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Post by EmperorMyric on Dec 16, 2017 16:33:12 GMT
"We fly in the skies of our worlds with courage in our hearts and in the depths of space with honour in our souls. We will defend the skies of the Union with our total skill and act as the guardians of the heavens against the enemies of peace. To the last ounce of fuel, the last bolt of energy and to the last drop of blood we will fly never to faulter. The Union will always be our charge. So say we all" Union Aerospace Core Traditional Oath Union Aerospace Core: The Aerospace forces of the Union of Worlds. Those involved with this branch operate and fly the various arrays of Fighter craft the Union has available, whether it be supporting Army Core forces on the ground or providing attack craft cover for the Navy Core starships the Air Core is well renowned as a dream job, flying Firestorm fighters and hitting on ladies. While not one of the large cores the Air Core is an essential position and one held with honour.
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Post by EmperorMyric on Dec 16, 2017 16:33:43 GMT
Firestorm MK. VI Union of Worlds Fighter Bomber: Overview: As the Union encounters more powerful enemies, both at home against the Nakai and against the various forces in the Ancerious galaxy command came the conclusion the MK.V Firestorm was beginning to lag behind the other craft it was engaging. The MK.V already being a formidable piece of kit was completely redesigned from the ground up, changing its shape to be more manuverable in atmosphere and increasing its engine performance. A weapon change was also performed, with the quad cascade cannons being replace by two Heavy cascade cannons, the two internal rotary bays being kept but now with the wing tip pylons instead being moved to underneath. With 4 external pylons the MK.VI can now carry even more armament. While the MK.VI armour was decreased substantially with the airframe it was reinforced with harder compounds and a very powerful shield generator. However with all the power requirements the MK.VI is the first unit to officially use the new micro ZPM modules developed by the Union, allowing it to fly for longer than before and not have power problems when using the small Slipstream FTL drive the MK.V was equipped with. Capabilities: Armament wise The MK.VI carries two heavy cascade cannons firing plasma streams at around 12,000rpm, powered straight from the ZPM even with void cooling these cannons cannot be fired for more than 5 seconds at a time due to overheat however can shred light aircraft and ground targets. In addition the Firestorm carries 2 rotary missile bays filled with up to 18 missiles, 9 per bay. These missiles can be either LRAAMs, close range air assault missiles, ATGM tank busting missiles, HE explosive strike missiles or a wide variety of missile types depending on mission. The Firestorm also has 4 external pylons which can be fitted with additional missiles including Fireball missile MK.8 (Dial a yield nuclear weapons 8KT-3MT) or even anti-ship phase missiles to use against enemy star ships. The Firestorm can also swap out its twin heavy cascade cannons for a single rotary 50mm cannon able to shred heavy armour for ground attack missions. And if needed can also swap out its two internal bays with a single centre lined Plasma coil missile. Defensive measures and armour wise the MK.VI only has 9mm of Quantum lattice plate reinforced with polythene linings and void cooling to aid in attacks by energy weapons. However its main defence comes with its MK.5 Crenelated phase shield, capable of taking heavy fire before collapsing. The Firestorm also carriers chaff and flare launchers as well as decoys for long range engagement defence, The Firestorm ML.VI also has 4 in hull laser units, while unable to do much damage against other craft these lasers can be used to destroy incoming ordnance at close range if it’s ECM and decoys fail. Electronic abilities wise the Firestorm MK.VI carries an extensive ECM package designed to try and disrupt enemy lock ons and if necessary break in and destroy enemy smart ordnance if fired. As the Firestorms shape is naturally stealthy, it also has a layer of sensor resistant material on it, while not enough to fully mask its presence it causes the enemy to have a harder time locking on, giving it a potential few seconds more advantage in combat. It can however be fitted with a full displacement total stealth generator at the cost of one of its internal missile bays for total stealth. Speed wise the Firestorm is fast, Mach 5 being its limit in atmosphere its airframe becomes unstable at anything higher, however it most often operates at much lower speeds for ground attack and support or engaging other enemy craft at speeds below Mach 3. In space however being an intra-atmospheric craft allows it to go much faster, and perform much greater manuvers, in space the MK.VI really shines, able to dodge CIWS from enemy ships and perform amazing manuvers to counter enemy attack craft.
