@OzerathSo this came up early on regarding ship classes. Where would you put the Ashtar vessels? While we have an unofficial "headcanon" on relative powerlevels some clarification could help. If we'd face them again would Ashtar cruisers be the equivalent to modern battleships or greater? How large were they? (asking as if they were cruiser sized as their name implies or actually bigger)
Second, where would the "Ashtar capital ships" be ranked at? Would hyperdreads be of similar size to them (small moon) or perhaps smaller? Would the capital ships of the Ashtar be still leagues stronger than whatever hyperdreads we are making? Speaking of which what interpretation of "small moon" we should use? My personnal impression is that they were the length of Phobos (~23km) but nowhere close to the same volume. They were gigantic but we aren't talking about Death Stars.
Some clarification on this front could of course help.
So I'm making a faction called the Draetor Empire, who are, well this.
"The Draetor are an ancient race of biologically immortal humanoid aliens, rumored to be as old or even older than the Ashtar themselves, who achieved a form of energy based ascension in ages past thanks to their experiments into the nature of energy in the observable universe and several close joint research projects with the Ashtar and their psionic technology. Also, despite being structured and operated like a traditional empire, the Draetor value scientific and cultural advancement over conquest and imperialism, meaning that they are a rather peaceful race and, as such, did not participate in the Great War.
It should be noted however, that even though they are not a warlike people by nature, the Draetor still see the benefits of having a reasonably strong military presence in their sector of the galaxy and will not hesitate to go to war if attacked."
Anyway, I was thinking that instead of living on planets, they instead live on one massive hyper-dreadnought around the same size as Jupiter (possibly), which is powered by the energy siphoned from stars. And let me make this clear, the drained stellar energy would be for travel purposes only. Nothing more, nothing less. Other than that, I was thinking they move from star system to star system every hundred years or so and exchange knowledge with other races.
So, does that sound acceptable? Or is it too OP? Also, I might just limit their involvement with the Ashtar to brief interactions rather than long term research projects as I'm not certain of all the lore in play here.
I think you interpreted a few things differently here. Ashtar are still considered an "endgame purpose" as far as advancement is concerned. They also have an aura of mystery around them thus having too much interaction with them would be discouraged.
As for the idea, it can be salvaged. I only mention a suggestion I came up with in a spur so bear that in mind. Draetor are an ancient species doomed to perish. Yet in their plight they were saved by the Ashtar who gave them new semi-ethreal bodies. Consequently you revere the Ashtar as gods and wish to be like them. With your homeworld gone your civilization settled on giant "lifeships" many miles in diameter. Your new ethreal bodies require no food but your souls will erode over the time. To slow this you wear suits to contain your energies and better manage it. In order to replenish you must siphon the souls of the living, a practice you intensely loathe yet begrudgingly perform, never taking it lightly. As "ascended" people you have innate psionic abilities and your technology also use psionics to function. Bulletpoint changes: - You didn't work with the Ashtar, they saved you and then went away - You don't live on one gigantic ship but multiple colony vessels - Your ethreal bodies bleed away energy fast without their protective suits - You are in a constant moral struggle over the fact you feed on the souls of others
I have read your replies and i have come to the decision of not creating any type of Hive Mind or infestation. Instead, I will be creating a human Nation, like everyone else. Thank you for your help. I think this will be better for me and the other players.
Only a small portion of the playerbase has human factions and by that I include those who were inspired by them but no longer related. If you want a real easy to make nation I'd suggest starting with an alien faction.
Rookie's toolkit to create alien civs: - pick a non-human fantasy/sci-fi picture you like, give them a cool name - make it empire because they get the 4X game feel across the best (if you don't like empires you can pick other governance) - Choose cool pictures of infantry, vehicles and starships you like (write up some lore to them) - No fourth step, you are done
The beauty of simplistic alien civs that they are essentially humans but without mankind's history to consider. They are just play-doh for you to mold the way you want. The extra issue with human civs here is that you have to coordinate your lore with multiple other people. I believe an alien species sidesteps all these issues and allow you to start with a clean plate.
