by Max Barry

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The United Systems of
Inoffensive Centrist Democracy

Overview Factbook Policies People Government Economy Rank Trend Cards

7

Republic Astro Navy (WIP)

Republic Astro Navy
Overview
(The pixel art in this factbook are of my drawings, I hope you like them and please don't redistribute them)

The Republic Navy is responsible for all operations that are in space, meaning they oversee all combat and patrol operations that take place in the void. They are the second-largest branch within the Republic Armed Forces, they are a large part of the Republic Military, as the doctrine calls for a large ground force and space fleet for the protection of the Republic and her colonies. Republic ships are often regarded as heavily armored and heavily gunned due to the often close quarters combat they get into. Sections of ships are solely dedicated to armor and protection, with this comes a rather small crew and heavy use of AI.

The Republic also uses artificial intelligence to operate its ships which is extremely helpful as they are mostly used to balance power, calculate firing algorithms, and other system processing within seconds. While these are usually carried out by the fenvarian crew, the AI is used to double-check the fenvarian and provide the correct algorithms. Rather than one whole AI running the ship, several different AI units are on the ship, each one having a different department they specialize in. For example, there would be AMI units that specialize in gunnery, engineering, general systems, communications, navigation, and sensory.

All Republic Navy ships carry a significant amount of Army detachments for internal security, boarding actions, planetary assaults, planetary scouting missions, etc. Some ships also carry a decent amount of Naval pilots for single fighter combat and other piloting duties.

Ranks

Name

Pay Grade

Symbol

Recruit

E-1

No insigna

Shipman

E-2

Single navy blue downward slash

Senior Shipman

E-3

One navy blue downward slash, with red border

Ship Corporal

E-4

Two navy blue downward slashes

Senior Ship Corporal

E-5

Two navy blue downward slashes, with red border

High Ship Corporal

E-6

Two navy blue downward slashes, with black border

Ship Sergeant

E-7

Three downward navy blue slashes

Senior Ship Sergeant

E-8

Three downward navy blue slashes, with red border

High Ship Sergeant

E-9

Three downward navy blue slashes, with black border

Ensign

O-1

Single gold bar

Senior Ensign

O-2

Single gold bar with red diamond

Lieutenant

O-3

Two gold bars

Senior Lieutenant

O-4

Two gold bars with red diamond

High Lieutenant

O-5

Two gold bars with gold diamond

Captain

O-6

Three gold bars

Senior Captain

O-7

Three gold bars with red diamond

Lieutenant Captain

O-8

Three gold bars with gold diamond

High Captain

O-9

Three gold bars with two gold diamonds

Commander

O-10

Eagle with silver bar

Senior Commander

O-11

Eagle with two silver bars

High Commander

O-12

Eagle with three silver bars

Admiral

O-13

Eagle with gold bar

High Admiral

O-14

Eagle with two gold bars

Grand Admiral

O-15

Eagle with four gold diamonds over head, and three gold bars below

Formation

Formation

Size

Commanding rank

Scout

2-3 Ships

Senior Captain

Patrol

4-9 Ships

Lieutenant Captain

Flotilla

10-36 Ships

High Captain

Strike Force

37-144 Ships

Commander

Task Force

145-432 Ships

Senior Commander

Battlegroup

433-864 Ships

High Commander

Fleet

856-1,000 Ships

Admiral

Grand Fleet

2,000-5,000 Ships

High Admrial

Class nomenclature
Class nomenclature within the Republic is rather simple, for the most part, the smaller ships within the Republic Navy (Destroyers and Cruisers) follow a “Type” system. This type of system is made up of three digits which are divided up into three parts, for example, Type 110. The first number in the type usually denotes size classification for the ship class. 0-1 usually denotes a destroyer classification and 2-3 usually denotes cruiser classification. The second number usually denotes production generation of said class, so like 1st generation, 2nd generation, 4th, and so on. Finally, the last number denotes the type of role that the ship is classified as. 0 is generalists, 4 is Pickett support vessels, 5 is offensive, 6 is a carrier, and finally, 7 is missile support

Ship based Weapons
Spinal
Mk V Spinal Cannon

Mk VII Super Spinal Cannon
The Mk VII SSC can be described as the bigger and meaner brother to the Mk V, with some naval gunners calling it “The Big Stick”. It uses a larger and heavier fragmentation shell for increased damage onto enemy ships as well as larger and more power-intensive rails for increased firepower. An odd feature that comes with the cannon is that it can rapidly fire two shells in a single charge. This makes the cannon rather energy-intensive, thus the cannon is usually placed on battleships, dreadnought, super-dreadnought, and heavy defense stations as they have access to larger power reserves. Aside from its energy-intensive nature, it is also considerably expensive when compared to the smaller Mk V, spotting close to 2x times the cost. But, for two times the cost you are getting close to four times the damage. Aside from fragmentation shots, the spinal cannon also can use solid slugs but, this is dependent on what the target is.

