stabilizer, aswell as 20 Tractor Beam emitters, 6 large Brigs, 50 Escape Pods, 16 Cargo Holds, 6 Workshops and 8 large sick bays.


Class: Heavy Carrior
Vessel name: Vendicator
Crew: 3,000 (1900 crew, 350 officers and NCOs, 400 marrines, 350 pilots/flight crew.)
Armor: Outer Reactive layer protecting inner Neutronite layer.
Power Plant: Antimatter Reactor, 12 back up Solar Cells
Main sublight engine: induction Engine
Fallback sublight engine: N/A
Support systems & crew quarters: An Autosupport Unit, 48 Hydroponics Bays, 48 Recycler Units, Suppies for full crew for 6 months on standard rations, 10 months on reduced rations, 115 Crew Bunkrooms, 60 Crew Quarters, 20 Troop Bunkrooms.
Weapon systems: 28 turreted dual Fusion Lasers, 240 small dual turreted point defence Fusion Lasers, 20 Missile Tubes, 16 Ordnance Arrays.
Defense systems: 4 Chaff systems, Damage Control systems, 12 Decoy Drones, a Jammer, Prothian shields, a Deflection Inducer, Repair Bot centers.
Command & Control systems: Command Deck, auxiliary Command Deck, a Laser Transceiver, a Radio Transceiver, a Computer Core, a backup computer core, 5 Fire Control units, a Sensor Control unit, a Tac Control unit, a Nav Control unit, an A.I Core, a Flag deck.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, 32 probes, a Mass Detector, and a Spectroanalyzer.
Hangers: 16 Docking Clamps, 2 large hangers, 2 large Magazines. 80 Lightning Interceptors, 16 Rhino Dropships, 6 Bear Gunships.
Miscellaneous Systems: an Accumulator, a Stabilizer, aswell as 24 Tractor Beam emitters, 10 large Brigs, 65 Escape Pods, 20 Cargo Holds, 8 Workshops and 8 large sick bays.


Class: Support Ship
Vessel name: Nurse class Tender
Crew: 400, (280 crew, 80 marrines, 40 officers and NCOs.)
Armor: Outer Reactive layer protecting inner Neutronite layer.
Power Plant: Antimatter Reactor, 8 back up Solar Cells.
Main sublight engine: Induction Engine
Fallback sublight engine: N/A
Support systems & crew quarters: An Autosupport Unit, 14 Hydroponics Bays, 14 Recycler Units, Suppies for full crew for 8 months on standard rations, 12 months on reduced rations, 14 Crew Bunkrooms, 8 Crew Quarters, 4 Troop Bunkroom.
Weapon systems: 4 turreted dual Fusion Lasers, 80 small dual turreted point defence Fusion Lasers, 8 Missile Tubes, 4 Ordnance Arrays.
Defense systems: 1 Chaff system, Damage Control systems, a Jammer, Prothian shields, Repair Bot centers.
Command & Control systems: Command Deck, auxiliary Command Deck, a Laser Transceiver, a Radio Transceiver, a Computer Core, a backup computer core, 5 Fire Control units, a Sensor Control unit, a Tac Control unit, a Nav Control unit.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system.
Hangers: 8 Docking Clamps, 1 small hanger, 1 small magazine, 2 Rhino dropships, 8 Lightning interceptors.
Miscellaneous Systems: 4 large Brigs, 30 Escape Pods, 8 Cargo Holds, 8 Workshops and 8 sick bays, an Accumulator, a Stabilizer, aswell as 12 Tractor Beam emitters.


