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Post by EmperorMyric on Dec 16, 2017 16:55:42 GMT
"We are the stalwart defenders of the Union, the last line of defence. It is by our hand that no foe shall ever harm the people of the Union. With fearless determination we will fight back the horrors that seek to destroy our peoples and cast our universe into despair. We defend our homelands with all our might and none shall break through our defences. So say we all" Union PDF Core Traditional Oath. Union Planetary Defence Core: The PDF forces of the Union of Worlds. The second largest Core these brave individuals are tasking with the protection of the Unions worlds. Equipped the same as the Army Core but also having access to numerous forces from the other Cores the PDF have access to Anti orbital, air and ground weaponry to use on their enemies in invasion, and will fight tooth and nail to stop enemy advances. The PDF forces also have an innate connection to the Unions Law and Order Department as the PDF doubles up as the Unions police force, with soldiers assigned to guard duty also operating as officers. Obviously with specialised units and workers available for the policing side.
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Post by EmperorMyric on Dec 16, 2017 16:56:19 GMT
Guardian Class Union of Worlds Light Defence Platform: Overview: The Unions smallest defence platform, designed to work alongside the heavier Nephilim and Archangel classes it is built around engaging smaller vessels and attack craft (such as drop ships). Deployed in large amounts they can destroy enemy dropships or fast moving troop transports looking to bypass the defences during orbital assault and make a break for the surface, also used to engage escort vessels or lend extra firepower to engage larger craft. They are much more numerous than the larger classes and are usually dotted in groups in orbital defence lines. Armament: The Guardian is armed with 16 light Mass Drivers and hundreds of Union missile launcher tubes Union Missile Launchers: The Unions missile launchers are either mounted in the hull or external arrays located along the flanks of the ships. These launchers contain many missiles ready to be fired in rapid succession at enemy warships in a number of attack patterns out to very long range. The Union uses a variety of missiles, phase missiles being the most common to engage enemy starships, using a phase generator to phase the missile out of realspace, allowing it to bypass shields, armour and point defence to materialise inside the enemy ship to detonate, hamstringing critical systems within the ship and destroying it from the inside out. Second warhead option is the basic plasma warhead which can use dial a yield between 5MT and 750MT worth of destructive force. The final warhead is a bomb pumped laser to engage hordes of enemy strike craft or missiles that are incoming. Light Mass Drivers: Much smaller than normal capital Mass driver and thus able to sustain nearly triple the rate of fire Light mass drivers are typically only found on smaller escort vessels and on larger vessels predominantly as part of the SENTINEL system. These light mass drivers only have access to the ship to ship and flak round ammo types of their larger cousins and usually help defend the fleet against incoming munitions by using the flak rounds. Defences: Quantum Lattice Plate: The Unions principle armour, named 'Quantum' as a nickname this armour is a layered defence consisting of multiple layers of different armours, quantum altered to be molded together perfectly. With hyper dense materials mated alongside heat dissipating ceramics, super plastics for impact absorption, Nano-lathe Armour for self repair and Void coolers to rapidly cool the Armour when under assault from energy weapons the lattice work can have up to 100 layers of such armours mated together. Such armour can take tremendous impacts however it shines against energy weapons, able to take direct hits from most energy weapons and shrug off damage, especially weapons that focus on hull melting which seriously struggle to damage Quantum lattice armour. Any damage that is sustained will slowly be repaired by the nanite layers and the energy absorbed by the void cooling systems are usually fed to weapons such as meson lasers to help increase Rate of Fire. Mk.VIII Crenelated Shielding: The Unions latest in shielding designs. Utilizing a multiple layered defense system alongside a very powerful AI the Mk. VIII Crenelated Shield is made up of several distinct layers. The outermost layer is a charged energy shield designed to intercept incoming kinetic rounds by vaporising them with immense static charge spread across the barrier, working similar to the Unions ground based flashfry system, and is very good against such, having an exceptional standup time to kinetic bombardment before needing to recharge. The second shield is a particulate shield, able to help intercept or dampen energy weapon fire, considering that the hull itself can deal with energy weapons very well the Mk.VIII shield mainly focuses on kinetic however energy weapons will be stopped too. The third shield is a phasic barrier, linked to a phase engine in the generator this barrier cycles through millions of phase states a minute, this gives defense against shield skipping weapons such as the Unions own phase missiles, FTL weapons fire or dimensional manipulation weapons up to around 79% effectiveness/interception ratio, the Union has not been able to make it higher. The Mk.VIII shield is also compatible with the new MTP (Meson, Tachyon Particle) shield being developed. The shield system itself is controlled by a sub AI of the ships AI which modulates the shield patterns to maximize defense as well as allow the Unions own weapon fire to leave the shield unhindered, the AI scans every incoming and outgoing object and energy form, able to keep pace with trillions of objects at once. SENTINEL PD: The SENTINEL Point Defence is a very intensive interception system made up of small meson lasers, missile launchers and gatling railguns spread out across the ships length, able to rapidly track and engage incoming kinetic and missile weaponry, the missile launchers engage very long range targets while meson lasers engage incoming at medium range or the most critical targets at long range, while the gatling railguns engage multiple targets at close range, spitting out thousands of rounds every few seconds to destroy incoming kinetic shells or missiles. SENTINEL has a very high interception rate, however is no use on energy weapons, but is very effective vs attack craft. SENTINEL is often bolstered by the ability of Union Mass Drivers to use flak round ammunition. Power plant: 1x Mk-72X Zero Point Reactor: Union ZPRs create micro dimensions and draw vacuum energy from that dimension before it grows stail and collapses, to which they will restart the process again. It is a very efficient energy generation method and the ZPRs can run for around a year before needing to be refueled with heavy elements critical to the generation of microverses (these microverses are tiny and cannot generate life or celestial objects, however when the reactor section itself is damaged these verses can explode spectacularly and with great power). The fuel and generation elements themselves of the ZPRs are only around the size of a person, and are usually plug and play attachments which can fit between ships allowing easy change over and refueling. 1x Mk-105CF Cold Fusion Reactors: While Union ZPRs provide the primary power systems of their warships secondary cold fusion reactors can be brought online if the main reactor goes down, or if extra power requirements are needed (for instance when the ZPR refueling is underway) these cold fusion reactors use muons as a catalyst at room temperature fusion reactions, non-volatile and unable to explode when damaged these reactors provide very safe methods of power generation for their cost, however have to be refueled quite often compared to the ZPR around once every 3 weeks. Electronic capabilities: 1x Mk-75 QAI: The Mk-75 Quantum Artificial Intelligence is the Unions newest and most powerful artificial intelligence to date. Running on the latest in quantum computing designs the AI oversees the entire ship and its capabilities, allowing the Union ships to be very redundant in abilities and also very automated compared to other ships their size. Integrating the latest firewalls and Anti-Viral systems including a phase state scanner to help identify and purge unwanted intruders (The ship scans the entire ships code regularly, any deviation of that code not authorized by the crew is immediately destroyed) it is the most resistant to hacking QAI to date. Connected to the Union Grid and able to host multiple smaller QAIs for shields, weapons and other systems multiple Mk-75s can be run on larger ships each taking sections of the ship and increasing its computing and cyberwarfare resistance massively as well as helping to increase redundancy and capability in case of incapaciation or crew death. Stealth Capabilities: 1x Mk.VI Sensor Stealth Field: All Union ships come equipped with the Mk.VI Sensor Stealth Field as standard. It isn’t a full spectrum stealth field nor is it active hacking and cyberwarfare. The Sensor Stealth Field gives off false signals and sensor readings as well as helping to conceal the ships own signature to basic sensor systems, while it has no effect on gravimetric sensors or more exotic means it does mean any system using conventional sensors such as LIDAR, RADAR, Tachyometric, Mesonic will have a harder time attaining a lock on or a definitive location of the ship, giving it a slightly increased survival chance. Utility Capabilities: The Guardian does not have any additional Utility capabilities. Troop Complement: The Guardian is a defence platform and cannot carry troops. Crew: The Guardian is a purely automated defence system however it can if necessary support a small skeleton crew of 10. Attack craft: The Guardian has no hangars and cannot launch attack craft. Speed and Engines: 1xMk.3 Ion Thruster: The Ion thruster is a small yet powerful manuvering device located all over large vessels, used for very small scale manuvering and course adjustments these thrusters are commonly used on orbital stations or defence platforms which only need to adjust orbits every so often.
