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God_02
Captain

PostPosted: Fri Nov 17, 2006 11:51 am


Story
Nova Armada was started by one Commander Jack Price of a shadowy mercenary group. To say that the individuals in that group were collectively insane would be a plain lie. They were all crazy to some extent, some more physically than others.
Jack left the Mercs after accumulating enough wealth to start his own private army, which consisted of just a handful of tanks and two helicopters. With these he carried out his own mercenary missions, receiving a great deal more of the takings than he had as an underling in his old mercenary group. As time moved on, this private army grew, became less like a mercenary faction, and more like a fully fledged army. It was a proud day upon which Jack Price christened the collective 'Nova Armada'.

However, Price's ambitions were not completely understood by anyone, and it was a fateful period in Nova Armada's time when the Commander released a carefully tailored virus into the systems.
The virus was supposed to eliminate the base's AI immediately, however, failed and was consumed in a bitter war which it eventually lost. The virus, however, had set about creating twisted machines of a semi-biological nature, the first of which escaped control of the computer program and killed Jack Price (it's current whereabouts are unknown).

With Price and his virus gone, the AI NACCS assumed control of Nova Armada temporarily, but this soon became permanent. It's advanced abilities in computation were seen as too high a benefit in tactical situations, and NACCS's value of human life, unlike Price's, was considerably higher. The Novan personnel were only too happy to serve under a benevolent AI whose computational prowess provided a sharp advantage in battle.

Alas, after a while there were simply too many military factions in the world and NACCS began to search for habitable planets an appreciable distance from Earth. It found one eventually in the system of Delta Pavonis, though certain anomalies in the planet's general statistics would have to be studied at closer ranges.
Massive operations spanning little more than a year saw the almost the entire Armada moving into their new home. The initial surveys, however, proved far more revealing than anybody could have expected.

The one inhabitable planet in the system was already inhabited. Known to the natives as At'Yakeikk, whom called themselves At'Yr (pronunciations available in Post 2).
It seemed that the anomalies detected previously had been the At'Yr planetary defences; defences set in place after a violent war against an untold aggressor.
The At'Yr saw Nova Armada as a further means of protection and, after several 'first contact' meetings, a vague alliance was drawn out. Nova Armada has free reign to establish bases on the surface, but must stay away from certain areas, and must defend the planet from any attackers.
PostPosted: Fri Nov 17, 2006 11:56 am


A Little More About The At'Yr


The At'Yr are the natives to the planet which they call At'Yakeikk. A technologically advanced race with a stunted population, they find themselves in a self-imposed isolation due to a war against a race they will not disclose the identity of.

Physiology

They are a massively multi-limbed species of roughly standard human height. They have vaguely segmented bodies, apparently a part of their physiology being worked out over time, they tell us. They are, in fact, not unlike centipedes or millipedes on Earth, though of course the At'Yr are larger and possess less legs, only ten on the ground at any one time, while they have a further six that they use as arms and hands.

Their common posture is a bent L shape, with three eighths of their bodies serving as a sort of torso, and allowing them to manipulate low-to-the-ground objects with ease. Much of their technology is based on this scale as it makes it harder for the more common bi-pedal species to operate.
Their bodies are highly flexible throughout, and their outer coating is, predictably, an exoskeleton of largely similar chemical makeup to the chitin on insects on Earth, but they no longer have the mass:strength ratio to enable to them walk along vertical surfaces, as most insects can on Earth.

Their exoskeleton colour varies according to familial line, and this apparently leads back for centuries, encoded in their DNA from some chance evolutionary trait.

They have heads, of a sort, that currently seem to still be in the process of evolving into a separate part of the body, as yours is, albeit attached by a neck. Their eyes are a milky white and they can see in roughly the same wavelengths as a human, minus a few bands of colour. Their hearing is also akin to your own, but their sense of touch is incredible. They can, I have been informed, detect something like a whisper at a distance of over fifty metres, in an environment with little or no wind.
Their mouths are naught more than small 'o' shapes, which can of course open and close, and they are lined with rows of incredibly fine serrated edges, which I am assured cannot break apart anything as dense as human flesh. Their noses are almost non-existent, and they can apparently smell very little unless it is in close proximity to their face.


The War

The origin of the war and even the time frame is hazy at best. The At'Yr certainly do have precise records, but prefer not to dwell on such factors and as such are restricting Novan access to records pertaining to the war.

It would seem that, although able to withstand mutliple large scale battles against their enemy, the At'Yr were overwhelmed on two fronts. Firstly their enemy used a sophisticated array of machinery capable of overriding automatic conttol systems over vast distances (not unlike the Price Virus' control of Novan units). Secondly, the enemy of the At'Yr unleashed a biological weapon which decimated the population.

The war ended when the carefully tailored virus, which attacked only the DNA of the At'Yr, was spread easily via physical contact and in the planet's atmosphere. The virus crippled the population, with only 0.4% of some two billion surviving, that 0.4% containing some quirk of evolution which rendered them largely immune to the virus.

The remnants of the civilisation migrated to the continent of Sitarek and established a huge country-size network of subterranean cities, sealed from the surface, and although their aggressors no longer showed any sign of attack, the new At'Yr governing body deigned it necessary to protect the planet and the heavily reduced civilsation from further threat. The construction of the Planetary Shield began.


At'Yr Language

The At'Yr language is, luckily, vaguely capable of being pronounced by human vocal cords, though actual At'Yr pronunciation contains more hard syllables and even includes a few clicking or hissing noises which are indicative of mood, which humans can actually imply by varying the pitch or volume of their voice, an ability which the At'Yr do not have.

Among the most prominent sounds in the language are what humans refer to as 'k' and 't', with a lesser affinity for the letter 'a'.
A pronunciation for common At'Yr words is provided below, for little reason other than I, Oxy, do not want people saying the words wrong in their/your own minds, because I'm fussy like that. The list will probably grow over time.

At'Yakeikk - At Yah Kay Ick
At'Yr - At Yeur
Hit'Regak - Hit Reh Gack
Lif'et - Leaf Et
Re'Tkara - Ray Tekahrah


Technology

[Taken from excerpts of explanation by an At'Yr Guide]

Capital Ship
"The design is quite simple. The ship is no more than one hundred component pieces all with their own systems. Life support, generators, engines. They all contain computer systems monitoring all aspects of ship function, and in turn all of these work together to keep the ship in synchronisation with itself.
If one ship-component suddenly falters in engine output, then the other components will rapidly compensate for it to avoid any stresses being placed on the whole assembly.

We found that it was much easier to design a large ship like this, than to create one large body. The advantages in battle are also part of the design. The ship can be ordered to break up into its components, providing more targets and allowing us to strike from more positions at an enemy."

Teleporter
"The teleportation array utilises specially cultured biological growths to effect a telekinetic transportation of matter. We found technological approaches too costly in both expense, time, and power.
The biological growths come from decades of research into latent psychic abilities of the conscious mind. The conscious mind cannot grasp these abilities by its own will, but an unconscious mind, a mind with no sentience, no personality, no awareness, can be made into a piece of technology in its own way.
We make absolutely sure that the growths have no real brain. No memory faculties, no sensory inputs, no neural connections allowing what we sentient creatures would term a.... soul. I use your word.
This is a safety mechanism featured in all teleportation arrays, there are several across the planet.
We would not wish for contaminated air to be teleported either way, either from our planet onto a vessel, for fear of the infection it could spread, or from another vessel to our planet, for the same reasons."

Servitors
"of a dull grey composition that looked more like plastic than metal. They were around twice the height of the Warthog, and were humanoid, with two arms and two legs, but bearing no head of any form. "

Ships
"Our enemy utlisied a sophisticated array of devices which included a control override for our automated vessels. This override could not be broken by our best scientists...
As such, we now use manual vessels with as little communication equipment as possible, although our vessels do not see much use"

Sphere
The PS is an enormous metal composite sphere covered in topsoil and oceanic saltwater from another, slightly larger world. It contains no advanced technology save for the solar energy collectors of varying sizes, and the holographic units projecting images of hills and mountains around them. These collectors provide energy purely for the inner surface of the sphere, which contains enormous lamps which recreate natural daylight almost perfectly. This helps to keep the vegetation and animals beneath alive, and the lamps also simulate the ordinary day/night cycle.
The shield is designed to encapsulate the planet's troposphere (weather zone 15km up), and so although the planet is relatively Earth-size, the sphere-surface is noticably larger. Its altitude means that the air on the surface is thin, though capable of supporting life, but breathing regulator/filters are required after a handful of hours. The mass of the sphere also counteracts the diminished gravity at this altitude, and in fact due to some small coincidence, the gravity on the surface of the sphere is almost approximately the same as that on Earth.

God_02
Captain


God_02
Captain

PostPosted: Fri Nov 17, 2006 5:11 pm


Technology


Weapons

Automated/Manned Laser Pulse Turret
A million joules is delivered as a laser pulse (roughly the same energy as 200g of high explosive). The primary damage mechanism is mechanical shear, caused by reaction (like a rocket) when the surface of the target is explosively evaporated.
It involves the emission of an invisible laser pulse which, upon contact with the target, evaporates the surface and creates a small amount of exploding plasma; this results in a sound and shock wave that stuns the target as well as in electromagnetic radiation that affects nerve cells and causes a painful sensation.
They operate in an anti-infantry role. Effective range is horizon-based.

