List
  • MarkWarrior

    Well-known member
    List of Warships, Jumpships, Dropships, and the assorted supplies that Hull and his fleet have among them.
    Warships
    Manassas Aegis class heavy Cruiser(Modified)
    Defender Narukami Block II Destroyer (Modified)
    Redemption Stefan Amaris Class Battleship (Modified)
    Secrecy Nightwing Class Warship
    –Snake
    Bug Eye Class Warship
    Jumpships
    Aurelius Leviathan Class Jumpship
    Ceasar Leviathan Class Jumpship
    Navigator Star Lord Class Jumpship
    Unicorn Monolith Class Jumpship
    Dropships
    –3 Mammoth class dropships loaded down with colony supplies
    –10 Mule class dropships loaded with colony supplies and personnel
    –2 Colossus class dropships belonging to the Marksman and the Ducal Guard
    –5 Sting class gunships
    –5 Sting II class escort ships
    –1 Argo Class colony vessel
    –6 Triumph class combined arms dropships
    - 2 Elephant class Dropships/Tugs
    – Assorted dropships belonging to the Ducal Guard, Marksman, and the rest of the passengers.
    There are Data cores scattered throughout the fleet, and they are fully prepared to put down Terraforming equipment and begin manufacturing more if the world they should find themselves on is hostile.

    There are around ten thousand colonists and over 300 engineers and scientists with them. Experts in various things such as metallurgy and the building of factories etc.

    Anything not explicitly noted here is probably something they either didn’t bring, or is in one of the massive cargo areas that they have access to.
     
    Glamdring
  • MarkWarrior

    Well-known member
    Glamdring Dropship
    Type: Military Aerodyne
    Mass: 5,900 tons(16000)
    Technology Base: Mixed (Advanced)
    Introduced: 3145
    Mass: 5,900 (16,000)
    Battle Value: 50,912
    Tech Rating/Availability: F/X-X-X-E
    Cost: 10,743,796,800 C-bills

    Fuel: 200 tons (6,000)
    Safe Thrust: 5
    Maximum Thrust: 8
    Heat Sinks: 711 (1422)
    Structural Integrity: 50

    Armor
    Nose: 1670
    Sides: 1400/1400
    Aft: 1130

    Cargo
    Bay 1: Cargo (200.0 tons) 2 Doors
    Bay 2: BattleArmor (IS) (6) 0 Doors

    Ammunition:
    432 rounds of LRM 20 (Clan) Artemis-capable ammunition (72 tons),
    384 rounds of Gauss Rifle [Clan] ammunition (48 tons)

    Escape Pods: 14
    Life Boats: 0
    Crew: 6 officers, 15 enlisted/non-rated, 27 gunners, 36 bay personnel

    Notes: Mounts 1225 tons of ferro-aluminum armor.

    Weapons: Capital Attack Values (Standard)
    Arc (Heat) Heat SRV MRV LRV ERV Class
    Nose (400 Heat)
    6 ER Large Laser 72 6(60) 6(60) 6(60) 6(60) Laser
    6 ER PPC 90 9(90) 9(90) 9(90) 0(0) PPC
    4 Gauss Rifle 4 6(60) 6(60) 6(60) 0(0) AC
    Gauss Rifle Ammo [Clan] (96 shots)
    4 Large Pulse Laser 40 4(40) 4(40) 4(40) 0(0) Pulse Laser
    6 Laser AMS 30 2(18) 0(0) 0(0) 0(0) AMS
    6 LRM 20+Artemis IV 36 7(72) 7(72) 7(72) 0(0) LRM
    LRM 20 (Clan) Artemis-capable Ammo (144 shots)
    4 Sub-Capital Laser (SCL/3) 128 12(120) 12(120) 0(0) 0(0) Sub-Capital Laser


