This is simply a dump for my previous R&Ds from EZBoard, with images restored. I made custom images for some, but they were kitbashes of the picture I will include anyway.
I know those descriptions are somewhat non-descript, the thing is, they were wrong a different time at TRF. I don't need the reminder that they are out of place... believe me, I know.
Also, the majority of the pictures for these and other Cree'Ar R&Ds come from [url]http://www.shipschematics.net/[/url] . They have been used without consultation or permission of the site holder, but here's a free plug, so don't sue.
[b]Borleas-class Heavy Cruiser[/b], 400 meter heavy cruiser
[b]Armament:[/b] 6 gravitic field manipulation arrays
[b]Carrier Capacity:[/b] 5 Tetrahedrons
[b]Compliment:[/b] 12 Cree'Ar and Skey'g'Aar, 12 Cybernetic Nexus
One of the heavier cruisers the Dominion possesses, the Borleas heavy cruiser was named for the god who created the Cree'Ar. Said to have the ability to manipulate space and time, the Borleas cruiser does as well, to a limited degree. The Borleas cruiser carries no weapons, instead carrying 6 large gravitic field manipulation arrays. They have the ability to pull ships from the hyperspace plane, or propell them into it. Once the vessel is in regular space, the Borleas cruiser projects a field prohibiting the vessel from rentering hyperspace, and then releases it's tetrahedrons to disable the vessel and release a Nexus into the ships core.
[b]Mak'Tal Bek-Class Heavy Cruiser[/b], 400 meter heavy cruiser
[b]Armament:[/b] 75 Energy Field Disruption Cannons
[b]Carrier Capacity:[/b] 15 Tetrahedrons
[b]Compliment:[/b] 30 Cree'Ar and Skey'g'Aar, 50 Cybernetic Nexus
A Dominion warship, the primary function of which is to disable ships. It's 75 field disruption cannons can disable most warships by sending a bolt of ionized energy that shorts out systems and completely bypasses shields. Once the vessel is disabled, tetrahedrons release a cybernetic Nexus into the ship and nuetralizes it's crew.
Note: The Borleas and Mak Bek cruisers are built off the same hull, but are fitted differently. Speeds are the same. Maximum c velocities are the same. The integrity of hull is slightly stronger on the Borleas cruiser.
Often simply called Warship, the Ja'Mha Rerodon Light Cruiser is the most conventional of all the Dominion ships and one of the most heavily armed. The Plasma disruptors can disable or even destroy enemy vessels with ease, their superhot fluidic discharge typically able to bypass energy based shields and burn and corrode typical metal hulls and open the vessels to space. Normally deployed in packs of 5.
[b]Armament[/b]: 4 Plasma Disruptor Cannons, 10 Energy Field Disruption Cannons
[b]Carrier Capacity[/b]: None
[b]Compliment[/b]: 2 Cybernetic Nexus
A light, fast, stealthy vessel, the Dominion Attack Cruiser is normally used for advanced scouting purposes under shroud of gravitic cloak. Not showing up on any sensors, the Attack Cruiser is small enough to avoid any detection until it comes into weapons range. The attack cruiser is not normally used for attack purposes, but the Dominion equivalent of a corvette is dangerous in numbers. With larger cruiser support, twenty attack cruisers can disable even larger vesells such as the Star Destroyers.
OOC Note: The picture provided is not the one originally submitted. I drew the shematic for this ship myself. I cannot do it again, so I have just provided a new schematic in line with the vessels profile.
[b]Armament[/b]: 1 Plasma Disruptor Cannon, 7 Energy Field Disruption Cannons
The Tetrahedron was the traditional tactical fighter built by the Dominion. The Tetrahedron is a unique attack fighter. The fighter folds when it is offline, into a 4 meter cube, but when it deploys it is a 14 meter attack fighter capable of great speeds. The hull is incredibly weak, and the fighter is unable to stand up to capital weaponry. But the weaponry is more than any traditional imperial or republic fighters can withstand. The Tetrahedron, in swarms, uses it's energy disruptors to disable capital ships. The Tetrahedron operates capital strikes by rotating it's struts around the Nexus, twisting each Field Disruption cannon into firing axis, then out while it recharges, similar to the Hapan Battle Dragon. When a vessel's shields are defeated, the Tetrahedron fires it's Nexus into the vessel, where it begins to assimilate the crew before they die of exposure to open space, and the struts simply float away, eventually crashing somewhere.
