Post by badwolf on Mar 20, 2019 2:47:35 GMT
Ships of the Black Ocean
The first vessel capable of travelling the stars was the project of Noren Velslan, an Imperial engineer under the guidance of Veah-Bere herself. Though use of ships is as common among all nations like machina armour, The Empire of the Red crown is one of the more experienced and powerful Ocean forces. The reason the minimal size of vessels does not fall below Galley is the fact there is little to no market for engines of that size. People needing transport through Ocean lanes must buy their way via Civilian transportation companies. The reason for this is that there is no technology available currently to adapt a fuel source to such a small craft and little demand for such things. People manage to get around quite easily and comfortably on the larger vessels. Coupled with the fact that machina in most respects make such crafts pointless. There are some rumors that some pirate and criminal factions have been involved in researching such smaller crafts for nefarious means but nothing has come of it.
Class
-Galley: The smallest size of ship available. Maximum crew size varies (100-300) depending upon modifications.
-Frigate: Mid sized vessels typically with a stronger hull, engines and thruster capability. Maximum crew size varies between 800-1100 depending on modifications.
-Ship of the line: Large vessels capable of some of the most rigorous tasks due to their heavily reinforced frame work. Maximum crew size varies between 2000-2900 depending on modifications.
-Galleon: Used solely by the military across all Empires the Galleon class is a titan on the battlefield and carries the hull and armor plating to back it up. Maximum crew size varies between 5000-6500 depending on modifications.
-Freighter: Freighters while as large as Galleons do not carry particularly heavy armor or armament positions. The crew as well is not as large but this class is solely used for shipping. Maximum crew size is not modifiable and remains at standards of 400 or less.
Types
-Civilian transit: Transportation companies and sometimes government funded projects use ships to ferry people for a reasonable fee. Civilian transportation (depending on the government or company) tends to be modified for comfort and space. Cheaper companies will obviously sacrifice comfort for more space. Civilian transportation do not exceed Ship of the line size.
-Commercial transit: Used specifically by companies (usually multi-planetary corporations) to ferry their workers to and from their places of work on specific schedules. By law in most nations these transports must meet specific safety and comfort standards. Most do but there are always some that cut corners here and there. These ships usually start in Frigate class to ship of the line.
-Shipping: Focused purely on industry and commerce the Shipping type for smaller companies tend to use ship of the line class as they are more affordable. Larger corporations use the Freighter class, thought he cost is quite high the benefit of maximizing the shipping capability and the armaments equivalent to the ship of the line class makes it worthwhile.
-Military: Given their purpose military vessels are often modified to include stronger hulls, armor and weaponry positions. Nations that can afford it have standard factory model designs with as good internal workings as they can afford. Other nations will simply purchase warships from either other nations, mercenaries, pirates or crime families. The military type come in all classes except freighter.
-Industrial: Made with the strongest hull material available the industrial class ships have many rigorous tasks that can wear it's hull out quickly in some scenarios. These ships cover everything from construction, mining, sub marine exploration and salvage to name a few. They're engines are typically modified for more capacity and generating power. They're also made to have many ways to quarantine sections of the ship in case of a hazard, these ships come in only Ship of the line and Galleon class.
-Civilian sport: Given the number of competitive events between and within various nations ship racing is extremely popular and lucrative, this has bred an industry of performance focused vessels for the various sporting events. The Pentathon is a marathon obstacle race that requires not only speed but good fuel efficiency, shields and other internal system modifications. Corporations focus on making more efficient designs, parts and internal systems to enhance the sports performance capabilities. There are also individual inventors who create parts, designs and whole ships. These vessels never exceed the Frigate class and have no weapon positions.
-Luxury cruiser: The more affluent and influential members of society have always had their own means of fun that lower classes can only imagine. One such pleasure are the luxury cruises offered by many companies for comfort, enjoyment and profit. Though the wealthy do make up the bulk of the luxury cruiser economy there are far more affordable cruises and even themed ones. These ships come in all classes except freighter and have no weapon positions, they tend to be modified in unique ways not commonly available but certainly cost quite a lot.
Mark
Marks as the appl to ships concern the infrastructure and technical aspects. Depending on the internal workings like engine, helm, thrusters ect… a ship can be Mark three at the lowest and one at the highest.
