The Naval Review

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

The Naval Review

Postby Lord Aries Greymon » Mon Jun 18, 2007 3:44 pm

"Okay, this is simple, post an image of a starfighter or warship that you'll use or have used in any of the Spamville threads. While I'd prefer Imageshack links, a link or two to Wikipedia or something similar are allright."

"If you want, you can even include basic statistics, such as Number of Heavy Guns, Standard Guns, Ion Guns, Grapplers/Tractors, Special Guns, and overall Length-Height-Width, and approximate point of greatest Height/Width."

"I'll start with the ships I use the most. The Imperial Star Destroyer."
Image
LENGTH: 1,600 meters, though given the size of some things they carry, I personally doubt this number
HEIGHT: Approximately 500 - 600 meters. Reactor bulb/shield to sensor/shield dome.
WIDTH: Approximately 550 - 650 meters.
ENGINES: 3 KDY Destroyer-I ion engine(MAIN) 4 Cygnus Spaceworks Gemon-4 ion engine(SECONDARY)
WEAPONS: # Heavy turbolaser cannons: 8
# Additional turbolaser cannons and batteries: ~36
# Ion cannons: 20
# Tractor beam projectors: 10

"And the Victory Star Destroyer."
Image
Length: 900 meters
Width: 578 meters
Height/depth: 248 meters
Engine unit(s): LF9 ion engines (3)
# Secondary engines (4)
Hyperdrive rating:
* Class 1.0
* Backup Class 15
Power output: 3.6 × 1024 W
Power plant: Hypermatter reactor
Armament:
* Turbolaser batteries (20)
* Double turbolaser batteries (20)
* Ion cannons (10)
* Tractor beam projectors (10)
Alternate armament:
* Quad turbolaser batteries (10)
* Double turbolaser batteries (40)
* Assault concussion missile tubes (20)
* 4 missiles each
* Tractor beam projectors (10)
Crew: 5,200
o Officers (610)
o Enlisted (4,590)
+ Gunners (402)
Minimum crew: 1,785
Passengers: 2,040 (troops)
Cargo capacity: 8,100 metric tons
Consumables: 4 years
[[OOC: All information regarding the Victory and Imperial Star Destroyers was pulled from Wookiepedia while editing this post.]]


"Here we have an oddity. It is currently undergoing refit in slip 06 of StarLight Base."
"The Assimilated Jurai Treeship."
Image
"I don't have any hard stats for it yet, but it is slightly smaller than the listed size of an ISD."
"I really need a more Juraian image, but this is pretty good for now."

EDIT: color, eratta, and linked image replacement.
Last edited by Lord Aries Greymon on Tue Feb 12, 2008 7:13 pm, edited 3 times in total.
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Postby Spokavriel » Mon Jun 18, 2007 4:12 pm

I like your ships.

Toa mentioned Starbase Spam being more like the design of DS9/TurakNor but I like your image better.

Does it have to be for larger ships? I know those are most common but if there are custom smaller ships or people with only a single ship couldn't those fit into this thread too?
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Postby Lord Aries Greymon » Mon Jun 18, 2007 4:38 pm

Spokavriel wrote:I like your ships.

Toa mentioned Starbase Spam being more like the design of DS9/TerakNor but I like your image better.

Does it have to be for larger ships? I know those are most common but if there are custom smaller ships or people with only a single ship couldn't those fit into this thread too?


\Aries hits himself with a large book/ "Yes, those ships are allowed under those circumstances. I can't believe I forgot to mention that, ..." \whacks himself again/

"I used the ship designer in Galactic Civilizations II: Gold to make the Treeship, though it wasn't originally intended to be that :) "
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Postby Metroidvania » Mon Jun 18, 2007 4:42 pm

Well, as of now, I've released one large combat dreadnought into the mix.

The Eclipse Mk III.

Unfortunately for myself, and to Thanatos' sometime annoyance, I've not quite finished fleshing it out yet.

But here are the primary specs, which will change, and the hull design, which, in terms of _design_, not length, won't.

Image

Note, it's pitch black, this is just a schematic, I'll find some color pics in a bit.

Now, there's been debate on which is longer, an Executor Class or the eclipse class, especially when the Executor class was retconned into 17 km, up from its original 8.

