Races Of the Sen System Alliance
The Sen: closely related to humans with a few slight differences in DNA. otherwise they are completely and utterly human in every respect. They live on the Planet Sen which generally translates as "Homeworld" but has other meanings such as Member or members of the Sen race, a member of the Sen alliance, members of the Sen alliance and the Sen themselves. Dispite their identicalness to human's, Sen dislike the term having evolved on a completely different world rather than moving from Terra.
The Nekomi: living on the second planet in the Sen system Called Kenzoku. Nekomi have the appearance of humans but with the Added features of large Cat ears, replacing human ears, a tail and slightly elongated Canines. Their ears and tail's are normally furred in varying colours and their eye colour can vary as much as a humans. However, in bright light or when focusing on somethign their iris's take the more common "cat slit" form. Hearing, smell and eyesight are all above average and can be extremely sharp, This is nothing however when compared to their agility and "sixth sense" a uncanny ability to sense when somethign isnt right. This has lead to the myth that they posses nine live's. Perhaps true due to the surprising ability of Nekomi to emerge unscathed from terrible circumstances.
An intresting fact about Nekomi is that they are extremely hard to bed during the Autum, winter and spring times of most calender's but lose most inhabitions to this when summertime arrives, This is due to a huge increase in hormonal activity, thus, summertime is considered mating season for nekomi because they largely do not experiance sexual urges or any of the associated experiances until this time.
The Kitsune: Similar to nekomi but instead replaced with fox equivilents, The Kitsune of the alliance are largely Homo Vulpes, with a few vulpes vulpes due to the blacklight retrovirus. They share the same level of sense's but lack the "sixth" sense that nekomi experiance as well as the reflex escape action. The alliance kitsune make this up however with a surprising amount of non traditional thinking, Exploiting loopholes and thinking around problems rather than through. This aspect of theirs is normally referenced as a "Kitsune's cunning" unlike the nekomi they do not experiance a mating season instead they have the same urges as a normal human being. they live on the planet: Naviara in the Sen system.
The Tengu: Bird like men who have lost the ability to fly. Covered in feathers these noble bird like humanoids have no facial expressions brought on by the beak each has. there is as many tengu ar their are species of birds, Tengu have perhaps the sharpest eye's of any of the alliance race's and a high intelligence and wisdom, however they are the weakest physically out of the five race's their bones being hollow in some places and being rather reluctant to lift heavy objects. The intresting quirk of tengu however is that they are technically not mammal's, tengu females lay eggs when the time comes and normally become exctremely protective and aggressive until the egg hatches. this can range anywhere from one egg at a time to five. their homeworlds is Tenga in the Sen system.
The Fujikaman's: Giants by anyones standar'ds the Fujikaman's could be mistaken for a subspecies of human's, Outwardly they appear similar, but they are anything but. A normal fujikaman "bull" stand's at seven feet eight inches with the smallest at six foot six. The largest recorded fujikaman was a staggering eight foot nine inches. To match their hight, Fujikamans are built almost of pure muscle and their bones are naturally reinforced by carbon, A fujikaman is a amazing showcase of body function's, Their immune system is powerful and nearly uninfectable, aswell as a slow nerveous system coupled with a huge pair of adrenal glands, making a Fuji almost immune to pain during times it functions. Oddly they do not seem to lack intelligence for this muscle, but they are considered slow witted. this is a gross misunderstanding as Fujikaman's have a largely docile state in which they take thing's slowly only to be as thurogh as possible. when enraged however, a fujikaman has an ability to shrug off all but the most fatal of blow's, have reactions deceptively fast for a creature it's size, and give off muscular forces that would normally be capeable only with specialised machinery. Their homeworld is Fujikama, a high gravity world in the Sen system.
Ships in use by the Sen System Alliance
Model: Remora Class
Type: Attack boat
Class: Corvette
Length: 100 m
Height: 20m
Width: 20m
Skill: High
Crew: 20
Crew Skill: Moderate
Passengers: 50
Cargo Capacity: 9800 metric tons
Consumables: 1 Month
Cost: 9,184,595 credits
FTL Drive: x1 (Wormhole)
Maneuverability: 4D
Sublight Speed: 60 (Solid Fuel)
Hull: 4D+1
Shields: 4D (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 121 / 3D
Active: 242 / 3D
Pinpoint: 10 / 3D
Weapons:
48 x Light Pulse Array's
12x "Phirana" Rocket Launchers
Bio: The Remora Class Attack Boat Is the most Advanced small craft in the Sen fleet, designed and built specifically to assist larger Orca Bretheren in their hit and run operations by providing powerful PD and Anti Fighter support. As the SSA Contemplated Entering the Thirteenth Danversian War a major review of the fleets Capeability was used taking into account every recorded battle to date and compared to the ships avalible. the single largest flaw was lack of anti fighter units. while Orca frigate's where adequeted and Converted Kalimari Hulks Expensive but effective both did not have an AA role in mind. That and the ships of the Sen Alliance either found themselves outsized or outnumbered by their opponents, sometimes both cases at once. the reavaluation showd several startelign finds aswell. At longer distances Sen Coil weaponry found itself intercepted by laser point defense and Opposing craft sometimes carried ships of equal size to the Orca. to Address the Problem the Remora Attack boat was designed. small enough to Be carried by the larger Capital ships and Armed with the most cutting edge technology and computer systems to intercept both long range solid shot and deal death to strike craft and shuttles.
