anual mass anti-confusion injection
14 years ago
yes its that time again, the time where advancements have gotten to the point where no-one understands any of my ramblings. the following will be very long but will be sliced up into subjects so you only have to read the shit you are very confused about which I know everyone one of you is about one thing or another. If you didn’t already know the FSSN is not and dose not conform to many of the normal or standard ideas of what makes a starship so do not assume anything. I will cover pretty much everything and even recap some old stuff for the new peeps who even give a shit to open these things. I don’t expect anyone to read it all but I do recommend you read the ‘ships systems and technology’ subject just to give you an idea of what is and isn’t standard for my fleet
subject: main characters
if you didnt know already I have 3 main characters. over the past year they have gone under some minor changes and additions... mostly minor. so this one is short
the first of which is Fleet Admiral Chip Stormcrow. i shouldnt really have to spill his profile beyond that. his personality as a whole is easy to get along with and he is quite a likeable person. adventurous and understanding, but due to occupational hazards he is hard to get close to for the fear of loosing a loved one. he is single and plans to stay that way having ended his active quest for a soul mate long ago. now, his place as leader is questionable due to the fact his commanding spirit rather than his command ability put him in charge. it is his sheer strength of heart and will that makes him a powerful and effective leader. he is a vicious fighter in any field of battle but will always take as many non-violent options to resolve the situation first and then consider non-lethal but inevitably it comes down to 'us vs them', a very competent engineer and a vast scientific knowledge make him very unpredictable at times. his ability to analyse a situation or a person quickly and adapt accordingly is also legendary. he is nearly unstoppable but that is him alone. other people are just liabilities in this instance because of his lack of command training he cant always convey his thought to the rest of his crew effectively. but even if the situation goes titsup which it usually does he has the uncanny ability to pull a miracle literally out of his ass. that not helped by his poor choices and timing
the second is my dragon... Veteran Captain Xander Fletcher. he is the polar opposite to chip in many respects besides a likable and understanding personality. he will deliberately look for the fight and will more than likely take the first shot in any battle, he boarders on psychologically unstable when in said fights. he can be callus when crew die under his command but usually ends up drinking away his problems. he too is single and plans to stay that way having ended his search for a mate but he is a total player and will not hesitate to rip everything off at a moments notice. everyone knows he is minus a wing but with some simple engineering he is still flight worthy. being a GENETIC dragon he has been programmed with 20 years of command experience, 20 years of flight experience. 10 years of tactical training and 10 years of weapons training. he is designed from the ground up to cause a fucktone of damage with surgical precision but though all that he is little more than a broken hearted little boy
the third is everyone’s favourite lizard. lieutenant commander Jintulkin De'ryer. she has become incredibly popular to an astonishing level and has gone under more than just minor tweaks. her entire personality has been changed and much of her past is not militaristic like a normal Dacliny should be. no, she was a slave... not a slave like you know, she was adopted from an early age and slowly programmed by her father figure. she was raised well. educated well. fed well and cared for but still made to do hard, repetitive work in less than ideal conditions. in a space faring fleet having a poorly educated, poorly treated slave work on ion-drive engines is so obviously stupid its... obviously stupid. She is a rare species of Dacliny and to her owner she is little more than a prize. The person who adopted her was a starship captain. When she was brought aboard his crew then joined in her personal hell. the elusion of love was embedded in her mind when they said they loved her when she did what she was asked which could include doing her work expertly and without supervision or doing ’favours’ for the father figure and the crew he carried but not often was the case. although again she was not a normal slave. she has free will and military training. but this life slowly got the best of her... she knew this wasnt right and fell into a depressive spiral every time she was taken advantage of and left to her work sore and broken. seeking her own destruction she stowed away on an ODN ship... looking for death she basically displayed herself to a spray of bullets… which never came. chip could not shoot a proud creature so defencelessly splayed out as her. now she is a part of the crew, treated with respect. loved properly but still her programmed mind can not be un-programmed due to its simplicity. she isnt stupid by any means. she just has incredible difficulty learning beyond what she already knows and remembering what is and isn’t acceptable but she is so hard not to love she can get away with a lot more than she should
subject: weapons / weapon upgrades