Turrets
Nomenclature
Like many things with the Republic Armed Forces, the Navy uses a naming system to refer to specific gun types, often called “Mark” with the abbreviation “Mk”. This system is broken into three parts: with the first part being the caliber range of the gun, with a second letter to indicate the range of which the caliber is in and finally a letter suffix to indicate the number of cannons in the turret.
Part 1
1: Refers to cannons using shells within the 100mm range
2: Refers to cannons using shells within the 200mm range
3: Refers to cannons using shells within the 300mm range
4: Refers to cannons using shells within the 400mm range
5: Refers to cannons using shells within the 500mm range
Part 2
1: 0-24mm
2: 25-49mm
3: 50-74mm
4: 75-99mm
Part 3
A: Refers to single cannon set up
B: Refers to dual cannon set up
C: Refers to a triple cannon set up
D: Refers to a quad cannon set up

Mk 12D Quad 14.7cm Dual Purpose Autocannons
Caliber: 147mm
Action: Rail assisted, chemically propelled
History
Ever since the introduction and the use of the M88 Heavy Anti Aircraft gun, the Republic has sought to increase the use of this heavy piece of artillery. Ranging from mounting it on tanks to fighters. Eventually, with the end of the First Contact War, it found significant use with the Astro Navy as a dual purpose cannon. Designed to take on ships and aircraft that are moving too fast for the ship’s main gun to target or are too heavily armored for regular point defense. Its service record is quite extensive; seeing combat in the 17 Year War, Sror Counter Insurgency Campaign, Border Crisis, and the recurring border skirmishes. During its service it has earned a well garnered reputation for its deadliness and ability to fill the area with heavy shrapnel shells, but it has also garnered a reputation for abysmal pin point accuracy and high ammo consumption rates.

Design
The autocannon is made up of four M88 cannons, that have been linked to fire alternatively in a rapid succession. It is mounted in a ball turret to allow for 360 degree movement, these turrets are often mounted in groups of four or six and are usually mounted near the bridge. This tactic allows the autocannons to overlap their fields of fire and to provide an overwhelming amount of flak against incoming hostile ships or fighters.

These turrets are also automated, with a targeting computer and autoloaders built into the turret. This is perhaps one of the few weapons that the Republic has bothered to automate, in favor of reducing the crew size and freeing gunners to focus on the main guns of the ship. It also allows more space to be allocated for armor and ammunition storage.

Mk 14A Single 18cm Main Gun
Caliber: 180mm
Action: Rail assisted, chemically propelled
History
The 18cm gun has a long and somewhat proud history within the Republic as one of the oldest guns in service. Starting out as a cruiser class armament during the expansion from the Fuchs system and eventually see extensive use throughout the following years before being replaced by the 28.5cm main gun at the end of the 17 Year War. The highlight of its career would be the First Contact War, where it easily ripped through the Commonwealth warship armor. But as the 17 Year War dawned, its combat effectiveness dwindled as armor technology advanced and armor thickened. However at the end of the War, these cannons would remain in service but they would be fitted to the newer destroyer line of warships as they were too light and small for the newer cruiser warships.

With the start of the Border Crisis, the 18cm would once again prove to be a considerable weapon when combined with the high speed and rapid attack nature of the destroyers. However, to several crew members, especially gunnery, the cannon has the unfortunate nickname of ‘pea chaingun’ due to its high rate of fire but low penetration.

Mk 24C Triple 28.5cm Main Gun
Caliber: 285mm
Action: Rail assisted, chemically propelled
History
With the end of the 17 Year War and the eventual rearmament program, Republic High Command was eager to replace the aging cruiser fleet with newer and highly advanced warships. However, there was one problem, what was the cruiser’s main armament? The older 18cm guns proved to be too light for the heavily armored warships that were being developed at the end of the war. Then the larger ship guns proved complicated to fit within the designs for the newer cruisers, often taking up too much space and severely limiting the point defense and secondary weapons. It was eventually decided that 28.5cm guns would be sufficient for cruiser pattern warships as it offered heavy firepower with a good rate of fire and enough space for secondary guns.

The Triple 28.5cm eventually proved itself as a highly capable weapon system, six years prior to the Border Crisis, where it out classed the guns on the Commonwealth cruisers and battlecruisers in a border skirmish. However, during this engagement complications did arise in the loading mechanism but this was quickly fixed and once again proved itself during the Border Crisis. During the Border Crisis it would earn a reputation as a cruiser killer weapon.

