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Author Topic: Auroran Imperium  (Read 1691 times)

Offline Xyrael

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Auroran Imperium
« on: March 17, 2007, 01:37:53 AM »
I'll update this when I can devote more time. For the now, I'm posting pictures of various vessels with names. Please don't comment in thread, send my a private message.

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Class: Vindicator
Type: Light Carrier/Troopship
Length: 1,720.5 meters
Mass: 65.2 million metric tons
Acceleration: 2.6 G
Crew: 560
Troop: facilities for the transport of up to 8000 Light Infantry/assault Marines with full equipment for 15 days of operations.
Fighters: 24*Starfury
Other: up to 20*space assault shuttle, or 80*atmospheric assault shuttles.

Power/Propulsion
4*Fusion Reactors.
4*plasma engines.
2*Jump engines.

Weapons
2*SPlasma Twin Turrets
2*SPulse Turrets
12*bombardment guns (thermonuclear bombs [200 Megaton, 500 Megaton, 1 Teraton Holocaust variants] virus bombs, bubonic plague bombs, Zyklon B hydrogen cyanide bombs, nuetron bombs)

Defense
20 meter armored hull, anti-photon/nuetron ablative armor, disruptor field, 12*Revolver PlasPulse Point Defense Guns

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Class: Crusader
Type: Cruiser
Length: 1,992.4 meters
Mass: 70.5 million metric tons
Acceleration: 2.93 G
Crew: 485
Troop: facilities for the transport of up to 2500 Light Infantry/assault Marines with full equipment for 15 days of operations.
Fighters: 12*Starfury
Other: up to 16*space assault shuttle, or 32*atmospheric assault shuttles.

Power/Propulsion

2*Gravitic Enhanced Fusion Reactors.
4*Fusion Reactors.
2*gravitic enhanced plasma engines.
4*plasma engines.
2*Jump engines.

Weapons
8*SPlasma Twin Turrets
2*SPulse Twin Turrets
12*forward arc SRailguns
4*SLance Batteries

Defense
30 meter armored hull, anti-photon/nuetron ablative armor, disruptor field, 14*Revolver PlasPulse Point Defense Guns

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The odd configuration of the Auroran starfuries, with the x-splitted winglike engine pylons and the main engines and the maneuvering thrusters placed in the four wingtips nacelles, provides an unmatched nimbleness on the six degrees of freedom, and offers the advantage of an high level standardization of the components, because the only difference betweeen the right-high/left-low and the left-high/right-low nacelles is the specular position of the side thrusters, achieved only by the change in position of the same TCC diruptor valve ring: this allows an easy building and maintenance, and lowered the production cost and the logistic load. the further advantage of the podded engine blocks is the concentration in a standard module of all the thrust generators, that allows a conceptual ease in the propellant feeding, control, and propulsion systems.
The negative outcomes of such a configuration is the high moment of inertia relative mainly to the x and z axes, the relative vulnerability of the engines and the increment of the frontal area and of the total area. However, the extreme manueverability provided by the off center engines allows the fighter to perform manuevers impossible for other craft, such as the Y-axis pivot, allowing the craft to turn to face it's rear and fire it's weapons. The four square structures at the trailing edges of the uppers and lower wing are the disruption field pylons, preventing hard hitting lasers and space debris from crippling the engines. The Avionic system is centered upon a long range dual band phased array radar, whose conformal antennas are integrated in the forward and aft edges of the wing frames, and that gives a detection range of more than 1400 kilometers against a fighter class target and about 9000 kilometers against a warship class target. It is capable of accurate target mapping thanks to its advanced synthetic aperture technology. The short range tracking is allowed by a microwave tri-dimensional scanner. The Navigation and communication systems include a short range UHF jam proof tactical system, a KA band directional data link, a long range R band Tachyon link, a gyrolaser strapdown inertial platform, that enables autonomous navigation both in normal space and hyperspace, and an hyperspace beacon locater/navigation system.
Dimension
Length: 9.56 meters
Span:17.87 meters
Height: 8.08
Mass: 45,2 Metric tons (empty)
51,8 Metric tons (basic w/o external payload)
68,2 Metric tons (Maximum payload)