Unfortunatly, the Tetrahedron is insufficently protected for C-Velocity jumps. It must be carried inside a cruiser, if it wants to move between systems.
The Arbiter is modeled after the ship the God himself used to travel to planets in the very early times, to pass justice and guide his children. The Arbiter is not an attack ship; it has no weapons. The Arbiters only function is to open C-Velocity conduits, wormholes through which Dominion vessels travel faster than light. More efficent than hyperspace because the Arbiter is actually able to move the conduit while keeping it stable, meaning ships can travel up to 15 times the speed of light before temporal stresses exceed maximum tolerance levels. The Arbiter is an integral part fo the Dominion fleet, able to use it's manipulation module as a long range probe, pinging against stellar bodies in arcs, and able to radar other ships, the Arbiter is indispensable, more valuable than a thousand warships, and more expensive as well. Powering the Arbiter is dark matter, a rare material. The Dominion constantly seeks dark matter to power it's Arbiters, and, since supply is so low, is unable to mass produce them.
[b]Armament:[/b] 1 Energy Disruption and Shield Matrix Disruption Beam
The Attack Sphere is a small, fast fighter that has multiple roles in the Cree'Ar fleet. As a tactical fighter, it is able to target capital vessels with it's ESW Beam, which has an ionizing effect on the vessels ray shielding. This slowly drains the shield, dropping it's efficency by 5% when it is constant and in contact. When the fighter is engaged the beam drops off, but the ionizing effect slowly bleeds off, and still limits the shields efficency to a tune of 3%. However, when the fighter does not need to divert negative energy to the gravitic drive module, it is able to fire a beam which diverts anywhere from 7% to 9% of the shield into dissapating it's energy. The limitations of this vessel are it's innacurate targetting system as it can only target capital vessels. However, it makes up for it with a small profile more or less unable to be targetted by innacurate capital weaponry.
Unfortunatly, the Attack Sphere is insufficently protected for C-Velocity jumps. It must be carried inside a cruiser, if it wants to move between systems.
The Shield Ship is a staple of every Cree’Ar Fleet. Without it, all Cree’Ar ships would be left to the whims of their opponents weaponry. With them, however, the Cree’Ar ships are almost indestructible.
Like much of their technology, the Cree’Ar Shield Ship is essentially a large magnet, which creates, amplifies, and manipulates the forces of gravity. In this case, the Cree’Ar Shield Ship reads a small sensor beacon located on all Dominion capital vessels. This beacon has no purpose but to relay to the Shield Ship via a hyperping the spacial co-ordinates and configuration of the vessel it is contained within. The Shield Ship then projects a gravitic field, which is, a series of gravitic pulses towards the vessel. The gravity cascades off the hull of the vessel and disperses, but its purpose is not to effect the vessel at all. The pulses create layers, and the refracted pulses more layers. The layers of gravity tug at weapons fire, and they bleed off an amount of energy each time a layer is crossed. The effect is cumulative, in so much so that the average laser blast and ionic discharge is bled off by approximately 95% percent. Heavier weapons, such as gravitic weaponry, plasma-based weaponry, and rail-based energy, are bled off to a percentage of approximately 45%. All projectiles, such as missiles and slugs, as well as mines, are unaffected by the pulses, although their gravity does negate the possibility of precision targeting, as the projectile is twisted several times in mid-flight.
The Shield Ship is an incredible herald of Cree’Ar technology, however, it is not without its downsides. The waves of gravity are not of the discriminating nature. Much like the “double blind” that Imperial cloaks create, the gravity pulses decrease the effectiveness of not only incoming energy, but also outgoing energy. Thus, any ship under active shielding by a Shield Ship will have all of its weapons fire reduced as it attempts to return fire. This can be a major setback, as the Shield Ship effectively eliminates the Cree’Ar’s technological advantage by bleeding off their weapons, and creating a game of numbers. This, however, is countered by the Cree’Ar and Skey’g’aar onboard the Shield Ship, who adjust the fields as needed to allow for strafing and counter-fire from Dominion vessels.