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Post by EmperorMyric on Dec 16, 2017 16:34:07 GMT
Eagle Eye MK. VI Union of Worlds Bomber: Overview: With the Union of Worlds slowly phasing out the Eagle Eye Mk.V and the concept of heavy bomber craft still under consideration of use the Union came to the conclusion that its Eagle Eye bomber could still very well fufil its roles if a complete redesign was warranted. Increasing the carrying payload, defensive systems, and overall speed the Eagle Eye Mk.VI is the Unions new bomber. Able to easily engage both enemy ground forces or starships with equal ease the Eagle Eye mounts twin large bomb/missile bays capable of carrying a large variety of ordnance. For self defence it also mounts 6 light meson laser arrays, 3 on top 3 underneath, all able to destroy incoming enemy missiles or engage enemy fighter craft. In addition to ADS the Eagle Eye also mounts a medium shield generator and respectable armoured airframe, giving it excellent defence capability. However its defence will always rest on Firestorm escort and so the bomber will never be deployed in singular attack roles without support. Capabilities: Armament wise The Mk.VI Eagle Eye has 6 light meson lasers, these are able to hardkill enemy missiles or ordnance for long distances as well as destroy and engage enemy fighters which get in range. For its main capability however the Eagle Eye has two internal rotary launchers each capable of carrying up to 20 missiles each or a variety of bomb load outs. These missiles can either be long range cruise missiles which carry heavy tank busters or cluster munitions or additional missiles including Fireball missile MK.8 (Dial a yield nuclear weapons 8KT-3MT) or even anti-ship phase missiles to use against enemy star ships. The Eagle Eye can also mount guided bombs and even conventional unguided bombs for carpet bombing missions. However its typical bomb armament is 60 Type 4 Plasma charges capable of guided targeting over a wide area. And if the situation proves dire, it can carry two Type 1 Plasma Coil Missiles, one per rotary bay. Defensive measures and armour wise the MK.VI only has 13mm of Quantum lattice plate reinforced with polythene linings and void cooling to aid in attacks by energy weapons. However its main defence comes with its medium MK.5 Crenelated phase shield, capable of taking heavy fire before collapsing. The Eagle Eye also carriers chaff and flare launchers as well as decoys for long range engagement defence, The Eagle Eye Mk.VI also has 8 in hull light laser units, while unable to do much damage against other craft these lasers can be used to destroy incoming ordnance at close range if it’s ECM and decoys fail. Electronic abilities wise the Eagle Eye MK.VI carries an extensive ECM package designed to try and disrupt enemy lock ons and if necessary break in and destroy enemy smart ordnance if fired. As the bombers shape is naturally stealthy, it also has a layer of sensor resistant material on it, while not enough to fully mask its presence it causes the enemy to have a harder time locking on, giving it a potential few seconds more advantage in combat. It can however be fitted with a full displacement total stealth generator at the cost of one of its internal missile bays for total stealth. Speed wise the Eagle Eye is fast, Mach 5 being its limit in atmosphere its airframe becomes unstable at anything higher, however it most often operates at much lower speeds for support or bombing missions. In space however being an intra-atmospheric craft allows it to go much faster, and perform much greater manuvers, in space the MK.VI really shines, able to dodge CIWS from enemy ships and perform amazing manuvers to counter enemy fighter craft trying to intercept its bombing run.
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Post by EmperorMyric on Dec 16, 2017 16:34:30 GMT
Seastorm MK. VI Union of Worlds Carrier Fighter Bomber: Overview: While the Firestorm is resolute in its design and purpose and serves the Union as its principle attack craft on both land and space across the galaxy it is rather ill fitted for carrier borne operations. The Seastorm however, the Firestorms brother is solely designed for carrier and sometimes land based operations, slimmer for ease of carrier space and without its bulky FTL drive the Seastorm can operate in atmosphere or in space in low orbit for short periods. Typically used on Arcadia and Atlantis carriers the Seastorm is a great deal more maintenance free than its larger brother, able to perform STOVL and typically assisted by the carriers own EM catapult the Seastorm lacks none of the punch of its Firestorm brethren operating from Oceanic forces to strike enemy fleets or land installations or provide air patrols for the fleets or air superiority in the skies above the planet. The Seastorm while clearly not as widely used or renowned as the Firestorm is none the less loved by its pilots and air crews and will continue to serve the Union so long as it operates oceanic naval craft. Capabilities: Armament wise The MK.VI carries two heavy cascade cannons firing plasma streams at around 12,000rpm, powered straight from the ZPM even with void cooling these cannons cannot be fired for more than 5 seconds at a time due to overheat however can shred light aircraft and ground targets. In addition the Seastorm carries 2 rotary missile bays filled with up to 18 missiles, 9 per bay. These missiles can be either LRAAMs, close range air assault missiles, ATGM tank busting missiles, HE explosive strike missiles or a wide variety of missile types depending on mission. The Seastorm also has 2 external pylons which can be fitted with additional missiles including Fireball missile MK.8 (Dial a yield nuclear weapons 8KT-3MT) or even anti-ship phase missiles to use against enemy star ships in low orbit. Defensive measures and armour wise the MK.VI only has 9mm of Quantum lattice plate reinforced with polythene linings and void cooling to aid in attacks by energy weapons. However its main defence comes with its MK.5 Crenelated phase shield, capable of taking heavy fire before collapsing. The Seastorm also carries chaff and flare launchers as well as decoys for long range engagement defence, The Seastorm MK.VI also has 4 in hull laser units, while unable to do much damage against other craft these lasers can be used to destroy incoming ordnance at close range if it’s ECM and decoys fail. Electronic abilities wise the Seastorm MK.VI carries an extensive ECM package designed to try and disrupt enemy lock ons and if necessary break in and destroy enemy smart ordnance if fired. As the Seastorms shape is naturally stealthy, it also has a layer of sensor resistant material on it, while not enough to fully mask its presence it causes the enemy to have a harder time locking on, giving it a potential few seconds more advantage in combat. It can however be fitted with a full displacement total stealth generator at the cost of one of its internal missile bays for total stealth. Speed wise the Seastorm is fast, Mach 5 being its limit in atmosphere its airframe becomes unstable at anything higher, however it most often operates at much lower speeds for ground attack and support or engaging other enemy craft at speeds below Mach 3. In space however being an intra-atmospheric craft allows it to go much faster, and perform much greater manuvers, in space the MK.VI really shines, able to dodge CIWS from enemy ships and perform amazing manuvers to counter enemy attack craft.
