Sirasion Imperial Navy
"An empire is only as powerful as it's navy, without a firm grip, worlds will slip through your fingers"The Sirasion imperial navy is the first line of defence against extra terrestrial threats, primarily enemy nations that threaten imperial borders. They are also the first to strike into the heart of enemy space, bringing massive firepower to bare against their opponents with overcharged mega cannons and tesseract projectors. They are also responsible for dealing with internal threats such as uprisings or pirates, and they do so effectively with ruthless combat doctrine some of the most coordinated fleets in the galaxy.
Structure
Ranks and Structure
Recruit A naval recruit is still undergoing training, at this stage they are the lowest of ranks. Generally a naval recruit will serve for half a year before being assigned permanently to a ship. Generally the recruit does not get to choose what ship he or she will be serving on, as it will be down to which ships need crew. First Shipman / "Deckie" The rank of first shipman comes directly after the recruit stage, at this point the soldier is assigned to a ship and will progress their training in their assigned role. The individual will stay at the rank of First Shipman until they have become proficient on all stations onboard their ship, if they have to move ship for any reason, the process will start again. This rank is what the majority of navy personnel hold and is affectionately known as the "Deckie" Second Shipman An in-between rank for those who have completed their First Shipman training and are proficient on all stations but have yet to rise to the rank of station master, this rank is also given to those who have achieved whole ship proficiency and are transferred to a new ship of the same class. Station Master The station master rank is for those who have dedicated to a specific station onboard their ship, be it anything from gunnery to engine management. The Station Master commands the Deckies on the station they oversee, making sure things are running safely and smoothly. To become a Station Master one must have gained proficiency in all stations on their assigned ship. Bridge Assistant / First Mate The role of Bridge Assistant is to be the direct advisor to the captain, they are who the station masters report to. This rank can only be given by the captain and there is generally only one or two spots, but on larger ships there may be more. Captain The captain is fairly self explanatory. They are the commander of everything that goes on onboard the ship and the diplomatic face of the vessel. If the captain of a ship is lost be it through combat or being transferred, the Bridge Assistants and Station Masters will decide who is most suited to be captain, if a decision cannot be met, an external accessor will assign a new captain from the Bridge Assistants based on their track record. Only a bridge assistant can become a captain. Admiral / Warmaster An Admiral oversees a fleet of ships and generally the entire battleforce. He will communicate only with the captains of ships under his command. The Admiral is responsible for most tactical decisions of a large battle, often being situated onboard his own ship either far away from the battle or in the back lines, he will also have a captain onboard his ship issuing orders to the crew. High Admiral / High Warmaster The high admiral is essentially an admiral of admirals, in particularly large battles he will oversee his admirals and command them directly.Assets
The imperial navy has some of the most powerful ships in the galaxy under its command, these uniquely designed ships made specifically for The Sirasion Empire, tailor made according to their needs.
Ship Design
Sirasion naval ships all follow a similar design concept of having a thin, streamlined prow and large wings built into the superstructure at the rear of the ship. These wings contain important components such as extra thrusters and weapons. Sirasions ships are focussed on full frontal firepower, many of the ships more powerful fixed guns being positioned in these wings, the design allowing all of them to be brought to bare on a single target. The disadvantage to this is the ship has a large profile from all sides and is easier to acquire for enemy gunners, however with this in mind a Sirasion ship's fixed guns are accurate enough to fire from long distances greater than the accurate range of enemy weaponry. Often the tactic for Sirasion ships is to beat down an opponent's shields with ion cannons and vast array of forward facing weapons then deliver a final blow with large, overcharged guns often contained within the nose of the ship. These side wings also contain secondary sub light engines, being positioned so far off the ship's center point, it is able to make incredibly quick turns to insure all its weapons are pointing at the target. A Sirasion ship is not useless in close quarters however, often being equipped with a number of smaller turrets and short range batteries for close in skirmishing. Fighter craft are one of the Sirasion Empire's strongest points, having easily the most capable fighters in the galaxy. They operate closely with larger ships and play key roles in space battles. In most large scale space battles, anti fighter gunships, which are common place in most other fleets, are often completely absent. Most ships in the Sirasion fleet are equipped with atleast a small hanger that holds a token number of fighters and bombers. These fighters and bombers are so effective in what they do, be that attacking enemy cruisers or dealing with other fighters that the need for smaller corvettes is uncommon.Wyntrak Engines