this is a broad subject concerning all the weapons currently in use from sidearm’s to citadel missiles but the only real change is in the designations and capabilities of these weapons. the FSSN is a virgin fleet. it is the first and only stand of vessels to leave earth for any extended period of time and much of its technology is inconsistent to the age and often modified heavily. the FSSN's main firepower comes from the array of Gauss rifles. electromagnetically accelerated weapons. this weapon is still very new and ofcourse is unrefined in some respects. their bore refers to how large the round is that it fires not how wide the barrel is, most gauss rifles have a barrel much larger than the round that is fired
personnel weapons are obviously the smallest of the weapons. there are mounted variants used on fighters and other vehicles but thats not important. gauss weapons at this stage are power sucking cannons, forcing one into the shell of a frontline assault weapon is nearly impossible, gauss rifles are therefore assigned the role of tactical weapon or support. finally drawing the line and going back to the old reliable ballistic weapons for frontline tactics. this creates a contrast at some points where one officer might poses an assault rifle and another officer beside him a gauss rifle. Although gauss rifles like this have taken over for anti-material rifles and long range sniper rifles
leaf turrets are the smallest of the mounted weapons, fixed weapons can be of any variety but fixed weapons arent interchangeable. turrets are. leaf turrets are computer controlled light defence guns usually a 58mm minigun or an avenger missile pod used on small ships for their own defence. these sort of weapons arent really good against anything much bigger than the ship that wields them
M5 base guns are the next turret up. the designation M5 just refers to the area of hull the mechanism take up, M5 turrets are manually controlled hard defence guns for larger ships. most common is the Dual 105mm gauss repeater. these can be spread across a large hull in numbers and if given the change can lay down an incredibly directed stream of fire. although the 105mm isnt particularly large bore the sheer amount of power that can be funnelled into these turrets gives them a fast recharge time so keeping the fire on isnt a hard thing to do
M10 base turrets are the work horses of the fleet. most are manually controlled. barrelled or podded large bore weapons designed specifically to deal heavy damage over short time, Hammer turret and the legendary THOR gun are among the M10 range. these turrets move slower but depending on the situation rarely have to move anyway
M20 base turrets are monsters. they are only fitted to the largest of ships and are manually controlled from a remote point within the ship that carries them. very few things come up against these and live to tell the story
standard missiles are the Avenger and the Hammer missile. Avenger missiles are the smallest and are only 3 metres long. stacked in a pod of 16 only takes up 3 cubic metres, the Hammer is much larger, being 10 metres long and stacked in a pod of 16 takes up 25 cubic metres. each missile capable of using all types of warhead, C7 explosive (naturally), cobalt mass warhead and caesium reactive. the Hammer comes standard with explosive warheads and the Avenger comes standard with caesium reactive warheads. each missile is most effective with one warhead over another
citadel missiles are the Cearess and the Quarter missile. ceares missiles are a massive 20 metres long and 1.25 metres in diameter, they used to carry all warhead types but now due to resources limitations only come with mass warheads which they are most effective with anyway. quarter missiles are the largest of the missiles, 20 metres long and 2.5 metres in diameter. these are the only missiles to posses thermal nuclear warheads however the FSSN has vowed never to use them against a planet's surface
Armageddon weapons are obviously the most powerful of all weapons in our grasp. the 1000mm gauss rifle and the Moonraker missile are such weapons, these are basically 'fuck you' buttons. the 1000mm gauss rifle or Thousand gun is incredibly directional, this weapon says sir issac Newton is the deadliest bastard to ever have lived and launches a quarter tonne of cobalt at 30 times the speed of sound, ignoring energy shielding completely by its sheer mass and impacting the nearest solid object with a total force i havent yet calculated beyond a guess. Moonraker missiles have a much shorter range but are no less devastating. using a caesium reactive warhead they impale their target and force a blast of pressurized hydrogen into the ship effectively ripping it apart from the inside out layer by layer. almost sadistic if we werent shooting at ships. no, the crew dont feel a thing
subject: ship systems and technology
this is probably the area with the most new updates. most of it will be very scientific but i will attempt to keep it simple
