I’ve gotten back into StarMade recently, and decided to get around to making a shipyard to showcase my random assortment of grey ships I’ve made. I’ve made them according to a lore I thought up a while ago, and in no particular order. I’ve still got a ton to go, as I want 1 of each size (up to some of the largest) for each faction, each with a different style. You can see my lore here:
You can read through that if you want to, but the important part is near the middle, regarding the ship classes and sizes. I’ll hopefully be building a ship class for each of the sizes, for each of the main factions (Karnaer, Skyborn, Vanor, Arkias), as well as a few non-affiliated ships (ones I’ve built that I like, but don’t fit with any specific faction theme).
To start off, we’ve got the Karnaer Federation, an advanced group of cybernetically-obsessed humans. Haven’t decided on a color scheme yet, but will be something mechanical and drab.
Mine Cat’s lore for his sci-fi ramblings:
Setting:
Factions Many different sovereign space-faring nations, all having power in a certain part, or sector, of space. Non-sovereign factions include the Free Stations Guild, who control most of the non-affiliated void stations throughout the galaxy, and as such have significant security forces, both atmospheric and void-based. Another non-sovereign group is the pirates, while technically not a combined faction under one or a group of rulers, they have often coalesced to form a powerful fleet when each individual group’s goals align with another’s.
Some major sovereign factions are :
The Karnaer Federation: A breakoff group of the Dominikate after it’s fall to ruin, the KF (as it is commonly known as) is highly organized, efficient, and overall somewhat nebulous. They have a strong societal tendency towards cybernetic augmentations, which both increase their longevity and make their shock troops feared across the galaxy. They often come to the aid of “the little guy”, This has lead to a number of smaller wars with other factions, but overall the KF has managed to stay in good standing with most of the major galactic players. A noticeable exception is the Skyborn, largely because of their conflicting ideals over genetic and cybernetic augmentation. They engage and destroy any Skyborn vessels or stations they encounter, and some of the largest recorded battles have taken place between them.
The Dominikate (destroyed): In the height of its power, the Dominikate was the most well-known and powerful of the galactic players, but fell to a combination of espionage and economic sanctions by the newly-formed Arkias Coalition. The Karnaer Federation broke off when it became clear that the Dominikate was heading nowhere down the drain, and has managed to retain a large amount of its territory, despite numerous attempted void-grabs by other factions, including the Arkias Coalition. Overall, many of the technological advancements pioneered by the Dominikate’s scientists are still in use today.
The Skyborn: A monarchy built on the idea that genetic modification brings one closer to transcendence to godhood, their powerful (if slow) ships have earned their navy the respect of many galactic powers, but their obsessive expansion and disregard for “lower life forms” has lead to many clashes between other factions. The Skyborn have the largest empire in the galaxy, and continue to expand, even through other faction’s territories.
Arkias Coalition: One of the newer players on the scene, they arose from the fires of the Arkias Revolt, where an entire system rebelled against the Dominikate’s iron fist. Their location near the Polaris star gave them a huge economic boost, allowing the fledgeling empire to wage diplomatic war with the Dominikate, and eventually destroy it. They are lead by a group of ex-revolutionaries, which has lead to some tension with other, more established, galactic leaders.
The Vanor: The oldest major faction, they have seen the galaxy through the past three major wars, and are the last surviving member of the Terran Confederacy, thought to be the original inventors of the wavedrive. They have most of their holdings in the galactic northeast, and one of the major trade centers of the galaxy falls in their borders. Polaris is a galactic hub, a place that almost every spacefarer has been to at some point. It has possibly the largest single void station in the galaxy, spanning almost three kilometers in total diameter. It also boasts one of the best defense networks, installed after the terrorist attack by former Arkias Revolt leader Murat Blencar, the most radical of the Arkias leaders. It is Vanor’s (public) pride and joy, and there is always at least one Vanor capital ship in-system.
Daedus League (Guild of the Sun): The Daedus league, while technically a sovereign government, lacks any known territory. They are a nomadic empire, drifting about the galaxy in huge worldships known as Arks of the Sun, or just Arks. Because they are entirely void-based, they have one of the biggest fleets, and no fleet has survived a full-scale battle with the Daedus, though there have been multiple reported skirmishes between the Daedus and both pirates and other factions, oftentimes very close to a sun, leading to speculation that is powers or supplies their ships somehow.
Technology: The technology in this galaxy is widely varied, but some is in use almost everywhere.
The Credit: The universal currency of the galaxy, it was created at the founding of the Terran Confederacy, both to establish control and equal trade among the Confederate Planets. It has stayed in use largely because the economies of every major empire is based solely on it, and has survived multiple attempts to phase it out, most recently by the Arkias Coalition when they were first recognized as sovereign. It was originally based on fuel, 1 minute of in-system standard engine burn was one credit, but through inflation and other factors, it is about 12 credits per minute of burn time. A saying about credits goes like this: “Ten credits will buy you a meal, 10,000 will buy you a ship”. While not entirely true, it gives a good baseline for how much things cost.
Wavedrive: The device that makes it all possible. The wavedrive uses negative mass to compress spacetime in front of a ship then expand it behind the ship, allowing for FTL travel without the passengers even feeling like they are moving. Over the years, it has become more efficient and far cheaper than it was originally, but scientists have yet to make a model that allows for fighter-sized vessels to utilize it. Fighters either use carriers or wave gates, but wave gates are very expensive, so almost every interstellar navy has a few battlecarriers to carry their bombers and fighters. Using specialized sensors installed on most military craft, wave signatures are detectable before they reenter realspace. A wavedrive’s cost varies based on the size of the vessel it will be used for, capital ship drives costing in the millions of credits, whereas a basic freighter model might be a few thousand. Most modern ships come with them pre-installed, but they are still available for separate purchase. The only major flaw with the wavedrive is it’s inefficiency in gravity wells, costing many times more energy to operate inside a gravity well, as well as if it decompresses its wave inside a gravity well, oftentimes it will damage both the drive and ship it is on. Thus, almost all ships have safety measures preventing these actions, but radical or ruthless military commanders have used this to surprise their enemies.
Directed Energy: One of the most formidable starship weapon technologies out there, directed energy has been somewhat lost to time. In the early years of the Dominikate, it was fairly common on destroyers and battlecruisers, but over time they were phased out in favor of their more reliable, and much cheaper, kinetic counterparts. Now it is very uncommon to see a ship wielding them, but if well-maintained, they are more than a match for most other weapons.
