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Ships and Technology; Detailed Descriptions!
Topic Started: Jan 8 2008, 08:56 PM (993 Views)
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Posted by: -Metamyth- Jan 17 2006, 02:03 AM

The Inquisitor

Owner: A'Kre
Total tonnage: 200
Builder: The Galactic Federation
Shape: shortsword-shaped, with the cockpit being in the "hilt" of the blade and all of the engine parts in the blade itself
Weapons: None.

Engines: Standard GF-III Medium Cruiser Thrusters

Reactor: Amplified Cold-Fusion Reactor. Slightly more succeptable to damage due to it's increased work output.

Funding for the ship came from: The Intergalactic Library; bought as a present for A'Kre for years of service in the retrival of vital information

Ship Frame: Standard Titanium Frame

Scanners: No advanced scanners, but comes with Radar and Thermal.

Ship Info: There is nothing special about this ships except it's driver, really.


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Posted by: Lt. Jessie Jan 17 2006, 12:34 PM

Terrestrial Raptor

Introduced In: Dark Awakening
Class: Modified Transport/Dropship
Built By: Unknown
Modified By: Beastman and Dr. Clash
Pilot: Beastman
Interface: Automatic and Manual Control (Pilot and Co-Pilot)
Jump Drive: Designed by Prof. Tania Matsumori , 2-day charge
Shielding: High
Speed: Medium
Weapons: 2 Standard Plasma Turrets, 2 Standard Laser Turrets
Danger Rating: 40 out of 100
Design: It looks somewhat like a giant bird, literally. There isn’t much color as it is but a shade of dark gray, making it blend quite well when landing in civilian territory.

Description: Much like his machine, the Hyper Speeder, the Terrestrial Raptor is a modified ‘junk heap,’ to say in the least of terms. A modified dropship, this heavy bird is capable of vertical takeoff and landing. The cockpit is able to hold 16 + pilot, but it has been modified as a bunking area for the pilot, co-pilot and 2 others. What was once a troop pod in the back of the ship is now a storage area that holds the cages and weaponry for the hunter. There is also a small computer system that links the cockpit with the carrier so that communication is possible.

Terrestrial Raptor has two main propulsion systems. Several thrust nozzles allow the craft to operate as a vertical take-off and landing vehicle. The ability to hover in place is convenient for the safe offloading animals and weaponry, especially when it comes to freeing highly dangerous predators from the cockpit and not wanting it to bite back. It is designed for atmospheric reentry of a planetary body, with armor sufficient to withstand the intense heat. The vehicle can also achieve orbit independently, although at a relatively slow rate of climb, but sufficient to achieve escape velocity of many planets.

The flight dynamics is achieved through the use of four independently maneuverable thrusters; two forward wings and two aft thrusters. The tilt of each individual wing or thruster determines how the craft will climb and bank. However, in space, it does not fair as well as it does in atmosphere, hence why Beastman avoids dogfights whenever he can. It is only good for easy travel in space while making a good base and last-minute warhorse in atmosphere.

~~~~~~~~~~~~~~~~~~~~~~~~~~

Vehicle: Hyper Speeder
Type: F-Zero Machine
Owner: Beastman
Number: 18
Vehicle Designer: Dr. Clash
• Boost: C
• Body: C
• Grip: A
• Weight: 1,460 Kg.
• Engine Model Number: FGS-G105Sx3
• Top Speed: 1,900 km/h (But I think I've clocked at least 2,100 km/h... These are just under normal Time Trial Conditions)
General Engine Information: While Beastman was exterminating alien beasts in the jungle, he stumbled across the wreckage of a fighter craft that had been gunned down a long time ago during an interplanetary war. Beastman took the wreck to Dr. Clash and had him economically remodel it into an F-Zero machine. Unlike Clash's machine, which has extremely weak grip capabilities, the Hyper Speeder was redesigned with top-class grip performance in mind.


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Posted by: Deadly Aim Jan 19 2006, 05:58 PM

The Slick Bastard

Introduced In: Dark Awakening

Owner: Quazino

Total tonnage: 680

Builders: Quazino

Shape: Irregular due to the variety of parts its constructed from.

Weapon Emplacements: 1 ballistic missile pod and 1 Kinnex-Aegis M-464 fixed-point laser gunning turret the top off the ship located on top of the ship, 2 plasma lasers , 1 on each of the wings.

Typical settings: 2 standard plasma lasers.

Engines: five Furguson F-4K engines arranged in an X pattern.

Reactor: 2 Cold Fusion micro-reactors.

Funding for construction: Income from his ship depot business, and a few hefty sales of “bartered” ship parts.

Ship Frame: Enforced Macrodenzium frame,

Scanners: Digital, Grav-met.


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Posted by: Gene Yuss Jan 19 2006, 08:57 PM

Seriously, stop with all the grav-met sensors, unless you have a good explanation of how your char got them. As of right now, they are PROPRIETARY Federation tech, and the only means of aquisition short of working for them is dangerous theft, or very, very expensive black-market purchase. Ae'zak designed them. How did everyone else get them!?


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Posted by: Deadly Aim Jan 19 2006, 09:05 PM

Like you said Gene, Black Market... B-)


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Posted by: CEMP Jan 27 2006, 11:40 AM

Ship Name: Rifter

Owner and Maker: Marken Dirogo

Tonnage: 370

Size: Length: 20 ft Width: 10 ft, but is about 15 ft with wings. Height: 8 ft

Danger rating: 45 out of 100

Funds: Marken’s profit from his business, spare parts from his shop, and what scrap he might be able use from his neighboring scrap yard (o.O)

Shape: Main body is sort of shaped like a jet fighter; only the front is more thicker and large her circumference than one. Its two wings, which are on the back, are bent down at a 45-degree angle. Ship is mostly red, save for some metallic outlines such as around the top rear turret and the cockpit. (Ever play Continuum before. Well the ship is quite similar in shape to a war bird, minus its color and size)

Weapons Emplacement: Frontal RPB (Rapidly propelled energy bomb) launcher, capable of release EMP-like explosives as well as regular ones.

