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.