DropBox link to CURRENT BAY12 Items:
https://www.dropbox.com/sh/ki83g84cx7cj0vv/AAD4t2wWfHSR6mUfA3FE6QbOa?dl=0HullsCorvettesGate Capable Shuttle - 2 Hull: 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
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Cost: 9
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Gate Capable Shuttle - 2 Aero Variant Hull: 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 military equipment. 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. It has been extensively modified for aerospace operations, including the installation of equipment which allows one of its engines to operate with twice the speed in atmospheric conditions.
3x2
Values: Aerodynamic 4, Internal 1 Cost 12
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[ ][Wng][ ]
"Rubik" Spacefaring Corvette Hull: 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
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Cost: 13
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"Bouillon" Hardened Spacefaring Corvette HullA 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 3 weight, Armor accounts for 4 weight. Hangar Bay is vulnerable to damage but will not spread to surrounding systems.
Values: Aerodynamic 1, Internal 1, Weight 8, Thermal 5
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Cost: 17
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FrigatesSablier" Hardened Spacefaring Frigate: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
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”Sablier" Hardened Spacefaring-S Variant Frigate: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, but additional armor and internal systems have mostly mitigated the low compartmentalization, though damage is slightly apt to spill into surrounding systems. Two slot long weapon systems are more effective when installed into the Sabalier-S Variant.
Values: Cost 20, Internal 2, Weight 6
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Components:"Ground" OperationsInfantry Division: People hired by your polity that went through a strict training regimen and given the equipment needed to take objectives in a wide variety of environments. Standard in all ships, but may require vehicular or orbital support to get the job done. Current technology utilizes gun-powder and armor piercing rounds in their automatic guns, and wear hardened steel plates in vests for armor. Spacesuits are equipped when required.
Assumed to be in all ships, but specialized components or hulls can be fabricated for greater effect. As time progresses, the engineering division will give them new weapons and armor.
Ship GunsElysium Automatic Cannon Special -- [EAC]
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)
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) -- (nAC)
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 Main Gun System (MGS)A primitive kinetic accelerator cannon with large bore shells, most archetypically high explosive rounds. Despite the large bore, the rounds are accelerated to be on par with small-bore -large length weapons due to the high-power next generation powder propellant, and it fires shots down rapidly, allowing ship-gunners to feasibly expend their entire magazine in a single engagement. It has a high range despite its relatively short length for its caliber. The weapon is augmented with primitive visual sensors in it’s built-in fire control systems and high explosive rounds which is some-what more effective against primitive kinetic armor.
Values: Cost 4, Maintenance 1
Tags: Front/Back,
160mm Vorpal Gun Battery[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 calliber 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
Hangar Systems'Fléchette' Parasite Strike Craft -- [FLE]
The 'Fléchette' Parasite Strike Craft details the installation of 18 small fighter craft stored in hangar bays with launch capabilities. Each Parasite craft is equipped with 2 high explosive shaped charge payload heat seeking missiles and dual front mounted dual 40mm cannons with 20 degrees of gimballing. The missiles have roughly engineered payloads and weak electronics .It has the acceleration profile of a speed 9 craft, and is limited by the unaugmented pilots down to a profile of 8. It’s components are durable and hardy, able to go through multiple sortees without Elysium overhauls or having an on-site fabricator while maintaining performance capabilities. Hangar modules induce slight structural weaknesses to the craft unless the craft is specifically engineered for it.
Values:Cost 6, Maintenance 2
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"Intrépide" Parasite Bomber Squadron -- [PBS]
The “Intrépide '' Parasite Bomber Squadron details the installation of 18 small fighter craft patterned from the Flechette stored in hangar bays with launch capabilities. Each Parasite craft is equipped with 4 wire guided General High Yield payload missiles, one upscaled centerline inertial bomb payload, dual front mounted dual 40mm cannons with 20 degrees of gimballing. The explosive ordinance has technically adept payloads and weak electronics. The spooling for the wire guided missiles utilize nanolathed materials that allow for short range engagements It has the acceleration profile of a speed 6 craft when loaded, 9 unloaded, and is limited by the unaugmented pilots down to a profile of 8. It inherits the Flechettes' durability. Hangar modules induce slight structural weaknesses to the craft unless the craft is specifically engineered for it.