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Post by EmperorMyric on Dec 16, 2017 16:56:50 GMT
Nephilim Class Union of Worlds Medium Defence Platform: Overview: The Unions principle defence platform, the Nephilim is a medium class defence emplacement designed to both deter and engage enemy forces. While not hugely menacing in itself these platforms are deployed in layered defences often made up of hundreds of said platforms, together they can inflict heavy damage on enemy fleets at long ranges and engage multiple targets simultaneously. Nephilim often work alongside Guardian and Archangel Class platforms to defend not just planets but also critical areas under Union control. Armament: The Nephillim is armed with two centre mounted heavy Meson lasers and numerous banks of long range Union Missile Launchers. Union Missile Launchers: The Unions missile launchers are either mounted in the hull or external arrays located along the flanks of the ships. These launchers contain many missiles ready to be fired in rapid succession at enemy warships in a number of attack patterns out to very long range. The Union uses a variety of missiles, phase missiles being the most common to engage enemy starships, using a phase generator to phase the missile out of realspace, allowing it to bypass shields, armour and point defence to materialise inside the enemy ship to detonate, hamstringing critical systems within the ship and destroying it from the inside out. Second warhead option is the basic plasma warhead which can use dial a yield between 5MT and 750MT worth of destructive force. The final warhead is a bomb pumped laser to engage hordes of enemy strike craft or missiles that are incoming. Meson Lasers: Union Meson lasers provide ships with very long range precise and powerful firepower. Somewhat misleading my name Union meson lasers do not fire actual mesons, rather the mesons are used for duel, generated in power hungry particle accelerators the meson decay is controlled and used, as each meson decays into a huge number of photons as well as assorted radiation this is then fed to the focusing lenses and fired at the enemy. Meson lasers are incredibly accurate and far more powerful than regular photonic lasers, while they lack AOE they more than make up for it in stopping power. Defences: Quantum Lattice Plate: The Unions principle armour, named 'Quantum' as a nickname this armour is a layered defence consisting of multiple layers of different armours, quantum altered to be molded together perfectly. With hyper dense materials mated alongside heat dissipating ceramics, super plastics for impact absorption, Nano-lathe Armour for self repair and Void coolers to rapidly cool the Armour when under assault from energy weapons the lattice work can have up to 100 layers of such armours mated together. Such armour can take tremendous impacts however it shines against energy weapons, able to take direct hits from most energy weapons and shrug off damage, especially weapons that focus on hull melting which seriously struggle to damage Quantum lattice armour. Any damage that is sustained will slowly be repaired by the nanite layers and the energy absorbed by the void cooling systems are usually fed to weapons such as meson lasers to help increase Rate of Fire. Mk.VIII Crenelated Shielding: The Unions latest in shielding designs. Utilizing a multiple layered defense system alongside a very powerful AI the Mk. VIII Crenelated Shield is made up of several distinct layers. The outermost layer is a charged energy shield designed to intercept incoming kinetic rounds by vaporising them with immense static charge spread across the barrier, working similar to the Unions ground based flashfry system, and is very good against such, having an exceptional standup time to kinetic bombardment before needing to recharge. The second shield is a particulate shield, able to help intercept or dampen energy weapon fire, considering that the hull itself can deal with energy weapons very well the Mk.VIII shield mainly focuses on kinetic however energy weapons will be stopped too. The third shield is a phasic barrier, linked to a phase engine in the generator this barrier cycles through millions of phase states a minute, this gives defense against shield skipping weapons such as the Unions own phase missiles, FTL weapons fire or dimensional manipulation weapons up to around 79% effectiveness/interception ratio, the Union has not been able to make it higher. The Mk.VIII shield is also compatible with the new MTP (Meson, Tachyon Particle) shield being developed. The shield system itself is controlled by a sub AI of the ships AI which modulates the shield patterns to maximize defense as well as allow the Unions own weapon fire to leave the shield unhindered, the AI scans every incoming and outgoing object and energy form, able to keep pace with trillions of objects at once. SENTINEL PD: The SENTINEL Point Defence is a very intensive interception system made up of small meson lasers, missile launchers and gatling railguns spread out across the ships length, able to rapidly track and engage incoming kinetic and missile weaponry, the missile launchers engage very long range targets while meson lasers engage incoming at medium range or the most critical targets at long range, while the gatling railguns engage multiple targets at close range, spitting out thousands of rounds every few seconds to destroy incoming kinetic shells or missiles. SENTINEL has a very high interception rate, however is no use on energy weapons, but is very effective vs attack craft. SENTINEL is often bolstered by the ability of Union Mass Drivers to use flak round ammunition. Power plant: 2x Mk-72X Zero Point Reactor: Union ZPRs create micro dimensions and draw vacuum energy from that dimension before it grows stail and collapses, to which they will restart the process again. It is a very efficient energy generation method and the ZPRs can run for around a year before needing to be refueled with heavy elements critical to the generation of microverses (these microverses are tiny and cannot generate life or celestial objects, however when the reactor section itself is damaged these verses can explode spectacularly and with great power). The fuel and generation elements themselves of the ZPRs are only around the size of a person, and are usually plug and play attachments which can fit between ships allowing easy change over and refueling. 2x Mk-105CF Cold Fusion Reactors: While Union ZPRs provide the primary power systems of their warships secondary cold fusion reactors can be brought online if the main reactor goes down, or if extra power requirements are needed (for instance when the ZPR refueling is underway) these cold fusion reactors use muons as a catalyst at room temperature fusion reactions, non-volatile and unable to explode when damaged these reactors provide very safe methods of power generation for their cost, however have to be refueled quite often compared to the ZPR around once every 3 weeks. Electronic capabilities: 2x Mk-75 QAI: The Mk-75 Quantum Artificial Intelligence is the Unions newest and most powerful artificial intelligence to date. Running on the latest in quantum computing designs the AI oversees the entire ship and its capabilities, allowing the Union ships to be very redundant in abilities and also very automated compared to other ships their size. Integrating the latest firewalls and Anti-Viral systems including a phase state scanner to help identify and purge unwanted intruders (The ship scans the entire ships code regularly, any deviation of that code not authorized by the crew is immediately destroyed) it is the most resistant to hacking QAI to date. Connected to the Union Grid and able to host multiple smaller QAIs for shields, weapons and other systems multiple Mk-75s can be run on larger ships each taking sections of the ship and increasing its computing and cyberwarfare resistance massively as well as helping to increase redundancy and capability in case of incapaciation or crew death. Stealth Capabilities: 1x Mk.VI Sensor Stealth Field: All Union ships come equipped with the Mk.VI Sensor Stealth Field as standard. It isn’t a full spectrum stealth field nor is it active hacking and cyberwarfare. The Sensor Stealth Field gives off false signals and sensor readings as well as helping to conceal the ships own signature to basic sensor systems, while it has no effect on gravimetric sensors or more exotic means it does mean any system using conventional sensors such as LIDAR, RADAR, Tachyometric, Mesonic will have a harder time attaining a lock on or a definitive location of the ship, giving it a slightly increased survival chance. Utility Capabilities: 1x Mk.60 Area Projection Shield: Based on the Mk.VIII Crenelated Shield but much more massive in AOE the area projection shield can link the shield generators of the fleets ships to be used in one huge shield to protect all of the vessels, however can also be modulated to overlap and increase defence in certain areas. It can be used in that regard to protect important ships or if a vessels shields collapse can be used to provide a secondary shield while the primary recharge. Troop Complement: The Nephilim is a defence platform and cannot carry troops. Crew: The Nephilim is a purely automated defence system however it can if necessary support a small skeleton crew of 20. Attack craft: The Nephilim has no hangars and cannot launch attack craft. Speed and Engines: 1xMk.3 Ion Thruster: The Ion thruster is a small yet powerful manuvering device located all over large vessels, used for very small scale manuvering and course adjustments these thrusters are commonly used on orbital stations or defence platforms which only need to adjust orbits every so often.