A top rear turret, called the voloric cannon, enhanced with polhearic (Akraidian) technology, can fire single pulse shots capable of piercing most medium-grade armor plating with ease; though, it is often shot at weaker areas in the armor to nail critical spots. Since the shots takes up so much energy, thus requiring a some time before the next one is ready, leaving the pilot venerable as energy is also drained from the primary weapons, the shots have to precise, and they have to count. Hence forth, the weapon is often used as an incision weapon – once a susceptible weak pointed is located, of course. The turret is kept under a hatch, to keep it shield, somewhat hidden.

Engines: Twin rear Barranick engines. Also contains small vent-like thruster on specific points to enable highly maneuverable strafing.

Reactor: Feroardite power core

Alternative Fuel: Two special liquid fuel tanks that are kept in the back, near the main thrusters. This fuel is used to give the ship a sudden jolt in speed and velocity, and is often used to either escape bad situation when the main engine is down, or to avoid enemy fire. The fuel system is hooked to an alternative power source, so if the main power goes offline, the fuel can still be ignited. Tanks are made of a very durable alloy, and are very difficult to breach.

Armour plating: The outer shell is made of paulzoric alloy, a kind metal that can be charged with a some sort of bipolar field, enabling it to resist, and shortly repel, most forms of light electro-magnetic waves, and other things similar to that kind of nature. EMPs are a prime example.

Jump Recharge Time: System is meant to recharge within 2.5 days, but, for some reason, when Raxon integrated with the ship’s computer systems, it only takes short of 2 days.

Description of Use: The Rifter was a largely customized ship – its original frame and design being taken from a discarded cargo ship – and was first made as a kind of ‘hunting’ class ship. However, since Marken retired, the ship was stripped of most of its weaponry that it had, so he wouldn’t look too conspicuous when transporting his cargo. Nobody likes to get too harassed by Gfed officers. It is now meant for quicker skirmishes, and does what it once used to.


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Posted by: El Jefe Feb 1 2006, 02:18 PM

Helios Class Gunship

Manufacturer: BlackStar Industries

Tonnage: 625

Shape: Similar to the Hunter, though with a wider body, two short wings with engines on each end, and an upper deck surrounded by windows on all sides.

Weapons: Two double-barrelled ion turrets, two plasma turrets, both on the underside of each wing, two missile launchers on each side of the body, 50 ton bomb payload. Large, individual missiles can be mounted on the underside of the body as well. These are stock weapons. Additional armaments can be easily added by the user.

Reactor: High-output cold fusion reactor

Engines: BlackStar Ehresmann G-36 engine (body), two BlackStar Cowher G-8 thrusters (wings)

Ship info: The Helios class gunship is one of the most famous products of BlackStar Industries. Essentially, it is the airborne answer to the tank, one of the largest and most powerful gunships in existence. Due to its massive size, it is also one of the slowest. However, what the Helios lacks in speed and manuverability, it makes up for in brute strength. In addition to the firghtening array of weapons (the bomb payload making it especially dangerous to targets on the ground), the Helios boasts some of the strongest armor plating in the Federation.

While bounty hunters generally consider the Helios to be too slow and cumbersome for their purposes, the Galactic Federation military uses them to great effect, often as a flying artillery regiment to back up their smaller fighers. High Orbit employs them as well, but in a much more limited capacity. A small number of ships have also been captured by the Zebes Armada. Federation colonists have come to fear the sight of Helii with Zebesian markings flying overhead.


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Posted by: Aiko Feb 6 2006, 10:49 PM

Propulsion Methods

Sublight Speeds: Arranged from slowest to fastest.

Antigravity Shoes: Holds ships in stationary hover when on a celestial body (such as a planet or moon). Since gravity is among the weakest forces out there, not much energy is required to counter it. Antigravity shoes are standard on all vessels capable of exiting atmospheres. This technology is cheap and easy to maintain.

Thrusters: Maneuvers ship inside and outside atmospheres. Within an atmosphere, thrusters are paired with braking and steering flaps to save on fuel consumption. In space these accessory flaps are not used. Thrusters come in many shapes and sizes, although quantity more than quality counts for increased maneuverability. Cheaper varieties run off of compressed gas, more expensive thrusters work off raw energy propulsion using protonic streams. Thrusters are small, inconspicuous, and can be designed to give off virtually no energy trails. Expensive models are highly sought after by bounty hunters and mercenaries, as they can work in conjunction with sophisticated cloaking devices to hide ships from sensors. Thrusters are relatively easy to maintain but require periodic tune-ups and calibrations.

Sublight (Main) Engines: These provide the main propulsion for all spacecraft. Spacecraft are required by Federation regulation to have at least two main engines for safety reasons; if one engine fails, the backup allows the vessel to reach its destination and avoid being stranded in open space. These engines are the most expensive to maintain and are often quite large. Expensive military models approach the speed of light in space, but most engines average 10 million km/hr, making a trip to Mars roughly a 7 hour flight.

Superlight Speeds:

Jump Drives: To read a detailed explanation, go http://s8.invisionfree.com/MRPF/index.php?showtopic=359.


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Posted by: Lynk Feb 23 2006, 08:32 PM

UPDATED... yeah this is the final version for now... Malik might do work on it eventually.


Ship name: In The End

Builder and Maker: Malik, Malik's father, and some unknown team(from when the ship disappeared)

Tonnage: 450

Danger Rating: 48 of 100

Size: 50ft length X 40ft wide X 20ft high

Shape: Almost like a football shape.

Color: Dark cobalt blue

Ship AI name: Azzreal, created in the image of Malik's lost sister.