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Post by EmperorMyric on Dec 16, 2017 16:34:54 GMT
Shadow Union Of Worlds Stealth craft: Overview: The Shadow is the Unions primary means of intelligence gathering and observation. Technically classified no other empire including allies know of the Shadows existence and so its cover remains intact. These small craft are piloted by a sole individual. As this craft will often operate away from friendly space for weeks at a time the pilot has to wear a environmental suite to sustain him and an sophisticated AI to both keep him company and also to help process the information he collects. These craft are equipped with the most powerful stealth and sensor equipment currently in Union use and even technology that's not readily available to other areas of the Union. It is said that the Shadow is able to stay in low orbit over a populated enemy world for a week without being detected and is equipped with cameras and decryption gear which can decrypt even Nakai quantum encryptions in a day or so. With the Shadow in the Unions possession anyone anywhere could be being watched and even the most impregnable fortress could be being scanned for weaknesses. Even the most powerful anti stealth gear will only make the Shadow appear as a glitch and nothing more. The Capabilities: Armament wise The Shadow carries only a light laser projector, relying on its sheer speed and stealth to protect it the Shadows weapon is purely defensive and so if engaged the Shadows survivability drops rapidly. Defensive measures and armour wise Shadow mounts a very thin hull of 3mm Quantum lattice plate and also a small mark 2 shield projector to allow the Shadow to survive in FTL and space. Electronic abilities wise the Shadow mounts a Tantalus field. This technology is so classified it hasn't even been put on file yet but there is some talk of using both the Void, other dimensions and real space to bend everything around the Shadow, allowing to be become invisible to even the most advanced sensors produced yet. The only instances where a Shadow was detected was when a Nakai cruiser moved to intercept what it thought to be a hostile contact. This resulted in the pilots death. It also mounts a secondary bank of ECM gear to disrupt enemy communications and hack them, This way the AI on board can hack the communication, alter it in such a way which is unnoticeable and send it back in but a few seconds. In this enemy ships or units find themselves isolated or in the wrong area and unable to react accordingly. Lastly the Shadow contains decryption gear rivalling the most powerful intelligence agencies and also a ultra resolution camera. Speed wise the Shadow is unbelievably fast. Able to reach Mach 10 in atmosphere and far faster in space the Shadow is also equipped with a Union FTL, but it has been modified in such a way that the use of the FTL drive is encompassed by the Tantalus field.
