Spamville: Outer Space-related Stuff

Non-spam and Anime things that don't fit in C&C. Also where talk that you don't want to turn into spam goes. So No Spam allowed

Spamville: Outer Space-related Stuff

Postby CRBWildcat » Sun Jun 09, 2013 5:30 pm

In conjunction with my Character Dossier, I'd like to devote this thread to any of Callista's intergalactic holdings that have made their way to the Spamville-verse. Anyone in Spamville with outer space-related stuff, for the lack of a better term, is welcome to post here as well.

WARNING: this is going to be lengthy, so set aside some time before you read it in full.

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SPAMVILLE TASK FORCE

This refers to the fleet that Callista brought in to help defend the rebuilt Starbase Spam. Intended specifically for attack and defense. For more information on the ship types, check Wookieepedia; except where indicated in bold-type, all of the below entries are listed there.

60 Corellian Corvettes
50 Carrack-class light cruisers
40 Hapan Battle Dragons
40 EF76 Nebulon-B escort frigates
40 Nebulon-B2 frigates
40 Lancer-class frigates
40 Strike-class medium cruisers
30 MC90 Star Cruisers
20 Dreadnaught-class heavy cruisers
15 MC80B Star Cruisers
10 IDOC Star Frigates (see below)
5 Victory-class Star Destroyers
4 Immobilizer 418 cruisers (otherwise known as the Interdictor cruisers)
3 Lucrehulk-class battleships
1 Viscount-class Star Defender
1 Ion Storm Sweeper (see below)
1 Saturn-class assault craft (Callista's flagship, the Wild Saturn)

Notes

The IDOC stands for "Infinite Defense Original Creation". The Star Frigate itself could be best described as a combination of a Victory-class Star Destroyer and a Nebulon B2 Frigate: decent firepower, but not suited for long battles.

Most ships contain other weapons aside from those that come standard. The Lucrehulk battleships, for example, have had the beam-spamming Helix Cannons added to them for the sake of enhancing their fire coverage.

All ships have a lower crew compliment than what is normal. For the past 15 years, the Infinite Defense has used a combination of clones and replica droids to staff its fleet. Gene mutations are present in some Kittenoans that greatly enhance their speed---and, by extension, their abililty to multitask. Being able to handle multiple duties at once can greatly enhance a given ship's overall efficiency, reducing necessary manpower by anywhere from 50 to 80%.

The overall shielding and hull integrity of all capital ships have been upgraded to 150% of their original values. The ease with which opposing fleets in the Infinite Defense's home universe have torn through them in the past (particularly with superweapons) have required that such a change be made.

ION STORM SWEEPER

Appearance-wise, the Ion Storm Sweeper (here named the Wolverine) closely resembles a scaled-up version of the Brotherhood of Nod's Banshee aircraft, seen in Command & Conquer 2.

The number of ion cannons outnumber the rest of its weaponry six to one, as it was created expressly to disable and capture attacking ships (and does so remarkably well when paired with an Interdictor). The Wolverine also comes with a Super Ion Cannon, which can immediately shut down the systems of any large ship or group of ships if there has been more than a 5% drop in shielding at its target point (recommended is 20% due to possible energy-to-shield transfers); this weapon requires several minutes to charge up and cool down.

The ship houses twelve starfighters (a mixed B-Wing/Wraith squadron), plus the usual number of transports and shuttlecraft.

KNOWN STARFIGHTERS IN USE

The I.D.'s fighter force consists of the full range of Rebel Alliance and New Republic/Galactic Alliance craft, plus the Terran Wraith and several of those from certain obscure computer games.

Using a scale similar to that seen in the Descent games, the laser weaponry used by most of the starfighters can be upgraded to fire stronger bursts with little to no difference in energy consumption (and get neat little differences in coloring with each successive level). Normally this is done based on how long a ship has been in active service, or on how much combat it has seen; spacecraft straight from the shipyards start at Level 1, naturally, but can work their way clear up to Level 10 (although getting that far is a rare achievement in most parts of the fleet). The average 'Laser Level' for the fighters stationed in the Spamville-verse is currently 3.

