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The  Fleets ( that you know of)

Posted by Admiral HackFor group 0
Admiral Hack
GM, 5 posts
Sat 5 Feb 2011
at 00:06
  • msg #1

The  Fleets ( that you know of)

Real Time: 1-15-24

Game Time:  Hermes Sails  2112  9mo 19 days,,, Game date 'now':...2118 + 10 Mo + 30 days

( note... space   time  12 months  of  30  days..months go by number)

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


Carriers ( 1000 class )

ESN  1000 Olympus  SSN A1..(Sol System  'Delta  side')

ESN  1001 Everest  (Beta Quad)

ESN  1002 Fuji  ( Delta Quad )

ESN  1003 Etna ( Alpha Quad )

ESN  1004 Matterhorn ( Gamma Quad)

ESN  1005 Rainier  (Epsilon Quad )

ESN  1006 Taranaki ( Zeta Quad )

ESN  1007 Uluru ( Eta Quad)

........

SSN

SSN A2  Arcadia  ( Sol system   'Epsilon  side)

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

Battleships

ESN AC3 ( Rava)


Cruisers ( 300 class)

ESN 350 Hades ( Destroyed, By Hermes)

ESN 351 Hermes

ESN 352 Athena

ESN 353 Apollo

ESN 354 Zeus

ESN 355 Hera

ESN 356 Artemis

ESN 357 Ares

ESN 358 Atlas

ESN 359 Nike

ESN 340 Poseidon

ESN 341 Vulcan

ESN 342 Proteus ( Destroyed  Battle of Paradise)

ESN AC1 Cyclops ( Captured Demon craft renamed)

ESN AC2 Hydra (Once  The  Blade, Now  renamed)

ESN AC4 Medusa ( Captured, and renamed)

ESN AC5 Minotaur ( Cap Largran , renamed)

ESN AC6 Argus (Cap Hyrian, renamed HD , Fuji)

ESN AC8 Echidna ( cap Nivarian added to fleet)

ESN AC9 Sunray ( Captured  Nivar added to fleet)

ESN AC10 Lizard ( Captured LArgran added to fleet)

ESN AC11 Spider ( Captured Creshain added to fleet)

ESN AC12 Scylla ( CapturedDemon renamed atf ) ( destroyed  Matterhorn II)

ESN AC13 Charybdis ( Captured Largran  renamed atf)

ESN AC14 Hecate  ( Captured  Demon renamed atf)

ESN AC15 Crataiis ( captured largran  renamed  atf )

ESN H001 Achilles

ESN H002 Hector

ESN H003 Ajax (sent to Fuji..HD..destroyed)

ESN H004 Romulus

ESN H005 Remus

ESN H006 Nymph

ESN H007 Odysseus

ESN H008 Diomedes

ESN F001 Odin

ESN F002 Thor ( destroyed, Battle of the Black)

ESN F003 Heimdall

ESN F004 Tyr

ESN F005 Sif

ESN F006 Freya

ESN F007 Nemesis

ESN F008 Lyssa

ESN F009 Eris( destroyed  Matterhorn II)

ESN F010 Thebe *( multi race ships)

ESN F011 Deimos *

ESN F012 Oberon *

ESN F013 IO *

ESN CV001  Shepard

ESN CV002 Beagle (Destroyed  Battle  of Paradise)

ESN CV003 Poodle

ESN CV004 Bloodhound

ESN CV005 Bulldog

ESN CV006 Greyhound( destroyed  Matterhorn II)

ESN CV007 Sheltie

ESN CV008 Pitbull (destroyed  battle of Paradise)

ESN CE-001 Baboon  (destroyed, Battle of Paradise)

ESN CE-002 Ape

ESN CE-003 Monk

ESN CE-004 Howler

ESN CR-001 Blake

ESN CR-002 Hawthorne

ESN CR-003 Barber

ESN CR-004 Meville
.........................
Angel Cruisers

AESN 100  Storm

AESN 101  Blizzard

AESN 103 Guiding Light

AESN 104 Ice Moon (destroyed by Vampics  battle of glara)

AESN AC12 Cold Blade ( captured  demon Cruiser  )

....................
Sanri Cruisers

SESN 100 Goddess's Eyes ( destroyed Battle of The Field)

SESN 101 Breath of Doom

SESNC 001 Scale Ripper ( Captured Largran, Given to Sanri )

SENC 002  Crushing Arms ( Captured   Demon Given to Sanri)( destroyed  Matterhorn II)

SENS 003 Blue Death

.........…

Occui Cruisers


OESN 100 Death's Son

OESN 101 Returned Favor

OESNC 001 Green Death ( Captured Largran given to Occui)

0ESN 002 Eyes Of Darkness ( Captured  Demon Cruiser  Given to Occui)

OESN 003 To The End

...........


Hyrian Ships

APF H001 Jaws ( Hyrian refugees)

APF H002 Fur raiser

APF H003 Hunter's eye

APF H004 Blooded Horns

APF HT 001

APF HT 002

APF HT 003

APF HT 004


...........

Beta fleet

ESN E500 Set

ESN E501 Isis ( Destroyed in Beta battle)

ESN E502 Anubis ( Destroyed in Beta Battle)

ESN E503 Horus

ESN E504 Ra

ESN E505 Bast

ESN E506 Osirus

ESN ACB1 Taurus (cap Hyrian, renamed )

ESN ACB2 Sphinx ( cap Hyrian, Renamed.)
...................