the Remora is armed with twelve Phirana rocket launchers, small guided Flak Rockets that when detonated spray shrapnel over a small area, the rate of fire the Phirana launchers are capeable of make it hard for enemy small craft to avoid all of the fired warheads.. complimenting the standard guided ordinance of the sen is a hybrid of xiscapian Laser technology and Sen Mining lasers. The pulse array is a rapid fire medium wave laser emmiter, the first use of laser technology by the Sen for warfare, designed to quickly eliminate solid matter. the Pulse array's payload is a short millisecond burst of energy desgined to bore into solid matter and then disintigrate the target area causing rupture of the armour and concussive damage along with its thermal emmision. the penetration is not large but enough for strike craft and against larger targets makes up for it with its rate of fire. to avoid freindly fire, the array also emits a harmless light laser to act as tracer.
http://browse.deviantart.com/?qh=§ion=&q=corvette#/d2aoabc
Model: Orca Class
Type: Frigate
Class: Capital
Length: 200 m
Height: 20m
Width:20m
Skill: High
Crew: 50
Crew Skill: Moderate
Passengers: 50
Cargo Capacity: 10000 metric tons
Consumables: 1 Month
Cost: 10,131,295 credits
FTL Drive: x1 (Wormhole)
Maneuverability: 3D
Sublight Speed: 40 (Solid Fuel)
Hull: 4D+1
Shields: 4D (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 121 / 3D
Active: 242 / 3D
Pinpoint: 10 / 3D
Weapons:
2x Pulse Array's
2x Ion cannons
6x torpedo tubes
15x Missile batteries
16x coilguns
Bio: A relatively small, fast ship, the Orca class frigate is the backbone of the Sen fleet. Used as a patrol when on defensive duties, and as hit-and-run attackers when on the offensive, the ship is well suited to its role. While they are vulnerable to the weapons of larger warships, Orca ships are well matched for most craft their size, and when in numbers, which they almost always are, can tie down even capital vessels with their group attacks. They were among the first ships produced by the Alliance, and are still known to be swift and dependable. It is rare to see a Sen fleet or instillation without at least one of these craft watching the perimiter.
http://dissidentzombie.deviantart.com/art/Orca-class-Corvette-9983973?q=boost:popular+heavy+space+transport&qo=61
Known Existing are: SSA Poltergehist, SSA Ondagheist, SSA Spectre, SSA Spirit, SSA Wraith
Model: Hydra class
Type: Destroyer
Class: Capital
Length: 300 m
Skill: High
Crew: 75
Crew Skill: Moderate
Passengers: 125
Cargo Capacity: 5000 metric tons
Consumables: 1 Week
Cost: 16,490,335 credits
FTL Drive: x1 (Wormhole)
Maneuverability: 3D
Sublight Speed: 34 (Solid Fuel)
Hull: 3D
Shields: 3D (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 150 / 3D
Active: 320 / 3D
Pinpoint: 19 / 3D
Weapons:
150x Light Pulse Arrays
125x Coilguns
10x Long Range Torpedo Launchers
30x Torpedo tubes
70x missile batteries
2x Ion cannons
Bio: Somewhat larger than their Orca brethern, Hydra Destroyers are built for speed. Their armor is minimal, and their shields are slightly weaker than what one might expect on a ship of their size, but the trade off is the mobility and agility of the vessel. The Hydra Destroyers mission profile is to escort Sen capital ships and protect them from enemy small craft and missile fire, as well as launching devestating salvos of torpedo fire against enemy craft. Despite their armament, they are generally not a good match for enemy warships in a direct confrontation, so use their speed and firepower to avoid and defeat their foes. It is unusual to see a Sen capital without a few of these around it.
http://browse.deviantart.com/art/A-great-escape-320449485
Known Existing Are: SSA Pheonix, SSA Falcon.
Model: Jellyfish class
Type: ECM Destroyer
Class: Capital
Length: 300 m
Skill: High
Crew: 100
Crew Skill: High
Passengers: 100
Cargo Capacity: 10000 metric tons
Consumables: 1 Week
Cost: 12,365,750 credits
FTL Drive: x1 (Wormhole)
Maneuverability: 3D
Sublight Speed: 35 (Solid Fuel)
Hull: 3D
Shields: 3D (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 150 / 3D+1
Active: 330 / 3D+1
Pinpoint: 20 / 3D+1
Weapons:
125x Light Pulse Arrays
100x Coilguns
30x Torpedo tubes
20x Ion cannons
Bio: Created on the chassis of a Hydra Destroyer, Jellyfish ECM craft are identical to Hydra ships but for their marginally higher top speed, slightly better sensors, reduced armament and Electronic Countermeasures suite. The ships use this ability, usually in the form of jamming, to disrupt enemy point-defense systems to aid in Sen missile or fighter attacks. Other abilities include neutralizing enemy missile lock-ons, jamming enemy communications, coordnating fire control for fleets and countering enemy Electronic Warfare attempts. The ECM suites of the Jellyfish make them prime targets, but those same units also make attacking them with missiles or fighters difficult, and they are almost always under heavy escort to foil strikes by larger ships.
Despite their total lack of missile batteries, ECM Destroyers are extremely valuable to the Sen fleet and are often included in task forces.
Model: Squid Class
Type: Stealth ECM Destroyer
Class: Capital
Length: 300 m
Skill: High
Crew: 100
Crew Skill: High
Passengers: 100
Cargo Capacity: 10000 metric tons
Consumables: 1 Week
Cost: 12,365,750 credits
FTL Drive: x1 (Wormhole)
Maneuverability: 3D
Sublight Speed: 35 (Solid Fuel)
Hull: 3D
Shields: 3D (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 150 / 3D+1
Active: 330 / 3D+1
Pinpoint: 20 / 3D+1
Weapons:
125x Light Pulse Arrays
50x Coilguns
40x Torpedo tubes
80x Ion cannons
Bio: Based off the Jellyfish Class ECM craft, The Squid Stealth ECM Destroyer works with Stingray Strikeforces as the AIF's "Sub fleet" Less shielded than it's more visible counterpart, the Squid values much thicker armour over the jellyfish's shields, Trading Raw firepower for a Delibidating Ion cannon assault on vurnerable ships, opening them on up for a deadly strike from it's fellow craft, the Squid Proceeds to jam any remaining sensor or communication arrays the target may have active, silencing it and it's defences making sure it has no chance to fight back against the hurt it's about to recive. Though a high value target in of itself, the Squid is as slippery as it's name may imply, Spurting a distractive cloud of ECM at any potential pursuers before using it's foldspace stealth drives to cloak itself out of harms way.
Model: Stingray class
Type: Stealth Destroyer
Class: Capital
Length: 300 m
Skill: High
Crew: 75
Crew Skill: Moderate
Passengers: 125
Cargo Capacity: 5000 metric tons
Consumables: 1 Week
Cost: 16,490,335 credits
FTL Drive: x1 (Wormhole)
Maneuverability: 3D
Sublight Speed: 34 (Solid Fuel)
Hull: 3D
Shields: 3D (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 150 / 3D
Active: 320 / 3D
Pinpoint: 19 / 3D
Weapons:
125x Light Pulse Arrays
100x Coilguns
15x Long Range Torpedo Launchers
30x Torpedo tubes
80x missile batteries
2x Ion cannons
Bio: Built on the Base of the Known Hydra Destroyer class with cutting edge Sen technology, The Stingray Stealth Destroyer is armed for scouting, short and long range torpedo attacks from "submerged" positions, Largely undetectable like this, the Stingray uses advanced technology to project a fold space "Pocket" around itself. Playing a mostly passive role in the Sen fleet until it is required to Strike with it's high payload of guided munitions. This Cloaking ability comes at a large cost however, The Stingray is notably more expensive than the standard Hydra, Equal to that of a Manta Heavy cruiser. It also cannot shield itself while Submerged as the foldspace field is routed through the shield projectors. to compensate, the Stingray comes with much Thicker armour, has boosted engines for speed for quick escapes and comes equipped with "Cold fire" Torpedo launchers for added Tactical strike capability.
Model: Hammerhead class
Type: Cruiser
Class: Battleship
Length: 600 m
Skill: High
Crew: 200
Crew Skill: Moderate
Passengers: 200
Cargo Capacity: 20000 metric tons
Consumables: 1 Month
Cost: 36,949,655 credits
FTL Drive: x2 (Wormhole)
Maneuverability: 2D
Sublight Speed: 25 (Solid Fuel)
Hull: 4D+1
Shields: 4D (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 230 / 3D
Active: 470 / 3D
Pinpoint: 27 / 3D
Weapons:
5x Heavy pulse array "Lance" 's
20x Heavy Mass Driver Cannons
8x Heavy missile batteries
200x Coilguns
4x Ion Cannons
20X Torpedo tubes
90x Missile batteries
200x Light pulse array's
Bio: At six hundred meters long, the Hammerhead Cruiser is at least twice as large as any of the ships before it, and has the capabilites to back it up. As the smallest vessel able to effectively fight enemy capitals head-on, the Hammerhead possesses a large number of heavy guns and point defenses as well as a dozen launch tubes for missiles or torpedoes. Enchewing any Strike craft or troop carrying capacity on the older models, the Hammerhead is purely made for ship battles, at which it preforms admirably. While capable of taking on smaller gunships and fighters, the Hammerhead is most at home fighting enemy destroyers, frigates and other cruisers. This vessel is the first true Sen capital.
It carries two Raptor's, Two Avenger landers and two remora Attack boats.
http://browse.deviantart.com/?qh=§ion=&global=1&q=Hyperion#/art/The-Hyperion-197142470?_sid=2f2e0141
Known Existing are: SSA Invincible, SSA Kobyashi
Model: Manta class
Type: Heavy Cruiser
Class: Battleship
Length: 625 m
Skill: High
Crew: 300
Crew Skill: High
Passengers: 300
Cargo Capacity: 20000 metric tons
Consumables: 1 Month
Cost: 43,050,275 credits
FTL Drive: x2 (Wormhole)
Maneuverability: 2D
Sublight Speed: 32 (Solid Fuel)
Hull: 4D+1
Shields: 4D (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 250 / 3D
Active: 520 / 3D
Pinpoint: 30 / 3D
Weapons:
5x Heavy pulse array "Lance" 's
25x Heavy Mass Driver Cannons
10x Heavy missile batteries
200x Coilguns
5x Ion Cannons
20X Torpedo tubes
90x Missile batteries
200x Light pulse array's
Hangar Space: 30 (Large Hangar)
Bio: A more versatile version of the Hammerhead Cruiser, the Manta class Heavy Cruiser is highly favored by Sen Captains and Admirals alike. It possesses the same speed, agility, armor and shields as its Hammerhead brother, but is slightly larger, has heavier armament, and has the capacity to carry both ships and troops. The Manta also costs noticibly more than the Hammerhead. Having both strike and invasion capabilities, the ship is prized by officers and commanders for all the duties it can fulfill. The ships it carries includes two squadrons of Vypers, six Raptors, two Avengers and two Typhoons.
http://browse.deviantart.com/?qh=§ion=&global=1&q=Hyperion#/art/The-Hyperion-197142470?_sid=2f2e0141
Known Existing are: SSA Reynolds( Captured) SSA Nostromo (Destroyed) SSA Reynard (destroyed) SSA Isha, SSA Sulaco, SSA Celestia. SSA Dortumnder
Model: Leviathan class
Type: Battleship
Class: Battleship
Length: 1438 m
Skill: High
Crew: 1200
Crew Skill: Moderate
Passengers: 1200
Cargo Capacity: 50000 metric tons
Consumables: 1 Year
Cost: 114,642,275 credits
FTL Drive: x2 (Wormhole)
Maneuverability: 1D
Sublight Speed: 10 (Solid Fuel)
Hull: 7D
Shields: 6D (Mega Deflector)
Sensors: Photonic
Passive: 380 / 3D
Active: 780 / 3D
Pinpoint: 45 / 3D
Weapons:
614x Medium coilguns
60x Heavy Mass Driver Cannons
250x "Target" Missile Launcher
40x torpedo tubes
30x heavy Pulse array's
700x light pulse array's
20x Ion cannons
10x superheavy Mass Driver Cannons
60 Pulse arrays
Bio: Mounting an unheard of 614 Medium Coilguns, sixty Heavy Mass Driver Cannons and 250 missile launchers, the Leviathan truly is a monsterous battleship. Like its smaller cousin, the Hammerhead, the Leviathan carries no shock troops or fightercraft, using that space instead for its massive guns. Often surrounded by packs of smaller capitals, dozens of escorts and hundreds of small craft, the Leviathan of a given fleet is often the flagship, and as such is not a foe to be taken lightly. To date very few Leviathans have ever been destroyed in combat as Like it's name implies the ship is notoriously hard to destroy. They are most commonly found in the Sen System, or near the Atlantis Shipyards.
Known ships are: SSA Sage's Hand, SSA Centurion, SSA Thunder Child, SSA Aurora's Encore
Model: Scylla class
Type: Broadside Battleship
Class: Battleship
Length: 1438 m
Skill: High
Crew: 1200
Crew Skill: Moderate
Passengers: 1200
Cargo Capacity: 50000 metric tons
Consumables: 1 Year
Cost: 114,642,275 credits
FTL Drive: x2 (Wormhole)
Maneuverability: 1D
Sublight Speed: 10 (Solid Fuel)
Hull: 7D
Shields: 6D (Mega Deflector)
Sensors: Photonic
Passive: 380 / 3D
Active: 780 / 3D
Pinpoint: 45 / 3D
Weapons:
514x Medium Mass Repeaters
600 x "Target" Missile Launcher
50x Long range torpedo tubes
400x Light pulse arrays
Bio: The Scylla class is a new class of ship designed for one thing and one thing alone. Complete and utter destruction of its opponent through use of the Favoured sen Tactic. Missile bombardment. Mounting a hundred launchers per side it is a hugely powerfull artilliry peice for the Sen Alliance. Opponets find it hard to intercept all of the missiles launched by this craft. It follows the same doctrine as it's sister classes having thick armour and sheilding but lacks any troops or vypers. Taking pride in its role as Artillery for the given fleet. because of this. it will only be given flagship use if a Kraken or Leviathan is not with the fleet. due to its lack of solid shot weapons it finds its PD turrets to protect it from maurauding fighters and missiles find themselves intercepted by other missiles.
like its two breatheren it is capeable of nuclear strike.
Model: Kraken class
Type: Battlecarrier
Class: Battleship
Length: 1438 m
Skill: (Captain) High
Crew: 1210
Crew Skill: Moderate
Passengers: 1210
Cargo Capacity: 50000 metric tons
Consumables: 1 Month
Cost: 115,111,175 credits
FTL Drive: x2 (Wormhole)
Maneuverability: 0D+1
Sublight Speed: 10 (Solid Fuel)
Hull: 6D
Shields: 6d (Mega Deflector)
Sensors: Photonic
Passive: 200 / 3D
Active: 500 / 2D+2
Pinpoint: 25 / 3D+1
Weapons:
600x Medium coilguns
60x Heavy Mass Driver Cannons
240x "Target" Missile Launcher
35x torpedo tubes
30x heavy Pulse array's
700x light pulse array's
10x Ion cannons
6x superheavy Mass Driver Cannons
60x Pulse arrays
Hangar Space: 150 (Huge Hangar)
Bio: Essentially a Leviathan with some weapons removed to make room for hanger bays, Kraken Battlecarriers are the perfect fusion of Battleship and Carrier. Able to take on enemy capitals, but still possessing strike and invasion capabilities, these vessels are the big version of the Manta Heavy Cruiser. If there is not a Leviathan in a fleet, Kraken ships will be the flagship, and as such are not to be underestimated. Krakens are more common than Leviathans, but when they have their full strike compliment deployed they can be even more dangerous. Krakens carry four squadrons of Vypers and
twenty Raptor transports in their hanger bays.
the Second Generation of the Kraken and her sister classes is underway and will see deployment in the XIII Danversian war most of these upgrades will also be given to the smaller craft of the alliance fleet in the overhaul of their aging armada. such craft will be fitted with space to carry Remora attack boats, Dedicated Procul bays and fighter launch facilities, Upgraded sensors and Weapon systems and the inclusion of a ship A.I to assist the captain in the running of his ship, Cutting down on Crew size and allowing more Ships to be crewd with existing personall
http://browse.deviantart.com/?qh=§ion=&q=patrol+cruiser#/d2l3c52
SSA Atlantica, SSA Columbia, SSA Rycon, SSA Pegasus, SSA Galactica, SSA Valkyrie, SSA Ulysses, SSA Serenity, SSA Sen, SSA Watchtower, SSA Clear Sky, SSA Kenzoku
Poseidon Class capital:
The Largest class of ship in the Sen Fleet. it has a vast arry of weaponry large and small and many many launcher tubes. it also has the same ability as several of the sen ships having several squadrons of Vypers, Anaconda's and Raptors, even a factory allowing it to make munitions and extra strike craft from the small amount of resources it can mine when part of a fleet.
A large computer network keeps the five sub Hydrogen fusion reactors and single main reactor in check aswell as monitoring the ship's other systems. this is the biggest ship the Sen will and have ever produced. clearly the Capital of the fleet. not only does it have all of these but sections of the ship are divided into refinery, drydock, factories, fighter bays and more. truly god of the Stellar seas.
Currently there are five Poseidon class capital's, the SSA Poseidon, SSA Shinya, SSA Akumu Tsuki, the SSA Unity and the SSA Kusanagi
Length: 12 Kilomiters
Height 6 kilomiters
Width: 5 Kilometers
Each Poseidon capital has a fleetkiller weapon uniqe to it, the Poseidon has it's Aurora Cannons, Powerful explosive shells, SSA shinya and its heavy Pulse array laser, Akumu Tsuki and its Nova cannon battery, the unity has a Trident missile reserve and the Kusanagi has a massively expanded small craft bay, able to drown the enemy in a fleets worth of fighters, bombers and Attack ships.
http://talworks.de/wp-content/uploads/2009/05/rokhnroll.jpg
Atlantis shipyards
Atlantis is the Primary shipyard for the Sen Millatry. the Giant construction surrounds the Planet Atlan. which is 94% water in its surface. this is the Primary R&D, dockyard and Base for the Sen. The shipyard itself makes every Sen craft or peice of equipment for the millatry. and as such is the toughest defensive position in the Sen Alliance. The docks themselves surround the planet Elevators going too and from the planets watery surface Rig bases. Orcas and boats fly to and from the Water stations and the shipyard themselves It is here that the Sen power their millatry. it is the Lynchpin of the Alliance. the blow to its economy and millatry would be devastating. as such an entire battlegroup is on garrison duty at all times.
The Islands on Atlan present a good oppertunity for shoreleave for any ship being serviced above this has lead it to being a purely millatry hotspot for vacations and business. Of note is that the alliance tries to keep outsiders from learning of the yards location but it is difficult to keep such a thing from a good investigation.
Model: Kalamari class
Type: Hulk
Class: Battleship
Length: 1000 m
Skill: Moderate
Crew: 150
Crew Skill: Low
Passengers: 50
Cargo Capacity: 200000 metric tons
Consumables: 2 Days
Cost: 41,655,400 credits
FTL Drive: x3 (Wormhole)
Maneuverability: 0D+1
Sublight Speed: 15 (Solid Fuel)
Hull: 5D
Shields: 4D (Deflector / Gravitic Repulsor Field)
Sensors: Infrared
Active: 550 / 3D+1
Pinpoint: 35 / 3D+1
Weapons:
200x Light Mass Repeater
Scale: Starfighter
Range: 1 / 3 / 5
Rate of Fire: 3
Damage: 1D
50x Medium Mass Repeaters
Scale: Starfighter
Range: 1-2 / 3 / 6
Rate of Fire: 3
Damage: 1D+2
Hangar Space: 10x (Small Hangar)
Bio: General purpose ships, Kalamari Hulks act as fleet tenders, transports, AA cruisers and can be converted into pocket battleships or escort carriers if more weapons or launch bays are added. Armed with heavy point defenses, these ships are all but invulnerable to enemy fighter or missile attack, but lacking other weapons they cannot hold their own against enemy warships. These vessels are generally pressed into service if the ships that normally do a job, be it destroyer, cruiser or transport, are unavalible. Nominally Kalamari Hulks have the ability to carry a small number of ships, generally either a squadron of Vypers or ten Raptors, depending on mission profile. Because of their toughness and versatility they are favored by Sen captains,
but Sen Admirals and other commanders do not share this sentiment
http://karanak.deviantart.com/art/Battleship-Muren-123182968
Name: Redwing
Model: Vyper MK II
Type: General-purpose starfighter
Class: Starfighter
Length: 10 m
Skill: High
Crew: 1
Crew Skill: N/A
Passengers: 0
Cargo Capacity: 200 kg
Consumables: 1 Day
Cost: 2,172,170 credits
FTL Drive: x0.5 (Wormhole)
Maneuverability: 4D
Sublight Speed: 70 (Solid Fuel)
Hull: 2D
Shields: 2D (Deflector / Gravitic Repulsor Field)
Sensors: Infrared
Active: 17 / 2D
Pinpoint: 1 / 2D
Weapons:
2x Light Mass Repeaters
Scale: Starfighter
Range: 1 / 3 / 5
Rate of Fire: 3
Damage: 1D
2x "Target" Missiles
Scale: Starfighter
Range: 1-4 / 10 / 16
Track: 1D
Damage: 2D+1
Bio: Developed from the smaller, slower Mark I Vyper, the Mark II is two meters longer, possesses faster sublight engines, and has the ability to preform micro-FTL jumps in order to reach its target. Its 30mm linked autocannons are situated on the nose, and can wreck havoc on enemy fighters or tear apart infantry and other "soft" targets in strafing runs. It has the capacity to carry two of most types of missiles, which means it can preform the duties of a bomber as well as an interceptor. The Vyper MK II is reputed to be a very smooth, easy ship to pilot, and so it is favored by Sen airmen over all other craft.
Due to spiraling casulties in Skirmishes and all out battles the Vyper Series has been refitted with virtual flight computers. instead of a manned cockpit. The virtual flight computer is linked back to the appropriate carrier or air base where the Pilot flies the craft in safety through a Cockpit booth. This gives the Pilot full control over his ship through a Simulated interface. Preventing the loss of the Pilot should his craft be destroyed. This had previously occured to the Sen alliance to use such a system but it was not until the meeting of the Kitsune empire of xiscapia that production and modification began to match the Esteemed allies of the Sen System Alliance
http://karash-amerius.deviantart.com/art/Strike-Light-Fighter-A05-153622607?q=gallery:karash-amerius/24379715&qo=18
Name: Blackwing
Model: Vyper MK III
Type: Air/Space Superiority Fighter
Class: Starfighter
Length: 10 m
Skill: Very High
Crew: 1
Crew Skill: N/A
Passengers: 0
Cargo Capacity: 200 kg
Consumables: 1 Day
Cost: 2,564,970 credits
FTL Drive: x0.5 (Wormhole)
Maneuverability: 5D
Sublight Speed: 80 (Solid Fuel)
Hull: 1D+2
Shields: 1D+2 (Deflector / Gravitic Repulsor Field)
Sensors: Infrared
Active: 17 / 2D
Pinpoint: 1 / 2D
Weapons:
3x Light Mass Repeaters
Scale: Starfighter
Range: 1 / 3 / 5
Rate of Fire: 3
Damage: 1D
2x "Target" Missiles
Scale: Starfighter
Range: 1-4 / 10 / 16
Track: 1D
Damage: 2D+1
Bio: A spinoff of the popular Mark II, the Mark III is built on the same chassis but had several interesting modifications. The MK III is noticably faster and more manuverable than the Mark II, but is less armored and possesses slightly weaker shielding. The MK III is also armed with a trio of 30mm autocannons, which gives it more teeth in dogfights, though the same hardpoints remain. All in all, this ship was designed to be an interceptor, though it is still capable of bombing duties. The MK III is reportedly more difficult to fly than the MK II, due to the increased speed and agility, so only veteran pilots are allowed to take them into combat.
Like it's sibling the MK III Has been re-fitted with a Virtual flight computer than a actual cockpit.
http://karash-amerius.deviantart.com/art/Strike-Heavy-Fighter-A02-153624647?q=gallery:karash-amerius/24379715&qo=20
Name: Starwing
Model: Vyper MK IV
Type: General - purpose Fighter
Class: Starfighter
Length: 10 m
Skill: Very High
Crew: 1
Crew Skill: N/A
Passengers: 0
Cargo Capacity: 200 kg
Consumables: 1 Day
Cost: 2,564,970 credits
Maneuverability: 5D
Sublight Speed: 80 (Solid Fuel)
Hull: 1D+2
Shields: 1D+2 (Deflector / Gravitic Repulsor Field)
Sensors: Infrared
Active: 17 / 2D
Pinpoint: 1 / 2D
Weapons:
4x Pulse Array's
Scale: Man Portable
Range: 1 / 3 / 5
Rate of Fire: 15
Damage: 0.5D
6x "Venom" Missiles
Scale: Starfighter
Range: 1-4 / 10 / 16
Track: 1D
Damage: 2D+1
The next Generation of Sen alliance fighter craft. At the outset of the alliance inclusion into the xiscapian-alversian Coalition of nations, and the alliance involement in the thirteenth Danversian war The SSA Decided to overhaul it's aging millatry fleet and immediately becan construction of "modern" warships at Atlantis shipyards. The Remora attack boat was one such craft with first generation Laser point defensce systems. The success in the feild of these against small craft and missiles became quickly apparent, along with the space saving size of the weapons meaning Vyper fighters could do away with the worry of running out of ammunition and having a much more powerful and faster firing short range weapon. with advances in Procul technology borrowed and modified from the xiscapians. the Sen alliance updated it's Classic and well known Vyper chassis, giving birth to the MK IV.
Replacing the old twin autocannon set up are four Pulse array's, Just as powerful but able to have a much faste rate of fire with improved accuracy, excellent for the close range dogfights and strikes the vypers can be expected to perform. with a large Delta wing, the MK IV is able to carry six Venom missile's. The MK IV is also the first Dedicated Procul fighter, unlike the jury rigged MK II's and III's, and also includes a complex Back up A.I system should the pilot and their carrier craft be lost.
http://browse.deviantart.com/?q=Space%20fighter&order=9&offset=48#/d25vobj
Model: Raptor class
Type: Shutte/Reconnaissance/Light Landing Craft
Class: Starfighter
Length: 20 m
Skill: Moderate
Crew: 2
Crew Skill: Low
Passengers: 30
Cargo Capacity: 20 metric tons
Consumables: 2 Days
Cost: 2,446,040 credits
FTL Drive: x0.5 (Wormhole)
Maneuverability: 3D
Sublight Speed: 50 (Solid Fuel)
Hull: 3D+2
Shields: 3D+2 (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 40 / 5D+1
Active: 85 / 5D+1
Pinpoint: 5 / 5D+1
Weapons:
2x Light Repeating Hyper Accelerators
Scale: Starfighter
Range: 1-3 / 6 / 10
Rate of Fire: 2
Damage: 2D+2
4x "Target" Missiles
Scale: Starfighter
Range: 1-4 / 10 / 16
Track: 1D
Damage: 2D+1
Bio: Like the birds of prey they are named for, Raptors cast a stark shadow on any battlefield. Though slower and less agile than a Vyper, Raptors are much more heavily armed, armored and shielded. These ships are primarily used to land small contingents of troops either on the battlefield or on enemy ships, but are also sometimes employed as scouts and shuttles, because of their excellent sensors and large carrying capacity. Their armament is made for clearing a landing zone on the battlefield, punching a hole through the armor of a starship during boarding operations, or defending the ship should it come under attack by enemy fighters. As good multi-purpose ships, Raptors are sure to be seen in the Sen military for years to come.
Model: Anaconda Class
Type: Bomber Craft
Class: Starfighter
Length: 10 m
Skill: Moderate
Crew: 1
Crew Skill: Low
Passengers: 30
Cargo Capacity: 20 metric tons
Consumables: 2 Days
Cost: 2,446,040 credits
FTL Drive: x0.5 (Wormhole)
Maneuverability: 3D
Sublight Speed: 50 (Solid Fuel)
Hull: 3D+2
Shields: 3D+2 (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 40 / 5D+1
Active: 85 / 5D+1
Pinpoint: 5 / 5D+1
Weapons:
2x Pulse Array's
Scale: Starfighter
Range: 1-3 / 6 / 10
Rate of Fire: 2
Damage: 2D+2
6 Deathknell Missiles
Scale: Bomber
Range: 1-6 / 12 / 18
Track: 1D
Damage: 3D+1
Magazine: 1
4 Stingray Anti ship Missiles
Scale: Bomber
Range: 1-6 / 12 / 18
Track: 1D
Damage: 3D+1
Magazine: 1
Though vypers are commonplace, the Sen alliance lacked a dedicated bomber class. Both the typhoon and Raptor were unsuited to these roles due to being largely drop or recon craft. thus with the advent of rearming the Alliance Interstellar fleet the Ultimate Sen Bomber was created. The Anaconda class bomber is fitted heavily with Guided and unguided ordanace to unleash Fire, death and destruction upon the enemy ships of the Sen alliance. Equipped with an FTL drive and a good turn of speed, aswell as relatively thick armour the Anaconda is good for a wide variety of missions be it long range bombing or short range. The Ordanance carried can be specifically tailored to a specific type of ship or warhead resulting in a cataclysmic explosion. Atmospheric opetrations were also taken into account meaning death can be dropped and fired from above onto enemy formations.
http://browse.deviantart.com/?qh=§ion=&global=1&q=Space+fighter#/d2p1t0s
Model: Avenger class
Type: Light Landing Craft
Class: Starfighter
Length: 25 m
Skill: Moderate
Crew: 2
Crew Skill: moderate
Passengers: 60
Cargo Capacity: 20 metric tons
Consumables: 2 Days
Cost: 2,446,040 credits
FTL Drive: x0.5 (Wormhole)
Maneuverability: 4D
Sublight Speed: 60 (Solid Fuel)
Hull: 3D+3
Shields: 3D+3 (Deflector / Gravitic Repulsor Field)
Sensors: Photonic
Passive: 40 / 5D+1
Active: 85 / 5D+1
Pinpoint: 5 / 5D+1
Weapons:
1x 30mm gatling gun
Scale: Starfighter
Range: 1-3 / 6 / 10
Rate of Fire: 2
Damage: 2D+2
4x "Target" Missiles
Scale: Starfighter
Range: 1-4 / 10 / 16
Track: 1D
Damage: 2D+1
Bio: Built as the Raptors replacement as a light landign craft, the Avenger is able to carry twice as many troops, is more heavily armoured and is slightly faster than it's venerable predessesor, Coming with several air to air and air to ground missiles aswell as a shorter ranged version of the Typhoons 30mm cannon, the Avenger can aptly deal with combat where it's predesessor would have had a likely fatal shortfall. the trade off however is the Avenger has not inherited the "eyes and Ears", the ECM suite and it's large sensor arrays, thus the Raptor retains it's reconnasance role, if not it's light lander capeability, the avenger is idealy suited to boarding and airbourne operations.
Model: Typhoon class
Type: Gunship, Heavy Landing Craft
Class: Capital
Length: 75 m
Skill: Moderate
Crew: 5
Crew Skill: Low
Passengers: 995
Cargo Capacity: 40000 metric tons
Consumables: 1 Week
Cost: 10,173,050 credits
FTL Drive: x1 (Wormhole)
Maneuverability: 0D+2
Sublight Speed: 30 (Solid Fuel)
Hull: 4D
Shields: 4D (Deflector / Gravitic Repulsor Field)
Sensors: Infrared
Active: 43 / 2D
Pinpoint: 4 / 2D
Weapons:
1x Light Repeating Hyper Accelerator
Scale: Starfighter
Range: 1-3 / 6 / 10
Rate of Fire: 2
Damage: 2D+2
4x "Target" Missile Launchers
Scale: Starfighter
Range: 1-4 / 10 / 16
Track: 1D
Damage: 2D+1
Magazine: 4
Bio: A large landing craft, the Typhoon class ship can carry an entire battalion of troops or a company of tanks into combat. Fairly unmanuverable, the Typoon will take hits coming through AA, but thanks to its heavy armor and shields it can shrug them off. The Typhoon is armed with a Gatling Gun on the nose, but the weapons that take center stage are its four missile launchers. Capable of saturating an area with explosives, these pods are generally loaded out so two carry air-to-ground rockets for destroying enemy troops, armor and fortifications, and two are equipped with air-to-air munitions for fending off marauding fighters. Because of these the Typhoon can launch salvos of missiles at the enemy while landing in order to give itself covering fire while its cargo unloads.
http://www.starstore.com/acatalog/Aliens_Drop_Ship-die-cast-l.jpg
Model: Hurricane class
Type: Troop Transport/Bulk Carrier
Class: Capital
Length: 250 m
Skill: Low
Crew: 20
Crew Skill: Low
Passengers: 10000
Cargo Capacity: 50000 metric tons
Consumables: 2 Weeks
Cost: 20,309,680 credits
FTL Drive: x1 (Wormhole)
Maneuverability: 0D+1
Sublight Speed: 20 (Solid Fuel)
Hull: 6D+1
Shields: 4D (Deflector / Gravitic Repulsor Field)
Sensors: Infrared
Active: 200 / 2D
Pinpoint: 12 / 2D
Weapons:
None
Hangar Space: 2 (Tiny Hangar)
Bio: At a staggering two hundred fifty meters long, the Hurricane class Transport is a behemoth carrier capable of carrying a full division of troops or armor anywhere in the Milky Way. Due to their size they are restricted to operating from planets, or the only ship capable of carrying them, the Poseidon. The Hurricane class possesses no weapons, and is extremely slow, but the extremely heavy armor and shielding can absorb punishing fire from capital-sized vessels as well as multiple AA batteries. Possessing a docking port on either side of the midsection, the Hurricane class allows Raptors to dock with it or Vypers to hitch a ride, which gives it the capability to send out scouts before moving into a potentially deadly situation. To date not a single Hurricane has ever been destroyed in combat.
http://ajtalon.deviantart.com/art/SGCS-Ranger-30797673?q=boost:popular+heavy+space+transport&qo=31
Sen Fleet Tactics
Fish Of Fury : Common with Orca frigates's this tactic involves short FTL jumps to a location around the target ship, firing a salvo then jumping to another location before the target can get a decent lock on them. the tactic has shown to be immensely effective against larger more powerfull fleets when faced with the Orca's the weakness is that the Orca's can be hit while firing and if the enemy can hit them when they appear.
The formation also takes sub light form as each frigate gives an attack run in turns each working in tandem with its sister craft.
Tsunami formation: by far the Most common fleet tactic of the SSA. the Capital ships and escorts line up in a wall and use their missiles and capital weaponry to bombard the enemy much like a broadside formation. the common aspects of this are transferrance of sheilding from the uneguaged side to the engauged side so the defenses of the ships are dramtically increased. against an enemy who moves around the fleet, sheilding will be kept the same on all sides. another common part of this is for the Leviathans and Krakens to "flip" onto their sides to expose the more numerous roof batteries to the enemy to increase firepower at the expense of the aforemented increase in sheilding to the single side.
surf Formation: the common fighter formation of the Sen. the squadron will split into four squads of five. three taking the lead and two holding back behind the front three. they will all split to enguage their targets when combat is made. this formation is used by the Vypers and sometimes Raptors of the fleet in assistance to the Other formations.