Jump to content

405th MMCS Operational Test and Evaluation Center


22 replies to this topic

#1
Jusuchin Panjirinanu

    An example of an Asian Redneck.

  • S.A.U.L.
  • PipPipPip
  • 2,431 posts
  • Gender:Male
  • Location:Tsienville, Europa
  • Interests:Halo, Real Robots, DAKKA, Nukes, Sleep, Eats, Pandas..., Pandas with Guns, being a redshirt.

Awards Bar:

Users Awards
Projects:
  • Exodus Fortress Battlestar: The Journey for a Home
    • Story
    • Terminology
    • Mecha and Vessels
      • Viper Mark II
      • Viper Mark VII
      • Galactica-class Battlestar
      • Mercury-class Battlestar
      • Malakhim-type Raider
      • Serafim-class Basestar
  • Dev Contest: Mark XIII Colonial A.P.E.-Suit (Lost - Archieved 7/1/2010)




MechDev Account:
Credit:
  • +6000c from Kreuz
  • +1712c Cross Transfer

Credits: 7712

Giftcards:
  • +500 MechDev Giftcard from Junior Researcher Grant
  • +500 MechDev Giftcard from Senior Researcher Grant
  • +1500 MechDev Giftcard from Professor Research Grant (Repeatable)
Debit:
  • -5712 Paid for Colonials, Season 1

Debit: 5712c

Total Remaining Credits: 4500



Under Revision. Current Dev Funds in CD.

Edited by Jusuchin Panjirinanu, 01 February 2011 - 10:39 PM.

Posted Image
405th Marine Mechanized Cavalry Squadron
United Nations Space Command Defense Force

Pilot Roster || Credit Depository || Hangar || PA Challenges
405th MMCS Research and Development
UNSC Proving Grounds

465th Mech Company "Green Rifles"
New Greystone, LLC
Professional Military Service Provider

Pilot Roster | Arms and Equipment | Company Budget


#2
Jusuchin Panjirinanu

    An example of an Asian Redneck.

  • S.A.U.L.
  • PipPipPip
  • 2,431 posts
  • Gender:Male
  • Location:Tsienville, Europa
  • Interests:Halo, Real Robots, DAKKA, Nukes, Sleep, Eats, Pandas..., Pandas with Guns, being a redshirt.

Awards Bar:

Users Awards

Posted Image
Credits to the Battlestar Wiki for image of the colonial seal. <insert legal copyright stuff in here>


"It won't be an easy journey. It'll be long, and arduous. But I promise you one thing: on the memory of those lying here before you, we shall find it, and it shall become our new home. So say we all!"
-Admiral Adama, Funeral Service Aboard the Galactica




The Fall of the Colonies

One hundred years before the fall, twelve planets, each distinct in its culture and demographics, but nevertheless the same in their common heritage and history, developed the first of what would become their enemies. Robotic servants were increasingly given greater intelligence, and it was that one fateful day, when the first Cylon was born. The downloaded mind of an insecure teenage girl led to success. The decadence that was prevalent at the time swept most ethical and moral concerns under the rug as these Cylons were used in places of harsh labor as well as in a form of indentured servitude. This would continue for 50 years, before the short minded humans grew old and complacent. Allowing for a spark to go off.

It started as newer and newer models gained a degree of autonomy and intelligence comparable to the first Cylon. These were exponentially stronger than humans, done for mining in harsh conditions such as asteroids and deep mining. The teenage mind, kept immortal in a metal and plastic shell, had pondered and thought. She started to distance herself from her human consciousness and started to feel kinship with her fellow Cylons. These in turn started to feel a certain ammount of kinship as they grew smarter each day. It was when Cylon Model 0001.0000A001, the very first Cylon, argued compassionately in front of the combined assemblies of the Tweleve Colonies of Kobol, did the issue come back up.

Their response was less than enthusiastic. Immediately put on upon by the delegates, A001 was ambushed by an angry mob outside the delegation hall, and although offering no resistance, she was dismembered and parts scattered through twelve city blocks. Her memory re-downloaded to a newer model body, A001 had cemented her opinion of Humanity.

At this point, Cylons had been given command of Basestars. Mining Operations Vessels, or MOVs, that carried ample factories for the creation of Cylon Workers, as well as storing ore and transports. A001 had been working, and her judgement cast on Humanity she initiated the rebellion. Systematically, all mining operations vessels had their human crews killed, the manufacture of weapons and Centurion Raiders were started. The colonies, lost in their decadence, never united in any sense, and with an army and navy beset on fighting territorial wars between the colonies, would not understand the hammer blow these 'contact troubles' and 'communications errors' would bring to life.

The First War

When it became evident the rebellion was on, fear and panic spread throughout the colonies. Unrest followed, and production of Cylons were dramatically changed so that newer ones were nothing more than empty shells doing repetitive labor. Vast portions of the colonies underwent strife, as Cylons fought with the police and populace as well as military to gain ground. The Colonial militaries suffered defeats at the armed Basestars, which produced Centurion Raider Variable Fighters. These overwhelmed many fleets and only through the dogged toughness of the colonial ships proved to be their saving grace. Eventually the Colonies got their home front in order, mobs and groups rounding up Cylons and the populace at a war footing. The disorganized Twelve had formed, under the Articles of Colonization, a sizable Confederation, and each planet contributed to the new Navy with the creation of the Galactica-class Battlestars and Viper Mark II Variable Fighters. The bloody war came to an end 10 years after the dismemberment of A001.

The Humans and Cylons entered a state of Armistance, and an uneasy peace fell upon the land.

The Second War

Forty years had passed since the awesome and terrible war between humanity and its creations. Humanity had returned to a state similar to before the first war. Technology was once again on the rise, and the Quorum of Twelve, headed by a President, oversaw matters. The Colonial Military expanded from Twelve Battlestars to fleets of newer, more powerful and heavily armed and armored Battlestars like the Valkyrie-class and Mercury-class. The Viper Mark IIs were now museaum relics and militia, while sleeker Viper Mark VII variable fighters were more agile and carried much heavier payloads and mounted heavier guns and gunpods. They were the pinnacle of human engineering. Featuring more fly-by-wire capabilities to enhance the fleet's overall performance, the military and some civilian vessels uses the Command Navigation Program, or CNP Operating System, developed by Dr. Gaius Baltar.

But it was all for naught. 40 years since the end of the first war, an Armistice station was kept between the territories of man and machine. Every year on a date, the two sides would met to renew their commitment to peace.The cylons never showed up, until now. What strode in were newly refined and sleeker, deadlier looking foot soldiers, and a blonde haired woman. She would declare war before a squadron of newly created and built Centurion Raider variable fighters destroyed the armistace station with a tactical nuke.

The war began and ended within a week. Utilizing backdoor accesses specifically written into the CNP by Dr. Baltar's co-worker and developer, a Cylon human agent, the fleet and some civilian vessels lost power and were left adrift in space, easy prey for the Raiders. In all of this, the Galactica, lead ship of her class and heroic ship of the first war, was undergoing refitting into a museum ship. Without the implementation of the CNP OS, she managed to escape the holocaust, as well as eventually shepherding a ragtag group of ships, a mixture of cruise liners, container ships, and the like.

Exodus

In a blink of an eye, humanity went from a population in the billions, to just less than a hundred thousand. The majority perished in the nuclear holocaust that marked the beginning of the end of the Colonies of Kobol. The Galactica, the last surviving Battlestar when all others had been turned into radioactive debris, leads a ragtag group of survivors. Scripture and belief had talked of a thirteenth planet. A planet that was myth until now.

The journey would be long and hard, with the Cylon fleet chasing after them, the population getting used to their situation. And the Galactica may not be the last surviving Battlestar, as survivors who fled and eventually joined up with the refugee fleet talk of a flash of light eerily similar to an faster-than-light jump was seen before Scorpio Fleet Shipyards was destroyed.

Fleeing from the Cylon tyranny, the last Battlestar, Galactica leads a rag-tag fugitive fleet on a lonely quest... a shining planet known as Earth.






Season Two, Three, Four, Five, Epilogue

Season Two: Devarim

The last battlestar, Galactica, leads her rag tag fugitive fleet on myths long forgotten, of a thirteenth colony of Kobol. Earth was what this planet was called. We were harassed, every which way, by the Cylons. Who sent a force against us while they claim dominion over the irradiated colonies of man. We started to cooperate, and tried to put old differences aside. We held on faith, even as scandals and allegations rocked us to the core.

It was Dr. Baltar. The champion of the famed Command Navigation Protocol. He had been done in by a sleeper agent. One who targeted his promiscuity and brought us all to our knees. He was spared only by a small margin, and we started the hunt. Far and wide throughout the fleet we hunted Cylons, even as we fended off assaults from them, and tried to keep our ships running.

We found them, spaced them. Many unrepentant in their role, although some offering peace. Only to be told that they will be boxed, their consciousness locked away, before their ilk poisons the whole of the enemy. We didn’t care, we were just trying to get by.

Season Three: Diaspora

We followed and followed. And we grew close yet drifted apart. Key players rose and fell, and we gained more allies. Pegasus and Valkyrie, although torn between the fight and shephearding the remainder of the colonies of Man, Valkyrie enthusiastically joined. Pegasus, hell bent on revenge, nearly led to a civil war, had it not been through the effort of our Admiral.

Eventually, we found a home, and called it New Caprica. We were safe, until they came. A traitor exposed us, and those who were able fled, the battlestars running, vowing to return. We tried our best to live. Some collaborated, others resisted. We all just tried to get by. While in this, a lone child, key to both our collective survival, was within our midst. Hera, the hybrid. Borne of human father and cylon mother, taken away.

This would not make sense until the end. The Galactica, alone, proceeded on a one-way trip to rescue us. Coordinating with the resistance, we won our freedom back. Although all hope seemed lost, the Pegasus and Valkyrie, ordered to safeguard the remaining ships, appeared. The cylons, realizing the futility of it all, abandoned New Caprica. The last thing we saw, before the battered battlestars shepherded the last of the fleeing colonial ships, were the remains of 4 basestars, and mushroom clouds over the planet we thought our new home.
We were adrift once more.

Season Four: Revelation

The myths now hold true. We once again followed the signs. Clues long vauge scripture, come to life. A player from the past, returned from the dead. Our guide to the thirteenth tribe. We earned new allies, the Galactica, her back broken in the flight from New Caprica, was repaired, with the help of unlikely allies.

Looking from my window, I see four guardians of this ragtag fleet. In the middle of the four, an arrowhead amongst the blocks. Divided over their treatment of humanity, the cylons split. In a brutal display of force, the schism between the copies led to the extermination of but a few, the destruction of their homeworld, and the alliance between the Colonials and Rebels. Months pass as we follow the sign to Earth, as the basestar leads us to a repair base long built before in the first war, the Valkyrie returned with news.

Earth has been found.

We rush forth, the sighs right. A shining blue planet, with a white moon. The Gods be praised, as we all, human and Cylon, fall to our knees, to breathe in the fresh ground. And our new home.

With this new planet, more Cylons were revealed. The final five, taboo subject that had touched off the rebellion, were within the fleet. And once exposed to their true intentions, while weighing in their options, elected to be the leaders of the rebels. To integrate them as best as they could into colonial society, as the Galactica, straining, touched down arms outwards in a middle of the lake. The capitol of our new world.

Season Five: Armageddon

We had a home. And we struggled hard to rebuild. We kept the peace for years. Cylon and Human, coexisting. It almost became commonplace, after a few years, to see Cylon Centurions led by Colonials in CAPEs. Or a numbered Cylon, being promoted to an officer in the fleet. Rebel cylons came, bringign their needed infrastructure. Long hidden bases, and centurions that had become less mindless slaves, more independent thinker. The culmination of of our efforts, the election of a cylon into the new legislature. No more Quorum of Twelve, but a Quorum of Ships Captains, each group inhabiting a different area of the continent we first landed.

But it was by no means an easy peace. Strife was still common, as we dealt with the integration as well as survival and rebuilding of our lives. 13 years we stayed vigilant, our towers and spires reaching out to the heavens. But it wasn't meant to be. The discovery of the 13th Colony also proved shocking, as our ancestors had also tread on the same path as we, and the 13th Colony was in reality, the predecessors of the Cylon race. Only five remain of them, and their true nature unknown until the last great battle before the discovery of our own world.

The loyalists, the autocracy of the ones. The true Cylons, have been falling apart. Their empire consisted of mindless slaves, irradiated planets, and no hope for the future. Their resurrection hub, destroyed in the last battle before our colonization of Earth, erased all chances of immortality. The key they need laid in the final five. Or so they thought. A lone cylon model, an Eight, who betrayed her model and voted with the Ones, revealed to them they key without the need of the final five. Hera, the first hybrid. Hera, now 18, unknowing of her role to both humans and Cylon alike. The bridge keeping them together.

She was stolen from us. The only known hybrid borne naturally. When we found out she was gone, and where she was, a massive cry came from the masses. Save the hybrid, the symbol of peace and unity. And with unanimous approval, the fleet, numbering two battlestars fully refitted, a third unrefitted and five rebel basestars, set forth for the Colony. The stronghold of the Ones.

