Archives for ships and fleets. 'nuff said. Most of the ships here are very very old and will not work in current versions of BSF or SM. You have been warned!
==Wyvern Light Fighter==
The most common starfighter in the Thrusallanian Navy, the Wyvern is a single-seater craft armed with twin RPC's (rapid pulsed cannons). It can deliver a great volume of fire to overcome any point defense, but the Wyvern's damage output is low and is not as effective as the Swallowtail in the space superiority role. It's only saving grace is that its cannons are turreted and can fire in all directions regardless of the fighter's facing.
A shielded version of the Wyvern is also available. The shielding greatly enhances the starfighter's survivability, making it very useful to draw fire away from the other starfighters. (Note: glow has to be black, i.e. no glow)
==Swallowtail Space Superiority Fighter==
The Swallowtail is the fastest and most manueverable starfighter in the MGT's arsenal. It's twin anti-fighter lasers are pin-point accurate and fast-tracking, making them ideal for destroying other fighters and bombers. As such, the Swallowtail is also employed as an interceptor to deal with enemy bombers.
==Dragonfly Missile Fighter==
A pair of Hornet guided missile launchers make the Dragonfly highly effective against other starfighters, and also gives it limited strike capability against larger warships. However, the Dragonfly is a two-seater and has a larger profile, and is not as fast as the Swallowtail. It's missiles outrange all other starfighters in the MGT arsenal.
==Pegasus Electronics Warfare Fighter==
Often used as a scout, the Pegasus packs the equipment for its role, including an advanced sensor suite. This is no help in a dogfight, so a single RPC was added as the Pegasus' sole armament. The fighter gets its EW designation from the PD Scrambler and Point Beam that it carries in its default loadout.
==Falcon Light Bomber==
Carrying a payload of highly volatile plasma bombs, the Falcon can deal heavy damage to ships, although starfighters can usually dodge the relatively slow bombs. Like all other MGT bombers, the Falcon is armed with rudimentary countermeasures, although they are not very effective.
==Phoenix Heavy Bomber==
The Phoenix heavy bomber bombards its target with photon torpedoes which are most effective against large ships. It is a large target for anti-fighter weapons, however the photon torpedo launchers are relatively protected so the Phoenix can still function even after taking heavy damage.
==Salamander Heavy Bomber==
The Salamander carries special cluster munitions which cause heavy damage over a wide area. A wing of Salamanders is capable of tearing down even large ships, and fighters caught in the blast radius are likely to be critically damaged if not destroyed outright by the cluster bomb explosion. The downside is that the cluster bombs are very slow to reload.
==Ifrit Shielded Bomber==
The pinnacle of starbomber technology, the Ifrit is protected by an energy shield that renders it temporarily invulnerable to all but capital ship weaponry. The reason for the shielding is because of the Ifrit's unique bombs, which are actually mines and have to be dropped right on top of the enemy ship. These bombs have the potential to shred a ship's internals making the Ifrit the ideal choice for bombing a heavily shielded warship. Ifrits are also among the most expensive starbombers to produce, due to the advanced technology required.
Weapons Technologies of the Meritocracy of Greater Thrusallania
The MGT's war philosophy has always favoured offense and overwhelming firepower over defense. They have enormous battlestations like the Sodom and Gomorrah, but their behemoth-class warships are even larger. Likewise, the weapons systems are designed to be energy-intensive and few in number, but extremely powerful. Meritocracy scientists and technicians have designed three main types of weapons: Projectile weapons which are the bread and butter armament of any warship, missile launchers that deliver a ranged punch, and turbolasers which, although only mounted on heavy vessels, can shred unshielded armour as if it did not exist.
However, for all this powerful weapon technology, the Meritocracy has eschewed shields altogether. This posed a serious problem when subduing star nations who had developed their own shield technology, since even the most powerful lasers could do little to penetrate shielded armour. The MGT Navy thus armed its ships with "shieldbreaker"-type weapons; examples include the TNFFX-Salvator TAW Frigate with its single Tactical Antimatter Warhead launcher and the TND-Grisham Destroyer. The current tactic against shielded opponents is then to break their shields with heavy-duty weaponry and destroy their armour with the beams.
MGT weapons are energy-intensive, and so their average power consumption is an important statistic. In general, a weapon's power consumption reflects their average damage over time (read: MW = DPS).