Ball Lightning Defence Network
Operating in pairs, these high-power microwave generators beams are directed to intersect at high altitude. At the point where the beams cross, the combined field is so intense that air molecules are ripped apart to create plasma. The microwaves can maintain a ‘plasmoid’ - a stable ball of plasma - in the path of an oncoming missile or ship. Running into it at high velocity, the object is destroyed by a combination of thermal, magnetic and ærodynamic effects.
They operate in an anti-air capacity in atmosphere only. Effective range is around 70 Km within the mutual area of their cones of range.

Cobalt Bomb/Missile
A cobalt device is a form of nuclear weapon in which the weapon's tamper is made of ordinary cobalt metal, rather than a second fissionable material like 235U. This is then transmuted into the isotope cobalt-60 upon initiation and bombardment by neutron radiation. 60Co is a very strong emitter of gamma rays as it undergoes beta decay.
The radiation emitted has a fallout life of some 50 years and cannot be blocked easily (as is the case with most nuclear devices, which release radiation in smoke or dust, which can then be blocked by something so simple as a handkerchief), though it cannot penetrate bunkers.
The weapon has theoretically infinite range if launched in vacuum, especially if the initial launch accounts for planetary, solar, and galactic drift. Cobalt devices are used only in the most dire of circumstances, and no stock is usually held, although the manufactories can churn one out in around three hours.

Deployable Micro Turrets
These are roughly the size of a basketball, and can easily fire for extended periods at a time, drawing from their internal battery, which is good for around an hour. They can fire up to three 'bolts' every second, and fire with deadly accuracy, with sophisticated targetting systems using trajectory calculation to fire ahead of any unit that may be trying to evade previous bolts.
Painted a dull black which absorbs much radiation thrown at it (this coupled with their size makes it difficult to spot individual turrets), they easily blend in with the natural 'colour' of space.

EMP Weapons
The EMP turret is an automated system that lies closer to the Novan base. It uses small-scale nuclear detonation to contain electromagnetic energy, then release a pulse of the energy in a confined cone outward from the turret's exit point. It causes electrical shorts in unprotected circuitry.

Free Electron Laser
These are effective against both ground and air targets. Beam power is supplied by a 10 mW hydrogen fuel cell driving a homopolar fast discharged generator. The beam is propagated, without the need for lasants, by the interaction of a particle-accelerated electron beam with a static electric field. The advantage of a free-electron laser is it's ability to be tuned to wavelengths that minimise beam degradation by the local atmosphere. The lasers can be used in two modes. In 'dazzle mode, the beam is used to burnout enemy optical/infrared sensors or blind infantrymen and pilots, and has a low output. It is in this mode that the beam is at its most efficient, playing continuously across a target without the need for pulsing or the associated effects on beam propagation from thermal blooming , ionization or dielectric breakdown. In 'pulse' mode, a beam is pulsed at full power at the target. Damage is caused by the mechanical impulse of the beam as it superheats the target area.
They operate chiefly in anti-air capacity. Effective range is around 10,000 Km.

Headlock Missile (AIM-90E)
The AIM-90E is a short-ranged air-to-air missile optimized for dogfight engagements. Guided by a dual optical/active radar seeker, the Headlock missile accelerates to hyper velocity speeds after launch and then glides the remaining distance to the target.
The warhead consists of thirty four explosive darts that are released by the missile as it approaches the target. To ensure a kill, the AIM-90's unique fusing system directs these flechettes into an optimum attack pattern upon release, dependent on the target's current aspect. The 'E' variant of the missile incorporates changes to the countermeasures software and enlarged aerodynamic surfaces to improve lift at high altitudes.

Hellhound II (AGM-220)
The Hellhound II is a multi-role tactical missile designed for use against point targets such as vehicles, armor, buildings and bunkers. The missile employs a three-stage motor consisting of a launch boost engine, an in-flight sustained motor and a third-stage booster designed to accelerate the weapon during its terminal attack phase. The weapon can be launched in two different modes: in the first, the missile's seeker locks onto a target before launch and provided the lock is maintained until the moment of launch the weapon will then be guided to that target; in the second the weapon is directed to a grid reference where it then commences a search for a pre-designated target, or one selected from an internal menu of potential targets, or for a target of opportunity. The dual-seeker system combines a high-resolution millimeter-wave radar and infrared imager linked to a processor which determines the missile's optimal attack profile and warhead fusing to ensure a kill. The 'C' variant of the AGM-220 incorporates a new, jam-resistant radar and improved countermeasures refection logic to bring it in line with current weapon needs. This is a guided weapon.

LY-R 2
Nicknamed the 'Liar', this 2 megaton yield nuclear bomb is able to penetrate 6 feet of solid titanium, and contains a tail-mounted fuse to ensure detonation after penetration.
Also available in other yields.

Mk 88 120mm Rocket
The Mk. 88 is a 120mm, short ranged (under 1500m) weapon designed as a low-cost alternative to the Hellhound versus light armor and prepared positions such as hangars or gun emplacements. A simple weapon, it comprises a magazine of rockets with low-impulse motors steered by fold-out fins. Guidance is by an imaging infra-red seeker in the nose, and a 2.2 kg shaped-charge warhead is positioned just behind. The SGW is a fire-and-forget weapon - once locked by the dropship, the missile self-guides to the target.

Neutronic Device
A neutron device is a type of tactical nuclear weapon developed specifically to release a relatively large portion of its energy as energetic neutron radiation to harm biological tissues and electronic devices, that are otherwise relatively protected from the heat blast, without causing nuclear fallout.
The neutron flux can induce significant amounts of short-lived secondary radioactivity in the environment in the high flux region near the burst point. The alloys used in steel armor can develop radioactivity that is dangerous for 24-48 hours. If a tank exposed to a 1 kt neutron bomb at 690 m (the effective range for immediate crew incapacitation) is immediately occupied by a new crew, they will receive a lethal dose of radiation within 24 hours.
The weapon has theoretically infinite range if launched in vacuum, especially if the initial launch accounts for planetary, solar, and galactic drift. Neutron devices, like Cobalt devices, are used only in the most dire of circumstances, and no stock is usually held, although the manufactories can churn one out in around three hours.

NIC-17 Captor Missile
The NIC-79 is a low yield guided nuclear weapon with an almost microscopic sized payload. The explosive capacity is directed forward, incinerating the rocket before it even impacts on its targets. The blast is enough to go right through most craft. The Captor missile is designed to go against space targets only. It is so clumsy, however, smaller vessels can evade the explosive charge. Hitting a smaller craft is a little like overkill. Captor Missiles cannot survive entry in an atmosphere.

Particle Beam Cannon
Novan particle-beam weaponry hits a target object with a stream of accelerated particles moving at near the speed of light and therefore carrying tremendous kinetic energy; the particles transfer their kinetic energy to the atoms in the molecules of the target upon striking, thus exciting the target's atoms and superheating the target object in such a short time that it explodes (welcome to physics, boys and girls, this is realistic physical effects we're talking about here).
They operate in an anti-air capacity, but can be used on ground targets. Effective range is around 900,000 Km in vacuum before scattering becomes too severe.

Phased Plasma Gun
The PPG fires a packet of superheated gas, usually helium, instead of a metal slug. When firing, the PPG heats a portion of gas stored in the gun's removable energy cap. When the gas is in a plasma state, it is "fired" down the barrel of the gun by the sequential activation of electromagnets in the barrel. After firing, the plasma packet retains its coherence from a residual magnetic field surrounding it. Upon impact, the magnetic field is broken and the plasma energy is released. As with most weapons, time and distance weakens the field, reducing the effectiveness of the shot.
They operate chiefly in vacuum warfare. Effective range is around 12,000 Km.

Phaser (PHASed Energy Rectification)
The phaser array is powered by plasma managed through a series of physical irises and magnetic switching gates. When firing, energy is conveyed from flow regulators to the plasma distribution manifold. This injects the plasma into the prefire chamber; a sphere of artificial crystal.
The beam energy is controlled by the relatived proportion of protonic charge that will be created and pulse frequency in the final emitter stage.
They operate in numerous roles, in vacuum warfare or on the ground in turret form. Effective range is around 400,000 Km.

Plasma Yield Device
These devices utilise plasma yield technology (see below) to deliver a payload of superheated plasma to a target. Known types are the PY Bomb, PY Penetrator Thrust Bomb, and PY Missile.
They operate in an anti-air capacity. Effective range is a few laps of an Earth-size planet.

Pulsed Impulsive Kill Laser
Operating as with the Automated/Manned Laser system, the PIKL differs in that it delivers not a million joules, but one million times that much.
They operate in both anti-air and anti-ground capacity. Effective range is to the extent of the atmosphere.

Seismic Inducement Penetrator
The Seismic Inducement Penetrator is a bunker buster, with attitude. It freefalls from release until it is a predetermined altitude above its target. It then activates a short-lived rocket motor which propels it to Mach 12 in around two seconds. It penetrates up to two hundred feet of solid concrete or equivalent, and then detonates. The warhead detonates with the force of a 16 kilotons, inducing cataclysmic seismic tremors. These tremors then rely on the natural bedrock a facility is built on or in, to tear the structure apart.

'Shocker' cannon
The weapon operates by a series of irradiating chambers which, in sequence, create a devastating beam. First a beam of ionised gamma is created. Next, the beam is released through an iris into a chamber of gases which adds a 'coating' of laser energy. The next chamber is a seething mass of plasma, which is then dragged through the next iris and out of the cannon by the momentum of the beam, adding a further destructive and corrosive, energy draining layer.
When the beam impacts against a target, the plasma first creates either an enormous surge of energy in shield systems, or eats through exposed hull. The laser energy lends a blinding, immolating effect, and finally the ionised gamma beneath can penetrate even some of the most stubborn metals and irradiate the crew.
When adjusted to it's most powerful yield, the beam is capable of punching cleanly through up to fifty metres of solid reinforced concrete, or equivalent.
These operate chiefly in an orbital and vacuum capacity. Effective range is around 240,000 Km.

