Universal Ship Design Database

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Re: Universal Ship Design Database

Postby Deltaflyer » Tue 18 Nov, 2008 21:12

The Scour'a confederation. A race of beings that have only recently begun their first conquests of space. Their military prowess when they were developing though, was amazing. They would actively seek to find better tactics and eventually found that the best tactic was peace, this allowed them to advance scientifically rather quickly. They are a humanoid race originating from the Andromeda Galaxy.

(all ships were made in battleships forever)

The Scour'a Destroyer.

This nimble, manouverable and fast ship packs a hell of a punch due to it's converted particle boosters that were reverse-engineered from a backwater asteroid base, deserted for millions of years. It is usually used in large groups to destroy vessels large than it by passing them, making sure that their starboard firing arc is pointing at the enemy. They then circle in a tightly co-ordinated pattern, using the central scour'a battlenet to create a targeting channel to exploit any weak spots. This is just one innovation that the Scour'a developed in order to increase the efficiency of their ships.

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The Scour'a Frigate

The frigate is equipped with a light version of the Scoura's main advanced weapon, the blumatter lance. This and several advanced particle boosters form it's armament.

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The scour'a Heavy frigate

This frigate is stripped of all excess and retrofitted with a proper blumatter lance. This gives it the ability to hit targets far above it's own weight. It however has a lesser turning ability (compared to the handicap the Scour'a already have) and is therefore only ever used in large-scale fleet combat and rarely in offensives.

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The scour'a Dreadnaught

This ship was developed in the first age, when the scour'a were being harrassed mercilessly by the kiaellic mothership. It was revolutionary and still does well in fleet engagements today.

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The scour'a Heavy assault dread.

This ship carries three blumatter lances and can slice through enemy armor quite easily. However, it has no rear armor and is only used in assaults, as the name aptly suggests.

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Scour'a Kinetic missle

This ship is an old scoutship, retrofitted with 600 Carbon-Iron metal 'Piercers' that can tear through enemy armor. This ship's purpose is to accelarate at a massive full speed of 8 geometric units per second towards the enemy and self-destruct seconds before impact, releasing it's deadly payload. It is totally computer controlled.

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viewtopic.php?f=18&t=75027 <--The Kzinti Triumvirate's historical information and formation.
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Re: Universal Ship Design Database

Postby Afroduck » Sun 18 Jan, 2009 22:17

Alekian Ships and technologies


Technology

Weaponry

Bolter: A gun shooting caseless, rocket-propelled grenades that explode on impact. Also available in a heavy version with a higher caliber and a higher rate of fire.

Lasgun: Standard weapon of Alekian soldiers, also named 'Flashlight' as nickname. Uses concentrated Blacklaser-pulses, capable of cleanly severing limbs - or heads.

Pulse Rifle: A rifle shooting not only a pulse laser, but at the same time plasma shots encased in a local magnetic field (or bottle) that breaks when hitting a target, unleashing millions of degrees celsius on the enemy for a split-second.

Flechette gun: This gun basically is a rapid-fire shotgun shooting thousands of flechettes per second, each sharpened to a degree that it can damage things on an atomic level. The flechetted are of course small enough to easily do this.

Chainswords/axes: Essentially chainsaws in the form of an axe or sword, often used to a great effect when trying to intimidate an enemy. They are capable of cutting through most infantry armor.

Power-weapons: These are weapons (usually melee) that are made more powerful by pouring pure energy into them, enabling them to basically work similar to lightsabers, capable of cutting through almost everything. When activated the weapon crackles with energy and small bolts (lightning or otherwise) dance on its surface. The most common powerweapons are:
Powerfists, powerswords, powerhammers (also named 'Daemonhammers'), powerclaws, powerkatanas. Officers usually use hammers or katanas and fists. ImpKnights use whatever they like (there have been cases of 'Powerwrenches'), while normal Guardsmen usually only get access to claws or fists, and even then only seldomly.

Rocket launchers: These powerful handheld weapons are the bane or any armored targets on the ground. The rockets have sophisticated targeting-AIs and shaped warheads to maximise damage and enable them to kill any tank.

Flamethrower: These terrifying weapons are used to cleanse and purge enemies and heretics alike, though the use of fire, preferrably very hot and deadly. Because of this, flamers often use either Prometheum, a very powerful fuel for the fdlamer, or just plasma. The latter one is most often found on heavy vehicles and suicide-soldiers due to the possible instability when the fueltank is hit.

Miscellaneous

Unobtainium: This extremely rare material has originally been named like this because it was (and still is) extremely hard to obtain, and even then, only in small amounts. It is an extremely heavy, stable element beond the 110th atomic number in a stable island of similar elements.
A compound of it with some other elements makes up the Valorin's armor. This compound is incredibly powerful, nigh impenetrable and capable of turning energy-attacks into usable energy for the suit itself. The Valorin's battlesuit/armor is the only armor in the entire StarEmpire made almost entirely from the compound. Small amounts of the compound are also used in the armor of the heavy and the elite infantry of the Empire, the Imperial Knights and the Sardaukar, strengthening their armor considerably.


Other technology

(Note: Some of this stuff is from Ashi's old techlist, though some things may've been modified. I've merely been to lazy to think of my own descriptions for these things.)

Armor
-- Crystallis
This sophisticated armor consists of a crystalline lattice that absorbs phenomenal amounts of energy. While it is not particularly effective against projectiles and other massive weapons, it is the finest energy protection available.

Power
-- Quantum Cell
Harnessing the Holy Grail of energy sources; the quantum fluctuation or zero-point energy observed in vacuum; the quantum cell produces an enormous amount of energy from no fuel source at all.

Engine
-- Gravitic Redirector
The gravitic redirector changes the ambient gravity in the vicinity of the ship to produce a motive force. The gravitic redirector requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.

FTL
-- Warpdrive
By creating a warp field in which the normal laws of physics are suspended, the warpdrive permits FTL travel. The warp field does not interfere with a ship’s ability to
gather information from its surroundings, and a ship traveling with warp drive can change course, stop, or start again at will, as long as power for the drive is available.

Weapons
Beam weaponry:
-- Blacklaser
Using the fluorescence of a gaseous form of dark matter, the blacklaser fires a beam of coherent light. To human eyes, it resembles the low-ultraviolet glow of a blacklight, but it’s actually composed of much more energetic and dangerous radiation than ordinary photons.
-- Tachyon Gun
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target, resulting in incredible damage from kinetic impact.
-- EM Cannon
The EM cannon works much like the laser, but it concentrates its peak power in the radio band. It is especially effective against electronic equipment, inducing an EMP (electromagnetic pulse) effect similar to that of a nuclear explosion.
-- Plasma Cannon
The plasma cannon uses a powerful charge to convert a mix of chemicals into a white-hot plasma and then accelerates the mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize mundane materials.

Projectile Weaponry:
-- Sliver Gun
An extremely efficient mass driver armed with flechettes (or slivers) of tungsten steel, the sliver gun is the space-age version of a heavy machine gun or autocannon. It cycles at a rate of fire of almost 4,000 rounds per minute. The sliver gun can be fired in burst or autofire modes, although it overheats quickly in both.
-- Kinetic Converter
Based on the technology of energy transformation, the kinetic converter instantaneously imparts an immense amount of kinetic energy to a projectile, firing it at tremendous speed. No magnetic acceleration or propellant is necessary, so the converter can fire projectiles of almost any size or composition.

Defenses
-- Ablative Shield
This device surrounds the ship in an energy field that absorbs and dissipates attacks. In other words, it uses the ship’s power to ablate attacks before they take their normal effect, if the attack is not powerful enough to overcome the shield. Concentrated fire by several ships can weaken or disable the shield for a while.
-- Nanite Repair Array
The nanite repair array consists of nodules or blisters filled with microscopic repair machines scattered throughout the ship. These nanites can achieve repairs to even the most damaged of ship systems.

C&C System
-- Ansible
The ansible is a device that induces precise energy state changes in atomic nuclei without regard to distance or time. In effect, it permits instantaneous interstellar communications; voice, video, or data transfer; to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular 'frequency,' so the two ansible-equipped stations must have some prearranged communications protocols; the ansible can’t pick up any transmissions not intended for that specific station.

Sensors
-- Multiband Radar
This is simply a more powerful and sophisticated version of a common air/space radar.
-- EM Detector
The electromagnetic detector is an antenna-array designed to detect and localize EM emissions such as radio signals and radar beams. If the target is using active sensors, the EM detector can see the target much more easily. It's possible to detect targets that aren't active by listening for drive emissions and miscellaneous radio noise, but it's harder.
-- Hi-res Video
This is a high-powered camera system designed to spot targets by their visual profile. It includes a very powerful zoom feature, allowing close inspection of far-off targets. It's not a very good targeting or sensor system, but it's perfect for evaluating damage the target has suffered. It's hard to find a system that provides a better look at an object of interest.
-- Spectroanalyzer
While the spectroanalyser isn't useful as a targeting sensor, it is a powerful analytical tool. It combines spectrum analysis of visible light, radar mapping, and precise mass measurements to create a profile of a planet or space object.
-- Mass Radar
Sometimes abbreviated as 'madar,' the mass radar uses pulses of gravitational energy to precisely range and pinpoint objects. It also has the ability to detect objects buried beneath radar-reflective surfaces. This makes the mass radar ideal for locating bases or facilities buried deep underground.

Misc
-- Fabrication Facility
This facility is a large, automated workshop with a manufacturing computer that holds design specs for thousands of useful devices and critical machinery. Virtually any part or component of the ship can be duplicated by the fabrication facility. Not only is the facility useful for creating special purpose tools, furniture, or repair parts, it also makes possible the repair of heavy damage to the ship without returning to a shipyard.
-- Nanomanufacture Bay
The nanomanufacture bay combines many of the fabrication facility’s machines with nanite technology - a large fluid-filled chamber in which a matrix of microscopic devices can construct virtually anything imaginable from the crudest raw materials, assembling it atom by atom.
-- Holofield Bay
The ultimate in personal entertainment, the holofield bay uses virtual matter and holoprojection technology to create fully immersive virtual reality. Sometimes the verisimilitude of the setting is not completely perfect, but it’s good enough for extremely realistic training.


Alekian spaceships

Note: 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 on ships from Star Trek.

Class - Gepard
Type - Fighter
Armor - Crystallis
Power Plant - Quantum Cell
Engines - Gravitic Redirector
FTL Drive - Warpdrive
Support Systems & Crew Quarters - Autosupport Unit; Stores for 3 days (with full crew); Recycler Unit
Weapons - 4 Blacklaser emplacements
Defenses - Shield
Command & Control Systems - Pilot Center; dedicated Attack Computer; Ansible
Sensors - Multiband Radar, Spectroanalyzer
Hangars & Small Craft - None
Miscellaneous Installations - None


Class - Leopard
Type - Fighter
Armor - Crystallis
Power Plant - Quantum Cell
Engines - Gravitic Redirector
FTL Drive - Warpdrive
Support Systems & Crew Quarters - Autosupport Unit; Stores for 3 days (with full crew); Recycler Unit
Weapons - 6 Blacklaser emplacements
Defenses - Shield
Command & Control Systems - Pilot Center; dedicated Attack Computer; Ansible
Sensors - Multiband Radar, Spectroanalyzer
Hangars & Small Craft - None
Miscellaneous Installations - None


Class - Eule
Type - Bomber
Armor - Crystallis
Power Plant - Quantum Cell
Engines - Gravitic Redirector
FTL Drive - Warpdrive
Support Systems & Crew Quarters - Autosupport Unit; Stores for 3 days (with full crew); Recycler Unit
Weapons - 2 Tachyon Gun emplacements; 2 tubes for High-yield nuclear missles
Defenses - Shield; Repair Bots
Command & Control Systems - Pilot Center; dedicated Attack Computer; Ansible
Sensors - Multiband Radar, Spectroanalyzer
Hangars & Small Craft - None
Miscellaneous Installations - None


Class - Luchs
Type - Frigate
Armor - Crystallis
Power Plant - Quantum Cell
Engines - Gravitic Redirector
FTL Drive - Warpdrive
Support Systems & Crew Quarters - Autosupport; Cabins for 4 people; Crew Bunkrooms for 35 people; Stores for 200 days (with full crew)
Weapons - 18 Sliver Gun turrets; 4 Tachyon Gun turrets; 12 EM Cannon turrets; 10 Plasma Cannon turrets; 24 point-defense guns (Total of 44 turrets)
Defenses - Shield; Jammer; Repair Bots; Damage Control; Nanite Repair Array
Command & Control Systems - Command Deck; Ansible
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Madar
Hangars & Small Craft - None
Miscellaneous Installations - 4 Brigs; 1 Cargo Hold; Autocargo system; 1 Evac System; 1 Escape Pod; 1 Sick Bay; 2 Workshops


