InterStellar Arsenal Game Design

Ship Design Doctrines
of the Major Powers:

NOTE: These are some ship design philosophies of the CURRENT ERA in
ASTRAL EMPIRES.  There are also resources for the TRADE WARS,
SARLICON CONFLICT, the AXIS WAR and other time periods mentioned in
the game.  In addition, the SOLAR WAR supplement will deal with ships
of the Interplanetary period, and the EXODUS supplement will cover
the time of the Diaspora when mankind first took to the stars.


Colonial Union:

The Union tends to build fairly standardized warships with a mix of
class-specific Beams and short-range torpedo weaponry.  To add long-
range punch to their fleet, or to defend against enemy starfighters,
the Union often adds a missile system to ships in the cruiser
classes.  Commonly encountered Missiles types carried by Union
warships include the light StarDart Mk. II Salvo MissileDrone (SMD),
the Star Javelin Mk. XIII Medium Tactical MissileDrone (MTMD) and the
newly upgraded capital called the Star Lance Mk. III Heavy Tactical
MissileDrone (HTM).  Union ships tend to have very good point defense
capabilities, and some even mount the advanced Goalkeeper system, a
virtually fail-safe PDS that can also be used in a limited offense
mode.

Union vessels are generally fairly rugged vessels with decent mid-
range speed, but are not known for being exceptionally well-armored
or fast.  However, the Union has worked closely with the Commonwealth
to develop the best screening systems around and these are usually
well protected by particle defense fields/shield systems.  Union
ships tend to make extensive use of mines with the Predistol
Shipyards-built self-contained three-cell Standard anti-matter-
catalyzed HE system found standard on most ships that are cruiser-
class and above.  The Union utilizes specialty vessels to serve as AD
(area defense) and ECM (electronic countermeasures) craft, often
converting older cruisers to fulfill this role.

The Union also builds large starcraft carriers that are widely-
considered to be the best all-around vessels of their type.  They
tend towards lightly-armed vessels with mostly PDS as armament, but
some carry SMD's for their AFM launchers to provide an additional
tool for ship defense.  The range of fighters available include the
most technologically advanced in the Settled Worlds, and they have
more in service than any of the other powers.  The Union has also
invented two systems that allow corvette class ships to carry either
one fighter (as in the StratoFighter tenders) or a squadron (six
ships) without the support of a carrier.  This allows the Union to
exercise power projection options that are far in advance of other
powers.

The Union is also a leader in the field of Subspace ships (aka
StealthShips).  Various classes of Subspace Hunter-Killers (aka "Sub-
Hunks") are in service, armed almost exclusively with SMD systems.
The very possibility that these ships might be in-system can have a
significant influence on planetary governments, as in the recent Nom
Drovan crisis.  Another type of specialty vessel not found in service
with many other powers is the "bombardment ship" used to support
Colonial Marine actions.  These ships typically carry four to six
mass drivers (guns) for use against BattleStations, moon-based
defense platforms and planetary targets.  This class of ship has
passed out of service in the fleets of most powers, but fills an
important role in the Union fleet strategic design.

The final class of warship operated by the Union is the famous
StratoCruiser, of which four classes are in service.  These ships
carry not only standard tactical weaponry but also a number of
Strategic Weapons such as ThermoStellar Nova devices or planetary
assault "Crustbuster" warheads.  These ships usually have stealthing
systems installed and tend to be heavily armed in terms of tactical
weaponry so as to operate individually.  In limited support of these
ships are the advanced ScoutShips that hang on the edge of subspace
and gather intelligence for the Union fleet command.

Federated Commonwealth:

The Commonwealth was once the major power of the Settled Worlds, but
following the destruction wreaked by the Sarlicon and Axis wars it
has become a secondary player in interstellar politics.  Instead of
the massive battlewagons of the Pax Primea, the Commonwealth Royal
Navy now operates a small fleet of exceptional StarCruisers and
StratoCruisers, supported by a few SuperDreadNoughts, a small number
of carriers along with a group of Tactical LightCruisers and
BattleFrigates.  Most Commonwealth ships mount two primary forms of
weapons: beam AstroLaser banks and antimatter torpedo launchers.
Even the smaller vessels usually carry antimatter torpedoes for short-
range duties, but a few have begun carrying SMD launchers instead to
serve in both anti-ship and anti-fighter roles.  Nearly all ships
carry a basic minelayer system (the Predistol Standard system used by
the Union as well) for both offensive and defensive purposes.

The Royal Navy operates three classes of medium fleet carriers, a few
of which have been converted to command carriers or communications
ships.  They tend to use ShuttleFighters instead of StarFighters,
giving them more multi-role abilities but limited their combat
effectiveness.
The cruiser-range of warships is now fairly limited in the
Commonwealth fleet, although a few upgraded Resolution Mk. IV's are
in service in high-risk patrol areas.  In addition, a handful of
older light and heavy cruisers have been converted to serve as
Missile Cruisers (CM).

J'Garan Concordium:

The Concordium no longer operates large numbers of war craft in the
Settled Worlds, as internal strife and conflict has caused many
J'Garans to return to their homeworlds.  However, as strong allies of
the Union and Commonwealth the Ker'kos'mo Clan maintains a starfleet
to support colonies in the Dionian Expanse region.