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Post by EmperorMyric on Dec 16, 2017 16:57:17 GMT
Archangel Class Union of Worlds Heavy Defence Platform: Overview: The Unions largest dedicated defence platform the Archangel is designed despite its relatively small size compared to dedicated warships be able to smash apart heavy enemy ships which are attacking its position. Armed with a heavy array of weaponry and very hard shield systems thanks to it having virtually no space for habitation or engines the Archangel is a tough defence to crack, used in multiples and alongside Nephilim and Guardian platforms together the 3 make a steady layered defence capable of defeating or inflicting heavy damage on enemy fleets. Armament: The Archangel is armed with 4 Heavy Meson lasers 144 Mass driver turrets in dual gun positions and two centre mounted Hyperfrequency lasers. Mass Drivers: The Unions primary weapon system found from single turret arrangements on escorts all the way up to quad turret arrangements on super dreadnoughts. Using magnetic fields to propel a shell down a set of rails the Mass driver is essentially an upgraded Railgun. Capable of firing rounds at 0.8c velocities and with a rate of fire of around 60 rounds per minute a round a second for such a large armament is very powerful. This can be increased however at the expense of burning out the rails. Mass Drivers can fire a number of different ammo types, the first is normal ship to ship rounds which are quantum lattice plate darts designed to penetrate and smash through the opposing ships. The second is High Explosive saturation shell, designed for planetary bombardment over a large area with conventional explosives. The final type is defensive flak rounds, each shell is filled with cluster munitions which in turn have more cluster munitions, with explosion radii in a few hundred kilometers these shells can put up defensive flak screens to tear apart incoming missiles or fightercraft or even incoming kinetic projectiles, which along with the SENTINEL system means the ship becomes insanely hard to engage with kinetic weapons. These guns have Void coolers to help them keep up a high rate of fire and Nano-Assemblers which can give a near endless supply of the conventional ship to ship rounds, the other types however are in limited supply. Meson Lasers: Union Meson lasers provide ships with very long range precise and powerful firepower. Somewhat misleading my name Union meson lasers do not fire actual mesons, rather the mesons are used for duel, generated in power hungry particle accelerators the meson decay is controlled and used, as each meson decays into a huge number of photons as well as assorted radiation this is then fed to the focusing lenses and fired at the enemy. Meson lasers are incredibly accurate and far more powerful than regular photonic lasers, while they lack AOE they more than make up for it in stopping power. Hyperfrequency Laser: Located usually on Larger Union vessels the Hyperfrequency laser is usually found as a spinal mount and is located at the front of the ship. Using a free electron laser and dumping reactor power directly to the weapon allows it to control the frequency at which the beamweapon operates the weapon operates nearly always in the Hyperfrequency zone, trans-gamma, able to inflict heavy damage on enemy ships the weapons recharge and cooldown time is immense and so the weapon is usually used at the beginning of the battle to inflict as much damage as it can at very long ranges. Defences: Quantum Lattice Plate: The Unions principle armour, named 'Quantum' as a nickname this armour is a layered defence consisting of multiple layers of different armours, quantum altered to be molded together perfectly. With hyper dense materials mated alongside heat dissipating ceramics, super plastics for impact absorption, Nano-lathe Armour for self repair and Void coolers to rapidly cool the Armour when under assault from energy weapons the lattice work can have up to 100 layers of such armours mated together. Such armour can take tremendous impacts however it shines against energy weapons, able to take direct hits from most energy weapons and shrug off damage, especially weapons that focus on hull melting which seriously struggle to damage Quantum lattice armour. Any damage that is sustained will slowly be repaired by the nanite layers and the energy absorbed by the void cooling systems are usually fed to weapons such as meson lasers to help increase Rate of Fire. Mk.VIII Crenelated Shielding: The Unions latest in shielding designs. Utilizing a multiple layered defense system alongside a very powerful AI the Mk. VIII Crenelated Shield is made up of several distinct layers. The outermost layer is a charged energy shield designed to intercept incoming kinetic rounds by vaporising them with immense static charge spread across the barrier, working similar to the Unions ground based flashfry system, and is very good against such, having an exceptional standup time to kinetic bombardment before needing to recharge. The second shield is a particulate shield, able to help intercept or dampen energy weapon fire, considering that the hull itself can deal with energy weapons very well the Mk.VIII shield mainly focuses on kinetic however energy weapons will be stopped too. The third shield is a phasic barrier, linked to a phase engine in the generator this barrier cycles through millions of phase states a minute, this gives defense against shield skipping weapons such as the Unions own phase missiles, FTL weapons fire or dimensional manipulation weapons up to around 79% effectiveness/interception ratio, the Union has not been able to make it higher. The Mk.VIII shield is also compatible with the new MTP (Meson, Tachyon Particle) shield being developed. The shield system itself is controlled by a sub AI of the ships AI which modulates the shield patterns to maximize defense as well as allow the Unions own weapon fire to leave the shield unhindered, the AI scans every incoming and outgoing object and energy form, able to keep pace with trillions of objects at once. SENTINEL PD: The SENTINEL Point Defence is a very intensive interception system made up of small meson lasers, missile launchers and gatling railguns spread out across the ships length, able to rapidly track and engage incoming kinetic and missile weaponry, the missile launchers engage very long range targets while meson lasers engage incoming at medium range or the most critical targets at long range, while the gatling railguns engage multiple targets at close range, spitting out thousands of rounds every few seconds to destroy incoming kinetic shells or missiles. SENTINEL has a very high interception rate, however is no use on energy weapons, but is very effective vs attack craft. SENTINEL is often bolstered by the ability of Union Mass Drivers to use flak round ammunition. Power plant: 2x Mk-72X Zero Point Reactor: Union ZPRs create micro dimensions and draw vacuum energy from that dimension before it grows stail and collapses, to which they will restart the process again. It is a very efficient energy generation method and the ZPRs can run for around a year before needing to be refueled with heavy elements critical to the generation of microverses (these microverses are tiny and cannot generate life or celestial objects, however when the reactor section itself is damaged these verses can explode spectacularly and with great power). The fuel and generation elements themselves of the ZPRs are only around the size of a person, and are usually plug and play attachments which can fit between ships allowing easy change over and refueling. 4x Mk-105CF Cold Fusion Reactors: While Union ZPRs provide the primary power systems of their warships secondary cold fusion reactors can be brought online if the main reactor goes down, or if extra power requirements are needed (for instance when the ZPR refueling is underway) these cold fusion reactors use muons as a catalyst at room temperature fusion reactions, non-volatile and unable to explode when damaged these reactors provide very safe methods of power generation for their cost, however have to be refueled quite often compared to the ZPR around once every 3 weeks. Electronic capabilities: 3x Mk-75 QAI: The Mk-75 Quantum Artificial Intelligence is the Unions newest and most powerful artificial intelligence to date. Running on the latest in quantum computing designs the AI oversees the entire ship and its capabilities, allowing the Union ships to be very redundant in abilities and also very automated compared to other ships their size. Integrating the latest firewalls and Anti-Viral systems including a phase state scanner to help identify and purge unwanted intruders (The ship scans the entire ships code regularly, any deviation of that code not authorized by the crew is immediately destroyed) it is the most resistant to hacking QAI to date. Connected to the Union Grid and able to host multiple smaller QAIs for shields, weapons and other systems multiple Mk-75s can be run on larger ships each taking sections of the ship and increasing its computing and cyberwarfare resistance massively as well as helping to increase redundancy and capability in case of incapaciation or crew death. Stealth Capabilities: 1x Mk.VI Sensor Stealth Field: All Union ships come equipped with the Mk.VI Sensor Stealth Field as standard. It isn’t a full spectrum stealth field nor is it active hacking and cyberwarfare. The Sensor Stealth Field gives off false signals and sensor readings as well as helping to conceal the ships own signature to basic sensor systems, while it has no effect on gravimetric sensors or more exotic means it does mean any system using conventional sensors such as LIDAR, RADAR, Tachyometric, Mesonic will have a harder time attaining a lock on or a definitive location of the ship, giving it a slightly increased survival chance. Utility Capabilities: 2x Mk.60 Area Projection Shield: Based on the Mk.VIII Crenelated Shield but much more massive in AOE the area projection shield can link the shield generators of the fleets ships to be used in one huge shield to protect all of the vessels, however can also be modulated to overlap and increase defence in certain areas. It can be used in that regard to protect important ships or if a vessels shields collapse can be used to provide a secondary shield while the primary recharge. Troop Complement: The Archangel is a defence platform and cannot carry troops. Crew: The Archangel is a purely automated defence system however it can if necessary support a small skeleton crew of 50. Attack craft: The Archangel has no hangars and cannot launch attack craft. Speed and Engines: 1xMk.3 Ion Thruster: The Ion thruster is a small yet powerful manuvering device located all over large vessels, used for very small scale manuvering and course adjustments these thrusters are commonly used on orbital stations or defence platforms which only need to adjust orbits every so often.
