Powerful and ambitious superfaction originating from the Prometheus System. Their Imperator holds absolute power and their lineage is infamous for their devilish charisma and cruelty. Prometheans have an overwhelming sense of superiority, looking down on other races to justify their conquests. The power of the Dominion is tempting and many factions choose to become its vassals for their own gain. The ultimate goal of the Dominion is of course to conquer the entire Ares Sector. Member Factions:
Promethean Dominion
Free Planets Alliance
As the threat of the Dominion grew other races realized they're individually unable to oppose it. To prevent their doom the surviving factions hastily held a conference to unite their power. This is later known as the Free Planets Alliance, a loose military union combining numerous civilizations. Unlike the Dominion which is close to being a single empire the FPA is merely an agreement of military cooperation. Some factions have deeper relations with each other but generally each faction retained their full autonomy. The Alliance's ultimate goal is of course to break the Dominion's iron grip and free the entire Ares Sector. Member Factions:
Faction Overview The Promethean Dominion is a militant and power-hungry civilization and by far the largest faction in the Ares Sector. As the head of the Stellar Dominion they effectively control nearly 40% of the sector, with their objective being the conquest of all systems within the Ares Sector. Prometheans are humanoids who are taller and much stronger than the average dweller of the Ares Sector. They feel superior to all the other races and arrogant enough to show it. Based on their subjective views the Prometheans rate all races in different classes with themselves being the only creature to be within the first. The Dominion's leader is the Imperator who has absolute say in all matters but generally he delegates many of his duties to other ministries. Prometheans rarely make alliances and instead view the other factions within the Dominion as their loyal vassals. This has both advantages and disadvantages. Based on their usefulness and perceived loyalty the vassals can gain massive support which can be financial, industrial, technological or any other kind of assistance. Favored vassals can even be given entire new territories for them to rule. On the other hand vassals must obey the Imperator without question and must give all their help towards the war effort. Lower ranking vassals are often little more than just slaves to the Dominion.
Technology Overview The Prometheans are one of the leading civilization in technology, especially when it covers military. Their worlds are full with automatized industrial complexes which create tremendous amount of weapons. Prometheans are the most famous for their antimatter and warp technology. They use matter-antimatter reactors and even controlled micro blackholes as their main power source.
- Hypersensors: Standardized name for various sensory and detection equipment utilizing Warp technology. Signals now propagate at superluminal speeds and their level of detail is increased at least hundred-fold. Hypersensors revert to more ordinary technology when under warp jamming or attempting to penetrate warp jammed areas.
- Hypermetal: Most common construction and shipbuilding material within the Promethean Empire. It's a new artificially made superheavy metal element, abbreviated Hy7880. It's an extremely stable element with immunity to corrosives an overall great resilience.
- Artificial Neutronium: Prometheans can produce a stable and solid variation of neutronium. Neutronium is nigh-unbreakable and its density is roughly 2.33E+17 kg/m^3. Prometheans have yet to find means to produce these in more than microscopic quantities.
- Gravitic Shield: Using warp-enhanced gravitons this device is the primary shield method within the Morthean Dominion. Albeit unlike most shields in the Ares Sector this defense usually does not stop incoming attacks, just disperse them enough that they become harmless against the Promethean armors. To ensure this, Gravitic Shields are erected far from the vessel. The radius of this shield can vary but generally they follow this trend: Fighters/smallcraft: 0.5km, light warships: 5km, medium warships: 15km, battlecruisers: 45km, dreadnoughts: 120km.
- Warp Drive: Prometheans can generate a warp field around the ship which can manipulate space thus giving the ship FTL capabilities within real space. Warp Drives are easy and energy-conservative means of interstellar travel. Still, the drain is generally too much for a ship to operate most of its shield or weapon systems. Activating the warp drive also takes some time which depends on the ship's mass. As such lighter vessels can enter Warp near-instantly while a Battlecruiser needs much more.
- Inertial Compensators: Subset of Warp technology, Prometheans use an unique field to reduce their ships' mass and negate the forces of inertia on the crew. The unique physics involved mean that the more inertia-cancelers are in use the lighter the ship could get with the same energy spent.
- Transwarp Drive: Warp Drives are efficient but comparably slow interstellar travel. As such Prometheans developed Transwarp. Similar to hyperdrives and most other interstellar travel methods it rips a hole in reality to open a portal to other dimension then return elsewhere. Added with the Warp Drive's speed this makes Transwarp faster than most other methods. Unfortunatelly this also have its abdunant cost in energy. After performing a jump the ship cannot travel via Transwarp for long.
- Interceptor Missiles: Interceptors are small missiles that use various mechanisms to destroy light targets. Aggressor types use the missile's raw kinetic energy at near-lightspeed to cause damage. Venegeance missiles are loaded with antimatter warheads. Repulsor missiles use directional graviton charge warheads to spread a wave of gravity. Scatter missiles are like the Aggressors but they split to hundreds of thin rods for more wide-spread effect. Beehive missiles are the newest and most insidious missiles that contains trillions or even quadrillions of microscopic hypermetal balls. After reaching optimal speed and distance these balls are spread evenly via series of graviton detonators to a plane where the smallest gap is less than a centimeter, covering area with the diameter measured in the hundreds of kilometers.
- Spatio-Mechanical Accelerator Cannon: Commonly abbreviated as SMAC, these are the Promethean Dominion's most famous weapons. Using spatial compression then decompression it can safely accelerate a projectile to great velocities. Furthermore via a warp sustainer it can achieve superluminal velocities during the process, allowing it to travel many millions of kilometers under less than a second. Small propulsion units combined with sensory systems and on-board AI give the projectile great accuracy. Upon impact with sufficient mass the raw kinetic energy and repressed spatial forces disintegrate the projectile, resulting in an explosion as the projectile disintegrates. Most projectiles also contain invisible strings of neutronium which then unravel in chaotic motions and slice the enemy vessel to pieces. SMACS are powerful but they need to extend for almost the entire ship's length, limiting them to be spinal mounts. Furthermore the projectile leaves behind a trail of faint spatial distortions in its path which can be then traced back to the sender, revealing the attacker's position.
Spacecraft Overview Promethean warships are built robust and powerful. Their main focus is firepower but generally nearly every Promethean ship design is all-rounder, capable of filling any role in and out of combat. Due to their neutronium-enhanced armors the Promethean warships are so massive they require large engines even with mass-lightening. Even then Promethean warships are large and compared to a number of other civilizations they're slow in combat. On the other hand Prometheans well compensate for this via their incredible long range firepower.
1600mm Spatio-Mechanical Accelerator Cannon (SMAC) Power: 85 Info: Heavy SMAC system extending for 80% of the entire ship's length and launching a 2000-ton projectile at superluminal speeds. Without extensive maneuvering or use of other weapons, the SMAC can fire as soon as the next projectile is loaded, which is measured in seconds. This is the Broadsword's main weapon generally used for ultra long range attacks
165mm Annihilator Batteries Count: 20 Power: 60 Info: Turreted and powerful antimatter particle beam cannons reserved for mid-range engagements. Due to their antimatter property they have almost twice the destructive power against unshielded hulls.
1250mm Torpedo Tubes Count: 4 Power: 70 (50 for the Hunter variant) Shield: 20 Info: Torpedoes are tiny spacecraft, launched by warp catapults and rigged to explode on the target. They're capable of sustaining low-warp speeds until getting only hundreds of kilometers from the target. After that they exit warp and make the final targeting adjustments on STL velocities to deliver their shaped matter-antimatter explosive charge. There are also variants without blast-shaper for bombing purposes and the advanced Hunter variation. The latter uses its warhead to power a bomb-pumped laser apparatus, shooting a spread of several beams at the target(s) from distance.
120mm Interceptor Missile Pods Count: 8 (96 tubes total) Power: 10-30 (depends on type) Info: 12-tube 120mm missile systems that can be loaded with various warheads. They are used to intercept missiles and fighters from long range.