Class - Hornisse
Type - Destroyer
Armor - Crystallis
Power Plant - Quantum Cell
Engines - Gravitic Redirector
FTL Drive - Warpdrive
Support Systems & Crew Quarters - Autosupport; Cabins for 6 people; Crew Bunkrooms for 86 people; Stores for 200 days (with full crew)
Weapons - 26 Sliver Gun turrets; 8 Tachyon Gun turrets; 20 EM Cannon turrets; 18 Plasma Cannon turrets; 58 point-defense guns (Total of 72 turrets)
Defenses - Shield; Jammer; Repair Bots; Damage Control; Nanite Repair Array
Command & Control Systems - Command Deck; Ansible
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Madar
Hangars & Small Craft - None
Miscellaneous Installations - 4 Brigs; 1 Cargo Hold; Autocargo system; 2 Evac Systems; 1 Escape Pod; 1 Sick Bay; 2 Workshops


Class - Falke
Type - Cruiser
Armor - Crystallis
Power Plant - Quantum Cell
Engines - Gravitic Redirector
FTL Drive - Warpdrive
Support Systems & Crew Quarters - Autosupport; Crew Quarters for 4 people; Cabins for 10 people; Crew Bunkrooms for 186 people; Recycler Units for 200 people; Stores for 200 days (with full crew)
Weapons - 38 Sliver Gun turrets; 14 Tachyon Gun turrets; 10 Blacklaser turrets; 32 EM Cannon turrets; 28 Plasma Cannon turrets; 158 point-defense guns (Total of 122 turrets)
Defenses - Shield; Jammer; Repair Bots; Damage Control; Nanite Repair Array
Command & Control Systems - Command Deck; Ansible
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Madar
Hangars & Small Craft - 4 fighters
Miscellaneous Installations - 6 Brigs; 3 Cargo Holds; Autocargo system; 7 Evac Systems; 1 Sick Bay; 2 Workshops; 1 Security Suite


Class - Adler
Type - Heavy Cruiser
Armor - Crystallis
Power Plant - Quantum Cell
Engines - Gravitic Redirector
FTL Drive - Warpdrive
Support Systems & Crew Quarters - Autosupport; Crew Quarters for 8 people; Cabins for 20 people; Crew Bunkrooms for 542 people; Recycler Units for 570 people; Stores for 200 days (with full crew)
Weapons - 74 Sliver Gun turrets; 26 Tachyon Gun turrets; 22 Blacklaser turrets; 68 EM Cannon turrets; 62 Plasma Cannon turrets; 476 point-defense guns (Total of 252 turrets)
Defenses - Shield; Jammer; Repair Bots; Damage Control; Nanite Repair Array
Command & Control Systems - Command Deck; Ansible
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Madar
Hangars & Small Craft - 12 fighters
Miscellaneous Installations - 6 Brigs; 4 Cargo Holds; Autocargo system; 25 Evac Systems; 2 Sick bays, 1 Fabrication Facility; 1 Security Suite


Class - Taldos
Type - Carrier
Armor - Crystallis
Power Plant - Quantum Cell
Engines - Gravitic Redirector
FTL Drive - Warpdrive
Support Systems & Crew Quarters - Autosupport; Crew Quarters for 8 people; Cabins for 30 people; Crew Bunkrooms for 1846 people; Recycler Units for 1884 people; Stores for 200 days (with full crew)
Weapons - 256 Sliver Gun turrets; 54 Tachyon Gun turrets; 84 EM Cannon turrets; 78 Plasma Cannon turrets; 1658 point-defense guns (Total of 472 turrets)
Defenses - Shield; Jammer; Repair Bots; Damage Control; Nanite Repair Array
Command & Control Systems - Command Deck; Flag Bridge; Ansible
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Madar
Hangars & Small Craft - 1300
Miscellaneous Installations - 8 Brigs; 6 Cargo Holds; Autocargo system; 50 Evac Systems; 2 Sick Bays; 1 Fabrication Facility; 1 Security Suite


Class - Alastria
Type - Battleship
Armor - Crystallis
Power Plant - Quantum Cell
Engines - Gravitic Redirector
FTL Drive - Warpdrive
Support Systems & Crew Quarters - Autosupport; Crew Quarters for 10 people; Cabins for 30 people; Crew Bunkrooms for 1164 people; Recycler Units for 1204 people; Stores for 200 days (with full crew)
Weapons - 24 Kinetic Converter turrets; 156 Sliver Gun turrets; 50 Tachyon Gun turrets; 46 Blacklaser turrets; 124 EM Cannon turrets; 118 Plasma Cannon turrets; 1354 point-defense guns (Total of 518 turrets)
Defenses - Shield; Jammer; Repair Bots; Damage Control; Nanite Repair Array
Command & Control Systems - Command Deck; Flag Bridge; Ansible
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Madar
Hangars & Small Craft - 198
Miscellaneous Installations - 8 Brigs; 4 Cargo Holds; Autocargo system; 30 Evac Systems; 2 Sick Bays; 1 Fabrication Facility; 1 Security Suite


Class - Santrosam
Type - Dreadnaught
Armor - Crystallis
Power Plant - Quantum Cell
Engines - Gravitic Redirector
FTL Drive - Warpdrive
Support Systems & Crew Quarters - Autosupport; Crew Quarters for 25 people; Cabins for 40 people; Crew Bunkrooms for 11381 people; Recycler Units for 11446 people; Stores for 200 days (with full crew)
Weapons - 78 Kinetic Converter turrets; 458 Sliver Gun turrets; 164 Tachyon Gun turrets; 142 Blacklaser turrets; 344 EM Cannon turrets; 368 Plasma Cannon turrets; 2974 point-defense guns (Total of 1554 turrets)
Defenses - Shield; Jammer; Repair Bots; Damage Control; Nanite Repair Array
Command & Control Systems - Command Deck; Flag Bridge; Ansible
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Madar
Hangars & Small Craft - 345
Miscellaneous Installations - 10 Brigs; 10 Cargo Holds; Autocargo system; 120 Evac Systems; 4 Sick Bays; 2 Fabrication Facilities; 2 Security Suite; Holofield Bay


Class - Behemoth
Type - Titan
Armor - Crystallis
Power Plant - Quantum Cell
Engines - Gravitic Redirector
FTL Drive - Warpdrive
Support Systems & Crew Quarters - Passenger Suites for 35 people; Crew Quarters for 65 people; Cabins for 160 people; Crew Bunkrooms for 26871 people; Recycler Units for 27131 people; Deep Stores for 300 days (with full crew)
Weapons - 170 Kinetic Converter turrets; 892 Sliver Gun turrets; 314 Tachyon Gun turrets; 296 Blacklaser turrets; 658 EM Cannon turrets; 742 Plasma Cannon turrets; 5432 point-defense guns (Total of 3072 turrets)
Defenses - Shield; Jammer; Repair Bots; Damage Control; Nanite Repair Array
Command & Control Systems - Command Deck; Flag Bridge; Ansible; Fully equipped Computer Core
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Madar
Hangars & Small Craft - 588
Miscellaneous Installations - 14 Brigs; 16 Cargo Holds; Autocargo system; 160 Evac Systems; 6 Sick Bays; 2 Fabrication Facilities; 3 Security Suite; Holofield Bay; Nanomanufacture Bay


Class - Ark
Type - Leviathan
Armor - Crystallis
Power Plant - Quantum Cell
Engines - Gravitic Redirector
FTL Drive - Warpdrive
Support Systems & Crew Quarters - Passenger Suites for 90 people; Crew Quarters for 196 people; Cabins for 400 people; Crew Bunkrooms for 68650 people; Recycler Units for 69536 people; Deep Stores for 500 days (with full crew)
Weapons - 468 Kinetic Converter turrets; 2356 Sliver Gun turrets; 784 Tachyon Gun turrets; 668 Blacklaser turrets; 1254 EM Cannon turrets; 1942 Plasma Cannon turrets; 13542 point-defense guns (Total of 7472 turrets)
Defenses - Shield; Jammer; Repair Bots; Damage Control; Nanite Repair Array
Command & Control Systems - Command Deck; Flag Bridge; Ansible; Fully equipped Computer Core
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Madar
Hangars & Small Craft - 1238
Miscellaneous Installations - Brigs; Cargo Holds; Autocargo system; Evac Systems; Sick Bays; Fabrication Facilities; Security Suites; Holofield Bay; Nanomanufacture Bay


Name ____________ Length in m __ mass in metric tons
Stardestroyer (StarWars)_- 1600___ - 514,290,000.000 tons
Fighter&Bomber_______- 8______ - 64.286 tons
Frigates______________- 128____ - 263,316.48 tons
Destroyer ____________- 184____ - 782,170.804 tons
Cruiser_______________- 298____ - 3,332,744.319 tons
Heavy Cruiser__________- 644____ - 33,535,573.211 tons
Carrier_______________- 1254___ - 247,594,356.461tons
Battleship____________- 1158___ - 194,972,701.880 tons
Dreadnaught__________- 3874___ - 7,300,069,268.337 tons
Titan________________- 8736___ - 83,711,670,391.44 tons
Leviathan____________- 18744___ - 826,865,665,225.504 tons


Isegun Ships and technologies


Technology

Transportation

Webway network
The Webway network, which utilizes interdimensional portals, is the dominating method of transportation of the Isegun within their territory. Travel is almost instant, and one can travel between any two gates of the network.
Expanding it is a time-consuming process, requiring not only solid materials for the gates themselves, but also great amounts of psychic energies to create the portal, connect it to the network and stabilize it so that it can be used.
Over time, the network has become so complicated that several permanent outposts have been created to overwatch the network and make sure it works properly. The individuals living in these outposts have been selected and trained to be extremely stable (mentally), as they not only live almost completely cut off of the rest of society, but also live considerably longer due to the traits of the dimension they reside in.


Weaponry

XC-61 Plasmasaber
This weapon, once activated, utilizes a sophisticated containment field to keep a 'beam' of plasma, usually between 40 and 120 centimeters long, in the shape of a sword. On impact with something, a pole for example, the field breaks around the point of contact, melting through the material and reactivating the 'broken' parts once it only touches either air or water. The XC-61 is capable of slicing through almost any material like a hot knife through butter.

NF-187 Lance pistol
The NF-187 is the standard sidearm issued for both soldiers and officers. It is, essentially, a hand-held version of a Kinetic Lance (see ship-weaponry), its size obviously weakening its power, although it still is capable of ripping limbs off and heavily damaging armor. It is powered by power-packs, which can be recharged by various means such as sunlight or great heat. Each pack allows for 150 to 160 shots.

NFA-211 Lance rifle
The NFA-211 is the standard main-weapon of Isegun soldiers, working similar to the Lance pistol. Instead of single shots, it fires short bursts that both have a higher range and accuracy than the pistol, as the recoil of the rifle is negligible. Additionally, it is somewhat more powerful than the Lance pistol. A standard power pack has enough energy for about 100 bursts. It is compatible with the HEV suit.

Witchblade
A witchblade is a long sword carried by Isegun psykers and is essentially a potent power-weapon. While Witchblades are strong when wielded by a normal person, only a psyker's abilities can give them their true, devastating power. Only a Psyker can enable the Witchblade to cut through almost any existing material and, through his psionic powers, almost double the reach of the weapon.
Farseers use so-called Singing Spears instead, which are similarly powerful, but have an added range against close-combat enemies. Singing Spears are in one sense much more powerful than the Witchblades, as they can be thrown and afterwards, through the use of powerful psionics, return to their owner.

Singing Spear
The Singing Spear is a heavily psychically impregnated weapon used by Isegun Farseers. It takes the form of a silver spear chased with mysterious metals and covered with sparkling gems. Its name is derived from the constant drone the weapon emits when held by a Farseer.
When thrown the spear hits the enemy and automatically returns to the thrower's hands, through the use of powerful psionics and a (expensive) miniaturised psychoportive drive. It is both a ranged and melee weapon, although it is heavy and hard to wield and so cannot easily be combined with another weapon.