But, I like to think that the designers of the Eclipse used the 8km of the Executor, and doubled it, since the Eclipse was originally meant to be reborn Emporer Palpatine's personal flagship, and I can't really see him making something smaller than an already existing class.

But anywho...we'll try this from wookie this time.

550 heavy laser cannons (for starfighters)
500 turbolasers (for other capital ships)
75 ion cannons
10 gravity well projectors (interdiction purposes)
Superlaser (not as strong as the Death Star, though. no vaporizing planets, just massive crackage to seperate planets into pieces)

And that's all for now, knowing it'll probably be retconned one way or another after I work out some kinks in the continuity.


Aries, where are you getting your imp class specs from? I'm pretty sure your numbers are a little low...unless they're modified.....
Last edited by Metroidvania on Mon Jun 18, 2007 4:53 pm, edited 1 time in total.
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Postby Lord Aries Greymon » Mon Jun 18, 2007 4:48 pm

Metroidvania wrote:Aries, where are you getting your imp class specs from? I'm pretty sure your numbers are a little low...unless they're modified.....


"I pulled them from Wookiepedia, the Star Wars wiki. I agree that they feel low, but Turbolaser is really the small Anti-Capitol ship gun. Heavy is just the even bigger version."

"Thus, the 'Freaking Numerous' under anti-starfighter blaster cannon."
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Postby Darth Thanatos » Mon Jun 18, 2007 8:25 pm

Actually, the original 8 Km. figure for the Executor was simply wrong. The actual canon length of nineteen, not seventeen, was extrapolated from the movie shots and it's considered G-canonin Star Wars. Check the "Behind the scenes" section of the Executor article for a more detailed discussion.

Also, the SSD is larger, but the Eclipse outmasses it considerably, even if it "only" has a length of 17.5 Km. And the Superlaser can blow up a planet, just not as spectacularly as the Big Ball. I read somewhere that the Death Star Super Laser power was "over one million times more than enough to blow up a planet". I could not find that page again, so treat that with a ton of salt. Nonetheless, here you have the wookiepedia article on the Superlaser, which contradicts my previous statement. :) After some search I found the page in theforce.net website. Beware, this one is big and quite heavy on physics guesses and theory. And the guy has also a page on the Executor and it includes another lengthy explanation about the measuring error.

Vania, I see you base you stats on the Eclipse Mk I, so I suggest you have a look at this one instead.

Oh, and I have a 3DStudio Max model of an Executor and know how to use it!
Image
Image

Hmmm... now for how to attach to it a DarkSithian flag...

(damn textures don't pass to DOGA...)
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Postby camk4evr » Tue Jun 19, 2007 3:14 am

Well, since most of the ships I use are from Macross here's a link to Steel Falcon's Macross Mecha Designs page (at lest until I can find pics, that I like, of these ships)
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Postby Darth Thanatos » Tue Jun 19, 2007 11:36 am

My usual ships:

Stuffed Leech / Standard DarkSithian Helios-Class Battlecruiser:

Image

Metroidvania-Chan, a battlecruiser painted pink and assigned as the Empress personal capital Ship:

Image

This ship was used in a thread in Spamville, but it was kept out of sight: the Boarder class ship:

Image

This one was intended to depict Tint'Elen, Spok's ship, but was rejected, so I may use it or give it away to someone who wants it:

Image
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Postby Spokavriel » Tue Jun 19, 2007 11:44 am

I'm still looking at free 3D software options but since Tint'Elen got mentioned.

SHIPDECK.GIF
SHIPDECK.GIF (3.73 KiB) Viewed 17156 times

This is a deck elevation of the ship, the smaller level is the lower level. The Geometry shown for DT's mockup just doesn't work at all. No offence.

FRNTSHIP.GIF
FRNTSHIP.GIF (1.51 KiB) Viewed 17157 times

Here's a front view based off of the deck elevations I did. Both were drawn back when I was still using Windows 3.11 Each square is one square yard.

That gives dimentions like 19 yards wide, 6 yards tall and 23 yards long. Nice little ship.