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Post by EmperorMyric on Dec 16, 2017 16:57:44 GMT
Ursarax Class Union of Worlds Orbital Dockyard: Overview: The Unions smallest class of starbase and most common form of civilian orbital dock the Ursarax is a familiar sight above nearly every Union world. Used as a dock for ferrying goods and people to and from the planet the Ursarax is usually anchored to a world using an orbital elevator to speed up goods transfer and while armed is mostly a civilian orbital. In wartime or invasion however the Ursarax is perfectly capable of defending its planet, while armed its huge cargo hangar spaces can be used to house thousands of attack craft and its dockyard capabilities used to resupply military vessels. Armament: The Ursarax is a primarily civilian starbase however is armed with a wide array of weaponry. The station has around 750 Mass drivers, 45 Heavy Meson Lasers, 350 Plasma cannons, 25 Union Missile Launchers and one single Hyperfrequency laser. Mass Drivers: The Unions primary weapon system found from single turret arrangements on escorts all the way up to quad turret arrangements on super dreadnoughts. Using magnetic fields to propel a shell down a set of rails the Mass driver is essentially an upgraded Railgun. Capable of firing rounds at 0.8c velocities and with a rate of fire of around 60 rounds per minute a round a second for such a large armament is very powerful. This can be increased however at the expense of burning out the rails. Mass Drivers can fire a number of different ammo types, the first is normal ship to ship rounds which are quantum lattice plate darts designed to penetrate and smash through the opposing ships. The second is High Explosive saturation shell, designed for planetary bombardment over a large area with conventional explosives. The final type is defensive flak rounds, each shell is filled with cluster munitions which in turn have more cluster munitions, with explosion radii in a few hundred kilometers these shells can put up defensive flak screens to tear apart incoming missiles or fightercraft or even incoming kinetic projectiles, which along with the SENTINEL system means the ship becomes insanely hard to engage with kinetic weapons. These guns have Void coolers to help them keep up a high rate of fire and Nano-Assemblers which can give a near endless supply of the conventional ship to ship rounds, the other types however are in limited supply. Plasma Cannons: Union Plasma Cannons are somewhat simple weapons, using linear accelerators to project roiling bolts of plasma at the enemy vessels down magnetic containment corridors to cut down bloom and aid with aiming they provide the Union with close range punching power. Generating the plasma in specialised miniature reactors and then feeding it to the gun barrel void cooling units are used to keep it cool, however the cannons can be overcharged, giving them up to medium range capabilities at the expense of weapon life being drastically reduced. Union Missile Launchers: The Unions missile launchers are either mounted in the hull or external arrays located along the flanks of the ships. These launchers contain many missiles ready to be fired in rapid succession at enemy warships in a number of attack patterns out to very long range. The Union uses a variety of missiles, phase missiles being the most common to engage enemy starships, using a phase generator to phase the missile out of realspace, allowing it to bypass shields, armour and point defence to materialise inside the enemy ship to detonate, hamstringing critical systems within the ship and destroying it from the inside out. Second warhead option is the basic plasma warhead which can use dial a yield between 5MT and 750MT worth of destructive force. The final warhead is a bomb pumped laser to engage hordes of enemy strike craft or missiles that are incoming. Meson Lasers: Union Meson lasers provide ships with very long range precise and powerful firepower. Somewhat misleading my name Union meson lasers do not fire actual mesons, rather the mesons are used for duel, generated in power hungry particle accelerators the meson decay is controlled and used, as each meson decays into a huge number of photons as well as assorted radiation this is then fed to the focusing lenses and fired at the enemy. Meson lasers are incredibly accurate and far more powerful than regular photonic lasers, while they lack AOE they more than make up for it in stopping power. Hyperfrequency Laser: Located usually on Larger Union vessels the Hyperfrequency laser is usually found as a spinal mount and is located at the front of the ship. Using a free electron laser and dumping reactor power directly to the weapon allows it to control the frequency at which the beamweapon operates the weapon operates nearly always in the Hyperfrequency zone, trans-gamma, able to inflict heavy damage on enemy ships the weapons recharge and cooldown time is immense and so the weapon is usually used at the beginning of the battle to inflict as much damage as it can at very long ranges. Defences: Quantum Lattice Plate: The Unions principle armour, named 'Quantum' as a nickname this armour is a layered defence consisting of multiple layers of different armours, quantum altered to be molded together perfectly. With hyper dense materials mated alongside heat dissipating ceramics, super plastics for impact absorption, Nano-lathe Armour for self repair and Void coolers to rapidly cool the Armour when under assault from energy weapons the lattice work can have up to 100 layers of such armours mated together. Such armour can take tremendous impacts however it shines against energy weapons, able to take direct hits from most energy weapons and shrug off damage, especially weapons that focus on hull melting which seriously struggle to damage Quantum lattice armour. Any damage that is sustained will slowly be repaired by the nanite layers and the energy absorbed by the void cooling systems are usually fed to weapons such as meson lasers to help increase Rate of Fire. Mk.VIII Crenelated Shielding: The Unions latest in shielding designs. Utilizing a multiple layered defense system alongside a very powerful AI the Mk. VIII Crenelated Shield is made up of several distinct layers. The outermost layer is a charged energy shield designed to intercept incoming kinetic rounds by vaporising them with immense static charge spread across the barrier, working similar to the Unions ground based flashfry system, and is very good against such, having an exceptional standup time to kinetic bombardment before needing to recharge. The second shield is a particulate shield, able to help intercept or dampen energy weapon fire, considering that the hull itself can deal with energy weapons very well the Mk.VIII shield mainly focuses on kinetic however energy weapons will be stopped too. The third shield is a phasic barrier, linked to a phase engine in the generator this barrier cycles through millions of phase states a minute, this gives defense against shield skipping weapons such as the Unions own phase missiles, FTL weapons fire or dimensional manipulation weapons up to around 79% effectiveness/interception ratio, the Union has not been able to make it higher. The Mk.VIII shield is also compatible with the new MTP (Meson, Tachyon Particle) shield being developed. The shield system itself is controlled by a sub AI of the ships AI which modulates the shield patterns to maximize defense as well as allow the Unions own weapon fire to leave the shield unhindered, the AI scans every incoming and outgoing object and energy form, able to keep pace with trillions of objects at once. SENTINEL PD: The SENTINEL Point Defence is a very intensive interception system made up of small meson lasers, missile launchers and gatling railguns spread out across the ships length, able to rapidly track and engage incoming kinetic and missile weaponry, the missile launchers engage very long range targets while meson lasers engage incoming at medium range or the most critical targets at long range, while the gatling railguns engage multiple targets at close range, spitting out thousands of rounds every few seconds to destroy incoming kinetic shells or missiles. SENTINEL has a very high interception rate, however is no use on energy weapons, but is very effective vs attack craft. SENTINEL is often bolstered by the ability of Union Mass Drivers to use flak round ammunition. Power plant: 24x Mk-72X Zero Point Reactor: Union ZPRs create micro dimensions and draw vacuum energy from that dimension before it grows stail and collapses, to which they will restart the process again. It is a very efficient energy generation method and the ZPRs can run for around a year before needing to be refueled with heavy elements critical to the generation of microverses (these microverses are tiny and cannot generate life or celestial objects, however when the reactor section itself is damaged these verses can explode spectacularly and with great power). The fuel and generation elements themselves of the ZPRs are only around the size of a person, and are usually plug and play attachments which can fit between ships allowing easy change over and refueling. 