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Unread 4 Mar 2005, 00:28   #1
Bakan
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Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

[ooc] First of all, will this make all of you stop whining? :-p[/ooc]

Ever since the first humans looked up at the night sky, staring at the stars that twinkled, he wonder "Are we alone in this place? Are there others out there?"

By the dawn of the 22nd century, man had stretched out his hand, enveloping the system that was its cradle. Mars had been colonized with a rapidly growing population, with smaller colonies scattered across the rest of the system. It is during this time that mankind received an answer to that everlasting question in the form of the Federation. A collection of various races, they introduced humanity to the primary means of inter-galactic travel, the hyper-slipstream system. With this new knowledge and technology, mankind took its place among the stars, and after much time, becoming a valuable member of the Federation.

After centuries of relative peace, with only minor problems occurring on the outskirts of the galaxy, a deep-space listening post devoted to scanning for life outside the galaxy detected an incoming object. Just objects had previously been found, mostly runaway asteroids from the Milky Way galaxy that were flung out and returned, or comets. What set this event apart from the others was that the object changed course. After one final report indicating that the incoming object seemed to be planetary size, contact was lost with the station.

A battlefleet was sent out to investigate, which reported contact with an unknown race that had "swarmed" over the outpost system. They found a single shuttle from the station fleeing from the station, and brought it onboard. In what was considered the great mistake, the science council of the Federation ordered the battlefleet to hold outside the system so that they could send science vessels to investigate.

The shuttle crew, 1 male and 1 female, initially tested fine and free from any contagions. However, before they could be properly debriefed, something happened. Crewmembers started acting strangely, some vanished, others went insane. It was not until most of the crew was infected that the medical officer discovered the cause. The 2 shuttle survivors were "infested" with a parasitic lifeform, a "queen" that had been breeding and infesting the crew. By this point it was to late as the rest of the battlefleet was attacked by a variety of races, and quickly destroyed, with the flapship of the fleet falling under enemy control.

Thus began the Onslaught war. The enemy, a collection of extra-galactic parasitic races, united in a desire for the need for new hosts and supplies. Arriving in the Milky Way galaxy in a fleet of giant worldships, they swarmed the nearby systems, rapidly conquering through sheer numbers. They were at first nicknamed the Swarm, this name eventually sticking for good.

As battles raged throughout the galaxy, the Federation slowly was pushed back. While most of the beings were weak and easily destroyed and some of the Federation members possed significant greater technology, they made up for that in sheer numbers. Ships were typically not destroyed, but instead disabled, the crews turned into hosts, the ships repaired by the infested crew and used against the federation.

After 10 long and bloody years of combat, the Federation was driven back to a meager 34 systems, when before the number of systems were in the thousands. Yet a glimmer of hope was discovered. In a desperate bid to save a civilian colony, a captain of a federation warcruiser discovered a rare type of nebula. Driven into it, he discovered that the radiations generated within the nebula were nearly instantly lethal to all of the parasitic races. However, the radiations were also lethal to unprotected humans as well, though it took longer. Driving deep, the captain discovered a series of systems, rice in ores and natural resources, uninhabited and undiscovered.

Barely managing to make it out, a daring plan was executed. Since the radiation was not able to be created artificially, the remaining fleets would draw the swarms away from several hyper-slipstream routes, allowing a fleet of ships to make it into the system, where the Federation forces would rebuild. As plans were made, the swarm launched a devastating attack, crippling the fleets, and destroying the ships that were to be used in the assault.

In desperation another plan was launched. For the past 5 years, 5 giant motherships were created. These ships, equipped with cryogenic chambers that could hold up to 2 million people a ship, and equipped with prototype hyper-slipstream generators, were to originally travel outside the galaxy so that the Federation would continue to live on, and someday return and reclaim their systems. Instead these ships would be used to transport the new colonists to the systems, named "Hope Cluster".

While massive and well-armored, these ships in a rush to be completed were practically unarmed. With the Federation fleets scattered in a last ditch holding action, a call went out to mercenaries, smugglers, and soldiers of fortunes. Their mission, to protect the motherships as they traveled to Hope Cluster. Their reward, being rewarded with a large quantity of credits that were be the basis of the New Federation monetary system, and being key players in the mission to retake their galaxy.


This is where you come in. You have come in and accepted the mission to escort the motherships to Hope Cluster. The journey will be long and dangerous, with the flight path going into enemy controlled systems.

During the past several years, all of your ships have seen combat. As part of the agreement, your ships would undergo full repairs at the Bilibrige shipyards, which is where you are now, waiting for the motherships to finish loading up their crew to be frozen for the trip, and your ships to be repaired.

Ship Creation

NO RULES!!!

Yes, you can use whatever ship type you can think of. The only requirement is thus: You MUST provide a description of each system in your ship (weapon descriptions, engine despritions, etc etc). Otherwise I be angry, and trust me, you don’t want that.

Also history for the ships is very nice, along with crew and whatnot.

Oh yeah, missing posts = bad if you don’t tell me. In short, you can miss 3, that’s right, 3 posts total without me destroying your ship (unless you tell me in advance)

As for enemy ships, well, not telling yet :-p (for I know some fool will make a ship solely to take them out, and that would be bad, I want you puppets to improvise).
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Unread 4 Mar 2005, 00:30   #2
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

hurray!

obligatory fluffie is in and likes the ship creation post hurray!!!
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Unread 4 Mar 2005, 00:36   #3
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Whining pays off! I should get praise and thanks for that.
Count me in. Lemme read the thing and I'll post a ship some time tomorrow after getting down and writing properly.
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Unread 4 Mar 2005, 00:52   #4
Fluffie
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Quote:
Originally Posted by Heiro
I should get praise and thanks for that.

as should i, mind you
i think


stupid paper :\
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Unread 4 Mar 2005, 01:20   #5
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Quote:
Originally Posted by Bakan
[ooc] First of all, will this make all of you stop whining? :-p[/ooc]
Only if this one lasts a while

Will post a ship later.
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Unread 4 Mar 2005, 01:54   #6
Richpur
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Damnit, and I'm struggling to keep up with both doom and work... oh well, I'm in... as long as this doesn't start for about a week so I'll have all my deadlines out of the way.
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Unread 4 Mar 2005, 02:13   #7
Disrupter
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

ill join, i played most of the others, and i didnt whine for a new one thread from bakan, doom is going dandy
ship etc etc will be posted later, will try to avoid breaking various laws, if i do, slap me like you normally do and or punish me in whatever way you seem fit etc etc.
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Unread 4 Mar 2005, 02:43   #8
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Bakan sucks, this thread will die very quickly*

(*Unless the past is somehow not a precursor to the future, in which case, I shall join)
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Unread 4 Mar 2005, 02:56   #9
Bakan
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Quote:
Originally Posted by Shadow275
Bakan sucks, this thread will die very quickly*

(*Unless the past is somehow not a precursor to the future, in which case, I shall join)
*Pulls out large Mallet, and strikes Shadow into the distant past.*
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Unread 4 Mar 2005, 03:00   #10
Shadow275
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Quote:
Originally Posted by Bakan
*Pulls out large Mallet, and strikes Shadow into the distant past.*
I'm not the one who fails to Dm his threads...
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Unread 4 Mar 2005, 03:08   #11
Bakan
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Ohh, ahhh, the ultimate of ultimate insults!

I'm so deeply wounded.

*Notices lack of wounds.*

Oh, I'm sorry, if that was your worst, please try again
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Unread 4 Mar 2005, 03:15   #12
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Quote:
Originally Posted by Bakan
Ohh, ahhh, the ultimate of ultimate insults!

I'm so deeply wounded.

*Notices lack of wounds.*

Oh, I'm sorry, if that was your worst, please try again
I slept with 'Yo momma/yo sister/yo girlfriend/yo wife (Delete as appropriate)'

Are you gunna dm this thread or not then?
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Unread 4 Mar 2005, 03:18   #13
Bakan
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

For some reason, I doubt all of those above.

Anywho, yes, DM will occur.
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Unread 4 Mar 2005, 10:39   #14
Hewitt
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

*Casts resurrection.*

Quote:
Originally Posted by Hewitt
ooc: Ok here it is... although I'm not 100% certain these stats are quite accurate (I ended up falling on some numbers from the actual WWII ship to fill in some gaps).

