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SPACE STATIONS OF THE

STELLAR EMPIRES

CONTENTS
Space Stations....................................................................................................................................................................... 2 Space Stations ............................................................................................................................................................. 3 Space Fortresses ........................................................................................................................................................ 4 Minefields ..................................................................................................................................................................... 5

SPACE STATION S
There are many objects that a nation might seed into space that are not ships, colonies or troops being moved from one to the other. These can have a bewildering array of purposes and none are shirked upon, as with ships Nation Types may have special objects limited to themselves. There are several Classes of these objects. Some are so unimportant that they are simply not mentioned and dont have to be paid for (Civilian Satellites etc) these classes are listed below with a basic description which will be elaborated on below that. REMEMBER These objects are competing in need with Ships for Resource Points. Make sure you have what you NEED covered before you splurge. There is no forgiveness for an incorrect spending regime. Oh, and dont spend all your RP on Stations, ships dont have to put any effort into aiming for them. (Anything not mentioned here is too damned bad :p) Space Stations: These are unarmed spaceborne facilities housing people for whatever purpose which may be elaborated below. Space Fortresses: These are very well armed space fortresses and central hubs of militarybased activity. These are considerably important pieces in the defensive puzzle of a nations most important worlds. Minefields: Minefields come in surprisingly varied formats, from the method of deployment, size of the field to the actual types of mines occupying the field. These can range from dumb minefields which require a vessel to know the safe path to Smart minefields which use friend or foe targeting (or other method) however Smart minefields can be deceived by those clever enough to work at the problem.

SPACE STATIONS
Space Stations are a key of most nations civilian infrastructure, without it theyd be lost and probably never have succeeded in the space age at all due to external factors. These facilities have a bewildering array of purpose and defensive level, though no station in this section is armed with anything. (Including Fighter or Bomber squadrons.) Zero-Gee Manufacturing Plant SC-1: Though the actual name varies according to the nation that builds it the fact remains, it is the entire purpose of these space-borne factories to build more Drones, Fighters, Bombers and Gunships. Without these facilities, at least one of, no Drone, Fighter, Bomber or Gunship squadrons may be produced. At all. Light Manufacturing Yard: These are small Shipyards which typically spend most of their time producing civilian ships. However they do maintain a military Tender for the manufacture of Cutters, Corvettes and Frigates. (Vessels between 100 and 599 RP Hull cost are produced here.) Manufacturing Yard: These Shipyards see to the larger needs of the nation that builds them though they are not Shipyards or Construction Gantries. These manufacture many larger civilian craft as well as maintaining tender for Battle-Riders and Destroyers. (Vessels between 600 and 700 RP Hull cost are produced here.) Light Shipyard: These are without question Military production facilities they produce vessels of the Cruiser Class and without one no vessels of the Cruiser class may be produced. These facilities are possessed of significantly higher shields than any of the stations before it. (Vessels between 701 and 5000 RP Hull cost are produced here.) Shipyard: These are the primary manufacturing facilities of all but the absolute largest vessels. It is here that Battleships and Dreadnoughts are born. Without these many nations would be unable to field their most powerful craft. The Shipyard benefits from the strongest grade of shields available to Space Stations. (Vessels between 5001 and 20000 RP for the Hull built here.) SPECIAL NOTE: A shipyard is REQUIRED to build any nation-unique ship types with the sole exception of the Nomads. Construction Gantry: Most nations will not be in possession of these facilities as to be honest, by and large they are considered to be temporary structures with only a very tiny handful ever building them out of anything more than temporary materials. These vessels only make the behemoths that can easily cost as much as a small planet. (Constructs any vessel over 20001 RP hull cost) Carrier Foundry: Due to an entirely different design ethics for design and construction dedicated Carriers MUST be built at Carrier Foundries. This is because of the grossly different electronics packages, hull design, weapons payloads and crew requirements. Moreover the Carrier Foundry requires two attached Zero-Gee Manufacturing Plants SC-1. Carrier Foundries, even only one, thus represent a significant investment for a nation and almost their entire value is spent again on defensive stations for them. (Requires 2 Zero-Gee Manufacturing Plant SC-1s) NOTE: Defensive stations optional. Trade Port: This facility allows for larger scale trading than might otherwise be feasible. With these facilities almost any degree of trade is possible with the nation. Munitions Depot: While technically a Military Facility these are unarmed space stations that stockpile replacement missiles, projectile weapon ammunition and other similar requirements. Said facilities also carry basic supplies for emergency use only.