15x Mk-105CF Cold Fusion Reactors: While Union ZPRs provide the primary power systems of their warships secondary cold fusion reactors can be brought online if the main reactor goes down, or if extra power requirements are needed (for instance when the ZPR refueling is underway) these cold fusion reactors use muons as a catalyst at room temperature fusion reactions, non-volatile and unable to explode when damaged these reactors provide very safe methods of power generation for their cost, however have to be refueled quite often compared to the ZPR around once every 3 weeks. Electronic capabilities: 20x Mk-75 QAI: The Mk-75 Quantum Artificial Intelligence is the Unions newest and most powerful artificial intelligence to date. Running on the latest in quantum computing designs the AI oversees the entire ship and its capabilities, allowing the Union ships to be very redundant in abilities and also very automated compared to other ships their size. Integrating the latest firewalls and Anti-Viral systems including a phase state scanner to help identify and purge unwanted intruders (The ship scans the entire ships code regularly, any deviation of that code not authorized by the crew is immediately destroyed) it is the most resistant to hacking QAI to date. Connected to the Union Grid and able to host multiple smaller QAIs for shields, weapons and other systems multiple Mk-75s can be run on larger ships each taking sections of the ship and increasing its computing and cyberwarfare resistance massively as well as helping to increase redundancy and capability in case of incapaciation or crew death. Stealth Capabilities: 1x Mk.VI Sensor Stealth Field: All Union ships come equipped with the Mk.VI Sensor Stealth Field as standard. It isn’t a full spectrum stealth field nor is it active hacking and cyberwarfare. The Sensor Stealth Field gives off false signals and sensor readings as well as helping to conceal the ships own signature to basic sensor systems, while it has no effect on gravimetric sensors or more exotic means it does mean any system using conventional sensors such as LIDAR, RADAR, Tachyometric, Mesonic will have a harder time attaining a lock on or a definitive location of the ship, giving it a slightly increased survival chance. Utility Capabilities: 120x Mk.V Tractor Beam: Using the stations own artificial gravity fields which by extension can bend the space around the ship using gravity fields the tractor beam nodes which can be all over the ship the slip space drive can produce heavily precise gravity fields capable of manipulating objects, either towing crippled ships or rescuing escape pods. Troop Complement: The Ursarax is a orbital dockyard, while it cannot transport troops to another planet it can act as a troop staging ground for operations in system or for the planet below. It can fully support up to 50,000 men as well as their full equipment and logistics. Crew: The Ursarax can support a huge number of people within it, with an operation crew of around 30,000 crew and the capacity to fully cope with over 1.2 million the amount of civilian traffic and personel going through the Ursarax daily usually reaches anywhere from 45,000 to a million. Attack craft: While the Ursarax has huge hangar capacity it only maintains and operates two squadrons of 30 Firestorm Mk.VI fighters for station defence, system patrol and search and rescue operations, however in wartime the stations monumental hangar bays for cargo can be cleared out for use by the military and can be used to operate around 4500 attack craft for the defence of the planet. Speed and Engines: 1x Mk-40 Cannae Drives: The Mk-40 Cannae Drive is the Unions principle sublight engine, using the Quantum vacuum energy from the ZPR unit the particulates generated inside the microverse can be used for propulsion. Even in such a tiny reality huge amounts of exotic and everyday particles are created from the roiling heat of the miniature universe and so are collected and expelled for use of propellant. While not entirely reactionless per say it is as close as the Union can get. 500xMk.3 Ion Thruster: The Ion thruster is a small yet powerful manuvering device located all over large vessels, used for very small scale manuvering and course adjustments these thrusters are commonly used on orbital stations or defence platforms which only need to adjust orbits every so often.
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Post by EmperorMyric on Dec 16, 2017 16:58:23 GMT
Wyvern Class Union of Worlds Command Orbital: Overview: The Wyvern class Command Orbital is the Union of Worlds medium starbase. Unlike the Ursarax the Wyvern is dedicated to combat and command and control rather than civilian traffic. The Wyvern is heavily armed and armoured and more than capable of going toe to toe with enemy fleets, backing up the orbital defence grid with massive firepower as well as sophisticated command and control units for the entire solar system or sometimes the whole sector. The Wyvern can also resupply and repair friendly Union ships and deploy huge amounts of attack craft to help defend the planet. Armament: The Wyvern is armed with a heavy weapons complement. The Wyvern is armed with 8000 Mass Drivers, 2000 Plasma Cannons, 950 Heavy Meson lasers, 2000 Union Missile Launchers, 450 Spearhead Drone Launchers, 200 QAC cannon emplacements and 40 Hyperfrequency Laser arrays. Mass Drivers: The Unions primary weapon system found from single turret arrangements on escorts all the way up to quad turret arrangements on super dreadnoughts. Using magnetic fields to propel a shell down a set of rails the Mass driver is essentially an upgraded Railgun. Capable of firing rounds at 0.8c velocities and with a rate of fire of around 60 rounds per minute a round a second for such a large armament is very powerful. This can be increased however at the expense of burning out the rails. Mass Drivers can fire a number of different ammo types, the first is normal ship to ship rounds which are quantum lattice plate darts designed to penetrate and smash through the opposing ships. The second is High Explosive saturation shell, designed for planetary bombardment over a large area with conventional explosives. The final type is defensive flak rounds, each shell is filled with cluster munitions which in turn have more cluster munitions, with explosion radii in a few hundred kilometers these shells can put up defensive flak screens to tear apart incoming missiles or fightercraft or even incoming kinetic projectiles, which along with the SENTINEL system means the ship becomes insanely hard to engage with kinetic weapons. These guns have Void coolers to help them keep up a high rate of fire and Nano-Assemblers which can give a near endless supply of the conventional ship to ship rounds, the other types however are in limited supply. Plasma Cannons: Union Plasma Cannons are somewhat simple weapons, using linear accelerators to project roiling bolts of plasma at the enemy vessels down magnetic containment corridors to cut down bloom and aid with aiming they provide the Union with close range punching power. Generating the plasma in specialised miniature reactors and then feeding it to the gun barrel void cooling units are used to keep it cool, however the cannons can be overcharged, giving them up to medium range capabilities at the expense of weapon life being drastically reduced. Union Missile Launchers: The Unions missile launchers are either mounted in the hull or external arrays located along the flanks of the ships. These launchers contain many missiles ready to be fired in rapid succession at enemy warships in a number of attack patterns out to very long range. The Union uses a variety of missiles, phase missiles being the most common to engage enemy starships, using a phase generator to phase the missile out of realspace, allowing it to bypass shields, armour and point defence to materialise inside the enemy ship to detonate, hamstringing critical systems within the ship and destroying it from the inside out. Second warhead option is the basic plasma warhead which can use dial a yield between 5MT and 750MT worth of destructive force. The final warhead is a bomb pumped laser to engage hordes of enemy strike craft or missiles that are incoming. Meson Lasers: Union Meson lasers provide ships with very long range precise and powerful firepower. Somewhat misleading my name Union meson lasers do not fire actual mesons, rather the mesons are used for duel, generated in power hungry particle accelerators the meson decay is controlled and used, as each meson decays into a huge number of photons as well as assorted radiation this is then fed to the focusing lenses and fired at the enemy. Meson lasers are incredibly accurate and far more powerful than regular photonic lasers, while they lack AOE they more than make up for it in stopping power. Hyperfrequency Laser: Located usually on Larger Union vessels the Hyperfrequency laser is usually found as a spinal mount and is located at the front of the ship. Using a free electron laser and dumping reactor power directly to the weapon allows it to control the frequency at which the beamweapon operates the weapon operates nearly always in the Hyperfrequency zone, trans-gamma, able to inflict heavy damage on enemy ships the weapons recharge and cooldown time is immense and so the weapon is usually used at the beginning of the battle to inflict as much damage as it can at very long ranges. Union Spearhead Drones: Based on the Nakai spearhead drones which are semi sentient kamikaze drones designed to intercept and destroy enemy attack craft and ships these Union constructed versions are a shadow of the Nakai versions. However they are still very effective. Powered up inside launchers the drones have a 30 minute engagement time, rather than being the miniature stars used by the Nakai Union Spearhead Drones use disruptive energy fields to damage their targets, ramming them and then if the drone survives continues to ram the target until it is destroyed then it will find another target, if it is still intact. Drones however can self-detonate similar to a missile however are used to target critical systems within an