The Fleets ( that you know of)   Posted by Admiral Hack.Group: 0
new fighters
Thu 27 Jun 2013
at 04:10
Re: The  Fleets ( that you know of)
  the first is The Mace...it will be the A10 of Hammers. Built  for Ground support anti-armor and attacks on smaller  Cap ships , like destroyers on down. The Mace will have 4  hard points, 2 on each side. four Cannon Mounded around the Nose and 2 pulse ports on each side..they are slower then the MArk Va  but about the same speed as a MK II hammer. The Mace can be flown by 1 pilot, but a second crewman is needed for the 'heavybomb' drops...

   the Second will be the HAmmer  MK Va...Built along the lines of the Junky hammers the EDT tried to force down our throats...these will be faster and Lighter, good in both atmo and  the Black..they will have  2 hard points for One Missile each...a pair of  Cannon on each side of the Nose ( belt  fed and Loaded through the fuselage on each side)...on the  wings  will be a LAzar  port  and a Pulse port on each side....In the center of the Nose is the "tag" cannon  a clip of five tags for Tagging  salvage or crippled fighters  , so we can recover them...behind the Pilot seat is a space  for a passenger, but ..rather cramped.

The Morning Star..... is a gunship, designed for heavy firepower support to ground-based troops.  It's designed to fill a niche role--it doesn't have the 'heavy single payload' capabilities of a Mace, it's not as fast or as maneuverable as a Hammer--it is intended to provide massive firepower, in a very limited area, for a sustained period of time, from a stand-off distance that keeps it relatively safe from ground fire.

 Originally envisioned as a three-man crewed plane, improvements in computer operations and shortages in available crew personnel led to redesigns with heavy automation, simplifying operations so that a single crewperson can manage the roles of pilot, navigator, and gunner, through combinations of HUD displays and touch-screen controls in the cockpit.  Additionally, the autopilot is capable enough that the pilot can, if necessary leave the cockpit for brief periods to troubleshoot operational issues in the plane.

 It's large, for a combat craft--built off the same airframe as the Stoly-class assault shuttle, though various modifications to the design resulted in it being noticeably larger than the Stoly.  The engine configuration is different, however...the Morning Star has enough VTOL capability for launch and landing, but is not capable of a sustained hover with the weapons in operation.  It has both endo- and exo-atmospheric flight capability, but it's designs severely limit its effectiveness in space-bound combat (its maneuverability is severely hampered due to the extremely limited amount of reaction jets that enable non-atmospheric maneuvers...it's a beast to fly in space, designed to maneuver just enough to be able to take off and land from a space-bound platform.)  In the atmosphere, it is capable of supersonic flight in Earth-standard atmospheres, and its wings enable aerodynamic maneuvering, and can drop into a 'low consumption' mode that will allow it at least a couple of hours of linger time over a target area, but at much lower speeds.

 It has a variety of weapons.  The wings are fitted with under-wing hardpoints that can carry either dumb-rocket pods or anti-radiation missiles (which will home in on radar or other active detection systems targeting the Morning Star).  Mounted laterally through the fuselage (sideways-firing) are a 120mm Howitzer artillery gun as well as twin pulse cannons.  The Howitzer has a variety of options for rounds to fire, and can even switch between rounds in flight, thanks to the onboard automation.  Options include smoke rounds, the anti-Demon gas (or other chemical) rounds, high-explosive, incendiary, and fragmentation anti-personnel rounds.  The pulse cannons can effectively fire off four pulse rounds for each Howitzer round fired.  Both weapons are mounted on a limited-motion turret that allows them to fire slightly ahead or behind of the Morning Star's current position, but they are not capable of firing directly ahead or behind the plane (another reason for the plane's lack of capability in space conflict).

 On top of the fuselage, mounted in a turret with a slightly larger range of motion (but still incapable of firing straight ahead or behind),is a 40mm Gatling-style rotary cannon, capable of being loaded out with pulse, explosive, incendiary, or plain-slug rounds, and capable of firing several thousand rounds a minute (another reason why the plane can't operate in 'hover' mode...with its weapons firing, the recoil would shift the plane's position faster than the automated piloting-assist and fire-control systems could compensate for).

 Below the fuselage, in the only turret that has a full 360-degree traverse and a 70-degree elevation (it can't fire straight down, but can be directed to fire downward at a very steep angle) are twin .50cal miniguns, each capable of sustained fire of several thousand rounds per minute.  These may be loaded with armor-piercing, explosive, depleted uranium, or 'plain iron' rounds (or a mix of all the above.  This design was intended to allow the Morning Star to help secure its own landing zone, if necessary, and it, combined with creative use of the anti-radiation missiles, is the only in-flight defensive firepower the Morning Star carries.


 While the plane is designed to be able to linger above a battlefield for a couple of hours, it only has enough ammo capacity to sustain about fifteen minutes of continuous fire.  This necessitates that the majority of the interior space be dedicated to fuel and ammo storage, all of which is done modularly, allowing for a quick rearm/refuel period (extra modules can be prepared while the plane is sortied, when it comes back in the spent modules can be ejected and replaced, at which point the plane can deploy again and the spent modules can be reloaded.)  This also allows for a theoretical improvement in the plane's survival if it DOES take fire, as damaged components can be ejected before the ammo or fuel cooks off (but if one of them DID get hit and burn off, it would be a pretty spectacular way to go out in a blazing ball of flames).

 A critical component of the automation is the fire-control system, which allows the pilot to select which weapons to fire, helps identify threats on the ground, and instantly adjusts for range and windage (although the windage compensation may rely on gauging where a fired round actually hits, as opposed to where it was targeted.  The majority of the Morning Star's weaponry is actually heavy enough to all but ignore the effects of all but the strongest winds).  Additionally, the FCS has two modes--Precision and Fire For Effect.  Precision focuses all the weapons on the smallest area possible, resulting in a devastating amount of damage to a relatively tiny location.  Fire For Effect spreads the fire around, adjusting minutely as it fires to saturate an area with incoming rounds, and can quickly decimate a force moving on open ground.  There is also an automatic IFF circuit to prevent friendly fire incidents.  This can be over-ridden if someone requests a fire mission that is dangerously close, but if it isn't deactivated before attempting to fire, the weapons will not fire within a safe radius of any detected friendly troops (troops must also have an IFF transmitter, standard on most infantry and vehicular armor.)

(added) --Bunker-buster gas bombs.  They need fire-and-forget capability, so they have to be smart bombs.  They're basically a dual-projectile system, where the first uses a shaped charge to punch through the exterior (bunker, mountainside, armored door, ship's hull, etc.) and create a breach through which the second can penetrate and deliver a gas round inside the Demons' fortifications.


 The Morning Star is also well-armored, with a full suite of countermeasures (electronic jamming, stealth technology, flares and chaff, and decoy drones), in addition to the anti-radiation missiles, which give it a dangerous capability for 'wild weasel' missions where it can be sent in ahead of regular combat planes to eliminate ground-based targeting facilities.

 In terms of general aesthetics, it's not an attractive plane.  It was built off a shuttle airframe, so it lacks the sleek lines of the Hammer or even the Mace.  Sensor pods and jamming systems, along with the external hardpoints on the wings, make it even more bulky and awkward-looking.  To those who look at its functionality, rather than its 'lines', however, it is a beautiful, dreadful, deadly piece of equipment and its pilots take a certain degree of pride in flying such an 'ugly' plane.

Darts.....

 Darts  are new Fighters Given to us from the Angels  of the 'Blue Moon'. The are smaller  and More Nibble the   any Hammers... The Angels of the  two moons used standard  Angel weapons, but they have been improved on my Hermes ground  crews.

Angular  wings  sweeping back, shorter then Hammers  for tighter turns. Cockpit is  Even with the  Middle of the  wing. Tighter fit then Most for  use of the Jump seat.. Tail  fin 'leans' back with swept back elevators

 They have  a pair Of Pulse guns one lazre Gun on each wing. On the Nose a 37mm Gatling Cannon that fires through the Nose....it is meant for attacking  fighters and  smaller  warships...Shadow has  also used them for  ground support, though they are not  really armored  to take the Punishment from AA guns....The 37 MM Gatling Cannon and  power weapons on the wings do help with  ground support, and their  speed makes them harder to hit  with normal ground  fire

 there is a "tag" cannon mounted Under the nose.Like  all ESN fighters. there is a Jumpseat behind the pilot to pick up a fellow pilot  or stranded  Ground trooper.