Edit: For people who prefer metrics that would be about 17.37m wide, 5.48m high, 21.03m long rounding off.
Edit: Restoring the graphics.
Last edited by Spokavriel on Thu Jun 10, 2010 9:29 pm, edited 1 time in total.
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Postby Lord Aries Greymon » Wed Jun 20, 2007 10:47 pm

"Two more ships. These have allways been around Starbase Spam, just never talked about."

First up, the Arcadia BattleCruiser.
Image
Smaller than a Victory Star Destroyer, but equipped with our latest weapons, including Grasers and Magnetic Anomaly Cannons.

Next is the DarkStar Battleship
Image
Actually longer than an Imperial Star Destroyer by a few dozen meters, and several dozen wider.
The DarkStar allso employs the latest weapons, and multiply redundant shield generators. Thick armor protects from nearly everything should the shields finally fail.

"I'll be working on their stats for the next few weeks. Have to find appropriate numbers given their sizes.
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Postby Rei-chan » Thu Jun 21, 2007 11:36 am

Heh, I have no head for art or design so I can not make an image of my ship and I have yet to find an image that comes close to the design or size I have in mind. Suffice it to say though, its entire hull is one giant weapon thanks to its ability to charge magic and fire it off. Never mind that due to its size it can pretty much ram most other ships outright while taking minimal damge even with its shields down. I know its overpowered, that is why I rarely summon it.
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Postby CRBWildcat » Fri Jun 22, 2007 3:07 pm

My fleet's flagship, and probably the only one that'll be getting involved in any outer space fights (if you don't count fighter support) due to other circumstances. I've been using this ship for the past twelve years (for random stories and the like), so it's had a lot of improvements in that time span.

NAME: Wild Saturn YXZ
CLASSIFICATION: Saturn Assault Craft
LENGTH: 4 kilometers
CREW: 1,200
AFFILIATION: Super-Cats' Infinite Defense

Regarding the above, most of the ship's crew have some sort of special ability revolving around their speed (S.I.D. originally started out as a crime-fighting organization, so superpowers are to be expected). Anything that can't be covered by the ship's Kittenoan crew is taken care of by replica droids.

Image

Yeah, it's a lousy picture. That's all I can do, though; the ship's design isn't based on anything that already exists.

SUBLIGHT DRIVES: 8 Hyperion-15 S-L Engines
HYPERDRIVES: 6 Class 0.15 Hyperdrives

As regards the above, we found it helps to have multiple drives in case one fails or gets blasted off the ship. Besides, it really helps with the ship's speed.

MANUEVERABILITY

The Wild Saturn's more manueverable than it seems upon first glance. It's capable of sliding in any direction---albeit slowly---to avoid large-scale weaponry. To a limited degree, it's capable of rotating in a (counter)clockwise direction without using the main engines.

WEAPONRY
16 Helix Cannons, 16 Gauss Cannons, 10 Fusion Cannons, 5 Cold Fusion Cannons, 4 Smart Missile Launchers (with 15 missiles each), 10 Smart Bombs, 4 Mega Missile Launchers (with 5 missiles each), 50 heavy turbolaser batteries, 50 Level 10 laser cannons, 20 ion cannons, 1 Super Ion Cannon

All weapons marked in italics are considered anti-fighter/warhead defenses. Gauss Cannons have limited ammunition compared to the other defenses.

The Helix Cannons, Gauss Cannons, Fusion Cannons, Smart Missiles, Smart Bombs, and Mega Missiles are the same weapons found in the Descent series of games. The Level 10 laser cannons are loosely based on the series' laser system.

Cold Fusion Cannons: Instead of nuclear energy, these modified Fusion Cannons quite literally use cold fusion power. The weapon's internal workings allow it to chill and condense energy from the ship's reactor, out-doing the Fusion Cannon power-wise up to 20 times over.

Super Ion Cannon: Created in the midst of repeated combat against the Infinite Defense's greatest opponent and rival. A single blast at 100% power can completely disable a Super Star Destroyer (as well as anything right next to it) if the shields are even part-way drained. The major downside is that---if our intention is to capture the ship intact---it's a major pain to repair.

