Gate Capable Shuttle - 2 Hull (Superseded by GCS-2 Aero)
The first workable hull of the conflict, and strikingly identical in both Elysium's, GCS-2 craft are small shuttles that are capable of carrying Gate Keys as well as some other stuff. It is a makeshift hull, fabricated from large modular structure elements with thin armor plates that are just barely capable of standing in the way of light autocannon fire. Made for the purpose of ferrying troops from one end of the Elysium to the other and one of the finest pieces of Elysium equipment that ultimately united your country. In the dawn of your united Elysium, it’s main purpose is in logistics and exploration, and unsuited for combat. It’s paper thin armor cannot stand up to ship-grade weaponry for very long. Capable of landing on worlds with thin gravity and atmosphere or Elysiums.
3x2
Values: Aerodynamic 2, Internal 1
Tags:
Cost: 9
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[ ]Int[ ]
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"Rubik" Spacefaring Corvette Hull (Superseded by Bouillon)
A durable corvette hull with spaced armor specialized towards stellar operations, The Rubik has average primitive armor specialized towards small primitive kinetic projectiles. Capable of landing on barren moons. Noted to have a robust structure despite utilizing modular frames in it’s construction.
3x3
Values: Aerodynamic 1, Internal 1
Tags:
Cost: 13
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"Bouillon" Hardened Spacefaring Corvette Hull (Superseded by Bouillon-L)
A incredibly heavy Corvette sized warship teetering on the edge of being a frigate in terms of component volume. It is equipped with very heavy ceramic plastic armor and triply redundant thermal control systems that make the ship overturned for it’s engine volume, providing a 50% increase in maintenance costs for engine components to compensate for the mass Thermal Systems account for 1 weight, Armor accounts for 5 weight. Hangar Bay is vulnerable to damage but will not spread to surrounding systems.
Values: Aerodynamic 1, Internal 1, Weight 6 Thermal 5
Tags:
Cost: 17
Template:
[ ]HnG[ ]
[ ]Int[ ]
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Sablier" Hardened Spacefaring Frigate (Superseded by Sablier-S)
A second generation frigate lineage with hourglass shape and as of fabrication very heavy armor systems. Has an average thickness armor plate designed with general purpose protection against a wide variety of threats. It is incapable of any type of surface operation. It’s individual compartments and modules are awkwardly placed, lowering the overall compartmentalization of the craft: damage is marginally more likely to spill into surrounding systems.
Values:Cost 18, Internal 2, Weight 5
Tags:
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[ ]Int[ ]
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Elysium Automatic Cannon Special (EAC) (Superseded by nAC)
The EACS is a series of autocannons, fire controls and sensory systems that represent the first step in warfare. Irregular manufacturing standards, varying calibers, poorly designed autoloaders as well as crude propellants and large bore projectiles intended to never risk damage to the Elysium mean that this weapon is large and underpowered. It is self contained, and only requires supply to keep functioning.
Values:Cost 2, Maintenance 1
Tags: Front
Next-Gen Autocannon (NGAC) (nAC) (Superseded by mAC)
The NGAC is a series of turreted autocannons with integrated fire control and sensory systems. It is designed as a dual 40mm ball turreted autocannon, of which half a dozen per slot is put onto the hull. The turret is rated for a 180 coverage on both axes. It utilizes crude HE rounds. It is self-contained, and only requires Maintenance to function.
Values:Cost 3, Maintenance 1
Magnetic Autocannon (mAC) (Superseded by pAC)
[/b]The mAC is a series of turreted autocannons with integrated fire control and sensory systems. It is designed as a dual 10mm magnetic accelerator ball turreted autocannon, of which five per slot is put onto the hull. The turret is rated for a 180 coverage on both axes. It utilizes crude kinetic penetrator rounds. Caustic coolants and turbo-cryocoolers run a expensive maintenace table. It is somewhat inaccurate due to the action of the cooling systems. It is self-contained, and only requires Maintenance to function.
Values:Cost 4, Maintenance 2
160mm Vorpal Gun Battery (VGB) (Superseded by MGB)
[VGB]
[VGB]
A fore-mounted traditional ballistic main cannon weapon design schema that calls to place four guns across two slots. These huge cannons utilize extremely fast burning powder formulas, an average bore length for the caliber and exotic alloys to extract every ounce of acceleration possible per kilogram. Two rounds types are carried, Second Generation APDSDU rounds and Combination radar and thermal proximity detonator shaped charge rounds, “Hammerhead” and “Slicer.” Slicer rounds are designed to be fired at enemy engines and disable them, and are more effective against low fuel efficiency engines. It requires a fire control system to fully utilize its functions, but it comes with onsite gunner back up systems. It utilizes Electronically hardened Autoloaders.
