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报告翻译问题

Victory class Grand Cruiser
Gladiator class Grand Cruiser
Memphis class Cruiser
Hoplite class Cruiser
dusty and aged, but still so fond are the memories i could walk through the room and relive all thoose moments i cheerish... now, i guess, its time to repair and upgrade this place. time for some changes to new and cementing the traditions.
welcome back to the Neptune story line.
12 lasers on top, 4 on belly, 4 on front.
20 meter armor on all sides. 4 shield generators at 45.000 fusion cores.
a highly unusual design, the Everest was originally made to compliment the Victim class with long range firepower. today, as the Victim is steadily being replaced by Avengers, the Everest seems to be without its purpose. as such, it has undergone considerable changes. and the result is an all laser ship, being fully reliant on energy weapons to fight its enemies, with no guns to fall back on. it has been stripped of gun decks and munitions for thoose, and the armor is smaller than anything before it. this, however, makes the Everest truly nimble and agile, outspeeding any other enemy. should it be hit by an EMP the ship will be very vulnerable, and will never venture alone.
24 batteries of guns, 6 lasers on top, 4 on front.
50 meter armor on all sides. 3 shield generators at 30.000 fusion cores.
closing to being a millenia old design, the King has still yet to find a worthy replacement, making it the oldest server in the Republic fleet, beating the former record of Nemesis class destroyers. the King is also still unchanged at the core, stil sporting some of the most deadly close range firepower that has yet to be seen. the 1.000 year old battering ram still sail the void, and dont show any signs to withdraw from active service. doctrines start to favor lasers before guns, but so far, the King is still in use.
6 batteries of guns, 2 lasers on top, 2 on belly, 2 on front.
35 meter armor all sides. 2 shield generators at 40.000 fusion cores.
the Avenger is replacing the agin Victim destroyer as the "shotgun in space" and is widely appriciated for its high damage output and almost over-improved shields, going far above the normal levels on even minor cruisers. some would argue that the armor would do better with an improvement, and many even voice their concern that the shields could be a drawback, relaying so much on shields makes a EMP even more deadly, and if struck, only 35 meter of armor protect you...
80 Punisher guns
1350 crew
50 meter armor
the Evangelion is a carrier. on the name is cruiser, but that is just 15% of the ship. the rest is a carrier and it contains a large ammount of Hunter crafts that deploy from its hangars and cause havok among the enemy. beyond Hunters, the Evangelion is not particular in any other form.
36 punisher guns
680 crew
20 meter armor
the Blank Destroyer is the very first ship of the Crusade that sports a entirely new device: the stealth field. basically, it drain outs all energy signatures from the vessel, making it extremely difficult to track and target via sensors. since pure invisibility from the eyes is still impossible, it was decided to try the stealth field on a small Destroyer chassis, so that sensors were almost useless, and optical was not much better. the Blank is, apart from the stealth field, not particular in any other note. but then, a surprise attack from a squadron of 5 Blanks could, potentially, cripple a battleship even.
60 Punisher guns
960 crew
50 meter armor
the Victor class is one of the oldest designs, and with its name being a tribute to the shipyard in the system of Victor, used by the Republic navy. the Victor is today one of the old vessels still in use, but its being phased out by the Evangelion battle cruisers, which is taking over the role of carrying hunter crafts and being a allround vessel. the Victor is one of the few ships that carry hunter crafts in the Crusade, so it is still a very useful ship, despite its almost anciet design.
48 punisher guns
1300 crew
70 meter armor
the Arch Angel class is a bit of an odd vessel. where most ships follows a similar weapons to size ratio, the Arch Angel has fewer guns per meter than other vessels. this is not to be taken as its undergunned, for the Arch Angels strength lies not in its weaponry, but in its armor and most of all, its crew. containing 5 times the usual number of marines, the Arch Angels has specilized on boarding the enemy, unleashing its large amount of marines onto the enemy and then lock them down. it is well armored to provide shelter for the marines as they cannot do much as long as the vessel is not boarding. it is recorded that battles have been won due to that the Arch Angels have deployed next to battleships, locked them down in a marine battle inside, and therefore rendered their guns inoperable.
130 Punisher guns
3600 crew
60 meter armor
the Tempest is made to be like a storm for the enemy, sweeping aside any and all that opposes mankind. it is the utter perfection of mobile spaceobjects, and only rivaled in power by starforts and the nova canons in use on planets. it is used very primitive, just simply sailing into the enemy fleet with all guns blazing. but then, with a ship of this caliber, there is no need for manouvering. you simply move to the enemy, and blast them to pieces.
36 Punisher guns
700 crew
45 meter armor
the Vindicator is supposed to be a very fast and agile ship for being a cruiser class vessel. its main purpose is to hunt down any enemy and tie them down, forcing them do to battle. the Vindicator is moderatley armed, but its supposed to just tie down enemies at first, just as to let bigger ships come to the battle and unleash their much deadlier arsenal on the foes.