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Post by EmperorMyric on Dec 16, 2017 16:35:17 GMT
Javelin Union of Worlds Gunship: Overview: With the Union Ace gunship showing its age the Union designed a new gunship to replace it. The Javelin was created, a craft that could provide gunship and aerial support to any ground units under fire. Extremely agile both when in hover mode or in flight the Javelin can carry a surprisingly heavy payload of munitions under its wing pylons from missiles to unguided rockets to extra cannon pods. Easily able to fly low and initiate pop up attacks while not as armoured as the Ace was the Javelin is far quicker and equipped with ADS and light armour relying on its speed and first strike ability to stop any enemy air defence in the area. The Javelin excels at destroying enemy armour, infantry and entrenched positions and there is much rivalry between pilot pairs on kill counts, with one crewman being the pilot and the other operating the weapon systems alongside an inbuilt AI, the pilot however has control over the nose mounted gun and both pilots or the AI can take over each others tasks if necessary. Capabilities: Armament wise The Javelin is equipped with a nose mounted heavy cascade cannon to suppress and kill enemy infantry or light vehicles with its very high ROF. And two wing mounted 30mm cannons for light armour if need be although these are taken off or kept by pilot pairs depending if they wish to mount them or not in place for more munitions. The Javelin has 14 hard points which can mount a wide range of weapon systems, from missile racks of ATGMs or close range AAMs to clusters of unguided rockets or meson lasers to close range plasma cannons. The Javelins versatility allows it to engage a whole host of targets and to defend the forces on the ground during a mission. Defensive measures and armour wise the Javelin only has 8mm of Quantum lattice plate reinforced with polythene linings and void cooling to aid in attacks by energy weapons. The Javelin also carriers chaff and flare launchers as well as decoys for long range engagement defence, The Javelin also has 8 in hull laser units, while unable to do much damage against other craft these lasers can be used to destroy incoming ordnance at close range if it’s ECM and decoys fail. Electronic abilities wise the Javelin carries an extensive ECM package designed to try and disrupt enemy lock ons and if necessary break in and destroy enemy smart ordnance if fired. As the Javelins shape is naturally stealthy, it also has a layer of sensor resistant material on it, while not enough to fully mask its presence it causes the enemy to have a harder time locking on, giving it a potential few seconds more advantage in combat. Speed wise the Javelin is while not fighter fast is very agile with 4 jet nozzels fully able to point any direction being is thrust. Able to VTOL quite easily even on full load outs. Mach 2 being its limit in atmosphere its airframe becomes unstable at anything higher, however it most often operates at much lower speeds for ground attack and support or engaging other enemy craft at speeds below Mach 1.
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Post by EmperorMyric on Dec 16, 2017 16:35:47 GMT
Silese Violar (Phantom) Protectorate Fighter Bomber Overview: The Violar work on the same principal as the Union in that units which can fulfil multiple roles are more effective than specialised units. The Silese reflects this due to its similarities with the Firestorm Fighter Bomber. Able to combat other aircraft in an interceptor role or destroy ground targets in a fast air or bomber kind of way the Silese is incredibly good at its role often leaving it to primarily work as a ground attack CAS aircraft under the Unions forces. However the Silese isn't as well armed as some of the other aircraft around. Though it is incredibly armoured and fast like all Violar units. Against the Firestorm in the Phantom war this lack of multiple armaments meant the Firestorm came out on top, though just. The Silese in fact is an extremely able anti ship attack craft its main armaments making a mockery of most armour types, the Union underestimated this at their peril, others are bound to do the same. Capabilities: Armament wise the Silese mounts two forward firing Plasma Beam Emitters which while fairly short ranged are able to slice through most kinds of armour in a matter of seconds, this makes it a death sentence to any armoured vehicle or starship though it lacks any sort of AoE and so is useless against infantry, in this regard the Silese is often delegated to CAS roles where these weapons can slice apart armoured units and provide heavy ground support. The Silese is also armed with an Internal Energy Bolt Launcher, which can take power from the internal power plant to create plasma munitions or 'bolts' which are capable of blasting apart a heavy tank or cracking open starship armour with equal ease, earning the Silese reputation as an armour killer. Defensive measures and armour wise the Silese is equipped with typical Violar Nano Lathe armour 80mm thick which is very tough and highly resistant to solid projectile weapons while being slightly weaker vs very high powered energy weapons. It also has amazing Nano repair qualities and so if not destroyed totally the Aircraft can eventually repair itself with minor damage being repaired with incredible ease. This has since been upgraded with a second layer of Union Quantum Lattice plate around 20mm thick giving it additional armour and retaining its incredible repair qualities, in this regard an extra 20mm of the nano lathe has been removed to not add to much weight. The Silese also mounts 16 small laser arrays to shoot down enemy missiles at close range. Electronic abilities wise the Silese mounts a Violar AI unit which links with the pilot and co-pilot which are the only crew giving them a sort of symbiotic relationship with the craft. This technology is under development to integrate into other Union tech though is slow progress. This AI also shows resistance to hacking and ECM interference making it hard to hide from. Speed wise The Silese is actually quite fast in respects and so is able to reach Mach 6 in the air and even faster in space, though it usually operates at slower speeds to engage ground forces able to take heavy fire when making attack runs.