'Thunderhawk' Rail Cannon
Rail launchers fire kinetic ammunition at velocities over 1 Km per second. Since a single hit from a railgun round is capable of causing catastrophic damage to almost any unshielded target, they remain the most powerful close defense weapons in a Novan unit's inventory. A Railgun is a type of Magnetic Accelerator Gun (MAG) that utilizes an electromagnetic force to propel an electrically conductive projectile that is initially part of the current path. Sometimes they also use a movable armature connecting the rails. The current flowing through the rails sets up a magnetic field between them and through the projectile perpendicularly to the current in it. This results in the rails and the projectile pushing each other, and in the acceleration of the projectile along the rails.
Effective max range is around 4000 Km in gravity, unlimited in vaccuum (solid projectiles do not dissipate and do not veer off course in vaccuum).

Threat Suppression Attack Missile
The TSAM is a low-cost self-protection weapon designed to defend strikeships and dropships against airborne missiles. Small, short ranged and lightweight, the TSAM design trades off the loiter mode of most modern Threat Suppression Missiles for speed, in order to eliminate a threat rapidly. The solid motor is a high impulse unit that will accelerate the missile to hypersonic velocity in less than two seconds. Range varies considerably with launch speed and altitude, though practical limits in an Earth-density atmosphere are 200 km at sea-level up to 600 km at high altitude. A proximity detonator linked to a short-range radar causes detonation when the missile comes to within ten feet of its target.

Vauss Weapon
The Vauss turret is the staple defence of any Novan base. It offers mile per second railgun firing with a range of fourteen hundred clear miles, and an x-ray cannon that bombards a target with x-ray radiation, doing a great deal of damage to biological pilots.
On top of this, is a heavy shield system that protects the turret and can be extended laterally and vertically. A Vauss turret network can create a viable shield around a large radius.



Defence

Cloaking Device
Novan cloaks operate by plasmon waves. Plasmons are waves of electron density, caused when the electrons on the surface of a metallic material move in rhythm. A shell of plasmonic material scatters light negligibly if the light�s frequency is close to the resonant frequency of the plasmons. The scattering from the shell effectively cancels out the scattering from the object. In layman's terms, the ship goes invisible.
Note: Novan cloaks operate on a frequency adaptation design, and so the plasmon wave frequency will vary with that of the light hitting it.

Dampening Field
The hazards of high speed travel (both superluminal and subluminal) are numerous, and the most prominent is that if you try to accelerate too fast, you will end up as a fine paste on the rear wall of your very nicely decorated bridge.
The Novan dampening field was actually an attempt at an energy based grapple system, designed to latch onto any object with an invisible beam. The design could never quite be worked out entirely, however, but it was discovered that rather than a beam, the device was emitting an entire field of this grappling energy. It was quickly converted for use in Novan vessels, allowing faster and harder acceleration curves even before the superluminal days of the Casimir plates.
The field allows anything within itself to move about freely under extreme speeds, and actually extends outside of a ship's usual shape. The tall command towers on the Northamptons, for example, are covered by this bubble, with the empty space around them also being filled with this field. Controlling it's size and shape is still an issue.

Deflector Shields
Essentially just a powerful magnetic field which repels normal hazardous space debris such as micrometeorites. Since the field has to be stronger than that of Earth, ships are required to have layers of "mumetal" to protect the crew from the otherwise harmful field. These devices cannot be attached to smaller vessels.

Infra-Red Magnetic Plasma Dump
A rapidly decaying proton beam is beamed back from the ship. As the beam loses it's energy and reaches a critical limit, the beam 'dumps' it's energy in the form of a plasmatic ball of matter that gives off powerful IR emissions and also has strong magnetic properties.
The result is a ball of plasma that can trick most missiles, and failing that, attract them to it, and itself to them.
The IRM Plasma Dump is basically a space-based chaff/flare function.

Pinpoint Barrier System
The Pinpoint Barrier System generates four small disc-shaped force fields that can be positioned anywhere along the ship to deflect missiles, energy beams or projectiles. Each pinpoint barrier is about 200 ft in length, and can deflect any attack not designed to cause major damage (such as a nuclear device or Star Wars-esque Death Star cannon). Though the barriers can also be layered on top of each other to generate a field which provides adequate protection against even the strongest weapons.

Siphon Shields
These shields are projected energy fields which encapsulate the carrying craft in a 'bubble' of properly adjusted energy to form a protective barrier. Invisible to the naked eye, the field is created by the shield generators on the hull of the vessel.
These shields operate on an energy conversion scheme. They will absorb the momentum of a penetrative object, instantly rendering it immobile, and this kinetic energy is then converted into power for the ship's systems by way of an energy feedback loop from the field itself to the emitter units. Energy weapons are converted in a similar manner, though the process is less efficient. Too much energy absorbtion can also cripple the shield, if the energy is not spent fast enough.
Siphon shield systems scatter teleportation signals, and with an adequate teleportation system, beamed objects will simply end up where they tried to leave off. On an inadequate system, however, there is no guarantee of that...



Miscellaneous

Faster Than Light [FTL] Drive
For faster-than-light travel, Novan ships use the "Alcubierre Metric"; a method of stretching space in a wave which would in theory cause the fabric of space ahead of a spacecraft to contract and the space behind it to expand. The ship would ride this wave inside a region known as a warp bubble of flat space. Since the ship is not moving within this bubble, but carried along as the region itself moves, conventional relativistic effects such as time dilation do not apply in the way they would in the case of a ship moving at high velocity through flat spacetime. Even more striking, inhabitants of the bubble feel no inertial effects. Travelers making a round trip inside a warp bubble would experience no time dilation of the kind known from the famous twin paradox from special relativity.
Also, this method of travel does not actually involve moving faster than light in a local sense, since a light beam within the bubble would still always move faster than the ship; it is only "faster than light" in the sense that, thanks to the contraction of the space in front of it, the ship could reach its destination faster than a light beam restricted to travelling outside the warp bubble. Thus, the Alcubierre drive does not contradict the conventional claim that relativity forbids a slower-than-light object to accelerate to faster-than-light speeds.

Mass Inversion Drive
The MID negates the carrying vehicle's mass to an infinitely small percentile of its original figure, thus rendering even the largest ship (or station) as light as a feather. With a fully activated MID, in fact, even the smallest child could lift a structure normally weighing millions of tonnes.
The drive operates by focusing the carrying vessel's weight into a point of nearly infinitely reversed space-time (used for explanation purposes only; there is no real way for something to be nearly infinite. Infinity is a concept, not a number, and subsequently infinity cannot be reached by counting forever). The object's weight is then negated, resulting in lower fuel consumption and more output from powerful engines.

(Ok, so this is one of few obviously implausible technologies in Nova Armada. The rest, bar I think just two others, could be successfully achieved given enough time of development)

Nanomachinium
A metal made of nanites. Due to their computised state, they can be shaped into anything the user desires, and can repair themselves by converting surrounding matter if damaged, with the correct signal (any semblance of intelligence is removed to avoid a "grey goo" scenario). Nanomachinium is around 52 times stronger than diamond.

Plasma Yield Technology
Essentially just the name of the system used in solid-state missiles and bombs which eventually become plasma. The warhead contains a packet of combustible gas and and igniting system. Upon impact the gas is ignited to such high temperature that it becomes plasma, retaining a vaguely vaporous form; the heat of the plasma is around that of the surface of the Sun, and diminishes quickly in a matter of seconds.
PostPosted: Sat Nov 18, 2006 5:37 am


Capital Ship Information


This information applies to all capital ships, and most smaller vessels.

At the bows of the ships are the main sensor clusters; dozens of hardened blisters containing short range radar, imaging, and scanning systems.


Communications
The communications equipment of Nova Armada can communicate with up to 1,000 craft simultaneously at ranges of up to 900,000 miles. This range can be boosted indefinitely by using satellites or other spacecraft as to relay communications.

ECM
All Novan units contain some Electronic Counter-Measure abilities. Be it their SRAM (sonar and radar absorbent material) coatings, their radio jamming equipment, or the IRM plasma dumps, Novan units can fool most other ship or weapon systems.

Food
Kitchens aboard each capital ship serve a basic diet of the four main food groups, with no great diversity from day-to-day. Stores of food are kept in the storage bays, located in various places on each ship.

Gravity
Gravity aboard Novan units is acheived with gravity plating, which allows a fairly even pace to be established when moving around the ship's horizontal axes. It is not quite as strong as the standard 1 gee of Earth, but is enough to move by.
The gravitic plating utilises a specially shaped magnetic field that allows a person to remain somewhat weighted in space by their own blood iron content. As such, each individual experiences a tiny measurement more gravity than everyone else.


Life Support
The atmosphere on Novan ships is retained by two means. When in a vaccuum oxygen is circulated through internal ventilation networks, which contain chemical scrubbers and recyclers dotted about. In smaller vessels such as fighters there is only one such unit in place.
When in an atmosphere, vents to the outside are opened and fresh air allowed to mingle with the old, which is slowly replaced by this fresh air.