Shuriken
Shuriken weaponry is unique to the Isegun; its technology is extremely advanced and very difficult to replicate. Shuriken weapons fire a flesh-tearing hail of razor-sharp discs by means of a gravitic accelerator. The accelerator creates a peristaltic shift from the front to the rear of the firing chamber, hurling the shuriken missiles forward at a tremendous velocity. A burst of several missiles can be fired in a fraction of a second in this way.
The shuriken missiles themselves are razor-sharp monomolecular-edged discs of plasti-crystal, and are usually star-shaped, triangular or circular. A shuriken disc can slice straight through flesh and bone, and can penetrate a considerable thickness of metal or other armour.
A single solid core of plasti-crystal material is used as ammunition. As the weapon is fired, high-energy impulses from the back of the weapon form the individual shuriken missiles by splitting the ammunition core.
This weapon-principle produces a very high rate of fire, allowing the weapon to fire up to a hundred rounds in one or two seconds and each core is good for around 10 of these bursts. The downside is the lack of rifling in the barrel reducing the accuracy drastically, thereby reducing its minimum range to one well under that of its solid slug counterparts.
Shuriken pistol
The shuriken pistol is the smaller version of the shuriken catapult and is fired one-handed. Certain heroes and warriors use shuriken pistols as a main weapon. Other units use them as secondary weapons.
Shuriken catapult
The shuriken catapult is the standard type of shuriken weapon, and is one of the basic weapons of the Isegun.
Shuriken cannon
The much larger Shuriken Cannon works in a similar way to the Shuriken Catapult but has an ammunition coil to load the weapon more quickly and uses a triple accelerator field for improved rate of fire and power. While the versions above are all hand-held weapons the shuriken cannon is very large and needs stabilising on a heavy-weapons platform to allow any accuracy.

Fire Pike
The Fire pike is a fusion weapon, using a miniaturised fusion reactor to fire powerful plasma shots encased in a local magnetic field at the enemy. When used in areas with an abundance of water, it literally has unlimited ammo, as it can use the H2O to fuel the fusion reaction. The dryer it is, the harderit is for the weapon to filter water out of the air - and the user has to carry either water-canisters or pure H2, the latter of which is explosive.

Vibro Cannon
The Vibro Cannon is an Isegun heavy weapon based on sonic technology. It projects a rapidly scaling sonic blast ranging from ultrasound to hypersonic frequencies and literally vibrates an enemy to pieces. The more waves that impact a certain point, the more destructive as the varying waves rip the target to shreds. It is only mounted on heavy tanks.

Miscellaneous

Hazardous Environment Suit (H.E.V. suit)
The H.E.V. suit is a full-body suit with a helmet, worn by Isegun when they operate in hazardous environments. The suit is designed to protect the user from radiation, energy discharges and blunt trauma during the handling of hazardous materials and allows the wearer to survive situations that would be deadly to someone without such a suit. The latest model of the suit, Mark V, has among other things, a built-in flashlight, a Geiger counter (or rather the Isegun equivalent), a morphine administrator (allowing the user to function even after more serious injuries), an anti-toxin delivery system, an optional LJ-module, which allows jumps over large distances, a radio and a heads-up display (HUD), which tracks health status as well as including a weapons management system. Other features include visual zooming capability, limited enhanced running, an injector to administer antidote for neurotoxins as well as an optional ammunition counter with a crosshair, if the user has a gun compatible with the suit and connected both.
The suit contains an on-board computer system that constantly monitors the user's health and vital signs, and reacts to any changes in the user's condition. Additionally, the suit has an electrically hardened armor system that can be charged by power modules usually found in outposts or ships where the suits are being used. While charged, the suit provides greater protection from injury as the charge absorbs more than four-fifths of any damage or trauma experienced by the wearer. Additionally, the suit can be upgraded with greater power capacity and a personal shield generator, further enhancing protection for its user.
It is used both in the civilian and military sector due to its versatility.


Mentat
A Mentat is an Isegun that has undertaken rigorous training to perfect their cognitive abilities of memory and perception to the point of surpassing simple logic and essentially becoming living computers. Because the processing power of such a Mentat borders on that of an AI, the Isegun never felt the need to develop such advanced artificial calculating machines. Mentats are those who operate the automated machinery requiring more than a simple computer, such as the Omniscience Sphere, but they also can act as advisors or strategists.
To be able to undertake the training into a Mentat, an Isegun has to have high intellectual capacities by Isegun standards from birth, which is comparatively rare. It is considered an honor if one's child is brought into a 'Mentat-facility', as these schools are named.

Psyker
A Psyker is an individual that has undertaken extensive training to perfect their psionic abilities beyond the powers of even the most talented natural psionic. Psykers generally are those who operate the technologies that have to do with psionics, such as creating the Webway-portals or the Psychoportive Drive.
Theoretically, every Isegun could undertake the training for becoming a Psyker, but the schools only take a specific amount of students, ensuring that there never are too many psykers present in the nation. Psykers are always male, and through their training, often develop one or more mental sicknesses, such as schizophrenia or voices in their head.

Farseer
Farseers are female Isegun that took extensive training to perfect their psionic abilities, beyond the powers of even the most talented natural psionic. Farseers often take advisory roles and are less in number than Psykers, but some have been seen as generals, leading assaults against the Alekians or other enemies. They wear heavier, more powerful armor than normal troops, with stronger shields and are equipped with Singing Spears and Lance Pistols for battle.
Farseers have the ability to see the near future, though only at a limited scale. They can divine several possible futures that can occur though it is possible that none of those they see happens. However, it is entirely possible for them to try and guide others towards a certain future. Their actual success is determined by millions and millions of factors.


Other technology

(Note: Some of this stuff is from Ashi's old techlist, though some things may've been modified. I've merely been to lazy to think of my own descriptions for these things.)


Armor
-- Nanofluidic
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is 'smart' armor. It concentrates at the point of impact to blunt physical blows, and circulates around heat sources to dissipate energy. It is the most effective armor available to the Isegun.

Power
-- Quantum Cell
Harnessing the Holy Grail of energy sources, the quantum fluctuation or zero-point energy observed in vacuum, the quantum cell produces an enormous amount of energy from basically no apparent fuel source at all.

Engine
-- Induction Engine
The induction engine uses artificial gravity to provide incredible thrust and maneuverability.

FTL
-- Psychoportive Drive
The psychoportive drive system harnesses the power of a Psyker and unlocks unfathomable energies with the key of an intelligent mind. The drive permits travel at FTL speeds in normal space with few to no careful navigation plots or calculations required. A Psyker can stay 'in the chair' for up to eight hours before becoming exhausted.

Weapons
Beam weaponry
-- Maser
The maser channels a great amount of power through a linear antenna array, creating a broad-spectrum blast of electromagnetic energy. It devastates the target with heat, light, and intense radiation.
-- Kinetic Lance
The kinetic lance creates a stream of virtual particles simulating solid matter, shooting towards the target at high speeds. Due to the speeds involved, the lance can be quite destructive.
Projectile weaponry
-- Point Defense Gun
The point defense gun is primarily a defensive system intended for use against incoming missiles. At close ranges, it can be employed in an offensive role against light ships. The point-defense gun can fire in burst or automatic mode.
-- Sliver Gun
An extremely efficient mass driver armed with flechettes (or slivers) of tungsten steel, the sliver gun is the space-age version of a heavy machine gun or autocannon. It cycles at a rate of fire of almost 4,000 rounds per minute. The sliver gun can be fired in burst or autofire modes, although it overheats quickly in both.
-- Neutronium Driver
This weapon is basically a rail gun configured to fire a projectile of neutronium; an object the size of a baseball with a temporary mass of thousands of tons. Since neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.

Defenses
-- Ablative Shield
This device surrounds the ship in an energy field that absorbs and dissipates attacks. In other words, it uses the ship’s power to ablate attacks before they take their normal effect, if the attack is not powerful enough to overcome the shield. Concentrated fire by several ships can weaken or disable the shield for a while.

C&C System
-- Laser Transceiver
The signal laser uses a beam of coherent light to transmit messages. The laser is extremely directional; the signal can't be intercepted or jammed unless it's beamed directly at a hostile ship or station. If the comm officer doesn't know exactly where the receiving station is, the laser transceiver is a waste of power; he can’t use this for a general distress call to all stations in the area, for instance. A ship can't receive laser communications unless it is equipped with the transceiver. Lasers are limited to the speed of light.
-- Radio Transceiver
The radio transceiver is an advanced, frequency-agile set that transmits in either LOS (line of sight) or omni-directional mode. Like the laser, it’s limited to the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations, so ships with unusually large comm demands often use multiple transceivers.
-- Psionic Transceiver
This device consists of a special array of psi-enhancing devices that make it possible for a psionic with the necessary training to communicate over interstellar distances. The receiving station must also have a Psyker equipped with a psionic transceiver, or the ship’s Psyker is wasting his time. Monitoring the transceiver for incoming messages requires the psionic's permanent attention, so they cannot go about other duties.

Sensors
-- Multiband Radar
This is simply a more powerful and sophisticated version of a common air/space radar.
-- EM Detector
The electromagnetic detector is an antenna-array designed to detect and localize EM emissions such as radio signals and radar beams. If the target is using active sensors, the EM detector can see the target much more easily. It's possible to detect targets that aren't active by listening for drive emissions and miscellaneous radio noise, but it's harder.
-- Hi-res Video
This is a high-powered camera system designed to spot targets by their visual profile. It includes a very powerful zoom feature, allowing close inspection of far-off targets. It's not a very good targeting or sensor system, but it's perfect for evaluating damage the target has suffered. It's hard to find a system that provides a better look at an object of interest.
-- Spectroanalyzer
While the spectroanalyser isn't useful as a targeting sensor, it is a powerful analytical tool. It combines spectrum analysis of visible light, radar mapping, and precise mass measurements to create a profile of a planet or space object.
-- Omniscience Sphere
Based on powerful psi-technology, the omniscience sphere is a sensor device that automatically detects almost any and all objects that approach within a large radius of the ship or station. Sophisticated neural filters and data-feed programs allow the operator to instantly relay his findings to the ship's computers for fire control solutions and detailed tracking predictions. The Psyker cannot rest or while plugged in to the sphere. Usually, ships with this sensor system will employ a team of Psykers to continuously man the sphere while underway.

Misc
-- Fabrication Facility
This facility is a large, automated workshop with a manufacturing computer that holds design specs for thousands of useful devices and critical machinery. Virtually any part or component of the ship can be duplicated by the fabrication facility. Not only is the facility useful for creating special purpose tools, furniture, or repair parts, it also makes possible the repair of heavy damage to the ship without returning to a shipyard.
-- Nanomanufacture Bay
The nanomanufacture bay combines many of the fabrication facility’s machines with nanite technology - a large fluid-filled chamber in which a matrix of microscopic devices can construct virtually anything imaginable from the crudest raw materials, assembling it atom by atom. (Note: This technology is expensive to use)
-- Holofield Bay
The ultimate in personal entertainment, the holofield bay uses virtual matter and holoprojection technology to create fully immersive virtual reality. Sometimes the verisimilitude of the setting is not completely perfect, but it’s good enough for extremely realistic training.


Isegun spaceships

Note: 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 on ships from Star Trek.