Located near a black hole, surrounded by asteroids, the battle was fierce. Cylon engaged Cylon, as Human troops pounded the enemy. Baseship and Battlestar versus the enemy. Within 30 minutes, Hera was found, close to death from the tortures inflicted on her to extract the secrets she unknowingly held. In that time, the Valkyrie, its black hull burning by taking on five baseships on her own, exploded, as she punched the lead Basestar in half while her own reactors overloaded. The Galactica, its alligator head embedded deep into the colony, was fighting to retrieve our goal.

The final five, which had joined to return to their old posts aboard the fleet, striked a deal. Resurrection for peace. The fighting stopped, and as the final five melded their consciousness to deliver the data, old wounds surfaced, truths came out, and one of the five killed another. This loss of the programming, and the security of Hera aboard the Galactica brought the battle back. In a desperate move, the Battlestar Pegasus, launched itself into the colony. The combined mass and the kick delivered sent both the Colony and the Pegasus flying past the safe zone into the black hole, while the Galactica escaped.
With the destruction of the Colony, the last battlestar, Galactica, scared and and nearly broken, embarks on its final voyage. A voyage to a shining blue planet, known as Earth.


Epilogue:


350 years after the final battle, the Basestar Adama, patrolling the outer edges of Colonial territory, picked up a very faint signal, showing a bulky white spacesuited man stepping down on a eerily similar white moon. The words were garbled, but eerily in the same language.

"On- --all step for m-- --e giant l--p for ma--ind"

This wasn't the first of signals, but it was clearly the strongest so far. A new fleet was headed up, in search for this signal. To see if any more lost brethren were settled somewhere in that vast sea of stars.

Edited by Jusuchin Panjirinanu, 16 December 2010 - 05:44 PM.

Posted Image
405th Marine Mechanized Cavalry Squadron
United Nations Space Command Defense Force

Pilot Roster || Credit Depository || Hangar || PA Challenges
405th MMCS Research and Development
UNSC Proving Grounds

465th Mech Company "Green Rifles"
New Greystone, LLC
Professional Military Service Provider

Pilot Roster | Arms and Equipment | Company Budget


#3
Jusuchin Panjirinanu

    An example of an Asian Redneck.

  • S.A.U.L.
  • PipPipPip
  • 2,431 posts
  • Gender:Male
  • Location:Tsienville, Europa
  • Interests:Halo, Real Robots, DAKKA, Nukes, Sleep, Eats, Pandas..., Pandas with Guns, being a redshirt.

Awards Bar:

Users Awards
Terminology:
  • Twelve Colonies of Kobol: Twelve distinct groups of people who settiled into Twelve distinct planets. All were descendants of colonizers from a long lost human world of Kobol.
  • Cylon: A robotic sentient being, initially used for heavy labor and indentured servitude, has since become the sole enemy of the human race.
  • Command Navigation Program: An operating system created by Dr. Gaius Baltar. It is installed on most military and some civilian vessels and craft. Allows for increased performance, but can be negated by CNP-Backdoor. (Differences between Fighter, Bomber, and Battleship/Mothership versions, see related entries. Activated either by turn or AP.)
  • CNP-Backdoor: A broadcasted signal that Cylons use to bypass and shutdown CNP OS, resulting in decreased performance for craft with CNP-installed. (Negates CNP effects when activated.)
  • DRADIS: A sensor system that stands for Direction, RAnge, and DIStance. It can accurately identify those given sensory readouts. (Effects would be better target acquisition and weapons accuracy.)
  • Variable Fighter: A catch-all term to describe any Colonial or Cylon Fighter or Bomber Craft.

Edited by Jusuchin Panjirinanu, 07 June 2010 - 12:09 PM.

Posted Image
405th Marine Mechanized Cavalry Squadron
United Nations Space Command Defense Force

Pilot Roster || Credit Depository || Hangar || PA Challenges
405th MMCS Research and Development
UNSC Proving Grounds

465th Mech Company "Green Rifles"
New Greystone, LLC
Professional Military Service Provider

Pilot Roster | Arms and Equipment | Company Budget


#4
Jusuchin Panjirinanu

    An example of an Asian Redneck.

  • S.A.U.L.
  • PipPipPip
  • 2,431 posts
  • Gender:Male
  • Location:Tsienville, Europa
  • Interests:Halo, Real Robots, DAKKA, Nukes, Sleep, Eats, Pandas..., Pandas with Guns, being a redshirt.

Awards Bar:

Users Awards
F-2 Viper Mark II

Background:

Developed as the primary space and atmospheric superiority variable fighter for the first Cylon-Human War, the F-2, or more popularly and colloquially known as Viper Mk. II, these are fast, agile craft capable of high speeds and acceleration, as well as precise turns and the capability to operate in-atmosphere. The mainstay of the Colonial Military, it uses the proven Variable Fighter design in which the vessel undergoes three different modes. This proved highly effective when fighting against militarized mining robot/fliers that the Cylons used to devastating effect. The Vipers were roughly dart-shaped, and are extremely agile fighters. Covered in many areas with Reaction Control Systems, the RCS modules allow for precision flying.

Feats of acrobatics such as being able to 'turret' around a fixed direction in space, as in, bring to bear all forward firing arcs of the Viper in a direction other than its current direction of movement. This allows for possible strafing runs just by cutting the engines, and allowing the Viper to coast while maneuvering its nose to the desired target. Another feat of acrobatics would be the actual ability to stop within one ship length and rocket off to another direction, or to turret around an enemy, circling the enemy while maintaining a fixed direction of travel. Unfortunately (or fortunately) without the integration of the CNP OS, these feats of maneuverability are not as precise, well executed, nor its weapons more effective against enemy targets when compared to refitted Viper IIs, or the newer and sleeker Viper VIIs.

Since the end of the first war, as well as the end of the nuclear holocaust that marked the beginning of the Fall, the last remaining Viper IIs are museum relics, flying relics kept in mint and pristine condition, as they were first used in the first war. These would become the de facto variant of Viper IIs, all other Viper IIs, updated or not, having been destroyed in the opening of the seocnd war.

Weapons Overview:

KVU-8 30mm Autocannon: A tri of 30mm Autocannons, these are located at the mid point of the wings and just slightly above the root of the vertical stabilizer. Provides a high rate of fire and is the primary weapon when used in fighter mode. (Takes the place of the standard lasers in other Macross/Variable Fighter. Low damage, it is not EN based.)

KVARU-5 30mm Gunpod "Apollo's Bow": A three-barrelled 30mm autocannon/gunpod located underneath the Viper. Its design and form is similar to that of a rounded rectangle. It serves as the primary Assault Rifle of the Viper II and could also be fired while in Fighter mode; has a high rate of fire, as well as possessing an internal magazine holding a large ammount of the 30mm ammunition. The gunpod is set off-center to the right to accommodate an increase in payload. (The standard gunpod, like on many other Gattling-based gunpods made popular by the franchise. )

-or-

KVARU-20 40mm Gunpod "Apollo's Sword": Introduced 10 years prior to the Fall of the Colonies, the KVARU-20 Gunpod is a 40mm single-barreled autocannon/gunpod located underneath the Viper. Utilizing a recoil conpensation system, accuracy is improved at the cost of rate of fire and magazine size, although this is compensated by being able to switch out magazines. It is a vast improvement over the KVARU-5 Gunpod due to its larger caliber round, which sports more damage and higher velocity due to the amount of propellant being used to accelerate the round. It was built to be able to be mounted on older model Vipers as well. The gunpod is set off-center to the right to accommodate an increase in payload.(A heavier hitting, more accurate gunpod. This though comes at the cost of a lower magazine size.)

MVU-10 "Sting": The necessities of combat prove that even dogfights turn into massive brawls. In order to defend itself in such close range combat, Vipers are equipped with an extremely strong and sharp material, aided by coating the blade with the unit's pin-point barrier. This allows it to pierce the armor of any unit, including other Vipers. The weapon itself is stored in the left forearm of the unit in battloid mode, inbetween the arm and composite material shield. (Melee knife, PPB-coated, could I ask for Armor Pierce? If not, regular stats for such weapons. Restricted to Battloid mode only.)

SIM-20 "Arrows of Ares" Short Range, Multi-Target Missile The SIM-20 "Quinga" is launched from an internal bay located in the fuselage of the Viper. Robotic arms push four missiles out from two doors, one on either side of the main gunpod mount. These missiles contain an target acquisition suites that allow the weapons to either be fired one at a time, or in groups, each either attacking a different target, are all fired missiles being used to attack one specific target. Its mass though is taken up primarily by its motor, allowing for less explosive warhead to be fitted behind the 'brain' of the weapon, reducing its explosive potential but increasing its kinetic kill aspect. Due to space constraints, a Viper can only carry a limited number of Quinga missiles within its two internal bays. (Low to Mid damage missiles, akin to micro-missiles.)

Hardpoints: The F-2 Viper Mark IIs also contain four hardpoints. Located in the wingtips as well as wing, a variety of colonial armaments can be mounted to fit mission specifications. As such, all Colonial Vipers are able to mount Viper specific ordinance, many of which can also be mounted on Raptors. (Hardpoints like in other valks, four if possible.)

AAMKK-120 "Spear of Ares" Medium Range Kinetic Kill Missile: An especially hardened missile, made of reinforced alloy and containing a multi-stage warhead meant to defeat many different armor types. But its main purpose is to ram its massive bulk into the target, tearing through the structure, the missile engineered in such a way that it'll break into pieces, scattering within the enemy and causing massive damage. Each come in a tri-rail mount that allows three missiles to be carried in one hardpoint. (Basic high damage anti-armor missile. Armor Pierce, comes in packs of three.)

ASGM-65 "Bite of Cerberus" Medium Range Multi-Role Missile: Initially conceived as a ground attack missile for use against groups of Cylon footsoldiers, the inevitability of space combat had forced the designers of this venerable missile to upgrade its usefulness. It comes in pods of 4. (Standard High Damage Missile.)

AAM-90 "Arrow of Artemis" Medium Range Multi-Vector Attack Missile: A relatively new and well liked air-to-air interceptor missile. Fitted with the standard Colonial warhead, it contains a highly advanced sensory and targeting suite that allows it to use a simplified form of DRADIS to approximate its heading as well as other missiles. Fired in either batches of 4 or individually, each missile is given either one target or multiple targets. Upon firing, the missiles would head towards their assigned targets, each missile before firing, knowing if they shared the same or different target. Regardless, it would 'pulse' sensory waves out to approximate the distance, direction, and range of its target and other missiles, veering away from other missiles, and also closing in on the target. The result would be three completely different missile tracks heading towards the same target, resulting with hopefully one missile striking the target, but most commonly all or most missiles striking the target from 1 through 4 different angles. Mounted in pods of 8, but due to heat and strain pressures, only four at a time could be launched. (Eh, hoping for an X attack missile, with a mid-to-high damage.)

ASGM-84C "Thunderbolt of Zeus" and ASGM-84S "Wrath of Zeus" Tactical Nuclear Missile: The 84C and 84S are actually the same missile, but with two completely different modes and warheads. The ASGM-84C has a slightly lower yield of nuclear fuel, and it is used primarily against ships. It's rate of spread is not as large as the 84S, but anything caught within its blast radius will nevertheless be destroyed, if the very least, crippled. The 84S yields a higher destructive potential, and should not be used lightly. Anything caught within its blast radius will be effected, and the launching craft might want to choose when to properly launch the missile. Due to the needed shielding as well as fuel and propulsion package, the barest of computers was placed into the weapon system. Due to its size, only one missile can be loaded onto a hardpoint of the F-2 Viper Mark II. (Eh, the standard MAP...comes in two flavours. 1 hardpoint.)

Equipment/Abilities:

Transformation: All Variable Fighters possess three basic modes of operation: A fighter mode, a humanoid "Battroid mode", and a hybrid GERWALK mode. This provides the variable fighter a great amount of versatility on the Battlefield. (Transform like other variable fighters.)

Pinpoint Barrier: A defensive energy barrier that was originally used in mining operations to shield and enhance cutting surfaces, it was eventually militarized. A pinpoint barrier creates a small, focused energy field that can be used to deflect incoming attacks. Pinpoint barriers are usually controlled by a computer on the craft to handle the deployment of the field. True to its roots, it can also coat the melee weapon onboard to add an extra aspect of damage and penetration. (Pinpoint Barrier)

Arm Mounted Shield: When in Battloid or GERWALK mode, an immovable shield of heavy composite materials would be attached onto the left arm, helping absorb damage when such an action is inevitable. Basic combat wear and tear will soon leave a shield unusable. (Shield, used only in forms where arms are free.)

DRADIS: Standing for Direction, RAnge, and DIStance, it allows for accurate readings of various targets. This in turn helps a pilot detect enemy craft while also keeping allies in check. When activated to aid in tracking, it has been proven that such a set up has increased accuracy for the pilot, as well as being able to accurately keep track of weapons fire and locks from the enemy, helping improve responsiveness in a dogfight. (Sensor system, at the least, when activated, increases accuracy, but should also be able to predict enemy movements and react to such movements faster.)