Weapons: 2 Vulcan turrets, 2 plasma turrets, Knight missles

Reactor: Standard High-Output cold fusion reactor

Engine: Unknown (never given a name by Malik, if they were, he doesn't remember it)
4 custom made thrusters of similar origin as the main engine.

Jump Drive: Standard jump drive, recharges in just over 2 days.

Armour Plating: Unknown metal alloy, similar to an extremely reinforced Benzium alloy( this alloy was found supposedly on his home planet, but not known for sure)

Shields: Custom High-Impact energy shielding.

Ship Info: Malik built this ship on his homeplanet, though he doesn't remember building it. The AI in the ship is close to what might be described as a GI, but isn't as sophistacated. The AI, Azzreal, was online before the ship was built, but was not able to keep any records of events leading up to the planet's destruction because it was only, at the time, a basic sentient program (as in, it could talk and reply, and that was it). Azzreal informed Malik that he had indeed built the ship before the destruction of the planet, then disappeared along with the ship. Azzreal was offline for the major part of the disappearace of the ship.

Malik remembers his sister, which he modeled the AI after, only remembering somewhat of the sister he once knew. The weapons systems on the ship can be defined as standard weaponry, except the Knight missles. The Knight missles are single-launcher, high-speed concussive missle. These missles are, in essence, basic concussive missles that have been modified and upgraded to have high-speeds and home in on a target. The plasma turrets have not been used in over 5 years, but are still fully operational. Malik prefers to use the Vulcan cannons, which are armor-piercing, explosive rounds.


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Posted by: esreveRPsychology Feb 23 2006, 08:42 PM

waaait... 4 archer missile pods? how many rounds does the load magazine carry?


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Posted by: Lynk Feb 23 2006, 08:45 PM

each carries 6 missles. if all hit, then you get a large warhead size explosion. only if simultaneous though.


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Posted by: esreveRPsychology Feb 23 2006, 09:09 PM

An archer missile is 1 meter by 25 cm, a meter is approximately 3 feet, and you're telling me your ship carries 24 in all? thats plus holding racks, thats a storage space of 72 cubic feet, your ship has roughly 350, thats a 5th of your ship's storage space. now, engines, jump drive, cockpit, vulcan cannons, plasma cannons, railgun mechanics, processign and memory storgae space, plus detection equipment, armor, hull, power source, and sheilding included, that ship is physically impossible. now, throw in the fact that an archer missile is designed as a sheild cracker, and two are enough to strip a hole in moderately good energy sheilding, and can tear a hole through 6 inch tritanium hull, your ship is severely overarmed as well. your threat rating would be a heck of alot higher than 48/100

also, look up megaton measurements. there was a terrorist bombing in '93, with a .002 megaton blast, that blew a 10 story office building in half. an archer missile is 3 times that. it'll put a good city block in flames, and then some.

and finally, take that tonnage down, your ship weighs twice what any of ours do, and it's an eighth their size


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Posted by: Lynk Feb 23 2006, 09:47 PM

Malik only has the 24 missles. he can't find the materials to make any more. and even if he did, it would only be like one or two. and the missle pods are on the underside of the ship, but i guess ill just take them out all together...


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Posted by: esreveRPsychology Feb 23 2006, 09:56 PM

well honestly, what you could do is make the ship bigger.

alot bigger

you can keep the archer's, but make 'em single load, that way you eliminate the holding space, and you just make the launchers external.

that still doesnt solve your problem though. you still have to deal with your power plant (a cold fusion reactor? oh HECK no. not on a ship your size, maybe on a cruiser, but just... no.), engines, jump drive, and all those other weapons. i'm not even gunna start on the railgun... most of them take up more space than your ship does, and take up more power than Jako's Power Plant could put out in a week. unless you're talking an XG3 sized Railgun (which would do downright paltry damage, and isnt even worth the extra space.)

the plasma's and vulcans are fine, and would be about on par with your ship's threat level, but holy crap, man, make that thing atleast twice it's size. i could carry it around on the Arrow if i wanted to, and have space left for a city's worth of tea and crumpets.

another note, malik cannot possibly have created that AI himself, nor could he build all 24 of those Archers, let alone that whole ship. not a snowballs chance could one person do all that. it took Marku several years of contracted and subcontracted work to get Rykka's Arrow in flying condition, and that doesnt include the upgrades put on over the years. one guy can't do what it took teams of 10 professional mechanics to modify over the course of several years.


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Posted by: Lynk Feb 23 2006, 10:10 PM

Alright, i changed it around and it is now 5100 ft squared. is that big enough for the stuff? I dont really know what the sizes for everything are, and the reactor is a smaller one, not standard size, just standard output levels (it is custom, after all.)

And the Archer missles aren't the ones from Halo... I just couldn't think of a better name for them, and I thought it was a decent name anyways. They are just normal concussive missles that home in and are a bit more.... explosive-ish...


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Posted by: esreveRPsychology Feb 23 2006, 10:26 PM

5100 cubic feet comes to be a box that's about 17.5 by 17.5 by 17.5 feet.

if you're going by the oval shape, we're talking more in the 25 by 25 by 25 range, thats a perfect sphere. now say we make it 15 by 15, thats going to make it almost 45 feet long. i'd say work on the dimensions of the ship until it reaches the area amount you want, then work on what it's packing. and for heaven's sake, consider how much space these things take up.

for reference, a railgun now can only sustain 24 firings before failure, and is big enough to sit on the deck of an aircraft carrier.

a turret will always be big, no matter what's inside it

a jump drive's gotta generate a feild to cover your entire ship, so it's gunna be big. at best, limit it to a ship thats easily considered a light gunship.

and for engines, well, lets just put it this way. you've got fuel storage or fuel synthesis generation, the actual burner itself, the ignition apparatus, and the burn control apparatus. for reference, the rockets used to launch an X-15 are almost 40 feet in length, and that thing barely breaks atmosphere. now lets allow time for technology to develop, we'll say theyre only 15 feet long, and about 8 feet wide, and lets also say theyre directly linked to your power source, adding another 10 feet to the apparatus. now use the same principle to develop your own thruster chassis, and just build the rest around that.