TV Series: Space Battleship Yamato
http://www.ryucom.ne.jp/users/mithos...mato14_179.jpg

Ship Name - The Yamato
Ship Class - Battleship

Ship Dimensions
Length - 265.8 metres
Width - 34.6 metres
Height - 77 metres
Approx. Weight - 72,000 tons

Ship Crew - 2800

Ship Armour
Heavy Armour Plate
16.1" belt (inclined)
11.8" bulkheads
9.1" deck
25.6" turret face
19.7" conning tower

Ship Shields
Reflector force field
Asteroid polarity shield

(Please note that the Reflector shields do little more than keep out microscopic particles and some hazardous radation - the Yamato's main protection is her armour.)


Ship Weapons
3 (x3) Heavy shock cannon batteries
2 (x3) Medium shock cannon batteries
12 (x2) Light shock cannon batteries

12 Type 1 Anti-ship torpedo launchers (24 reloads)
18 Wave motion missile launchers (54 reloads)
24 Light missile launchers (48 reloads)
150 Anti-aircraft pulse-laser cannons
4 Anti-missile screen guns

Ship Super Weapon
The WAVE MOTION GUN – The original ‘Yamato’ gun (Plot device – essentially used as a ‘kill anything’ - can take out a small moon)
NOTE - Takes a full minute to charge; ship has no power and is vunerable for a full minute after firing.

Ship Engine
WAVE MOTION ENGINE (FTL & sublight)
2 Fusion Generators (Sublight)
Solar Panels (Backup)

Hanger Bay
56 Zero Fighters
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Unread 4 Mar 2005, 12:05   #15
Bakan
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Quote:
Originally Posted by Hewitt
*Casts resurrection.*
DETAILS NEEDED ON STUFF
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Unread 4 Mar 2005, 14:36   #16
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

i'll just take a delta flyer:

captain: Remy 'Flapjack' Redert
name: ISS scouter
Dimensions Length : 30 m
Beam : 9 m
Height : 6 m
Decks : 13
Mass 102.2 metric tons
Crew 13
Armament 2 x Type IV phaser cannon, total output 1,500 TeraWatts
4 x 1 + 18 torpedoes
Defence Systems Unimatrix shield system, total capacity 108,000 TeraJoules
Light Parametallic Single hull.
Low level Structural Integrity Field
Warp Speeds
(TNG scale) Normal Cruise : 6
Maximum Cruise : 6.8
Maximum Rated : 7.2 for 12 hours.

Strength Indices
(Galaxy class = 1,000) Beam Firepower : 30
Torpedo Firepower : 20
Weapon Range and Accuracy : 35
Shield Strength : 40
Hull Armour : 15
Speed : 376
Combat Manoeuvrability : 17,210
Overall Strength Index 90
Diplomatic Capability 1

ship and captain history: Flapjack attempted to enter the space fleet as a pilot, however failed the final exams due to a lack of protocol knowledge. Deciding to take his piloting skills to use, Flapjack then started work on a small freighter, going with the captain when the small freighter was lost in ion storm and replaced by a much larger freighter.

Learning from his captain, by the age of 24, Flapjack had become the 2nd in command on the freighter, when the captain died Flapjack was only 25 years old and was quick to assume command of the freighter. A few years earlier they had come across an abadoned delta flyer, its hull torn almost in half and a large portion of its drives missing.

It was only a few months ago that Flapjack came out of warp near his next stop only to find a large battle occurring around planet, he did not hesitate however and flew the freighter into the thick of it, landing the freighter on the planet and evacuating as many residents as possible while the swarm started their orbital bombardments.

The freighter was 1 of the last vessels to take off from the planet and last to survive past the blockade, its hull heavily damaged it limped back to the first destination that came to mind, Earth (I assume that's where the motherships are now). Upon arrival there Flapjack decided that the freighter would be no more to them and left it to whoever would take it, him and the 12 other crewmembers from the freighter and launched the delta flyer, renamed to the 'scouter' and joined the mothership defense fleet.

speed aproximations (in times C and time to travel 5 LY):
warp 5 (normal cruise for a class 9 shuttle): 214 times C and 5 LY in 8.5 Days
warp 6 (normal cruise for the delta flyer): 392 times C and 5 LY in 4.6 days
warp 7 (just above max cruise for the delta flyer): 656 times C and 5 LY in 2.8 days
warp 8 (normal cruise for the intrepid class): 1,024 times C and 5 LY in 1.8 Days
warp 9: 1,516 times C and 5 LY in 1.2 days
warp 9.975 (maximum cruise for the intrepid class): 5,552 times C and 5 LY in 7.9 Hours
warp 10: fricking impossible lunatic speed, oh wait, you're everywhere at the same time
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<Gryffin> so I can grace them with my presence

Last edited by flapjack; 5 Mar 2005 at 20:57.
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Unread 4 Mar 2005, 18:24   #17
Richpur
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

What are you, a roleplayer or a copy/paste machine for ditl?
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Unread 4 Mar 2005, 18:42   #18
Flaag
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

By no rules.... do the ships have to be manned? *plots*
(just checking before i post the ship)
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Unread 4 Mar 2005, 19:45   #19
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Quote:
Originally Posted by Richpur
What are you, a roleplayer or a copy/paste machine for ditl?
Actaully, DITL appears to be down, the linkie in the old thread doesn't work anymore.

And I copy/pasted it from the old setup thread
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<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence
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Unread 5 Mar 2005, 19:37   #20
Bakan
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Ship don't have to be manned.

Flapjack, sure, delta Flyer = Okay.
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Unread 5 Mar 2005, 22:02   #21
flapjack
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

captain: Remy 'Flapjack' Redert
name: ISS scouter
Dimensions Length : 30 m
Beam : 9 m
Height : 6 m
Decks : 1
Mass 102.2 metric tons
Crew 8 max
Armament 2 x pulse phaser cannon, total output 1,500 TeraWatts
3x type VII phaser cannon, total output 1,000 TeraWatts
2x photon torpedo launcher + 18 photon torpedoes
Defence Systems Unimatrix shield system, total capacity 108,000 TeraJoules
Light Parametallic Single hull.
Low level Structural Integrity Field
Warp Speeds
(TNG scale) Normal Cruise : 6
Maximum Cruise : 7.2
Maximum Rated : 7.8 for 12 hours.

ship and captain history: Flapjack attempted to enter the space fleet as a pilot, however failed the final exams due to a lack of protocol knowledge. Deciding to take his piloting skills to use, Flapjack then started work on a small freighter, going with the captain when the small freighter was lost in ion storm and replaced by a much larger freighter.

Learning from his captain, by the age of 24, Flapjack had become the 2nd in command on the freighter, when the captain died Flapjack was only 25 years old and was quick to assume command of the freighter. A few years earlier they had come across an abadoned delta flyer, its hull torn almost in half and a large portion of its drives missing.

It was only a few months ago that Flapjack came out of warp near his next stop only to find a large battle occurring around planet, he did not hesitate however and flew the freighter into the thick of it, landing the freighter on the planet and evacuating as many residents as possible while the swarm started their orbital bombardments.

