
Master

Joined: 6-May 06
From: Texas, USA

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Information on the different fleets. --------
High Naryyn Ships- The most awe-inspiring of the factions, wherever a fleet may go they make a great impression upon the on-lookers. Nearly every vessel is manufactured to an exacting standard, and therefore are identical to one another. Still many cruisers for example tend to have unique features or weapon tonnage. All capital-class ships are equipped with energy shields which provide added protection against most forms of modern weaponry.
The High Naryyn use powerful fusion cores to power their advanced technology and spacecraft.
Cruisers- the most powerful warships crafted by the Empire, these behemoths range from 3 to 2.5. These also have the most advanced technology invested in them. Each sports a particle beam cannon mounted on their fore side. Particle cannons fire a lance of charged particles at a target, with greater range, accuracy, and energy consumption, this weapon is reserved for attacking enemy installations and other capital ships.
The Armet is a Hvy. Cruiser, outfitted with an AI for navigation and combat. The leviathan-like vessel is the flagship of Adm. Satith. With two cavernous troop bays, located beneath the twin hanger bays, the Armet can carry about a eight hundred marines, fifty-eight legionnaires from the 885th, and dozens of scouts, and APCs at maximum capacity. It can also carry twelve flights of five dropships, three squadrons of mk-20 "Stalker" starfighters or five squadrons of smaller mk-15 "Swift" atmospheric interceptors.
Cruisers have perfect artificial gravity (not produced by spinning sections) and maximum cruise speeds of rivaling smaller frigates. Because of their overall reliability, fleet commanders and some admirals choose cruisers as their flagships.
Carriers- have minimum weaponry, but have three hanger bays. Though possessing thick armor, they are not the toughest of the Imperial Navy. A carrier can hold up to eight-hundred marines (and sufficient transports for them), two-hundred legionnaires, two-hundred and forty Mk-15 interceptors, or two-hundred and ten Mk-20s. [These statistics are for solid, non-mixed, vehicle/infantry and fighter groups only.]
While not the most armed of the navy, carriers are almost never alone. They are the second slowest of the fleet, the first being Hvy. Destroyers.
It has been observed that many kinds of anti-capital weapons, should they gut the ship, can cause a chain reaction as the spare fuel, explosive ordinance, and other hazards combust.
Destroyers and Hvy. Destroyers- The main ship-to-ship combat vessels, destroyers are meant to take punishment and then dish out their own. With superior shields and armor than a frigate, the destroyer is often the spearhead to most space battles and planetary engagements, especially when cruisers are in short supply. Hvy. Destroyers are more (no way around it) heavily armed and armored than normal destroyers. Such vessels are armed with torpedoes and bombs to destroy installations in deep space or underground.
Mk-15 “Swift” Interceptors- the main method to maintain air-superiority for the Navy is the Mk-15. These super-sonic fighters are designed for dog fighting, spitfire bombing raids, and reconnaissance. The interceptor lives up to its name, able to fly circles around other aircraft.
Swifts often carry Stiletto dive-bombs, or Rapier ATA missiles. All Mk-15s are outfitted with a pair of Zapper pulse cannons and twin Lighting Strike kinetic-DEW hybrid guns.
They are propelled by triple scramjet engines, which can allow for super-cruise speeds equivalent to mach-3. At such speeds they can cover great distances or gain altitude exponentially, but they cannot drop ordinance with desirable accuracy at such velocities. Boosts are reserved for crossing hostile or contested territory to reach targets unharmed, not for dog fighting or dive-bombing. The Swifts are constructed with the same material as the same burnished golden alloys as the rest of the High Naryyn’s vehicles.
Slender and needle-shaped, they can hug the ground or navigate the twists and turns of rugged mountain canyons just as well as they can soar through the sky like predatory eagles. Their wings branch out almost perpendicular to the fuselage, sliding back to boost for speed, and reaching out to raise maneuverability. Mk-15s also have thrust vectoring engines, pushing their agility to the limit. Mk-20 “Stalker” Starfighter- The High Naryyn employ the heavily armed Mk-20s for interstellar engagements. Unlike their slender cousins, the Stalkers have more armor and have minor energy shielding. The handling makes up for the lack of speed, veteran pilots have even been recorded dodging homing ordinance rather than let their armor or shields take the hit.
They are propelled by a quartet of ion engines, thus Mk-20s are ill-suited for atmospheric environments. Where the Swift is limber, the Stalker is bulky. The cockpit is well-armored, as is the overall hull. The Stalker is armed with a miniature model of the capital-class particle beam cannon, and a quartet of homing missiles for use against interceptors. It has anti-capital ship missiles and bombs to attack installations and larger ships.
Dropships- Used both in the void and in atmospheric environments, these transports are fueled by hydrogen fuel. Their engines are mounted on swiveling hardpoints which allows for VTOL capability and greater manueverabilty..
Armed with a chin-mounted guass (magnetic acceleration) cannon and four anti-personal energy blasters, the dropship can play the roll of a flying tank as well as its roll as an extraction vehicle. In space, dropships serve as heavy assault or defensive units with noteworthy versitility.