oh and as for the archer missiles, i'm already using them, so whatever is called an archer missile gets the same basic rules applied. look around and see what everyone else is using, and reference from that. never add a general name to something, cuz someone's probably already using it, and it'll put you in hot water pretty quickly if you can't represent what you're putting out with facts.


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Posted by: Lynk Feb 23 2006, 10:31 PM

I have a feeling i should have just stuck to the hijacking of random civilian ships.... but im going to see this through... so i have to change the dimensions of the ship, i have to change the name of the missles if i dont want to die... and make room for all of the equipment... i will work on this and probably have a working (as in complete, hopefully) ship that is realistic....

And just so you know, this is the first one I have made. Ever. cut me a little slack please.... *runs off to the drawing boards*


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Posted by: esreveRPsychology Feb 23 2006, 10:40 PM

Oh don't worry man, I'll cut as much slack as you need, maybe even help you flesh out what you have.

if you need a reference, draw your ship out on paper or (*cough* dare i say it?) microsoft paint and just see where it goes from there. make models of your weapons, and when you put it all together, keep in mind that most ships won't carry more than 3 or 4 weapons unless theyre really freaking big to begin with, and what you don't use, you probably won't need in the long run, RPing is generally forgiving when you're underarmed, and very cruel when you're overarmed.

oh and take into account how much one person can do by themselves before writing any technology's background. one man can rarely develop something all by himself, be it a ship, superweapon, or culinary delight, unless it is very very simple.

EDIT: Nevermind all that, Lynk's redesigns have been stamped with esreveRPsychology's stamp of quelled skepticism. anything concerning his first ship should probably be removed, since it's all off topic.


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Posted by: TobiasBrahms Feb 25 2006, 03:00 PM
VENTURE DSV 4800

CLASS IV DEEP SUBMERGENCE/SPACE VESSEL
OWNED BY: UNITED EARTH and OCEANS ORGANIZATION
WEIGHT: 300 Megatons (Submerged displacement 275 megatons)
BUILT BY: UEO and the North American Pacific/Atlantic Confederation
DIMENSIONS: 500'h X 500'w X 3000'L
DECKS: 26
SHAPE: Bio-mimicking hull form, similar to giant squid

WEAPONS: Plasma Torpedoes, Titan and Trident nuclear missles, Electro-Static torpedoes, Concussion mines, Pulse lasers, Sonic disruption mines, Countermeasures: Acoustic and Electromagnetic.
WEAPON HARDPOINTS: Nine forward facing torpedo tubes, Two rear-facing torpedo tubes, Ten missile launch tubes on the top side of the hull, One missile launch tube on the underside of the vessel, Six pulse laser turrets: Four forward-facing, two rear-facing. ONE, magnetic acceleration cannon with capacitors to re-charge the system quickly. The weapon can fire three shots in succession before needing to recharge, and recharge take approximately 300 seconds.
NOTE: Magnetic Acceleration Cannon is intended for use ONLY in space.
ENGINES: engine pylons and ship hull contain three types of engines... the TIPS contain sea engines, the sides of the pylons contain spatial engines.
Sea Engine: Pulsed Magneto-Hydrodynamic Propulsion units.
Space Engines: Pulsed Ion Drive engines, and methane gas driven RCS (reaction control system) thrusters.


Atmospheric Engines: Magneto Repulsion hover and drive engines.
Jumpdrive: A new state-of-the-art system that remains classified by UEO Command has been installed and is currently undergoing space testing.
DOCKING BAY: Facilities to dock ten support vessels for launch similtaneously,
STORAGE BAY: Facilities to store as many as sixty support vessels that are NOT awaiting launch
REACTOR: Two reactors are present aboard the Venture... The main reactor is a Magneto-dynamic vertical axes mechanical generator. The backup reactor is a Weyland-Yutani Matter/Antimatter reactor.
ARMOR: Pliant-self sealing hull skin, stealth coating, and titanium inner skin.
SHIELDS: Electro-magnetic force screens and Moray Shields.
SENSORS AND SCANNERS: Active and Passive SONAR systems, RADAR, LIDAR, WSKRS and Gravimetric scanners.



WSKRS (wireless space/sea knowledge retrival scanners)
Crew Capacity: Minimum Crew: 12
Optimum Crew: 250
Maximum Crew: 500
Support Artifical Inteligence: Class Six AI Construct (Smart AI: able to learn at geometric rates and retain that knowledge to use at later times)
AI Name: Natalie

Support Vessels:


10 CrabCraft
2 HyperReality Probes
18 LaunchCraft (6 Military Launches, 6 Civilain transport launches, and 6 Rescue Launches)
25 SpeederCraft
5 StingerCraft



*NOTE*
After pirate forces captured the Dilligent DSV-8960, Venture was outfitted with a series of upgrades for equipment and support ships.

MAC gun Capacitors can fire faster and recharge faster. MAC gun can now fire six (6) shots in rapid succession before capacitor recharge is necessary. Recharge takes 420 Seconds.

All Crabs were removed from the Venture.
All SpeederCraft were also removed.

Fifteen (15) Stingers were added to the Ventures Stinger squadron.
A squadron of thirty (30) Valkyrie Fighters were added to the Venture.
Two (2) squadrons of thirty (30) Mark-2 Vipers were added to the Venture

Jumpdrives were enhanced with the addition of a second and third jumpdrive. Allowing the ship to make three (3) successive jumps in an emergency situation.


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Posted by: Wrath of Khan Feb 27 2006, 06:39 PM

NAME: Interdictor
CLASS: Praxis-A Class Gunship

VIEW:

LENGTH: 30 meters

ARRMAMENT: 2 turrnet, front mounted, H-20 Double Laser Cannons with the ability for each to turn at a 45 degree radius. 2 foward firing missle launchers with a magazine of 6 missles each. Stealth capabilites stored in the dorsal wings.