Of note is that the above applies to the capital ships as well.

DESCENT-BOTS

Supplementary units whose primary purpose is to aid the fleet's starfighter force. Remotely controlled by the fleet's main supercomputer. The newest models have coding based on Callista's Innis Form that prevent anything short of deity-level programming from altering the orders they follow. The Boss drones and Mini Bosses have been scaled up to the size of a Lancer Frigate and are notoriously difficult to fight solo (although determined and sufficiently skilled fighter pilots could probably accomplish the deed given enough time). All Bots with missiles or torpedoes have access to a virtually unlimited supply of these.

The "Boss" units can freely cloak and teleport throughout their assigned quadrant, making dealing with them particularly tricky. When there are no enemies about, they are generally immobile. Both these and the Mini Bosses are equipped with hyperdrives and are thus based at Zeta Aquilae.

All other units are divided amongst the entire force for easier storage.


100 Sidearms (Energy Pulse and Flash Missiles; Sidearm Modules come equipped with the latter; can reassemble post-destruction given enough time)
80 Super Hulks (Homing Missiles)
70 Diamond Claws (Claws, melee only; will release homing plasma shots if damaged with energy weapons)
60 Mini Bosses (Fusion Cannons; heavily armored)
50 Medium Drillers (Vulcan Cannons)
40 Lou Guards (Homing Missiles or Proton Torpedoes)
30 Heavy Lifters (Claws, melee only; invisible to sensors)
20 Heavy Drillers (Plasma Cannons)
10 Boarsheads (Smart Missiles and Plasma Cannons)
10 Supervisors (Unarmed; will detect cloaked ships, act as mobile sensor suites and as watchdogs)
8 Ice Bosses (Omega Cannon and Flash Missiles; immune to energy weapons)
6 Alien Boss #1s (Gauss Cannons and Mercury Missiles; immune to solid weaponry)
4 Bandits (Unarmed; will roam freely throughout the area and self-equip any non-superweapon armament they can steal from enemies)
2 Alien Boss #2s (Earthshaker Missiles; has only one exploitable weakness)

Total: 490

Homing missiles, compared to proton torpedoes or concussion missiles, are shorter-ranged and have somewhat weaker payloads. It is possible to rapid-fire these weapons if you aren't concerned about using them all, though.
Last edited by CRBWildcat on Sat Jun 15, 2013 3:15 pm, edited 1 time in total.
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Re: Spamville: Outer Space-related Stuff

Postby CRBWildcat » Sun Jun 09, 2013 5:51 pm

MOBILE BATTERIES

Weapons platforms, most no larger than three starfighters put together, that maneuver at will throughout a battle and open fire on anything designated an enemy. Each battery holds a small shield generator and engine bank, and its power cells can replenish themselves if the weapon is not fired for long periods of time. The Magazines, Chambers, and Dispensers have to be reloaded if their stores are empty.

It should be noted that the batteries aren't all that fast, though; anything quicker than a Y-Wing can outrun them without difficulty.

150 light blaster cannons
100 heavy turbolaser batteries
100 ion cannons
80 Proton Magazines (40 torpedoes each)
80 Concussion Magazines (40 missiles each)
60 Tesla Coils
20 Obelisks of Light
20 Mag Pulse Chambers (20 missiles each)
6 Triple-M Dispensers (4,000 missiles each)
5 Tiberium Towers
3 Super Tesla Mark IIs
3 Shock Gatlings

Total: 627

Triple-M Dispensers are better known by their full name: Macross Missile Massacre Dispensers. These platforms do light to medium damage against large numbers of enemies, but run out of missiles very quickly.

The Tiberium Towers shoot tiberium lasers, basically. If a laser makes successful contact with an enemy, it can absorb energy to replenish and repair the Tower's shields while weakening the foe's hull against further attacks. The Towers are roughly as powerful as the Obelisks of Light otherwise, and have the same limitations.