Class - Minuva
Type - Fighter
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Induction 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 - Shield
Command & Control Systems - Pilot Center; dedicated Attack Computer; Laser Transceiver; Radio Transceiver
Sensors - Multiband Radar, Spectroanalyzer
Hangars & Small Craft - None
Miscellaneous Installations - None


Class - Schlieffen
Type - Siege Frigate
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Induction 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 gun turrets
Defenses - Shield; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (10 people); Radio Transceiver; Laser Transceiver; Psionic Transceiver
Sensors - Multiband Radar; EM Detector; Spectroanalyzer
Hangars & Small Craft - None
Miscellaneous Installations - 4 Brigs; 1 Cargo Hold; Autocargo system; 1 Evac System; 1 Escape Pod; 1 Sick Bay; 2 Workshops


Class - Alexander
Type - Anti-Fighter Frigate
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Induction 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 railgun turrets; 6 sliver gun turrets; 8 neutronium driver turrets; 12 point-defense guns (Total of 36 turrets&banks)
Defenses - Shield; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (10 people); Radio Transceiver; Laser Transceiver; Psionic Transceiver
Sensors - Multiband Radar; EM Detector; Spectroanalyzer
Hangars & Small Craft - None
Miscellaneous Installations - 4 Brigs; 1 Cargo Hold; Autocargo system; 1 Evac System; 1 Escape Pod; 1 Sick Bay; 2 Workshops


Class - Scheer
Type - Combat Frigate
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Induction 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 Turbolaser turrets; 8 Maser banks; 12 Kinetic Lance turrets; 8 point-defense guns (Total of 40 turrets&banks)
Defenses - Shield; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (10 people); Radio Transceiver; Laser Transceiver; Psionic Transceiver
Sensors - Multiband Radar; EM Detector; Spectroanalyzer
Hangars & Small Craft - 4 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.
Class - Emden
Type - Cruiser
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Induction 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 - 18 Sliver Gun turrets; 12 Neutronium railgun turrets; 26 Maser turrets, 40 banks; 38 Kinetic Lance turrets, 24 banks; 76 point-defense guns (Total of 158 turrets&banks)
Defenses - Shield; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (24 people); Radio Transceiver; Laser Transceiver; Psionic Transceiver
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer
Hangars & Small Craft - 30 fighters
Miscellaneous Installations - 6 Brigs; 3 Cargo Holds; Autocargo system; 7 Evac Systems; 1 Sick Bay; 2 Workshops; 1 Security Suite


Class - Seydlitz
Type - Cruiser
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Induction 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 - 58 Sliver Gun turrets; 46 Neutronium railgun turrets; 18 Maser turrets, 12 banks; 10 Kinetic Lance turrets, 6 banks; 76 point-defense guns (Total of 150 turrets&banks)
Defenses - Shield; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (24 people); Radio Transceiver; Laser Transceiver; Psionic Transceiver
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer
Hangars & Small Craft - 34 fighters
Miscellaneous Installations - 6 Brigs; 3 Cargo Holds; Autocargo system; 7 Evac Systems; 1 Sick Bay; 2 Workshops; 1 Security Suite


Class - Zeppelin
Type - Carrier
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Induction 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 - 188 Sliver Gun turrets; 116 Neutronium railgun turrets; 22 Maser banks, 36 turrets; 10 Kinetic Lance banks, 18 turrets; 432 point-defense guns (Total of 390 turrets&banks)
Defenses - Shield; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (32 people); Flag Bridge; Radio Transceiver; Laser Transceiver; Psionic Transceiver
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Omniscience Sphere
Hangars & Small Craft - 2500 fighters
Miscellaneous Installations - 8 Brigs; 6 Cargo Holds; Autocargo system; 50 Evac Systems; 2 Sick Bays; 1 Fabrication Facility; 1 Security Suite


Class - Wilhelm
Type - Battleship
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Induction 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 - 226 Sliver Gun turrets; 184 Neutronium railgun turrets; 80 Maser turrets, 56 banks; 64 Kinetic Lance turrets, 30 banks; 1104 point-defense guns (Total of 640 turrets&banks)
Defenses - Shield; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (30 people); Flag Bridge; Radio Transceiver; Laser Transceiver; Psionic Transceiver
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Omniscience Sphere
Hangars & Small Craft - 234 fighters
Miscellaneous Installations - 8 Brigs; 4 Cargo Holds; Autocargo system; 30 Evac Systems; 2 Sick Bays; 1 Fabrication Facility; 1 Security Suite


Class - Raeder
Type - Titan
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Induction 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 - 816 Sliver Gun turrets; 624 Neutronium railgun turrets; 594 Maser turrets, 318 banks; 510 Kinetic Lance turrets, 210 banks; 4128 point-defense guns (Total of 3072 turrets&banks)
Defenses - Shield; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (110 people); Flag Bridge; Radio Transceiver; Laser Transceiver; Psionic Transceiver
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Omniscience Sphere
Hangars & Small Craft - 558 fighters
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


Class - Horton
Type - Leviathan
Armor - Nanofluidic
Power Plant - Quantum Cell
Engines - Induction 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 - 1968 Sliver Gun turrets; 1008 Neutronium railgun turrets; 984 Maser turrets, 792 banks; 942 Kinetic Lance turrets, 342 banks; 10656 point-defense guns (Total of 6036 turrets&banks)
Defenses - Shield; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck (190 people); Flag Bridge; Radio Transceiver; Laser Transceiver; Psionic Transceiver; Fully equipped Computer Core
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Omniscience Sphere
Hangars & Small Craft - 1154 fighters
Miscellaneous Installations - Brigs; Cargo Holds; Autocargo system; Evac Systems; Sick Bays; Fabrication Facilities; Security Suites; Holofield Bay; Nanomanufacture Bay


Length in m
Fighter - 5
Frigate - 305
Cruiser - 812
Carrier - 2687
Battleship - 2162
Titan - 7671
Leviathan - 15314
Last edited by Afroduck on Thu 12 Feb, 2009 04:20, edited 2 times in total.

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Re: Universal Ship Design Database

Postby Jack Da Ripper » Mon 19 Jan, 2009 04:58

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Coalition Ship Classification System Database

.....Accessing....
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**Level I Restrictions Removed**
Code Required For Further Processing
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Welcome to A.R.R.C Projects Database, Access To the Ship Classification System is Open, Have a Nice Day Executive.


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(Processing File Display---Escorts---)

-Escorts are the smallest manned Coalition Interstellar Warships. They are the most numerous class of vessel deployed and are small, lightly armed and armored yet highly maneuverable and cheap to construct. While they lack the power of the Combat Class vessels escorts are still effective ships in their own right.-

--Corvettes--
Approx. 40-50m Long and Approx. 20-30 Crew
Tonnage 1,200 Tons Approx.
Armor: 20cm (Titanium Battleplate)
Corvettes are small ships and were amongst the first constructed vessels produced by the Coalition. They were first seen in the first interstellar conflict in the Unification wars. Now however they are simply to small and are rarely seen used by the CNA except in an Offshoot role in the Stealth Corvettes.

Classes Pickett Mk.IV, Stealth Corvette

--Light Frigates--
Approx. 80-100m Long and Approx. 50-95 Crew
Tonnage 2,300-2,800 Tons Approx.
Armor: 60cm (Titanium Battleplate)
Are The Hands of the Coalition light Frigates are used for suppression of piracy, escorting ships and forward scouting. Light Frigates are the most versatile of the Escorts, they are very fast (Amongst the fastest) ships in the CNA in Real space, and are small and there low mass makes them very maneuverable.  This makes them invaluable support ships and are vital in keeping the Coalition in order. However they only mount very light weaponry an armor.

Classes Falcon, Forerunner

--Frigates--
Approx. 100-115m Long and Approx. 100-125 Crew
Tonnage 3,800-4,200 Tons Approx.
Armor:120cm (Titanium Battleplate)
Are generally the lightest ships deployed in Fleet combat. While slightly larger and heavier then their light frigate cousins this allows them to have a chance of survival in large scale battles. Frigates are also used in similar roles to Light Frigates ,but in more dangerous situations where a light Frigate would be shredded. Frigates also commonly carry a small Lance of Strike craft

Classes Bastion, Retribution

--Destroyer--
Approx. 115-125m long and Approx. 100-140 Crew
Tonnage 6,200-8,000 Tons Approx.
Armor: 2m (Titanium Battleplate)
While Destroyers may not be much bigger then a Frigate, they are much heavier. This comes from the fact they nearly double the armor and firepower of most frigates. They are also the smallest ship to commonly employ the Ablative/Deflective Shielding technology. As a Result Destroyers are one of the most common shisp seen in a Fleet supporting Cruisers and other larger vessels.

Classes Enterion, Wolf and Indomitable



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(Processing File Display---Combat Ships---)

--Carriers--
Approx. 250-285m Long Approx. 250-360 Crew
Tonnage 21,200 Tons Approx. 
Armor: 1.5m (Titanium Battleplate)
Are the Smallest Dedicated Strike craft Carriers. They Carry around 3 Squadrons (30) Strikecraft and have little in the way of armament with only a few missile tubes and point defense batteries. They also do not have much in the way of armor and shielding relying on protection from other ships.

Classes Halcyon, Percheron

--Command Ship--
Approx. 230-265m Long Approx. 220-260 Crew
Tonnage 19,300 Tons Approx.
Armor: 4.5m (Titanium Battleplate)
Are used as Flagships in small groups of ships mostly used for command of small Coalition Task Forces made up of Escort ships. The Command Ship doesn't have much in the way of weapons ,but powerful shields and Armor for its size. They can withstand more punishment then other cruiser class ships ,but as a result sacrifice their offensive ability.

Classes Mediator

--Cruisers--
Approx. 250-285m Long Approx. 250-310 Crew
Tonnage 20,600-21,200 Tons Approx.
Armor: 4m (Titanium Battleplate)
Are the "Ships of the Line" for the Coalition Naval Authority. They have a balanced amount of weapons, armor and maneuverability. They outclass most escorts and in groups they can attack and take down Capital Ships. Cruisers also commonly carry a full squadron (10) Strike craft.

Classes Cielo, Eradani, Arcturus

--Heavy Cruisers--
Approx. 350-415m Long Approx. 290-420 Crew
Tonnage 28,600-32,350 Tons Approx.
Armor: 5m (Titanium Battleplate)
They are the largest Combat Grade ships. However they have been mostly superseded by Battle cruisers and as a result no real Heavy Cruiser classes have been built since the old Raven Class. However Heavy Cruisers generally carry slightly more weaponry then cruisers and nearly twice as much armor. 

Classes Raven




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(Processing File Display---Capital Ships---)

--Battle Cruiser--
Approx. 750m-870m Long Approx. 600-720 Crew
Tonnage 56,600-61,200 Tons Approx.
Armor: 6m (Chrondite Battleplate)
Are the smallest and most Common Capital Ship. They are essentially under armored battleships reducing the armor down to the level of most Heavy Cruisers. They have less durability ,but can easily outgun most ships and run away from the few that can outgun it. Battle cruisers are commonly seen as Flagships for Task Forces and Sector Defense Fleets.

Classes Kathos Class, Independence Class

--Battleship--
Approx. 960m-1120m Long Approx. 800-1020 Crew
Tonnage 117,600-121,200 Tons Approx.
Armor: 8m (Chrondite Battleplate)
Are Second to none save Dreadnoughts in Firepower and Defenses. However Battleships are slow and their weapons aren't that good at destroying escort craft. They can hit combat ships ,but they truly shine as Capital Ship Killers. They are commonly seen as Flagships for Rear Admirals in Fleet actions though in smaller battles they are replaced by Battle cruisers.

Classes Providence Class, Centurion Class, Acclaimaitor Class

--Fleet Carrier--
Approx. 950m-1,280m Long Approx. 980-1300 Crew
Tonnage 120,600-141,200 Tons Approx.
Armor: 6m (Chrondite Battleplate)
Essentially Carriers x4 they have massive hangars and launch facilities as well as workshops for the repair and construction of Strike craft. Like Carriers they have less weapons and armor ,but are capable of combat ,but in a direct engagement they would be massacred by Battleships or Battle cruisers. They can carry roughly between 120-150 Strike craft.

Classes Hyperion Class, Sova Class

--Dreadnought--
Approx. 3,200m Long Approx. 2100-2500 Crew
Tonnage 320,600-351,200 Tons Approx.
Armor: 10m (Chrondite Battleplate)
Are the most massive ships built by the Coalition. Each serves as a Flagship of none of the Coalition Sector Navies and only 20 have been built over the last 80 years. They dwarf even Battleships and serve as a symbol of the Coalitions wealth and power. While not truly practical compared to a fleet of Cruisers they can destroy even a flotilla of Battleships with only moderate damage. They mount truly massive weapons and have extremely thick armor usually around 10 meters.