Bullets....( Never Produced)ESN fighters  made  on Everest..fast , light armored, have a small edge on a Dart...twin Pulse guns on each wing, Gatling 37MM one the nose (( these never made production, after Darts  hit the assembly line))

Arrows..( Never Produced).ESN  Fighters  made on Everest... Normal speed, about that of a Hammer III, but  can  turn out of a Dive or climb a bit  more easy.. has 4 Pulse  cannons on each wing...and 3 50 cal hard ammo  MGs  in the nose.(( These   never made it past testing, Hafter Hammer V and Va was introduced ))

 Arrows  can be  fitted with a LAncer  Torpedo..smaller then the torpedo that regular torpedo craft carry..they have an AP warhead, that Breaks  and  sets off an HE explosive.

Hammer Va..... the first Hammer Vs  were built  by EDT friendly companies, and were  'death traps"..  The ESN  took the   concept  and  Made the HAmmer Va... Longer   then the  HAmmer IV, but    more sleek..wings are as Long as the Hammer  IV, but    a tad  swept  Back.. The cockpit  is  even  witht eh  middle of the  wing, and has a bit more  room in the cockpit Twin Pulse Guns  and  one lazar on each wing..Gatling Cannon in the Nose, Tag cannon Under the  nose. They can dive as well as  any craft,  But  climbing turns  are slower,The rounded stabilizer and   elevators  were  made  for  more stable  Gun platform..this  was a  fleet favorite, Until the Darts  arrived.

 Insect Class Fighters....

 The BEE...... fits in size between the   Hammer Va  and the Dart.  the wings are  shorter with tips curved forward.. two heavy Pulse  runs   on  each wing... with one lazar gun mounted  just out side those.. Under the nose of the  fighters is the   gunport for the Gatling 37MM hard ammo cannon...and the  Tag Cannon on the nose.

 One seater  with  Jump seat.. it  is   a bit slower then the Dart, because of  added  armor, but faster then the Hammer Va, it  can  turn a  bit better then the dart.

 NOVAS....Verian Fighters   from Uden, given to the Fleet as part of thier  contribution to the APF  war effort.


  The Novas used by ESN pilots  are armed  with a 37MM gatling Cannon in the  Nose , with underslung Tag  cannon... on the  wings  are  three Heavy Pulse on each wing, with a Lazar weapon mounted under the Middle  Pulse  Guns.. Humans  tend to use the lazars for  'tracers'... Verians   have two more Heavy Pulse Guns  in the Nose, and  do not have the GAtling Cannon.

 Shaped like soda Bottle, the   nose    widens into the Body  but the stubby body stops  a Yard  behind the End of the Cockpit. With  shorter  thicker  wings, the   Nova  can  turn and  Make   Climbing turns.. and  dives   real well. the  cockpit is  only covered  with Metaglass   to , just behind, the  Pilot's  chair, then it is  metal plating the rest of the way back..it   is Fast enough to dogfight, and  armed  enough to  strafe

HAMMER VII.... Not Much is Known  thus  far. Long   Thin bodies   with  swept back   wings.... at least three Heavy Pulse  on  each  wing...  Gatling cannon on the nose.. they  appear well armored...   Intel folks have  told  troops to look for wreckage

Mantis...

 Final version  of   Fighters  sent to the Fleet.

 Smaller the   Novas,  a tad bigger then a DArt, swept  back wings that  curve Up and face  forward..    4 Barrel ..37   Gatling   Cannon .. two   ports    for  2  rounds per  rotation... 4 Heavt Puls e guns, two on  wing tips.. two  at Mid  wing...Faster  then  all but the Darts,  is  as  good  as at turns   as most enemy  fighters.. can dive better then it  Climbs..  is better   at all,  in The Black

This message was last edited by the GM at 20:59, Mon 17 June 2019.

Captain Si
 player, 29 posts
Mon 19 Aug 2013
at 22:04
Re: The  Fleets ( that you know of)
with thanks to Roy!...use this Combined  with the  paragraph above.

Available weaponry:

HUMANS—The only race which routinely uses both energy weapons and 'traditional' hard-ammo weapons.

 Pulse weapons, which fire a focused pulse of charged particles, are the standard-issue weapon, both as rifles and as sidearms.  The human variants tend to be heavier and less efficient than those from other species, so it is not uncommon for characters to substitute alien models for the standard-issue human model, although this sometimes requires modification of either the weapon or the power-cells to fit human power units with alien weapons.  In addition to rifle and pistol models, there are heavier pulse units—crew-serviced cannons, vehicle gunnery options, and even grenades.

 Laser technology has developed to the point where it is a viable option for man-portable weaponry.  Given the wide availability of pulse weaponry, in addition to pulse weapons being more efficient and safer on the battlefield than laser weapons (the laser beam acts as a kind of 'homing beacon' to show any enemy observer exactly where your firing position is), lasers have never widely caught on as infantry weapons, and are rarely used as vehicle weapons (but are not unheard of).

  Any firearm which currently exists is an option, either as a 'legacy' weapon (this IS 200 some-odd years in the future, after all), or as a later-generation model based on the current options.  This includes long-rifles, assault rifles, submachine guns, sidearms, and sniper rifles.  Caseless ammunition is standard, with varieties of rounds available, ranging from standard 'ball' ammo to armor-piercing, explosive, and incendiary.  Specialty rounds (other than the standard options above) exist, but must be arranged in-game (the options listed above are standard and available from the Hermes Quartermaster in a variety of calibers.)

 60 Cal MG...so..i did  read that ( WWII ) 5o cals where mounted on ships, planes and Vehicles  'cause they weighed over 100 lbs  without  Ammo...here's  what were gonna  do.

  ESN Tech   made 60n Cal...'fluid   cooled" ..that is to   saw a recycle  jacked  with teh cooling fluid  used in out  fighters.

  the  steel being used  now, drops the  weight  to 80 pounds … HAred ammo only..it is meant for  'emplacements'.. But Sanri and such . Ape folks ect can use it  Like  holding a 30  Cal air-cooled  weapon

 The Need  for the 60 Cal, is  for more stopping  power of the Vampics and Demons ( and Now Verians )

 so?  for this  GAme.. 'heavy  MGs  are.. 3ocal air cooled....50 cal  Air cooled  and  the  ESN 60 CAl fluid  cooled

 There is  also the Heavy  Pulse  gun. Capable  of  firing  encapsulated  rounds  as well as using  a power  cell.

 anything  smaller, with out a tripod  will be ranked  as an SMG.

 Keep in mind there are  3 types of weapons...

 alien...which we learn how to use   and  can mage Mags  for, or..if they are Power weapons, we just need to copy the  Cells ( for  'normal' types  anyway )

 Human -Normal...Hard Ammo, or Human Pulse weapons, Blaster  ect... Pulse  rifles   are easy to see sleek   with  the Butt protected  to shield the Power cell..as  time went on, some  smart guys  made Pulse weapons that look like   SMGs , .45, ect ect..to give Humans   some  familiar comfort.

Human...Crossbred... they all look like  human  hard ammo weapons...But can fire Capsulized Pulse  ammo,  with is just an Energy 'blob' in a semi-see through casing  with a brass firing pin area...( some   troops  'break' rounds  when they are in the wild to start fires,  and other such 'out of the box' actions.)...because they have the normal Human weapon action, they can fire hard ammo as well.




 Additionally, options such as rail-guns have been developed.  They are not commonly used because the power-cells necessary make them awkward to use and cumbersome to carry as a standard-issue weapon, and for the amount of energy used per shot, pulse weapons are deemed more effective (and lighter, as you don't have to carry rounds with enough mass to survive the ablative effects of being fired at hypersonic speeds).  Any support (replacement power-cells, additional rounds or magazines, etc) needs to arranged in-game, as they are not part of the stock equipment for the Hermes.  If you can provide a good explanation for why you have one, you may start the game with one...but if you want to acquire one in-game, you'll have to find a black-market connection to arrange it.

 Another option, thus far available only as a capital-scale device, is the ion cannon, which effectively creates an electro-magnetic pulse which wipes out the power-systems of craft which it hits.  It's not an instantaneous effect, however, and depending on which part of the vessel is hit, can be catastrophic (if, for instance, reactor containment is disrupted while the reactor is still running at full capacity).  A side effect of this weapon is ion-powder, the charged particles that carry the ion blast.  Even after the blast has hit its target, the powder still carries a strong disruptive effect and can disable electrical devices which it comes in contact with.  The ion cannon has only been proven useful in exo-atmospheric encounters, as the natural charges in atmosphere, as well as turbulence and air-resistance, tend to neutralize the cannon's effect at any but the closest ranges (where the cannon is almost as much a risk to the firing ship as it is to the target.)

