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REOPENING!!!


Guild Information

Title:
United Vangar Republic
Aim of the Guild:
To Explore the Galaxy and Preserve Freedom to the Vangar People
Open to attack?:
Not yet
Story:
Second Post
Defenses:
Posts Three to Six
Rules:
Below
Member list:
Below
Alignment:
Lawful Good
Army/Organization:
Star Nation/Military Organization

The Guild Rules:

Rules for Members:

1. Follow Gaia's Terms of Service
2. No Godmodding, flaming, spamming, or threating other members or guests in this guild!
3. If you are interested in joining, then fill out the application form below and pm it to Ecks927
4. This guild is not based off any movie, video game, book, comic, or anything else that you might think of.
5. You must be semi-literate to join! That means no chat speak, no one-liners, and you must use story format for Rping.
6. As a member of the United Vangar Republic, you have the right to keep your character alive in this guild. If threatened you must post a good way that your character escapes such pending death (ex. Ship is about to explode, you manage to reach the escape pods.) This rule does not apply to ships or vehicles. If you feel that you wish to die then please go for it and make it interesting.
7. These rules are subject to change with or without warning, check often!
8. Pm me with any questions, comments, and complaints. Do not post them in the thread.
9. Put "Vangar Rocks" for your pm title, this will let me know that you have read the rules...
10. Failure to follow these rules will result in person(s) being banned or reported.

Rules for Other Guilds (Attacking or Allies):

1. If you wish to attack or make an alliance with the Vangar Republic, then please PM me. Do not post in my guild unless I gave you permission to.
2. When PMing me for attacking or alliance, please put a link to your guild!!
3. If you are attacking then please make it fair. I play fair, if I see that a battle is going south because of you not playing fair then I will nix the attack and ban you from the guild.
4. When requesting an Alliance with the Vangar Republic, please pm me with your request and then I will take it from there in IC.
5. NO OOC FIGHTING!! This has happened to much in the past and will stop here! TAKE IT TO PMS!!
6. These rules are subject to change with or without notice, check them often.
7. Failure to follow these rules will result in person(s) or guild(s) being banned or reported.

Military Ranks of the Vangar Imperial Forces:

Imperial Navy:

High Admiral
Fleet Admiral
Admiral
Sub Admiral
Captain
Commander
Sub Commander
Lieutenant First Grade
Lieutenant Second Grade
Ensign
Crewman

Imperial Army:

War General
General
First General
Second General
Major
Colonel
Sub Colonel
Corporal
Private

Application Form:

Please use the new form below.

Imperial Navy Join Form:

User Name: (Gaia Username)
Character Name: (Your Character's Name)
Cruiser Class: (The Class of your ship)
Cruiser Name: (The Name of your ship)

Imperial Army Join Form:

User Name: (Gaia Username)
Character Name: (Your Character's Name)
Main Skill: (Your Main skill, ie: Demolition, Sniper, Close Quarters, Leadership, Covert Ops, etc)
Second Skill: (Your Second Skill, same list as above)
Weapon Load out: (2 Weapons, Not Including Sidearm)
Team Name: (The name of your team or the team you wish to be on)

Member List:

Ecks927 - Guild Leader (GOD)
General Dakkar - Colonel Darren Mack (Vangar Republic Armed Forces) - Team: Vangar Assault Strikers
V.H. Griffin Chan - Colonel Cassandra Khan (Vangar Republic Armed Forces) - Team: Patriots Guns
Gaunt A. Rogue - Captain Corin Regis (Vangar Republic Star Navy) - V.R.S. Crescent Rise, Valdore Class Medium Cruiser MXC-9300
Artanis_11 - Captain Collin Waters - (Vangar Republic Star Navy) - V.R.S. Odyssey, Asgard Class Heavy Cruiser HXC-9400
 
     
My O/M Guilds:

~Terran Federation~

~United Vangar Republic~
 
About the United Vangar Republic

History of the Vangar People - Edited July 14/2008
The Urnoua Solar System:

Urnoua:
Urnoua is what the Vangar people named their sun, it came out of an early book that was found in a crashed spaceship. The sun is only 500 years younger then the Terran's sun, and Urnoua is known to create violent fire storms near the first planet (Talonos).

Talonos:
The first planet in the Urnoua Solar System, Talonos is a non-habitat world as it is too close to the sun for any life-forms to live on it. The day time temperature there can reached up to 9,000 Degrees, and a night time temperature of 500 Degrees. Talonos also gets most of the sun storms that occur.

Valenya:
The second planet in the Urnoua Solar System, Valenya is a hostile world that many people would not live on. But there is two small colonies on the planet, they live underground as the surface would kill most known races in a few minutes. The planets atmosphere is very toxic, and what air there is is extremely thin. Temperatures in the day time are 100 Degrees, and at night is -30 Degrees.

Magnouis:
The third planet in the Urnoua Solar System, Magnouis is a heavily populated planet that holds half of the Vangar total population. Magnouis is a large live-able planet that has many large cities and places to see. It is often a travel spot for most Vangar people. The day time temperature can reach around 30 degrees, and at night it can reach 3 to 7 degrees.

Vangonious:
The fourth planet in the Urnoua Solar System, Vangonious or Vangar Prime is the home world for the Vangar Confederation. Though their past history is still unclear to how they can to be on the planet, all they care now is that this is their home. Vangar Prime is where the Majesrate of the Alliance lives and works to keep the people free and at peace.

Oldenra:
Oldenra once was the world belonging to the Gari, a race of peaceful beings that had just started to explore the galaxy. During the opening weeks of the Dominion ruling, the Emperor ordered a fleet of ships to wipe out the Gari population. Now the planet is a lifeless dust ball, no Vangar live on the surface, but there are ten major colony stations in orbit around the planet.