enemy ship. When the energy fields are activated they glow a bright yellow. Union QAC Cannons: A far cry from the nearly godlike power of the Nakai QAC cannons which work by using kugelblitz beams to totally eradicate their target the Unions QAC cannons are rather different. Using modulating energy fields based on miniature slipspace drives but without actually tearing holes in the fabric of reality the cannons actually create beams which function as Electroweak suppressors. These fields turn enemy armour and ships they hit into clouds of cold plasma, and causing huge energy feedbacks in the target. The AOE of these weapons is small, and the immense power requirements for them means their rate of fire is very low. These guns while long range are only found on large Union vessels which are able to power them. Defences: Quantum Lattice Plate: The Unions principle armour, named 'Quantum' as a nickname this armour is a layered defence consisting of multiple layers of different armours, quantum altered to be molded together perfectly. With hyper dense materials mated alongside heat dissipating ceramics, super plastics for impact absorption, Nano-lathe Armour for self repair and Void coolers to rapidly cool the Armour when under assault from energy weapons the lattice work can have up to 100 layers of such armours mated together. Such armour can take tremendous impacts however it shines against energy weapons, able to take direct hits from most energy weapons and shrug off damage, especially weapons that focus on hull melting which seriously struggle to damage Quantum lattice armour. Any damage that is sustained will slowly be repaired by the nanite layers and the energy absorbed by the void cooling systems are usually fed to weapons such as meson lasers to help increase Rate of Fire. Mk.VIII Crenelated Shielding: The Unions latest in shielding designs. Utilizing a multiple layered defense system alongside a very powerful AI the Mk. VIII Crenelated Shield is made up of several distinct layers. The outermost layer is a charged energy shield designed to intercept incoming kinetic rounds by vaporising them with immense static charge spread across the barrier, working similar to the Unions ground based flashfry system, and is very good against such, having an exceptional standup time to kinetic bombardment before needing to recharge. The second shield is a particulate shield, able to help intercept or dampen energy weapon fire, considering that the hull itself can deal with energy weapons very well the Mk.VIII shield mainly focuses on kinetic however energy weapons will be stopped too. The third shield is a phasic barrier, linked to a phase engine in the generator this barrier cycles through millions of phase states a minute, this gives defense against shield skipping weapons such as the Unions own phase missiles, FTL weapons fire or dimensional manipulation weapons up to around 79% effectiveness/interception ratio, the Union has not been able to make it higher. The Mk.VIII shield is also compatible with the new MTP (Meson, Tachyon Particle) shield being developed. The shield system itself is controlled by a sub AI of the ships AI which modulates the shield patterns to maximize defense as well as allow the Unions own weapon fire to leave the shield unhindered, the AI scans every incoming and outgoing object and energy form, able to keep pace with trillions of objects at once. SENTINEL PD: The SENTINEL Point Defence is a very intensive interception system made up of small meson lasers, missile launchers and gatling railguns spread out across the ships length, able to rapidly track and engage incoming kinetic and missile weaponry, the missile launchers engage very long range targets while meson lasers engage incoming at medium range or the most critical targets at long range, while the gatling railguns engage multiple targets at close range, spitting out thousands of rounds every few seconds to destroy incoming kinetic shells or missiles. SENTINEL has a very high interception rate, however is no use on energy weapons, but is very effective vs attack craft. SENTINEL is often bolstered by the ability of Union Mass Drivers to use flak round ammunition. Power plant: 75x Mk-72X Zero Point Reactor: Union ZPRs create micro dimensions and draw vacuum energy from that dimension before it grows stail and collapses, to which they will restart the process again. It is a very efficient energy generation method and the ZPRs can run for around a year before needing to be refueled with heavy elements critical to the generation of microverses (these microverses are tiny and cannot generate life or celestial objects, however when the reactor section itself is damaged these verses can explode spectacularly and with great power). The fuel and generation elements themselves of the ZPRs are only around the size of a person, and are usually plug and play attachments which can fit between ships allowing easy change over and refueling. 45x Mk-105CF Cold Fusion Reactors: While Union ZPRs provide the primary power systems of their warships secondary cold fusion reactors can be brought online if the main reactor goes down, or if extra power requirements are needed (for instance when the ZPR refueling is underway) these cold fusion reactors use muons as a catalyst at room temperature fusion reactions, non-volatile and unable to explode when damaged these reactors provide very safe methods of power generation for their cost, however have to be refueled quite often compared to the ZPR around once every 3 weeks. Electronic capabilities: 40x Mk-75 QAI: The Mk-75 Quantum Artificial Intelligence is the Unions newest and most powerful artificial intelligence to date. Running on the latest in quantum computing designs the AI oversees the entire ship and its capabilities, allowing the Union ships to be very redundant in abilities and also very automated compared to other ships their size. Integrating the latest firewalls and Anti-Viral systems including a phase state scanner to help identify and purge unwanted intruders (The ship scans the entire ships code regularly, any deviation of that code not authorized by the crew is immediately destroyed) it is the most resistant to hacking QAI to date. Connected to the Union Grid and able to host multiple smaller QAIs for shields, weapons and other systems multiple Mk-75s can be run on larger ships each taking sections of the ship and increasing its computing and cyberwarfare resistance massively as well as helping to increase redundancy and capability in case of incapaciation or crew death. Stealth Capabilities: 1x Mk.VI Sensor Stealth Field: All Union ships come equipped with the Mk.VI Sensor Stealth Field as standard. It isn’t a full spectrum stealth field nor is it active hacking and cyberwarfare. The Sensor Stealth Field gives off false signals and sensor readings as well as helping to conceal the ships own signature to basic sensor systems, while it has no effect on gravimetric sensors or more exotic means it does mean any system using conventional sensors such as LIDAR, RADAR, Tachyometric, Mesonic will have a harder time attaining a lock on or a definitive location of the ship, giving it a slightly increased survival chance. Utility Capabilities: 360x Mk.V Tractor Beam: Using the stations own artificial gravity fields which by extension can bend the space around the ship using gravity fields the tractor beam nodes which can be all over the ship the slip space drive can produce heavily precise gravity fields capable of manipulating objects, either towing crippled ships or rescuing escape pods. Troop Complement: The Wyvern is a orbital dockyard, while it cannot transport troops to another planet it can act as a troop staging ground for operations in system or for the planet below. It can fully support up to 1 million men as well as their full equipment and logistics. Crew: The Wyvern can support a huge number of people within it, with an operation crew of around 75,000 crew and the capacity to fully cope with over 3 million. Attack craft: While the Wyverns hangars can be used for repairing and docking ships it has enough attack craft for around 10,450 Firestorm Mk.VI fighters and 6750 Eagle Eye Mk.VI Bombers as well as the repair and resupply to cater to all of them. Speed and Engines: 1x Mk.V Slipspace Engine: The Unions principal FTL engine, the Type V is even more reliable than the Mk.IV, allowing faster slipspace travel, quicker plotting times and virtually 100% error correction while in flight. The Type V can either plot its own FTL course or can be slaved to another ship to save the same information, sharing jump calculations across a whole fleet. The Slipspace drive uses immense gravitational fields to envelop the ship and distort space-time enough to tear a small window in the fabric of reality, allowing the ship to then enter slipspace, the tear and fields collapsing to leave real space untouched in the previous area. 2x Mk-40 Cannae Drives: The Mk-40 Cannae Drive is the Unions principle sublight engine, using the Quantum vacuum energy from the ZPR unit the particulates generated inside the microverse can be used for propulsion. Even in such a tiny reality huge amounts of exotic and everyday particles are created from the roiling heat of the miniature universe and so are collected and expelled for use of propellant. While not entirely reactionless per say it is as close as the Union can get. 500xMk.3 Ion Thruster: The Ion thruster is a small yet powerful manuvering device located all over large vessels, used for very small scale manuvering and course adjustments these thrusters are commonly used on orbital stations or defence platforms which only need to adjust orbits every so often.