Performance
X-axis acceleration: +9,5/-4,5 G
Y-axis acceleration: +/- 2,5 g
Z-axis acceleration: +/- 2,5 g
X-axis angular acceleration/roll rate: +/- 1280 deg/sec*2 / 180° roll in 0.75"
Y-axis angular acceleration/pitch rate: +/- 1100 deg/sec*2 / 180° pitch in 0.81"
Z-axis angular acceleration/yaw rate: +/- 1450 deg/sec*2 / 180° yaw in 0.71 "
Endurance: Life support+economy cruise navigation: 50 hours normal space/48 hours hyperspace.
Standard mission: 3 hours+35'combat power

Weapons
2*forward arc Revolver PlasPulse Cannons
6*external weapons rack, 12,500 Kgs payload

Defense
Radar Warning Receiver, IR/Laser Warning Receiver, active jammers, electronic countermeasures

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Class: Fanatic
Type: Defense Monitor
Length: 865 meters.
Mass: 10.8 millions metric tons
Acceleration: 8.05 g
Crew: 52
Troops: accommodations for a 42 units fully equipped Marines Boarding Platoon.
Other: 2*light Hexoatmospheric shuttle

Power/Propulsion
3*Fusion reactors
3*plasma engines
2*jump engines
1*gravitic enhanced fusion reactor

Weapons
4*forward arc SRailguns
2*forward arc SPlasma Cannons

Defense
8 meter armored hull, anti-photonic/nuetron ablative armor, Disruption Field, 8*Revolver PlasPulse Point Defense Turrets

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Class: Zealot
Type: Destroyer
Length: 1,225 meters
Mass: 16.5 million metric tons
Acceleration: 3.45 G
Crew: 85
Troop: facilities for the transport of up to 100 Boarding Marines.
Other: 1* space shuttle.

Power/Propulsion
2*Fusion Reactors.
2*fast feeding plasma engines.
2*Jump Engines

Weapons
8*forward arc SRailgun
1*forward arc SLance
4*SPlasma Turret

Defense
12 meter armored hull, anti-photon/nuetron ablative armor, disruptor field, 8*Revolver PlasPulse Point Defense Guns

Political Vessel:


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In addition to being the most armored vehicle in the Auroran Armada, the Inquisition-class Fleet Carriers have the ability to engage the "Aegis". The 'wings' which expose the flight deck come together, and the flight control center tucks smoothly into the hull. Another flap of extremely dense armor then covers the once exposed areas, giving it an additional 20 meters of protection. This is only useful if all fighters have been deployed, and prevents the craft from using the visual bridge. It drastically increases the survivability of the craft, but at the cost of functionality.
Class: Inquisition
Type: Fleet Carrier
Length: 3,250 meters
Mass: 200.7 million metric tons
Acceleration: 2.05 G
Crew: 1,286
Troop: facilities for the transport of up to 1,000 Light Infantry/assault Marines with full equipment for 15 days of operations.
Fighters: 120*Starfury
Other: up to 16*space assault shuttle, or 32*atmospheric assault shuttles.

Power/Propulsion

4*Gravitic Enhanced Fusion Reactors.
6*Fusion Reactors.
3*gravitic enhanced plasma engines.
6*plasma engines.
2*Jump engines.

Weapons
50*SRailgun Broadside Suits
2*SLance Turrets

Defense
250 meter armored forward hull, 100 meter armored side hull, 60 meter armored standard hull, anti-photon/nuetron ablative armor, disruptor field, 40*Revolver PlasPulse Point Defense Guns

More coming soon!
« Last Edit: March 18, 2007, 02:42:29 AM by Xyrael »
I have become, again and again.

Offline Xyrael

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Re: Auroran Imperium
« Reply #1 on: March 17, 2007, 05:04:23 AM »
Weapon Systems:

Note on distances:
Long-range: > 20,000 km
Medium-range: < 20,000 km
Close-range: < 1,000 km

Plasma and Pulse Cannons:
The Plasma weapons are a simple and effective concept: high temperature plasma (helium collected from the fusion reactor of a star ship [or xenon/argon] ionized and heated inside the barrel), is accumulated in a barrel chamber inside the weapon. Once the necessary Plasma charge is accumulated, the "bolt" itself is compressed, to allow the maintenance of concentration for a given time, released in the barrel of the weapon and accelerated by electromagnetic fields. The energy accumulated in a bolt is impressive, and, until the bolt begins to decay and dissipate, it is able to inflict devastating damages, and allows high penetrating power. The main disadvantage of the plasma weapons are the short range and the energy and plasma drainage from the main reactors. The great advantages are the piercing power and the ability to release on impact a large energy pulse, able to damage either the outer and inner structures of a target due both the thermal-ablative effect and to the concussive-explosive effect of the Plasma bolt: this last effect is very important even in regards of the penetration mechanism: when the plasma bolt impacts an amour, it vaporizes the material of the plate, and this generates even the equivalent of a powerful explosive blast, and a shockwave through the armor.
This "explosive" effect can be powerful enough to collapse mechanically and breach through armor and hull structure of a ship.
The Auroran armors are less sensitive to this effect due to the high mechanical (and thermal) resistance of the composite materials employed, and to the effective compartmentation of the hulls, but the crystalline armors, while proportionally equally or even more effective against beam weapons, are more brittle, and much more subject to the "concussive breaching" of the bolt weapons.