Another downside is that the Shield Ships gravitic pulses are incompatible with Dominion gravitic cloaking technology. Thus, no ship that is shielded may be cloaked, and no ship that is cloaked may be shielded. This lends itself, however, to the aforementioned tactics of drop shield and assault, as cloaked vessels often pass the shield and launch a payload of weaponry before retreating back behind larger, shielded vessels.
Another fault to the system can also act as a boon. Fighters are equally as effected as capital vessels; thus, fighter combat inside the effect area of the shield is often ineffective. While eliminating enemy fighter strikes on Dominion capital vessels, it also forces Dominion fighter craft to leave the effective protection afforded them by the capital cruisers, which causes them, unshielded and still highly deadly, to become prime targets for all opponents weaponry.
The Shield Ship also has a short time of effect; due to the massive amounts of power it takes to create the field across the battlefield, the Shield Ship must shut down its gravitic manipulation arrays every 15 minutes, for a 15 minute duration, during which all primary systems, with the exception of communications and life support, and shut down and the vessels power generators build up a massive reserve. The Shield Ship, as well, must take a short time to acquire, triangulate, and focus upon any new vessels that appear in the battlefield, either during, or at the start of any engagement. Although this time period takes no more than five minutes, it presents the opponent an opportunity to inflict a first strike upon vessels entering the scene of battle.
Perhaps the Achilles Heel of the Shield Ship, however, is that the waves it projects are not in range that would effectively prevent strikes upon it. Thus, although it hides behind Dominion capital vessels in order to protect if from enemy capital attacks, it is not immune to runs by fighters, although it’s hull is able to withstand signifigent assault before being destroyed.
Comments
#10 7:30pm 24/06/05
1. Originally I used pieces of the Dominion supercruiser to give it wings.
2. Mine was first, jackass.
#9 6:43pm 24/06/05
*grumbles*
Gee, your 60000 meter colony ships looks familiar:
[url]http://www.therebelfaction.com/forums/showthread.php?t=5319[/url]
:P
#8 10:09am 23/06/05
That about covers it.
I know those descriptions are somewhat non-descript, the thing is, they were wrong a different time at TRF. I don't need the reminder that they are out of place... believe me, I know.
Also, the majority of the pictures for these and other Cree'Ar R&Ds come from [url]http://www.shipschematics.net/[/url] . They have been used without consultation or permission of the site holder, but here's a free plug, so don't sue.
#7 9:46am 23/06/05
[b]Borleas-class Heavy Cruiser[/b], 400 meter heavy cruiser
[b]Armament:[/b] 6 gravitic field manipulation arrays
[b]Carrier Capacity:[/b] 5 Tetrahedrons
[b]Compliment:[/b] 12 Cree'Ar and Skey'g'Aar, 12 Cybernetic Nexus
One of the heavier cruisers the Dominion possesses, the Borleas heavy cruiser was named for the god who created the Cree'Ar. Said to have the ability to manipulate space and time, the Borleas cruiser does as well, to a limited degree. The Borleas cruiser carries no weapons, instead carrying 6 large gravitic field manipulation arrays. They have the ability to pull ships from the hyperspace plane, or propell them into it. Once the vessel is in regular space, the Borleas cruiser projects a field prohibiting the vessel from rentering hyperspace, and then releases it's tetrahedrons to disable the vessel and release a Nexus into the ships core.
[b]Mak'Tal Bek-Class Heavy Cruiser[/b], 400 meter heavy cruiser
[b]Armament:[/b] 75 Energy Field Disruption Cannons
[b]Carrier Capacity:[/b] 15 Tetrahedrons
[b]Compliment:[/b] 30 Cree'Ar and Skey'g'Aar, 50 Cybernetic Nexus
A Dominion warship, the primary function of which is to disable ships. It's 75 field disruption cannons can disable most warships by sending a bolt of ionized energy that shorts out systems and completely bypasses shields. Once the vessel is disabled, tetrahedrons release a cybernetic Nexus into the ship and nuetralizes it's crew.
Note: The Borleas and Mak Bek cruisers are built off the same hull, but are fitted differently. Speeds are the same. Maximum c velocities are the same. The integrity of hull is slightly stronger on the Borleas cruiser.