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Post by EmperorMyric on Dec 16, 2017 16:36:15 GMT
Archer Union Of Worlds Aerial Gunship: Overview: The Archer Aerial Gunship is the smallest of the Union of Worlds Aerial gunship or 'fortress' classes which operate under both the control of either the Union Aerospace Core or the PDF core. Flying high in the atmosphere the Archer is designed for a number of roles, both from engaging enemy aerial forces in open or long range combat, bombarding ground targets with precision fire support, acting as a command platform for air war engagements over a theatre or deterring an orbital assault. Armed to the teeth with weapon systems each in retractable mounts (the Mass drivers able to slide their rails in to withdraw) to not reduce drag at speeds the Archer is highly manuverable and stable in fight, able to act as a weapons platform fully able to engage enemy craft at all ranges as well as perform ABM functions if needed. The Archer normally either is found alone as a command unit for a large squadron of Union craft or in a pack of 3 protecting one of the large Aerial fortress classes. Capabilities: Armaments: Armed with a wide variety of weapon systems the Archer mounts 18 Meson laser projectors with 9 on top and 9 underneath capable of engaging all manner of threats from enemy missiles to fighter craft in their rapid rotatable and retractable ball mounts. These have very long range and along with the missile launchers are the first line of defence. Along with these the Archer mounts two large VLS arrays which can fire LRAAMS at both enemy fighters and missiles and also function as an ABM system if needed, these can be swapped out for medium phase missiles if planetary assaults are suspected to target smaller warships in orbit. In total the Archer carries 64 missiles. Lastly the Archer mounts 12 medium sized dual mass drivers, these can also retract and are used as a last line of defence, rapid targeting and flak shells allows them to easily shoot down even hardened fighter craft or bombers as well as missiles however they can easily switch to AP rounds to take out other aerial large targets if needed. These are equipped with nano assemblers and Void cooling as standard. Defensive measures and armour wise the Archer has 25mm of Quantum lattice plate reinforced with polythene linings and void cooling to aid in attacks by energy weapons. However its main defence comes with its medium sized MK.5 Crenelated phase shield, capable of taking heavy fire before collapsing. The Archer also carriers chaff and flare launchers as well as decoys for long range engagement defence, The Archer also has 12 in hull laser units, while unable to do much damage against other craft these lasers can be used to destroy incoming ordnance at close range if it’s ECM and decoys fail. Electronic abilities wise the Archer carries an extensive ECM package designed to try and disrupt enemy lock ons and if necessary break in and destroy enemy smart ordnance if fired. As the gunships shape is naturally stealthy, it also has a layer of sensor resistant material on it, while not enough to fully mask its presence it causes the enemy to have a harder time locking on, giving it a potential few seconds more advantage in combat. It can however be fitted with a full displacement total stealth generator at the cost of one of its internal missile bays for total stealth. The Archer however typically relies for ECM on the Vanguard ECM gunship its sister class. Speed wise the Archer is quite Fast able to go up to Mach 5 though it usually operates at Mach 3 for combat, unlike other large craft the Archer is surprisingly agile and able to turn fast as well as handle well. However it is not space capable and can only operate on the very edge of the atmosphere for short periods of time.
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Post by EmperorMyric on Dec 16, 2017 16:36:39 GMT
Vanguard Union Of Worlds Aerial ECM Gunship: Overview: The Vanguard Aerial ECM Gunship is a much rarer sight than say the Archer but is never the less an important piece in the jigsaw of the Unions aerospace defence and attack forces. Still heavily armed like its sister class and based on the same hull the Vanguard is designed to accompany large aerial fortress wings or attacks and shroud them in large stealth/jamming emitters. Either making them disappear completely to sensors or merely jamming enemy sensors to prevent them from getting a fix on an exact air strike location. The Vanguard is also equipped with very powerful sensors able to detect air defence and guide in SEAD strikes with accuracy and can also undertake powerful ECM and hacking to destroy enemy craft or smart ordnance fired in a very large area around the gunship. In this regard Vanguards accompany heavy air wings or act as command and control craft, or the equivalent of a futuristic AWACs for Union forces. Capabilities: Armaments: Armed with a wide variety of weapon systems the Vanguard mounts 10 Meson laser projectors with 5 on top and 5 underneath capable of engaging all manner of threats from enemy missiles to fighter craft in their rapid rotatable and retractable ball mounts. These have very long range and along with the missile launchers are the first line of defence. The Vanguard also mounts 12 medium sized dual mass drivers, these can also retract and are used as a last line of defence, rapid targeting and flak shells allows them to easily shoot down even hardened fighter craft or bombers as well as missiles however they can easily switch to AP rounds to take out other aerial large targets if needed. These are equipped with nano assemblers and Void cooling as standard. Defensive measures and armour wise the Vanguard has 25mm of Quantum lattice plate reinforced with polythene linings and void cooling to aid in attacks by energy weapons. However its main defence comes with its medium sized MK.5 Crenelated phase shield, capable of taking heavy fire before collapsing. The Vanguard also carriers chaff and flare launchers as well as decoys for long range engagement defence, The Vanguard also has 12 in hull laser units, while unable to do much damage against other craft these lasers can be used to destroy incoming ordnance at close range if it’s ECM and decoys fail. Electronic abilities wise the Vanguard carries 2 large and very extensive ECM/Jamming/Sensor/Full displacement field units designed to try and disrupt enemy lock ons and if necessary break in and destroy enemy smart ordnance if fired at either the gunship or anything in the surrounding area. These can also aggresively hack enemy craft or ordanance as well as jam enemy sensors or communications in a wide area. The Vanguard can also 'cloak' friendly craft in a small AOE from both sensors and visible light for short periods of time. As the gunships shape is naturally stealthy, it also has a layer of sensor resistant material on it, while not enough to fully mask its presence it causes the enemy to have a harder time locking on, giving it a potential few seconds more advantage in combat. Speed wise the Vanguard is quite Fast able to go up to Mach 5 though it usually operates at Mach 3 for combat, unlike other large craft the Vanguard is surprisingly agile and able to turn fast as well as handle well. However it is not space capable and can only operate on the very edge of the atmosphere for short periods of time.