Classes Sovereign Class, Phoenix Class


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Re: Universal Ship Design Database

Postby ShijumiDarklight » Sun 01 Feb, 2009 01:43

The BlackJack-Class Fighter
Crew: 2
Length: 10m
Weapon: Quad-Linked Laser Cannons

The Artist-Class Light Bomber
Crew: 2
Length: 15m
Weapon: Dual Heavy Concussion Missile Launchers

The Brawler-Class Heavy Bomber
Crew: 3
Length: 24m
Weapon: Quad-Linked Plasma Cannons

The Brawler II - Class Ion Bomber
Crew: 4
Length: 24m
Weapon: Dual Ion Cannons

The FireSparrow-Class Corvette
Crew: 23
Length: 52m
Weapon: 4 Quad Laser Turrets

The Scavenger-Class Recycler
Crew: 26
Length: 58m
Weapon: Quad-Linked Laser Cannons

The Assassin-Class Destroyer
Crew: 40
Length: 82m
Weapon: 6 Quad Plasma Cannon Turrets

The Devastator-Class Frigate
Crew: 75
Length: 140m
Weapon: 10 Concussion Missile Turrets, 5 Point Defense Lasers

The Devastator II - Class Ion Frigate
Crew: 82
Length: 150m
Weapon: 10 Dual Ion Cannons, 5 Point Defense Lasers

The Interceptor IV - Class Scout
Crew: 6
Length: 26m
Weapon: Dual Laser Cannon

The Mother III - Class Outpost Ship
Crew: 252
Length: 423m
Weapon: Two Laser Cannons One Aft, One Stern

The Falkenburg-Class Cruiser
Crew: 520
Length: 480m
Weapon: 20 Twin Plasma Cannon Turrets, 10 Point Defence Lasers

The Legion-Class Carrier
Crew: 490
Length: 490m
Weapon: 10 Concussion Missile Turrets, 10 Point Defense Lasers

The Cole IX - Class Heavy Cruiser
Crew: 1026
Length: 792m
Weapon: 42 Twin Plasma Cannon Turrets, 26 Point Defence Lasers

The Defiant III - Class Battleship
Crew: 4294
Length: 1.43Km
Weapon: 30 Heavy Ion Cannons, 22 Light Ion Cannons, 36 Point Defence Lasers

The Legion IV - Class Fleet Carrier
Crew: 3594
Length: 1.43Km
Weapon: 15 Heavy Ion Cannons, 12 Light Ion Cannons, 18 Point Defence Lasers

The Intimidator II - Class Dreadnought
Crew: 7688
Length: 2.78Km
Weapon: 54 Heavy Photon Cannons, 32 Light Photon Cannons, 62 Point Defence Lasers

The Avenger-Class Titan
Crew: 12100
Length: 5.67Km
Weapon: 70 Heavy Disruptor Turrets, 52 Light Disruptor Turrets, 80 Point Defence Lasers