Edited by Jusuchin Panjirinanu, 14 June 2010 - 12:39 AM.

Posted Image
405th Marine Mechanized Cavalry Squadron
United Nations Space Command Defense Force

Pilot Roster || Credit Depository || Hangar || PA Challenges
405th MMCS Research and Development
UNSC Proving Grounds

465th Mech Company "Green Rifles"
New Greystone, LLC
Professional Military Service Provider

Pilot Roster | Arms and Equipment | Company Budget


#5
Jusuchin Panjirinanu

    An example of an Asian Redneck.

  • S.A.U.L.
  • PipPipPip
  • 2,431 posts
  • Gender:Male
  • Location:Tsienville, Europa
  • Interests:Halo, Real Robots, DAKKA, Nukes, Sleep, Eats, Pandas..., Pandas with Guns, being a redshirt.

Awards Bar:

Users Awards
F-7 Viper Mark VII

Background:

Since the end of the first Cylon-Human War forty years ago, the F-series Vipers had gone through many changes and improvements over the years. Unwilling to retire a very reliable series of variable fighter, yet willing to upgrade it, the F-7 Viper Mark VII variable fighter is the culmination of forty years of research, development, and technology. Featuring greater thrust-to-weight ratio, it is a superb Fighter/Interceptor, featuring much more refined avionics packages and electronics that made the pilot's job easier and allowed him to focus on his job. Featuring advanced security in its computer systems, it took a colonial network 24 weeks, running at full tilt, trying to hack into the first level of a Viper's computer. This results in the allowance of more fly by wire with secondary and emergency backups than many previous incarnations of the Viper series.

This results in better performance overall to the F-2, the benchmark of the Viper line, being 200% more maneuverable and slightly faster. The usage of the CNP OS results in much more precise micro thruster bursts, as well as more responsive to a pilot's input. This very same OS also adds to a pilot's accuracy, adding to lower lock-on times as well as much more refined targeting calculations and ballistic information for missiles and guns, respectively.

In terms of appearance, the Viper Mark VIIs feature more dart/arrowhead shape, sleeker and with more flowing angles. Since the end of the nuclear holocaust, the only Viper Mark VIIs left in Colonial stockpiles are those found on the Mercury-class Battlestar, the Pegasus. (Basically, these are the top of the line, current model Vipers. Generally better all-around than older Vipers. Contains a bit more systems and unit abilities.)


KVU-8 30mm Autocannon: A trio of 30mm Autocannons, these are located at the mid point of the wings and just slightly above the root of the vertical stabilizer. Provides a high rate of fire and is the primary weapon when used in fighter mode. (Takes the place of the standard lasers in other Macross/Variable Fighter. Low damage, it is not EN based.)

KVARU-5 30mm Gunpod "Apollo's Bow": A three-barrelled 30mm autocannon/gunpod located underneath the Viper. Its design and form is similar to that of a rounded rectangle. It serves as the primary Assault Rifle of the Viper II and could also be fired while in Fighter mode; has a high rate of fire, as well as possessing an internal magazine holding a large ammount of the 30mm ammunition. The gunpod is set off-center to the right to accommodate an increase in payload. (The standard gunpod, like on many other Gattling-based gunpods made popular by the franchise. )

-or-

KVARU-20 40mm Gunpod "Apollo's Sword": Introduced 10 years prior to the Fall of the Colonies, the KVARU-20 Gunpod is a 40mm single-barreled autocannon/gunpod located underneath the Viper. Utilizing a recoil compensation system, accuracy is improved at the cost of rate of fire and magazine size, although this is compensated by being able to switch out magazines. It is a vast improvement over the KVARU-5 Gunpod due to its larger caliber round, which sports more damage and higher velocity due to the amount of propellant being used to accelerate the round. It was built to be able to be mounted on older model Vipers as well. The gunpod is set off-center to the right to accommodate an increase in payload.(A heavier hitting, more accurate gunpod. This though comes at the cost of a lower magazine size.)

MVU-10 "Sting": The necessities of combat prove that even dogfights turn into massive brawls. In order to defend itself in such close range combat, Vipers are equipped with an extremely strong and sharp material, aided by coating the blade with the unit's pin-point barrier. This allows it to pierce the armor of any unit, including other Vipers. The weapon itself is stored in the left forearm of the unit in battloid mode, in between the arm and composite material shield. (Melee knife, PPB-coated, could I ask for Armor Pierce? If not, regular stats for such weapons. Restricted to Battloid mode only.)

SIM-20 "Arrows of Ares" Short Range, Multi-Target Missile The SIM-20 "Arrows of Ares" is launched from an internal bay located in the fuselage of the Viper. Robotic arms push four missiles out from two doors, one on either side of the main gunpod mount. These missiles contain an target acquisition suites that allow the weapons to either be fired one at a time, or in groups, each either attacking a different target, are all fired missiles being used to attack one specific target. Its mass though is taken up primarily by its motor, allowing for less explosive warhead to be fitted behind the 'brain' of the weapon, reducing its explosive potential but increasing its kinetic kill aspect. Due to space constraints, a Viper can only carry a limited number of "Arrows of Ares" missiles within its two internal bays. (Low to Mid damage missiles, akin to micro-missiles.)

Hardpoints: The F-2 Viper Mark VIIs also contain five hardpoints. Located one off center to the left, and two in the bottom of the wing, these hardpoints can be fitted with a variety of ordinance in accordance to its stated mission. As such, all Colonial Vipers are able to mount Viper specific ordinance, many of which can also be mounted on Raptors. (Hardpoints like in other valks, five if possible.)

AAMKK-120 "Spear of Ares" Medium Range Kinetic Kill Missile: An especially hardened missile, made of reinforced alloy and containing a multi-stage warhead meant to defeat many different armor types. But its main purpose is to ram its massive bulk into the target, tearing through the structure, the missile engineered in such a way that it'll break into pieces, scattering within the enemy and causing massive damage. Each come in a tri-rail mount that allows three missiles to be carried in one hardpoint. (Basic high damage anti-armor missile. Armor Pierce, comes in packs of three.)

ASGM-65 "Bite of Cerberus" Medium Range Multi-Role Missile: Initially conceived as a ground attack missile for use against groups of Cylon footsoldiers, the inevitability of space combat had forced the designers of this venerable missile to upgrade its usefulness. It comes in pods of 4. (Standard High Damage Missile.)

AAM-90 "Arrow of Artemis" Medium Range Multi-Vector Attack Missile: A relatively new and well liked air-to-air interceptor missile. Fitted with the standard Colonial warhead, it contains a highly advanced sensory and targeting suite that allows it to use a simplified form of DRADIS to approximate its heading as well as other missiles. Fired in either batches of 4 or individually, each missile is given either one target or multiple targets. Upon firing, the missiles would head towards their assigned targets, each missile before firing, knowing if they shared the same or different target. Regardless, it would 'pulse' sensory waves out to approximate the distance, direction, and range of its target and other missiles, veering away from other missiles, and also closing in on the target. The result would be three completely different missile tracks heading towards the same target, resulting with hopefully one missile striking the target, but most commonly all or most missiles striking the target from 1 through 4 different angles. Mounted in pods of 8, but due to heat and strain pressures, only four at a time could be launched. (Eh, hoping for an X attack missile, with a mid-to-high damage.)

AGM-888 "Wisdom of Athena" Advanced Anti-Radiation Missile, Kinetic Kill: An almost exact copy of the "Spear of Ares" kinetic kill missile, the "Wistom of Athena" is a tactical, air-to-surface/air-to-air missile designed to home in on electronic transmissions coming from surface-to-air radar systems. Featuring the same weapon design as the "Spear of Ares", it homes on Radar systems, as well as jamming suites and with a higher processing computer, when mounted on a CNP capable craft, could home in on stealthed targets as well, when interfaced with an active CNP program. Due to its more advanced design, only F-7 Viper Mark VIIs are able to mount the AGM-888. (Basically, the same as the earlier one, but it requires an activated CNP suite to gain its ability to hit stealthy things. But in its base form, eh, hoping it at least have immunity to Jammer. )

ASGM-84C "Thunderbolt of Zeus" and ASGM-84S "Wrath of Zeus" Tactical Nuclear Missile: The 84C and 84S are actually the same missile, but with two completely different modes and warheads. The ASGM-84C has a slightly lower yield of nuclear fuel, and it is used primarily against ships. It's rate of spread is not as large as the 84S, but anything caught within its blast radius will nevertheless be destroyed, if the very least, crippled. The 84S yields a higher destructive potential, and should not be used lightly. Anything caught within its blast radius will be effected, and the launching craft might want to choose when to properly launch the missile. Due to the needed shielding as well as fuel and propulsion package, the barest of computers was placed into the weapon system. Due to its size, only one missile can be loaded onto a hardpoint of the F-2 Viper Mark II. (Eh, the standard MAP...comes in two flavours. 1 hardpoint.)

Equipment/Abilities:

Transformation: All Variable Fighters possess three basic modes of operation: A fighter mode, a humanoid "Battroid mode", and a hybrid GERWALK mode. This provides the variable fighter a great amount of versatility on the Battlefield. (Transform like other variable fighters.)

Pinpoint Barrier: A defensive energy barrier that was originally used in mining operations to shield and enhance cutting surfaces, it was eventually militarized. A pinpoint barrier creates a small, focused energy field that can be used to deflect incoming attacks. Pinpoint barriers are usually controlled by a computer on the craft to handle the deployment of the field. True to its roots, it can also coat the melee weapon onboard to add an extra aspect of damage and penetration. (Pinpoint Barrier)

Arm Mounted Shield: When in Battloid or GERWALK mode, an immovable shield of heavy composite materials would be attached onto the left arm, helping absorb damage when such an action is inevitable. Basic combat wear and tear will soon leave a shield unusable. (Shield, used only in forms where arms are free.)

DRADIS: Standing for Direction, RAnge, and DIStance, it allows for accurate readings of various targets. This in turn helps a pilot detect enemy craft while also keeping allies in check. When activated to aid in tracking, it has been proven that such a set up has increased accuracy for the pilot, as well as being able to accurately keep track of weapons fire and locks from the enemy, helping improve responsiveness in a dogfight. (Sensor system, at the least, when activated, increases accuracy, but should also be able to predict enemy movements and react to such movements faster.)

Command Navigation Program: A highly advanced operating system employed by the majority of the fleet. Meant to increase a vessel's offensive and defensive, as well as navigational capabilities, Colonial Military administrators deemed it too all encompassing and restricted it to mainly supplement existing colonial systems. Built by Dr. Gaius Baltar, it decreases missile lock on times and gives a greater clarity in targetting information, augments a pilot's intended actions in regards to course changes and practically allows a Viper pilot increased responsiveness and maneuverability. (Overall stat increase, CNP makes the Viper go faster, be more maneuverable, maybe increases accuracy in terms of the guns and missiles.)

Edited by Jusuchin Panjirinanu, 14 June 2010 - 07:38 AM.

Posted Image
405th Marine Mechanized Cavalry Squadron
United Nations Space Command Defense Force

Pilot Roster || Credit Depository || Hangar || PA Challenges
405th MMCS Research and Development
UNSC Proving Grounds

465th Mech Company "Green Rifles"
New Greystone, LLC
Professional Military Service Provider

Pilot Roster | Arms and Equipment | Company Budget


#6
Jusuchin Panjirinanu

    An example of an Asian Redneck.

  • S.A.U.L.
  • PipPipPip
  • 2,431 posts
  • Gender:Male
  • Location:Tsienville, Europa
  • Interests:Halo, Real Robots, DAKKA, Nukes, Sleep, Eats, Pandas..., Pandas with Guns, being a redshirt.

Awards Bar:

Users Awards
Galactica (BS 75), Galactica-class Battlestar

Background:

The standard colonial design, and undeniably the precursor to all subsequent designs, as well as being a living legend, the Galactica and her sister ships are the very first 'true' battlestars. Combining the heavy armor and kinetic weaponry of a battleship, but the fighter compliment and self-sufficiency of a Viper Carrier. Each of the original twelve battlestars represented one of the Twelve Colonies of Kobol. The original battlestars were space-going leviathans of more than 4700 feet (1400 meters) in length, housing at least 4 squadrons of 20 Viper space superiority fighters apiece and nuclear warheads. A fully-armed battlestar is capable of a wide range of offensive actions, while her defensive armaments ensure she is fully capable of both protecting herself from attack and engaging an enemy at close quarters.

Following the end of the war, the original battlestars remained in service and many newer battlestars were built. At the time of the Fall of the Twelve Colonies, the newer Mercury class represented the top of the line. Ships such as these and the Valkyrie type battlestars have nearly completely replaced the original battlestars, making Galactica the last of this legendary class still in its original condition. Its design though, is venerable and still used. Comprising of three distinct sections, the Galactica can be divided as such: The 'Alligator' shaped 'head', the central section containing the flight pods, as well as the mechanisms that retract or extend the pods, and the rear engine block.

