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DispatchFactbookMilitary

by The Imperial Federation of Improper Classifications. . 15 reads.

Improper Classifications | Space Fleet



Improper Classifications Space Fleet

The Improper Classifications Space Fleet is composed of approximately 33,500 ships. While an exact registry of the Space Fleet's ship naming scheme is unavailable due to its sheer length, this document describes in detail every non-classified ship class, as well as crew hierarchy and various weapon and shielding complements.

1. Ships
1.1. Lightning-Class
1.2. Light-Class
1.3. Silent-Class
1.4. Cloud-Class
1.5. Rain-Class
1.6. Storm-Class
1.7. Tear-Class
1.8. Supercell-Class

2. Crew Hierarchy

3. Weapon Types

4. Shielding Types



Ship Types



Lightning-class
These superlight fighters are the smallest type of ship operated by the Classified Spacefleet and are primarily used as support fighters in larger battles. They carry a crew complement of two and a small weapons and defensive complement, but have no cargo capacity. Unlike all other ships in the Space Fleet, Lightning-class ships have no warp drive; they rely solely on impulse engines to save costs.

Light-class
These ships specifically specialize in speed, maxing at Warp 9.93, the fastest of any Space Fleet ship, by sacrificing all the less important aspects of a ship, such as weapons and cargo space. They also need only nine crew to function, unusually low as their focus on speed requires only a few pilots and science officers. They also happen to be rather good at stealth, thanks to engine masking technology, though they aren’t exceptional.

Silent-class
These ships are built for stealth operations and can slip in and out of cloaking at a moment’s notice. Due to their design, they carry a tiny crew of 17 and are virtually invisible, but sacrifice almost all cargo space and defensive capabilities, carrying very little shielding. Weapons are substandard but present. These ships go rather fast as they’re also very light, and have a top speed of Warp 7.35.

Cloud-class
These ships are the lighter side of freighters, mostly utilized for short-range transport, between planets or close star systems. They’re much less expensive than the larger freighters, and need only 72 crew members to function at full output, but are limited in speed, having a top speed of Warp 3, and defensive capabilities, posting an extremely limited defense complement and being limited by law to absolutely zero active weapons systems. However, their cargo capacity is higher than fighter ships, and their size and small energy signature makes them good at slipping under the radar in some situations.

Rain-class
These ships make up the majority of the Classified Spacefleet and are the standard for combat, travel and most situations. They rank about average in just about everything - standard weapons complement, standard shielding capabilities, standard speed maxing at Warp 7, 183 crew necessary for full function. They’re not particularly good with cargo or stealth, and they’re decent in fighting scenarios, but they’re cheap to build and rather sturdy.

Storm-class
These ships are the heavy fighters, posting high weapons and shielding numbers and a high crew complement of 1044. They lose a lot of cargo, stealth, and speed capabilities, so they’re slow to get to battle, but once they’re in battle, they’re hard to beat, with quadruple the shield generators and an extra-strong weapons system that requires more time to fire. Top speed of Warp 4.5.

Tear-class
These ships are the larger freighter class, having an extremely high cargo capacity. Similarly to the Cloud class, they have no weapons and a limited defense complement, as well as being rather slow at a top speed of Warp 4.5. They’re nearly the exact same build as Storm class, but instead of the bulky weapons, there’s lots of cargo space. The crew complement is 1338 at full capacity.

Supercell-class
These ships are the flagships of the Space Fleet, carrying nearly five thousand people at any one time and having highly advanced engines that result in a top speed of Warp 8. They carry a massive weapons complement and are highly capable in defensive capabilities, but due to the sheer size, they’re difficult to construct.


Crew Hierarchy



The Space Fleet hierarchy of command is relatively simple. The entire military is overseen by a Consul General, who commands Legions headed by Imperial Admirals, and so on and so forth. The following lists the officer ranks in descending seniority.

Flag Officer Name

Description

Consul-General

Commands the entire military.

Imperial Admiral

Each command a Legion, of which there are seven.

Imperial Commander

Each command a Division within a Legion, of which there are twelve per Legion.

Major General

Each command a File within a Division, of which there are twenty-four per Division.

Lieutenant General

Each command a Rank within a File, of which there are twelve per File.