Sirasion fighters use a very specific type of engine; the Wyntrak type propulsion unit. The Wyntrak engine uses a combination of hypercompressed gas and electricity to gain thrust. The main power unit of the engines surges with electricity, that when mixed with a special gas causes a violent reaction. The more current funnelled into the gas chamber the more potent the reaction and there for the thrust generated increases. This is where the control rods come in. The rods, when inserted into the core, acts as amplifiers for the electrical current, there for funnelling more power into the gas chamber. The more rods in an engine, the more potential power it has.Tesseract Wormhole Jump Drive
Almost all ships in the Sirasion navy are equipped with what is known as a wormhole drive. A Wormhole drive uses Tesseract to transport a ship from one side of the galaxy to the other in a matter of minutes compared to hours with traditional hyperdrive. Tesseract draws on the realm of Trezekh , a supernatural, alternate dimension where time and space behave very differently. Tesseract, when shattered causes an explosion in which all caught within are transported to this place, the Sirasions however figured out a way to return from this realm, and not only that, return in a specific location. This method of travel poses a number of risks however (Further detailed in Corruption ) and is not used lightly. However it is no secret that the Sirasions have easily the fastest method of travel in the galaxy.Small Craft
Fl-300 Razak Role: Air Superiority Fighter Powerplant: x2 Wyntrak 6 rod engines, class-m hyperdrive Weaponry: x4 Z-600 air to air laser cannons - x8 heatseeking missiles. The Razak is currently the main fighter of the imperial navy, it's design focusses on a balance between speed and damage output, being armed with incredibly powerful weapons that are almost too powerful for the job required, its quad laser cannons able to shred enemy fighters in but a few shots. The intention being it doesn't have to maintain time on target for very long, allowing for effective hit and run attacks, but still able to hold its own during a dogfight. It's engines are incredibly powerful, each one alone capable of outrunning most enemy fighters, with both at full power the Razak can reach dizzying speeds. The Razak is considered a favourite among Sirasion pilots, many of them praising it for its forgiving handling characteristics over the less stable flex wing designs. Fl-200 Skyreaver Role: Carrier borne fighter Powerplant: x2 twin rod Wyntrak engines, x1 4 rod Wyntrak turbo engine, class - M hyperdrive Weaponry: x2 airburst cannons, x4 pylons for bombs and missiles. The pre-predecessor to the FL-300, the Skyreaver was the first fighter to incorporate flex wings, a design that made the fighter behave like a bird of prey, able to suddenly tuck its wings and tail fins in to pull off rapid and daring manoeuvres in atmospheric combat as well as use the flick of the wings to suddenly shift its balance in space combat to pull off unpreceded movements. While the Skyreaver has a direct replacement in the form of the Razak, it is still fielded due to its high manoeuvrability, cheaper cost and easier storage, the flex wings saving a lot of space on carriers The Skyreaver is one of the more popular display aircraft in the Sirasion Empire, its flex wings making for some visually spectacular aerial stunts. Fl- 400 Zatkan Role: Interceptor Powerplant: Wyntrak 15 rod supercharge tri-core engine Weaponry: x2 micro missile launchers, x4 GHZ-7 heavy laser cannons The Zatkan is a dedicated interceptor, incorporating flex wing technology and an overcharged engine, the Zatkan is designed to destroy enemy bombers before they can get anywhere near friendly vessels. With blinding speed a Zatkan squadron will unleash devastating fire power to rapidly destroy incoming formations before the enemy have a chance to fire back. The Zatkan also holds galactic speed record for any combat fighter in the galaxy. The three regularly fielded Sirasion fighters work effectively with one another. The Skyreaver is the dogfighter, the Zatkan is the hit and run interceptor, while the Razak is both. FL-267 Volcanos Role: Naval Bomber / tankbuster Powerplant: x2 Wyntrak triple rod engines, Class-m Hyperdrive Weaponry: Proton Catapult, x2 v-193 rotary cannons, rear facing gun turret The Volcanos