No Objections of any sort from me at all. [quote=@Taeryn] [hider=FoN, WIP] [center][b][h1]Federation of Nations[/h1][/b] [img]https://i.imgur.com/bvew4UP.png[/img] [h3]FedNat[/h3][/center] [h3]Minor Belligerent[/h3] [h2][b]General Information [/b][/h2] [h3][b]Overview[/b][/h3] The Federation of Nations is the modern governing system for humanity and aligned species in space largely covered by the initial expansionary phases of human colonization and exploration of the galaxy. Made up of dozens of constituent member states and power blocs, the Federation of Nations is ostensibly a direct democracy founded in the wake of the end of the entanglements of the colonial and bushfire conflicts conducted following the collapse of direct rule from Sol during the Solar War. The Federation of Nations is a sprawling morass of bureaucracy arguably only able solidify into a cohesive state thanks to the peace once afforded by the Ashtar. Everything can be said to be found in FedNat, and, often enough, its legal somewhere. [h3][b]History[/b][/h3] The great migration of Humanity, first out into the Solar System - and then into the now well known worlds of the core systems and the following expansionary clusters and fringes, is well documented. The United Nations, bolstered by subsuming authority and effectively controlling logistics between the homeworld and its colonies became the governing authority for humanity beyond its cradle, directing much of early humanities efforts in spreading into local space within and without Sol. By the time the United Nations became challenged by its creations and by political manoeuvring on Earth itself, Humanity had spread to hundreds of systems - and many did not answer to Earth. The ensuing strain, both economically, militarily and culturally, resulted in the great conflagration known as the Solar War - whilst largely taking place in Sol, the Solar War saw conflict on the planets of numerous systems, including Alpha Centauri, Sirius and Tau Ceti. While many colonies had grown self sufficient, most loyal to the Earthbound government, to some degree, relied on the industrial capacity of Sol - the crippling of Martian industry, the freezing of financial markets on Earth and the ensuing destruction of much of the fleets of both the United Nations and the Intersystems Alliance that had been founded to challenge its somewhat draconian authority, amongst the moons of Jupiter - Also unleashed a plague of piracy amongst the space lanes. While the Intersystems Alliance was the eventual loser - The United Nations ability to project power and enforce it was gone, and conflicts began to rage between the colonies over resources and for political gain. Sol itself also fell into an era of civil strife, with millions fleeing Earth and the other worlds of the Solar System to the newly founded Centauri Republics of Alpha Centauri and beyond. The two main powers - the United Nations and Intersystems Alliance - ironically would be the ones to come together, albeit decades after their initial clash. The United Nations, keen to restore peace, and the Intersystems Alliance, never opposed to the governance it had once had but its implementation, eventually conceived the Federation of Nations, inviting many of the now settling power blocs of Humanity into its fold. While not successful in combining all of humanity under the same banner once again, the Federation of Nations was initially founded with its capital on Horizon in the Tau Ceti System, roughly equidistant between Earth and Trident, the capital of the Intersystems Alliance. The initial founding members of the Federation of Nations consisted of the United Nations, comprising Sol and its loyal colonies, the Intersystems Alliance, and her dozen member states, many independent colonies as well as the now moderate powers located in the Centauri Republics, the Reach Alliance, Vegan Commonality and Eridani Kingdom, but has come to incorporate new states and power blocs as colonies have been founded and appropriate thresholds have been reached. Of note is a small number of populations settled in FedNat space by other species, though no other non-human power has officially joined the Federation of Nations, though a number of alien powers could be considered aligned. The early years of the Federation of Nations were tumultuous, still dealing with the after-effects of war and civil decay across the vastness of space inhabited by humanity. It is stated that the Federation of Nations was likely headed towards another era of strife within itself, if not for the coming of the Ashtar. The Ashtar effectively removed the threat of armed responses to political problems, as well as prevent enmities of the past from escalating into conflict. The Ashtar Period is thus considered a golden age, where the states of the Federation solidified and rebuilt together, creating a non-compulsory but far reaching direct democracy. Their disappearance initially shook the upper echelons of the government, but the core of the federations charter and a now more than century long bond between its core members prevented any dissolution or dissent against the idea of the Federation itself, no matter how unwieldy its bureaucracy had become stitching disparate powers together. FedNat involvement