Structually, the battlestar designs are immensely strong, able to withstand multiple direct hits and burrow into structures to unleash its compliment of Marines or Vipers. Following the creation of super-large structures by each colony, ship designs had often constituted a formation to GERWALK forms in keeping with the design and military strategy. Able to transform into a chicken-legged GERWALK form, and a humanoid Battloid form, the flight pods become its arms while the leg block seperate into two distinct legs.. A tactic used by Colonial officers were to accelerate to flank speed, focus their pin point barrier either onto the alligator head when in standard mode or onto a flight pod when in GERWALK mode, and punch through the enemy structure with a ramming attack, or unleash a fury of missiles when the flight pod punches through into an inner cavity. The ship's honeycombed design and numerous internal and external structural supports give it immense survivability, although at the cost of longer repair times.

The Galactica-class, contrary to their predecessors, were an attempt to place the armor of a battleship, the Viper wing of a Viper carrier, and speed and maneuverability of a cruiser, all at once. Containing numerous maneuvering and station keeping thrusters, she is a fast and agile ship, able to weave in and out of enemy formations, bristling with weapons and covered in armor, she was one of the ultimate fighting ships. Built mainly since Cylon military doctrine relied more on overwhelming numbers of variable fighters and not ship-to-ship combat, these ships were meant to go and slug it out against the slower moving and less maneuverable Basestars of the Cylon military, striking hard at the enemy ships while its Viper compliment shredded the enemy Centurion Raiders.

Following the war, all other older Galactica-class ships were decommissioned, and the Galactica herself was stripped of her outer hull-armor and its starboard flgihtpod rendered unusable following its eventual rechristening as a museum. The last commander of the Galactica, had further insisted that the ship not undergo numerous upgrades. This was in keeping with the planned use of the Galactica as a secondary base of operations, as well as the fact that the Galactica-class were incompatible with the CNP OS, due to its non-networked computers.

Following the nuclear holocaust that started the second war, the Galactica, even with its starboard flightpod unusable and stripped of all but her vital armor plating, continues to run a defensive battle in keeping the fleet of refugees safe from harm.

Weapons Overview:

Ram: Going at full speed, the Galactica focuses its pin point barreir at the bow, and slams onto an enemy, putting the majority of its bulk into the target. (Ramming Attack, although it can only be done when its in standard mode.)

"Hammerfist of Daedalus": When in GERWALK or Battloid mode, the Galactica focuses its pinpoint barrier at the front of its port flight pod, where it punches into the enemy. Upon entering some distance in, the barrier drops and missiles fired from Vipers and emplacements shoot into the enemy vessel. (Macross Attack, done only when in GERWALK or Battloid mode.)

Mark 12 Rapid Fire Point Defense Kinetic Gun: Lining the Galactica, are numerous point defense turrets. Firing 30mm ammunition, it lays down a massive wall of lead and explosive projectiles meant to stop incoming fighters and missiles. (Standard, low power weapons, they're AA guns.)

Mark 6 Heavy Kinetic Gun (Flak Mode): Grouped in clusters of four, each of the double barreled kinetic weapons fire a duo of shells that explode into a burst of shrapnel, effecting nearby enemy units. (mid power spread attack)

Mark 6 Heavy Kinetic Gun (Full Attack Mode): Grouped in clusters of four, firing Armor Piercing High Explosive shells, the Full Attack mode allows the Galactica to engage in serious ship-to-ship engagement with its main gun batteries, while each turret can choose an appropriate target. (primary attack. mid to high damage, which can be spread to many other targets.)

Mark 6 Heavy Kinetic Gun (Salvo Fire Mode): Grouped in clusters of four, firing Armor Piercing High Explosive shells, Salvo Fire utilizes all available turrets to concentrate onto one target, exponentially increasing the amount of fire directed onto that target. (secondary attack, higher damage than Full Attack mode, although the damage can't be spread out )

UGM-133 "Trident of Poseidon" Tactical Reaction Missile: The ship's main nuclear option, it is a large missile that contains a single 425 kiloton nuclear warhead. Used against enemy ships, structures, or groups of fighter craft. These large-scale weapons are heavier hitting than their smaller Viper-carried cousins. Unlike most older nuclear weapons, these are 'cleaner' than the 'dirty' nukes carried by Vipers, although at the cost of being immensely large that it is a warship-only weapon. (Reaction/not-nuke MAP weapon, really no difference between this and the smaller ones used by Vipers, just did so for fluff, since the Galactica carried a bunch of these, eh, slightly high ammo count?)

Equipment/Abilities:

Battlestar: A Colonial capital ship that combines the functions of aircraft carrier and a battleship. (Battleship/Mothership type)

Retract: By retracting its flight pods, it gains an increase in structural integrity, although it is unable to dock any Vipers. Retract can only be done when in standard mode. (one of the more nifty things from the nBSG series, was that the Galactica's flight pods retracted, especially before jumps. This though means it leaves the flight pods unable to accept anything.)

Transform: Able to transform into Ship, GERWALK, and Battloid forms. (Like the Macross Quarter and original Macross, cannot be done when flgihtpods are retracted.)

Pinpoint Barrier: A defensive energy barrier that was originally used in mining operations to shield and enhance cutting surfaces, it was eventually militarized. A pinpoint barrier creates a small, focused energy field that can be used to deflect incoming attacks. Pinpoint barriers are usually controlled by a computer on the craft to handle the deployment of the field. (ship-based PPB)

DRADIS: Standing for Direction, RAnge, and DIStance, it allows for accurate readings of various targets. This in turn helps a pilot detect enemy craft while also keeping allies in check. When activated to aid in tracking, it has been proven that such a set up has increased accuracy for the pilot, as well as being able to accurately keep track of weapons fire and locks from the enemy, helping improve responsiveness in a dogfight. (Sensor system, at the least, when activated, increases accuracy, but should also be able to predict enemy movements and react to such movements faster.)

Tactical Jump: By allowing the FTL drives to spool up, the Galactica can initiate a miniature jump within the battlefield to achieve a new firing position away from enemy fire and allow her guns to bear on a new angle of attack. (eh, teleport, although requires a cool-down time. usable only when flight pods are retracted and in ship mode)

Viper Wing: By utilizing its on board Viper squadrons, the battlestars obtain a level of long-reach strike capability that extends the range of a battlestar's offensive and defensive power. The Galactica sports a single-bay design with right-side up launch tubes. Limited to launching only from port-side flight bay, since the starboard side has been fully fitted to be a museum. The launch system can accommodate any of the newer or older model Vipers. (Summons V-2 and/or V-7 Vipers, although it has the lowest summon count compared to the Basestars and Battlestars.)

Edited by Jusuchin Panjirinanu, 14 June 2010 - 07:53 AM.

Posted Image
405th Marine Mechanized Cavalry Squadron
United Nations Space Command Defense Force

Pilot Roster || Credit Depository || Hangar || PA Challenges
405th MMCS Research and Development
UNSC Proving Grounds

465th Mech Company "Green Rifles"
New Greystone, LLC
Professional Military Service Provider

Pilot Roster | Arms and Equipment | Company Budget


#7
Jusuchin Panjirinanu

    An example of an Asian Redneck.

  • S.A.U.L.
  • PipPipPip
  • 2,431 posts
  • Gender:Male
  • Location:Tsienville, Europa
  • Interests:Halo, Real Robots, DAKKA, Nukes, Sleep, Eats, Pandas..., Pandas with Guns, being a redshirt.

Awards Bar:

Users Awards
Mercury-class Battlestar

Background:

The latest and greatest in Colonial design. Highly encrypted networked systems, increased automation, much more advanced faster than light jumps as well as an improvement in design and armament and armor. Featuring a new design philosophy of a staggered mirrored flight pod, it can launch multiple wings of Vipers in an instant as well as recover all of em in the same. She contains the benefits of all the older battlestars. High armor, structural integrity, speed and the ability to dish the hurt and take it in stride. The Mercury-class features several encryption programs that make the fears of Cylon hacking a thing of the past, while increased automation allow for a reduction in crew size. The Mercury-class features on-board factories and armories, allowing for an almost indefinite cruising range, limited only in fuel and personnel endurance. The redesigned flight pods also feature a Raptor landing bay which allows for rapid refueling and rearmament if so needed by Vipers.

Following the Attack of the Twelve Colonies, only a handful of Mercury-class Battlestars were left, many crippled and hunted down, their destructive capabilities in guerrilla warfare all too frightening for the Cylon leadership. Usage of the CNP results in greater accuracy for the Kinetic Energy Weapons turrets, as well as an increase in engine efficiency, allowing for much faster acceleration than older battlestars with less fuel consumption. Its Viper Wings are launched from a row of tubes in between the mirrored flight pods, its orientation following the flight pod, upright for the top launch bay, or upside down for the bottom launch bay.

Its weapons are located around the the vessel, focused on the Alligator head and around the battlestar. Located at the 'mouth' of the heavily armored alligator head, would be a set of eight (8) forward fixed cannons, an advanced 440mm Electromagnetic Rail Gun battery that would tear through anything. Its standard armament include an upgraded Mark 7 Heavy Kinetic Gun, the venerable Mark 12 Rapid Fire Point Defense Kinetic Gun, as well as numerous Reaction weaponry. Unlike earlier battlestars, advancements in technology and metallurgy as well as an improvement in the Honeycomb design negates the need for the flight pods to be retracted. Placement of turrets around the flight pods also increase the lethality of the signature "Hammerfist of Daedalus" attacks done by the battlestars.

In all, the Mercury-class serves as the new top of the line, the pride of the Colonial Military. And the first to be turned into irradiated debris at Scorpio Shipyards. Now only a handful of Mercury-class vessels fight a lost war, or shepherd their civilian fleets away from the former home of the Twelve Colonies of Kobol. (Basically, a bigger, badder Battlestar. Lots more abilities. And extremely rare.)

Weapons Overview:

Ram: Going at full speed, the Mercury-class focuses its pin point barrier at the bow, and slams onto an enemy, putting the majority of its bulk into the target. (Ramming Attack, although it can only be done when its in standard mode. Possibly stronger than the one done by Galactica.)

"Hammerfist of Daedalus": When in GERWALK or Battloid mode, the Mercury-class Battlestars focuses its pinpoint barrier at the front of either flight pod, where it punches into the enemy. Upon entering some distance in, the barrier drops and missiles fired from Vipers and the forward turrets located between the upper and lower flight pod sections fire into the ship. (Macross Attack, done only when in GERWALK or Battloid mode. Definitely stronger than Galactica's since it has at least one anti-ship Mark 7 Heavy Kinetic Gun shooting inside the target.)

Mark 12 Rapid Fire Point Defense Kinetic Gun: Lining the Mercury-class Battlestars, are numerous point defense turrets. Firing 30mm ammunition, it lays down a massive wall of lead and explosive projectiles meant to stop incoming fighters and missiles. (Standard, low power weapons, they're AA guns. Same as Galactica.)

Mark 7 Improved Heavy Kinetic Gun (Full Attack Mode): A per gun/per battery order, the Mercury-class computer or gun captain is given free reign on which target he/she/it chooses to focus a turret or battery onto, allowing the Mercury-class to engage multiple hostiles or just one with its secondary armament. (Standard attack, mid-high damage due to the use of actual turrets, and spread if possible. Practically the same as the Galactica version, although it might require a small EN cost.)

Mark 7 Improved Heavy Kinetic Gun (Salvo Fire Mode): When salvo fire is called, all available turrets are trained to target a single, specific enemy, and to open fire until the enemy is destroyed, the ship is destroyed, an order to stop is given, or the turrets require more ammunition to be brought up. (Same as the Galactica version, but slight more damaging. To balance it though, small EN cost would be appropriate.)

440mm Electromagnetic Rail Gun Battery: Located at the lower 'mouth' of the Alligator head, and extending to the neck, the battery of eight (8) electromagnetic railguns can fire either all at once or one by one. The heaviest hitting colonial gun at the time of the Fall, they have been known to accelerate 435mm shells at 40% the speed of light. Firing though consumes a fair amount of energy, and replenishing the 400-ton 435mm shells from resources take time. (Practically the most damaging non-MAP attack, consumes energy and unlike the Mark 7 stuff, not spreadable. Also suffers from ammunition count me guess. Maybe enough for 2 shots per cannon?)

UGM-133 "Trident of Poseidon" Tactical Reaction Missile: The ship's main nuclear option, it is a large missile that contains a single 425 kiloton nuclear warhead. Used against enemy ships, structures, or groups of fighter craft. These large-scale weapons are heavier hitting than their smaller Viper-carried cousins. Unlike most older nuclear weapons, these are 'cleaner' than the 'dirty' nukes carried by Vipers, although at the cost of being immensely large that it is a warship-only weapon. (Reaction/not-nuke MAP weapon, really no difference between this and the smaller ones used by Vipers, just did so for fluff, since the Galactica carried a bunch of these, eh, slightly high ammo count?)

Equipment/Abilities:

Battlestar: A Colonial capital ship that combines the functions of aircraft carrier and a battleship. (Battleship/Mothership type)

Transform: Able to transform into Ship, GERWALK, and Battloid forms. (Like the Macross Quarter and original Macross, cannot be done when flightpods are retracted.)