is the primary bomber of the imperial navy and is designed for one thing in mind; armor penetration. The volcanos was a direct response to the Alliance using their heavily armoured ships, with its main weapon, the Proton Catapult being specifically designed for the task of penetrating duradite. The proton catapult is said to be so loud when it impacts the hull of an enemy ship everyone on board, no matter the size of the vessel will be able to hear it as if it were next to them with the vibrations it causes being so intense. This deadly weapon is also commonly fielded on ground based armoured vehicles and is said to leave nothing but a smouldering crater out of a t-215. The Proton Catapult works like a miniature particle accelerator by creating an energy field that as it arcs around the apparatus of the weapon becomes more and more volatile and grows in density. When the pilot is ready to fire the two doors on the end of the weapon open and the volatile mass is projected forward. The energy field, concentrated into a small sphere, is so dense that the first thing it makes contact with ruptures the field, causing all the stored kinetic energy to surge forward and crush what ever is infront of it. This makes the proton catapult perfect for smashing armour, but not the best at penetration. The most successful use of the Volcanos goes to an un-named Sirasion pilot who never came forward to claim his medal, after he single handedly destroyed a Rada battleship, causing the enemy fleet to break cohesion and retreat. FL-19 Ze'er Role: Automated fighter Powerplant: Wyntrak HMTS system, 5 rod core. Weapons: x2 light laser cannons, x3 medium laser cannons The Ze'er is a reinvention of an old design, a fully automated droid fighter designed to be used on mass. it's design is made to be space saving, allowing a large number of them to be stored on ships that lack the space for traditional fighters. It's also highly manoeuvrable, capable of performing complex decoupled manoeuvres in coordination with its fellow squadron. Ze'er fighters can operate independently or as part of a manned squadron, able to be remotely operated and commanded by a manned fighter group, or more commonly, directly from the carrier. The Ze'er is somewhat of a U-turn in Sirasion fighter doctrine, being designed to be used on mass rather than take on multiple enemies alone, it is also considered highly expendable, with the vehicle itself being cheap and easy to build. Typically the Ze'er will be sent in first to take the brunt of enemy fighter defences while manned fighter and bomber squadrons will flank around. FL-600 Vel'tan Role: Air Superiority Fighter Powerplant: x2 Wyntrak 5rod core engines Weapons: Micro Missile Launcher, x4 long range seeker missile tubes, x1 rapid fire pulse cannon The Veltan is designed as a force multiplying elite fighter. To achieve this it is designed around its primary weapon; its multiple launch micro missile system that can launch up to 10 fully guides projectiles at once to seek out individual targets. the missiles themselves are only 60cm long, but pack a powerful warhead capable of punching a hole through most enemy fighter shields while sheering off wings and cutting through vital components. while these missiles can certainly deal a lot of damage to enemy aircraft, their real use comes from confusing the enemy formation, allowing Veltan pilots to more effectively single out targets and take on formations that far outnumber them. S-10 Stratakhan Role: Specialist Air Superiority Powerplant: Gyroscopic tesseract flywheel drive. Weapons: x4 L6 Chain cannons, Tesseract beam projector The Stratakhan is the apex of Sirasion fighters, it has been long regarded as the best of the best fighter aircraft in the galaxy, with the Sirasions consistently working to keep it at the top of that pile. It features a unique power plant which the craft was designed around. It works in a similar way to a Spiderdroid's powerplant, however with the added ability of having a Tesseract Wormhole Jump drive fitted within. The massive flywheel spins an immense speeds to generate power for the engines as well as for the main weapon; The Tessseract Beam projector. The weapon is capable of eliminating any type of target regardless of armour and shields with a single blast. To add to the fighters many capabilities, its wormhole jump drive is the only type to feature the experimental, yet highly effective 'phase drive' setting. Using complex computer algorithms, the ships computer predicts the path of the enemy fighter the S-10 is engaging, it then activates the Tesseract drive and phases the craft 'Below the layer'. As time moves faster, the S-10's systems guide the pilot into getting the jump on the enemy. The ships systems also generate markers for obstacles such as asteroids and other ships so the pilot does not accidentally phase back inside one of them. This system only becomes more effective as the ships computers learn enemy flight patterns. This complex manoeuvring system combined with the