Kinetic Weapons: The most commonly used weapon, even most freighters have turret armed with one or two small mass drivers to ward off pirates. Cheap, reliable, and easily scalable, mass drivers are the most widespread weapon in the galaxy. They do expend ammunition, but the ammunition is very cheap, a solid hunk of ferrous metal. This makes them the preferred weapon of every navy in the galaxy, and many mass driver manufacturers have profited from the petty squabbles of the larger empires. Most ships use either one large mass driver running down the length of the ship, or many smaller ones mounted in turrets or in broadsides, though broadsides are being phased out with the increased reliability and loading speed of the newer inline mass drivers.
Missile Weapons: Another common weapon, missiles come in all shapes and sizes, from capital ship nuclears to fighter swarm rockets. Many modern missiles use lock-on capabilities, but some of the most powerful are still unguided rockets, using the space normally added for computers to create even larger warheads. Almost all fighters have some missile hardpoints, and they are always a reliable backup to the everyday mass driver.
Armor: It may seem somewhat dated, but armor is still one of the most effective defensive mechanisms a starship can have. It can soak up smaller mass driver rounds very easily, and the larger ones lose much of their velocity when impacting thick armor. Armor is quite susceptible to directed energy, which is why it fell out of favor during that weapon’s height. Every ship in the galaxy has some form of armor, be it an extra two centimeters to keep out space dust, or three meters of titanium to block all but the largest mass driver rounds.
Energy Shielding: The other common defense mechanism spacefaring craft use, energy shielding is the use of charged plasma to form an orb or oval around a ship, keeping out dangerous radiation and, if supplied with enough power, keeping out mass driver rounds and even directed energy beams and packets. This makes shielding indispensable to every ship, because without it dangerous radiation would kill off the crew quite quickly. This is another expensive part of a ship, easily costing as much as a wavedrive or main fusion reactor. Nonetheless, most contemporary naval ships employ at least moderate shielding to protect them during a battle. They are more effective against directed energy weapons, but consume more power when protecting against them than against mass drivers, even though they sometimes let driver rounds through to impact on the armor. Once a shield generator is overloaded by weapons fire or other impacts, it usually requires time to reboot, leaving the ship vulnerable. Because of this, all starship crew members are treated for radiation sickness both when they enter and leave a port.
Personal Armor: With the increase in weapon effectivity and usability, a number of firms working solely in personal armor have arose. Each offers something different, but the two most common ‘types’ are exoskeletal and form-fitting. Of the two, form-fitting is more expensive and less common, more suited to individual explorers and the like than naval marines. Exoskeletal suits are much larger and more protective, and provide increased endurance and strength. They are often used by naval marines as boarding shock troops, to provide heavy firepower as well as almost mobile cover. Form-fitting suits are much smaller, not much bigger than the average set of clothing, but provide less endurance and strength. They still boost the wearer’s survivability, without the cost of mobility and size.
Personal Weapons: The most varied and widespread type of personal weapon is, like on starships, the mass driver, or ‘Gauss Gun’. This type of weapon uses small magnetic coils to accelerate ferrous rounds to multiple times the speed of sound, and its ease of manufacture and use has lead to its spread all over the galaxy. Size varies, from pocket pistols no longer than a finger, to rotary cannons bigger than a person. Other types of handheld weaponry still exist and are common, but the average handheld weapon is a Gauss Gun. Other types include directed energy (the rarest), and particle weaponry, which uses an accelerated ‘packet’ to conduct its energy, instead of the free energy in a directed energy weapon, as well as rare chemical, or “gunpowder” weapons, using a volatile agent to propel bullets out of the gun.
Augmetics/Cybernetics: Originally created (and still used for) to replace lost limbs or other such injuries, augmetics have become a staple of modern medicine. They can replace almost any organ in the body, removing the need for organ donors and such. Cybernetics, are slightly different. They don’t replace lost body parts, instead either enhancing current body functions or replacing them with higher-powered versions. The most (in)famous use of cybernetics was by the scientist/surgeon Kyler Metahn, who abducted victims and implanted them with extensive cybernetics, turning them into his combat slaves. He was killed after trying to take over the provincial government of a Vanor industrial world, after killing many of the top officials.
Ships: Starships come in all shapes and sizes, and every different navy or group of people has a different name for each size of ship. This has lead to confusion between allies and enemies alike, so eventually a universal classification system was introduced, denoting the estimated size and purpose of each vessel. Some class sizes overlap, but each one has a distinct role. While each faction’s navy uses their own ship designs, there is plenty of overlap in mercenary, civilian, and local government fleet.
Pod:
Longest axis: 1-5 meters
Purpose: Personnel transport or escape
Weaponry: none
Famous types: Scooter
Fighter: (drone or otherwise)
Longest axis 10-25 meters
Purpose: Destroying other fighters and bombers, protecting capital ships from attack
Weaponry: 1-4 light mass drivers, 0-4 missile racks
Famous types: Vulture, Falcon
Bomber:
Longest axis: 20-50 meters
Purpose: Attacking capital ships or ground targets
Weaponry: 1-3 light mass driver turrets, 2-6 heavy missile racks
Famous types: Raven, Fangtooth
Corvette:
Longest axis: 40-75 meters
Purpose: Destroying bombers and frigates, defending capital ships
Weaponry: 2-4 small mass driver turrets, 1-2 medium missile racks, 2-6 flak turrets
Famous types: Protector
Cutter/Gunboat:
Longest axis: 30-70 meters
Purpose: System defense and trade regulation
Weaponry: Inline mass driver, 2-4 small mass driver turrets
Famous types: Minuteman
Note: Corvettes and cutters are very similar, mostly naval versus civilian, and the terms are somewhat interchangeable
Frigate:
Longest axis: 70-120 meters
Purpose: Defending other capitals against frigates and corvettes, providing heavy turret cover fire.
Weaponry: Inline mass driver, 4-8 medium mass driver turrets, 2-4 heavy missile racks
Famous types: Mercury, Argentus
Destroyer:
Longest axis: 85-150 meters
Purpose: Destroying capital ships with heavy fire, can be modified into convoy escort
Weaponry: 2-4 inline mass drivers, 6-12 heavy missile racks, 2-4 medium mass driver turrets
Famous types: Reaper, Kornath
Light Cruiser:
Longest axis: 140-210 meters
Purpose: Convoy escort, provide maneuverable support for larger ships
Weaponry: Large inline mass driver, 6-12 medium mass driver turrets, 4-6 heavy missile racks
Famous types: Praetorian
Cruiser:
Longest axis: 175-250 meters
Purpose: Ship of the line, battleship escort, balanced heavy firepower, can carry fighters
Weaponry: Large inline mass driver, 6-12 medium mass driver turrets, 6-10 heavy missile racks, hangar bay for 1-2 fighter squadrons.