SPECIAL WEAPONRY
Mean Green Beam (MGB), Lava Laser, Strobe Beam, 1 Final Exodus Missile (for use only in special situations)

Due to recent developments in subspace storage, the Wild Saturn's capable of firing any one of these four weapons from the same cannon. Two minutes of cooldown are required in-between shots (five minutes in the case of the Lava Laser, due to the extreme heat).

Mean Green Beam (MGB): Essentially a "homing beam". This snake-like blast, which can curve around obstacles and untargeted ships, has half the power of the Lava Laser and is the weakest of the Wild Saturn's special weapons.

The Lava Laser: An ultra-hot, fire-elemental beam of volcanic proportions. Capable of being self-sustained, even in a vacuum. Greatly effective against shields, but even more so against a target's hull. One of Callista and Zapana's favorite pasttimes involves using this to overheat opposing superweapons.

The Strobe Beam: Named for its 'strobe light' effect. When the cannon flickers repeatedly on/off, the illumination reflects off any opposing ships that are facing it. After several minutes, any ships that are still illuminated by this effect are attacked with intensified light. Ships with highly reflective surfaces can stave off maximum damage. Callista's fleet did not come up with this weapon's design.

Final Exodus Missile: By far the Wild Saturn's strongest weapon. Originally created by an alien fleet for two reasons: to overwhelm a planet's defenses all at once, and to counter an existing weapon already in use by a local fleet (mentioned below). To keep the aliens from using it against S.I.D., one of then-Wildcat's officers swiped the original Exodus weapon and the accompanying blueprints (although this didn't stop the aliens from rebuilding the weapon later). This weapon is actually the 2nd-weakest in the five-missile series, but it's potent enough. The ship can only carry one of these at a time.

Like the Final Genesis series (mentioned below), the weapon is capable of damage on a galactic basis (and is also used to cancel a Final Genesis weapon's effects). When programmed to do so, the Final Exodus can also completely regenerate any lost, damaged or destroyed object(s) at its point of impact (up to the size of a small planet), much like the Save/Restore State function on a console emulator. The energy that fuels this weapon can restore lives, and it's consistently used to bring Callista back in the event that catastrophe befalls her while in Spamville.

SPACESHIP CAPACITY
4 large hangar bays (or 2 huge ones, if you want to be technical)
Storage for up to several hundred small fighters and shuttles (presently stores around 200 ships)
4 docking units on ship's hull; meant for heavy cargo transfer

Most of the ship's fighter capacity consists of "Star Wars" ships, from around "Return of the Jedi" and prior. The stronger fighters are currently in use in Callista's home universe, so at present she has mostly modified A-Wings and X-Wings at her command. In addition to these, there is also 1 Pyro-GX that Callista uses as her personal fighter; more info listed a few posts down.

The modified fighters have significantly stronger shields, as well as an upgraded power system for quicker recharge time.

SHIELDING

Regular shield 'layers', with each layer capable of being placed directly below another in case of failure or attack, are roughly equivalent to 94,000 SBD altogether.

Enhanced versions of these, called "Blast" shield layers (originally "Blasto"), total an additional 235,000 SBD. Weapons with a yield equal to standard proton torpedoes or less won't faze it, so heavy weaponry is pretty much required to punch on through.

Hulk shield layers, designed to deflect heavy radiation and firepower (but mostly radiation, such as gamma rays and the like), equal an extra 120,000 SBD.

The Krypton shield layers are equal to an extra 200,000 SBD, but these are not designed to deflect standard firepower. In Callista's universe, there exists a fleet which acts as an amalgam of Starfleet Command and the Shin-Ra Corporation. The Final Genesis series of weapons that they produced not only were capable of restoring and creating life, but could also cause mass destruction on a galactic basis with only one attack. The Krpyton shields, in short, defend against not only weapons of a similar nature, but also against some minor magic-based attacks as well.

The I-Shield: Covers the ship in a transparent bubble and allows up to one full minute of complete freedom, letting the Wild Saturn ram opposing targets. It takes a weapon of Centerpoint proportions to crack the shield, and something at least 5-6 times stronger to destroy the shield completely. Once all 60 seconds are up, it requires a full 24 hours to completely recharge.