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Post by EmperorMyric on Dec 16, 2017 16:37:21 GMT
Longsword Union Of Worlds Airborne Battleship: Overview: The Longswords role is a bit of a complicated one. Designed alongside the other two types of its class the Longsword was originally designed with anti orbital mass drivers, however the weight and instability it caused on the ships airframe meant that the Mk.1 didn't last very long in deployment. However the Longsword has since been upgraded with twin Anti orbital meson lasers, which thanks to their ball mounts and smooth mountings reduce drag at higher speeds, and can also rotate to target underneath the airship as well. While principally designed to function alongside the PDF elements of the Union in helping to drive off orbital assaults, the Longsword can easily engage enemy escorts or lighter ships, flying on the edge of space to give its lasers less atmospheric refraction it can hit enemies out to high orbit. However the Union Aerospace Core also uses it on war torn worlds, to give concentrated fire support to ground targets or to engage large numbers of enemy fighters. With its large armament it is well equipped to defend itself. Capabilities: Armaments: Armed with a wide variety of weapon systems the Longsword mounts 44 Meson laser projectors with 22 on top and 22 underneath capable of engaging all manner of threats from enemy missiles to fighter craft in their rapid rotatable and retractable ball mounts. These have very long range and along with the missile launchers are the first line of defence. Along with these the Longsword mounts a single large VLS array which can fire LRAAMS at both enemy fighters and missiles and also function as an ABM system if needed, these can be swapped out for medium phase missiles if planetary assaults are suspected to target smaller warships in orbit. In total the Longsword carries 102 missiles. Lastly for defence the Longsword mounts 32 medium sized dual mass drivers, these can also retract and are used as a last line of defence, rapid targeting and flak shells allows them to easily shoot down even hardened fighter craft or bombers as well as missiles however they can easily switch to AP rounds to take out other aerial large targets if needed. These are equipped with nano assemblers and Void cooling as standard. However as its main armament the Longsword mounts two anti orbital meson lasers, capable of destroying escort sized star ships out to high orbit. However they can also rotate to fire below the crafts airframe and can also be used for precision bombardment of ground targets. Defensive measures and armour wise the Longsword has 32mm of Quantum lattice plate reinforced with polythene linings and void cooling to aid in attacks by energy weapons. However its main defence comes with its large sized MK.5 Crenelated phase shield, capable of taking very heavy fire before collapsing. The Longsword also carriers chaff and flare launchers as well as decoys for long range engagement defence, The Longsword also has 38 in hull laser units, while unable to do much damage against other craft these lasers can be used to destroy incoming ordnance at close range if it’s ECM and decoys fail. Electronic abilities wise the Longsword carries an extensive ECM package designed to try and disrupt enemy lock ons and if necessary break in and destroy enemy smart ordnance if fired. As the airborne battleships shape is naturally stealthy, it also has a layer of sensor resistant material on it, while not enough to fully mask its presence it causes the enemy to have a harder time locking on, giving it a potential few seconds more advantage in combat. It can however be fitted with a full displacement total stealth generator at the cost of one of its internal missile bays for total stealth. The Longsword however typically relies for ECM on the Vanguard ECM gunship its smaller cousin. Speed wise the Longsword is quite Fast able to go up to Mach 5 though it usually operates at Mach 3 for combat, unlike other hugely large craft the Longsword is surprisingly stable and able to turn fast as well as handle well. However it is not space capable and can only operate on the very edge of the atmosphere for short periods of time to engage enemy ships.