Famous types: Barracuda, Thunderhead
Battlecruiser:
Longest axis: 200-300 meters
Purpose: Speed and firepower, puts the hurt where it hurts, less armor and shielding than other similar-sized ships
Weaponry: 2-3 large inline mass drivers, 6-8 heavy mass driver turrets, 4-6 heavy missile turrets, 4-8 heavy missile racks
Famous types: Paladin, Virtuous
Heavy Cruiser:
Longest axis: 200-300 meters
Purpose: Heavy ship of the line, slow but tough, many turrets for defense of other capital ships
Weaponry: Either 1 large inline mass driver or full broadsides of smaller ones, 8-16 heavy mass driver turrets, 2-4 heavy missile turrets
Famous types: Vindication
Pocket Battleship:
Longest axis: 250-400 meters
Purpose: A faster and more maneuverable battleship, designed around a similar idea to battlecruisers
Weaponry: Huge inline mass driver, 8-12 super-heavy mass driver turrets, 6-10 heavy missile turrets, 6-8 heavy missile racks
Famous types: Victorious
Battleship:
Longest axis: 400-500 meters
Purpose: Blow things up, the flagship of a fleet, can launch fighters
Weaponry: Ridiculous inline mass driver, 12-18 super-heavy mass driver turrets, 4-8 heavy missile turrets, hangar bays for 2-4 fighter squadrons
Famous types: Manta, Kellerman, Eternity of Pain
Note: The Eternity of Pain is a ghost ship, of battleship-size or larger, that appears at random, and is considered a harbinger of death and destruction. Attempts have been made to capture or destroy it, and each time, the attackers were wiped out without a trace.
Light Carrier:
Longest axis: 175-250 meters
Purpose: Convoy escort, flagship of a smaller fleet, bringing fighter and bomber support
Weaponry: 8-12 medium mass driver turrets, 8-12 missile turrets, hangar bays for 4-8 fighter and bomber squadrons
Famous types: Yearling
Carrier:
Longest axis: 250-450 meters
Purpose: Similar to light carrier, just bigger
Weaponry: 12-16 medium mass driver turrets, 8-12 missile turrets, 4-8 heavy missile turrets, hangar bays for 8-12 fighter and bomber squadrons
Famous types: Yorktown, Valerm
Battlecarrier:
Longest axis: 300-550 meters
Purpose: To provide fighter and bomber support with blanket flak and missile cover
Weaponry: 12-16 heavy mass driver turrets, 12-16 flak turrets, 12-16 missile turrets, hangar bays for 12-16 fighter and bomber squadrons
Famous types: Reckoning
Fleet Carrier:
Longest axis: 400-650 meters
Purpose: Provide a center for fighter and bomber control, flagship of a large fleet.
Weaponry: 16-24 heavy mass driver turrets, 16-24 flak turrets, 12-16 missile turrets,
4-8 heavy missile turrets, hangars for 16-24 fighter and bomber squadrons
Famous types: Galactica
Dreadnought:
Longest axis: 700-1300 meters
Purpose: Destroying battleships and other heavy capitals, wiping out planets
Weaponry: Even more ridiculous mass driver, 16-24 super-heavy mass driver turrets, 16-24 heavy missile turrets, 16-24 flak and missile turrets
Note: No dreadnought has ever been reported lost in battle, and most factions avoid using theirs for fear of losing such an investment. The inline mass driver is powerful enough to be used for planetary bombardment.
Famous types: none
Galactic History: This covers the most major points in galactic history.
The Diaspora: The original torch-ships of Earth, when the first colonists were put into cryo-stasis for their 300 year journey to Alpha Centauri using solar sail ships. Over that 300 years, many new developments in terms of space travel occurred. The very first wavedrives were prototyped, but the tests were unsuccessful, leading to a frenzy of new innovations in sublight travel. This resulted in the engines still in use, albeit improved, today. With these engines, more torch-ships were sent out, arriving in less than half the time it took the first ones to. But disaster struck. The original torch-ship was lost, thought to be destroyed until a huge alien vessel appeared in Alpha Centauri, now a bustling commercial center. It destroyed the entire system, but it first captured every single human in the system. Using data it must’ve acquired from the computer banks at Alpha Centauri, it started heading towards Earth, inexplicably fast. It was using a wavedrive, and when it got to Earth, it attempted the same tactics to destroy the heart of humanity. But the humans were ready. Every single ICBM and defensive satellite in the system was armed and ready, and the alien ship was not. It was consumed in the largest nuclear explosion ever witnessed or created by humanity. But when the radiation cleared, it was still there, but it had almost no power signature. A naval cutter sent a boarding party in, and what they found changed the course of galactic history. The ship was fully intact, even its atmosphere was still active, though deadly to humans. They found technology so advanced that the best scientists on Earth weren’t sure what they were seeing. But they kept going, not once running into any resistance. The ship measured over 3 kilometers long, and they had entered near the back. The team approached a central chamber in the ship, measuring over a kilometer in diameter on its own. The contents of that chamber kicked off the next era of Terran development.
The Renaissance: The boarding team entered the chamber, and they saw something that even the most radical genetic modification advocate would baulk at. It was a creature, but unlike anything that Terran scientists had even dreamed of. It was massive, almost 500 meters tall, but it was a horrifying amalgamation of hundreds of different tubes, wires, and biomaterial. The sides of the chamber were lined with capsules, and each one pumped into the creature in the center. The closest ones had human occupants, but the others were explored to find that they contained many different species, none of which were known to humans. The creature in the center appeared to be dead, but as they grew closer, it writhed one last time, releasing something into the atmosphere, then died. What it released was discussed for almost a year, but was finally proven; It was stardust. The creature had controlled and made a part of itself the very fabric of the galaxy, and humans had killed it. There was a social uproar on Earth and other colonies, and the social unrest nearly shattered the entire human species. But no one could argue about the scientific advancements that this opportunity provided. A working wavedrive propelled human science forward many centuries, and the genetics behind what the alien had been doing were mind-boggling.With the new wavedrive, humanity spread across the stars at an unparalleled rate. With the spread of human control, the control weakened. Earth became somewhat disconnected from the rest of humanity, and began pulling its resources away from the outer territories, the frontier planets and void outposts. They consolidated their holdings around Earth and her neighbors, leaving the colonies defenseless from pirates and other threats. They responded angrily, shocked at the loss of support by their home planet. They began building shipyards and void stations, and four distinct power centers arose, one in each section of the galaxy. The Vanor in the galactic east, the People of the Sky in the north, the Stulte Federation in the west and Proditor Council in the South.