The freighter was 1 of the last vessels to take off from the planet and last to survive past the blockade, its hull heavily damaged it limped back to the first destination that came to mind, Earth (I assume that's where the motherships are now). Upon arrival there Flapjack decided that the freighter would be no more to them and left it to whoever would take it, him and the 7 other crewmembers from the freighter and launched the delta flyer, renamed to the 'scouter' and joined the mothership defense fleet.

speed aproximations (in times C and time to travel 5 LY):
warp 5 (normal cruise for a class 9 shuttle): 214 times C and 5 LY in 8.5 Days
warp 6 (normal cruise for the delta flyer): 392 times C and 5 LY in 4.6 days
warp 7 (just below max cruise for the delta flyer): 656 times C and 5 LY in 2.8 days
warp 8 (normal cruise for the intrepid class): 1,024 times C and 5 LY in 1.8 Days
warp 9: 1,516 times C and 5 LY in 1.2 days
warp 9.975 (maximum cruise for the intrepid class): 5,552 times C and 5 LY in 7.9 Hours
warp 10: fricking impossible lunatic speed, oh wait, you're everywhere at the same time

ooc/ tried to get the stats closest to what all the pages say, since some pages say it's using type IV (TOS era) phasers, while others claim type VIII. So now it has 3x type VII (salvaged from the freighter) a pair of photon torpedo launchers (some websites say it has 4, I don't believe them) and twin pulse phasers (salvaged from some crippled ship) /ooc
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<Walrus> Let's all poke him next time he appears.
<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence

Last edited by flapjack; 17 Mar 2005 at 18:04.
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Unread 5 Mar 2005, 22:04   #22
Disrupter
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Captain: Disrupter
Age: 30
Title: Bounty-Hunter
Ship: Agitator
Crew: 25
Ship Type: Assault Corvette
Length: 117 meters
Width: 65 meters
Decks: 5
Mass: 700 metric tons
Engines: MK IV Thermo-fusion reactors (2x)
-Energy yield – 10,000 energy units each
Steering System: Captain controlled, single man, full ship steering
Hull: Double Layered Titanium Super-steel hull (reduces missile 15%, laser fire 25%)
Shielding- Primary- Alpha 110.5 Anti-energy shielding (prevents moderate energy fire)
- Secondary- Delta 77.8 Anti-ordinance shielding (prevents moderate missile fire)

Weapons systems: Nose- Quad Pulse Laser (swivel fire)
-Port wing- Dual Pulse Laser
-Twin Hunter-Seeker Fragmentation Missile
-Starboard wing- Dual Pulse Laser (swivel fire)
-Twin Hunter-Seeker Fragmentation Missile
-Aft- Dual Beam Laser

(All missiles have the auto-reload and respawn feature{?})

Cruising speed- 45% the speed of light
Hyperspace speed- 1.5x the speed of light
The Agitator is completely self-sustaining; it has fusion reactors for power and food synthesizers to make food.


The Agitator is a very agile Assault Corvette. It was built with the intentions of being used in fast hit and run attacks by the Federation Police to stop pirates. Disrupter got the Agitator when he became a Bounty Hunter. The ship is moderately armed and lightly shielded. It relies primarily on its speed to escape from enemy ships. This particular Assault Corvette is modified to have higher performance capabilities due to the increasing tracking technologies on a lot of missiles.

Disrupter has captured many a pirate with the Agitator. He and his small crew work together a lot to bring in a lot of pirates and other such scum of the galaxy. The crew consists of 5 cooks, 10 gunners and missiles loaders, and 10 engineers. Disrupter takes care of the bridge by himself; the solo steering system rids the ship of the need for a bridge crew.

On the day the Agitator came into port to get repaired, he was ordered to help escort the mother ships of the Federation to get to Hope Cluster. He and the Agitator had been on the far fringes of the galaxy for a very long time due to the Agitators self-sustaining capabilities. They were just about out of food though, one of the food synthesizers had shorted and food levels were limited. Disrupter accepted the mission, but the Agitator needed repairs badly.

On the last run before returning home, she had caught a missile in her belly that left a large scorched, weak area and it damaged the reactors. Before setting out again, Disrupter would need to replace the damaged parts and replace that section of hull.
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Unread 7 Mar 2005, 03:08   #23
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Name: Essex
Class: Eros Class Carrier
Length: 458m
Beam: 56m
Height: 32 m
Power Plant: 3 Fusion reactors
Engines:
Sunlight: 4 MK VII Fusion thrust arrays
Speed: 1/5 the speed of light
Ftl: Artificial wormhole drive
This drive is not a true engine system but uses the time travel effect of wormholes to move at was appears to instantaneous speed across space. The time it emergences from the wormhole at can be modified though
Number of Decks: 7
Crew: 1500 navy personal
90 Pilots
120 Marines
Defense: Polarized hull plating (can be turned on and off)
Armament: 12 Anti-fighter Pulse Turrets
2 Capital Missile Tubes
Fighters: 40 Spartan Superiority Fighters
15 Sphinx Fighter bombers


Spartan Superiority Fighters
Crew: One pilot
Length: 4m
Beam: 2m
Height: 1.6m
Armament: Two Pulse Laser Cannons, Six anti-fighter missiles
Speed Max: 1/3 speed of light
Role: The Spartan is used primarily to operate in a role against fighters and light capital ships. They are really effective in the dog fights that usually erupt when ever Swarm fighters are engaged.


Sphinx Fighter Bombers
Crew: Two Pilots
Length: 5m
Beam: 3m
Height: 2m
Armament: Two Pulse laser cannons, four fire and forget capital Nukes, two anti fighter Missiles.
Speed Max: 1/4 speed of light
Role: The Sphinx is designed to make strikes against capital ships without an escort. They are able to deal with Swarm fighter but not to the degree the Spartans can.


that cover ship scematics History of ship and major crew members to follow.
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Unread 7 Mar 2005, 09:28   #24
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

I'll post later. When I've done school, homework, coursework and feel more creative
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Unread 8 Mar 2005, 03:21   #25
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

* See definiation below

Ship Name: Thanatos
Ship Class: Deathdealer-class Leviathan*
Ship Captain: Joseph McKinley
Length: 1.2 kilometers
Mass: 562,710 tons
Crew: 168 Officers, 11,254 Enlisted, 5,000 Marines
FTL Drive: Ditochi Quantum Drive*
Sub-light Engines: 8 Main Ion Drives*, 12 Secondary Drives
Reactor Core: Anti-Matter Core Fusion* Reactor, 4 Auxiliary Fusion Reactors
Defenses: Tri-Alloy* Armor Plating, Honeycomb Outer Bulkhead with Autoseal Breach Repair*
Araments: 1 x Stellar Converter*, 1 x Fighter/Bomber Squadron Launch Bay (containning a full 12-man squadron of Valkyrie* Fighters), 1 x Gunship/Shuttle Launch Bay (containning 2 transport shuttles, a Marine boarding shuttle, and four Myrmidon* Gunships), 12 x Forward Heavy Plasma Cannons*, 8 x Graviton Beam Generators*, 8 x Forward Torpedo Tubes*, 6 x Aft Torpedo Tubes*, 56 x Point-Defense Rail-Guns*

Technology Descriptions:

Deathdealer-class Leviathan: One of the largest classes of ships in the Federation fleet, Leviathans often serve as flagships, or at the very least, are used to spearhead assaults against enemy formations. Of the Leviathan-class of ship, the Deathdealers are the largest, being virtually built around one energy wave tunnel: the Stellar Converter. Due to the delicate nature of the device, most Deathdealers have an armored hatch over the accelerator tunnel, which only opens moments before the Stellar Converter is fired.

Ditochi Quantum Drive: Manufactured by Ditochi Industries, this is the FTL installed aboard the Thanatos. When activated, the drive opens up a portal to Quantum Space, an area in between all the matter of the universe. From there, the Thanatos can then egress to a point in the normal galaxy several light-years away. However, the drive is prone to over-heating, and thus only short, several lightyear at a time jumps are possible, before the drive has to cool down. As such, it often takes the Thanatos several jumps to make it anywhere, although the nature of Quantum Space, and getting there, makes pursuit of the Thanatos difficult, at least until it drops back out of Quantum Space.

Ion Drive: Your standard Ion drive, functionning as the energy and stripped electrons released from the Thanatos's Anti-Matter Core Fusion Reactor are dumped out into space, propelling the ship forward.

Anti-Matter Core Fusion Reactor: Primarily a Fusion reactor, at the core of which is a series of precisely timed and controlled anti-matter detonations, which give off enough energy to maintain the Fusion reaction. Using this method, the Thanatos does not have to refuel often, and even then a majority of the required fuel is simple hydrogen, rather than anti-matter.

Tri-Alloy Armor Plating: Most of the armor plating covering the Thanatos is made up of Tri-Alloy, a three-layer material. The first layer is an impact resistant Induriam alloy, the second layer is a reflective coating, and the third layer is simple Battlesteel (in the Thanatos's case, nearly a full meter thick).