 While humans are not the only species to utilize hard-ammo weapons, none of the others have made it a common practice (and it's debatable, but the prevailing theory is the few attempts at if have been imitations of human weapons).  Given the prevalence of pulse weaponry throughout the galaxy, most non-human species have been developing energy screen technology of some sort or another.  While these options can defeat most pulse rounds, they are totally useless against hard ammunition.  As a result, most human space vessels have been outfitted with torpedo options of one kind or another, many of which carry a warhead that is designed to emulate the effects of a pulse blast, but since it is contained within a hard casing prior to detonation, energy screens have little effect on them (except to contain the blast wave inside the screen).  It is becoming more and more common for fighter craft to be armed with cannons, as well as pulse weapons, to capitalize on this effect.

DEMONS--
 Until recently, it was believed that Demons carried only pulse weapons.  Owing to the different body-styles of the different variants of Demon, there are a variety of designs, ranging from the bulky and very powerful rifle models carried by the Tanks to the elegantly simple, almost delicate designs commonly carried by Wisps.  Demon weapons are charged at a different frequency that other pulse weapons, resulting in a pulse-wave that does less 'impact' damage but burns longer.  As a result, many wounds from Demon fire are actually treated more as severe burns and less as some kind of ballistic injury, and dying from a Demon pulse blast is almost guaranteed to be an excruciating ordeal.

 Additionally, Demons have explored further in that direction and created plasma-based weapons, especially grenades.  The grenades are brutally effective and sear just about anything the blast wave hits directly, although it doesn't take much cover to protect you from the worst effects.

 It's quite possible that the Demons are developing some kind of directed-plasma weapon, both as hand-held weapons and as vehicle-based or even ship-based weaponry.  Thus far, there's only speculation on that point, but it would be a weapon-style that nobody is truly prepared to combat.

ANGELS--
 Angels, like Demons, have relied almost exclusively on pulse weapons for millenia.  They have advanced the technology further than anyone else, resulting in the lightest weapons with the strongest firepower and best power-cell efficiency.  They have, however, utterly ignored any other option as being beneath their dignity.

LARGRANS--
 Largrans rely heavily upon pulse weapons, and they are the standard-issue weapon to Largran troops.  Their weapons are, in many respects, a hybrid between the tech of the Demons and Angels...nearly as destructive as the Demon weapons, almost as light and nearly as efficient as the Angel weapons.  Unlike the Demon pulse weapons, Largran designs fire a more focused pulse, making it more effective but also more demanding to use in terms of required accuracy.  Their designs are also generally more robust than Angel designs, sacrificing slightly in terms of being heavier, but more durable than Angel pulse weapons.

 Largrans have also developed hard-ammo weapons, many of which actually fire human ammunition with little or no modification.  Research into why this has developed is uncertain, but the prevailing theory is that they developed the weapons for hunting the near-human primates on their home worlds, which they regard as a food animal (pulse weapons would damage too much flesh and ruin the raw flavor that the Largrans prize so highly).  These weapons are made with the same demanding quality as the pulse weapons, however, and are highly reliable and extremely accurate, crafted from alloys that stand up to field service conditions better than the best human steels.

SANRI/OCCUI--
 While they would both vehemently deny it, the pulse weapons of the Sanri and Occui are built off of reverse-engineered models acquired from the Demons and Angels. These have either been scavenged from the battlefield or purchased off surplus, and as a result, the latest developments in their technology (especially the Occui) tend to be a generation or so behind what the Angels and Demons are putting out in the field.  Lately, however, there have been certain elements within both races that have pushed strongly for actual technical innovations, rather than figuring out the improvements made to the most-recently-obsolete weapons from the Angel or Demon arsenals.

Mulls--
 If the Sanri and Occui are guilty of reverse-engineering the castoffs from the Demons or Angels, the Mulls are barely managing to reverse-engineer models that were castoffs from the Sanri or Occui a few decades ago.  Additionally, their workmanship leaves a great deal to be desired, in terms of durability and efficiency, as well as in aesthetic terms.  Sociologist speculate this is due in large part to the Mulls' practice of trying to convince someone else to fight their wars for them, or aligning with whichever power in the region appears to be strongest.  With such a passive approach to the issue of warfare, it's debatable if they'll ever develop enough initiative to truly develop their own technological innovations.

Creshain--
 Precious little is known about Creshain weapons technology.  They are rarely encountered alone, thus far in the war...the weaponry recovered thus far appears to be largely Demon-based tech, with modifications to the body of the weapon and trigger to accommodate the insectoid anatomical features of the Creshain.  Only a scant handful of Cresh weapons have been found, however, and much further investigation is necessary before any strong conclusions can be drawn.

Felrites..

  Use   Pulse weapons  and  wicked  , jagged  edged Blades. They have grenades in the  form of  'pulse  bombs" that will act as  frags, while the Pulse energy  burns and concusses the targets. They are learning the Use  of  Human hard Ammo.

Qarl..

  It is Unclear whether they developed  Plasma , and refined it. Or if they refined the Crude Plasma weapons of the Demons.  What little  intel and head on experience tells us, they use  Pulse and Plasma...the plasma  weapons used  by troops  are  Dangerous, as the   Plasma 'blobs' are refined into  'dashes' that streak forward. when the Dash hits, it will 'eat' the area impacted until its power   fades...there is some Intel from a recent  run-in, that shows they used Plasma bombs in booby trapped doors.

Aqra....

  Needless to say..  the Fish Folk have  access to Pulse weapons, and have   added thier own designs...( weapons that fire  under water).

 Their biggest weapons and quite  hard to get, short of taking them from a dead body, are  temperature related  as those  were developed to fight themselves, then later, as they came together.. fighting other   species.

   Heat blasters  ..'Heaters".. fires off a Lazar  type ray that burns/melts skin , armor  ect...thier ships   normally have   one per side...the Bigger the weapon, the more heat...Aqra troopers have sent  building on fire  with  rifles.

  Cold Blasters..." chillers".. fires   beams of   sub zero cold.. depending on the race, frostbite  is a problem..  equipment  can  freeze...stories of  LArrgan and Humans   having limbs  snapped off are Common.

 there are grenades   for both  type of weapons

  They  have  savage looking , twin bladed knives shaped  like  prongs they  stab and twist,  cutting  out  large plugs  of flesh and  causing  Tissue  damage..  some cary sword s that are used the same way



   Additionally, every race has some kind of knife or edged weapon available, and in some cases (as with humans), there's quite a variety.

Vampic

  Silver   daggers  with long, round,  pointed blades, and   two   sharp   edges  , facing    outward, from either  side of the  hilt... The common  use  is to drive the Dagger    deep into the target, then  turn on the  way out... allowing the   Edges  to tear up more flesh on the  as its  turned..


Silver  sidearms, they vary in design, but   all  will shoot   silver bullet ( or   human 'lead' ).. thier pulse  weapons  are silver as well. but  fire  purely Power Cell pusle.


 The rifles  are the same..it is  assumed they have heavy weapons.. research is still being  done

This message was last edited by the player at 00:28, Thu 16 Jan.

Armor
Sun 23 Feb 2014
at 19:32
Re: The  Fleets ( that you know of)
 These are the types of  armor used by ESN/AP forces....they can be modified a bit, but that is at the users risk.

  Light flight suit...Pilots normally wear these. tight  and Light, offers  little  to nom protection from weapons, but will maintain heat and  O2. Helmets are Light  with Visors .

  Heavy Flight suit...those  pilots or boarding troops  will use these  if they no there is a chance of 'a space walk'..heavier then the light suit, will protect from  energy weapons a bit..hard ammo will punch right through.. regulates  Heat and O2..can be used with Magna boots. suits have a Belt  with corded steel wire that can be hooked onto the side of  a ship, or the  handrails of a shuttle...length  is about 50 feet of thin wire in the retractable  slot.

 Light Boarding Suit... Light,easy to move  armor..preferred by most troops , because of the freedom of movement. will protect against  energy weapons to a point, and  will take some punishment  from hard rounds..can be used with magna boots..and has the retractable steel cable in the belt. Small, limited thrusters on the Hips can be used to aid  the wearer by giving a 'push'...can have 3  short burns..or one large one...can wear a pack or weapons  pack on the back ( IE..flame thrower...street sweeper  ammo block ..ect.

 Heavy Boarding suit... Used by those who are going to be on extended 'space walks'..always  come with magna boots..have thrusters on hips  , and can be used   for 1 long burn, or  2 short burns..Back has container for 2 hours  worth of  02...as well as the suits normal O2 system ( as all suits)..can take a pounding  fromenergy weapons and  HArd Ammo, but like all suits...damage will be taken.

 EXO-Suits...these can be  worn with  an suit, except the Heavy boarding suit...The arms  , legs  and BAck have  cervos that aid the wearer in lifting, holding  and walking...Very slow in Atmo...however, is a bit faster then the Heavy boarding suit when in The Black..no thrusters...and  no 02 tankis can be worn with this.