Low-power but very accurate and quick to load, the anti-fighter laser is the best option for shooting down starfighters. It is ineffective against armour or shields unless mounted in numbers.
A weak missile launch system that is small enough to be mounted on fighters. Can be used to shoot down fighters or deal some damage to armour, but excels at neither.
A slow moving bomb that can be intercepted, but against ships with inadequate point defense, they are deadly, dealing massive area-effect damage and stripping a ship of its weapons at the same time.
A bomb that is more effective against targets with high point defenses (but not point beams) than the plasma bomb. It slowly irradiates the target, dealing minor damage over the entire ship's area.
These bombs have a very large area of effect but have a long recharge time. They are very, very flashy but the majority of cluster bomb munitions disperse harmlessly into space. However, the few that do hit deal hefty damage.
A very unique bomb, when dropped it becomes stationary, releasing positrons that annihilate any electrons near it. When an enemy ship touches it, it can cause heavy damage to the ship's internals.
The CIWS is the last line of defence against projectiles from impacting an MGT ship. Firing rapid bursts of low-intensity antimatter everywhere to destroy projectiles, CIWS can severely diminish the impact of enemy missile or blaster salvos.
The anti-fighter gun can be used to shoot down projectiles or small craft, depending on its current setting. It is ineffective against larger ships due to its range and low damage.
A weapon of simple design, the Kinetic Cannon is as old as FTL travel itself. It accelerates a ball of charged plasma to high speed that deals damage upon impact. The plasma projectile itself disintegrates soon after launch, limiting the weapon's range.
Once a staple of the Thrusallanian Navy's warships, now it is being phased out in favour of turbolasers. Nevertheless, a salvo of rounds from a MKC can deal serious damage to any ship smaller than a cruiser. Staring down a broadside of MKC's is a dangerous proposition for any enemy, no matter how large. The MKC's damage output is good, but the main reason for being phased out as a primary weapon (it is a great secondary) is that it does not have enough range to counter modern threats anymore. The Spark Cannon is a projectile-based alternative that alleviates this issue and still packs a heavy punch.
The most fearsome of the kinetic cannons, the HKC is slow to load, but it can punch right through any section, even those protected by a force field. Even capital ships' shields fall prey to the unmatched burst damage of the HKC, since punching holes in dreadnoughts is exactly what it was designed for. It is a waste to expend rounds of these weapons against small craft, although if the round hits it will almost certainly cripple it if not destroy it outright. Unlike its smaller brothers, the heavy kinetic cannon fires highly compressed plasma encased in an ultradense alloy, to prevent the plasma from dissipating harmlessly. This is the type of round used in rotary guns as well.
Essentially a heavier version of the Rapid Pulsed Cannon, rotary guns fire less often but deal more damage at a longer range. The higher the caliber, more damage and range is obtained, but at a lower rate of fire. These weapons are approximately equivalent to the kinetic cannon series, but fire at a faster rate in exchange for burst damage. Rotary guns are also less accurate than their kinetic cannon counterparts. Rotary guns can serve as anti-fighter weapons.
The heavy version of the rotary gun has been discontinued, due to difficulties and jamming that occur from trying to fire such a large projectile from a gatling barrel. Thus the medium rotary gun is the heaviest of its kind still in use. However, the engineers designing the heavy kinetic cannon decided to use the heavy rotary gun's shell as a shortcut to quickly finish the design, so in a sense the heavy rotary still lives on.
The railgun has not changed much since its conception, but because of its effectiveness in battle it continues to be fielded on MGT warships. It lacks the range of the newer weapon systems but it outranges most kinetic-based weapons. Railguns are devastating against a ship's subsystems, and especially the reactor core.
A close-range rapid-fire weapon, the bolt pulse cannon fires shots at very high speed that are almost guaranteed to penetrate the outer layer of armour. However, it is not very effective against heavily armoured ships, and is generally used to deter fighters and gunships. It is perhaps the most energy-inefficient weapon in the MGT's arsenal. Rotary guns are often a better choice.
An experimental weapon but one showing great promise, the Spark Cannon fires a burst of excited plasma at extremely high speeds, allowing it to deal heavy damage and sometimes even pass through the outer layer of armour. In addition, it has long range and a good reload time. The only drawback is that the crystals required to manufacture the weapon are rare and currently difficult to synthesize, making this weapon still a novelty.
