Rat Race Space RP OOC (Sign Ups ARE CLOSED to new people)

As the title suggests, feel free to RP it up.

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Rat Race Space RP OOC (Sign Ups ARE CLOSED to new people)

Postby Zako » Mon Mar 01, 2010 2:43 pm

“Rat Race Space” RP

Voted by Keiran, nicomon, IamAlphaGeek, and Gigafist.

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-VERY USEFUL TERMS –

-SHIP TYPES-

-THE NOAH SYSTEM…AS IT IS RIGHT NOW -

-WEAPON TYPES –

-CHARACTER SHEET -

-SOME RULES-

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“Rat Race Space”


“Profit, power, and greed drive innovation. It’s how we got here; it’s how we will ever go forward. Everything else has failed…at least with us.”

You are the commander of a small fleet of corporate warships, guarding fledgling space colonies and corporate holdings from outside attacks. The Noah system is vast and large but each passing day brings everyone closer than they would want. Corporate conflicts and skirmishes happen daily, away from the comforts of home and away from common sense. Every day someone gets screwed over profits and everyday life in cold space gets tougher. On Noah and Harmony, everyone lives a peaceful life. Outside everyone works hard to survive the next day. Alliances shift constantly, one day your friend who has fought and bled for you in battle is holding a knife at your throat just because the numbers on the stock market were a different number than they used to. Survive this and you might just collect your paycheck.

Until someone screws up. Prepare for profits and war.


<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

-VERY USEFUL TERMS –

IP Drive- Simply know as the Interplanetary Drive, this system of interplanetary travel makes a trip via planets much shorter, driving down fuel, food, and travel time of several months to a few days or a week. However, it is incapable of faster than light travel, limiting expansion outside the Noah System. Gravity and radiation hazards can prevent safe travel and incidents have been known to push spacecraft off course by several planets.

Your Fleet- You are given 10 points initially and these points are what allow you to populate your fleet. The numbers next to the ship types indicate how many points that ship type needs to operate in your fleet. You are the commander of the fleet and it is your choice what to use and place in your fleet.

Points -To prevent people from simply overwhelming others with large, powerful ships, each ship type have point requirements. The larger the ship is, the higher the number of points needed. Strikecraft do not have any point requirements but they cannot operate without their support vessels. Ships capable of supporting strikecraft are cruisers, carriers, battle cruisers, and dreadnaughts. The amount is based on how large their hangars are (Small hangars typically carry a handful; medium hangars carry a respectable amount but nowhere near a carrier; large hangars carry a full complement). Points prevent butt-hurt so to say…

The ISA – A military organization whose authority is absolute in Noah and Harmony. However their power does not extend outside their sphere of influence in Noah and Harmony space, leaving the rest of the Noah system to corporations and other interest groups. The Noah Defense Forces (NDF) and Harmony Defense Forces (HDF) share close military ties and are committed to defense the space around their planets. Do not attempt to make them angry.

Mega-corporations- Mega-corporations are the kings of space. Although banned from starting conflicts in Noah and Harmony space, the mega-corps are constantly competing and fighting each other with small skirmishes and corporate wars flare up constantly.

<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>

-SHIP TYPES-

-Strikecraft-

Fighters- Your basic fighter, built to kill enemy fighters, bombers and sometimes gunships. Cannot operate far without support ships. Incapable of inflicting damage on anything bigger than a frigate. Has the fastest speed of all strikecraft types. .

Bombers- Your basic ship killer, shoots out bombs to inflict damage on those bigger than itself. Slightly slower than fighters.

Gunboats/Corvettes/Gunships- Bigger than fighters and bombers, packs a meaner punch and definitely more evil than its smaller cousins. Effective against fighters and bombers and can pose a threat to frigates in large enough numbers. Ineffective against destroyers and above.


-Warships-

Frigates (1)- Smallest warship, these ships are primarily used for escort, fleet defense, patrol, and scouting duties. Heavily armed but not heavily armored so they tend to get destroyed first in large battles. Performs well against strikecraft.

Destroyers (2)- Mainstay of any fleet, these ships is primarily used to kill anything smaller and hurt anything bigger than itself. Often used for escort, patrol, fleet defense, and anti-ship warfare. Eats frigates for lunch.

Cruisers (3)- Backbone of the fleet, cruisers packs a heavy punch and can kill anything it damn well pleases. Used primarily for long ranged patrol, deep-space strikes, anti-ship warfare and fire support duties. Has a small hangar for its support craft.

Carriers (4)- A capital ship with large, dedicated hangars for strikecraft, used to launch fighters and bombers to support fleet actions and provide support for the fleet. A single carrier can boost a fleet’s military capabilities immensely. A bit helpless in ship-to-ship combat.

Battlecruisers (5)- A heavily armed warship with battleship grade weapons and armor, except it can carry strikecraft in its well-sized (medium) hangars (but not as much as a carrier). Its primary purpose is for deep space strikes, fire support and long term missions. In a protracted ship fight, battlecruisers rely on speed and their fighters to distract the enemy ships while their main guns deal the death blow.

Battleships (5)- Big, bad, slow, and extremely hard to take down, battleships are truly frightening capital ships, heavily armed, heavily armored and built to take punishment that would destroy lesser ships several times over. No hangars for strikecraft whatsoever, each space is filled with armor, structural braces and guns so that nothing can blow the ship up with a lucky hit.

Dreadnought (20)- Largest, most powerful warships ever constructed and they keep getting bigger. These ships are classed as such due to their single most powerful weapon, an energy cannon or mass accelerator that is built throughout the length of the entire ship. Dreadnoughts range from 6 to 10km long and have no desire to hide their obvious power. They are equipped with carnivorous hangar bays and a multitude of weapons. No sane commander will go up against one with less than a dreadnought on his side.