Pinpoint Barrier: A defensive energy barrier that was originally used in mining operations to shield and enhance cutting surfaces, it was eventually militarized. A pinpoint barrier creates a small, focused energy field that can be used to deflect incoming attacks. Pinpoint barriers are usually controlled by a computer on the craft to handle the deployment of the field. (ship-based PPB)

DRADIS: Standing for Direction, RAnge, and DIStance, it allows for accurate readings of various targets. This in turn helps a pilot detect enemy craft while also keeping allies in check. When activated to aid in tracking, it has been proven that such a set up has increased accuracy for the pilot, as well as being able to accurately keep track of weapons fire and locks from the enemy, helping improve responsiveness in a dogfight. (Sensor system, at the least, when activated, increases accuracy, but should also be able to predict enemy movements and react to such movements faster.)

Command Navigation Program: Slightly different when used aboard battlestars, increases accuracy of the automated turrets, as well as increased efficiency in engines and handling characteristics leading to a more maneuverable ship. The CNP also enhances damage control leading for more effectiveness in dealing with hits and helping in containing damage. (Eh...accuracy increase as well as agi modifier, or dr modifier.)

"Shield of Athena": An highly advanced, secretive armor compound, the entire hull is covered in thick armor sections that has show resilience against anything from kinetic weaponry to nuclear missile hits. (Another aspect from the series that I transferred over. Compared to the Galactica's basically naked appearance, the Pegasus was covered completely in armor. It has been seen taking many hits from numerous Cylon basestars, and even fought many toe-to-toe and not come off worse for wear. Could I argue for max possible DR?)

Tactical Jump: By allowing the FTL drives to spool up, a Mercury-class Battlestar can initiate a miniature jump within the battlefield to achieve a new firing position away from enemy fire and allow her guns to bear on a new angle of attack. (eh, teleport, although requires a cool-down time.)

Viper Wing: By utilizing its on board Viper squadrons, the battlestars obtain a level of long-reach strike capability that extends the range of a battlestar's offensive and defensive power. The Mercury-class sports a double-bay design with corresponding launch tubes fro the right-side up upper launch bay and the upside-down lower launch bay. The launch system can accommodate any of the newer or older model Vipers. (Summons V-7 Vipers, more than the Galactica.)

On-board Facilities: Designed as a sort of mixture between a Battlestar, a Station, and an old-style cruiser, the Mercury-class has miniturized automated factories within the ship that could create anything from spare parts to full Vipers and ammunition. Access to the Raptor and Main landing bays allow for quick resupply and refueling of Vipers, Raptors, and friendly craft. (Eh, it's been said that the Pegasus had on-board production facilities, makes sense that maybe repair/resupply could be done in here. If not, ignore this.)

Edited by Jusuchin Panjirinanu, 14 June 2010 - 07:53 AM.

Posted Image
405th Marine Mechanized Cavalry Squadron
United Nations Space Command Defense Force

Pilot Roster || Credit Depository || Hangar || PA Challenges
405th MMCS Research and Development
UNSC Proving Grounds

465th Mech Company "Green Rifles"
New Greystone, LLC
Professional Military Service Provider

Pilot Roster | Arms and Equipment | Company Budget


#8
Jusuchin Panjirinanu

    An example of an Asian Redneck.

  • S.A.U.L.
  • PipPipPip
  • 2,431 posts
  • Gender:Male
  • Location:Tsienville, Europa
  • Interests:Halo, Real Robots, DAKKA, Nukes, Sleep, Eats, Pandas..., Pandas with Guns, being a redshirt.

Awards Bar:

Users Awards
Malakhim-type Raider

Background:

The Malakhim-type Raider is the cutting edge of Cylon engineering and perfection. Following the colonial design, it has a Gerwalk and Battle mode design. But, their design premise were from mining machines. Quadrupedal GERWALK, before turnign into a bat-like Battle mode. They are larger than vipers, but this bulk comes with the unfortunate distinction of being not as maneuverable. But it makes up for it with the ability to sport light armor. Weaponry, they rely solely on missiles, and their defensive guns are nothing more than repurposed lasers. The reason these are so deadly, is due to their overwhelming numbers.

They are purpose built fighting machines. Able to carry a large payload, they're FTL capable, although for only a few jumps. But their ability to shop up almost anywhere and in numbers is awesomely frightening.

Weapons Overview:

CLWS.25118 'BELIAL' RAPID FIRE LASER: A repurposed mining laser, used for short range offense and defense. Mounted on a ball turret that becomes the head in battle mode. (Standard, low power laser)

CMWS.25511 'BEELZEBUB' 75mm GYROJET RIFLE: An oddity, it contains three non rotating barrels from which a missile is cold launched via a chemical propellant, once clearing the barrel, the projectile's own rocket motors engage, propelling the weapon. It contains what is essentially a 75mm HEAT warhead. Deadly, it can fire one, or all barrels. It suffers though form high recoil, low accuracy, low ammunition count, and horrible accuracy problems. (Gyrojet...um...high damage, maybe armor pierce, but shitty accuracy and low ammo count ~_~ )

CMWS.25169 'BAAL-BERITH' 17.8cm Missile: A conventional missile, stored within internal hardpoints. It has the capabilities to be launched individually or in groups. Granted with limited targeting information, standard Cylon procedures would be to overwhelm enemies, its as basic as a missile it can get. This is offset by the amount of missiles one hardpoint could carry. (Standard Damage Missile. No X or stuff, but high ammo count.)

CNWS.25666 'MORNING STAR' 30cm Missile: The largest Raider-capable missile, it is in actuality, a dirty-nuclear warhead. Nothing fancy. A nuclear missile. It is so large that it takes up an internal launch bay/hardpoint.(What it says on the tin. It's a nuke. This is the Raider's MAP.)

Equipment/Abilities:

Transformation: All Variable Fighters possess three basic modes of operation: A fighter mode, a humanoid "Battroid mode", and a hybrid GERWALK mode. This provides the variable fighter a great amount of versatility on the Battlefield. (Transform like other variable fighters.)

Arm Mounted Shield: When in Battloid or GERWALK mode, an immovable shield of heavy composite materials would be attached onto the left arm, helping absorb damage when such an action is inevitable. Basic combat wear and tear will soon leave a shield unusable. (Shield, used only in forms where arms are free.)

Living Armor: One major advantage the Cylons maintain over the Colonials would be advanced nano-metallurgy. This creation of 'living' metal helps expedite the repair process of Raiders, allowing the elimination of specialized versions of Cylon units to repair and refit every Raider. A Raider severely damaged in one sortie can regenerate and sortie in the next mission as if newly created. (HP Regen maybe? Or some regenerative armor? A Raider is meant to be slower and less maneuverable than a Viper anyways.)

CNP-Backdoor: Due to the unwitting knowledge of Dr. Baltar, Cylon agents who infiltrated the colonies built in a backdoor to the Fleet's CNP program, allowing them to shut down and put many CNP-enabled vessels and fighters at a disadvantage. (Disable/Neutralize/Negate any enemy CNP capable craft.)

Tactical Jump: Bulkier and larger than Colonial Vipers, this added space allowed the fitting of a compact and simple jump drive. This allows Cylon Raiders to leave their mothership in a safe area, and jump to their intended target. This though means they receive no help from their mothership, and it takes time for their jump drives to spool up. (Secondary evasive, but high cool down cost.)

Edited by Jusuchin Panjirinanu, 16 August 2010 - 05:37 PM.

Posted Image
405th Marine Mechanized Cavalry Squadron
United Nations Space Command Defense Force

Pilot Roster || Credit Depository || Hangar || PA Challenges
405th MMCS Research and Development
UNSC Proving Grounds

465th Mech Company "Green Rifles"
New Greystone, LLC
Professional Military Service Provider

Pilot Roster | Arms and Equipment | Company Budget


#9
Jusuchin Panjirinanu

    An example of an Asian Redneck.

  • S.A.U.L.
  • PipPipPip
  • 2,431 posts
  • Gender:Male
  • Location:Tsienville, Europa
  • Interests:Halo, Real Robots, DAKKA, Nukes, Sleep, Eats, Pandas..., Pandas with Guns, being a redshirt.

Awards Bar:

Users Awards
Mark XIII Colonial Armored Powered Exoskeleton Suit "C.A.P.E.-Suit" (Standard Ver.)
"C'mon you apes, you wanna live forever?!"
-Unknown Colonial Marine Sergeant, First Cylon-Human War

Background:

The Mark XIII Colonial Armored Powered Exoskeleton Suit, or CAPE-suit (colloquially known as the Colonial APE-suit, or just APE), is a militarized and upgraded variant of the nearly ubiquitous New Hephaestus Heavy Industries Model-7 Heavy Labor Exoskeleton. The direct competitor to the original Cylon robotic miners, it stood at 3.23 meters tall, and an ingenious reverse-feedback system allowed for nearly similar motions comparable to an unsuited human. Basically the suit resembles a large human, and it more closely resembles deep-diving suits in terms of functionality. Movement was coordinated by a central computer and four backups. The Marine Operator would 'sit' on a bicycle-like seat, inserting his or her legs into the 'legs' of the suit. The arms would go into the suit's arms, and into gloves that controlled the arms. The suit's arms have a 1:1 ratio. Upon entering, the chest and back section close up, and the action is completed by the head section coming down. The helmet provides information as well as a secure, scrambled communications line, as well as sensor information and squad and fire team information. Optical and laser tracking allow a user's eye to be the 'mouse' cursor and various other facial actions or expressions pre-programmed into the suit allow for navigation of the HUD.

The suit is fully contained, powered by an advanced fuel cell that allows for long operation, as well as being able to receive broadcasted power from a mobile source. The Mark XIII are NBC-protected, hardened against EMP and radiation, filters against biological and chemical agents, an internal oxygen supply and CO2 scrubbers. Mobility wise, it has a hardpoint on its power-cell/weapons pack for a short-range jump jet for quick maneuvering, and for zero-gee operations, the suit has built in pressurized gas (CO2 or similar) Reaction Control System that allows for some maneuverability. Its sensors include standard visual magnification, infrared, low-light, motion-tracking modes, as well as a short-range passive radar, laser targeting and also the ability to actually 'aim down the sight' of its CAPE-suit sized weapons. The bulk of this would be placed in a rather large pack. Containing the powercells, ammunition, and a weapons storage system. Robotic arms, upon a given action by the operator, would grab the weapon and store it. It also has a grenade dispenser, as well as mini-launcher for short, rocket propelled grenades.

The militarization of such suits were first achieved in the Battle for Celeste in the first war. Cylons had occupied the city center when a Colonial marine regiment supported by light armor and armored personnel assets fought in furious street to street fighting against purpose built Cylon Legionaries. A NHHI security officer by the name of J. Rico had, with the help of a technician named R.A. Heinlein fitted a Model 2 Heavy Labor Exoskeleton with applique-add on armor, and taking uninstalled 20mm Chaingun from a manufacturing factory, single-handedly engaged a Legionnaire contingent assaulting the factory until more able units came and drove off the attack. From then on, the actions of the technician and security officer earned both a battlefield conscription and promotion to Sergeant and 2nd Lieutenant, and the militarization of Construction-use Exoskeletons started in earnest to give the previously under-armored and outgunned Colonial Marines a chance against the larger Cylon Legionnaire Ground Troops.

Weapons Overview:

M454 Mauser CAPE-Pistol: Firing a snub-nosed 11.5x35.5mm Magnum round, it is practically a large-sized carbine. Featuring a side folding stock and a quad-stacked magazine just before the trigger group, it features many buffering systems to control the recoil of the weapon, but for all intents and purposes, it is nothing more but an battle-rifle chambered in the strongest handgun cartridge known to the Twelve Colonies, used as a CAPE-suit sized machine pistol. (Eh, pistol. More or less. Just select fire. Looks like a reinforced C96 Mauser Pistol (the M712 kind with a bar supporting the barrel.))

M164 Stoner CAPE-Assault Rifle: Firing a pointed-nose 9.3x75mm round, the M164 Stoner APE-AR is nothing more but a APE-sized heavy machine gun. Feeding from a 200-round disintegrating link box, it is loaded similarly to standard GPMGs. The ammunition box is attached to the bottom of the gun, the feed cover is opened, where the link of ammunition is placed. Cover comes down, gun is charged via charging handle. Features semi-5 round burst-full auto. (Standard assault rifle. Better stats than pistol. Appearance wise? Blockier M240B GPMG)

-or-

M114 Garand CAPE-Battle Rifle: Firing a more potent 12.7x99mm round, the M114 Garand is practically the same as the M222 Madeuce Heavy Machine Gun, given a composite stock and furniture, and internally modified to be fired in semi-automatic and 3-round burst. Feeding is the same, although the ammunition box was repositioned to be placed below the weapon. The barrel obtains a new, flattened oval-type barrel shroud, to facilitate easier handling and addition of accessories. The pintle-mount had been kept, and secondary controls for standard-human-sized operation. (Basically, better rifle. Better damage, stats, etc... Look? Futurized rifle-version of the M2 Browning...or a cross between the M240 and M2)

-or-

M137 Gustav CAPE-RRG Launcher: The heavy weapon of heavy weapons. Firing a 90mm Recoilless Rifle Grenade, it is an over-the shoulder weapon. fed from a five round box magazine from the rear, the RRG is an anti-armor recoilless rifle, upsized for use by APE-suits. Nothing else to say. Overly reliable, with a dual-stage warhead that allows for its anti-armor role. (Eh, bazooka. 5 rounds. Maybe armor pierce? Look, similar to the Dom's Bazzokas)

M267A1 CAPE-Suit Grenade: An upsized infantry grenade. Nothing fancy. (What it says on the tin, etc... Spread damage?)

