[*] Even weeks after the Sleepers Ships had left the solar system was still the war ... The Alliance's remnants continued fighting until his last men, and even the few ships remaining only turn steel into space. Three weeks after the departure of the ships one last attack would be made in Jupiter where the ships departed, there was in the last drop of blood of the covenant. The Coalition pilots were ordered to destroy all that was there, after that attack everything would be normal again ... just what would change is that now is the Coalition leading the solar system. However for 9 years conflicts did not cease and it seemed that there was simply no just war some, surviving people lived as slaves to rebuild what was lost in the war work months without getting anything, many They suffered, there was revolt. There was death. It was then the movement in the earth brought forth the Terran movement by the people who were left brings not because they are unable to follow or be useful to survive, most have been left alone by choosing the wrong side. The motion moved thousands of people and ships. Wars were fought in front of other wars and never ceased was when the African continent gathered our forces to attack one last goal as Terrans and as true sons of the earth.
Before the attack one Coalition fleet came straight to our door, helpless and without many ships chose to flee as quickly as possible. More that moment something is revealed.
[*] In the midst of the battle that thing appeared before our eyes, a being or ship built into one. then immediately fired a beam of light so very powerful toward our sun. 17 minutes later we saw the most sunshine ever seen and then the greatest darkness that space has to offer ...
Within minutes we saw every star in front of us and we all delete, entered the planet orbits so fast that many were backwards ... that was the end. The sun burst caused such a strong shock wave that swept three planets to reach land destroying 2/3 of the atmosphere and taking everyone and everything with it. Camp saw a wave of fire arrive and disappear with mountains, buildings and sky. Eight days after the fire was extinguished and the underground facilities where we were were still raised. Our planet endured, our planet survived. more after further study found that of the 12.8 billion people on the planet, they were obliterated less than 400,000 remaining humans. We Terrans were some of them we were born on earth we hold the land and we will now go for revenge on earth. After organizing a whole world of people and some research, we found that the object that destroyed our sun went to the same place where the Sleeper Ships were. The unidentified object took what we call jump order and went to an unknown quadrant dubbed the SR-1, which in time we call Sirius. We set up our own Sleepers ships was not easy over the population reached 180,000 people who volunteered the cause Terrans. We mark the launch and went into the unknown. Sirius wait for us. Finally we got the stars where we wanted. It took longer than normal for our low-tech the more we find that here the universe already belongs to human a long time. Our arrival at a new system was direct and secret. We arrived to a planet, later discovered to be in Omega-49 and then System received a visit.
Were called Zoners gave us orders not to appear and watched for a long time, and after a few months when we dismantled the ships and started building our house came from the sky humans who wanted so much to know. Travelers of Naves Sleepers, they survived and made their new story. They taught us about the houses, gave us hope. On the wars they told us historical facts about the Nomads told us unbelievable things. On our old house silence hung. And also they asked us which side we would be. I've already chosen my side, I am Terran, I'll be with my brothers. I do not know if they still remember our star, which no longer exists, but they are still human and we'll tell them what happened to our old house, our old home. They deserve to know. 18 Years have passed since what we call the "landing". We live with diverse communities, factions and legions. In this system we have adopted as home predominant faction are Zoners, comrades and workers, a few years on we learn that even Sirius Coalition still lives. And we must fight for it, do not want to repeat the mistake of choosing the wrong side again.
Finally the Congress house, even if it is not but the alliance, they allowed us to leave the system. We are allowed to know the new world that lies before us. Now with the population three times the first ship that brought can finally start a new life. Unfortunately we lost contact with two other smaller ships, "Snow-362" and "Soluna-AA" allegedly attacked by the Coalition. But now we worry about what we have, a beautiful city patrol ships and men who can be trusted, the cadets are anxious to start flying off the planet and families yearn for a new horizon, life will never be the same and unfortunately I'm afraid so ...
Fortunately with all this, after 59 years, we apply the few resources we had, impressed with the work of Zoner's apply our possessions in the purchase of ships carriers on a large scale in most "Storn," with the consent of ID's as GMG, IC, DSE , Ageira and BMM. Thus achieve financial independence.
Now we built a POB that we named Secret Valley and is already in Core 2 and I, Dr. Jack Frakes, Director General of the same'm doing this RP to the Directors of this MOD Freelancer Discovery system for the Core 3, so important for the continuity of our people, recently arrived in Sirius, which has already increased in number, needs more internal space in POB to add our efforts and talents to the existential continuity of humanity through the order and progress.[/b]
»» Name:Secret Valley Workshop
»» Affiliation: BMM
»» Owner:Barba Negra
»» System:New London
»» Space:Bretonia
»» Gravity:Artificial Available
»» Station Class:Starbase Core 4
»» The Secret Valley Workshop was built in 822 by human freelancers Terrans families, with the purpose of acting as a scientific center dedicated to human health and well-being, heavy construction and other commodities. The Secret Valley Workshop workers, listed below, are current freelance freelancers from all parts of Sirius; business men and women, miners and scientists. Along with most of the civilian crew, as reported above, being composed of natives of the Syrians system, still has in its composition a good part of the newly arrived from afar, of partially destroyed Planet Earth.