<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>

-THE NOAH SYSTEM…AS IT IS RIGHT NOW -

The Noah System- Noah is a relatively large solar system with 16 major planetary bodies. It orbits an average sized star and most planets are in a circular orbit. There are two habitable planets and these two planets serve as the center of civilization. The inhabitants are all humans and technology has progressed significantly. The exact date of inhabiting and colonizing the Noah System has been lost to time.

(Planets in order, the number is the planet’s relative position from the star. For example, Noah 6 is the 6th planet from the sun.)

Noah 1 (Eien)- Rocky planet with many mining operation on its surface.

Noah 2 (Ben)- A planet with a thin atmosphere incapable of supporting life. Mostly desert with little value.

Noah 3 (Noah)- The center of Human civilization in Noah. The Interplanetary Strategic Alliance (ISA) governs all military matters in Noah’s orbit. Piss them off and you will get greased. It has two moons, Luna and Mobi.

Noah 4 (Harmony)- A habitable planet similar to Noah. A major center of human population. The ISA hold authority here. It’s advisable not to stir up trouble. It has one moon, Pax.

Noah 5 (Draco)- A rocky planet with several corporate faculties and underground settlements.

Noah 6 (Aare)- Last of the inner planets. Has two moons and is totally covered in toxic gas and high temperature conditions.

Asteroid Belt- Chunks of rocks.

Noah 7 (Mukyu)- First outer planet. Purple colored gas planet with 97 known orbiting bodies. Largest of the gas giants with a small ring.

Noah 8 (Octal)
- A gas giant with yellow clouds and twenty five known moons.

Noah 9 (Cirno)- Massive, blue gas giant with two major ice ring formations. Has nine moons.

Noah 10 (Suwako)-Massive orange and gold gas giant. Small ring formation. Has twenty moons.

Noah 11 (Gisele)- A red rocky but lifeless rock with several mining operations on its surface.

Noah 12 (Nixie)- An ice planet with a thin atmosphere. Lifeless.

Noah 13 (Lupus)- A gas planet with high amounts of rare gases and minerals. Major mining operations are located here. Most of its moons are irregular chunks.

Noah 14 (Noah 14)- A gas giant with 62 moons. Massive ring formation.

Noah 15 (Gernsback)-A rocky, lifeless planet with several research stations and mining sites.

Noah 16 (Hex)- An icy planet with eight moons and a ring. Many of the moons have mining operation on it.

<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>

-WEAPON TYPES -


Laser- Primarily a focused, long range energy weapon. Used for accurate disabling of enemy hardware and weakening of shields. Somewhat useless if trying to destroy the entire ship.

Plasma- Short ranged and immensely destructive energy weapon used to weaken shields and vaporize anything it touches. Due to the short lived life of a plasma projectile, it’s useless to fire plasma weapons unless they are close by. Battleships fill this role nicely.

Mass Accelerators- Long to medium range tactical weapon capable of dealing massive hull and shield damage. Sizes vary but primary uses are hull destruction. Extremely useful in long range firefights. Shells shot by such weapons are usually at an extremely high speed. Types of mass accelerators range from chemical propellant types to magnetic barrels that throw shells without propellant.

Missiles- Self-propelled rockets with explosive charges used for precision attacks. Fusion and plasma warheads are the often used but some less powerful types are also seen.

<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

-CHARACTER SHEET -

Fleet Commander Name-

Corporation- (Which company you swear your loyalty to? Cannot declare as ISA or neutral. Please describe the corporation in question...are they expansionist, profit driven or advancers of technology? You and another player can be part of the same corp.)

Rank-

Age-

Physical description-

Skills-

Personality-

History- (Events leading up to now)

Fleet Homeport- (Name the station that your fleet calls home. Base the station at any planet except for Noah or Harmony. If it gets blow up, you can get another without any penalty)

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(Your flagship’s very own Character sheet!)

Flagship name –

Ship type- (Is it a frigate? Or a battleship?)

Ship class-

Physical description-

Weapons – (Wepon if you think like that. For carriers fighters are their main weapon.)

Special characteristics- (Is your ship S.P.E.C.I.A.L.?)

History – (Who, what, where, and why?)

---------------------------------
(Other ships in your fleet!)

Ship name-

Ship type-

Ship class-

Physical description-

Weapons –

Special characteristics –

History –

---------------------------------

<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

-SOME RULES-

-Each player starts out with 10 points. You can have any type of ship as long as the resulting points are all used up and do not go over. You can get additional points only at the discretion of the GM.

- Flagships are the ships your character is on. If it blows up with you on it…game over.

- If you blow up a Player character’s ship, you get one point added.

- If you blow up the Player’s flagship…you get the same amount of points relative to the destroyed ship. (“I blew up his flagship...it was a carrier…I get four points, yippee!”)

- If you blow up a NPC ship, you won’t get points. Still people might say, “WHY WOULD YOU DO THAT?”

- Blow up the Player’s homeport equals 5 points. Homeports are usually well defended.

- FORMAT THE POST-When posting…please, PLEASE put the location of your fleet or individual ships at the top of the post. It is very simple to say where like “Orbiting Noah 10” or “Mucking about at the Asteroid Belt”

-When filling out the CS for your ships, "Ship Type" is the type of warship (Frigate, cruiser, carrier, etc). Ship class is the grouping of ships that your particular ship belongs to (For example: the frigate Ain Jalut is a Normandy class frigate.)