1.2mm Shredders Count: 36 Power: 15 Info: Rapid-firing point-defenses unleashing tiny packets of antimatter at high fraction of the speed of light.
Other/Special
The Broadsword can hold up to 32 fighters, launched from 16 exits from the port&starboard areas.
General Description The Broadsword-class Battlecruiser forms the backbone of the Promethean fleets. They're well-equipped and versatile and compared to Dreadnoughts they have more speed and more efficient warp capabilities. For small Promethean fleets a single Broadsword may serve as the command ship.
600mm Spatio-Mechanical Accelerator Cannon Count: 2 Power: 70 (55 for STL launch) Info: Twin light SMACs accelerating 100-ton projectiles to superluminal velocities. Unlike smaller ships the Dagger sports the full-length system which gives it increased power at similar energy expense. The double SMAC gives an additional punch while also helping with the cooling cycle
1250mm Torpedo Tube Power: 70 Shield: 20 Info: Torpedoes are tiny spacecraft, launched by warp catapults and rigged to explode on the target. They're capable of sustaining low-warp speeds until getting only hundreds of kilometers from the target. After that they exit warp and make the final targeting adjustments on STL velocities to deliver their shaped matter-antimatter explosive charge. There are also variants without blast-shaper for bombing purposes and the advanced Hunter variation. The latter uses its warhead to power a bomb-pumped laser apparatus, shooting a spread of several beams at the target(s) from distance.
400mm "Hyperdart" Kinetic Missiles Count: 128 Power: 20-40 (depending on the number of submunitions) Hull: 10-20 (depending on the number of submunitions) Description: Missiles that replace their explosives with inert hypermetal penetrator. Hyperdart has many variants depending on the penetrator's mechanism. The basic model is Hyperdart A which uses a solid hypermetal dart to deliver maximum concentrated power. Other types use gravitic charges to split into varying number of thinner darts to hit multiple targets or spread to a larger area. The Dagger carries many of these on external hardpoints
165mm Annihilator Batteries Count: 2 Power: 60 Description: Heavy antimatter beam cannon turrets found at the ventral and dorsal area. Used to offer some minimal coverage against flanking attacks.
120mm Missile Pods Count: 5 (40 tubes total) Power: 10-30 Description: 8-tube 120mm missile systems that can be loaded with various warheads. They are generally used to intercept missiles and fighters from long range.
1.2mm Shredders Count: 12 Power: 15 Description: Rapid-firing point-defenses unleashing tiny packets of antimatter at high fraction of the speed of light. Like all antimatter weapons their effectiveness doubles against unshielded hulls or anything which contains positive matter.
Other/Special
Stealth Field: The Dagger-class is equipped with a stealth field generator. It masks all emissions of the ship and bends light or other active detection forms to render it invisible. Only gravity-based sensors can detect the ship but for this reason they're also made lightweight. Combined with mass lightening tech sensors only detect a tiny debris instead of a full battleship. Thanks to improvement on the field warp travel is now possible while stealthed but the chance of detection could raise.
Gravitic Radar: Due to the stealth field's own properties regular sensors are useless. To avoid traveling blind the Dagger uses gravity based alternative radar to be aware of its surroundings. Gravity radars are limited and lack clear resolution thus it often requires complex calculations or even guesswork to be effective in combat. When possible sensor buoys are also used, slightly compromising their stealth to get accurate information from the battlefield.
General Description
Dagger-class is a relatively new warship type developed from the lessons during the First Dominion War. Outwardly the Dagger has the same design philosophy, following the classic sword shaped SMAC centric style all Promethean warships share. Yet internals-wise the Dagger is nothing less than revolutionary. Its hull is crafted from new lightweight nanomaterials offering some protection but especially making the ship extraordinarily light. Engines, power systems, sensors, weapons and practically the entire vessel was designed with stealth in mind. The classification as Stealth Frigate is also misleading. The Dagger is effectively a medium destroyer in role, capable of threatening any but the strongest warships. Prometheans have high expectations of these ships and thus they kept their existence secret until their introduction to the Second Dominion War.
1.2mm Shredders Count: 6 Power: 15 Info: Rapid-firing point-defenses unleashing tiny packets of antimatter at high fraction of the speed of light.
Other/Special
It has 4 large loading arms and 24 other loaers of various size can carry ammunition, antimatter fuel and warheads to the battlefield Capable of relatively quick trans-warp jumps due to its size Can hold up to 4 fighters for its escort
General Description The Crane supply ship is an aging but dependable model used to rapidly travel back to the supply bases and restock warships in the middle of battle. It has a brave and risky duty with only minimal power to defend itself. As such Crane captains are universally respected within the Dominion fleet.
Name: Gladius-class Destroyer Dimensions: length: 180 m, width: 80m (14m at the prow), height: 50m Mass: 1,550,250 metric tons Crew: 88 Armor: 100 - 2,000mm Hypermetal enhanced composite Powerplant: Compact Matter-Antimatter Reactors x 4 Propulsion: Small Impulse engines x 8 Interstellar Mechanism: Warp Drive, Transwarp Drive Battle Points: 250 (+50 w/ hyperdart, +100 w/ antimatter missiles)
Spacecraft Attributes
Hull: 50
Powerplant: 50
Shields: 25
Speed: 60 (100 via warp)
Maneuverability: 40
Sensors: 60
Weapons
600mm Spatio-Mechanical Accelerator Cannon Power: 65 Info: Scaled-down compact version of the SMACs utilized by larger warships. In case of the Gladius the entire prow section is basically nothing but the SMAC system, leaving minimal space for anything else. Like its big brother the 600mm projectile is also accelerated to superluminal velocities, albeit course correction of the projectile is almost non-existent thus it has less range and would require more precise aim. The difference between the SMAC's power requirement and the Gladius' power output is also considerable. In typical combat situations they can only fire with the SMAC in every 30 seconds. In addition like the bigger version the SMAC shot leaves behind a trail of spatial distortions which can be traced back to the weapon's user. On the other hand its small mass makes hit&run maneuvers more viable thus it often uses warp to leave its previous location after each shot.
800mm Antimatter Missile Hardpoints Count: 32 Power: 60 Shield: 20 Description: Antimatter warhead misses made of decommissioned old type warship torpedoes. They are incapable of warp travel but neither require long catapults to launch. The Gladius carries 32 of these which can be launched in rapid succession to cope with interceptor fire. These missiles can be found in the back at the port & starboard sides, hidden under a large armored panel and protected by added shields. In spite of that the missiles are an obvious weakpoint and a number of destroyers remove them for better chance at survival. OR 400mm "Hyperdart" Kinetic Missiles Count: 80 Power: 20-40 (depending on the number of submunitions) Hull: 10-20 (depending on the number of submunitions) Description: Missiles that replace their explosives with inert hypermetal penetrator. Hyperdart has many variants depending on the penetrator's mechanism. The basic model is Hyperdart A which uses a solid hypermetal dart to deliver maximum concentrated power. Other types use gravitic charges to split into varying number of thinner darts to hit multiple targets or spread to a larger area. Hyperdart missiles are often used to replace the more dangerous antimatter missile payload.
165mm Annihilator Cannons Count: 2 Power: 60 Description: Front-mounted pair of annihilator cannons used to boost the Gladius' firepower in combat. Aside from the more limited firing arc these cannons are also too powerful for the ship's reactors to use. Instead they have their own enlarged capacitors storing 5 shots worth of energy. After this they have to wait for the capacitors to recharge. OR 5mm Quad Shredders Count: 4 (16 barrels total) Power: 25 Description: Alternative front weapon for the Gladius. For each annihilator cannon replaced they can equip 2 heavy quad shredders, spewing thick rain of antimatter packets against enemy missiles and fighters. This load-out is popular for Gladius ships used as escorts vesels.
90mm Annihilator Batteries Count: 4 Power: 40 Description: Light antimatter beam cannon turrets found at various parts on the back area. Used to offer some minimal coverage against flanking attacks.
120mm Missile Pods Count: 2 (16 tubes total) Power: 10-30 Description: 8-tube 120mm missile systems that can be loaded with various warheads. They are generally used to intercept missiles and fighters from long range.
