Welcome to Gaia! ::

Reply Excess Information Guild
~Misc Information~

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

oxymoron_02
Captain

PostPosted: Sun Dec 19, 2004 4:50 pm


This thread is for descriptions of things that take up too much room elsewhere. Please scroll to the post regarding any RP I have with you.

- Alexis Ringer's Ship - Orion [Misc]
- in depth Northampton information [Nova Armada]
- Warpath [Misc]
PostPosted: Sun Jan 09, 2005 6:22 am


Alexis Ringer's Ship
Name: GalSpan Orion
Image: Here
Class: Personal Multirole Fighter
Length: 10.4 feet
Width:10.7 feet
Weight: 5.9 tonnes
Armour:
- Reinforced titanium
- Composite Panels
Defence:
- Eletronic Wave jamming
- Smart Shields
- Lock-On defence
- Runic Defences
Systems:
- Advanced Radar
- Afterburner
- Combat Radar
- Lead Target Assistant
Weapons:
- Heavy Deimos Laser
- Boron Medium Laser
- Hunter Torpedoes
Speed:
Top Speed- 1024 mph (afterburners)
Cruising Speed- 660 mph
Power:
- Ion Module
Further Information:
EW Jammer helps prevent opponents acheive a radar or missile lock-on. It theoretically makes the Orion a 'ghost', though is not wholly effective.
Smart Shields automatically balance power between front and aft shields. The computerised system also decides what percentage of energy should be diverted to the shields from the engines.
Lock-On defence module drops a bundle of energy to try to confuse incoming missiles.
Runic defences, inscribed at the molecular level, protect the ship against all magical/energised/power forms of attack.
Advanced Radar creates a small holographic realtime radar display.
Afterburners boost speed, but drain the thrust energy source, resulting in a lower cruising speed.
Combat Radar provides target name, hull and shield status.
Lead Target Assistant assists in tracking trajectory adjustments against target ships, then relays these signals to weapons. This somewhat aids unguided weapons (incl. lasers) by offering the latest possible trajectory information and allowing the barrel to move slightly in it's housing.
Hunter Torpedoes are orbs of energy that contain nanomachines allowing for trajectory changes after being launched. They pack quite a punch, and will lock onto the nearest enemy target once fired, leaving lock-ons unrequired.

oxymoron_02
Captain


oxymoron_02
Captain

PostPosted: Tue Jun 21, 2005 4:24 am


Quote:
The Northampton


Defences/Weapons

- Just before midship are medium-range missile launchers set at key locations along the ship's hull. Each launcher contains 6 missile tubes allowing volleys of up to 6 missiles to be fired at a single target per launcher. Armour-piercing smart missiles are usually used to avoid chances of friendly fighters being shot down by the missiles.
- Two massive main laser cannons are located midship. These are capable of burrowing through fortified layers of armour in around a minute of repeated blasts. They can rotate through 90 degrees vertically, but are unable to fire behind, or above and below the ship. Coupled to the MLCs is a single main missile tube each. These fire ICBM-like weapons, long-range nuclear or reflex missiles, and are usually used only during assaults and heavy combat.
- Anti-warship laser cannons are mounted facing forward while two are mounted to the rear to attack enemies behind the ship. Like the main laser cannons the anti-warship cannons have only a limited arc of fire (45 degrees) and thus can only be used against ships to the front, rear, or slightly off-centre of the frigate.
- The Pinpoint Barrier System generates four small disc-shaped force fields that can be positioned anywhere along the ship to deflect missiles, energy beams or projectiles. Each pinpoint barrier is about 200 ft in length, and can deflect any attack not designed to cause major damage (such as a nuclear device or Star Wars-esque Death Star cannon). Though the barriers can also be layered on top of each other to generate a field which provides adequate protection against even the strongest weapons.