The light version of the Spark Cannon can reach a greater maximum velocity, making it harder to intercept and easier to hit sections behind layers of armour, but lower energy output means its capacitators require a longer time to charge, and a slightly shorted range.
The Osprey multi-launch rocket system fires a volley of barely-guided rockets that can hit targets at long range over a wide area. It is most effective against a tight formation of ships, but the spread-out damage means that its effectiveness is ultimately limited unless used en masse.
The missile launch system preferred by the MGT, the Storm's missiles fly at an antonishing speed making them very difficult to track and destroy. Their manuverability allows the missiles to bypass deflector shielding by hitting the enemy's flanks. Storm missiles can travel very far, far outranging standard projectile and beam weaponry.
When even the Heavy Kinetic Cannon fails to penetrate shielding (this can occur on dreadnoughts or larger), the Thorhammer is called upon to pave the way for the rest of the gunfire. It fires an antimatter warhead that can deal more damage than any conventional projectile weapon in the MGT's arsenal; however the largest beam cannons can match or exceed its damage output, although incapable of breaking shields. Its slow rate of fire and slow projectile speed bars it from being an effective weapon against small craft.
Attack drones are designed to swarm enemy ships with their large numbers. They deal damage over an entire ship's area, so they can hit unshielded areas easily. However, their damage is spread out making them less than ideal against capital ships, although devastating against small ones.
A simple and highly energy-efficient weapon, but in fact it deals enormous damage over a wide radius. Shields are of little use in defending against a plasma torpedo, although point defense can easily cut down this weapon's effectiveness.
Power Consumption: Undisclosed
BEAM WEAPONS
==Light Turbolaser==
Green
weapon|ShockBeamer|45|-1|-1|120|10|1000|2000|0|1|Light Turbolaser|32768|40|-1|0|1|0|-1|1|1
White
weapon|Laser|45|-1|-1|120|30|1000|2000|0|1|Light Turbolaser Core|16777215|40|-1|0|-1|-1|-1|0.40|0.80
This beam cannon is a variant of the turbolaser, but toned down so that it could be fielded by destroyers and cruisers. Like the heavier MGT beam cannons, it packs a long-ranged punch.
The Turbolaser is a staple of the MGT's naval forces' weaponry. Its power consumption is extremely high, over a gigawatt, making it a deadly weapon but only the largest ships can field it in numbers. The Duran mounts an incredible 12 of these beam cannons, two of which are high-intensity versions dealing more damage. Turbolasers are a fearsome sight to behold in the middle of a battle, because no unshielded armour can withstand the beam for any significant period of time.
A souped-up version of the turbolaser, it has the same damage output as the IFCBC. The turbolaser's beam lasts for a shorter period of time as compared to the IFCBC but the recharge time is also lowered.
The most powerful weapon mounted on MGT warships, it consists of an Ion Flux Capacitator stored in a massive turret that provides power for an extremely heavy beam. By being self-powered, it does not require power from a ship's engines making it a highly reliable weapon. It can deliver gigajoules of energy per second into an enemy ship, but even this prodigious amount of energy is incapable of penetrating most energy shields. Even larger versions of this weapon are being developed, as currently the same firepower can be obtained with a high-intensity turbolaser.
Power Consumption: 1.5 GW
Last edited by Water_and_Wind on Wed Sep 17, 2008 12:23 pm, edited 1 time in total.
Wow, that's a hell lot of stretching and compressing there. Although the actual ships are good, the really thin weapons look odd.
My ships:
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=3362]Federation of the Rings(old)[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=3578]Random[/url] [url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=3493]Ships[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2709]Vol'Nir Star Navy(very old)[/url]
Overall they're very nice, and giving that they're so small, you won't be 100% zoomed in on them to really notice the stretching. You know, if the long trailing end of the civilian core gets in the way, you can shift-J(L) it and flip it around...
The second largest ship is a dreadnaught, and its cruiser, destroyer, destroyer escort, frigate, corvette respectively, if that gives you any idea of the relative size. The battleship hasn't been started yet.
Huge update, ships are completed and armed. Info and downloads to come. Do check out the larger ships and stations too (the ones that you have to click the link to view their blueprints).