[quote=@WilsonTurner] Can't make my fleet. My Warcruiser, Battlecruiser, and Battlecarrier have yet to be assigned points, and the cruisers are to make up the majority of my fleet. [/quote]Right on it. [quote=@WilsonTurner] [center][img]http://vignette4.wikia.nocookie.net/tiberiumessence/images/d/d8/756px-1280xNOD_Wall-1-.jpg/revision/latest?cb=20110509140813[/img] [h1]The Hocklyn Slaver Empire[/h1] [h3]Stellar Dominion[/h3] [/center] [hr] [u][b]Spacecraft Overview[/b][/u] Ugh this is going to take forever [hider=Cirrus Class - Lightship - Espoinage/Hit'n'run Attack Corvette][img]http://fc09.deviantart.net/fs70/i/2011/081/3/4/cirrus_class_lightship_by_progenitor89-d3c7pk9.png[/img] [b]Name:[/b] Commonly known as the "Sneaky Bastard," but officially known as the Cirrus-class Lightship. [b]Dimensions:[/b] 250m length, 100m from center of mass to farthest reach point [width] [b]Crew:[/b] 13 [b]Battle Points:[/b] Unassigned [u][b]Spacecraft Attributes[/b][/u] [List][*][b]Hull:[/b] 15 (most of it structural, very little to no armor at all, besides the stuff used against micrometeors and the like) [*][b]Powerplant:[/b] 95 [*][b]Shields:[/b] 60/30/10 (Not firing and no stealth/ while steathy/ while firing) [*][b]Speed:[/b] 90 [*][b]Maneuverability:[/b] 90 [*][b]Sensors:[/b] 70 [/List] [u][b]Weapons[/b][/u] [u]Main Gun[/u] {Crippler ALS} Count: 1 Power: 85 Description: Very high energy weapon, which uses any and all energy within whatever powers it to fire a devastating beam for a moment against any shield or hull- heavy damage to either, and is usually capable of taking down any shield save for the most powerful, and is likely to be the death of any ship out there. [u]Point-Defenses[/u] {Shield Pulsar} Count: ~ Power: 11 Description: Boosts the shield of the ship to both protect the ship, and pulse waves of energy off of it, enough to scramble missiles, or disrupt energy bursts like plasma. Does not work with stealth enabled. [u][b]Other/Special[/b][/u] Two FTL drives are present- one is an emergency escape drive that is at the very rear of the central body, and it has its own separate batteries that allow it a short three-lightyear jump into Deep Space, in which it takes multiple hours for it to cool down and allow the ship to enter hyperspace again. The second is your regular, standard 15-lightyear average FTL jumper drive. It's a lightship- the ship is primarily equipment and devices, most of it relating to electronic warfare, surveillance, or stealth. The majority of that equipment is dedicated to making the ship invisible- both on radar, sensors, everything. You can't even look out your window and see it, it's so sneaky. Take a HALO Spartan, give him a Spartan Laser with infinite shots but a three-hour cooldown, and instead of armor he's just covered in sensors and cloaking devices and batteries and small reactors and all that, and you get the equivalent of a Cirrus-class Lightship. The Crippler ALS is likely to tear a hole in anything more than a light or medium cruiser. But then again, just about anything could kill a Cirrus- even fighters. Fighters are likely to be the big anti-lightship, since if they have sufficient sensors, they could detect the small residue left from a Cirrus engine/reactor, and then hunt them down like a bunch of beagles on the scent of a sentient, two-legged doughnut in a cluttered, messy warehouse. [u][b]General Description[/b][/u] Light glistens dully against its sleek, shiny titanium-alloy half-hull, small spots marring the perfect plane of reflection, as a light blue glow shines lightly from the three hose-covered, unprotected, dirty engines that sit on the ends of gleaming, slender wings, that seem like even a small jerk would break them, while- OknothisisridiculouslolXD YOU HAVE A PICTURE. Imagine it buzzing about a big ship and blasting holes into it, and when you fire it disappears and appears outside the solarsystem! [/hider] [hider=Monarch Class - Dreadnought - War Command Heavy Cruiser][img]http://fc07.deviantart.net/fs70/f/2010/063/2/4/starship_battleship_r__back_by_emppyrean.png[/img] [b]Name:[/b] Monarch-class Dreadnought [b]Dimensions:[/b] 1500m length, 400m width, 250m height [b]Crew:[/b] 5,600 [b]Battle Points:[/b] Unassigned [u][b]Spacecraft Attributes[/b][/u] [List][*][b]Hull:[/b] 95 [*][b]Powerplant:[/b] 80 [*][b]Shields:[/b] 