-Secondly, strikecraft do not need to have their own CS. They can be placed as weapons in your warship's CS (They are part of the ship's weapons...those who are capable of carrying them). You can place a small summary of their description and abilities. Remember, you do not have points to equip strikecraft in your ships.
Last edited by Zako on Fri Mar 19, 2010 12:14 pm, edited 2 times in total.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby IamAlphaGeek » Tue Mar 02, 2010 12:51 am

Fleet Commander Name- Salazar Bohimiate

Corporation- Bohimiate Research and Technology Company. War profiteers and expansionists, the Bohimiates are a guild of progressive researchers and military minds. They primarily deal in weapons research and designs, but often stray into more civil fields when it is profitable. Their most important, and least recognized, achievement is the linked teleporter system. The system forms a web of emitters and receivers across a fleet, and potentially a star system if the resources were available, in a relatively safe and stable manner. So far, the Bohemiate’s own fleets are the only owns who employ this technology.

Rank- Fleet and Expedition Master, Ravenwing Exploratory Expedition(currently possessing a battlecruiser, a Cruiser, and a destroyer.)

Age- 36

Physical description- Nearing his middle ages, Salazar show severe signs of aging in his stern face. His hair is cut short and black with flecks of grey. His left arm, both legs, and vocal cords/lungs are prosthetic due to a near fatal hit when he operated as a young fighter pilot in a land raid. Unlike most mechanical limbs, his are relatively sleek and discreet, unnoticeable beneath his formal uniform, a dark, navy blue flack jacket with ceremonial pauldrons, grieves, and bracers. When in his private quarters and off duty, Salazar usually wears loose fitting combat fatigues and a thin tank-top showing his military physique and bionic limbs openly. Both legs have mag-pads and low-grade thrusters if he should ever be caught in the void. Also, his artificial respiratory system to live without a re-breather for a short time in the void or in other environs lacking air. His arm has a hidden, extending saber with a wicked hook at the end as well as a dart caster that launches 2 inch long solid steel darts with a flashless and soundless laser emition. His arm holds 8 of these darts.

Skills- In his early days, Salazar was a skilled combatant and fighter pilot. He is skilled with both a sabre and a variety of sidearms. Also, though he is out of practice, he was a skilled acrobat and tactfully employs his talents combat.

Personality- Salazar generally comes off as cold and pragmatic, and he usually is, though when off duty and in his private staterooms, he is a lax, laid back figure of mental sophistication. This schismatic difference often causes him a great deal of internal turmoil and causes those who know him as one or the other to be confused when they see him in the other environment.

History- Growing up on Harmony, Salazar was heir to the Bohimiate legacy and lived a relatively pampered life till his mid to late teens, when he entered a military and academic institution run and sponsored by his family’s guild. He was soon to be found a prodigal fighter pilot, possessing superior control over his machines. Despite this, later on, in his late twenties, during a raid of a rival company’s encampment in Bohimiate charter territory, Salazar was gunned down, nearly dying in the crash, losing both legs, his left arm, and causing severe damage to his lungs and trachea. Luckily, he was able to receive bionic replacements, personally designed and fitted by the guild’s most gifted bio-engineers. Ever since, he has operated as a deck officer, until his recent ascension to fleet master of an expeditionary force, touring the system collecting data and forging new opportunities for the guild.

Fleet Homeport- Rather than residing on the surface of a planet, the Bohimiates’ port is a large satellite complex in high orbit of Noah 6, though they control copious research facilities and institutions across the system, including several mining forges and listening posts hidden within the asteroid belt.

------------------------------------
(Your flagship’s very own Character sheet!)

Flagship nameThe Boundless Reason

Ship type- Battlecruiser

Ship class- Raven-Pattern

Physical description- The Boundless is a long, sturdy vessel similar in shape to a diving bird of pray, its prow short and hooked, its side mounted solar sails pulled sleekly tight to the side of the ship. On its underside is a medium sized hangar, where a flock of Corsairs and Interceptors are perched.

Weapons– The Primary Batteries consist of Railguns(small mass accelerator) and most of the rest are Thermal Lances(short range laser weapons generally best for broadsides), in addition to the several Corsairs(gunboats) and fighters held in reserve for close range. Corsair and Interceptor strike ships. Jammers on all strikecraft, stealth on Corsairs.

Special characteristics- (If allowed) The Boundless, and most of the other ships in the fleet, possess high grade, linked teleportation devices, connecting most of the fleet in more than just communications. This also allows the captains of each ship to move about the fleet freely and potentially escape death.

HistoryThe Boundless Reason is a relatively new ship, sporting impressive armour and weapons, as well as a linked teleporter system, connecting it physically to the rest of the currently small fleet. It was forged in the Bohimiates’ charter satellite station above Aare to lead the new Ravenwing Expeditionary Fleet.

---------------------------------
(Other ships in your fleet!)

Ship name- The Red Dusk

Ship type- Cruiser

Ship class- Knight-Class

Physical description- The Dusk, or “Big Red” as it is known within the fleet is a bulky thing, somewhat short and squatty, just long enough to give a descent broadside. It is of a similar, but much older design than the Boundless, having side mounted solar sails toward the rear.

Weapons– The primary, fixed weapon is a high powered Railgun with three low grade laser batteries designed to weaken shields on the prow. Three Plasma broadside batteries adorn each side of Big Red, intermittent with anti-strikecraft thermal lances. Corsair and Interceptor strike ships. Jammers on all strikecraft, stealth on Corsairs.

Special characteristics– A Linked teleporter system.