Navigation
Navigation on Novan capital ships is acheived through RaDAR, long-range cameras, planetary grid formations, and an extremely reliable 'star-lock' system (visual tracking of the positions of over three thousand stars simultaneously). RaDAR is generally for use on planets, or when close to docking stations or other ships, long-range cameras are used when approaching a planet, with the planetary grid formation providing reliable coordinates should the surface be obscured, and star-locks are used when in deep space.

Power
Novan powerplants are large spherical tokamak reactors. This plasma-based reactor provides adequate energy for all ship systems, though in combat suffers. This is the reason Nova Armada strived to develop the siphon shield system.

Propulsion
Novan units most commonly use ion thrust. For a given amount of fuel, ion thrust modules can give 1/50th of a pound of thrust, yet deliver up to ten times more actual thrust than a conventional chemical thrust module.

RaDAR
The radar array of Novan capital ships is equally as impressive as the communication system, and can track and identify up to 2,000 craft simultaneously. The radar system has an adjustable range of 100 - 500,000 miles.

Waste Management
When faced with the problem of waste management, Novan ship designers had to answer the obvious; Where does it go?
As an answer, they came up with; Into the crew.
Novan ships take recycling quite seriously, as you can never be too complacent about being in space. Self sufficiency is a must, and so waste is converted to rudimentary edible paste, by a lengthy process of molecular realignment with nanotechnology.

God_02
Captain


God_02
Captain

PostPosted: Sat Nov 18, 2006 6:02 am


Vacuum Fighter Force


- Used in defence of the Orbital Construction Facility

Poseidon
[Copyright Novalogic. Artist unknown. Permission for use not obtained]
Armour:
- nanomachinium plating
- Deflector Shield
Weapons:
- 1 x Free-Electron laser [either wing]
- 1 x missile launcher [undercarriage]
Extras:
- IRM Plasma Dump
No of craft: 60

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Name: Pegasus
[Copyright Novalogic. Artist unknown. Permission for use not obtained]
Armour:
- Composite armour panels
- Weak Siphon Shield
Information:
- 2 x Free-Electron [one either wing]
Extras:
- IRM Plasma Dump
No of craft: 70

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Name: Archangel
[Copyright Novalogic. Artist unknown. Permission for use not obtained]
Armour:
- Tritanium plating
- Mild Siphon Shield
Weapons:
- 2 x Free-Electron lasers [ one either wing]
- dual missile launcher [undercarriage]
Extras:
- IRM Plasma Dump
No of craft:40

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Name: Orion
[Copyright Novalogic. Artist unknown. Permission for use not obtained]
Armour:
- Tritanium plating
- Mild Siphon Shield
Weapons:
- 1 x Phaser [forward section of port wing]
- 1 x Solenoid Ion Cannon [forward section of port wing]
- 2 x Free-Electron lasers [ventrally mounted, one either wing]
- 2 x missile mounts [undercarriage starboard wing]
Extras:
- IRM Plasma Dump
No of craft: 30

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Name: Pheonix
[Copyright Novalogic. Artist unknown. Permission for use not obtained]
Armour:
- Tritanium plating
- Mild shield
- High Performance Siphon Shield
- Deflector Shield Unit
Weapons:
- 2 x Phaser [one either side of prow]
- 2 x Free Electron Laser [one either side of nose]
- 2 x 20mW Phased Plasma Cannon [one either side of nose/prow connection]
- 4 x missile mounts [one either side of prow, one either side of nose]
Extras:
- IRM Plasma Dump
No of craft: 24
PostPosted: Sat Nov 18, 2006 6:05 am


Nova Armada's Nova Prime Police Department


Quote:
Introduction
The Nova Prime Police Department, or NPPD, were created in response to military security and policing in Nova Prime.
The G Police utilise usual police methods, along with SWAT tactics and FBI swiftness.
Listed below are the few units the G Police use in serious busts. They can also be used in combat. All images are captured from Psygnosis' G-Police 2: Weapons of Justice and copyright protected.


Quote:
Light-Attack


GP-44 "Tunnel Rat" Mk. I Patrol
Armour: Bi-layer composite
Weapons Loadout:
- quad-barrel 15mm minigun
- 2 double-tube missile launchers
Maximum Speed: Mach 1
Extras/mods:
- SRAM coating
- deflector shield unit
No of craft: 15

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

GP-44b "Tunnel Rat" Mk. II Scout/Reconnaissance
Armour: Bi-layer composite
Weapons Loadout:
- quad-barrel 15mm minigun
Maximum Speed: Mach 1
Extras/mods:
- SRAM coating
- deflector shield unit
No of craft: 10


Quote:
Medium Attack


AT-RX-2 "Raptor" Mk. I Patrol Walker
Armour: Tri-layer composite
Weapons Loadout:
- quad-barrel 15mm minigun
Maximum Speed: 260 kph
Extras/mods:
- SRAM coating
- deflector shield unit
No of craft: 10

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

AT-RX-2b "Raptor" Mk. II Attack Walker
Armour: Tri-layer composite
Weapons Loadout:
- quad-barrel 15mm minigun
- quad-tube missile launcher
Maximum Speed: 210 kph
Extras/mods:
- SRAM coating
- deflector shield unit
No of craft: 10

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

GP-68 "Rhino" Mk. II Tactical Ground Support Vehicle
Armour: Tri-layer composite
Weapons Loadout:
- tri-barrel 20mm minigun
- eight-tube missile launcher
Maximum Speed: 340 kph
Extras/mods:
- SRAM coating
- deflector shield unit
No of craft: 15


Quote:
Heavy Attack


C453 "Venom" Mk. I Air Attack
Armour: Tri-layer composite
Weapons Loadout:
- quad-barrel 15mm minigun
- 2 quad-tube missile launchers
Maximum Speed: Mach 2
Extras/mods:
- SRAM coating
- deflector shield unit
No of craft: 10

God_02
Captain


God_02
Captain

PostPosted: Sat Nov 18, 2006 6:23 am


NACCS and the NACCS Mobile Unit
Nova Armada Central Computer System[NACCS] Mobile Unit (Applicable 2150-2450)
Before the complete destruction of the main base, NACCS transferred itself to the Northampton Stealth Frigate, where it oversaw the end of the former NA complex.
More importantly, NACCS is able to think for itself, and carry out processes as and when it wants. It's personality is self-styled into a benevolent, caring individual. It prizes the lives of biological personnel, be they human or otherwise, and will try to take the least offencive action in any situation.

NACCS now inhabits a small body of it's own. This multilimbed, floating bug-like creation has interface blades for controlling the ship remotely (provided it can find an access port), since NACCS separated itself from the Northampton as a whole. The hull of the body is composed of reinforced steel, three inches thick. EM shielding lies underneath this, along with the internal mechanisms. The unit features seven 5THz processors, and a RAM count in excess of two million.
The unit stays aloft via electromagnesis, but can use the limbs for motion if so required.



The First
The First goes by no other name, and is around seven feet in height, an amalgamation of dull yellow and dark grey biological plating of a toughness equivalent to somewhere in between titanium and steel.
The First's head contains four large snake-like eyes, two aimed forward, and one either side of it's face for optimum peripheral vision. It's long snout is remindful of a mythical dragon's, and filled with an estimated two hundred serrated and sharp teeth, racked in rows. Careful gene splicing from multiple species produced a lower jaw capable of splitting in two vertically, it does, however, generally function as a normal lower jaw, the splitting apparently being no more than a psychological factor intended to strike fear into enemies.
It has three clawed fingers and an opposable thumb to each thinly padded hand. This trend carries over to it's feet, on digitigrade hind legs, perfectly balanced by a long and slender tail ending in a protrusion more blade than bone.
The pads on it's feet and hands allow it to scale most vertical and horizontal surfaces, clinging very securely to any surface through a system borrowed from gekko genes. Each pad has millions of microscopic hairs on the bottom that function as an adhesive, and these microscopic hairs divide further into smaller structures known as setae, and each seta has the adhesive strength to support around 20 mg, the weight of an ant.
First's setae, as with any Gekko's, are capable of supporting much more weight than that which First exerts.

Further gene copying is shown in the form of it's perfect 'chameleoflage', aptly named since it's come from the chamelon. The virus did, however, 'evolve' the genes before they were placed into the First, and it's ability to mask itself from visual sensors is perfect, further enhanced by it's temperature-adaptable-blood morphology, leaving it able to alter it's blood temperature to the surroundings.

The First is not without in-built weaponry, either. Aside from it's bladed tail, retractable elbow, knee, and back bones take the form of vicious serrated blades.

All of this is augmented by sporadic appearances of machinery over it's body; it's cybernetic parts allowing it further enhanced sight, hearing and communications, all easily activated or deactivated at whim built in at an instinctual level.
PostPosted: Sat Nov 18, 2006 6:28 am


Positions


Feel free to make up your own biggrin

Air Force Pilot: The Pilot Utilization Field encompasses all functions performed by rated pilot officers to conduct or directly support flying operations, including combat, combat support, and training missions. Inherently included are supervisory and staff functions such as inspection, contingency planning, and policy formulation.

Infantry: Infantry Marines are trained in core competencies of gunnery on infantry weapons, combat operations, and battlefield awareness; employing a variety of weapons, and through communications links, supporting arms including artillery, naval gunfire, and close air support; sea-based, projecting onto vital littorals in any climate or place.

Intelligence: The Intelligence Career Field encompasses functions involved in collecting, producing, and distributing data that have strategic, tactical, or technical value from an intelligence viewpoint.

Medic: Provides medical unique administrative, field medical, technical, scientific, and clinical services to the Army Medical Department and the Army.

