The Hocklyn Slaver Empire
Stellar Dominion
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.
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: Unassigned
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!
Name: Monarch-class Dreadnought
Dimensions: 1500m length, 400m width, 250m height
Crew: 5,600
Battle Points: Unassigned
Spacecraft Attributes
- Hull: 95
- Powerplant: 80
- Shields: 60
- Speed: 20
- Maneuverability: 20
- Sensors: 50
Weapons
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.
Tertiary {Missiles of Variety}
Count: (Devastator 2) 16
Count: (Devastator 1) 32
Count: (Nuclear- Tactical) 64
Count: (Nuclear- WMD) 64
Count: (Shrike- S2S) 256
Count: (Missile Silo) 128
Power: (Devastator 2) 57
Power: (Devastator 1) 52
Power: (Nuclear- Tactical) 45
Power: (Nuclear- WMD) 50
Power: (Shrike- S2S) 35
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.
Name: Striker-class Light Cruiser
Dimensions: 700m length, 300m width, 150m height
Crew: 5,600
Battle Points: Unassigned
Spacecraft Attributes
- Hull: 30
- Powerplant: 30
- Shields: 30
- Speed: 40
- Maneuverability: 30
- Sensors: 60
Weapons
Main Gun {HG Turrets}
Count: 20
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.
Tertiary {Missiles of Variety}
Count: (Devastator 1) 16
Count: (Nuclear- Tactical) 64
Count: (Shrike- S2S) 128
Count: (Missile Silo) 32
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: 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.
Known Fleets
TBA
this is taking forever and I'm suffering from a severe case of not-giving-a-shit-about-anything, so I think I'm going to put this here until I summon the interest.