Alpha fleet
Crusier

ESN ET001 Attila

ESN ET002 Brunhild

ESN ET003 Siegfried

ESN ET004 Wolfhart

ESN ET005 Hildebrand ( destroyed battle of The Field)

ESN ET006 Helche

ESN ET007 Beowulf

ESN ET008 Sigmund

ESN ET009 Yrsa ( destroyed battle of the field)

ESN ET010 Frigg

ESN  CH004 St. Louis ( Captured, Etna )

Destroyers(alpha Fleet)

ESN D100 Udea

ESN D101 Hansel

ESN D102 Gretel

ESN D103 Rapunzel

ESN D104 Esben ( destroyed by Vampic)

ESN D105 Astrid

ESN C106 Bloody eyes ( from battle of funnel)

Sloops (alpha Fleet)

ESN E00 Goldfish

ESN E01 Pike

ESN E02 Catfish

ESN E03 Bass

ESN E05 Perch

ESN E06 Tuna
..........................

 Gamma Fleet:

ESN MT O01 Sally Ride

ESN MT 002 Buzz Aldrin

ESN MT 003 Neil Armstrong Destroyed , battle of The Field )

ESN MT 004 John Glenn

ESN MT 005 Judy Resnik

ESN MT 006 Gus Grissom

ESN MT 007 Alan Shepard

ESN MT 008 Reinhold Ewald (Destroyed battled of the Field)

ESN MTC 001 Luna ( Captured Creshian given to GAmma fleet)

ESN  CH005 Boston ( Captured  Matterhorn)

ESN CH011 Brussels  ( Captured  , Matterhorn)

ESN CH012 Bloody Eyes ( Captured, Battle of Funnel)
...................................

Udenese.

ESN AC7 Charon (Cap EDT(saladin) added to Delta Fleet) (Verian mix) Damaged In Anzio space)

ESN AC8 Uden's Promise  ( Captured  demon crusier..Now Flag ship of Udenese

ESN V01 Darkness

ESN V02 Atom

ESN V03 Crystal

ESN V04 Gravis

ESN V05 Cosmic

ESN VT001

ESN VT002

ESN VT003

ESN VT004

ESN VY005

ESN U001  Vera's Fall ( captured Vera, given to Uden)

ESN U002  Rise of Uden (captured Vera)

ESN U003 Uden's Might  ( caputured Vera)

ESN U004 Uden's Fist ( Captured Vera )


Destroyers ( Delta Fleet) ( 100 class)

ESN 100 Zinc

ESN 101 Copper

ESN 102 Coal

ESN 103 Iron

ESN 104 Tin

ESN 105 Shale(destroyed TBOB)

ESN 106 Flint

ESN 107 Granite

ESN 108 Slate

ESN 109 Mica ( Lost in battle  with Demons)

ESN 110 Adobe

ESN 111 Silica

ESN 112 Pumice ( destroyed In Paradise system)

ESN 113 Pyrite ( recaptured)

ESN 114 Pebble

ESN 115 Sandstone

ESN CD01  Cobblestone ( CAp Hyrian, renamed)


Tenders

ESN 030 Skeleton

ESN 031 Ghost

ESN 032 wight

ESN 033  Banshee

ESN 034 Mummy

ESN 035 Ghoul

  Med-ships

ESN 700 Canary ( destroyed cause under investigation)

ESN 701 Blackbird

ESN 702 Finch

ESN 703 Sparrow

ESN 704 Swallow

ESN 705 Hummingbird

ESN 706 Wren

ESN 707 Flamingo

ESN 708 Robin ( destroyed by Hades)

ESN 709 Cardinal

ESN 710 Waxwing

ESN 711 Snowbird

ESN 712 Cowbird

ESN Z01 Purr

ESN S01 Bluestar

Provost Vessel:

ESN P01 Alcatraz


Sloops

ESN A001 Hemlock ( Missing)

ESN A002 Spruce

ESN A003 Pine

ESN A004 Birch

ESN A005 Redwood

ESN A006 Cedar

ESN A007 Bamboo

ESN A008 Oak

ESN A009 Teak

ESN AS01 Crabgrass ( captured LArgran sloop renamed)


EMS ( earth Mercenary Service)

EMS 053 Harvester

EMS 089 Prowler

EMS 015 Slayer

EMS 077 Slasher

EMS 098 Headsman
.................

Felrites

FESN 101 Raking Claw

FESN 102 Fangs that Bite

FESN 103 Flying Fur

FESN 104 Hunting Beast (destroyed , Battle of The Field)

FESNC 001 Gathered Web ( Captured  Creshian given to Felrites)

FESNC 002 Roar ( Captured Demon cruiser )

FESN 105 Pouncer ( destroyed  Matterhorn II)

FESN 105 Scratch

FT01

FT02

FT03

FT04

………………

Nivar

Cap ships

APF N001  Golden Ray

APF N002 Blue  Sky

APF N003 Heat

NT001

NT002

NT003

NT004 ( naragrans)

NT005 ( Larg  and wort Units)



Troop Transports....

ESN Henry Ford

ESN Orville Wright

ESN Wilbur Wright

ESN Ben Franklin

ESN Einstein

ESN Washington CArver

ESN  Angelo

ESN  DaVinci

ESN Barton

ESN Tesla

ESN Edison

ESN Smith

ESN  Gates

ESN  Curie

ESN Bradbury

ESN Shakespeare

ESN Nobel

ESN Moore

ESN Newton

ESN Bell

ESN Gutenburg

ESN Morse

ESN Watt

ESN Goodyear

ESN  Hertz

ESN Ampere

ESN Whitney

ESN Marconi

ESN Braille

ESN Diesel

ESN EAstman

ESN Gutenberg

ESN J Verne

ESN Ptolemy

ESN Socrates

ESN Plato

ESN W Irving

ESN Twain

ESN Aristotle

ESN Hershey

ESN Banting

ESN Nansen

ESN Teller

ESN Dantzig

ESN Faraday  Apefolk

ESN Seaborg  Apefolk

ESN SAuger  Nivarians

ESN Volta  Hillites

Gava tranposts

ESN V-1...Gavas

ESN V-2...Gavas

ESN V-3 ..Gavas

AGRO Ships ( Mull funded)

AP-001

AP-002

AP-003

AP-004

AP-005

Pleasure ships.