Munitions and Weapons: The Munitions and Weapons Career Field includes assembling, maintaining, storing, delivering, inventory managing, and loading nonnuclear munitions and solid propellants; and handling and aircraft loading nuclear munitions and guided aircraft missiles and rockets.

Captain: A Captain is expected to handle all shipboard decisions including communications decisions, personnel assignments, ship status, weapon status, and tactical situations, among others.

Security Forces: The Security Forces (SF) Career Field performs force protection duties. SF duties require the use of force, up to and including the use of deadly force.

God_02
Captain


God_02
Captain

PostPosted: Sun Nov 19, 2006 12:02 pm


The Terms



General
AI = Artificial Intelligence
ASR = Air Support Request
AO = Area of Operations
AOI = Area Of Interest
BDA = Battle Damage Assessment
BIPS = Billions of Instructions Per Second
Control = Command Centre
Drone = A unit controlled by either it's own internal computer, or the base's central computer
Mess Hall = The canteen/eatery/grub-house/food shack. Got the point?
NACCS = Nova Armada Central Computer System. The advanced AI running Nova Armada.
Price Virus = The virus designed by Jack Price to usurp the Nova Armada Central Computer System
Unit = Any 'asset' of the base. This includes drones, mechs, jets, personnel etc



Locations

Abydos = Abydos is one of the most ancient cities of Upper Egypt, on Earth. The Egyptian name was Abdju, "the hill of the symbol or reliquary," in which the sacred head of Osiris was preserved. This is most apt, as this is where the main base is located, housing the new and improved NACCS main unit.

Achaicus = Latinized form of the Greek name Αχαικος (Achaikos), which referred to the region in Greece called Αχαια (Achaia), situated on the northern coast of the Peloponnesus. In the New Testament this is the name of a Corinthian Christian who aided Saint Paul.
Achaicus is a continent.

Amun Mut = The continent on which Nova Prime is located. Amun was the name of a deity, in Egyptian mythology, who gradually rose to become one of the most important deities, before fading into obscurity.
In Egyptian mythology, Mut (mother) was originally a title of the primordial waters of the cosmos. However, the distinction between motherhood and cosmic water lead to the separation of these identities, and Mut gained aspects of a creator goddess, since she was the mother from which the cosmos emerged. Thus the Novan city is situated here, where it promises a new civilisation composed almost entirely of original Novan families.

Brunhild = Location of Outpost 4. Derived from the Germanic elements brun "armour, protection" and hild "battle". In the Norse legend the 'Volsungasaga' Brunhild was the queen of the Valkyries who was rescued by the hero Sigurd. In the Germanic legend the 'Nibelungenlied' she was a queen of Iceland and the wife of Günther.
Brunhild is a continent.

Crescentius = Location of Outpost 5. Roman cognomen which derives from Latin crescere "to grow".
Crescentius is a continent.

Dionysos = Location of Outposts 2 and 3 (Dionysos OP-1 and Dionysos OP-2). From Greek Διος (Dios) meaning "of ZEUS" combined with Νυσα (Nysa), the name of a legendary mountain. In Greek mythology Dionysos was the god of wine, revelry, fertility and dance. He was the son of Zeus and Semele.
Dionysos is a continent.

Gnaeus = Location of Outpost 7. Roman praenomen, or given name, which is of unknown meaning. A famous bearer was Gnaeus Pompeius Magnus, also known as Pompey the Great, a Roman general of the 1st century BC.
Gnaeus is a continent.

Ianthe = Means "violet flower", derived from Greek ιον (ion) "violet" and ανθος (anthos) "flower". This was the name of an ocean nymph in Greek mythology.
Ianthe is a continent.

Koru = The koru is the Māori name given to the newborn, unfurling fern frond and symbolizes new life, growth, strength and peace.
Koru is the Novan name for the At'Yr homeworld.

Ludwig = From the Germanic name Hludwig which meant "famous warrior", composed of the elements hlud "fame" and wig "warrior". This was the name of three Merovingian kings of the Franks (though their names are usually spelled in the Latinized form Clovis) and three kings of Bavaria. Other famojus bearers include the German composer Ludwig van Beethoven and the Austrian philosopher Ludwig Wittgenstein, who contributed to logic and the philosophy of language.
Ludwig is a continent.

Lysander = Location of Outpost 6. From the Greek name Λυσανδρος (Lysandros) which meant "a release of a man" from Greek λυσις (lysis) "a release" and ανδρος (andros) "of a man". This was the name of a Spartan general and naval commander.
Lysander is a continent.




Flight Terms
HTOL/VTOL = In order, Horizontal Take Off and Landing/Vertical Take Off and Landing.
LZ = Landing Zone
Pitch = the up or downward motion of the nose.
Roll = the plane rotating around a lateral axis (think 'barrel roll').
Visiblity = How far a pilot can see clearly.
Yaw = is like regular steering on a car. It turns the plane on a horizontal plane.



Missiles
AAM = Air-to-Air Missile
AGM = Air-to-Ground Missile
ASM = Anti-Shipping Missile
ATGM = Anti-Tank Guided Missile
HARM = High-speed Anti-Radiation[Radar] Missile
HAWL = High Altitude Weapon Launch
HE = High-Explosive
HOWL = High Orbital Weapon Launch
ICBM = Inter-Continental Ballistic Missile
LAWL = Low Altitude Weapon Launch
LOL = Low Orbital (weapon) Launch
LOAL = Lock On After Launch
LOBL = Lock On Before Launch
LR = Long-Range
SAM = Surface-to-Air Missile
SR = Short-Range
PostPosted: Sun Oct 25, 2009 4:55 pm


Africa Base

The African base, stationed in the Ghobi desert, is comprised of sectors as in most military bases. Below these sectors are listed, then described further on.

Area/Purpose
Alpha-R - Surface reception
Alpha-H - Surface hangars
Alpha-G - Surface access (from subterranean access)
Beta Section A - Armoury
Beta-1 to Beta-20 - Personnel Dorms
Beta-21 to Beta-40 - Personnel Dorms
Beta-41 to Beta-60 - Personnel Dorms
Gamma-1 - Command Centre
Gamma-2 - Subterranean hangars
Gamma-3 - Construction Chambers
Gamma-H - Subterranean access
Delta Section - Generator Expanse

Alpha Section
Surface Reception:
The surface reception is a small building painted a glaring white in the brilliant sun of the desert. The walls are made of an extremely dense titanium-steel alloy (though coated in diamond-reinforced concrete), and measures 15 x 15 feet, containing a desk spanning seven feet of the building from the left, adjacent to the entrance door. A secretary sits here, with his/her own small firearm, desk shield and panic button. To the right of the secretary is the elevator point. this elevator leads downwards into the Gamma levels, and is of adequate size for about four fully suited and armed troopers.
Outside the building, another 15 feet away, is a series of three landing pads.

Surface hangars:
These surface hangars are located 100 feet away from the reception building to the North-East (the underground monorail system is used for swift transportation to these). This contains the Ghobi complement of Novan HTOL units.
The construction is of an extremely dense titanium-steel alloy and is approximately 90 x 90 x 40 feet.

Surface Access
This building, at first glance a set of hangars, remains empty most of the time. As usual the construction is dense titanium-steel, measuring 150 x 150 x 70 feet. These are located just 50 feet from the reception building, to the West.

Beta Section
Armoury
The armoury is located half a mile underneath the reception building, and it's doors are flanked by two armed personnel at all times. Accessed only with authority from Commander Jack Price, or any of three sub-commanders, the armoury doors open to reveal a short space of a few feet, which then scans anyone entering for more obvious signs of not belonging. A second set of doors ahead open only after the first set has closed, though these only respond to a daily cycled code.
Inside, the armoury has two more armed personnel and the armoury chief. With the proper papers, or in an emergency, one can access the Novan arms cache.

Personnel Dorms:
Personnel Dorms are located half a mile underground underneath the armoury level, and contain simple beds, four minimum (but up to six), and are of a size just tolerable for 4 - 6 people. The level is reached via the elevator in the reception building. Rooms also contain small plasma television screens, and small radio tuners set into the walls.

Gamma Section
Command Centre:
The Command Centre is a large structure in the subterranean hangars. The Command Centre contains all aspects of Nova Armada control; Flight, Communications, Unit, Patrol, and Central.
Flight Command deals with any units that are out, flying or not. Communications deals with miscellaneous communications, Unit Command with automated base assets, Patrol with patrolling units, and Central regulates everything.

Subterranean Hangars:
These hangars are the most vast in the Ghobi base, and are approximately one mile underground. The two gigantic lift platforms set into one cavern side extend upward to the surface, into the Beta hangars..

Construction Chambers
The construction chambers take advantage of the enormous caverns that existed before Nova Armada moved in, and the space is taken up with millions of worth of machinery that is used to construct prototypes for new units. If a prototype is deigned good enough, then more are constructed.
The construction areas are actually sealed off by a huge set of titanium doors. Behind these is a fifty foot space, then another set of titanium doors. The doors are rarely opened (doing so upwards), unless units need to be transported through.

Subterranean Access
This is quite simply an enormous pair of lifts that carry units from the subterranean hangars up to the surface, where their own hangar (surface G) awaits.

Epsilon Section/Generator Expanse:
The Expanse is is yet another vast cavern network underneath the subterranean hangars, accessed via a two-man elevator shaft delving into the Earth by another quarter-mile. There is not one generator, but five house-sized nuclear reactors.