History– Being an older ship, The Red Dusk has a lauded history, wrought with various victories in countless battles, it was one of the guild’s first ships, originally serving in the Bohimiate First Expeditionary Fleet, which was recently disbanded. The ship’s veteran captain, John Horkut was quite annoyed when he found that he was not fleet master and that the “pampered stripling prince” Salazar got the position instead. Nonetheless, he serves the guild dutifully and effectively.

---------------------------------

Ship name- Phantom’s Edge

Ship type- Destroyer

Ship class- Raven-Pattern

Physical description- The Phantom’s Edge has a sleek, slim structure designed heavily for maneuverability. Despite the usual role of a destroyer, the Phantom focuses on stealth, it’s hull painted jet black, silver rivets speckling it’s surface like stars in the night sky.

Weapons– The Phantom’s Edge employs “blank” scatter fusion torpedoes, undetectable on radar and very hard to see in the void, these missiles spread on impact, weakening large portions of the hull and shields, making enemy ships more vulnerable to all forms of fire out of the blue. The Phantom also has a fixed, prow mounted plasma cannon as a last resort, as well as a series of small, anti-strikecraft/frigate laser batteries.

Special characteristics– Linked Teleporter System. As a scouting and infiltration ship, the Phantom employs high grade stealth fields and jammers, keeping its presence hidden until the time is right. Also, it employs a technique uncommon among today’s fleets, boarding torpedoes. These stealthed tubes carry boarding troops across short distances in the void, slipping past energy shields to drill through the ship’s hull, releasing the troops in to take the craft rather than just destroy it. If necessary, the cabins of the torpedoes are fitted with retro thrusters in case the tactic fails, though they rarely use the torpedoes at all anymore.

History– The Phantom was crafted in conjunction with [i]The Boundless Reason as a scout for the new fleet.
-------------------------------
Other characters can be a part of the Bohimiate Charter Guild, but not a part of the same branch of the family, if they like, perhaps commanding a rival fleet based somewhere else. Being a member of the guild does NOT necessarily mean that you are a part of the Bohimiate family.
Last edited by IamAlphaGeek on Wed Mar 03, 2010 11:01 am, edited 2 times in total.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Zako » Tue Mar 02, 2010 1:47 am

Accepted Pending Revisions.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Alcas » Tue Mar 02, 2010 3:19 pm

Fleet Commander Name- Commander Joshua Lancet

Corporation- Amherst Laboratories/Amherst Colonies: William Amherst the privileged child of his namesake, gained control of the corporation when his father died when he was ten. His father's many partners and advisors used the opportunity to try and take control of the company, but hadn't expected the steel in the founder's son. He quickly suppressed all bids for power with help of his father's one truly loyal advisor, Samuel Lancet. Even after a great deal of the corporation broke away from the conglomerate, Amherst Labs were still a powerful corporation. Since then Amherst Labs has recaptured the wayward sects and a few other independent corporations along the way. It has many achievements including the new innovative life support systems that are found on almost every new state of the line ship regardless of corporation. Most every colony in the outer system also relies on Amherst technology which has decreased the energy needed to make an area livable by nearly 80%, almost creating a perpetual life support system that can exist almost entirely on it's own enegery. Though ship models are less efficient because of size restraints. A shield system has been designed with the same efficiency in mind, though it is used on Amherst ships only. What the corporation lacks in original weapon research it makes up for it in reverse engineering and ingenuity of said weapon technology, often taking preexisting tech and making it much more efficient and selling it back to it's maker for exorbitant prices or competing with the original tech for buyers., and often selling a less efficient model than what they keep for themselves. Colonization, mining, civil research and what amounts to tech stealing, though their technology is often so much better than the original that no one can tell it had an original source, are their main activities .

Rank- Exploratory Fleet Commander

Age- 28

Physical description- A man of average stature standing at 6'2". Blonde medium length hair, long enough to not pass corporation requirements, but short enough to be overlooked. blue eyes. He has a roguish look to him and is often not without a touch of a smile.

Skills- Military-like training in both single ship combat and infantry combat on top of his command training. Survival training. Mercantile skills.

Personality- Though his extensive training has hardened him, he is still youthful and cannot help but have a frivolous side, though he tends to remain professional while on station. His subordinates are often annoyed by the youth of their commander and his obvious favor with Amherst, but are often won over when he shows his competence and good charm. Lancet can be a bit naive. Though he wasn't sheltered, he did grow up inside of a training and research facility, meaning that he is somewhat lacking in area of common sense when it comes to people, especially rival corporation adversaries. Whom he does not normally treat as an enemy until they start firing on him.

History- His mother died giving birth to him, despite the highly advanced medical technology available at the Amherst Medical Facilities. His blonde hair is unusual as neither his father or his deceased mother were blonde. Lancet was given extensive training since he was old enough to speak and walk. His father groomed him to become a Fleet Commander and eventually a corporate partner like he had become. His father and Amherst himself paid for some of the best physical trainers and military strategists and tacticians to train him. When put through the simulations he scored higher than all but a handful of Amherst single seat fighter pilots and only behind 3 commanders in both single ship and fleet command. He joined the crew of a Battlecruiser early in his career, the commander recognized his skill and discipline and he was transferred off shortly after to take control of his own destroyer as part of a defense fleet. The entire tour was a debacle eventually leading to the destruction of half the defense fleet at the hands of a rival corporation ambush. Taking the field command, Lancet had been able to reorganize the fleet and cause the enemy to retreat, but only a handful of ships survived the entire ordeal. Nonetheless he was given a promotion to commander and his own small fleet. He led a number of commands and was finally given his current post. He is to look after a surveillance team while it searches for new resources so that colonies may be setup for mining operations.

Fleet Homeport- Amherst Laboratory's main research facility located on one of Noah 13's many moons, though currently he is operating out of a newly constructed base located on one of Cirno's moons.