operation of hard to manage weaponry means the ship is required to have two crewmembers, however single cockpit versions do exist. The S-10 is also the preferred personal fighter craft of former Sirasion emperor Zurrok, who was also heavily involved in the design project. Spider Droid Role: Air and ground war droid Powerplant: Spiderdroid Matrix Reactor Weaponry: Spider Droid Pulse Cannon System In the imperial navy, the Spiderdroid functions similarly to other fighters. In space it is certainly not as fast as other fighters but it makes up for this on manoeuvrability, being able to, in space or planetside, switch directions almost instantaneously. Primarily in space engagments the Spiderdroid is used as a heavy fighter, going right into the thick of it and taking much of the hits on its shield. They are also sent onto the hull or into the hangers of enemy star ships to cause havoc by preventing fighter launches and destroying subsystems.Corvettes and Patrol Craft
Naht'zan Gunship role: Anti Fighter / system patrol Powerplant: Weaponry: x5 rapid fire gun turrets, x1 heavy gun turret, x2 fixed airburst cannons, x2 guided missile launchers. The Naht'zan was created to replace the aging Zultarn Corvette. For a ship of its size it is armed to the teeth with weapons for dealing with a number of threats. Its primarily made for destroying small, agile targets such as fighters and bombers before they get close to the larger, more vulnerable ships. One of its best features are the guided missile launchers which are effective against small and large targets. Easily able to wipe out a fighter but also a hardpoint in a larger ship. Naht'zan gunships are effective system patrol vessels, being the scourge of pirates and criminals everywhere, since their introduction the interstellar crime rate in imperial sectors has gone down by atleast 20%Light to Medium Cruisers
Polaris-3 Destroyer Role: Destroyer Powerplant: X-100 starship reactor, x4 engines, M - class hyperdrive, Tesseract Wormhole Jump Generator. Weaponry: x4 medium turrets, x2 heavy ion cannons, x8 Heavy front facing cannons, Z33 Proton Annihilator 'mega cannon' The Polaris Destroyer was one of the earliest designs conceived at The Kronus Shipyards along with the Imperial Battleship. It's concept had been tested throughout the great uprising in the form of many prototypes, however the Polaris was the first successful execution of a Sirasion destroyer that relied on using ion cannons to beat down an enemy's shields before its array of heavy guns and proton annihilator could tear through the hull. The Polaris also set the standard for all future Sirasion ship designs, being the first to feature the prominent bird of prey esque design. Polaris Destroyers are one of the most common ships in the Sirasion navy, being used for everything from frontline combat to system patrol to crew training. Tachyon Cruiser Role: Utility Cruiser Powerplant: X-100 starship reactor, x6 engines, M - class hyperdrive, Tesseract Wormhole Jump Generator. Weaponry: X2 heavy Precision beam lasers. twinlinked ion pulsar cannon, x2 broaside batteries (6 gun), x4 rapid fire gun turrets, x3 ion cannons (fixed forward), x2 twin linked fixed forward firing pulse cannons. The Tachyon fills a role in the Imperial navy as a light to medium utility cruiser, capable of not only fighting with the rest of the fleet at range, but also close in brawling. Its 6 engines mounted on its tri wing configuration give it unparalelled maueverability, able to shift its trajectory on a whim. Its one of the more unconventional ship designs as it features weaponry not typically deployed on sirasion star ships. Its main weapon is considered to be the two beam cannons on the two upper arms, which use precision targeting equipment to eliminate specific enemy hardpoints, as well as faster moving, harder to hit targets such as corvettes and heavy gunships. The lower arm is dedicated to ion weaponry, the 3 ion cannons reinforced by the newly engineered Ion Pulsar, a weapon that remains largely ineffective against anything other than enemy shields. Its last unconventional weapon are the twinlinked pulse cannons, which are essentially a scaled up version of what is found on theMantis Droid. In combat, the Tachyon is designed to head into the thick of combat and disable enemy shields quickly so the longer ranged destroyers such as the Polaris can tear through the enemy hull quickly. Their turret arrays also make for excellent anti fighter screening, which keeps it safe from enemy bomber attacks. Due to their incredibly high speed and manueverability, Tachyon cruisers are popular for system patrols, often patroling in groups along with a Vanzul or Nahtzan gunship. Despite all of its perks however, the Tachyon lacks any kind of fighter hanger, so tends to be less useful when operating alone. Vanzul Cruiser Role: Utility Cruiser Powerplant: x4 sublight engines, x-110 star ship reactor, M - Class hyperdrive, Tesseract Wormhole Jump Generator Weaponry: x3 medium turrets, x1 FG-2 precision