Class: prototype Prothian Battleship
Vessel name: Peacekeeper
Crew: 3,000 (1900 crew, 350 officers and NCOs, 500 marrines, 250 pilots/flight crew.)
Armor: Outer Reactive layer protecting inner Neutronite layer.
Power Plant: Antimatter Reactor, 10 back up Solar Cells, Tachyonic Collider.
Main sublight engine: induction Engine
Fallback sublight engine: deployable Photon Sails
Support systems & crew quarters: An Autosupport Unit, 48 Hydroponics Bays, 48 Recycler Units, Suppies for full crew for 6 months on standard rations, 10 months on reduced rations, 108 Crew Bunkrooms, 60 Crew Quarters, 25 Troop Bunkrooms.
Weapon systems: 48 turreted dual Fusion Lasers, 180 small dual turreted point defence Fusion Lasers, 20 Missile Tubes, 20 Ordnance Arrays, 5 turreted Fusion Beam cannon.
Defense systems: 4 Chaff systems, Damage Control systems, 16 Decoy Drones, a Jammer, Prothian shields, a Deflection Inducer, Repair Bot centers.
Command & Control systems: Command Deck, auxiliary Command Deck, a Laser Transceiver, a Radio Transceiver, a Computer Core, a backup computer core, 5 Fire Control units, a Sensor Control unit, a Tac Control unit, a Nav Control unit, an A.I Core, a Flag deck.
Detection/sensor systems: a Multiband Radar system, an EM Detector, Hi-res Video network, an IR Detector, a Ladar system, 16 probes, a Mass Detector, and a Spectroanalyzer.
Hangers: 12 Docking Clamps, 2 hangers, 2 Magazines. 30 Lightning Interceptors, 6 Rhino Dropships, 2 Bear Gunships.
Miscellaneous Systems: an Accumulator, a Stabilizer, aswell as 16 Tractor Beam emitters, 10 large Brigs, 65 Escape Pods, 20 Cargo Holds, 8 Workshops and 8 large sick bays.


List of ships

Large Warships

RSS Peacekeeper (Prototype Battleship)
RSS Reclaimer (Battleship)
RSS Blood Moon (Battleship)
RSS Death's Mercy (Battleship)
RSS Vendicator (Heavy Carrior)
RSS Enduring Hope (Heavy Carrior)
RSS Liberator (Carrior)
RSS Defender (Carrior)
RSS Shield of Hope (Carrior)
RSS Hope's Sword (Carrior)
RSS Hope's Hand (Carrior)
RSS Shield of Faith (Carrior)
RSS Valiant (Heavy Cruiser)
RSS Dauntless (Heavy Cruiser)
RSS Death's Hand (Heavy Cruiser)
RSS Death's Grace (Heavy Cruiser)
RSS Death's Breath (Heavy Cruiser)
RSS Death's Scythe (Heavy Cruiser)
RSS Dark Intent (Heavy Cruiser)
RSS Twilight Lotus (Heavy Cruiser)
RSS Twilight Rose (Heavy Cruiser)
RSS Dreadnaught (Heavy Cruiser)
RSS Heart of Valor (Heavy Cruiser)
RSS Waking Dread (Heavy Cruiser)

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Re: Universal Ship Design Database

Postby DarkMirror » Tue 01 Jul, 2008 19:35

Solaar Ships

The Solaar are a race of small, sentient stars. They are regarded as a heavily dangerous race, as they commonly feed off of heat and energy sources. When they are hungry, this often draws them into conflict with other sentients when they try to use their ships and power plants as food. In extreme cases, a swarm of hungry Solaar can devour an entire star, destroying the whole system.

The Technolgoy types that they use are effectively as follows:
(F) Fusion
(P) Psionics
(X) Energy Transformation
(D) Dark Matter
(Q) Quantum

Solaar Spark (Assault Fighter Equivalent)
Description: Roughly twenty meters long, its main body being formed of a rear bulb and a much longer forward bulb, with five long, slender spikes radiating away and forwards from the point where they join. In between each spike on the forward bulb is a smaller bump, which can extend into a pseudopods.
Armor: The Spark has a light Crystallis frame or "skeleton", which offers it light protection against energy weapons.
Weapons: The spikes of the Spark allow it to focus Plasma blasts. Its pseudopods also allow it to lash out at nearby targets, dealing massive damage. Each one also contains a trio of Plasma "warheads", which they can regurgitate and fire at enemies.
Engines: The Spark, like all its kind, propels itself by shifting its inertia in a manner similar to a Inertial Flux Engine, moving them at incredible speeds. Sparks are too small to use the species Transcendence Drives on their own.
Sensors: Like all its kind, Spark always project an Omniscience sphere around themselves, as well as a advanced form of Psionic Transceiver.