P01- Bliss

P02- Comfort

P03-Honey Well

P04-Hot Spot

P05-Release

 MEDIA  SHIPS

 ESN Media   " Open Mic"

 APF Nedia  "Hard Truth"

 EUP Meida  Independent "spot Light"

EVOL ships....

EV 100  Tiger..(EDT)(destroyed  by Achilles and Hermes)

EV 101 Lion...ESN

EV 102 Panther..(EDT)

EV 103  Cougar...(EDT)

EV 104 Lynx  ...ESN

EV 105 Leopard ...(EDT)

EV 106 Cheetah...(( reclaimed ESN))

Forge Ship...

LG-01T

OC- F01

SI- F01

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

SSN   City Class Cruisers


ESN  CH001 New York (captured-Delta Fleet )

SSN  002 Detroit (Destroyed Battle of PAssage)

SSN 006 Pittsburgh  ( destroyed Battle of Passage)

SSN 007 Cleveland (destroyed Battle of PAssage)

SSN 009 Dallas ( Destroyed ,Battle of PAssage )

SSN 010 London  ( Destroyed, Battle  of Passage)

SSN 012 Paris ( Destroyed, Battle of Passage)

SSN 013 Oslo ( Destroyed.shuttle accident)

SSN 701 Perth ( Captured  battle of Funnel  DF)( destroyed  Matterhorn II)

SSN 703 Manchester (Captured  battle of Funnel DF)

SSN 710 Portsmouth (Captured  battle of Funnel DF)

SSN 718 Trenton (Captured  battle of Funnel BF )

SSN 746 Landcaster (Captured  battle of Funnel BF )

SSN 787 Milan ( Captured  battle of Funnel BF)

AQRA

( now  ESN capture  Battleships..Home defesne for  annex   Planet

ESN A001  BlackBass

ESN A002  North Pike

ESN A003  Yellow Perch

ESN A004  Channel Catfish

ESN  CH003 Memphis ( Captured Aqra )

ESN CH008 Houston ( Captured  Aqra )


The PIT

(captured  Vessels given to The Pit  for Home defense))

ESN  CV 1000  Dark Embrace .. Lairship

ESN  CV 1001  Moonless Night ..Lair ship

ESN  AC12  Hermit Crab..( Captured  Demon  cruiser )

ESN CH100 HeartBreaker ( captured in Battle of Funnel)

 bura

BC 100  Cold Stone HC

BC 101 Deadly Song HC

BC 102 Bone Raider C

BC 103 Dark Carn C

BC 104   Moonlight  Destroyer

BC 105  Chill Grip  Destroyer

BC 106 LonG Sleep  Destroyer

BC 107 Cold Claw   Sloop

BC 108 Sharp Tail (largran) Destroyer

BC 109 Gloved  Claw (largran ) Destroyer

BC 110 Exquisite Blood C (Captured Vamp)

BC 111 Sanguine Blood C (captured Vamp)

BC 112 Exsanguinate C ( Captured Vamp)

BC 113 Liberation   (captured  Demon ) Destroyer

BC 301 Defiance C (captured  Veraian )

BC 302 Vengeance God Class (Lagran Cap Ship)

BC 303 Retribution God Class (Lagran Cap Ship)

BC 304 Emancipator God Class (Demon Cap Ship)

BC 305 Lady;s Revenge  ( given to  Delta Fleet )

BC 306 Iron Trees

BC 307 Trenton

BC 308 Lancaster

BC  309 Milan

BC Strong Trunk ( SSN Hanoi renamed)

BC Last Chance

BC Widow's Web

APF CE01  Bastogne ( captured  Planetstation)

CE-01  Kettle (D)

CE-02  Pan (D)

CE-03 POt ( L)

CE-04  Grittle (L)

Skith ships.

SK001...Galdiz

Sk002 ....Hikki

Skoo3...Xizix

Sk004,,,Agox

SKT001

SKT002

SKT003

SK004
This message was last edited by the player at 03:03, Tue 16 Jan.
Admiral Hack
GM, 767 posts
Fri 1 Jun 2012
at 21:15
  • msg #3

Re: The  Fleets ( that you know of)

   Insigna's  of  the current known fleets and services...

EDT :  Earth defense Tech...Black Uniforms, black ships. they  have thier own numbering system that starts  with   EDT...detached  service  from  the ESN...much like  the  CIa  or  FBI would be  detached from local LAw enforcement.

  thier insigna is the Earth with Crossed  Lighting bolts behind it, EDT across the earth.

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

EMPIRE The Core of the Empire   are The Demons, Largans, Avains  and creshians  . Most recent 'major" Addition  is  Earth and the Sol System. The Vampic  have  Joined, thier alliance, but not the Empire...other  systems  that belonged to the Empire...no longer  do.

The Empire's Insignia is  a large Clawed hand, holding the image of what-ever world  is reprsented

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

ESN : Earth Space Navy...this  service  also encompasses the MArines..the army  is..the earth's  army, and  sent out to colonize or hold  stations, outposts ect ect.

  Colors  are Blue with red Pipiing  white rank Insignia's...note...the eastern Bloc HAs red uniforms  with Blue  piping and white  rank insignias...all countries   are permitted to wear thier  countries  flag on the left shoulder..ESN  and rank on the right side..Officers  have rank on collars.

 Really formal events will have   Officers in white  Tunics... normal  , formal events , they will wear their Dress Blues ( or reds ).

  we have reached the point where the insignias are now being standard, the ESN Insignia is now.....