striker turret, x2 heavy ion cannons, x2 plasma annihilators, x2 homing torpedo batteries, x6 broadside cannons. Fighter Hanger The Vanzul was designed with multi role functionality in mind, it can carry fighters, making it ideal for patrol missions. It is heavily armed, making it a capable frontline fighter and it possesses a variety of weapons to combat any foe. It's plasma annihilators are slightly toned down versions of a Polaris' proton annihilator, but as a sacrifice for power in these weapons it gains the utility of a multitude of other armaments, including its famous torpedo launcher. The Vanzul's torpedo launchers were revolutionary at the time of their inception, being able to track Alliance ships through their relatively new short range infraspace jumps, re-aquiring their targets automatically following their exit from infraspace. The Vanzul Cruiser is a fighter pilots worst nightmare, the hanger being made to save space, the fighters are suspended on intricate racks, the pilots only being able to access them from small gantries. Many Sirasion pilots complain of the Vanzul hanger being especially difficult to land damaged fighters in.Heavy Cruisers and Battleships
Zorak Battleship Role: Capital ship warfare. Powerplant: X-1000 starship reactor, x2 sublight engine banks, class-m hyperdrive, Tesseract Wormhole Jump Generator. Weaponry: The Zorak was designed as a middle ground between the Vanzul and the Imperial Battleship. Designed for bare the firepower the Vanzul didn't have but be small enough that it wasn't as much of a logistical nightmare as the imperial battleship. the Zorak is all bite, with its massive weaponry being specifically designed for tearing through enemy capital ships and cruisers. It has small hanger that contains a few shuttles, but otherwise has no form of fighter hanger, instead relying on its bristling armament and other carriers to defend it. Antares Assault Carrier Role: Assault Carrier Powerplant: X-1000 starship reactor x6 sublight engines, class - m hyperdrive, Tesseract Wormhole Jump generator Weaponry: x4 Light Turret Batteries, x4 medium cannons, x2 broadside batteries consisting of 10 guns each, x2 light broadside batteries consisting of 6 twin linked rapid fire cannons The Antares is a dedicated carrier, designed to garrison multiple squadrons of fighters and bombers and act as the primary fighter staging platform for fleet combat and planetary invasions. the Antares focusses on a number of smaller weapons that consume less power than the much larger, ship destroying broadside cannons prevalent on other ships, instead opting for a number of turret batteries that give near all round coverage. The Antares is by no means defenceless however, it carries two batteries of offensive guns heavy guns so it may support the fleet and deal with enemy ships that get a bit too close. The Antares' hanger stretches nearly the entire length of its hull as an open plan design with an oxygen shield at the mouth of the hanger. it also features three more backup oxygen shields in case the primary one fails. The idea behind the design is that the entire hanger can be used to garrison fighters. Traditionally, a carrier with a small, forward facing hanger door would be at high risk from having the integrity of its hanger compromised and its launch of fighters impeded, or in the worst case, the oxygen shields destroyed and the hanger becoming unsafe. This design can be overcome with a longer hanger door making for more access points. Instead the Antares features an extra shield generator specifically for the hanger door, with so much of the ships power being diverted to it the frontal shields are usually the last thing to fall. While the design may not be completely ideal, with nearly a mile long or hanger space, the Antares can garrison enough fighters for the entire fleet, or an entire plantary invasion. Sy'kar Fleet Breaker Role: Capital Ship Warfare Powerplant: x4 sublight engine banks, x-1100 starship reactor, class - m hyperdrive, tesseract wormhole jump drive Weaponry: x16 light turrets, x3 medium turrets, x1 Kronark Superheavy cannon The Sy'kar takes the concept of the mega cannon and makes it the ships primary asset. With the rapid success of the Polaris Destroyer, the Sy'kar is essentially an upscaled one of these ships, but instead of hosting ion cannons and banks of heavy guns, the extra power is funnelled straight into its main gun. The sy'kar is designed to sit behind the lines and pick out priority targets in the enemy fleet, using its massive gun to destroy smaller ships in a single shot or take literal chunks out of larger vessels. The main gun takes up well over a third of the ships hull space, its inner workings making up the entire front end of the ship, as well as all the reactors that power it. the use of the Sy'kar is generally uncommon, with the Zorak battleship often being capable of fulfilling the role of capital ship killer on a regular basis, however what the Sy'kar has that the Zorak doesn't is the ability to deal a lot