Solaar Flame (Frigate Equivalent)
Description: Roughly a hundred and twenty meters long. Its body is formed of a central pod and a three longer pods stretching forwards, connected by thick stalks. From the rear end of its central pod, ten long spikes arc forwards. Each of its three forwards pods have three smaller bulges spaced evenly around the rear, which can shift into long pseudopods.
Armor: The Flame has a Crystallis shell and "skeleton" covering it that protects it from energy weapons.
Weapons: The spikes of the Flame allow it to focus Plasma blasts or dangerous Blacklasers. Its pseudopods can strike at nearby enemies at will, as well as project additional Plasma blasts. Each one also contains a number of Plasma "warheads", which they can regurgitate and fire at enemies. They can also carry Sparks on their surface.
Engines: The Flame, like all its kind, propels itself by shifting its inertia in a manner similar to a Inertial Flux Engine, letting them move incredibly fast and with perfect maneuverability. Flames are easily capable of traveling using their races innate ability to project a Transcendence Drive around themselves.
Sensors: Like all its kind, Flame always project an Omniscience sphere around themselves, as well as a advanced form of Psionic Transceiver.

Solaar Fire (Heavy Cruiser Equivalent)
Description: Roughly four hundred meters long, its body consists of A massive rear bulb, and a much smaller forward one. Arcing outwards from the point where they join are twenty long spikes. At the base of each is a bulge, which can be used to extend into a dangerous pseudopod.
Armor: The Fire has a incredibly thick Crystallis shell and "skeleton" covering it that protects it from energy weapons.
Weapons: The spikes of the Flame allow it to focus Plasma blasts or dangerous Blacklasers. Its pseudopods can strike at nearby enemies at will, as well as project additional Plasma blasts. Each one also contains a number of Plasma "warheads", which they can regurgitate and fire at enemies, as well as a smaller number of Starload "warheads". They can also carry Sparks on their surface.
Engines: The Fire, like all its kind, propels itself by shifting its inertia in a manner similar to a Inertial Flux Engine, letting them move incredibly fast and with perfect maneuverability. Fires are easily capable of traveling using their races innate ability to project a Transcendence Drive around themselves.
Sensors: Like all its kind, Fire always project an Omniscience sphere around themselves, as well as a advanced form of Psionic Transceiver.

Solaar Nova (Battlecruiser Equivalent)
Description: About five hundred meters long. Its body is formed out of a large ovoid bulb, with five smaller, rounder ones arranged at the back and connected with thick stalks. From the point just before these smaller bulbs stalks emerge fifty long spikes which arc forwards. In between each spike and along the length of the main pod are forty bulges, which can extend as pseudopods.
Armor: The Nova has a incredibly thick Crystallis shell and "skeleton" covering it that protects it from energy weapons. It is also capable of projecting an energy absorbing field around itself, similar in effect to an Ablative Shield.
Weapons: The spikes of the Nova allow it to focus Plasma blasts or dangerous Blacklasers, and it can even project a Zero Bore from its head. Its pseudopods can strike at nearby enemies at will, as well as project additional Plasma blasts. Each one also contains a number of Plasma "warheads", which they can regurgitate and fire at enemies, as well as a smaller number of Starload "warheads". They can also carry Sparks on their surface. Their most devastating ability however is the fact that they can negate mental activity in subjects they can sense, killing many instantly.
Engines: The Nova, like all its kind, propels itself by shifting its inertia in a manner similar to a Inertial Flux Engine, letting them move incredibly fast and with perfect maneuverability. Nova are easily capable of traveling using their races innate ability to project a Transcendence Drive around themselves.
Sensors: Like all its kind, Nova always project an Omniscience sphere around themselves, as well as a advanced form of Psionic Transceiver.
Last edited by DarkMirror on Thu 03 Jul, 2008 16:13, edited 1 time in total.

I am the laughing man at the side of your bed who extends his hand
I tell you I'll make you smile
I lurch over you and cough up black bile

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