Weaponry
Ships can have a variety of weapon types depending on their Class, type and modifications. Smaller ships like Galleys and Frigates can only support medium and lightweight weaponry, this rule applies to freighters as well. Ships used by civilians and corporations typically have the lightest weapon load outs if any simply to defend against bandits. Pirates don’t make it a point to target civilian transport and luxury ships as there are much more lucrative targets. Ship of the line and Galleon class are capable of carrying heavy weaponry. Heavy weaponry cannot be applied to freighters and lower class ships because of the huge power requirement and space needed. Galleons are also capable of carrying certain types of supreme weapons that some more advanced nations can develop and field. Weapon types are listed below.
[Cannon]: Cannons are powerful but can be inaccurate at very long ranges, best for mid and close range combat.
-auto: Auto cannons are the most simplistic in design using shell sized bullets, these are cheap and effective against low armor and low shield targets. The reload time is rather quick as well making them the favored weapon of pirates. These come in all sizes light. Medium and heavy.
-Explosive shell: Explosive weaponry come in three varieties, the normal explosive shell detonating on contact, the armor piercing shell yielding a smaller explosive charge but designed to pierce armor and hull. Then there is the concussion shell that detonates a second after contact and also designed to pierce. The difference is the explosion is made to kill soldiers inside instead of damage the ship.
-Laser generator: Laser generator cannons have a tiny generator attached for a focused consistent beam of energy that lasts for a few seconds at a time. Lasers are decent at dealing with shields but weak to well armored hulls. Of all energy weapons Lasers use the least energy.
-Laser pulse: Pulse lasers fire small bolts of laser energy in a burst fire like pattern.
-Gauss: A coilgun or Gauss cannon is a type of projectile accelerator consisting of one or more coils used as electromagnets in the configuration of a linear motor that accelerate a ferromagnetic or conducting projectile to high velocity. Devastating to both shields and armor, the drawback being the extraordinary cost in power and money. The reload time is also quite high making this weapon best at long range
-Proton shell: Shells powered by proton energy good at taking down enemy shields and with a large explosive area
-EMP shell: EMP shells deal little to no damage and are designed to disable ships and machina.
[Artillery]: Very inefficient in ship to ship combat artillery canons are designed to bombard static positions like colonies from long range.
-Explosive shell: Explosive shells for artillery are almost exactly like their cannon counterparts. They even use the same varieties of ammunition. The only difference being that artillery can fire significantly farther and have a more destructive yields in comparison.
-Ion charge: In the Black Ocean shells do not arc and so the difference is not noticeable. In a worlds orbit however Ion charges unlike shells fly in a straight line and explode into an intense blue light and heat. Not great against other ships as most shields are heavily fortified against Ion energy. The superior range capabilities however allow a ship to fire from ludicrously long ranges.
-Plasma shell: Very much like the proton shells of cannons but at a greater yield
-Incendiary shell: Used primarily for planetary bombardment incendiary shells are both extraordinarily destructive and weapons that inspire terror.
[Rocket turret]: Rockets are fast and powerful explosives but do not track targets.
-Explosive rocket: Very much like cannons explosive rockets have three varieties and do similar damage. The advantage of rockets are the cheaper cost and ability to barrage areas. Rocket turrets usually have a multitude of launchers to ensure a cloud of rockets can be fired at once.
-Plasma rocket: Plasma rockets are like other plasma weaponry but more plentiful
-Photon rockets: Photon rockets are like other plasma weaponry but more plentiful
[Missile turret]: Missiles unlike rockets have a much higher explosive yield and have varying ability to track targets. There are also missiles designed to destroy large swathes of area in a single strike. The disadvantage of missiles is their slow velocity in comparison to other weapons makes them easy to dodge or destroy in flight.
-Explosive: Much like the explosive weapons of other weapon classes the advantage of missiles are their ability to track which puts them above rockets in terms of accuracy
-Plasma: Plasmatic missiles are comparable to their Rocket counterparts save for a slightly larger explosive yield
-Ion charge: Ion charge missiles are comparable to their Rocket counterparts save for a slightly larger explosive yield
-EMP: EM missiles are extremely useful at shutting down enemy ship functions as they can target specific areas to hit and shut down like engines.