Secret Valley Workshop buys and sells the folowing resources:
»»Gold Ore.........................: 3000 per Unit »»Cobalt Ore......................: 3500 per Unit »»Berilium Ore...................: 3500 per Unit »»Raw Hidrocarbonetos:... 3500 per Unit »»Reinforced Alloy.............: 580 per Unit »»Food Rations...................: 850 per Unit »»Oxigên.............................: 320 per Unit »»Whater.............................: 350 per Unit
ID:Dr. Jack Frakes Age:56 Yars Ship: Captain of the ship that bears his name. Very interested in serving the ranks of science and humanitarian aid, with a degree in Natural Sciences in Omega 49 completed the Applied naturopathy School, specializing in Shiatsu (curative massage) Phytotherapy (Healing by plants) and Trofoterapia (Food Reeducation and symptomatic) . Since then always positions to the well-being of all people, without respect of persons or factions.
His influence on Secret Valley Ind. & Co. changed the vision of how to value the employee, as well as employees of the company, always looking for quality work safety equipment, health and respect for the environment.
Honored on several occasions with its humanitarian projects, it has the signature and support Secret Valley and consent of the Terrans people.
Biography: https://discoverygc.com/forums/showthrea...tid=137128
ID: Barba_Negra Skype: Elinthion Location: Planet New London Recipient: BPA Date of Send: 10/08/823 A.S.
SIGNAL STRENGTH:██████████100% ENCRYPTION:________██████████100%
To: Bretonia Police Authority
Good day!
I want to get Permission for base construction sistem: New London in coordinated 3E.
The base intended: Exchange and construction of Equipaments , Sell ore Various for trades.
Money for register and Zoner for Base sent: /
How long to receive a response to registration POB?
(03-22-2018, 11:18 PM)Secret Valley Workshop Wrote:
ID: Dr. Jack Frakes Base: Secret Valley Workshop Location: Bretonia / New London / 3E map Recipient: Bretonia Police Authority Date of Send: 22/March/825 A.S.
ENCRYPTION:
SIGNAL STRENGTH:
Good Morning.
I would like to know if it is possible to change the afiliation of our instalation from freelancer to zoner because my parents whant tp move into my quarters but they are very relicious peapole and so they consider that freelancer home is too atheist for them, for this reason i beg of you to help me make this change and make my old parents happy in theyr new home close to my workplace in New London.
Recently the Terrans recognized the great acceptance of all Zoners, especially those of the Borders Words, more precisely those of Omega 49, which housed, instructed the Elders, Men, Women and children, adding old knowledge with those acquired gradually since the arrival of the Terrans in the system.
This has led to decisions made in the families, which aimed to educate themselves as well as to their descendants in all plausible followings in order not only to adapt here in Sirius, but to contribute with all vigor to all that is necessary for the present time , as well as establishing a methodical growth parameter in the physical, human, and exact sciences for the not too distant future, which may be the tomorrow of all who are enveloped in the hope of always seeing and feeling in the present day the maturation of the human race in how live happy and content with wisdom in the relationship, as well as with the family, which is the foundation of society.
And with this recognition that the Zoners were masters at providing every support, since most of those born since then have felt Zoners in the blood and in the existential purpose, it was necessary to establish a north of how to finally feel at home in the Syrian system.
Therefore, in a regulated assembly, it was decided to obtain citizenship to those who came from the Solar System and dual citizenship to those who were born here.
It was requested and granted by the authorities and then, since the Secret Valley Workshop is owned by Terran, but now already emancipated as Zoners, and, being the Company Base located in New London, Bretonia, was partipated to BPA what occurred, since the parents wanted to live near their children in New London, and then a request filed in the Royal Court allowed Secret Valley Workshop to label the Zoners community affiliated. This allowed for more growth and increase in job offer as well as increase in overall production.
Here we leave our respect to all participants of what has now become the Terrans People and the Secret Valley Workshop, ie the Zoners Community, the Authorities involved and all the workers in all areas, from the hands of the Captains of Transport, even the large companies that have been associated with us in the maintenance of all logistical material provided for what today has become a huge enterprise bequeathed to posterity under the leadership of the ever-friend Barba Negra.
Docking Module
Cargo Space 5
Hit-Points 80,000
• Hardpoint Mount: Normal Carrier and Heavy Carrier
The Docking Module provides a self contained small space craft service and maintenance bay. Complete with inertia restraint fields and pressurised access for passengers and crew, this module is the preferred way to upgrade existing ship classes to allow small space craft operation.
This docking module may be fitted to any ship with sufficient hold capacity.
Vessels equipped with a Docking Module can allow 1 fighter or 1 bomber to dock to their ship per Docking Module equipped. No other class of ship can currently dock to vessels equipped with a Docking Module.
To dock to a vessel with a Docking Module equipped you first must be within docking range (200-300m); when in range merely press dock. This will send a request to the vessel with the Docking Module notifying him/her that you wish to dock. They must target you and type /allowdock.
• You cannot sell anything to the equipment or commodity vendors on the vessel you dock to.