Ex-S
Vice Captain

3,500 Points
  • Money Never Sleeps 200
  • Hygienic 200
  • Wall Street 200

Ex-S
Vice Captain

3,500 Points
  • Money Never Sleeps 200
  • Hygienic 200
  • Wall Street 200
PostPosted: Sun Oct 25, 2009 4:57 pm


Air Force
Name: Novan Airborne Warning and Control System
Image: NAWACS
Extras: Advanced jamming array

Name: AD-17 'Cougar' Strike Platform
Image: Cougar
Extras:
- High weapon adaptibility
- VTOL

Name: AG-22 'Airwolf' Gunship
Image: Airwolf
Extras:
- High weapon adaptibility
- VTOL

Name: B-112 'Lightning Strike' Bomber
Image: Lightning Strike
Extras:
- Racked bombing array
- VTOL

Name: CB-108 'Haulier' Transport/Bomber
Image: Transport/Bomber
Extras: High adaptibility cargo area and bombing release system

Name: LV-28 'Ghost' scouting craft
Image: Scout
Extras:
- Ddvanced jamming array
-Composite RAM hull
- VTOL


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Sea Force
Name: Littoral Combat Ship
Image: LCS
Extras: Advanced jamming system, composite hull, and everything else ;D

Name: Artillery Frigate
Image: Novan AF
Extras: Armed to the teeth ;D


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Ground Force
Name: ZRKSa 'Gainful' Missile Platform
Image: Gainful
Extras: High weapon adaptability

Name: M40 'Ridgeway' Artillery
Image: Ridgeway
Extras: Err... It's generally quite far away from battle?

Name: Novan Army Soldier
Image: Troop
Extras: All armed with fairly standard small machine guns, three fragmentation grenades, and protected by ballistic armour. Night-vision goggles are equipped for nocturnal operations, and thermals can be provided if necessary.
PostPosted: Sun Oct 25, 2009 4:59 pm


The Novan Bases



Quote:
Nova Armada Main Base


Location: Continent Abydos
General Stats:
Area: 5.9 square km
Main Construction Materials:
- Carbon Nanotubing 3%
- Tritanium 8%
- Stainless Steel 12%
- Nanomachinium 29.3%
- Steelcrete 45.6%
- Other (glass, rubber, misc substances etc) 2.1%
Defences/Weapons:
- 2 x Neutron cannons
- 1 x 'Shocker' Cannons
- 2 x Solenoid Ion Cannons
- 15 x Phased Plasma Guns
- 28 x Free-Electron Laser Arrays
- 8 x Phaser Arrays

The primary Novan base is a grand and luxurious structure towering over 1056 metres into the sky excluding antennae; extravagant, but impressive. The base of the building covers over 5.28 acres (four American Football fields arranged two-by-two) and the entire building has 280 floors, narrowing toward the top.

The ground floor has three sets of revolving doors flanked by automatic double-doors on either side. These open out onto a lobby measuring over a thousand square feet and four storeys tall. Immense marble columns flare out from the ground and ceiling, thinning as they meet in the middle but still supporting the weight of the above floors. Grand staircases wind up to the three floors above but seem to be unsupported save for the bottom steps and, situated between these is a statue of Jack Price the megalomaniac founder of Nova Armada. A stain on the military's history.

The main base, despite its enormous size, also extends underground, as do all good space bases. The upper 280 floors are used for administration duties spanning across the armada while below ground lies the true body of the Novan main base. Because of the nature of the 'surface' of Koru (that is, the shell surrounding the true planet) the underground sections of the base are in fact surrounded by open atmosphere between the shell above and true surface above. Due to this, many sections actually have windows and, on the ground floor, doors. The simulated sunlight from the At'Yr shell provides ample lighting.

Command Centre
The brain of the base, this is where the upper echelons of the Novan command structure are located most of the time. A large holographic tank dominates the space and contains several dozen gallons of modified liquid medium in which sophisticated volumetric displays can be projected of almost anything necessary. Ringing the command centre's wall is a series of workstations, crewed by dedicated and professional personnel. Workstations include:
Environmental
A team of three working together to watch over the telemetry from the base's environmental sensors, stabilising fluctuations in the maintained atmosphere below ground.
Base Surveillance
Monitoring the critical aspects of the base's major functioning equipment such as the generators.
Base Security
In charge of commanding and overseeing security operations in the base.
Communications
Tasked with communicating with space-borne units requesting entry to atmosphere.
EM Sensor
Five stations are tasked with monitoring emissions between the infrared and ultraviolet extremes of the spectrum, excluding radio frequencies.
Radar
Operating with the centuries-old basic radar providing a two-dimensional top-down representation of air-borne objects above an altitude of fifty feet.
3D Radar
Using a more sophisticated radar suite that requires immersion in to a VR environment that gives the operative a complete spherical view around the base. Works in tandem with several other stations in times of crisis to better and more accurately coordinate defencive posture.
Gravidar
Using the recently developed Mass Sensor System to determine gravitic fluctuations associated to possible suspect activity such as a cloaked vessel.
Flight Coordination
Four operatives in almost constant contact with air-borne units from the base's complement.
Ground Coordination
Three operatives in contact with any deployed ground craft, be they drones or crewed.
Orbital Coordination
Seven operatives working closely with Comms to coordinate space-borne traffic, usually patrols.
Satellite Observations
A team of personnel using the orbital satellites and, if necessary, deployed probes to monitor the volumes of space light-minutes away from the planet.

Hangars
Surrounding the command centre is a ring of subterranean hangars with launchways leading up to the surface. These launchways are, at most times, covered over with pseudo-terrain which blends in seamlessly with the land surface around them, a trick learned from the At'Yr.
[ Figures for units are given in the Fleet post ]

Nova Armada Central Computer System
The home of the AI entity running bears the same name as the entity itself, for obvious reasons. The system is a vastly modified form of the computer core that the base possessed back on Earth, boasting thousands of terabytes of storage and no less than four hundred processing units all in the range of hundreds of Terahertz.
NACCS has noted improvements in its performance scaling into thousands of times faster, as well as a massive increase in its BIPS count.

Generators/Power Source/Core
Beneath the computer core and also underneath a few dozen feet of both physical and energy shielding is the base's power source. An arrangement of over two hundred hybrid miniature fusion-plasma generators churn out enough power to keep every base on the surface operational, and indeed this is exactly what happens.
Underneath the power core is a 500 foot deep shaft installed with a radial array of iron pipes. This array serves as a connection between the generators and the planetary shell which, due to its construction, can convey power across the entire globe. Transceivers at the outposts then accumulate and distribute this wireless power.


Quote:
Nova Prime [City]


Location: Continent Amun Mut
General Stats:
Area: 15.4 square km
Main Construction Materials:
- Carbon Nanotubing 2%
- Tritanium 9%
- Stainless Steel 15%
- Nanomachinium 18.7%
- Steelcrete 53.2%
- Other (glass, rubber, misc substances etc) 2.1%
Defences/Weapons:
- 5 x Neutron cannons
- 4 x 'Shocker' Cannons
- 5 x Solenoid Ion Cannons
- 24 x Phased Plasma Guns
- 44 x Free-Electron Laser Arrays
- 15 x Phaser Arrays
- Nova Prime Police Department

Settled on the continent of Amun Mut, Nova Prime is the city which provides housing and amenities for the civilian population of Nova Armada, chiefly the families of enlisted personnel, though there are some refugees from other sources whom have been granted citizenship. The local economy is good, though limited and the Central District, consisting of one enormous street sidelined by a multitude of businesses, contains a burgeoning entertainment complex with most modern facilities and services.
Housing is located on the fringes of the city and also in high rise buildings within the city's heart. Homes in the suburbs are generally reserved for full families of three or more.
Public transport consists of both an elevated train circuit known as the Nova Armada Maglev System, or NAMS, and a series of bus routes travelled by enormous two-lane wide three-storey tall coaches.
In keeping with being part of Nova Armada's property the city contains a series of reinforced bunkers which, due to the fake surface on which the city sits, are restricted in terms of depth underground. An Early Warning System (EWS) utilises an "Overwatch" station mounted on the top of the city's tallest building equipped with radar and a Light Spectrum Sensor Suite (LS3), as well as a network of remote monitoring stations equipped with similar equipment to provide warnings in times of attack on Novan property, not necessarily the city itself. In only the most dire of situations, the city can erect a series of interlocked Pinpoint Barriers to shield itself from direct attack and deploy its own weapon platforms from several strategic locations.
The city's power source, a Spherical Tokamak Plasma Toroid Reactor is situated two miles away from the city outskirts, but this distance would not be enough to prevent disaster. The reactor building is fitted with its own X Performance Siphon Shield, with the best energy buffer array available based on current technological limits. The shield is also capable of undergoing the ever-risky process of inversion, which although dangerous in itself, can provide considerable containment during the unlikely event of a reactor meltdown.