There can be as few as 2 or as many as 250 ships in a Rank. There can also be multiple Flag Officers within their respective groupings.
Per-ship command structure can be broken down further:

Ship's Officer Name

Description

Captain

Highest authority on a ship.

Ship's Commander/First Officer

Serve in lieutenancy to the Captain and command the ship in their absence.

Lieutenant

Second-lowest officer rank, usually bridge officers

Signed Petty Officer

First post-initiation rank, are spread throughout the ship's functions

Unsigned Petty Officer

Rank given to non-initiated persons who are training on a ship.


Weapon Types


The Classified Space Fleet has developed many powerful weapons for use in conquering their enemies. In fact, weapons development remains one of the most funded departments of the Space Fleet. The following is a comprehensive list of all weapons, in ascending order of power, as well as a chart showing each weapon's use on each individual ship class.

Weapon Name

Description

Nuclear-Combustion Torpedoes (rev3) (NCTs)

The most basic of physical torpedoes, these weapons pack a nasty radiation punch in addition to the built-in explosives. Used for short-range combat.

Low-Energy Gluon Disruptor Beam (rev2) (LEGs)

LEGs work by disrupting the energy charge in gluons, destabilizing energy reactions. LEGs work only at extremely short distances (i.e. <50km) and aren't particularly potent, but they can shoot through most energy shields. If a LEG beam hits an energy core, it can cause a large drop in standard energy systems.

Modified Hyperlaser Beam Cannons (rev3) (MHBCs)

MHBCs are hyper focused prismatic beams of light. They have a short fire range but a low energy requirement, and are light and small enough to fit on Lightning-class ships. The 'modification' in Modified HBCs is simply a prismatic focus mechanism to counter diffraction in the hyper focused beam right before its exiting on the ship. Thus MHBCs take the form of tiny points on a ship or a large plating that folds up to reveal a large piece of clear hadium.

Quantum-Fluidic Space Refinement Mechanism (rev1) (QRMs)

A relatively new technology, QRMs allow a ship to either temporarily slip into fluidic space or temporarily send another ship into fluidic space. It is easily equipped as a tactical weapon because most ships aren't able to withstand the hull pressure in fluidic space. They are essentially modified shield generators specialized for breaking between normal and fluidic space.

Recombined Focused Hadium Beam Cannons (rev3) (RHBCs)

Hadium-focused energy beam cannons, essentially the ICSF's version of your standard energy beam cannon, but with a nasty twist - the hadium recombines the exact energy beam signature in an attempt to find the greatest weakness against the enemy energy shield. Because of this they have an abnormally low range.

Calculated Destabilization Matrices (rev1) (CDMs)

These work similarly to the LEGs but at a larger scale, able to destabilize an entire ship's molecular structure under a continued beam. A highly experimental technology, prone to errors, and currently requires intimate knowledge of the enemy ship in order to use properly, lest the beam accidentally set itself inwards.

Hypercomposed Hadium Rings (rev2) (HHRs)

HHRs are a tactical last resort, employed on ships that would either be too valuable to lose or if there is no hope of surviving the encounter by other tactical means. Each ICSF ship contains amounts of hypercomposed hadium, spread equally around the ship, that can be detonated in last-resort circumstances, that will destroy the ship and likely at least damage surrounding ships.


Shielding Types


In general, shielding types are standard across the Imperial Federation; however there are certain exceptions for new advances in technology and some specialized shields. Additionally, shielding generator quantity differs across ships, with freighters and lighter ships having less shielding than their larger, more battle-oriented counterparts.
[table=noheader][tr][td]Shielding Name[/td][td]Description[/td][/tr]
[tr][td]Rotating-Frequency Energy Shields (v6)[/td][td]This is the quintessential shield type, using an energy distortion field spread across the ship to deflect and absorb impact from weapons. The benefit of these is that the shielding has a mode where the onboard ship computer also rotates the shield harmonics thousands of times a second meaning the shielding is always on a different frequency than the attacking weapons, though it takes a lot of power and weapons generally can't synchronise as fast.[/td][/tr]
[tr][td][/td][td]This is the quintessential shield type, using an energy distortion field spread across the ship to deflect and absorb impact from weapons.[/td][/tr]

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