The Intergalactic Alliance

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ArcaneDude
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The Intergalactic Alliance

Post by ArcaneDude »

Note; this is most certainly incomplete, I'm just writing this up for the hell of it, and since it's a pretty important faction in the MRA timeline.

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The Intergalactic Alliance

Statistics and facts Note; all in accordance to last known count (some 150 years ago)

:: Governemental Type :: Confederated State
:: Judicial System :: Judge and Jury
:: Economical System :: Free trade between all partners
:: Worlds Colonized :: 90458
:: Worlds under ownership :: 118952
:: Artificial Worlds under ownership:: 9
:: Ringworlds under ownership:: 3
:: Dyson Spheres under ownership :: 1
:: Planetoid Mining operations :: 10597
:: Asteroid Mining operations :: 2,589 x 10^5 (Estimated number)
:: Gas Giants owned :: 5369
:: Uninhabitable worlds :: 894 (750 under terraformation)
:: Population :: 1,858,458,936,485,000 Individuals, synthetic and organic alike.
:: Percentage of Tier 0 potential :: 58%
:: National Treasury net-worth :: 1, 853 Decillion Alliance Drubloons
:: Military net-worth :: 185 Decillion Alliance Drubloons

:: Capital :: Dyson Installation #1 Embrace
:: Currency :: Alliance Drubloon
:: Last National Leader :: Arch-Councilor Cedalia Shratunio-Venneth
:: National Anthem :: Paragon Hymne
:: Intergalactic Navarchial Service Anthem :: Diem Ex Dei
:: Battle Theme :: Spiritus Elektros

:: International Relationships :: None.
:: International Contacts :: Numerous, mostly first contact situations.

Historical Archive

A calendar of important events:
Spoiler!
In accordance with the Arcturian Cold War Calendar

0 - (1287 A.D) The Galactic Conflict ensues in the milky way galaxy.

128 - The Vilushan Empire and the Ruustirii Alliance halt their quarrels.

131 - 30% of the conflict has ended; Interstellar Alliance is founded.

135 - 50% of the conflict has ended; Interstellar Alliance new-baptised to Galactic Alliance

159 - End of the Galactic conflict. 89% of stellar empires in the Milky Way Galaxy has aligned itself with the Galactic Alliance.

By this point in time, the Galactic Alliance is so vast and powerful that it is the first ruling governement on a galactic scale known to exist. It's population runs in the trillions, and income per capita was never as high as it is at this point.

End of the Arcturian Cold War calendar, now in accordance with the Alliance Standard Calendar

0 - See Arcturian Calendar Year 131

28 - See Arcturian Calendar Year 159

50 - Azael Henebrach and Tse'Huchan Temanezori succeed in first field testing of MK XII hyperdrive, commencing an era of intergalactic travel with a single push in the button.

59 - The ANS Sukalsky, the first intergalactic starship, starts it's three month journey to M33.

60 - The ANS Sukalsky reaches M33 and attempts communication with a sensor outpost it spots after another day of travel. First contact with the Za'Zerenn is made, and the Sukalsky commences negotiations.

65 - After several years of prosperous relationships with the Galactic Alliance, which is now expanding into the M33 galaxy, the Za'Zerenn become a fully fledged member. The Galactic Alliance is new-baptized into the Intergalactic Alliance.

70 - The Intergalactic Alliance is met warily by the M33 races, and several small conflicts against 'the extragalactic intuder' commence. Deu to it's fragile position in M33 the Alliance is defeated, and leaves, not seizing contact with the Za'Zerenn, though.

198 - Several advances in hyperdrive technology have made it possible for the Alliance to shorten intergalactic travel to a convenient two weeks. Contact with the Za'Zerenn is reestablished, and the Alliance tries again in M33.

200 - The IA's old adversaries attempt to drive back the IA once more, only to meet with a powerful expeditionary force. The political situation in M33 is more viable now, and the IA gains several new members, even during the conflict.

