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Posted: Tue Jan 05, 2010 8:54 am
Realm of Zaan Ships:
(no table of contents, I will add them as I make them)
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Posted: Sat Jan 09, 2010 11:17 am
This thread will actually cover both Realm and Renegade ships, as both factions use the same ship classes.
The following are listed in descending order of size, though I will not necessarily post them in this order.
Paladin class battleship- "Paladin"
Borgia/Hemholt class cruiser- "War barge"
Poseidon class destroyer- "Piranha"
Barbossa class freighter- "Cargo Hauler"
Emmissary class scout vessel- "Void Skimmer," "Herald," or "Kingfin"
Locust class lander- "Deathbeetle"
Orca class gunship- "Hornet"
Bomb/Direct-Ordinance Gunship- "Bulldog"
Long-Range Manned Fighter- "Longhorn"
Fire Support Combat Drone- "Firefly"
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Posted: Sat Jan 09, 2010 2:39 pm
Name/Model Number: Fire Support Combat Drone Alias: "Firefly" Race/Product Manufacturer: Izani, both Renegade and Realm of Zaan Physical Description/Dimensions: Each drone is about the size of a couch. Affiliation: Izani, both Renegade and Realm of Zaan Weapon(s): Renegade drones have a single 110mm railgun that fires a Soul-infused shell. Each Renegade drone has 24 such shells. Realm drones have a single plasma cannon that uses technology similar to the Harper Longblaster that draws power from the main batteries. This means that Realm drones are more versatile: they can shoot far more than 30 times, at the expense of reduced flying time. Renegade drones, of course, have more powerful shots. Defensive Capabilities: They are extremely manouverable and agile, and their AI reflects that. Renegade drones have enough stored energy to fly for about an hour. Realm drones have enough for 90 minutes. Each drone has a sophisticated sensor/computer unit located in the blue orb. Firefly drones are well-protected against hacking and code interception; their thought process is completely autonomous and they can only recieve scripted orders from the ship that launched them. Usually the orders are programmed before the battle, so that during the battle strict radio silence can be maintained. Ship/Mode of transport/Propulsion: Carried into battle on various capital ships, has limited flying time. Power Plant: Has a large plasma core that works as a battery and doubles as an explosive. Ends of wings/fins are an assortment of grav-generators designed for manoeverability and acceleration, while a fan-thruster sits on the back to provide propulsion. Specialty: Defending capital ships against small craft; Air superiority. Strengths: The Firefly is extremely agile and moves in an erratic series of loops and seemingly random turns similar to the way that a housefly or a gnat buzzes about. This makes it very hard to target and even harder to shoot. Guided weapons are almost useless against the Firefly drones, because of their erratic movement and also because each drone possesses a sort of multipurpose jammer that blurrs the subspace and EM wave imprint of the drone, not by much, but just enough to make it hard to track with computerized systems. Firefly drones are very effective against fighters and other small aircraft. This is because Firefly weaponry is powerful enough to severely damage such craft, and because fixed weaponry (such as the nose and wing-mounted machine guns of most fighters) is nearly useless against the erratic flight pattern of the Firefly. It is impossible for most craft to get "on the tail" of a Firefly drone. (The drones themselves do not get "on the tail" of others, because their top speed is not that high, and because they do not want to present their enemies with a predictable target. Firefly drones, because of their flat design, can be stored in great numbers in even the smallest of spaceships. Weaknesses: The Firefly can only shoot about once every 4 seconds, because the weapons (railgun and plasma cannon respectively) need time to cool off/recharge. Usually, the delay is even more than that, because the Firefly in question is busy making loops and twists in the air. Firefly drones do not have armor or shields of any kind (with the exception of a small energy shield that is used to vaporize specks of rubble and mini-asteroids, that is often turned off to save energy) A lucky shot from a Harper Longblaster can seriously damage or even destroy a Firefly, they are so weak. Drones that are damaged but not destroyed are programmed to crash into an appropriate target, detonating their energy reserves as they do. (Knowing that Fireflies are not likely to survive if damaged, they were designed to explode using the stored energy of the batteries. This is part of the reason behind their nickname; in battle the night sky will be punctuated by flickering orange lights) Firefly drones must recharge their batteries (and rearm, in the case of the Renegades) at the ship that launched them. This is accomplished by flying into a slot in the hull of the ship, which then connects to a conveyor-track which will return the drone to launching position while recharging and rearming it. This process takes about 30 seconds, not counting the time it takes to fly back and forth to and from the ship. Other: These drones are perhaps the most distinctive aspect of combat with the Izani factions. They are used extensively both in space and in atmosphere, even close to the ground. 