(Yeah, I know it seems obscene to put shielding like this on something only 4 km long. Something I thought I'd say, though: from mid-7th grade until graduation, I used to have this in-school RPG of sorts with several classmates; the strongest fleet in the game was capable of shredding most of my ships with a single blast, my flagship included (it had to have gotten destroyed at least fifteen times over the course of the RPG). The more shielding I could get my hands on at the time, the better, and even then it didn't always help.)

HULL

Inner and outer hull strength is roughly equal to 49,815 RU altogether.

EDIT: 08-15-07. Updated post to reflect Wildcat's change into Callista. Added information on the Final Exodus Missile.

EDIT: 09-22-07. Edited Wildcat's presence in instances where I'd missed it previously. Added information on the ship's remaining weapons.

EDIT: 09-23-07. Added a piece of shielding that I forgot to list earlier.
Last edited by CRBWildcat on Sun Sep 23, 2007 12:13 pm, edited 6 times in total.
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Postby Comartemis » Tue Jun 26, 2007 12:00 pm

Name: Zenon's Curse
Classification: Overlord-class Dreadnaught
Length:1050 meters
Crew: 6,700

Every single member of the crew is either a demon or a Sailor Senshi; everyone, right down to the chefs and the maintenance staff, is capable of contributing if the ship is boarded.

Image
Hyperdrive rating: Class .25
Backup Hyperdrive: Class 4

Armaments:
60 Heavy Turbolasers
-10 fore, 10 aft, 20 port, 20 starboard

40 Standard Turbolasers
-10 fore, 10 aft, 10 port, 10 starboard

20 Ion Cannons
-5 fore, 5 aft, 5 port, 5 starboard

8 Assault Concussion Missile Launchers
-4 turrets topside, 4 turrets bottomside
-30 missiles each, can also fire Singularity Missiles (aka Black Hole Bombs)

8 Tractor Beam Projectors
-2 fore, 2 aft, 2 port, 2 starboard

Starfighter Complement:
120 Eternal-Form Senshi

The ship's design and statistics are pulled from the Wookieepedia entry on the Nebula-class Star Destroyer and slightly modified.

It is worth noting that the ship's shields are supported by a Silver Crystal Matrix, a special meditative chamber which allows Sailor Moon variants to enhance the shields with their own powers. The weapon systems are powered by a comatose Saturn variant who serves as the ship's AI (her name is Raven, no relation to Spok's friend), and the heavy turbolasers are reinforced to the point where they can safely channel Saturn's destruction mana, magnifying their destructive power to insane levels. It may be much smaller than the Wild Saturn or the Eclipse MK III, but Zenon's Curse is plenty dangerous in it's own right.

The ship's bow is adorned by the standard of the Blood Shards. I couldn't find a better place to post their history and capabilities, so I'll do so here.

The Blood Shards
The DarkSith invasion took its toll on the Sailor Moon universes; millions of Crystal Tokyo variations fell before the onslaught of DarkSith troops, thousands of Senshi fell defending their homes, their loved ones, and their way of life, and the lives of untold trillions of innocent civilians were effortlessly snuffed out just to ensure the spread of hatred amongst the survivors.

In the midst of this holocaust, however, there were those who were lucky; those who escaped with their lives, but never with their innocence. They are known by many names; the Survivors, the Void Senshi, Those Who Remember, but all are united by a single factor—their undying hatred for DarkSith.

They are the Blood Shards, named for their standard—the ginzuishou in its flower form, drenched in blood—and renowned for their matchless prowess in combat, as well as their unyielding courage and their absolute loyalty to one another.

The group revolves around a very special group of Senshi; special primarily because not one of the Solar Senshi in this particular group fell to the DarkSith forces. After being captured, raped, tortured, thoroughly interrogated, and partially brainwashed by DarkSith forces serving under Dark Lady Selene—evidently she wanted the whole group as her “pets”—the girls were able to escape from their cells and join up long enough to engage in a blind Sailor Teleport that scattered them across the multiverse.