[Anti-machina turret]: These turrets are small never coming in a size greater than medium and are made for the sole purpose of targetting machina that board the ship on the outside.
-Machine gun: Pretty self explanatory, comes with a choice of caliber types.
-auto: Very much like auto canons save for reduced size, doesn't do much to heavy and tower class machina. These weapons are a good choice if you're low on funds.
-burst: Firing multiple rounds at once in a sporadic pattern like a shotgun makes this turret quite deadly at close range.
-Laser pulse: Much like other laser pulse weapons fires small yield repeating laser bursts.
-Laser generator: Fires off a steady laser beam for set intervals then cools it's generators, good at sustained damage to light targets.
[Supreme]
-Veamesa hammer: A missile launcher developped by The Empire of the Red Crown is capable of hitting targets over 20,000km away and has a yield strong enough to devastate an entire colony. The missile itself is shielded as to help prevent its destruction, the type of warhead is interchangeable between proton, ion and explosive.
-Doli-vhal cannon
-The bastions horn
-Svelkal
-Duosmar caster
Gates: Arcane fueled massive constructs made by the Nova lords as a gift to the Solar lords and mortals after the Ether wave. They allow teleportation on a large scale to ships, the maximum load that can be sent at one time is 20 Galleons. Any attempt to teleport more than the maximum amount will result in the excess ship being left out of the transportation cycle. As decreed by the entire court of Solar and Nova lords the gates are to be left undamaged or tampered with by any force. They are free to all beings under the dominion of the Solar lords to use. The gates themselves are automated and require commands sent from the helm of a capable ship that has a Gateway console. A ship cannot be more than 100km from a gate to teleport and after the teleport is used the gate takes a half hour to recharge. A teleport cycle takes one minute from the input. Ships can break mid stream or at any point if the destination is between Solar lords like a colony, whatever distance remains the ship must travel solo. Gates usually have some manner of nearby outpost belonging to whomever is the reigning faction in that realm. The outposts help keep track of incoming and outgoing ships, monitor for illegal cargo, ship model numbers and stowaway illegals.
The first vessel capable of travelling the stars was the project of Noren Velslan, an Imperial engineer under the guidance of Veah-Bere herself. Though use of ships is as common among all nations like machina armour, The Empire of the Red crown is one of the more experienced and powerful Ocean forces. The reason the minimal size of vessels does not fall below Galley is the fact there is little to no market for engines of that size. People needing transport through Ocean lanes must buy their way via Civilian transportation companies. The reason for this is that there is no technology available currently to adapt a fuel source to such a small craft and little demand for such things. People manage to get around quite easily and comfortably on the larger vessels. Coupled with the fact that machina in most respects make such crafts pointless. There are some rumors that some pirate and criminal factions have been involved in researching such smaller crafts for nefarious means but nothing has come of it.
Class
-Galley: The smallest size of ship available. Maximum crew size varies (100-300) depending upon modifications.
-Frigate: Mid sized vessels typically with a stronger hull, engines and thruster capability. Maximum crew size varies between 800-1100 depending on modifications.
-Ship of the line: Large vessels capable of some of the most rigorous tasks due to their heavily reinforced frame work. Maximum crew size varies between 2000-2900 depending on modifications.
-Galleon: Used solely by the military across all Empires the Galleon class is a titan on the battlefield and carries the hull and armor plating to back it up. Maximum crew size varies between 5000-6500 depending on modifications.
-Freighter: Freighters while as large as Galleons do not carry particularly heavy armor or armament positions. The crew as well is not as large but this class is solely used for shipping. Maximum crew size is not modifiable and remains at standards of 400 or less.
Types
-Civilian transit: Transportation companies and sometimes government funded projects use ships to ferry people for a reasonable fee. Civilian transportation (depending on the government or company) tends to be modified for comfort and space. Cheaper companies will obviously sacrifice comfort for more space. Civilian transportation do not exceed Ship of the line size.
-Commercial transit: Used specifically by companies (usually multi-planetary corporations) to ferry their workers to and from their places of work on specific schedules. By law in most nations these transports must meet specific safety and comfort standards. Most do but there are always some that cut corners here and there. These ships usually start in Frigate class to ship of the line.