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Post by EmperorMyric on Dec 16, 2017 16:39:18 GMT
Valguard Union Of Worlds Super Heavy Bomber: Overview: The Valguard class Super Heavy Bomber was conceived alongside the Scimitar and the Valguard. Using the same airframe the Scimitar and Longsword it trades the 4 hangars/Mass drivers for 4 bomb bays of epic proportions. With one load the Valguard can level a continent and is even able to carry 8 plasma coil missiles within its hull. Or it can carry huge amounts of cruiser missiles or guided munitions. Not as well armed as the other two means the Valguard is often weak and without its escort its armour and shields can only do so much. Such a large target means the enemy will focus on these behemoths. But to see them outside of a dedicated Air Fortress wing is a rare sight. Supported by Scimitars, Archers, Valguards and Vanguard ships the Valguard is quite safe to deliver its devastating payload into the heart of the enemy, these are only used when the complete destruction of a target is required, or when a stalemate needs to be broken. In this regard they are rarely seen, with the Union only using them when the situation duly requires their deployment. Capabilities: Armaments: Armed with a wide variety of weapon systems the Valguard mounts 32 Meson laser projectors with 16 on top and 16 underneath capable of engaging all manner of threats from enemy missiles to fighter craft in their rapid rotatable and retractable ball mounts. These have very long range and along with the missile launchers are the first line of defence. Along with these the Valguard mounts a single large VLS array which can fire LRAAMS at both enemy fighters and missiles and also function as an ABM system if needed, these can be swapped out for medium phase missiles if planetary assaults are suspected to target smaller warships in orbit. In total the Valguard carries 102 missiles. Lastly for defence the Valguard mounts 26 medium sized dual mass drivers, these can also retract and are used as a last line of defence, rapid targeting and flak shells allows them to easily shoot down even hardened fighter craft or bombers as well as missiles however they can easily switch to AP rounds to take out other aerial large targets if needed. These are equipped with nano assemblers and Void cooling as standard. Finally as its payload the Valguard has 4 truly titanic bomb bays, capable of carrying up to 8 Plasma coil missiles, 32 Long range cruise missiles (Anti ship/oceanic, Fireball Mk.8 8MT-3KT nuclear warhead, cluster muntions or conventional warheads) or even anti-ship phase missiles to use against enemy star ships. The Valguard can also mount guided bombs and even conventional unguided bombs for carpet bombing missions. However its typical bomb armament is 320 Type 4 Plasma charges capable of guided targeting over a wide area. Defensive measures and armour wise the Valguard has 32mm of Quantum lattice plate reinforced with polythene linings and void cooling to aid in attacks by energy weapons. However its main defence comes with its large sized MK.5 Crenelated phase shield, capable of taking very heavy fire before collapsing. The Valguard also carriers chaff and flare launchers as well as decoys for long range engagement defence, The Valguard also has 28 in hull laser units, while unable to do much damage against other craft these lasers can be used to destroy incoming ordnance at close range if it’s ECM and decoys fail. Electronic abilities wise the Valguard carries an extensive ECM package designed to try and disrupt enemy lock ons and if necessary break in and destroy enemy smart ordnance if fired. As the gunships shape is naturally stealthy, it also has a layer of sensor resistant material on it, while not enough to fully mask its presence it causes the enemy to have a harder time locking on, giving it a potential few seconds more advantage in combat. It can however be fitted with a full displacement total stealth generator at the cost of one of its internal missile bays for total stealth. The Valguard however typically relies for ECM on the Vanguard ECM gunship its smaller cousin. Speed wise the Valguard is quite Fast able to go up to Mach 5 though it usually operates at Mach 3 for combat, unlike other hugely large craft the Valguard is surprisingly stable and able to turn fast as well as handle well. However it is not space capable and can only operate on the very edge of the atmosphere for short periods of time.
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Post by EmperorMyric on Dec 16, 2017 16:40:00 GMT
Scimitar Union Of Worlds Airborne Carrier: Overview: The Scimitar is the second piece of the jigsaw, the Airborne carrier fits into the triangle of the super heavy bomber and airborne battleship. Carrying 32 Firestorm Mk.6 fighters in its twin large hangar bays each one located on each wing and split into two sections (top half of the hangar above the wing carrying 9 and another section below carrying 9) allowing the Carrier to launch its fighters in rapid succession for defence. While the Scimitar itself is fairly unarmed it relies on escort and its fighter complement more than anything, with a crew of 90 souls either being pilots or mechanics that sleep in quite cramped conditions the Scimitar allows the craft full rearmament and repair even on the battlefield. Normally found alongside Heavy air wings Scimitars can be found supporting large aerial attacks or helping to deter orbital assaults. Capabilities: Armaments: Armed with a wide variety of weapon systems the Scimitar mounts 24 Meson laser projectors with 12 on top and 12 underneath capable of engaging all manner of threats from enemy missiles to fighter craft in their rapid rotatable and retractable ball mounts. These have very long range and along with the missile launchers are the first line of defence. Along with these the Scimitar mounts a single large VLS array which can fire LRAAMS at both enemy fighters and missiles and also function as an ABM system if needed, these can be swapped out for medium phase missiles if planetary assaults are suspected to target smaller warships in orbit. In total the Scimitar carries 102 missiles. Lastly for defence the Scimitar mounts 18 medium sized dual mass drivers, these can also retract and are used as a last line of defence, rapid targeting and flak shells allows them to easily shoot down even hardened fighter craft or bombers as well as missiles however they can easily switch to AP rounds to take out other aerial large targets if needed. These are equipped with nano assemblers and Void cooling as standard. Defensive measures and armour wise the Scimitar has 32mm of Quantum lattice plate reinforced with polythene linings and void cooling to aid in attacks by energy weapons. However its main defence comes with its large sized MK.5 Crenelated phase shield, capable of taking very heavy fire before collapsing. The Scimitar also carriers chaff and flare launchers as well as decoys for long range engagement defence, The Scimitar also has 28 in hull laser units, while unable to do much damage against other craft these lasers can be used to destroy incoming ordnance at close range if it’s ECM and decoys fail. Electronic abilities wise the Scimitar carries an extensive ECM package designed to try and disrupt enemy lock ons and if necessary break in and destroy enemy smart ordnance if fired. As the carriers shape is naturally stealthy, it also has a layer of sensor resistant material on it, while not enough to fully mask its presence it causes the enemy to have a harder time locking on, giving it a potential few seconds more advantage in combat. It can however be fitted with a full displacement total stealth generator at the cost of one of its internal missile bays for total stealth. The Scimitar however typically relies for ECM on the Vanguard ECM gunship its smaller cousin. Speed wise the Scimitar is quite Fast able to go up to Mach 5 though it usually operates at Mach 3 for combat, unlike other hugely large craft the Scimitar is surprisingly stable and able to turn fast as well as handle well even with its fighter complement inside inertial dampeners and gravity units keep any turns from destroying the occupants. However it is not space capable and can only operate on the very edge of the atmosphere for short periods of time.