Revaria Field:
Revaria Prime once was the base of operations for the Dominion war fleet, it was at one time called Vangar Prime. During the war with the Terran Federation, the planet was destroyed by a planet killer from one of the Terran's allies. Now their is large asteroid field, which has many colonizes on them. Hope Medical station is located in this dense asteroid field.

Yu-Nalar:
Yu-Nalar is a small gas giant that has five moons, two of them can support life and the Vangar Confederation has two colonizes on them. Yu-Nalar Two and Yu-Nalar Five both support life. The rest are lifeless, but Yu-Nalar One contains a rich supply of Trimalium (Vangar Armour). A colony station is in orbit with a war station to protect it.

Moririon:
Moririon is a small planet that barely supports life, only a handful of people live on the planet and is protected by a large nebula of dense ionized gas that limits a ships abilities. It is also the last planet in the Solar system, and there for far away from the sun. Temperatures can reach an icy 100 below. Many of the people on the surface live underground in man-made caves that have heating and fresh water.

The Europa Solar System:

Europa:
Europa is the name giving to the systems sun, it is only a bit smaller then the sun in the Urnoua system.

Omaga:
Omaga is the first planet in the Europa Star system and can support life, but barely. Surface conditions are extreme at best, but the planet does have several large cave dwellings that burrow deep under ground. Some think that the Dominion used these tunnels to store weapons and supplies for the war.

Azim Prime:
Azim Prime is the second planet from the sun and is about equal in size and class to Vangar Prime. So the Confederation made it the capital world of the Europa system. Many cites cover the planet.

Ahrue:
Ahrue is the third planet from the systems center and was the home world to the Dominion forces. During the last battle, a bio-weapons was released and made the northern hemisphere unlivable. But the southern part of the planet is still habitual.

Duwewea:
Duwewea is a large giant, and has two rings that orbit the planet. These rings contain rich metals and minerals that the Confederation will use in new ship construction. Four mining stations orbit the planet. Duwewea has five moons, all of which have colonies on.

Colony V:
Colony V is a series of small moons that surround a large Gas Giant. A total of five colonies have been made with a possible sixth in the works. Each colony considers them selfs a state of the Colony and each one works together for food and resources.

Hedris X:
Hedris Ten is the last planet in the Europa Star System and is a lifeless planet that is used only for mining operations. The planet is rich in metals and crystalline fragments.


U.V.R Military Sections:

Republic Star Navy:

The Vangar Republic controls its space and protects its people by the means of its large Space navy. The Imperial Navy is the backbone of the Republic Military Forces, and is the largest section. More then 72% of Vangar people who apply to the military academy choose to enter the Navy, rather then the other sections.


Republic Army:

The Republic Army is the second largest section in the U.V.R military forces. The Army's duty is to protect the planets that are under the banner of the United Vangar Republic, as well as provide relief efforts to the Civilian population as well. The Army is broken into two sections, the Republic Infantry Division, and the Republic Armored Division.

The Republic Infantry Division is the main group of the Army, they are the ones that risk their lives everyday to fight for the freedom of the people on land. The Infantry Division are the foot soldiers of the Republic, using all types of weaponry at their disposal. A second part of the Army is the Marine Division, very similar to the Infantry the Marines mostly operate onboard cruisers and stations as they use high tech armor that allows them to breathe and fight in space. They can also preform in ground combat duties for support to Infantry squads and often operate the Aerial Flight Crop who fly the Gunships, Dropships and attack craft.

The Republic Armor Division are the big boys with toys when its comes time to push back the enemy and take the fight to them. They are the ones that drive the ground tanks, and battle units while the Infantry are out fighting in hand to hand and close quarters. The Armour Division uses a wide array of vehicles that the Republic have developed to be used in ground warfare.

Republic Royal Guard:

The Royal Guard is a separate section of the military that looks after secruity for the Majesrate, Ambassadors and Ministers. They are well trained in all types of combat and are sometimes used as intelligence agents if the matter deals with private security.

Government System:

Magistrate of the Republic:

The Magistrate is the leader of the Vangar Republic, and to its people. Making all of the important choices for making many peoples lives better in the Republic. The Magistrate's head office is on Vangar Prime located in the capital city of Danubs.

Senators:

Senators are ambassadors from each of the colonies and planets within the Republic. They take part in important matters that are needed to run the United Vangar Republic. Next to the Magistrate, the are considered high importance and are treated very well.

Chief Ministers:

The Chief Ministers are the Magistrate eyes and ears for all matters that deal with the people and the military of the Republic.

Minister of War and Peace:

The Minister of War and Peace deals with all matters about current military operations, peace negations, and a pointing ambassadors for the negations.

Minister of Health and Education:

The Minister of Health and Education takes care of anything that deals with school, health issues, and funding for those two departments.

Minister of Trade and Finance:

The Minister of Trade and Finance deals with anything money wise with the Republic. They would handle all of the funding for the military, health, policing, and other affairs.

Minister of Foreign Relations:

The Minister of Foreign Relations handles dealings with the other colonies within the Republic. They make sure that they are up to date with current laws, or policies that would affect they. Also any allies that post bases within the system, must be kept up to tabs on current dealings in the Vangar Government.

Ministers:

Ministers the leaders of their planets or colony under the U.V.R law. They run and manage everything by the Magistrate's word.

Ministers of State:

Ministers of State are the ones that control each major city and town on every planet in the Vangar Republic.