 MECHs...  Between 8-10 feet Tall arms  and Legs  can "slide" in  to make in compact for shiping. Rider  sits in the Chest..The Rider's head is the Mech's head,

  small compartments in bot legs  can Hold a rifle, Sidearms..1st aid ect..these are not meant ton be cargo carriers...they  can Carry things on their back, if needs arise.
  Riders are not "jacked in" to Mech...The Controls must be touched  with a BAre hand..DNA will activate the Mech.


lightly armored, but  cockpit is  well sealed for space work.
 the Left arm is  one of three types of  weapons...a Cannon (  something like the  stuart tanks  use as a main gun)....A Mini-gun..with .60 cal slugs..or  a flame thrower...the right  hand..is  a hand

  the launchers  are mounted on the right shoulder... grenade launcher that has 45 grenades..15 in each volley...they have thrusters that have a Limit 'jump' about 10 feet in the air..they don't burn long, and sap a lot of  Power Cell Juice..most Mech Rider  rarely use it.

This message was last edited by the GM at 17:11, Sun 11 May 2014.

Med=Tech
Wed 30 Apr 2014
at 22:11
Re: The  Fleets ( that you know of)
  Derma-foam.... This is a Bio-engineered foam, contained in spray cans. the  Bio-make up is...species specific. Though? you can use  any foam, on any species in a pinch...there just  may be nasty side effects  until the foam is cleaned out.

 Derma  Foam fills  large wounds..sealing off Blood vessels and coating the  area  with 'flesh'...the Bio-engineered microbes begin to  'heal  the wounds and  rpair  the  flow of  Blood...the foam will be  used by the body...what extra there is  will dissolve with in 2-3 days.

..................

 Derma-Plast.... Made by the same  folks who make Derma foam, this  spray can  will cover  wounds  and/or  fill in smaller wounds, then seal it off as it  dries.

  Some  explorers even coat their hands with it, to protect themselves from bites and such

..................................

 there is rumored to be  two fluids  that aid  in  healing.

 Silver  , and Blue...it is said   these can be refined from  plants that grow, mostly, in the PAradise system, though the ESN has started to spread these plants to their colonies, in hopes of making the   flowers  more plentiful

This message was last edited by the GM at 14:04, Thu 13 Aug 2015.

Computers
Thu 18 Dec 2014
at 15:07
Re: The  Fleets ( that you know of)
  With the Angels, Occui and  Sanri, the biggest merchants in the  Galaxy, the  Quantum Net ( QN) was made  available to Earth and her colonies.

 it is something similar to the extranet in MAss Effect.Because of the vast distance and cultures, more often then not..feeds are sent through Coded  for their target recievers. There are   HAckers who make good credits , trying to crack codes,  and steal info to sell to either side. To battle this , Most Businesses   have dedicated Techs who fight against and/or try to 'hack back'. a war all its own.

  The Computers in use now.  are small. A desk top..is about the size of a loaf of bread. The di8scs  used are slightly smaller then a DVD  we use now, but contains 5 times the amout of info. LAps tops  haven't changed  by much, escpet they are more powerful and  far lighter.

  The most common item is a Vidboard. Looking like a Clip board, it has a screen keyboard and  can 'read' a disc with a scan button. This is the most common item used in the field since they are light and can still get the QN, if needs be.

  Scanners  go from the size  of a small handgun, to Pen size. They can scan the discs for whatever  computer device they wish to log into...they also can be used to scan wrist chips, if they contain the program.

 Hand-helds. Thicker then a Vid board, larger the a COM unit. they are the 'hard' cousin of the Vidboard..some folks like the  Hand-helds because they seem more sturdy and are carried  in a belt  Pouch ( or where ever you can fit it.)..they have all the same ability as a Vidbaord, but are a bit more sturdy.

 COM UNITS...Three types.

  The first is the "Button" about as Big as  a  .50cent piece. it  can be worn on a uniform   and  is touched   to send or  receive Voice traffic,

 " handheld"...Cell phone size..has  a small screen and Keyboard  can send text , pics and voice..they have scanners as well and  can hit the QN if close to a soutce.
COMs... from every day use?... you know that a standard  ESN personal COM can...

1.  talk like  cell phone

2. take  pics ( as above)

3. Take Vids

4.  COM texts

5. has a  small back Light for the screen, that can be used as a flash light.

6.  These COMs  have lenses  that auto-filter  light  ( or lack of ) so they can take  decent pics  at night



 Omni COM...big brother to COM units about  as big as a TAblet, as powerful as  a Vidboard...can use   Pics, Vids, Text and Voice. can download items off a scan, or a disc.

...................
  Patching in.

  For all intent and Purpose. Youc an hit the QN anytime anywhere  as long as there is nothing to hidner the signal...mostly, you would have to have a lot of Rock between you and the  sky/black for that.

 There are times  'plugging in " is needed..when accessing terminals, Puters ect ect, that are not Commen for your equipment, you need to plug  in..and 'hack' your way into the sytem.

  those trained in such, can do it  if given enough time...the better you are at it...the faster you can hack/uncover   stuff.

……………………..

 as a side bar...  For Vid Boards  and    Computers.. New Messages   will have  a  'Blue Light"....a Green ight means a message  awaiting a reply..

This message was last edited by the GM at 13:28, Sat 29 June 2019.

Awards
Tue 18 Aug 2015
at 14:47
Re: The  Fleets ( that you know of)
 for   the High class Dress Uniforms the medals will be worn.

 if you have received   more then one of the same award a ribbon below it will have a small pin added to it.  EX:..if  a person has  4 Bronze ESN stars..his dress uniform with have a  Bronze star, with a   Blue Ribbon and 3 more  tiny bronze stars on the ribbon

 On  Normal Dress  Uniforms, will be 'bar' ribbons with a tiny silver number on that bar, indicating the number of  times that award was given

 The Blue Max..is worn around the Neck

 The Galactic Medal Of Honor is also worn around the neck, but few  will get this while  alive or in service.

 The  Angel Comet ( Burning Star) … is   the Angel version of the Blue  Max.. Gold   fireball on  Black  ribbon..Angels wear it on thie r neck... Humans   on thier chest  Above  most other  Medals.


Aleins  tend to wear the Highest metal of thier  host  Race.on the top  row, with thier own next and down the line...


FOR ENTIRE APF

Galatic Metal of  honor

APF ( Battle) Stars..Platinum ...Gold..Silver  and Bronze
APF  Combat Action Ribbon  ( given once with a Gold  medallion small 'dots' for  each additonal

HUMANS :

Medal of Honor...Victoria Cross are the highest  Earth Medals, but do not  seemed to get doled  out to  the Fleets.

The Pour le Mιrite. ( Blue Max )once fallen into disuse, it gained favor  as  Earth took to The Black. using the number  20.. to be the Kills to earn the  Blue Max.( neck worn...smaller  Cross   for  combat, larger  cross   for dress)

Crosses:  Plat , Gold , sliver  and  Bronze... Wings behind the Cross  for  Pilots.... crossed rifles  fro  ground   troops..anchors  for other   Navel rates.

Stars: Plat, Gold Silver and Bronze

Purple Heart: this is less-then consistant, given for  'bad' wounds..or  , more to the point. Wounds  suffered  in close  action..awarded   once.. 'dots' given for  each new award.

Sanri:  The Frist  Allies   to join  witht he  Humans.


Sanri Ring:... a small silver    medallion  with   Bold  rings to represent  thier world... Hightes  award they give to aliens.

Sanri Stars...PLat, Gold, Silver, bronze

OCCUI:  the second  rgoup to join the  APF

Occui Burst:.. a Purple medallion shaped   like a burst..a samll diamond in the Middle..Highest award  given to aleins.


Occui Stars... Plat, Gold, Silver  and Bronze.


 MULL:( neutral but will award those  who  help them)

 Mulls  Stars:    Plat Gold , sliver  and Bronze...


FELRITES :

 The Beast:... a Golden   Cat head  with it s    Fangs beared in a roar..Highest  award they give to aliens

Felrite Paws ( stars)  Plat, Gold, Silver  and Bronze

 NIVAR:

 Golden Sun:  pur gold   4 pointed  star..hifhest award they give to aliens /

 Sun Streak:  a Golden bar given for   extreme bravery( silver  dots  for each additional )

 Nivar Stars:  Plat, Gold   Silver and Bronze

 Naragran Web:  web from the Naragrans incased in  glass with  a gold  rim.... ( Naragrans  decide who gets them..no one argues)

APEFOLK   being   just 'turned' they adopted the Human awards. Though they will award people with  'spoils of  war" if they deem them brave enough.