• When you undock you will appear near the vessel you are docked with, even if it has moved between systems. If vessel you are docked with docks to a player base or NPC base and you undock, you will appear outside whatever base the vessel docked to.
• If the vessel with the docking module is killed, you will spawn 100k below the center of the map.
• To remove docked ships from your bays, type /jettisonship <shipname>. Shipname is case sensitive.
Cloaking Devices allow players to cloak their vessels, rendering them invisible to the eye and removing them from the scanner. They require fuel to operate and are mounted on the Counter measure dropper hardpoint of a vessel. If a vessel does not have a hardpoint for a counter measure dropper it cannot equip a cloaking device.
Cloaking Device Mk I (small)
• Cargo Requirements: 25
• Cargo Hold Limit: 120
• Time to Cloak when activated: 3 seconds
• Fuel Consumption Rate: 8 Light Batteries per second while the cloak is active
This device is suitable for mounting on small ships such as Fighters, Bombers, Freighters .
Cloaking Device Mk II (medium)
• Cargo Requirements: 200
• Cargo Hold Limit: 900
• Time to Cloak when activated: 20 seconds
• Fuel Consumption Rate: 4 Light Batteries per second while the cloak is active
This device is suitable for mounting on Gunboats, and Cruisers.
Cloaking Device Advanced Mk II (large)
• Cargo Requirements: 450
• Cargo Hold Limit: 900-2199
• Time to Cloak when activated: 60 seconds
• Fuel Consumption Rate: 1 Light Batteries per second while the cloak is active
This device is suitable for mounting on Battlecruiser, Battleship, Heavy Carrier, Dreadnoughts.
Cloaking Device Mk III (transport)
Cargo Requirements: 200
Cargo Hold Limit: 2200+
Time to Cloak when activated: 20 seconds
Fuel Consumption Rate: 1 Heavy Battery per second while the cloak is active
This device is suitable for mounting on transport ship.
• Typing /cloak will activate the cloak and begin its Time to Cloak delay; when this delay is over your vessel will cloak itself. Fuel is consumed during the Time to Cloak delay.
Vessels equipped with a Cloak Disruptor will be able to uncloak nearby cloaked ships. The range of the Cloak Disruptor depends on the type.
• Usage: By typing /disruptor or by setting a key ( Options > Multiplayer .tab > Cloak Disruptor ON/OFF ).
►|| 1 X Stock || Jump Drive Series II : ► 350000000 S.C/UNIT ►|| 0 X Stock || Jump Drive Series III : ► 400000000 S.C/UNIT ►|| 1 X Stock || Jump Drive Series IV : ► 450000000 S.C/UNIT
Jump drives are items that allow the vessel the are mounted on to jump to a pre-set destination or randomly. Jumping to a pre set destination requires the use of a Hyperspace Scanner. There is no range on how far a jump drive can move you, you're limited only by the coordinates that you have.
Jump Drive Module Series II
The Series II Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurably small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of moderate size and mass.
• Cargo Requirement: 0
• Jump Type: Single ship
• Powercore Requirement: 3,600,000
• Charge Time: 60 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second.
• Ships that can use: Battlecruisers and light carriers & Battleships, dreadnaughts, and heavy carriers.
Jump Drive Module Series III
The Series III Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurably small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of significant size and mass but uses massive quantities of fuel.
• Cargo Requirement: 0
• Jump Type: Single ship
• Powercore Requirement: 7,000,000
• Charge Time: 30 seconds
• Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second.
• Ships that can use: Battleships, dreadnaughts, and heavy carriers.
Jump Drive Module Series IV
The Series IV Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurable small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of moderate size and mass and uses massive quantities of fuel. It also will force other ships near to the jumping ship into the wormhole and so can be used to move fleets of capital ships.
•Cargo Requirement: 0
• Jump Type: Multi Ship
• Powercore Requirement: 7,000,000
• Charge Time: 200 seconds
• Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second.
• Ships that can use: Battleships, dreadnaughts, and heavy carriers.
Typing /charge will begin charging the drive, fuel is consumed at this time. Once the charge reaches 100% it will hold there and continue to consume fuel until you type /jump at which point you will jump. If you entered hyperspace coords using the /setcoords <coords> you will jump to that location; otherwise you will perform a blind jump to a random location. When you use the /setcoord command, it will confirm the location (system) in which you will be jumping to, if you enter the coords incorrectly or they are out of date, you will get a parity error.
Hyperspace Survey Modules are used to take hyperspace surveys. These surveys provide a coordinate that can then be used by a ship with a jump drive to jump to that location. Hyperspace Survey Modules mount on Equipment Type 1 (located under external equipment) hard points on vessels. While your vessel may have this hard point, your vessel may not be able to operate these devices due to power core requirements. Many players refer to Hyperspace Survey Modules as Hyperspace Scanners.