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Post by EmperorMyric on Dec 16, 2017 16:58:51 GMT
Myrmidon Class Union of Worlds Battlefortress: Overview: The Myrmidon class is one of the largest construct classes of the Union of Worlds. The largest type of starbase the Myrmidon is designed to provide vast resupply and repair facilities to Union fleets in regions of little Union control or inhabited worlds. Fully FTL and movement capable the Myrmidon can easily tear apart large enemy fleets and even scour planets clean. While very rare Myrmidons can be mostly seen orbiting the outer rim of the galaxy or in the large expanses of empty nothing, silently waiting and defending. Armament: The Myrmidon is armed with an extremely heavy weapons complement. The Myrmidon is armed with 32,000 Mass Drivers, 10,000 Plasma Cannons, 4200 Heavy Meson lasers, 45,000 Union Missile Launchers, 2450 Spearhead Drone Launchers, 1230 QAC cannon emplacements and 675 Hyperfrequency Laser arrays. Mass Drivers: The Unions primary weapon system found from single turret arrangements on escorts all the way up to quad turret arrangements on super dreadnoughts. Using magnetic fields to propel a shell down a set of rails the Mass driver is essentially an upgraded Railgun. Capable of firing rounds at 0.8c velocities and with a rate of fire of around 60 rounds per minute a round a second for such a large armament is very powerful. This can be increased however at the expense of burning out the rails. Mass Drivers can fire a number of different ammo types, the first is normal ship to ship rounds which are quantum lattice plate darts designed to penetrate and smash through the opposing ships. The second is High Explosive saturation shell, designed for planetary bombardment over a large area with conventional explosives. The final type is defensive flak rounds, each shell is filled with cluster munitions which in turn have more cluster munitions, with explosion radii in a few hundred kilometers these shells can put up defensive flak screens to tear apart incoming missiles or fightercraft or even incoming kinetic projectiles, which along with the SENTINEL system means the ship becomes insanely hard to engage with kinetic weapons. These guns have Void coolers to help them keep up a high rate of fire and Nano-Assemblers which can give a near endless supply of the conventional ship to ship rounds, the other types however are in limited supply. Plasma Cannons: Union Plasma Cannons are somewhat simple weapons, using linear accelerators to project roiling bolts of plasma at the enemy vessels down magnetic containment corridors to cut down bloom and aid with aiming they provide the Union with close range punching power. Generating the plasma in specialised miniature reactors and then feeding it to the gun barrel void cooling units are used to keep it cool, however the cannons can be overcharged, giving them up to medium range capabilities at the expense of weapon life being drastically reduced. Union Missile Launchers: The Unions missile launchers are either mounted in the hull or external arrays located along the flanks of the ships. These launchers contain many missiles ready to be fired in rapid succession at enemy warships in a number of attack patterns out to very long range. The Union uses a variety of missiles, phase missiles being the most common to engage enemy starships, using a phase generator to phase the missile out of realspace, allowing it to bypass shields, armour and point defence to materialise inside the enemy ship to detonate, hamstringing critical systems within the ship and destroying it from the inside out. Second warhead option is the basic plasma warhead which can use dial a yield between 5MT and 750MT worth of destructive force. The final warhead is a bomb pumped laser to engage hordes of enemy strike craft or missiles that are incoming. Meson Lasers: Union Meson lasers provide ships with very long range precise and powerful firepower. Somewhat misleading my name Union meson lasers do not fire actual mesons, rather the mesons are used for duel, generated in power hungry particle accelerators the meson decay is controlled and used, as each meson decays into a huge number of photons as well as assorted radiation this is then fed to the focusing lenses and fired at the enemy. Meson lasers are incredibly accurate and far more powerful than regular photonic lasers, while they lack AOE they more than make up for it in stopping power. Hyperfrequency Laser: Located usually on Larger Union vessels the Hyperfrequency laser is usually found as a spinal mount and is located at the front of the ship. Using a free electron laser and dumping reactor power directly to the weapon allows it to control the frequency at which the beamweapon operates the weapon operates nearly always in the Hyperfrequency zone, trans-gamma, able to inflict heavy damage on enemy ships the weapons recharge and cooldown time is immense and so the weapon is usually used at the beginning of the battle to inflict as much damage as it can at very long ranges. Union Spearhead Drones: Based on the Nakai spearhead drones which are semi sentient kamikaze drones designed to intercept and destroy enemy attack craft and ships these Union constructed versions are a shadow of the Nakai versions. However they are still very effective. Powered up inside launchers the drones have a 30 minute engagement time, rather than being the miniature stars used by the Nakai Union Spearhead Drones use disruptive energy fields to damage their targets, ramming them and then if the drone survives continues to ram the target until it is destroyed then it will find another target, if it is still intact. Drones however can self-detonate similar to a missile however are used to target critical systems within an enemy ship. When the energy fields are activated they glow a bright yellow. Union QAC Cannons: A far cry from the nearly godlike power of the Nakai QAC cannons which work by using kugelblitz beams to totally eradicate their target the Unions QAC cannons are rather different. Using modulating energy fields based on miniature slipspace drives but without actually tearing holes in the fabric of reality the cannons actually create beams which function as Electroweak suppressors. These fields turn enemy armour and ships they hit into clouds of cold plasma, and causing huge energy feedbacks in the target. The AOE of these weapons is small, and the immense power requirements for them means their rate of fire is very low. These guns while long range are only found on large Union vessels which are able to power them. Defences: Quantum Lattice Plate: The Unions principle armour, named 'Quantum' as a nickname this armour is a layered defence consisting of multiple layers of different armours, quantum altered to be molded together perfectly. With hyper dense materials mated alongside heat dissipating ceramics, super plastics for impact absorption, Nano-lathe Armour for self repair and Void coolers to rapidly cool the Armour when under assault from energy weapons the lattice work can have up to 100 layers of such armours mated together. Such armour can take tremendous impacts however it shines against energy weapons, able to take direct hits from most energy weapons and shrug off damage, especially weapons that focus on hull melting which seriously struggle to damage Quantum lattice armour. Any damage that is sustained will slowly be repaired by the nanite layers and the energy absorbed by the void cooling systems are usually fed to weapons such as meson lasers to help increase Rate of Fire. Mk.VIII Crenelated Shielding: The Unions latest in shielding designs. Utilizing a multiple layered defense system alongside a very powerful AI the Mk. VIII Crenelated Shield is made up of several distinct layers. The outermost layer is a charged energy shield designed to intercept incoming kinetic rounds by vaporising them with immense static charge spread across the barrier, working similar to the Unions ground based flashfry system, and is very good against such, having an exceptional standup time to kinetic bombardment before needing to recharge. The second shield is a particulate shield, able