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Posted: Sun Jan 10, 2010 9:47 am
Name/Model Number: Long-Range Manned Fighter Alias: "Longhorn" Race/Product Manufacturer: Izani, both Renegade and Realm of Zaan Physical Description/Dimensions: About 8 meters long and 8 meters wide. Affiliation: Izani, both Renegade and Realm of Zaan History/Design Features: The Longhorn has been a staple in space and air combat for many years now. Designed originally as an air-superiority fighter, it has since been eclipsed by the widespread use of Firefly drones. However, it still serves several vital functions in the fleets of the Izani Master/ Operator: Crew of 1 pilot. Weapon(s): Outfitted with 4 long range guided missiles, two independently-tracking rail-machine-gun turrets mounted with a forward fire arc, and a single heavy weapon mounted on the belly. The heavy weapon is either a plasma cannon that operates on the same principle as the Harper Longblaster, draining energy from the main power generator to fire a powerful (for a fighter) blast of energy, or else a rack of guided missiles, or else a single, large bomb, or else an interesting third engine and grav-fin attachment that increases by 25% the speed and acceleration, and decreases by 15% the turning radius. Also, but very rarely, can be equipped with an underslung, oversized Shield Generator.(instead of the heavy weapon) Defensive Capabilities: The Longhorn carries the standard energy shield which uses energy to "burn off" incoming masses and energy beams. The Longhorn is sturdily built, with tried-and-true defensive mechanisms such as emergency boosters, emergency retro thrusters, electronic defensive measures, chaff and other evasive "tricks." The longhorn does not have much armor, though it is constructed with durable materials. Ship/Mode of transport/Propulsion: The Longhorn has the advantage over the Firefly in that the longhorn is much faster and can travel much farther. Due to it's large engine/body ratio, the Longhorn has extremely high acceleration and top speed. Also, the various gravity-field propulsive mechanisms implanted in the wings and fins of the Longhorn allow for very high manoeverability. Power Plant: Large (for it's size) hydrogen-fusion generator. Backup battery power supply. Specialty: Long-range fighter; can protect more vulnerable landing craft as planetfall is made, when equipped with plasma cannon makes excellent tank hunter, when equipped with bomb is capable of devastating precision strikes. When dogfighting it usually has the extra engine. In rare circumstances it carries the shield generator, giving it unprecendented protection. Strengths: Fast, agile, can travel long distances, packs powerful punch. Weaknesses: Relatively expensive, not that tough, human pilot not as expendable as drones. Other: Longhorns are useful tactically but in general they have been replaced by Bulldogs and Fireflies. Having been around for many years, there is a large pool of experienced pilots flying these fighters, which combined with the manoeverability inherent in the Longhorn makes for some epic "aces."   
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Posted: Thu Jan 14, 2010 5:50 pm
Name/Model Number: Bomb/Direct-Ordinance Gunship Alias: "Bulldog" Race/Product Manufacturer: Izani, both Renegade and Realm of Zaan Physical Description/Dimensions: About 10 meters long and 16 meters wide. Affiliation: Izani, both Renegade and Realm of Zaan History/Design Features: Heavy strike craft of the Izani factions. Used in many situations, from bombing runs to air superiority. (usually in major battles) Has long range and powerful weaponry. Only major drawback is expense; each craft represents a good deal of manufacturing and usually holds 4 valuble crewmembers. Master/ Operator: Can be piloted by 1, but usually holds 4. Pilot fires main railcannon, while other 3 man railturrets, distribute power to shields, lock targets for missiles, and manage communications. Weapon(s): Equipped with a single Main Railcannon which fires 220mm shells, having a recharge rate of about 4 seconds, with an ammo capacity of 40 rounds. Has two railturrets facing forward, one backwards, and one on top. Each railturret has practically unlimited ammunition and fires 200 20mm rounds per minute. The final and perhaps most devastating weapon of the Bulldog is the twin Ordinance Canisters. Each canister can hold up to 6 heavy bombs, 6 heavy rockets, or 42 guided missiles, and is flexible enough to hold a wide variety of nonstandard ordinance. Defensive Capabilities: The Bulldog carries the standard energy shield which uses energy to "burn off" incoming masses and energy beams. The shield on the Bulldog is about twice as powerful as that of the Longhorn. The Bulldog is sturdily built, with tried-and-true defensive mechanisms such as emergency boosters, emergency retro thrusters, electronic defensive measures, chaff and other evasive "tricks." Though the Bulldog is generally considered slow and ponderous, this is only in comparison to the fighters of the Izani factions. By bomber standards, the Bulldog is very nimble (though not necessarily quick.) The Bulldog is equipped with armor plating around the crew area, and lighter plating all over the craft. Ship/Mode of transport/Propulsion: The Bulldog is like the Longhorn but slower, and with longer range. Like the Longhorn, the various gravity-field propulsive mechanisms implanted in the wings and fins of the Longhorn allow for high manoeverability, higher than one would expect from such a craft. Power Plant: Hydrogen-fusion generator; Backup battery supply that is extensive and also used to provide bursts of "afterburner" energy.