in the Great War was limited. The military was undersized, chronically underfunded for a state of the Federations size and had largely concerned itself with matters of domestic security almost exclusively for decades. However, matters of realpolitik and a renewal of humanities martial senses saw a great boom in the military-industrial complex, buoyed by a sense of defending the Federation in order to defend ones nation. FedNat forces were largely auxillary - relegated to escort duty and patrol - an area in which they were eminently qualified. Second Wave newbuilds entered the conflict to support allies and fared competently, but largely ended up mauled in any of the decisive battles, win or lose. By the time FedNat involvement was looking to be escalated as new shipyards came online - or The Great War's true horrors had reached any of the Federation's own worlds beyond raiding and surgical strikes, the peace treaty became the prime focus. FedNat was a grudging signatory, if only because many of its newbuild's now violated treaty obligations, but saw the opportunity to, at least, not suffer any real war damage in its own territory and to use what could be argued, at the very least, as not a loss to solidify the Federation in the new era. [h3][b]Major Holdings[/b][/h3] [b]Horizon, Capital of FedNat:[/b] Horizon is a gleaming, cosmopolitan world of planned cities, vast tracts of nature and breathtaking spires that house the numerous elements of bureaucracy that attempt to nudge the members of the Federation of Nations one way or another. Once a sedate, agricultural world, Horizon has become the beating heart of humanity where its many now far flung cultures meet and meld. Home to most of the primary organs of federal government in some way or another, Horizon and the system Tau Ceti are also notable for being under Federal Authority - that is, they belong directly to the FedNat itself. [b]Earth:[/b] Earth is the cradle of humanity, though she has long since sent millions, if not billions, of her children into the stars. Modern Earth barely breaks the population it once had in 2050, and has long since managed to, if not recover, deal with the ravages of centuries of industrial development and ecological issues. Earth serves as capital for the United Nations, and standards of living on Earth are amongst the highest in the Federation. Earth's financial markets are also unparalleled in the Federation, and she serves as a nexus for the Sol System, where an incredible amount of industrial capacity churns out manufactured goods of all varieties. [b]Trident:[/b] Trident is arguably a learned mans haven - whilst also serving as capital for the Intersystems Alliance. Trident is a world of boundless oceans, broken only by small island chains and a singular grand continent, criss-crossed with rivers. In nearly all of its conurbations stand grand universities and halls of learning, where the greatest minds in the Federation come to debate, learn, create and at times, dictate. [b]Chiron:[/b] Chiron stands as capital for the Centauri Republics, and is the second oldest extra-solar colony founded by humanity behind Terra Nova in Sirius. The Centauri Republics are the most free and wild places in the Federation, barely adhering to the letter of Federal Law, but never without malice. Chiron stands at the heart of this, setting cultural trends and giving birth to the great artists of all stripes in the modern era. [b]Bastion:[/b] Bastion is another federal controlled territory, and one committed to the upkeep of the Federation of Nations existence. Bastion - and its namesake system, is a hive of military activity. With numerous prototype shipyards and testing ranges, many ships are born and die here in the crucible of invention, whilst the Federal Military organises the numerous assortment of state militias and federal detachments from its complexes both in orbit and on the surface of Bastion. [h2][b]Demographics[/b][/h2] [h3][b]Population[/b][/h3] The Overwhelming majority of the population of the Federation of Nations is humanity, in its many colours and derivations, including those who have undergone the legal genetic procedures to operate in certain environments or occupations. While small alien populations are present and the Federation actively encourages the immigration and cultural amalgamation of such populations, most barely meet the percentage mark. Humans are a varied sort, though within the Federation strict federal laws and cultural norms have prevented the mass manipulation of the human genome except in the affairs of general health, mainly curing disease and ailments that have dogged humanity for generations. Modern humanity, male and female, ranges in height, weight, colour and strength depending on which world they are from, the cultural background they draw from and which state laws may have also been imposed in regards to genetic alteration. A bulky asteroid miner from the fringe may only be five feet tall but built like a tank, whilst a executive from Horizon may be six foot five and as lithe as an elf from fiction. [h3][b]Society[/b][/h3] Depending on where in the Federation you are and the career you have chosen, much can vary. However, the key would be where you have chosen, what you have chosen