Design
Like most of the Republic turrets, the Mk 24C operates with a gunnery crew who are responsible for loading and firing. The turret features three cannons that fire 28.5cm (285mm) projectiles, which fit into three separate sections of the turret. This setup allows the three cannons to be loaded, fired, and elevated independently. The turrets also feature a range finder, ballistic computer, and a fire control board to allow for independent operation if communications with any fire control station were to be interrupted or cut off.

Ammunition is stored separately with the projectiles in one room and the charge bags in another. Once a shell has been fired, a new projectile and several bag charges are pulled from storage and then lifted from the stowage compartment on three massive lifts to the firing chamber. Once at the firing chamber the shell and bags are placed onto a ramming track and then pushed into the barrel by a rammer. The breach is then closed and the gun is fired.

Mk 43B Dual 47cm Main Gun
Caliber: 470mm
Action: Rail assisted, chemically propelled
History
Like that of the 18cm guns, the 47cm guns are one of the longest running cannons within the Republic Astro Navy, but unlike the 18cm guns they have a better history. These cannons were first developed at the First Contact war and would see extensive use throughout the 17 Year War War. Being commonly mounted on the battleships and early dreadnoughts of the Republic Astro Fleet. During the war the cannon was cited to be quite effective, with ample firepower and penetration to take on the heaviest Commonwealth armor. But, it suffered from a rather slow rate of fire and longer loading times when compared to the lighter guns of the cruisers during the 17 Year War.

With the end of the 17 Year War and the onset of heavier armor warships, the Dual 47cm were deemed too light for the post War dreadnoughts and thus removed from their armaments. As it was viewed that the 47cm guns would do little to the newer lines of Commonwealth dreadnoughts but also, a hypothetical engagement with Imperium dreadnoughts. Instead, the cannons would find ample life with the newer battlecruiser pattern warships which would be facing smaller and lighter armed warships, not the lumbering and well armed dreadnoughts of a hostile fleet. The cannons would prove to be effective on the battlecruisers during the Border Crisis as these ships would accompany cruiser formations by providing heavy guns on a highly mobile platform.

Design

Mk 51C Triple 55cm Main Gun
Caliber: 550mm
Action: Rail assisted, chemically propelled
History

Missiles
Lancer Plasma missile
Also known as the Mk VII Plasma Tipped Missile, the Lancer Plasma missile is a short-range anti-armor/shielding missile that is commonly used by the Republic Navy. The main warhead has a plasma field around it that is used to burrow its way through the armor, once the munition has gotten deep enough the plasma casing will erupt, using the heat and force to blow a huge hole inside of a hostile ship. While not usually enrolled as an anti shield weapon, the Lancer does have some anti shielding use. When impacting a shield it will use its force and energy to hopefully overload the hostile shield, but this is dependent on how many were launched and if the shield is weak to energy weapons. The downside to the missile is that it is quite the temperamental weapon and not all of the munitions will make it to its target. Not to mention this is a short-range missile, so one will have to get in close to another ship in order to use it.

Broadsword nuclear fusion missile
The Broadsword nuclear fusion missile or the Mk IX Nuclear Warhead is a long-range, anti-ship missile that is extensively used by the Republic Navy for long-range missile fights. The missile has an added benefit of being used as a ‘smokescreen’ when used in sufficient numbers. When used in this role, it creates a radioactive cloud allowing the ship to become ‘invisible’. However the downside is that the ship that is hiding in the radioactive cloud is also sensor blind, so they would need to launch probes or fighters to scout out the area. When used in an anti-ship role, the missile tends to be devastating against armor as the missile will burrow its way into the armor and explode.

Gladius conventional missile
One of the most widely used missiles within the Navy, the Gladius conventional missile, or the Mk VIII Multi-use missile is used in all sorts of ship to ship engagements. It is a jack of all trades missile as it can function as a long-range weapon or a short-range weapon, can be used against fighters or it could be used against ships. It is also stored in significant numbers aboard Republic ships as it is an adequate missile platform, with no real focus. The missile can have a number of different munitions types, but the most common ones are a solid warhead and a cluster munition.

Point Defense
Mk IV UV Point Defense Laser turrets

Mk VI Kinetic Flak Cannon turrets

Mk V Point Defense Missile Pods

Hangars
Drop hangar
The Fenvaria Republic has two types of hangars, the traditional hangars where the fighters or drop ships fly forward and the drop hangar. The drop hangar is situated on the bottom of the warship and features several racks that hold either space fighters or dropships. These drop hangars are used in planetary invasions to rapidly drop troopers to the surface in the trusty D-50 Eagle dropships and its variants. Or as a rapid reaction hangar, allowing for a full squadron of fighters to quickly be deployed and begin combat operations. These hangars work by having a rack system, where each rack can hold about 4 fighters or dropships and there are usually two sets of racks per hangar. Then the bottom bay doors will open and the racks will release each craft individually at a set pace to allow the previous craft to engage their thrusters and gun off. Typically, for a cruiser class and larger ships there are at least 2 of these drop hangar per ship but this can change based on class and role.