221 - A solid base has been established in M33. Several other expeditions are sent to 15 surrounding galaxies, some returning positive, some kicked back out, some never to come back. In the end, five aditionnal Galaxies are entered, and over the course of years, more and more factions join the Alliance.

-------Start of the Aeon of Joining.------

1850 - Alliance Arch-Councillor Setes Kravilus is murdered by unknown terrorists. "War on terror" commences.

1856 - War on terror ends with the imprisonment of all known leaders of terrorist cells. Casualty rate among civilians was abysmally high, resulting in the Aeon of Rebellion.

------Start of the Aeon of Rebellion.------

1869 - Rebellous factions overthrow the Alliance Council and establish a new order. Start of the Aeon of Prejudice.

-------Start of the Aeon of Prejudice.------

1898 - Several Alliance loyalists rebel against the New Order, and the Alliance Civil War ensues.

2356 - End of the Alliance Civil War. Old Rule is reestablished and the Constitution is rewritten to prevent identical scenarios.

------Start of the Aeon of Stabilization.------

2985 - First contact is made with the Confederacy, a governemental body rivaling the Alliance in military power.

3000 - Confederacy attacks outer colonies on Foundation Day. Alliance retaliates, but is quickly put in the defensive.

------Start of the IA-CUS war.-------

3852 - IA-CUS war revolves into a stalemate. The Confederacy retreats, and is never heard of again. Rumours about a plague destabilizing the Confederacy reach the Alliance, but are never investigated.

-----Start of the Second Aeon of Stabilization.-----

This era last for another three-thousand years. The following history of the Alliance is written in the MRA thread.
An exerpt from The Great Narratives; the founding of the Great Alliance and the Age of War
Spoiler!
It was the 145th year of the 2nd age of the Empire of the Haladmiri, called Vilushans in the Common Language, that spreaded outwards from the great world of Vil Usha, and it was in this year that all friendship between empires and kingdoms and alliances in the Galaxy was lost. War ensued and armies and fleets roamed between the stars, in search of vengeance or salvation. The Haladmiri, the Ruust, the Elechmi, all were swallowed in the darkness of war, even the proud and great Arcturi, who dwelled amongst the stars. And many battles took place between the stars and on the worlds of the Greater and Lesser races, and on and around the Arcturian Star Fortresses. At the time of writing, the most learned of us were still incapable of explaining exactly why this insanity captured the galaxy. Only whispers could be heard of a great Darkness, far away, where the eyes and machines of the races in the known universe could not reach.

It was in the 112th year of this war, as by the Arcturian Cold War Calendar, as they called it, that the forces of the Haladmiri were led by an aging and worn Emperor and Warlord, Marmen Vil Ush, under whose reign the famed Empire of the Haladmiri had become almost forgotten, except by the sea-dwelling people of Ruust, who regarded him as a scourge and a danger, for he had concentrated his Empire's might on that single foe. And the Alliance of the Tribes of Ruust had in turn concentrated itself on it's attacker, and they became forgotten by the rest of the warring races in their vigorous and bloody entanglement.

In that year, the old Emperor Marmen passed away, an honourless death amidst the halls of the once great Fortress of Vil Varon, far away from his homeworld that had become a lesser place in his eyes, for Vil Varon was the closest to Ruustirii space. Marmen Vil Ush had no heirs, and so the effort of war was passed to the hands of Saren Vil Ush, his sister's son, who would later be known as the Peacekeeper and a Founding Father. Saren Vil Ush had been raised by his mother and a few of her trusted friends, who had taught him of the world how it used to be, before the Great Conflict encompassed all the Known Universe. And Saren, by heritage a dreamer and a visionary, had looked down upon his Emperor Uncle with doubt in his mind and heart. When Marmen passed away, Saren became Emperor of the Haladmiri, and was forced by tradition to keep his forebearer's plans in honor. So Saren kept supervising the completion of Marmen's last insanity; Idmil's Hammer, a weapon of such great power that it was capable of engulfing entire worlds in it's horror. Marmen planned to use it against the Ruust homerworld of Ruustiria, a plan which appaled Saren himself, but he had no choice but to keep upon it's completion and using it, or he would be cast down from the throne and secretly replaced by the warmongering Lords who had counselled Marmen into this insane plan.

