Ship Systems



WEAPONS

There are several types of weapons on Colonial Ships and they vary in both power and range. The key is to use the proper weapon system at the right time

Ares Missiles

Designed for ship to ship combat. Reinforced titanium shell contains an explosive base that detonates upon impact. Ares missiles are also capable of carrying nuclear payloads as well.

Rail Cannons

Designed to continuously pepper the enemy with a spray of superheated tungsten shells. Combined with Ares missiles they can be a one two punch for fighting enemy ships. These are found mounted along each side of colonial ships and depending on the size of the ship it can carry up to 4 rail guns.

Defense Turrets

A cluster of .50mm turrets designed to shoot down enemy missiles before it reaches the ship. These are placed throughout the underside of each ship.

Weapons


Shields

SHIELDS

Shields are collections of energy which are distributed around the ship to protect it from incoming objects such as weapons or asteroids. Combining protons and neutrons with a particle accelerator, the shield generator creates an invisible wall of energy that surrounds the spaceship. This wall of energy can be seen when objects impact it and will look like a cloud shimmering around the ship. Depending on the object, and the velocity/angle of impact, the object will either deflect or disintegrate.


Engines

Each ship has two types of engines: Impulse and Warp. Selecting which one to use may seem simple, but if done wrong, can very quickly lead to a very unhappy ending. NOTE: Using warp engines at the wrong time is the most common way crews die in the first five minutes.

Impulse Engines

Impulse engines are slower and used for traveling short distances. A short distance would be within a space station, a moon to a planet, and sometimes planet to planet.

Warp Engines

Warp engines are used to travel long distances in short periods of time. Warp 1 is equal to the speed of light, and increases exponentially to warp 4.25.

Engines


Transporter

TRANSPORTER

The transporter works like a fax machine for physical objects. It takes people/objects from one location and teleports them to another. The transport generator compresses molecules into very small amounts of energy and sends them through space at 100 times the speed of light. The energy sent acts as a blueprint that is then reassembled at the target destination. Haphazard transporting, or transports done with insufficient power can result in the energy information to be reassembled improperly – killing or destroying whatever was transported.


TRACTOR BEAM

The Tractor Beam is a device with the ability to attract one object to another. It is also known as an Attractor Beam. It can be considered a “tow rope” completely made out of energy. When activated the ship can tow things like asteroids, parts, and even other ships behind it.  The further away the object being towed is from the ship, the harder it is to keep stable and the more energy it will require.

Tractor Beam


Fusion Reactor

FUSION REACTOR

Each ship has one or two fusion reactors that are the power sources for the entire ship. They  power every system on the ship and can run everything for up to 50 years before needing to be replaced. Although a reactor can produce power almost endlessly, it does not produce endless power. It is impossible to run every system on the ship at maximum capacity without overloading the reactor. The crew will need to work together in order to power everything, and often will need to make sacrifices depending on the situation.

This type of power is based off of what happens inside of stars that makes them continuously generate energy. Energy is created by atomic nuclei combining together in a reaction and losing mass. This lost mass is converted into energy that can then be collected and stored for usage.


ALERT LEVELS

(Alert) Condition 1: Also referred to as General Quarters or Battle Stations. This status signals the crew to prepare the ship for an imminent threat. All off duty or sleeping crew members should report to their stations. Essential bulkheads and blast doors are sealed and security is increased around important areas such as engineering, the armory, and the bridge. Additionally all weapons systems are brought online and given full power.

(Alert) Condition 2: All stations are on standby for the quick possibility of going to Alert Condition 1. This status lets the crew know that they could be heading into a crisis situation. Shielding systems are given power and brought online, however weapon systems are still offline.

(Alert) Condition 3: No significant threats to the ship. All stations are operating in standard mode. Tactical and Environmental conditions are stable. Normal operating parameters for COLCOM ships.

Alert Status


Bridge

THE BRIDGE

The Bridge of a ship is the room or platform from which all ship systems can be controlled. This is where you will spend the duration of your mission. On most colonial ships the bridge is located on Deck 1 near the top and front of the ship. The commanding officer directs ship operations and crew assignments from the Bridge.

Not every bridge is set up the same. Depending on the ship you fly there will be different crew compliments that affect the overall layout of the bridge.


MAIN ENGINEERING

Main Engineering is a room/area on a Colonial Ship that provides access to the engines, reactors, and other important systems that keep the ship running. Most of a ship’s vital systems are maintained here. Due to the importance of Engineering there is a certain level of security clearance required to access the Engineering Area.

Main Engineer

There is a crew member assigned as the “Main Engineer” who works in this area of the ship and has access to a direct communication line with the bridge. Their main job is to serve as technical advisor to the captain and can be contacted at any time throughout the duration of your mission.

Engineering


Sick Bay

SICK BAY

The Sick Bay on a starship serves as the main hospital for the crew. Complete with all the equipment, personnel and medicine as any normal hospital, the sick bay is one of the most important areas on the ship.