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Post by EmperorMyric on Dec 16, 2017 16:40:57 GMT
Fire Bird Union Of Worlds Aerospace Gunship: Overview: Found flying high at the edge of space above the world it protects or above the battlefields of a war torn world the Fire Bird Aerospace Gunship is renowned as a guardian flying in the heavens. Designed to engage and destroy enemy craft attempting to invade Union worlds it works in both the Union Aerospace Core and the Union Planetary Defence sectors of the military. The Fire Bird never lands, using its internal ZPM unit to stay airborne forever, however it can land on water if necessary and is usually dropped into orbit by a transport ship. The Fire Bird is fully able to engage enemy star ships and stop orbital assaults, at its huge size the Fire Bird clocks in at a few km in length almost a Union light cruiser. Protected by heavy shielding and powerful armament many an assault has been deterred by this craft. It is also able to give fire support for ground forces, functioning as an edge of space precision weapons platform, dropped into a warzone world it can fly high and provide support from above while deterring future enemy orbital drops. With only a crew of 20 the Fire Bird is mostly automated by its command AI systems however can be manually controlled if necessary, these crewmen are typically rotated on duty by shuttles up to the craft. Capabilities: Armaments: The Fire Bird is armed to the teeth in order to take on enemy orbital attack waves and even star ships up to cruiser size. Equipped with 20 dual capital starship level mass drivers in retractable turrets for both defence with flak rounds and far out engagement abilities it can supplement this with 44 meson lasers which can both shoot down incoming rounds/missiles and engage enemy fighter craft, and if enough are used can be used against enemy star ships with effect. The Fire Bird also mounts 4 Union Spearhead drone units, advanced for such a small craft let alone used for PDF purposes as such weapons are often found on battleships. Capable of firing AI controlled drones based off Nakai tech towards the enemy these drones can bore through armour with super heated outer surfaces and detonate within the craft, also capable of destroying multiple missiles/attack craft before loosing their energy. In addition the Fire Bird also has 2 centre lined VLS arrays capable of firing Phase missiles for anti ship duties (on the top side) and precision guided munitions for ground attack on the bottom side. Finally the Fire Bird carries a very high powered Meson laser/anti orbital gun depending on Mk and model capable of spearing enemy escorts and light cruisers, and heavily damaging cruisers. Defensive measures and armour wise the Fire Bird has 60mm of Quantum lattice plate reinforced with polythene linings and void cooling to aid in attacks by energy weapons. However its main defence comes with its dual large sized MK.5 Crenelated phase shields, capable of taking very heavy fire before collapsing. The Fire Bird also carriers chaff and flare launchers as well as decoys for long range engagement defence, The Fire Bird also has 102 in hull laser units, while unable to do much damage against other craft these lasers can be used to destroy incoming ordnance at close range if it’s ECM and decoys fail. Electronic abilities wise the Fire Bird carries an extensive ECM package designed to try and disrupt enemy lock ons and if necessary break in and destroy enemy smart ordnance if fired. As the Aerospace gunships shape is naturally stealthy, it also has a layer of sensor resistant material on it, while not enough to fully mask its presence it causes the enemy to have a harder time locking on, giving it a potential few seconds more advantage in combat. Speed wise the Fire Bird operates at Mach 7 at the very edge of space, however is very manoeuvrable and can rapidly ascend or descent or perform evasive action if targeted or needing to lower altitude to get a better fix on ground targets. However it is not space capable despite being able to fly at the edge of space.
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