The Leviathan-Class Super Titan
Crew: 56,492
Length: 12.39Km
Weapon: 124 Heavy Photon Cannons, 72 Light Photon Cannons, 142 Point Defense Lasers
~~~~~~~~~~~~~~

Figured I'd give it a try, not as good as any of the one's I've seen in here though :(

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Re: Universal Ship Design Database

Postby striker » Sun 01 Feb, 2009 02:02

Arc Light Fighter

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Designed off a revolutionary new engine type, instead of being hit and blowing up in a glorious explosion taking the whole squadron, the engine will just emit a white gleam of light as the fighter explodes

armor=2.5 centimeters thick
shielding=MARK X6 able to handle the shock of a photon torpedo or neutralize lasers
Armorment=2 nemesis class missiles, carrying 8 charges that spread out half a meter before hitting target, charges about as much force as half a pound of C4



Arc Light Bomber

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Designed with the same engine type as the Arc Light fighter. The Arc Light Bomber was made as a heavy duty tactical bomber

armor=11.3 centimeters thick
shielding=MARK X13 able to handle a class 4 laser, and a in-direct missile fire
Armorment=12  nemesis class missiles, 4 Abraham photon missiles, nemesis same as the Arc Light Fighter, Abraham are about the equal force as 25 C4 charges, it all remains in 1 group, meant to punch through a hole in larger ships



Arc Light Corvette

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Arc Light Corvette was designed to basically just "SPAM" enemy radar and veer missiles away from more important ships, the Arc Light Corvette uses the same engine type as the Fighter

armor=46.9 centimeters thick
shielding=ZARK 3, able to withstand most missiles launched by fighters and small class ships
Armorment=4 flak cannons, 2 gattling gun laser turrets and 3 missile pods

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Re: Universal Ship Design Database

Postby Aamto24 » Sun 01 Feb, 2009 02:17

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Initializing...Fleet Class Display...


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The basic fighter of the Regal empire.  It is fast agile and well armed for its size.  It does not carry enough fuel to travel past the planet it is stationed on.  Can go into space and is suited for in planet flight.

FK-47 Fighter
Crew: 2
Armament:  8  Disruptor Torpedoes.  6 Repeating Laser guns.
Uses:  Primary use of FK-47 Fighter is merely as punishment absorber.  AKA Meat shield.


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Being Much more powerful than the fighter it is a slow lumbering but powerful version of the fighter.  Like the fighter it cannot carry enough fuel to travel past the planet it is stationed on.  It can take out anything with out shields fairly effectively.

Fearless Class Bomber:
Crew: 6
Armament:  16 Missile pods.  8 disruptor torpedoes.  8 Repeating Laser Guns.  2 Ion Missile Pods
Uses:  Primary use to engage and weaken shields and armor of capital ships.


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It is just as powerful as a bomber but using ion technology more than 75% of its fire power can cross shields.  Thus is used to take out Capital ship shields then the fighters and bombers tear it to shreds.  Like the fighter and bomber it cannot carry enough fuel to travel past the planet its stationed on.

Challenger Class Ion bomber:
Crew: 13
Armament: 20 Ion Missile pods.  8 Ion Torpedoes.  4 Ion Guns.
Uses:  Primary use to severely weaken and or destroy capital ship shields.


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Being much bigger and more powerful version of the fighter.  It uses repeating laser guns to rip apart fighters and bombers.  While Missiles can damage destroyers and Frigates.  It is often used for destroying fighters do to its advance targeting system which has been specially adapted to hitting and tracking fast targets.

Discovery Class Corvettes
Crew: 59
Armament:  12 Missile Pods.  12 Repeating laser guns.
Uses:  Primary use is to engage and destroy enemy fighters.


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No description on record...Soon to be discontinued
Dauntless Class Frigates:
Crew: 65
Armament:  14 Missile Pods.  14 Repeating laser guns.
Uses:  Assessing uses...None found...Soon to be discontinued
.

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Revenge Class Destroyers.
Crew: 567
Armament:  14 Plasma cannons.  12 Plasma Missile Pods.  6 Repeating Plasma guns.
Uses:  Just large Meat shields and used in mass to deal massive amounts of damage.


More to come.
Last edited by Aamto24 on Sun 01 Feb, 2009 03:15, edited 2 times in total.

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Re: Universal Ship Design Database

Postby Ender Wiggin » Sun 01 Feb, 2009 02:31

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Fleet composition
Machtiger- Freedom class fighter. One of the fastest and most durable fighters in the universe, these fighters have forward swing wings for easier reentry, with the hinge and hydraulics in the back of the wing so it does not fold in flight and they outmatch most enemy fighters. They are about 60 m long and have a wingspan of 50 meters.

Machtiger-105 sword bomber: Large and very powerful these bombers have been the bane of enemy ships galaxy-wide. They are about 2x fighter size.

Machtiger-180 Shield heavy bomber, are the main kick of a carrier, attacking large to great effect. They are 130 meters long and have a wingspan of 100 meters.

Machtiger- Spear class Space Corvette, well armed for a ship of it's size, they pack a 4 barreled Gatling Railgun, a large laser cannon, and 5 missle launchers despite being a mere 300 meters in length.

Machtiger- Capitalism Class Space Frigates. These ships are armed with 2 heavy 60 barreled Gatling Railgun, 4 rocket launchers,and 8 quad light railguns, a large long range conventional launcher, They are a 600 meters long and have no fighter capacity.

Frigates, Texas class Space Destroyers. Armed with multiple missile launchers,thirty 20 barreled Gatling Railguns, and many quad plasma UT's (Unmanned turrets), these ships can carry 4 fighters or bombers, or two heavy/ion bombers. Being over 700 meters long they are rather large.



Cruisers, Shaloub class light Space cruiser. The spine of the Kriegerian navy, armed with two massive gatling railguns and 8 quad heavy lasers 16 quad medium lasers 32 quad light turbolasers, 64 heavy plasma cannons, 128 medium plasma cannons 256 light plasma cannons 502 light EMP cannons, and so on, as well as countless point defense weapons, these have little hanger space as they trade fighter capacity for weaponry. They are about 1000 meters long so they are not much larger than the destroyers.

Heavy Cruisers, Liberty class Medium Space Cruiser. With 4 main 30 barreled railguns and 16 quad lasers. They can carry 8 fighters in their hull. Coming in at 1300 meters long these dwarf such structures like the Empire State Building easily.

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Re: Universal Ship Design Database

Postby White Persona » Sun 01 Feb, 2009 20:57

Loading official Urrak National Ship Records...[complete]
Reitreiving permisson for display....[complete]
Loading ship displays...[complete]


Heavy Baashaa Bomber

The Heavy bashaa bomber is not just a bomber, it can also be a 4 star fighter in certain situations. It is probably one of the largest bombers in creation. It is equipped with HP Gattaling wing mounted lasers, TD Heavy explosives, and PB BioHazard bombs as an additional option.

LInk to picture:http://www.igorstshirts.com/blog/space_ship_concept.jpg


Elite Baashaa Titan Fighter

The EBTF is a well equipped ship. It carries 4 sets of Bombard type a gattaling lasers, and 1 top mounted DMSD Nucleic cannon.

Picture link: http://portfolio.azael.pl/images/others/thumb-betty-space-ship.jpg

Baashaa Doomsday Frigate

The 3rd Largest ship type in the Baashaa nation. It carries 10 DMSD nucleic cannons, 8 sets of Hydro gattaling lasers.

Picture link: http://i270.photobucket.com/albums/jj104/macbernick/pirate-space-ship.jpg

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Re: Universal Ship Design Database

Postby striker » Wed 04 Feb, 2009 04:07

Ill update this later


Damage Control systems

When a missile strike hits the ship an automatic AI system turns off the artifical gravity which reduces the damage by atleast 50%

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Re: Universal Ship Design Database

Postby eureka » Fri 06 Feb, 2009 03:13

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Logging on//
Username: eureka
Password: *******
Decrypting files...
Decrypting files...
Files decrypted...


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Technology section\\


AI's//
Limited: has limited memory but unlimited life.
Unlimited: has unlimited memory but limited life of up to 50 years max 30 years average.

Beam: Beam is used in many weapons basically all it is plasma that is held in shape by a magnetic field that shapes it making Beam swords possible.

Hyperspace: A gift givien to us by a race called the Progenitors an very old race that we traded the technology for giving them our AI technology for the ability to travel at faster then light speeds




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Weapons\\


Beam weaponry//

Beam rifle: A rifle which uses Beam technology to accelerate plasma up to near light speed and slam a target with extremely hot material and will pass through it with ease.

Excalibur: Uses a magnetic field to hold plasma in a sword like shape that can cut through any material.

Beam sword: Is a metal sword with a magnetic field that holds plasma at the edge of the blade to help it cut through material, comes in 2 forms long sword and short sword

Beam dagger: Is like the sword but much shorter and is used as last resort.

Kinetic weaponry//

Mac cannon: A barrel lined with magnets that accelerates a uranium depleted slug at a target at near light speed

Kinetic cannon: Basically a gun

Rail gun: A mini MAC cannon that is like a chain gun that has a fire rate of over 10,000 rounds a minute

Land weaponry\\

Infantry weaponry//
K22 assault rifle: A mini rail gun that has been slowed down to allow longer firing has 2 modes single shot and 3 round burst

M245: A mini rail gun that is a fully auto with a slowed rate of fire so you don’t have to constantly reload

R34: Rocket launcher that accelerates to over mach 2 to use it kinetic force to either nock over or decimate the tank

P61: A las pistol that is very reliable in what it does but only has 50 shots per battery pack


Other weaponry//

Ion cannon: Basically ion cannon

Anti fighter screen: Multiple lasers dispersed around the ship to ward off fighters


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Units


Infantry//

Basic Infantry: Training that goes over 2 years so that every soldier can work in every land/sea environment

Advanced marines: Used for orbital drops to set up a LZ trained in Space and planet side combat.
http://www.shopatashton.com/kote/odst1.jpg

Commando’s: Trained for 5 years in all environments and is used in black ops and ship to ship combat.
http://media.photobucket.com/image/halo ... 4.jpg?o=67

Kushan space marine : The most elite soldiers of the top 10%, even when starting with the top 10% there is a 99% washout rate and of those who don’t wash out there is a 33% casualty rate so when the training is over only the best of the best are left.
http://php.badrouter.net/bnet/cache/0:4:4:4:5:2:2:2.jpg

Kushan royal guard: Only 2% of the Kushan space marines are ever invited to serve as a Kushan royal guard these soldiers are regarded as a lord for they hold such high honor there are currently 20 members to the Kushan royal guard 5 constantly escorting the 4 royal Kushan members
http://kubtanu.deviantart.com/art/Space-Marine-97057948

Vehicles//

T256: A hover tank that fields a Mac cannon on a miniature size also armed with 2 M245’s and has 2 inch armor http://battlefield.ea.com/battlefield/b ... tank02.jpg

A899: AN APC with 1 inch armor to protect occupants. Has 3 M245’s mounted around the APC and has a packet of 4 R34’s and hold 8 Infantry
http://www.battlefield-2142.org/renders ... er_apc.jpg

W423: A 5 meter tall walker that is armed with 2 full 6 barreled rail guns and has 12 missile pods.
http://www.freewebs.com/drabf/WALKER.jpg

C265: A Command walker that is 3 stories tall that is a forward command center of campaign it is often escorted by 10 W423’s for security not including the Capital ship sized Ion cannon that is can fire these walkers are often used as Planetary defense forces on major planets.



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Mechs//


RAM gen 1: Royal Assault Mech Is reserved for either knights or royal family. It is armed with 1 Ion cannon, 2 Beam weapons, Excalibur, and other weaponry that is classified.
http://i168.photobucket.com/albums/u183 ... Gundam.jpg

SLIM gen 1: Specialized Light Infiltration Mech Is armed with 1 20 mm Assault rifle and Beam dagger.

SAM gen 1: Standard mech that is equipped with 20 missiles and 1 40 mm assault rifle and a Beam sword. http://rekkou.deviantart.com/art/ESF-X- ... m-93978806

SEAM gen 1: Space Equipped Armored Mach, Is a mech specially designed for space maneuvers and is deadly in mech vs. ship combat as its speed is only matched and exceeded by the RAM series of mechs. It is equipped with 1 heavy kinetic cannon 40 missiles and a beam sword.



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Ships\\


Mother ship class//

Craft world: A huge ship that is used as a mobile ship yard in its function produces all mass produced ships of the Kushan high navy. This ship is very slow but has a state of the art hyperspace drive it is the only ship class besides the Pride or Titan that can do tactical jumps. It is armed with 2 capital class ion turrets and 20 Rail-guns for fighter defense.

Pride of Sa’juuk: This is the pride of the Kushan people it is the largest ship ever produced by Kushan shipyards. It is armed to the bone with 3 Heavy Ion turrets similar to the Titans turrets but with twice the missile pods, It also has 4 Anti-ship missile pods, 2 Forward firing Capital class ion cannons and has a total of 20 Kinetic cannons 10 on each side for broadsides. This ship is often escorted by 2 dreads, as it is the most expensive ship that the Kushan has ever made.

Capital ships//

Titan: Currently the largest produced unit of the Kushan fleet it is armed to the bone with the latest weaponry and is often escorted by 2 battle cruisers, This ship is most often if present the flag ship of the Kushan fleet in that theater. This ship is armed with 10 total kinetic cannons 5 on each side for broadsides, 1 Heavy Ion turret equipped with 4 Ion cannons 2 Missile pods equipped with anti-frigate warheads, 2 anti-ship missile pods, 1 Forward firing capital class Ion cannon, 2 Forward Heavy Kinetic batteries 8 Guns in total with a total of 4 missile pods equipped with anti-frigate warheads, on its sides it is also equipped with a total of 8 Missile turrets 4 on each side and its anti-fighter screen has a total of 10 rail-gun turrets
http://i444.photobucket.com/albums/qq16 ... e/levi.jpg

Dread: The second biggest Ship produced by the Kushan ship yards it to is armed very heavily and is often captained by at least an admiral or above. This ship is armed with 1 Ion cannon, 1 Heavy kinetic cannon turret, 2 Mac cannons, and 2 missile turrets that have anti-ship warheads.
http://i444.photobucket.com/albums/qq16 ... adView.jpg

Battle cruisers: One of the largest mass produced units of the Kushan navy they are heavily equipped with 2 Ion turrets and 2 Kinetic turrets of capital ship size.
http://griffyn.deviantart.com/art/Hiiga ... er-4872232

Mech carrier: A heavily modified Fleet carrier that can hold up to a total of 40 mechs of various classes and is not heavily armored it only has a total of 5 anti-fighter rail-gun turrets that are used only for defensive purposes it is often escorted by at least 1 battle cruiser rarely by 2 depending on the mechs that are currently in its hanger.

Fleet carrier: A standard fleet carrier that holds over 500 fighters/bombers and is often escorted by at least 2 battleships it is the main fighter transporter for a fleet.

Battleship: Is the third biggest mass-produced ship of the kushan high navy it is armed with 2 turrets that are equipped 12 heavy kinetic cannons when broadsided will take another ship of equal tonnage down in one barrage and is very lethal in packs of 4 often called wolf packs for flanking maneuvers.

Carrier: A smaller version of the fleet carrier it can only hold 100 fighters but by it self it is a formidable force it is often escorted by 2 Heavy cruisers. For defense it only has 4 anti-fighter rail-gun turrets.

Heavy cruiser: A small sized ship that is bigger then a picket ship but is smaller then most capital ships it is armed with 1 Capital sized Mac cannon that takes up most of the hull so its other armaments is anti-fighter rail-guns witch it has 2 of.

Picket ships//

Light cruiser: The light form of the Heavy cruiser it falls into the picket ship category because of its size but it field 2 Capital class kinetic cannons. And has 1 anti-fighter rail-gun turret.

Destroyer: It is a small ship compared to the rest of the fleet but has its uses it is often used as a meat shield to protect the main fleet it is equipped with 1 picket class Mac turret and 1 anti-fighter rail-gun when used in mass is a good anti-fighter screen for the fleet