Space Fighters

VA/F-190 "Red Hawk"
VA/S-192 “Fire Fox”
VA/SF-194 “Osprey”
VA/B-127 “Inferno Fox”

Warship Types
Destroyer Pattern


Class: Type 114 Escort Destroyer
Type: Escort Destroyer
Manufacturer:
Crew: 100 enlisted naval personnel, 11 naval officers
Army Complement: 1 Platoon
Specifications: 100 meters long, 41.5 meters wide (from wing to wing), and 37 meters tall (from bottom edge of engine shield to top of mast)
Armaments
-2x Mk 14A Single 18cm Main Gun
-10x Mk 12D Quad 14.7cm Dual Purpose Autocannons
-30x Missile Tubes (Mix of Lancer Plasma missiles, Broadsword nuclear fusion missiles, and Gladius conventional missiles)
-22x Point defense hardpoints (Mix of Mk IV UV Point Defense Laser turrets, Mk VI Kinetic Flak Cannon turrets, and Mk V Point Defense Missile Pods)
Superstructure: Honeycomb
Armor: Very light starship grade cerami-metal with alternating layers of shock absorbing/heat regulation gel, ablative anti energy coating
Shielding: Light kinetic shield generators
Active Defenses: Electro-optical Active protection (Active Infrared Jammers, Laser Warning System), Electromagnetic countermeasures, two Short-Range Key-Communication Ruination Emitter Module (SKREM), Cyberwarfare module
Technology: FTL sensors, Passive Deep Space Radar, advance anti starfighters targeting systems and finally an AI module
FTL: Yes, standard issue Fenvaria FTL drive
Powerplant: 1x Fenvarium boiler, 1x backup boiler
Thrusters: Plasma

Making up the Republic’s destroyer fleet, the Type 114 Escort Destroyer (ED) is the primary destroyer that can be seen in most Republic fleets, from the merchant navy to the combat fleets of the navy. Overall, the ship is very lightly armored however, it elevates this with impressive maneuverability and agility. Aside from its light armor and high speeds, the Type 114 is rather small when compared to the other ships of the fleet. With all of these factored together, this makes the ship very cheap to produce, arm, and deploy. The destroyer features a single drop hangar that is used to store its two dropships, which would be used to ferry materials to and from the ship. It also features a reinforced underside to help against underside attacks and in atmosphere fire support/entry.

Like many of the modern warships in the Republic Navy, the Type 114 comes from the hard lessons learned from the 17 Year War. During this war, the Republic found itself needing an escort ship that would protect vital shipping lanes, and various convoys from Commonwealth space fighters or convoy raiders. At the time, the Republic pulled several frigates from the front to deal with the Commonwealth convoy raiders, but these ships proved to be either too slow or too lightly armored to deal with them. Once the 17 Year War ended, the Republic reshuffled its efforts and began making a dedicated escort ship class, one that was going to be fast, adequate in ship to ship engagements but more than sufficient when dealing with starfighters. These ships would prove themselves as fast and adequately armed ships thanks to them being thrown into service with the Republic Merchant Defense Fleet. They would also prove themselves effective point defense ships during the Border Crisis, with captains praising their point defense capabilities, but criticizing its thin armor often calling them ‘tin cans’ of the fleet.

Cruiser Pattern

Class: Type 250 Heavy Cruiser
Type: Heavy Cruiser
Manufacturer: Various (Arcadia Heavy Industrial Works, Adawolf Industrial Manufacturing Corporation, Festung Ship Manufacturing, Gneisenau Ship Foundry)
Crew: 450 enlisted, 46 officers
Army Complement: 1 Company
Specifications: 200 meters long, 55.5 meters wide (from wing to wing), and 54 meters tall (from bottom edge of engine shield to top of mast)
Armaments
-3x Mk 24C Triple 28.5cm Main Gun
-14x Mk 12D Quad 14.7cm Dual Purpose Autocannons
-30x Missile Tubes (Mix of Lancer Plasma missiles, Broadsword nuclear fusion missiles, and Gladius conventional missiles)
-28x Point defense hardpoints (Mix of Mk IV UV Point Defense Laser turrets, Mk VI Kinetic Flak Cannon turrets, and Mk V Point Defense Missile Pods)
-2x Drop Hangars
--1x VA/F-190 "Red Hawk"
--1x VA/S-192 “Fire Fox”
--4x D-50 “Eagle” Dropships
Superstructure: Honeycomb
Armor: Medium starship grade cerami-metal with alternating layers of shock absorbing/heat regulation gel, ablative anti energy coating, caged armor
Shielding: Medium kinetic shield generators
Active Defenses: Electro-optical Active protection (Active Infrared Jammers, Laser Warning System), Electromagnetic countermeasures, two Short-Range Key-Communication Ruination Emitter Module (SKREM), Cyberwarfare module
Technology: FTL sensors, Passive Deep Space Radar, finally an AI module
FTL: Yes, standard issue Fenvaria FTL drive
Powerplant: 2x Fenvarium boiler, 2x backup boilers
Thrusters: Plasma