    RW/LW (334 Heat)
    4 ER Large Laser 48 4(40) 4(40) 4(40) 4(40) Laser
    4 ER PPC 60 6(60) 6(60) 6(60) 0(0) PPC
    4 Gauss Rifle 4 6(60) 6(60) 6(60) 0(0) AC
    Gauss Rifle Ammo [Clan] (96 shots)
    4 Large Pulse Laser 40 4(40) 4(40) 4(40) 0(0) Pulse Laser
    6 Laser AMS 30 2(18) 0(0) 0(0) 0(0) AMS
    4 LRM 20+Artemis IV 24 5(48) 5(48) 5(48) 0(0) LRM
    LRM 20 (Clan) Artemis-capable Ammo (96 shots)
    4 Sub-Capital Laser (SCL/3) 128 12(120) 12(120) 0(0) 0(0) Sub-Capital Laser

    Aft (354 Heat)
    4 ER Large Laser 48 4(40) 4(40) 4(40) 4(40) Laser
    4 ER PPC 60 6(60) 6(60) 6(60) 0(0) PPC
    4 Gauss Rifle 4 6(60) 6(60) 6(60) 0(0) AC
    Gauss Rifle Ammo [Clan] (96 shots)
    4 Large Pulse Laser 40 4(40) 4(40) 4(40) 0(0) Pulse Laser
    10 Laser AMS 50 3(30) 0(0) 0(0) 0(0) AMS
    4 LRM 20+Artemis IV 24 5(48) 5(48) 5(48) 0(0) LRM
    LRM 20 (Clan) Artemis-capable Ammo (96 shots)
    4 Sub-Capital Laser (SCL/3) 128 12(120) 12(120) 0(0) 0(0) Sub-Capital Laser

    Credit for this goes to @Knowledgeispower
     
    Goshawk
  • MarkWarrior

    Well-known member
    Goshawk GO-H1K VTOL
    Base Tech Level: Standard Mixed (Base IS)
    Level
    Era
    Experimental
    -
    Advanced
    -
    Standard
    3050+
    Tech Rating: F/X-X-X-E
    Weight: 55 tons
    BV: 1,050
    Cost: 11,098,167 C-bills
    Movement: 8/12 (VTOL)
    Engine: 210 XL(Clan)
    Internal: 30 Armor: 211 (Ferro-Fibrous)

    Internal Armor
    -----------------------------------
    Front 6 64
    Right 6 52
    Left 6 52
    Rear 6 41
    Rotor 6 2



    Weapons Loc Heat
    ---------------------------------
    LRM 5 (Clan) FR 2
    SRM 2 (Clan) FR 2
    ER Medium Laser FR 5
    ER Medium Laser FR 5

    Ammo Loc Shots
    --------------------------------------
    SRM 2 Ammo BD 50
    LRM 5 Ammo BD 24


    Carrying Capacity Troops - 12.0 tons


    The base model of the Goshawk is designed for troop transport where stealth or a quick getaway is needed but where a full Sting would be too much or would blow the operation. With a maximum speed of 129.6kph under a full load, the Goshawk is capable of not only dropping off the troops that it carries, but is armored enough to either stay as a small support craft or to leave and return upon the call for an Evac.



    Author's Note: This is something that will come up later and so I wanted to go ahead and post the design.
     
    Last edited:
    BLK-K1T Black Kite Scout VTOL
  • MarkWarrior

    Well-known member
    BLK-K1T Black Kite Scout VTOL
    Base Tech Level: Standard Mixed (Base IS)
    Level
    Era
    Experimental
    -
    Advanced
    -
    Standard
    3145+

    Tech Rating: F/X-X-X-E

    Weight: 20 tons
    BV: 506
    Cost: 2,325,000 C-bills

    Movement: 10/15 (VTOL)
    Engine: 105 XL

    Internal: 10
    Armor: 110 (Ferro-Fibrous)


    Internal Armor
    —-------------------------------
    Front 2 33
    Right 2 27
    Left 2 27
    Rear 2 21
    Rotor 2 2



    Weapons Loc Heat
    —------------------------------------------------

    Rocket Launcher 20 LS 5
    Rocket Launcher 20 RS 5
    Rocket Launcher 10 FR 3




    Equipment Loc
    —--------------------------------------------
    Bloodhound Active Probe BD
     