Hyperspace Survey Module Mk1
The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk1 module is the smallest module available and takes the longest to complete a survey. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 7 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 800
• Powercore Requirement: 100,000
• Run Time: 100 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days (Length of time before the survey's coordinates are good for)
• Survey Accuracy: 60k
Hyperspace Survey Module Mk2
The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk2 module can only be mounted by large transport ships. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 30 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 600
• Powercore Requirement: 100,000
• Run Time: 100 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days
• Survey Accuracy: 30k
Hyperspace Survey Module Mk3
The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk3 module can only be mounted by large transport ships. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 30 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 400
• Powercore Requirement: 100,000
• Run Time: 1000 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days
• Survey Accuracy: 10-15k
Hyperspace Survey Module Mechanics In order to get a set of hyperspace coordinates you fly out to the location you want to be able to jump to and then use the following command.
Code: /survey
Any movement will cause the survey to fail. If you run out of fuel for the module the survey will fail. Will the survey completes it will produce a Hook message like this:
In order to jump to this location, you must set your jump drive's coordinates to this location. You do so using this command:
Code: /setcoords <coords>
Where <coords> is the coords produced from the survey. You must use this command in space; using it on a base and then undocking will cause the coords you set on the jump drive to be reset to default: none. If you attempt to jump with no coords set it will display this warning:
If you jump with no coords set, you will perform a Blind/Random Jump. This means you could potentially jump to any system in the game and any location in said system. Be aware, this means you could jump to Bastille, New Cambria, or New Angelina. If you jump to any of those three systems your will immediately die. There is a risk of jumping directly into a planet or sun when performing Blind/Random Jumps. If you entered your coords successfully this Hook message will appear:
FEUERBALL Light Fighter Heavy Overcharge Cannon This makes our Rovers actually combat-capable
The FEUERBALL is a slow-firing, massively overcharged plasma cannon developed by a small Rheinland engineering comparny, Kessler GmbH, on the basis of the widely used Flammenwerfer series in the late 790's. After the Nomad crisis, Kessler was forced to file for bankrupcy after producing only a few hundred of these weapons. Today, the few surviving examples are hard to come by and highly sought after - and we can rebuild them.
Class 6 Light Fighter Gun
Type Plasma
3150 Hull Damage
1575 Shield Damage
693 Energy consumed per shot
1.00 Refire
4.5455 Efficiency Rating
600M/s Speed
660M Range
Those things are constructed with rather hard to get materials. We will produce them only if really, really necessary. In the meantime, we can rely on the two sets we salvaged and the HAMMERFALL codenames sold at Freeport 11.
ACROBATIC Limited Edition Cannon Looks nice. Is nice. Is expensive as fuck.
The ACROBATIC is a high-tech design loosely based on older Bounty Hunter technology. A limited production run was produced by Archeos, a Kusari consumer electronics company known for stylish but overpriced products. The small batch sold out before the first weapon was even delivered, and those still on the market command a hefty premium among collectors.
Class 8 Very Heavy Fighter Gun
Type Neutral
580 Hull Damage
290 Shield Damage
141 Energy consumed per shot
4.00 Refire
4.1135 Efficiency Rating
750M/s Speed
675M Range
SUPERSONIC Manual Aim High-Speed Photon Cannon If one fires, all the others fire as well.
Prototype photon cannon of unknown origin, firing low charge bolts at astonishing speed. This weapon is not compatible with standard targeting computers; it must be aimed manually.
Class 9 Very Heavy Fighter Gun
Type Photon
280 Hull Damage
140 Shield Damage
71 Energy consumed per shot
8.33 Refire
3.9437 Efficiency Rating
800M/s Speed
570M Range
We found a set of those at the [REDACTED] and sold them to a collector. Apparently, those guns are linking with each other. If one fires, all of the others fire as well. That is the only disadvantage.
TDGWM5K Pulse Cannon Captain Vertiga calls it "The Mudskipper" for some reason.
Prototype pulse weapon of non-human origin. The TDGWM5K gets its unwieldy name from a single decoded string in the weapon's designation code. It is a pulse weapon calibrated for very high refire rate, well beyond typical equivalents. Despite its mysterious origins, it is manufactured to be compatible with typical human hardpoints. We can recreate this thing using minerals of the Peloponnes Cloud.
Class 9 Very Heavy Fighter Gun
Type Pulse
20 Hull Damage
340 Shield Damage
89 Energy consumed per shot
8.33 Refire
3.8202 Efficiency Rating
750M/s Speed
600M Range
→ Side note: - I think Mudskipper is a good name for a gun. Better than TDGWM5K. - Ezrael
THUNDERWAVE Neutral Super-Speed Cannon Our teams are still on that one.
At this point, there is no information available on this weapon other than the project name. The database of [REDACTED] shows pictures of the construction, however without a single written word. We could look into this, but so far we don't use fighters that could use those guns.
Class 9 Very Heavy Fighter Gun
Type Neutral
336 Hull Damage
168 Shield Damage
68 Energy consumed per shot
8.33 Refire
4.9412 Efficiency Rating
600M/s Speed
600M Range
"Coup de Grace" Cruiser BLASTER Turret Short range, quick refire.
The Cultists attacked the Cortez system in mid-February 825 and Captain Vertiga's girlfriend managed to loot one exemplar of those from the battlefield. It was one of two crates in her cargo bay that filled the entire hold. A Gallic prototype cruiser weapon, intended as a "finisher" on very close targets. The weapon has an impressive power output, high speed and quick refire, but lacks range compared to similar guns.