SPACE FORTRESSES
Space Fortresses are a keystone in a planets defence when it is not directly guarded by ships. These are powerfully shielded and armed facilities responsible for the defence of whatever it is that they are required to orbit. Be it a small facility in the middle of nowhere but important or a great homeworld with many such facilities orbiting its world. Note: Pacifists may construct nothing on this list. Light Self Defence Platform: This platform is packed with medium weapons and is a reliable if poorly defended facility used for protecting things like an Asteroid mining facility or small moon. Medium Self Defence Platform: This platform is almost identical to the light SD Platform but is equipped with a pair of heavy weapons for that extra punch. Their shielding is stronger as well. These are used for defending important installations on a budget. Heavy Self Defence Platform: This is a powerhouse of SD Platforms. It carries a large number of heavy weapons. These are only deployed when something is of critical importance when full Star Forts cannot be afforded. AEGIS Self Defence Platform: This has no medium or heavy weapons and is inadequately shielded for its price, but it makes up for it in sheer ability to kill fighters, bombers and gunships. Of course if any heavier ship spares a moments attention kiss it goodbye. Orbital Fortress: This is a defensive installation that can only be deployed around planets or gas giants. This Fortress is heavily armed and shielded, only a fool would attack one without a fleet. Star Fortress: This is the bigger badder cousin of the Orbital Fortress, these are for when you simply hate everyone else. These things definitely require a fleet, or a mauler, to take on. These are grossly expensive, though not as expensive as a Stellar Fortress. Stellar Fortress: This is almost identical to the Star Fortress, with the sole exception that it has its own FTL drive and can be towed into position by a pair of battleships. This is a facility that few wish to challenge without a full fleet. Area Denial Facility: Completely immobile this facility is used simply when you want to A: Spend more money than god... all at once... and B: Make sure nobody ever ever goes into this one particular place. WARNING: Costs more than five maulers welded together. Could blast them apart too..

MINEFIELDS
Minefields are unique in their method of purchase, unlike other items they have a type, size and a property. In most written convention it would be expressed as size, property, type eg Medium Antimatter Dumb Minefield which would be size-medium, property-antimatter and type-dumb followed by the obvious moniker minefield. These are listed below by type size and property. Notes on the definitions. Type: = The basic method by which the minefield does its job, is it smart, can it move etc. Property: = The damage mechanism by which the individual mines operate. The more complex and powerful the more expensive the minefield obviously. Size: = Rough size of the minefield and number of mines within it. As well as the size of object the field can conceivably protect. Minefield Types: Dumb: This minefield has no software at all so to speak, it has its basic sensors and its damageproducing mechanism. These are only avoidable to someone who knows the secret path through the minefield. The downside is that theyll attack allies as well as enemies and a determined enemy scout with decent sensors can discover the secret path. Protector: This minefield is used explicitly to defend a single installation or if large enough, small moon. They have small sensor packages and thrusters modules with which they engage any enemy craft they detect. However they are delicate and can be easily fooled by someone who knows the trick to it. Vigilant: This is a relatively expensive minefield. The mines are in a constant state of movement and largely feared for their overly precise targeting methods. They will act direct against any enemy craft almost instantly. However a craft whose profile and electronic signatures are even slightly out of sync with the mines records will be attacked. Chaos: These minefields are similar to the Vigilant, however theyre known as denial fields. They are never programmed with friendly targets. They are simply placed where you dont want anyone to go. Destroyer: These mines are the deadliest of the deadly if the money is put it, which it needs to be since their cloaking fields are about a hundred and fifty times the price of any other mine. Minefield Properties: Explosive: These mines have one purpose. BOOM. Dont hit them. Gun: These mines are rigged with cheap but relatively powerful guns in a good mix of the weapons available to that nation. Horribly expensive theyre reliable. Minefield Size: The minefields come in several sizes. Small Medium Large Planetary. These effect the costs significantly.

BUILDING A SPACE STATION


Unlike ships all space stations have a set price and effect these can be altered by traits (eg: A nation with Macross Missile Massacre will in fact favour missiles on their stations.) These are listed below in the standard RP format. Space Station: Zero-Gee Manufacturing Plant SC-1: Light Manufacturing Yard: Manufacturing Yard: Light Shipyard: Shipyard: Construction Gantry: Carrier Foundry: Trade Port: Munitions Depot: 5000 RP 15000 RP 25000 RP 100000 RP 400000 RP 800000 RP 1000000 RP 25000 RP 50000 RP

Space Fortress: Light Self Defence Platform: Medium Self Defence Platform: Heavy Self Defence Platform: AEGIS Self Defence Platform: Orbital Fortress: Star Fortress: Stellar Fortress: Area Denial Facility: 2500 RP 5000 RP 10000 RP 20000 RP 100000 RP 400000 RP 800000 RP 2500000 RP

Minefields: (You buy the type, then apply the combined modifiers.) Type: Dumb Protector Vigilant Chaos Destroyer Property: Explosive Gun Size: Small Medium Large Planetary 1000 RP 2000 RP 8000 RP 10000 RP 100000 RP x1 x2 x1 x2 x3 x4

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