Autopilots are a new venture into the operation of starships. each one unique to every ship with a computer system capable of operating one. Each have different voices. different interfaces and different thresholds. an autopilot dose more than just pilot the ship, it has control over many systems. not every system mind you but enough to merit having physical cutoffs if anything bugs the computer. communications is the biggest part of the autopilots hold. it makes life on the ship so much easier. the autopilot broadcasts warnings and messages over the intercom automatically. it can be used to identify problems, lock doors, communicate between crew and ships, it can use the intercom to track the voice of someone so they can be located with a fare amount of accuracy and it has the ability to give information on anything to anywhere, AND to some extent capable of running tests, scans and even playing music. although the system is still very simple it has sever limitations. ofcourse the engines are part of its control. the autopilot can start and shutdown engines, it can reduce and increase fuel flow to a certain restriction set by the physical throttle controls, it can change direction, it can change to generator only mode. most other systems the autopilot branches into are for advisory reasons rather than control. like the weapons systems. the interface just places a calculated representation of the guns path or the missiles trajectory on the operators HUD and advises ammunition levels if needed. and no. the system is NOT an artificial intelligence. it is just a simple set of subroutines that can respond to a voice command prompt. like the voice recognition on a laptop only with a much smoother voice and a far more advanced interpretation
Environmental systems are the basis of any maned vessel without question. On an FSSN vessel the environmental system includes air reprocessing, circulation, temperature regulation and compression. Now, this is not one hub system but infact 3 separate sub-systems. Starting with reprocessing. air is generated through photosynthesis in a greenhouse on larger ships and through a carbon filter on smaller ships, both require 0 electrical energy to operate and will always run at 100% if not damaged or destroyed. Nothing particularly new. The circulation and the compression system are interlinked. a series of 5x20cm ducts spread fresh, breathable air to every room and hall on the ship. In the event of a decompression a spring loaded 5cm steel gate will snap closed at a sudden pressure change isolating the decompressed zone from the rest of the ship loosing very little atmosphere besides what was in the room already. These valves are into and out of every room in the ship. And finally the heating system. The VAST majority of space is a temperature range of -265 degrees Celsius. That is colder than liquid nitrogen FYI so heating is essential but the energy required to heat an entire ship to 20 degrees Celsius is incredible using conventional means. There has been a recent upgrade to this system. Read the ‘Engines’ section for details
Engines are the next most vital system. They provide thrust allowing control and motion of the ship obviously but FSSN engines also produce electrical power for the ship. All engines run on powdered uranium which is stored like a liquid but when compressed behaves like a solid giving us the mass needed to initiate critical mass. The larger the grain of powder the more blast effect increasing thrust but larger grains have less mass per litre increasing consumption rates. This reaction is incredibly hot and even though the reaction flame never touches any component of the engine the heat will inevitably destroy the engine either resulting in critical mass or total internal failure. computer cores of larger ships had a similar problem but a coolant system protects the electronics from heat damage. Using a hydraulic fluid the consistency of marmalade jam containing 35% iron absorbs and distributes heat from the cores to a heat sink on the ships hull. This system was duplicated and multiplied in size by an factor of 8 and covers the entire ship to connect the engines components to heat sinks all over the hull, this system regulates the heat from the engines incredibly well and infact reduces the entire ships heat signature by distributing a percentage of that heat throughout the ship itself and by opening or closing heat sink grates we can regulate the environmental temperature very easily and very quickly. This is just another example of the FSSN’s incredible ability to use one system for multiple tasks
Quantum drive is an experimental self-perpetuating warp drive that can be fitted to most ships using pods with 2 compression shafts each used ALWAYS in pairs running on unstable fuel sources… beyond that everything is [CLASSIFIED]
Subject: starship database
A complete database including dimensions and capabilities of all ships would take forever to write. Instead I will use previously submitted material. A link should contain specifications of each ship within the artist comment window. This list will be in ascending order of their designated type
Hailfighter}
Uprizing } http://www.furaffinity.net/view/5450241/
Skimmer }
Type4 . battleship (3 working variations)
rush and tackle veriant http://www.furaffinity.net/view/4771347/
bullnose veriant http://www.furaffinity.net/view/5355964/
Type19 . freighter http://www.furaffinity.net/view/4771643/
Type26 . destroyer http://www.furaffinity.net/view/5450486/
Type34 . frigate (all variations not submitted)
standard veriant http://www.furaffinity.net/view/4727859/
sniper veriant (not submited)
mine layer veriant (not submited)
Type71 . tactical cruiser http:// www.furaffinity.net/view/4802066/
Type98 . super freighter http://www.furaffinity.net/view/4812661/
Type104 . Heavy cruiser (no current referance avalable)
Type108 . Repair station http://www.furaffinity.net/view/4754047/
Type111 . defence station (3 working variations)
A-veriant http://www.furaffinity.net/view/457...../#cid:34068924