Basic layout

Measuring at 314 feet in length, the ship is immense and has plenty of room for the various recovered units from the old base. The Northampton is usually entered via the hangars, unless it lands somewhere capable of extended access tubes to the airlocks along it's length.
At the bow of the ship are the main sensor clusters, dozens hardened blisters containing short range radar, imaging and scanning systems. Behind these are around fifty small (but by no means weak) laser turrets tasked with protecting these sensor pods.
Stationed on either side are hangar ports. The hangars cover most of the innards of the bow, and two further large hangar entrances are located in the belly of the ship. Hangars are layered affairs in which the ship's compliment of fighters are stored. To launch, units are placed at the hangar's mouth and held in place until sufficient speed is accumulated to be released. This causes stress to both the planes, and the restraint harnesses, and is not intended as a long-term plan.
Located midship is the command tower, sitting proudly atop the ship. From here all key operations are directed, and this section is most heavily shielded. The impressive communications array of the stealth frigate can communicate with up to 1,000 craft simultaneously at ranges of up to 900 miles. This range can be boosted indefinitely by using satellites or other spacecraft as to relay communications.
The radar array of the stealth frigate is equally as impressive as the communication system, and can track and identify up to 2,000 craft simultaneously. The radar system has a 2,000 mile/3,200 km range.
Located just aft of midship are the large manufactories. Hangar sized spaces house literally hundreds of machines dedicated to constructing components pieced together on assembly lines, to make almost anything desired. More commonly, weapons are manufactured here (Note: Only the Clavain possesses these manufactories).

Miscellaneous Systems

The Northampton frigate is equipped with an anti-gravity propulsion system used for 'landing' and liftoffs. Indeed, the Northampton can never land save for on sufficient bodies of water. The system is good for vertical ascent/descent only and can lift the ship at speeds of up to 80 feet per second. The system will function so long as the main engines can supply energy to it.
The Northampton frigates are the smallest UN Spacy capital ships to be equipped with advanced ECM packages commonly referred to as "Stealth Systems". These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the frigate with weapons. The frigate's stealth systems will fail if the main engines are destroyed.
Backing up the electronic stealth systems are less subtle methods. An advanced electrochromatic stealthing system allows the Northampton to literally vanish from view flawlessly, and energy dampeners activate simultaneously to lessen energy signatures the ship gives off.
The ship is also coated in SRAM materials, absorbing active radar pules more effectively.
Shields come in the form of technomagical conversion engines. Physical attacks (bullets, missiles etc) are intercepted and instantly drained of their momentum, the energy then going to buffers to siphoned into the ship's powerplant. Energy attacks are absorbed completely and also siphoned into other systems. Magical attacks are rendered void against the shield altogether.
Due to the energy conversion scheme, overloading can be a problem. Although the shields will not be depleted by attacks, the buffers can be overloaded by the energy absorbed, meaning energy weapons are most critical against the Northampton. To compensate for this however, incoming energy is usually redirected to the lasers, where it is expended again quickly.
The Northampton's powerplant is a large spherical tokamak reactor. This plasma-based reactor provides adequate energy for all ship systems, though in combat suffers. This is the reason Nova Armada strived to develop the siphon shield system.