Cruiser Heavy Slot Turret
Type Neutral
18.000 Hull Damage
9.000 Shield Damage
45.000 Energy consumed per shot
1.33 Refire
1.000M/s Speed
1.000M Range
Weird combination. Ships will rarely get close to a cruiser, and a cruiser will not get close to a battleship. There are better weapons of choice for cruiser-type ships. But hey, Gallia surely knows what they are doing.
WACISFN Cruiser ION BLASTER Cruiser-scaled Heavy Ion Cannon
This unusual cruiser weapon is a development by the mysterious "Cult of Technology", and a very small number have been salvaged from their wreckages. The massive ion charge it fires neutralizes a target's power supply, draining huge amounts of energy from the ship's reactor. On a shielded vessel however, the neutralization will occur before affecting the ship's systems, making it suitable only against unprotected targets.
Cruiser Heavy Slot Turret
Type Ion
2 Hull Damage
? Shield Damage
1.000.000 Power Damage
26.666 Energy consumed per shot
0.03 Refire
1.500M/s Speed
1.800M Range
This weapon has a very long recharge time, but it does weaken the power core of the target, if it is unshielded, vehemently. This is good for capture operations or support. Otherwise, like the bigger counterpart, it is more of a wasted opportunity for other heavy slot-compatible weaponry.
Very little information is available about this weapon, but it appears to be a cruiser equivalent of the Battleship GALE Cannon, which implies that it shares the backstory of that one. Which means not even those who found them know who made those. We however have the plans to build them ourselves now. Speed between Mortar and Heavy Mortar, range is more than two Ks and the damage is quite heavy. Pretty useful if we had a cruiser for those.
Cruiser Heavy Slot Turret
Type Neutral
45.000 Hull Damage
22.500 Shield Damage
62.500 Energy consumed per shot
0.50 Refire
750M/s Speed
2100M Range
I'm sure people would pay well for those turrets. They are a good alternative to Light Mortars.
Rapid-fire cruiser weapon of unknown origin. This "Repeater" turret is an allrounder weapon, suitable for use against a wide range of targets. It is technologically closely related to other cruiser weaponry of its type, but calibrated for a much higher fire rate. With other words, whoever did this, knows how to tune-up weapons.
Cruiser Heavy Slot Turret
Type Neutral
4.900 Hull Damage
2.450 Shield Damage
59.848 Energy consumed per shot
3.03 Refire
1.000M/s Speed
1.700M Range
Range is good enough to annoy battleships with it, while the speed is fast enough to hit gunboats if not even snubs. State of the art.
Not much is known about those guys, but they are nasty. Other capitals need to be extremely careful if a battlecruiser with those is around.
Battlecruiser Heavy Slot Turret
Type Neutral
28.000 Hull Damage
14.000 Shield Damage
70.000 Energy consumed per shot
0.67 Refire
800M/s Speed
2.750M Range
High range, high speed, constant pressure. We had an easy time dodging Light Mortars, but ships with those things will hit guaranteed and often. And heavy enough. This gun is made to fight capitals.
Battlecruiser Particle Pulse Accelerator Cannon PPAC, or Battlecruiser Volley Cannnon
Captain Vertiga's girlfriend found one of those on the battlefield in Cortez during a Cultist Invasion and brought it to the Apahanta. This gun seems to be working similarly to the Battleship Volley Cannon the Cultists used against us in that very fight. We do have building plans for both the battlecruiser- and the battleship variant.
Battlecruiser Heavy Slot Turret
Type Neutral
4x10.000 Hull Damage
4x20.000 Shield Damage
50.000 Energy consumed per shot
0.33 Refire
1.200M/s Speed
2.004M Range
Those things are incredibly powerful in melee, dealing massive damage, especially against shields. They are very inaccurate and work like a shotgun with spread. The closer you come, the more likely it is that your face will get blown off. Never allow a Volley Cannon or PPAC to get close to you. Never.
Battleship EMP Flak Turret A good way to deshield snubs
Those were the first weapons we built ourselves in the Apahanta's workshop. The EMP Flak fires, compared to the normal Flak arrays, rather fast EMP payloads within a short-to-medium range. It is an effective tool to break snub piles and make them stay in the distance, giving our navigator more space for manouvers.
Battleship Secondary Slot Turret
Type EMP
2 Hull Damage
10.000 Shield Damage
320.000 Energy consumed per shot
1.00 Refire
600M/s Speed
1.000M Range
Combined with normal flaks, those things can cause mean AoE damage against snub groups and bombers. One or two are enough, though.
MK-81 Battleship Autopulse Turret Spray and pray pulse pressure.
The MK-81 is a newly developed pulse-type weapon built by the Coalition. With enemies such as the Corsairs fielding many large warships, there was a need for a specialized weapon built specifically to take down heavy shielding on large targets. The MK-81 is not designed for precision shooting, but rather for creating a heavy barrage of powerful EMP fire, suppressing capital ships at long range.