60 [*][b]Speed:[/b] 20 [*][b]Maneuverability:[/b] 20 [*][b]Sensors:[/b] 50 [/List] [u][b]Weapons[/b][/u] [u]Main Gun[/u] {Plasma Charge} Count: 1 Power: 65/45/25/5 (based on range, with the power being danger close/ really close/ somewhat close/ medium ish range, a bit under medium.) Description: A containment field in the very front of the ship begins receiving large amounts of plasma. When within a close enough range to an enemy ship that's within a certain cone in front of the Dreadnought, the Dreadnought can release the burst of plasma as a very powerful blast that decays very quickly. It's used more of a ship-to-ship plasma shotgun, and can be worked against them because an EMP can disrupt the field and destroy the forward hull. [u]Secondary Gun[/u] {HG Turrets} Count: 80 Power: 10 Description: HG, or Heavy Gun, was the next step up from railgun turrets. While railgun turrets are still used, HG are the bigger brother for them and are easily more powerful. Using a single large barrel on a large base, they fire meter-in-diameter shells at velocities rivaling a railgun, to deliver a powerful blast with every hit. Compared to any high-power missile or gun, it's still weak, but it's much more powerful than your basic railguns or MACs, when taking size into proportion. [u]Tertiary[/u] {Missiles of Variety} Count: (Devastator 2) 16 Count: (Devastator 1) 32 Count: (Nuclear- Tactical) 64 Count: (Nuclear- WMD) 64 Count: (Shrike- S2S) 256 Count: (Missile Silo) 128 Power: (Devastator 2) 57 Power: (Devastator 1) 52 Power: (Nuclear- Tactical) 45 Power: (Nuclear- WMD) 50 Power: (Shrike- S2S) 35 Description: Tactical Nuclear missiles are the kind that are used against precise targets, such as a town, army, or military base, while WMDs are used on cities, warships, etc. Devastators are sublight-capable missiles. [u]Point-Defenses[/u] {Railgun Turret} Count: 160 Power: 5 Description: Simple double-barreled rail turrets, firing 100mm HEBC (High-explosive Ballistic-capped) rounds to intercept fighters, missiles, or mines. Works best against soft-medium targets. (Meaning, something small with some amount of armor) [u]Point-Defenses[/u] {Missile Turret} Count: 100 Power: 10 Description: Simple missile turrets that fire bursts of Swarmer missiles that work on a hivemind network to intercept and destroy incoming fighters, missiles, or mines. Works best against soft-light targets. (Meaning, something small without much armor) [u][b]Other/Special[/b][/u] Center of communications and command- Dreadnoughts are the flagships of the fleet and is at the top of the command chain. Disrespecting a Dreadnought's Admiral is likely to receive "The Command Chain is the chain I'm going to beat you with" line. Each Dreadnought is in command of a fleet, or if there are multiple Dreadnoughts, are likely in command of multiple Battle Groups within the fleet. Dreadnoughts are one thing that are not set-in-stone for each fleet- there can be no Dreadnought, or half a dozen. Oftentimes, a Dreadnought is usually the sign that the battle is being taken very seriously. They also have weapons specifically for ground bombardment, including their missiles. [u][b]General Description[/b][/u] It's big, it's flat, and it's hard to kill. [/hider] [hider=Striker Class - Light Cruiser - Electronic Warfare/Orbital Support Ship][img]http://www.mikelynchbooks.com/Portals/0/Sky%20Cover%2004.jpg[/img] [b]Name:[/b] Striker-class Light Cruiser [b]Dimensions:[/b] 700m length, 300m width, 150m height [b]Crew:[/b] 5,600 [b]Battle Points:[/b] Unassigned [u][b]Spacecraft Attributes[/b][/u] [List][*][b]Hull:[/b] 30 [*][b]Powerplant:[/b] 30 [*][b]Shields:[/b] 30 [*][b]Speed:[/b] 40 [*][b]Maneuverability:[/b] 30 [*][b]Sensors:[/b] 60 [/List] [u][b]Weapons[/b][/u] [u]Main Gun[/u] {HG Turrets} Count: 12 Power: 10 Description: HG, or Heavy Gun, was the next step up from railgun turrets. While railgun turrets are still used, HG are the bigger brother for them and are easily more powerful. Using a single large barrel on a large base, they fire meter-in-diameter shells at velocities rivaling a railgun, to deliver a powerful blast with every hit. Compared to any high-power missile or gun, it's still weak, but it's much more powerful than your basic railguns or MACs, when taking size into proportion. [u]Tertiary[/u] {Missiles of Variety} Count: (Devastator 1) 16 Count: (Nuclear- Tactical) 64 Count: (Shrike- S2S) 128 Count: (Missile Silo) 32 Power: (Devastator 1) 52 Power: (Nuclear- Tactical) 45 Power: (Shrike- S2S) 35 Description: They're missiles. Devastators are the only sublight missiles. [u]Point-Defenses[/u] {Railgun Turret} Count: 60 Power: 5 Description: Simple double-barreled rail turrets, firing 100mm HEBC (High-explosive Ballistic-capped) rounds to intercept fighters, missiles, or mines. Works best against soft-medium targets. (Meaning, something small with some amount of armor) [u]Point-Defenses[/u] {Missile Turret} Count: 50 Power: 10 Description: Simple missile turrets that fire bursts of Swarmer missiles that work on a hivemind network to intercept and destroy incoming fighters, missiles, or mines. Works best against soft-light targets. (Meaning, something small without much armor) [u]Supportive Orbital Gun[/u] {SOG-MAC Type 36} Count: 1 Power: 20 Description: A fairly straightforward, though complicated, design of a mass accelerator cannon. The MAC on this ship fires larger-than-normal slugs that burn up in the atmosphere- revealing a smaller slug that has a variety of advanced equipment inside to maximize damage output to the forefront of the warhead, and to minimize area-of-affect, or to maximize it, while in-flight, to automatically adjust to its target. It uses 'cilia' to change its course- strange advanced fibers that bristle down the sides of the shell, like thousands of tiny arms or legs. They act to shift the shape of the shell, so it can alter course against a moving target or to become more accurate. Devices inside the shell also give rough readings of the ground before impact, allowing the shell to be useful as both a bunker-buster, a [city] block-buster, at the same time giving better information on enemy and allied troop movements within a limited area. The weapon is not suited for space use- rather for medium/low orbit to surface. [u][b]Other/Special[/b][/u] Seeing this ship in an active battle is a pretty sure bet that the Hocklyns think they're going to win, and take whatever planet they're hoping for. It's armed with a MAC meant for extremely precise (bunker-buster kind of precise, where it can destroy a house in a neighborhood and prevent direct damage to any of the neighboring ones), but it's used only for orbital bombardment. [u][b]General Description[/b][/u] It's a logistics and support ship, meant to help keep ground units alive with a few fighters and bombers, and precise bombardment. [u][b]Known Fleets[/b][/u] TBA [/hider] [hider= Tokarev Class - Cruiser - Warcruiser][img]http://fc02.deviantart.net/fs70/i/2013/305/b/2/paladin_battleship_by_vattalus-d6smnk2.jpg[/img] [b]Name:[/b] Tokerav-class Warcruiser [b]Dimensions:[/b] 850m long, 250m wide, 260m high [b]Crew:[/b] 560 [b]Battle Points:[/b] Unassigned [u][b]Spacecraft Attributes[/b][/u] [List][*][b]Hull:[/b] 60 [*][b]Powerplant:[/b] 75 [*][b]Shields:[/b] 75 [*][b]Speed:[/b] 35 [*][b]Maneuverability:[/b] 25 [*][b]Sensors:[/b] 55 [/List] [u][b]Weapons[/b][/u] [u]Main Gun[/u] {HG Turrets} Count: 48 Power: 10 Description: HG, or Heavy Gun, was the next step up from railgun turrets. While railgun turrets are still used, HG are the bigger brother for them and are easily more powerful. Using a single large barrel on a large base, they fire meter-in-diameter shells at velocities rivaling a railgun, to deliver a powerful blast with every hit. Compared to any high-power missile or gun, it's still weak, but it's much more powerful than your basic railguns or MACs, when taking size into proportion. [u]Tertiary[/u] {Missiles of Variety} Count: (Devastator 1) 128 Count: (Nuclear- Tactical) 32 Count: (Shrike- S2S) 256 Count: (Missile Silo) 64 Power: (Devastator 1) 52 Power: (Nuclear- Tactical) 45 Power: (Shrike- S2S) 35 Description: They're missiles. Devastators are the only sublight missiles. [u]Point-Defenses[/u] {Railgun Turret} Count: 40 Power: 5 Description: Simple double-barreled rail turrets, firing 100mm HEBC (High-explosive Ballistic-capped) rounds to intercept fighters, missiles, or mines. Works best against soft-medium targets. (Meaning, something small with some amount of armor) [u]Point-Defenses[/u] {Missile Turret} Count: 25 Power: 10 Description: Simple missile turrets that fire bursts of Swarmer missiles that work on a hive-mind