B-veriant http://www.furaffinity.net/view/457...../#cid:34106945
C-veriant http://www.furaffinity.net/view/4583429/
Type125-A . heavy battleship (only one of these exists) http://www.furaffinity.net/view/5439478/
Type125-B . battle-carrier http://www.furaffinity.net/view/5434773/
subject: main characters
if you didnt know already I have 3 main characters. over the past year they have gone under some minor changes and additions... mostly minor. so this one is short
the first of which is Fleet Admiral Chip Stormcrow. i shouldnt really have to spill his profile beyond that. his personality as a whole is easy to get along with and he is quite a likeable person. adventurous and understanding, but due to occupational hazards he is hard to get close to for the fear of loosing a loved one. he is single and plans to stay that way having ended his active quest for a soul mate long ago. now, his place as leader is questionable due to the fact his commanding spirit rather than his command ability put him in charge. it is his sheer strength of heart and will that makes him a powerful and effective leader. he is a vicious fighter in any field of battle but will always take as many non-violent options to resolve the situation first and then consider non-lethal but inevitably it comes down to 'us vs them', a very competent engineer and a vast scientific knowledge make him very unpredictable at times. his ability to analyse a situation or a person quickly and adapt accordingly is also legendary. he is nearly unstoppable but that is him alone. other people are just liabilities in this instance because of his lack of command training he cant always convey his thought to the rest of his crew effectively. but even if the situation goes titsup which it usually does he has the uncanny ability to pull a miracle literally out of his ass. that not helped by his poor choices and timing
the second is my dragon... Veteran Captain Xander Fletcher. he is the polar opposite to chip in many respects besides a likable and understanding personality. he will deliberately look for the fight and will more than likely take the first shot in any battle, he boarders on psychologically unstable when in said fights. he can be callus when crew die under his command but usually ends up drinking away his problems. he too is single and plans to stay that way having ended his search for a mate but he is a total player and will not hesitate to rip everything off at a moments notice. everyone knows he is minus a wing but with some simple engineering he is still flight worthy. being a GENETIC dragon he has been programmed with 20 years of command experience, 20 years of flight experience. 10 years of tactical training and 10 years of weapons training. he is designed from the ground up to cause a fucktone of damage with surgical precision but though all that he is little more than a broken hearted little boy
the third is everyone’s favourite lizard. lieutenant commander Jintulkin De'ryer. she has become incredibly popular to an astonishing level and has gone under more than just minor tweaks. her entire personality has been changed and much of her past is not militaristic like a normal Dacliny should be. no, she was a slave... not a slave like you know, she was adopted from an early age and slowly programmed by her father figure. she was raised well. educated well. fed well and cared for but still made to do hard, repetitive work in less than ideal conditions. in a space faring fleet having a poorly educated, poorly treated slave work on ion-drive engines is so obviously stupid its... obviously stupid. She is a rare species of Dacliny and to her owner she is little more than a prize. The person who adopted her was a starship captain. When she was brought aboard his crew then joined in her personal hell. the elusion of love was embedded in her mind when they said they loved her when she did what she was asked which could include doing her work expertly and without supervision or doing ’favours’ for the father figure and the crew he carried but not often was the case. although again she was not a normal slave. she has free will and military training. but this life slowly got the best of her... she knew this wasnt right and fell into a depressive spiral every time she was taken advantage of and left to her work sore and broken. seeking her own destruction she stowed away on an ODN ship... looking for death she basically displayed herself to a spray of bullets… which never came. chip could not shoot a proud creature so defencelessly splayed out as her. now she is a part of the crew, treated with respect. loved properly but still her programmed mind can not be un-programmed due to its simplicity. she isnt stupid by any means. she just has incredible difficulty learning beyond what she already knows and remembering what is and isn’t acceptable but she is so hard not to love she can get away with a lot more than she should
subject: weapons / weapon upgrades
this is a broad subject concerning all the weapons currently in use from sidearm’s to citadel missiles but the only real change is in the designations and capabilities of these weapons. the FSSN is a virgin fleet. it is the first and only stand of vessels to leave earth for any extended period of time and much of its technology is inconsistent to the age and often modified heavily. the FSSN's main firepower comes from the array of Gauss rifles. electromagnetically accelerated weapons. this weapon is still very new and ofcourse is unrefined in some respects. their bore refers to how large the round is that it fires not how wide the barrel is, most gauss rifles have a barrel much larger than the round that is fired