Description: By far one of the most common and universal cruiser classes, the Type 250 is a fifth generation cruiser that is the proud backbone of the Republic Navy. The ship is situated to be a combat warship that is capable of independent operations for long periods of time. Whether this be for merchant protection from enemy warships or patrols. It is also designed to take on other cruiser class warships thanks to its uniformed and heavy armament. The ship has a close resemblance to the old planetary navy warships, but this is common will almost every Republic ship that has been or is in service.

History: The origins of the Heavy Cruiser can be traced back to the midpoint of the 17 Years War with High Command looking to replace a significant amount of the old and outdated cruiser fleet with newer warships. Designs and testing of the newer warships would start seven years before the end of the war and continue way until the 22nd Age 80th Year, where four different prototype designs were fielded until the end of the war. High Command then compiled the results of the testing and out of the four prototype designs, the C block proved to be most effective when it came to firepower, protection, and cost. Satisfied with the results, High Command then named it the mainline warship of the Navy and designated the block to follow the Type naming scheme which named it the “Type 250 Heavy Cruiser”. In the 23rd Age 6th Year, the Type 250 Heavy Cruiser was formally adopted into service and mass production of the ship would commence.

The ship would serve during the yearly border skirmishes between the Republic and the Commonwealth, where it proved to be a highly capable warship sporting a deadly armament, great maneuverability, and exceptional armor. However, it was during the Border Crisis that the ship really showed off its prowess as a warship, on several occasions the ships were able to stand toe to toe with the larger Commonwealth battlecruisers and large cruisers. It also garnered a great reputation thanks to its modular hull and easy to repair systems, which allowed the cruiser to serve as the basis for several other ship types.

With the end of the Border Crisis, the Republic Navy capitalized on the success of the warship and put forth a request for more cruisers to be built. After sixty-three years of service, the Type 250 heavy cruiser is still in widespread use with the Republic Navy proudly serving as the backbone to the Republic’s naval might.

Design: During the peak of the 17 Years War, the Republic started to realize that its old and out of date cruiser designs were becoming ineffective for a multitude of reasons. Thus, a rapid need for newer and advanced cruisers was desperately needed to help win the war. Some of the reasons why the older cruisers were ineffective are;

First, there were simply too many overspecialized hulls within the Navy, this overspecialization complicated the manufacturing of warships. As there was no baseline hull or for other ships to be modified off of, instead each class of cruiser had its own type of hull that ranged wildly when it came to size and ship armor. Making modifications and upgrades quite difficult as the war progressed and military technology advanced.

Secondly, was due to the 18cm gun that was common on most cruiser class ships. The 18cm guns had proven their worth as formidable and rapid-firing guns during the First Contact War. However, during the War, they proved to be quite lackluster at penetrating the heavier of armor that was becoming quite common as the war progressed. Thus, it was deemed that cruiser class warships would need a larger gun to help penetrate the slowly standard heavy armor.

Third, the ships were under armored and protected from enemy shells. At the time Republic ships were running rather light starship armor with no shield generators to increase speed.
Finally, the ships were also severely underpowered for their size and class at the time most cruisers had one main boiler with a single secondary boiler. They also featured smaller engines that delivered around 80% of the power they were designed to. Which led to slower deployment times and often led to higher casualties due to their slow turning speed and underpowered boilers.

With the Type 250 Heavy Cruiser, it fixed a significant amount of these problems by first creating a standardized hull for which all cruiser type ships would be built off of. 200 meters long, 55.5 meters wide (from wing to wing), and 54 meters tall (from bottom edge of engine shield to top of mast). Instead of relying on fancy designs, the ship would bear a closer resemblance to that of the old planetary naval ships. It would also feature thick armor, an upgraded superstructure, and thicker bulkheads to increase survivability during combat.