Hvy. Dreadnaught, Vanguard Class- The most powerful weapon designed by the High Naryyn Empire, the Van guards are the pinnacle of High Naryyn technological ingenuity. One of the most important features is taken from the Mobile Orbital Construction Yards, which supply most of the ammunition and other necessities to expiditionary fleets and repair on damaged vessels.
The Vanguard constructs its own torpedoes, ballistic ordinance, and in essense, repairs itself. Only at pivital points in historical conflicts has even one heavy dreadnaut been unleashed upon the enemy. It was a Vanguard that tore through the I'caadsi Fleet's defensive blockade. Never in history has a Dreadnaut been destroyed, although the one involved in the earlier conflict was decomissioned and used to build a MOCY and a couple of hvy. cruisers.
Iso Naryyn Warships- Sleek as the submersibles, the Iso Naryyn have no reservations about striking from where the enemy least expects. They possess the most maneuverable and one of the fastest armadas fighting on Nirm, as well as being hybrid craft (both submersible navy and air-worthy). Their crystal cores cancel gravity's affect on them and kinetic drives within their hull give them movement.
Frigates- The Iso Naryyn frigates are similar to their counterparts, but with one key difference: complete camouflage. The ability to make something completely undetectable is a difficult process; something on the scale of a space-faring vessel is unimaginable to many races.
But the invisibility of these vessels is based on the light-bending abilities that certain Iso Naryyn possess. Not only is the ship visually undetectable, but even the crew's mental maelstrom is masked by the ship. As these Iso Naryyn don't use heat-creating engines heat signatures and don't emit radiation, they are also undetectable to most sensors. The backbone of any endeavor, their stealth is essential where their strength may be lacking. Many foes have been brought down by the cunning use of but a few humble frigates blasting their flanks.
Destroyers- Of greater tonnage than the lowly frigate, the destroyer is a fine finishing element to any ground engagement. Their anti-capital turrets can easily be brought to bear on a ground-based threat.
While it can easily defend a position against vehicle and infantry, such a task would be better left to frigates. A destroyer is much more suited for ship-to-ship combat, while still bearing in mind that an opportunistic commander is better than a dead one. Their shields and armor are inferior to High Naryyn, but their greater agility and speed are apt redeeming factors. Iso Naryyn weaponry is based on directed energy, whereas High Naryyn use projectiles and energy hybrids.
World ships- only four are in existence to this day, and it is a wonder these colossal 28 kilometer long and 7 km wide dreadnaughts were made without factories or automated construction equipment. The Iso Naryyn created the first of these behemoths shortly after the discovery of Xarmanca.
Inspired by the colony ships that had spirited them away from their original home, a world ship can carry well over 320,000 individuals alone. The fleet was created due to the millennia of nomadic wandering that the Iso Naryyn spent before finding a suitable homeworld. The ships are meant for space, constructed in orbit and never feeling the atmosphere of a planet. Little is known that can hope to destroy these giant carriers. With powerful shields and numerous weaponry emplacements all four could support the Naryyn as effectively as any planet.
With the fighter compacity equivelant to three High Naryyn carriers (with two lateral hangers on each side and an aft hanger also) the world ships together would make a super fleet, a self-sustaining cradle for the Naryyn to begin again, if the dire need ever arose..... The World Ships are also the largest vessels in existance with stealth capabilities. While stealth frigates become translucent when they fire energy weapons or power up shields, the mammoth colony ships can be running at full compacity and remain virtually undetectable.
Shrouds- A hybrid design between the High Naryyn Swift interceptor and Iso Naryyn bomber. The Shroud uses an Iso Naryyn crystal core for power, MK-15's 2D thrust vectoring nozzles and thrusters. It's wings are still shaped in an air-foil, allowing for the core's output to focus on acceleration rather than negating gravity.
While larger than its predecessor, the Shroud is superior to the Swift in speed, agility, durability, and payload. Not only does it serve flawlessly in an atmosphere, the Shroud can function even more efficiently in the void. They are few in number, but the Shrouds are more lethal than any multi-purpose craft of war within the galaxy. While lacking in invisibilty, these fighters are so quick that the enemy only gets a passing glance and nothing more.
Not all of their bulk is armor, there is limited space for the pilot to use for quarters if operating outside friendly territory. Unlike the Iso Naryyn bomber, the shrouds do not have VTOL (Vertical Take-Off and Landing) capability, but have STOL (Short Take-Off and Landing) and gliding functions. One of the most notable pilots is veteran Swift pilot Flight Commander Sam Tyson, who also served as one of the test pilots for the prototype models.
Plys’Iea Warships- The true enemy, all Plys’Iea vessels are outfitted with a thick black-green alloy with the ability to disperse energy-based attacks. Of the four factions, their vessels are the slowest, but most heavily armored.
Battle Cruisers- Often compared to a twin-bladed sword, with both running parallel to one another in the same direction. Both lance-like gun stations are a kilometer and a half in length from stem to stern.
The most fearsome of all Plys’Iea war machines, the cruisers are the fastest capital class ships of their armadas and also among the best armed. Of every vector, only the direct aft, aft-low, and between the “gauntlet” of the twin lances are not well-defended.