The Way of Life:

The "way of life" for the people of the Republic is very good. Over 89% of the total population have jobs or are attending educational schools. Many people have decent size housing and can afford enough food to last them two or three weeks. Only 16% of the total population are part of the Republic military forces, 21% work as health or educational workers, 20% work as part of the government, 47% work as police enforcers, and only 5% are unemployed. 80 to 94% of children attend public schools, while 6% attend private schools.

Crime rates for the Confederation are not bad for all of the planets and colonies under it. Only 13% of crimes are murders, 27% are thefts/robberies, 10% of are muggings, or beatings, and 49% are just people breaking the law. (Ex. Like going through red lights)
     
My O/M Guilds:

~Terran Federation~

~United Vangar Republic~
Space Stations and Planetary Defenses


Battle Station

Classification: Mammoth Class (OSP-5600)
Role: Orbital Command/Battle Station

Description:
The Mammoth Class Orbital Station is a command and control station for the Vangar Republic. It can have 6 Battle Cruisers dock with it a once, and many more smaller class cruisers at other docking ports. It carries a full bay of fighters and ground landing ships. These stations are heavily armed to fend off any attackers, they tend to have several support cruisers with them to help with defense and also control planetary weapon satellites that are in planetary orbit. With a crew of 5,602 and enough troops to take a small city, these stations are placed over each Republic planet to ensure that they stay under Republic control.

Armaments:
x14 Heavy Ion Beamers (7 Dorsal, 7 Ventral - Turret Mounted)
x20 Light Ion Beamers (10 Dorsal, 10 Ventral - Turret Mounted)
x80 Photon Burst Cannons (40 Dorsal, 40 Ventral - Turret Mounted)
x34 Plasma Drivers (17 Dorsal, 17 Ventral - Turret Mounted)
x140 Plasma Turrets (70 Dorsal, 70 Ventral - Turret Mounted)
x20 Rapid Fire Torpedo Launchers (Dorsal - Turret Mounted)
-x850 Quantum Torpedoes
-x1500 Plasma Torpedoes
Defenses:
Type-X Heavy Polaron Energy Shield Grid
Type-VI Backup Polaron Energy Shield Grid
6.5 Meters High Tension Battle Armor
8 Meters Tri-Layered Trimalium Hull Plating
x260 Defensive Beamer Arrays (Various Placements)
HEV-Type EM Damping Field Generator

Power/Propulsion:
POWER: 3 Zero Point Energy Cores, 8 Ion Pulser-Type Reactors
SUB LIGHT: 20 Ion NAV Thrusters
FASTER THEN LIGHT: None


Colony Station

Classification: Hope Class (CST-5434)
Role: Colony Station

Description:
The Hope class is a large colony station that can support 12,000 Civilians. Lightly armed to ward off pirates and raiders, they are at times protected by small fleets of medium or light cruisers. They can be used for civilian living to medical stations, and also trade stations. Inside the pressure dome, several different planet like cities or looks can be created. They are placed near or around Republic planets or planets that can not support life.

Armaments:
x6 Photon Burst Cannons (3 Dorsal, 3 Ventral - Turret Mounted)
x40 Plasma Turrets (20 Dorsal, 20 Ventral - Turret Mounted)

Defenses:
Type-X Heavy Polaron Energy Shield Grid
Type-V Backup Polaron Energy Shield Grid
4 Meters High Tension Battle Armor
8 Meters Tri-Layered Trimalium Hull Plating
x150 Defensive Beamer Arrays (Various Placements)
HEV-Type EM Damping Field Generator

Power/Propulsion:
POWER: 3 Zero Point Energy Cores, 6 Ion Pulser-Type Reactors
SUB LIGHT: 16 Ion NAV Thrusters
FASTER THEN LIGHT: None


Outpost Station

Classification: Marauder Class (DSO-5700A)
Role: Deep Space Defense Outpost

Description:
The Marauder Class is a small outpost type station that is placed are key locations or on the outer rim of Republic Space to monitor and mantin the peace the Vangar hold dear. Having three large docking ports and a crew of 2,774 Officers and Enlisted, this station can engage small fleets of ships and hold the lines. Though they also have a few defense cruisers with them to help.

Armaments:
x6 Heavy Ion Beamers (3 Dorsal, 3 Ventral - Turret Mounted)
x10 Light Ion Beamers (6 Dorsal, 4 Ventral - Turret Mounted)
x22 Photon Burst Cannons (11 Dorsal, 11 Ventral - Turret Mounted)
x4 Plasma Drivers (2 Dorsal, 2 Ventral - Turret Mounted)
x80 Plasma Turrets (40 Dorsal, 40 Ventral - Turret Mounted)
x10 Rapid Fire Torpedo Launchers (Dorsal - Turret Mounted)
-x300 Quantum Torpedoes
-x600 Plasma Torpedoes

Defenses:
Type-X Heavy Polaron Energy Shield Grid
Type-V Backup Polaron Energy Shield Grid
3.5 Meters High Tension Battle Armor
5 Meters Tri-Layered Trimalium Hull Plating
x100 Defensive Beamer Arrays (Various Placements)
HEV-Type EM Damping Field Generator

Power/Propulsion:
POWER: 2 Zero Point Energy Cores, 4 Ion Pulser-Type Reactors
SUB LIGHT: 12 Ion NAV Thrusters
FASTER THEN LIGHT: None


Planetary Satellite

Classification: Firestar Class (PDS-5820)
Role: Planetary Defense Satellite

Description:
The Firestar Class Satellite is a unmanned weapons station that are placed in orbit around colonized or important planets in the Republic. They are often grouped together in units of four to six and act like a gun battery, they have several different settings, like they can be set to monitor and attack anything that is unfriendly to the Republic. Or they can be controlled by a nearby Battle station and tactical data fed to it by the stations AI computer. They can also be controlled by five gunners on the station, however this rarely happens.