ENGINES: 4 Dvierx High-Capcity Sub-Engines and equipped with a Jumpdrive with a recharge time of 2 days. (Edited! )

GENERATORS: 5 Heavy-Grade Armis Power Generators. 4 located in the wings for weapons and shielding, with one located in the main hull for engines and life-support. Draws a tremendous amount of power to keep active, and expensive to maintain.

CREW COMPLIMENT: Corbis's own personal Gunship/Shuttle. Used by him personally, but can accomidate up to 3 people. Also comes with a holding bay for captured personnel.

Posted by: esreveRPsychology Feb 27 2006, 06:56 PM
ooh... nice...

if i remember correctly, that ship's from a star wars book in the bounty trilogy.

oh, and we use jump drives here. theres a full explanation around here somewhere, but yeah, gunna hafta scrap the hyperdrive. (Trust me, it's a tremendous upgrade from FTL travel.)


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Posted by: Alissa Mar 6 2006, 05:48 PM

The Black Bird

Designation: (official) Olympus class IV transport and light cargo vessel
(NGC military) O-SC300 stealth operative insertion vessel

Owner: Alissa Achilles (Stole when Alissa departed the NGC)

Builder: Olympus research and development aerospace division

Shape: this ship was built for flight both in space and in atmospheric conditions, the main haul of the ship is roughly tear drop shaped with two swept back wings near the “top”

Weapons: two high powered forward facing Ion Cannons,

one heavy particle beam cannon (locked forward for use by pilot, can be operated by a gunner)

two Plasma “lance” launchers.

Engines:
Two Nova 6 “near light” engines (provide sub-light thrust .93 the speed of light, cursing speed is considered .6 the speed of light and even at that speed tight maneuvers are not advised.

Two Shooting Star atmospheric thrusters (maximum advised speed mach 5)

One Olympus star jumper jump drive (military jump drive, optimum recharge rate 34hrs)


Reactor: Olympus power systems mater/anti-mater (never ever open this, odds are your not qualified, and if you are then you know better anyways)

Funding for the ship came from: the NGC military

Ship Frame: constructed of ultra light alloys and build using integrated Nano-technology the ship is extraordinarily resilient, and capable of making certain repairs on its own (though not at any remarkable speeds)

Ship Armor: The Nano-bots on the outer skin are made of energy absorbing material which limits the ships sensor blip even in optimal conditions. This coupled with the ships relatively low energy output (the engines run extremely “cold”). The bots also provide exceptional protection against energy based weaponry, as well as radiation. Further shielding is provided by an energy force field (this is generally kept inactive to avoid detection) which can withstand impressive physical bombardment, as well as offers an impressively fast regeneration rate (not instant, and it can be defeated)

Cloaking: the ship carried a heavy cloaking device that is difficult for most standard scanners to penetrate, this combined with the high speed capable of this ship make it difficult to spot most times.

Scanners: the ship possesses all the standard scanners for a military vessel of its size.
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The... ahem... updated Moonbeam class carrier.

Garling "Moonbeam" Battle Carrier

Class: Registry GMS 255013.
Shape:
Posted Image
Decks: 150.
Length: 7687 meters.
Width: 5187 meters.
Height: 2013 meters.
Weapons: The Aurora Beam (Corsair only), one hundred plasma rain turrets, one hundred fifty plasma batteries, fifty plasma bomb turrets, twenty heavy ion beam turrets, fully operational repair and construction bays, twenty plasma torpedo launchers and four-hundred twenty point defense cannons.
Engines: Eight huge ion drives.
Reactor: Multiple large matter/antimatter plasma reactors, and a couple of plasma reactors to supply the Aurora Beam.
Armor: Excellent hull integrity. The ship is designed to take a heavy beating, and has armor to match.
Shields: Plasma particle shielding.
Sensors: Excellent sensors. A Moonbeam is capable of getting a clear sensor readout in the Ashyr Nebula, where most other sensors equipment would not be able to read through the noise.
Docking Capacity: Forty-five fighter wings, sixty corvettes, ten frigates and two destroyers.
Crew: 12,968.
History and Description: The Moonbeam class heavy battle carrier is the most powerful ship ever constructed by Garlings. Only a one of these behemoths exists, and it is in the command of Commander-General Katok Haredni. The Corsair is still the most powerful ship in the Garling Military, armed with the Aurora Beam. Garling engineers have attempted to create another carrier, but as they have been unsuccessful in reproducing the results of the original prototype beam weapon, so it would appear that Corsair will remain the dominant ship within Garling borders.

Codename: Aurora Beam

The Aurora Beam is one of the most powerful weapons known to the Garlings. Using raw plasma, the super-weapon fires a concentrated, although unstable, beam, contained within an unstable magnetic field. The beam flays around, licking at enemy ships with hungry tendrils, not unlike fire. This weapon is mounted solely on Moonbeam class battle carriers. However, there is only one Aurora Beam weapon, due to repeated failures in reproducing the original Aurora Beam prototype. It is in the possession of Commander-General Katok "Scout" Haredni.

It is hypothesized that if the Aurora Beam were to be fired at a planet, then it would create a hole in the atmosphere. Due to the rapidly expanding super-heated plasma, the air around it would catch on fire, possibly causing a firestorm to overcome the planet. The plasma would also create a hole in the magnetosphere, exposing the planet to radiation. Regardless, Garling scientists have urged the Commander-General not to ever test this hypothesis in the field.

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I might as well put my hyperdrive here too...

From the Species Wiki

Hyperdrive Technology

The hyperspace technology used all over Known Space is the second most common technology on the modern market. It's rather simple in concept: the hyperdrive folds space-time around the ship and creates a bubble, which pinches off from real space. Once inside the bubble, the ship can go a long distance in real space in a short amount of time. Since the bubble has no mass, it can be accelerated to an indefinite speed. A hyperdrive can keep the ship in hyperspace for an indefinite period of time, as it only uses energy to go into and come out of jump. However, there are certain limits to a hyperdrive's capabilities. Only a certain amount of jumps can be made due to the enormous power requirements of the drive.