-Shipping: Focused purely on industry and commerce the Shipping type for smaller companies tend to use ship of the line class as they are more affordable. Larger corporations use the Freighter class, thought he cost is quite high the benefit of maximizing the shipping capability and the armaments equivalent to the ship of the line class makes it worthwhile.
-Military: Given their purpose military vessels are often modified to include stronger hulls, armor and weaponry positions. Nations that can afford it have standard factory model designs with as good internal workings as they can afford. Other nations will simply purchase warships from either other nations, mercenaries, pirates or crime families. The military type come in all classes except freighter.
-Industrial: Made with the strongest hull material available the industrial class ships have many rigorous tasks that can wear it's hull out quickly in some scenarios. These ships cover everything from construction, mining, sub marine exploration and salvage to name a few. They're engines are typically modified for more capacity and generating power. They're also made to have many ways to quarantine sections of the ship in case of a hazard, these ships come in only Ship of the line and Galleon class.
-Civilian sport: Given the number of competitive events between and within various nations ship racing is extremely popular and lucrative, this has bred an industry of performance focused vessels for the various sporting events. The Pentathon is a marathon obstacle race that requires not only speed but good fuel efficiency, shields and other internal system modifications. Corporations focus on making more efficient designs, parts and internal systems to enhance the sports performance capabilities. There are also individual inventors who create parts, designs and whole ships. These vessels never exceed the Frigate class and have no weapon positions.
-Luxury cruiser: The more affluent and influential members of society have always had their own means of fun that lower classes can only imagine. One such pleasure are the luxury cruises offered by many companies for comfort, enjoyment and profit. Though the wealthy do make up the bulk of the luxury cruiser economy there are far more affordable cruises and even themed ones. These ships come in all classes except freighter and have no weapon positions, they tend to be modified in unique ways not commonly available but certainly cost quite a lot.
Mark
Marks as the appl to ships concern the infrastructure and technical aspects. Depending on the internal workings like engine, helm, thrusters ect… a ship can be Mark three at the lowest and one at the highest.
Weaponry
Ships can have a variety of weapon types depending on their Class, type and modifications. Smaller ships like Galleys and Frigates can only support medium and lightweight weaponry, this rule applies to freighters as well. Ships used by civilians and corporations typically have the lightest weapon load outs if any simply to defend against bandits. Pirates don’t make it a point to target civilian transport and luxury ships as there are much more lucrative targets. Ship of the line and Galleon class are capable of carrying heavy weaponry. Heavy weaponry cannot be applied to freighters and lower class ships because of the huge power requirement and space needed. Galleons are also capable of carrying certain types of supreme weapons that some more advanced nations can develop and field. Weapon types are listed below.
[Cannon]: Cannons are powerful but can be inaccurate at very long ranges, best for mid and close range combat.
-auto: Auto cannons are the most simplistic in design using shell sized bullets, these are cheap and effective against low armor and low shield targets. The reload time is rather quick as well making them the favored weapon of pirates. These come in all sizes light. Medium and heavy.
-Explosive shell: Explosive weaponry come in three varieties, the normal explosive shell detonating on contact, the armor piercing shell yielding a smaller explosive charge but designed to pierce armor and hull. Then there is the concussion shell that detonates a second after contact and also designed to pierce. The difference is the explosion is made to kill soldiers inside instead of damage the ship.
-Laser generator: Laser generator cannons have a tiny generator attached for a focused consistent beam of energy that lasts for a few seconds at a time. Lasers are decent at dealing with shields but weak to well armored hulls. Of all energy weapons Lasers use the least energy.
-Laser pulse: Pulse lasers fire small bolts of laser energy in a burst fire like pattern.
-Gauss: A coilgun or Gauss cannon is a type of projectile accelerator consisting of one or more coils used as electromagnets in the configuration of a linear motor that accelerate a ferromagnetic or conducting projectile to high velocity. Devastating to both shields and armor, the drawback being the extraordinary cost in power and money. The reload time is also quite high making this weapon best at long range
-Proton shell: Shells powered by proton energy good at taking down enemy shields and with a large explosive area
-EMP shell: EMP shells deal little to no damage and are designed to disable ships and machina.