to do. Choice is king in the Federation - and whilst Federal and State Law may sometimes impose on those choices, you can likely find somewhere to make a go of it where you'd barely notice they existed at all. Nearly all major legislation is subject to referendum, though voting is not compulsory, and nearly everyone has the capacity to vote on the spot, either through device or implant. As a consequence, non-entertainment media is very information heavy, as nearly all sources attempt to inform or protest this or that. Life in the Federation is, despite all its freedoms, heavy on the bureaucracy. Whilst thankfully it is relatively quick to act, everything has a "paper trail" and nearly everything goes through one agency or another. If the State has to know, the Federal Government knows, and if the Federal Government knows, then you can be sure the State government needs that written down too. However, all citizens are equal, and only very infrequently will grease effect any of the bureaucracy to action with less than it should have or faster than it normally would. As anyone born in the Federation is granted citizenship, and there is a pervasive social security net weaved into ones life from birth, much of the issues of such a bureaucracy for the common man or woman is largely overcome early on. However, obtaining citizenship via immigration and residency is a long process, though arguably worth the effort. Culturally and politically the society of the Federation is, however, wildly different from planet to planet, sometimes even within the same planet depending on its history. The Centauri Republics all vary on even a basic level like fashion and slang from republic to republic, while the Vegan Commonalities implementation of futuro-marxism sees nearly every citizen taught and near raised in a identical way, leading to a form of subconscious uniformity. Federation families vary based on state, but even in the most conservative, same-sex marriage is legal, and Federal programs even support the creation of children from same-sex parents utilizing legal genetic procedures. Families are typically traditional in structure in most of the Federation, although in some areas multiple sets of parents and their children and extended families may live together for various reasons. [h3][b]Economy[/b][/h3] The Economy of the Federation of Nations is a diversified and sprawling mass of corporations, federal special industries, self-employed venturists, state owned industries, conglomerates and co-operatives and everything in between. It is a largely efficient beast, though certain industries suffer from bureaucratic legalese and overmanagement, whilst some of its corporations suffer from restrictive legal codes depending on state. Sol remains the largest gross stellar product of the Federation of Nations, though it is closely followed by Epsilon Eridani and Tau Ceti - though in terms of financial clout they cannot challenge the aged and learned markets of Hong Kong, Moscow, Frankfurt, London, New York and Brasilia. Consequently much of the liquid assets of numerous organisations move through Earth rather than Horizon, and wealth is slow to move to the lesser developed areas of the Federation. The re-development of a true military-industrial complex and defence industry has seen a boom across multiple sectors of the economy - and has moved many out of basic assistance programmes ran by the Federal Government, which provide a basic standard of living to all citizens irrespective of anything else. Such savings have been re-invested in a continuing boom of ship construction and military manufacture, rather than being invested directly into the states and colonies of the fringe, however, though resentment has been offset by many of these same states and colonies benefiting from increased military presences and infrastructure to support them. Consequently the economy is varied, dynamic and generally in an upswing, though opportunities can diminish the farther from the core worlds you are. [h3][b]Government[/b][/h3] The Federal Government is, despite its dozens of constituent agencies and departments, relatively easy to break down into a number of overarching categories. The Federal Council sits at the top of the Federal Hierarchy, consisting of the Chancellor, Deputy Chancellor, the head of every department and agency as well as the Speaker of the Assembly, who comprise the effective Cabinet of the government. The Chancellor of the Council exercises a degree of final executive power, whilst the Council as a whole executes a power of veto in regards to "acts of the Chancellor" - that is, executive powers that the Chancellor may call upon without the consent of the Assembly. This Veto requires at least half of the Council's support, but forms a check on the powers of the Chancellor even in times of emergency. The Council as such oversees the federation and implements high level policies, whilst the Assembly deals with the general political scene of FedNat. The Assembly of Nations is effectively the parliament of the Federation of Nations, comprising delegates elected on six year terms by planetary elections overseen by local governmental authorities, be they federal or state. The Assembly sits in session most of the year, debating