Generally a civilian vessel can make four jumps before requiring to stop and recharge the hyperdrive. Ships are capable of recharging jumps over time, but it is generally easier to just be hooked up to a recharger whilst on a planet, which recharges the hyperdrive much quicker.

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Scallorothi

Introduced in RP: The Albanoid Faction

Class: None.
Shape: Highly varies.
Dimensions: Varies.
Decks: None.
Weapons: Highly varies.
Weapon Hardpoints: Varies.
Engines: Varies.
Reactor: Usually some sort of matter/anti-matter reactor.
Armor: Varies, although it is highly resistant.
Shields: Varies. Lower ranking Scallorothi have little or no shielding.
Sensors: Varies.
Countermeasures: Varies.
Crew: None.
History and Description: Each individual Scalloroth is built, not born. The Scallorothi, in all respects, are not a species, but rather highly advanced AI. So highly advanced as to make it seem insane. They are not limited by programming so much as by self-developed morals, like people. If any AI are human, than Scallorothi are some of the closest to it, if not having reached it.

The origins of the Scallorothi are unknown. Someone obviously built them at some point, because no machine could have built an empire of mechanoids so large that it expands across four hidden systems near GNK space.

A Scalloroth starts as a computer. They are incapable of action except for producing calculations. As soon as possible they get other Scallorothi to build a chassis and hull around them, customizing every aspect as they go along with the building. Once the shell is built, the memory core is removed from the computer and inserted into the shell. Then the shell is the Scalloroth's new body.

A promotion among Scallorothi society involves adding more parts and upgrading the current systems, ripping out all the old wiring and replacing it with new. As a Scalloroth advances in society, they tend to grow bigger and more unique every step of the way.

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"Ray Shards" Garling Covert Ops Fighter

Class: IAD (Infiltration and Disruption) multi-purpose stealth craft
Shape: An arrowhead, with six fins on top and four on the bottom.
Dimensions: 30 feet long, 15 feet wide, 7 feet high.
Decks: One, composing only of the cockpit.
Weapons: Two laser beams and two plasma rain cannons.
Weapon Hardpoints: Two available, lasers are unremoveable.
Engines: Four plasma engines, using hydrogen gas as propulsion and fuel.
Reactor: None, although there are solar panels.
Armor: Carbon fiber, with a crystalline lattice.
Shields: None.
Sensors: Ship flag decoder, gravimetric sensors and ship scanning equipment.
Countermeasures: A boost capability, IR jammars. advanced radar jammers and a stealth field generator.
Crew: One.
History and Description: Despite the versatility of Garling strike craft already available, infiltration was not easy with craft not designed for the job. A project was started, which ended with the birth of a stealth field generator. The plans were quickly stored and replicated. A fighter was built around it, which went into use immediatly. Only a handful of these valuable fighters exist, so they are handed out sparingly.

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Garling Modified Fighter

Class: Garling heavy assault fighter, MK 2
Shape:

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Dimensions: 20 meters long, 7 meters high and wide with a 20 meter wing span.
Decks: One, composing only of the cockpit.
Weapons: Six plasma rain cannons, four on the nose, jutting from the bottom and sides. The remaining two are on the tips of the wings. All are facing forward. There are large missiles on the undersides of the wings, two for each wing.
Weapon Hardpoints: Six gun hardpoints, in respective places. Missile lauchers are unremoveable; the only way to upgrade them is with higher payloads in the missiles themselves.
Engines: Four plasma engines, using hydrogen gas as propulsion and fuel.
Reactor: None, although there are solar panels.
Armor: Carbon nanotubes, with a crystalline lattice.
Shields: A strong plasma particle shield, for a fighter.
Sensors: Ship flag decoder, gravitmetric sensors and ship scanning equipment.
Countermeasures: A boost capability, IR jammars and radar jammers.
Crew: One.
History and Description: By the beginning of the fights with the three hostile races, being the Zorga, the Hog Rogs and the Xorian Raiders, the Garlings had begun to realize that with just a basic escort fighter and an interceptor, they weren't going to make any advancement in pressing back enemies. Thus, Saken Tordel and his team of scientists began work on a versatile anti-strikecraft/anti-warship fighter. This ship is the end result. With six rapid fire plasma cannons, this ship is capable of tearing through shields and hull. Its missile launchers allow it to attack more maneuverable and faster fighters. This ship is now standard issue in the Elite and Royal fleets.

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Sar Kerith Corvette

Class: Light Gunship, MK 1.
Shape: http://i31.photobucket.com/albums/c366/Sco...rithgunship.png
Dimensions: 100 feet in length (50 feet in handle, 50 feet in disk), 20 feet in height along handle, 30 feet in height at disk, 50 feet width in disk, 10 feet width in handle.
Decks: 2 in handle, 3 in disk.
Weapons: Varying. An unmodified ship has two chain guns in front, two chain gun turrets, two flak cannons and heat-seeking missiles.
Weapon Hardpoints: Two missile hardpoints, four gun hardpoints in primary weapon area, four turret hardpoints (two on top, two on the bottom), and two 180 degree hardpoints designed for flak cannons on either side of the disk.
Engines: Seven plasma powered engines at the back of the disk indentation, using hydrogen gas for propulsion, plus four hyperspace "nacelles".
Reactor: Fusion Reactor, and solar panels.
Armor: Carbon fiber and ceramics.
Shields: A weak electro-magnetic shield.
Sensors: Ship flag decoder, gravimetric sensors, SONAR and an automatic turret tracking system.
Countermeasures: Radar jamming equipment and IR jamming equipment.
Crew: Minimum: Two. Optimum: Four. Maximum: Twelve.