The Terran War: The Terran Confederacy (as the government on Earth was called) continued to pull its fleets back, and now held on to only 3 systems, Alpha Centauri, Polaris, and Earth herself. They had amassed a considerable fleet, and many of the colonial leaders feared an attack. The Proditor Council had the most to lose from such an attack, and Admiral Jenkins led a surprise attack with the best Proditor fleet. It crippled the entire Alpha Centauri system, both its fleet and the planets and stations around it. While the attack was considered a success, over half of the Proditor fleet was destroyed and Jenkins was killed. It sparked a long, bloody war between the Confederacy and the Council, but once the Vanor stepped in on the Council’s side, the entire Terran Confederacy was wiped out in the Kuiper Skirmish. After that day, Earth was no longer the center of anything galactic, and it became one more blue planet, if just a little special.
The Aftermath: The war costed the Proditor Council a huge sum, and their economy couldn’t handle the strain. They invaded the Stulte Federation, but that war ended up costing both sides huge amounts as well, and both empires fell to economic ruin. The Vanor watched as the Proditor Council and Stulte Federation destroyed themselves, then used espionage and careful poking to create possibly the most important faction in galactic history; The Dominikate. The Dominikate was created out of the ashes of both dead empires, and was the biggest and most powerful to date.
Rise of the Dominikate: The Dominikate filled a power vacuum left by the Stulte and Proditor, allowing it to become more powerful than any other empire in a much shorter timeframe. The leaders of the Dominikate started building up a navy to rival the best, and expanded their borders to contain almost all of what the former empires had owned. Their leaders then adopted an iron fist ruling strategy, and many political leaders and prominent mediacasters believed they would start a war larger than the last. This rule of iron continued for almost a century before a working man became unhappy with his lot in life. This man was named Viel, and he sparked the bloodiest revolution in galactic history known as the Arkias Revolt.
Arkias Revolt: The Arkias Revolt was lead by a group of outspoken manufactory workers, led by Viel. They took control of the Arkias system in three standard days, leading a ragtag army of other workers and civilians living on Arkias. Again, the Vanor are rumored to have helped the rebels by supplying weapons and ships, but it has never been proven. The Dominikate poured much of their military into the Arkias system, but the rebels didn’t back down from a fight. The Dominikate fleet was, amazingly, held in a stalemate with the rebel ships, and when the Vanor officially recognized their sovereignty, the Dominikate backed down. A new empire was born, and it marked the beginning of the end for the Dominikate. Soon after they became a full empire, they began a full-on propaganda campaign to destroy the Dominikate’s reputation in the eyes of the other empires. The Skyborn (the new name the People of the Sky chose after their civil war) listened, and they cut off all trade and deals with the Dominikate. The Vanor followed suit, and the leaders of the Dominikate were facing bankruptcy. They finally capitulated, accepting the Arkias as a sovereign nation, but it was too late. The entire empire began fracturing, with numerous smaller empires forming out of disgruntled system lords. The most prominent and long-lasting of these was the Karnaer Federation, led by the esteemed Admiral Karlus. He went about his new empire with more expertise than the others, and thus his was the most powerful. He slowly consolidated his fleets while other empires went on crusades of conquest. While they squabbled over the Dominikate’s lost territory, he brought his empire to the brink of greatness.
Karlus was assassinated exactly 1 standard year after the Karnaer Federation was formed. His second-in-command took control, and went on a crusade of war against the Skyborn, believing they were responsible. He killed millions, but was deposed by a quick and bloody coup staged by a group of loyal Admirals and captains. They created the Triumvirate, a group of three people who would lead the Federation, instead of one ruler. The war against the Skyborn had cost them dearly, but it also put the Skyborn on the back foot. They negotiated an official ceasefire, but it was still the beginning of the longest lasting interstellar conflict to this day.
With the complete destruction of the Dominikate, the use of directed energy weapons fell quickly, as the knowledge and equipment for maintaining such weapons became less and less common. After half a century, only specialized lance ships or old gunboats still had these weapons. After a century, they were completely phased out of military fleets. The war between the Skyborn and the Karnaer continued, entering new and bloodier heights, with the largest recorded battle to date occurring in the neutral system of Prometheus. Over five hundred ships were involved, including close to a hundred battleships and carriers. There was no clear winner, but over three hundred ships were destroyed, creating the largest debris field in the galaxy, known as the Promethean Traverse.
With the war between the Skyborn and the Karnaer Federation escalating, the Vanor drawing even farther into secrecy, and the Arkias Coalition becoming more and more volatile, the galaxy seems to be on the verge of the bloodiest war ever seen. And yet more threats are coming out of the shadows. Ships are disappearing, pirating is on the rise, and sightings of the Eternity of Pain have begun to increase. The galaxy is balancing on the tip of a knife, and any wrong moves could send it spiralling downwards.
Setting:
Factions Many different sovereign space-faring nations, all having power in a certain part, or sector, of space. Non-sovereign factions include the Free Stations Guild, who control most of the non-affiliated void stations throughout the galaxy, and as such have significant security forces, both atmospheric and void-based. Another non-sovereign group is the pirates, while technically not a combined faction under one or a group of rulers, they have often coalesced to form a powerful fleet when each individual group’s goals align with another’s.
Some major sovereign factions are :
The Karnaer Federation: A breakoff group of the Dominikate after it’s fall to ruin, the KF (as it is commonly known as) is highly organized, efficient, and overall somewhat nebulous. They have a strong societal tendency towards cybernetic augmentations, which both increase their longevity and make their shock troops feared across the galaxy. They often come to the aid of “the little guy”, This has lead to a number of smaller wars with other factions, but overall the KF has managed to stay in good standing with most of the major galactic players. A noticeable exception is the Skyborn, largely because of their conflicting ideals over genetic and cybernetic augmentation. They engage and destroy any Skyborn vessels or stations they encounter, and some of the largest recorded battles have taken place between them.