------------------------------------

Flagship name – Valus

Ship type- Cruiser

Ship class- Valus-Sixth Generation Cruiser

Physical description- The Valus is a state of the line ship made especially for the new fleet. With state of the art equipment ( some of it just out of test phases [some of it just going into the test phase with this mission]). A series of 8 engine clusters make this a energy sucking beast at max output, but the ship barely runs past 75% as even the smaller ships couldn't keep up at higher speeds. The ship is a bit wider than most because of it's unique MAC gun (though the gun itself is smaller, the mechanism for auto loading takes most of the space.) It's length makes it seem more slender than what it is, though it is still dwarfed by the length of Capital Class ships like battlecruisers. This extra space also accommodates the extra engine clusters and the dual shield system. The entirety of the Valus's advanced systems can be operated with a skeleton crew of only 30 people, due to Amherst's labs never ending quest for efficiency.

Weapons – The main weapon of this cruiser is a specially designed Mass Accelerator Cannon. The damage capacity of a shell from this weapon is lower than most guns of it's type and size, but this particular cannon has it's own advantages in the form of a double cylindered autoloader. One shot can be fired immediately after the first and the recoil from the cannon loads the other cylinder. Meaning that the cannon can fire almost continuously, though moving becomes a problem while the cannon is firing this quickly and the energy drain is substantial. About 30% of the ship's not insubstantial size is this weapon. Aside from this weapon the cruiser also has a number of missile batteries and laser weapons including 6 forward facing lasers and a plasma cannon. Point defense lasers cover the ship from prow to aft. There are also intermittent ballistic batteries for phalanx fire against missile barrages and incoming strikecraft. Because of it's number of forward facing weaponry the Valus is limited in broadside fights. Each side has only a few laser weapons. The Valus relies on missiles and it's fighter squadron's to handle enemies on it's sides. Though it's speed and maneuverability make it nigh impossible for a stronger opponent to move in to broadside. 2 flights of longswords and a flight of ASB70 Shrike Wings.

Special characteristics- The newly developed shield system is installed on this ship. Just like the life support system Amherst Labs designed this shield system to be almost self sufficient by recycling energy within it's own system meaning that if the ships power is taken out the shield would still be active for a small time by itself as would life support. This however does not increase the shield's power only reduces it's reliance on the overall ship's power allowing for a maximum amount of energy to be spent on weapons and engines. A second more standard shield is also onboard on the off chance that the new experimental shield fails for some reason.

History – A highly advanced 6th generation cruiser designed specifically for Commander Lancet. Though a mass production model Valus Class Cruiser is is in the works.

---------------------------------

Ship name- The Relentless

Ship type- Carrier

Ship class- Archimedes Class

Physical description- The ship is extremely wide, about a quarter as wide as it is long. The entire front of the ship is one large hangar door. Standing here and seeing the back of the ship is impossible for all but the most eagle-eyed.

Weapons – This carrier is severely limited in weapons. It has 2 forward facing lasers and a number of missile batteries for warding off any frigate that might try to close with it and it's fighters. A great deal of point defense laser and ballistic batteries cover it's hull. Longsword Single Seat Fighters and ASB70 Shrike-Wing Bombers fill it's hangar.

Special characteristics –none.

History – The Relentless was so named because of it's infallibility in battle. It was severely damaged in a skirmish over 7 years ago, but since it's new captain took over 4 years ago it's hull has never taken a hit and it is still credited for a number of kills due it's strikecraft squadrons.

---------------------------------

Ship name- Final Dawn

Ship type-Destroyer

Ship class- Daedalus D4G3 Class Destroyer

Physical description- A rather squat ship, the Final Dawn is meant for one thing: to take a beating. It's structural makeup is so that it can take a number of MAC barrages even with it's shields down and still fight. Two engine clusters on the sides along with the 2 on the rear give this ship a good deal of maneuverability.

Weapons – 2 forward facing lasers and 1 small MAC. broadside weaponry consist mostly of plasma launchers, though they can be refitted for ballistic weaponry, and missile batteries. Also has two launch ports for large warheads located at the prow of the ship. Point laser defense systems.

Special characteristics – Gas filled ignition pods in key positions around the ship allow for it to make sudden and dramatic changes in movement. By activating the pods a violent reaction takes place within them causing a minor explosion and outward release of energy. Whichever side the pod is on the ship moves in the opposite direction very quickly. They cause minor damage to the hull but can make the difference between a prow to stern killing shot to a glancing blow from a MAC gun.

History – An older ship that has been recently installed with a similar shield system of the Valus, though a mass-production model of it. This ship has been apart of many battles and has returned from many of them riddled with holes. Once upon a time this had been Samuel Lancet's ship when he was still a green ship commander.
---------------------------------

Ship name- Silver Dagger

Ship type- Frigate

Ship class- Yasutaka F3G4 Class Frigate

Physical description- A small vessel with one purpose in mind: speed. The ship is great at surprise attacks and feints before falling behind it's larger counterparts. The ship has a rather bulbous appearance, with knots appearing all over it.

Weapons – The frigates main weapons are 2 forward facing lasers and a small plasma cannon. The ship has a number of point laser defense systems but noticeably less than most frigates which often specialize in strikecraft neutralization. They also seem to appear only wear the knots aren't. This is because each one of the knots is a "hidden" missile battery. A one time surprise attack that can only be loaded while at dock or by engineer teams reloading them manually. The frigate carries as many missiles as most cruisers, including the Valus. If all of them are fired at once well over 700 warheads would be launched at the enemy target. This does make the Silver Dagger particularly vulnerable as it has considerably less armor than even normal frigates do and if a missile battery is directly hit it could cause a deadly explosion. That's why the commander is always careful to fire them all before shields are depleted.