of damage very quickly. if it is the matter of wiping out an enemy fleet before they have a chance to retreat or call for backup, the Sy'kar is the ship for the job with its ability to turn the tide of a battle very quickly with a well placed shot. While thus far it has never happened, the Sy'kar's reactors have the potential to go super-critical. There are ofcourse a number of safety procedures to stop this from happening, but it does not change the fact the ship itself has the potential to wipe out itself and any ships near it should its reactors malfunction. The controlled detonation of a Sy'kar was undertaken by the Sirasion Contingency after its crew were lost in a battle against the Phoenix ascendancy, the size of the explosion was vastly underestimated, with one Polaris Destroyer being critically damaged for not being far away enough. Sirasion Imperial Battleship Role: Capital Ship Warfare Powerplant: x2 X-1000 starship reactors, x2 Morantoq sub light engines, x1 Morantoq Hyperdrive engine with Tesseract wormhole jump generator, m-class hyperdrive. Weaponry: x10 broadside batteries consisting of three heavy guns each, x12 medium turrets, x2 twinlinked proton annihilator turrets, x2 Star Splitter Cannons The imperial battleship is arguably the most famous ship in the entire Sirasion navy, having been in service the longest out of any vessel. The imperial battleship was concieved when The Galactic Rebels create the massive, super powerful Liberator Battleship, a project backed by hundreds of investors and manufacturers who wanted the Sirasions gone. The result was a ship of scale and power the Sirasions had never encountered before, so they set out to create their own massive flagship. At the time, there were no shipyards big enough to build a warship of such proportions, so The Kronus Shipyards was constructed with the sole purpose of building the Imperial Battleship. The Imperial Battleship's main purpose was to beat the liberator in combat, thus was constructed for massive scale anti capital ship warfare, capable of taking on three massive ships at once with its two, twin Proton Annihilator turrets and massive, fixed forward facing Star Splitter cannons. The Star Splitters are unique to the imperial battleship. They are designed to fire super heated bolts of Magna Steel at near impossible speeds and, as the name suggests, split enemy ships in two, shields or not. The liberator and imperial battleship met several times in combat, but neither side was able to score a decisive victory. However the SIB, as it was being nicknamed, had proven its power. Following the fall of the Sirasion Empire, over the course of 200 years out of the fold, the Sirasions constructed several dozen more imperial battleships. When they returned to reclaim what they had lost they did so with multiple of these fabled mega ships. The design of the imperial battleship by todays standards is unconventional for Sirasion ships, but at the time of its inception Sirasion ships did not follow the strict design protocals they do today, and were often much more similar to traditional designs. The large, jagged wings jutting out the centre of the ship do not house any critical systems, however they do contain hundreds of repulserlift projectors, allowing the ship to make quick rolls and turns. The first imperial battleship, the S.I.N Merciless remains as Zurrok's personal flagship. Its systems are vastly out of date compared to newer models and refits, but it primarily serves as a diplomatic vessel, as well as a training area for new SIB crews, and even a public museum at certain times of the year. Tartarus Invasion Ship Role: Heavy duty transport / fleet tender / orbital bombardment Powerplant: Weaponry: x2 Zarmos bombardment cannons, x3 Tesseract Projectors The Tartarus was conceived back in the Great Uprising as a platform for planetary invasions, designed to function as an orbital forward operating base once supremacy was secured. The Tartarus is equipped with systems to conduct speedy repairs to other star ships as large as a Vanzul Cruiser all the way down to a fighter craft. It also has storage enough to support and entire invasion force for two weeks. The Tartarus primarily a transport, but is by no means defenceless. It carries two massive Zarmos cannons designed specifically for orbital bombardment. These massive cannons are capable of leveling cities in order to make space for the invasion force. as well as these incredibly destructive weapons the Tartarus is equipped with three Tesseract projectors. Tesseract as a weapon on star ships is rare due to the volatile and dangerous nature of Tesseract itself, not to mention its value and rarity. However the Tartarus containing nearly all the assets for a planetary invasion make it the most appealing target in the Sirasion fleet. The Sirasion Empire's foothold on New Skara was entirely owed to the Tartarus, Sal'tarn Darkstar , having decided to pre-emptively garrison three Tartarus invasion ships before his intended hit and run assault on the planet. After the hit and run assault was successful, he took advantage of the situation and surprised everyone, even his fellow imperials by calling in the three ships. This decision and this decision alone is what allowed the Sirasions to gain such a strong foothold on the Skaronien planet and eventually lead to their victory. As a result of this, the Sirasion Empire make sure to always have atleast five Tartarus ships fully loaded on standby at all times, in case a situation similar ever arises again.Unique Vessels