Armaments:
x1 Heavy Ion Beamers (Dorsal - Fixed)
x3 Light Ion Beamers (Dorsal - Fixed)
x6 Photon Burst Cannons (3 Dorsal, 3 Ventral - Turret Mounted)
x2 Plasma Drivers (Dorsal - Fixed)
x10 Plasma Turrets (5 Dorsal, 5 Ventral - Turret Mounted)
x4 Rapid Fire Torpedo Launchers (Dorsal - Turret Mounted)
-x50 Quantum Torpedoes
-x100 Plasma Torpedoes

Defenses:
Type-IX Medium Polaron Energy Shield Grid
Type-V Backup Polaron Energy Shield Grid
2 Meters High Tension Battle Armor
5 Meters Tri-Layered Trimalium Hull Plating
x20 Defensive Beamer Arrays (Various Placements)
MED-Type EM Damping Field Generator

Power/Propulsion:
POWER: 1 Zero Point Energy Core, 2 Ion Pulser-Type Reactors
SUB LIGHT: 5 Ion NAV Thrusters
FASTER THEN LIGHT: None
 
     
My O/M Guilds:

~Terran Federation~

~United Vangar Republic~
 
Republic Star Navy


MILITARY CLASS SHIPS

Battle Cruiser

Classification: Judgment Class (BXC-9500)
Role: Command Ship/Front line Assault Cruiser

Description:
The Judgment Class is the Republic's main heavy combat vessel, design with weapons and defense in mind the Battle Cruiser is a deadly starship that can cut enemy fleets to floating debris in mere minutes. At 4.5 Kilometers, it may not be as big as some other star nation warships but it is powerful and highly maneuverable for its length and type. A crew of 2,300 officers and enlisted operate the massive warship, it also comes with a Mk.V Artificial Intelligence Program that can also handle primary systems if the crew is killed or unable to man their stations. The Judgment Class is a truly a masterpiece in the skies, and will keep the Republic free to the Vangar people.

Armaments:
x4 Heavy Ion Beamers (Forward - Fixed)
x8 Light Ion Beamers (4 Dorsal, 4 Ventral - Turret Mounted)
x44 Photon Burst Cannons (22 Dorsal, 22 Ventral - Turret Mounted)
x10 Plasma Drivers (5 Port, 5 Starboard - Fixed)
x60 Plasma Turrets (20 Dorsal, 20 Ventral, 10 Port, 10 Starboard - Turret Mounted)
x12 Rapid Fire Torpedo Launchers (8 Forward, 4 Aft - Fixed)
-x400 Quantum Torpedoes
-x720 Plasma Torpedoes

Defenses:
Type-X Heavy Polaron Energy Shield Grid
Type-V Backup Polaron Energy Shield Grid
5 Meters High Tension Battle Armor
5 Meters Tri-Layered Trimalium Hull Plating
x120 Defensive Beamer Arrays (Various Placements)
HEV-Type EM Damping Field Generator

Power/Propulsion:
POWER: 2 Zero Point Energy Cores, 6 Ion Pulser-Type Reactors
SUB LIGHT: 4 Ionic Mass Accelerators
FASTER THEN LIGHT: 2 Slipspace Accelerators


Heavy Cruiser

Classification: Asgard Class (HXC-9400)
Role: Fast Action Attack Cruiser

Description:
The Asgard Class Heavy Cruiser is the backbone ship of the Republic Naval Forces. It offers good armaments, and defenses plus has great speed and maneuverability versus the Battle Cruiser. At 1.8 Kilometers long and with 1,520 Officers and crew onboard the Asgard class is a mightily vessel. Heavy cruisers make up over half of the total Cruisers is service and has a 78% survival rate versus classes of equal or slightly higher power then it. They can also function as support carriers in battle as they have larger hanger bays, with up to 80 Fighters. Heavy Cruisers can also land on planets and deploy ground forces faster then using dropships or landing craft.

Armaments:
x2 Heavy Ion Beamers (Forward - Fixed)
x4 Light Ion Beamers (3 Dorsal, 1 Ventral - Turret Mounted)
x32 Photon Burst Cannons (16 Dorsal, 16 Ventral - Turret Mounted)
x6 Plasma Drivers (3 Port, 3 Starboard - Fixed)
x48 Plasma Turrets (18 Dorsal, 18 Ventral, 6 Port, 6 Starboard - Turret Mounted)
x8 Rapid Fire Torpedo Launchers (6 Forward, 2 Aft - Fixed)
-x340 Quantum Torpedoes
-x500 Plasma Torpedoes

Defenses:
Type-X Heavy Polaron Energy Shield Grid
Type-V Backup Polaron Energy Shield Grid
4 Meters High Tension Battle Armor
5 Meters Tri-Layered Trimalium Hull Plating
x80 Defensive Beamer Arrays (Various Placements)
HEV-Type EM Damping Field Generator

Power/Propulsion:
POWER: 1 Zero Point Energy Core, 4 Ion Pulser-Type Reactors
SUB LIGHT: 3 Ionic Mass Accelerators
FASTER THEN LIGHT: 2 Slipspace Accelerators


Medium Cruiser

Classification: Valdore Class/Valdore Class-X (MXC-9300/9310)
Role: Light Tactical Cruiser/Carrier

Description:
The Valdore Class Medium Cruiser is a mobile fighter base and light fleet support ship. A variant called the Valdore-X Class is equipped with extra weapon storage and hanger bays. The standard Valdore Class can hold up to 150 Fighters, while the Valdore Class-X can hold up to 200 Fighters. Both are at 611 Meters and have a crew total of 730 Officers and Enlisted. These cruisers also have good offensive and defensive roles, they are also used as explorer cruisers and then the extra hangers would be replaced with science labs.