Holy Archivist Veronika took her glasses off, and watched the painting showing the battle at Terra. its scale was never truly recorded, but rumor has it that over 2000 ships were in the battle. she never really understood how so many ships could battle. she sighed, and returned to reading the book of history.
on other news, we are now officially over 100.000 words in total with story writing!
Crew: 520 Laser Batteries: six port, six starboard, eight forward, two rear. Conventional Batteries: Two port, two starboard, two forward, two rear. Armor: 20 meter front, 20 side, 15 rear. Hanger: twelve Squadrons Speed: 4.8 km/s Shields: 35,000. Fusion reactors: two.
A newly-designed addition to the Republican fleet, the Everest is a Destroyer-sized Queen cruiser, essentially a space-based sniper rifle, or would be, except that unlike other ships of its size, it carries craft. It’s best use is to pick off enemy ships at long range, since it’s weak armor, weapons, and shield would make it a vulnerable target. When engaged at close range, this vessel will typically launch it’s bay of twelve craft squadrons and flee, for this reason, it is recommended that it be used in conjunction with a Victim or Nemesis destroyer, as the two can cover each-other’s weaknesses.
Crew: 1060 Laser batteries: two Forward, one Aft, four Port, four Starboard (With capacity to target downwards and upwards.) Conventional batteries: 10 forward, 10 side(Port, starboard, ventral and dorsal.), 5 aft. Armor: 40 Meters forward, 30 Side, 30 Aft. Top speed: 4km/s. Shield Strength: 60,000. Fusion Reactor: One primary, two smaller emergency backups.
The Pangea is a newly designed ‘testbed’ vessel, designed to field test a new weaponry setup, the effectiveness of a medium carrier, and jump capability all rolled into one, as well as several smaller technological innovations. The Pangea is a top-of-the-line cruiser, designed for versatility, It has the capacity to make jumps normally afforded only to larger or more important ships, and has been designed to function for prolonged periods of time on its own without the need for resupply. The Pangea also has the capacity to hold and service eight squadrons of craft.
this is because the "hangar" is too small for being a pure hangar. a "real" hangar is one capable of housing, repairing, rearming and provide all kinds of support for 10 squadrons.
the one Verdict classes have is not big enough to handle more than half that amount, 5 squadrons, and they cannot provide anything than shelter for them. that is why it is not listed as "hangar" and why you should not think that the Verdict have crafts applenty.
in fact, it should not have nay crafts, but can hold them to keep them safe if the regular hangar they belong to is overcrowded with crafts requiring support.
5470: 10 port batteries of lasers, 10 front, 6 rear, 40 meter front armour, 30 side, 30 rear, top speed is 3.80 Km/s, shield at 60.000 2 Fusion generators, 14 hangars.
the Enterprise is recently built, with only one single ship out so far but with 9 more to follow, to start with. if the class shows promise in its intended role, the line will be expanded, but for now, its undergoing testings. the Enterprise I has been sailing for only two months, but already participated in two major battles, where it was close to being destroyed in the second.
they have a large array of hangars on both sides, even two on the "belly" and can deploy over 140 squadrons at once, giving it about 500 crafts in space at one single time if all should be deployed at once. that is enough crafts to severly harm two super ships if left untouched. alotugh that will never occur, since they are both rare and not unguarded.
use Enterprise as rearguard ships, providing lots of crafts
420 crew, 2 front batteries of lasers, 2 rear. 20 meter front armour, 10 side, 20 rear, top speed 6.50 Km/s, no shield, 4 hangars.
the Dauntless is known for its odd placement of both armour and weapons, having them at the front and rear, but hardly anything on the sides. they compensate for this by having the 4 hangars on the sides, two on each, and allowing strikecrafts to deploy and engage en masse, something the Verdict class is not capable of.
its weak armour and low number of weaponry is a factor many captains have felt lacking, but the crafts onboard can often be far more powerful than many guns combined, and therefore it is sufficently armed according to higher rankings.
they should be employed behind the formations, perhaps around the Queen cruisers to provide craft coverage and assistance for theese when they pound the enemy. stay far away from comabt, use the rear lasers, and keep the crafts outside all times in combat.
640 crew, 20 port batteries of lasers, 10 front, 5 rear, 30 meter front armour, 25 port, 25 rear, top speed 5.70 Km/s, shield at 60.000 3 fusion generators.
the Queen is a "one of its kind" ship, being a pure laser ships, with not a single gun at all on board. instead, this ship, recently built, follows three set requirements:
1. longrange firepower, 2. fast movement, 3. strong shield.
this resulted in a "cruiser" close to being classed as a Destroyer instead, but passed it. it has an aresenal made up of only laser weaponry, creating a ship with devastating longrange firepower. also, its small size allows for speeds exceeding even destroyers. the result is a ship not built for frontline combat, and it will go down fast if caught by an EMP.
the tacticians all agree, its the most deadly opponent in long range fights, but the weakest in close battles.
avoid closerange battles, and pummel the enemy from afar with this beuty
2150 crew, 34 port batteries, 5 rear, 10 port laser batteries, 10 front, 60 meter front armour, 50 port, 50 rear, top speed 3.70 Km/s, shield at 140.000 4 fusion generators.
the King is truly worth its name, being the most advanced battlecruiser of all time in the republican navy. its large array of gun batteries can pound anythng smaller than its own size into a pulp in minutes, while its lasers can damage many ships of destroyer class and lower while its closing the distance to finnish them off.