Oz mentioned to distributing discord link to those who made sheets so I figure that's what is going to happen. @ClocktowerEchosI also understand your concern and worded similar in the first page. The way I see it this can be worked out in some form through the following:
1.) Oz only handles out invites to those who already made a sheet. Not twiddling your tumbs here. 2.) We can mandate that important stuff have to be posted in the OOC so it won't lost 3.) Try enforcing a posting regimen so inactivity be averted.
That's opening a can of worms that I've never once seen end well in all my years in RP. I'd make a sweeping generalization like "nothing except hyperdreads can be significantly larger than 6000 meters" and leave it at that.
EDIT: To better clarify my thoughts: design doctrines are going to be wildly different across military forces. On one hand, you're liable to create hurt feelings if someone ends up getting caught on the wrong side of arbitrary thresholds. On another, by creating upper bounds, you're inevitably going to have minmaxers going right up to the line to maximize their power.
Since size is mostly just an aeshtetic factor here I don't think it is going to be an issue for powergaming. Also I think this is exclusive to warships. If somebody wants gigantic colony or merchant vessels those wouldn't count.
As for being co-GM I don't think I have the best track record in it. Assistant or adviser, zes. Brainstorming partner, sure. But my games tended to not hold out well even though I craft them meticulously. Sigma might be more apt id it is about contribution to this thread. Though it depends on how free he is.
Well according to the original post the Ashtar had a cruiser the size of a small moon that already says How big can be space ships here
EDIT CAPITAL SHIP not cruiser sorry
Ashtar are also way stronger than us and their "cruisers" likely be worthy of hyperdreads. Ashtar capital ships would be way beyond our current scope. Partially which is why all the fighting is going on.
@Willy Vereb It's a can of worms and I'm not entirely against it but maybe we could use volume or tonnage instead of size? My ships are rarely of the long cigar shapes so that wouldn't really be fair.
Alternatively, if nobody specifies the sizes then we can just adhere to the hierarchy and people whose ships are "treaty breaking" would have to specify so. (Or, when skirting, say what they skirt.) That way we can leave the technicallities behind while maintaining a semblance of powerlevels. As I assume most ships would also have a specified weakness.
I explicitly stated that non-longitudal ship designs or similar shapes can work with smaller dimensions. I would rather not specify volume because that's on the "too thinky" side. I can go into *WAY* more detail but I feel anything but a simplistic list would be counter-intuitive. I CAN give you a diameter list for saucer and spheroid/cube ships which follows this scheme if you want, though. Would that suffice?
Spherical/Cuboid Ship Chart: - Hyperdread: >2000m - Dreadnought: 800-2000m - Battleship/Battlecruiser: 400-1000m - Cruiser: <500m Others should follow a roughly similar scheme of decrease. In case of strike craft you just have to be conscious of making your fighters noticeably smaller than the average.
Saucer/Plateoid Ship Chart: - Hyperdread: >2500m - Dreadnought: 1000-2500m - Battleship/Battlecruiser: 400-1000m - Cruiser: <500m Again, you can figure out the rest according to this. As for strike craft you don't even neccessarily need to reduce their dimensions. You still use the base plane form for both, in case of flying saucers the "wings" are just circular.
Hope this could help.
EDIT: If you plan to use Star Trek Federation style saucer-longitudal mix kind of warships then those could be either follow the saucer or the longitudal ship size limits. Either works, really. At times there are as much as two orders of magnitude difference between ships in the same class here in terms of volume and that's fine. Good enough for what is a space opera here.
I know I might be opening a potential can of worms but how should we settle on ship sizes? We have actual treaties limiting them so I believe there are some sorts of standards the entire galaxy agrees on to classify them. I am partially ask this since one of the White Corps' military shtick is to skirt around these rules and field ships that might appear to be in a certain class but in effect they are more powerful.
Since without an opening argument this would take an eternity here's my potential list on starship sizes, using the largest dimension (usually length) to measure:
This is merely a suggestion of mine and mostly used for standardish shape ships. For example if you have spherical or flying saucer shaped vessels this number might get lower to compensate. It depends on you, of course. Furthermore as you can see I included a fair bit of size variance so people have decent freedom to pick what they feel the best. Overlaps are also a thing since reasonably thinking the heaviest destroyer and the lightest cruiser shouldn't be that far apart (and might even be switched as far as relative powers concerned). Battlecruisers have almost the same size limits as battleships because historically BCs are basically BBs with lighter loads and different roles. The difference between a BC and BB is more in terms of tonnage and armor/weaponry than anything else. Lastly I split "strike craft" category in two to account for gunships/bombers that are less maneuverable and the true starfighters. This way it's even less likely one would have "starfighter corvettes" which the GM was apparently fearing. That being said this is just a list of values I put together in like 10 minutes. Feel free to criticize it.