Super Tesla Mark IIs are upgraded Tesla Coils that, instead of emitting arcs of electricity, assail a target with rocket lightning (there exists a further upgrade, but it's too costly for the Infinite Defense to field). The AI is particularly fond of shooting down corvette-class ships. The Super Teslas, however, take several times longer to cool down and recharge.

Shock Gatlings are essentially what you get when you combine Tesla Coils with Vulcan Cannons. Each individual shot is very weak, but the damage adds up over time.

INFRA STATION

The base of Callista's Spamville-verse operations, constructed in 2007 and stationed in the Zeta Aquilae system. To the naked eye, it resembles the old Pontiac Silverdome both inside and out, with the addition of four large hangar bays; it could be safe to consider the Station a refueling/entertainment center, as the place is frequented by civilian spacecraft. Too, the interior is well-suited to mock battles and sports games alike, especially American football; Callista's suite there has a great view of the playing field.

This all belies the fact that Infra Station is a defensive stronghold, with enough security and anti-hacking measures to put down entire armies. The Infra Station's commander, Saturn Eunice, is a one-man army in his own right. A small task force, consisting of roughly 300 capital ships and their fighter compliments, are also on hand.

Also of note is that the Station has an ice-element superweapon equipped. At full power, the Ice Harsh SubZero Blaster can flash-freeze and shatter many thousands of ships at once. Even lightly touching the fringe of the beam can have disastrous effects, as Spamville accidentally found out first-hand at some point in the past.
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Re: Spamville: Outer Space-related Stuff

Postby Lord Aries Greymon » Sat Jun 15, 2013 9:00 am

Fair warning, this is not complete. I had great difficulty deciding how many fightercraft to have, and wound up out of time to decide what fightercraft.
So, this may get revised, it may not.

That said, everything currently listed is actually here.
I'll definitively come back and add in hyperlinks as in Wildcat's post.


Command Elements:

GHI Greyscale Ascendant - 1st refit Excelsior-class Multi-role HeavyCruiser x20 Fightercraft, x80 Drone-Fightercraft.
NRN Ridalgos Ascendant - Ridalgos-class FleetCommand Battleship.
NRN Linebacker - Leatherskin-class Ramming/Boarding Battleship.
NRN Bikini Atoll - Duke Nukem-class Super Dreadnaught.
NRN Stalingrad - NewportNews-class Mobile Shipyard.

Main-Line Combatants:

Mimmoth-class Dreadnaught x20
Firecaller-class Magitech Battleship x9
Simpleton-class Attack Cruiser x90 x10 Fightercraft per vessel.
Highwayman-class Boarding Cruiser x40

Second-Line Combatants:

I-400-class Torpedo Cruiser x80 x20 Fightercraft per vessel.
TripleM-class Missile Cruiser x40
Glass Cannon-class Magitech Cruiser x15
Guardian-class Shield Cruiser x90 x80 Externally-carried Drone fighters per vessel.
-class

Carrier Vessels:

Maelstrom-class Heavy Carrier x10 220 Fightercraft per vessel.
Re-enforcements-class Carrier x20 80 Fightercraft per vessel.
Cowardice-class Carrier x16 50 Fightercraft per vessel.
I'm Covered in Bees!-class Drone Carrier x20 400 Externally-carried Drone fighters per vessel.
Corn-class Planetary Assault Carrier x10 40 Externally-carried Dropships per vessel

Fighter-craft:
7120 active. approx, 2500 reserve.

15280 drones.

VF-1 - Valkyrie x30
VF-1R - Funny Chinese x5
VF-25 - x4000
VF-25R - Recon x200
Bearcat Anti-Dreadnaught bomber x1000


Dropships:
400 total, no reserve force.

Mammoth-class
Overlord-class
Union-class

Support Vessels:

Tarp-class Grav-well Interdictor x40
Pensacola-class Mobile Starfighter academy x3
Naval Warrior Lord/Lady of Io.
Schizotechnician.
Thermonuclear Firebug.
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