Honeycomb Outer Bulkhead with Autoseal Breach Repair: Beyond the Thanatos's armor plating is a empty space before the Inner Bulkhead is reached. This "empty" space is filled with a honeycomb structure, dividing the surface of the Thanatos's into thousands of smaller sectors. Each honeycomb sector is filled with a small amount of air, and the Autoseal liquid, which remains liquid only while exposed to air. When a section of the Thanatos's outer hull is breached, the air is sucked out, and the Autoseal liquid hardens, providing a temporary hull patch and additional "armor" layer before the crew sections are actually exposed to vacuum.

Stellar Converter: A truly devastating weapon, the Stellar Converter produces a wave that upon coming in contact with matter, instantly converts it into energy. This energy then continues to feed the wave, allowing it to convert more matter into energy, and so on. The process is, however, inefficient, leading to an eventual collapse of the wave. The only thing, however, preventing this weapon from being place on all Federation ships are as follows: energy requirements, and size. To create a conversion wave big enough to actually be effective, a ship the size of the Deathdealer leviathans needs to be constructed, to give the wave enough time to speed up, and to provide the extreme energy that the initial formation of the conversion wave requires.

Valkyrie Fighters: A common space superiority/interceptor used by the Federation, Valkyrie fighters are a common sight around most capital ships of the Fleet. Due to their relatively small size, even ships as small as destroyers can carry a flight (4) of Valkyries. Keeping the Valkyries operational beyond a few sorties, however, often requires a full launch bay, like the Thanatos has.

Myrmidon Gunships: An assault gunship, the Myrmidon is well suited to attacking capital ships and defensive hardpoints. With four hardpoints that can be equipped with torpedos or bombs, and two forward Graviton beams, along with two seperate point-defense turrets of its own, even a single Myrmidon Gunship can be a threat.

Heavy Plasma Cannons: Fed by their own micro-fusion generators, Heavy Plasma Cannons generate a tightly compact ball of highly-excited hydrogen plasma, which is then launched using magnetic accelerators towards an enemy ship. Due to a lack of containment field around the plasma, the cannons are best used at close-range.

Graviton Beam Generators: Each Graviton Beam Generator fires out a targeting laser, which allows each generator's targeting computer to lock-onto and track a target. A few mini-seconds after the targetting laser confirms a "hit" on an enemy vessel, the Beam Generator sends a gravity pulse down along the laser's path, hitting the enemy ship with a sudden, pin-point gravity spike, which is often equal to the gravity generated by a gas-giant. Such sudden pressures can tear a small ship apart in a single hit, and larger ships often have at least hull breaches to attend to.

Torpedo Tubes: The Thanatos is equipped with forward and rear facing torpedoe tubes. Each tube is capable of firing a Mark IV Fusion torpedo every three minutes.

Point-Defense Rail Guns: Small turreted weapons, Point-Defense Rail Guns often use magnetic rails to accelerate small pellets of ferrous metals to near lightspeed velocities. With most of the force coming from the pellet's velocity, only enemy fighters and missiles are often greatly effected.

History and such to be added later.
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Unread 8 Mar 2005, 03:54   #26
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Well good damn if this isn’t fun sounding I don’t know what is…

Ha
Captain: Kal’rek (lone operator suspended in ectoplasm in the bridge of the ship)
Ship Name: Sh1t
Ship Class: ‘Stabber’

Engines:
FTL: the ‘Hula-hoop’ drive. Well it’s a kind of warp drive so yeah there’s not much more too it. It takes 2 minutes to warm up before each jump taking power from weapons systems and shield systems. The actual drive, unfortunately, is a major structural part of the ship. It was the latest modification on the ship and basically the whole mid section of the ship was removed and replaced with a hula hoop shape. During charge up the ‘hole’ in the hoop shape is crisscrossed with various beams, Lights and [energy]

MWD: (Micro Warp Drive
Gives an instant speed boost that requires and ‘extreme’ amount of power. The boost lasts for 10 seconds and the ship accelerates to a speed of 1k/s. During activation shield is temporarily reduced in effectiveness by 75%.

Sublight: A drive that propels the ship to a speed of 250 m/s. Allows superb manoverablity.

Protection:

Armour: Well lots I suppose, I am not too sure how to do this. But it has three modules linked to it. One for thermal energy, one for kinetic energy and one for explosive energy. These emit fields if you will that repel approximately 50% of damage from those types of damage. Unfortunately these ‘modules’ have too be turned on. They don’t take too long to warm up and the also don’t use much power. Also due to its natural properties the armour has a natural resistance to emp type damage (well that’s just common sense) and a little resistance to thermal energy(15%). Also due to the nature of its construction the armour looks messy and haphazard and almost not finished with various ‘weak’ points and ‘strong’ points.
The main point of the armour is its self generating facility. It rebuilds itself at a rate of 5% a minute (or not much very quickly which ever is most suitable)

Hull: Beneath the armour 

Sheild: A secondary to the armour, just offers minimal protection from weaponary before it impacts onto the ships armour. Regenerates slower than the armour.

Power source: Reactor. It is stable and gives out a steady supply of power. It is well protected in the midle of the ship just infront of the ‘Hula Hoop’ drive.

Weapons: (fun fun fun)

Guns of pretty damn unreliable x 10(five on each side of the ship): These are projectile weapons. Prone to misfiring. With these weapons it’s crucial that you remain at its optimal range of 10km to prevent the weapons from miraculously missing target (getting glancing blows etc) the damage from these weapons ranges from lots to little and is very rarely consistent. They fire a photon based projectile.

Launchers x 5(along the ships top): These fire a range of missiles at a target that has been chosen. The ship has a targeting range of 50km. Once locked on the launchers can fire missiles at a rate of 1 every 15 seconds(or whatever) Missile Types; Acind Torpedo: this is a torpedo that upon impact explodes releasing a corrosive agent that is ‘sticky’ and attaches to the hulls of ships until the agent dissipates. Majir Torpedo: this torpedo explodes at a proximity of 100 meters to the target ship and emits an em pulse that has a radius of 200 meters. Blinth Torpedo: standard exploding torpedo 250m radius.

Drones x7: These are small robotic fighters that the ships pilot can control they all have a range of 3000m. When released these drones circle the ship until ordered into attack a target. They must stay within 11km of the ship of they will cease to operate. They each have an armament that consists of 2 heavy lasers. Those do damage of the laser kind. (er yeah) These drones must be brought back to the ship and docked before either the mwd or the Hula Hoop engines are activated or anything happens that removes them from the 11km distance limit. This is because they will be rendered useless until a time when the ship can move in and scoop them into the cargo bay. Only then will they be able to be deployed again under control.

Repair drones x3: These repair vital systems and armour from the out side. These drones must be brought back to the ship and docked before either the mwd or the Hula Hoop engines are activated or anything happens that removes them from the 11km distance limit. This is because they will be rendered useless until a time when the ship can move in and scoop them into the cargo bay. Only then will they be able to be deployed again under control.
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Unread 8 Mar 2005, 23:30   #27
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

5 ship descriptions posted thus far.

Waiting for a few more before starting....
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Unread 9 Mar 2005, 04:09   #28
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Name: Agamemnon

Command Crew:

Commanding Officer – Captain Richard Draηir
Executive Officer - Commander Rachel Draηir
Helmsman - Lieutenant Commander Gabriel Hayden
Tactical - Lieutenant Commander Karen Marco
Science Officer – Lieutenant James Connor
Chief Engineer – Commander Marcus Kelven


Ship Systems & Descriptions

Power Systems:

Matter/Antimatter Reactor: 1
Gravity containment fields both constrict incoming streams of matter and antimatter into the reaction chamber and collect the resulting radiation, channelling it into a bank of plasma relays. These convert the otherwise dangerous emissions into crudely transferable power in the form of high-density plasma.

Gravity Assisted Fusion Reactors: 6
The problems with achieving a workable magnetically confined fusion power plant were eventually overcome with the use of gravity generators to artificially boost the effective mass of the reactants sufficiently to become self containing with the resulting output spun out into a similar system of taps as those on the plasma relays of the M/A reactor.