Specialty: As the Fireflies are used to defend against air attack, so Bulldogs are used to carry out attacks. Bulldogs can clear the skies with successive missile salvoes, or destroy turrets on enemy capital ships with well-placed bombs. Bulldogs, like Longhorns, are solid multipurpose craft.
Strengths: Relatively agile, quite tough, can travel long distances, very powerful.
Weaknesses: Expensive, relatively slow, crew not as expendable as drones.
Other: Bulldogs are coming into their own in recent years; they are the heroes of many daring raids and glorious battles. The Renegades have a special affection for them as the craft have a reputation for resiliency: some gunship crews have been battling for several years straight and have developed a unique and improvisation-heavy style of fighting.




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Posted: Sat Jan 16, 2010 8:55 am
Name/Model Number: Emmissary class scout vessel Alias: "Void Skimmer, Herald," or "Kingfin," depending on role. Race/Product Manufacturer: Izani, both Renegade and Realm of Zaan Physical Description/Dimensions: 6 decks, roughly 40 meters high (including fin) and about as wide from wingtip to wingtip. Affiliation: Izani, both Renegade and Realm of Zaan History/Design Features: Engines located in back, large fin and stabilizing wings contain gravitational thrusters that enable atmospheric flight and hovering. Well constructed with a high structural integrity for the main section. Has a good-sized power generator in the core. Master/Operator: Crew capacity varies widely depending on the mission, usually between 50 and 150. The basic hull allows for 480 Firefly drones and a single cargo/loading bay capable of holding one Bulldog, Longhorn, or Deathbeetle. On patrol runs (Void Skimmer) the ship has minimal crew but is outfitted with extra power and shield generators, and an extensive sensor/communications array. As an explorer, (Herald) crew is larger and contains specialists such as diplomats, spies, scientists, and marines. As a light escort, (kingfin) the ship holds 160 extra Firefly drones. Weapon(s): Two plasma cannons mounted on top suitable for ship-to-ship combat or bombardment of ground facilities. Is peppered with approximately 32 railturrets. Defensive Capabilities: Carries a shield generator, is armored. (though it's armor is not anything unusual for a ship its size) Ship/Mode of transport/Propulsion: Main thrusters in back enable Hyperdrive travel and a rate of acceleration suitable for a nimble escort vessel. Gravity-field thrusters in fins and wings allow for atmospheric flight and in space add agility. Power Plant: Single hydrogen-fusion generator located in the main section by the stem that leads to the engines. Also contains system for gathering fuel from such things as comet trails and planetary rings. Backup battery power supply that is fed by a small hydrogen-fusion generator. Specialty: Used to run patrols on the border of the Realm; (Void Skimmer) used as diplomat/explorers, (Herald) used in combat occasionally. (Kingfin) Strengths: Fairly fast, above-average manouverablility, can hover in-atmosphere. Carries a surprising amount of drones. Weaknesses: Has no drone factory and so cannot replace losses. Engines are armored but still vulnerable because of their exposed position. Is inefficient as far as fighting goes. (too expensive for the amount of firepower it carries, in a straight-up fight money is better spent elsewhere) Other: The Emmissary class is better known than most Izani craft because it has been spotted in pirate fleets and in exploratory missions before official contact was made.  