Frigate: The backbone of the picket class ships it can hold 1 heavy mech, 2 light mechs, or 4 fighters
It is equipped with 2 picket class Mac turrets.

Ion Frigate: A modified frigate that instead of the normal weaponry it has 1 Heavy picket Ion cannon as its main weapon and only weapon so it often used in packs with flak frigates for fighter cover.

Torpedo Frigate: a modified frigate that fires either a cluster torpedo that burst apart and launches 10 anti-picket/fighter misslets or 1 Heavy anti-ship torpedo

Flak Frigate: A modified frigate that has the equivalent of 10 flak cannons that fire round that burst into shrapnel that do heavy damage against fighters.

Corvette: A bigger version of a fighter it is more heavily armed with 4 anti-fighter/corvette missiles
And is armed with 2 Rail guns.


Hanger ships//

Fighters: A single person fighter that is armed with 2 anti-fighter/corvette missiles and 2 Rail guns

Bomber: A double person modified fighter that is armed with 2 anti-ship missiles and has 1 Rail gun

Heavy Bomber: A double person modified fighter that is armed with 4 anti-ship missiles and 1 Rail gun but it is not very maneuverable
[/size]

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Re: Universal Ship Design Database

Postby Afroduck » Thu 12 Feb, 2009 04:23

Khloy Ships and technologies


Technology

Weapons

Sonic weapons
The Khloy use a wide variety of powerful sonic weaponry against those who they deem their foes. These sonic weapons can range from simple noise-rifles that merely paralyse an enemy on the lower settings to sonic cannons and sonic emitters that are capable of destroying vehicles and heavy walls through the sheer force of sound over an impressive distance.

Disruptor weapons
Disruptors are the main-armament for Khloy spaceships, used in various forms. The Khloy possess missles, but the most interesting form are disruptor-turrets mounted on the ships, capable of heavily damaging a ship's hull even through vacuum. It is unknown how exactly this is done, however, theories say that they may either use temporal artificial space-anomalies to let the disruptor do it work or the weapon doesn't actually emit sonic waves, but another kind of radiation capable of disrupting atomic bonds.

Gauss weapons
This fearsome weaponry, used by both spaceships and ground forces are horrifying devices. They are magnetically based weapons that break down the target into its component molecules layer by layer and attract the molecules back to the gun at incredible speed. This creates a 'flaying' effect and can vaporise the most heavily armored warrior or blast a hole in a tank.


Miscellaneous

Soundmaster
Soundmasters are what keeps the Khloy society up and dancing. A soundmaster is a Khloy dedicating itself to the sole purpose of making music, with whatever devices or structures it can get or invent. Some of them are so successful and so liked by others that their concerts are watched by several worlds at the same time.
However, Soundmasters refuse to take positions of leadership or otherwise important positions, dedicating themselves to music, sounds and nothing more.

Mansuits
So-called 'Mansuits' are heavy-duty powersuits that look humanoid, in order for Khloy to more easily meet with humanoid species. It has various kinds of sensors, most notably the "visors" in the head, which actually are for various kinds of sound-recording devices. Militarily, mansuits are walking tanks, having enough armor and strong enough shields to shrug off quite a bit of punishment. To defend itself, a mansuit is usually equipped with two sonic-weapons and a gauss-gun, the former against infantry, the latter for anti-armor use. It also is the only kind of military equipment for ground-warfare that the Khloy have. Mansuits are, like most armored things built by the Khloy, made of Cromorne.

Cromorne
Cromorne is a strange kind of metal, as it is a metallic substance that appears to grow and heal as if it were part of a living organism. It is extremely durable and can dynamically restructure itself to change shape or to adapt to an outside effect, as well as having the capability to mend itself when damaged, working much like nanofluid armor, yet not being made of nanites. It is unknown how exactly the Khloy manage to create this material, though it is possible that they use their mastery over sonic waves in part of the production process.



Other technology

Power
-- Singularity Generator
The singularity generator is an incredibly powerful device that taps the power of a small black hole. It’s not a generator so much as an extremely capacious battery, but the energy contained in a tiny black hole is staggering. Over the course of years, the singularity will shrink as it 'evaporates', or loses energy; the singularity generator must be refueled by the creation of a new black hole. A singularity generator lasts for 10 to 15 years before refueling is required.

Engine
- Spatial Compressor
The spatial compressor surrounds the ship in a field that 'folds' or 'wrinkles' the structure of space in the direction the pilot wishes to travel. This results in a continuous series of micro- jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.
Since the ship has no intrinsic velocity (it’s stationary while it teleports) the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever. However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It’s safe for atmospheric flight.

FTL
-- Spacefold Drive
The spacefold drive 'folds space', making it possible for a ship to leap dozens or hundreds of light-years in a single instant. The range of the drive is determined entirely by the amount of energy used to power the system.

Weapons
-- Null Missle
This weapon consists of an energy field that disrupts all electromagnetic energy at the point of impact and an area around it. Without electromagnetic energy, matter cannot exist; chemical bonds of all kinds instantaneously fail, leaving nothing but an electrically neutral cloud of subatomic dust. In effect, the null torpedo disintegrates whatever it hits and everything within a radius of roughly 500 meters

Defenses
-- Ablative Shield
This device surrounds the ship in an energy field that absorbs and dissipates attacks. In other words, it uses the ship’s power to ablate attacks before they take their normal effect, if the attack is not powerful enough to overcome the shield. Concentrated fire by several ships can weaken or disable the shield for a while.

C&C System
-- Ansible
The ansible is a device that induces precise energy state changes in atomic nuclei without regard to distance or time. In effect, it permits instantaneous interstellar communications; voice, video, or data transfer; to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular 'frequency,' so the two ansible-equipped stations must have some prearranged communications protocols; the ansible can’t pick up any transmissions not intended for that specific station.
-- Mass Transceiver
This device can transmit instantaneously to any point in the same star system, with no 'lag' due to FTL limitations. However, its range is limited, the signal can’t cross interstellar space. A ship must be equipped with a mass transceiver to receive mass-burst communications.


Sensors
-- Multiband Radar
This is simply a more powerful and sophisticated version of a common air/space radar.
-- EM Detector
The electromagnetic detector is an antenna-array designed to detect and localize EM emissions such as radio signals and radar beams. If the target is using active sensors, the EM detector can see the target much more easily. It's possible to detect targets that aren't active by listening for drive emissions and miscellaneous radio noise, but it's harder.
-- Hi-res Video
This is a high-powered camera system designed to spot targets by their visual profile. It includes a very powerful zoom feature, allowing close inspection of far-off targets. It's not a very good targeting or sensor system, but it's perfect for evaluating damage the target has suffered. It's hard to find a system that provides a better look at an object of interest.
-- Spectroanalyzer
While the spectroanalyser isn't useful as a targeting sensor, it is a powerful analytical tool. It combines spectrum analysis of visible light, radar mapping, and precise mass measurements to create a profile of a planet or space object.
-- Mass Radar
Sometimes abbreviated as 'madar,' the mass radar uses pulses of gravitational energy to precisely range and pinpoint objects. It also has the ability to detect objects buried beneath radar-reflective surfaces. The mass radar can penetrate up to 100 kilometers of ice or water, 20 kilometers of normal stone or rock, or 2 kilometers of nickel-iron or similarly dense and metal-rich rock. This makes the mass radar ideal for locating bases or facilities buried deep underground.
-- Drive Detection Array
Based on the same technology as the drivesat comm relay, the drive detection array provides a ship with the ability to detect events occurring across interstellar distances; specifically, the energy-signatures of ships traveling by means of a FTL drive. The drive detection array has a range of fifty light-years. It takes some time for the 'splash' of the ship entering or emerging from FTL to propagate, so the drive detection array doesn’t provide real-time information. However, it does indicate the class of ship traveling and the number of ships traveling.The location of the arrival or departure is also recorded, although the sensor operator can’t tell where the arriving ship came from, or the departing ship is heading to. The detection array does not function while the array-equipped ship is traveling with its FTL drive.

Misc
-- Fabrication Facility
This facility is a large, automated workshop with a manufacturing computer that holds design specs for thousands of useful devices and critical machinery. Virtually any part or component of the ship can be duplicated by the fabrication facility. Not only is the facility useful for creating special purpose tools, furniture, or repair parts, it also makes possible the repair of heavy damage to the ship without returning to a shipyard.
-- Nanomanufacture Bay
The nanomanufacture bay combines many of the fabrication facility’s machines with nanite technology - a large fluid-filled chamber in which a matrix of microscopic devices can construct virtually anything imaginable from the crudest raw materials, assembling it atom by atom.
-- Holofield Bay
The ultimate in personal entertainment, the holofield bay uses virtual matter and holoprojection technology to create fully immersive virtual reality. Sometimes the verisimilitude of the setting is not completely perfect, but it’s good enough for extremely realistic training.


Khloy spaceships

Class - Guan
Type - Battlecruiser
Armor - Cromorne
Power Plant - Singularity Generator
Engines - Spatial Compressor
FTL Drive - Spacefold Drive
Support Systems & Crew Quarters - Crew Quarters for 12 people; Cabins for 36 people; Crew Bunkrooms for 1384 people; Recycler Units for 1432 people; Deep Stores for 1500 days (with full crew)
Weapons - 30 Disruptor-missle tubes; 78 Disruptor turrets; 24 Gauss turrets; (Total of 132 weapons); 124 Point-defense turrets
Defenses - Ablative Shield; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck; Flag Bridge; Ansible; Mass Transceiver ; Fully equipped Computer Core
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Mass Radar; Drive Detection Array
Hangars & Small Craft - No Fighters
Miscellaneous Installations - Brigs; Cargo Holds; Autocargo system; Evac Systems; Sick Bays; Fabrication Facilities; Security Suites; Holofield Bay; Nanomanufacture Bay

Class - Bandura
Type - Interdictor
Armor - Cromorne
Power Plant - Singularity Generator
Engines - Spatial Compressor
FTL Drive - Spacefold Drive
Support Systems & Crew Quarters - Crew Quarters for 20 people; Cabins for 58 people; Crew Bunkrooms for 2214 people; Recycler Units for 2292 people; Deep Stores for 1500 days (with full crew)
Weapons - 46 Disruptor-missle tubes; 124 Disruptor turrets; 36 Gauss turrets; (Total of 206 weapons); 186 Point-defense turrets
Defenses - Ablative Shield; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck; Flag Bridge; Ansible; Mass Transceiver ; Fully equipped Computer Core
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Mass Radar; Drive Detection Array
Hangars & Small Craft - No Fighters
Miscellaneous Installations - Brigs; Cargo Holds; Autocargo system; Evac Systems; Sick Bays; Fabrication Facilities; Security Suites; Holofield Bay; Nanomanufacture Bay

Class - Sanza
Type - Assault Cruiser
Armor - Cromorne
Power Plant - Singularity Generator
Engines - Spatial Compressor
FTL Drive - Spacefold Drive
Support Systems & Crew Quarters - Crew Quarters for 38 people; Cabins for 110 people; Crew Bunkrooms for 4206 people; Recycler Units for 4354 people; Deep Stores for 1500 days (with full crew)
Weapons - 82 Disruptor-missle tubes; 224 Disruptor turrets; 64 Gauss turrets; (Total of 370 weapons); 336 Point-defense turrets
Defenses - Ablative Shield; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck; Flag Bridge; Ansible; Mass Transceiver ; Fully equipped Computer Core
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Mass Radar; Drive Detection Array
Hangars & Small Craft - No Fighters
Miscellaneous Installations - Brigs; Cargo Holds; Autocargo system; Evac Systems; Sick Bays; Fabrication Facilities; Security Suites; Holofield Bay; Nanomanufacture Bay

Class - Nadaswaram
Type - Mothership
Armor - Cromorne
Power Plant - Singularity Generator
Engines - Spatial Compressor
FTL Drive - Spacefold Drive
Support Systems & Crew Quarters - Passenger Suites for 520 people; Crew Quarters for 1750 people; Cabins for 2860 people; Crew Bunkrooms for 117768 people; Recycler Units for 122898 people; Deep Stores for 2500 days (with full crew)
Weapons - 574 Disruptor-missle tubes; 1568 Disruptor turrets; 512 Gauss turrets; 16 Null Missle tubes; (Total of 2670 weapons); 5376 Point-defense turrets
Defenses - Ablative Shield; Jammer; Repair Bots; Damage Control
Command & Control Systems - Command Deck; Flag Bridge; Ansible; Mass Transceiver ; Fully equipped Computer Core
Sensors - Multiband Radar; EM Detector; Hi-res Video; Spectroanalyzer; Mass Radar; Drive Detection Array
Hangars & Small Craft - No Fighters
Miscellaneous Installations - Brigs; Cargo Holds; Autocargo system; Evac Systems; Sick Bays; Fabrication Facilities; Security Suites; Holofield Bay; Nanomanufacture Bay


Name ____________ Length in m
Battlecruiser___________- 1,357
Interdictor____________- 1,974
Assault Cruiser_________- 2,681
Mothership___________- 27,154

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Re: Universal Ship Design Database

Postby Jack Da Ripper » Sun 15 Feb, 2009 08:58

New Class Program (Second Coalition of Serna)


Imperator Class Dreadnought
Role: Carrier/Flagship/Capital Ship Killer
Details: The CNA Imperator is the last ship of the Sovereign Class Dreadnoughts of the Coalition of Serna. Despite its extreme Age (115 Years), it is still easily the most powerful vessel in the Coalition Fleet. Recently an idea has been made to scrap the historic Imperator and rebuild it as a new vessel. However the idea has drawn fire from many and the plan has been changed, the Imperator will maintain the same shape and size of its former class ,but is being entirely refit from within the confines of Bastion Station. The Ship will emerge a Monster nearly twice as powerful as it ever was, to retake the former Coalition from the hands of the Rakani Empire.
Length: 3200m
Crew: 2600 Enlisted, 520 Petty Officers, 144 Officers
Marine Detachment: 600 Marines
Commander Rank: Captain First Class
Strike Craft: 100 (20 Squadrons)
FTL: 2x Comtense Mk.X Exodus Jump Drives (10.2 LYPD)
Armor: 10 Meters of Chrondite Battle Plate, Reinforcing Chrondite Ribbing
Sensors: Mass Detector, Drive Sat Detection Array, Multiband Radar, IR/EM Detector, Ladar, Hi-Res Video Cameras
Power plant: 4x Mk.VI Enhanced Fusion Reactors, 2x Mk.III Antimatter Reactor
Propulsion: 8x Fusion Torches (Max Accel. 10Kmps) 45x Maneuvering Thrusters
Weaponry:
* 3x Spinal Mounted 4200mm Rail Cannons
* 28x 650mm Coilgun Turrets
* 160x Missile Tubes (Each Tube 12x Nuclear Missiles, 4x Antimatter Missiles)
* 1056x Auto Cannon Point Defense


Acclaimaitor Mk.II Battleship
Role: Carrier/Flagship/Capital Ship Killer
Details: The Acclaimaitor is the combination of the old Coalitions Fleet Carrier and Battleship concepts. Its original design from the original Acclaimaitor has been drastically altered rendering the ship different in all ,but name. The Acclaimaitor carries almost 100 Strike craft and has a heavy armament only slightly less then its predecessor, replacing 3800mm Railguns with 3200's and lowering the Coilgun caliber from 650's to 425's but nearly doubling the number of guns on board. Also the Acclaimaitor has a smaller Missile Payload then its predecessor with 20 less launch tubes. However advances in shielding and armor as well as the addition of the large flight bays make the Acclaimaitor the pride of the new class and the new Coalition Fleet.
Length: 1280m
Crew: 800 Enlisted, 80 Officers
Commander Rank: Captain First Class
Marines: 200
Strike Craft: 100 (20 Squadrons)
FTL: 2x Comtense Mk.X Exodus Jump Drives (10.2 LYPD)
Armor: 8 Feet Plated Chrondite, Reinforcing Structural Ribbing
Sensors: Mass Detector, Drive Sat Detection Array, Multiband Radar, IR/EM Detector, Ladar, Hi-Res Video Cameras
Power plant: 4x Mk.VI Enhanced Fusion Reactors, 1x Mk.III Antimatter Reactor
Propulsion: 6x Fusion Torches (Max Accel. 10Kmps) 40 Maneuvering Thrusters
Weaponry:
* 3x Spinal Mounted 3200mm Rail Cannon
