Starships
How To Traverse The Stars
Space Travel is done primarily through two means, with a Space Bridge or a Foldspace Engine. A Foldspace Engine is a device powered by a Lantern that has captured the Light of Alfheim. With said Light, it can harness this awesome energy to
Weapons & Armament
Projectile Based Weapons & Energy Based Weapons
Pick Your Poison
Almost all weapons and armaments can be classified as Projectile or Energy based in nature. If it glows like nuclear waste it's an Energy weapon, if it shakes your bones when it fires, it's a projectile weapon. Projectile weapons, when compared to their counterpart, are slower but are good at puncturing Armor and ship hulls. Additionally, they can build up momentum and strike with almost 2x their own force if used correctly. This is ideal for large groups of enemies especially if you are in the atmosphere of a planet. But they have two major downsides; 1) they are prone to malfunction & 2) their ammo is physical and takes up more room onboard Starships. Energy weapons are the newest technology, relatively speaking, and are great for taking out enemy Shields. Unlike their counterparts, most Energy weapons have a Fuel Cell Battery which will need to be replaced after long periods of time, 10 Fuel Cell Batteries last up to 50x longer than regular ammo because they don't need to be replaced as much. However, Energy weapons can overheat causing them to damage themselves. Any Captain of any Starship should know how to manage their weapons and armaments, ideally, you would want a fair share of both PBWs and EBWs to deal with any threat you may encounter. It is advised to use your EBWs first as they can last much longer than a PBW.
Projectile-Based Weaponry & Armaments
- Long-Range Heavy Mortar (PBW - HM)
- Heavy Calibur Turbo Lasers (EBW - TL)
All weapons can be classified as a "Class", from Class-D to Class-A. Certain types of Starships are only allowed to have weapons from a certain Class equiped.
Armor and defense
Ship Armor & Shield
Starship defense comes in two flavors, Shields & Armor, both are ideal and good at protecting your vessel in a certain way. Armor is the physical hull of your Starship, the thick skin that covers the outside of the vessel. Its primary purpose is to provide durability support and guard against extreme environments. Shield Generators coat the vessel in a layer of blue-ish hue which nullifies or deflects incoming attacks.
Armor on Starships are rated on an Armor Grade Scale from One to Five, the higher your Armor Grade, the more punishment it can take without requiring expansive repairs. Shields, on the other hand, can overheat and be disbursed, but unless the Generator itself is destroyed, can easily be brought back online. Most Starships have two or three Shield Generators in case one of them is brought offline in an emergency.
Minor & Major Lines
The Major Lines are the travel lanes that run the full length of the entire Universe, numbering three in total; Andromeda, Proxima, and Parabellum. These Major Lines "rotate" or realign themselves once every 500 Cycles (years). As a result, when the Lines change, there is a small window of opportunity to strike one of the big universal powers as their territories and zones are moved around. This is because of Solar Tracks, gigantic devices placed in three spots (at the start, middle, and end of a Line) can create a closed network, meaning only starships that are approved by the power in charge can use the Major Line Minor Lines are similar to Majors, except that they do not move and are not nearly as long, usually only connecting planets or star systems in change for stability. Minor Lines caught on the stream of a Major Line can only be traveled to via that Major Line with a VSE. This does not apply to Minor Lines not connected to a Major Line. There is a remedy to this solution, but they're not perfect. One is to travel at normal speed, but it could take thousands of years to do something like that. Option two is to use a Jump Drive. JDs cannot use the Major Lines and are only useful on Minor Lines, however, they travel at light speed and can bypass a closed network, allowing access to worlds or systems that would normally be impossible. One major downfall for the JD is that it can't travel long distances (which is why it cannot be used on Major Lines). To put it in perspective, say Planet X was your destination but you were on Kiosk Delta. Assuming you can, you would use a VSE to travel the full length of the Minor Lines, but with a JD you would arrive at Planet X within two to three Jumps. It should also be noted that Minor Lines are a hard commitment, you can only stop if you 1) reach your destination or 2) have a type of engine failure. Major Lines are like a Highway, so long as a destination is on it or a connected Minor Line, you can go wherever you please and stop whenever.Types of Starships
- Military -- Starships operated and employed for or by military organizations and operations, clear for use of Class-D --> Class-A Weaponry & Armaments
- Civilian -- Starships used for civilian purposes and operation within domestic systems, clear for use of Class-D Weapons & Armaments
- Commercial -- Starships used for business and commerce, clear for use of Class-D --> Class-C Weaponry & Armaments
Typical Military War Fleet
- Star-Fighter: Small combat ships with a focus on dog fights and aerial domination, typically only 1-2 pilots
- Sloop: Vessels that can usually operate with Star-Fighters as support or extra guns, also known as Patrol Ships
- Frigate: The most versatile ship in any Navy is the Frigate, a vessel that packs more punch than a Sloop and can be modified to fill any role, typically used to patrol captured worlds in a domestic setting.
- Corvette: The line between this and a Frigate is blurred, but typically, a Corvette can act a ship on the borders of a System, serving as a deterrent for enemy attack.
- Destroyer: These ships are a step above Frigates and have considerable more Weapons & Armaments, they excel when grouped together, raining hell down on any unlucky few who find themselves in their crosshairs.
- Cruiser (Light/ Heavy): Cruisers are independent ships that can lead fleets as well as being capable of hunting down pirates and outlaws on their own without the support of any other vessel, the first true solo craft. Light Cruisers typically have fewer weapons while a Heavy is geared towards war.
- Battlecruiser: A glass canon, the BC is the successor to the Crusier, surrendering durability and independence for greater firepower and mobility, they cannot succeed on their own but are great for chases or hunts.
- Battleship: If you took a metric shit-ton of guns and put them on a Starship, it would still fall short of a BS, these things have possibly the lowest speed and mobility of a fleet but are not meant to. Their job is to sit down at a choke point to deny enemy escape or reinforcements and just rain down more hell than a pack of Destroyers.
- Carrier: A carrier is a large vessel whose only purpose is to warp into a battle, deploy all of its Star-Fighters, and warp out of enemy firing range. They have practically no Weapons & Armaments and all their resources go to housing and maintain their Pilots and Star-Fighters.
- Dreadnought: This is the fleet killer, a vessel revered and feared by all Admirals and Captains, the ship who fears not. Dreadnoughts are ships that have the power and capabilities to match or overcome any fleet in the Galaxy. The arrival of one signals the end of a battle.
- Troop Transport: As the name implies, these ships are only employed to move large amounts of ground forces from one location to another as efficiently as possible. They have some Weapons & Armaments but primarily focus on getting the Troops safely into or out of the fight.
- Barracks Lander: The BL is a type of vessel used exclusively by ground forces, they are mobile bases, outposts, fortresses, and Barracks needed to house soldiers during long operations.
- Arsenal Ship: These ships only specialize in one skill; the movement and storage of ammo, weapons, tools, and supplies for other Starships or even ground forces should they need it. They demand an escort to be successful and are to never directly engage the enemy. They could also be used to repair ships within the fleet on the fly.
Creative Sources
Compiled list of (free) sites, tools, and links I use for various assets or art in SEVEN SEALS- Article, World, & Icons made with Bannersnack (FREE)
- Character Portraits & Landscapes made with ArtBreeder (FREE)
- External Family Tree Tool is FamilyEcho (FREE)
- Unique Symbols & Signs from Cool Symbols (FREE)
- Various Fantasy Names generated from Fantasy Name Generator (FREE)
- Sci-Fi inspired names & Generators via Donjon (FREE)
- Flags & Shields made with Armonia (FREE)