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Posted: Sun Jan 17, 2010 11:15 am
Name/Model Number: Locust class lander Alias: "Deathbeetle" Race/Product Manufacturer: Izani, both Renegade and Realm of Zaan Physical Description/Dimensions: Roughly 6 meters high, 14 meters wide, and 16 meters long. Affiliation: Izani, both Renegade and Realm of Zaan History/Design Features: Widely used military landing craft and shuttle. Has large cargo bay that does not have a floor; this allows for a wide range of modular cargoes, many of which are designed to drop off and be left on-site. Master/Operator: Crew of 2 pilots with redundant controls, located in front. More men (1-3) stand in the interior of the craft, distributing power and managing communications. The cargo bay of the Deathbeetle is roughly 6m by 10m by 2m. When carrying a troop compartment, the Deathbeetle can hold up to 60 men with shields. When carrying a drone launcher, the Deathbeetle can hold 72 drones. The Deathbeetle can also be configured to hold cargo, field structures, or even tanks. Weapon(s): Two Ordinance Pods, (same as on the Bulldog) two side-mounted railturrets, one rear-facing railturret, one top-mounted railturret, one forward-mounted railturret, and one chin-mounted railturret. Defensive Capabilities: Shields and armor, more than on the Bulldog or Longhorn but still nothing especially tough. Ship is designed for rough landings and can take a surprising amount of damage before it collapses. Has chaff/electronic jamming devices in unusually high proportions, and is equipped with smoke launchers designed to shield the troops as they disembark. Ship/Mode of transport/Propulsion: Three heavy engines in back enable rapid acceleration and high top speed, while gravitational thrusters and thruster-hoops aid manoeverability and enable hovering in-atmosphere. Power Plant: Single large hydrogen-fusion power generator; backup plasma battery supply. Specialty: Shock-and-awe landings, boarding actions, air calvary. Strengths: tough, fast, high carry capacity, can put out a lot of flak from its turrets and can also take out larger targets with Ordinance Pods. Weaknesses: Not that manouverable, expensive. Fast, but still slower than Bulldog, Longhorn, etc. Guns often go to waste on routine cargo runs. No way to take in drones; once they are released they must find somewhere else to land. Other: The perpetrator of many daring assaults, rescues, escapes... Also, no fighter pilot expects to see such a slow, lumbering, juicy target suddenly release 72 angry drones...  
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Posted: Tue Jan 19, 2010 2:46 pm
Name/Model Number: Poseidon class destroyer Alias: "Piranha" Race/Product Manufacturer: Izani, both Renegade and Realm of Zaan Physical Description/Dimensions: Roughly 40 decks; about 130m tall, 270m long, and 70m wide Affiliation: Izani, both Renegade and Realm of Zaan History/Design Features: Smallest real warship in the Izani fleet. Does whatever the larger ships cant be spared for; also provides drone protection for fleets (unusually high drone-to-mass ratio, plus factory) Master/Operator: Crew size can vary but is generally about 1000. Weapon(s): 6 plasma cannons, (each about 6m by 6m by 25m) a liberal dosage of railturrets sprinkled all over the hull, and two platforms each capable of transporting and maintaining 7 Deathbeetles, 12 Bulldogs, or 20 Longhorns. The Piranha has a Drone capacity of 12,000. Most importantly, the Pirhana contains an armored, fully automated Drone factory (in the curved, windowless, red frontal section) that can produce Firefly drones at a rate of about one every second. (given power and enough materials) This factory includes the facilities to melt down raw materials- such as asteroids and space debris- and assemble it. The Piranha has ample methods of harvesting such debris, from gravitational tractor fields to manned spacewalks. Defensive Capabilities: The Piranha is armored, but the only armor that above average is concentrated in the front (around the factory) and in the rear (around the engines) The Piranha is well shielded, as befits a ship designed for battle. Ship/Mode of transport/Propulsion: The engines of the Piranha are nothing exceptional; only enough that it can outpace and outmanouever larger ships like the War Barge and the Paladin. In battle Piranhas will usually just hover around the larger ships. Power Plant: Single Hydrogen-fusion power plant located in the center or core region. Also has backup battery power supply and the means of refuelling from local terrain. Specialty: Usually found in large numbers around the capital ships, though sometimes alone or in small squadrons for minor missions such as planetary defense or shipping route raids. Strengths: Large number of drones, good all-round (armor, firepower, fighters, etc.) Has drone factory. Weaknesses: Other than Fireflies, nothing really exceptional about it. Aircraft platforms are exposed and vulnerable; usually all craft are launched before the battle and can only land once the fighting is over. Is disadvantaged against really big capital ships (paladin-size or larger) because it does not have any guns big enough to do significant damage. Other: The Drone factory makes for interesting tactics, sometimes. Once, after winning a battle for space superiority, but unable to move any closer to the planet in question due to ground-based fighters, a lone squadron of Piranhas sent flight after flight of Fireflies to terrorize the orbital dockyards and wear down the fighter defenses. They were able to do this for successive weeks as they melted down the wreckage from the space battle to make drones.      