personnel weapons are obviously the smallest of the weapons. there are mounted variants used on fighters and other vehicles but thats not important. gauss weapons at this stage are power sucking cannons, forcing one into the shell of a frontline assault weapon is nearly impossible, gauss rifles are therefore assigned the role of tactical weapon or support. finally drawing the line and going back to the old reliable ballistic weapons for frontline tactics. this creates a contrast at some points where one officer might poses an assault rifle and another officer beside him a gauss rifle. Although gauss rifles like this have taken over for anti-material rifles and long range sniper rifles
leaf turrets are the smallest of the mounted weapons, fixed weapons can be of any variety but fixed weapons arent interchangeable. turrets are. leaf turrets are computer controlled light defence guns usually a 58mm minigun or an avenger missile pod used on small ships for their own defence. these sort of weapons arent really good against anything much bigger than the ship that wields them
M5 base guns are the next turret up. the designation M5 just refers to the area of hull the mechanism take up, M5 turrets are manually controlled hard defence guns for larger ships. most common is the Dual 105mm gauss repeater. these can be spread across a large hull in numbers and if given the change can lay down an incredibly directed stream of fire. although the 105mm isnt particularly large bore the sheer amount of power that can be funnelled into these turrets gives them a fast recharge time so keeping the fire on isnt a hard thing to do
M10 base turrets are the work horses of the fleet. most are manually controlled. barrelled or podded large bore weapons designed specifically to deal heavy damage over short time, Hammer turret and the legendary THOR gun are among the M10 range. these turrets move slower but depending on the situation rarely have to move anyway
M20 base turrets are monsters. they are only fitted to the largest of ships and are manually controlled from a remote point within the ship that carries them. very few things come up against these and live to tell the story
standard missiles are the Avenger and the Hammer missile. Avenger missiles are the smallest and are only 3 metres long. stacked in a pod of 16 only takes up 3 cubic metres, the Hammer is much larger, being 10 metres long and stacked in a pod of 16 takes up 25 cubic metres. each missile capable of using all types of warhead, C7 explosive (naturally), cobalt mass warhead and caesium reactive. the Hammer comes standard with explosive warheads and the Avenger comes standard with caesium reactive warheads. each missile is most effective with one warhead over another
citadel missiles are the Cearess and the Quarter missile. ceares missiles are a massive 20 metres long and 1.25 metres in diameter, they used to carry all warhead types but now due to resources limitations only come with mass warheads which they are most effective with anyway. quarter missiles are the largest of the missiles, 20 metres long and 2.5 metres in diameter. these are the only missiles to posses thermal nuclear warheads however the FSSN has vowed never to use them against a planet's surface
Armageddon weapons are obviously the most powerful of all weapons in our grasp. the 1000mm gauss rifle and the Moonraker missile are such weapons, these are basically 'fuck you' buttons. the 1000mm gauss rifle or Thousand gun is incredibly directional, this weapon says sir issac Newton is the deadliest bastard to ever have lived and launches a quarter tonne of cobalt at 30 times the speed of sound, ignoring energy shielding completely by its sheer mass and impacting the nearest solid object with a total force i havent yet calculated beyond a guess. Moonraker missiles have a much shorter range but are no less devastating. using a caesium reactive warhead they impale their target and force a blast of pressurized hydrogen into the ship effectively ripping it apart from the inside out layer by layer. almost sadistic if we werent shooting at ships. no, the crew dont feel a thing
subject: ship systems and technology
this is probably the area with the most new updates. most of it will be very scientific but i will attempt to keep it simple
Autopilots are a new venture into the operation of starships. each one unique to every ship with a computer system capable of operating one. Each have different voices. different interfaces and different thresholds. an autopilot dose more than just pilot the ship, it has control over many systems. not every system mind you but enough to merit having physical cutoffs if anything bugs the computer. communications is the biggest part of the autopilots hold. it makes life on the ship so much easier. the autopilot broadcasts warnings and messages over the intercom automatically. it can be used to identify problems, lock doors, communicate between crew and ships, it can use the intercom to track the voice of someone so they can be located with a fare amount of accuracy and it has the ability to give information on anything to anywhere, AND to some extent capable of running tests, scans and even playing music. although the system is still very simple it has sever limitations. ofcourse the engines are part of its control. the autopilot can start and shutdown engines, it can reduce and increase fuel flow to a certain restriction set by the physical throttle controls, it can change direction, it can change to generator only mode. most other systems the autopilot branches into are for advisory reasons rather than control. like the weapons systems. the interface just places a calculated representation of the guns path or the missiles trajectory on the operators HUD and advises ammunition levels if needed. and no. the system is NOT an artificial intelligence. it is just a simple set of subroutines that can respond to a voice command prompt. like the voice recognition on a laptop only with a much smoother voice and a far more advanced interpretation