But what none in the Haladmiri Empire knew, for Marmen had kept his spies on a short leash to attend to the construction of Idmil's Hammer, that at the same time the Ruust had heard of it, and had stolen some of the plans and powerful technologies that powered it, and they forged their own weapon; the Apocalyptum, a challenger to the might of Idmil and the Empire of the Haladmiri. They constructed it with great secrecy, and without the spies of Marmen on their backs, they completed it along with it's counterpart. Untill Saren came to power. Not as deluded as his uncle, he dispatched spies into the realm of the Tribes, and what they discovered in the underwater shipyards of Ab Ballor shook the very foundation of their resolve. The Haladmiri Empire was beaten already, for Saren knew that the Ruust would hide their weapon before Idmil's Hammer could reach their world and destroy it.

What follow's is based upon tales told by Saren Vil Ush himself, more than one thousand years ago, but it is said that the night before his uncles's Endgame plan was to come to a start, he was visited by a man of unknown origin, even more mysterious than the Arcturians could possibly get. Voices now speak of his origin as Cirhain, or Predecessor, the oldest of all races that had left the Known Universe in seek of peace and a home amongst younger stars, where they could flourish. And it is said that that night they talked a very long time, from the moment the sun had set over the cities of Vil Usha and rose again over it's mountains and Riverlands. They talked about the war, and the End of All Things, and, some say, about how to prevent it. What is certain is that after this night, Saren Vil Ush gathered as much of his trusted Captains around him, placed them and a selected crew upon as many ships as possible, for the fleet of Vil Amun had been diverted to the Homeworld to escort Idmil's Hammer, and it was vast and proud. And he took that fleet along with the Hammer to Ruustiria before the sun on Vil Usha had set again, and he hoped before the Ruust had heard of his departure with their weapon. He hurried as best he could, and some of his ships were lost as their engines failed and dropped out of Hyperspace, never to be seen again. But when he arrived at Ruustiria, he knew that his plan had worked. For the Apocalyptum was present, along with a great force of the crude Ruust warships. And he spoke to the Ruust, and they were surprised, for they had neaver heard the voices of the Haladmiri except in anger, mockery or fear of death. And he said to them, his voice in peace and desperation;

To the proud people of the Tribes and the Seas of Ruustiria I express my wish in this Hour of all hours, that they grant me and my people the honour of laying down their arms alongside those of us, sit around the same table and speak the same words of peace and reason, so that both our people may flourish instead of wither, for the Hammer that was brought by us and the Sword that was forged by you will bring no victory, yet only darkness, as their trumpets sound an era of death, night and darkness. Of my intentions, I bring you proof. Watch Idmil's Hammer, forged by the greatest minds in our proud Empire, as it does all that it was made for!

And with a bright flash, and a wave of power that made both mighty fleets shake and shudder, Idmil's Hammer collapsed in on itself and some Ruust on their homeworld thought they were doomed, for certain, since nothing but the might of Idmil could produce a star that bright in the sky. But the power of Idmil's Hammer had been broken by it's wielder, the flash only a spasm of it's death.

The two fleets sat in orbit around the world of Ruustiria, and for several long minutes nothing happened. A Ruust Commander later exclaimed;

Idmil's power was broken by it's bearer, and the heart of many of rejoiced, for we knew that this bright light meant that the destruction we were going to endure and cause had vanished. The men aboard the Apocalyptum refused to answer the call of their Commanders, for they believed that now the time had come to catch the Vilushans in their foolishness, for they no longer had a weapon here powerful enough to ward off the might of the stolen weapon. They rebelled, and many of the warmongering ones were killed in this desperate hour, and as soon as news of the event reached the surface, the same happened there. The Tribesleaders, who had led us into war, were now the enemy, and the Vilushans, whose Emperor had given us a chance for life, became a beacon of hope in which our new leaders installed their trust. For no single one of us dared to question his intention after he had destroyed his most powerful weapon in the face of his foes.