Special characteristics – Missile System. Mainly consisting of chemical (fossil fuel) warheads. Though a number of them are both plasma and fusion.

History – The frigate is now notorious in certain sectors because of it's speed and overwhelming missile barrage.
Last edited by Alcas on Thu Mar 04, 2010 5:32 pm, edited 5 times in total.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Zako » Tue Mar 02, 2010 4:25 pm

First off; to everyone who has a CS up or is about to place a CS up:

When filling out the CS for your ships, "Ship Type" is the type of warship (Frigate, cruiser, carrier, etc). Ship class is the grouping of ships that your particular ship belongs to (For example: the frigate Ain Jalut is a Normandy class frigate.)

Secondly, strikecraft do not need to have their own CS. They can be placed as weapons in your warship's CS (They are part of the ship's weapons...those who are capable of carrying them). You can place a small summary of their description and abilities. Remember, you do not have points to equip strikecraft in your ships.

Please correct and take note for future reference.

Both Alcas and IamAlphaGeek are accepted pending revisions.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Gigafist » Tue Mar 02, 2010 4:43 pm

Thanks for clearing that up. I was about to ask the diffrence between the two.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Zako » Tue Mar 02, 2010 5:08 pm

Yeah. Any question I can happily answer here. Once people correct their CS, I'll put up a short list of who's playing and links to their CS.

Also a short list of ISA and NPC corporation ships will be up later. Just so that everyone can see what they are up against besides the players.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Alcas » Tue Mar 02, 2010 5:35 pm

Ah sry. I was just playing follow the leader. heh. I'll get that fixed soon.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Zako » Tue Mar 02, 2010 5:37 pm

No problem. Just read carefully next time.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Gigafist » Tue Mar 02, 2010 6:10 pm

Does your Flagship count towards your 10 points for your fleet?
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Zako » Tue Mar 02, 2010 6:12 pm

Yes.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby IamAlphaGeek » Tue Mar 02, 2010 7:58 pm

Edits are done, though I'd like to keep my strikeship CSs up for personal referance and because they are fairly limitted to my corperation, if you'd like me delete them anyways, I'd be happy too. I'm jus thorough.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Zako » Wed Mar 03, 2010 12:37 am

If you would place the strikecraft as part of the weapons systems on your cruiser and battlecruiser, then you would not need to have a CS for the strikecraft. I don't see that right now.

Its a small edit.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby IamAlphaGeek » Wed Mar 03, 2010 11:02 am

Done
'Samus. That's the only name you'll hear. Samus. It means the end and the death. Samus. I am Samus. Samus is all around you. Samus is the man beside you. Samus will gnaw upon your bones. Look out! Samus is here.' - Horus Rising by Dan Abnett

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Re: Rat Race Space RP OOC (Sign Ups)

Postby Zako » Wed Mar 03, 2010 4:46 pm

Accepted. Now we just got to wait for more people to join.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Gigafist » Wed Mar 03, 2010 6:04 pm

I just need to finish the other ships and, once I post, whatever it is that you say needs editing.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Zako » Wed Mar 03, 2010 7:14 pm

Gotcha. Take your time. I look forward to reading your CS.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Gigafist » Wed Mar 03, 2010 8:43 pm

How long are ships usually? I need to make sure so I don't make my ships really puny.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Zako » Wed Mar 03, 2010 9:55 pm

The battleships and carriers are between 3 to four kilometers long. Everything else is either slightly above 1km and lower. Dreadnoughts are over 5 km long.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Alcas » Thu Mar 04, 2010 10:51 am

I nerfed my ships to match with better with alphageek, also a few grammatical edits and explained the corporation's specialty a little more.

Ok a quick question about weapons in general. When I think lasers I think cannons that fire shots of laser fire (i.e Star wars type weaponry). Although I'm unsure if you think the same thing or are more thinking beam weaponry ( i.e. Star Trek phasers).

Plasma weapons were on the same page I'm sure.

Also how powerful would a fusion missile be. When I was making my frigate I was thinking a pockmark on a ship's hull, but would it be a crater instead?
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Zako » Thu Mar 04, 2010 4:10 pm

Lasers as in a beams of lasers. Yes like Star Trek (the classical phaser types) in which they shoot out a small stream of energy towards the enemy, damaging shields at long range. They don't do much hull damage since their are such precise weapons.

Plasma weapons are short superheated blobs of pure energy. The power of a plasma projectile is directly proportional to the range, the more distance traveled, the less power the plasma projectile produces when hitting a target.

Fusion missiles are just explosive missile weapons. Size of the warhead and missile matters. A big one makes a crater, a small one makes a small explosion.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Slipslash » Thu Mar 04, 2010 6:51 pm

Fleet Commander - Prasergust Nova



Corporation - Nardictin-Helbarter Specialized Industrial - Formally a corporation in itself. Was formed out of various failing mining, industrial, and research companies in a certain bumpy road in the economy more then 220 years ago. With each company dieing it was one man, Nardictin Helbarter who managed to unite, and save many of these companies, each of which is now under the same name NH Specialized Ind. the company mainly focuses on the production aspect of materials, military ship-building, weapons technology & research, and mining. Now more then 130 years after Helbarter's death the company is a major player on the market for development of arms, ships, minerals and most of all, ship production. There's a popular saying around the galaxy about NHSI: "If it ain't built by Helbarter, it ain't getting no farther." While they do most of the ship-building for a number of other corporations (as money is money) they keep a specialized fleet of their own making, filled with the corporations own unique ships. Nova had been an officer in the NIS fleet for 10 years before being offered a position in the NHSI as a fleet commander, a choice which he obviously accepted. As one can tell he is new to commanding, due to his unorthodox methods, this however, is not really a weakness for him.