EDIT: I am also not claiming that the treaty only limits the size of vessels. If anything that's just the start. As the GM implied with the description of capital ships there's a fair amount of minmaxing going on with Detente era warships so likely the power generation/consumption is another key element they limit. But I leave that to you, the size chart above is only there for aesthetic purposes. So we don't get things like 500m long hyperdreads while the other side has kilometer long corvettes.
EDIT2: Spellchecker trolled me (see the last bold) so I went to fix that.
Interconnected world, long history of space travel, everyone knows each other. Hmm.. yeah, I guess it's time to revive White Corps. For those unfamiliar, White Interstellar Corporations is basically a megacorp like civ. In terms of plot relevance they engage in a lot of trade and they like to deal in high tech, as well as exploiting stuff to earn more profit. White Security Services is their mercenary/PMC branch which can and frequently does lend assistance to outsiders even if their primary function is to provide security for White Corps. As a multi-national megacorp their employees come from a myriad of backrounds and races, pretty much a corporate meritocracy.
White Interstellar Corporations
Name: White Interstellar Corporations (WIC), also referred as White Corps Chief Director: Keith White, the third Headquarters: Cygnus System, Hydea Prime Government: Interstellar Conglomerate Status: "Neutral" (see below)
White Corps is a powerful galaxy wide corporation that came to be around the same time as Pax Ashtari, the "peace" established by the might of the Ashtar. Before the first contact with Earth, White Corps was a multinational conglomerate evolved from a spacelift company. Keith White (the first) was a brilliant businessman who basically made his empire from scratch. White International Corporations was among the top 100 greatest human companies yet compared to their future heights their position was almost mediocre. The grand change arrived alongside with the Ashtar whose galaxy spanning communication and transportation measures enabled unimaginable possibilities. Aging yet still in full capacity of his wits, Keith White risked everything to set foot in unfamiliar regions, racing to beat his competition. During his life White Corps went from an averagish international enterprise into a conglomerate with interstellar reach, as well as undoubtedly the most powerful corporation on Earth, rivaling nations. His dream continued under the guidance of Keith White (the second) whose youthful energy and desire for growth made White Corps into a galaxy wide entity. The second Keith White put down the lion's share of what provides the face of White Interstellar Corporations nowadays. The third Keith White thus seemingly landed a cushy office job with very little to do. The irony of this statement becomes obvious when you realize he took office only a few years prior to the Great War. The loss of Ashtar oversight and the embroiling chaos initially troubled the company but soon they turned things around, responding well to the galactic demand for conflict. In short they turned wars into profit, and keep doing it even now. White Corps' influence is on the constant rise and while materially speaking they are far from a powerhouse, they keep growing. White Corps built a reputation for high quality and extremely dependable services, something in dire demand during such chaotic times. In a sense this makes them neutral, they do not have any dreams of galactic conquest nor offering more support to any particular faction. In practice they are very much self-serving and given their high profile technological leaning they maintain a veiled yet keen interest in the Ashtar homeworld and its ongoings.
White Corps is a galaxy-spanning conglomerate with some degree of involvement in nearly every nation. While interstellar logistics is still their main profile they are present in a myriad of fields. White Mining and Industries (WMI) is steadily growing since the chaos of war, meeting the increasing demand for resources. White Research Fund has presence in countless places of learning, providing support and scholarship programs (as well as receiving up to date information on scientific finds). White Interstellar Innovation Initiative is a giant R&D powerhouse not only gathering technology from distant regions but also developing technology unique to White Corps. White Galactic Credit is a galaxy-wide bank and stock exchange which also invests in foreign companies. Overall the White Interstellar Corporations is a gigantic conglomerate with equally huge and complex leadership to govern it. There are several levels going from the daughter firms to constituent corporations all up to the main branches each lead by an Archon. These Archons have sweeping influence over their set field in the conglomerate and arguably even galaxy-wide. There are overall 11 Archons who also attend regular board meetings in presence of the chief director of White Corps, Keith White himself. These meetings are typically held in Hydea Prime, the planet-wide headquarters of the company but since Archons are constantly busy they can still remotely attend through highly encrypted quantum comms.