 The  Earth with and Anchor behind it and  Eagle perched on the crosspiece of the anchor. ESN on the earth..((..historians  will note that  it took 3 months  to choose between an eagle, a hawk, and  condor!))

........

EMS :: Earth Mercenary service

  ships/men/fighters  for hire. do anything  from convoy guards to signing  on with fleets as battle companions ( and a cut of the prize money).  Colors  are Khaki Brown or Olive  drab, the same colors are used for thier ships.

  Thier  insignia  is a comet in a halfmoon over the Earth, with EMS on the earth.

 EMS  folks   have a decent reputation, although there are some ships that are mostly, Just pirates and fight for themselves.

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

The  Hospital Corp will have a  Red Cross over whatever insignia they use...ships  are Normally white, or very light grey.

  people on board ships  or  in bases wear white or Light Grey...people in battle wear, whatever  unit they are serving with,colors, with a redcross on thier  ensignia

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

Allied Planets: AP... think  UN in space.  The have a AP on thier  shoulder patch that is  surrounded  but small planets..thier  colors Dark Purple, rank in white...the ships they send out  are Purple as well, and are manned  by all speices from the collective  worlds...most folks seek  to end thier career on a AP ship.

APF...Allied Planet Federation...Because the Angels have Annexed  Earth and the Sol System. the  Angels..'Strong Defense" Has led them to  cut  back on help, sent outside the System.. The Allied Planets and the Carrier/Stations , Outside the Sol System are  now looking  to create the  APF..One of the 'new'  Memebers will be the Delta  Quadrant and   all systems that have been annexed, that do not  belong to the Allied Planet.. The  Two Paradise Moons have  Joined, Paradise, and the Sol System, as well as  a few outlying  Angel systems are Members , but have no voting rights  until they join the war Against the Empire.

  Angels... They wear Black or  dark blue uniforms, alot of  bling and sparkle on thier  dress uniforms..Black is normally thier   MArines/army..Blue is thier Navy..the three ships  we  know of, are all dark Blue.

  The Insigna is the  star Cluster  in the middle of Orion's Belt.

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

EVOLS...Earth Volunteers..

 They have Charcoal Grey  Uniforms ..their  ranks  are  Bright red....Dress uniforms are Light Grey with the  scarlet  ranks on them

 Pilots where  jackes of Charcoal Grey with  the Earth on their back and a red V on the earth..Above the  Earth is the name of their  ship.

 They are an Independent Arm of the ESN...however  , they must follow the lead  of the Commander of  the ESN, in the sector of  space they have been sent...

 they do have command of their own troops..as  far as punishments and such..or awards  and  promotions.

With recent events  coming to Life...The EVOLs are now  consider...and treated..as allied  with the EDT
.................................

  EVOL "deep Space" Frigates. Modified Ships, larger then ESN destroyers, smaller then  our cruisers

 The Companies who BAcked the EVOLs, where given Specs  for  ESN vessels, they chose to use what they wanted and toss the rest away.

 This  ships  are lighter armored then ESN Cruisers ..these ships have  4 Guns on each side..two Hard ammo..two large Pulse Cannons.

 These ships carry no Civies, the  space is used for fighters, But they only have two flights of 7..14 fighters  per frigate.

  they have no foundry, so repairs  must be made at CArrier stations, or space stations. They carry 100 EVOL Marines  each...they have a small Med LAb,  and a smaller Tech lab

.........................
Oil Lords ( for all intent and Purpose, the  north part of  Africa to the  Congo) They Have  an Oil Derrick on a  sand-brown patch
................................

   Chinese Empire ( which covers almost the whole of  Asia..save  the islands   and Japan)..They Have a Red  Flag with a Yellow star)

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

   South American Union ( dark green flag with a Blue SAU on)

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

   the three above have made great attempts  at butting heads  with Angels..the Oil Lords  were put down ,the Angels manage the flow of Oil ...though it is not as important , now that the Power cells are made.(...this also made a lot of Texas Oil men unhappy)

  The Chinese fought to gain more  Land  when the Angels first arrived, and  were pushed out of Thailand  and Vietnam by ESN  forces...the Angels left Pakistan and India to deal with the Chinese on their own..there are still fierce battles going on , that the Angels and ESN  monitor, but  take no side...yet..

   South American Union ...is simple, mostly mad Drug lords hoping to keep their lands and Money...they are  attacked  at every turn..very...very few of them are admitted into the ESN..

  SAU is what caused the EVOLs to become 'heroes'...as they fight  drugrunners, slavers and  groups of 'commandos' that attack  ESN and Angel targets...mostly, they  attack cruise ships  and tankers  ect..something not  too well armed.

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

EES....

  Earth Entertainment Service... grown from people with money, this small, but prominent service deals with Media  ships, cruise liners, Gambling   stations ( way smaller versions of a carrier station )..some of these even organize  'hunting trips' for  people to go on organized hunts, on Alien  worlds that  will accept them...or? that have not been claimed. ( including  Moons and planetoids that have  flora and fauna)

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

SSN:  Sol System Navy...recently formed  By GE-FI. Smaller Cruisers, built  only for  Combat...  Captained  By Angel Elite , or   EDT selected  people. Supposed to  protect   the Sol System and   escort  Sol System   merchant ships...

 Warships  are   Red  Bottom of half, and white tops halves.

 Aircraft  are Blood  red, with  white Tailfins  and Red  Numbers


SSN  Uniforms  are  Red , Black Pants.. Patches  of the Sol  System on thier  left  shoulder.. SSN    and thier rate on the other  shoulder..Officers have Collar pins....though there will be  trade  between  APF holdings.. it seems they are   willing to deal with the Empire  as well...