Values: Cost 10, Maint 3
Tags: Two Parallel External Front Slots, Fire Control -2
"Lagrange" Reconnaissance Squadron (Superseded by PES & PSS)
The "Lagrange" Reconnaissance Squadron details the installation of 18 small parasite stored in hangar bays with launch capabilities. Each Parasite craft is equipped with high-tempo multispectral sensory systems focussing on active and passive infrared and radio frequencies. .It has the acceleration profile of a speed 5 in combat, but has the fuel efficiency to project across moon systems and the outer edges of solar systems with its mother craft. It’s inherits the durable design of the Flechette, its systems are bulky and difficult ot stow and launch from hangar bays.. Hangar modules induce slight structural weaknesses to the craft unless the craft is specifically engineered for it.
Values:Cost 5, Maintenance 1
Tags: Hanger
"Pitre" EW Parasite Squadron (PES) (Superseded by PE2)
The ""Pitre" EW Parasite Squadron details the installation of 16 small parasite craft stored in hangar bays with launch capabilities. Each Parasite craft is equipped with high-tempo multispectral sensory systems focussing on active and passive infrared and radio frequencies. These multi-sensors have been drastically modified with actual ship grade large sensors to mimic emission spectrum of most warshipst of the first and second generation as of its creation due to its nuclear exhaust system. It has the acceleration profile of a speed 5 in combat, but has the fuel efficiency to project across moon systems and the outer edges of solar systems with its mother craft. Its systems are bulky and difficult to stow and launch from hangar bays. It is vastly difficult to utilize on ships that do not have dedicated hangar slots. Hangar modules induce slight structural weaknesses to the craft unless the craft is specifically engineered for it.
Values:Cost 7, Maintenance 2
Tags: Hanger
Hydrogen engine (HeE) (Superseded by HeA)
An integrated set of hydrogen and oxygen tanks that is fed into a combustion chamber and expelled to generate thrust. Generates electricity from an attached alternator. Sets the basis of all thrust systems with a speed of 1.
Values: Cost:4, Maintenace 1
Tags:Rear
Catalyzed Afterburner Hydrogen engine (HeA) (Superseded by NTE)
An integrated set of hydrogen and oxygen tanks that is fed into a combustion chamber and expelled to generate thrust. Generates electricity from an attached alternator. Sets the basis of all thrust systems with a speed of 1. Inside combat, an afterburner can be engaged to allow the thrust system to rate thrust 2 for an extended engagement before requiring 2-3 man days of maintenance to recover.
Values: Cost:5, Maintenace 2 Thrust 1(2)
Tags:Rear
Solar-Battery Power plant (SBP) (Superseded by SB2)
A set of unfurlable solar panels and chemical batteries designed to produce large amounts of power.. The panels cannot be protected by armor and unfurled. The S-B Power Plant has reduced effectiveness in operations that are very far from objects that generate usable solar radiation. The batteries can be best described as "workable," and are prone to small-scale detonations if damaged.
Values: PPC 3
1, Cost: 3
1. Generates 3 PPC for a couple hours or an extended fight utilizing PPC weapons before an extended down period is required to recharge the batteries
Gate Key -- [GA1] (Superseded by GA2)
A complex device that utilizes energy stored from on-ship batteries to slice into the gate’s network , open it’s iris to allow the passage, and then ignites it’s ancient machine, utilizing a colossal amount of power to do so. This model is crude and energy intensive, only barely able to handle the power required to send a ship of the same tonnage as the gate-key bearing ship, while requiring a horrendously expensive manufacturing process. However, unlike the original prototypes, it can open the gate to allow other ships through.
Values: Cost 5, PPC -6, Maintenace 3, Jump 4
Gate Key v2 -- [GA2] (Superseded by GA3)
A complex device that utilizes energy stored from on-ship batteries to slice into the gate’s network , open it’s iris to allow the passage, and then ignites it’s ancient machine, utilizing a very large amount of power to do so. This model is crude and energy intensive, only barely able to handle the power required to send a ship of the same tonnage as the gate-key bearing ship, while requiring a stupendously expensive manufacturing process. However, unlike the original prototypes, it can open the gate to allow other ships through. Utilizing vast computational engines, the power and maintenance costs of the Gate Key are reduced at the expense of an increased production cost.
Values: Cost 9, PPC -4, Maintenance 2, Jump 5
Combat Corvette Rubik: Gunship “Porcupine” VariantThe Porcupine is a heavily armed gun-ship dedicated to assault-and-fade tactics. It’s two thrusting blocks are capable of using afterburners to do advanced maneuvers in combat time scales. The interior consists of a heavily armored command and control station with luxurious settings for the deck officers. It is set with dozens upon dozens of turreted autocannons equipped with explosive shells. It is bespoke with a set of two primary cannons on its front and rear that fire high-speed rounds utilizing primitive high-energy propellant. The life-support is strained during combat conditions.