Armaments:
x1 Heavy Ion Beamer (Forward - Fixed)
x4 Light Ion Beamers (2 Dorsal, 2 Ventral - Fixed Forward)
x24 Photon Burst Cannons (12 Dorsal, 12 Ventral - Turret Mounted)
x6 Plasma Drivers (3 Port, 3 Starboard - Fixed)
x40 Plasma Turrets (10 Dorsal, 10 Ventral, 6 Port, 6 Starboard - Turret Mounted)
x8 Rapid Fire Torpedo Launchers (4 Forward, 4 Aft - Fixed)
-x200 Quantum Torpedoes
-x350 Plasma Torpedoes

Defenses:
Type-IX Medium Polaron Energy Shield Grid
Type-V Backup Polaron Energy Shield Grid
3.5 Meters High Tension Battle Armor
3 Meters Tri-Layered Trimalium Hull Plating
x56 Defensive Beamer Arrays (Various Placements)
MED-Type EM Damping Field Generator

Power/Propulsion:
POWER: 1 Zero Point Energy Core, 3 Ion Pulser-Type Reactors
SUB LIGHT: 2 Ionic Mass Accelerators
FASTER THEN LIGHT: 1 Slipspace Accelerator


Light Cruiser

Classification: Crusader Class (LXC-9200)
Role: Strike Cruiser/Escort

Description:
The Crusader Class Light Cruiser is a small and powerful strike ship that aid larger vessels in fleet engagements. They carry heavy forward firepower and attack in large numbers to overwhelm their enemy. At only 250 Meters long the Strike Cruiser can out fly almost anything bigger then it. The Crusader Class can also land on planets and drop a small number of combat forces. They also have a second role as escort ships for civilian cruisers and stations.

Armaments:
x1 Light Ion Beamer (Forward - Fixed)
x12 Photon Burst Cannons (8 Forward, 2 Dorsal, 2 Ventral - 8 Fixed, 4 Turret Mounted)
x2 Plasma Drivers (Forward - Fixed)
x20 Plasma Turrets (10 Dorsal, 10 Ventral - Turret Mounted)
x3 Rapid Fire Torpedo Launchers (2 Forward, 1 Aft - Fixed)
-x50 Quantum Torpedoes
-x100 Plasma Torpedoes

Defenses:
Type-VIII Light Polaron Energy Shield Grid
Type-V Backup Polaron Energy Shield Grid
2.5 Meters High Tension Battle Armor
2 Meters Tri-Layered Trimalium Hull Plating
x22 Defensive Beamer Arrays (Various Placements)
LGT-Type EM Damping Field Generator

Power/Propulsion:
POWER: 1 Zero Point Energy Core, 2 Ion Pulser-Type Reactors
SUB LIGHT: 2 Ionic Mass Accelerators
FASTER THEN LIGHT: 2 Slipspace Accelerator


CIVILIAN CLASS SHIPS:

Civilian Cruiser

Classification: Outlander Class (CXC-7734)
Role: Multi-purpose Civilian Cruiser

Description:
The Outlander Class is a Civilian designed Cruiser that can be fitted to perform multiple roles like medical ship, colony ship, or science duties. At 429 Meters, it is classed as a medium cruiser and has limited offensive weapons but supports heavy defenses. Currently, only the science cruiser has weapons mounted, all others are unarmed.

Armaments:
x4 Photon Burst Cannons (2 Forward, 1 Dorsal, 1 Ventral - Turret Mounted)
x8 Plasma Turrets (4 Dorsal, 4 Ventral - Turret Mounted)

Defenses:
Type-IX Medium Polaron Energy Shield Grid
Type-V Backup Polaron Energy Shield Grid
1 Meter High Tension Battle Armor
4 Meters Tri-Layered Trimalium Hull Plating
x30 Defensive Beamer Arrays (Various Placements)
LGT-Type EM Damping Field Generator

Power/Propulsion:
POWER: 3 Ion Pulser-Type Reactors
SUB LIGHT: 4 Ionic Mass Accelerators
FASTER THEN LIGHT: 2 Slipspace Accelerator


Cargo Ship

Classification: Hauler Class (CCXC-7555)
Role: Cargo Carrier

Description:
The Hauler Class is the Republic's only heavy Cargo ship and can carry a large load of supplies and parts to any system in the UVR. Lightly armed to handle any pirates or raiders, it is at times protected by Crusader Class Light Cruisers if the cargo is in high value or transporting troops to a battle zone. At 220 Meters and supporting a crew of only 56, the Hauler Class is a important cruiser in the Republic fleet.

Armaments:
x2 Photon Burst Cannons (1 Dorsal, 1 Ventral - Turret Mounted)
x4 Plasma Turrets (2 Dorsal, 2 Ventral - Turret Mounted)

Defenses:
Type-VIII Light Polaron Energy Shield Grid
Type-V Backup Polaron Energy Shield Grid
60 Centimeters High Tension Battle Armor
2.5 Meters Tri-Layered Trimalium Hull Plating
x20 Defensive Beamer Arrays (Various Placements)
LGT-Type EM Damping Field Generator

Power/Propulsion:
POWER: 2 Ion Pulser-Type Reactors
SUB LIGHT: 1 Ionic Mass Accelerators
FASTER THEN LIGHT: 2 Slipspace Accelerator


Type-III Shuttle

Classification: Type-III Shuttlecraft (T3SC-1212)
Role: Short Range Shuttle

Description:
The Type-III Shuttlecraft is a light and fast vessel that is used to travel from ship to ship or from ship to planet/station. It has no FTL drive and can only hold 10 people inside. It is also unarmed and carries light defenses.