White Corps originated from Earth yet as the enterprise grew to encroach the galaxy the rock planet shared with billions of outside the company's payroll became inconvenient. Its location closer to the edge of the galaxy also caused logistical troubles. This inadequacy remained even after several moves of the company's headquarters until Keith White the second bought an entire star system for White Corps' exclusive use. Dubbed as the Cygnus System, its exact location is unknown to all but the Ashtar yet it's far from unreachable. It's unknown how but Cygnus has a hypergate, supposedly set up years after the company's acquisition of the star system. With their exclusive control Cygnus is a tightly controlled and busy region, seeing a constant influx of ships. Cygnus has several planets, some habitable while others only provide mining opportunities. The very star of Cygnus is surrounded by a Dyson Swarm, both providing energy and space manufacturing capabilities. Two of the three habitable planets are artificial garden worlds, only exist to provide food and other neccessities for the third.
Hydea Prime used to be a bare planet, just about capable of sustaining any lifeform. Yet its lowish gravity and other preferable characteristics made it the ideal place for White Corps' growing headquarters. And it just kept growing. Nowadays Hydea Prime is effectively an ecumenopolis, a planet-wide city. Although to be precise it could be called the single greatest company offices ever known. Hydea Prime has the population of only 400 million, a tiny number until one considers the fact its inhabitants are all employed by White Corps. Most of them live in Cygnus with their family often living in the residential areas of Hydea Ceti. 400 million doing day to day interplanetary commuting just to work in the steely colored wide glassed zoos of Hydea Prime.
As a galaxy-spanning interstellar enterprise the White Corps has employees from a myriad of nations and races. [to be continued...]
Conservative estimates put White Corps' contribution to around 1% of the galaxy's entire GDP. Over the century the megacorp enjoyed a meteoric growth and its presence is now felt in every corner of the galaxy. That being said they are still just an interstellar company, perhaps the largest and most extensive the galaxy had ever known but regardless they aren't a nation state. Their assets are compartmentalized and dispersed through the galaxy. Like any other company they can be victims of the whims of local governments and while influential they only possess soft power. Similarly their industrial power is hanging on a myriad of interstellar agreements. And to re-iterate: White Corps might be the single greatest company in the galaxy but when compared to the gross national product of major powers they are still underwhelming. That being said, having a profit oriented galaxy-spanning enterprise does mean they could focus on projects much easier and could weigh countless alternatives. This sorts of freedom can also explain their reputation of high tech. While still nowhere to the point of Ashtar it's often beleived that White Corps owns the best technology money could buy. Their research programs penetrate every nation, their development teams "appropriate" patents through the galaxy and their seemingly unending funds can finance technological inventions most nations could never even dream of.
Nanolathes: The 3D printing of the future. It sorays layers of nanopractices on a "frame" made of forcefields it is possible to create objects or even fine devices with extreme precision. With centuries of development this technology is now widespread in White Corps facilities, allowing versatility and customization like never before. A qualitative improvement over this technology were the Q-fabs (quantum fabricators), allowing to interact with matter and change its structure. While transmuting lead to gold is still an economical dead end the range of customization options grew exponentially.
Metamaterials: Matter made, not extracted. Metamaterials is an attractive field which allows one to design matter with the exact properties they desire. While this process is costly it has several means of payoff. MSIM (meta-stable intermediary matter) is one common product, a family of designer composites ideal to rearrange via Q-Fabs for more specific uses. Durametals are the other end of the spectrum, ultradense metal-derived matrixes making them way more durable than normal. Durachrome is a fine example. Even the more modern brands of nanomesh use metamaterials and dura technology. Duramesh in particular is a spongy nano-webbed derivative of durachrome, making it excellent lightweight construction material.