 Gava:  they have no  clue..but..some honor... They  Gift those  they  feel accounted themselevs  well with  weapons   or  some shiny thing..one assume they will  grow into some kind of sustem.

Angels:


 The  Comet is thier  big award  for aliens... they adopted the Human  award system , since the  Humans entered the war.


 Thier awards, they give  among themselves  are

Plat, Gold, silve  or Bronce... discs that have a small Gem.. the  Gems  are either  Emrald  or Saphire .. the  color  red, not being accepted in any order, because of its ties to the Demons.

This message was last edited by the GM at 01:13, Fri 06 July 2018.

TransportBases
Sun 1 Nov 2015
at 04:32
Re: The  Fleets ( that you know of)
 Transport/Bases are the  Mules of the Fleet. they are almost 1 Mile  Long and  about 1/2 Mile Across, and  almost that high. There sole purpose is to be used  for  training and transporting armor and Troops , when needed.

 On each side of the ship, there  are 'banks' of Transports.. 4 transports High, 25 Long ( total of  200 transports)..the  Transport  can carry 100 troops, or  50 troops and  4 Tanks, or 12 tanks and  6 troops.

 Troops  live and train in the  Middle of the ship, The front of the ship contains the   Bridge and Officers Quarters  for  Captain and up..Lts  and down have  quarters near the  troops

Each transport/base stows  Armor in the hold ( bottom of the ship)...the tanks  are loaded By elevator and conveyor  as needed... some Transport/bases carry  the LT scout Tanks ( made to look like Stuarts) or Heavy Tanks ( made to Look Like   Panzers)

there are 4 armored cars on each  ships for scouting   as well.

The ship holds, at any one time..between 40,000- 50,000 troops..these troops  also Man the transport/base AA Guns...each transport has  AA mounted bubble  gun on the top

 The transport/bases have  10 AA guns  spaced out on the  'spine' of the ship, 5 to each side.

 In between the Hold and the last 'living quarters' Dec is  the training grounds that run  from the engine room to the  Bow of the ship

  The  TBs will carry 20  tanks  and the 4 Armored  cars..the rest of the room is used for   supplies... the  space between the top of the ship  and the  top 'living quarters' are also used  for supplies, though it is mostly weapons and ammo( and captured  weapons  that can be used  by humans)
NOSE ART
Fri 6 Nov 2015
at 00:37
Re: The  Fleets ( that you know of)
 because it may ( or may not!) be important to recognize insignias and devices  on ships and such, I will use this  Post to update   known  'nose art'.

 Ships;

 Hermes: Winged foot, 351 on the top, 'Hermes' under

 Athena: Athena's  Helm 352 0n top, Athena Under

 Apollo:  A blazing Sun 353 top  Apollo under

 Zeus:  Lighting Bolt  354 top, Zeus under

 Hera: a Peacock 355 top, Hera  Under

 Artemis:  a drawn bow with arrow 356 top  Artmis under

 Ares: Shield  with crossed sword, 357 top  Area Under

 Cyclops: Huge  eye, AC1 top, Cyclops  Under

 Hydra: 5  headed dragon, AC2 top, Hydra  under

 Medusa: screaming head  with nest of snakes for hair AC3 top, Medusa Under

 Achilles : Closed face helm with spear H001 top Achilles under

 Hector: Open faced  Helm H002 top, Hector Under

 Ajax: Huge Shield  and  spear H003 top, Ajax  below

 Romulus: Wolfhead with  sword H004 top,romulus bottom

 Remus: Wolfhead with  bow H005 top Remus  bottom

 Argus: batch of eyes H006 top Argus bottom

 Odin: Fist holding   Lighting Bolt F001 top, Odin, below

 Thor: Fist Holding a Hammer F002 top, Thor  bottom

 Heimdall: closed faced Horned helm with bright eyes, F003 top, Heimdall, bottom.

 Tyr: Bloodied  hand  with sword, F004 top Tyr Under

 Sif:  White Shadow of  female with sword and shield, F005 top Sif  Under

 Freya: Sword with lipstick kiss, F006 top Freya bottom

 (angels)

 Storm: Black Clouds  with lighting AESN 100 top, Storm bottom

 Blizzard: Dozens of snowflakes AESN 101 top, Blizzard bottom

 EMS...

 EMS 053 Harvester... Hooded Skeleton with Scythe 053  above Name  below

 EMS 089 Prowler.. Black Panther outlined in white ,089 above, name below

 EMS 015 Slayer ..Red  eyed skeleton with  twin blades,015 above, name below

 EMS 077 Slasher..Skeleton with scimitar ,077 above, name below

 EMS 098 Headsman.. a  Bloody Axe...098 above, Name below

Tenders...
 have  a cartoon of their name, name and number.

 destroyers...

 Name  and Number

Med tech ships.

 Pictures of their  Birds and Number

 Sloops..
 Name  and Number

 Transport Bases....

 HUGE numbers with name under it.

This message was last edited by the GM at 14:33, Wed 14 Mar 2018.

Nose Art
Fri 6 Nov 2015
at 04:00
Re: The  Fleets ( that you know of)
 Fighters , Mechs, ect

#19 Shadow's  Fighter : Chainmail Bikini warrior with Bloody sword raised,Dark Grin, left  hand  holds a bloody Demon's  head under  the picture is the word ' Vengeance'

#1  Frans' fighter:  F with a Crown

#2 Eckles Fighter: Red Lips with fangs " Kiss of Death"

#8 Steele's fighter: Tipped wine glass " Death with Class"

#12 Howe's Fighter: Wolfhead  backed  by moon " Howler"

#50 He-La's Fighter:  Dragon eating a  demon

#48 Losky's  fighter:  Red  Skull with a Blue star on forehead " Comrade"

#91 Flores fighter: Crossed  Candy Canes " Hard Candy"

#24 Mara's fighter: oneyed cartoon monster " Mara's Monster"

#27 Fitzsimmons Fighter : Grenade with  wings " throwing Fitz"

#49 Foster's fighter:  Skull backed  by a Huge M " Mica's Revenge "

#25 Kase's Finger:   Authoritive Finger Pointing at a Cowering  dog. Coller  and Dog Tag says KTJ;; 'Bad Dog ' in letters  above it.

#0 Nil Si   Shadowy   figure  with  two swords..'Angel" above it.. " of Death"  below it

#1A Oliver Hack  Bloody Hatchet

#68 D, Nole  Bright Sun " Nole's Nova"

#63 C. Burke  " Ren"

# 54 DR-NO  A green leaf with the word  " Honor"

# 93 G Waggles  a little black poodle

# 112 Musette   a broken stick of French bread

# 116 Lt Gia Viennie  " SAUCEY" a bowl of pasta

# 108 En Grit Coolie   kangaroo with boxing gloves

# 117 EN Harriet Lynch a skull, crossed with a single red rose and a switch blade in the style of a pirate skull and cross bones, circled by the words "Into the Black"

#125 En Teela : a pair of black and purple Angel wings that start at the tip of the craft and sweep back to the sides and also touching the anterior and posterior of the fighter.

#50 Capt He-LA  a Tree  holding a Heavy Pulse   weapon.

#142 EN  Abby St Clair-Carmichael..Gold  Highheels  with  a smoking hand gun behind it. " High Society "

#127 EN L Brivet.  A CartoonBear aiming a Gun at you... " You'er"  on top  and  " DEAD" on the bottom.

# 1F LT Ariv  A Pouncing Cat   " Cat Nip"

#139 EN   D Beamon … a Mint  Julip " Bless Your  Heart"

#147 En O'Connor  A red, orange and yellow Flaming Phoenix, with BURN IN, on the top and In THE 9 HELLS on the bottom

#149 En  Rutledge Big ring frame in Celtic knotwork.  Inside ghost like woman in ancient armor.  She is screaming and breaks part of the knotwork.  Pinshripe  with 'Banshee' above the Kill decals.




MECHS

#7  Morgan: a cartoon Mongoose with a cigar and Minigun.." Mongoose"

#3  Slick: a Cartoon Muscledman running,Over his shoulder Is slung a tool bag with assorted tools hanging out of the opening...In his left hand..a Power Supply,In his right hand.. An ammo case..BANDAIDER" under the cartoon.

((#76  Riely: black striping , greek warrior on the left chest piece of the Mech. The warrior has winged boots and a winged helmet 'Heracles'l))


#76 Clark:  Black 'fur' paint job, with  a were wolf's  head  where   the cockpit is. ( placing    Heracles )

#1 Morningstar  Nilsson : Dark Shrouded figther with  Red Glowing eyes under the cowl. Hip firing chain Gun :  'SPECTER' in big letters  above, "'The Shadow in The Valley of Death' under it in smaller letters

This message was last edited by the GM at 00:18, Sat 18 Jan.