The Pulse technology is essentially a series of systems that enhance the plasma bolt compression and shaping, giving a better piercing power, and increasing slightly the range, and a fast feeding system that allows to increase up to an order of magnitude the rate of fire of a plasma based weapon.

Standard Plasma Cannon
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Mode:Phased Plasma Pulses
Power/Feeding requirements: 300 Terawatts
Range(effective): 540 km
Rate of fire: Standard, 60 pulses/barrel/minute
Nominal bore: 6.5 meters/5.8 meters, (barrel bore, 23 meters)
Energy for each shot/discharge: 235 Terajoules (plasma pulse)
Nominal piercing power, solid steel: 88 meters (plasma pulse)

Standard Pulse Cannon
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Mode:Plasma Pulses
Power/Feeding requirements: 215 Terawatts for the twin mount.
Range(effective):600 km
Rate of fire: Standard, Plasma 80 pulse/minute/barrell
Nominal bore: 3 meters (Barrel bore 11 meters)
Energy for each shot/discharge: 85 Terajoules/bolt(85 e12 joules)
Nominal piercing power, solid steel: 65 meters

Starfury Revolver Plasma Pulse Cannons
This weapon is a plasma bolter that, instead of a single primary feeding chamber, has a five chambers revolver device. In each one of these chambers is actuated the buildup of the plasma bolt, but while the average rate of fire is 120 shots/minute for each weapon, the peak rate of fire, so the rate of fire obtained when the bolts accumulated in the revolver chambers are released in a quick burst, is an awesome 900 shots/minute: the Aurora can release on the targets a salvo-like ripple of ten powerful plasma bolts in one thirdth of second
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Mode:Plasma Pulses
Power/Feeding requirements: 25 Terawatts
Range(effective):100 km
Rate of fire: 900 pulse/minute
Nominal bore: 0.3 meters (barrel bore, 0.8 meters)
Energy for each shot: 1.5 Terajoules ( 1.5 e12 Joule)
Nominal piercing power, solid steel: 6 meters

Lance Weapons:
Another simple weapon, based off of Laser (laz) technology prior to the Great Suppression by the Xilonog, Lances are powerful shipboard weapons capable of sustaining a beam for up to 20 seconds at a time, although at great energy costs. Auroran lances are typically fired for 6 second bursts requiring nearly 3,00 Terawatts of energy output. The raking capabilities, however, combined with penetration power are awe inspiring. Also due to the firing mechanics of lance weapons, beams are capable of travelling thousands of kilometers through the vacuum of space. However, lance weapons are only equipped onto capital ships, and are often not the most numerous weapons.

Standard Lance
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Mode:Sustained beams of 6" of duration, 20" maximum capability
Power/Feeding requirements: 3500 Terawatts (3500 e12 Watt)
Range(effective):70,000 km
Rate of fire: Average, 3 beams/minute. Maximum, 0.5 beam/minute.
Nominal bore: 0.533 meters
Nominal piercing power, solid steel:210 meters

Railguns:
Railguns are potent weapons. Conceptually simple, it is just a linear electric motor that accelerates a conductive projectile, it requires very good material technology to became a really operative and effective weapon. Since their inception they were well liked because of their awesome piercing power and affordability, and the ability to destroy enemy armors and systems. The actual railgun projectiles, are a composite shot that has a lightweight external frame, that is essentially the "armature" of the impacter and its "engine" inside the barrel. The Frame, or "Sabot", holds along its centerline a rod made of an iridium/cobalt based alloy, extremely dense (about 20, so 2.5 times the steel), slender and though, that represents the 85% of the mass of the projectile: at the impact the external sabot virtually sublimates, with a relatively low penetration and a craterization of the external face of the armor, but the kinetic energy of the rod is so high and so concentrated on a small area, that this inner core is virtually unstoppable. The railgun has two purposes, medium range saturation of an area, and close range devastation. Significant downsides to railguns are that they are often fixed emplacements, requiring well thought out manuevers to use fully, and that each round is unguided. The benefits of railguns, however, are obvious. They have a devestating effect against slower vehicles with weak armor, easily capable of ripping enemy vehicles to shreds. Each round, however, has no explosive impact, instead each hit is quite similar to a hollow tip bullet from ancient projectile weaponry.