White Security Services (WSS) is the conglomerate's official security branch which eventually grew into a private military corporation of its own. The primary goal of WSS is to secure White Corps' interests but they soon began offering their services to foreign companies and even nations, effectively turning into a mercenary force. WSS is known for their high quality equipment and overall decent service, just as White Corps as a whole. The pool of staff is of course limited as White Corps has no legal grounds to aggressively recruit people, much less to do conscription. Yet given the conglomerate's high tech profile this happened to coincide just nicely. As previously said WSS contractors use high tech gear which combiend with their small numbers means they will not rely on brute force but rather make effective use of their mobility and precision to destablize their opposition. WSS troops are meant for small skirmishes, special operations and low intensity conflicts. They don't do open warfare. This philosophy in some sense is also reflected in their space forces, although combined with a lot of other aspects.
As their name implies White Security Services is primarily for providing security. Most of their employees are the equivalent of mall cops or civilian contractors. While their job is far from risk free the most "action" they tend to get is on the firing ranges and maybe catch purse snatcher. Actually, with the spread of robotic security it seems both sides are doing mostly the same. Staffers handle equipment and perform routine maintenance while security personnel oversees robots and keep them in top condition. The real difference is just that security tends to interact with people more.
As dictated by the worker laws of most nations White Corps provides uniforms for their employees. In case of WSS contractors they go for an extra mile, designing something that not only looks good but fitted with features to make their job easier. WSS uniforms are woven of nanomesh fabric which makes it stab proof, fire proof and absorbs impacts. The adoptive nanolayers can also protect against chemical spills and manage temperature. In-built sensors also watch for the wearer's vitals and might inject drugs in emergencies. The suit also comes commonly equipped with a low powered energy shield against radiation, vacuum and other environmental effects for short periods. If necessary wearers can also equip a shield booster which is the size of a cigarette box and can be fixed on the belt. It includes early warning sensors and a computer alongside the micro conversion reactor and shielding tech to erect a short lasting barrier against small arms and shrapnel. It only has enough to stop a few shots but it could mean the difference between life and death. On the other hand studies showed that the shield booster has long term health effects thus it's only issued on order. WSS contractors have relative freedom at choosing their weaponry yet by far the most common sidearm is the GOG-17C pistol. Like all White Corps firearms it uses mass accelerator technology and it fires 2.4mm projectiles at hypervelocity. These pre-fab bullets can customized to extreme variety so they could become stun shots of wide variety, AP, explosive or even more types. In spite of its size it's possible to charge up these bullets sufficiently to blow a human target to mincemeat (although at considerably power drain). The weapon is fairly accurate, can support HUD or direct link targeting displays, thought based controls and of course all pistols come standard with ID lock and similar security features. Overall it's a good gun although it requires relatively frequent maintenance and the White Corps supplied 2.4mm ammo (100 per magazine) is rather expensive.
Alternatively called SDS (spherical drone systems) are a large family of ball-shaped drones of various size and functions. In spite of that their overall role is relatively similar as they are meant for scouting, surveying and scanning. They are either rolling on the ground or fly using anti-gravity mechanisms (often both) and their focus is on sensors instead of anything else. Battle variants can exist with shields and heavier weaponry, so are hunter killer drones using powerful weaponry like warheads or mass lances. They are the most common type independent robotics utilized by White Corps.
Field Robotics and public Interface Enabled Normal Drone (F.R.I.E.N.D.) is a type of robotic infantry that can be seen everywhere in White Corps' premises. Their shape imitates humanoids (or aliens native to that region) and their form design is intended to make them look approachable rather than threatening. PR image is big with them and most FRIENDs are loaded with myriad of entertainment and public service features. That being said their primary purpose is to secure the area as well as lessen the workload of security personnel. As for combat capability they are no match for trained infantry. While possessing exceptional aim their responses are predictable and their agility is kind of laughable by expert eyes. They are designed to be relatively cheap and expendable, afterall. Most of their parts are second grade or lower by White Corps standards although they gave exceptional care to their computer core. Situated within the central portion of the machine's chest its housing is surrounded by composite armor which survives even if the rest of the robot is blown up. As such it's common for FRIENDs to have exchanged bodies dozens of times through their lifetime, occasionally retaining "bugs" related to the trauma. As walking gun turrets the most important combat asset of a FRIEND is their GCC-38/40 battle carbine firing 3.6mm programmable rounds with extreme variety. Thanks to the direct link to the AI it could dynamically determine the kind of ammo settings required to solve a specific situation. The combination of larger munitions, massively expanded versatility and huge power pack makes these carbines potentially way more destructive than GOG-17 pistols or even the rifles of standard infantry. Some prototypes also carry mini mass lances for even more massive firepower but those never seen out in the public.