Bridge Sick Bay

On many ships, there is also a sick bay accessible on the bridge. This is most often present on larger ships where there are many crew members working on the bridge, or where the main sick bay is too far from the bridge to be safely used in an emergency.


SHIP CLASSIFICATIONS

Battleship

UCE Battleships are the most powerful warships ever built by human hands. Equivalent to the “American Naval Battleships” of the 20th century they are heavily armored with a sophisticated shielding system. They possess two XR-32 Heavy Rail Accelerated Cannons (Rail Guns), along with 18 Aries missile launchers. For defense against enemy weapons the battleships also carry 25 Auto Defense Turrets. The Triton Class Battleships also can carry several contingents (squads) of marines as well as nuclear missiles.

The Battleship’s primary function is the protection of Earth and her colonies. They are spread out throughout the galaxy and help maintain order and peace. If needed the Battleships can deliver a hefty blow to an enemy with their large guns and strong shields. In any fleet the battleships are always the flagships and lead the other ships into the fight.

Strengths

  • Firepower: Massive guns and missile launchers enable them to attack multiple ships at once.
  • Survivability:Heavy armor and shields allow them  to take a massive beating.
  • Intimidation: The sheer size of these ships make them the bully in the neighborhood that people think twice about fighting.

Weaknesses

  • Maneuverability: Due to the massive size of these ships they are slow in combat and very hard to hide. Battleships also have a hard time navigating through Nebulas and Asteroid Fields.
  • Diplomacy: Anytime a Battleship enters an area it scares people and can be taken as a sign of hostility. This can hinder negotiations, and put up detrimental communication barriers. Going into a negotiation with a battleship is like walking into a peaceful room with a bat – people are going to be rather defensive.

Hull Classification Numbers: 4000s

Nemesis Class Heavy Battleship (28 decks): UCS Everest,

Sierra Class Light Battleship (23 decks): UCS Columbia, UCS Lancelot, UCS Vigilant

Explorer

UCE Explorers are fast, maneuverable, and designed for long-term endurance and deep space missions. They can serve as both escorts for larger ships as well the security for diplomatic and civilian vessels. Armed with two XR-32 Light Rail Cannons, (Rail Guns) 10 Ares Missile Launchers and 8 Auto Defense Turrets (ADTs), they can hold their ground against most ships they come in contact with. They possess a unique multi sectional shield system which enables the ship to take a massive beating.

In addition to their strategic military use, Explorers are also used for venturing into unknown space and studying new planets and cultures. Equipped with state of the art laboratories and research equipment, explorers can gather valuable information and process it all without ever having to return to Space Dock.

Strengths

  • Versatility: With their powerful weapons and shields they can be a great help in a firefight, Or with their advanced science equipment they can be used as a state-of-the-art research vessel. The explorer is what Colonial Command most regularly sends out when they have no idea what to expect.

Weaknesses

  • Because they are built to be able to handle nearly every situation, they do not excel at anything. They can handle the minimum requirement, but very little more than that.

Hull Classification Numbers: 3000s

Alliance Class (18 decks): UCS Challenger, UCS Spirit of Fire, UCS Moonrise, UCS Apollo, UCS Infinity, UCS Alliance, UCS Minuteman, UCS Faust

Marathon Class (16 decks): UCS Pathfinder

Interceptor

Although it significantly lacks firepower and armor compared to it’s larger cousin, the Interceptor is smaller, faster, and thus more maneuverable. They are cheaper to produce and take less time to build than other ships in the fleet. Primary functions include, transportation of classified cargo, fleet support operations, convoy escort, and general science research. They are armed with two smaller BM-42 Rail Cannons, 4 Ares Missile Launchers and 3 Auto Defense Turrets (ADTs)

Interceptors are designed to be very fast, gather intelligence, and scout areas of space while not being detected by the enemy. They are equipped with a Prowler Stealth System which enables the Interceptors to essentially become invisible to enemy ship sensors.

Strengths

  • Size: Due to their small size they are very maneuverable and very fast. Interceptors are great for getting in and out of places as fast as possible.
  • Stealth: These ships are able to become virtually invisible. Combining this with their speed enables them to sneak undetected into restricted or secret areas. If you need to spy on someone, Interceptors are the way to go.

Weaknesses

  • Firepower: Due to their small size they are not very effective in large scale battles. Their weapons are designed to buy enough time for the ship to escape.
  • Intimidation: These ships have a difficult time being taken seriously when dealing with situations of conflict. Do not expect to be able to win over the minds of those you are dealing with through sheer force.

Hull Classification Numbers: 2000’s

Bravo Class (11 decks): UCS Titan, UCS Hercules, UCS Mckinley, UCS Red October, UCS Blackhawk, UCS Echo of Silence, UCS Pacifica, UCS Constellation, UCS Endeavor

Exxon Class (Diplomatic – 12 decks):  UCS Leo, UCS Orion, UCS Venture