Standard Railgun
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Mode:Single shots, 5 shots bursts, free bursts.
Power/Feeding requirements: 12 Terawatts @ 30 Rounds/minute.
Range(effective):8000 km
Rate of fire: 30 rounds/minute/barrel
Nominal bore: 406 millimeters (16")
Energy for each shot/discharge: 1,1 Terajoules
Muzzle speed: 70000 meters second
Nominal piercing power, solid steel: 125 meters

Defensive Systems:
The outer armour is a composition of regular plates of standard dimensions (30*20 meters), with the outer ablative covering that is made by a lamination of low thickness (28mm) layers of amorphous Silicon nitride , saturated with boron whiskers, and layers of multicellular metal (Titanium) foam (50mm): this external layer is followed by a coryndon crystals metal matrix composite and by a third, thick layer of a 3-D mesh of carbon nanotubes in a Beryllium-Titanium alloy matrix (Commercial denomination: Plasteel).
This stratification is more effective than the old one against the conventional energy/kinetic attacks, but his interaction with the antineutron beams is conceived, as possible, to destroy mainly the external laminate through an ablative process, in the attempt to sacrifice as much as possible of the outer armour, preserving the inner hull. The intermediate layer is similar in concept to the former scheme, but with a more sophisticated design, with collapsible cylinders (Pugliese sacrifical structures) contained in the metal foam layer, more effectives than the old homogeneous foam regards the energy dissipation ability. The inner armour is again a sandwich of titanium alloy bonded with three intermediate layers, with the first made of corindon crystals in a ceramic matrix, the second made of carbon nanotubes in a metallic/resin hybrid matrix, and the third of organic, high strength fibres in an organic matrix. All this is bonded to the structure of the hull, that is a series of beams, plates and bulkheads of carbon nanotubes in a resin matrix, with large use of sandwich structures, molecularly bonded together to build the sturdiest hulls ever seen on a combat spaceship.

Disruption Field:


***Information on this technology is classified***

Open to public knowledge: Using intense electromagnetic radiation, a field is created which hugs the vessel utilizing the disruption field. Combat has proven that it does not entirely negate the power of the laser, but instead dissipates it over a wider area, allowing ablative armor to absorb it quicker before it can punch through to the armor less susceptible to laser and particle beams. The field also utilizes a gravitic repulsion field, which repels or slows down incoming projectiles, allowing the armor to receive softer blows.
« Last Edit: March 18, 2007, 01:38:55 AM by Xyrael »
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Offline Xyrael

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Re: Auroran Imperium
« Reply #2 on: March 19, 2007, 04:13:41 AM »
Infantry and Personnel Weapons: to be updated, just pictures atm, ignore guns on the infantry pictures. (Yes, think Space Nazi's)

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The standard issue Pulse Carbine is currently in service with the Auroran Marines and Auroran Tactical Infantry throughout Auroran space. Having been copied from it's Xilonog counterpart, it was the first plasma weapon acquired by Auroran forces, and the basic design has since been replicated in a number of technologies. Utilizing a compressed gas chamber filled with helium, the gas is pumped into a cycler, which contains and ionizes the gas. Each round is launched by electromagnetic waves at a very rapid velocity. However, due to size limitations and overheating the rate of fire is significantly lower than conventional weapons used by many other races, and becomes less consistent as the ammunition supply grows low. The effect of each blast, however, is fully capable of penetrating nearly all armors currently worn by any would-be enemy of the Imperium. Targetting for the weapon is enhanced by a laser sight hard-wired to the tactical suit (see below) of the Marine or Tactical Infantry. When not available, a simple red eye targeting option is available. The power supply is providied by a miniaturized fusion battery, and the helium 'waste' is used to refill the clip, which takes ~6 seconds.

Weight: 2.4 kg w/o magazine
Length: 550 mm
Rate of fire: 120 rpm
Magazine capacity: ~200 rounds.
Effective range: 100 - 200 meters

« Last Edit: March 20, 2007, 05:24:59 AM by Xyrael »
I have become, again and again.