Armaments:
Unarmed

Defenses:
Type-VII Light Polaron Energy Shield Grid
10 Centimeters High Tension Battle Armor
50 Centimeters Tri-Layered Trimalium Hull Plating
LGT-Type EM Damping Field Generator

Power/Propulsion:
POWER: 1 Ion Pulser-Type Reactor
SUB LIGHT: 2 Ionic Pulse Thrusters
FASTER THEN LIGHT: None


Assault Fightercraft

Classification: HEX-Type Assault Fighter (HEX-1500)
Role: Short Range Shuttle

Description:
The HEX Assault Fighter is the standard interceptor for the Vangar Republic. It is fast and can operate in space and planetary atmosphere. It carries light weapons and defenses and is manned by one pilot and a gunner.

Armaments:
x1 Mini Ion Beamer
x4 Plasma Cannons
x2 Missile Launchers
-x10 Plasma Missiles

Defenses:
Type-VII Light Polaron Energy Shield Grid
14 Centimeters High Tension Battle Armor
50 Centimeters Tri-Layered Trimalium Hull Plating
LGT-Type EM Damping Field Generator

Power/Propulsion:
POWER: 1 Ion Pulser-Type Reactor
SUB LIGHT: 1 Ionic Pulse Thruster
FASTER THEN LIGHT: None
     
My O/M Guilds:

~Terran Federation~

~United Vangar Republic~
Republic Army: Vehicles, Weapons, and More

Vangar Combat Armor Types:

Republic-Mk.I Infantry Combat Armor

The Mark One light armor system is designed for light tactical combat and recon missions that required complex movement on the battlefield like crawling or jumping. The Mark One Infantry armor offers light protection from both projectile and energy based weapons, more so from projectile weapons are the main layer of the armor is made up of polyfiber crystalline meshes that work very well at stopping projectiles fired at high speeds. For energy weapons a type of thin reflective particle coating is applied to the surface of the body armor, this helps to reduce the chances of a energy weapon piercing the armor. The Mark one is issued to Vangar troops who will be fighting or conducting military relief on most habitable planets. Though if need by, the mark one is equipped with a ten hour air tank that can be used for underwater missions or if bio-warfare is used, this will prevent any harmful bio-threats to enter the suit.

Republic-Mk.II Infantry Combat Armor

The Mark Two Infantry armor is a heavier variant of the Mark one, but comes with most of the same features that the Mark one supported. Having a better armor rating then the mark one, it can stop a high level of energy weapons and can even withstand heat levels of over 1,000 degrees. It has a twelve hour air tank which is two more hours then the Mark one and has better visual sensors to allow a trooper to see in low light conditions as well as a thermal scanner. Though slightly more constricting then the Mark one, it can still offer good movement options on a typical battlefield.

Republic-Mk.III Marine Combat Armor

Vangar Marines or Spacers are the shipboard troops that all Vangar cruisers and stations carry for combat reasons and also are used for hostile environmental worlds, like heavy toxic areas or intense lava worlds. Including alot of the same features that come standard on the Mark one and Two Infantry armors, the Marine Mark one is completely sealed off to the elements and requires help to remove all pieces. Also it can withstand extreme pressures from underway or planets with heavier gravity. Magnetic boots and gloves help keep weapons and the trooper it self attached to metal surfaces and their weapons. This is useful when a ship has taking heavy damage and the hull has been breached or is a deck has been vented of all atmosphere.

Republic-Mk.IV Covert Ops Combat Armor

The Mark four Commando armor is a specially designed armor system that is used only by highly trained strike teams or scout troopers to infiltrate enemy encampments. Offering the same level of protection that the Mark one Infantry armor has along with its mobility options as well. The Commando armor also has a special piece of technology that can cloak the person from visual and most known sensor systems. However, with a limited power cell attached the unit can only hidden a person for one hour. After the time has expired the field will fail and the person will be open to attack. The power cell can be replaced or recharged if a proper power unit can be found. Often Republic bases or support units will carry a spare power cell, or a recharge unit. Also the color of the armor is a camo green, this can be changed to suit the planetary environment like snow or desert.

Republic-Mk.V Royal Guard Combat Armor

The last type of personal armor used by the Republic army is a special suit that was designed for the elite units known as the Royal Guards. Royal Guards are specially troopers that are often in charged of protecting the Majesrate or other important officials and high ranking Admirals. Offering the best in field detection gear and supporting a ten hour air tank, the Mark one guard armor is a top of the line model that will most likely be the temple for a better standard Infantry armor.


Vangar Weapon Types:

EU-05 Pulse Pistol

The EU-05 is the standard military sidearm for the Vangar Republic forces. A small and compact weapon, the EU-05 is a accurate and powerful pistol. Firing small bursts of plasma energy, these bursts can cause bad burns and cut through skin easily. It has a medium armor penetration rating and has an optimal range of 25 meters. The EU-05 has a built in rechargeable energy cell that after no in use for several seconds will recharge to full power.

DE-55 Plasma Carbine

The DE-55 Carbine is a lightweight sub-rifle that is commonly used by police forces and royal guards. Firing similar bursts of plasma as the Eu-05 pistol it has the same stopping power, just in a larger weapon and can fire more bursts. The DE-55 also has longer range due to its 6x scope mounted on top with IR and Thermal trackers installed. A standard 60 shot power cell is attached to the side of the weapon and has a quick release switch to speed up reloads in battle.

