I think I'm done with a second faction, but I like them more than my original. Can I switch or use both groups at less than full strength?
I think I'm done with a second faction, but I like them more than my original. Can I switch or use both groups at less than full strength?I don't think having a faction at both sides of the war is a good idea.
<Snipped quote by TheUnknowable>I don't think having a faction at both sides of the war is a good idea.
But you are free to choose your Dominion or FPA aligned faction until the game starts.
Speaking of which I think we have fair numbers now.
Anybody else besides me wishes to add units?
If not then I'll start evaluating the ships and announce the first battle in a few days.
Hopefully my computer returns from the repairs by then.
Hopefully my computer returns from the repairs by then.
I've still got to add fighters, bombers, carrier, heavy battleship, strike cruiser, and my cargoships.
Cargoships are a good indicator to the size of my fleets.
Do you have a formula for ship cost, or are you just going to estimate the values in your head?I do and also don't.
A fairly fast and ridiculously maneuverable ship with otherwise average stats.The Orrors Templares
Spacecraft Overview
Name: Crusader-class Patrol Frigate
Dimensions: 100 meters width, 545 meters length and 150 meters height
Crew: 450 crew
Power plant: Mass Accelerator Drive, Sub-Light Quantum Engine
Interstellar Travel: Mass Accelerator Trans-FTL Antimatter Drive
Propulsion: Sub-Light PlasEngines x4
Mass: 300 Tonnes
Battle Points: N/A
Spacecraft Attributes
Hull: 40
Powerplant: 80
Speed: 90
Maneuverability: 70
Sensors: 60
Weapons
800mm Solid Metal Penetration Slugger
Count: 4
Power: 55
Description: The Solid Penetration Slugger of short, this standard weapon suits the Crusader-class in every way. Travelling at 1% of the speed of light, it shoots a solid slug capable of penetrating hull. With nothing special to it, it is just a huge pointed stake, and does what it is supposed to do. Penetrate. When going against the Orrors Templares, you will find your lower capital ships to be filled with holes and crews sent to vacuum. It is shot out into space with a small Mass Accelerator, not enough to make it expensive but enough to make the slug go faster. With an astounding loading time of 15 seconds, this gun is basically the machine gun of space.
HAMR 120mm Broadside Cannons
Count: 10 cannons on each side
Power: 45
Description: These babies are reserved to knife fighting in the ship to ship world. It is absolutely devastating at close range, overwhelming shields with it's explosive shotgun like rounds. This also absolutely wrecks shielded ships by overwhelming them.
AIVUR Missile Pods
Count: 24, 12 on each side
Power: 45
Description: The Antimatter and Nuclear warheads of the missiles are absolutely destructive and has a simple but effective AI inside the missile, making manoeuvres and turns to avoid point defences. They are not perfect though and is susceptible to failing.
30mm Point Defence Cannons
Count: 20
Power: 15
Description: These are small point defence cannons used for knife fights and defence against missiles and
Other/Special
Mass Accelerated Drives can be used to back away from a fight at any angle. Meaning that the ship can still be facing the enemy as it Accelerates away from battle
General Description
The Crusader-class is mostly used for patrols and are used in packs, where they can use their high fire rate to their advantage. A huge advantage is their high manoeuvrability. The Crusader-class can spin on its axis, spin like a windmill and do manoeuvres that most capital ships can't. The Crusader-class has big frontal armour, thicker than the rest of the hull.
Lemme see:The Hocklyn Slaver EmpireStellar Dominion
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.
United Federation of Terragen SpeciesAlright, you have only one ship listed here. Hopefully you can get your comp back and work on other types.
Free Planets Alliance
Spacecraft Overview
this is where you post your Spaceship profiles. Fighters and other small craft also need their own profiles but you can cut a few corners on those.
Name: "Pride of Terra" Mothership (Or, as it is known among drunk crewmen, the "Supahdupahdreadnought")
Dimensions: 9km Long (if it's the typical elongated design it's enough if you just write down the ship's length)
Crew: 40,540. (How many people operate this ship, ignore it for drones or one-man fighters)
Battle Points: (how many battle points this spacecraft costs? Leave it blank until the GMs decide this value)
(You can share many other info with us here but these are the basics, mass of the ship is a common info, for example)
Spacecraft Attributes
Hull: 70 (How tough is your ship?)
Powerplant: 100 (How much energy your ship has?)
Shields: 100 (How good are your shields?)
Speed: 20 (How fast your ships can go?)
Maneuverability: 5 (How agile is your ship?)
Sensors: 60 (How good are your sensors and how far they reach?)
(These stats range from 0 to 100 and their meaning are abstract. Somebody with 70 speed is faster than other ship with 50, that's all.)
Weapons
(You list the ship's weapons here, I'm giving you an example)
1,000.0e+100q Gluon Disturber/Antiproton Lance
Count: 1 (how many of these you have on the ship)
Power: 100 (how strong is the cannon, can be directly compared to Hull and Shields attributes)
Description: The 10.0e+100q Gluon Disturber/Antiproton Lance is the most powerful weapon ever designed by the Terragen Federation. It is a weapon designed to disintegrate entire enemy dreadnoughts with a single shot, and rumor has it that there is even a protocol to destroy a planet with it if needed. Thanks to the countless hours taken by Terragen scientists to devise a hybrid antiproton/gluon disturber beam weapon, it is fully effective against shielding as well.