policy, proposing legislation for referenda by the grand direct democracy of all and representing the concerns of their respective states and constituencies. Assemblymen and Assemblywomen are the only ones eligible for posts considered Cabinet posts, and as such all important offices in the Federation are overseen by directly elected representatives. All Assembly members are also subject to recall and subsequent re-election, or not, by their electorate at any time. The Advisory Board, while holding no real legal power, serves both the Assembly and Council through its Corporate Board, Starborn Collective and Board of Settlement, with the Corporate Board representing corporate concerns not covered by local state or federal law, The Starborn Collective representing all independent stations and installations not covered elsewhere, while the Board of Settlement provides a voice for individuals and settlers not yet incorporated into a state or eligible for a direct vote in referenda. State Governments are those governments, such as the United Nations or Eridani Kingdom, who administrate the territories of their constituent states. While States agree to implement federal law, they also possess a number of domestic freedoms in regard to certain areas not covered by the Federation Charter or not within the remit of federal authority. State Governments are also required to support domestic armed forces for the purpose of anti-piracy and defense, though they may not raise local police forces, with all police being Federalised. Referenda are undertaken for every piece of legislation not concerning foreign policy and trade policy. In the latter, referenda are only issued if legislation is challenged by a grand petition or at the request of a state, or in the case of declarations of war. Voting is not compulsory for referenda, much as in normal elections and other such things, but the pervasiveness of the ability to vote from nearly anywhere means there is often a high uptake, even if some issue "null votes" - choosing no option. Several referenda have resoundingly had null votes and consequently went back to the Assembly for further discussion. [h2][b]Technological Information[/b][/h2] The Federation of Nations is largely equal to its contemporaries in the multiple fields of military and civilian technologies, even if employing different methods or utilising dissimilar technologies for the same purposes. Miniaturisation and automation is prevalent in a large scale in the civilian sector, and to an extent in the military sector. [h3][b]Major Techs[/b][/h3] Accelerated Physics While any sufficiently advanced civilization can create an energy weapon, be it plasma, laser, or particle, the weapon of choice for the Federation was no doubt chosen and honed to finesse by a few simple elements honed from observation and rigorous refinement in the Great War complimented by advances in power generation and miniaturisation. By applying initially unthinkable techniques and honing methods of theory into practical power application while also reducing stress on components, the ability to harness greater stable energy, cycled faster and maintained further has given Federal particle lances and high-capacity cannon banks and energy torpedo launches more bang for their buck than was thought capable before the war. Advanced Miniaturisation: The greatest gifts of the corporate community were arguably the continued drive on, perhaps ironically, reducing the workload on logistics and depot storage, with investigation and luck, elements of miniaturisation that must of borrowed from advanced jump theory at some point were identifiable, allowing the revolutionary employment of techniques that dramatically reduced the size of numerous every day components, allowing greater economic dividends from resourcing concerns and every day storage right up to civilian and military applications. FedNat ships of equivalent sizes, for example, can, on average simply "fit more". Chemical Catalyst: An innovation brought about by the flora and limited fauna of Atlantica in the Eridani Kingdom, Chemical Catalysts drastically changed construction techniques when its applications were understood. By employing specific chemical reactions learned from observing and testing, materials, such as the metal sheets used in early ship construction, could be bonded together at a chemical level rather than riveted or bolted together, with obvious implications. Rather than relying purely on the untested avenue of nano-technology at the time, or on the unwieldy concepts of energy to matter based pre-fabrication, simple mother nature, albeit her alien side, have enabled Federation to construct buildings and ships that are essentially one single element rather than many, with varying applicable results. Advancements of Intelligence: While the people of the Federation have remained largely apart from the runaway prospects of biological tampering, overbearing cybernetic enhancements and unrestricted AI research, there is no denying that the measured, methodological approach to advancements in Artificial Intelligence, Gene-therapies and a near un-rivalled art in the field of neuro-surgery have gifted the Federation with a unique insight into what a smarter human is, and