The Dominikate (destroyed): In the height of its power, the Dominikate was the most well-known and powerful of the galactic players, but fell to a combination of espionage and economic sanctions by the newly-formed Arkias Coalition. The Karnaer Federation broke off when it became clear that the Dominikate was heading nowhere down the drain, and has managed to retain a large amount of its territory, despite numerous attempted void-grabs by other factions, including the Arkias Coalition. Overall, many of the technological advancements pioneered by the Dominikate’s scientists are still in use today.
The Skyborn: A monarchy built on the idea that genetic modification brings one closer to transcendence to godhood, their powerful (if slow) ships have earned their navy the respect of many galactic powers, but their obsessive expansion and disregard for “lower life forms” has lead to many clashes between other factions. The Skyborn have the largest empire in the galaxy, and continue to expand, even through other faction’s territories.
Arkias Coalition: One of the newer players on the scene, they arose from the fires of the Arkias Revolt, where an entire system rebelled against the Dominikate’s iron fist. Their location near the Polaris star gave them a huge economic boost, allowing the fledgeling empire to wage diplomatic war with the Dominikate, and eventually destroy it. They are lead by a group of ex-revolutionaries, which has lead to some tension with other, more established, galactic leaders.
The Vanor: The oldest major faction, they have seen the galaxy through the past three major wars, and are the last surviving member of the Terran Confederacy, thought to be the original inventors of the wavedrive. They have most of their holdings in the galactic northeast, and one of the major trade centers of the galaxy falls in their borders. Polaris is a galactic hub, a place that almost every spacefarer has been to at some point. It has possibly the largest single void station in the galaxy, spanning almost three kilometers in total diameter. It also boasts one of the best defense networks, installed after the terrorist attack by former Arkias Revolt leader Murat Blencar, the most radical of the Arkias leaders. It is Vanor’s (public) pride and joy, and there is always at least one Vanor capital ship in-system.
Daedus League (Guild of the Sun): The Daedus league, while technically a sovereign government, lacks any known territory. They are a nomadic empire, drifting about the galaxy in huge worldships known as Arks of the Sun, or just Arks. Because they are entirely void-based, they have one of the biggest fleets, and no fleet has survived a full-scale battle with the Daedus, though there have been multiple reported skirmishes between the Daedus and both pirates and other factions, oftentimes very close to a sun, leading to speculation that is powers or supplies their ships somehow.
Technology: The technology in this galaxy is widely varied, but some is in use almost everywhere.
The Credit: The universal currency of the galaxy, it was created at the founding of the Terran Confederacy, both to establish control and equal trade among the Confederate Planets. It has stayed in use largely because the economies of every major empire is based solely on it, and has survived multiple attempts to phase it out, most recently by the Arkias Coalition when they were first recognized as sovereign. It was originally based on fuel, 1 minute of in-system standard engine burn was one credit, but through inflation and other factors, it is about 12 credits per minute of burn time. A saying about credits goes like this: “Ten credits will buy you a meal, 10,000 will buy you a ship”. While not entirely true, it gives a good baseline for how much things cost.
Wavedrive: The device that makes it all possible. The wavedrive uses negative mass to compress spacetime in front of a ship then expand it behind the ship, allowing for FTL travel without the passengers even feeling like they are moving. Over the years, it has become more efficient and far cheaper than it was originally, but scientists have yet to make a model that allows for fighter-sized vessels to utilize it. Fighters either use carriers or wave gates, but wave gates are very expensive, so almost every interstellar navy has a few battlecarriers to carry their bombers and fighters. Using specialized sensors installed on most military craft, wave signatures are detectable before they reenter realspace. A wavedrive’s cost varies based on the size of the vessel it will be used for, capital ship drives costing in the millions of credits, whereas a basic freighter model might be a few thousand. Most modern ships come with them pre-installed, but they are still available for separate purchase. The only major flaw with the wavedrive is it’s inefficiency in gravity wells, costing many times more energy to operate inside a gravity well, as well as if it decompresses its wave inside a gravity well, oftentimes it will damage both the drive and ship it is on. Thus, almost all ships have safety measures preventing these actions, but radical or ruthless military commanders have used this to surprise their enemies.
Directed Energy: One of the most formidable starship weapon technologies out there, directed energy has been somewhat lost to time. In the early years of the Dominikate, it was fairly common on destroyers and battlecruisers, but over time they were phased out in favor of their more reliable, and much cheaper, kinetic counterparts. Now it is very uncommon to see a ship wielding them, but if well-maintained, they are more than a match for most other weapons.
Kinetic Weapons: The most commonly used weapon, even most freighters have turret armed with one or two small mass drivers to ward off pirates. Cheap, reliable, and easily scalable, mass drivers are the most widespread weapon in the galaxy. They do expend ammunition, but the ammunition is very cheap, a solid hunk of ferrous metal. This makes them the preferred weapon of every navy in the galaxy, and many mass driver manufacturers have profited from the petty squabbles of the larger empires. Most ships use either one large mass driver running down the length of the ship, or many smaller ones mounted in turrets or in broadsides, though broadsides are being phased out with the increased reliability and loading speed of the newer inline mass drivers.
Missile Weapons: Another common weapon, missiles come in all shapes and sizes, from capital ship nuclears to fighter swarm rockets. Many modern missiles use lock-on capabilities, but some of the most powerful are still unguided rockets, using the space normally added for computers to create even larger warheads. Almost all fighters have some missile hardpoints, and they are always a reliable backup to the everyday mass driver.
Armor: It may seem somewhat dated, but armor is still one of the most effective defensive mechanisms a starship can have. It can soak up smaller mass driver rounds very easily, and the larger ones lose much of their velocity when impacting thick armor. Armor is quite susceptible to directed energy, which is why it fell out of favor during that weapon’s height. Every ship in the galaxy has some form of armor, be it an extra two centimeters to keep out space dust, or three meters of titanium to block all but the largest mass driver rounds.
Energy Shielding: The other common defense mechanism spacefaring craft use, energy shielding is the use of charged plasma to form an orb or oval around a ship, keeping out dangerous radiation and, if supplied with enough power, keeping out mass driver rounds and even directed energy beams and packets. This makes shielding indispensable to every ship, because without it dangerous radiation would kill off the crew quite quickly. This is another expensive part of a ship, easily costing as much as a wavedrive or main fusion reactor. Nonetheless, most contemporary naval ships employ at least moderate shielding to protect them during a battle. They are more effective against directed energy weapons, but consume more power when protecting against them than against mass drivers, even though they sometimes let driver rounds through to impact on the armor. Once a shield generator is overloaded by weapons fire or other impacts, it usually requires time to reboot, leaving the ship vulnerable. Because of this, all starship crew members are treated for radiation sickness both when they enter and leave a port.