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Posted: Wed Jan 20, 2010 4:01 pm
Name/Model Number: Borgia/Hemholt class cruiser Alias: "War Barge" Race/Product Manufacturer: Izani, both Renegade and Realm of Zaan Physical Description/Dimensions: About 40 decks. Roughly 140m tall (not counting antennae, 280m wide, and 570m long. Can be thought of as consisting of three interconnected sections: Armored prow-shaped area containing one generator and the factories, Reinforced box-like area containing flight decks and central structures, and armored engine compartment. Affiliation: Izani, both Renegade and Realm of Zaan History/Design Features: The workhorse of the Izani fleets. Economically speaking, the best deal available- highy versatile, good to have in a fight... Master/Operator: About 10,000 souls; can hold more depending on the situation. Weapon(s): 12 6m high plasma cannons (same as on Kingfin and Piranha) and 1 heavy 34m high plasma turret, that fires a blob of plasma the size of a house. Is covered, like all Izani ships, with a point-defense network of railturrets. 8 70m by 40m by 10m flight decks. Each deck can hold either: 8 Deathbeetles and associated ground vehicles, and marines. 14 Bulldogs and crew with associated munitions, plus 14 Orca gunships. 48 Longhorns (some hang from the ceiling) with etc. Has a machine shop capable of manufacturing any of the small craft used by the Izani, but at a slow rate. Also used to repair damaged craft. Realm models have four complete Drone factories each capable of producing at a rate of 1 per second, with associated means of collecting rubble for processing. Renegades have replaced two of their factories with extensive Soul-ammunition fields. Carries about 100,000 Firefly drones. Defensive Capabilities: Shield, armor, sturdily constructed. Ship/Mode of transport/Propulsion: Two redundant power generators; can operate on one (but is limited) Power Plant: Two hydrogen-fusion power plants that each could run the ship but together allow for all functions to be undertaken at once and at max capacity. Also has backup power supply and the means of refueling. Specialty: Carrier of small craft; also performs admirably in ship-to-ship combat so long as opposing ships are smaller than it. Strengths: Tough, carries a lot of craft, versatile. Weaknesses: Slow, inefficient against larger ships (only one major cannon) Other: As with the Piranha, many opportunities for unique strategies exist...   
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Posted: Mon Feb 01, 2010 4:38 pm
Name/Model Number: Paladin class Battleship Alias: "Paladin" or "Battleship" Race/Product Manufacturer: Izani, both Renegade and Realm of Zaan Physical Description/Dimensions: About 75 Decks; Roughly 360m high, 200m wide, and 1,300m long Affiliation: Izani, both Renegade and Realm of Zaan History/Design Features: Designed to face ships much larger than itself; as the Izani do not have Buffer particles the Titan Cannon was also seen as a "clean" way to deal with enemy planetary strongholds. Has two massive, redundant power generators (One in front, one in back) that when together can power the ship, perform emergency operations, and charge the Titan Cannon simultaneously. When only one generator is on-line, the Titan Cannon can only be charged slowly, and even that at the expense of emergency operations. Master/ Operator: Crew of about 40,000 souls. Weapon(s): 9 30m plasma turrets (same as on War Barge, fires plasma gouts the size of a house) plus about 100 smaller plasma turrets (same as on Kingfin, etc.) Also liberally doused in point-defense railturrets. Has 6 flight decks that share the same specifications as those on the War Barge. Has a machine shop, just like the War Barge. Has 6 Drone factories (Renegade models have 3, but have ample Soul-ammunition fields) Carries about 200,000 Firefly drones. Titan Cannon fires a shell 60m long and about 24m in diameter. It is essentially a huge Railgun, but it has two other aspects that make it even more powerful. First, the shell itself is supercharged, powered with an insane amount of kinetic energy (heat) that is contained by a special force-field (which also requires a lot of power to maintain) Upon impact this field breaks up, reversing in the process and releasing huge amounts of kinetic energy in all directions (intense explosion) The shell itself continues through the target, bleeding off energy into anything that gets in its way, and leaving a sort of "wake" of explosive energy. The second advantage the Titan Cannon has over more common weaponry is the plasma stream that follows closely behind the shell. This works basically like normal plasma cannons, melting and destroying anything it touches. As it follows in the wake of the shell, the stream tends to disperse upon impact, spreading out and doing damage along the sides of the main trajectory. Before impact, the stream appears as a brilliant beam of blue light. The Titan Cannon is immensely powerful, even for a weapon of it's size. It has several drawbacks, though. Mainly, it requires obscene amounts of energy to use. More than that, though, it requires a special insulator/conductor coating that covers the inside of the barrel: this coating allows for the field that contains the immense kinetic energy of the shell. This coating is ruined by the passing of the shell- burned away, boiled into a plasma. The accelerators that drive the shell to barely sub-luminal speeds also serve to eject this plasma in a trail following the shell. (hence the second advantage.) However, this