Quote:
The Thunder Child


Basic layout

The 3 kilometre long Thunder Child is the largest Novan unit to date. Accessed either by hangar bays along the sides, or by airlocks on the top, it is not an easy ship to board if you are registered as a foe. Security systems throughout include face-recognition cameras, thousands of patrolling 'Roach' bots (not surprisingly these are roach sized drones armed with small stunners), armed guards, containment barriers, and a myriad of sensors designed to root out those who don't belong.
At the bow of the ship are the main sensor clusters, dozens of hardened blisters containing short range radar, long range radar, imaging and scanning systems. Behind these are around fifty small (but by no means weak) laser turrets tasked with protecting these sensor pods.
Stationed on either side are hangar ports. The hangars span for about one third of midship and are layered affairs in which the ship's compliment of fighters are stored (currently the Thunder Child holds no fighters).
Located between midship and aft is the command centre. From here all key operations are directed, and this section is most heavily shielded. The impressive communications array of the battle barge can communicate with up to 1,650 craft simultaneously at ranges of up to 1230 km. This range can be boosted indefinitely by using satellites or other spacecraft as to relay communications.
The radar array of the stealth frigate is equally as impressive as the communication system, and can track and identify up to 7,000 targets simultaneously. The radar system has a 14,000 km range.
Located in the bow are the large manufactories. Hangar sized spaces house literally hundreds of machines dedicated to constructing components pieced together on assembly lines, to make almost anything desired. More commonly, weapons will be manufactured here, though currently they are focusing on making fighters for the Thunder Child.
The Thunder Child's energy comes from a combination of nuclear and plasma reactors located aft of the ship with the main engines, which are ion pulse engines. Also housed here is the FTL drive.
PostPosted: Tue Jul 05, 2005 12:29 pm


Click here for image

--Warpath--

Height: 23.9 feet
Width: 24.1 feet
Weight: 78 tonnes
Armour: Warpath incorporates steel encased depleted uranium armour. Armour bulkheads separate the crew compartment from the fuel tanks. The panels of Warpath are designed to blow outwards in the event of penetration by a HEAT projectile. Warpath is protected against nuclear, biological and chemical (NBC) warfare.
The armour plating is inscribed with runes at a molecular level, giving Warpath immunity to all magical effects. no matter how powerful. Anyone fighting it is forced to do so with only technology.
Weapons: The enormous railgun is Warpath's main weapon. It fires slugs roughly 1 ft in diameter, at around Mach 5.4 (1 mile/second). At any given time, there are ten slugs held.
Mounted to the top of the railgun are dual pulse laser cannons. These have an average firing rate of 2 shots per second each, and fire alternately. Sustained fire is limited to thirty seconds, at which point the powerplant ceases feeding them energy until they cool down.
On the sides of Warpath's 'knees' are rocket tubes. The legs can hold up to twenty missiles at any given time.
Underneath the torso is a .50 anti-personnel machinegun. This is automated, and can rotate 360 degress. It will cease firing if it aims at any part of Warpath.
Finally, the 'mouth' of Warpath can split open, to reveal a small scale ion cannon. Due to the enormous power usage of this weapon, once it has been fired, Warpath shuts down all non-vital systems such as the jumpjets, plasma weapons, and several smaller systems. Power levels much then reach at least 70% (which takes about five minutes) until the ion cannon, or the plasma weapons can be used again.
[As a side-note, all ammunition is technomagically imbued to be effective against phased objects. Be it by technological or magical means, ammunition will impact the target as normal.]
Systems: An advanced semi-AI assists in the operating of Warpath, otherwise it would need a six-man crew. A speech interface allows commands to easily be given, though a voiceprint decoder is installed and always activated, unless personally deactivated by Guineas. Mutliple cameras survey 360 degrees around the mech, all adapted to enhance the radar system.
Radar is provided by the section on the left 'shoulder' of Warpath, and can scan for 15 miles horizontally and to an altitude of 0.5 mile. The radar also pulses out a wave rendering invisible objects visible. This allows cloaked targets to be revealed in two second pulses, more than enough to provide adequate lock-on coordinates.
Imaging/Targetting is via both the radar, and multiple cameras adorning either side of Warpath's head. I/T is capable of scanning the entire light spectrum, assuming up to twenty targets simultaneously and firing on nine at once (due to weapon launch limits).
The powerplant is a small-scale fission reactor. This is contained within four completely sealed levels of armour.
Notes: Warpath is capable of stunted flight. Although it has jumpjets and additional retroboost modules, it's gross weight halts it from acheiving any real altitude advantage. Stabilising wings on it's legs allow it to glide minimally, however.

oxymoron_02
Captain

Reply
Excess Information Guild

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum