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FAR battle systems ironing [OoC, FAR only]

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]

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Toishima
Senator
 
Posts: 4272
Founded: Dec 01, 2012
Inoffensive Centrist Democracy

Postby Toishima » Wed Feb 06, 2013 12:03 am

You're not getting any lances and H-3s. They're state secrets.
Call me Aki. My primary RP nation is Yamatai in Ordis. We are an MT region with an exciting constructed world. Join us. (Non Ordis version of Yamatai here)
GOKIGENYOU~
Singaporean Chinese Weeb who likes food, Japan, food, J-Pop, military stuff and Japanese food.
Ex military. Female. Otaku. Idol Wota. Physically incapable of writing posts shorter than 1,000 words.
This user supports the use of mechs, mecha and other legged machines in PMT and FT settings, and will use them.
Record word count for a single unbroken writing session: 27,154 words
Current flag is my Kami Oshi, Sato Masaki (Info here!).

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Alidina
Minister
 
Posts: 2279
Founded: Dec 16, 2012
Ex-Nation

Postby Alidina » Wed Feb 06, 2013 12:08 am

Toishima wrote:You're not getting any lances and H-3s. They're state secrets.



In the interest of self defense and equal claim to the production of a deathstar deterant would you not be willing to share them with an ally. One whom you trust more than the trigger man aboard a death star?

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Toishima
Senator
 
Posts: 4272
Founded: Dec 01, 2012
Inoffensive Centrist Democracy

Postby Toishima » Wed Feb 06, 2013 2:16 am

No, the Imperial government won't let you have them RP-wise. They are too paranoid.

Also, my infantry weapons are FT weapons because I'm using them in an FT universe. So what if they aren't futuristic? I like bullets and explosions.

Also, sorry about the TG, I sent it to the wrong person, lol.
Last edited by Toishima on Wed Feb 06, 2013 2:20 am, edited 1 time in total.
Call me Aki. My primary RP nation is Yamatai in Ordis. We are an MT region with an exciting constructed world. Join us. (Non Ordis version of Yamatai here)
GOKIGENYOU~
Singaporean Chinese Weeb who likes food, Japan, food, J-Pop, military stuff and Japanese food.
Ex military. Female. Otaku. Idol Wota. Physically incapable of writing posts shorter than 1,000 words.
This user supports the use of mechs, mecha and other legged machines in PMT and FT settings, and will use them.
Record word count for a single unbroken writing session: 27,154 words
Current flag is my Kami Oshi, Sato Masaki (Info here!).

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G-Tech Corporation
Khan of Spam
 
Posts: 62501
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Feb 06, 2013 6:41 am

I find it amusing that you already find it necessary to try to develop weapons to stop super weapons. In my thinking, no one should even have super weapons yet.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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Alidina
Minister
 
Posts: 2279
Founded: Dec 16, 2012
Ex-Nation

Postby Alidina » Wed Feb 06, 2013 7:12 am

G-Tech Corporation wrote:I find it amusing that you already find it necessary to try to develop weapons to stop super weapons. In my thinking, no one should even have super weapons yet.

"the man who hammers his deathstar into a plow, plows for those who dont"

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Toishima
Senator
 
Posts: 4272
Founded: Dec 01, 2012
Inoffensive Centrist Democracy

Postby Toishima » Wed Feb 06, 2013 10:34 am

The Imperial Government wouldn't want you know how to build lances into your weapons because you could always take those small versions and make them big. And H-3s are out of the question; they are too valuable to let anyone reverse-engineer or anything. I don't think you'd want me to learn the value of Ayen now, right? We may be allies, but then you won't be able to sell me Ayen products if I knew how to make them.

WAIT. Not done yet.

Anyway, to combat the superweapons, a group of us can have an alliance. Whenever someone gets threatened by superweapons, we form a committee to discuss the destruction of this weapon, and whether it needs one of these anti-superweapon weapons to stop it.

Once everything is agreed, we produce modules with a part of the weapon, like the ISS is being built now. The Rebels build a shield module, the Coalition builds an Ayen bomb and propulsion module, I build the H-3 explosive and the lance, etc. Then we just assemble it in space and fire it right there. No chance to steal technology and the enemy gets blown up. Win-Win.

Because such an anti-superweapon weapon is going to be very potent, and we could even use it against non-superweapons, we need a regulating system. The system is the above; because we have to work together just to build one weapon for a single use, we can't just stockpile hundreds of these laser-firing shielded super H-3 nukes to use against any target. And if someone decides to leave the alliance or stop supporting, then the weapon won't be able to be completed. And everyone has to agree. If you're going to fire one of these to blow up a superweapon right next to my capital, I'm going to disagree because of the collateral damage. Then your weapon will be incomplete.

We may even have multiple committees for the creation of other weapons. If Nation X has an indestructible fortress, then the alliance can form a group to discuss and design an artillery cannon or something to destroy it. Afterwards, the cannon would be taken apart again. With the strengths of so many different technologies working together, anything is possible. Likewise, if someone pulls out, then it wouldn't be as powerful, or may not even work, if the nation that pulled out was responsible for something like the controls or the barrel.

Also, I think space-borne superweapons should be of a limited speed. The Death Star was much slower than, say, an Imperial Star Destroyer, so they should move at a slower speed than other ships just to keep it fair. Otherwise I could just build superweapons in pieces and assemble them outside someone's territories, then warp in (1 light year=1 day...) and destroy their outer defenses in maybe a week. This also gives us a chance to RP the building of the anti-superweapon weapon; we build it before it arrives after our scouts spot it or something.

Is this clear? I'm a bit worried that you guys may not understand my ideas.
Last edited by Toishima on Wed Feb 06, 2013 10:36 am, edited 1 time in total.
Call me Aki. My primary RP nation is Yamatai in Ordis. We are an MT region with an exciting constructed world. Join us. (Non Ordis version of Yamatai here)
GOKIGENYOU~
Singaporean Chinese Weeb who likes food, Japan, food, J-Pop, military stuff and Japanese food.
Ex military. Female. Otaku. Idol Wota. Physically incapable of writing posts shorter than 1,000 words.
This user supports the use of mechs, mecha and other legged machines in PMT and FT settings, and will use them.
Record word count for a single unbroken writing session: 27,154 words
Current flag is my Kami Oshi, Sato Masaki (Info here!).

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G-Tech Corporation
Khan of Spam
 
Posts: 62501
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Feb 06, 2013 11:00 am

Seems clear enough, and amusing. A logistical nightmare methinks.

Oh, and Al, I don't build Death Stars. I build Worldeaters.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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Alidina
Minister
 
Posts: 2279
Founded: Dec 16, 2012
Ex-Nation

Postby Alidina » Wed Feb 06, 2013 11:07 am

The coalition could agree with this. But they have no quip about selling off Excess Ayen they look at it has a export like oil and the coalition wasnt lacking Ayen before the Ayen Crisis and certianly not after, their entire Economy is built around Metal and Ayen the mining, refining, manufacturing, fabrication, and the advancing of them.

Same concept the last thing anyone would want is to loose their homeworld or important planets
Last edited by Alidina on Wed Feb 06, 2013 11:08 am, edited 1 time in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 62501
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Feb 06, 2013 11:10 am

Oh they don't lose them. The planets are simply.... repurposed.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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Alidina
Minister
 
Posts: 2279
Founded: Dec 16, 2012
Ex-Nation

Postby Alidina » Wed Feb 06, 2013 11:21 am

Individual planets and bases and defended by who ever controls it. The homeworld is defend by the 1st fleet of every nation in the coalition. A lot of bigs guns and planetary defenses.

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G-Tech Corporation
Khan of Spam
 
Posts: 62501
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Feb 06, 2013 11:33 am

Alidina wrote:Individual planets and bases and defended by who ever controls it. The homeworld is defend by the 1st fleet of every nation in the coalition. A lot of bigs guns and planetary defenses.

I'm sure those defenses are quite mass intensive and tasty.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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Stormdawn
Chargé d'Affaires
 
Posts: 365
Founded: Jan 03, 2013
Ex-Nation

Postby Stormdawn » Wed Feb 06, 2013 3:52 pm

Mostly, this is for sale, since we don't do much with planets, but we also use it to protect our mining ventures and such:

Hellion Cluster:
An immobile turret system, comprised of a fixed base, which, in the section of it that is, in order to provide additional stability, below ground, contains the only access to the interior, and a rotating head, equivalent to six heavy railguns; each barrel is capable of firing approximately ten rounds a minute, with complete flexibility as to firing order.

While 'alpha strikes', wherein all barrels fire simultaneously, are often used by those unfamiliar with the system, and are generally effective against small numbers of heavily armored vehicles, the relatively slow firing speed makes it less so against more agile craft, especially in higher numbers.

Those more experienced often use a staggered firing pattern, with each barrel firing one second after the last, in order to increase the volume of fire, as it allows the system to cover a larger area rapidly, while being almost as effective as an alpha strike if proves necessary to concentrate fire on one target.

While it is technically capable of firing most types of ammunition, it is designed for use with a rather specialized variant, which has a magnetic containment system, an explosive, and a moderate amount of plasma inside the round; immediately after impact, the containment field shuts off, and the explosive detonates, in order to do as much damage as possible to the interior systems once it has passed through the armor.

The specialized nature of such ammunition causes it to have rather unusual flight characteristics, and as a result, the accuracy of more conventional projectiles can be affected, as the system attempts to compensate for effects which do not actually occur; it is recommended that if such projectiles are not used, any Hellion Clusters in use undergo a reconfiguration to alleviate this flaw.


Obviously, more stuff will be posted later, but this is all I actually have written up right now.
Stormdawn, as in my in-game nation, is, pretty much entirely an OOC construct.

For FT, I use the Undying Fleet, a group of pseudo-nomadic humans and AIs.

For FanPMT, I use the Thriceborn Empire, an empire always ruled by sibling pairs. This is my WA nation, not Stormdawn.

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Oogium
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Posts: 1327
Founded: Dec 01, 2012
Ex-Nation

Postby Oogium » Sat Feb 16, 2013 10:16 pm

Later posts will cover heavy weapons, aircraft and ships. Sorry about all these links, I'm on my iPad and the pictures I found were too large.



Type-19 General Sidearm

This pistol is distributed throughout the armed services and all Naval personnel are equipped with it.


Type-33 All-Purpose Assault Rifle
This rifle is an extremely common and very effective weapon. It is versatile, and can fire automatic or semi automatic. It is reasonably effective as well as easy to use.


Type-109 Sniper Rifle
This rifle is used by Oogish snipers. It is unusual among Oogish weaponry in that it uses a beam, not a bolt, as its projectile. The beam has been known to go straight through a light tank on occasion and is extremely potent. It is so fast and short lived it rarely gives its owner's position away, but excels at killing its target.


Type-88 Medium Plasma Machine Gun
A standard machine gun used to fortify positions that need a little more firepower.

Type-34 Light Support Gun
A fairly portable gun, effectively a lighter version of the Type-36's weapon. It can fire about 60 rounds per minute, though its bolt is less powerful than that of the Type-36's gun. Effectively a light support field piece, similar to, say, modern mortars or 50mm cannon turrets.
Last edited by Oogium on Sun Feb 17, 2013 4:19 pm, edited 3 times in total.
My entire nation is being revamped, which gives me more room for

Quotes:
The Nuclear Fist wrote:
Oogium wrote:I don't know who I should send as a diplomat. The Oog are better at fighting than diplomacy, and they're not very good at fighting, either.

Just try and find a seat without getting your bollocks stuck in a light socket.

Transoxthraxia wrote:
Mom! I found a space krill! Can we keep it? Pleeeaaase?

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Oogium
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Posts: 1327
Founded: Dec 01, 2012
Ex-Nation

Postby Oogium » Sat Feb 16, 2013 10:18 pm

Here are my ships. Heavy weapons will come later.

The Oogish Fleet
Large Ship Section

All large Oogish ships have FTL drives. The most commonly used ship is the Singular Ascendance-class cruiser. It is the workhorse of the fleet, coupled with the Divine Comedy-class corvette. All Oogish ships can move underwater, in air, and in space. All have shields and scrambler pods as countermeasures.

Singular Ascendance

Length: 1.9 kilometers
Width: maximum 0.59 kilometers
Armament: 84 large plasma cannons, 237 small point-defense turrets, 1 plasma ray
Singleship capacity: 145
Crew: 2,950
Troop complement: 560
Pilots: 200
Dropship capacity: 55
Propulsion: magnetically directed plasma engines
Powerplant: 3 Sylimstal Circuits(liquid-fuel antimatter fusion reactor)
Description: a medium, versatile ship, is used almost exclusively as ships of the line and orbital bombardment. It can be used for other roles, however.

Divine Comedy


Length: 500 meters
Width: 265 meters (counting the outer hull)
Armament: 18 large plasma cannons, 56 small point-defense turrets, 1 light plasma ray
Singleship capacity: 60
Crew: 345-400, depending on role
Troop complement: 125
Pilots: 67
Dropship capacity: 7
Propulsion: magnetically directed plasma engines
Powerplant: 1 Sylimstal Circuit
Description: a light, extremely versatile ship, it was designed to be used by the fleet in many different roles. It is used widely in a variety of different roles, including salvage, in-atmosphere bombardment and exploration.


Another, slightly less common ship is the Zealot-class destroyer. It is more modern, with newer engines, better shields and hull integrity, and stronger cannon.

Zealot

Length: 1.2 kilometers
Width: 125 meters
Armament: 77 large plasma cannons, 192 small point-defense turrets, 1 heavy plasma ray
Singleship capacity: 110
Crew: 2,575
Troop complement: 510
Pilots: 140
Dropship capacity: 30
Propulsion: gravitationally repulsed plasma engines
Powerplant: 4 Sylimstal Circuits

A bit stronger and rarer than the Zealot is the Misery-class battlecruiser.

Misery

Length: 3.4 km
Width: 310 meters
Armament: 120 large plasma cannons, 2 heavy plasma rays
Singleship capacity: 210
Crew: 3,975
Troop complement: 785
Pilots: 265
Dropship capacity: 55
Propulsion: gravitationally repulsed plasma engines
Powerplant: 4 Sylimstal Circuits
Description: Fairly versatile heavy cruiser with excellent cloaking and dueling capabilities. Very sturdy.


The largest and most powerful ship the fleet possesses is the Incorruptible-class supercarrier. It is rare for one to be built, and if one is in combat, then things are serious. They are very expensive, take a long time to build and are very hard to construct.

Incorruptible

Length: 20 kilometers
Width: 2.5 kilometers
Armament: 7 heavy plasma rays, 945 large plasma cannons, 1,023 small point defense turrets
Singleship capacity: 5,500
Crew: 256,000
Troop complement: 125,000
Pilots: 7,000
Dropship capacity: 1,500
Propulsion: magnetically directed plasma engines
Powerplant: 10 Sylimstal Circuits
Description: the most powerful ship ever built. It is capable of taking on fleets of smaller ships. In a few days it can glass a planet, unaided. It is an engineering marvel, and is extremely heavily armed. Often these ships act as refueling platforms for smaller ships, and/or as an invasion force.

Another ship that is used is the Divine Judgement-class battleship.

Divine Judgement

Length: 15 kilometers
Width: 2.5 kilometers
Armament: 5 heavy plasma rays, 900 large plasma cannons, 984 small point defense turrets
Singleship capacity: 4,800
Crew: 257,000
Troop complement: 127,000
Pilots: 7,600
Dropship capacity: 2,000
Propulsion: magnetically directed plasma engines
Powerplant: 9 Sylimstal Circuits
Description: Probably the second most powerful ship ever. It is more versatile than the Incorruptible.

The Fleet's primary singleship carrier is the Missionary-class carrier.

Missionary

Length: 900 meters
Width: maximum 300 meters
Armament: 12 large plasma cannons, 87 small point defense turrets
Singleship capacity: 340
Dropship capacity: 20
Pilots: 360
Crew: 315
Troop complement: 350
Powerplant: 1 Sylimstal Circuit
Propulsion: gravitationally repulsed plasma engines
Description: the Fleet's primary singleship carrier, it is a light ship, not built for heavy ship to ship combat. However, it can hold its own against lighter ships.


The Fleet's main method of troop transport is the Magnanimous Allowance-class transport.

Magnanimous Allowance

Length: 1.3 kilometers
Width: 0.29 km
Armament: 14 large plasma cannons, 98 small point defense turrets
Crew: 765
Troop complement: 3,000
Dropship capacity: 200
Singleship capacity: 35
Pilots: 235
Powerplant: 1 Sylimstal Circuit
Propulsion: magnetically directed plasma engines
Description: a cheap but sturdy ship, this transport is used not just by the Fleet but by a number of Oogish corporations. In military applications they need escorts, as they are not designed for ship to ship combat. It is a venerable, time-tested but still effective design.


Stargazer class frigates are very new, extremely deadly ships. So far they have only been used by Special Operations and do not operate with the Navy. They are very advanced and pack an immense punch for their small size, and are excellent for cloaking and other stealth operations.

Stargazer

Length: 650 meters
Width: up to 185 meters
Armament: 24 large plasma cannons, one gravity beam
Crew: 500
Troop complement: 140
Dropship capacity: 8
Singleship capacity: 65
Pilot complement: 73
Powerplant: 2 Sylimstal Circuits
Propulsion: repulsor engines
Description: a small, stealthy and extremely powerful ship, the Stargazer is the product of many years' work on gravity technology and exotic matter. Its gravity beam is effectively an infinitely more precise and destructive plasma ray with up to 10x the power output, and its cannon are heavier and fire twice as fast as standard cannon. It also possesses superb engines, shielding and a very resilient hull. Other ships are expected to be upgraded and designed following its example. It has been remarked that it appears like a miniature half-breed of cruiser and corvette.


The Imperial Navy's large ships are built by Hzark Shipyards.



Dropship Section

Oogish dropships range in size, carrying between 15 and 150 soldiers. All can carry light vehicles, the larger dropships can carry hovertanks and large walkers. The two main dropships the force uses are the Type-56 Light Force Deployment Platform (a.k.a. the Whisper) and the Type-97 Heavy Aerial Assault Platform (a.k.a. the Cyclone).

Whisper

Troop capacity: 25 or 15 with vehicles
Vehicle capacity: 2 scout/rapid attack walkers or hovercraft
Armament: Three automatic heavy plasma/hardlight machine guns, one light concussion bolt cannon
Top speed: Mach 1 in-atmosphere, 37,000 mph exo-atmospherically
Dimensions: 40 ft long, 12 ft wide, 7 feet tall

Cyclone

Troop capacity: 150 or 95 with vehicles
Vehicle capacity: 3 main battle hovertanks or 3 medium assault walkers or up to 12 scout/rapid attack craft
Armament: one mini plasma ray, 8 heavy plasma/hardlight machine guns, 3 light concussion bolt cannons
Top speed: Mach 1.35 in-atmosphere, 35,000 mph exo-atmospherically
Dimensions: 100 ft long, 65 ft wide, 50 ft tall

Singleship Section

Oogish fighters are also capable of air, space and underwater flight. There is only one type usually used, the Type-91 Combat Single Ship, a.k.a. the Mirage. However, it is much too small for Augments to pilot, so they have a separate type of fighter, the Prism, or Type-92 Combat Single Ship. The Oog also have a bomber craft, the Type-93 Heavy Combat Single Ship, a.k.a. the Quetzal. The Quetzal is a surprisingly old and uncharacteristically angular craft, but is still extremely functional and dangerous.

Mirage

Dimensions: Length, 25 feet, Width, 16 feet, Height, 9 feet
Armament: 2 high velocity heavy plasma machine guns, one plasma torpedo launcher
Top speed: air, Mach 10, space, 265,000 mph

Prism

Dimensions: Length, 32 feet, Width, 16 feet, Height, 12 feet
Armament: 2 high velocity heavy plasma machine guns, one plasma torpedo launcher
Top speed: air, Mach 9.5, space, 240,000 mph

Quetzal

Dimensions: Length, 35 feet, Width, 85 feet, Height, 15 feet
Armament: one high velocity plasma machine gun, 2 plasma torpedo launchers, 3 heavy guided plasma missile pods
Top speed: Mach 7 in-atmosphere, 120,000 mph exo-atmospherically
Last edited by Oogium on Sat Feb 16, 2013 10:26 pm, edited 2 times in total.
My entire nation is being revamped, which gives me more room for

Quotes:
The Nuclear Fist wrote:
Oogium wrote:I don't know who I should send as a diplomat. The Oog are better at fighting than diplomacy, and they're not very good at fighting, either.

Just try and find a seat without getting your bollocks stuck in a light socket.

Transoxthraxia wrote:
Mom! I found a space krill! Can we keep it? Pleeeaaase?

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Oogium
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Posts: 1327
Founded: Dec 01, 2012
Ex-Nation

Postby Oogium » Sun Feb 17, 2013 8:45 am

Oogish Heavy Weaponry


Type-16 Anti-Armor Rifle
This gun, akin to today's RPGs or bazookas, is an extremely effective anti-armor weapon that is also reasonably effective against aircraft and infantry. It fires a fast moving, concentrated plasma charge at very high speed, penetrating and then exploding inside of enemy armor.



Type-818 Heavy Support Gun
This turret basically carries two cannon similar to those used by the Type-36 Assault Platform, though these have been modified so they now travel somewhat slower and have more of a splash zone. They are very effective light artillery and can be used to great effect against infantry and a lesser extent to aircraft. They often fare poorly against enemy armor, however.

Type-989 Artillery Emplacement
Effectively a shipborne heavy cannon in turret form, this artillery emplacement is good all around. It can be defended by infantry who are inside of it, and cargo dropships are able to set them up and carry them. It is a very effective artillery piece.


Type-999 Artillery Emplacement
This artillery turret is lighter than its counterpart, the Type-989, but is just as effective. It is less suited for anti-infantry and anti-structure work than the Type-989, but excels at destroying armor and enemy air, even going so far in the most recent Civil War as to shoot down a rebel cruiser that was putting down artillery support for some of its troops trying to capture a supply depot.

Type-18 Main Battle Tank
The Type-18 is an extremely dangerous vehicle. It can move at up to 90 miles an hour, and has effectively a miniature version of the Type-22's gun as its main weapon. It also has a plasma machine gun turret as a secondary weapon. It is very well armored and can be used en masse for devastating armored assaults.

Type-36 Light Assault Platform
The Type-36 is a speedy, deadly walker capable of clambering over difficult terrain with ease. It carries a light plasma cannon that is effective against infantry, armor and to some extent, aircraft. It fires about 60 rounds per minute with this cannon. The Type-36 has strong armor and little in the way of shielding, but can take a lot of damage before going under.

Type-99 Heavy Assault Platform
Althpugh it looks similar to a Covenant walker, the Type-99 is much more dangerous and effective. Rather than a cumbersome plasma beam, it carries two powerful cannon in its head, capable of punching through a Type-18 tank in a single shot. It also can transport large numbers of infantry, and carries a number of plasma machine guns.
Last edited by Oogium on Sun Feb 17, 2013 9:06 pm, edited 8 times in total.
My entire nation is being revamped, which gives me more room for

Quotes:
The Nuclear Fist wrote:
Oogium wrote:I don't know who I should send as a diplomat. The Oog are better at fighting than diplomacy, and they're not very good at fighting, either.