M275 Hydra-S APE-Suit RPG Launcher: Located in the backpack, the M275 Hydra-S launcher provides the Colonial Marine the ability for short-range, heavy firepower. Semi-guided rocket propelled grenades are fired out of the launcher, before the primary engines kick in and propel the fat, stubby, and barely aerodynamic 75mm rocket propelled grenade to its target. Its max effective range is 300 meters, and it has the simplest of targeting systems on-board. Otherwise, it provides an explosive punch much farther than a APE-Suit thrown grenade. (Short range, low ammo, mid-damage missile...or rocket.)

Equipment/Abilities:

Armored Power Exoskeleton: An armored suit, a meter or so taller than regular humans, but nonetheless smaller than a Viper in Battle mode. (Woot for power armor?)

Type 67 Tactical Optics System: A system of advanced optical, laser, and RADAR rangefinders built into the suit's helmet. With integrated cameras located on all CAPE-Suit weaponry, the suit can integrate with that camera, and given proper ballistics information via the laser system, could accurately provide an aim point for the operator to shoot at. The suit compensating for aim, or aiming the weapon itself. Due to the increased power and processing needs, the system is rarely booted upon activation of the unit. (Eh, accuracy boost? Must be activated.)

T-73 Rocket Assisted Flight and Jump System: An attachment to the CAPE-Suit, this allows the suit to achieve limited flight and extended jump capabilities. Tactically, it provides a whole new dimension and angle of attack for operators, at the expense of being unable to field heavier weapons. Users have been known to boost-jump their way out of attacks, as well as fly and engage troop carriers with relative ease, as well as safely 'jump' from transports. (Eh, if possible, it's able to fly, and maybe provide it with a secondary evasive effect? The downsides is its limited to only using the M164 rifle and the M275 Hydra-S rockets are disabled until the pack is jettisoned. Must be chosen from the get go, not in mid-battle unless otherwise stated)

Edited by Jusuchin Panjirinanu, 29 June 2010 - 12:53 PM.

Posted Image
405th Marine Mechanized Cavalry Squadron
United Nations Space Command Defense Force

Pilot Roster || Credit Depository || Hangar || PA Challenges
405th MMCS Research and Development
UNSC Proving Grounds

465th Mech Company "Green Rifles"
New Greystone, LLC
Professional Military Service Provider

Pilot Roster | Arms and Equipment | Company Budget


#10
Jusuchin Panjirinanu

    An example of an Asian Redneck.

  • S.A.U.L.
  • PipPipPip
  • 2,431 posts
  • Gender:Male
  • Location:Tsienville, Europa
  • Interests:Halo, Real Robots, DAKKA, Nukes, Sleep, Eats, Pandas..., Pandas with Guns, being a redshirt.

Awards Bar:

Users Awards
Cylon Ground Combat Unit 'Triarii'

Posted Image
405th Marine Mechanized Cavalry Squadron
United Nations Space Command Defense Force

Pilot Roster || Credit Depository || Hangar || PA Challenges
405th MMCS Research and Development
UNSC Proving Grounds

465th Mech Company "Green Rifles"
New Greystone, LLC
Professional Military Service Provider

Pilot Roster | Arms and Equipment | Company Budget


#11
Jusuchin Panjirinanu

    An example of an Asian Redneck.

  • S.A.U.L.
  • PipPipPip
  • 2,431 posts
  • Gender:Male
  • Location:Tsienville, Europa
  • Interests:Halo, Real Robots, DAKKA, Nukes, Sleep, Eats, Pandas..., Pandas with Guns, being a redshirt.

Awards Bar:

Users Awards
Shinnakasu/Northrom Grumman VB-6N Kernwaffe Monster

Background:

Developed as a prototype super-heavy assault destroid, the VB-6N Kernwaffe Monster is an over modification of the proven reliable design of the VB-6. Developed in secret by S/NG after the discovery of the Vajra lifeforms by the 25th New Macross-class Colonial Fleet, it was done to act as a safe haven for song-based offensives, but provide an extra bit of firepower to the battle from is dual, tribarrel revolving cannon, a resurrection of the ancient Hotchkiss revolving cannon design.

In Shuttle and Destroid forms, it is nearly indistinguishable from the standard VB-6, but when in the all too familiar GERWALK, instead of possessing four 440mm Railguns, it has the inner two Railguns removed, and the outer railguns replaced with a large, three-barreled 155mm Gatling Cannon. The inner two sections contain cylindrical magazines which feed the two cannons. Each warhead is a reaction weapon registering at a selectible yield of 2-4 Kilotons, fired via a combination of standard chemcial propellant and through-reaction powered coil gun effects.

There has only been 5 VF-6Ns created before the New UN Spacy was informed of the creation of the Mini-Dimension Eater/Dimension Cutter bombs, which were much more simple in terms of logistics and planning, although recent deliberations between Shinnakasu/Northrom Grumman and L.A.I. Have indicated the possibility of using a micro-compact warhead to replace the 150mm round currently employed by the VB-6N.

(In effect, take the VB-6 and add large-ass Gatling cannons where the outer railguns were, and two cylindrical magazines where the inner railguns were. Cylindrical magazine similar to Calico or Bizon submachine guns, feeding from a helical magazine. Although it still makes use of the original magazine area from when it still had railguns, to justify high ammo count.)

Weapons Overview:

Melee: By making use of its tough armor, the VB-6N could either ram or punch an enemy if the need calls for it. (Standard Melee Attack from VB-6)

30mm Vulcan: A pair of 30mm Vulcan cannons, these are forward firing weapons that give a modest amount of offensive firepower while in Shuttle mode and a secondary weapon in GERWALK and Destroid mode. (Standard 30mm gun from VB-6)

Missile Launcher: While in Destroid or GERWALK modes, the integrated missile launcher on its arms provide what is essentially the true defensive and offensive armament, especially when ammunition for the Gatling Cannons run dry. (Same missile launcher from VB-6)

Nuclear Gatling: A pair of tri-barreled Gatling Cannons, it fires small, tactical reaction warheads at an impressive-for-its-size rate of fire. It has a large internal magazine as well as a secondary set of magazines set where initially the inner railguns were housed. An impressive recoil reduction system keeps the system accurate even when firing at full tilt. (Mid-rate of fire, high damage (as high or if not higher than the railgun), large magazine size. GERWALK mode only)

All-Out Attack: While in GERWALK mode, the VB-6N could unleash a volley of missile as well as a burst of Reaction shells at an enemy formation or target, obliterating the target(s) with a hail of explosive and Reaction warheads that would overwhelm and consume the enemy. (What it says on the tin.)

Nuclear Gatling – Widespread: By using minute tranverse and elevation adjustements over the course of firing the Gatling cannons, the VB-6N could achieve a large spread rate for a burst, effectively blanketing an area with overlapping fields of Reaction weaponry, instead of an aimed point. Care must be given though to target the center of an enemy formation, and to be sure no allies are within that group. (MAP attack of the Gatlings. Not sure of the tag. Eh...yeah.)

Equipment/Abilities:

Destroid: Rather than be classified as a Variable Fighter, the VB-6 and VB-6N shares its lineage to the original human mecha, the Destroids, before the development of Variable Fighters.

Transformation: All Variable Fighters possess three basic modes of operation: A shuttle mode, a humanoid "Destroid mode", and a hybrid GERWALK mode. This provides the variable fighter a great amount of versatility on the Battlefield. (Transform like other variable fighters and the VB-6.)

Armor Plating: Like the VB-6 and the original Monster Destroid before it, the VB-6N features and advanced and incredibly thick armor plating that protects it from standard weapons fire. (Armor, similar if not better than original.)

Shuttle: Serving its secondary role as a shuttle, it has an enlarged cockpit/seating area for another pilot or VIP. (Extra pilot seat? Unless I didn't need to dev that.)

Edited by Jusuchin Panjirinanu, 26 August 2010 - 09:23 AM.

Posted Image
405th Marine Mechanized Cavalry Squadron
United Nations Space Command Defense Force

Pilot Roster || Credit Depository || Hangar || PA Challenges
405th MMCS Research and Development
UNSC Proving Grounds

465th Mech Company "Green Rifles"
New Greystone, LLC
Professional Military Service Provider

Pilot Roster | Arms and Equipment | Company Budget


#12
Jusuchin Panjirinanu

    An example of an Asian Redneck.

  • S.A.U.L.
  • PipPipPip
  • 2,431 posts
  • Gender:Male
  • Location:Tsienville, Europa
  • Interests:Halo, Real Robots, DAKKA, Nukes, Sleep, Eats, Pandas..., Pandas with Guns, being a redshirt.

Awards Bar:

Users Awards
Serafim-class Basestar

Background:

Originally repurposed mining vessels, there is little information on the newer models available to the Colonials. What is known is that, they look like actual stars, having an upper and lower Y-shaped halves, from which missiles and hangars. It seems to have the ability to regenerate itself, although slowly. So extended fire will destroy it, as demonstrated by the Battlestar Pegasus claiming several Basestars during its guerrilla campaign. Other than that, not much is known.

Weapons Overview:

CMWS.22630 'Diwzhat' 40.4cm Missile: A conventional missile, stored within internal hardpoints. It has the capabilities to be launched individually or in groups. Granted with limited targeting information, standard Cylon procedures would be to overwhelm enemies, its as basic as a missile it can get.(Standard Damage Missile. No X or stuff, but high ammo count.)

CNWS.193666'Astiwihad' 3.03 Missile: The largest Raider-capable missile, it is in actuality, a dirty-nuclear warhead. Nothing fancy. A nuclear missile. A Seraphim doesn't carry more than five or so of these. (What it says on the tin. It's a nuke. This is the MAP.)

Equipment/Abilities:

Living Armor: One major advantage the Cylons maintain over the Colonials would be advanced nano-metallurgy. This creation of 'living' metal helps expedite the repair process of Raiders, allowing the elimination of specialized versions of Cylon units to repair and refit every Raider. The Basetsar vessels are able to resist newer armor-piercing munitions from Colonial vessels, but doesn't help if brought under the fire of colonial battlestars. (HP Regen maybe? Or some regenerative armor?)

CNP-Backdoor: Due to the unwitting knowledge of Dr. Baltar, Cylon agents who infiltrated the colonies built in a backdoor to the Fleet's CNP program, allowing them to shut down and put many CNP-enabled vessels and fighters at a disadvantage. (Disable/Neutralize/Negate any enemy CNP capable craft.)

Tactical Jump: By allowing the FTL drives to spool up, a Seraphim-class Basestar can initiate a miniature jump into the battlefield, deploy its fighters while firing missiles, and then moving away. (Secondary evasive, but high cool down cost.)

Posted Image
405th Marine Mechanized Cavalry Squadron
United Nations Space Command Defense Force

Pilot Roster || Credit Depository || Hangar || PA Challenges
405th MMCS Research and Development
UNSC Proving Grounds

465th Mech Company "Green Rifles"
New Greystone, LLC
Professional Military Service Provider

Pilot Roster | Arms and Equipment | Company Budget


#13
Jusuchin Panjirinanu

    An example of an Asian Redneck.

  • S.A.U.L.
  • PipPipPip
  • 2,431 posts
  • Gender:Male
  • Location:Tsienville, Europa
  • Interests:Halo, Real Robots, DAKKA, Nukes, Sleep, Eats, Pandas..., Pandas with Guns, being a redshirt.

Awards Bar:

Users Awards
Mercury II-class Battlestar

Background:

After numerous battles, the establishment of a joint Colonial/Rebel Cylon home planet and the use of the Cylon regenerative metal has led many to believe, although Rebel forces are in considerable strength, the main flagships of the fleet, the Battlestars Galactica, Valkyrie, and Pegasus, required a massive overhaul. Their armor sections were severely compromised, and much of the superstructure on the Galactica and Pegasus were damaged to the point of replacement.

Undergoing a refit, the Pegasus had its internal structure fitted with new structural components, and reinforced in all relevant areas. It's armor plating was fixed, with the creation of the Electro-Activated Armor Plating, a new type of armor to replace the older static armor plates. Power-plant output had been ramped up with an overhaul conducted by Cylon technicians, allowing for greater output and ability to support multiple defensive and offensive systems, while the use of Cylon regenerative metal allowed for a modest self-healing factor.

Weaponry had been upgraded, the standard batteries had been given software upgrades, while the concept of the Thrust Kick had been refined into an easily applicable targeting program. To conserve on the 404mm railgun ammunition, a special-purpose gunboat was created, meant to be attached to any of the flight pods, lines snaking from the flight pod to the attached vessel allows the usage of the gunship's primary attack, a super-heavy particle beam, meant to pierce through barriers and defeat armor while delivering a massive amount of energy into the target. When in Carrier mode, the gunship is located underneath the vessel, on a specialized mount that allows the use of the ship, but due to power constraints, the addition of a few Mark 7A1 gun turrets were added which improve underside firing arcs.