1.2mm Shredders Count: 4 Power: 15 Description: Rapid-firing point-defenses unleashing tiny packets of antimatter at high fraction of the speed of light. Like all antimatter weapons their effectiveness doubles against unshielded hulls or anything which contains positive matter.
Other/Special
None
General Description Gladius Class Destroyers are made with only one purpose, to destroy warships above their worth. As such the Gladius specializes in firepower and would need to rely on other ships for support against flanking attempts.
800mm Antimatter Missile Hardpoints Count: 12 Power: 60 Shield: 20 Description: Antimatter warhead misses made of decommissioned warship torpedoes. They are incapable of warp travel but neither require long catapults to launch. The Sickle carries 12 of these which can be launched in rapid succession to cope with interceptor fire. These missiles can be found in the back at the port & starboard sides, hidden under a large armored panel and protected by added shields. In spite of that the missiles are an obvious weakpoint and a number of destroyers remove them for better chance at survival. OR 400mm "Hyperdart" Kinetic Missiles Count: 60 Power: 20-40 (depending on the number of submunitions) Hull: 10-20 (depending on the number of submunitions) Description: Missiles that replace their explosives with inert hypermetal penetrator. Hyperdart has many variants depending on the penetrator's mechanism. The basic model is Hyperdart A which uses a solid hypermetal dart to deliver maximum concentrated power. Other types use gravitic charges to split into varying number of thinner darts to hit multiple targets or spread to a larger area. Hyperdart missiles are often used to replace the more dangerous antimatter missile payload.
4mm Quad Shredders Count: 24 Power: 25 Description: Rapid-firing point-defenses unleashing tiny packets of antimatter at high fraction of the speed of light. Like all antimatter weapons their effectiveness doubles against unshielded hulls or anything which contains positive matter.
120mm Missile Pods Count: 6 (24 tubes total) Power: 10-30 Description: 4-tube 120mm missile systems that can be loaded with various warheads. They are generally used to intercept missiles and fighters from long range.
Other/Special
None
General Description True to its name the Sickle class was designed with only one purpose, to reap swarms of lightly armored targets. It sports the huge arsenal of 24 quad heavy shredder turrets to rid anything within its range full of holes. By Promethean standards the Sickle is light and cheap, filling out the roll of escort and mobile point defense for larger vessels.
2mm Shredders Power: 20 Info: Rapid-firing point-defenses unleashing tiny packets of antimatter at high fraction of the speed of light.
Other/Special None General Description Dirk is the current mainstay fighter craft of the Prometheans. It's relatively well armored and its indirect shielding method gives it at least a minimal protection against explosives. Overall its role is to intercept missiles and other fighters from long range.
1.2mm Shredders Power: 15 Info: Rapid-firing point-defenses unleashing tiny packets of antimatter at high fraction of the speed of light.
Other/Special None General Description Designed for recon missions, the Dirk Scout has a huge sensor device and reduced armaments. It's effective for long distance recon missions but its weak equipment often necessitates an escort of regular Dirks to accompany it.
Version 6 Type A 2.25mm SMAG Power: 35 (effectively 40 for penetration) Info: Compact and scaled down version of the SMAC with several other modifications. It still uses spatial compression and decompression to accelerate projectiles but its size doesn't allow installing warp sustainers. That and problem with ammunition forced a different mechanism. It fires a needle-like thin antimatter projectile at great velocities. The required antimatter is gathered from the reactor's reserves thus conserving immediate energy generation capabilities. In ideal situations the antimatter projectile penetrates the armor or shield and then explodes directly within the hull. Failing to penetrate the projectile just explodes like a shaped charge against the hull.
1.2mm Shredders Count: 2 Power: 15 Info: Rapid-firing point-defenses unleashing tiny packets of antimatter at high fraction of the speed of light.
Other/Special None General Description Stiletto is a fighter inspired by the classic shape of Promethean warships. It's fast and capable of taking down light warships with only a few shots.
Known Fleets
66th Promethean Assault Fleet Promethean Dominion
Description
66th Promethean Assault Fleet is a new and ambitious force within the Navy. Their numbers are small compared to older fleets but they make good use of the newest ship classes and the quality of their crew is recognizedly top notch. Their commander is Vice Admiral Malus Vindictus Superior, a veteran from the First Dominion War who had personally drilled his crew to perfection. Recognizing this fleet's potential the Promethean Imperator appointed the 66th Assault Fleet to break through the neutral zone and start the Second Dominion War.
Faction Overview The Slaver Empire is that of what it says- in simpler terms, the Slaver Empire is exactly what the name says, and that is an empire of slavers. The Hocklyns take over worlds with primitive, modern, or advanced civilizations, and are absolutely ruthless in quelling rebellion, going from dueling their leaders and then stringing up their spines for their people to see, to nuking city after city for as long as they rebel.
Technology Overview They have focus on: primarily: energy weapons, reactors, batteries, and energy devices, as well as drones. They might be lesser known for: efficiency with war machines, scanning technologies, and cryo-type weaponry. They are best described as "Sneaky bastards," due to their habits of enslaving all but the advanced civilizations, where they watch, wait, and study the technology to efficiently counter them, and take advantage of their weaknesses. It's likely that the first time you meet a Lightship, it will be the only and last time as well.
Fleets of the Hocklyn Slaver Empire
Fleet Name Third Fleet
Description All odd-numbered fleets are offensive- all even-numbered fleets are defensive. As such, this is a primarily offensive fleet working for the purposes of the Stellar Dominion's offensive actions. Later, may be accompanied by Fifth Fleet and eventually First Fleet Fleet Composition
x2 Dreadnoughts (4 000pt [2000 per]) - HRNS War Cry - Commanded by Rear Admiral Hethakt [Current Fleet Commander] - HRNS War Storm - Commanded by Fleet Commodore Jerathk
x4 Cirrus Lightships (4 000pt [100 per], 8 000 total so far) - HRNS Silent Night - HRNS Empty Void - HRNS Dark Shadow - HRNS Inked Phantom
x2 Tokarev Warcruisers (900pt each, 9 800 so far) - HRNS Valiant Pride - HRNS Persistent Pride
Spacecraft Overview Ugh this is going to take forever
Name: Commonly known as the "Sneaky Bastard," but officially known as the Cirrus-class Lightship. Dimensions: 250m length, 100m from center of mass to farthest reach point [width] Crew: 13 Battle Points: 1 000 points
Spacecraft Attributes
Hull: 15 (most of it structural, very little to no armor at all, besides the stuff used against micrometeors and the like)
Powerplant: 95
Shields: 60/30/10 (Not firing and no stealth/ while steathy/ while firing)
Speed: 90
Maneuverability: 90
Sensors: 70
Weapons
Main Gun {Crippler ALS} Count: 1 Power: 85 Description: Very high energy weapon, which uses any and all energy within whatever powers it to fire a devastating beam for a moment against any shield or hull- heavy damage to either, and is usually capable of taking down any shield save for the most powerful, and is likely to be the death of any ship out there.
Point-Defenses {Shield Pulsar} Count: ~ Power: 11 Description: Boosts the shield of the ship to both protect the ship, and pulse waves of energy off of it, enough to scramble missiles, or disrupt energy bursts like plasma. Does not work with stealth enabled.
Other/Special Two FTL drives are present- one is an emergency escape drive that is at the very rear of the central body, and it has its own separate batteries that allow it a short three-lightyear jump into Deep Space, in which it takes multiple hours for it to cool down and allow the ship to enter hyperspace again. The second is your regular, standard 15-lightyear average FTL jumper drive.
It's a lightship- the ship is primarily equipment and devices, most of it relating to electronic warfare, surveillance, or stealth. The majority of that equipment is dedicated to making the ship invisible- both on radar, sensors, everything. You can't even look out your window and see it, it's so sneaky.