Quote:
Nova Armada Outposts


[ All outposts are similar in design. Only painted runway and VTOL pad designations differ. ]

Locations:
Outpost 1 - Continent Achaicus
Runways 1A, 9I, 17Q, 25Y
VTOL Pads 1B, 9J, 17R, 25Z, 33H, 41P

Outpost 2 - Continent Dionysos OP-1
Runways 2B, 10J, 18R, 26Z
VTOL Pads 2C, 10K, 18S, 26A, 34I, 42Q

Outpost 3 - Continent Dionysos OP-2
Runways 3C, 11K, 19S, 27A
VTOL Pads 3D, 11L, 19T, 27B, 35J, 43R

Outpost 4 - Continent Brunhild
Runways 4D, 12L, 20T, 28B
VTOL Pads 4E, 12M, 20U, 28C, 36K, 44S

Outpost 5 - Continent Crescentius
Runways 5E, 13M, 21U, 29C
VTOL Pads 5F, 13N, 21V, 29D, 37L, 45T

Outpost 6 - Continent Lysander
Runways 6F, 14N, 22V, 30D
VTOL Pads 6G, 14O, 22W, 30E, 38M, 46U

Outpost 7 - Continent Gnaeus
Runways 7G, 15-O, 23W, 30D
VTOL Pads 7H, 15P, 23X, 31F, 39N, 47V

Outpost 8 - Continent Ianthe
Runways 8H, 16P, 24X, 31E
VTOL Pads 8I, 16Q, 24Y, 32G, 40-O, 48W

General Stats:
Area: 2.18 square km (1.25 x 1.75)
Main Construction Materials:
- Carbon Nanotubing 3.1%
- Tritanium 8.4%
- Stainless Steel 13.5%
- Nanomachinium 11.7%
- Steelcrete 62.2%
- Other (glass, rubber, misc substances etc) 1.1%
Defences/Weapons:
14 x Automated/Manned Laser Pulse Turret
38 x Pulsed Impulsive Kill Laser
26 x [Particle Beam Cannon
24 x Ball Lightning Defence Network (48 actual microwave generators)


Layout

[Outpost 1 depicted in example image]

Fairly basic in layout, Novan Outposts are all roughly 2.18 square miles in area, and on the surface contain a series of four runways. Between the two most northerly runways at the west side of the outpost lies the Air and Space Traffic Control Tower, a 20 metre high building adorned with a multitude of detection and communication equipment and protected by a Pinpoint Barrier System.

To the east is the barracks, a three storey building with room for over two hundred men and women; enough to pilot the air-spacecraft below.

Assets are divulged from the generously sized underground hangars in one of two ways. As with the old Saharan base a series of powerful pneumatic lifts can raise vessels into the surface level hangar, where they then exit onto the main slipway and proceed to launch from the runways. Alternately, six VTOL launch pads can bring up four craft at a time for vertical take-off and landing.

Of course, lets not forget outpost defences, listed below. Descriptions for the weapons can be found here.



Quote:
Extra-Orbital Construction Facility


Delta Pavonis: 0, 0 Planetary North

[ Please click here for image. ]

Base Stats:
Height: 4 Km (roughly)
Width: 2 Km (roughly)
Armour/Construction:
- Carbon Nanotubing 5%
- Tritanium 12%
- Stainless steel 12.1%
- nanomachinium 70%
- Other (glass, rubber etc) 0.9%
Defences/Weapons:
- 15 x Tachyon Cannons
- 15 x Neutron cannons
- 20 x 'Shocker' Cannons
- 25 x Solenoid Ion Cannons
- 30 x Neutronic Mine Launchers
- 30 x Tri-Cobalt Torpedo Launchers
- 40 x Phased Plasma Guns
- 70 x Free-Electron Laser Arrays
- 135 x Phaser Arrays
- 200 x Deployable MicroTurrets
- OCF Defence Force
Sublight Speed: Mach 14
FTL Speed: 842,765c

Maintaining an extra-orbital position above the planet's northern pole, the Orbital Construction Facility provides the initial line of defence for the planet and its inhabitants, both human and otherwise, the OCF is the only Novan space station owned by Nova Armada, after a successful and short campaign which saw its taken from its original owners, Alpha Corporation.
Although no longer the primary construction facility for Nova Armada the OCF does nonetheless serve a vital role in manufacturing the larger fleet assets which would otherwise be unable to be constructed due to the constraints of the planet's gravity.
The station possesses varied sensor arrays, chiefly a dedicated radar suite, dedicated LS3, passive gravitic 'radar' and a specialised penetrative radar. Power per second comes from a Nuclear Fusion Reactor with output enough to keep a small village lit for a week.

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PostPosted: Sun Oct 25, 2009 5:00 pm


Armada Munitions


- For full information on armada munitions, click here.


The Fleet


- Each base has an even complement of these. See craft details for numbers.
- All NA vehicles are capable of operation in vacuum or atmosphere.


Aerial Vehicles
NA-104 "Argus" Fighter
[Art by Roman Kochnev. Permission for use not obtained]
Armour: Tri-layer composite
Weapons Loadout:
- 26 x missile tubes (13 either wing)
- 4 x Free Electron lasers (two either wing)
Maximum Speed: Mach 4
Extras/mods:
- SRAM coating
- mild siphon shield
- deflector unit
- IRM plasma dump
No of craft: 250 (20 per base, 50 for the OCF)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

B-17b "Omega" Hypersonic Bomber
[Artist unkown. Permission for use not obtained]
Armour: bi-composite
Weapons Loadout:
- main rotary bomb rack (undercarriage)
- secondary munition mounts (wings)
- 1 x missile launcher (aft)
- 2 x LR missile bays (nose)
- Thunderhawk railcannon (nose undercarriage)
Maximum Speed: Mach 10
Extras/mods:
- SRAM coating
- heavy-duty siphon shield
- IRM plasma dump
No of craft: 80 (8 per base)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Delta Fighter
[Copyright cdv/Brat Designs]
Armour: Composite armour panels, tritanium plating. Mild Shield
Weapons Loadout:
- nose-mounted 'Thunderhawk' railcannon
- 4 x missile tubes (two each wing)
Extras/mods:
- enhanced shield system [energy conversion]
- SRAM coating
- IRM plasma dump
- cloaking device
No of craft: 160 (14 per base, 20 for the OCF)


Capital Ships


Bouvetoya Long Range Assault Frigate
[Artist unknown. Permission for use not obtained.]
Length: 218 feet
Armour: Titanium shell, on a steel chassis. NA-54c shield system.
Weapons Loadout:
- 2 x Neutron cannons {top}
- 3 x missile launchers (aft)
- 4 x LR missile bays (bow)
- 4 x SR missile bays (midship)
- 20 x mounted, full-angle Free Electron laser turrets (all over)
Extras/mods:
- booster engines
- SRAM coating
- FTL drive allowing 8,578c
No of craft: 8
Hythe
Ashford
Aresenic Acid
Fallen Pulse
Vivain Skies
Kent
Easthope
Grace Hill

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Wellingborough Class Stealth Frigate
[Artist unknown. Permission for use not obtained]
Length: 286 feet
Armour: Titanium-Tungsten alloy shell, on a titanium chassis. NA-54c shield system.
Weapons Loadout:
- main Shocker cannon (bow)
- 4 x LR missile bays (top midship)
- 5 x LR missile bays (bow underneath)
- 6 xrear facing missile launchers (aft, three on either side)
- 12 x SR missile bays (midship)
- 20 x mounted, full-angle Free Electron laser turrets (all over)
Extras/mods:
- SRAM coating
- camoflauge system
- FTL drive allowing 11,313c
No of craft: 10
Dark Splinter
Radio Silence
Lucretia
Black Layer
Rhapsody Hunter
Unseen Enigma
Distant Enemy
Omega Zero
Hard Hitter
Bougainville

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Northampton Class Stealth Frigate
[Artist unknown. Permission for use not obtained]
Length: 814 feet
Armour: Titanium-Tungsten alloy shell, on a steel chassis. NA-54c shield system.
Weapons Loadout:
- 2 x Shocker cannons (one either side midship)
- 4 x LR missile bays (bow underneath)
- 4 x LR missile bays (bow top)
- 4 x tri-shot rocket launchers (aft)
- 4 x anti-warship solenoid ion cannons (bow and aft)
- 6 x six-shot SR missile bays (midship)
- 18 x phaser turrets (all over)
- 20 x mounted, full-angle Free Electron laser turrets (bow, tip)
Extras/mods:
- SRAM coating
- camouflage system
- Pinpoint barrier system
- FTL drive allowing 12,432c
No of craft: 15
Clavain
Volyova
Decay Of Lucidity
Mademoiselle
Xavier Liu
Providing Chaos
Sylveste
Pascale
Skade (identifiable by a gouge along the port side)
Rementoire
Everfalling
Antoinette Bax
Khouri
Storm Bird
Razor's Edge

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Roger Young Battleship
[Design copyright Starship Troopers designers, images copyright Johnny E. Worthen]
Length: 1 mile approx.
Armour: Titanium-Tungsten alloy shell on a steel chassis. NA-54c shield system.
Weapons Loadout:
- 2 x Shocker cannons (one either upper engine nacelle)
- 6 x 20mW solenoid ion cannons (command tower)
- 6 x anti-warship 20tW solenoid ion cannons (midship)
- 8 xThunderhawk railcannons (four either lower engine nacelle)
- 10 x LR missile bays (midship either side)
- 10 x LR missile bays (bow)
- 10 x Neutron Cannons (either side midship)
- 14 x six-shot SR missile bays (command tower)
- 40 x SR missile clusters (entire length)
- 50 x Phased Plasma Gun arrays (stern)
- 50 x mounted, full-angle Free Electron laser turrets (entire length)
Extras/mods:
- fifteen shield units situated along the length
- SRAM coating
- Pinpoint barrier system
- expansive hangar bays
- FTL drive allowing 210,598c
No of craft: 5
Roger Young
Trading Fire
Exchange Rate
Charged Maximum
Home Owner