When at last the girls were reunited, they had each gained priceless knowledge gleamed from other universes, and when they returned to their home dimension, they did so backed up by an armada of Protoss, Terran, and New Republic warships. The DarkSith garrison left behind by Darth Selene was crushed with little fanfare, and the Senshi began the reconstruction of their great city, newly dubbed Crimson Tokyo in recognition of the blood that was spilled there. Over time, many other survivors of the DarkSith holocaust would migrate to this universe, where they could heal from their losses, sometimes reunite with long lost friends, and train relentlessly for the day that they take their revenge on DarkSith and its’ emperors.

The Blood Shards are the elite of the elite. Their innocence has been all but beaten out of them, leaving them as highly-trained and extremely powerful magic-wielding shock troops. Their fukus have been traded in for modified Protoss Zealot armor, the designs reconfigured for human wearers, and the wrist-mounted blades have been redesigned by Sailor Mercury to channel mana instead of psionic energies, though almost all of the Mars variants have trained under “Tassadar’s Rei” and are capable of using both mana and psionic energy to devastating effect.

In battle, the Blood Shards are ruthless, mercilessly hacking and blasting their way through anything that would dare to harm their comrades or the people under their protection. Their armor helps them draw on their Star Seeds with incredible efficiency, allowing even a first level Senshi to utilize her entire arsenal of attacks, and the experienced ones can pack much more power into every attack.

The Blood Shards are based out of the Overlord-class dreadnaught Zenon’s Curse, which is owned and operated by Artemis, a well-known friend of the defenders of love and justice. While the majority of the Shards remain at home to guard Crimson Tokyo from further attacks by the DarkSith Empire, the force that operates away from home is made up of 120 Eternal-Form Senshi and almost 450 lesser Senshi, which are supported by the legions of demons under Artemis’ command.

Standard combat doctrine calls for the Eternal Senshi to be deployed in squadrons of ten as substitutes for snubfighters, a role they play to devastating effect (being among the smallest, most agile, and most heavily-armed “starfighters” in the cosmos), while the lesser Senshi serve as infantry and foot soldiers.

The Inner Circle—sometimes called the Daughters of Zeratul—are the most powerful Senshi in the entire group; every last one of them has achieved the seventh-stage Immortal Form. Fortunately for the DarkSith forces, it is extremely rare for more than a few members of the Daughters of Zeratul to leave Crimson Tokyo at once, though Lady Serena is actually the one found away from home most often, leaving the leadership of Crimson Tokyo in the capable hands of Sailor Venus.
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Postby CRBWildcat » Wed Aug 15, 2007 4:35 pm

A picture I haven't gotten around to posting until now. This is the ship that Callista uses in the event that she requires more mobility than the Wild Saturn can offer: the Pyro-GX fighter.

Image

The Pyro-GX is---give or take a meter---roughly the same size as an X-Wing, but is capable of holding a large amount of equipment thanks to subspace storage (I'm sure some of us have wondered about how the ship can possibly hold that much). Some parts of the ship have been painted pink to set it apart from the other fighters in the fleet, as well as to reflect the changes in Callista's attitude.

Armaments and Capabilities

Quad Lasers, Level 6; 7 concussion missiles, 1 Vulcan Cannon, 1 Gauss Cannon, 1 Helix Cannon, 1 Phoenix Cannon, 1 Plasma Cannon, 1 Omega Cannon, 7 Flash missiles, 10 Mercury Missiles, 5 Guided missiles, 10 Smart Bombs, 5 Mega Missiles. The weapon seen on the picture above is the Phoenix Cannon. Refer to the Descent article referenced in the Wild Saturn's post.

Shielding is about double that of a standard B-Wing fighter. The hull has been modified to reflect the B-Wing's durability, as well.

The Pyro-GX is more agile than normal starfighters due to its sliding and reverse-thrust capabilities. Instead of the warp engine seen in "Descent 2", the ship does have a hyperdrive. There is also an acceleration system that can briefly double the ship's speed.

The ship has been modified to accept commands from a keyboard. If the keyboard is damaged in any way, the regular controls can be used as well.

Also carried onboard the ship are several Kat-Scanners. These devices act as Callista's eyes and ears when she doesn't want to show up somewhere in person, and function as probes, recorders, and mobile cameras.
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Postby Lord Aries Greymon » Thu Aug 16, 2007 11:36 am

That brings back memories. I loved the games, never played that Freespace ripoff
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