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Galactic Citizen

PDF Networks - GC R&D

The problem with planetary defence, is that the instant the defensive fleet is routed and the attacking forces have control of the space around the planet, the defenders are doomed. Heavy planetary bombing, and pretty much limitless ground force reinforcment assures that the only real option to defenders is to surrender shortly.

In an effort to change that, Coalition Military Researchers and Engineers have been organizing a standard template system of planetary defences across Coalition space. These defences are designed to give a planetary defence force the ability to fight off invader's capital ships, soldiery, and vehicles.

Depending on the planet, the templates are adjusted as nessecary, but several common factors are always visible.

Such a system designed for Azguard, for example, would consist of fortifying and heavily armouring the mountains which the Azguards reside in with thick plates of armour and crumple-zones around areas excpected to withstand a lot of bombardment. They would be dotted with large turbo-laser cannons for long-range fire, and smaller quad-guns for taking out fighter attacks. Gates would be mechanical, and well guarded, and each mountain level would have a mechanical seal-off system.

On the other hand, such a system on Hephastus, would consist of hidden strong-points deep in the forests, guns mounted on rails or carried to carefully positioned gun-points. There would be under-ground tunnel networks, bunkers, and secured vantage points.

These systems are intended to usually function as a last-line defence for worlds trapped in enemy encirclements. The general hope is that the enemy can be resisted long enough for relief in the form of friendly navies will come, or perhaps it can be used to ward off small enemy forces.

-2 ground-to-space Heavy Turbolaser Cannons

-8 large Turbolaser Cannons

-35 quad-laser turrets

-90 auto-guns situated as nessecary.

-4 lesser strong-points, such as armoured bunkers.

-1 major strong-point, such as a mid-sized fortresse.

The capital city of each planet, or any city of 10,000,000 people, will - instead of the major strong points - be a massive fortresse, surrounded by thick, bombardment resistant walls, shielded, and heavily secured.

Time to construct: 120 days per planet.

Comments

#68 5:39pm 04/06/04

YAY!

#67 5:19pm 04/06/04

APPROVED

#66 12:51pm 04/06/04

The eight large are like eight guns you might find on a big star-cruiser.

The two really big ones are stronger and larger, like artillery guns, which can reach up to space and hit ships in orbit which might try and bomb the planet. I wouldn't say as powerful as the ones that take twenty days, because one PDF would create two every ten thousand people or five square kilometers of inhabited land, which on a planet like Azguard might mean over a thousand such guns spread out along the planet. Which is a lot of guns.

#65 4:18am 04/06/04

I want to note in your quote you missed 2 Advanced Turbolaser Cannons.

Dolash, I have a quesiton about this, and think it is better to clear it up here in the thread, where everyone can see it.

The 2 Advanced Turboalser Cannons, are they like the ones in the rules(that take 20 days to build(I think))?

Are the Heavy Turbolaser Cannons like the ones that reach from the ground to space, but with normal power, such as the ones in the rules?

#64 11:03pm 03/06/04

Ok. I didn't see that in the R&D doc, which is why I mentioned that there might be too few of them (if you were covering the entire planet with one system).

#63 10:05pm 03/06/04

Yup. Each region according to the written explination on the planet recieves that many weapon emplacements and fortifications after 120 days of construction yard work per planet. Multiple PDFs cannot be applied per planet. The entire planet is covered appropriately for all valid areas after the 120 days.

#62 8:31pm 03/06/04

So this is applied to each city on the planet, with 120 build days per planet?

#61 7:22pm 03/06/04

Well yeah, but these are scattered along the ground. You can't cram in too many guns in a city or they'll get in the way.

#60 7:01pm 03/06/04

[quote]-8 large Turbolaser Cannons

-35 quad-laser turrets

-90 auto-guns situated as nessecary.

-4 lesser strong-points, such as armoured bunkers.

-1 major strong-point, such as a mid-sized fortresse.[/quote]

Not much, as I could see the equivilant being put on a ship smaller than 2000 meters. Easy.

#59 5:49pm 03/06/04

Yay! One more to go...

#58 5:48pm 03/06/04

Yep. The Silver Surfer has spoken.

#57 5:21pm 03/06/04

Oh, ok.

#56 4:13pm 03/06/04

You need to update the first post with all the additional details hashed out in this thread before it can be approved.

#55 12:47pm 03/06/04

*Helloooooooooooooooooooooooo*

#54 2:15am 03/06/04

Someone approve this. Now.

The power of Dolash compells you.

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