QUARTERS
Sun 15 Nov 2015
at 14:39
Re: The  Fleets ( that you know of)
  I know I mentioned these somewhere....

 Officer's Quarters.... Apartment style . Big living room area that Contains , a sofa, Chair, and  Double  Bed.

 Small Kitchen, a bathroom with shower  (only Ambassador's rooms  a, Admiral and Commander has tubs)

  Small room ot the left or  right  that has a Bend, dresser and chair, 3 closets

 Non-Coms..... Bigger then  enlisted, by not  by Much.... One single bed, to the right...computer table straight ahead. with  lockers  above. Closet to the left, two lockers on the left,  and a very small bathroom with shower., the  door  is the corner of the  inward wall and  left wall. a Table  with two soft folding chairs and a small fridge next to computer


 Enlisted.... a bit smaller the  Non-coms..only has  one locker next to closet.In times of Need, and extra  Bunk can be brought  in and set up to make Bunk beds.
CREDS
Sat 12 Dec 2015
at 16:32
Re: The  Fleets ( that you know of)
 CREDS

 everyo9ne, from Angels to Demons and everyone inbetween, work of the Universal Credit System (UCS )

 Credits  are  Earn through service  and Jobs, they are either paid to you is 'cash"  or scanned to your wrist chip..if you don't have a wrist chips, you don't have an account, and  can/will be treated  as threat.

  The Chips came   to us from the Angels. Every race has chips, the Mulls started it  when  space trade began, so planets  could  make trade without carting  credit  Bills and chips around.

 if you have Cash...

cred chips that people use  are as follows..Red =1.... Blue=2...green=5...white=10..Black=20

Paper  bills are the same.. except there is a yellow 50..and a  pink 100


there is also a way to carry  alrge  amount of   semi-cash..these are the cred  discs..small  computer  discs that  can transfer creds they have been 'loaded' with... see below..

Cred disc  are used  by  people/companies with lots of money.. rather then carring  creds with them, or throwing it all on their account, they have the disc's  'charged ' with money..there are 5 colors...

Red = 100,000

Blue=200,000

Green= 300,000

white= 400,000

black = 500,000

 the draw back? its  bearer only, so any one  can cash it out if they get their  hands on it.

This message was last edited by the GM at 20:45, Wed 17 Jan 2018.

Action figures
Sun 13 Dec 2015
at 18:10
Re: The  Fleets ( that you know of)
 though there are   playsets  with smaller  versions   , and HO scale   figures, and even the   bigger 'GI Joe/Barbie size"..the most popular  figures are the 6 inch size that come with a wide variety of   vehicles , ships  ect ect...

 every figure is sold  separate  and will have  a change of gear and   weapons and instruments they are know  for.



Set 1: The Men

Hack, Shadow, Spencer, Rivets

Set 2: Sidekicks

Steele, Raven,Supe, Stevens

Set 3: Ladies

Nil Si, LT Miller, Eckles, Frans

set 4: Women
 Hannah, Beth, He-La, Jesse

SET 5: Teamates

 Henry, Zob, Xy, Garrat

...................
New Issues.

Set 6:Med Techs

Omin, Cat,Melia, Stefi

Set 7: Heroes

 Lt Hirr, Hunter, Tucker, Naomi

Set 8: Leaders

 Ad Hennings,Admiral Evert,Gen. BAle, CApt Morris

seT 9: Evols

Jonny Blu, Wess, Nickerson, Lt Ara Zonia

Set 10: Bad Guys

  Demon Red BAron,  Demon Yellow BAron, Qar la Cal,  Zar-Ke ( Largran Leader)

Set 11: Heroes 2

 Irina,  Stoly ( the Uncle), Stoly( the Nephew),Foster

Set 12: Young Ones

 Sam, Kenny. Orria , Shade

New  Issues:

Set 13: New Blood

Harry, Gai , Teela, Warlord Lilit

Set 14: Paws on the Ground

Mila. Larry the Larg,Naragran ( with flight helmet webbed on)  Gava ( with   spear/staff )

Set 15: Rising stars.

 Dusk Shadow, Captain Bornberry, Flores , Kat

Set 16: Crew set 1


Nikki, Will, Shoemaker, MAria


Set 17: Crew 2 (scots)

 Hemsly, Mc Niel, Minnet, Brooks

Set: 18 Crew  3 Troopers

Hodden, Rolfe,Wagstaff.Karson

Set 19 APF set1

Verian Trooper (m), Verian Trooper (f), Lirg, Az-el


Set 20: APF  set 2


(4) Felrites  ..2 each  MAle and female  in differant   Pelt colors

This message was last edited by the GM at 14:52, Sat 06 Oct 2018.

SHIPS
Tue 12 Jan 2016
at 21:21
Re: The  Fleets ( that you know of)
  these are the Updated Specs  of ships in the   Fleet. any changes  will be edited in here........

God Class  Cruisers : ( Hermes ect ).

 The God Class Cruisers  are   close to a Mile long and  1/2  mile wide They carry 8  ships  guns, 4 on each side. two  torpedoes and two HArd ammo big guns.

 the   rim above big  guns  have  AA guns that  alternate between hard ammo and heavy pulse.


Hero Class Cruisers: ( H or F in front of their numbers)

 1000 feet long 500 feet wide..faster then  the God Class cruisers , same   guns, main difference  was  size due to the ship building   at the CArrier stations  are  smaller then those at earth.

  Destroyers:   800 feet long  200 feet whide.. 3 guns  per size one torpedo one  Big Pulse   gun, one Hard ammo. have  5  fighters  as well. built to hit and run.

  Corvette, Sloops :  vary in size  from 300 to 600 feet. two Guns   aside. one pulse   one hardammo..two deck guns, Hard ammo on  on the bow, one on the stern,  2  fighters. mostly for scouting.

 BIG UGLY TRANSPORTS:
The  Big ugly is shaped like  Giant Hot dog bun... it  can carried up to  40 troops ( 50 if they all stand).. there  are tiny benches on both sides of the  cargo hold, though the  starboard side ends at the   ramp way that is  big enough for a Stuart tank to drive up, in.

 It is meant to carry supplies..and troops, but  we used it to get the Naragrans down to the planet, since  the  big creatures couldn't  fit in a stoly..

 ( if the  Big Ugly's  loading door were big enough.  Both stolys  could fit inside the cargo hoard)

  The  thing can't run, and it can't  fight... its  just  a ugly looking pack Mule!

This message was last edited by the GM at 16:48, Thu 03 Aug 2017.

Visors
Tue 21 Jun 2016
at 15:03
Re: The  Fleets ( that you know of)
 colors  for visors and scopes.

when thinking of stuff like this. thing of  'simple'...Thanks to Cred  chips..Humans  will appear Green..enemies  will appear red .

  colors as follows.

  Humans..Green

  Angels ..Blue

  Occui...purple

  Sanri..Lt Blue

  Mulls..Brown

  Unknown ...yellow

  Red....  for all enemies

  verians.. have a grey sig

  the Cannibal Apes, apemen, and men..will appear orange...unless they are not chipped, then they will be red.

 Naragrans, Nivarians, chipped  LArgs and Lorts, and Gavas  will be Yellow.

This message was last edited by the GM at 22:20, Fri 01 June 2018.

aircraft
Thu 15 Sep 2016
at 12:22
Re: The  Fleets ( that you know of)
This  may be updated as other  aircraft are added, or  Players/characters   suggest items, that are approved  by Rivets.

 standard  Items  for aircraft...

 Fighters...

( including Mace and Moringstar )

  All pilots will choose a 'longarm' to take with them when they take off. It will be  locked into a rack behind the jumpseat in the cockpit.

  there is a small cargo compartment, that opens  from the outside, it is  located behind the cockpit. This  cargo  area   will always have a first aid  kit, one spare  Powercell for a the pilot's  weapons ( or  a couple mags of hard ammo ) two bottles of  water, and 2 days  worth of  dried rations.

..........

 Twoseater   aircraft...

   set up the same was as the fighters, except the  two crew men have  a lock rack one either side of their seats to put their  'rifle'.  The Torpedo craft also have a  deeper cargo  compartment and it will contain the  same standard equipment as the fighter  do.

 Shuttles....

 all assault  shuttles have...

 Lock racks in the cockpit  for a pilot and  Co-pilot's long arm

 In the 'hold' area  for the shuttle, there is a highend  Lazar  cutting torch, mounted on a Hover base. this  is locked into clamps  near the  rear  ramp of the shuttle. Directly behind the cockpit, in the  hold section is a arms  racks  with  6 rifles, and 6 sidearms. These are meant for the crew ( 3 bubble gunners pilot  and co-pilot), with one spare. Many shuttles  do not sue  co-pilots , unless the run is expected to take longer then  a normal Jump off.