Battleship Primary Slot Turret
Type EMP
1.000 Hull Damage
14.000 Shield Damage
50.000 Energy consumed per shot
3.03 Refire
900M/s Speed
4.050M Range
One or two of those guns might be a good investation against battleships and smaller capitals. Pressure is always a good thing.
Kreisky DUAL GATLING LASER Turret Snub pilots will hate you - which is okay, though, since they die.
This new design is a cooperative effort between the Red Hessians and the Coalition. Unlike most other capital weaponry, it is actually based on fighter and freighter turrets, scaled up massively to create a very rapid fire laser turret to engage small ships. Although the individual shots are weak, the sheer volume of fire the double-barreled weapon provides makes it terrifyingly effective against any smaller craft threatening a red capital ship.
Battleship Primary Slot Turret
Type Neutral
1.200 Hull Damage
600 Shield Damage
12.000 Energy consumed per shot
6.67 Refire
2.000M/s Speed
1.500M Range
There is a Liberty Dreadnought somewhere using those monsters along with a full Solaris network and Razors. Captain Vertiga saw it demolishing a Rogue Scylla without troubles. Salty people downvoted his video on the neural net.
ORZLMUE Battleship EMP DISSIPATION FIELD Short-range EMP Field.
Another unusual prototype of unknown, possibly non-human origin. This peculiar device functions by releasing massive EMP charges in a general area around the ship. Only a handful have been discovered, on a wrecked ship drifting in the Edge Worlds. The devices are likely developmental, although for what purpose they were created and by whom remains unknown.
Battleship Primary Slot Turret
Type EMP
400 Hull Damage
15.000 Shield Damage
1.250.000 Energy consumed per shot
0.04 Refire
Instant Speed
1.000M Range
We don't know yet whether this thing is able to destroy incoming warheads or anything, but it appears to be useful to damage snubs and gunboats within 1.000M around the device. The power consumption is high, which makes this weapon very situationally useful only.
RBT-84h SLEDGE Heavy Battleship Turret Approach us and you will regret it.
Rheinland prototype battleship weapon which never advanced past early trials. The Sledge followes typical Rheinland trends: A very heavy, slow firing, high powered weapon suitable for the use on Rheinland's massive battleships, and optimal against targets of equal size. The trials were promising, but the project was expensive and ultimately deemed unnecessary with the end of the Liberty conflict. A few of the remaining prototypes had apparently gone missing and have since shown up in unexpected places. And we have built five of those monsters.
Battleship Primary Slot Turret
Type Neutral
38.000 Hull Damage
19.000 Shield Damage
125.000 Energy consumed per shot
0.80 Refire
650M/s Speed
3770M Range
They are evil. They destroy anything they hit and are a guarantee for us to always have enough distance to the enemy. Chainfiring those will allow us to keep constant pressure on hostile cruisers, battlecruisers and battleships, the latter two classes have been ripped apart by the Apahanta already.
→ Side note: - Those guns are monsters. And they are on our side. - Ezrael
TERMINATOR Battleship Defense Turret Anti-cruiser/gunboat space spears.
One of very few cooperative projects between Samura and Kishiro since the democratic coup, the TERMINATOR was developed at the government's request as a very high powered capital to deal with the Imperial's hit-and-run tactics. Although slower to fire than comparable weapons, the TERMINATOR carries incredible damage potential with only a few hits.
Battleship Primary Slot Turret
Type Neutral
5.700 Hull Damage
2.850 Shield Damage
37.000 Energy consumed per shot
2.50 Refire
1.500M/s Speed
1.500M Range
More powerful but slower variants of the Dual Gatling Lasers, mostly aimed at fighting gunboats and snubs. A good alternative to a Thumper-Gatling-Laser mix.
Very little is known about this weapon. Although it is clearly designed for the use on human capital vessels, its origins are unknown. The weapon has a high firing rate, optimized for the use against smaller targets - cruisers and gunboats.
Battleship Primary Slot Turret
Type Neutral
6.500 Hull Damage
3.250 Shield Damage
36.000 Energy consumed per shot
2.50 Refire
1.100M/s Speed
2.310M Range
A more cruiser-focused variant of the Terminator and the Dual Gatling Laser. It is a good allrounder, though.
RA-20 GALE Battleship Cannon Heavy Hellbore Cannons.
The GALE is an ancient Corsair design, an ambitious project to create a weapon that is fast, powerful and has extensive range. The design succeeded in meeting these goals, but politics prevented it from entering production, as the family supporting the development of the now-universal RA-72 used their greater influence and wealth to suppress the GALE's adoption. The prototypes, dusty but functional, were recently rediscovered in a centuries-old abandoned warehouse on Crete.
Battleship Heavy Slot Turret
Type Neutral
105.000 Hull Damage
52.500 Shield Damage
465.000 Energy consumed per shot
0.50 Refire
700M/s Speed
4.900M Range
Those would go well with the Sledges we have mounted, but then again, we have something better than this. Range isn't everything here.
OA51VRU Battleship HEAVY ION BLASTER Good against superfluous heavy slots and power cores. Yours included.