Format
[HeA][nAC][nAC]
[MGS][C5D][MGS]
[HeA][nAC][nAC]
Values:Cost: 33 Aerodynamic 1, Maintenance 10, Thrust 2(4) [[Thrust to Slot Ratio:2/9 | 4/9]]
Tags:Fire Control 2
b]Combat Corvette Rubik: Assault Gunship “Griffon” Variant[/b]
The Griffon is a heavily armed nuclear gun-ship originally dedicated to assault-and-fade tactics. Nuclear engines have been jury rigged into it’s hypergolic plumbing, with dangerous, efficient results that is predicated on the over engineered thrusting grids. The interior consists of a heavily armored command and control station with luxurious settings for the deck officers. Autoloaders and turret balls have been almost entirely ripped out for a makeshift coolant system, and the internals have been gutted to support larger, powerful autoloaders for the set of four Vorpal Cannons in battery formation, firing 160mm shells through a average bore-length cannon, resulting in incredible firepower. It is bespoke with a set of two, shorter, 160mm cannons of inferior make. The Vorpal Gun Barrels stick out of the hull by several meters, and are supported by telescoping structural members to maneuver the barrels. The Vorpal guns utilize Second Generation APDSDU “Hammerhead” rounds and Combination radar and thermal proximity detonator shaped charge “Slicer” rounds.
Format
[NTE][nAC][MGS]
[NTE][C5D][VGB]
[NTE][CCR][VGB]
Values:Cost: 54 Aerodynamic 1, Maintenance 19, Thrust 12(
[[Thrust to Weight Ratio:1 Out of combat 4/3 In Combat 1/1 ]]
Tags:Fire Control 2, Thermal 2
Combat Corvette Rubik: “Aura” VariantThe Aura is a very high maneuverability & speed craft, capable of advanced maneuvers and techniques owing to the fact that about a third of its mass is dedicated to it’s it’s revamped thermonuclear engines. The interior compartments are interspaced around the newer Gate Key,. It is set with dozens upon dozens of turreted primitive autocannons. Large portions of it’s surface area consist of advanced solar panel and radiator emplacements, which drink greedily from the sun to fuel the Gate Key it holds. Its front was hollowed out and filled with a crude hangarbay for a Parasite Bomber group to launch from.
Format
[NTE][SB2][nAC]
[HeA][GA3][PBS]
[NTE][CCR][nAC]
Values:Cost: 63, Aerodynamic 1, Maintenance 13, PPC 6*, Thrust 9(
[[Thrust to Weight Ratio:Out of combat 1/1 In Combat 8/9 ]], Jump 6
Tags: Thermal 2
Combat Corvette Rubik: Flak Corvette “Slayer” VariantThe Slayer is a ship re-engineered to be dedicated to stand off tactics with second generation efficient nuclear engines and afterburners, Standing off is something it does well owing to its heritage of being 33% engine. The interior compartments are interspaced around a totally re-hauled gate key which make up the center of the craft. It is set with dozens upon more than two dozen turreted primitive autocannons interspersed to shoot down incoming ordinance and very close ships. portions of it’s surface area consist of solar panel and radiator emplacements, which drink greedily from the sun to fuel the Gate Key it holds. It’s fore was hollowed out and replaced with a hangar bay for bombers, as well as a augmented cooling system.Higher than expected sensor emission & lower than expected sensor capabilities.
Format
[NTE][nAC][SB2]
[HeA][GA3][PBS]
[NTE][nAC][CCR]
Values:Cost 58, Aerodynamic 1, Maintenance 17, PPC 6*, Thrust 9(
[[Thrust to Weight Ratio:Out of combat 1/1 In Combat 8/9 ]], Jump 6
Tags: Thermal 2
Gate Capable Shuttle - 2: Fleet Transport “Venus” VariantThe Venus is a very high maneuverability & speed craft, capable of advanced maneuvers and techniques owing to the fact that about a third of its mass is dedicated to it’s powerful engines. It’s interspersed between core systems with troop quarters and autoloaders for it’s relatively many guns. It is heavily gunned with primitive kinetic turreted weapons. Fabrication Techniques have increased it’s aerodynamic capabilities. It has an above average engine output.
Format
[HeE][Trp][nAC]
[HeE][Trp][nAC]
Values:Cost: 25, Maintenance 4, Thrust 2, Aerodynamic 3
Tag:
Gate Capable Shuttle - 2:Shuttle Craft “Mercury” VariantThe Mercury is a very high maneuverability & speed craft, capable of advanced maneuvers and techniques owing to the fact that about a third of its mass is dedicated to it’s powerful engines. The interior compartments are interspaced around the Gate Key, which make up the center of the craft. It is undergunned, with only a few gunnery emplacements that dot its hull. Large portions of it’s surface area consist of solar panel and radiator emplacements, which drink greedily from the sun to fuel the Gate Key it holds.
Format
[HeE][GA1][SBP]
[HeE][SBP][EAC]
Values:Cost: 30, Maintenance 6, PPC 6*, Thrust 2
Tag: Gate Bearer