WSS Expeditionaries are a mix of marines and standard infantry utilizing high-tech equipment. They wear sealed suit made of nanomesh composites which is resistant to shock and shrapnel and integrated with an exoskeletal system to lessen their load. In addition they wear composite armor plates to resist small arms and dramatically increase their survival. Using data-link and their vast array of built-in tiny sensors they view everything through a computer generated augmented reality interface. Some troops even agree to link their senses, achieving teamwork akin to the precise directions of a hive mind. For additional mobility the combat suit of the Expeditionaries often has micro fusion thrusters for jet assisted jumps and maneuvering. All these gadgets of course have a hefty price and could not be used by just anyone. WSS Expeditionaries were often members of foreign militaries for years and scouted by WSS for their skills. Following that they undergo intense VR training and field practices before becoming a fully fledged member. Alternatively WSS can ask promising security staff to advance, accept the courses and training and similarly become an Expeditionary who earns a much more respectable wage. As actual combat troops life as an expeditionary is not simple. You have to travel a lot, train constantly and occasionally even fight. In spite of their incomparably greater potential the Expeditionaries still mostly do what the standard infantry does, earning the nickname of "level 2 security".
- GAR-15A: Advanced accelerator rifle nominally firing 4.2mm projectiles. Unlike less advanced models it has a much more powerful and sophisticated nanolathe to alter projectile characteristics including feats like splitting one 4.2mm type to six 2.5mm munitions for salvo fire. The larger projectile is intended to carry more explosives and more sophisticated tools, as well as increase the maximum firepower. That being said full powered shots consume too much energy to be sustainable, often considered akin to using a grenade launcher. Speaking of which the GAR-15 has room for a GAG-203 12mm short accelerator to further increase its firepower or seldom mount a MLPA-025 micro mass lance for anti-armor roles. The "A" in the GAR-15A means "anthropoid-type", used by human mercs and those of similar build.
- MMS-148: The current type of micro missile systems (MMS) in use by the Expeditionaries. Fire and forget system which is not that dissimilar to accelerator rifles in function. It uses a sophisticated nanolathe fabricator to customize the 30mm missile bodies after which an accelerator ring gives them a starter velocity. The missiles use electrokinetic rocket propulsion which converts some of their own mass into propellant. Their size allows them to house decent guidance without making it too complex and their warheads can vary immensely. While generally slower than the hypervelocity projectiles these missiles still have enough velocity to use that as a weapon. Submunition spreads in a frontal cone is a common killing method with them. micro missiles are filling in a niche between infantry rifles and dedicated anti-armor weapons. Their price is still not significant enough to make missiles uneconomical and their tiny size gives them surprising magazine capacity. In addition they are the Expeditionaries' preferred weapon of choice when encountering aircraft.
- MLP-99: Man portable mass lance projector which focuses hyperdense matter to a nanometer thin beam at speeds approaching the light. This concentration of momentum allows extremely energy efficient anti-armor function although at a price of reduced range. That being said in terrestrial warfare the said "limited" range barely applies which makes MLP like a laserbeam. More care has to be taken for the target as the weapon needs precise adjustments to become lethal. A nanometer thin beam passing through does practically no damage. Yet slow it down sufficiently and it will practically explode (preferably post-penetration). Make the beam too wide and it wouldn't pierce the barrier or fail due to the standoff plates "pre-detonating" the shot. Consequently MLP-99 requires specialists to handle. Although White Corps has future plans of fielding "mass lance rifles" as their next gen infantry weapon.
These three weapon types dominate the Expeditionaries' arsenal. In addition they use drones for hauling supplies and munitions or to carry larger weapon systems which less advanced militaries would consider as crew served weapons. This includes mortars, AA missile batteries, field artillery and even more.