Take a HALO Spartan, give him a Spartan Laser with infinite shots but a three-hour cooldown, and instead of armor he's just covered in sensors and cloaking devices and batteries and small reactors and all that, and you get the equivalent of a Cirrus-class Lightship.
The Crippler ALS is likely to tear a hole in anything more than a light or medium cruiser. But then again, just about anything could kill a Cirrus- even fighters. Fighters are likely to be the big anti-lightship, since if they have sufficient sensors, they could detect the small residue left from a Cirrus engine/reactor, and then hunt them down like a bunch of beagles on the scent of a sentient, two-legged doughnut in a cluttered, messy warehouse.
General Description Light glistens dully against its sleek, shiny titanium-alloy half-hull, small spots marring the perfect plane of reflection, as a light blue glow shines lightly from the three hose-covered, unprotected, dirty engines that sit on the ends of gleaming, slender wings, that seem like even a small jerk would break them, while- OknothisisridiculouslolXD YOU HAVE A PICTURE. Imagine it buzzing about a big ship and blasting holes into it, and when you fire it disappears and appears outside the solarsystem!
Main Gun {Plasma Charge} Count: 1 Power: 65/45/25/5 (based on range, with the power being danger close/ really close/ somewhat close/ medium ish range, a bit under medium.) Description: A containment field in the very front of the ship begins receiving large amounts of plasma. When within a close enough range to an enemy ship that's within a certain cone in front of the Dreadnought, the Dreadnought can release the burst of plasma as a very powerful blast that decays very quickly. It's used more of a ship-to-ship plasma shotgun, and can be worked against them because an EMP can disrupt the field and destroy the forward hull.
Secondary Gun {HG Turrets} Count: 80 Power: 10 Description: HG, or Heavy Gun, was the next step up from railgun turrets. While railgun turrets are still used, HG are the bigger brother for them and are easily more powerful. Using a single large barrel on a large base, they fire meter-in-diameter shells at velocities rivaling a railgun, to deliver a powerful blast with every hit. Compared to any high-power missile or gun, it's still weak, but it's much more powerful than your basic railguns or MACs, when taking size into proportion.
Description: Tactical Nuclear missiles are the kind that are used against precise targets, such as a town, army, or military base, while WMDs are used on cities, warships, etc. Devastators are sublight-capable missiles.
Point-Defenses {Railgun Turret} Count: 160 Power: 5 Description: Simple double-barreled rail turrets, firing 100mm HEBC (High-explosive Ballistic-capped) rounds to intercept fighters, missiles, or mines. Works best against soft-medium targets. (Meaning, something small with some amount of armor)
Point-Defenses {Missile Turret} Count: 100 Power: 10 Description: Simple missile turrets that fire bursts of Swarmer missiles that work on a hivemind network to intercept and destroy incoming fighters, missiles, or mines. Works best against soft-light targets. (Meaning, something small without much armor)
Other/Special Center of communications and command- Dreadnoughts are the flagships of the fleet and is at the top of the command chain. Disrespecting a Dreadnought's Admiral is likely to receive "The Command Chain is the chain I'm going to beat you with" line.
Each Dreadnought is in command of a fleet, or if there are multiple Dreadnoughts, are likely in command of multiple Battle Groups within the fleet. Dreadnoughts are one thing that are not set-in-stone for each fleet- there can be no Dreadnought, or half a dozen.
Oftentimes, a Dreadnought is usually the sign that the battle is being taken very seriously.
They also have weapons specifically for ground bombardment, including their missiles.
General Description It's big, it's flat, and it's hard to kill.
Main Gun {HG Turrets} Count: 12 Power: 10 Description: HG, or Heavy Gun, was the next step up from railgun turrets. While railgun turrets are still used, HG are the bigger brother for them and are easily more powerful. Using a single large barrel on a large base, they fire meter-in-diameter shells at velocities rivaling a railgun, to deliver a powerful blast with every hit. Compared to any high-power missile or gun, it's still weak, but it's much more powerful than your basic railguns or MACs, when taking size into proportion.
Description: They're missiles. Devastators are the only sublight missiles.
Point-Defenses {Railgun Turret} Count: 60 Power: 5 Description: Simple double-barreled rail turrets, firing 100mm HEBC (High-explosive Ballistic-capped) rounds to intercept fighters, missiles, or mines. Works best against soft-medium targets. (Meaning, something small with some amount of armor)
Point-Defenses {Missile Turret} Count: 50 Power: 10 Description: Simple missile turrets that fire bursts of Swarmer missiles that work on a hivemind network to intercept and destroy incoming fighters, missiles, or mines. Works best against soft-light targets. (Meaning, something small without much armor)
Supportive Orbital Gun {SOG-MAC Type 36} Count: 1 Power: 20 Description: A fairly straightforward, though complicated, design of a mass accelerator cannon. The MAC on this ship fires larger-than-normal slugs that burn up in the atmosphere- revealing a smaller slug that has a variety of advanced equipment inside to maximize damage output to the forefront of the warhead, and to minimize area-of-affect, or to maximize it, while in-flight, to automatically adjust to its target. It uses 'cilia' to change its course- strange advanced fibers that bristle down the sides of the shell, like thousands of tiny arms or legs. They act to shift the shape of the shell, so it can alter course against a moving target or to become more accurate. Devices inside the shell also give rough readings of the ground before impact, allowing the shell to be useful as both a bunker-buster, a [city] block-buster, at the same time giving better information on enemy and allied troop movements within a limited area. The weapon is not suited for space use- rather for medium/low orbit to surface.
Other/Special Seeing this ship in an active battle is a pretty sure bet that the Hocklyns think they're going to win, and take whatever planet they're hoping for. It's armed with a MAC meant for extremely precise (bunker-buster kind of precise, where it can destroy a house in a neighborhood and prevent direct damage to any of the neighboring ones), but it's used only for orbital bombardment.
General Description It's a logistics and support ship, meant to help keep ground units alive with a few fighters and bombers, and precise bombardment.
Main Gun {HG Turrets} Count: 48 Power: 10 Description: HG, or Heavy Gun, was the next step up from railgun turrets. While railgun turrets are still used, HG are the bigger brother for them and are easily more powerful. Using a single large barrel on a large base, they fire meter-in-diameter shells at velocities rivaling a railgun, to deliver a powerful blast with every hit. Compared to any high-power missile or gun, it's still weak, but it's much more powerful than your basic railguns or MACs, when taking size into proportion.
Description: They're missiles. Devastators are the only sublight missiles.
Point-Defenses {Railgun Turret} Count: 40 Power: 5 Description: Simple double-barreled rail turrets, firing 100mm HEBC (High-explosive Ballistic-capped) rounds to intercept fighters, missiles, or mines. Works best against soft-medium targets. (Meaning, something small with some amount of armor)
Point-Defenses {Missile Turret} Count: 25 Power: 10 Description: Simple missile turrets that fire bursts of Swarmer missiles that work on a hive-mind network to intercept and destroy incoming fighters, missiles, or mines. Works best against soft-light targets. (Meaning, something small without much armor)
Special Weapon {Disrupter Cannon} Count: 2 Power: 5 -> 45 Description: A weapon that relies on being fired against a ship consistently over a period of time, the weapon slowly gains strength to disrupt energy flow. On ships with shields, this’ll be a steady drain on the shields, allowing the strength to slowly leak out into the space surrounding, and on ships that are simply armored, it will decrease the effectiveness and response of all electrical devices. Being energy-intensive itself, the weapon often requires the majority of the ship’s weapons to be offline. Has a medium range. Oftentimes is the precedent to a boarding party.
Other/Special Disrupter Cannon!
General Description They’re less ‘special’ as the other ships, but these still aren’t likely to be the primary canon fodder. They’re likely to be the ships where Commodores command from, to lead strike groups.