And the Ruust and the Haladmiri cast down their weapons alongside each other's, and sat around the same table and spoke the same words of peace, old fueds not forgotten, but laid aside in the face of mutual destruction. And in the year 128 of the war, 16 years after Saren the Wise had been given reign on the throne of Vil Usha, and 10 after the destruction fo Idmil's Hammer, an Alliance was forged between the Empire of the Haladmiri, or Vilusha, and the Ruust. And when the warring empires, some in their final hour, some still prepared for the worst, heard news of this Alliance, they were surprised to see the Forgotten People break their veil of mystery, and tread outwards, stronger and more glorious than ever. And many were inspired, and came to the Great Alliance for protection, or for peace, or to offer their assistance in a cause better worth fighting for.

And it was thus that Saren Vil Ush the Peacekeeper, and Harrob the Great of Ruustiria, and Mirion Sul of the Arcturians became the Founding Fathers of the Galactic Alliance, and their legacies and tales were carried into the Known Universe and beyond for thousands of years. Some say that untill their deaths, a mysterious man gave them council, only seen in the night, and disappearing as soon as the sun rose where they were, and that he was of the Cirhain, the race long lost that now go by the name of Predecessors.

This is the tale of how the Intergalactic Alliance was founded, long ago in the Age of War. It was written in the Aeon of Joining, when it began in 1289, by an Arcturian named Amon Ithmul, one of the last of his race. His work is based on many sources, and seen as accurate, except for the parts where he speaks of the Predecessor influence, as this has never been proven.~quoted from Mullick's translation of Amon Ithmul's Great Narratives.
Last edited by ArcaneDude on Sun Aug 15, 2010 11:57 pm, edited 1 time in total.
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And in this Alliance we bestow our hope and will, that the Dogs of War may never harass the people of our homes again, and that it will bring peace, equality and liberty for all in need and despair. One Universe, One Goal. By the Manifest we command this.~ Saren Vil Ush
ArcaneDude
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Re: The Intergalactic Alliance

Post by ArcaneDude »

Technology Report

The technology and science of the Intergalactic Alliance were incredibly advanced, benefiting from the accumulated cultural and scientifical history and viewpoints from thousands of different species. It is best comparable and in some ways superior to To'Hol Venaari technology, yet still significantly inferior to that of the mythical Predecessors.

This list is only a small grasp of what Alliance technology has to offer


Everyday technology

Anti-Gravity vehicles An Azureus, one of the more affordable Gravcars.
Anti-Grav vehicles or 'flying cars', as they can be described, are extremely common civilian and military vehicles designed in a myriad of different forms. Ranging from one-person 'gravbikes' to multi-tonne trucks that carry immense loads of cargo, these are vital to the survival and operation of any Alliance settlement.

FTL communication
Civilian FTL communication is achieved through use of orbital or planetside stations, that maintain a small but constant link to each other through Hyperspace [see further]. This allows sending packets of data at FTL speeds from station to station. An FTL comms station is colloquially known as an 'Ansible'. Military and merchant warships are fitted with shipboard Ansibles.

Datapads
Datapads are simple, palmtop computers with a large touch-screen, on which the average Alliance citizen can conduct any and all business that Personal Computers have always been used for. Except porn.

The AlNet
The AlNet is the Intergalactic variant of the local planteray Internet. It links millions and millions of computers, VI's [see further] and datapads to each other, and is operated by the use of massive planetside AI [see further] cores that direct the gargantuan flow of data traffic between worlds and people.