The twin lances frill on the inside edge (right for the left one, left for the right) to resemble a cape or wing being lifted up by the wind. These furls lean toward the central fuselage and the bridge. Many of the weapon systems of the Plys’Iea are non-directed energy, though some are, their arsenal includes chemical, kinetic, or explosive based weaponry.
Cruisers are known to carry the deadliest of these weapons, providing support for ground troops and decimating enemy forces.
Destroyers- For all intents and purposes, a bull in the china shop. Most of its volume is armored plating, with less critical components than other vessels, the destroyer can go head-to-head with a High Naryyn Hvy. Cruiser and manage to bring down the opposing ship’s shields before being blown out of the sky.
Not a single destroyer has energy shielding; instead their hull has some unknown substance coating it which disperses most forms of directed energy. Equipped with many brutal and (brutally) effective ship-to-ship weapons, a force of Plys’Iea destroyers can embody a steamroller and run right over any faction’s opposing models.
With unprecedented impact tolerance, the Plys’Iea destroyer’s prime tactic for ship to ship combat it to collide with enemy vessels and pound the target into a million pieces with its STS weapons. Even a beaten-up destroyer can come out on top against an unshielded Cruiser, entering a lethal embrace with its foe.
The Construction Project- [Information cannot be accessed with the available clearance]
Gunships- Flying tanks of the Plys'Iea, with thick armored plating and powerful thrusters, these things can move frieght and act as the vanguard for a ground-based offense. The Plys'Iea gunship is crewed by up to six specialists: one pilot, a navigator, two system analysts, a gunner, and finally one communications officer.
Armed with three Ripper cannons (unknown classification, disentegration-projectile hybrids?), and twin Impaler anti-armor missiles launches, these monsters are most effective against ground-based infantry and armored devisions. Rippers fire an non-visible round of unknown properties which tears even armor-clad Marines to pieces instantainiously.
Vipers- Medium-sized, twin man fighters; the only form of dogfighting aircraft that the Plys'Iea possess. There only armaments are five pulse-laser guns, one anti-capital ship torpedo, and a single Strangler minigun with explosive ammunition. Their top speed is about mach one, but typically they cruise just above the land at four hundred to five hundred miles per hour. The pilot, naturally, is saddled with the duty of flying the Viper, and has the firing mechanism for the anti-cap torpedo and the Strangler. The gunner has targetting control for the five pulse lasers and moniters the diagnostic system checks along with all the other auxilary roles of the fighter.
Virtarak Fleets- Of the four factions, the avian Virtarak have the weakest units man-for-man. Their main strengths are speed and precision hit and run strikes against an unwary foe. Virtarak use hydrogen fuel cells to power their vessels.
Carriers- from stem to stern, the carriers of the Virtarak are the longest capital-class ship in the skies of Nirm. Only a weak energy shield protects the hull (which unlike other shields conforms to the hull’s shape).
Carriers are near-skeletal in comparison to other capital ships, with a long, cylindrical pod for its fuselage. Two plates of titanium (which look similar to the folded wings of a diving bird of prey) fold around the main fuselage.
Small automated interceptors are stored on racks within the mid and aft sections of the fuselage. When deployed, dozens of these fights are dropped from their racks and fall free from the immediate proximity of the carrier. These drones are the carrier’s only form of attack. If destroyed the mothership is helpless against the enemy. Only a crew of fifteen Virtarak is needed to direct the carrier and give the drone fighters directives and targets.
Drone fighters- a carrier at maximum capacity can carry up to thirty drones at one time. Each drone is equipped with three repeating laser cannons which are only suitable for dogfights and attacks on infantry and lightly armored vehicles.
All of a carrier’s drones are linked up to a central processor; this unity eliminates mistakes like friendly fire or collisions. However, should the carrier, or the central processor, be jammed or destroyed, the drones would be helpless. They would begin to plummet until either being destroyed or a processor links to their signal. A carrier, or group of carriers, can take command (or distribute command) of drones who have lost their original carrier.
The processor can command up to a maximum of fifty drones, but a carrier must cycle out its contingent and the excess drones to keep them fuels and repaired.
Virtarak light fighters- Contradictory to common assumption, Virtarak do not have the most maneuverable ships and aircraft. Nor do they have the most powerful; the hordes have the cheapest and smallest aircraft.
In making up for their short comings in advanced technology, the small fighters can be amazingly customizable. Even pieces of other races' technology can be applied to them and utilized. From High Naryyn ordinance such as Stilletos and Rapier ATA missiles, to confiscated Plys'Iea disentegraters and Strangler chain guns.
One unique trait in the light fighters is their ability to fly without any engine thrust, dramatically increasing their range in atmospheric evironments. They have the greatest glide factor of all the races, equal to real birds, they can use up-drafts and slipstreams to keep them aloft and move quickly from location to location. Thusly, they have a tactical advantage over the Plys'Iea airpower, who have limited range and lower top speeds.
This post has been edited by Lord Revan: Jan 28 2008, 11:37 PM
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