Just try and find a seat without getting your bollocks stuck in a light socket.

Transoxthraxia wrote:
Mom! I found a space krill! Can we keep it? Pleeeaaase?

User avatar
Oogium
Ambassador
 
Posts: 1327
Founded: Dec 01, 2012
Ex-Nation

Postby Oogium » Mon Feb 18, 2013 9:30 am

Basic Weapons Systems

Oogish weapons function by accelerating a bolt of superheated, often extremely dense plasma to very high speeds. Generally the plasma is mixed with an Oogish chemical agent that is effectively contact-sensitive explosive gel, meaning plasma rounds explode on impact or often after penetrating a target. Most shielding is effective against this, but as plasma rounds tend to release radiation and EMPs when they detonate as well as a lot of energy, they can take down most shields fairly quickly. Some weapons simply fire a beam of excited particles mixed with plasma, but these are generally heavy shipborne weapons. Oogish plasma rounds travel at much higher speeds than the Covenant plasma rounds do, and weapons have a small aurorum core inside to keep them running, though ships simply use power from their main reactors for their weapons.


Oogish Shields


Oogish shields are effectively thin films of very energetic plasma. They allow the ship they defend to fire through them,-this actually adds slightly to their strength-but block incoming fire. Even the fastest laser or railgun cannot go past them, as they remain up at all times, but they can be brought down by simply shooting them enough. However, as Oogish weaponry tends to excel at knocking out shielding, Oogish energy shields tend to be very resilient.


Oogish Metals

Nowadays only hardtomakium is used to make ships' hulls, although previously titanium was the most commonly used metal. Hardtomakium, depending on how it's made, can be almost any color, though it is generally a dark blue or purple. An alloy of hardtogetium and several other minerals, hardtomakium is exceptionally strong and flexible, and can absorb massive amounts of energy. It melts at ~8,000 degrees Celsius and is a good electrical conductor. It is also used in fighters, tanks and weapons, but the main reason for its rise to universality was that it can resist radiation and gravitic stresses found only in slipspace tunnels that ships made of titanium simply disintegrated when they encountered.
Last edited by Oogium on Wed Feb 27, 2013 8:21 am, edited 5 times in total.
My entire nation is being revamped, which gives me more room for

Quotes:
The Nuclear Fist wrote:
Oogium wrote:I don't know who I should send as a diplomat. The Oog are better at fighting than diplomacy, and they're not very good at fighting, either.

Just try and find a seat without getting your bollocks stuck in a light socket.

Transoxthraxia wrote:
Mom! I found a space krill! Can we keep it? Pleeeaaase?

User avatar
Oogium
Ambassador
 
Posts: 1327
Founded: Dec 01, 2012
Ex-Nation

Postby Oogium » Wed Feb 27, 2013 8:23 am

Why'd this thread die? We still may need it.....like for Terra to explain his stuff to us before we reboot the war thread. :eyebrow:
My entire nation is being revamped, which gives me more room for

Quotes:
The Nuclear Fist wrote:
Oogium wrote:I don't know who I should send as a diplomat. The Oog are better at fighting than diplomacy, and they're not very good at fighting, either.

Just try and find a seat without getting your bollocks stuck in a light socket.

Transoxthraxia wrote:
Mom! I found a space krill! Can we keep it? Pleeeaaase?

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 62501
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Feb 27, 2013 8:54 am

Oogium wrote:Why'd this thread die? We still may need it.....like for Terra to explain his stuff to us before we reboot the war thread. :eyebrow:


I think most of the information we would normally put here has been put into the wiki.

She's here if we need her though.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

User avatar
Alidina
Minister
 
Posts: 2279
Founded: Dec 16, 2012
Ex-Nation

Postby Alidina » Wed Feb 27, 2013 9:26 am

OoG would a shaped Round from a railgun be able to get through a shield better than armor it would be kind of like a plow through water rather than a bullet impacting a solid wall, obviously it would require mass + alot speed to get the plow effect .

Less like water and more likely sludge but still liquidy.

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