Capacitance Grid:
In order to both smooth out the erratic start-up output of the matter/antimatter reactor and to allow short-term power usage above that provided by the vessel’s reactors the space between the secondary and tertiary hulls is filled with banks of capacitors. This has the additional benefit of acting as a final layer of armour. A dedicate bank of secondary capacitors is arrayed around the M/A reactor in case of extensive damage to the primary grid.

Plasma Transfer System:
Even with all other power systems deactivated there is sufficient residual power in the ship wide plasma conduits system to run the ship in reduced power mode for up to four hours; drain on any system above this may cause temporary losses in power to those systems connected due to the necessity for power to equalise across the network.


Sublight Drives:

Fusion Drives: 4
Slightly modified versions of the gravity assisted reactors, these drives are essentially a small star with a short z axis singularity creating a mono directional feed from the centre of the mass. This feed is accelerated linearly along the exhaust channel using the remaining output of the fusion reaction.

‘Afterburners’: 1/Drive
This archaic terminology has somehow managed to remain in use, despite the lack of any combustion anywhere in a spacecraft’s drive system for the best side of a century. The traditional plasma exhaust of a fusion drive is directed into a ring of accelerators, which spin the streams up to a significant percentage of light speed. The high velocity plasma is discharged through the central channel the same as the primary fusion exhaust. This system usually consumes main power for the acceleration process, but pre-accelerated plasma volume can be maintained in reserve circulation at comparatively low drain.


FTL Drives:

Tachyon Slipstream:
This drive uses a side principle of string resonance to redefine the local parameters of the universe, allowing the ship to be converted into virtual tachyons: particles that cannot exist below light speed. Real tachyons do not operate like normal matter, but the drive creates a quantum waveform that forces the normal matter in the ship to assume partial tachyonic signatures. One side effect is that since tachyons do not react with most carrier particles the ship is essentially intangible during transit. Early versions had no ability to alter the waveform after creation, confining the vessel to its initial course with reversion to sublight speeds only possible by forced dispersion of the remaining waveform. The latest version; with which this vessel is equipped; is capable of continuous waveform recalibration, although since after entering the slipstream sensors are limited to gravimetric readings, these adjustments must be made using pre-known data.

Pulsed Slipstream:
A spontaneous creation and dissipation on the quantum waveform can for a brief moment force the vessel to adopt a quasi-tachyonic state, allowing it to commit a short slipstream jump whilst maintaining active participation in real space. ‘Stutters’ of this kind are limited to relatively short distances and periods of time.


Computer Systems:

Neural Net Processed Interface:
While normal vocal interfaces were perfectly capable of ascertaining what a person had said; and the more advanced facilities of tracking a whispered conversation in the middle of a crowd; primitive processing methods were incapable of transforming natural language into commands or requests. This led to the incorporation of an AI neural construct into the commands and control system interface. Running on a network of three interlinked computer cores, this single AI runs a parallel consciousness capable of verbally interacting with multiple persons simultaneously.

Triplex Core Structure:
All three cores contain sufficient processing and storage capacity to run the AI and most ship systems, during normal operations the cores act in parallel as far as processing is concerned, but the solid-state memory is mirrored in case of core damage. In event of damage to connecting lines between cores, each has an integral subspace link that allows continued interaction, even in the event of vessel bifurcation.

BCPDD System:
The Bridge Console Pyrotechnic Damage Display system utilises a complex series of shaped demolition charges embedded into the main control systems around the main bridge; allowing for the spontaneous explosion of targeted system displays to maximise dramatic effect of vessel damage. Redundant checks ensure no recurring characters will be overly harmed. Comes with a lifetime supply of ensigns.


Defensive Systems:

Quad-layer Adaptive Armour.
As the name suggests, this armour consists of four separate layers:
The first of these is a low density regenerating nano-ablative composite designed to absorb minor impacts and energy discharges without significant damage.
The second is a superconducting polymer that distributes energy impacts across a larger area of the hull, this layer includes power converters that change some of this energy into usable form and channel it into a grid of nano-ablative generators.
The third layer is a semi crystalline gel substrate that flows around according to polarisations in the inner hull induced by computer controller electromagnetic fields. This allows the gel to be compacted into one area in anticipation of a kinetic impact, circulated to assist in the dispersion of thermal input from energy blasts, and directed into hull breaches where it can, under the direction of forcefields, form a temporary patch.
The final layer is a metallo-ceramic compound designed to withstand high-energy kinetic impacts. Within this layer is a network of E.M. generators to both polarise the local plating, and induce a temporary solidification in the crystalline gel.



Offensive Systems:

Tachyon Projectile System: 14
A variant on the same theme as the tachyon slipstream drive; a slug of osmium is accelerated to hypersonic speeds and then converted briefly into quasi-tachyonic matter. This flings the mass into ftl, during which the slug suffers only a partial interaction with conventional space. On contact with normal matter however, the interactions become stronger, pulling the mass out of slipstream and depositing its total kinetic energy into the target. Due to energy/mass limitations and the high projectile speeds, this variety of weaponry is normally used in a linked gatling format for point defence. Mounted across all surfaces for maximum field overlap.

Pulse Fusion Beams: 8
A variant of the Gravity Fusion Beam in which gravimetric fields are used for confinement purposes in all axis, compressing the fusion output into distinct projectiles of higher density than otherwise possible. Due to the pulse format, once a projectile has been launched the field dissipates, leaving the plasma to spread. This leads to an effective range reduction, but it is felt this is more than compensated for by the increased firing rate and damage potential at short range. Mounted two in each bow array and the other four split into twin turret mounts on the dorsal and ventral surfaces.

Graser Arrays: 12
The standard, long-range energy weapons; grasers are split wavelength emitters operating in both the high-energy gamma ray and the visible parts of the electromagnetic spectrum. While the majority of the damage from these weapons is achieved by high intensity gamma bombardment, the visible light acts as a tracer, allowing the target to be painted before full power is applied to the primary emitter circuits. Mounted in three sets of four emitters, one set on each side sponson and one set split between starboard and port rear quarters

Trinity Cannon: 1
The trinity cannon is as the name suggests, an array of three similar cannon. They operate through a combination of gravity enhanced plasma containment, antimatter injection and tachyonic induction principles. To create a fast moving plasma sheathed projectile which at the moment of impact reverts to its natural state of being roughly three quarters antimatter. Mounted axially in the ventral portion of the main hull

Torpedo Tubes: 4
Cylindrical launching bays for large, self-propelled warheads. Warheads of various types are stored in mechanised cargo bays and loaded onto torpedo bodies when required. Mounted two on either side of the main hull facing forwards.

ARGH9k Series AntiReality Cannon: 1
Much as antimatter is the opposite of normal matter and annihilates leaving immense amounts of pure energy, antireality is the opposite of reality and annihilates leaving immense amounts of pure potentia. This means that the ARGH9k Series will tend to cause events that are exceedingly improbable to happen to the object it is fired at. Due to constraints on the exact configuration of antireality discharge inside the emitter matrix, the only guarantee is that the target will be in some way harmed. Mounted along the dorsa-central axis of the main hull.
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Unread 9 Mar 2005, 05:22   #29
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

And here is a little teaser of things to come:

[ooc]Yes, some things were stolen from peoples submissions that I liked (Inspectre). If you have a problem with this.... tough [/ooc]