Values:Cost 7, Maintenance 3
Tags: Hangar
"Lagrange" Reconnaissance Squadron -- [FLE]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
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Troop compartment -- [Trp]
A hull section is torn down and dedicated towards storing and disembarking large numbers of ground troops. Allows more soldiers to be present on a craft, as well as allowing more equipment for their purpose to be stored, up to light scout craft and heavy weapon emplacements. Hangar modules induce slight structural weaknesses to the craft unless the craft is specifically engineered for it.
Value: Cost:1
EnginesHydrogen engine -- [HeE]
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]
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
Saint Laurent NT Engine [NTE]
The "Saint-Laurent" NTE is an integrated set of liquid hydrogen tanks that are fed through a solid core pulsed projection Uranium Fission reactor and expelled to generate thrust. Generates electricity from an attached alternator. It reaches combat speeds of 3, and out of combat speeds of 4.
Values: Cost:7, Maint 4 Thrust 4(3)
Tags:Rear
Power GenerationSolar-Battery Power plant -- [SBP]
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
Solar-Battery Power plant v2 -- [SB2]
A set of unfurlable solar panels and chemical batteries designed to produce large amounts of power.. The panels cannot be protected by armor while 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 4
1, Cost: 5
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
Command & ControlC5 Deck -- [C5D]
A component set deep into a ship, a C5 Deck is a hardened bunker in which the bridge crew inhabit. It is separated from the outer decks, with it’s own life support system. It is equipped with a Command and Control system based on haptic and holographic systems. It has a central computational engine specialized towards fire-control, it is a modern system that is far and away superior to primitive systems we have built at the time of the C5’s realization.. It has a luxurious set of amenities which the navy will acclimate and rely on for their increased performance in the field. It takes a significant amount of space, and may impact surrounding components.performance.
Values: Cost 3, Maintenance 2,
Tags: Internal, Fire Control 2, Limited 1
Faster than Light Travel SystemsGate Key -- [GA1]
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]
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
Gate Key v3 -- [GA3]
It resonates with a higher energy. It cuts an aperture with a Vorpal Blade, it screams to the Gate with the Handshake Protocol, and the Gate Network responds by opening the iris’s of two gates and connecting them for a brief time. The Gate Key is an expensive tool required to traverse the Gate Network. This one has the functions required to open the gate and allow other ships to traverse, provided they are equivalent or lesser in mass to the Gate Key-bearer. Part of the installation process entails esoteric banks of processing stratum that have been through cycles of engineering to perfect the process.
Values: Cost 8, PPC -4, Maintenance 2, Jump 6
Thermal ControlCombat Coolant Reservoir and Radiator Assembly (CCRaRA) [CCR] A add-on package to radiative systems that expands its mass as well as several internal upgrades that reduce impact of induced thermal waste by enemy firepower. Damage Control can initiate the expulsion of heated coolant through sweat pores built into the radiators while cycling in secondary coolant tanks, which rapidly reduces temperatures and prevents crematorium drift situations. The expulsion of ammonia coolant induces short duration clouds of obscuring clouds around the radiator and some portions of the craft. They reduce oncoming thermal damage in the infrared and visible bands by roughly 35%. More efficient cooling systems are installed, allowing for a Thermal rating to be appended to the craft.
Values: Cost 5, Thermal 2
Tag: Yellow-Line Feature,
InfrastructureThe Forge of ElysiumA colossal set of infrastructure, heavy equipment and digital archives that permit the fabrication of wonders. Unable to access the designs made before the Dissolution war due to digital decay and hellish encryption of the blueprints required, New designs must be made for the Forge. Consisting of a full third of the internal volume of the Elysium, our manufacturing needs will be met by the Forge for a considerable amount of time without any need for expansion, and our people are wholly reliant on this miracle machine for manufactured goods. The only bottleneck in the acquisition of more Resources is the raw material required to turn into feedstock
Values:Produces 90 Resources.
Becquerel Fission ReactorsA series of tests and prototyping phases made with the intent of easing our developing energy shortages. No viable reactors were made, but the path to success was forged: we now have some what an idea on how to not create a fission reactor.