 Besides  , whatever Med Tech wishes to add. there is a first aid  chest that will have a 12 pack of  Dermafoam and Dermaplast (each) as well as assorted  bandages  and a few bottles of pain killers ,antibiotics  a a large bottle of alcohol . A small plastic case of  needles  and old fashion stiching and a small sqare flashlight that can be set down  to provide light.a 12 pack of  distilled water as a 6 pack of dried  rations.
Admiral Hack
 GM, 4616 posts
Wed 15 Feb 2017
at 00:16
Re: The  Fleets ( that you know of)
Lazar power.....so far.

Far Infrared
1e-3 to 5e-5 m (1,000,000 to 50,000 nanometers)
Mid Infrared
5e-5 to 2.5e-6 m (50,000 to 2,500 nanometers)
Near Infrared
2.5e-6 to 7.5e-7 m (2,500 to 750 nanometers)
Red
7.5e-7 to 6.2e-7 m (750 to 620 nanometers)
Orange
6.2e-7 to 5.9e-7 m (620 to 590 nanometers)
Yellow
5.9e-7 to 5.7e-7 m (590 to 570 nanometers)
Green
5.7e-7 to 4.95e-7 m (570 to 495 nanometers)
Blue
4.95e-7 to 4.5e-7 m (495 to 450 nanometers)
Indigo
4.5e-7 to 4.2e-7 m (450 to 420 nanometers)
Violet
4.2e-7 to 3.8e-7 m (420 to 380 nanometers)
Ultraviolet A
4e-7 to 3.15e-7 m (400 to 315 nanometers)
Ultraviolet B
3.15e-7 to 2.8e-7 m (315 to 280 nanometers)
Start of
Vacuum Frequencies
2.e-7 m (200 nanometers)
Ultraviolet C
2.8e-7 to 1e-7 m (280 to 100 nanometers)
Extreme Ultraviolet
1e-7 to 1e-8 m (100 to 10 nanometers)
Start of
Ionizing Radiation
1e-8 m (10 nanometers)
Soft X-Ray
1e-8 to 2e-10 m (10 to 2e-1 nanometers)
Hard X-Ray
2e-10 to 2e-11 m (2e-1 to 2e-2 nanometers)
Gamma-Ray
2e-11 to 1e-13 m (2e-2 to 1e-4 nanometer)
Cosmic-Ray
1e-13 to 1e-17 m (1e-4 to 1e-8 nanometers)
TROOP TYPES
Wed 12 Apr 2017
at 13:28
Re: The  Fleets ( that you know of)
The Type of troops in the  Fleet..

CAP SHIPS...

1..The Unit... teams  for Spec opts recruited  from crew

2...Boarding/Recon teams...Troops  selected to board  enemy ships , away missions and spec opts.

3...SEC ..troops that serve  as security ,  they may be  sailors or Marines

4.. MArines... troops who help defend the ship, and  add number to the boarding teams

5..sailors.. man  the ships  guns  and most of the ship's functions. 90% of the ground crew  are sailors, with the  10 % rounded out with MArines.

TRANSPORT/BASES..

Troop Type on the Massive   flying bases.

1.....Marines  90 % of the ground troops are MArines..with the 10%  rounded off my trained sailors

2...Sailors.. as with Cap ships , Run the functions of the ship, including Guns...at least half the pilots of the giant drop ships are also sailors.

3...Tankers.. troops trained for  fighting in the armored Vehicles ..3 man teams for the 'new" Stuarts..4 man teams of the 'new' Panzers.

4 ..APV drivers... skilled at  driving the  large carriers... 2 drivers..one  Bubble Gunner on top

5..Cycle troops... Mostly, Pilots who didn't make the grade..ride the Hover scout  cycles... have a small pulse  weapon Mounted on the  middle of the   handlebars... leg slots help protect legs and Keep the  rider on the seat. tall armored back to protect rider.

6..Mech riders... though they are waning..there are a few out there.Most mechs are being sent to colonies   for home defense.
QUARTERS
Thu 13 Jul 2017
at 01:43
Re: The  Fleets ( that you know of)
Officer  Quarters ( LTs  and Up) have a big 'living room' with a couch two soft chairs and   a  Kingsize bed.  Large Vid screen and shelves. the   Bathroom is  small bat has a   shower-tub..where others  just have a shower.   Part of the living room is split by the  counter  and  Kitchentte... and  a door  to a 'spare room"...a walk in closet-like thing with a cot.

 Coffeetable   between coach and  one chair.

 there  are  two closets and a Computer  desk.

............

 Officers  ( ensigns and odd  rates from other AFP navies)  wooden tables,  4 chairs

 same confurations..except for not spare  room and the bathroom has no tub, just a shower

..........

 NCOs

  small single  bed . to the right is the Bed  with shelves  above  and  drawers  below.  a computer desk straight ahead. Bathroom door on the  left side of the   'straight ahead' wall..just shower and toilet

 Table in the  middle ( folding) two folding chairs.

 4 lockers on the left wall  Vid  screen doubles  as Computer screen.

..............
enlisted.

  bigger then NCO quarters.. but  two sets of Bunkbeds on the left and right wall...one desk and table One locker  per  bed.  bathroom is same size.

NOTES:... Maj  and  above have  quarters on the 'admiral's side  of the elevator.. they are  Double rooms like the officer Quarters.... Ambassadors  stay there as well ( many of these  rooms are empty.

 SGT MAJ has his  own quarters in the Back of SEC. the same  size as LTs quarters.

 Henry has quarters in the front of Bio tech with a small living  area, kitchenette..his bed room  his rather  big and is the last room straight back.

 Stefi has a similar room behind her office.. there is are two other  romms like that, Hawkeye has one.. the other  can be used  by  surgeons on call in the military section.

This message was last edited by the GM at 04:50, Mon 16 Oct 2017.

Cookie Baker
 player, 659 posts
 field medic and cook
 hunter, hunted, haunted
Tue 18 Jul 2017
at 02:26
Re: The  Fleets ( that you know of)


HERMES
SUPPORT SHIPS
Thu 9 Nov 2017
at 14:48
Re: The  Fleets ( that you know of)
 Forge Ships:

 help ease the repair of   ships and  fighters...also can collect salvage with thier tenders. Lightly armed  with AA guns.. 6  fighters  that launch from tunnels above the  HAnger Dec.

 this is basicly a floating factory.

.................

 Media Ships:

 Depending on your Point of view.. Media ships  strike hard at the  propaganda that the Empire...EDT and  EVOLs try to  sow.

  The film battles  and send out Media shuttles to  film.. they are often close to a Cap ship and somethings   zoom over battles.. they have 2 Bubble guns... but aren't allowed to fire unless in self defsne... ( gunners  tend to ignore this when  the battle is hot)

...............

 Med Tech ships:

  take the worst of the injuried that CAp ships  can't handle , almost all  wounded from smaller ship  are sent  to them, since the smaller ships have  smaller  MedTech Labs..and lack some of the equipment.

 Med Tech ships  aslo  wrok with  'finds' on other  ships, and planets that Bio-techs  send to them.. to develop cures ..or  weapons..

............

Agro Ships:

 some thing  a bit new, but based off   'plant transports'. Plant transports  carry  fruit or vegtable  bearing plants tpo other  planets ( and earth!) to help develope more food...The  Giant 'mellon-fruit' trees  already have  taken hols  and have begun to spread over the Sahara .... the lack of  oil neeeds.. have stopped production in the middle east, with only its own  coutnries  still using it... the places not  spoiled by oilwells are growing into  Forests with the lush forest  giving   soil for  smaller  earth plants to grow.

 The Purpose  for Agro Ships are the growth of  more food  for the Fleet..trying to get as much fresh food to the fleets as possible.....with  Plants and trees on the  Middle  2 decs...water in the   hold for fish and fresh water... and   livestock on the top two decs...

Agro ships are captained  By Mull officers... each ship also has   a Memeber of the AP as  the 'military Commander' who takes  Charge during fights...AG -001  has a Human....AG-002  has a Sanri...AG-003 has an Occui , and  AG 004 has a felrite.

 the  ships   have 60% of the   plants grown, that suits the home planet of the Military Commander... the other  40% is mixed for other 'home worlds'...it is noted that  Nivarian  Purple   mellons have been added.

 Agro ships have  AA Guns.. and shuttles.. the shuttles have been upgraded to Duces..but Big Uglies are the  shuttles of choice  for  transfering goods.

 Pleasure  Ships

 Added  to teh Fleet, shortly  after  the first trip to Etna.. the  Ships  are just what the  sound like...