Personal Armor: With the increase in weapon effectivity and usability, a number of firms working solely in personal armor have arose. Each offers something different, but the two most common ‘types’ are exoskeletal and form-fitting. Of the two, form-fitting is more expensive and less common, more suited to individual explorers and the like than naval marines. Exoskeletal suits are much larger and more protective, and provide increased endurance and strength. They are often used by naval marines as boarding shock troops, to provide heavy firepower as well as almost mobile cover. Form-fitting suits are much smaller, not much bigger than the average set of clothing, but provide less endurance and strength. They still boost the wearer’s survivability, without the cost of mobility and size.
Personal Weapons: The most varied and widespread type of personal weapon is, like on starships, the mass driver, or ‘Gauss Gun’. This type of weapon uses small magnetic coils to accelerate ferrous rounds to multiple times the speed of sound, and its ease of manufacture and use has lead to its spread all over the galaxy. Size varies, from pocket pistols no longer than a finger, to rotary cannons bigger than a person. Other types of handheld weaponry still exist and are common, but the average handheld weapon is a Gauss Gun. Other types include directed energy (the rarest), and particle weaponry, which uses an accelerated ‘packet’ to conduct its energy, instead of the free energy in a directed energy weapon, as well as rare chemical, or “gunpowder” weapons, using a volatile agent to propel bullets out of the gun.
Augmetics/Cybernetics: Originally created (and still used for) to replace lost limbs or other such injuries, augmetics have become a staple of modern medicine. They can replace almost any organ in the body, removing the need for organ donors and such. Cybernetics, are slightly different. They don’t replace lost body parts, instead either enhancing current body functions or replacing them with higher-powered versions. The most (in)famous use of cybernetics was by the scientist/surgeon Kyler Metahn, who abducted victims and implanted them with extensive cybernetics, turning them into his combat slaves. He was killed after trying to take over the provincial government of a Vanor industrial world, after killing many of the top officials.
Ships: Starships come in all shapes and sizes, and every different navy or group of people has a different name for each size of ship. This has lead to confusion between allies and enemies alike, so eventually a universal classification system was introduced, denoting the estimated size and purpose of each vessel. Some class sizes overlap, but each one has a distinct role. While each faction’s navy uses their own ship designs, there is plenty of overlap in mercenary, civilian, and local government fleet.
Pod:
Longest axis: 1-5 meters
Purpose: Personnel transport or escape
Weaponry: none
Famous types: Scooter
Fighter: (drone or otherwise)
Longest axis 10-25 meters
Purpose: Destroying other fighters and bombers, protecting capital ships from attack
Weaponry: 1-4 light mass drivers, 0-4 missile racks
Famous types: Vulture, Falcon
Bomber:
Longest axis: 20-50 meters
Purpose: Attacking capital ships or ground targets
Weaponry: 1-3 light mass driver turrets, 2-6 heavy missile racks
Famous types: Raven, Fangtooth
Corvette:
Longest axis: 40-75 meters
Purpose: Destroying bombers and frigates, defending capital ships
Weaponry: 2-4 small mass driver turrets, 1-2 medium missile racks, 2-6 flak turrets
Famous types: Protector
Cutter/Gunboat:
Longest axis: 30-70 meters
Purpose: System defense and trade regulation
Weaponry: Inline mass driver, 2-4 small mass driver turrets
Famous types: Minuteman
Note: Corvettes and cutters are very similar, mostly naval versus civilian, and the terms are somewhat interchangeable
Frigate:
Longest axis: 70-120 meters
Purpose: Defending other capitals against frigates and corvettes, providing heavy turret cover fire.
Weaponry: Inline mass driver, 4-8 medium mass driver turrets, 2-4 heavy missile racks
Famous types: Mercury, Argentus
Destroyer:
Longest axis: 85-150 meters
Purpose: Destroying capital ships with heavy fire, can be modified into convoy escort
Weaponry: 2-4 inline mass drivers, 6-12 heavy missile racks, 2-4 medium mass driver turrets
Famous types: Reaper, Kornath
Light Cruiser:
Longest axis: 140-210 meters
Purpose: Convoy escort, provide maneuverable support for larger ships
Weaponry: Large inline mass driver, 6-12 medium mass driver turrets, 4-6 heavy missile racks
Famous types: Praetorian
Cruiser:
Longest axis: 175-250 meters
Purpose: Ship of the line, battleship escort, balanced heavy firepower, can carry fighters
Weaponry: Large inline mass driver, 6-12 medium mass driver turrets, 6-10 heavy missile racks, hangar bay for 1-2 fighter squadrons.
Famous types: Barracuda, Thunderhead
Battlecruiser:
Longest axis: 200-300 meters
Purpose: Speed and firepower, puts the hurt where it hurts, less armor and shielding than other similar-sized ships
Weaponry: 2-3 large inline mass drivers, 6-8 heavy mass driver turrets, 4-6 heavy missile turrets, 4-8 heavy missile racks
Famous types: Paladin, Virtuous
Heavy Cruiser:
Longest axis: 200-300 meters
Purpose: Heavy ship of the line, slow but tough, many turrets for defense of other capital ships
Weaponry: Either 1 large inline mass driver or full broadsides of smaller ones, 8-16 heavy mass driver turrets, 2-4 heavy missile turrets
Famous types: Vindication
Pocket Battleship:
Longest axis: 250-400 meters
Purpose: A faster and more maneuverable battleship, designed around a similar idea to battlecruisers
Weaponry: Huge inline mass driver, 8-12 super-heavy mass driver turrets, 6-10 heavy missile turrets, 6-8 heavy missile racks
Famous types: Victorious
Battleship:
Longest axis: 400-500 meters
Purpose: Blow things up, the flagship of a fleet, can launch fighters
Weaponry: Ridiculous inline mass driver, 12-18 super-heavy mass driver turrets, 4-8 heavy missile turrets, hangar bays for 2-4 fighter squadrons
Famous types: Manta, Kellerman, Eternity of Pain
Note: The Eternity of Pain is a ghost ship, of battleship-size or larger, that appears at random, and is considered a harbinger of death and destruction. Attempts have been made to capture or destroy it, and each time, the attackers were wiped out without a trace.