Second, it fixed the undergunned issue by upgrading the main armament from the 18cm guns to the massive and newly developed 28.5cm guns but reduced the number of turrets down to three. However, it still kept the triple set of guns that were commonplace with the 18cm guns. This massive increase in firepower allowed the heavy cruiser to hit harder than ever before and allowed it to take on ships of heavier classifications. The new guns also increased crew size thanks to the increased number of crew needed to man each gun. With the new guns came new ammunition types, like the Type III shells which would become standard issue, these shells also provided a significant increase to firepower thanks to their larger size and heavier weight.

Thirdly, ship armor had been increased from light starship armor to medium and the Republic started to field kinetic shield generators to help increase protection from enemy warships. This did result in a 75% increase in survivability rate among the heavy cruisers and most other warships.

Finally, came the boiler problem, which was one of the easier solutions to fix as basically the republic added another main boiler with another secondary boiler. However, they also reinforced the boiler room to help protect it from piercing attacks during combat.

In addition to its extensive upgrades, the heavy cruiser also features an up-armored under section allowing it to enter and exit the atmosphere at ease but also protects the ship from underside attacks. This up-armored bottom increases the survivability of the ship when engaged in planetary bombardment and allows it to survive ground fire when providing orbital support to ground forces. The heavy cruiser also features two drop hangars that can be used to quickly deploy fighters for patrols, scouting, or combating other starfighters. These drop hangars can also be used to deploy dropships full of troopers and other ground forces to the surface of a planet. In addition to these drop hangars, the cruiser also has a drop pod room, increasing its flexibility when deploying ground forces.

Class: Type 255 Fleet Monitor
Type: Fleet Monitor
Manufacturer: Various (Arcadia Heavy Industrial Works, Adawolf Industrial Manufacturing Corporation, Festung Ship Manufacturing, Gneisenau Ship Foundry)
Crew: 450 enlisted, 46 officers
Army Complement: 1 Company
Specifications: 200 meters long, 55.5 meters wide (from wing to wing), and 54 meters tall (from bottom edge of engine shield to top of mast)
Armaments
-1x Mk 43B Dual 47cm Main Gun
-2x Mk 24C Triple 28.5cm Main Gun
-38x Mk 12D Quad 14.7cm Dual Purpose Autocannons
-30x Missile Tubes (Mix of Lancer Plasma missiles, Broadsword nuclear fusion missiles, and Gladius conventional missiles)
-28x Point defense hardpoints (Mix of Mk IV UV Point Defense Laser turrets, Mk VI Kinetic Flak Cannon turrets, and Mk V Point Defense Missile Pods)
Superstructure: Honeycomb
Armor: Medium-Heavy starship grade cerami-metal with alternating layers of shock absorbing/heat regulation gel, ablative anti energy coating, caged armor,
Shielding: Medium kinetic shield generators
Active Defenses: Electro-optical Active protection (Active Infrared Jammers, Laser Warning System), Electromagnetic countermeasures, two Short-Range Key-Communication Ruination Emitter Module (SKREM), Cyberwarfare module
Technology: FTL sensors, Passive Deep Space Radar, finally an AI module
FTL: Yes, standard issue Fenvaria FTL drive
Powerplant: 2x Fenvarium boiler, 2x backup boilers
Thrusters: Plasma

WIP

Class: Type 256 Light Carrier
Type: Light carrier
Manufacturer: Various (Arcadia Heavy Industrial Works, Adawolf Industrial Manufacturing Corporation, Festung Ship Manufacturing, Gneisenau Ship Foundry)
Crew: 650 enlisted, 66 officers
Army Complement: 1 Company
Specifications: 200 meters long, 55.5 meters wide (from wing to wing), and 54 meters tall (from bottom edge of engine shield to top of mast)
Armaments
-4x Mk 12D Quad 14.7cm Dual Purpose Autocannons
-40x Missile Tubes (Mix of Lancer Plasma missiles, Broadsword nuclear fusion missiles, and Gladius conventional missiles)
-40x Point defense hardpoints (Mix of Mk IV UV Point Defense Laser turrets, Mk VI Kinetic Flak Cannon turrets, and Mk V Point Defense Missile Pods)
VA/F-190 "Red Hawk"
VA/S-192 “Fire Fox”
VA/B-127 “Inferno Fox”
D-50 “Eagle” Dropships
Condor Gunships
Superstructure: Honeycomb
Armor: Light starship grade cerami-metal with alternating layers of shock absorbing/heat regulation gel, ablative anti energy coating, caged armor
Shielding: Medium kinetic shield generators
Active Defenses: Electro-optical Active protection (Active Infrared Jammers, Laser Warning System), Electromagnetic countermeasures, two Short-Range Key-Communication Ruination Emitter Module (SKREM), Cyberwarfare module
Technology: FTL sensors, Passive Deep Space Radar, finally an AI module
FTL: Yes, standard issue Fenvaria FTL drive
Powerplant: 2x Fenvarium boiler, 2x backup boilers
Thrusters: Plasma