    M1-Transport Small Craft
  • MarkWarrior

    Well-known member
    M1-Transport Small Craft
    Type: Military Aerodyne
    Technology Base: Mixed (Standard)
    Introduced: 3050
    Battle Value: 2,132
    Tech Rating/Availability: F/X-X-E-D
    Cost: 20,739,500 C-bills
    Fuel: 4 tons (320)
    Safe Thrust: 4
    Maximum Thrust: 6
    Heat Sinks: 24 (48)
    Structural Integrity: 6

    Armor
    Nose: 100
    Sides: 84/84
    Aft: 68

    Cargo
    Bay 1:
    BattleArmor (Clan) (7)
    2 Doors
    Escape Pods: 0 Life Boats: 0 Crew: 3 enlisted/non-rated, 1 gunner, 42 bay personnel
    Ammunition: 30 rounds of Ultra AC/10 ammunition (3 tons)
    Notes: Mounts 13 tons of ferro-aluminum armor.
    Weapons and Ammo
    Location Tonnage Heat SRV MRV LRV ERV
    ER Large Laser
    R Wing 4 12 10 10 10 10
    ER Large Laser
    L Wing 4 12 10 10 10 10
    Ultra AC/10
    Nose 10 3 15 15 0 0
    ER Large Laser
    Nose 4 12 10 10 10 10
    ER Large Laser
    Aft 4 12 10 10 1
     
    Asari Codex Entry #1
  • MarkWarrior

    Well-known member
    Asari Codex Entry #1 Ardat Yakshi

    The Ardat Yakshi is a group of Asari whose latent psionic field is both powerful and capable of interfering with any melds that this group might attempt. With proper training, the chances of the meld going wrong and interfering with the nervous system are greatly diminished, and can even result in a deeper meld than can be accomplished by most Asari.

    Ardat Yakshi, once trained are capable of living the typical life of an Asari without repercussions, and given that they are a small fraction of the population they are generally regarded with fear and this has led to many Justicars having to intervene on the behalf of both bystanders as well as the Ardat Yakshi themselves.

    The Justicars are a mixed monastic and knightly order that generally focuses on the proper training of said Ardat Yakshi. Unfortunately, not all of those who are discovered to be Ardat Yakshi are willing to submit to the training. While most Asari are incapable of knowing that their psionic field will interfere until it is far too here are some that are able to restrain themselves during the meld and thus able to prevent most long-term damage to their mating partner.

    However, the fact that Ardat Yakshi is able to generate those deeper melds has led to their capture, training, and use by many of the Asari’s more clandestine operations. This has resulted in a clash between many a Justicar seeking to bring Ardat Yakshi in for training and said black ops and intelligence programs attempting to arrange for their disappearance. In fact, the Justicar order has sworn that any who make use of Ardat Yakshi in this way are to be purged immediately when encountered.

    The Term Ardat Yakshi is typically used to describe the extreme cases of those who refused the training that was offered and instead fled. Most of them turn to a life of spreading misery and death around as they move from place to place while trying to keep away from the few Justicars that have been assigned to track them down and bring them in.
     
    Asari Codex Entry #2
  • MarkWarrior

    Well-known member
    Codex Entry #2 The Sect of Athame

    The Sect of Athame is a secretive group that has been in charge of the Temple of Athame and what lies within for the last five to six thousand years, carefully doling out the information as is needed for the Asari to stay ahead of the current technology curve.

    While this group was actually responsible for the original negotiations with the Salarians and later the Krogan once the Rachni War began they have largely fallen out of favor in the Asari Republics, with Tevos being the last of the mainline Matriarchs that were supported by this group capable of being selected to be Councilor.

    The Sect of Athame was supposed to have dissolved soon after the War with the Rachni and with the Creation of the Spectres were considered obsolete by many of the Matriarchs at that time. However, they managed to not only survive, but have become a large part of the Asari Underworld, with connections between Thessia and Illium being their primary means of continuing to gather both Funding and personnel for their endeavors.