The elite force of WSS and their primary offensive response. Mobile Infantry have the best equipment and many has special forces background. They currently wear the ARS-011 powersuit which has the best materials and technology that money could buy. Actually, calling them mere infantry is a misinformer. They are effectively a one man fighting vehicle with durable armor, shielding, enhanced agility, micro impulse thrusters and extensive sensory and battlefield management setup. While they can equip a lot of different gadgets the Mobile Infantry prefers to be loaded light and to answer this White Corps invented the VARIS (Versatile Accelerator Rifle-Integrated System) which is currently at ver.437. Unlike standard White Corps guns that use pre-fabricated projectiles the VARIS uses compressed metastable matter and creates new projectiles before firing which can range anywhere from 1 to 15mm diameter. In addition the VARIS can also work as a mass lance or energy weapon by just a quick computer directed adjustment of the accelerator rings. This allows them to effectively engage anything ranging from infantry to even tanks or aircraft. Yet their greatest asset is their sheer agility and speed which they can accomplish their objectives.
White Security Services is a PMC providing the public face of their military. Yet there are times White Corps has to secure their interest with less savory means. H.Y.D.R.A. (actual meaning classified, possibly just a backronym) is effectively a black organization doing exactly that. They operate independently from White Corps and technically have no ties to each other. In a sense HYDRA doesn't even exist. There are little of any records mentioning them and most sources tend to be contradictory. Those who are aware of HYDRA tend to think it's a codename covering multiple organizations and on the surface level it might be even true. Yet the actual HYDRA is a secret agency led by the Shadow Council, an independent group supposedly hand picked by Keith White himself. Rather than directed by White Corps, HYDRA acts entirely on their own with their only contact being periodical reports and seldom communicating with Keith White. They are distanced from White Corps as much as possible to maintain plausible deniability. As for members the core staff of HYDRA are select individuals who officially shouldn't even exist. They are either declared dead, missing or otherwise no longer being on records. The exact size and capabilities of HYDRA are uncertain but it's beleived they even have their own R&D units. Given the sheer amount of White Corps tech they possess it's likely they have backdoors to many White Corps complexes both to gather information and support them without officially endorsing it. Some even suggests that experimental technologies of more secretive nature might be tested by HYDRA, especially when it involves unethical or morally questionable purposes. Aside from its solid core unit HYDRA actually has contact with the underworld network and often uses criminals, pirates and terrorists to do the grunt work for them. Many supposed "HYDRA" organizations were actually criminal group propped up by the Shadow Council to act as their proxy.
For a long time White Corps didn't own a real space force. The interstellar conglomerate was still growing and they only required to ward off the occasional pirate. Escort vessels commanded by White Security Services were sufficient. Regardless this lead to them gaining some experience in building warships, particularly corvettes and frigates. As the enterprise grew, so did the amount of potential threats. Furthermore their shipbuilding grew into a fruitious business and thus the demand for an independent space force became apparent. White Security Starforce (WSF) became their official name. Technically still answering to WSS yet given massive amount of autonomy. Just as before White Corps focuses on smaller vessels yet size could be deceiving. Although compact the amount of technology and power hidden within these ships should not be underestimated. Indeed while technically the main purpose of WSF is still "security" they grew into a full blown space force. The shipbuilding rush of course effected White Corps, too. The end result were quirky compact warships punching way above their weight class, although with some drawbacks. Strike frigates that really should be deserving to be called cruisers. Then let's not talk about their so-called "expeditionary combat vessels", White Corps' own take to sidestep the Treaty of Detente. Consequently the WSF has a dearth of any large combat vessels. White Security Starforce does not appear to own any battleships, mind dreadnoughts. Some say this is a ruse and White Corps is hiding a force of very much treaty violating dreadnoughts until the opportunity arrives. While such rumors likely have no basis it's well-known that White Corps has fair bit of knowledge in dreadnought technology, even offering technical support in their upgrades and maintenance. Though secretive about it but intelligence reports also claim White Corps is likely to possess a prototype hyper-dreadnought, kept only for research and experimentation. This could explain the recent spike of high-powered anti-dreadnought weapons mounted on their newest vessels.
Small vessels exist for local patrol, support and screening purposes. By galactic standards these all would be classified as Corvettes of some type and they are indeed marketed as such.
- Blockade Runners: FTL capable shuttlecraft made with recon roles in mind rather than outright combat.
- Gunboat/Torpedo Boat/Missile Boat: Weapons corvettes on the smaller end of the spectrum focusing on firepower.