#6 9:25am 23/06/05
[b]Ja'Mha Rerodon-class Light Cruiser[/b], 235 meters
[b]Armament[/b]: 50 Plasma Disruptor Cannons
[b]Carrier Capacity[/b]: None
[b]Compliment[/b]: 60 Cree'Ar and Skey'g'Aar
Often simply called Warship, the Ja'Mha Rerodon Light Cruiser is the most conventional of all the Dominion ships and one of the most heavily armed. The Plasma disruptors can disable or even destroy enemy vessels with ease, their superhot fluidic discharge typically able to bypass energy based shields and burn and corrode typical metal hulls and open the vessels to space. Normally deployed in packs of 5.
#5 9:01am 23/06/05
[b]Attack Cruiser[/b], 85 meters
[b]Armament[/b]: 4 Plasma Disruptor Cannons, 10 Energy Field Disruption Cannons
[b]Carrier Capacity[/b]: None
[b]Compliment[/b]: 2 Cybernetic Nexus
A light, fast, stealthy vessel, the Dominion Attack Cruiser is normally used for advanced scouting purposes under shroud of gravitic cloak. Not showing up on any sensors, the Attack Cruiser is small enough to avoid any detection until it comes into weapons range. The attack cruiser is not normally used for attack purposes, but the Dominion equivalent of a corvette is dangerous in numbers. With larger cruiser support, twenty attack cruisers can disable even larger vesells such as the Star Destroyers.
OOC Note: The picture provided is not the one originally submitted. I drew the shematic for this ship myself. I cannot do it again, so I have just provided a new schematic in line with the vessels profile.
#4 8:53am 23/06/05
[b]Tetrahedron[/b], 14 meters deployed
[b]Armament[/b]: 1 Plasma Disruptor Cannon, 7 Energy Field Disruption Cannons
The Tetrahedron was the traditional tactical fighter built by the Dominion. The Tetrahedron is a unique attack fighter. The fighter folds when it is offline, into a 4 meter cube, but when it deploys it is a 14 meter attack fighter capable of great speeds. The hull is incredibly weak, and the fighter is unable to stand up to capital weaponry. But the weaponry is more than any traditional imperial or republic fighters can withstand. The Tetrahedron, in swarms, uses it's energy disruptors to disable capital ships. The Tetrahedron operates capital strikes by rotating it's struts around the Nexus, twisting each Field Disruption cannon into firing axis, then out while it recharges, similar to the Hapan Battle Dragon. When a vessel's shields are defeated, the Tetrahedron fires it's Nexus into the vessel, where it begins to assimilate the crew before they die of exposure to open space, and the struts simply float away, eventually crashing somewhere.
Unfortunatly, the Tetrahedron is insufficently protected for C-Velocity jumps. It must be carried inside a cruiser, if it wants to move between systems.
#3 8:15am 23/06/05
[b]Arbiter[/b], 7 meters
[b]Armament:[/b] 1 Gravitic Manipulation Module
The Arbiter is modeled after the ship the God himself used to travel to planets in the very early times, to pass justice and guide his children. The Arbiter is not an attack ship; it has no weapons. The Arbiters only function is to open C-Velocity conduits, wormholes through which Dominion vessels travel faster than light. More efficent than hyperspace because the Arbiter is actually able to move the conduit while keeping it stable, meaning ships can travel up to 15 times the speed of light before temporal stresses exceed maximum tolerance levels. The Arbiter is an integral part fo the Dominion fleet, able to use it's manipulation module as a long range probe, pinging against stellar bodies in arcs, and able to radar other ships, the Arbiter is indispensable, more valuable than a thousand warships, and more expensive as well. Powering the Arbiter is dark matter, a rare material. The Dominion constantly seeks dark matter to power it's Arbiters, and, since supply is so low, is unable to mass produce them.
#2 8:09am 23/06/05
[b]Attack Sphere[/b], 3 meters
[b]Armament:[/b] 1 Energy Disruption and Shield Matrix Disruption Beam
The Attack Sphere is a small, fast fighter that has multiple roles in the Cree'Ar fleet. As a tactical fighter, it is able to target capital vessels with it's ESW Beam, which has an ionizing effect on the vessels ray shielding. This slowly drains the shield, dropping it's efficency by 5% when it is constant and in contact. When the fighter is engaged the beam drops off, but the ionizing effect slowly bleeds off, and still limits the shields efficency to a tune of 3%. However, when the fighter does not need to divert negative energy to the gravitic drive module, it is able to fire a beam which diverts anywhere from 7% to 9% of the shield into dissapating it's energy. The limitations of this vessel are it's innacurate targetting system as it can only target capital vessels. However, it makes up for it with a small profile more or less unable to be targetted by innacurate capital weaponry.