  The    Ships's Crews    are taken from Volunteers   of  EVOLs, EDT  and  Angel Elite forces... they make  no secret of  being eager to face  the Delta Fleet in  a challenge of  Caravans  and such ... Though Arcadia   is set up as a 'free station'..it is still  flagged as SSN

PATCHES>>

 for  all ESN, EMS and AP  troops patches   are on Uniforms  for easy reference.

left shoulder is...

  ESN Patch:

below it..AP: Patch ( each AP  patch has the  Planet of wearer and AP

 Country: a 1 inch cloth patch  of the county or 'bloc' flag

Right Shoulder:

 Fleet Patch: we have a Black Triangle with the 'Detla' letter in white

 Ship Patch: Or Transport/Base patch..insignia of that ship, or its name

 Unit :   Your Flight,  or Transport Number SEC has SEC patch. Med techs have Med Tech patch..Techs  have crossed lighting...grounds  crew has  a Wrench..Gunners  have crossed cannons, COM -techs have a tower  antenna, Lab techs  have  a beaker

also..the front will have   Wings, parachute,  a trident over a Comet for spec Ops..Sharpshooter...a bomb with fuse  for Demo-techs..  a Dogs  head  for  K9
...................................................................................
These  pins for  specs.:

Pilots:  wings over a star

 Marines: Star over an anchor

 Tankers:  Tank on a star

 COM Tech: Lighting  on a Star

 Mechs: Mech on a star

  Sniper: Target with star on Middle

 Demo:   Star on a round   bomb

 Med Techs:  Officer  red  Cross on star

             Non coms, white cross on star

             enlisted  white cross

 SEC: star in the middle of Handcuffs.

Note: Other s will have spec on   Stars... Torpedomen, Fireman, Mess ect ect
This message was last edited by the player at 12:32, Mon 28 June 2021.
Carrier-stations
Fri 17 May 2013
at 14:43
  • msg #4

Re: The  Fleets ( that you know of)

howdy...in the Stem ( all carrier/stations are made the same, they were the first "vessels" made by the Angels  to help set up a perimeter for the AP and ESN)

 they are shaped  like a  Vinyl Dumbbell standing on its  end The Top parts are always  the "business end..for whatever  specialty , that station provides..it also has  a  wing of  100 fighters...the  more expensive hotels  businesses ect ect are up here.

  the Lowers are the cheaper, more reasonable , shops hotels ect ect..and tend to have  more....unlawful stuff going on. they have hangers with 100 fighters as well

The Stem...is  the lowest place to live..the shops  and bars, hotels, ect..are very cheap..alot of  empty building, that were built along the lines of  cityblocks ( they got the idea from  NY when the razed the Battery to make Keels for the ships)

 almost everything  in here is questionable, and the grotto's  in the Stem have been taking over by Blackmarket 'warlords'...The Grottos used to be the loading docks for the Stations, Until the  Uppers  and Lowers  were finished, each of those have their own docks  now, as well as  orbiting  "dry docks" for ship repairs.

 all stations have  Factories for turning out fighters...they aren't like the  factories on Mars colony or earth, but they can make enough to help resupply passing Cap ships.

 hope this helps for some backround.

..................................
howdy, just a backround on Carrier Stations. All of them are Built within an orbit of a 'sun'..even Olympus , that uses  Jupitor the planet it goes around, still has   a night day cycle.

 Now the Uppers  and Lowers, have  the same "night  and day"..but the Stem, that the Grotto's  are in, basically have Twilight all the time. they do not have the Portholes and Massive windows, and clear rooftops to let in the sunlight.

 Fuji's  Sunlight is better then most C-S because they have  their own Sun and  a couple small planets near by...one of them, is a testing rgound for Fuji weapons and such.

.......................
Carrier stations are Built like and  Old style ,  Vinyl Dump bell standing on its   end.

  The  SteM... is the  'bar'  between the large domed shapes at either end.. ( the Uppers  and the  Lowers. )..The Stem is always  Built  first > It is a good miles  long and  2 Miles in circumference .... The Stem ( all Stems).. are were the worked started on the  Carrier stations. The Stems were   once  a station unto themselves  Businesses , docks  and the 'Brownstone' houses. meant  to make Humans  feel more at home.

 Once the Uppers and Lowers   were built  and filled in, the Stems were  left behind...No windows in the Stem, save for portholes  on the Docking doors... and Street lights that are very dim compared to lights that use the power Cell tech...There is a 'Brownish' kind of Pall over the area. maybe from  the smoke from burning fires, or  rust?...or Dust...perhaps from whatever   falls from the 'sky' from the vehicles  high above  in the , main traffic   steam?

 But..in the Stem,..it is  forever   night.



 The 'floor' of the  Stem  has  always been made to lok like  ,old style , EArth Cities. Stone  and  cement  Buildings to look like apartment  buildings complete with street lights,  3 of four streets  warehouses   that  the BUilding  Materials used to be brought into... small factories  for  making components.

 Once the   Uppers  and Lowers  are Built  , people, Including some of the workers   , move  into one of them, leaving behind  a lot of empty dwellings...ware houses are bought up  by 'cheaper' Businesses that can still use the small docks there to transport goods in and out.

 Towards  either end of the Stem  there  are some  Nicer buildings.. but the  Most of the Stem is  a battleground.... people who stayed and ran out of jobs...drifters..stowaways and deserters... but , most of all  crime bosses...

 Once the  Uppers  and Lowers began to function, there was no longer, traffic in the  streets, save for local deliveries.   all the  traffic   is   well above the streets.... and gangs   roam the Stem looking  for those who came to the Stem or a lark...or got lost.. or..perhaps are dealing  in black market trades ..every station has a  few ' warlords' who have built up compounds  with  rubble from  falling buildings.. and broken  down aircars, vans and trucks...