This unusual battleship weapon is a development by the mysterious "Cult of Technology", and a very small number have been salvaged from their wreckages. The massive ion charge it fires neutralizes a target's power supply, draining huge amounts of energy from the ship's reactor. On a shileded vessel however, the neutralization will occur before affecting the ship's systems, making it suitable only against unprotected targets.
Battleship Heavy Slot Turret
Type Ion
2 Hull Damage
? Shield Damage
2.000.000 Power Core Damage
40.000 Energy consumed per shot
0.03 Refire
1.500M/s Speed
3375M Range
This thing is a waste of materials and we keep the blueprints only for the sake of selling it to other clients.
MB10a LEWIS Battleship KINETIC Cannon Double-barrel hull-focused high-speed long-range projectiles.
The Lewis is an archaic design, a true projectile weapon, firing 240mm explosive shells in a double-barrel configuration not unlike the weapons found on naval warships of the Sol era. used heavily by Bretonia in the early centuries of colonization, these weapons were made obsolete by shield technology, which renders this type of weapon useless. Most Lewis cannons were destroyed, but a small number still remain in museums or forgotten armories. Against an unshielded target, they are still as effective as ever.
And the Apahanta uses two of those guns with success.
Battleship Heavy Slot Turret
Type Hullbuster
2x90.000 Hull Damage
2x45.000 Shield Damage
45.000 Energy consumed per shot
0.20 Refire
800M/s Speed
4.000M Range
Very reliable, not too weak against shields either. Good speed, double-barrel. Good choice for sure.
RBT-1000 "Schwerer Gustav" Battleship SIEGE Turret For the removal of stations only.
An incredibly heavy, unwieldy weapon. This turret is Rheinland's answer to the problem of heavily fortified stations. It is a true siege weapon, useless against any moving target, but its ability to tear down fortifications is unparalleled even by the heavy Cerberus type. Some say it was designed for a Liberty invsation which never materialized, but whatever it purpose was, it was never used and only few exist today.
Battleship Heavy Slot Turret
Type Neutral
2x45.000 Hull Damage
2x22.500 Shield Damage
50.000 Energy consumed per shot
0.56 Refire
200M/s Speed
3.600M Range
Double-barrel base remover cannons. They look nice but are too slow for anything useful.
The Volée is a multi-shot, shotgun-type battleship defense weapon, designed to keep smaller ships away from the mighty Valor class. The Gallic capital ship doctrine focuses heavily on grand battleship warfleets, but the heavy, slow weaponry on these ships leaves them somewhat vulnerable to smaller, very close ships. The Volée was intended to alleviate this problem, but the doctrines have since changed to focus more on light support. Although a number of these weapons were produced, their fate is unknown.
Until the Cultists showed up with those. Unlike the similarly working PPAC Battlecruiser turret, the Volley Cannon is not ion-based, meaning the damage to shields is normal.
Battleship Heavy Slot Turret
Type Neutral
4x25.000 Hull Damage
4x12.500 Shield Damage
28.125 Energy consumed per shot
0.50 Refire
1.000M/s Speed
2.500M Range
Avoid getting close to these.
NOTE:Payment must be deposited at Secret Valley Base Workshop in the amount of 1SC per unit SciData only after matching in discord: Hopewell#2432
Updated today 16/07/827
If you are looking for an Equipment for today, now. Here's Link !!
Due to the experiences to obtain improvements in the Company's facilities, a large quantity of CODENAMES was found in stock.
Meeting the Board, it was decided to offer to anyone who wants to acquire, all arsenal disposed in the stock. Contains a variety of these weapons. For those interested, it is advisable to verify through this channel the availability of CODENAME that may be of interest.
Right now, our clerks are ready to serve who truly values the power of special weapons in defense and combat on their flights in the great and dangerous Sirius.
Place your order here and receive your order in / conn. / Orders here
::[Incoming Transmission]::
::[CONNECTING To: Server]::
::[Encrypting]::
::[Accessing Secret Valley Workshop Base information]::
::[Secret Valley Workshop]::
SOURCE: New London ENCRYPTION:
SIGNAL STRENGTH:
Greetings fellow Sirians, my name is Dr. Jake Frakes, Director of Science, Development and Logistics. I'll give you a brief guide on Secret Valley Workshop ...