Unfortunatly, the Attack Sphere is insufficently protected for C-Velocity jumps. It must be carried inside a cruiser, if it wants to move between systems.
#1 8:04am 23/06/05
[b]Shield Ship[/b], 2500 meters
[b]Armament:[/b] 35 Gravitic Manipulation Arrays
The Shield Ship is a staple of every Cree’Ar Fleet. Without it, all Cree’Ar ships would be left to the whims of their opponents weaponry. With them, however, the Cree’Ar ships are almost indestructible.
Like much of their technology, the Cree’Ar Shield Ship is essentially a large magnet, which creates, amplifies, and manipulates the forces of gravity. In this case, the Cree’Ar Shield Ship reads a small sensor beacon located on all Dominion capital vessels. This beacon has no purpose but to relay to the Shield Ship via a hyperping the spacial co-ordinates and configuration of the vessel it is contained within. The Shield Ship then projects a gravitic field, which is, a series of gravitic pulses towards the vessel. The gravity cascades off the hull of the vessel and disperses, but its purpose is not to effect the vessel at all. The pulses create layers, and the refracted pulses more layers. The layers of gravity tug at weapons fire, and they bleed off an amount of energy each time a layer is crossed. The effect is cumulative, in so much so that the average laser blast and ionic discharge is bled off by approximately 95% percent. Heavier weapons, such as gravitic weaponry, plasma-based weaponry, and rail-based energy, are bled off to a percentage of approximately 45%. All projectiles, such as missiles and slugs, as well as mines, are unaffected by the pulses, although their gravity does negate the possibility of precision targeting, as the projectile is twisted several times in mid-flight.
The Shield Ship is an incredible herald of Cree’Ar technology, however, it is not without its downsides. The waves of gravity are not of the discriminating nature. Much like the “double blind” that Imperial cloaks create, the gravity pulses decrease the effectiveness of not only incoming energy, but also outgoing energy. Thus, any ship under active shielding by a Shield Ship will have all of its weapons fire reduced as it attempts to return fire. This can be a major setback, as the Shield Ship effectively eliminates the Cree’Ar’s technological advantage by bleeding off their weapons, and creating a game of numbers. This, however, is countered by the Cree’Ar and Skey’g’aar onboard the Shield Ship, who adjust the fields as needed to allow for strafing and counter-fire from Dominion vessels.
Another downside is that the Shield Ships gravitic pulses are incompatible with Dominion gravitic cloaking technology. Thus, no ship that is shielded may be cloaked, and no ship that is cloaked may be shielded. This lends itself, however, to the aforementioned tactics of drop shield and assault, as cloaked vessels often pass the shield and launch a payload of weaponry before retreating back behind larger, shielded vessels.
Another fault to the system can also act as a boon. Fighters are equally as effected as capital vessels; thus, fighter combat inside the effect area of the shield is often ineffective. While eliminating enemy fighter strikes on Dominion capital vessels, it also forces Dominion fighter craft to leave the effective protection afforded them by the capital cruisers, which causes them, unshielded and still highly deadly, to become prime targets for all opponents weaponry.
The Shield Ship also has a short time of effect; due to the massive amounts of power it takes to create the field across the battlefield, the Shield Ship must shut down its gravitic manipulation arrays every 15 minutes, for a 15 minute duration, during which all primary systems, with the exception of communications and life support, and shut down and the vessels power generators build up a massive reserve. The Shield Ship, as well, must take a short time to acquire, triangulate, and focus upon any new vessels that appear in the battlefield, either during, or at the start of any engagement. Although this time period takes no more than five minutes, it presents the opponent an opportunity to inflict a first strike upon vessels entering the scene of battle.
Perhaps the Achilles Heel of the Shield Ship, however, is that the waves it projects are not in range that would effectively prevent strikes upon it. Thus, although it hides behind Dominion capital vessels in order to protect if from enemy capital attacks, it is not immune to runs by fighters, although it’s hull is able to withstand signifigent assault before being destroyed.