Light Carrier:
Longest axis: 175-250 meters
Purpose: Convoy escort, flagship of a smaller fleet, bringing fighter and bomber support
Weaponry: 8-12 medium mass driver turrets, 8-12 missile turrets, hangar bays for 4-8 fighter and bomber squadrons
Famous types: Yearling
Carrier:
Longest axis: 250-450 meters
Purpose: Similar to light carrier, just bigger
Weaponry: 12-16 medium mass driver turrets, 8-12 missile turrets, 4-8 heavy missile turrets, hangar bays for 8-12 fighter and bomber squadrons
Famous types: Yorktown, Valerm
Battlecarrier:
Longest axis: 300-550 meters
Purpose: To provide fighter and bomber support with blanket flak and missile cover
Weaponry: 12-16 heavy mass driver turrets, 12-16 flak turrets, 12-16 missile turrets, hangar bays for 12-16 fighter and bomber squadrons
Famous types: Reckoning
Fleet Carrier:
Longest axis: 400-650 meters
Purpose: Provide a center for fighter and bomber control, flagship of a large fleet.
Weaponry: 16-24 heavy mass driver turrets, 16-24 flak turrets, 12-16 missile turrets,
4-8 heavy missile turrets, hangars for 16-24 fighter and bomber squadrons
Famous types: Galactica
Dreadnought:
Longest axis: 700-1300 meters
Purpose: Destroying battleships and other heavy capitals, wiping out planets
Weaponry: Even more ridiculous mass driver, 16-24 super-heavy mass driver turrets, 16-24 heavy missile turrets, 16-24 flak and missile turrets
Note: No dreadnought has ever been reported lost in battle, and most factions avoid using theirs for fear of losing such an investment. The inline mass driver is powerful enough to be used for planetary bombardment.
Famous types: none
Galactic History: This covers the most major points in galactic history.
The Diaspora: The original torch-ships of Earth, when the first colonists were put into cryo-stasis for their 300 year journey to Alpha Centauri using solar sail ships. Over that 300 years, many new developments in terms of space travel occurred. The very first wavedrives were prototyped, but the tests were unsuccessful, leading to a frenzy of new innovations in sublight travel. This resulted in the engines still in use, albeit improved, today. With these engines, more torch-ships were sent out, arriving in less than half the time it took the first ones to. But disaster struck. The original torch-ship was lost, thought to be destroyed until a huge alien vessel appeared in Alpha Centauri, now a bustling commercial center. It destroyed the entire system, but it first captured every single human in the system. Using data it must’ve acquired from the computer banks at Alpha Centauri, it started heading towards Earth, inexplicably fast. It was using a wavedrive, and when it got to Earth, it attempted the same tactics to destroy the heart of humanity. But the humans were ready. Every single ICBM and defensive satellite in the system was armed and ready, and the alien ship was not. It was consumed in the largest nuclear explosion ever witnessed or created by humanity. But when the radiation cleared, it was still there, but it had almost no power signature. A naval cutter sent a boarding party in, and what they found changed the course of galactic history. The ship was fully intact, even its atmosphere was still active, though deadly to humans. They found technology so advanced that the best scientists on Earth weren’t sure what they were seeing. But they kept going, not once running into any resistance. The ship measured over 3 kilometers long, and they had entered near the back. The team approached a central chamber in the ship, measuring over a kilometer in diameter on its own. The contents of that chamber kicked off the next era of Terran development.
The Renaissance: The boarding team entered the chamber, and they saw something that even the most radical genetic modification advocate would baulk at. It was a creature, but unlike anything that Terran scientists had even dreamed of. It was massive, almost 500 meters tall, but it was a horrifying amalgamation of hundreds of different tubes, wires, and biomaterial. The sides of the chamber were lined with capsules, and each one pumped into the creature in the center. The closest ones had human occupants, but the others were explored to find that they contained many different species, none of which were known to humans. The creature in the center appeared to be dead, but as they grew closer, it writhed one last time, releasing something into the atmosphere, then died. What it released was discussed for almost a year, but was finally proven; It was stardust. The creature had controlled and made a part of itself the very fabric of the galaxy, and humans had killed it. There was a social uproar on Earth and other colonies, and the social unrest nearly shattered the entire human species. But no one could argue about the scientific advancements that this opportunity provided. A working wavedrive propelled human science forward many centuries, and the genetics behind what the alien had been doing were mind-boggling.With the new wavedrive, humanity spread across the stars at an unparalleled rate. With the spread of human control, the control weakened. Earth became somewhat disconnected from the rest of humanity, and began pulling its resources away from the outer territories, the frontier planets and void outposts. They consolidated their holdings around Earth and her neighbors, leaving the colonies defenseless from pirates and other threats. They responded angrily, shocked at the loss of support by their home planet. They began building shipyards and void stations, and four distinct power centers arose, one in each section of the galaxy. The Vanor in the galactic east, the People of the Sky in the north, the Stulte Federation in the west and Proditor Council in the South.
The Terran War: The Terran Confederacy (as the government on Earth was called) continued to pull its fleets back, and now held on to only 3 systems, Alpha Centauri, Polaris, and Earth herself. They had amassed a considerable fleet, and many of the colonial leaders feared an attack. The Proditor Council had the most to lose from such an attack, and Admiral Jenkins led a surprise attack with the best Proditor fleet. It crippled the entire Alpha Centauri system, both its fleet and the planets and stations around it. While the attack was considered a success, over half of the Proditor fleet was destroyed and Jenkins was killed. It sparked a long, bloody war between the Confederacy and the Council, but once the Vanor stepped in on the Council’s side, the entire Terran Confederacy was wiped out in the Kuiper Skirmish. After that day, Earth was no longer the center of anything galactic, and it became one more blue planet, if just a little special.
The Aftermath: The war costed the Proditor Council a huge sum, and their economy couldn’t handle the strain. They invaded the Stulte Federation, but that war ended up costing both sides huge amounts as well, and both empires fell to economic ruin. The Vanor watched as the Proditor Council and Stulte Federation destroyed themselves, then used espionage and careful poking to create possibly the most important faction in galactic history; The Dominikate. The Dominikate was created out of the ashes of both dead empires, and was the biggest and most powerful to date.