[Artillery]: Very inefficient in ship to ship combat artillery canons are designed to bombard static positions like colonies from long range.
-Explosive shell: Explosive shells for artillery are almost exactly like their cannon counterparts. They even use the same varieties of ammunition. The only difference being that artillery can fire significantly farther and have a more destructive yields in comparison.
-Ion charge: In the Black Ocean shells do not arc and so the difference is not noticeable. In a worlds orbit however Ion charges unlike shells fly in a straight line and explode into an intense blue light and heat. Not great against other ships as most shields are heavily fortified against Ion energy. The superior range capabilities however allow a ship to fire from ludicrously long ranges.
-Plasma shell: Very much like the proton shells of cannons but at a greater yield
-Incendiary shell: Used primarily for planetary bombardment incendiary shells are both extraordinarily destructive and weapons that inspire terror.
[Rocket turret]: Rockets are fast and powerful explosives but do not track targets.
-Explosive rocket: Very much like cannons explosive rockets have three varieties and do similar damage. The advantage of rockets are the cheaper cost and ability to barrage areas. Rocket turrets usually have a multitude of launchers to ensure a cloud of rockets can be fired at once.
-Plasma rocket: Plasma rockets are like other plasma weaponry but more plentiful
-Photon rockets: Photon rockets are like other plasma weaponry but more plentiful
[Missile turret]: Missiles unlike rockets have a much higher explosive yield and have varying ability to track targets. There are also missiles designed to destroy large swathes of area in a single strike. The disadvantage of missiles is their slow velocity in comparison to other weapons makes them easy to dodge or destroy in flight.
-Explosive: Much like the explosive weapons of other weapon classes the advantage of missiles are their ability to track which puts them above rockets in terms of accuracy
-Plasma: Plasmatic missiles are comparable to their Rocket counterparts save for a slightly larger explosive yield
-Ion charge: Ion charge missiles are comparable to their Rocket counterparts save for a slightly larger explosive yield
-EMP: EM missiles are extremely useful at shutting down enemy ship functions as they can target specific areas to hit and shut down like engines.
[Anti-machina turret]: These turrets are small never coming in a size greater than medium and are made for the sole purpose of targetting machina that board the ship on the outside.
-Machine gun: Pretty self explanatory, comes with a choice of caliber types.
-auto: Very much like auto canons save for reduced size, doesn't do much to heavy and tower class machina. These weapons are a good choice if you're low on funds.
-burst: Firing multiple rounds at once in a sporadic pattern like a shotgun makes this turret quite deadly at close range.
-Laser pulse: Much like other laser pulse weapons fires small yield repeating laser bursts.
-Laser generator: Fires off a steady laser beam for set intervals then cools it's generators, good at sustained damage to light targets.
[Supreme]
-Veamesa hammer: A missile launcher developped by The Empire of the Red Crown is capable of hitting targets over 20,000km away and has a yield strong enough to devastate an entire colony. The missile itself is shielded as to help prevent its destruction, the type of warhead is interchangeable between proton, ion and explosive.
-Doli-vhal cannon
-The bastions horn
-Svelkal
-Duosmar caster
Gates: Arcane fueled massive constructs made by the Nova lords as a gift to the Solar lords and mortals after the Ether wave. They allow teleportation on a large scale to ships, the maximum load that can be sent at one time is 20 Galleons. Any attempt to teleport more than the maximum amount will result in the excess ship being left out of the transportation cycle. As decreed by the entire court of Solar and Nova lords the gates are to be left undamaged or tampered with by any force. They are free to all beings under the dominion of the Solar lords to use. The gates themselves are automated and require commands sent from the helm of a capable ship that has a Gateway console. A ship cannot be more than 100km from a gate to teleport and after the teleport is used the gate takes a half hour to recharge. A teleport cycle takes one minute from the input. Ships can break mid stream or at any point if the destination is between Solar lords like a colony, whatever distance remains the ship must travel solo. Gates usually have some manner of nearby outpost belonging to whomever is the reigning faction in that realm. The outposts help keep track of incoming and outgoing ships, monitor for illegal cargo, ship model numbers and stowaway illegals.