- Schooner/Snauw/Corvette/Patrol Ship: Generalist corvettes of various sizes. Schooner/Snauw are on the smaller scale and tend to be old models while patrol boats are more advanced vessels following modular design. Corvette is a generic term which can mean anything, of course.
- Mine Layer/Minesweeper/Minehunter/ Mine Warfare Ship: All of these are referring to escorts specialized to mine warfare, either to counter them or to deploy them (often both).
WSH-F09221A7 Raleigh-class Recon Corvette: Tiny 40m long blockade runner outfitted with SEWERS (Space Electronic Warfare and Enhanced Recon System) to act as a flying sensor, providing intelligence, early warning, targeting information and could even attempt to jam enemy sensors. Instead of weapons it has probe launcher tubes for further information gathering capabilities. Because of its overall importance it's referred as a recon corvette or RC rather than a blockade runner like its parent hull.
WSH-F07317A27 Calico-class Missile Boat:64m long vessel equipped with no less than forty 200mm missile tubes. Its main role is to act as screening vessel against starfighters and incoming missiles. The newest variant also replaced its old gun mount with a modular weapon station which can use either twin AG-30, SAG-57 or the new LPA-28 type armaments for self defense and close range interception.
WSH-E02148A11 Stargazer-class Corvette: Classic escort ship with length of 90m and versatile loadout. Also considered pocket warships these pack 16 VLS cells, pair of SAG-76 guns, assorted self-defense weaponry and a hangar module alongside three S-scale modules for mission customization. They are in the process of being replaced by the new Patrol Ship class due to their limited flexibility in comparison.
WSH-E00981A52 Ton-class Mine Warfare Ship: 100m long escort ship originally designed for minelaying. After scrapping its guns and antiquated missile pods they filled it with probe launchers for counter mine warfare. It became a specialist vessel responsible for carrying, deploying and controlling mines. It is also the vessel type used to combat mines by using various probes for detection, analysis and neutralization of space mines. Consequently the ship went through more variations than any other hull in order to be kept up to date. Regardless a replacement is in order, some even suggest that its duties should be taken over by the Delta-class patrol ships.
WSH-E17216A1 Delta-class Patrol Ship: The newest escort ship class freshly out of prototype stage. Unlike previous vessels that a rigid layout the Delta-class is entirely modular, can be fully customized for any role. Optimistic projections say these ships would replace nearly all escort vessels and the "Micro Delta" class intended to do the same with mini warships like blockade runners is already in development.
WSH-E10096A7 Hydra-class Missile Destroyer: 142m long vessel originally envisioned as a full scale warship. With the radical improvement in missile technology White Corps intended to have a craft fully exploiting them. Designed to be compact yet powerful the vessel ultimately failed to live up to the expectations. Demoted as an escort the Hydra is an incredible force multiplier equipped with no less than 160 VLS cells. Although initially these were meant to be filled with strike warheads the modern variants fill out an almost entirely defensive role with lot of their cells converted into 16-pack 200mm loadouts. The newest retrofit also saw the change from the outdated gun systems to 3 modular weapon systems most commonly occupied with LPA-55 mass lances for close-in defense.
WSH-E11017A2 Armstrong-class Gun Destroyer: Less of an escort ship and more like a 160m long flying cannon the Armstrong-class was designed entirely around its ridiculous SFAS-475 Fold Accelerator Cannon. They have limited room for defensive armaments or almost anything else yet their capability to threaten even battleships can make them a worthwhile addition.
WSH-E01390A21 Armadillo-class Monitor: 148m long ship which can be classified as either escort or warship. It has heavy armor and powerful guns for its size but it comes at the cost of endurance and FTL performance. Armadillo-class is intended for regional defense and considered a rather old ship design. Yet when it comes to cost effectiveness it has only a few equals which makes it a popular choice for small nations. The current retrofit is equipped with four SAG-205 guns, 16 defensive guns and eighty tubes for 200mm missiles. It also comes with two modular hangars and 6 S-scale modules for customization. When nations want a compact brawler they think of the Armadillo-class.
Warships are the mainline combat vessels utilized by White Corps. In a sense they could be called as capital vessels but WSF explicitly lacks such vessels. If anything in other doctrines ships of such size are the escort vessels instead.