 Station SEC doesn't  do much with the  Stem, unless they catch folks in the act... there are a few  bars on the streets..they are fortified and rough... the smart ones ( if you can  be smart AND have Business in the Stem.. are attached to the   'roof of the stem.. away from the battles  below...though?  these places  are not much safer then those  on the   bottom.

 Stem Streets,

   there are  3  Main streets..( avenues..whatever).. one  right  down the Middle .. the others   about   200 yards  from the Hulls sides.. ever  500 yards   towards  the end of the  Stem are 'side streets'..called this because the  run side to  side.. right up to the Hull walls.

 on either side of the  main streets   and  'brownstone' Buildings  sitting   back to back..separated   by a 10 yard  alley... and  another  10 yard  alley  to each side.. the buildings   had   10  stories .

 as the   Lowers  and  Uppers  were   finished...peopel Moved out to get more  sunlight  from the Meta Glass  , half walls... many of the buildings  were  scavenged  for stone  and such to be used  for  Rich folks housed... or   'seas walls'.. in the end... many folks stayed in the  Stem, because it was 'free'..since  , free room and board  were promised   when they moved there to help build....

 the sides of the Stem was peppered  with  dicking areas  for supplies  and  material .. most of those have been shut  down... but, Black market folks  have secured  areas  around such  Dicks  and use it  as thie base of operations.

Competing  groups have been know to have 'wars'.. and recruit  folks who are down on thier  luck  for  Mercs.. or   even to   have GAngs  work for them.

 high rollers who  go down the Stem to slum.. end up 'missing'..or  come back with takes  of dread... Creatures  are said to roam there as well..worse of all  are the Stem  Rats, that can get as  Big a a Collie and  weigh near 140 lbs.....other   rodents  and insects  sneak aboard, ebcause of the   Stem Docks, don't have the  'testing '   and add to  other hazards.


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

  The Uppers  and Lowers  all have a   1/2 mile wide  entrance to the stem,  That widens  out   after they get  'below ground level".. SEC  air Cars  and Vans are stationed here  in case of problems  and , of course, to tag folks who are speeding, reckless..ect ect

 The Uppers have always been home to the Upper Crust.. CEOs, big shots.. ambassadors ect.. as well  as  what every  MAin rec thing  the  Station prides itself on.. ( Olympus has  Lakes  and  some scattered 'forests'... Fuji has beaches  on both ends.... Everest  has its  winter  Mountain  thing with a beach below...and  beaches  in the lowers....Etna  has  a 'green mountain' in the uppers , for its  research Specialty and a beach, while their lowers has a beach.... Enta  is a bit different, in that   the  ESN  HQ is in the lowers... leaving ,  the   higher  ned Uppers free for  Big spenders and   the movers and shakers to live there. Matterhorn has  Uppers  that deal with  credit  flow , finances , and supplu...it has  a  city, that has a  small water front,more, for  swimming and small boats it two has a 'mountain' but   the  city  is built up, in a spiral fashion....the lowers   as   stores, a town-like living area, along with a beach and sea doe fishing and recreation...

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

  all Carrier stations  have  Docking arms  from both the Uppers and the Lowers..as well as  orbiting Docks for  repair  and ship building... ( they can turn out a Cruiser in less then a year.. because they can 'finish them" while they  stay in orbit round the Station

  there are hangers  at both ends  that  have  anywhere rom 50 to  100 aircraft ready to fly, as well a small factory that can turn out 2 to 4 fighters   a week... they will also repair aircraft that the Fleet cannot handle on their own, or 'swap out' fresh fighters  for damaged ones.

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

  The gravs   of the stations along  with their rotations help keep to give  people an Up or down feeling and keeps  everything in place.. all three sections  could  break off and seal itself off..if damage was  done to another section...

  needless to say they would  only have  a year or so to survive, until they could  be   put back together.
This message was last edited by the GM at 20:23, Tue 04 Dec 2018.
Admiral Hack
GM, 1177 posts
Tue 25 Jun 2013
at 11:52
  • msg #5

Re: The  Fleets ( that you know of)

Types of  weapons ( so far)



 BLASTERS think of these, as  'power shotguns'..a wide  Pulse Burst shoots out..the range is limited to 10 yards  for  a sidearm...20 yards  for a rifle..the further away, the less damage. they were intended for close range fighting, and boarding  parties, but the advance of the Pulse guns, started to phase them out.

  wounds:  the 'spread' will shred  tissue  and armor, thicker armor can take a few more burts then lighter  armor..Impact can stop or throw  back a target...Pulse wound  'burn' through tissue,and cauterize the wound, except  at the point the  energy burs out, where the  tissue will still bleed.

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

  Pulse Guns= Rifles and   Sidearms...may be  fired  2  ways. with a power-pak " clip"...good for  close to 50 shots, then must be  recharged...most troops like this.....they can be fired in  Bursts, that will burn through most armor...un armored flesh is eaten away quickly...the second way is a standard mag of 20 rounds. The rounds  are encapsulated thermal power..when the  round hits the target, the  capsule breaks and it  explodes.  ( all races have these)

wounds: Power-pak bursts are more or less, like 'ray guns''dashes' of   Thermal energy  will impact and Burn through tissue and Most armor..again..heavier  armor can take a few more hits  then Light armor..Heavy pulse can cut through most armor, with  harsher effect..('heavy' is a term bassed on class..heavy Pulse  weapons for a  trooper, are a step down of  Pulse  weapons on a fighter..heavy Pulse on a chip are way larger and  more  powerful then those on a Fighter..broadside and Dec  guns are the top of the food chain when it  comes  to destruction, of the Pulse weapon family).

 encapsulated  Pulse  round will cause  Impact and  Burn through armor and  tissue,
 Pulse  round  do the same damage that Blaster  round, and will leaving Burning tissue when the power  burns out...encapsulated  rounds do not  burn as long at Power paks  'dashes', but the impact does  drive the round a bit deeper.