Most J'Garan ships are designed for close range combat and mount
weaponry equal to the task.  Fusion cannons, photon cannons and
cutter beams are most commonly encountered, with a few ships using
fusion-catalyzed MacroLaser cannons, but missiles are never carried.
The Concordium does use mass driver systems on some specialty
warships, but this is almost exclusively for orbital attack or
defense and is seldom used in ship-to-ship duels due to the problems
inherent in acquiring a firing solution with these weapons.  J'Garan
ships are qualitatively the same in all size classes, with weaponry
differing in power according to ship mass.  Lastly, the Concordium
still operates a few heavily armed Mobile Command Stations to serve
as Orbital BattleStations and occasionally task force command
purposes.


Sarlicon Confederacy:

Once a powerful star nation, the Sarlicon Confederacy is now a minor
power that operates in support of the Colonial Union.  The Sarlicons
have perfected JumpGate technology to a state far beyond the other
powers and are thus able to cram more weaponry onto smaller hulls.
As such, their vessels tend to be much smaller than similar-tasked
craft in other fleets.  The Confederacy operates a number of classes
of StarCruisers and Dreadnoughts, heavily armed with photon cannons
and various versions of the Stabor fusion torpedo.  The absence of
focus on fightercraft and PDS led to the Sarlicons loosing a war with
the Commonwealth roughly 45 years ago, which has prompted them to
develop significant advancements in both areas.

The Sarlicons have built their own version of the MTMD missile for
deployment from seven different platforms ranging from a prototype
MissileCruiser (CM) to the massive SBB-1 battleship.
The Sarlicons have retired their smaller carriers in favor of the
Super-Paronis class FleetCarrier, but their fightercraft development
is not yet advanced beyond standard multi-role laser-armed fighters
and fighter drones (the latter of which is carried aboard the CX and
DX classes).  One advantage that the Sarlicons have is their Subspace
Hunter-Killer fleet, with four classes of warships capable of stealth
deployment.

Kyllus-Brill Coalition Federated Navy:

The Coalition still retains many vessels in service that pre-date the
Axis War, but nearly all have been consistently updated and are quite
capable combat vessels.  Their armaments are usually quite mixed with
types of weapons ranging from mass drivers and pulse cannons, to
Beams and antimatter torpedoes.

The Coalition does operate a few imported warships from several other
powers, and has most recently contracted Zenith Shipworks to upgrade
a number of old Union Colonial Missile Cruisers (CM) as Orbital
Bombardment Assault Carriers by the addition of two flight decks and
a dual-barreled mass driver.  Most Coalition task forces operate out
of foreign starports in convoy escort duties, although many of the
older warships are found in dedicated defense fleets surrounding the
Kyllus and Brill homeworlds.

Vorwin Protectorate:

The Vorwin Protectorate is essentially an auxiliary fleet of the
Union, due mostly to the openness with which the Colonials welcomed
the Vorwin refugees during the genocide of the Axis upon this
migratory race.  Vorwin ships are made up of some OverSpace capable
vessels, in addition to a number of system defense boats stationed at
SkyHooks orbitting the Vorwin settlements.  Older Vorwin ships
usually carry a mix of MacroLaser cannons and light thermonuke
missiles, while newer vessels emphasize mass driver weapons and
SMD's.

The Vorwins also deploy a single class of light strike carrier as
well as some of the fastest and most advance StarFighters in
existence (the new V-5 StarFighter and V-6 DogFighter are the cutting
edge of coil-gun armed fighters).  All Vorwin ships tend to be very
fast and lightly armored, owing to their lineage from pirate and
privateer vessels of the past.


Zakaji Protectorate:

Although no longer considered a major power, the Zakaji Protectorate
does operate a powerful fleet.  The current fleet does not follow
former Zakaji design doctrine, but has instead developed along
completely new lines.  The most common weapons used by the Zakaji
include the ElectroLaser cannon, EMP batteries, and many variations
of Missiles systems.  In addition, current Zakaji fightercraft
designs are among the most advanced found in any fleet.

An experimental class of SuperCruiser is now in service, comparable
to an early version of the StratoCruiser, but without carrying
strategic weapons.  Dedicated carriers in the medium and escort
classes offer even more combat ability, and the Zakaji fleet has some
of the most effective long-range battle platforms in existence.

Jaenovian Republic:

With isolationist tendencies leading to minimal interaction outside
of its own realm, the Jaenovian Republic is making an effort to
withdraw from the galactic scene as much as possible.  With its
primary opponent being the newly aggressive Noble Pact, the
Jaenovians are facing a much more balanced battle fleet than when
they just had the Albarons to deal with.  Current Jaenovian design
doctrine calls for a small number of large missile ships (deploying
Tactical MissileDrones of all sizes) protecting the three Core Worlds
of the Republic.  In addition, a number of upgraded Union-built
designs are organized in outsystem squadrons to provide deep range
escort for light-world transports and to watch out for Albaron
vengeance warships.