Rise of the Dominikate: The Dominikate filled a power vacuum left by the Stulte and Proditor, allowing it to become more powerful than any other empire in a much shorter timeframe. The leaders of the Dominikate started building up a navy to rival the best, and expanded their borders to contain almost all of what the former empires had owned. Their leaders then adopted an iron fist ruling strategy, and many political leaders and prominent mediacasters believed they would start a war larger than the last. This rule of iron continued for almost a century before a working man became unhappy with his lot in life. This man was named Viel, and he sparked the bloodiest revolution in galactic history known as the Arkias Revolt.
Arkias Revolt: The Arkias Revolt was lead by a group of outspoken manufactory workers, led by Viel. They took control of the Arkias system in three standard days, leading a ragtag army of other workers and civilians living on Arkias. Again, the Vanor are rumored to have helped the rebels by supplying weapons and ships, but it has never been proven. The Dominikate poured much of their military into the Arkias system, but the rebels didn’t back down from a fight. The Dominikate fleet was, amazingly, held in a stalemate with the rebel ships, and when the Vanor officially recognized their sovereignty, the Dominikate backed down. A new empire was born, and it marked the beginning of the end for the Dominikate. Soon after they became a full empire, they began a full-on propaganda campaign to destroy the Dominikate’s reputation in the eyes of the other empires. The Skyborn (the new name the People of the Sky chose after their civil war) listened, and they cut off all trade and deals with the Dominikate. The Vanor followed suit, and the leaders of the Dominikate were facing bankruptcy. They finally capitulated, accepting the Arkias as a sovereign nation, but it was too late. The entire empire began fracturing, with numerous smaller empires forming out of disgruntled system lords. The most prominent and long-lasting of these was the Karnaer Federation, led by the esteemed Admiral Karlus. He went about his new empire with more expertise than the others, and thus his was the most powerful. He slowly consolidated his fleets while other empires went on crusades of conquest. While they squabbled over the Dominikate’s lost territory, he brought his empire to the brink of greatness.
Karlus was assassinated exactly 1 standard year after the Karnaer Federation was formed. His second-in-command took control, and went on a crusade of war against the Skyborn, believing they were responsible. He killed millions, but was deposed by a quick and bloody coup staged by a group of loyal Admirals and captains. They created the Triumvirate, a group of three people who would lead the Federation, instead of one ruler. The war against the Skyborn had cost them dearly, but it also put the Skyborn on the back foot. They negotiated an official ceasefire, but it was still the beginning of the longest lasting interstellar conflict to this day.
With the complete destruction of the Dominikate, the use of directed energy weapons fell quickly, as the knowledge and equipment for maintaining such weapons became less and less common. After half a century, only specialized lance ships or old gunboats still had these weapons. After a century, they were completely phased out of military fleets. The war between the Skyborn and the Karnaer continued, entering new and bloodier heights, with the largest recorded battle to date occurring in the neutral system of Prometheus. Over five hundred ships were involved, including close to a hundred battleships and carriers. There was no clear winner, but over three hundred ships were destroyed, creating the largest debris field in the galaxy, known as the Promethean Traverse.
With the war between the Skyborn and the Karnaer Federation escalating, the Vanor drawing even farther into secrecy, and the Arkias Coalition becoming more and more volatile, the galaxy seems to be on the verge of the bloodiest war ever seen. And yet more threats are coming out of the shadows. Ships are disappearing, pirating is on the rise, and sightings of the Eternity of Pain have begun to increase. The galaxy is balancing on the tip of a knife, and any wrong moves could send it spiralling downwards.
You can read through that if you want to, but the important part is near the middle, regarding the ship classes and sizes. I’ll hopefully be building a ship class for each of the sizes, for each of the main factions (Karnaer, Skyborn, Vanor, Arkias), as well as a few non-affiliated ships (ones I’ve built that I like, but don’t fit with any specific faction theme).
To start off, we’ve got the Karnaer Federation, an advanced group of cybernetically-obsessed humans. Haven’t decided on a color scheme yet, but will be something mechanical and drab.
NOTE: As I don’t have a color scheme for these yet, they are GREY. I know, it’s awful. Once I think of a color scheme, I’ll change them all. Don’t bug me about it yet.
That’s all I have done for now, I’ll be adding ships on and off, probably a few a week, depending on the size and interest. I’d love some advice on detailing, as I (clearly) lack the knowledge on that.
The lightest naval craft the KF use, the Arrow is a small (~20m) attack fighter. Lightly shielded but armored, with only a pair of rapid-fire mass drivers, it is a very weak ship. Only effective in large numbers, it is relatively cheap for how armored it is, at about 650k a piece. With weak weapons, it is often retrofitted with under-hull missiles.
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A heavy bomber designed to bring the pain on capital ships and stations, it is armed with a pair of heavy rapid-fire missiles. They can punch straight through armor and wreak havoc on internal systems, but the bombers are still somewhat weak, thus mainly effective in large numbers. The Fangtooth is much more expensive, coming in at 3.7m a pop, probably because of all that armor. Has much more shielding than the arrow, and will eventually have a few light turrets on board.
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(This is an old pic, but it gets the engine design across)
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(This is an old pic, but it gets the engine design across)
The Shredder-class is the Karnaer Federation’s standard combat corvette. Fast, deadly, but very lightly shielded, this ship packs quite a punch, with a pair of rapid-fire missiles and a moderately ionized beam laser. It also will feature a multitude of mass driver turrets mounted on that top deck, giving it far more firepower than one might expect from such a small ship, at the expense of defensive systems. Actually cheaper than the Fangtooth (without turrets), most KF fleets have at least a squadron of these corvettes to bring the pain.
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(Ignore that frame in the background, it’s a pet project I may or may not ever finish)
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(Ignore that frame in the background, it’s a pet project I may or may not ever finish)
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The Tigershark Frigate is the mainstay of the Karnaer Federation fleets, and is the smallest ship to feature their famous Rubicundus drive system, which both provides portable faster-than-light travel (in the form of a wavedrive built in), but also most of the power for the ship. Armed with 5 powerful lock-on missiles and a dual assault cannon designed to take down shields (Ion effect), this ship can handle itself in any fight. Also featuring quite heavy shielding, the Tigershark is often designated a heavy frigate. (NOTE: I'm still working on optimizing the systems, but the hull is mostly done. Tell me what you think about the Rubicundus drive!)
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That’s all I have done for now, I’ll be adding ships on and off, probably a few a week, depending on the size and interest. I’d love some advice on detailing, as I (clearly) lack the knowledge on that.
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