SM-17A Partical Rifle

The first in the Rifle types, the SM-17A is a beam type weapon that fires a high energy beam at lightning speeds. This beam can cut through armored doors, light walls and some vehicles, also the beam can punch right through light and medium type armors along with skin and bone. The energy beam that is produced creates moderate heat which is cooled by coolant and Heat sinks on the weapon. If the weapon is fired too quickly after each shot then an overheat alarm sounds and the user must drop the weapon as it will get very hot. A 22 shot power cell is equipped to the underside of the first handle and also has a quick release switch.

DE-15C Plasma Pulse Rifle

The DE-15C is the standard and most common Infantry weapon found on the battle field. This plasma pulse rifle has fire rate of fire and stopping power along with decent accuracy and heat control. The DE-15C carries a 80 shot power cell that clips into the side of the weapon, same as the Carbine. Also a anti-armor launcher can be installed on the bottom part of the weapon that fires SS-2 Plasma Grenades that explode on contact.

DE-15R Sniper Rifle

The DE-15R Sniper Rifle is a modified version of the standard DE-15 Rifle chassis with a longer barrel and high energy charger for more powerful shots. Equipped with a 12x Tactical scope that has Low light settings along with Thermal and IR trackers. The Sniper Rifle carries a 12 shot power cell that fires a much more powerful burst of plasma energy that can go through most known armor types and some vehicles.

TC-24 Heavy Repeater

The TC-24 Repeater is a heavy anti-infantry weapon that offers heavy firepower with out the need of hundreds of troops with lighter weapons. The Repeater can be set to rapid pulse fire or slug shot rounds that uses all four barrels at once to be used like a shotgun type weapon. Carrying a 400 shot twin power cell.

GL-20 MWS

The Missile Weapon System is a heavy anti-armor weapon that can take out up to four vehicles at once or can target one large vehicle with four powerful missiles. Each missile carries a plasma charge inside with the same power as a standard plasma remote bomb, these missiles can destroy vehicles, bunkers and aerial craft with ease and use fire and forget technology.

SS-9 Plasma Charge

The SS-9 Plasma Charge is the remote bomb that is used for breaching walls, doors or anything else that gets in Vangar forces way.

SS-5 Plasma Grenade

The SS-5 Plasma Grenade is a useful weapon on the battlefield as it can clear debris, clear rooms and large openings in seconds. It has a time delay on it and can also be set to exploded on contact or proximity detonate.


Vangar Vehicle Types:

GS-17 Aerial Gunship

The GS-17 Gunship is a heavy transport and attack craft, it can carry 20 troops in the aft compartment and carries a heavy payload of weaponry to defend itself and be used for aerial/ground support ship. Armed with Twin missile pods that carry up to 10 missiles each, 2 Plasma assault cannons for anti-infantry, and two ionic beamers. The craft has heavy armor and carries a Mk.II Polaron shield generator. The GS-17 can also be used as a low orbit dropship.

GS-12A Aerial Attack Craft

The GS-12A Aerial Fighter is a high speed and very maneuverable aircraft that is used for air and ground support. Controlled by one pilot, the aerial craft is very light for its size and carries a pair of pulse plasma cannons and two cluster missile launchers with 7 missiles each. Using a turbo-impulse thruster, the GS-12A can reach top speeds of over Mach 3.

Assault Walker AA-19

The Vangar Assault Walker is a large and powerful war machine. The Assault walker is armed to the teeth with heavy weapons to handle all types of enemy threats. A powerful Ion Disruptor Cannon sits on top of the Walker, along with 8 Heavy Plasma Cannons that can cut through Infantry and light vehicles. Also a pair of Plasma missile launchers are located on top and are used for anti-air support. The walker has very heavy Trimalium armor and a Mk.I Polaron shield generator.

Transport Walker AT-22E

The Transport Walker is a heavy troop carrier that is basically a cut open Assault walker with no top. The top section has been fitted with dozens of seats and weapon compartments. It is armed with 4 Heavy Plasma cannons for defense and medium Trimalium armor plating.

Battle Walker AB-24

The Battle Walker is the main combat walker on the battlefield for the Vangar Republic and is a deadly tool in ground warfare. Armed with a long range Artillery Plasma Cannon and a Light Ion Distruptor Cannon, the AB-24 can clear through enemy vehicles and bunkers like nothing with this firepower. The walker also has heavy trimalium armor and a Mk.I Shield generator.

Recon Walker AS-17

The AS-17 Recon Scout Walker is a light combat unit that is good for anti-Infantry support and scouting enemy positions. Lightly armed with a twin Plasma cannon and two anti-armor Grenade launchers. The Walker also has light Trimalium armor and carries no shield generator.

T-11 Battle Tank

The T-11 Battle Tank is a heavy artillery platform that can take out long range targets quickly and easily with its dual Plasma Arch Cannon. Also it is equipped with a front mounted Missile launcher with three tubes and a top mounted AA plasma cannon. It has heavy Trimalium armor and a Mk.I Polaron shield generator.

T-14C Hover Scout Tank

The T-14C is a light recon and strike tank used for urban warfare and support units for the larger walkers. Armed with 2 Heavy Plasma Cannons, and two Cluster missile launchers for anti-armor support. Lightly protected with Trimalium armor and includes a Mk.I Shield generator.
 
     
My O/M Guilds:

~Terran Federation~

~United Vangar Republic~
 
Research and Development:

UPDATING!

Weapon Technology:


Ion Beamers:
Ion Beamers are the replacements for the aging Plasma Beam cannons used on older Cruisers. This technology was adapted from the Vangar's main ally the Tau Empire and now it serves on all Republic ships and military stations. There are two types of this weapon, a heavy assault version and a light version. Both are powerful enough to take out large battle cruisers with only a few shots and are great for planetary attacks. Though the Heavy version needs thirty seconds to build up a power enough charge, the resulting discharge is a bright blue beam of charged Ion particles. Firing at the speed of light, these weapons do heavy damage to both shields of all types and to armored hull.