Merchant Marine FleetA series of logistical improvements that reduce maintenance costs by 25% rounded down. Eases the development of resource generating structures in the home system systems and places logistical supply points across our home system. Increases the effectiveness of our irregular forces in and out of combat.
Cost: None
Mass Relay NetworkA ever expanding project to create large coil guns colloquially known as mass drievers across our territory, so that resources may be efficiently delivered to gates for movement to our territory, as well as the deployment of these gates extensively in our home system.
Produces 30 resources.
TagsIntegrated: Components with this tag are not able to be placed on normal designs and are hard-wired into specific designs.
Internal: Slots with this tag have no outer surface access: they are surrounded by the other components of the ship and are significantly less likely to be damaged in combat. Components with this tag need to be placed in an Internal slot.
Rear: Components with this slot must be placed on the left-most slots of a craft.
Front: Components with this slot must be placed on the right-most slots of a craft.
Volatile: Components with this tag are at risk of destroying the ship if damaged. Most typical of antimatter reactors or metallic hydrogen storage systems. Some components will also be Volatile in certain situations, like a hydrogen tank in an oxygenated atmosphere.
Yellow Line: This component can be yellow lined by captains to have an increased effect at the expense of the possibility of issues occurring after prolonged use.
Red Line: As above, but this component can be pushed even further beyond, into the thin edge between oblivion and enhanced operations, but not for very long, and for a drastic cost. For your finest hour.
Black Line: As above, but this component can be pushed past any sane or safe limit, to provide an enormous effect before burning out, often with spectacular consequences. The dramatic way of going out, to wet your blades edge one more time before the end.
Limited(x): Components with this tag can only be put in (x) per ship. In some cases, other components may restrict the installation of Limited(x) components. (eg a limited sensor system might not be installable with a common sensor system)
Gate Bearer: A hull or component with this tag can allow ships of equal tonnage to pass through a gate, including itself.
Fire Control: Targeting acquisition, lock on and sensory modules produce Fire Control. Rather than being consumed as a value, Weapons that do not have built-in fire control systems that completely fufilll their need for Fire Control will note the minimum firecontrol number required for maximum effectiveness. One Fire Control can take control of any number ofseparate gunnery systems equal or lesser to its value. Unless specified, it is assumed that all weapons have a built-in Fire Control 1 system in it. Components that require Fire Control must specify whether or not they have built-in back-up fire control systems in the event of the destruction of the central Fire Control. Completely self contained weapon packages will default to the master system if it is advantageous to do so.
ValuesPulsed Power Container (PPC): These are containers that output enough energy to sustain components that require PPC power. Will often come with an amount of time that it could be sustained.
Thermal: A component with a thermal tag represents an efficient cooling system that may be more efficient than the one attached to the hull, in addition to any other effects it may apply. More efficient heat reduction allows for more mass to be dedicated to individual systems manifesting as a flat bonus to all operations. Some components may require a minimum of a thermal tag. A hull may have a better than stock cooling system installed by default and is represented by the thermal tag.
Heat capacity.The capability of a component to store heat, allowing for a ship's radiators to be stored and protected from oncoming fire. As Radiators cannot be armored, this is one way to improve a ship's survivability.
Aerodynamic: Hulls with this tag are designed with operations in an atmospheric body in mind, with a sealed hull and attention to avoiding excess bulk. Every planet or body has this value, representing how difficult it is to enter and leave its atmosphere or gravity. Barren planets with low gravity and no atmosphere do not require any Aerodynamic tags to operate in, but especially slow moving hulls may be restricted.
Internal: This value is attached to hulls, representing how many slots it has with the Internal Tag.
Cost: The material, industrial and socioeconomic cost of an object rendered down into its most quintessential value in fabricating this component or hull. This cost is in terms of Resources..
Maintenance:cost in resources every turn after its manufacturing.
Thrust: Engines produce this value, Though the ratio between maneuvering ability and pure thrust is sometimes different. Divide Thrust points on a hull by the number of slots and weight value it has to determine how fast the craft is relative to other ships. Often comes in two values, the first used for determining strategic outcomes while the second is used in tactical maneuvering
Weight: Components and Hulls with this value lower overall speed and maneuverability in Thrust Calculations.