how to make a smarter computer based upon the understanding of sapient intelligence as manifested in humanity. While Federal cultures embrace the treatment of ills enabled by the above, it has largely not indulged in attempting to create the perfect human - though one cannot deny that some of these lesser procedures must be utilized, by the very least, its intelligence community - and it has no qualms about creating the perfect artificial intelligence, if one so can. "Dumb" smart-AI are consequently a frequent occurrence in the management and every day life of Urban Centres, Foreign and Domestic Intelligence Analysis and in the operation of military craft, and it is likely only a matter of time before pandora's box is opened on a truly unrestricted intelligence intentionally created by the Federation. Unseen, Unharmed: Understanding that the sprawling demesne of the Federation is vulnerable to attack from greater powers, Federal obsessions both with intelligence analysis practical and theoretical, with its history in rooting out threats to its mercantile marine have spawned a legacy of a robust intelligence agency - and one backed up by government funds. The most prominent legacy is one of the Pharos Stealth Program - with the associated ships and crews effectively the eyes, ears, and daggers in the dark of the Federal Government, and even some of its corporations. Though varying at times from the basic, core design, the technology at play is intended to emulate the most critical components of stealth and strike, playing the dangerous game of hide and often, seek, in the dark depths of space, employing a mix of advanced construction techniques, basic technological advancement and the honing of electronic trickery to remain shrouded in the dark. [h2][b]Military Information[/b][/h2] [h3][b]Military Overview[/b][/h3] The Federal Military The Federal Military is at its core an academy based, voluntary system which makes up the majority of peace and war time troops. It consists of three official branches and their constituent subbranches - The Federal Navy, or Federal Navy, The Federal Marine Corps and the Associated Intelligence Services (AIS). The Federation commits to the concept of war and its associated doctrines with the matter of enforcing its survival through punching above its weight with, if not superior, then at least sufficient applicable force to make concepts such as invasion of Federal territory itself too bloody to entertain. The strength of the Federal Military is consequently dependent on its elite backbone found within the co-operating branches of the Marine Corps and Navy and the application of the ground forces, ideally never at all, and only when occupation is paramount. The Federation of Nations consequently relies heavily on reconnaissance, advanced deceptive electronics and further its intelligence services and the standing defensive strength of its Navy to deter aggressors and ultimately resolve conflicts - preferably before they enlarge and threaten Horizon itself. The Federal Marine Corps The Federal Marine Corps/FedMar are a small but highly trained force mostly centered around, primarily, small corps sized Marine Groups who can be rapidly deployed or withdrawn. The Federation maintains a training regimen for "army" grouped size operations of Marines in concert with standard infantrymen. Each State maintains a militia that can be suborned to the Marine Corps Command - as defined under the Federal Charter - and they are the ones responsible for the large part of peace time troop deployments and maintaining a standing defence force of infantrymen and associated equipment for the benefit of the Federation's Security. Federal Marines are typically a moderately armoured, highly mobile force trained primarily in securing space-borne assets in capture or seizure operations and in insertion into contested areas to sever command and control networks by seizure of essential enemy ground assets. Marines consequently rely on speed, agility, and an efficient utilization of intelligence and and other support to effectively cripple an enemy and eliminate them piecemeal, though elements of "bulwark" or heavily armoured marines exist. The Army at large however, does maintain an appropriate level of vehicle based support, although utilization of these assets, in doctrine, at least, requires orbital and air superiority. The Federal Navy The Federal Navy consists of a number of Fleets and dedicated Strike Battlegroups. Prevailing doctrine - in the case of offensive operations, would be for ships to switch jurisdiction to the regional command which most required them. The Federal Military has, largely, effected a unique mix of strong low level initiative and higher level lead by task - rather than a top to bottom lead by order doctrine that has been proved ineffective in most situations. Fleet Doctrine relies on large, "ships of the line" supported by its smaller cousins and screening by varying numbers of picket forces. The Navy is currently coordinated from Beckett Spire on Bastion, with orbital mirroring of operations conducted from Galatis Station. Associated Intelligence Service Intelligence is paramount in any operation, and the Federation has begun to take this idea to the fore. The Associated