Ship Designation: GANS Sovereign
Ship Registry: NX-4870
Ship Class: Battlecruiser
Ship Size: 0.7km
Ship Crew: 15k+
Main Ship Weapons:- Saviors: The large tri-gun turrets along the dorsal and ventral side of the battlecruiser are a multi-munition weaponry, and most likely the most commonly used weapon system onboard the Sovereign. Whether high-powered lasers, or heavy kinetic rounds, the six(three per side) tri-gun turrets are a frightening image. However, the recoil from the kinetics will push the Sovereign in the opposite direction. The turrets at the ventral side can retract however.
- Hellfire: The sheer amount of missiles that can be simultaneously launched are jaw-dropping. Basically creating a wall or a barrage of missiles.
- Shadow Stars: Something similar to the missiles and torpedoes, except these are more akin to tracking mines. The 'missiles' are tossed out of the cargo hold, in which they stay as a contact mine where ever they were left. What makes them so dangerous, is that the missiles can be reactivated, and target the opponents when they least expect it.
- Panzer: Eight torpedo launchers at the bow, each capable of firing a high-payload torpedo, or even a tactical nuke. Even when there is a lack of ammunition, the Panzer doubles back as fixed high-powered laser cannons.
Other Ship Weapons:- Several Particle Beam strips that run down the length of the ships
- Numerous Multi Munition Point Defense Turrets
Ship technologies:- Discharge Capacitor Shields: Probably one of the most conditional and experimental technology ever tested. The shield works slightly different than traditional shields, in that, instead of blocking damage, the shield itself absorbs it. Kinetic rounds would impact the shield, and stop, since the kinetic energy was transferred through the shields and into the Capacitors, while explosions would likewise be similarly affected. Energy based weapons are most simply absorbed. However, the Capacitors do have a limit, and when that limit is reached, they overheat, and the Discharge Shield is down. However, one can mitigate the problem by allowing the energy to disperse slowly into the systems, or as an EMP outwards. However, utilizing the EMP results in the Capacitor overheating. Also, if an attack is powerful enough, the Capacitor can go from zero to full and overheat in an instant, with remaining force of the attack striking the ship directly.
- Standard Shields: The Sovereign does have a secondary, more standard shield. However, unless more power is directed towards the generator, the shield is meant for small mistakes, or the odd asteroid bump. It is by no means meant for direct confrontation.
- FTL Coms: Contrary to most ships, the Sovereign utilizes a more archaic method of sending out transmissions. By basically 'launching' the transmission at supra-light speeds, with only a small time delay from moment of launch, to receiving. The reason for using this technology, is that, it is only detectable when sending transmissions. Otherwise, it is virtually undetectable. Does not have variable power usage.
- Passive/Active Radar: While every ship must have a radar, else be put at a severe disadvantage, the radar onboard the Sovereign is capable of switching between sending and receiving signals as an active radar, or only receiving as a passive. The range of the active is at half an FTL jump, a rather small size. However, in passive, it can receive from 5 FTL jumps away, even detecting transmissions, although unreadable if not from an ally. The radar is also a system that does not have variable power. Either it's passive, active, or off.
- Parallel Warp Core: The warp core is capable of making two consecutive jumps, one after another, through charging both parallels. While a good advantage in case of emergencies, using both jumps overheats the cores, along with higher power usage.
- Thruster Rails: While all ships have retro-thrusters to turn with, the Thruster Rails can be said to be a souped up version. With thrusters along the sides, the Sovereign can actually strafe. Granted, the speed is unable to be compared to the main thrusters, but it makes the ship much more nimble.
- Cold Fusion Reactors: While less efficient and lower power output than the newer Dark Matter fueled reactors, a Cold Fusion Reactor can last much longer, without requiring any refueling.
- Blast Thrusters: The main thrusters that push the ship along are capable of a short period of massive thrust. However, this drains power quickly, along with endangering anything behind it.
Ship Appearance:Notable missions:- Maiden Mission: The bombardment and destruction of a small mercenaric space station, along with their ships.
Other: To increase the ability to react in different situations, the ship is far too power hungry. Meaning, the total power usage of all the systems running at full capacity, is far more than what the reactors are capable of outputting. If balancing equal power to all systems, they would only be capable of running at 25%(not including the non-variable systems like the Radar or FLT Coms, and using energy-based weaponry only).
Also, due to the sheer amount of systems, weaponry, and cargo for parts and ammunition, the ship was designed with nothing in regards to strikecrafts. The ship is designed and expected to fight without escorts. IF there are any small ships that must be brought along, they generally have to be strapped down and brought inside through the cargo bay, if there is any space left in the hold. If not, it gets strapped onto the ventral side, which prevents the usage of the Saviors retracted there.
Most, if not all kinetics require less energy to fire compared to the energy based weaponry. However, ammo supplies will end up as a problem.