Name: Guardsman Class Battlecruiser Dimensions: 750m long, 220m wide, 200m high Crew: 500 Battle Points: 600
Spacecraft Attributes
Hull: 55
Powerplant: 65
Shields: 70
Speed: 36
Maneuverability: 22
Sensors: 30
Weapons
Main Gun {HG Turrets} Count: 56 Power: 10 Description: HG, or Heavy Gun, was the next step up from railgun turrets. While railgun turrets are still used, HG are the bigger brother for them and are easily more powerful. Using a single large barrel on a large base, they fire meter-in-diameter shells at velocities rivaling a railgun, to deliver a powerful blast with every hit. Compared to any high-power missile or gun, it's still weak, but it's much more powerful than your basic railguns or MACs, when taking size into proportion.
Power: (Devastator 1) 52 Power: (Nuclear- Tactical) 45 Power: (Shrike- S2S) 35 Description: They're missiles. Devastators are the only sublight missiles.
Point-Defenses {Railgun Turret} Count: 100 Power: 5 Description: Simple double-barreled rail turrets, firing 100mm HEBC (High-explosive Ballistic-capped) rounds to intercept fighters, missiles, or mines. Works best against soft-medium targets. (Meaning, something small with some amount of armor)
Point-Defenses {Missile Turret} Count: 10 Power: 10 Description: Simple missile turrets that fire bursts of Swarmer missiles that work on a hive-mind network to intercept and destroy incoming fighters, missiles, or mines. Works best against soft-light targets. (Meaning, something small without much armor)
Special Weapon {None} Count: N/A Power: N/A Description: N/A
Other/Special Ship is armed with shuttles and a larger contingent of Protectors for boarding and/or ground based operations. Shuttles are armed with penetrator rods which can be placed as mines, or be launched directly. Think of a spear in space- meant purely to penetrate, and open a hole the size of a softball to space, which means explosive decompression and that hole becoming very much bigger.
General Description You have a picture
Name: Tyrant Class Battlecarrier Dimensions: 1750m long, 720m wide, 450m high Crew: 500 Battle Points: 15 000
Spacecraft Attributes
Hull: 40
Powerplant: 85
Shields: 75
Speed: 20
Maneuverability: 20
Sensors: 70
Weapons
Main Gun {SHG Turrets} Count: 4 Power: 40 Description: SHG Turrets, meaning SuperHeavy Turrets, are obviously HG turrets on steroids. Instead of a single high-RPM barrel, there’s two groups of five barrels arranged more similar to a chaingun. Each barrel is slightly smaller, but it has a firerate almost ten-times that of a regular HG turret.
Secondary Gun/Point Defense {HG Turrets-Modified} Count: 16 Power: 10 Description: HG, or Heavy Gun, was the next step up from railgun turrets. While railgun turrets are still used, HG are the bigger brother for them and are easily more powerful. Using a single large barrel on a large base, they fire meter-in-diameter shells at velocities rivaling a railgun, to deliver a powerful blast with every hit. Compared to any high-power missile or gun, it's still weak, but it's much more powerful than your basic railguns or MACs, when taking size into proportion. Modifications to this weapon adds another directly underneath the primary barrel- a railgun- for point-defense use.
Power: (Devastator 1) 52 Power: (Nuclear- Tactical) 45 Power: (Shrike- S2S) 35 Description: They're missiles. Devastators are the only sublight missiles.
Point-Defenses {Railgun Turret} Count: 160 Power: 5 Description: Simple double-barreled rail turrets, firing 100mm HEBC (High-explosive Ballistic-capped) rounds to intercept fighters, missiles, or mines. Works best against soft-medium targets. (Meaning, something small with some amount of armor)
Point-Defenses {Missile Turret} Count: 40 Power: 10 Description: Simple missile turrets that fire bursts of Swarmer missiles that work on a hive-mind network to intercept and destroy incoming fighters, missiles, or mines. Works best against soft-light targets. (Meaning, something small without much armor)
Special Weapon {Fury-class Fighters} Count: 400 Power: 13 Description: Simple fighters, armed with a weak forward shield and four 30mm cannons and 1 pulse laser. They can optionally be loaded with two light torpedoes for anti-corvette or anti-frigate use, at the cost of speed and maneuverability.
Special Weapon {Anlon-class bombers} Count: 150 Power: 10-60 (Light torpedoes to D-3s) Description: These are about twice the size of a fighter, with a more powerful shield that covers the forward-area, and to the bottom and top of the bomber. Two 16mm cannons are mounted on ballmounts on the left and ride sides, and 6x 30mm cannons, and the ability to carry ten light torpedoes, 6 medium, or 4 heavy. Alternatively, they can also carry thermonuclear warheads, ranging from 8 lower-yield, to 4 higher yield. A single bomber is capable of carrying, max, two Devastator 3 missiles, though the wake left behind from the sublight missiles will scramble and temporarily disable the bomber.
Other/Special These ships are very likely to hard to kill- they’ll be surrounded by a fleet and they have a higher-than-average crew for the ships’ size. Damage control and in-combat repairs will be faster and more frequent, meaning that if you want to kill it, letting it escape any is not a good plan.
Technology Overview Callax technology focuses on speed, efficiency, and replacability. Able to repurpose any designs for their use through their matter converters, the Callax sustain themselves best on the scraps of enemy ships. Despite the ease with which the components can be replaced, each loss represents a significant blow to the small Callax navy as the ships themselves are difficult to build. Virtually every ship is equipped with cloaking systems, utilizing dark energy to hide their signatures from enemy ships, although this leaves them immobile.
Spacecraft Overview Callax ships, lightly built and designed with specific tasks in mind, are able to compete with most other warships their size or larger. Specially-built armor of refractive lattices supported with non-Newtonian fluids provides armor that is durable yet uncumbersome. Emphasized is the ability of striking quickly and devestatingly with the first blow, rendering Callax ships nimble and heavily armed at the expense of armor and some sensor equipment.
Name: Akuhal-class Capital Hunter Dimensions: 257 meters long Crew: 523 Powerplant: Dark Matter Conversion Engine Propulsion: 3 x Dark Matter Exhaust Drives Interstellar Travel: Dark Energy Translation Drive Battle Points: TBD
Spacecraft Attributes
Hull: 30
Powerplant: 85
Shields: 50
Speed: 70/(100)
Maneuverability: 80
Sensors: 75
Weapons
Vortex Destructor Battery Count: 2/4 Power: 60/40 Description: Harnessing the power generated by the power plants, Vortex batteries can operate under two modes. The first is a heavier shot, released in tandem from the two batteries installed on the ship, accelerating streams of particles at 99% c. Upon impact, these particles collapse onto each other, creating a whirlpool of energy which rips apart nearby matter. The secondary fire mode is used for close-range engagements, firing two shots per battery. Each impact releases concentrated bursts of a special liquid plasma, cool in comparison to other plasmas but releasing large amounts of radiation to damage enemy electronics and personnel inside the ships.
Weasel Missile Bank Count: 100 Power: 15 vs Hull, 1 vs Shields/3 vs Hull, Bypasses shields Description: Designed to overload enemy point-defenses, the Weasel missiles launch in massive volleys, accelerated by exhaust from the power plants. Each missile splits into five smaller missiles upon reaching a certain distance or number of missiles left, adding to the numbers which an enemy must deal with. While weak on their own, a massed barrage of these missiles will devastate any enemy. Upon contact, the missiles explode, releasing blasts of dark energy which crush the target or gamma-ray/neutrino bursts designed to kill all life inside the ship for salvage.
Grav-Point Defense Guns Count: 20 Power: 25 Description: Gravity-pulse or grip weapons utilized to counter enemy weapons and fighters
Hunter Bore Count: One-use only Power: 95 Description: The Akuhal's power supply is overloaded before being launched at the enemy at relativistic speeds in a last-ditch effort to secure the kill.
Other/Special As a Capital Hunter ship, Akuhal-class ships are outfitted with special equipment allowing them to quickly engage and eliminate enemy capital ships. The first of these is the Space Tunnel Actuator (STA). Utilizing a technique similar to the standard Interstellar drives, the STA allows an Akuhal to use such a technique over short distances, affording the ship first strike capabilities unlike any other. In addition, massive arrays of ECM and other countermeasure devices are installed on the ship so that it is able to avoid onslaughts which it may encounter, offsetting the weakness of the hull and shields.