network to intercept and destroy incoming fighters, missiles, or mines. Works best against soft-light targets. (Meaning, something small without much armor) [u]Special Weapon[/u] {Disrupter Cannon} Count: 2 Power: 5 -> 45 Description: A weapon that relies on being fired against a ship consistently over a period of time, the weapon slowly gains strength to disrupt energy flow. On ships with shields, this’ll be a steady drain on the shields, allowing the strength to slowly leak out into the space surrounding, and on ships that are simply armored, it will decrease the effectiveness and response of all electrical devices. Being energy-intensive itself, the weapon often requires the majority of the ship’s weapons to be offline. Has a medium range. Oftentimes is the precedent to a boarding party. [u][b]Other/Special[/b][/u] Disrupter Cannon! [u][b]General Description[/b][/u] They’re less ‘special’ as the other ships, but these still aren’t likely to be the primary canon fodder. They’re likely to be the ships where Commodores command from, to lead strike groups. [u][b]Known Fleets[/b][/u] TBA [/hider] [hider= Guardsman Class - Light/Medium Cruiser - Battlecruiser][img]http://www.total-manga.com/images/Artwork/FR-11-35817-B/spaceship-2.jpg[/img] [b]Name:[/b] Guardsman Class Battlecruiser [b]Dimensions:[/b] 750m long, 220m wide, 200m high [b]Crew:[/b] 500 [b]Battle Points:[/b] Unassigned [u][b]Spacecraft Attributes[/b][/u] [List][*][b]Hull:[/b] 55 [*][b]Powerplant:[/b] 65 [*][b]Shields:[/b] 70 [*][b]Speed:[/b] 36 [*][b]Maneuverability:[/b] 22 [*][b]Sensors:[/b] 30 [/List] [u][b]Weapons[/b][/u] [u]Main Gun[/u] {HG Turrets} Count: 56 Power: 10 Description: HG, or Heavy Gun, was the next step up from railgun turrets. While railgun turrets are still used, HG are the bigger brother for them and are easily more powerful. Using a single large barrel on a large base, they fire meter-in-diameter shells at velocities rivaling a railgun, to deliver a powerful blast with every hit. Compared to any high-power missile or gun, it's still weak, but it's much more powerful than your basic railguns or MACs, when taking size into proportion. [u]Tertiary[/u] {Missiles of Variety} Count: (Devastator 1) 132 Count: (Nuclear- Tactical) 36 Count: (Shrike- S2S) 280 Count: (Missile Silo) 70 Power: (Devastator 1) 52 Power: (Nuclear- Tactical) 45 Power: (Shrike- S2S) 35 Description: They're missiles. Devastators are the only sublight missiles. [u]Point-Defenses[/u] {Railgun Turret} Count: 100 Power: 5 Description: Simple double-barreled rail turrets, firing 100mm HEBC (High-explosive Ballistic-capped) rounds to intercept fighters, missiles, or mines. Works best against soft-medium targets. (Meaning, something small with some amount of armor) [u]Point-Defenses[/u] {Missile Turret} Count: 10 Power: 10 Description: Simple missile turrets that fire bursts of Swarmer missiles that work on a hive-mind network to intercept and destroy incoming fighters, missiles, or mines. Works best against soft-light targets. (Meaning, something small without much armor) [u]Special Weapon[/u] {None} Count: N/A Power: N/A Description: N/A [u][b]Other/Special[/b][/u] Ship is armed with shuttles and a larger contingent of Protectors for boarding and/or ground based operations. Shuttles are armed with penetrator rods which can be placed as mines, or be launched directly. Think of a spear in space- meant purely to penetrate, and open a hole the size of a softball to space, which means explosive decompression and that hole becoming very much bigger. [u][b]General Description[/b][/u] You have a picture [u][b]Known Fleets[/b][/u] TBA [/hider] [hider= Tyrant Class - Superheavy Cruiser - Battlecarrier][img]http://th05.deviantart.net/fs70/PRE/f/2012/076/4/e/maelstrom_by_karanak-d4t0rdy.jpg[/img] [b]Name:[/b] Tyrant Class Battlecarrier [b]Dimensions:[/b] 1750m long, 720m wide, 450m high [b]Crew:[/b] 500 [b]Battle Points:[/b] Unassigned [u][b]Spacecraft Attributes[/b][/u] [List][*][b]Hull:[/b] 40 [*][b]Powerplant:[/b] 85 [*][b]Shields:[/b] 75 [*][b]Speed:[/b] 20 [*][b]Maneuverability:[/b] 20 [*][b]Sensors:[/b] 70 [/List] [u][b]Weapons[/b][/u] [u]Main Gun[/u] {SHG Turrets} Count: 4 Power: 40 Description: SHG Turrets, meaning SuperHeavy Turrets, are obviously HG turrets on steroids. Instead of a single high-RPM barrel, there’s two groups of