Friendly Ships

Battlestar Class Escort Carriers – One of the oldest class of ships in the Common Federation Fleet, almost all of their kind was to be decommissioned at the beginning of the war. However, in the few engagements in which they engaged the Swarm, they showed a remarkable effectiveness to them, due to its mixture of older and new technology. Not particularly pretty by modern standards, many of them are over 100’s of years old, and show it in the variety of repairs. Still, in the hands of a skilled crew, these ships are effective, and have a commendable service record.
  • Ship Dimensions
    • Length – 2.5 kilometers
    • Width – 750 meters
    • Height – 300 meters
  • Power Systems
    • 4 Anti-Matter Core Fusion Reactors: Primarily a Fusion reactor, at the core of which is a series of precisely timed and controlled anti-matter detonations, which give off enough energy to maintain the Fusion reaction. Using this method, ship equipped with this power system do not have to refuel often, and even then a majority of the required fuel is simple hydrogen, rather than anti-matter. These 4 Reactors act as the primary sources of power.
    • 12 Large Scale Fusion Reactors: You standard Fusion Reactor, these Reactors are scatted throughout the ship, designed to provide limited power in the event that the Primary Reactors are unable to provide power to those sections.
    • Engine Systems
      • FTL - Ditochi Quantum Drive: Manufactured by Ditochi Industries, this is the FTL installed aboard most Federation Vessels. When activated, the drive opens up a portal to Quantum Space, an area in between all the matter of the universe. From there, a ship can then egress to a point in the normal galaxy several light-years away. However, the drive is prone to over-heating, and thus only short, several lightyear at a time jumps are possible, before the drive has to cool down. As such, it often takes several jumps to make it anywhere, although the nature of Quantum Space, and getting there, makes pursuit difficult, at least until it drops back out of Quantum Space. The model built into the Battlestar class cruisers takes 5 minutes to fully cycle up, and require 30 minutes post-jump to cool down and recharge.
      • Sub-light – 6 Heavy Ion Drive: A standard set Ion drives, functioning as the energy and stripped electrons released from the Anti-Matter Core Fusion Reactor are dumped out into space, propelling the ship forward. Due to the mass of the Battlestar cruisers, it takes significant amount of time to throttle up to flank speed.
      • Maneuvering – A series of Light Ion Drives set in key location across the hull, these provide limited maneuverability.
    • Ship Armor – Due to her size and mass, the Battlestar line of carriers have no shield generators, due to the inability to provide adequate power. Hence her armor is designed to take as much of a pounding as possible. Very similar to the Deathdealer class Leviathan armor profile.
      • Tri-Alloy Inner Armor Plating:
        • Layer 1: Impact resistant Induriam alloy for physical impacts.
        • Layer 2: Reflective coating designed to dissipate energy weapons.
        • Layer 3: Third layer is simple Battlesteel approximately 5 meters thick.
        • Layer 4: Honeycomb Inner Bulkhead with Autoseal Breach Repair: Beyond the Battlestar armor plating is a empty space before the Inner Bulkhead is reached. This "empty" space is filled with a honeycomb structure, dividing the surface of the Battlestars into thousands of smaller sectors. Each honeycomb sector is filled with a small amount of air, and the Autoseal liquid, which remains liquid only while exposed to air. When a section of the outer hull is breached, the air is sucked out, and the Autoseal liquid hardens, providing a temporary hull patch and additional "armor" layer before the crew sections are actually exposed to vacuum.
      • Ship Weapons
        • 50 PDT’s – PDT’s, or Point-Defense-Turrets, are deployable stations set up in a pattern to provide maximum field of fire. While considered old, they have proven unusually effective against Swarm ships. These turrets are equipped with 2 different systems:
          • 2 Heavy Flak Cannons – Designed for long-range interception, each turret launches a explosive shell that detonates at a pre-set distance, sending out waves of debris, or flak. The flak is primarily designed to intercept missiles, but can cause significant damage to fighters, both hostile and friendly, hence while these guns are firing, fighters are ordered clear of the firing solution.
          • 2 Rail Guns – Using magnetic rails to accelerate small pellets of ferrous metals to near lightspeed velocities, these cannons are used against fighters that managed to get to close. With most of the force coming from the pellet's velocity, only enemy fighters and missiles are often greatly effected.
        • 50 OTS’s – The primary weapons array of the Battlestar class, these turrets are designed to be used against larger ships. They contain two systems:
          • 2 Heavy Gauss Cannons – Using magnetic rails to fire off slugs of a ferrous type that are ½ meter in diameter at near light-speed. In addition upon exiting the chamber, the rounds are temporarily surrounded by a plasma sheath, which while lasted into a few seconds, it is enough for the projectile to reach its target. Can fire off a volley every 2 seconds.
          • 1 Plasma Beam Cannon - Fed by their own micro-fusion generators, Plasma Beam Cannons generate a tightly compact beam of highly-excited hydrogen plasma, which is then discharged using magnetic accelerators towards an enemy ship. Due to the power consumptions required to maintain the beam, they are used in close-range.
        • 25 Missile Turrets – Deploying out of the hull in times of battle, these turrets have a 3-by-5 rack of light multi-purpose missiles. These missiles can be used to take out fighters, and in clusters, cause significant damage to capital ships. It takes 30 seconds to fully reload each turret.
        • 10 Medium MAC Cannons – The primary anti-capital ship weapons, these cannons fire off a solid ferrous metal slug with a diameter of 1 meter. Using magnetic rails to accelerate the projectile to near light-speed velocities, the primary cause of damage is the exchange of kinetic energy due to the mass and velocity of the projectile. These cannons take 2 minutes to reload each, but the fact that they can punch through most smaller ships makes them earn their keep.
      • Fighters – When the Battlestar class was first commissioned, no large-scale fighter carrier had been built before. Hence the Battlestar’s were designed to act of space-born fighter stations for combat engagements. On each side are extendable launch bays, each 750 meters long and 200 wide by 150 tall. They can hold smaller ships within them, where the ships can be repaired and refueled. In addition, there are 72 launch tubes on each bay, designed to launch all fighters at once with the fighters starting off at full combat speed, along with providing one last system’s check before the fighters launch. This rapid deployment system allows quick responsiveness, and the size of the landing bays allows all fighters to dock within a span of a few minutes.
      • Viper Class Fighters – The standard one-man fighter class, these fighters are designed primarily for interception of missiles and other fighters. Hence most models are NOT equipped with a FTL drive, and are dependent on the mothership.
        • Engines – 3 Ion Engines, Supplemented by a series of thrusters for exceptional maneuvering.
        • Weapons:
          • 2 Plasma Pulse Cannons – These cannons rapid-fire bursts of excited hydrogen plasma that is discharged via magnetic accelerators. Due to the limitation of power and size, the magnetic accelerators are very inefficient, thus the resulting plasma bursts are limited to short range before dispersing harmlessly.
          • 2 Interceptor Missile Launchers – Depending on the mission profile, the missile types vary and the number as well.
      • Cobra Long-Range Scout – Used by the Battlestar and Viper Squadrons, these support crafts are equipped with a 2 man crew, who’s mission is scanning the sector and long-range recon. Due to the scanner equipment and FTL drive, these craft are unarmed, but are very maneuverable and fast.