Intelligence Service itself is arguably a "holding company" for intelligence from numerous sources, states and agencies, but has its own agents, agenda, and has ultimate control over all intelligence operations and branches, from domestic to foreign, as well as far reaching authority to accomplish its objectives with plausible deniability. The AIS remains free, largely, of political manoeuvring or games of influence by its control being tied into the civil service - however, it is overseen by an appointed minister selected by the Federal Council. [hider=Fleet Equipment] This Article Serves to provide a brief look at common Federal Naval Equipment, including vessels typically reserved for civilian duty but often found occupying military logistical roles. The Federal Navy has largely scrapped, phased out or retrofitted its lighter pre-war designs, and nearly completely eliminated all pre-great war large ships from its reserve fleets. Most modern reserves are filled with the ad-hoc design "new builds" of the Great War, most of which violated treaty obligations and had to be stripped down or outright scapped, as well as vessels from the era of the treaty, which are now being replaced with modern, effective ships. [i]FNT Argos Transport[/i] [img]WIP[/img] The industrious and aged Argos has become the standard military transport vehicle for the Federal fleet. Argos sometimes carry new weapons and combat craft prototypes to and from testing grounds or to front-line deployment positions. Military VIPs occasionally commandeer Argos' to travel from star system to star system in some semblance of comfort. Argos are most often used as assault transports, carrying squads of Marines through heavy flak to board enemy vessels that Command has decided to capture rather than destroy. The Argos improved upon on its predecessor, the FNT Elysium, greatly increasing transport capacity, and is generally much more survivable due to much heavier armor. Defensive armament, however, remained deficient at only 2 Turret mounts and the Argos still requires escort to survive hostile situations. [i]FNL Anemoi[/i] [img]WIP[/img] Logistics vessels are the newest class of support vessels commissioned by the Federal navy. These mammoth ships serve as an all-around support ship, combining freight hauling capabilities with field repair stations and medical facilities. They are an indispensable asset to long-range battle groups that are expected to undergo long-term operations far from friendly outposts. They are however, effectively battleship sized craft with the armament of a freighter, and require the appropriate defense afforded to them. The Anemoi however effectively allows a fleet or task force to operate at great lengths of time without a considerable supply chain or infrastructure to support federal vessels. [b]Strike Craft:[/b] [i]FNF Loki:[/i] [img]WIP[/img] The Loki is a Capellan-designed fighter that was used by the Capellan Federation just before the Great War for domestic security and then put into production as a stealth fighter by the Federation. Its hull and reactor were specially designed to make it invisible to nearly all forms of detection sensors. However, a minor flaw in its design, discovered shortly after the destruction of the FBB Krios, nearly completely nullified the Loki's stealth capabilities, reducing it into a heavily armed reconnaissance fighter. It later became an staple part of the Federation's fighter forces during the Great War. Its high speed, weapons compatibility, and maneuverability is offset by its low armor and weapons capacity. All the same, the Loki remains a capable heavy recon fighter - while not invisible, remaining difficult to detect. The Loki is armed with 2 Primary Cannon Banks of 2 Guns each, and has space for upto 20 Secondaries in its two side mounts. [i]FNF Myrmidon:[/i] [img]WIP[/img] A result of the "New Navy Project" undertaken by the Federation, Kamiko Aeronautical’s FNF Myrmidon replaced the Ulysses as the Alliance’s primary space superiority fighter. The Mymidon has received high marks for speed, maneuverability, armor, and loadout. An ultra-efficient hull configuration provides for the mounting of three secondary fire control systems, a first for Federation fighters. This versatility enables space superiority squadrons to fulfill a range of combat roles, from light assault to heavy reconnaissance. In the Deness system, the 22nd Starknight's of the FNC Perachora have demonstrated the effectiveness of the Myrmidon against pirate and insurrectionist forces alike. The Myrmidon is armed with 1 Primary Cannon Bank and 1 Secondary, of 4 and 2 Guns each respectively. The Myrmidon retains space for up to 80 secondaries in 3 Banks, depending on missile type. [i]FNF Perseus:[/i] [img]WIP[/img] The FNF Perseus was and is the newest fighter in the Federal arsenal. Slated to replace the aging Valkyrie as the Federations primary interceptor, the Perseus's high max speed and maneuverability make it ideal to hunt and destroy enemy bombers. Federation fighters have been assigned to the 1st Battle Group on a trial basis, with wide deployment expected after the OpEval period. Primary weapons (of 2 Banks totaling 4 guns) include the Subach HL-7 and Prometheus cannon, with secondary loads of Harpoon