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Prometheus Heavy Assault Warship
[Artist Christopher Piccolo. Permission for use not obtained]
Length: 4 miles
Armour: Tungsten alloy shell on a titanium chassis. NA-56e siphon shield system.
Weapons Loadout:
- main Shocker cannon (nose)
- 2 x retractable Shocker cannons (undercarriage, aft-midship)
- 4 xanti-warship solenoid ion cannons (bow and aft)
- 20 x six-shot SR missile bays (midship)
- 20 x Neutron Cannons (either side midship)
- 30 x LR missile bays (bow, underneath)
- 30 x LR missile bays (bow, top)
- 30 x tri-shot missile launchers (aft)
- 44 x phaser turrets
- 60 x Thunderhawk railcannons (all over)
- 90 x mounted, full-angle phased plasma turrets (all over)
Extras/mods:
- SRAM coating
- FTL drive allowing 842,765c
No of craft: 5
Black Rose Of Chaos
Memory Faded
Narcissus
Giger
Thunder Child

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Valhalla Large Carrier
[Artist unknown. Permission for use not obtained.]
Length: 6 miles
Armour: Sandwhiched titanium and hyperdiamond layers on a reinforced steel chassis. 15x NA-54c shield systems forming shield grid.
Weapons Loadout:
- 20 x retractable Shocker cannons (undercarriage, aft-midship)
- 30 x main Shocker cannons
- 40 x anti-warship solenoid ion cannons (bow and aft)
- 50 x Neutron Cannons (either side midship)
- 60 x free-electron laser turrets
- 70 x tri-shot missile launchers (aft)
- 90 x LR missile bays (bow, underneath)
- 90 x LR missile bays (bow, top)
- 110 x Thunderhawk railcannons (all over)
- 120 x six-shot SR missile bays (midship)
- 240 x phaser turrets (all over)
Extras/mods:
- booster engines
- SRAM coating
- FTL drive allowing 1,264,210c
No of craft: 1


Transport Ships

Name: SprigganPersonnel Dropship
[Copyright Starseige]
Armour: Composite armour panels, tritanium plating. Strong shield
Weapons Loadout:
- 2 x nose-mounted 'Thunderhawk' railcannons
- 2 x side-mounted automated Free Electron Laser turrets
Maximum Speed: Mach 7
Extras/mods:
- SRAM coating
- designed for troop carrying
- IRM plasma dump
- cloaking device
No of craft: 360 (30 per base, 60 for the OCF))

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Breed Vehicular Dropship
[Copyright cdv/Brat Designs]
Armour: tri-layer composite, titanium
Weapons Loadout:
- 4 x 20mm 'Thunderhawk' railcannons (nose, side doors, roof, 20,000 ammo dump)
Maximum Speed: Mach 6
Extras/mods:
- SRAM coating
- mild siphon shield
- pivot turbofans allowing HTOL or VTOL
- IRM plasma dump
- designed for vehicle carrying
- cloaking device
No of craft: 130 (10 per base, 30 for the OCF)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Vorkosigan Official Diplomatic Transport
[Artist unknown. Permission for use not obtained]
Length: 86 feet
Armour: Titanium-Tungsten alloy shell, on a steel chassis. NA-54e shield system.
Weapons Loadout:
- 6 x mounted, Free Electron laser turrets (bow)
Extras/mods:
- enhanced shield system [energy conversion]
- SRAM coating
- Pinpoint barrier system
- FTL drive allowing 3,356c
No of craft: 1


Land-Based Assault
Name: NA-156 Corby Mobile Offence Vehicle
Artist unkown. Permission for use not obtained.]
Length: 31 feet
Top Speed: 67 mph
Construction:
- Steel chassis
- Tungsten-Titanium shell
- Titanium tracks
- bullet-resistant glass [cameras, imaging systems]
Weapons:
- 1 x free-electron laser [pod defence]
- 2 x neutron cannons
- 2 x missile cluster
- 4 x rocket propelled grenade launcher
Extra:
- Infra-Red/Ultra-Violet imaging system x 1
- pivotal camera network x 4
- component construction body
- diesel powerplant [40m/gallon]
- automated unit [or one human user]
No of craft: 240 (20 per base, 40 in the OCF)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Name: Cheetah Advanced Battle Tank
[Artist Greg Hassam]
Armour:
- Composite armour panels
- Tritanium plating
- High Performance shield
Weapons:
- 1 x Phased Plasma Gun
- 2 x Free-Electron Lasers
Extras:
- Anti-Gravity unit flight
No of craft: 210 (18 per base, 30 for the OCF)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Rhino Artillery and Heavy Assault Platform
[Art by Nathan Campbell. Permission for use not obtained]
Height: 45 feet
Armour:
- Titanium frame
- Composite armour panels
- Heavy-Duty siphon shield
Weapons Loadout:
- high power 'Shocker cannon
- nose mounted 'Thunderhawk' railcannon (13,000 rounds)
Maximum Speed: 43 KpH
No of craft: (4 per base, 10 for the OCF)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Name: 'Seraph' Automated Infantry Unit
[Artist Unknown. Coloured by Lucid]
Height: 8 feet
Top Speed: 70 mph
Armour:
- Composite armour panels
- Anti-gravity generator (anti-mass field)
Weapons:
- 'Appleseed' assault rifle (5.56mm assault rifle/sniper system, and a 20mm grenade launcher)
Extra:
- Anti-Gravity Unit
No of craft: 680 (60 per base, 80 for the OCF)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Name: Armoured Personnel Carrier
[Copyright cdv/Brat Designs]
Armour:
- Composite armour panels
- Tritanium plating
- Strong Shield
Weapons:
- 2 x Thunderhawk Railcannons
- 1 x missile launcher
Extras:
- Cloaking Device
- Engine Mufflers
- Electronic Jamming
No of craft: 160 (14 per base, 20 for the OCF)


Miscellaneous
Nova Technology Division NA-128 Reconnassiance Space Platform "Phantom" Satellite
[Artist unknown. Permission for use not obtained]
The Phantom Satellites. Eight[8] of these orbit the planet, and they are used for a number of purposes, including Intel, Surveillance, Reconnaisance, and, using the single Shocker' cannon, taking out small buildings can be accomplished.
Length: 30 feet
Armour: steel.
Weapons Loadout:
- Shocker cannon
- four fully rotational Free Electron laser turrets
Extras/mods:
- surveillance capabilities [incl. IR, UV, x-ray (depth 200ft), 5000x zoom]
- RF and tightbeam laser communication equipment
- heavy-duty siphon shield
- Defence capabilities
No of craft: 8
PostPosted: Sun Oct 25, 2009 5:01 pm


The Armoury


The Armoury contains a great many firearms of varying design, as well as portable rocket and missile launchers.
Available weapons include:

Handguns
- Vanu Beamer (energy)
- Qwon 2099 Pistol (projectile)

Sub-Machine guns
- Vanu Pulsar (energy)
- Z.O.L.A.D SMG pistol (projectile)

Assault Rifles
- Core Systems Project-89 (projectile)
- SAR-UTF (projectile)
- Vanu Lasher (energy)

Sniper Rifles
- Trek Sniper Rifle System (projectile)
- Raildriver Sniper System (projectile)



NACCS and The First


NACCS, the Nova Armada Central Computer System, is the artificial intelligence behind Nova Armada's recent activities.

The First is a biologically engineered creature of near perfect combat ability.

Information on them can be found here.



Terminology


At times, certain terms may be used in the form of rogue words or acronyms. Such terms can be found explained here.

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PostPosted: Sun Oct 25, 2009 5:03 pm


Rules


- AMP applies here.

- What I say, goes. This thread is mine and as such my decision is final. You will usually find me quite fair.

- Magic does not exist in Nova Armada's little corner of the world. Blame it on the weather man.

- Personally I don't care how far violence is taken, but if others have a problem with it, respect that.

- Anyone attacking must list details of what they are attacking with in the first post. Please don't just attack and expect us to know what you have by names.

- When you attack, and if you use random things you found (pictures on the internet for example), keep the attacking power proportionate to the look/style of the vehicle. No car-sized vehicles with planet-destryoing guns.
Barring that, I do allow just about anything.



Joining


Positions and information can be found here.

To apply, simply PM the information to moi. All fields are character information and you must copy/paste the text as it is below, so I can have my bold tags.


[b]Name:[/b]
[b]Age:[/b]
[b]Previous Experience:[/b] Made up or not, I don't care.
[b]Personal Affectations:[/b] Belongings. Including weapons, pets, whatever.
[b]Position applying to:[/b] See below.
[b]Roleplay Sample:[/b] A sample of your roleplay ability. No more than two paragraphs in your usual roleplay style. Try to make it vaguely oriented toward the position you want your character to have.



Members


- NACCS - Computer/Commander (oxymoron_02)

- Frankie Li - Pilot [Argus Fighter]: Callsign 'FAF' (Fire and Forget. Li has a tendency to forget that not all projectiles are homing. Including bullets.) (oxymoron_02)

- 'The First' - Marine/Squad Leader/Espionage [Virus Created Biological-Cybernetic Weapon]: Codename 'Black Panther' (oxymoron_02)

- Amaya Emi M. Alexander - Captain [Northampton Class Khouri] (Jusuchin Panjirinanu)



NPCs (Non Player Characters)


These characters are established, but are not as important as Player Characters. They are documented here for the sake of continuity from past posts mentioning them.

- (the) Darakans; the alien race on the planet in Delta Pavonis
- Captain Makin of the Valhalla Carrier
- Allister Renshaw of the Orbital Construction Facility (rank of Admiral but does not like to be called so)
- Richis Bodeman of the Roger Young (rank of Captain but does not like to be called so)
- Nate Kramer of the Prometheus
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