History and Description: The Sar Kerith corvette is the basic ship of Sar Kerith patrol forces. It was never designed to be more than a patrol ship, but its capability for almost any job necessary has made it a popular ship among freelance crews and mercenaries. The weapons, like all Sar Kerith weapons, are primitive in an age of energy weapons, but they suit the ship well. The corvette has a natural look to it to make it look beat up and second-hand, even when it's just off the production line. The corvette's design hasn't changed since it was first conceived, all those years ago. This shows even more the Sar Kerith's knack for survival in an unforgiving universe.
Edited by Scout, May 28 2008, 03:22 PM.
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Federation Experiments Section (FES)
Information is registered as: Restricted Access. EYES ONLY.

Prototype Unit:

Model Number: Experimental Federation Battle Armor - 08 - Alpha
Condensed Number: EFBA-08-A
Serial Number: 001XX
Name: Wraith Power Armor
Height: Approximately 2.1 meters
Weight: Approximately 227.5 kilograms

Overall Image:

http://i22.photobucket.com/albums/b344/Dar...pg?t=1176766686

SIZE COMPARISON:
http://i22.photobucket.com/albums/b344/Dar...pg?t=1176269410

LINEART:
http://i22.photobucket.com/albums/b344/Dar...pg?t=1176269567
http://i22.photobucket.com/albums/b344/Dar...eart/Ez8-r1.jpg
http://i22.photobucket.com/albums/b344/Dar...neart/Ez8-h.jpg

Weapon Carrier:
http://i22.photobucket.com/albums/b344/Dar...gecontainer.jpg

Parachute Unit:
http://i22.photobucket.com/albums/b344/Dar...rachutepack.jpg

Shield and Head:
http://i22.photobucket.com/albums/b344/Dar...neart/Ez8-5.jpg

Notes:

With the war with the Space Pirates and other factions heating up, GF R&D section deemed it necessary to develop a new breed of Powered Armor for the troops of the GF military. Data was collected from all corners of Federation space, as well as some data bought from shadier elements. The gathering and analysis of all this data, along with precious data gathered from Samus' exploits, were condensed into valuable performance data. This, inevitably, led to the construction of the EFBA-08-A.

The EFBA-08-A, or more commonly known as the "Highest" project, features impressive features, but due to the lack of hard, field-use data, its performance cannot be compared to Chozo Armor at this time.

The Armor, though large and somewhat bulky, improves human strength and jump capabilities by 250%, thanks to integrated synthetic myomer and fiber actuators, as well as jump jets. The suit also sports an advanced scanning feature, many different sensor modes, and a hacking computer along with a large computer memory. Its armor is built out of refined Titanium, allowing it to take a lot of damage, making it one of the toughest Power Suits in existance, capable of taking a single shot from a tank-sized cannon. The armor is also insulated and sealed, allowing the user to operate in extreme weather, underwater, and even space environments.

The weapons, instead of mounting them on the armor, are mainly hand-carried. The armor usually carries a heavy .45-caliber Machine gun or a Medium-Range Energy Rifle. In addition, the armor also carries an array of grenades and alternate ammo. Optionally, the armor can carry a three-shot bazooka on its back. Rounding out its equipment are a pair of 9mm Machineguns mounted in the head, a multi-launcher in the torso, as well as a small shield on the left forearm.

The armor can also carry a large container for additional weapons and ammo, though it may prove to be too bulky for tactical combat. In addition, the unit can be outfitted with a large parachute unit for airborne operations.

An Impressive feature of the armor is its ability to auto-lock onto a target, as well as joint-locking. Joint-locking is the ability of the armor to lock the joints of the arm, neck, knees, etc, as necessary, dictated by an integral AI, so that the pilot isn't unnecessarily injured by the high recoil of the suit's weaponry.

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Marching to the Black Gates...
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Zaan Light Freighter

Class: ZCV #3-B7
Shape:
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Decks: 1.
Length: 20 meters.
Width: 14.25 meters.
Height: 7 meters.
Weapons: One ink jet and a sonic emitter.
Engines: Two fusion drives.
Reactor: A steam/fusion reactor.
Armor: None. Besides the fact that the ship is made out of carbon fiber, the Zaan have felt no need to put armor on their civilian ships.
Shields: None. The Zaan have no energy shielding.
Sensors: Standard civilian sensors; which is to say, poor.
Docking Capacity: The freighter can hold one cargo pod.
Crew: A pilot. There may also be a co-pilot and a hauling assistant.
History and Description: This ship is the most common ship used by Zaan civilians, although all ships are available to every member of Zaan society. It is used for transporting goods or Zaan between planets or moons. It is also the most common Zaan ship seen outside of the Gathay system.
Edited by Scout, Jan 10 2008, 10:15 PM.
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UZEF Exploratory Transport (Solethen's ship)

Size: 20 meters
Description: The UZEF is the division of a xenophobic government tasked with improving relations with other species. As such, it is horrendously underfunded, almost out of spite, and this ship holds the record for being upgraded less than any other ship. Unfortunately for the UZDF, its design is good enough that it functions well even alongside newer ships. It has weak, faulty energy shielding and a thick hull, as well as customization options in the cockpit and a bunk room.
Weapons: Two medium autoguns, two light mid-range lasers.
Equipment: The transport has stable carbon armor, slight energy shielding on some new models, and a decent sensors array for the amount of time it's been since it was updated. It also carries an onboard ansible (superluminal communication), advanced life-support, and sleeping quarters for the pilot. The personal computer allows for customization to suit the pilot, but it's an ancient model. It has an ion drive.
Hyperspace: Yes, twenty jumps before refueling.
Crew: One officer, capacity for one more.
"Existence is random. Has no pattern save what we imagine after staring at it for too long. No meaning save what we choose to impose. This rudderless world is not shaped by vague metaphysical forces. It is not God who kills the children. Not fate that butchers them or destiny that feeds them to the dogs. It's us. Only us."