General Description The Akuhal-class Capital Hunter does exactly what the name implies: hunt capital ships. It excels at this task, usually traveling in small task units that swiftly and mercilessly strike at large threats opposing them.
Name: Gethori-class Strike Cruiser Dimensions: 429 meters long Crew: 852 Powerplant: Dark Matter Conversion Engine Propulsion: 3 x Dark Matter Exhaust Drives Interstellar Travel: Dark Energy Translation Drive Battle Points: TBD
Spacecraft Attributes
Hull: 35
Powerplant: 80
Shields: 60
Speed: 64
Maneuverability: 70
Sensors: 85
Weapons Energy Projector Power: 85 Description: One of the strongest weapons fielded by the Callax Hive, the energy projector spells doom for almost any enemy that impedes its path. The entirety of the weapon is housed inside the second section of the ship set below the actual hull, acting as a massive capacitor and energy storage for the devestating weapon. When firing, much of the ship's energy will be diverted to the weapon, leaving the Gethori vulnerable for the moment. Upon firing the Energy Projector, however, anything caught in the blast is usually obliterated. A lance of crackling energy will burst from the bore, streaming at light speed in a concentrated packet of destruction. Upon striking, the lance will collapse onto itself before detonating in a manner similar to that of a supernova at a much smaller scale.
Vortex Destructor Battery Count: 1/2 Power: 60/40 Description: Harnessing the power generated by the power plants, Vortex batteries can operate under two modes. The first is a heavier shot, released in tandem from the two batteries installed on the ship, accelerating streams of particles at 99% c. Upon impact, these particles collapse onto each other, creating a whirlpool of energy which rips apart nearby matter. The secondary fire mode is used for close-range engagements, firing two shots per battery. Each impact releases concentrated bursts of a special liquid plasma, cool in comparison to other plasmas but releasing large amounts of radiation to damage enemy electronics and personnel inside the ships, although this second mode has a slower rate of fire.
Grav-Point Defense Guns Count: 25 Power: 25 Description: Gravity-pulse or grip weapons utilized to counter enemy weapons and fighters
Other/Special Meant to engage from longer distances than almost any other Callax vessel, the Gethori-class strike cruiser is equipped with the best sensors that can be offered by the Hive, allowing it to strike with precision at even distant targets. While the energy lance would usually travel in a straight line under normal conditions, the unnatural composition of the beam allows it to warp itself, seeking the target with utmost precision, nearly impossible to destroy or avoid. Fields a small fighter complement of fifteen for defense purposes.
General Description The Gethori-class strike cruiser is designed as a support vessel, meant to sit behind the main lines of battle and blast the Energy Projector across the field, eliminating key targets that cannot be eradicated by the Akuhal-class vessels or normal line vessels.
Name: Tunin-class Light Frigate Dimensions: 183 meters long Crew: 388 Powerplant: Dark Matter Conversion Engine Propulsion: 2 x Dark Matter Exhaust Drives Interstellar Travel: Dark Energy Translation Drive Battle Points: TBD
Spacecraft Attributes
Hull: 25
Powerplant: 80
Shields: 45
Speed: 68
Maneuverability: 75
Sensors: 75
Weapons
Ray Caster Turrets Count: 5 Power: 35 Description: The Ray Caster stands as one of Callax's oldest and most-used weapons, although it is now being superceded by more exotic systems. Mounted on ball turrets, the Ray Casters are the Tunin's primary anti-ship weapon. Effective only against small and lightly armored targets, the weapon has the added benefit of interrupting enemy systems as the X-rays damage computers and wiring.
Fuledd Anti-Ordnance Missile Pods Count: 13 Power: 19 Description: The primary support weapon system of the Tunin, these missiles are launched quickly by coil guns, a more primitive but slightly faster means of propelling these weapons out of their casings. Equipped with 360 degree rotational boosters, the missile is able to turn to hit any target. This nimbleness enables it to chase down any form of ordnance before exploding in a shower of electromagnetic sparks, destabilizing energy weapons and destroying or reducing the power of kinetic weapons.
Grav-Point Defense Guns Count: 20 Power: 25 Description: Gravity-pulse or grip weapons utilized to counter enemy weapons and fighters
Messor Defence Units Count: 100 Power: 5 Description: Firing streams of plasma munitions at several thousand rounds per minute, these turrets ensure that any fighter or small craft getting too close will suffer the consequences.
Other/Special Despite its classification as a light frigate, the Tunin serves more of an interdiction and counter-ordnance/fighter role. As such, it is equipped with special jammers which prevents FTL within a certain range, protecting the ships around it from superluminal strikes. In addition, it can project a field that draws in weapons fire towards the ship, acting as a shield for the rest of the group.
General Description The Tunin-class Light Frigate is the Callax Hive's primary support vessel in terms of interdiction and anti-ordnance/fighter power. Quicker than most ships and small enough to maneuver faster against small craft, the Tunin excels at its role.
Name: Tulai-class Heavy Frigate Dimensions: 300 meters long Crew: 744 Powerplant: Dark Matter Conversion Engine Propulsion: 3 x Dark Matter Exhaust Drives Interstellar Travel: Dark Energy Translation Drive Battle Points: TBD
Spacecraft Attributes
Hull: 35
Powerplant: 84
Shields: 47
Speed: 63
Maneuverability: 67
Sensors: 74
Weapons
Huthov Ion Cannon Count: 4 Power: 10 vs Hull, 55 vs Shields Description: Serving its primary role effectively, these weapons spit out ions in large amounts in order to strip away the shields of enemy ships.
Weasel Missile Bank Count: 50 Power: 15 vs Hull, 1 vs Shields/3 vs Hull, Bypasses shields Description: Designed to overload enemy point-defenses, the Weasel missiles launch in massive volleys, accelerated by exhaust from the power plants. Each missile splits into five smaller missiles upon reaching a certain distance or number of missiles left, adding to the numbers which an enemy must deal with. While weak on their own, a massed barrage of these missiles will devastate any enemy. Upon contact, the missiles explode, releasing blasts of dark energy which crush the target or gamma-ray/neutrino bursts designed to kill all life inside the ship for salvage.
Grav-Point Defense Guns Count: 20 Power: 25 Description: Gravity-pulse or grip weapons utilized to counter enemy weapons and fighters
Assault Cannons Count: 38 Power: 25 Description: The only kinetic weapon in the Callax navy, Assault Cannons are 200mm rotary guns firing shells with coil technology at close range as suicide weapons. Each shell is armed with a thermonuclear head, improving its efficiency against shields so that it may retain the same damage against hull and shields.
Other/Special Bays hold enough rooms for 30 assault craft.
General Description The Tulai-class Heavy Frigate bolsters the other specialized ships as a screening vessel, stripping the shields from enemy ships so that other Callax vessels may easily eliminate the opposition. As a screening unit, it uses its Assault Cannons and Weasel missiles to harass enemy ships so that other vessels may work unopposed. Works in tandem with the Tunin light frigate
Name: Prasjek-class Destroyer Dimensions: 410 meters long Crew: 790 Powerplant: Dark Matter Conversion Engine Propulsion: 2 x Dark Matter Exhaust Drives Interstellar Travel: Dark Energy Translation Drive Battle Points: TBD
Spacecraft Attributes
Hull: 45
Powerplant: 82
Shields: 40
Speed: 58 (100 via STA)
Maneuverability: 75
Sensors: 88
Weapons
Vortex Destructor Battery Count: 4/8 Power: 60/40 Description: Harnessing the power generated by the power plants, Vortex batteries can operate under two modes. The first is a heavier shot, released in tandem from the two batteries installed on the ship, accelerating streams of particles at 99% c. Upon impact, these particles collapse onto each other, creating a whirlpool of energy which rips apart nearby matter. The secondary fire mode is used for close-range engagements, firing two shots per battery. Each impact releases concentrated bursts of a special liquid plasma, cool in comparison to other plasmas but releasing large amounts of radiation to damage enemy electronics and personnel inside the ships.