WIP

Battlecruiser Pattern


Class: Grey Wolf
Type: Battlecruiser
Manufacturer: Various (Arcadia Heavy Industrial Works, Adawolf Industrial Manufacturing Corporation, Festung Ship Manufacturing, Gneisenau Ship Foundry)
Crew: 1050 enlisted and 106 officers
Specifications: 250 meters long, 63.5 meters wide (from wing to wing), and 67 meters tall (from bottom edge of engine shield to top of mast)
Armaments
-1x Mk V Spinal Cannons
-3x Mk 43B Dual 47cm Main Gun
-18x Mk 12D Quad 14.7cm Dual Purpose Autocannons
-40x Missile Tubes (Mix of Lancer Plasma missiles, Broadsword nuclear fusion missiles, and Gladius conventional missiles)
-34x Point defense hardpoints (Mix of Mk IV UV Point Defense Laser turrets, Mk VI Kinetic Flak Cannon turrets, and Mk V Point Defense Missile Pods)
Superstructure: Honeycomb
Armor: Heavy starship grade cerami-metal with alternating layers of shock absorbing/heat regulation gel, ablative anti energy coating, caged armor
Shielding: Medium kinetic shield generators
Active Defenses: Electro-optical Active protection (Active Infrared Jammers, Laser Warning System), Electromagnetic countermeasures, two Short-Range Key-Communication Ruination Emitter Module (SKREM), Cyberwarfare module
Technology: FTL sensors, Passive Deep Space Radar, finally an AI module
FTL: Yes, standard issue Fenvaria FTL drive
Powerplant: 3x Fenvarium boiler, 3 backup boilers
Thrusters: Plasma

WIP.


Class: Arctic Wolf
Type: Carrier
Manufacturer: Various (Arcadia Heavy Industrial Works, Adawolf Industrial Manufacturing Corporation, Festung Ship Manufacturing, Gneisenau Ship Foundry)
Crew: 1050 enlisted and 106 officers
Specifications: 250 meters long, 63.5 meters wide (from wing to wing), and 72 meters tall (from bottom edge of engine shield to top of mast)
Armaments
-7x Mk 12D Quad 14.7cm Dual Purpose Autocannons
-40x Missile Tubes (Mix of Lancer Plasma missiles, Broadsword nuclear fusion missiles, and Gladius conventional missiles)
-42x Point defense hardpoints (Mix of Mk IV UV Point Defense Laser turrets, Mk VI Kinetic Flak Cannon turrets, and Mk V Point Defense Missile Pods)
-64x VA/F-190 "Red Hawk"
-32x VA/S-192 “Fire Fox”
-32x VA/B-127 “Inferno Fox”
-48x D-50 “Eagle” Dropships
-36x Condor Gunships
Superstructure: Honeycomb
Armor: Medium starship grade cerami-metal with alternating layers of shock absorbing/heat regulation gel, ablative anti energy coating, caged armor
Shielding: Light kinetic shield generators
Active Defenses: Electro-optical Active protection (Active Infrared Jammers, Laser Warning System), Electromagnetic countermeasures, two Short-Range Key-Communication Ruination Emitter Module (SKREM), Cyberwarfare module
Technology: FTL sensors, Passive Deep Space Radar, finally an AI module
FTL: Yes, standard issue Fenvaria FTL drive
Powerplant: 3x Fenvarium boiler, 3 backup boilers
Thrusters: Plasma

WIP.

Battleship Pattern


Class: Dire Wolf
Type: Battleship
Manufacturer: Various (Arcadia Heavy Industrial Works, Adawolf Industrial Manufacturing Corporation, Festung Ship Manufacturing, Gneisenau Ship Foundry)
Crew: 1250 enlisted and 116 officers
Specifications: 337 meters long, meters wide, 95 meters tall (from bottom edge of engine shield to top of mast)
Armaments
-1x Mk VII Super Spinal Cannons
-5x Mk 43B Dual 47cm Main Gun
-4x Mk Mk 24C Triple 28.5cm Main Gun
-18x Mk 12D Quad 14.7cm Dual Purpose Autocannons
-96x Missile Tubes (Mix of Lancer Plasma missiles, Broadsword nuclear fusion missiles, and Gladius conventional missiles)
-70x Point defense hardpoints (Mix of Mk IV UV Point Defense Laser turrets, Mk VI Kinetic Flak Cannon turrets, and Mk V Point Defense Missile Pods)
Superstructure: Honeycomb
Armor: Very heavy starship grade cerami-metal with alternating layers of shock absorbing/heat regulation gel, ablative anti energy coating, caged armor.
Shielding: Heavy kinetic shield generators
Active Defenses: Electro-optical Active protection (Active Infrared Jammers, Laser Warning System), Electromagnetic countermeasures, two Short-Range Key-Communication Ruination Emitter Module (SKREM), Cyberwarfare module
Technology: FTL sensors, Passive Deep Space Radar, finally an AI module
FTL: Yes, standard issue Fenvaria FTL drive
Powerplant: 3x Fenvarium boiler, 4x backup boilers
Thrusters: Plasma