 Angel and Demon  Pulse weapons. are more refined, and a bit more powerful..a Demon Pulse rifle can punch through Body armor...

Wounds:... a bit  More  power.. Demon round hit  harder, but burn through Power  packs   , more quickly...Angel weapons  are more accurate and will burn longer.

 Heavy Pulse  weapons+ often used on Tripods, they are the standard 'heavy Machine Gun'  They can punch/burn through Fighter  Armor, and some armored vehicles ..though .30 cal and .50 cal machine guns are still carried by Earth Forces..The Heavy Pulse gun is a favorite.

 Wounds:: see above

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

  Lazar ( ray guns)=  these fire beams...the length  is dependent on how long one holds the trigger..the colors Very, by power..Yellow being the weakest...The Red..then Blue, and...at this point in time Green is the most powerful..They fire of  Power Paks...30 bursts, or 10 very long  beams may be fired, before needing recharged...Earth Forces  and Occui tend to use these.

Wounds: like Pulse  weapons the size of the weapon will determine the damage, all the way up to caps ships...The LAzars are a 'cleaner' weapon, in that they cauterize wounds , but will also cut off limbs and  such when the weapon is large enough. This is one of the reasons the ESN still mount Lazers on fighters, for ground support..most armor can take  a lot of lazar punishment... but of late  different  'colors' have been seen on the  battlefields, and as the lazar colors  go up the ladder, so does the  impact and damage .....
.....................

 any earth weapons+..standard  weapons we have now...Lead or Angel steel rounds..may be hollow points for more  damage ect ect...it is  the one great advantage Earth forces have. The aliens  races have either skipped, or stopped using   these types of weapons, Thus...Races like the LArgrans suffer greatly when counting on shield  to stop attacks.


  Odd weapons pop up now and again. Hannah's Stun Baton was/is used by Demons  for  keeping prisoners in line..it can be  dialed up to stun on contact, or  a short Burst of an electric arc, of no further then 3 feet, will drop Demopn sized  targets, for a moment..could Kill Occui,Humans, or LArgrans....Angels , Mulls, and Avaians have yet to be tested ( though...in the Hermes Bio-Tech Lab, there are such tests going on)

  Grenades +...Normal earth type, but there are Pulse  grenades, Electro-magnetic  forms. EDT also developed " Razor Grenades"..a form of Frag, that sends out sphere of  caltrope-type, razorsharp, metal...it is used to Cut paths through Underbrush, and take out large groups of infantry...thus far, no aliens have weapons  like this..But with the EDT..it should not belong  before they do...Earth forces have   added Cannon shells and Mortar Rounds in the last year.

 Felrite Grenades :

  they are carried on a metal rig on the belt or chest. Their  appearance  is 6 inches long...4 inches wide and 'looks'  to be  an inch thick. each has a small 2 inch handle.

  The  ring can Hold  4 of these Grenades . To give one to another  person, the Felrites  must snap open the Ring   and  slide the  grenade's ring, off the carrier  ring.

  When Pulled  the   grenade opens  to the 3 -flanged weapon, with  very sharp edges, the grenade is thrown  and  will stick to  people, creatures, walls and even  some metal, if the thrower is strong enough... the downside.

 Once the grenade  opens,  a timer inside the stem will click  for  4  seconds..it will blow  up, and cannot  be  stopped..There the  stem is packed  with  Felrite Version of C-10, the Flanges   shatter  causing  'frag' damage, while the Stem serves  as HE.

 In Combat, the felrite will pull the   grenade , off the ring
This message was last edited by the player at 09:00, Sun 18 Mar 2018.
new fighters
Thu 27 Jun 2013
at 04:10
  • msg #6

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.

R&D update... weapons

Cluster Bombs--mounted on external hardpoints, max 2 per wing, with a variety of options for different mission profiles--
     --standard exploding fragmentation bomblets, designed to blanket a broad area with high-velocity metallic particles about 5mm in diameter
     --chemical bombs (typically loaded with the anti-Demon gas, but they could be easily adapted for other chemical-based applications)
     --incendiary bombs, a combination of white phosphorus, magnesium, sodium, and thermite particles in a more flammable version of napalm that is self-oxidizing and can burn in an oxygen-free environment

105mm Ion Rounds--designed to fire from the howitzer, loaded in a specially-modified magazine that is chemically self-sealing to contain the ion dust if the magazine takes fire during combat.  The rounds are a discarding-sabot style--an inert outer shell that breaks away after firing, containing a central core that has ion dust bomblets (residue from the ion cannon used on the Harvester) packed around a C10 core that can be triggered by impact or set for aerial burst, creating a large cloud of ion dust in either case, that settles to the ground and affects the energy systems of anything it contacts.  It will be unsafe for aircraft to fly through the detonation area for at least an hour afterwards, and possibly longer, depending on gravity and atmospheric conditions (the ion particles are relatively heavy, but in low gravity, they will settle more slowly, and strong winds can still keep them airborne for longer periods.)


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  with the  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

Paradise Fighters

The Aircraft were called  'Harps' . Two wings on each side . the bottom wing  , flat, the  upper  wing at an  angle . Heavy  pulse  guns  on each wing tip, with two more  nose mounted heavy Pulse.

The Nose was short, with the pilots  only a foot or so behind it, while being above it. three  smaller thrusters  arranged in a trinangle, , the  tail Fins were arranged in a  'V' to match the   upper   wings.

 two wide  spread skids  Hold the  aircraft off the ground, by only 2  feet comparted to the 'taller' Mantis


Mosquito  (Skeeters) 

 two wing mounted  Heavy Pulse   guns

 there  are  (2) Three barrel  37 MM gatling canons that  are mounted inside the cowling on either  side...both  are belt  fed , doubling the ammo a fighter  can carry.