 Converte d  transports   with 14  AA Guns  ringing the Top.. Two large   hanger Dec  are  at the Very  bottom where the Hold should be.. the Dec  above   is   supplies, for the  crewe  and   Businesses.

 then next three Decks  are  for the   Businesses.. the Top deck is crew  quarters

 Business  consist  of   Brothels, Casinos, Bars. fine  dining, stores, Pawn shops.. Pool  halls  and Bowling alleys.. as well as a few alien   distractions.. they have    'races'  with    animals from time to time.. depending  what  animals  are   around, or they can get flown in

 These  ships  also   act as   emergency landing   durning battles

This message was last edited by the GM at 21:36, Sun 26 May 2019.

ANZIO
Wed 28 Mar 2018
at 13:14
Re: The  Fleets ( that you know of)
Anzio is built like a Gyroscope.. There is a massive  sphere in the Middle. It serve  as the   HQ for  the APF  forces there... it is classified  as  a 'free station'.. But the APF  runs  the Commerce  thanks to  ..um.. General  Cullit   Mull money man.... Admiral  White of the ESN/APF  has  30 Marines... 6 fighters  and  a Corvette... he had  60 men... they haven't had  replacements in  a year... They have an SEC, of sorts.. another  20   people of  ALL  races.. and  I do mean all.. even The Aqra have a few in uniform there...

 a   Picture Pops up showing the  sphere  with a   Giant ring  that goes  around it   from Pole to pole, and  another   ring that surrounds it  going  across the 'equator'... at the Top  is there  Biggest...'bar"   it  has  some  500  rooms above the  Bar..called  'The North Star"  mostly Humans  and allies..... 'The South Pole" at the bottom has a Mix..of  everyone, everything...

 on the West side   is the 'West End" APF Races...

 and then the  "East End"  Mostly Empire...

 peopel Mix  freely.. there are fights... deaths.. but no one cares.. The Sphere  houses   the  ESN/APF  forces  as well as the Hanger  Dec, Med tech and..about half the Civie  population... the Rings  hous e evberu one..everything esle.. shops,  businesses..  one stop 'motels'.. It make Tortuga , look like Fuji!.... tons of room for ships to dock, including Floatign Platforms  both sides of the war help build...

  Beth  adds as she looks accusingly at the Dock workers,..Not surprisingly  ... its the biggest place, short of going to Aqra...to get the  Aqra Lure  scent...perfume  companies from all over the Black show up here to trade for it... supposed to make  peopledesire...fall-in-love... whatever other   words  you want to use...it doesn't last.. according to the  Med Tech file here...but it works?... Aqra's used it in the old days  to  get wooden ship sailors   to  wreck ships, then use them for breeding,  or  food...
CARRIER STATIONS
Mon 6 Aug 2018
at 02:30
Re: The  Fleets ( that you know of)
Olympus:

Uppers:  Commerace  and trade...Cred flow  to fleets  and Earth and her colonies  go through her

Lowers:  Plates for Fighters  and shuttles as well as air car  factories

......…………………………..


 FUJI :


 Uppers:   Marine Bio-tech, recreation

White Sands- hotel on Beach ( hack and Shadow)

Why Not?- Toy store and Front


Lower:  weapons  for  aircraft..fighters , Shuttles  ect designed and Built on 'The Proving Grounds"

Missy's Parents dock/repair shop




…………………………………………………..


Everest:

 Uppers :Cold  weather  Tech.. and recreation..Commerace


 Lowers:  Commerace...Fishing....munitions


......................


Etna:


Uppers:  Bio-tech weapons..'outdoors  recreation


Lowers:  Armor  and weapons for  troopers.

......................

Matterhorn:

Uppers:  Food tech, Grain and fruit.

Lowers: Commerace  fightter  and shuttle based weapons


..........................

 Anzio:  Now..ESN  station.. Black market.. recruits... Pirvateers.

 Tortuga: still Free station  but APF.... Black market,...... Recruits... Privateers.

This message was last edited by the GM at 03:18, Mon 13 Aug 2018.

Med TECH
Sat 26 Jan 2019
at 14:24
Re: The  Fleets ( that you know of)
 the front of Med Tech has Metaglass    windows and sliding Doors... when we get boarded, or are going into 'ship to ship' action.. Blast doors    will come  down, except  for the  sliding doors, they will be sealed  if we are boarded..

 the front of  Med tech  has a waiting area, by the Desk... the desk is on the right when you enter... the waiting  are on the  left.. past that, to the left.


  is a very large open area .. Tables  are set up to handle   small combat wounds... worse  wound  are  handed in stalls that  line the  far wall...the stalls have curtains.

 way to the left   are sinks , cabinets,and  two ejection chutes.. one  for  Bio-material..one for bodies ( enemy bodies )..

……………………………..
 past the  line of  stalls , to the left, are the OR  rooms  and ER  rooms ( one in the same).. past the

…………………….

 to the right  is Stefi's office and quarters... just behind that  are the  Med Tech's  Quarters

…………………………………..

 the last wall ( the Hull would be the end)  are recovery rooms on bioth sides  of the  Med tech...with a pair of  doubledoors  for a lift that takes  Med Tech up to the civie section of Med Tech... there are a few  Civie Med Techs, who get  creds and experience, as they wait to  get transferred to a colony.. they will help out  with battle wounded.

 Med  Techs  main floor isn't  as high  as the  hanger  deck, since  they have  two floors inside the building.
Media ships
Wed 28 Aug 2019
at 16:28
Re: The  Fleets ( that you know of)
  I have added Media  shipos to the Fleet roster... right below the pleasure ships

  the  Med  Tech ships , Media ships  and Pleasure ships  have the  same  build, but  differ in size.

 Med Tech ships are massive   at  least  3  times   the Height  , width and length  of   a God Class Cap ship... all of  them are  Oval ( like a  rugby ball, or  a  old Football )

 they are built like this on purpose, so their  silhouettes won't be confused  with war ships

 the media ships  are half the size of a Med Tech ship.. Pleasure ships  are also half the  size  of a Med Tech ship

This message was last edited by the GM at 17:38, Fri 03 Jan.

weapons
Tue 3 Dec 2019
at 14:18
Re: The  Fleets ( that you know of)
  to clear up some  use  of the words, to ...maybe..help folks understand  and   use in RP

 Lazars:...

 though they are  falling out  of use, they  are still used  by  ground   troops mostly because of the    damage they can do.. heavy  Empire  armor  is starting to make them less  useful

  Aircraft Lazars are being phased out  in favor of more  heavy Pulse weapons.

  Heavy Pulse...

   three Kinds  of  'heavy Pulse' based on   what they are  used on.

1....Heavy Pusle  , ground troops.. whether its  a heavy rifle.. or  a  Heavy Pulse   'MG'.. they are devastating  to troops  who are not in heavy Armor... Heavy armor gets pounded from these   weapons, and lose  thier integrity , to the point of   falling apart, or flat out..'get  burned through... they can.. bring  down a  fighter and  chew up APVs.. they  can Damage  tanks, but  a damn lucky shot is needed to destroy one.

2.. Heavy Pulse..fighters ( and other  Aircraft)..these are an Upgrade from the Ground  troops..'fighter  grade' Heavy Pulse can chew up armor, other  fighters..  damage freighters .. shoot  down shuttles ..tankers..tenders  ect...They can do damage  to  Cap Ships  but must  hit  vitals  to   destroy one.

3... Heavy Pulse , Cap Ships.. The heavy Pulse on  Cap ships ( even down to sloops  and such).. are  the biggest 'mobile ' Heavy pulse weapons.. they can damage  and destroy other ship,, when bombarding the surface  they can  blast  a circular  area  of  50 yards... LArgan shields  will stop the first few rounds.. but  once over loaded they aren't  any more protected  then  any other vessel


there is a rare  Heavy Pulse Emplacement.. they are a bit bigger the  CAp Ship grade.. but  are restricted to planet/stations.. they have  a very good range.. but are easy enough to avoid , unless they  are shelling troops   on the surface.. or there  are ships, 'just'  with in  orbit.

Vibra Blades
 Vibra  blades are 'colored' sonic vibrations.. when the   blade is  activated  a light  shines  from the base to give the blades  a wavering  look, so people  can see the 'blade'.

 The  can go through armor..though , the thinker the armor  the less   pain  will be  felt.

 It hurts the Nerves  and  causes  muscle spasms … though , only a deep stab to the hear, or maybe  the  head could  kill some one.. the pain is intense and  will effect  most  people like  a real wound. This saved the  Military  tons of  Med tech supplies  when 'patching  ' people up after training.

 The Longer the Blade  stays in, the worse the Muscles  could be   bruised, sprained  ect ect

This message was last edited by the GM at 17:40, Fri 03 Jan.