Environmental systems are the basis of any maned vessel without question. On an FSSN vessel the environmental system includes air reprocessing, circulation, temperature regulation and compression. Now, this is not one hub system but infact 3 separate sub-systems. Starting with reprocessing. air is generated through photosynthesis in a greenhouse on larger ships and through a carbon filter on smaller ships, both require 0 electrical energy to operate and will always run at 100% if not damaged or destroyed. Nothing particularly new. The circulation and the compression system are interlinked. a series of 5x20cm ducts spread fresh, breathable air to every room and hall on the ship. In the event of a decompression a spring loaded 5cm steel gate will snap closed at a sudden pressure change isolating the decompressed zone from the rest of the ship loosing very little atmosphere besides what was in the room already. These valves are into and out of every room in the ship. And finally the heating system. The VAST majority of space is a temperature range of -265 degrees Celsius. That is colder than liquid nitrogen FYI so heating is essential but the energy required to heat an entire ship to 20 degrees Celsius is incredible using conventional means. There has been a recent upgrade to this system. Read the ‘Engines’ section for details
Engines are the next most vital system. They provide thrust allowing control and motion of the ship obviously but FSSN engines also produce electrical power for the ship. All engines run on powdered uranium which is stored like a liquid but when compressed behaves like a solid giving us the mass needed to initiate critical mass. The larger the grain of powder the more blast effect increasing thrust but larger grains have less mass per litre increasing consumption rates. This reaction is incredibly hot and even though the reaction flame never touches any component of the engine the heat will inevitably destroy the engine either resulting in critical mass or total internal failure. computer cores of larger ships had a similar problem but a coolant system protects the electronics from heat damage. Using a hydraulic fluid the consistency of marmalade jam containing 35% iron absorbs and distributes heat from the cores to a heat sink on the ships hull. This system was duplicated and multiplied in size by an factor of 8 and covers the entire ship to connect the engines components to heat sinks all over the hull, this system regulates the heat from the engines incredibly well and infact reduces the entire ships heat signature by distributing a percentage of that heat throughout the ship itself and by opening or closing heat sink grates we can regulate the environmental temperature very easily and very quickly. This is just another example of the FSSN’s incredible ability to use one system for multiple tasks
Quantum drive is an experimental self-perpetuating warp drive that can be fitted to most ships using pods with 2 compression shafts each used ALWAYS in pairs running on unstable fuel sources… beyond that everything is [CLASSIFIED]
Subject: starship database
A complete database including dimensions and capabilities of all ships would take forever to write. Instead I will use previously submitted material. A link should contain specifications of each ship within the artist comment window. This list will be in ascending order of their designated type
Hailfighter}
Uprizing } http://www.furaffinity.net/view/5450241/
Skimmer }
Type4 . battleship (3 working variations)
rush and tackle veriant http://www.furaffinity.net/view/4771347/
bullnose veriant http://www.furaffinity.net/view/5355964/
Type19 . freighter http://www.furaffinity.net/view/4771643/
Type26 . destroyer http://www.furaffinity.net/view/5450486/
Type34 . frigate (all variations not submitted)
standard veriant http://www.furaffinity.net/view/4727859/
sniper veriant (not submited)
mine layer veriant (not submited)
Type71 . tactical cruiser http:// www.furaffinity.net/view/4802066/
Type98 . super freighter http://www.furaffinity.net/view/4812661/
Type104 . Heavy cruiser (no current referance avalable)
Type108 . Repair station http://www.furaffinity.net/view/4754047/
Type111 . defence station (3 working variations)
A-veriant http://www.furaffinity.net/view/457...../#cid:34068924
B-veriant http://www.furaffinity.net/view/457...../#cid:34106945
C-veriant http://www.furaffinity.net/view/4583429/
Type125-A . heavy battleship (only one of these exists) http://www.furaffinity.net/view/5439478/
Type125-B . battle-carrier http://www.furaffinity.net/view/5434773/
Niverian77
~niverian77
this is a freak'n long journal!!!!
Xander Fletcher
~thelastcentaur
OP
i said at the very top i dont expect you to read it all
Niverian77
~niverian77
lol....I didn't!^^
Xander Fletcher
~thelastcentaur
OP
just the stuff you wanted to know right?
Niverian77
~niverian77
pretty much skimmed through it.
FA+