five barrels arranged more similar to a chaingun. Each barrel is slightly smaller, but it has a firerate almost ten-times that of a regular HG turret. [u]Secondary Gun/Point Defense[/u] {HG Turrets-Modified} Count: 16 Power: 10 Description: HG, or Heavy Gun, was the next step up from railgun turrets. While railgun turrets are still used, HG are the bigger brother for them and are easily more powerful. Using a single large barrel on a large base, they fire meter-in-diameter shells at velocities rivaling a railgun, to deliver a powerful blast with every hit. Compared to any high-power missile or gun, it's still weak, but it's much more powerful than your basic railguns or MACs, when taking size into proportion. Modifications to this weapon adds another directly underneath the primary barrel- a railgun- for point-defense use. [u]Tertiary[/u] {Missiles of Variety} Count: (Devastator 1) 132 Count: (Nuclear- Tactical) 36 Count: (Shrike- S2S) 280 Count: (Missile Silo) 70 Power: (Devastator 1) 52 Power: (Nuclear- Tactical) 45 Power: (Shrike- S2S) 35 Description: They're missiles. Devastators are the only sublight missiles. [u]Point-Defenses[/u] {Railgun Turret} Count: 160 Power: 5 Description: Simple double-barreled rail turrets, firing 100mm HEBC (High-explosive Ballistic-capped) rounds to intercept fighters, missiles, or mines. Works best against soft-medium targets. (Meaning, something small with some amount of armor) [u]Point-Defenses[/u] {Missile Turret} Count: 40 Power: 10 Description: Simple missile turrets that fire bursts of Swarmer missiles that work on a hive-mind network to intercept and destroy incoming fighters, missiles, or mines. Works best against soft-light targets. (Meaning, something small without much armor) [u]Special Weapon[/u] {Fury-class Fighters} Count: 400 Power: 13 Description: Simple fighters, armed with a weak forward shield and four 30mm cannons and 1 pulse laser. They can optionally be loaded with two light torpedoes for anti-corvette or anti-frigate use, at the cost of speed and maneuverability. [u]Special Weapon[/u] {Anlon-class bombers} Count: 150 Power: 10-60 (Light torpedoes to D-3s) Description: These are about twice the size of a fighter, with a more powerful shield that covers the forward-area, and to the bottom and top of the bomber. Two 16mm cannons are mounted on ballmounts on the left and ride sides, and 6x 30mm cannons, and the ability to carry ten light torpedoes, 6 medium, or 4 heavy. Alternatively, they can also carry thermonuclear warheads, ranging from 8 lower-yield, to 4 higher yield. A single bomber is capable of carrying, max, two Devastator 3 missiles, though the wake left behind from the sublight missiles will scramble and temporarily disable the bomber. [u][b]Other/Special[/b][/u] These ships are very likely to hard to kill- they’ll be surrounded by a fleet and they have a higher-than-average crew for the ships’ size. Damage control and in-combat repairs will be faster and more frequent, meaning that if you want to kill it, letting it escape any is not a good plan. [u][b]General Description[/b][/u] You have a picture [/hider] [/quote] Tokarev Warcruiser. ON one had it has respectable defenses, battleship-like level. On the other hand it really lacks in offensive power and it isn't really fast overall. I say 900 points apiece should suffice. [b]Tokarev Warcruiser[/b] - 900 points Guardsman Cruisers are above average in protection and have even more missiles but that's about it. Their shields are going to be tough so it still worths circa 600 points. [b]Guardsman Cruiser[/b] - 600 points Tyrant Battlecarriers are interesting. Technically they are on par with the Tokarevs but they also carry 150 bombers with up to 60 firepower weapons. To be honest I'd rate their cost based on exactly what kind of loadout they have. D3 bombs with 60 power are a serious threat when they can unleash up to 150 of these. Most point defenses are going to be in trouble against such numbers. Granted, you already have 50-130 count missile volleys on each of your ships but 150 high-speed bombers (especially since I suspect they have tactical FTL) are going to be trouble. Oh well, let's just assume all of them can be re-purposed to this role. Then the cost of one Battlecarrier would be around 1500. [b]Tyrant Battlecarrier[/b] - 1500 battle points (maximum)