In reserve are the fabled Missile BattleShips (BBM) of the Axis era,
although these have been stripped of their OverSpace converters and
are tasked as orbital monitors for a last line of defense.  In
addition to various Tactical MissileDrone types, Jaenovian ships are
armed with Beams for medium range use and Nuetron Cannons for close
range work.  (MissileDrone use by the Jaenovians is classed, similar
to Beams.  Class 1 represents the AFM/ Heavy StingerDrone-type
missile submunition, Class 2 refers to SMD, and Class 3 are the
MTMD's.  A few ships carry Class 4 shipkillers, although these are
less advanced, being roughly comparable to a Nom Drovan Standoff
Attack Rocket or Union Heavy Tactical Missiles.)


Korsari Imperial League:

The Korsari Imperial League operates a fleet made up of a number of
ship classes, none of which are more than twenty years old.  These
vessels tend to be heavily armored and relatively slow, depending
primarily on their defensive measures for protection.   Primary
weapons systems include pulsed beams, duetron fusion torpedoes, and
proton warheads carried on SMDs.  A few ships have been altered to
carry SMD launch tubes, but now most ships rely on fightercraft for
long-range capabilities.

While Korsari ships do not usually carry mines, they can be so
equipped, and nearly all cruisers and capital ships possess Anchor
Beam projectors.



Nuetral Powers:
--------------------------------------

Galactic Assembly Defensive Fleet:

Although supported by a number of worlds, the Galactic Assembly is a
nominally neutral power that generally advocates for military and
trade policies opposed by the Colonial Union and its allies.  The GA
Peacegiver Fleet is made up of a number of adapted classes built by
other powers but improved by GA allies.

The Fleet is divided into the Diplomatic Corps (courier and customs
ships), the Merchant Escort Division (adapted light and heavy
cruisers) the Carrier Support Fleet (several modified medium carriers
with numerous Missiles-armed escorts), and the powerful Grand Council
Defensive Fleet (composed of lend/lease StarCruiser/ StratoCruisers
built by the Commonwealth.  Primary armaments include SMD's and MT's,
but no HTMD's are deployed (apparently to not appear aggressive or
that the GA is in the business of "shipkilling".)  Secondary weapons
include ElectroLasers and EMP batteries along with Anchor Beams and
spinal mount capacitor-fired heavy AstroLaser mounts.

Most ships carry extensive shielding with a corresponding drop-off in
power for the engines leading to some fairly slow vessels
(justification for the Missile armament).  No manned fighters are
carried by the carriers, but FighterDrone technology is fairly
advanced and nearly twenty different types are deployed or in
development.


Hyperian Solar League:

Although reluctant to get involved in any interstellar conflict, and
with no need to due to their reliance on "Solar Colonies" instead of
planetary settlements, the Hyperians have become engaged nonetheless
due to their participation in the creation of the Galactic Assembly.
Hyperians will task their vessels to support GA actions, and thus
have become a bit of a pawn of the GA and Noble Pact.

Their ships tend to carry weaponry falling into one of two types
(although there are a few BB-types that combine the two): Either mass
driver/rail gun weaponry (also used to prevent asteroids from
obliterating their colonies on their way to the suns) or fusion-
catalyzed Beams and plasma cannon (developed originally for
scientific purposes).  Their ships are also supported by a number of
small missile ships (light cruisers or frigates) carrying SMD-type
Missiles with fusion warheads.



Mercenary Guild Alliance:

Nominally independent of external influences, the Merc Guild is
constantly struggling to develop its identity.  With a fleet nearly
as large as any other power, the Merc fleet has a focus on orbital
insertion ground campaigns and most of their warships are designed to
escort assault carriers and DropShip conveyers for this purpose.  The
Mercs use a mix of mass drivers (duel mode planetary and ship
bombardment) and SMD/MTMD systems backed up by Beams and Pi-Meson
cannons.  The Mercs get their vessels by purchasing obsolete military
vessels and refitting them for their purposes.  As such, they tend to
field fairly capable ships that are much better than upgraded
civilian vessels.

MORE TO COME:

Nuetral Powers
----------------------------
Qajari Writh:
Insectoid robots with bizarre tactical doctrines.

Maavus Cluster Alliance:
Isolationist super-merchants who just want to be left alone.

Rivals/Potential Enemies:
-----------------------------
Laythian Mass:
Deep space space locusts in massive semi-organic ships.

Noble Pact Powers (Albaron Stellar Kingdom, Regallian Federation, Nom
Drovan Alliance):
Human-dominated former allies who have turned against the Settled
Worlds.

Followers of Monogoth:
Religious zealots who continue to follow the Warlord.

Omnicron Singularity:
Incredibly advanced "race" of robots, composed of automatons of many
different shapes and sizes.

Domain of Madai:
Humanoid allies of the Omnicron, it is believed that the Madai may be
ancient offshoots of humanity.

Promedian Concord:
The descendents of the "Lost Jaenovians" from the First Empire, the
Promedians are protective of their cousins in the Settled Worlds but
also pose strategic problems when they intervene.

Golanni Imperium:
Former a Major House of the Korsari Empire, the Golanni have now
split off on their own and continue to wreak havoc through piracy and
general brigand-type behavior.

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