Mothership – With most of the known galaxy having been explored, the next great challenge for exploration laid in the realm of other galaxies. Even with modern FTL drives the distance needed to reach even the closest galaxy made it a trip that would take at least a generation. Thus the Mothership program was started, with the first set of prototype ships beginning construction when the Swarm attacked. Designed to support a large population numbering in the millions, and equipped with facilities to aid in ship repair and construction, colony settlement and diplomacy with whatever races were encounter. They are equipped with dry-docks that can hold even a Battlestar. Throughout the war, construction continued, but as it dragged on, the construction workers more and more had to improvise as materials were rerouted to fighting ships. When it became evident that the Federation was about to loose badly, construction began in earnest, in the hope the finish the ships in time to launch them towards another galaxy. Then the Hope Cluster found, the Motherships were tasked with a new goal, transport enough people to Hope Cluster to eventually built up a fighting force to retake the galaxy, or escape to another galaxy. As of this point, primary construction on all ships has finished, however they are lacking any weapons systems. However, each is equipped with a planetary shield generator, used to defend planets from orbital bombardment. Due to the lack of power, these generators can only be operated at a fraction of their full potential, but it is more than enough to provide them a significant amount of protection, along with any other ships they hold within their shields.
  • Ship Dimensions
    • Length – 10km
    • Width – 2.5km
    • Height – 1km
  • Power Systems
    • 12 Heavy Anti-Matter Core Fusion Reactors: Primarily a Fusion reactor, at the core of which is a series of precisely timed and controlled anti-matter detonations, which give off enough energy to maintain the Fusion reaction. Using this method, ship equipped with this power system do not have to refuel often, and even then a majority of the required fuel is simple hydrogen, rather than anti-matter. These 12 Reactors are the Primary sources of power.
    • 52 Large Scale Fusion Reactors: You standard Fusion Reactor, these Reactors are scatted throughout the ship, designed to provide limited power in the event that the Primary Reactors are unable to provide power to those sections.
    • Engine Systems
      • FTL - Ditochi Hyper-Slipstream Drive: A revolutionary new drive, this sends the ship into slipstream, which projects the ship through space at speeds many times that of light. However, due to the raw power required, only the largest ships can be equipped with the drive, and also the construction of these drives is complex, preventing their large-scale implementation. Besides the speed advantage, there is also the fact that these drives can create a field that can accelerate friendly ships with it, in short towing them. The use of this drive takes almost all available power before and after jump, thus requiring motherships be protected.
      • Sub-light – 32 Heavy Ion Drive: A standard set Ion drives, functioning as the energy and stripped electrons released from the Anti-Matter Core Fusion Reactor are dumped out into space, propelling the ship forward. Due to the mass of the Mothership cruisers, it takes significant amount of time to throttle up to flank speed.
      • Maneuvering – A series of Light Ion Drives set in key location across the hull, these provide limited maneuverability.
    • Ship Protection
      • Planetary Shield Generators – Massive Shield Generators designed for planets, these were installed on the Mothership’s to provide additional protection. However due to the lack of proper power source, these generators can only operate at 25% of their total capacity.
      • Tri-Alloy Inner Armor Plating: Due to the rapid construction, there are numerous sections on all the Mothership’s that are incomplete.
        • Layer 1: Impact resistant Induriam alloy for physical impacts.
        • Layer 2: Reflective coating designed to dissipate energy weapons.
        • Layer 3: Third layer is simple Battlesteel approximately 15 meters thick.
        • Layer 4: Honeycomb Inner Bulkhead with Autoseal Breach Repair: Beyond the Mothership armor plating is a empty space before the Inner Bulkhead is reached. This "empty" space is filled with a honeycomb structure, dividing the surface of the Mothership into thousands of smaller sectors. Each honeycomb sector is filled with a small amount of air, and the Autoseal liquid, which remains liquid only while exposed to air. When a section of the outer hull is breached, the air is sucked out, and the Autoseal liquid hardens, providing a temporary hull patch and additional "armor" layer before the crew sections are actually exposed to vacuum.

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Unread 9 Mar 2005, 17:05   #30
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

well if we are all gonna have fighters
*goes into a funk*
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Unread 9 Mar 2005, 19:13   #31
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Ship Name: Oghma (Celtic god of knowledge)

Ship Crew: Unmanned.

Captain: Louis Tamasan



Dimensions:

Length: 5km (including 500m ramscoop)

Width: 1km

Depth: 1km



Ship Equipment:

Computer System: Project Oghma

This was a revolutionary AI project, designed to produce the ultimate unmanned warship by making it capable of tactical decisions, and attempting to integrate some of the "intuition" of human pilots. In short, the ships were given some (very limited) emotion. However initial attempts proved faulty, as the ships had no concern for personal safety, and would just rush into battle, normally getting themselves destroyed in the process.

After much experimentation a new ship was created, but this one was different. In order to make it more cautious the designers had enabled the ship to feel something similar to pain whenever it was damaged. Almost all of the initial tests "committed suicide" by destabilising their reactors, melting them instantly. Only one survived, the brain of which had been modelled on an old and dying veteran, who having had most of the left side of his body replaced by "wetware" (biologically controlled machines) found the sudden felling in all parts of the ship less of a shock when he was switched on.



Power:

Fusion generator (magnetically controlled) with ramscoop

As no crew quarters are needed on Oghma the space was instead used to house the huge magnets necessary to keep a fusion generator controlled, and the "ramscoop" field to feed the interstellar hydrogen into the generator. However due to the radiation from the field it is impossible for any human to survive within 2km of the ship, without heavy shielding. Also the magnetic forces will tear apart any ferrous, or nickel or cobalt containing, metal objects, or any with an electric charge. The major disadvantage of this is that for the ramscoop to be efficient it must be placed at the front of the ship, meaning that it is weak to a head-on attack, however the armour is much heavier at this point.



Drive:

FTL: Ditochi Quantum Drive: (Hey, if it works, why not use it?)

Manufactured by Ditochi Industries, this is the FTL installed aboard most Federation Vessels. When activated, the drive opens up a portal to Quantum Space, an area in between all the matter of the universe. From there, a ship can then egress to a point in the normal galaxy several light-years away. However, the drive is prone to over-heating, and thus only short, several light-year at a time jumps are possible, before the drive has to cool down. As such, it often takes several jumps to make it anywhere, although the nature of Quantum Space, and getting there, makes pursuit difficult, at least until it drops back out of Quantum Space. The model built into Oghma cruisers takes 5 minutes to fully cycle up, and require 30 minutes post-jump to cool down and recharge.



Weapons

Matter/Antimatter torpedoes (4 launchers, mounted in the middle of the ship (lenthways), evenly spaced around the hull, max. capacity 100 torpedoes)

These torpedoes, incorporating carefully controlled gravity generators, contain 2 "warheads" one of neutronium, one of anti-neutronium, each weighing 1Mg (1000kg). When the two combine the energy released is 180EJ or 1.8x10^20 J (via E=MC^2). This is a lot.

Lasers (at 200m spacing along 8 lines going lengthways, starting at 1km from the nose. (80 in total)

Standard assault lasers, long range, but more effective at shorter distances. Work in the Gamma spectrum. Can be individually targeted, or each strip can be locked onto a single point. These can also be used to break up incoming objects



Ramscoop Field

This can be extended up to 100km in front of the ship to bathe enemy ships in high levels of radiation, only used as a last resort as if it overloads then there is no source of fuel.

Armour:



Superconductor Grid:



This is, as the name suggests, a tight grid of super-conducting material. This can be manipulated both to spread out energy blasts, turning their energy into heat used to boil a large water tank at the rear of the ship, and drive turbines providing an extra source of power (the water then runs back along pipes under the grid, using the vacuum to cool it). This prevents (except in extreme cases) any part of the hull from going over 100 C due to energy discharge. The grid can also be polarised to deflect metallic objects, or those with strong EM fields.



Gravity Field:

This (as the name suggests) is a field of artificially induced gravity propelling objects away from the ship, it can be manipulated to provide an inaccurate and low powered form of mass driver.



Sensors

All Seeing Eyes

These are mounted around the ship, and provide vision along the entire Electromagnetic spectrum, as well as sensing magnetic and gravitational fields, the only blind spot is directly in front of the Ramscoop for 500m, however the radiation prevents most craft from reaching it.
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Unread 9 Mar 2005, 20:22   #32
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

I am totally building a ship. Right now. Back in two flashes.
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Unread 9 Mar 2005, 21:13   #33
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Flaag, I'm pretty sure SHIPS ABOVE STAR DESTROYER SIZE are not allowed.

That means your ship is outlawed, shrink and redesign. Also, remove the part about the battlestar from your FTL drive description
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Unread 9 Mar 2005, 21:58   #34
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Considering the normal star destroyer was around 1.6km long at largest estimates and the DM created escort carriers are 2.5km I think you should give up trying to impose rules that don't exist.
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Unread 9 Mar 2005, 22:14   #35
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Ship Name: The Legana
Ship Captain: Alex Ro
Ships AI: Pandora
Ships first officer: Sophia Martinez
Ships Chief Engineer: ‘Faus’
Ships Doctor and Chef: Herman Hant
Gunners Mate, lambda team: Lina Heart.
Fighter captain: Dean ‘The Baron’ Jones.
[Plus anyone I happen to add during the course of the story]

The Legana; Technical Specifications

Description and Rough history
The Legana is a first generation Federation battleship, predating the newer Battlestar class ships by a good 50 years. The ship itself has been scarred by battle, its paint on the outer edges burned and scorched with engine or weapon explosions. The hull itself is a patchwork of dual-alloy materials with a once-complete layer of complete ablative titanium layers. The upper deck remains complete for the once standard use of Atmospheric flight and the launch and control of fighters, bombers and mecha escorts [a prototype from the time], additional particle cannons having been fitted in its more recent days.