and Hornet missiles, of which she can carry up to 80 in 2 banks. Preliminary results have shown the Perseus to be a superb fighter. [i]FNF Hercules Mk2:[/i] [img]WIP[/img] The former FNF Hercules Mark II is the next generation of Federal heavy assault fighter. Introduced during the Great War, the original Herc's balance of firepower and maneuverability made it the most versatile strike fighter in the fleet. Some military historians have claimed the Hercules single handedly ended piracy in the Reach, citing its deployment in key battles with pirate forces near the end of the Great War. Implementing recent advances in fusion drive technology, the Mark II improves the assault fighter's speed and maneuverability without sacrificing loadout capacity. The Hercules is armed with 2 well placed cannon banks of 2 Guns each, and retains space for 180 Secondaries in its two missile banks. [i]FNF Erinyes:[/i] [img]WIP[/img] A result of the "New Navy Project", the FNF Erinyes craft are still regarded as being fresh off the drawing boards of Hermes Dynamics. Though fast and heavily armored, their main attraction is firepower. With two banks totaling eight primary guns and two secondary weapon bays with a capacity for 90 secondaries, Erinyes are at the top of the combat craft food chain. Both sets of weapon banks have been designed to maximize compatibility with the greatest possible number of weapon system. Erinyes-class ships are being evenly distributed through the ITA fleet, but only elite pilots are currently authorized to fly them. [i]FNB Ursa:[/i] [img]WIP[/img] The FNB Ursa is the slowest bomber in the Federation fleet. What it lacks in speed, however, it more than makes up with its massive payload. The Ursa was the first bomber designed specifically to destroy capital ships. With a rack of Helios bombs, in addition to a standard complement of Hornet missiles and Prometheus cannon, a squadron of Ursas can take out a battleship if it is caught without support. Ursas have the highest shielding of any bomber, along with a AIS-designed hyper-dense hull. These help ensure that the Ursa gets close enough to deliver its payload and possibly even survive the escape. The Ursa hosts 2 Primary banks totaling 4 guns each and retains capacity for 240 Secondaries. [i]FNB Zeus:[/i] [img]WIP[/img] Another product of former AIS R&D, the Zeus strike bomber is a worthy successor to the Athena. Its balanced design and increased reactor capacity give it remarkable speed for a bomber, yet still remains capable of carrying the powerful capital cracker bombs. These features make the Zeus a versatile and effective weapon against capital ships. The FNB Zeus is the fastest of all currently active Federal bombers. It replaced the fleet's old Athena bombers as they were mothballed during the years following the Great War. Though slightly slower than the Athena, the Zeus's heavier armor and armament give it a much better battlezone survivability rate. The Zeus hosts 2 Primary banks totaling 4 guns each and retains capacity for 120 Secondaries. [b]Support Vessels:[/b] [i]FNCv Bellerophon Class Corvette[/i] [img]WIP[/img] The FNCv Bellerophon Corvette was the first corvette design to enter service in place of the aging Eclipse design, and was the first ship of her class to mount modern weapons such as the Trinity-class main cannon. The Bellerophon, while sporting more turrets than the average Eclipse Corvette, is not as heavily armored as more recent designs, and her Trinity Cannon configuration is noticably weaker than that of the larger Chimera class. The Bellerophon has thus become the main escort vessel of the Federation fleet, Bellerophon-class multi-role corvettes fill the role of anti-ship combat and capital escort admirably. Possessing a anti-capital ship beam and several short-ranged heavy turrets that provide significant firepower, the Bellerophon is also blessed with a surplus of reactor energy to provide an appreciable boost in speed. [i]FNFG Chimera Class Frigate:[/i] [img]WIPg[/img] The FNFG Chimera is the latest frigate design produced by the Federal Navy. Mounting three very powerful long-range beams in a forward configuration, the Chimera is designed specifically to engage craft at range and inflict maximal damage before coming in to weapons range of its target. The Trinity-class main cannons are derivatives of Mesonic technology, extremely powerful but so power-hungry that plasma must be vented directly from the main reactors to fire. The Chimera is more heavily armored than its lighter cousin, the Bellerophon. The result is a slower-propulsed but better-armed variant of the Bellerophon chassis, with new hull plating taking advantage of breakthroughs in armour research. [i]FNDD Hyperion Class Destroyer:[/i] [img]WIP[/img] The FNDD Hyperion was developed shortly after the Great War as a testbed for fusing new energy reactors with a specially designed hull, preceded by the success of the Aeolus redesign. The Hyperion combines the anti-fighter capabilities and speed of the Aeolus and the armour of the obsolete Leviathan. As such, the Hyperion is a formidable target for lighter craft and ships to engage. The Hyperion was the first ship to mount new pulse weaponry after successful testing. The Hyperion is rapidly filling the