100.0e+100q Gluon Disturber/Antiproton Rings
Count: 10
Power: 80
Description: These ten weapon rings are connected to the central lance itself, and thus utilize the same hybrid firing system. They are meant to destroy only the largest and slowest of targets, since the required time for the energy to buildup and fire is too long for it to target small and nimble vessels.
10.0e+1,000q Gluon Disturber/Antiproton Rings
Count: 40
Power: 50
Description: You know the drill, connected connected blah blah blah. These rings, however, are meant to take out relatively small vessels. Like battlecruisers.
(But no, seriously, these are the things that blow up frigates and destroyers and stuff)
Point-Defenses: 1.0e+100q Gluon Disturber/Antiproton Rings
Count: 250
Power: 15
Description: They're connected to the main system. You should know that already. Pulsed Gluon Disturber/Antiproton Rings used to destroy incoming fighters and missiles. These weapons are mounted on ring-like projectors all across the hull, with the ring itself being the weapon. Energy is sent to a specific area on the ring and fired in pulses using a complex system of shield projectors, all in less than a second. Thanks to this system, they essentially have a nearly 360 degree firing arc.
General Description
(Tell us about your ship. No need to write a novel but at least let us know how to imagine it.)
The Mothership is just that: The mothership of all Terragen forces. When not devastating enemy ships, it takes up a support role for the fleet. It refines fuel, grows food (The giant saucer isn't just dead weight, you know), and even builds warships to replenish the fleet (GMOS grow fast, so there's still plenty of extra space in that saucer). In battle, the ship shifts all power to its forward shields and charges straight towards the enemy fleet, firing it's lance all the way. If the shield were to fail, the saucer section (Still extra room) would act as ablative armor, taking the damage until the ship makes it into the range of the rest of its weapons (The shield has never failed, so nobody actually knows how effective this would be). At this point, the captain of the ship usually issues a "fire at will order" and the gunners have a field day. In order to protect its "spindly" (Actually pretty decent, the ship's just really huge), it uses, you guessed it: shields.
There is only one Pride of Terra class in the entire Terragen fleet, and it is thus almost never deployed in battle. Why hasn't anyone built more? They have. There are two more under construction in the Sol system. One of them is planned to launch in a year or so, and the other is halfway through the construction of its keel. It will also be complete in one year. The keel, I mean. Did I mention that these ships are big?
((I know exactly what I'm getting into here, and I know that this thing will cost literally over 9000 battle points, but maybe I'll bring it in if you see fit to make the biggest and most ridiculous battle in all of history. Or maybe, touched by the insanity of this ship, you make a separate thread dedicated to fighting it.))
((That last bit was a joke.))
((But would be totally hilarious.))
Anarchic Trade AllianceFPA
Spacecraft OverviewName: Asteroid Miner
Dimensions: 20mx40mx100m
Crew: 12
Battle Points:
Spacecraft Attributes
Hull: 20
Powerplant: 30
Shields: 30
Speed: 30
Maneuverability: 50
Sensors: 60
Weapons
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.
General Description
A standard asteroid miner. They're quite common in mining systems.Name: Core Miner
Dimensions: 50mx50mx100m
Crew: 30
Battle Points:
Spacecraft Attributes
Hull: 50
Powerplant: 50
Shields: 20
Speed: 30
Maneuverability: 25
Sensors: 70
Weapons
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 missiles and unarmored ships 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.Name: Korushte
Dimensions: 10mx15mx30m
Crew: N/A
Battle Points:
Spacecraft Attributes
Hull: 40
Powerplant: 20
Shields: n/a
Speed: 60
Maneuverability: 50
Sensors: 30
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.Name: Defense Carrier
Dimensions: 300mx200mx400m
Crew: 220
Battle Points:
Spacecraft Attributes
Hull: 80
Powerplant: 80
Shields: 80
Speed: 40
Maneuverability: 40
Sensors: 70
Weapons
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 theirs.
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 responce time that 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 ships 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 Defence carriers in very dangerous situations.
Name: Neuro-combat Drone
Dimensions: 1mx.7mx1m
Crew: N/A
Battle Points:
Spacecraft Attributes
Hull: 6
Powerplant: 6
Shields: 6
Speed: 60
Maneuverability: 60
Sensors: 6
Weapons
Ion Cannon
Count: 1
Power: 8
Description: Shoots a mass of ions at the enemy, disrupting shields and disabling electronics.
Particle Cannon
Count: 1
Power: 10
Description: A miniature particle accelerator.
Other/Special
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.Name: SSS Escort Frigate
Dimensions: 70mx60mx150m
Crew: 36
Battle Points:
Spacecraft Attributes
Hull: 40
Powerplant: 40
Shields: 60
Speed: 40
Maneuverability: 40
Sensors: 60
Weapons
Particle Cannon
Count: 1
Power: 40
Description: A standard particle accelerator cannon.
Point-Defenses
Count: 12
Power: 10
Description: Low-energy pulse lasers to intercept missiles and unarmored ships.
Ion Cannon
Count: 1
Power: 50
Description: A mass of Ions disrupt enemy shields and damage electronic systems.
Other/Special
Uses the same shield and defence technology as the SSS Defence Carriers, but a less powerful model.
General Description
A standard escort ship.
Well, as I warned you your ships won't be too cheap.The Callax HiveFree Planets' Alliance
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.