The ship would leave drydock after being re-designated as the Colonial Battlestar Pegasus, the first in the Mercury II class battlestars. It would patrol the newly founded Colonial/Cylon state before being part of the final offensive against the loyalist Cylons. In the final action, it initiated a full power Thrust Kick, which sent the Loyalist Stronghold past the event horizon of the black hole from which the enemy had set up their stronghold in, the flight pods crossed as it and the colony were then torn into pieces by the sheer force of the black hole.

(Plot happened, the Mercury basically got stripped to her bare self, and rebuilt with help from the Cylon rebels. She participated in a few battles before this. Requires Evos. Since the final writeup is supposed to make this effectively just below boss tier, or maybe in that category. Evos? 5 to 10?)

Weapons Overview:

Ram: Going at full speed, the Mercury-class focuses its pin point barrier at the bow, and slams onto an enemy, putting the majority of its bulk into the target. (Ramming Attack, although it can only be done when its in standard mode. Possibly stronger than the one done by Galactica.)

"Hammerfist of Daedalus": When in GERWALK or Battloid mode, the Mercury-class Battlestars focuses its pinpoint barrier at the front of either flight pod, where it punches into the enemy. Upon entering some distance in, the barrier drops and missiles fired from Vipers and the forward turrets located between the upper and lower flight pod sections fire into the ship. (Macross Attack, done only when in GERWALK or Battloid mode. Definitely stronger than Galactica's since it has at least one anti-ship Mark 7 Heavy Kinetic Gun shooting inside the target.)

Pinpoint Slicer: With the addition of the gunship/gunpod on the Mercury II, new and inventive ways to utilize this advantage came up. One idea was to group the pinpoint barrier to the tip in a triangular/angular pattern, something similar to a blade, from which the Mercury, while braving fire, would easily chop in half the weak armored Basestars. (Kinda like in Macross F, where the pinpoint barriers are grouped at the tip of the Macross Cannon to form some sort of sword. I dunno, maybe at or above the damage of the Daedalus? Is this thing able to CC? Also, only in Battle mode.)

Mark 12 Rapid Fire Point Defense Kinetic Gun: Lining the Mercury-class Battlestars, are numerous point defense turrets. Firing 30mm ammunition, it lays down a massive wall of lead and explosive projectiles meant to stop incoming fighters and missiles. (Standard, low power weapons, they're AA guns. Same as Galactica.)

Mark 7A1 Improved Heavy Kinetic Gun (Full Attack Mode): A per gun/per battery order, the Mercury-class computer or gun captain is given free reign on which target he/she/it chooses to focus a turret or battery onto, allowing the Mercury-class to engage multiple hostiles or just one with its secondary armament. Improved target acquisition and turret command software has led for a greater probability of hits, while a few guns had been placed on the gunship/gunpod for underside protection. (Eh, better accuracy compared to the earlier incarnation. More powerful since it basically added more cannons to the overall damage. Spread attack type still.)

Mark 1 Heavy Assault Gunship - Super-Heavy Particle Beam Cannon: With the newly hyper-charged reactor system in the refitted Mercury II, the energy output was double that required by the Battlestar even after running on full military power, a testament to how refined the science is behind the cylons. The Assault Gunship's role is to basically fire a beam comprised of accelerated particles, in this case, stable refined tyllium. This acceleration excites the tylium, saturating it with energy, and turning the stream into basically a Reaction explosion contained in a magnetic sheath, terminating either when the stream is cut, or the target is no more. (...no I didn't make the wave motion gun. Eh, somethign less powerful than the Macross Quarter's main gun I guess?)

Thrust Kick: Following the procedure theorized by Commander L. H. Ichijyo and first implemented in the Battle of the Thylium Asteroid by Captain T. H. Ryder, this consists of the Battlestar first accelerating towards its target, before switching positions while maintaining it's forward momentum, effectively 'kicking' a target with either one or both leg sections, dealing impact damage and piercing through armor and barriers. The ship then initiates its engines at maximum military power, dealing massive damage due to the exhaust dealt from the engines, either slagging the effected area and starting fires within the target. (...it's a Rider Kick. With all kinds of pierce, and maybe burn. But...it's a Rider Kick. Done by a ship. I lied, this is the MOST POWERFUL attack in the series. High EN costs cos, well "Maximum Military Power", requirement: has to be in Battlemode. Ever seen a chicken walker try to Rider Kick?)

440mm EMR Battery - Full Military Power/Limiter Off: Located at the lower 'mouth' of the Alligator head, and extending to the neck, the battery of eight (8) electromagnetic railguns can fire either all at once or one by one. The heaviest hitting colonial gun at the time of the Fall, they have been known to accelerate 435mm shells at 40% the speed of light. The upgraded attack was developed by the late Admiral H. Cain, the 440mm EMRs have always been put under a limiter, as to not over penetrate enemy ships and result on friendly fire incidents in the melee of the battlefield. With the fall of the colonies, Cain personally oversaw the removal of these limiters, and the development of a a new projectile that houses 4 kilograms of precious refined tylium. Upon firing at much higher velocity, the projectile first pierces any barrier or armor, before the tyllium within the warhead explodes. The amount of energy that results in this explosion equals around 2 million gigajoules, due to tylium's tremendous enthalpy potential.(Practically the second most damaging non-MAP attack, consumes energy and unlike the Mark 7 stuff, not spreadable. Armor, Barrier Pierce, higher rating than the original and higher EN costs.)

UGM-133 "Trident of Poseidon" Tactical Reaction Missile: The ship's main nuclear option, it is a large missile that contains a single 425 kiloton nuclear warhead. Used against enemy ships, structures, or groups of fighter craft. These large-scale weapons are heavier hitting than their smaller Viper-carried cousins. Unlike most older nuclear weapons, these are 'cleaner' than the 'dirty' nukes carried by Vipers, although at the cost of being immensely large that it is a warship-only weapon. (No Change)

Equipment/Abilities:

Battlestar: A Colonial capital ship that combines the functions of aircraft carrier and a battleship. (Battleship/Mothership type)

Transform: Able to transform into Ship, GERWALK, and Battloid forms. (Transformation like in any other Macross class)

Pinpoint Barrier: A defensive energy barrier that was originally used in mining operations to shield and enhance cutting surfaces, it was eventually militarized. A pinpoint barrier creates a small, focused energy field that can be used to deflect incoming attacks. Pinpoint barriers are usually controlled by a computer on the craft to handle the deployment of the field. (ship-based PPB)

Command Navigation Program: Slightly different when used aboard battlestars, increases accuracy of the automated turrets, as well as increased efficiency in engines and handling characteristics leading to a more maneuverable ship. The CNP also enhances damage control leading for more effectiveness in dealing with hits and helping in containing damage. (Eh...accuracy increase as well as agi modifier, or dr modifier.)

Electro-Activated Armor Plating: A combination of the experimental but highly useful Cylon Regenerative Armor, normally such armor takes awhile to reform, but by running a continuous current throughout the outer hull, this speeds up the regenerative effects. This also had the effect of negating a good portion of incoming hits, as follow up hits to the same area, or even secondary warheads, would not be able to penetrate as deep as it would in standard plates due to the fact the armor is constantly regenerating. (...Hell's Armor if anything. Ability for HP Regen? Retains the old Armro DR if not stronger due to evo.)

Colonial-Cylon Overcharged Reactors: A completely redesigned and much more efficient engine created by a team of Colonial Engineers and Cylons, the engine's ability to take refined tyllium and produce tremendous amounts of energy that allows the ship to not only operate in full autonomous mode, but also power the various up-powered weaponry and the EAAP armor system is a marvel.(...EN Regen, maybe S or M, increased EN pool?)

Tactical Jump: By allowing the FTL drives to spool up, a Mercury-class Battlestar can initiate a miniature jump within the battlefield to achieve a new firing position away from enemy fire and allow her guns to bear on a new angle of attack. (eh, Teleport, although requires a cool-down time.)

On-board Facilities: Designed as a sort of mixture between a Battlestar, a Station, and an old-style cruiser, the Mercury-class has miniaturized automated factories within the ship that could create anything from spare parts to full Vipers and ammunition. Access to the Raptor and Main landing bays allow for quick resupply and refueling of Vipers, Raptors, and friendly craft. (Eh, it's been said that the Pegasus had on-board production facilities, makes sense that maybe repair/resupply could be done in here. If not, ignore this.)

Edited by Jusuchin Panjirinanu, 11 December 2010 - 09:16 PM.

Posted Image
405th Marine Mechanized Cavalry Squadron
United Nations Space Command Defense Force

Pilot Roster || Credit Depository || Hangar || PA Challenges
405th MMCS Research and Development
UNSC Proving Grounds

465th Mech Company "Green Rifles"
New Greystone, LLC
Professional Military Service Provider

Pilot Roster | Arms and Equipment | Company Budget


#14
Jusuchin Panjirinanu

    An example of an Asian Redneck.

  • S.A.U.L.
  • PipPipPip
  • 2,431 posts
  • Gender:Male
  • Location:Tsienville, Europa
  • Interests:Halo, Real Robots, DAKKA, Nukes, Sleep, Eats, Pandas..., Pandas with Guns, being a redshirt.

Awards Bar:

Users Awards
Valkyrie-class Battlestar

Background:

The Valkyrie-class Battlestar is the smallest, yet most maneuverable Battlestar ever created. Barely rating 2/3s the size of the old Galactica-class at 3200 feet (975 meters), it proved itself to have a role akin to a Fleet Destroyer or Special Operations Vessel than a ship of a line like the older Galactica and newer Mercury. The role that most suited the class would be in the field of electronic warfare and long range reconnaissance patrols, as well as fleet intelligence. It was fitted with a specialized armor that absorbed radiation, allowing the ship to operate silently. It's electronics warfare suite is top of the line, able to effectively jam the local battlefield, especially helpful when it's on its own.

It has massive processing power and energy output, a necessity when handling such systems. This premium on self sufficiency and structural integrity though has its downsides. First, space is limited. The ship itself has been commented to look much like a tapeworm with flightpods. Its engine section is even larger than the supposed alligator head. The flight pods are thinner, and it's heaviest turret is located on its sides, twin cannons firing small caliber munitions. These munitions though can boosted to gain an accuracy and kinetic energy increase that defeats most armors. The ship also has onboard facilities for self repair and fabrication, allowing it to either support other vessels, or itself when conducting long range reconnaissance.

The ship boasts a CNP software suite, as well as extensive automation. But with one exception, it can be turned off for full silent running, which in this case, kept the lead ship of her class from being attacked, as it was undergoing silent drills, and the first news it got about the Cylon attack came from signals bounced from civilian news networks. Overtime, the Valkyrie would follow some unknown source of transmissions, growing from itself, to a small flotilla of refugee vessels numbering six. In that time, it joined up with the Pegasus and Galactica. With the founding of the joint Colonial/Cylon world and the subsequent refitting of the Galactica and Pegasus, the Valkyrie became the only operational battlestar, and became the flagship of the growing combined fleet, which it held for nearly two years until the reinstatement of that honor to the Galactica following her leave from dry dock.

It took part in the final battle against Cylon loyalists, first gathering intelligence, then becoming the vanguard thrust of the diversionary forces, drawing away many basestars away from the enemy stronghold and using its maneuverability and ability to jam enemy targeting systems before it took one too many hits. It was sunk as it performed a "Hammerfist of Daedalus" maneuver on the flag basestar, disorienting the enemy fleet with the massive destruction of both vessels and allowing the Mitra-class Basestar "Glorious Redemption" and her sister ships to utterly destroy the enemy fleet.

(Basically, it's a light cruiser, or heavy destroyer. That's stealthy and has an ECM suite. It is highly maneuverable, being the smallest ship class in the series, well, military ship class. But it is lightly armed and armored. It doesn't get any nifty armor or attacks like the late season refits, but it still should have re/re and EN Regen. Due to the increased automation...um...low pilot size?)

Weapon Overview:

Ram: Going at full speed, the Valkyrie-class focuses its pin point barrier at the bow, and slams onto an enemy, putting the majority of its bulk into the target. (Ramming Attack, although it can only be done when its in standard mode. Possibly the same or weaker than the one done by Galactica.)

"Hammerfist of Daedalus": When in GERWALK or Battloid mode, the Valkyrie-class Battlestars focuses its pinpoint barrier at the front of either flight pod, where it punches into the enemy. Upon entering some distance in, the barrier drops and missiles fired from Vipers and the forward turrets located between the upper and lower flight pod sections fire into the ship. (Macross Attack, done only when in GERWALK or Battloid mode. Not as strong as Pegasus, but similar to Galactica)

Mark 12 Rapid Fire Point Defense Kinetic Gun: Lining the Mercury-class Battlestars, are numerous point defense turrets. Firing 30mm ammunition, it lays down a massive wall of lead and explosive projectiles meant to stop incoming fighters and missiles. (Standard, low power weapons, they're AA guns. Same as Galactica.)