 The Undersurface  has   one more sheet of  rolled   metal, giving it  a bit more protection from ground troops  fire, while  protection   the Power Cells  and  ammo containers

 The 'skeeter' can dive a bit faster then the Mantis, but climbs , just a bit slower, the  flat under  surface helps it turn  faster, making it more nimble then it looks

Extra Armor behind the pilot's head  to help protect the  Pilot, just a bit longer,

Skids are still the landing gear
This message was last edited by the GM at 01:09, Mon 14 Mar 2022.
Captain Si
player, 29 posts
Mon 19 Aug 2013
at 22:04
  • msg #7

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 2020.
Armor
Sun 23 Feb 2014
at 19:32
  • msg #8

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.

New Armor ( after Calimate)

  now, here are some of the internal systems to which I alluded to earlier. I'll break them down in sections, and here are info packs for each. He again slides his fingers over the vidboard and sends them to each person, and continues with his speaking.


       Visuals: All visuals are ranging from the analog of the wearer’s own eyes, to the several outer pickups incorporated front, rear, and sides. The front has a three-level redundancy, the rear two levels, and each side has one. Now, as to the visual camera pick-ups for forward, peripherals as well as behind, there is the potential for a complete 360° view is at the command of the user, with the usage of verbal commands uttered , the view changes inside the helmet. There are small displays with locations programmed into the HUD by the soldiers as per his or her preferences. We have been working on verbal commands to switch from view to view, the wearer can be looking forward and see normally, with small HUDs placed on the inside of the helmet screen wherever they would like. In conjunction with the vid pickups, we have also installed normal lighting as well.

 
  Hydraulic : the suits have system previously spoken of. But in addition to this system, there are four reservoirs of fluid. In the event of a complete failure of pressure, there are two accumulators that are charged to maintain full pressures, by the scrubbing units. The C02 scrubbed out is then pressured into the accumulators, again, maintaining the systems operating pressures. Now… the pressure will only be maintained in relations to the wearers movements requirements. Walking, holding position yes, movement faster than a jog. No. sorry Sirs, I’m working on that.


 
   Environmental: The suits have atmospheric access ports to bring in breathable atmo for the wearer when on planets with. However, filters are in place to scrub out particles deemed hazardous that may be in the air. Now, for planets that do NOT have breathable atmo for the wearer, there are self-contained re-breather systems built in. The suit is hermetically sealed to the outside, and has a unit for scrubbing the C02 out, we have one main, and two redundant systems aa s backups. In the event all three of these systems are damaged or fail to operate, we have an emergency supply of LoX for an emergency period of no more than 5 minutes. That is a short time I know, but it is really predicated by available space. However, there is also a port of contact on the external for an umbilical to be connected from another suit or emergency team that will join the two suits and feed O2 from one suit to another. This system will allow the two to move to safety. This type of action can, won’t say will, but can, push the ‘lenders’ suit pretty hard, feeding two people, but with manual control of one of the backup systems, he, or she could feed two people.. for a short time, testing has shown 60-90 minutes before needing to be assisted himself. At that time, it’s a judgment call to sever the connection.

   
    Medical monitoring: The suits have an internal medical entity. By that I mean, the suit has EKG, pulse rate, O2 reading, Sodium Levels both in the suit and in the wearers blood stream. The medical people that have worked on the suit have great ideas about pain management, by injection and breathable pain relievers as well as pressure settings in the leg and arm sections that would be like a field compress to stem bleeding. They are in both lower and upper arm and leg sections.  We are working on provisions for liquid, and breathable gasses that would help with chemical attacks, such as a breathable gas that could be released in to the suits helmet to fight a noxious gas or poison that may have gotten through the scrubbers. The Medicos are also working on injections of anti-biotics, adrenaline, suppressants as well as anti-venoms, just in case. The medical portion of the systems were being left to the other development division, it is something I was hoping to get in front of the Docs here on Hermes, they would be able to help with directing the list of meds, advise changes and adjustments if so needed.

He goes onto show pictures of the normal weapons that the infantry are using at the moment,  and then moves onto the pictures of the same weapons mounted on the suits.

 We have weapons to fit them, the individual will have the options for a loadout for whatever needs to be taken, within reason of course, but we have been working with modular attachments to fit any infantry weapon they wish to carry.

These designs  have been approved for development and as of the last meeting I was involved in before returning to the Hermes, It is my understanding we have in the system approximately a dozen or so onboard the QM ship. I'm fairly certain that they are still under the veil of secrecy, until now. As we make it through testing and become operational, they could be beneficial to any infantry outfit, but if utilized by a hardened infantry kick-ass trained unit, might just be unstoppable Sir.

 And of course, I still haven’t forgotten the Mechs, and I’m still working on upgrading them as well, but these suits could help infantry keep up with the Mechs in the field, just like tanks of old were designed to support infantry on Earth. Except they outpaced the infantry and were left on their own, as well as the infantry trying to catch up. But with these systems, they may just be able to stay abreast and move forward at the same speed.

 That is all I have for you, please come again and take a look, Thank you.
As they either move on to talk among themselves or walk over for another look at the suit. He catches the eye of the Admiral. Admiral Sir?  thank you for the time and opportunity to help develop these and bring them to the Hermes.
This message was last edited by the GM at 06:53, Sat 16 May 2020.
Med=Tech
Wed 30 Apr 2014
at 22:11
  • msg #9

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
  • msg #10

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
  • msg #11

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 Mérite. ( 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.
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