VI and AI

VI is an abbreviation of 'Virtual Intelligence'. VI's are supercomputers with a basic level of sapience, which allows them to deal with unpredictable situations. They are installed as the main computer core to buildings, companies, ships,...etc. Some owners tend to give them the ability to interact vocally and/or visually with their environment, giving way to holograpic avatars that operate with vocal commands rather than keyboards.

AI is an abbreviation of 'Artificial Intelligence'. AI's are extremely powerful computers with a high level of sapience, or even full sentience, which allows them to act [near] human or beyond. AI's are useful in maintaining the AlNet and local Internets, keeping large starships and bases running, operating remote drones,...etc. The possibilites with AI's are limitless, but not without risk. AI's have been known to go rogue and disrupt their operations, sometimes even killing people in the process. Therefore, most AI's are so-called 'Limited' AI's, that have protocols to prevent them from doing any damage when going rogue, and sometimes even lack the physical connections to do so.

...

Spaceflight

Starships are common and come in every form. These are some of the technologies that makes them go.

List of Starship classifications
Spoiler!
There are thousands of types of starships; from droid-controlled mining rigs to civilian luxury liners and the massive dreadnoughts used by powerful naval forces.

1.1 Civilian starships

Civilian starships are usually cheap, mass production ships. Small and unarmed, except for the personal ships of important corporate personnel, who are mostly authorized to sport point defense. Offensive weapons are banned from civilian ships.

Classification for Civilian starships, small to large

1.1.1 Mining rig (usually droid controlled or via central intelligence)
1.1.2 Transport vessels; light freighter, medium freighter, heavy freighter, superfreighter, tanker, supertanker, personnel transport, mail transport, bulk transport, agricultural transport
1.1.3 Luxury vessels; Class 3 yacht, Class 2 yacht, Class 1 yacht, Luxury liner

Civilian starships are banned from using strategically important FTL relays, and rely on using their hyperdrives to reach those relays open to the public for usage.

1.2 Military starships

Military starships are xactly what the name suggest, starships used by the military. Usually armed and shielded for specifically for their role. They are mostly expensive, as only the most modern ships are good enough.

Classification for military starships;

1.2.1 Starfighters; Light, Medium, Heavy, Space-Superiority

These are light, single or two-manned craft, focusing on scouting, escort and combating other Starfighters in so called 'dogfights'.

1.2.2 Starbombers; Light, Medium, Heavy, Torpedo-bomber

Starbombers are slower than Starfighters and are a rare sight. Usually used to attack heavy capital ships, they carry little direct weaponry, and focus on heavy missile/torpedo launchers.

1.2.3Monitor

Monitors are scout vessels, used to protect civvie routes in wartime or during pirate/privateer threats. They are fast and sport only a single heavy gun.

1.2.4 Corvettes; Scout, Missile, Light, Medium, Heavy, Assault

Corvettes are nimble, light starships that carry a variety of both light and medium weaponry. They tend to rely on flanking enemy ships, and using either long range, high damage weaponry or point-blank chainguns, disruptor beams or other fast-firing weaponry.

1.2.5 Frigates; Scout, Missile, Torpedo, Light, Medium, Heavy, Assault

Frigates are the lightest of fully fledged warships. Used to protect larger fleets from starfighter or bomber attacks, they are deployed ahead of larger armadas to scout and clear the way. Groups of frigates can engage larger opponents up to cruiser class, although they are no match for the larger dreadnaughts.

1.2.6 Destroyers; Missile, Light, Medium, Heavy

Destroyers are versatile warships, with armament that focuses on dealing heavy damage in shorts amount of time. Usually deployed as the bulk of an armada, or in hunting packs, destroyers are a deadly opponent for anything smaller than a cruiser, and can take down larger warships in packs.

1.2.7 Cruisers; Missile, Light, Medium, Heavy, Communications, C&C (Command and Comms), Super, Armoured

Cruisers are mighty combat vessels, often referred to as mini-dreadnoughts. They carry advanced packets of heavy weaponry, often relying on broadside tactics to bring all their guns to bear. They are slow and heavily armoured, and some are large enough to serve as mobile command centers.