Titanos Obliteration Missiles Count: 10 Power: 60 vs shields, 40 vs hull Description: Anti-capital ship missiles powered by gravitation engines, the Titanos missiles are rarely used weapons designed specifically with countering enemy shields, whether this be through blunt force or scrambling techniques. A semi-organic weapon, the missiles utilize in-built sensors to adjust their payload according to the target. Against shields, the missile detonates in a spray of EM radiation and gravitational fluctiations, designed to create openings for weapons more suitable against the hulls of ships. When striking the hull directly, the missile instead pierces the hull slightly before detonating its gravitation drive towards the target in order to crush whatever armor may stand in the way.
Grav-Point Defense Guns Count: 10 Power: 25 Description: Gravity-pulse or grip weapons utilized to counter enemy weapons and fighters
Reaver Banks Count: 4 Power: 72 Description: An ultra-close range weapon, the Reaver Banks launch warped blasts of neutron star metal designed to punch through the heaviest shielding and armor. Due to the containment constraints, each ship carries only a small supply of ammunition for these devastating weapons.
Other/Special In the same vein as the Akuhal-class shups, the Prasjek destroyers come equipped with STAs in order to close the distance for their weapons to have maximum effect. However, the uses are much more limited with two jumps overloading the STA for the remainder of the battle in most cases due to the massive power draw and dependence of other systems on that energy.
General Description Where other Hive ships have failed in destroying an enemy, either due to being outmaneuvered, outgunned, or any number of factors, the Prasjek Destroyer has performed almost seamlessly in its service time. Unlike the finesse with which other vessels are handled, the Prasjek breaks the enemy upon the rock that is its weapons with utter brutality.
Name: Orthog Gunship Dimensions: 30 meters long, 10 meters wide Crew: 7 Powerplant: Dark Matter Conversion Engine Propulsion: 1 x Dark Matter Exhaust Drives Interstellar Travel: N/A Battle Points: TBD
Spacecraft Attributes
Hull: 10
Powerplant: 40
Shields: 7
Speed: 48
Maneuverability: 55
Sensors: 50
Weapons
Arc Caster Turret Count: 1 Power: 20 Description: A downgraded version of the larger Ray Caster, the Arc Caster acts as the Orthog's primary weapon against small ships and larger fighters.
Interceptor Missile Pods Count: 50 missiles Power: 5 Description: Seeking missiles mounted on the side of the Orthog gunship, the missiles accelerate rapidly in order to intercept small enemy craft. Rather than exploding, the missiles tail behind or reverse in front of the target before shooting a beam of heavy ions. Each missile only has enough energy to fire twice.
Oracle Turrets Count: 4 Power: 13 Description: Rapid firing miniature particle accelerators designed to take out large enemy fighters.
Other/Special None
General Description The Orthog Gunship serves a defense platform for the Strike Cruiser, eliminating enemy small craft which may come near.
Legend tells of the great Deity Kakki who found a world amongst the stars and settled there, naming it after herself. There, with her seven males she produced seven daughters. She built a great fleet of hives and taught her daughters all they could learn of science. When she was ready, she gave her territory to her seven daughters, her eldest getting her homeworld, the others getting the nearby moons and planets. Kakki then took her fleet, by some accounts over 2000 hives strong, and returned to the land taken from her, to drive out all of her enemies that lived there. She left her Daughters with only two rules. One, do not harm a fellow sister, and two, the only rightful rulers of the worlds are Queens, like her and her Daughters (female descendants). Kolkek was the youngest of the Daughters, and as such was given a large asteroid where Kakki had a mining base. She used her authority over the belt to build many ships, and to spread to the other nearby systems. To the present day, her daughters own the most widespread areas, going further from their homeworld than all of the others, sharing their systems with the others only after they have gotten the easiest mineral deposits. This has made them the second richest of the Sisterhoods, second only to Kork, who's Daughters exercise control over a hundred worlds with breathable air, letting them breed more quickly than any other. The Daughters of Kakki are large Insectoid beings of great intelligence. The Sisterhood of Kolkek expands by sending all soon-to-be queens out with a station and fleet of their own, the number of Hive depending on the riches of their Mother. These new Queens must conquer or colonize a new system or territory, claiming it as their own. If they win, then they get whatever they conquer. If they lose, they were too weak to be a real Queen.
Technology Overview
The Daughters have unparalleled gravity control technology, given to them by Kakki herself. Their ships drive themselves by distorting space around them, and turn by placing the gravity well to the side. They use gravity wells to redirect enemy fire at their hives, Nests (Space Stations), and worlds. The nests use gravity to pull matter from stars. Their FTL travel is also built off of this, with Hive warping space around themselves for travel, and Nests rupturing space to create tunnels to other areas. They also have a good degree of control over plasma due to mining stars for raw materials, and quantum entangled communications, allowing Queens to directly control their fleets from where ever they wish. Their missiles are driven by Kinetic energy transfer technology, when moves kinetic energy from one object, in this case the ship, to another object, in this case the missile. The more kinetic energy the object giving energy has, however, the faster the energy can be transferred. Fighter missiles generally travel at 0.8c and Hive missiles generally travel at 0.9c.
General Description: Upon creation, they are sent towards the outer edge of system, and begin to accelerate, using gravity to pull them forward. Should the system come under attack, they are told to impact with the enemy ships. They use poor forms of our FTL drives, traveling up to 20c to travel to their target, conserving their kinetic energy while moving FTL.
Accelerated Plasma Beam X2: A miniature particle collider Power: 3
Other: Plasma shell shields: Plasma is contained within an EM field, absorbing energy and plasma based attacks but doing little against kinetic attacks. Hull armor made of ultra-dense, layered alloys forged under intense pressure.
General Description: Possible mates are sent to fly against an enemy to prove the value of their genetic code. They use poor forms of our FTL drives, traveling up to 2c, adjusting their speed to whatever suits their desires.
Accelerated Plasma Beam X6: A miniature particle collider Power: 3
Fusion core overload: All of the fusion fuel is dumped into the reactor, and the gravitic compression is maximized, then released. The vessel explodes with extreme force. Power: 50
Other: Plasma shell shields: Plasma is contained within an EM field, absorbing energy and plasma based attacks but doing little against kinetic attacks. Hull armor made of ultra-dense, layered alloys forged under intense pressure.
General description: Worthless males work on these.
AM reactor overload: The gravitic containment on the Anti-matter is released, annihilating nearby matter. This heats and pressurizes nearby hydrogen tanks, amplifying the explosion. Known to happen upon ship's destruction. Power: 85
Other: Plasma shell shields: Plasma is contained within an EM field, absorbing energy and plasma based attacks but doing little against kinetic attacks. Hull armor made of an ultra-thin layer of neutronium from the heart of a star. Sensors are designed to detect minute changes in the nearby gravitational field, changes which "travel" with infinite velocity. Along with their link to all Soldiers and Tools in the field, via Quantum entangled communications, this gives them a view of most of the heavy objects in the area. The further an object is from a gravity sensor, the more massive it must be to be detected. Between systems, collects interstellar hydrogen, and can survive for over a year without resupply with a full contingent of 2000 Soldiers.
General Description: Males which are in training crew these ships.
Gravity contained Antimatter torpedo x10k (1000 launch tubes x 10 per tube) Power: 40
Gravity Cannon Description: The beam randomly pushes and pulls on matter it impacts, even within millimeters of the opposite effect. Has been tested to produce in excess of 10k Gs of force, but noone knows how much stronger it can become. Rips hulls apart. Power: 70
Singularity Missile x1000 Power: 50-80 depending on how much matter it absorbs.