results in the unfortunate situation of having to replace the coating after every single shot. This replacement process takes about 24 hours to complete (the gel-like spray-on substance must harden) and so places a severe limit on the use of the Titan Cannon. The time taken is probably just as well, because the Paladin needs all the time it can get to recharge it's energy reserves, which are severely depleted by the firing of the Cannon. Defensive Capabilities: Armor, Shield. Ship/Mode of transport/Propulsion: Hyperdrive. Power Plant: Two redundant hydrogen-fusion plants, plus backup battery supply and the means of refuelling from local terrain. Specialty: Picking out fortified bunkers and other ground targets, especially when nukes would damage civillian populations. Destroying enemy "Motherships" is a speciality. Is used as an intimidation weapon- when coming to a hostile but ignorant planet, the gun can be fired at some random, uninhabited spot of land as a warning. (If you dont give in in time for this gun to recharge...) Strengths: Titan cannon makes it very effective against ships larger than itself, also against ground installations. Titan shell is highly penetrative (though it leaves a devastation wake much larger than the diameter of the shell) and so it can succeed even where nukes fail, against hardened underground bunkers. It can smash an imperial palace right in the center of a city without (much) harming the city. Aside from the Titan cannon, the Paladin is a fairly normal fighting vessel, with a mix of small fighter craft and heavy plasma cannons. Weaknesses: Compared to the War Barge, the Paladin is structurally flimsy. Somewhat slow and ponderous. Firefly drones and small craft complements are below what could be for a ship of the Paladin's size. Same goes for cannonry: Though it is more than just a platform for the Titan Cannon, some might grumble that it is not much more. Other: The Renegades have managed to make Titan shells with Souls trapped inside. No one soul could keep track of all that mass, so about a million are used to build the shell. This has much less effect than on smaller projectiles; there is no noticable "guiding" effect and the only advantage seems to be increased penetration, especially against shields.     
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Posted: Sun Feb 07, 2010 6:20 am
Name/Model Number: Corsair class troop carrier Alias: "Viking" Race/Product Manufacturer: Izani, both Renegade and Realm of Zaan Physical Description/Dimensions: Roughly 3 meters high, 6 meters wide, and 10 meters long. Affiliation: Izani, both Renegade and Realm of Zaan History/Design Features: Basically a hovering platform. Platform is embedded with grav-generators which provide lift and some propulsion, while twin thrusters on the back allow for fairly high speeds. Master/Operator: One pilot/gunner, though controls are far enough apart that two men could operate them if needed. Can carry 64 men. 19 with combat shields ring the edge of the craft, with combat shields fixed to slots to protect from all sides. 19 more raise their shields so that their bases are fixed to the previous 19's tops. These form a sort of roof. 16 more men with shields can shelter inside the craft, with a further 10 raising their shields above their heads to form a roof over what would be a hole in the center. This formation is called the testudo or tortise, and it turns the open Viking into something resembling a traditional APC. When in this formation, it is very cramped inside, making it almost impossible to move about. Often times missions will be carried out without the 16 interior men, making more room for captured prisoners and/or special weapons. Weapon(s): One twin-linked plasma bomb launcher, which compresses plasma into a hyperspinning orb, locked into a rigid shape by gravity fields. It is dense enough to be affected by gravity, and so it falls to earth after being shot into the air. When it comes into contact with an object the gravity field breaks down, releasing the plasma in an explosion. Mortar takes longer to charge up depending on how far it intends to shoot; maximum range is about 600m. Rate of fire, at maximum range, is 12s per barrel. At a range of only 50m, rate of fire is about 2s per barrel. Defensive Capabilities: Shield, armor. Very sturdily constructed in the sense that it is basically a solid plank, efficient in that sense. Ship/Mode of transport/Propulsion: Usually hovers about 0.5-1.5m above the ground, but can devote extra energy to the grav thrusters and achieve a maximum height of 6m. Can accellerate at a rate of about 2m/s, decellerate at 3m/s. Maximum speed is untested as the only friction is that of the air, it is rare that a suitable open space is found. Power Plant: Single small hydrogen-fusion generator located in the rear that powers the craft. Special functions such as shields and exertions on the part of the engines are handled by the craft's extensive and redundant plasma-battery system. Specialty: Is carried into battle by Deathbeetles; indeed the two are designed for each other such that the Viking can be carried into space in safety. Strengths: Manoeverable, can carry a lot of men, is difficult to destroy. Weaknesses: Weaponry is only useful in a support role. Does not provide much protection for troops. Has no AA capacity and limited AT and AP capacity. Other: Can charge up Izani power packs and shield batteries. Is equipped with various sockets, clips, and hooks with which soldiers can attach shields, guns, banners, even boots. 