Rank - Eon 1st Fleet Admiral
Age- 33

Physical Description - A grizzled ex-soldier. One can tell when around Nova that he is not the command type, he often has a smile on his face, as white as the hair on his head (It's a rumor that is had once been colored but a scare turn his hair white) standing at 6'7 Nova is a giant of a man, withe tree-trunk legs and steel-girder arms. His eye color is a strange bright blue that compliments his hair and makes them only stand out larger, if not already due to his massive height and imposing figure.

Skills: Soldier training- Unlike most people in a commanding position Nova still remembers all the techniques on how to fight. Unorthodox methods- While his methods can at times be risky. they can pay off quite well, and most of the time they work as the enemy does not expect them. Upbeat/entertaining personality they way Nova acts can make men laugh, it doesn't help that Nova can tell a mean joke, thus he's a good moral booster for the entire fleet (as people often tell of his antics)



Personality: If Nova isn't walking around he's usually sitting in the commanders chair, his feet resting on the ship console in front of him. And while this may make him look like an incompetent fool, Nova is quite the opposite. Known for his risky tactics, this man seems to have luck itself on his side. Well luck, or he really is a good leader. Known to have a good laugh at times, and also known fir his dry and sometimes, cruel sense of humor. Nova is the type of man that would laugh death in the face. Not at all quiet, the perfect symbol of what a man should be. This can be taken both ways. When he speaks he often talks with a relaxed air, but when situations get tense he seems to stare right into it. Other commanders often find how aggravating it is to talk to Nova, if anything everyone wonders what the company saw in such a man to award him Fleet Admiral.

History: Nova grew up on as a spacer, a child born in space colony near Lupus. As you can imagine, both his parents were involved in the mining that went on at Lupus. Nova grew up with mining, and every miners child. Later, after seeing an NIS poster (and watching a recruitment video or two) Praser joined the supposes "Galactic Military" More then ten years in service awarded Praser the rank of Rear Admiral in the NIS. And rather then continue on in the NIS, a great offer was presented to Praser Nova by the NHSI. And it just so happened that Nova was on his last year of term in the NIS army, that he was offered this deal. And Nova not being a man without much pride, joined the NHSI, and he now finds himself the admiral to them.

Home Port: Noah 16 (Hex) is where the NHSI call their base. Well not directly on the planet as it has no obvious value besides large swaths of water (Which the company uses to supply operations on any of the 8 moons. the NHSI owns 5 of these moons, and funds the 3 or so large scale colonies floating near the planets surface. The richest moon among the planet-system is where one would find the NHSI's home base.

--------------------------------------------

Flagship Name:The Excaliburn

Ship Type: Battleship

Ship class: Nardict class

Physical description: The Excalibur as its namesake implies a large and hefty sword. A great-sword were one to be exact. A large hole adorns the center Bow, this is the ships primary weapon a special MAC gun. The ship is gun-metal Grey, to match the surrounding blackness of space. The Excaliburn look heavily armored as it is a battleship. The bottom bow of the ship tapers off into a large point, no one knows if this is for aeronautical purposes, or if it was to make the sip look further like a sword. It has a clust of 5 Engines on the aft, with the center most one being the largest. The Bridge for the ship is situated in the center-most tower on the ships "deck" it is a T shaped building. On the deck protecting the bridge and dealing it out, are the ships main armament of 15.25 meter guns (meaning the daimeter of the actual shell itself) in total the Excaliburn has 6 of these on the deck, with one extremely large duel laser battery resting on the other 6 (placed in much the same way on a regular sea-going battleship) the caliber for the laser battery is 30 m respectively. On the aft deck are 6 15.25 laser batteries with one large 30 m shell battery mirroring the guns on the bow. Technical data for the Excaliburn is as follows: 6km long, it starts off at the bow in an edge (much like a sword) and also much like a boat, their bow is not filled with any obvious use, and is usually used as the ships hold. The ship then gets bigger around the middle to 3km before tapering off at the bow to 2km. Due to the Exacliburns rather expensive armor, rhenium diboride, even harder then diamond, this naturally occurring mineral (only on the moons of Hex) is integrated into the ships armor an extremely rare and valuable mineral, reported to be even harder then adamantium, as such the metal is only integrated into the regular steel alloy, along with trace amount of the readily available diamond, it gives the ship a somewhat sparkly appearance, so the Excaliburn is most definitely not used for stealth.

Weapons: the 12 15.25 batteries and the 2 duel 30m batteries. Divided in half that is 7 shell batteries and 7 laser batteries. However on the ships bow, is not only the Mac gun, since Excaliburn is rectangle shaped (a rectangular shaped prism to be precise) imagine if you will three holes on one end of the rectangle, with two holes near the vertexes and one sitting in the center. The center one is the large Battleship class MAC gun (Can tear entire destroyers in half), and the upper two are new experimental anti-ship lasers. The ship also has a number (but not as great compared to a destroyer or cruiser) of smaller anti-strikecraft guns on the sides, mainly lasers, these can be fired along with the A.S. laser. Along with the AC guns are 16 10 m Plasma Cannons for direct-close combat, the only weakness for such guns is that they cannot fire directly above.