Statistics
Class: Ronin hull
Length: 530m
Width: 110m
Depth: approx 110m
Armour: Dual-alloy, Titanium ablative
Shields: Zavior Mark III, 10 second burst.
Weapons: Particle-Antiparticle cannon, 12 batteries of ‘shrapnel’ guns, 10 [5 port 5 starboard] Principle Rail Guns, 3 [forward mounted] Habdak Plasma Bowcasters.
Engines: Guild Stream Drive [Both FTL and Sublight]

Statistic Details:

Ronin Hull: The ronin hull was developed as the original battleship hull some 50 years previous. Within that time, it has been adapted into the role of scouts for the fleet and personal carriers for private parties in industry.

Dual-Alloy: Unlike the modern battleships, the Ronin class was equipped with the latest upgrade at the time, Dual layer alloys. This comprises of a thicker Titanium mixed with Induriam [sorry Inspectre ] followed by a steel-titanium alloy sometimes measured upto 1m thick

Titanium Ablative: This coating was applied over the whole ship then painted over, to allow for a unique colouring. The thickness was about 15cm and the hardness was capable of withstanding the shock of a proton torpedo direct hit. However, over the years this ship has seen more battles than most and the majority has worn down.

Zaviour Mark III prototype shields: These were added to the hull after an diplomacy mission as a gesture of good will from a guildian race. They fitted a number of other systems, but on the ships full power supply, the shields can operate for no longer than a minute then the entire ships power drains to nothing and it stops functioning. Could theoretically be extended, depending on the power generators.

Particle-Antiparticle cannon: This weapons focus on pushing a mix of plasma into a shell with two compartments, one of particles and the other antiparticles. The process uses the waste from the engine and amongst other things; the damage the[b]y can cause with direct hits is tremendous. Annihilation causes tremendous damage on impact

Principle Rail Guns: These weapons are strong single shot attacks that can rip into the hulls of capital ships like butter. Much similar to the more modern MACs.

Habdak Plasma Bowcaster: This weapon is mounted on the gundeck and used at extreme long range to send bolts of white hot plasma discharge, again from the engine discharge, into enemy ships. Obtained during a mission into the Habdak system, funnily enough.

Guild Stream Drive: This drive can be used to enter FTL travel, as well as travel at ordinary Sub light speeds. The drive itself is not standard with a Ronin Class hull, and it runs on a thriving protostar, sealed within a guildian alloy. The fission can last for millions of years, and powers most systems on the ship…

Other notes
The captain is part of a special task force, one of three members left alive [One of the others includes Admiral Morgan] that allows direct bypassal of the chain of command based on mission parameters. Not to mention just walking off with your ship for 5 years…

[ooc]I have a few apologies to make.
A)No history. Sorry.
B)No real detail yet. Sorry
C)Sorry Inspectre, you've seemingly set the standard in this thread for weapons and armour.
And I'm done. [/ooc]
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Unread 9 Mar 2005, 23:11   #36
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Rich, those are NPC ships, not playerships, he said max size was stardestroyer...
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Unread 9 Mar 2005, 23:16   #37
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Quote:
Originally Posted by flapjack
Rich, those are NPC ships, not playerships, he said max size was stardestroyer...
*Walks in under the heavy weight of the DM.*

Read the post flappy, NO RULES!!!
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Unread 10 Mar 2005, 01:35   #38
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Captain- Dylan Reed
1st Officer- Joseph MacKinnon
Marine Commander- Zeth Pike
Chief Engineer - Jake Malden
Chief Medical Officer- Jazz Millburn
Flight Deck Chief- Samantha Keck
Highest Ranked Pilot- Nathaniel “P.T.” Blood


Essex- the Essex like all Eros carriers was built at the Io Shipyards. The Eros carrier was from the generation before the battle stars. Eros carriers could carry as many fighters as the Battle Star, but she did not have the blunt firepower. So when the battle star was designed and built the Eros carriers were sold to the public with out fighters or capital missiles. They were mostly bought and transformed to cargo haulers.

The Essex found its way into the hands of a young man named Devon Reed. He like many others converted it to a cargo hauler. It was his first move to one of the biggest freighter operation in the federation. When his company became powerful though he put the Essex into storage.

Years later when Devon was dieing he had a decision to make, his son in law had been killed while on a haul by pirates. The only people he could leave his company to be his grandsons. However the elder was very confrontational with his younger brother. If the company was left to both it would be torn apart. To solve this he made a final decision. Only three weeks before his death he wrote a letter to his younger grand son, Dylan, and had it placed on the captain’s chair on the Essex, and had the ship added to his will.

When Devon passed his grandson Dylan was told he was left something of great importance to his grandfather. He was then taken to the hanger in which the Essex was stored; he was given a tour of the ship with the bridge as the last stop. There he found the letter, he has never told anyone what was in the letter but it affected him.

It took Dylan three weeks to get a skeleton crew together from his friends, and acquire a contract. For six years Dylan and his small crew haul cargo all over the federation. However things changed when while on a trip to a front line cluster the swarm broke through. The Admiral of the cluster had no idea what to do he did not have enough ships to withdraw all the supplies that the swarm could use. Then the Eros arrived. The Admiral sat Dylan down explained him the situation and gave him an option, to join the fleet as a civilian auxillry, or have his ship seized from him. Dylan went with the first option and had two squadrons of Spartan Fighters, and one of Sphinx Fighters to his hanger bays. He also got the support personal, a marine contingent, and enough crew to give the ship a full crew.

Since then Dylan has been fighting as a carrier commander with the federation fleet.
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Unread 10 Mar 2005, 03:21   #39
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Flapjack it could have been a Super Star Destroyer. Star Destroyers are the size of one of their 3 engines. They are also 7 kilometers long and completely unnessacary.
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Unread 10 Mar 2005, 13:36   #40
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

no super star destroyer 7km regular is about 1.6 km, i have a feelin the regular one could be smaller though
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Unread 10 Mar 2005, 14:17   #41
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

MrMao, it depends on the version of the star destroyer, there have been Victory, Victory II, Imperial and probably a couple of other types. If I'm correct, the Imperial star destroyer is the 1.6km behemot, the victories where a lot smaller
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Unread 10 Mar 2005, 14:55   #42
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

900m
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Unread 10 Mar 2005, 17:49   #43
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

is that a victory or a Victory II?
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Unread 10 Mar 2005, 20:53   #44
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Both.
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Unread 10 Mar 2005, 23:07   #45
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

besides, if i make it a reasonabe size then i cant fit on the Niven universe propulsion engine (btw, WHY do you guys know the lengths of a star destroyer, and more importantly, why do you care?)
And super star destroyers arent unnecessary, they do the most important job of all, being really big and looking cool. (Much the same role as I tend to occupy in any group of people IRL, apart from the looking cool part.)
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Unread 10 Mar 2005, 23:15   #46
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

It's our job...
Nay, our duty as roleplayers to know.

And most definitely our honour to care.

Though in Rich' case, it'll be cutting off his nose to spite his face in name of slapping flapjack in the side of the head and saying: No!

[/random lunacy about star destroyers]
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Unread 10 Mar 2005, 23:28   #47
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Actually I had no idea until I dumped "star destroyer lengths" into google

Never remember something utterly pointless when you can find it in under 30 seconds of typing.

As to the other point, I thought slapping flapjack and saying "No!" was in my job description...
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Unread 10 Mar 2005, 23:39   #48
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Richard gains the ability to have yet another ship for so very nicely bitch-slapping of flapjack.
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Unread 10 Mar 2005, 23:43   #49
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Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

SSD are about 8 kilometers or the more recently updated guide books say that they are 12.8 kilometers. The SD are about 1.6 kilometers long. According to the same source, the class doesnt seem to change length, only weaponry. Oh and I was wrong before, the SSD have 13 engines.
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Unread 11 Mar 2005, 00:17   #50
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Flaag is infamous around these partsFlaag is infamous around these partsFlaag is infamous around these parts
Re: Onslaught – Chapter 1: The Flight of Angels - THE REMAKE

Hey, wait a second....

Quote:
Originally Posted by Bakan
*Walks in under the heavy weight of the DM.*

Read the post flappy, NO RULES!!!
Does this mean your carrying yourself? is the technically possible?
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Flaag
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
*Chef at the Albion Tavern*
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