to help intercept or dampen energy weapon fire, considering that the hull itself can deal with energy weapons very well the Mk.VIII shield mainly focuses on kinetic however energy weapons will be stopped too. The third shield is a phasic barrier, linked to a phase engine in the generator this barrier cycles through millions of phase states a minute, this gives defense against shield skipping weapons such as the Unions own phase missiles, FTL weapons fire or dimensional manipulation weapons up to around 79% effectiveness/interception ratio, the Union has not been able to make it higher. The Mk.VIII shield is also compatible with the new MTP (Meson, Tachyon Particle) shield being developed. The shield system itself is controlled by a sub AI of the ships AI which modulates the shield patterns to maximize defense as well as allow the Unions own weapon fire to leave the shield unhindered, the AI scans every incoming and outgoing object and energy form, able to keep pace with trillions of objects at once. SENTINEL PD: The SENTINEL Point Defence is a very intensive interception system made up of small meson lasers, missile launchers and gatling railguns spread out across the ships length, able to rapidly track and engage incoming kinetic and missile weaponry, the missile launchers engage very long range targets while meson lasers engage incoming at medium range or the most critical targets at long range, while the gatling railguns engage multiple targets at close range, spitting out thousands of rounds every few seconds to destroy incoming kinetic shells or missiles. SENTINEL has a very high interception rate, however is no use on energy weapons, but is very effective vs attack craft. SENTINEL is often bolstered by the ability of Union Mass Drivers to use flak round ammunition. Power plant: 195x Mk-72X Zero Point Reactor: Union ZPRs create micro dimensions and draw vacuum energy from that dimension before it grows stail and collapses, to which they will restart the process again. It is a very efficient energy generation method and the ZPRs can run for around a year before needing to be refueled with heavy elements critical to the generation of microverses (these microverses are tiny and cannot generate life or celestial objects, however when the reactor section itself is damaged these verses can explode spectacularly and with great power). The fuel and generation elements themselves of the ZPRs are only around the size of a person, and are usually plug and play attachments which can fit between ships allowing easy change over and refueling. 245x Mk-105CF Cold Fusion Reactors: While Union ZPRs provide the primary power systems of their warships secondary cold fusion reactors can be brought online if the main reactor goes down, or if extra power requirements are needed (for instance when the ZPR refueling is underway) these cold fusion reactors use muons as a catalyst at room temperature fusion reactions, non-volatile and unable to explode when damaged these reactors provide very safe methods of power generation for their cost, however have to be refueled quite often compared to the ZPR around once every 3 weeks. Electronic capabilities: 60x Mk-75 QAI: The Mk-75 Quantum Artificial Intelligence is the Unions newest and most powerful artificial intelligence to date. Running on the latest in quantum computing designs the AI oversees the entire ship and its capabilities, allowing the Union ships to be very redundant in abilities and also very automated compared to other ships their size. Integrating the latest firewalls and Anti-Viral systems including a phase state scanner to help identify and purge unwanted intruders (The ship scans the entire ships code regularly, any deviation of that code not authorized by the crew is immediately destroyed) it is the most resistant to hacking QAI to date. Connected to the Union Grid and able to host multiple smaller QAIs for shields, weapons and other systems multiple Mk-75s can be run on larger ships each taking sections of the ship and increasing its computing and cyberwarfare resistance massively as well as helping to increase redundancy and capability in case of incapaciation or crew death. Stealth Capabilities: 1x Mk.VI Sensor Stealth Field: All Union ships come equipped with the Mk.VI Sensor Stealth Field as standard. It isn’t a full spectrum stealth field nor is it active hacking and cyberwarfare. The Sensor Stealth Field gives off false signals and sensor readings as well as helping to conceal the ships own signature to basic sensor systems, while it has no effect on gravimetric sensors or more exotic means it does mean any system using conventional sensors such as LIDAR, RADAR, Tachyometric, Mesonic will have a harder time attaining a lock on or a definitive location of the ship, giving it a slightly increased survival chance. Utility Capabilities: 2350x Mk.V Tractor Beam: Using the stations own artificial gravity fields which by extension can bend the space around the ship using gravity fields the tractor beam nodes which can be all over the ship the slip space drive can produce heavily precise gravity fields capable of manipulating objects, either towing crippled ships or rescuing escape pods. Union Interdiction Projectors: Union Interdiction units were introduced fairly recently into the Union navy however have already proved to be absolutely crucial, they are now found on many classes of warship and provide Union ships the ability to deny the enemy an escape route, or prevent ambush attacks right on top of their own fleet, while retaining their own FTL capabilities. Union Interdiction units are keyed in to specific drive types able to interdict and prevent FTL from that drive type over a huge area of multiple AU, while they can be only keyed in to one type of drive they can still allow the Union their own slipspace use however the inner workings and functions of the enemy drive system have to be known for the system to work. Docking and Repair Facilities: The Myrmidon is so huge that it can easily accommodate a large Union fleet into its hangars or docks for resupply and repair, this can even be done in the middle of combat under the Myrmidons huge shield. Troop Complement: The Myrmidon is a mobile battlefortress and with its incredible size can transport over 4 million troops plus their full logistics and equipment to a planet for orbital drop as well as give full orbital fire support. Crew: The Myrmidon is truly a floating city in space. With a crew of 2 million and a capacity for another 6 million it is self-sustaining with full hydroponics and recreation areas as well as nano-lathe factories to help produce essential parts created from deep space materials or mined asteroids, it is completely self sufficient. Attack craft: While the Myrmidons hangars can be used for repairing and docking ships it has enough attack craft for around 95,000 Firestorm Mk.VI fighters and 40,000 Eagle Eye Mk.VI Bombers as well as the repair and resupply to cater to all of them. Speed and Engines: 1x Mk.V Slipspace Engine: The Unions principal FTL engine, the Type V is even more reliable than the Mk.IV, allowing faster slipspace travel, quicker plotting times and virtually 100% error correction while in flight. The Type V can either plot its own FTL course or can be slaved to another ship to save the same information, sharing jump calculations across a whole fleet. The Slipspace drive uses immense gravitational fields to envelop the ship and distort space-time enough to tear a small window in the fabric of reality, allowing the ship to then enter slipspace, the tear and fields collapsing to leave real space untouched in the previous area. 40x Mk-40 Cannae Drives: The Mk-40 Cannae Drive is the Unions principle sublight engine, using the Quantum vacuum energy from the ZPR unit the particulates generated inside the microverse can be used for propulsion. Even in such a tiny reality huge amounts of exotic and everyday particles are created from the roiling heat of the miniature universe and so are collected and expelled for use of propellant. While not entirely reactionless per say it is as close as the Union can get.
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