    Oddly enough, the Sect of Athame has been largely responsible for many of the big upheavals throughout Asari history, both in recent and past history. And, with their sole control of the Beacon cannot be removed entirely from Asari Society even if many Matriarchs have pushed for it in the past. The Sect has firmly established itself as a necessary cornerstone of Asari Society; if one that is often unwanted and unneeded in the modern era. It will take some sort of catastrophic mistake of epic proportions to remove them from their place.
     
    Codex Entry #3
  • MarkWarrior

    Well-known member
    Codex Entry #3 Biotics


    Biotics is the ability of some lifeforms to create mass effect fields using element zero nodules embedded in body tissues. These powers are both accessed and augmented by using bio-amps. Biotic individuals can knock enemies over from a distance, lift them into the air, generate gravitational vortices to tear obstacles or enemies apart or create protective barriers. (Excerpt from the common dictionary definition of biotics)


    While this definition is commonly used to describe most biotics, what is not known is that biotics are not actually limited to the common move sets that are known to most of the public. While those are indeed the ways that most biotics use their powers (Due to the ease of training in that way,) a Biotic is capable of using their biotics to do almost anything that they can think of provided that they have the proper power and control to pull off what they desire.


    This is most commonly seen in Matriarchs or biotics who are new to their powers. Matriarchs because they are comfortable with their own control and abilities and have grown to know exactly how far they can push the envelope of reality with their prowess.


    New biotics are another case entirely. They often use their Biotics in new and creative ways because they are not yet trained. In fact, this is part of the reason why biotics are often recorded before their training. So that the things they attempted are known so that new techniques might be researched.


    The downside to the creativity and exploration of biotic powers is that in many cases an accident is fatal, so there is good reason to not attempt something new with biotics lest the user perishes by doing something that they cannot control.


    In summation, the future of biotics is ever-changing, and one day we might see an entirely new movement set used by not only the military but also the various biotics sports that are out there.
     
    Marsden IV
  • MarkWarrior

    Well-known member
    Marsden IV MBT (Mass effect Modification)
    Mass:
    60 tons
    Movement Type: Tracked
    Power Plant: 180 Fusion
    Cruising Speed: 32.4 kph
    Maximum Speed: 54 kph
    Armor: Ferro-Fibrous
    Armament:
    1 LB 20-X AC
    3 ER Small Laser
    2 SRM 4
    1 LRM 10
    Communication System: Unknown
    Targeting & Tracking System: Unknown
    Introduction Year: 3052
    Tech Rating/Availability: F/X-X-E-D
    Cost: 3,445,200 C-bills

    Type: Marsden II MBT
    Technology Base: Mixed (Standard)
    Tonnage: 60
    Battle Value: 1,426



    Equipment Mass
    Internal Structure 6
    Engine 180 Fusion10.5
    Cruising MP: 3
    Flanking MP: 5
    Heat Sinks: 100
    Control Equipment: 3
    Power Amplifier: 0
    Turret: 1.5
    Armor Factor (Ferro): 249 13



    Internal
    Structure
    Armor
    Value
    Front 663
    R/L Side 6/649/49
    Rear 639
    Turret 649



    Weapons
    and Ammo
    Location Critical Tonnage
    ER Small Laser Left10.5
    2 SRM 4 Front22
    ER Small Laser Right10.5
    ER Small Laser Turret10.5
    LB 20-X AC Turret912
    LRM 10 Turret12.5
    LB 20-X AC Ammo (10) Body22
    SRM 4 Ammo (50) Body22
    LRM 10 Ammo (24) Body22
    LB 20-X Cluster Ammo (10) Body22
     
    King Tiger
  • MarkWarrior

    Well-known member
    Tiger Medium Tank T-12
    Mass: 55 tons
    Movement Type: Tracked
    Power Plant: 220 Fusion
    Cruising Speed: 43.2 kph
    Maximum Speed: 64.8 kph
    Armor: Standard
    Armament:
    2 ER Medium Laser
    3 Machine Gun
    1 SRM 4
    1 AC/10
    Communication System: Unknown
    Targeting & Tracking System: Unknown
    Introduction Year: 3050
    Tech Rating/Availability: F/X-X-E-D
    Cost: 2,395,783 C-bills