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Posted: Tue Feb 09, 2010 5:21 pm
Name/Model Number: Orca class gunship Alias: "Hornet" Race/Product Manufacturer: Izani, both Renegade and Realm of Zaan Physical Description/Dimensions: Roughly 3 meters high, 7 meters wide, and 7 meters long. Affiliation: Izani, both Renegade and Realm of Zaan History/Design Features: A recent invention, the Hornet is designed to destroy heavily armed, slow-moving ground vehicles. It has four separately rotating grav-loops, plus two more conventional grav-generator wings. It has two railturrets, one on the chin and one on the back of the craft, and a single Meltacannon. Master/Operator: A single pilot, who usually leaves the upper railturret to fire autonomously and sometimes the lower one as well. Weapon(s): Two railturrets and a Meltacannon. The Meltacannon is a variation of plasma technology, where the plasma, instead of being focused and shot through a cylindrical trajectory, is fired in a trajectory that is conical; that is, narrowing and narrowing to a point, then widening. The plasma is fired in such a fashion and compresses as it travels, reaching superenergized conditions that are impossible to sustain. (immediately such compressed plasma would expand, the only reason this does not is that it is all happening so fast, the kinetic force of the plasma shot itself serves to keep it focused for the split-second necessary to do the damage) The plasma gobule reaches the peak of its compression (and armor-penetrative capability) about 3m from the barrel of the Meltacannon, at which point it is compressed to a fraction of its initial volume. After reaching this point, the plasma rapidly expands, both because of the cone-shaped trajectory and because of the natural explosive force caused by such an unnatural compression. The plasma expands much faster than it had compressed because of this. The result is that the Meltacannon fires a gobule of plasma that is fairly powerful as it exits the barrel, but becomes more and more powerful as it approaches that 3m point. At that point, the supercompressed plasma can melt through anything the Izani people have encountered. About .3m after hitting that "sweet spot," the plasma is sufficiently dispersed as to have little penetrative effect. This is the ideal tank-hunting weapon. A skilled pilot can dart in, hover almost directly above an enemy vehicle, and fire the Meltacannon, piercing through 20cm or so of the strongest armor with ease, and then devastating the interior of the vehicle with rapidly expanding plasma!The Meltacannon can also be used in an anti-infantry manner, because at about 4m range the plasma is dispersed too much to have much effect on armored vehicles. At up to 8m range, though, the plasma (now in a wide shock-wave like spread) is still powerful enough to burn and otherwise injure exposed flesh and clothing. At up to 10m range the effect is enough to destroy exposed eyes, causing blindness. Defensive Capabilities: Light shield generator, plus armor. Is armored only enough to block small-arms fire, except on the front of the craft, where much heavier plating is used. Ship/Mode of transport/Propulsion: Makes extensive use of grav-generators. Is extremely manouverable, with an accelleration rate so high that special generators are needed to counteract the g-forces afflicting the pilot. Low top speed, though. Power Plant: Single hydrogen-fusion power generator. Reserve battery supply is minimal, just enough to land safely or survive until the main generator can be fixed. Specialty: Killing anything big, tough, and ponderous. Works best in dense terrain, such as amongst skyscrapers. Strengths: Extremely powerful main weapon; very manouverable, Weaknesses: Well-armored only in the front, short range makes it vulnerable in open areas and in space. Other: Is capable of working miracles, given the right situation. One in particular springs to mind: A small Renegade population had developed on the civilized but not-yet-spacefaring world of Tarsus. The Quorter, as it was called was a downtown district in a large metropolis, a veritable jungle of skyscrapers. The population of that city sympathized with the Renegades (that was why they landed there) but the rest of the planet did not. The government sent in the military to enforce the eviction of the Renegades; the force sent consisted mainly of heavily armored APC's and battle tanks with a variety of conventional but still powerful weaponry. The citizens of the city resisted with homemade bombs and illegal firearms; an orbiting War Barge sent in crack troops and (most importantly) a squadron of Hornets. The Hornets were all the craft that could be spared, as the rest were needed to fend off an attack on the War Barge itself. The Hornet squadron spread out, individually weaving amongst the towering buildings and catching the lumbering vehicle convoys off-guard. Darting out from alleyways, they would turn one vehicle into a smoking wreck, only to dissapear just as quickly. Convoys were delayed, stalled, diverted, destroyed. The hundreds of enemy fighter craft, armed with guided missiles and machine guns, circled uselessly above the city, unable to attack the low-flying Hornets. When some tried to fly low, hurtling down long steel canyons, the hornets simply moved sideways, getting out of the lane of fire. The ground attack stalled and was repulsed, keeping the city's renegade population safe until the rest of the air-superiority craft in the War Barge was able to clear the skies above, enabling a swift and safe evacuation. The battle was a huge success for the Renegades, who were able to rescue their population with minimal losses, while proving to the galaxy that they were a force to be reckoned with. Their outstanding success was rightly attributed to their use of Hornets.   