Many of you fly all over Sirius and do not know about the Secret Valley. The Secret Valley is an ancient Workshop in addition to the expansion of Breton within the Queen's legal space. This station is located between Kensington Shipping Platform and Wreck Southampton. It is currently used for Public Relations in the Bretonian space, as well as a warehouse for local commodities to improve the economy. Please feel free to join, all of which have good terms with Bretonia and all the other houses can dock, since the (SVW) Secret Valley Workshop is an industry neutral on all grounds, whether commercial or rights political or religious. Below is the list of commodities that we export and import:
Imports:
Visual
Description
Price
Reinforced Alloy
580 sc/unit
Food Ration
850 sc/unit
Water
350 sc/unit
Oxygen
325 sc/unit
Cobalt Ore
3000 sc/unit
Gold Ore
3000 sc/unit
Azurite Gas
12.000 sc/unit
Iridium ore
8000 sc/unit
Nomad Battleship Remains
10.000.000 sc/unit
Nomad Gunboat Remains
500.000 sc/unit
Nomad Fighter Remains
1.000.000 sc/unit
Exports:
Visual
Description
Price
Azurite Gas
12.000 sc/unit
Iridium ore
7000 sc/unit
Nomad Battleship Remains
15.000.000 sc/unit
Nomad Gunboat Remains
3.000.000 sc/unit
Nomad Fighter Remains
1.500.000 sc/unit
Entertainment We have a few options open to the merchants who come to Secret Valley Workshop, such as a bar, restaurant, dorms and an observation deck. All, except the bedrooms, have a beautiful view of the Breton system. We know how much people love action, drama and comedy, so we have live shows at various times at all hours. Our main attraction, however, are the technical courses. You can specialize in all the work and theoretical as well as practical followings in the required tiers to fly with more quality and provide as well as buy in any home of the galaxy.
All the law impositions of all Houses receive a free drink, meals and sleeping arrangements in identification.
Warehouse Currently there is a small space for 180k drives, but will be updated soon. This space was reserved for ores, weapons, equipment and everything that any large, medium and small ships need. But the most interesting thing is that in Secret Valley the human being is regarded as the most precious in attention and priority in their needs.
Please note that we have been expanding for a long time in Secret mode and because of this updates will be made and notifications will be sent more regularly from now on.
::[Incoming Transmission]::
::[CONNECTING To: Server]::
::[Encrypting]::
::[Accessing Secret Valley Workshop Base information]::
::[Secret Valley Workshop]::
SOURCE: New London ENCRYPTION:
SIGNAL STRENGTH:
Greetings fellow Sirians, my name is Dr. Jake Frakes, Director of Science, Development and Logistics. I'll give you a brief guide on Secret Valley Workshop ...
I come through this message to congratulate all officers and pilots from all over Sirius the fact that now makes our hearts happy. It so happened that since the Base Secret Valley Workshop was built, it had as a rule to serve the swarming community of transport and servers across our galaxy with research in various modalities; from bio-chemical and human subjects to develop improved vaccines for agriculture, agronomy, and improvements in the construction of equipment used on a large scale on ships flying among the stars of all systems known in Sirius.
In addition, we have always maintained the principle of not having more preference from one house to another and the same applies to factions, as long as they are in Bretonia they respect the Governing Laws of that government. All legal deposits of all Houses receive free drink, meals and sleeping arrangements upon identification.
Secret Valley Workshop will always be a resting place for the incoming traveler, with an order for the base or to use all the scientific and technological apparatus we offer in our shop.
Today's motivation Our joy is completed with the expansion of the built building. Until today, we have been adding structures to have ample workspace for the Administration, Research Corps and technical services, as well as the day-to-day services of a company dedicated to serving and protecting Humanity, fauna, flora and the interstellar biomes in which we live. . But what makes us most proud is that today, on the same day, May 9, 827, we concluded Level 4 with a memorable opening, where all the guests were delighted to know some of our projects, in addition to eating and drinking the best that we could find in stellar cooking.
We hope you stay overnight here and tomorrow with us, as although systemic maintenance activities continue, the Buffet teams hired in the most remote systems, to serve the diverse culinary tastes, will continue to be of service so that this joy will be remembered for many generations after the Wow.
Acknowledgement Therefore, we congratulate everyone who made this achievement possible, such as: .:J:.Junker Congress, BOWEX, BMF, [FL-ER], OSI, Geneva Shipping Platform Complex, ALG, THPand, even those who were invited to be part of this project and did not respond to the call, such as: Gateway, DSE, we congratulate, because if we invite them, it is because we have them in high esteem and consideration and we believe that they should be involved in projects within their jurisdiction, which, due to the amount of work, certainly could not even respond to the invitation. We hope that they will be successful in their business.
Greetings to all leaders, engineers and workers of the Secret Valley Workshop.
As you know, we've been based in Bretonia for a long time. Before we were in Omega 49, Manchester and Dublin. Finally, with the support of the Government of Bretonia we have strengthened ourselves and become a powerhouse in business for all sides and adjacencies. In the meantime we grew following research, manufacturing of equipment and weapons. This has put us in a maximum degree of security, so, in addition to higher heights, it was decided to accept the proposal made by Bretonia Mining and Fabrication, famous BMF, a company respected throughout the Galaxy Sírius, which offered a large sum for our productive and corporate complex.
BMF guarantees the continuity of our projects and in particular, keep all employees. None of us will be discharged. The entire current body will remain employed and with the possibility of higher remuneration according to each level of collaboration
Therefore, from now on, all businesses will be organized, supervised and run by Bretonia Mining and Fabrication.
One of the first measures of BMF is the change of address. This application is in progress. Soon we'll be told where exactly.
As soon as possible we will be delivering the direction, although I, Dr. Jake Frakes, will be in front of the board, that is, we keep working hard always with the same vigor, but remember, for the new owners.
So far we have had Flag Zoners due to our origin, but soon we will see the BMF flag flie light in all our papers and work boards.