    Type: Tiger Medium Tank
    Technology Base: Mixed (Standard)
    Tonnage: 55
    Battle Value: 1,189


    Equipment Mass
    Internal Structure
    5.5​
    Engine
    220 Fusion​
    15​
    Cruising MP:
    4​
    Flanking MP:
    6​
    Heat Sinks:
    10​
    0​
    Control Equipment:
    3​
    Power Amplifier:
    0​
    Turret:
    1.5​
    Armor Factor: 232
    14.5​


    Internal
    Structure
    Armor
    Value
    Front
    6​
    57​
    R/L Side
    6/6​
    46/46​
    Rear
    6​
    37​
    Turret
    6​
    46​


    Weapons
    and Ammo​
    Location Critical Tonnage
    Machine Gun
    Rear​
    1​
    0.25​
    ER Medium Laser
    Front​
    1​
    1​
    Machine Gun
    Front​
    1​
    0.25​
    SRM 4
    Turret​
    1​
    1​
    ER Medium Laser
    Turret​
    1​
    1​
    AC/10
    Turret​
    7​
    12​
    Machine Gun
    Turret​
    1​
    0.25​
    SRM 4 Ammo (50)
    Body​
    2​
    2​
    AC/10 Ammo (20)
    Body​
    2​
    2​
    Half Machine Gun Ammo (100)
    Body​
    1​
    0.5​
     
    Militia Unit #1 Centurion (ASF)
  • MarkWarrior

    Well-known member
    Centurion CNT-5D
    Mass: 30 tons
    Chassis: Unknown
    Power Plant: 240 Fusion
    Armor: Standard
    Armament:
    3 Medium Laser
    2 SRM 6
    Communication System: Unknown
    Targeting & Tracking System: Unknown
    Introduction Year: 3050
    Tech Rating/Availability: F/X-X-E-D
    Cost: 2,139,000 C-bills

    Mass: 30 tons
    Frame: Unknown
    Power Plant: 240 Fusion
    Armor: Standard
    Armament:
    3 Medium Laser
    2 SRM 6
    Communication System: Unknown
    Targeting & Tracking System: Unknown
    Introduction Year: 3050
    Tech Rating/Availability: F/X-X-E-D
    Cost: 2,139,000 C-bills

    Type: Centurion
    Technology Base: Mixed (Standard)
    Tonnage: 30
    Battle Value: 1,279


    Equipment Mass
    Engine
    240 Fusion​
    11.5​
    Safe Thrust:
    10​
    Max Thrust:
    15​
    Structural Integrity:
    10​
    Heat Sinks:
    10 [20]​
    0​
    Fuel:
    280​
    3.5​
    Cockpit:
    3​
    Armor Factor:
    240​
    15​


    Armor
    Value
    Nose
    72​
    Wings
    60/60​
    Aft
    48​


    Weapons
    and Ammo​
    Location Tonnage Heat SRV MRV LRV ERV
    Medium Laser
    NOS​
    1​
    3 5 0 0 0
    SRM 6
    NOS​
    1.5​
    4 8 0 0 0
    Medium Laser
    RWG​
    1​
    3 5 0 0 0
    SRM 6 Ammo (30)
    FSLG​
    2​
    - - - - -
    Medium Laser
    LWG​
    1​
    3 5 0 0 0
    SRM 6
    AFT​
    1.5​
    4 8 0 0 0

    Author's Note: This is the new standard ASF for militia units in the Terminus Commonwealth. Yes, I'm aware that there's a chance of someone stealing the specs on a Medium laser. But it's a risk they have to take. Besides, this thing is technically 11 tons overweight when you tie in the Mass Effect generator that is built in with it. It's fast, it has decent armament, and it's got armor enough to go head to head with a Royal Stuka for long enough to at least harrass it.
     
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