Special: Tri-shot. The Excaliburn is unique in the way that it fires its large-scale ship weapons, for when ever these deadly three are fired the lasers are emitted from one central power-source, from there they are split and cork-screw down their barrels meeting power, where they then exit the ship along with the MAC shell. The lasers get to the target first, and weaken shields if not totally disable them, quickly followed by the MAC shell which will deliver, preferably, the finishing blow. The Excaliburn cannot fire its large laser weaponry whenever the A.S. lasers are firing. the MAC can be fired without affecting the other shell weaponry.

Rhenium diboride- Small amount of this hard metal has been added to the Excaliburn. It's a pretty rare substance so the Excaliburn is one of the only ships in the entire system to use such experimental armor, even with such small amount added, it give the plating on the ship enough strength to sustain impact damage from MAC's to the point of adamantium, and as time goes by the NHSI is only going to produce more of this extremely rare and hard substance. As for diamonds. . .On Hex the extreme pressure that the massive land glaciers exhibit on the planet is enough, if you can reach far enough down, to create huge diamond deposits on the planet. A normal 100k diamond would be worth $500,000,000 on the inner-planets, but in Hex the cost of such a diamond would only be worth 5,000,000 as diamonds are a regular commodity on Hex and its surrounding moons. The braces of the Excaliburn, as well as most other ship in the fleet, contain diamond for added support.


History: The Excaliburn is not a new ship, but neither is it old. the NHSI would be the only ones expected to put such large weaponry on a ship. Normally a 30m tall shell would be extremely expensive, however, due to the NHSI owning a number of mining, and production operations the cost for a single bullet is decreased dramatically. The Exacliburn is a heavily armored ship-killer, famous for its unique appearance and even more unique commander.

----------------------------------------

Ship-Name: The Mjolner
Ship Type: Carrier
Ship Class: Bourfer Class

Ship appearance: Mjolner looks like a squater version of the Excaliburn, with out the guns. At the bow of the ship 3 hanger exits sit, one on top of the other. The hanger has a three-tiered system, with the top-most "door" being the largest (as it is meant for large-ship use) with two of these triple hangars towards the aft of the ship, on either side.

Weapons: Armed with a good multitude of anti-strike-fighter weapons. The larger of which is located on the extreme side of the ship, and designed for taking out gun-ships and frigates but these are few in number, the mainstay of the ships forces are along the top of the ship, small scale anti-strike batteries. Other then this the Mjolner must rely on its forces of bomber, fighters, and gunboats. Also included on-board is an automatic weapons intercept system along with its craft-tracking systems. Should any missiles or rockets be fired at the Mjolner the computer will calculate how to shoot the missiles, and mark it on all anti-craft batteries HUD for easier intercepting.


Special Characteristics - The Mjolner has a sophistcated run-way system it uses to speed up craft loading and output. Whenever a the Mjolner is fighting in a large-scale fight the area around the front shifts to "Entrance Only" while the two triple hangars around the back are for exit only. A sophisticated elevator and rail-system then transports ships directly to the aft hangars allowing them to quickly exit out. This not only helps speed up times for craft, but also reduce the number of collisions especially during a large-scale battle. Diamond brace supports (mixture of regular plate armor and diamond for easier repairs)

History: While not one of the fleet most advanced Ships, the Mjolner is certainly the most reliable. A bit of an old ship the Mjolner has seen its fair share of battles, having been in active serivice for more then 20 years. Most of its crew-members are veterans who know how to act in combat situations as are most of its pilots.

---------------------------------------------

Ship Name: The Demetrios
Ship Type: Frigate
Ship Class: Pavlelv Class

Physical Description: the Demetrios looks like a boat (Half Oval) with four Engines clustered on each aft corner. Mainly used for recon, data, and searching the ship has a satellite dish with 3 large antenna behind it.

Weapons - The Demetrios, is designed much like its cousins, for speed and damage. Due to the space taken up by the searching equipment the Demetrios usually sticks close by the Mjolner as it serves as a jammer and search unit. The sophisticated equipment on the Dem can pick up other jammer units close by and put them up on craft-units screens. Basically the AWACS of strike-fighters. However this does not mean the Dem is with-out weapons. Armed with small-scale AC guns and batteries, as well as four thermobaric (Oxygen nuke, thus it must get ship penetration for damage) nukes for unshielded units. These nukes can deal a damage to ships as large as destroyers, but will not destroy them. However, in a fight with anything, including craft ships, the Dem will lose.

Special Characteristics: SEWACS (Spacial Early Warning And Control System) used to indentify enemy ships, more specifically jammer units and cloaked units. the SEWACS can also identify (using ship data, and observation) certain parts (Such as weapons, bridges) of enemy ships and mark them down on all units for destruction. They can also analyze shields qualities in-battle and determine what weaponry will do the most effective amount of damage. Diamond brace supports (mixture of regular plate armor and diamond for easier repairs)



History: the Demetrios started out as a humble experimental, research vessel. However, during an incident in which the Dem had to fend for itself and a group of fighters, the NHSI found the systems installed on the ship performed remarkably well at craft data and searching. Having discovered this, they transferred the Demetrios from research over to military.


----------------------------------------


Yes I do realize the weapon system on the Battleship is. . .unique to say the least, so I am requesting that I be allowed to use them, I guess the shell cannons would work like miniature MAC's
Last edited by Slipslash on Sun Mar 21, 2010 1:23 pm, edited 5 times in total.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Zako » Thu Mar 04, 2010 7:32 pm

Its a battleship. Battleships are meant to raep hard and fast. I see no problem with that, Slips.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Tuor » Thu Mar 04, 2010 9:13 pm

Hmmm... I may try to get something up, wouldn;t be for a week or so though.
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Re: Rat Race Space RP OOC (Sign Ups)

Postby Zako » Fri Mar 05, 2010 7:35 pm

No problem. Always glad to have more people join.
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