Photon Burst Cannons:
Photon Cannons are the Vangar's new primary armaments, basiclly upgraded verisons of the older plasma cannons. Photon cannons shop small balls of anti-matter that have been energized by particles, they look almost like plasma bursts. They can fire three times faster then plasma cannons and carry twice the destructive power. Ranging in at 10 terratons per shot, the Photon cannons are the perfect weapon for fending off enemy ships.

Plasma Drivers:
A upgraded version of the old Plasma Assault Cannons used back in the early days of the Confederation, these weapons are mounted on fixed cannons for broadside attacks. This weapon launches a heavy projectile that is filled with plasma energy, when the shell hits solid matter it explodes and slashes heat plasma all over a ship or station. They are also used for planetary bombardments and can destroy a city with only several shells. The shells them selfs are large canisters that hold the plasma in a forcefield until it is released by impact. The shell is designed to shatter on impact, increasing the area of damage. They are fired at high speeds, about .14c's.

Plasma Pulse Cannons:
Plasma Pulse Cannons or PPCs for short are mounted on all Republic Cruisers, stations, and ground bases for defense. They can be used to engage capital ships, engage fighter craft, or used as point defense. All these cannons are controlled by the ship, station, or base AI program, so it has complete control of them and sets targets. This improves accuracy by seventy percent more then having gunners man each turret. They are also used on Assault Fighters for their main weapon, as they are good at taking out high speed targets. Ship and Station versions can fire at 500 rounds per second, while fighter and base versions fire at 800 rounds per second. PPCs can be pron to overheats if used for long periods of time, but auto shut off commands kick in and cool down the weapons before they overheat too much.

Quantum Torpedoes - Type-III:
Quantum Torpedoes are powerful energy projectiles that are powered by zero-point energy, so the ships have unlimited amounts as they are powered by a zero-point core. Automation bays prepare the torpedoes so that extras are always on hand when needed. Each torpedo is no larger then 4 meters and carries a deadly force of 40 terratons of damage.

Plasma Torpedoes - Type-VIII:
Plasma Torpedoes have been around since the birth of the Vangar Dominion Navy thirty years ago. Today they have been heavy modified to keep up with the new technology of the Republic and its enemies, not as powerful as quantum torpedoes, Plasma torpedoes are used as secondary weapons or can be used side by side with quantum's if a ship has more then two launchers.

Rapid Fire Torpedo Launchers:
The Vangar Republic uses a rapid fire launcher to load and launch all their torpedoes and science probes into space. These launchers are automated and do not require crew to operate them, unless there is a problem. These launchers can load up to four torpedoes per tube and fire them all at once, then they can reload in under five seconds for another volley.

Defensive Technology:

Mult-Layered Polaron Shields:
Polaron Shields have been used by the Vangar navy for many years and has changed very little since it was first developed 50 years ago. But now the Vangar have had several improvements on their shield technology. These new Mult-Layered Polaron Shields have four layers of energy fields that greatly improve a ships surivial rate in a prolonged battle. Also a new damping grid has been installed, this creates little or no hull fricton when weapons fire hits the shields which also helps out the armor as it will take less damage from heavy shield impacts.

EM Defense Field:
Electro-magnetic shields or EM defense fields are a secondary defense for taking out missile and torpedoes electronics before they have a chance to explode. However as more missiles and torpedoes are becoming energy based or too fast for the field to take affect, this EM shield also blocks out EM damage from nuclear and fusion type weapons and can withstand EMP weapons.

High Tension Battle Armor:
High Tension Armor is perhaps the best design for armor the Vangar have ever developed. Made out of stripes of diamond carbon trimalium and dura-steel, this armor is ten times stronger then standard Trimalium armor and can withstand massive amounts of damage before they break.

Tri-Plated Trimalium Hull Armor:
Trimalium armor has been around for as long as the Vangar have been in space and is a strong metal that is twice as strong as titanium and steel combined. At first used as the main type of battle armor on warships in the Imperial Navy, the Vangar have now found better and stronger metals and ways to create battle armor. So now this armor is used as the main body hull for a cruiser or station. It also acts as a backup if the main battle armor fails in combat.

Other Technology:

Zero Point Energy Cores:
Zero-Point energy is the main type of power the Vangar Republic uses on ships and stations through the Republic, it is also used to power cities and colonies. Providing 60% more power then ION or plasma based power reactors, zero-point energy is 100% clean and non volatile.

ION Reactors - Pulser Type:
ION Reactors are used as backup or other types of energy production on ships, stations and planets. This technology is very similar to fusion based power and can produce enough energy to run a medium size city for 8 years. They are used on cruisers and stations as backup power sources in case the main zero-point core fails or has to be taking offline.

Slipspace Drives:
Slipspace is the forum of faster than light travel for the Vangar Republic. Though a bit slower then hyperspace or warp, slipspace is the only method that the Vangar know of and will continue to use it for many hundreds of years to come. All ships that are slipspace capable have a drive ring attached to the aft section of the cruiser, this accelerates the ship to lightspeeds and then a slipspace point is found and entered by the cruiser.
     
My O/M Guilds:

~Terran Federation~

~United Vangar Republic~
My O/M Guilds:

~Terran Federation~

~United Vangar Republic~
My O/M Guilds:

~Terran Federation~

~United Vangar Republic~
((New thread is up and running now, people from the last thread we will start off a week after the battle with the Gari forces.))
 
     
My O/M Guilds:

~Terran Federation~

~United Vangar Republic~