Artist's Impression of the Spear of Destiny, based on Covenant Of The Light stories and Temple Carvings
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Here are the ground rules.
- the fleet will consist of 9 ships within the class outlines below.
- Combat posts will be limited to once per day.
- i will have the final say on the effectiveness of all attacks.
-try to write your posts like a story.
Players take the role of a Ship Captain and have control over their ship and any attached Marine or strike craft teams, which they will name and equip according to the class guidelines i will lay out, and will engage other ships and strike craft squadrons.
However: players must first choose a nationality.
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Human Systems Alliance Formed shortly after mankind took it's first steps beyond their home system, the Alliance has spread to hold the largest portion of the galaxy, ruled from their home world of Earth. they were the initial target for the Void-Mother's revenge and managed to disrupt her plans again and again, thanks to the actions and sacrifices of the Legendary 23rd Fleet.
All Marine Transports have a mounted gun for anti-fighter defense.
Alliance players can chose to command a Destroyer.
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Outer-Rim RepublicOriginally know and hated throughout human space as simple Rebels, men and women who had split from the guidance of the council for personal gain, their actions proved to be beneficial when the Void-Mother first awoke, as she then found it impossible to control their loosely bound systems though her agents. When war came to their tiny slice of galactic territory, their Fleets stood united against it
Republic Carriers may equip their pilots with Corvettes
Republic ESM pods start out with the ability to detect cloaked ships
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Covenant of the Light. Originally only know to scholars as part of an extinct race of beings known as "The First Race." The Covenant awoke during the initial stages of the War of the Void, honor-bound to defend all creatures from the Void-Brothers despite their massive casualties incurred during the civil war that decimated their shared race. once the Void-Mother had been defeated, they acted a mediators between the Republic and Alliance, bringing an end to their decade-long hostility.
Although not actually members of the covenant, many humans choose to live under their protection and guidance. Covenant Humans tend to be calm and level-headed.
Covenant ships have the strongest shields.
Covenant ships can replace their Heavy-Cannons with Rail-Cannons. (Shorter range, higher damage.)
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Pirate Kingdoms Attempting to place the denizens of the Armstrong Belt, Jericho Nebula or the Badlands under a single banner is a waste of time, their allegiances shift and break constantly, with new war bands arising and falling just as often. these cut-throats and mercenaries often hire themselves out to the larger powers,(aside from the Covenant) in search of fame, glory and the chance to blow something up and get away with it.
Pirate Fighter squadron sizes are doubled.
Pirate ships are the fastest.
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Ships consist of three parts, engines, hull and hard points.
Engines can be attacked to cripple the ship and prevent it from moving. This damage can be repaired.
Hull is the main body of the ship and will be targeted first unless the player firing the weapon chooses another point. if the Hull is too heavily damaged, the ship will be destroyed. minor repairs are possible.
These are the weapons of the ship, each class has a limited number of these and can equip whatever weapons the captain wants selected from a list. Captains will PM the design to me. if targeted, this can be knocked out temporarily, clearing the path for strike craft of marine transport. Knocked out Hardpoints (aside from the bridge) can be repaired.
These are the weapons and main systems of the ship, each class has a limited number of these and can equip whatever weapons the captain wants selected from a list. Captains will PM the design to me. if targeted, this can be knocked out temporarily, clearing the path for strike craft of marine transport. Knocked out Hardpoints (aside from the bridge) can be repaired.
Point Defenses:
These fast-tracking weapons are ideal for destroying fast moving strike craft and transports. but they lack the power and range to damage other ships. (passive, players will not have to direct fire from these weapons, but they must be activated.)
Flack Cannon:
Powerful Anti Strike craft weapon. Inaccurate but will shred any strike craft hit by the blast.
Launch Bay:
Strike craft and Transports launch and re-arm here.
Heavy Cannon: The most common anti-ship weapon. Moderate Range, Moderate power, Moderate Accuracy. Cannot target Strike craft smaller than corvettes.
Torpedo Tube: Powerful Anti-ship weapon, Very long range but it's torpedoes can be shot down by strike craft or point defences.
Ion Cannon (batteships and dedicated Frigates only)(takes up two slots) Extremely accurate Anti ship weapon. limited range, high power. (note) any Frigate with this hard point will automatically assign it's reaming Hard points to cooling and power systems. battleships will assign one other per cannon.
ESM Pod. See below.
Ion Cannon Coolant Pod Has no function, can be destroyed to increase Ion Cannon Recharge time.