-Walter Kovacs
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LR-47 Razik 'Venom' Assault Craft

Appearance
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Technical Specfications

Length: 35 meters
Width: Variable, between 18 (cruise) and 23 meters (assault configuration)
Top speed: 975 m/s (cruise) 2000+ m/s (booster drive)
Propulsion: Twin ion-induction scramjets, unknown power rating; superior to all Federation assault craft. Low-power jump drive, estimated at five jumps before refueling.
Reactor: Phazon dynamo, estimated output 30,000 tW
Affiliated Faction: Space Pirate Legion
Armor: Triclonium alloy hull, high density internal structure, five-layer ablative shielding.
Shields: High power plasma shielding.
Sensors: Long-range tactical sensor suite with Jump-tracing capabilities.
Armament: Three quad-barrelled heavy quantum assault cannons, two medium railguns, twin missile racks.
Crew: One pilot, two gunners.
Cargo capacity: 5 cubic meters.
History: The Razik predator, dubbed the Venom by Federation pilots, is the newest and - most probably - deadliest Pirate assault craft yet encountered. With enough firepower and armor to tear through multiple fighter wings on their own, the Venom is a powerful and efficient killer. In small, well co-ordinated groups they are even capable of crippling ships many times larger than them. Speculation suggests that these craft are still in their trial stages, as the Federation navy has often located Motherships near areas raided by these craft. Capable of operating for a reasonable amount of time without refueling, many a freighter has been torn apart and pillaged by one of these craft.

Custom Variant - Darkstar II

Owner: T'kran

Differences: The Darkstar sports charcoal-hued hull plating with crimson accents. The engines have had their maximum output increased, raising the top unboosted speed of the craft to over 1000 m/s. The drives have also been outfitted with a stealth-run system, eliminating exhaust flares and masking ion trails. The jump drive has been upgraded to a more efficient model, doubling the number of jumps it can make. The inefficient Phazon dynamo from the standard model was dumped in favour of a matter-antimatter reactor assembly, allowing additional power to be transmitted to shields and weapon systems. The Darkstar also sports a modified Chameleon Manta stealth system, allowing it to phase out of the visible and infrared spectrums, although high-frequency scanning equipment can detect the system's unique energy signature.

The ship also contains the AXON artificial intelligence core, elimininating the need for more than a single pilot. This has allowed T'kran to make the main area of the craft more suitable for long-term travel. Axon is responsible for running almost every system onboard the vessel, with T'kran only needing to maneuver the craft and operate the weapons. In extreme cases, a suit linkage system has been installed in the pilot's seat, allowing the user to control the entire vessel with their mind, although it is mentally draining, and any damaged incurred by the ship will result in physical pain to the user.

UPDATE: The Darkstar II has been destroyed. An attempted theft by an unauthorised intruder resulted in the AXON unit triggering an automated self-destruct. The M/AM annihilation effect has left a nearly mile-wide crater in the surface of the world it was stolen on. T'kran is currently restricted to other means of transport.
Edited by Bloody Pom, Apr 21 2009, 07:06 AM.
"A battle for supremacy against many foes is a battle of the best kind. There are few considerations, only those concerning where to place your next shot. It is war in its purest form." - Commander Karziel, Ultramarines 5th Company

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Ship Name: Khar-Shiira.

Affiliation: Kushan.

Commanding Officer: Khalil Soban-Paktu.

Size: Carrier, 2.2 km L by 1.2 km W by 0.8 km H.

Weapons: Four large turrets and point defense turrets.

Equipment: No shields, heavy armor, a fighter bay, a corvette bay, full construction facilities up to frigate class, advanced sensors (gravimetric, deep scanner).

Crew: 250, with 800 sleepers.

Hyperspace: Capable of far jumping, takes around ten minutes to charge far jump, more if larger distances. Short range jumps take little to no time, depending on the range of the jump.

Support Vessels: A complement of fifty fighters of varying classes (roughly 10 of each), twenty-five corvettes of varying classes (roughly 5 of each), six frigate escorts that are not contained on board the ship.

The Mothership is the ultimate expression of Kushan power, but even it cannot be everywhere at once. In order to extend the power and reach of the fleet, engineers pushed the manufacturing abilities of the Mothership to their limits in order to produce a super-heavy capitol ship chassis, capable of containing the equipment necessary to function as a small scale mothership.

The Imperator class Carrier requires the resources of a small asteroid belt simply to be built, and the entire Mothership manufacturing bay door must detached in order to launch this incredible starship. The Imperator has its own hyperspace jump engines and can carry a full assault wing of 50 fighters and 25 corvettes in its internal bays. It is fully capable of processing raw resources, and has a limited manufacturing ability, allowing it to construct any Frigate or Strike Craft hull. While not carrying an especially powerful offensive ability in of itself, it is protected by an array of rapid-fire point defense rail guns and heavy, layered armor.

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Ship Name: Bentusi Tradeship.

Affiliation: Bentusi.

Commanding Officer: Whoever is bound to the ship.

Size: Mothership, 7.5 km L by 4 km W by 2.75 km H.

Weapons: Three heavy ion cannon arrays and point defense beams.

Equipment: Very heavy shields, very heavy armor, a hangar bay, full construction facilities up to frigate class, advanced sensors (gravimetric, deep scanner, phased telemetry, hyperspace sensors).

Crew: 1.

Hyperspace: Capable of far jumping, takes minimal time to charge far jump. Short range jumps take almost no time at all.

Support Vessels: Fifty Bentusi fighters and five cargo barges.

The Bentusi Tradeship (also sometimes referred to as the "Bentusi Exchange") is a vessel of awesome power. It has no obvious engine ports, but moves very swiftly on what appears to be some sort of reactionless drive.

These vessels ply the trade routes of the Outer Limb, seeking to exchange energy and information. The Bentusi are peaceful by nature, but will not hesitate to aggressively defend themselves, and the Tradeship is heavily armed with powerful long-range, rapid-fire ion cannons.

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