Other/Special
Plasma shell shields: Plasma is contained within an EM field, absorbing energy and plasma based attacks but doing little against kinetic attacks. Hull armor made of an ultra-thin layer of neutronium from the heart of a star. Sensors are designed to detect minute changes in the nearby gravitational field, changes which "travel" with infinite velocity. Along with their link to all Soldiers and Tools in the field, via Quantum entangled communications, this gives them a view of most of the heavy objects in the area. The further an object is from a gravity sensor, the more massive it must be to be detected. Between systems, collects interstellar hydrogen, and can survive for over a year without resupply with a full contingent of 10k Soldiers. Because the Queen lives on one of these until she has a permanent base, the only males among the crew are the best of the proven soldiers and her mates. These bases have the ability to draw plasma from stars to gather materials, and can shred asteroids with their weapons in order to gather those materials as well. Though not the best at manufacturing, they have the ability to manufacture replacement equipment and ships from gathered materials. General Description Crewed by the most trusted and genetically perfect males. This ship houses the Queen and her daughters until they have a planetary base.
Singularity Implosion Count: 1 Power: 50-80 depending on amount of matter absorbed Description: Creates an artificial singularity which absorbs the mine and nearby matter. After a few seconds (maximum) it rapidly decays, releasing all absorbed matter as hard radiation.
Other/Special
Covers itself in Asteroids, Asteroid fragments, or space debris to hide from enemy sensors. When in standby, which it is in whenever an enemy isn't in range, it only uses passive sensors, such as gravity, radiation, spectroscopic, and neutrino detectors.
General Description Standard space mine, with far more damage. Seeded throughout asteroid fields and debris fields to destroy any who tries to pass through them.
Gravity contained Antimatter Torpedo x2000 (200 launch tubes x 10 per tube) Power: 20
Singularity Missiles X 1000 Power: 50 - 80 depending on how much matter it absorbs.
AM reactor overload: The gravitic containment on the Anti-matter is released, annihilating nearby matter. This heats and pressurizes nearby hydrogen tanks, amplifying the explosion. Known to happen upon ship's destruction. Power: 85
Other: Plasma shell shields: Plasma is contained within an EM field, absorbing energy and plasma based attacks but doing little against kinetic attacks. Hull armor made of an ultra-thin layer of neutronium from the heart of a star. Sensors are designed to detect minute changes in the nearby gravitational field, changes which "travel" with infinite velocity. Along with their link to all Soldiers and Tools in the field, via Quantum entangled communications, this gives them a view of most of the heavy objects in the area. The further an object is from a gravity sensor, the more massive it must be to be detected. Between systems, collects interstellar hydrogen, and can survive for over 10 years without resupply with a full crew.
General Description: Males which are in training crew these ships.
Anarchic Trade Alliance
FPA
Faction Overview Shortly after Earth first sent ships to other worlds, likely crewed by humans, though the data from back then isn't exactly clear, a shortlived natural wormhole was found in a nearby system. Many ships went through it, traveling thousands of lightyears away. There they eventually spread out to many worlds, though most worlds never formed formal governments. A few years ago a ship from the UFTS came into their territory and opened up new trade routes. When they came under attack by a member of the Stellar Dominion, though, two factions decided to form a mutual defense agreement with the other FPA societies for the duration of the alien aggression against them. These two factions were the Interstellar Trade Consortium (ITC) and Sunrise Security Services (SSS).
Species: The line between Humans (an evolved sapient race), Transgenics (Nonsapient beings made sapient via genetic manipulation), and AI (machine-based sapient beings) is quite blurred. This has lead to a low birth rate, as finding a genetically compatible mate is somewhat difficult. All people are free to use genetic manipulation and cybernetic enhancement on themselves if they wish, which has lead to species becoming a somewhat meaningless term.
Technology Overview Most technology is designed for civilian use, so their systems may seem strange to those that study military technology. They have learn to use it quite effectively in battle, as there is always a criminal threat, especially on the fringes of their territory. Because of the prevalence of AI computer technology is quite advanced. Ships are driven by Electronic Drives, Kinetic energy transfer devices, and mass dampening fields. This allows them to accelerate, decelerate, and alter course very quickly. All large mining and security ships include a full sensor package with passive sensors like gravitic, radiation, EM, warp field, exotic matter, and spectrographic sensors, and active sensors such as radar and tachyon scanners. While they have Teleporters, they are easy to disrupt with radiation or ionization, and are dangerous to use for moving living beings.
Spacecraft Overview
Name: Asteroid Miner Dimensions: 20mx40mx100m Crew: 12 Battle Points: 40
Mining Beam Count: 2 (how many of these you have on the ship) Power: 40 Description: Standard particle beam, for cutting asteroids up and hauling them.
Point-Defenses Count: 12 Power: 10 Description: Low-energy pulse lasers to intercept asteroids and space debris.
Quantum Refiner Beam Count: 1 Power: 30 Description: Removes a specific element from the target coordinates via quantum relocation, leaving behind every other element. The beam supplies the energy to break chemical bonds.
Other/Special
Hull armor is designed to withstand strong asteroid impacts and hard radiation. Shields are standard plasma based screens and protect against non-concentrated energy like solar flare bursts better than concentrated energy. It has a gravity tow (tractor beam that only lets things get so close) for hauling asteroids and asteroid fragments.
General Description A standard asteroid miner. They're quite common in mining systems.
Infrared Boring laser Count: 2 (one forward and one back) Power: 50 Description: An infrared Laser, used to bore through planet crusts to get to valuable mineral near the core.
Point-Defenses Count: 12 Power: 10 Description: Low-energy pulse lasers to intercept asteroids and space debris
Other/Special
The hull is designed to absorb heat, turning it into electricity. Routinely operates in the cores of planets. Shields are only meant to protect it from asteroids, space debris, and solar flares, so they aren't as powerful as the shields of many ships.
General Description Used to mine the cores of planets for the valuable minerals within. Designed to withstand the temperature of the core for several days if need be, so they are highly resistant to energy based weapons.
EMP Burster Count: 1 Power: 30 Description: Generates an EMP which disrupts shields, technology, and other space-based lifeforms.
ECM Field Count: 1 Power: 40 Description: A continuous Electronic countermeasure which disrupts nearby sensors, target locks, technology, and space-based lifeforms.
Other/Special
Can feed on many different forms of energy, and use this to defend themselves when attacked, rendering the attacker powerless. Their shell absorbs and dissipates energy as well, and they can heal in a matter of minutes if injured, though the shell may take longer to heal.
General Description Korushte are sapient spacefaring lifeforms. They joined the ATA's battle as essentially a mercenary force, in order to get raw materials (food) and energy from their allies and the enemy.
Cryo Missle Count: 400 (20 tubes x 20 reloads) Power: 40 Description: Cryotech was originally designed to convert ambient heat into electricity in order to cool hot planets. They were mostly abandoned when the ground around the Cryotech generators started freezing things to near absolute zero. The SSS decided to use the technology as a tactical weapon, freezing the hull of ships in battle.
Electro-absorption missle Count: 400 (20 tubes x 20 reloads) Power: 40 Description: Based on the Korushte ability to feed on energy, it draws on the energy of the ship it's attached to and uses the energy it gains to emit a dampening field similar to that of a Korushte.
Point-Defenses Count: 50 Power: 10 Description: Low-energy pulse lasers to intercept missiles and unarmored ships.
Ion cannon Count: 1 Power: 70 Description: Disrupts shields and destroys electrical systems with a mass of ionized particles.
Neuro-combat drones Count: 60 Description: Pilots sit in chairs which link their mind to a drone. This gives them quicker response time than a pilot based fighter. The connection is made via a broad-spectrum transmission which is designed to resist jamming.
Other/Special
Uses Corona shielding, which was designed for probes being sent into the sun. The SSS altered it to work on concentrated plasma and particle radiation as well. The ship's hull is designed to withstand the pressure within a gas giant, and uses ablative armor which is cooled by the same cryotech as the cryo-missles the ship uses.
General Description A ship built for escorting valuable shipments through dangerous territory, these ships are generally the flagships of escort fleets, though fleets have been known to contain multiple Defense carriers in very dangerous situations.
Controlled by the mind of a pilot on the carrier, these ships are designed for response time, speed, and maneuverability. If needed, they can be AI controlled.
General Description A small remote controlled Drone.