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Posted: Wed Feb 10, 2010 7:26 am
Name/Model Number: Barbossa class freighter Alias: "Cargo Hauler" Race/Product Manufacturer: Izani, both Renegade and Realm of Zaan Physical Description/Dimensions: About 26 decks. Roughly 90 meters high, 50 meters wide, and 300 meters long. Affiliation: Izani, both Renegade and Realm of Zaan History/Design Features: Has been around for a long time. Fairly straightforward design: Engine and command deck in rear, passenger compartment in front, and cargo hold in middle. Cargo hold is approximately 40m by 55m by 115m. Can hold up to 176,000 Firefly drones, though is unable to recharge said drones after launch. Master/Operator: Crew can be as small as 30, but is usually about 100. Can carry several hundred passengers/soldiers. Weapon(s): Point-defense network of railturrets that is weaker than most military vessels but still enough to cover every angle. Single plasma cannon mounted on the top deck of the front section. (same as the two on Kingfin, the 12 on War Barge, etc.) Defensive Capabilities: Shield generator and armor. Ship/Mode of transport/Propulsion: Engines in back are armored but not too powerful, in general ship is slow and cumbersome. Power Plant: Single hydrogen-fusion engine; minimalist backup battery supply. Specialty: Transporting troops, ferrying goods and immigrants from world to world in the Realm. Strengths: Compared to civilian vessels, it is powerful and tough. Compared to military ships, it has a huge cargo capacity. Weaknesses: Compared to military vessels, it is weak and vulnerable. Compared to civilian freighters, it has a modest cargo capacity. It is generally considered to be slow and cumbersome, but then that is to be expected of a cargo craft. Other: Mostly used to transport cargo and immigrants throughout the Realm, the Cargo Hauler is a source of income for the military. On campaigns, a few are often brought along with the fleet to transport troops and equipment for planetary invasions. Sometimes they are packed with Firefly drones and used to protect the fleet.  
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Posted: Wed Feb 10, 2010 7:40 am
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Posted: Wed Jun 02, 2010 4:12 pm
ALTERNATE FIREFLY MODELS:
Name/Model Number: Heavy Explosive Combat Drone
Alias: "Mosquito"
Race/Product Manufacturer: Izani, both Renegade and Realm of Zaan
Physical Description/Dimensions: Each drone is about the size of a couch.
Affiliation: Izani, both Renegade and Realm of Zaan
Weapon(s): None; plasma battery is enlarged and expanded into space normally occupied by gun. This allows for 150 min operating time, and a much more powerful self-detonating explosion.
Defensive Capabilities: They are extremely manouverable and agile, and their AI reflects that.
Each drone has a sophisticated sensor/computer unit located in the blue orb. Firefly drones are well-protected against hacking and code interception; their thought process is completely autonomous and they can only recieve scripted orders from the ship that launched them. Usually the orders are programmed before the battle, so that during the battle strict radio silence can be maintained.
Ship/Mode of transport/Propulsion: Carried into battle on various capital ships, has limited flying time.
Power Plant: Has a large plasma core that works as a battery and doubles as an explosive. Ends of wings/fins are an assortment of grav-generators designed for manoeverability and acceleration, while a fan-thruster sits on the back to provide propulsion.
Specialty: These drones are specifically designed to throw themselves at weak spots in high-profile targets, especially land-based ones. They can be used simply as ordinance, unloaded almost directly into enemy ships as if they were a form of guided missile. Unlike a guided missile, though, these drones can hang around for an hour or so, waiting until they are needed most or perhaps searching for new targets. While hanging around, they fly in the trademark erratic loops of their cousins to render them nearly immune to attack.
Strengths: More versatile than guided missiles; are more "guided" so to speak, as they have a very sophisticated tracking and steering system. Also, they can wait around, hovering over a battlefield until they are needed, something normal missiles cannot do.
Weaknesses: More expensive than a missile of the same mass, also less kiloton explosive yield than a missile of the same mass. Over time, as energy depletes, explosive becomes less powerful.
Other: These are fairly rare, because they are not reusable. While other drones can provide a permanent defensive umbrella for capital ships, these drones get used up very quickly. They are useful, though, in certain situations when well-hidden minor targets need to be taken out- each drone can be programmed for a specific target, and can fly great distances by itself, dodging attacks, to destroy the target, all launched from a single Deathbeetle at the same time.
Of course, in "standoff" situations where a capital ship's factories have nothing better to do, they produce Mosquito drones and take unlimited potshots. smile
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