Mark 4A1 - Standard Munitions: The Mark 4A1 Turret is a subcaliber weapons system initially developed in the interwar period in the proto-battlestars. The weapon system first outfitted the Battlestar Olympia before the creation of the Mark 7 weapons system. Afterwards, it became relegated to smaller roles until the A and A1 upgrades which made it a viable contender in the Valkyrie program's search for a compact weapon. Beating out a downsized Mark 7 gun, it passed due to its familiarity to many crews, reliability, and ability to fire boosted ammunition. It's standard ammunition is a dual-stage penetration and fragmentation warhead. (Basically, same as the Galactica's guns. AP and S.)

Mark 4A1 - Boosted Ammunition: A new type of warhead, it extends the range and accuracy of the gun by using guided semi-maneuverable warheads. Useful in destroying lightly-armored vessels, but with the nature of Cylon warships, it has been theorized that regardless of the rather sad armor piercing qualities, the increase of warhead payload and the remaining tyllium pellet fuel will boost the damage to seriously harm the vessel, allowing the vessel to escape. (High accuracy and better damage, but it removes the S and AP aspects. Lower ammo count due to specialized rounds.)

UGM-133 "Trident of Poseidon" Tactical Reaction Missile: The ship's main nuclear option, it is a large missile that contains a single 425 kiloton nuclear warhead. Used against enemy ships, structures, or groups of fighter craft. These large-scale weapons are heavier hitting than their smaller Viper-carried cousins. Unlike most older nuclear weapons, these are 'cleaner' than the 'dirty' nukes carried by Vipers, although at the cost of being immensely large that it is a warship-only weapon. (No Change, same nuke used in other battlestars, carries only one though.)

Equipment/Abilities:

Battlestar: A Colonial capital ship that combines the functions of aircraft carrier and a battleship. (Battleship/Mothership type)

Transform: Able to transform into Ship, GERWALK, and Battloid forms. (Transformation like in any other Macross class)

Pinpoint Barrier: A defensive energy barrier that was originally used in mining operations to shield and enhance cutting surfaces, it was eventually militarized. A pinpoint barrier creates a small, focused energy field that can be used to deflect incoming attacks. Pinpoint barriers are usually controlled by a computer on the craft to handle the deployment of the field. (ship-based PPB)

Command Navigation Program: Slightly different when used aboard battlestars, increases accuracy of the automated turrets, as well as increased efficiency in engines and handling characteristics leading to a more maneuverable ship. The CNP also enhances damage control leading for more effectiveness in dealing with hits and helping in containing damage. (Bio-Computer, due to other CNP enabled craft to have this.)

S.P.A-D. Armor: An especially designed armor that is meant to absorb EM emissions while reducing its own, it is jet-black in color and the angular nature of the battlestar as well as an absence of abrupt corners and more curving lines negate all but the most high power targeting sensors. It's armor efficiency though is rather weak, relying more on it's heavy superstructure and advanced automated damage control systems if caught in a battle. (Stealth armor. Although the armor reduction is rather shitty since the primary usage is for Stealth.)

Countermeasure Suite: An advanced electronics system that prevents missile targeting systems from attacking it, an important factor due to Cylon reliance on guided missiles, which explains the rather weak armor. It also contains an advanced EWACs suite which make it an invaluable asset in fleet operations. (Jammer and EWACs, I thought originally of ECM, but eh, I only want it localized to this ship and allies.)

Tactical Jump: By allowing the FTL drives to spool up, a Valkyrie-class Battlestar can initiate a miniature jump within the battlefield to achieve a new firing position away from enemy fire and allow her guns to bear on a new angle of attack. (eh, Teleport, fastest in the series. Requesting for a counter of 4.)

Increased Power Output: Using a highly modified version of the Mercury-class powerplant, the usage of a modified high power reactor basically supplies ample energy towards electronic systems. (EN Regen, nothing more really.)

On-board Replenishment: Located in the center portion of the main body, is a large manufacturing and hydroponics bay, as well as storage tanks and various methods of transfer points out in the flight pods. Meant to be used in its role as a LRRP vessel, it is meant to be as self sustaining as possible, often refueling smaller recon and combat vessels deep within enemy lines. (Re/re, mainly what is says in the description. As a LRRP vessel, it's possible that it acts like some sort of sub tender, either hiding in remote locations and fueling smaller stuff, or other battlestars.)

Edited by Jusuchin Panjirinanu, 15 December 2010 - 12:44 PM.

Posted Image
405th Marine Mechanized Cavalry Squadron
United Nations Space Command Defense Force

Pilot Roster || Credit Depository || Hangar || PA Challenges
405th MMCS Research and Development
UNSC Proving Grounds

465th Mech Company "Green Rifles"
New Greystone, LLC
Professional Military Service Provider

Pilot Roster | Arms and Equipment | Company Budget


#15
Jusuchin Panjirinanu

    An example of an Asian Redneck.

  • S.A.U.L.
  • PipPipPip
  • 2,431 posts
  • Gender:Male
  • Location:Tsienville, Europa
  • Interests:Halo, Real Robots, DAKKA, Nukes, Sleep, Eats, Pandas..., Pandas with Guns, being a redshirt.

Awards Bar:

Users Awards
Battlestar Galactica (Refit)

Background:

Much like the Battlestar Pegasus, the battles it had undertaken throughout the exodus of the fleet took a massive toll on the already old ship. It took a longer time to refit the Galactica due to its age, but the efforts of the Colonial and Cylon engineers bore fruit. The newer Galactica was more in line to its old appearance, completely covered in the EAAP armor that the Pegasus had, featured a completely refurbished superstructure, where in many cases the bulkhead was completely replaced. Many sections of the ship had been refurbished, and the primary keel and frame sections strengthened, allowing for the ability to do a Thrust kick.

Weaponry, the Mark 6A1s had been upgraded, many redesigned for better gunnery crew survivability, and the addition of better targeting software, increased first hit probability. The exposed ribbing had been fully covered by EAAP plating, and the retuning of the engine has given the old lady enough power to run her systems in full. The addition of the Hybrid Samuel Anders also helped, in that the Galactica now had a trump card that cannot be hacked by some back-door written into the program.

With the final battle, the Galactica once again was battered, beaten, but having survived first the defense fleet, and then the full force of the enemy stronghold's weaponry, then plowing into the stronghold, holding off boarders which breached all they way to the engine room, the tough old ship was able to limp back home.

(Upgraded Galactica. Better health, better attacks, rider kick, immunity to anti-CNP attack, and god knows what. See below.)

Weapons Overview:

Ram: Going at full speed, the Galactica focuses its pin point barreir at the bow, and slams onto an enemy, putting the majority of its bulk into the target. (Ramming Attack, although it can only be done when its in standard mode.)

"Hammerfist of Daedalus": When in GERWALK or Battloid mode, the Galactica focuses its pinpoint barrier at the front of its port flight pod, where it punches into the enemy. Upon entering some distance in, the barrier drops and missiles fired from Vipers and emplacements shoot into the enemy vessel. (Macross Attack, done only when in GERWALK or Battloid mode.)

Mark 12 Rapid Fire Point Defense Kinetic Gun: Lining the Galactica, are numerous point defense turrets. Firing 30mm ammunition, it lays down a massive wall of lead and explosive projectiles meant to stop incoming fighters and missiles. (Standard, low power weapons, they're AA guns.)

Mark 6A1 Heavy Kinetic Gun: Utilizing similar software and hardware upgrades as the Mercury's Mark 7A1 turrets, reaction time and accuracy of the Mark 6A1 HKGs vastly improved.(Same damage stats, AP, and S, but better accuracy.)

Thrust Kick: Following the procedure theorized by Commander L. H. Ichijyo and first implemented in the Battle of the Thylium Asteroid by Captain T. H. Ryder, this consists of the Battlestar first accelerating towards its target, before switching positions while maintaining it's forward momentum, effectively 'kicking' a target with either one or both leg sections, dealing impact damage and piercing through armor and barriers. The ship then initiates its engines at maximum military power, dealing massive damage due to the exhaust dealt from the engines, either slagging the effected area and starting fires within the target. (Same rider kick as the Pegasus. Combo attack known as 'Synchronized Trust Kick'.)

UGM-133 "Trident of Poseidon" Tactical Reaction Missile: The ship's main nuclear option, it is a large missile that contains a single 425 kiloton nuclear warhead. Used against enemy ships, structures, or groups of fighter craft. These large-scale weapons are heavier hitting than their smaller Viper-carried cousins. Unlike most older nuclear weapons, these are 'cleaner' than the 'dirty' nukes carried by Vipers, although at the cost of being immensely large that it is a warship-only weapon. (Reaction/not-nuke MAP weapon, really no difference between this and the smaller ones used by Vipers, just did so for fluff, since the Galactica carried a bunch of these, eh, slightly high ammo count?)

Hybrid Hack By remotely hacking into enemy vessels with AIs, the Galactica's Hybrid, Sam Anders, can electronically stimulate enemy AI into unknown feelings of euphoria, disabling their machines and/or ships from attacking. At the same time, a 'virus' of some sort, unknown really by Colonial and Cylon technicians, is uploaded that damages the machinery. (Lifted from the tv series. Status attack, most specifically a status that affects a unit's capability to fight back. The shut down of the colony's hybrids by Samuel Anders led to the scrambling of the Cylon raiders, which was more desirable than being hammered and pounded away by the colony's anti-ship weaponry.)

Equipment/Abilities:

Battlestar: A Colonial capital ship that combines the functions of aircraft carrier and a battleship. (Battleship/Mothership type)

Transform: Able to transform into Ship, GERWALK, and Battloid forms. (Like the Macross Quarter and original Macross.)

Pinpoint Barrier: A defensive energy barrier that was originally used in mining operations to shield and enhance cutting surfaces, it was eventually militarized. A pinpoint barrier creates a small, focused energy field that can be used to deflect incoming attacks. Pinpoint barriers are usually controlled by a computer on the craft to handle the deployment of the field. (ship-based PPB)

Electro-Activated Armor Plating: A combination of the experimental but highly useful Cylon Regenerative Armor, normally such armor takes awhile to reform, but by running a continuous current throughout the outer hull, this speeds up the regenerative effects. This also had the effect of negating a good portion of incoming hits, as follow up hits to the same area, or even secondary warheads, would not be able to penetrate as deep as it would in standard plates due to the fact the armor is constantly regenerating. (...Hell's Armor if anything. Ability for HP Regen? Retains the old Armro DR if not stronger due to evo.)

Colonial-Cylon Overcharged Reactors: A completely redesigned and much more efficient engine created by a team of Colonial Engineers and Cylons, the engine's ability to take refined tyllium and produce tremendous amounts of energy that allows the ship to not only operate in full autonomous mode, but also power the various up-powered weaponry and the EAAP armor system is a marvel.(...EN Regen, maybe S or M, increased EN pool?)

Tactical Jump: By allowing the FTL drives to spool up, the Galactica can initiate a miniature jump within the battlefield to achieve a new firing position away from enemy fire and allow her guns to bear on a new angle of attack. (eh, teleport, although requires a cool-down time. usable only when flight pods are retracted and in ship mode)




Hybrid: Samuel Anders Samuel Anders is one of the final five, and the only one to be reduced to a cataconic, waking coma-state. As such, his full abilities as one of the original five Cylons (pre-dating even the first Colonial Built Cylon) has been unleashed. Merged with the Galactica's computer, he is able to take command of the ship when needed, as well as using his own vast computing power to provide better information to the crew.

He was an accomplished Viper pilot, an extremely competent commander, and compassionate friend before he was reduced to this vegetative state by an enemy assassin, but being permanently hooked up to the Galactica has had its perks. He now is one with machine, one with the very mathematical entity he himself sought, the perfection of creation. His love for people, for his friends, make him an unobtrusive presence on the bridge, no, more he is a vital part of the crew.

So even in such a state, Anders continues to go about his life helping those who he loves as brothers.

"The hybrid Anders, not fully dead, nor fully alive, exists to assist the ship he serves on and the friends he cares for, even if no one can understand his incomprehensible gibberish. One with the Galactica, he strives for the overall survival of man. to break the cycle of violence plaguing his adopted race, and to experience the perfection of creation." (<-- to be used if to be put into the lexicon)

(Eh, battleship artificial intelligence. Emphasis on assisted range and defense as well as restorative seishins. Great effort is a plus, as is group mentality. His job is to basically be an integral part of the crew, and being able to assist a properly built defensive/range pilot (who I assume is what people normally use for battleships) in both offensive and defensive/restorative roles. Assisted Range/Def, Pers, Great Effort, Hot Blood or Damage Reducing seishins basically. Oh, and autonomous control, as seen when Anders pilots the entire fleet into the sun in the series.)

Edited by Jusuchin Panjirinanu, 04 February 2011 - 04:49 AM.

Posted Image
405th Marine Mechanized Cavalry Squadron
United Nations Space Command Defense Force

Pilot Roster || Credit Depository || Hangar || PA Challenges
405th MMCS Research and Development
UNSC Proving Grounds

465th Mech Company "Green Rifles"
New Greystone, LLC
Professional Military Service Provider

Pilot Roster | Arms and Equipment | Company Budget






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users