S.I.N Darkstar Role: Flagship of the Sirasion Empire Powerplant: CLASSIFIED Weaponry: x2 overcharged Star Splitter Cannons, x3 twin linked super heavy proton annihilator turrets, x2 heavy broadside batteries consisting of 5 guns each, x4 proton annihilator turrets, an unspecified amount of light and medium turret batteries The S.I.N Darkstar is a ship with an interesting story which begins during the era dubbed the Great Betrayal, where the corrupted traitor prince Terrix seized control of the Imperial throne. During his time as Emperor he commissioned a ship so large and with so much firepower it was like nothing ever seen before. It was being constructed in a secret new ship yard somewhere in the Tarak sector, however before its completion could be finalized Terrix was dethroned and killed by his father, Zurrok. Terrix's loyalists tried to hide the Darkstar's location, but ultimate it was found by Zurrok and his forces. The loyalists however did succeed in destroying the plans for the Darkstar's most unique feature; its sensory cloaking device. The cloaking device aboard the Darkstar made it completely invisible to all forms of scanning and radar, meaning it could show up anywhere in the galaxy completely by surprise. Its visual cloaking device was also impressive, with such effective cloaking being thought impossible on such a large ship with so many power consuming subsystems. All this combined made the Darkstar one of the stealthiest ships in the galaxy, even thought it was the size of several imperial battleships. When the darkstar was found it was completed and given to the new High Warmarshal of the imperial fleet at the time; Sal'tarn Darkstar , the ship was also named after his title. It serves as the flagship of the Sirasion Empire and permanent home of Sal'tarn Darkstar after he was gravely wounded in the battle with Bashi, his life support being so extensive it would have to be fixed in place, thus he chose to remain on board his most prized possession; his all powerful star ship. S.I.N Kraken Role: Enemy fleet removal Powerplant: CLASSIFIED Weaponry: the mcguffin cannon the S.I.N Kraken is the largest ship in the imperial fleet in length, most of which is dedicated to the operation of its colossal gun. The ship was designed around the use of an Omega based powersource, primarily from one of the omega power nodes recovered by the Empire. The omega node could output so much power, and the Sirasion Empire planned to get as much out of it as possible. So they set out to create a weapon capable of harnessing such power. the Kraken is the closest anyone has ever been to harnessing the full power of an Omega power node, its main gun, powered only by the omega node, has only been used twice, once in testing and another time against an enemy fleet attacking Siran. In the test, the Kraken's gun was set to a half its power and was successful in destroying the intended target; a very small moon. The only time it was used in anger was against a fleet that attacked Siran of combined forces from the Alliance, Skaroniens and Rada. A single shot at half power completely wiped out 95% of the enemy fleet, leaving only a handful of survivors. The weapon itself was easily capable of wiping out a full sized planet if shot at full power, even though the Sirasions denied this. a clear and direct violation of the Galactic Code. Today, with all omega nodes non functional, the Kraken has had its fire snuffed out, the ship in the interstellar equivalent of dry dock until a solution to the power shortage can be determined.History
Tesseract Wormhole Jump Drive
Almost all ships in the Sirasion navy are equipped with what is known as a wormhole drive. A Wormhole drive uses Tesseract to transport a ship from one side of the galaxy to the other in a matter of minutes compared to hours with traditional hyperdrive. Tesseract draws on the realm of Trezekh , a supernatural, alternate dimension where time and space behave very differently. Tesseract, when shattered causes an explosion in which all caught within are transported to this place, the Sirasions however figured out a way to return from this realm, and not only that, return in a specific location. This method of travel poses a number of risks however (Further detailed in Corruption ) and is not used lightly. However it is no secret that the Sirasions have easily the fastest method of travel in the galaxy.
Alternative Names
Sirasion Navy, Imperial Navy
Leader
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