1.2.8 Carriers; Light, Medium, Heavy, Assault, C&C, Super

Carriers focus on deploying large groups of starfighters and starbombers into engagements, and supporting them with long range havy weaponry. They are slow and cumbersome, but are a though opponent for any type of vessel. They can also double-serve as PD vessels in larger armadas, as they carry impressive amounts of AA to fend off enemy fighters.

1.2.9 Dreadnoughts; Combat, C&C, Rex, Armoured, Mandatory

Dreadnoughts are massive, lumbering behemoths, carrying impressive amounts of weaponry, armour and shielding. They are considered a strategic resource, and are only used as flagships in larger engagements, or as command platform for entire wars. Some are known to carry fighters, just like the Carrier type, but they focus on bringing an amount of firepower to bear that dwarfs even a supercruiser.

Rex Dreadnoughts are a special class. Often referred to as special flagship classes, these starships are only built by the most powerful species or factions. Costs are immense, the amount of crew required impressive, and losing one could mean the end of an entire war effort, simply because of the ensuing drop in fleet morale.
Fusion Cores
Fusion is a base technology that powers more than just starships; most settlements use them for their reliability, low cost, high power efficiency, etc. On starships, they're used because they give off relatively low radiation.

Antimatter Power Cores
Antimatter cores are more maintainance-heavy than Fusion cores and give off more radiation. As a result, they're not frequently utilised on starships, or near settlements, which is also due to the high volatility of their fuel. These cores are mostly available for appliances that need more power than an average-size Fusion Core can deliver, groundside and orbital power generation, for example.

Hyperspace travel

Hyperdrives are a combination of a particle accelerator and an energy-dump burst thruster. The particle accelerator is powerful enough to create unstable strangelets, which are then fired through a hyperspace cutter near the bow of the ship. The strangelets decay 50 kilometers away from the ship, and rip open the fabric of space, creating a rift to hyperspace. The burst thruster fires, and launches the ship into the rift before it closes. Normal drives are used inside hyperspace, and the process is repeated for exiting it.

There is no scanning or device that can penetrate into hyperspace, although sensing equipment can pick up the mass echoes of ships traveling close enough. The same goes for scanning and sensing from hyperspace.

Wormhole relay networking

These devices are scattered throughout the galaxy. They are powerful particle accelerators, functioning much like a standard hyperdrive, but capable of maintaining the stream of particles. Usage ofmore powerful accelerators allows creation of connected wormholes, that simply need to be entered and exited for instantanious travel over massive distances. The only limitation to the system is that the exit point also needs to be a relay, and that relays actually have to be built first before a new system can be opened to the network.

Weapons technology

Starship weapons
The following is a list of known starship weapons. The Alliance tends to use plasma, pulse and mass driver weapons.
Spoiler!
STARFIGHTER BASED WEAPONS

- Laser cannons
Starfighter based Laser cannons are small, often rapid firing energy weapons that use a concentrated (and subsequently hot) beam of light. Laser weapons cannot compete with the more advanced plasma and antimatter based weapons, but can be used in great numbers due to low costs of production and usage.
==> Light laser cannons: vehicle and starfighter based, low firepower but also very small mass and power consumption.
==> Repeating laser cannons: rapid-firing weapons, often with rotating barrels.
==> Pulse laser cannons: extremely precise, low power weapons for projectile interception and bolt disruption.

- Plasma cannons
On Starfighters, these are manifested in the same tradition as laser cannons, but are more powerful and more expensive. They operate by hurling a blob of magnetically contained and superheated plasma towards an enemy at great speed.
==> Light plasma cannons: see 'Light laser cannons'
==> Heavy plasma cannons: more powerful weapons for use against gunships and other larger targets. Slower to fire.
==> Fighter Based Plasma Beam Emitter (FBPBE): a small, yet powerful beam variant. Relatively new technology.