* 24x 425mm Coilgun Turrets
* 80x Missile Tubes
* 512 Auto Cannon Point Defense

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Re: Universal Ship Design Database

Postby DarkMirror » Thu 13 Aug, 2009 08:11

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An Introduction wrote:The "Precursors", as they've come to be known, are a species of utterly immense power and technological aptitude. We know this not through direct action, but by carefully study of their relics and correlation of available data. Though the full extent of their power is unknown, it is unquestionable that they have mastered nearly every aspect of our reality, and that the artefacts we uncover are but mere crumbs of their magnificent, terrifying ability.

This article will detail the known vessels that have been accredited to them.


Precursor "Fighter"
Description: Diamond-shaped, with one side being more elongated than the other. They attack to their carrier ships through pyramidal depressions on the larger craft.

Statistics:
  • General
    • Crew: Unmanned
    • Dimensions: 1 kilometre long, 250 metres wide
    • Weight: Unknown
    • Hull Thickness: 50 metres
  • Capacities
    • Drive: Inertialess drive
    • FTL: N/A
    • Reactor: Gravity turbine
    • Power Output: Unknown
    • Maximum Speed: 10% c
  • Combat
    • Hull Armour: Neutronium/composite plating
    • Shield Generator: N/A
    • Armament:
      • Beam: 2 light ray-lances
      • Kinetic: 1 splinter cannon
      • Missile: N/A
      • Other: N/A

Precursor "Frigate"
Description: Long, dagger-like, this vessel is composed of a single long, thin needle and a pair of forward-facing wings at the back.

Statistics:
  • General
    • Crew: Estimated tens of thousands
    • Dimensions: 50 kilometres long, 8 kilometre wingspan
    • Weight: Unknown
    • Hull Thickness: 500 metres
  • Capacities
    • Drive: Inertialess drive
    • FTL: Quantum displacement engine
    • Reactor: Quantum harvester, three secondary gravity turbines
    • Power Output: Unknown
    • Maximum Speed: 10% c
  • Combat
    • Hull Armour: Neutronium/composite plating
    • Shield Generator: Quantum null-shields
    • Hangers: Room for 4 wings (32 fightercraft)
    • Armament:
      • Beam: 12 light ray-lances
      • Kinetic: N/A
      • Missile: 4 annihilation missiles
      • Other: N/A

Precursor "Frigate"
Description: Long, dagger-like, this vessel is composed of a single long, thin needle and a pair of forward-facing wings at the back.

Statistics:
  • General
    • Crew: Estimated tens of thousands
    • Dimensions: 50 kilometres long, 8 kilometre wingspan
    • Weight: Unknown
    • Hull Thickness: 500 metres
  • Capacities
    • Drive: Inertialess drive
    • FTL: Quantum displacement engine
    • Reactor: Quantum harvester, three secondary gravity turbines
    • Power Output: Unknown
    • Maximum Speed: 10% c
  • Combat
    • Hull Armour: Neutronium/composite plating
    • Shield Generator: Quantum null-shields
    • Armament:
      • Beam: 12 ray-lances
      • Kinetic: N/A
      • Missile: 4 annihilation missiles
      • Other: N/A
















Origin:
Built by the Precursors, it's the largest ship ever constructed, probably. One should hope so.

Information:
Made from enough material to take a bite out of a large galaxy, if not the whole thing. Age unknown.

If you see it, you're either very, very lucky to have witnessed a once-in-a-lifetime event, or about to die. Not easy to tell which, unfortanately, so pray either way.

It's crew capacity is unknown, as nobody is really sure what the Precursors themselves actually are.

Theoretically, it should be able to hold at least ten of the smaller documented Sphere-type ships.

Statistics:
Crew: Unknown
Diameter: 10 AU
Weight: Unknown
Thickness of the ships hull armour: 200,000 km
Weapons stations: .4 AU

Drives: Inertialess drive, quantum displacement engine for FTL.
Reactor: Multiple star-furnaces, central black hole.
Power output: Unknown
Max speed: 100% c

Hull Armour:
Neutronium shell and support lattice
Shield Generator:
Quantum null-shields
Armament:
34 star-driven Laser Spikes
Unknown number of "system-killer" antimatter missiles
Unknown number of quantum deconstruction missiles
Unknown number of point-defence weapons
Known to be able to fire a form of gravity-based wave attack by directing it's internal black hole.

Physical Overview:
The vessel is a testament to the ludicrous power of the Precursors and their near-limitless mastery over technology. It is larger than some solar systems, dense enough to have attracted enough matter to form a planet-like landscape, and powerful enough to vaporize stars on a regular basis.

Further information besides it's exterior appearance is incredibly rare, since nobody has ever gotten inside to relate it. The only information comes from a handful of scattered Precursor records which have been decoded.

Inside, a complex web of supports encircle a black hole, drawing power from it in an unknown fashion. In several places this web comes together around other, smaller spheres, or parts to allow massive spikes to pierce inwards from the outer hull. It's command module, if that is indeed what the records seem to indicate, is located on the edge of the black hole itself, well within the event horizon. The other modules serve a variety of purposes, most unfathomable, though several contain some form of projector for their shields and a array for their engines.

Weapon and Defence details:
The weaponry of the vessel is mostly comprised of massive spikes jutting from the surface, which can open to unleash a withering beam of light and radiation from within it's shell. It's missiles are the size of a small, Mercury-sized planet, and either filled with antimatter of some form of quantum device which effectively removes what it hits from existence, though they could just as easily be teleporting them into the heart of the vessel's black hole for all the evidence available.

Summary:

  • Name - Unknown
  • Image - [On File]
  • Manufacturer - Precursors
  • Model - Unknown
  • Class - Unknown
  • Diameter - 10 AU
  • Max speed - 100% c
  • Engines - Inertialess drive
  • FTL - Quantum displacement engine
  • Power output - Unknown
  • Shield generators - Multiple quantum-null shields
  • Hull - Neutronium shell
  • Sensors - Unknown
  • Armament - 34 star-driven Laser Spikes, unknown numbers of point defence emplacements, antimatter missiles, and quantum deconstrctors. Gravity-based wave generator.
  • Complement - Unknown numbers of smaller vessels, at least 10 other Sphere-type ships
  • Crew - Unknown

[ooc] I tried to make this ship kind of realistic. I based some stuff off of the Executor. StarWars is fictional, but Lucas did a great job at making all that stuff realistic.
I hope you guys like it. If you have suggestions for improving the ship, PM them to me. ^^

Also, if there's inconsistencies, tell me them; This description is long, and it's easy to miss something. ^^' [/ooc]

Precursor Capital Ship (Mark II)

Origin:
The first ships of this size that were built by the Aleikian Empire had more resemblance to a huge brick rather than a real ship. Over time, the design got more and more refined, until it was close to the shape the Aleikians use today for the Leviathan-class ships they build.
Building these giant vessels was essentially a prestige-project for the Valorin, and a huge morale-boost for the people.
The Mammoth is one of the newer ships of this class, although heavily modified. For example, it houses 2 shipyards in which ships up to the size of Battleships can be repaired.

Information:
Built in the shipyards of the Aleikian Forgeworld Tauk. It is 651 years old.

It currently is in service as the flagship of the expeditionary fleet Vertigo, commanded by Grand Commander Lynneth Lirvidia dreo Sarkara, and the most powerful ship in the Ex. fleet Vertigo.

The current crew consists of approximately 350,000 Aleikians, not including fighter-crews.

It has hangar-space for 4350 fighters and can theoretically house an additional 56,000 non-military personnel.

Statistics:
Crew: 350,251
Skeleton crew: 35,271
Length: 14,225 metres
Beam: 5,253 meters
Height: 1,375 meters
Weight: 27,000 Megatons
Thickness of the ships hull armour: 130 meters
(counting both primary and secondary hulls as well as the crawl-space between.)
Weapons stations: 35 meters

Drives: 4 Mark.II Quantum warp drives, 16 Todt main engines, 28 Qural navigating engines, 70 Turak minor maneuvering thrusters.
Reactor: 80 Mark.IV Antimatter plants.
Max power output: 4,9×10^26 W (Only in battle)
Max space speed: .2 c (Speed of Light in space; approximately 210 million km/h, rarely used)
Max air speed: 9200 km/h
Max warp speed: 2.15 (without Jump Gate assistance)
Max acceleration : 1230 G

Hull Armour:
Titanium-reinforced alusteel (outer hull)
Reinforced durasteel (inner hull)
Shield generator:
24 Phylon Q7 generators
6 Phylon Q7-H generators
Armament:
8 Type XXI 'Starkiller' heavy photon batteries; 10 turrets each.
56 Type XVII 'Startears' medium photon batteries; 12 turrets each.
224 Type XVI standard photon batteries; 18 turrets each.
352 Type XII light photon batteries; 26 turrets each.
40,960 automated point-defence heavy Lascannon batteries.



Physical Overview:
(Note: The Mammoth resembles the Executor, but with much smoother and rounder edges. Kind of a mix between the Executor and Mon Calamari Cruisers)

The Ship is approximately 14 kilometers long, almost 1.4 kilometers high at its highest point. It is protected by its doubled hull and powerful particle shields, which can ward off almost all but the most powerful blasts and missles by Battleships and bigger ships. Most of the sensor arrays and scanners are located near the bridge while the hangars and shipyards are in the ship's belly, protected by much more powerful shields than the rest of the ship. These shields also have their own power plants.

The bridge and command centre is located at the back of the ship, approximately where the beam with a width of over 5,2 kilometers is located. There is one heavy photon battery each to the left and right side of the bridge. The other weapon batteries are scattered all over the ship's surface, making it possible to engage enemies in every possible direction.

The rear of the ship holds the reactors, engines and two shield generators. As with the weapons, the generators are scattered all over the ship, but below the first hull, making it much harder to find and destroy them.


Weapon and Defence details:
The weapon systems of the Mammoth are mostly photon based, save for the point-defense Lascannon batteries which are used against fighters and missles coming too close to the ship. The photon batteries are easily visible as bumps on the ship's surface (much like Turbolasers from Starwars). As mentioned earlier, the photon batteries are mostly scattered all over the ship's hull, while the Lasbatteries are arranged so that there are at least 4 batteries that can target and engage enemy fighters on any part of the ship.

The shield generators are the top technology available to the aleikian Navy, their particle shields powerful enough to even withstand the fire of Heavy Cruisers.


[Note on tech]:
The Aleikian weapon technology is barely above average by the standards of the Templar-races. Their engines, energy and shielding technologies surpass those of the other races, while the armor of the Aleikian ships is slightly below average, making them more vulnerable to Battleships and above. The Valorin have always followed the doctrine of superior shielding, which effectively renders Aleikian ships immune to Heavy Cruisers, but makes them, as mentioned, more vulnerable to the more powerful ships, due to the lack of powerful armor.


Docking & Landing capabilities:
The Taukian Driveyards are the only Aleikian shipyards that have clamps specifically manufactured for ships of the Mammoth's size. It is unable to land on planets, but can, thanks to the powerful drives, hover above the surface.


Summary:
# Name - O.E.S. Mammoth
# Image - [None available]
# Manufacturer - Tauk Shipyards
# Model - Heavy Leviathan
# Class - Mammoth-class
# Length - 14,225 metres
# Beam - 5,253 meters
# Height - 1,375 meters
# Max accel - 1230 G
# Max speed - 9200 km/h
# Engine - 16 Todt main engines, 28 Qural navigating engines, 70 Turak minor maneuvering thrusters.
# Hyperdrive - 4 warp engines
# HDsystem - Mark.II Quantum warp drives
# Poweroutput - 4,9×10^26 W
# Shield gen - 24 Phylon Q7 generators; 6 Phylon Q7-H generators
# Hull - Titanium-reinforced alusteel (outer hull); Reinforced durasteel (inner hull)
# Sensors - ConTech F-11 Type 3 multipurpose sensor arrays
# Targeting - Tendalo Systems KL 5 targeting systems
# Navigation - Dengar Creative NV Mk.6 NavSystems
# Avionics - Dengar Creative V.3 AV systems
# Countermeasures - ConTech N/AL 62 ES system; Lirthim Automated defense systems
# Armament - 8 Type XXI 'Starkiller' heavy photon batteries; 10 turrets each. 56 Type XVII 'Startears' medium photon batteries; 12 turrets each. 224 Type XVI standard photon batteries; 18 turrets each. 352 Type XII light photon batteries; 26 turrets each. 40,960 automated point-defence heavy Lascannon batteries.
# Complement - 200 landing ferrys; 4000 Fighter-craft; 100 armed transports; 50 boarding vessels
# Crew - 350,251 (65,000 soldiers; 5,430 gunners; The rest are various crewmen )
# Skeleton - 35,271 (~ 10:1 ratio)
# Passengers - Can carry up to 56,000 additional passengers
# Capacity - 850,000 tons
# Consumables - up to 80 years (72 spent due to traveling between the galaxies; 8 left)
# Role - Flagship of the Expeditionary Fleet 'Vertigo'
# Year - NA 10, year 999,353
# Affiliation - Aleikian Empire
# Commander - Grand Commander Lynneth L. d. S.

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Re: Universal Ship Design Database

Postby DarkMirror » Tue 06 Oct, 2009 04:05

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Phase lances: A phase lance causes a crack in reality, short-lived but capable of easily distorting or damaging everything in it's path.
Phase warhead: Similar to a phase lance, but more concentrated in a spherical region.
Pulse field generator: A wave-based weapon, regularly unleashes a wave of slightly warped gravity. Causes minor hull stress to all enemies inside the AoE.

Probability shielding: Directed by a supercomputer, probability shielding predicts the potential damage and effects of an incoming attack in nanoseconds, and then proceeds to "cancel" them with an opposing field structure. For instance, a phase lance would be intercepted by the shield by a intersecting split, while a nuclear warhead would suddenly encounter a region of x-ray-absorbing space. The system is far from perfect, but has enough accuracy to make many more predictable attacks of much less use.

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Re: Universal Ship Design Database

Postby DarkMirror » Sun 11 Oct, 2009 17:23

Mobile Orbital Mining Facility
Image
The Mobile Orbital Mining Facility class was commissioned to allow long-range long-duration mining operations on far-away planets, and is primarily used by the Rock Raiders United company. It is nearly self-sufficient, only requiring resupply runs every eight years, having the capacity to hold up to three thousand personnel.

Statistics
Crew: 1,000
Minimum Crew: 25
Maximum Capacity: 3,000
Length: 1,600 metres
Height: 292 metres
Beam: 244 metres
Mass: 588,000 kilotonnes
Hull Thickness: Ranges from 2 metres to 5 metres

Engines
Sublight Drives: 4 main plasma thrusters, 112 secondary plasma thrusters
FTL Drive: Class 5 warp drive (100,000x lightspeed)
Reactor: 4 antimatter reaction plants, 1 matter-to-energy conversion plant

Hull and Shields
Hull: Reinforced ceramic-metal composite plating, heavily reinforced superstructure
Shield: Type 7 dynamic flux shield generator

Layout
The bridge is located in a raised platform roughly three quarters the length of the ship back from the bow, and almost directly ahead of the engines. It makes up about a quarter of the ship's overall height, being 74 metres tall. The tower contains the primary controls for the ship, including those for navigation, engineering, communication and life support. It also houses an observation deck at the top, equipped with both a viewing window and wide-screen display monitors.

Below the bridge are several decks housing the living quarters, recreation zones, medical bay, supply lockers, and engineering deck. The lowermost deck is the location of the ship's teleportation rig, allowing rapid transport of supplies, personnel, and other equipment to and from a nearby planet's surface.

The forward lower three quarters of the ship are collosal storage bays for the carrying of raw ores, as well as basic refinery systems and fabricators that allow the ship to replace lost equipment from it's stored materials if the need arises. It is loaded directly from the teleportation rig, and the entire process is automated with no need for human intervention or endangerment.

The primary batteries and shield projectors are located to the fore and sides of the vessel, composed of large pylons and projectors. In the event of an emergency, they can be jettisoned to prevent a potential overload from damaging the ship itself. The very forwards-most portion of the ship also holds a collection of advanced sensor and communication gear, capable of scanning an entire system in minutes and tuned to detect ore composition and viable energy sources.

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I tell you I'll make you smile
I lurch over you and cough up black bile

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