Jump to content

Military Fleet


Super Squirrel

Recommended Posts

I'm not MitchellS and will not be posting a serious of insane charts all at once. Impressed, yes, but I just don't have the time to get to that level yet.

 

I'm, however, designing the Usagian military. My campaign takes places in Andromeda Quadrant 0:0:7. The Usagian are an aggressive force that control all systems with a 30 ly radius from the center. The reasons behind the limited control is due to both lack of military force and the inefficiency in communication systems.

 

Ship Types (Non-Military)

Merchant

Transport

 

Ship Types (Military)

Scout Ship

Assault Ship

Troop Transport

Cruiser

Dreadnaught

Carrier

 

Military Rank

Chancellor - Leader of The Usagians

Council General - Six Council Generals oversee the entire Military System and report directly to the Chancellor.

General - This is a general for every colonized planet, star base, and one commands the Usagian Flagship.

Fleet Commander - Responsible for command of a series of ships.

Captain - Commanding officer on any non-small Class Ship.

Star Three - Squad Leader for either ground or space units

Star Two - Pilot Assault or Scout Ships, Elite Ground Units

Star One - Experience General Unit

Ensign - New Recruit out of training

 

Hyperspace Drives

Class I: 1 lightyear / day. Known to breakdown frequently after warp.

Class Is: These are stabler versions Class I Hyperdrives.

 

In truth, this is more of a way for me to transfer typed up information from work to home. ;)

Link to comment
Share on other sites

Re: Military Fleet

 

Class I: Hyperspace Drive: Faster-Than-Light Travel (1 Light Years/day), Variable Limitations (requires -1/4 worth of Limitations; RSR(Hyperspace Navagation) or Must Warp Known Hyperspace Route; +0) (28 Active Points); OAF Immobile (-2), Activation Roll 13-, Burnout (-1/2), Costs Endurance (-1/2)

 

Class Is: Hyperspace Drive: Faster-Than-Light Travel (1 Light Years/day), Variable Limitations (requires -1/4 worth of Limitations; RSR(Hyperspace Navagation) or Must Warp Known Hyperspace Route; +0) (28 Active Points); OAF Immobile (-2), Activation Roll 15-, Burnout (+0), Costs Endurance (-1/2)

Link to comment
Share on other sites

Re: Military Fleet

 

I like what I've seen of the Usagians so far. I might steal it later for one of my hostile races. "Only the names have been changed to protect the innocent." :)

 

The variable limitation is a good idea for the hyperdrives. I like that idea. I would have no problem using them in my game. The only thing I would change is the immobile limitation for myself. I don't like using it with moving vehicles.

 

I look forward to stealing... seeing more. :)

Link to comment
Share on other sites

Re: Military Fleet

 

Cool. Last night I installed XSLSpy for designing XML webpages. While we watched the movie Troy, I did the basic layout for all of the Hyperdrives. Once I have the write-ups for all of them, I'll add them up.

 

Today at work, I will try and put in information on their sensor systems.

 

Regarding the Usagians, by all means, fully use them. I plan on introducing them in a very classic way into my game.

Link to comment
Share on other sites

Re: Military Fleet

 

Shield Disruption Laser I

While incapable of doing physical damage, this weapon is capable of disrupting a small section of force fields.

Area of Effect 3" Radius, 6d6 Suppress Force Field

Shield Disruption Laser II

This is a more powerful version of the Shield Disruption Laser I

Area of Effect 3" Radius, 12d6 Suppress Force Field

Shield Disruption Mine

This device is a small orb with a built in targetting frequency. When the object strikes a shield, it explodes, momentarily disurpting shields.

20d6 Drain Force Field, Explosive, Trigger, Increased Rate of Turn plus transmit Sensor Lock Location, Trigger

Link to comment
Share on other sites

Re: Military Fleet

 

Hmm. I don't have 5Er but what I could do is make it a plus Concealed Transmit Location Beacon, Only works until Trigger activates (-1/4).

 

Then I could build a weapon with Trigger, Location Beacon disappears. With all of the extra time a weapon would be spent aiming at the mine, that would be a sure-fire hit.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...