Serving as the Republic Navy’s battleship, one of the heavier classes of warship, the Dire Wolf is a specialist in anti-ship warfare. Designed from the ground up to be heavily armed and armored, some might say that the Dire Wolf is over-gunned and over-armed for its size. And they might be correct, to be fair, the Dire Wolf’s main purpose is to be a ship that can go toe to toe with other ships of its weight class or higher. However, unlike the dreadnoughts and the super dreadnoughts of the Navy, the Dire Wolf class Battleship is more mobile and agile. As well as smaller and easier to maintain than the two largest types of warships of the fleet. The Dire Wolf class battleships come in at 400 meters long.

Dreadnought Patterns


Class: Anubis
Type: Dreadnought
Crew: 1750 enlisted and 156 officers
Specifications: 370 meters long, 120 meters wide, 85 meters tall (from bottom edge of engine shield to top of mast)
Armaments
-2x Mk VII Super Spinal Cannons
-5x Mk 51C Triple 55cm Main Gun
-2x Mk 43B Dual 47cm Main Gun
-4x Mk 24C Triple 28.5cm Main Gun
-19x Mk 12D Quad 14.7cm Dual Purpose Autocannons
-96x Missile Tubes (Mix of Lancer Plasma missiles, Broadsword nuclear fusion missiles, and Gladius conventional missiles)
-76x Point defense hardpoints (Mix of Mk IV UV Point Defense Laser turrets, Mk VI Kinetic Flak Cannon turrets, and Mk V Point Defense Missile Pods)
Superstructure: Honeycomb
Armor: Very heavy starship grade cerami-metal with alternating layers of shock absorbing/heat regulation gel, ablative anti energy coating, caged armor.
Shielding: Heavy kinetic shield generators or experimental energy shields.
Active Defenses: Electro-optical Active protection (Active Infrared Jammers, Laser Warning System), Electromagnetic countermeasures, two Short-Range Key-Communication Ruination Emitter Module (SKREM), Cyberwarfare module
Technology: FTL sensors, Passive Deep Space Radar, finally an AI module
FTL: Yes, standard issue Fenvaria FTL drive
Powerplant: 4x Fenvarium boiler, 6x backup boilers
Thrusters: Plasma

The newer model of dreadnought, the Anubis class dreadnought, focuses on firepower, like the older Cerberus Class Dreadnought. However, these ships are smaller and more streamlined when it comes to logistics, construction, as well as maintaining the warship. Another thing is that they also can keep up with other smaller ships in the fleet. The Anubis class was designed from the ground up to be smaller than the Cerberus class however, still pour a considerable amount of firepower upon the enemy. Also, the Anubis features some of the most advanced warship designs that the Republic has come up with, within the last 200 years. In short, the Anubis class dreadnought is the much-needed redesign of the Cerberus class and offers a much smaller profile than its original predecessor. The Anubis would accompany larger fleet formations, thus being a mix of fleet command and a siege unit, often going after system defenses and battle stations. For that, Anubis class Dreadnought is armed to the teeth and is armored quite considerably as well.

Support Ships

Class: Serenity
Type: Modular Support ship
Role: Medical, transport, repair, cargo
Availability: Common
Armaments
-6x Mk 12D Quad 14.7cm Dual Purpose Autocannons
-30x Point defense hard points (Mix of Mk IV UV Point Defense Laser turrets, Mk VI Kinetic Flak Cannon turrets, and Mk V Point Defense Missile Pods)
Superstructure: Honeycomb
Armor: Very light starship grade cerami-metal with alternating layers of shock absorbing/heat regulation gel, ablative anti energy coating, caged armor.
Shielding: Ultra light shield generators
Active Defenses: Electro-optical Active protection (Active Infrared Jammers, Laser Warning System), Electromagnetic countermeasures, two Short-Range Key-Communication Ruination Emitter Module (SKREM), Cyberwarfare module
Technology: FTL sensors, Passive Deep Space Radar, finally an AI module
FTL: Yes, standard issue Fenvaria FTL drive
Powerplant: 1x Fenvarium boiler, 2x backup boilers
Thrusters: Plasma

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