ranks of the Federal Navy, phasing out earlier destroyer models. [i]FNDD Aeolus Class Destroyer:[/i] [img]WIP[/img] The FNDD Aeolus was the first destroyer class ever produced by the CSN shipyards orbiting Pacifica. Only six of these destroyers were initially put into service in the Cygni Commonwealth, with production ending just before the great war. Federal Command initially assigned Aeolus-class ships primarily to guard slow-moving convoys against strike wings and lighter craft at the onset of the Great War, as these vessels were severely out-gunned by most capital ships in service at the time. Their flak and AAA turrets did serve as marvellous deterrents to smaller craft, however. The refinement of particle beam weaponry during the Great War led to the redesign and recommissioning of the Aeolus class. With the design of the Aeolus greatly suited to acting as a testbed for the new weaponry, this added a significant punch to the destroyer and led to the revolutionary design of anti fighter and ordinance beam weaponry, as such the Aeolus became a mainstay of Federal fleets during and after the Great War. [b]Capital Ships:[/b] [i]FNCR Deimos Class Cruiser[/i] [img]WIP[/img] Deimos-class cruisers are the newest addition to the Federal cruiser fleet. These sleek, ultra-modern warships are the products of a new era of ship design, maximizing maneuverability and firepower. Their hulls are strengthened with collapsed-core molybdenum sheathing for better protection against beam fire, and their custom-designed reactor core provides more energy per ton than any other federal ship class. As the Leviathan and Fenris cruisers of the pre-Great War era were gradually phased out, these cruisers have become the foundation of tomorrow's fleet. [i]FNBC Sanctuary Class Battlecruiser:[/i] [img]WIP[/img] The Sanctuary was designed as a compliment to the treaty-era Deneb Class Battleship several years after its commissioning. Touting limited capital grade weaponry save a few heavy turrets and a limited beam capacity, the Sanctuary's strength lies in her anti-fighter and anti-ordinance capabilities. While large and somewhat vulnerable to a concentrated attack, the Sanctuary's purpose was simply to shore up the Deneb's weaknesses. The Sanctuary overhaul campaign has, very quietly, stripped away some of the limitations of the Detente Treaty and made the Sanctuary less complimentary and more effective in its own right, but is likely to be replaced with an effective multi-purpose design in the near future. [i]FBB Orion Class Battleship[/i] [img]WIP[/img] The Orion is the mainstay capital ship of the Federal Navy. A fearsome, modern build vessel now replacing the already near obsolete Deneb, the cost to build one of these has been challenged by multiple committees in the Federation. There is, however, no more important symbol of modern Federal Pride than a ship like the Knossos or the Corinth cruising past a colonized planet, patrolling the system and ensuring safety. FNBB Orion class has become the premier ship of the fleet, bristling with dozens of death-dealing turrets, the Orion is as awesome in repose as it is in battle. All Orions have been fitted with the latest anti-warship beam weapons, as well as flak and AAA turrets for dealing with lighter craft. The Orion's own hangar bays also accommodate a number of strike and support craft for close in support. [i]FDN Amaterasu Class Dreadnaught[/i] [img]WIP[/img] The Amaterasu was a product of the Great War's escalations. Prior to the era of the Hyper-dreadnaught, the Amaterasu were the largest, most expensive and, for their time, most technologically advanced vessels ever produced by the Federation, with a single Amaterasu requiring a dedicated shipyard and construction crews and drones in the tens of thousands. Only a handful of Amaterasu's came off the plate by the time of Detente, and were consequently the only ones produced before their construction was limited by obligation. Built around a veritable array of, at the time, newly designed particle lances and turret banks, the Amaterasu has, as a design, been kept up to date - just in case - though the actual ships themselves are arguably dated and have only recently begun to quietly enter yards for "servicing".[/hider] [hider=Ground Equipment] WIP [/hider] [hider=Hyperdread] [b]FNFC Solaris[/b] The Solaris is classed by the Federation as a "Fleet Command" ship, and is designed foremost with this in mind, capable of co-ordinating, if necessary, multiple fleets in real time as well as co-ordinating support from disparate forces, including its own onboard complement of close-in support craft. However, the Solaris is considered a hyper-dreadnought, and possesses the largest singular particle beam weapon ever conceived running the length of the vessel, as well as being equipped with a number of smaller and far more conventional variants and turret banks and launchers. The Solaris lacks somewhat in defensive emplacements, relying on its heavy armour and the power capacity of its shields to a certain extent, but is never meant to be found unsupported by at least the totality of a Federal Strike Group, if not a fleet.[/hider] [/hider] [/quote] Largely have something for everything now, let me know if theres any issues at the moment.