Bridge (Will not take up a hardpoint) the command and control center of the ship. if destroyed the ship counts as crippled.
Point Defenses:
These fast-tracking weapons are ideal for destroying fast moving strike craft and transports. but they lack the power and range to damage other ships. (passive, players will not have to direct fire from these weapons, but they must be activated.)
Flack Cannon:
Powerful Anti Strike craft weapon. Inaccurate but will shred any strike craft hit by the blast.
Launch Bay:
Strike craft and Transports launch and re-arm here.
Heavy Cannon: The most common anti-ship weapon. Moderate Range, Moderate power, Moderate Accuracy. Cannot target Strike craft smaller than corvettes.
Torpedo Tube: Powerful Anti-ship weapon, Very long range but it's torpedoes can be shot down by strike craft or point defences.
Ion Cannon (batteships and dedicated Frigates only)(takes up two slots) Extremely accurate Anti ship weapon. limited range, high power. (note) any Frigate with this hard point will automatically assign it's reaming Hard points to cooling and power systems. battleships will assign one other per cannon.
ESM Pod. See below.
Ion Cannon Coolant Pod Has no function, can be destroyed to increase Ion Cannon Recharge time.
Bridge (Will not take up a hardpoint) the command and control center of the ship. if destroyed the ship counts as crippled.
Battleships: 10 Hardpoints. The heavy hitters of the fleet, slow but it's powerful Ion Cannons can tear smaller ships to shreds.
Destroyers (Alliance only): 7 Hardpoints. Although technically Cruisers, these ships are able to mount up to two, fixed mount Ion Cannons as well as regular weapons.
Cruisers. 6 hardpoints. the middleweight of the fleet, faster than battleships, slower than frigates.
Frigates. 4 hardpoints. the light, hit-and-run main body of the fleet. vulnerable to battleships but can gang up on cruisers.
Strike craft: See below.
Transports: 3 per launch bay. unarmed but fast marine development centers. if docked with enemy ship, the marines inside cut their way through the hull and can try to damage it from the inside.
Destroyers (Alliance only): 7 Hardpoints. Although technically Cruisers, these ships are able to mount up to two, fixed mount Ion Cannons as well as regular weapons.
Cruisers. 6 hardpoints. the middleweight of the fleet, faster than battleships, slower than frigates.
Frigates. 4 hardpoints. the light, hit-and-run main body of the fleet. vulnerable to battleships but can gang up on cruisers.
Strike craft: See below.
Transports: 3 per launch bay. unarmed but fast marine development centers. if docked with enemy ship, the marines inside cut their way through the hull and can try to damage it from the inside.
ESM Pods are powerful accuracy enhancing tools. At low levels, they allow the ship to link it's targeting data to other ships, forming a "Battle-net" that improves the fleet's overall effectiveness, and at higher levels can detect cloaking fields and launch devastating EMP attacks at hostile vessels.
Captains are encouraged to form a Battle-net at the start of every battle, as any ship not linked to it cannot receive it's benefits.
Captains are encouraged to form a Battle-net at the start of every battle, as any ship not linked to it cannot receive it's benefits.
These fast, short-ranged craft come in four types, with one type per launch bay, lost fighters can be replaced.
Interceptors (Seven per squadron): Anti-strike craft fighters, extremely effective at destroying bombers and torpedoes.
Strike-Fighter (Five per Squadron.): the Jack of All Trades. able to attack other strike craft or capital ships, but is less effective at either role.
Bombers (Five per Squadron.): Capital ship killers, their plasma bombs tear holes through the Hardened Armour of capital ships with ease, but such powerful weapons leave them slow and sluggish.
Corvettes (Four per squadron, Republic ships only
the largest strike craft in space, and the undisputed master of skrike craft. With their two turret mounted rail guns, these gunships can dominate other fighters without needing to return to their mother ship and re-arm, but their size and slow speed means that capital ships can target them with their main weapons.
Interceptors (Seven per squadron): Anti-strike craft fighters, extremely effective at destroying bombers and torpedoes.
Strike-Fighter (Five per Squadron.): the Jack of All Trades. able to attack other strike craft or capital ships, but is less effective at either role.
Bombers (Five per Squadron.): Capital ship killers, their plasma bombs tear holes through the Hardened Armour of capital ships with ease, but such powerful weapons leave them slow and sluggish.
Corvettes (Four per squadron, Republic ships only
Story Elements to follow. PM me any intrest.