- Railguns
These are rarely used on starships throughout the Alliance, but find their use on in-atmosphere planetary defense craft, where plasma weapons and laser tend to be less effective.
==> Machine Cannon: Auto-firing, medium caliber weapons.
==> Heavy Railgun: used solely against ground targets due to slow refire rate, often using shrapnel core shells.

- Missiles and guided weapons
==> Fighter-based missiles: usually small and with low payload, with the exception of heavy torpedoes often mounted on bombers. Used against capitals and other fighters alike.
==> Fighter-based plasma torpedo: the smallest kind, these enhance the standard plasma weapons with a guidance system based on the magnetic containment. Used against capitals.
==> Drone launchers: a relatively new technology, these are missiles that carry a payload of wrecker drones, designed to be dropped on a target and wreack havoc on it's hull.


SUB-CAPITAL WEAPONS

-Laser Cannons
See STARFIGHTERS for description.
==> Heavy Laser cannons: heavier variant for use against small stationary targets and drop- and gunships.
==> Laser Beam Emitter: Beam variant, with the special twist of being able to fry sensors and the like at lower intensity, effectively blinding a ship.
==> Pulse Laser cannons: see above

- Plasma Banks
Plasma cannons on the Sub-Capital level manifest themselves as banks of small emitters, often arranged in strips. These are powered by a separate fusion reactor that provides the larger amounts of plasma. They also have the added benefit of being able to collect plasma before firing, thus resulting in more powerful bursts.
==> Sub-Capital plasma bank: a low-power variant.
==> Plasma Autocannon: a heavy, turreted variant of the standard plasma cannon for defense against larger ships.

- Antimatter cannons
These are projectile weapons that use Antimatter-based explosive shells. They are less power-intensive than plasma banks, but produce interceptable shots.
==> Antimatter Falconet: also used as ground weapons, the lightest type.
==> Antimatter Cannon: the standard type, widely used.

- Missiles and guided weapons
M & GW's on the Sub-Capital level tend to emphasize on anti-capital duty.
==> Plasma Torpedo: see above for description.
==> Cruise Missiles: long range missiles, high payload but easily intercepted.


CAPITAL WEAPONS

- Plasma Banks
These are much larger variants of the Sub-Capital version, with each separate bank often linked to a separate reactor. Extremely powerful weapons, that can be used for anti-capital, anti-station and planetary assault duties.
==> Capital Plasma Bank: a high power variant.
==> Capital Plasma Beam: a high power, long range and usually fixed weapon. Only used on the largest Dreadnoughts.

- Antimatter Cannons
Bigger guns, heavier payloads.
==> Antimatter Mortar: an extremely heavy variant, mostly used against stationary targets.
==> Antimatter Bombarde: an even heavier variant for use against planetary targets. These are also very rare.


SUPERCAPITAL WEAPONS

- Hyperseismic weapons
These are extremely advanced weapons, yet work on crude processes; a 'broken-on-purpose' hyperdrive is mounted in a shell, and, when activated by proximity, triggers a faulty hyperspace rift. These are known to create uncontrollable eddies, inward gravitational currents, and, in military terms, havoc against an enemy fleet.
==> Hyperseismic Railgun: Heavy railguns, around which specially designed stations are built. Strictly used in terms of planetary defense of fleet-to-fleet action, never planetary bombardement despite their obvious effectivity.
==> Hyperseismic mines: work on similar principles, but are purely theoretical due to extremely high cost and relative ineffectiveness of minefields in space.

- Plasma Bank Stations
A station solely committed to powering and operating an immense plasma bank. used for planetary defense and as support weapon in fleet action.
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And in this Alliance we bestow our hope and will, that the Dogs of War may never harass the people of our homes again, and that it will bring peace, equality and liberty for all in need and despair. One Universe, One Goal. By the Manifest we command this.~ Saren Vil Ush
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