King has recived such advanced equipment and so much of it that it is in fact considerd a battleship by many, even higher end admirals. it can easily hold off several destroyers as long as they dont engage in longrange combat where the King loses efficency. it is commonly escorted by Nemesis and Victim destroyers to increase the closerange firepower into levels threating even larger super ships.
the King should be used as a battering ram against the enemy
560 crew, 14 batteries of guns, 4 front batteries of lasers, 20 meter front armour, 25 side, 20 rear, top speed 5.20 Km/s , shield at 25.000 Fusion generator.
the Victim class is beginning to replace the aging Nemesis class as a strafing destroyer at close range, nicknamed "shotgun in space" because of the similarities (the few a handheld weapon and a space ship can have).
the Victim is based on a new formula of chassis, and as such is not performig as well as it could be. this is currently being fieldtested, so to make the ship better.
Victim is, as you can see, more armed, better shielded, but less armoured than the Nemesis... this has created a debate if it actually is better than the Nemesis, but most argue it is, using the much higer speed, stronger shield and better weaponry, particulary the laser ones, as a reasons compared to the lone counter one that it is less armoured than Nemesis.
it should be used just as the Nemesis is used.
1400 crew, 24 port batteries of guns, 4 front, 2 rear, 6 front batteries of lasers, 40 meter front armour, 35 side, 35 rear, top speed 3.80 Km/s shield at 75.000 2 Fusion generators
the Coldra is the closest thing you can get to battlecruisers without actually being there. it has 30 batteries of guns, plus 6 laser ones which grants it large amount of firepower. it has a good record of survivng even battelship encounters due to the strong shield generators.
the strengths is that the ship has dual generators, allowing one to take all damage, then switching, allowing the first to recover while the second takes over.Coldra classes are known to endure large battles without much damage on the hull due to this. it is also well armed, delivering powerful broadside agains the enemies.
tacticians inform most captains that while their shields are powerful, they are very vulnerable if a EMP hits it, rendering the ship to count on the weaker armour for sruvival.
its a 15.000 Fusion generator.
780 crew, 16 port batteries of guns, 2 rear, 2 front, 4 port sides of lasers, 40 meter front armour, 30 side, 25 rear, top speed is 4.20 Km/s, shield is at 40.000 Fusion generator
the Verdict class has been around for few years, soon to celebrate its 40th anniversary, and as such there are few ships of this young cruiser.
after the war of religion, the navy was considerd lacking in cruisers, after losses soared and modern variants was not present. as such, the Verdict was born.
the Verdict can do serious damage onto enemies no matter what the distance. they have a more powerful broadside than many ships, such as the Nemesis, but complement this with laser batteries so not to have the weakness the Nemesis have.
favoured tactics with the ship is to act as a multi-role ship, having even a few strike craft onboard, and generally act as a flagship for fleets lacking bigger ships.
470 crew, 10 port batteries of guns, 1 battery in rear, 25 meter front armour, 20 side, 15 rear, top speed is 4.55 Km/s
the Nemesis have been in the Republics service for 340 years. they are designed as though ships, having armour thicker than many other destroyer of its kind when it was built
after its initial combat, the Nemesis proved to be deadly as a close range ship, delivering large amounts of firepower on enemies at short range, forcing many cruisers to retreat.
they should be employed, according to repbulic tacticians, when the enemy is distracted by larger ships, and they can close in without danger. they should not be facing a battleship or cruiser on their own, nor other destroyers with longrange weapons.
the nemesis is a powerful ship at close range, but lose much efficency at long or even mid range.
they are aging, and the Victim Destroyer is taking over its role as the "shotgun in space".
i will start of with the Nemesis, a Destroyer class ship
as long as anyship from the fleet survives, it is still alive, and since Verdict IV was part of 8th fleet, its still alive
but if Verdict IV was to be destroyed, the Republic High command would have to list the 8th fleet as destroyed also
try not to lose that ship would you?
I’m *points to user name* and in the simulation I’m called High Admiral Kelly Heron of the Verdict IV. I’ve engaged in battles, crashed on a planet, disobeyed orders, and gotten lost during a jump... twice, among many others.
Out of simulation, I’ve been collecting information on the universe at large. If anyone would like to add anything, I’d be happy to chat.
also, take contact with me if you wish to continue on the story. i will be sitting around doing nothing for hours during theese days...