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 Legacy Station

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Kyle Telos
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Kyle Telos

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Legacy Station Empty
Under Review#1PostSubject: Legacy Station   Legacy Station EmptySat Nov 11, 2017 9:22 am

Spoiler:

Designation: TIRAD-DSE-BFP001 (Terran Imperium Reseach And Design - Deep Space Engineering - Battle Fortress Prototype 001)
Name: Terran Imperium Citadel “Jormungund” renamed to Legacy Station
Manufacturer: Terran Galactic Industries w/ Terran Science Union
Owner: Terran Imperium Order of Shadows
Location: Uncharted Space

Dimensions: Length 1700m (radius), Height 300m(tallest), Cradle Inner Length 1400m
Max. Crew: 45,000
Optimal Crew: 15,000
Current Crew: 10,000 (Currently in Stasis)

Materials:
Tritanium - By refining Trilithium further than Duranium (Refined Dilithium + Titanium alloy) and making it an alloy with titanium, one gets Tritanium which is stronger, lighter and has a better deflection value. Most of the station aside from the armor plating is made of this material due to it being the cheapest and most readily available.
Neutronium - By collecting neutrons and refining them together with Duranium, one can create Neutronium which has a stronger durability than even Tritanium. Primary material used as armor plating across the entire station.
Neutro-Wolframium - Strongest metal commercially available while still being Military-Grade. Based on the synthetic chemical compound of Tungsten Carbide, by refining neutrons with it during the creation process, it changes from its powder form to a solid metal which can then be forged. Used as armor plating around critical components such as power cores, crew components, and structural weak points.
Stellarium - By refining Stellarite Ore, found in asteroid fields that have been exposed to a lot of exotic matter on top of high gravitational fields and usually mined on gas giants, Stellarium boasts a high dispersion rate and durability. Instead of absorbing energy, it scatters and disperses energy and kinetic forces across its surface, lighting up its black luster that sparkles like a night sky. Like this, the metal itself seems to glow after each shot on its surface. Used as hull plating on the Central Hub, to protect the main part of the station.

Rarity: Unique (Only 1)

Grades:
9 Weapon
9 Armor
9 Shield
1 Speed (Orbiting Thrusters)
1 Maneuver(Maneuvering Thrusters)


Description:
Legacy Station is a prototype deep space military starbase, designed to be entirely self-sufficient, in order for it to remain hidden from any prying eyes, and have enough firepower to take out anyone who takes notice. In the event that it came under attack, it constructed as such to survive an onslaught of firepower, and equipped with one of the very first experimental Dampening Fields. Unfortunately, this shield was destroyed and all blueprints of it gone. With facilities for refining, production and manufacturing, the station can essentially go from having nothing except a single mining ship, into a full blown production facility. At optimal levels and fully upgraded, this station would be the equivalent of a small planet, condensed into a single station. Many died for it to get to where it is now.
Currently, there are limited supplies on the station, and many of them inaccessible due to damage. The overall shape is still intact, but there is extensive damage to the outer hull, and essentially all main modules and components need major repairs after the backlash caused by the experimental shield.
Everywhere within 20km of the station is a debris field. It wouldn’t be wrong to call the entire area a ship graveyard, with the damaged station appearing in the center as a ghost-station. There are several ships which are painted the same shade as the station, while the other hundreds of small ships, dozens of medium ships, and several large ships are of a different color scheme despite being the same configuration, indicating the same manufacturer but different allegiance. Only the ones of the same allegiance appear to be within a state that can be repaired, whereas the destroyed fleet shows massive damage, and it is highly unlikely to salvage anything other than parts or raw materials.
Further out, about 4 hours away at sublight speeds, there is an asteroid field containing ice, silicon, hydrogen gas, ion gas, plasma gas, titanium, dilithium (refines into trilithium), and strangely enough, minimal amounts of stellarite ore, despite its natural formation methods. The resources in this asteroid field are enough to repair a third of the station at most, or some of the station and maybe one medium ship with a little to spare.
With all the debris and asteroids combined, it can be estimated that half the station, two medium ships, and some small ships and drones can be made or repaired.
Legacy Station is the Home Base, and Final Bastion of the "Order of Shadows".

History:
In an alternate universe, Earth was under constant threat by alien species, driving them to become isolated, and form the Terran Imperium. Militant and suspicious to a fault, yet not averse to accepting other species, especially those that would be loyal to them. After stealing a multitude of technological knowledge from every species they found, and making partial precursor discoveries leading to more knowledge, Terrans came to flourish and survive, and even fight back against the constant assaults from other species. From the quick technological advancements, they learned how to miniaturize systems, make the most of their space, and finally reach the point where ships didn’t need to be large to have lots of guns on them. The largest constructed Terran ship, the Behemoth (one size above Titan), was only 1800m long, and boasted the most advanced weapons, shields and everything else, allowing it to fight on par against the other species’ behemoths of the same size.
The culmination of all their experience was to be put into this one station, a secret military station, and an experiment, a prototype which would serve as a prelude to more of them. All the Terran’s secrets and blueprints they were hiding, all of them stored here. After it was finished being built in its entirety, it was immediately captured. With the past catching up on them, the Bellerophon and Phantoms - who went through so much due to inhumane experiments - infiltrated it over its construction time, and picked the apple when it was ripe. “Either we have it, or no one has it.”
With a massive fight going on, the station lost its shields quickly, weapons destroyed and power cores attacked. In the defence, the station managed to rip most of the Terran fleet to shreds with the help of the allied ships. The station’s experimental shield was activated, severing the connection between the space inside and outside by using a time-space displacement modulation in the field, but got caught up in the convergence by doing so. The side effects itself caused a massive surge of energy inside the field and flaring outwards in a burst over a large distance, overloading all power cores, discharging into any sentient being unlucky enough to be outside of a stasis pod, and effectively frying any modules that happened to be active, which was all of them.
Like this, the station had emerged into the galaxy of the convergence, in uncharted territories, with just a husk of what it was meant to be.

Development Threads:

    Central Hub

    • Stage 1 - 0%
    • Stage 2 - 0%
    • Stage 3 - 0%
    • Stage 4 - 0%

    Multi-Purpose Cradle Alpha

    • Stage 1 - 0%
    • Stage 2 - 0%
    • Stage 3 - 0%
    • Stage 4 - 0%

    Multi-Purpose Cradle Omega

    • Stage 1 - 0%
    • Stage 2 - 0%
    • Stage 3 - 0%
    • Stage 4 - 0%

    Multi-Purpose Cradle Gamma

    • Stage 1 - 0%
    • Stage 2 - 0%
    • Stage 3 - 0%
    • Stage 4 - 0%




Defence:
Polarized Hull Plating 0% Efficiency (Inactive)
Variable Density Armor Plating 37% Efficiency (Damaged)
Structural Force Fields 0% Efficiency (Inactive)
Central Hub Shielding 0% Efficiency (Inactive)
Station Shields 0% Efficiency (Inactive)

Offense:
0/166 Hellfire Turrets
0/96 Plasma Turrets
0/44 Phaser Cannons
0/36 Quantum Torpedo Launchers

Miscellaneous:
Unity Defence Grid System 0% Efficiency (Inactive)
Electronic Warfare 0% Efficiency (Inactive)
Multi-Spectral Scanning Array 0% Efficiency (Inactive)
Station Drone System 0% Efficiency (Inactive)

Drones:
Cap. 450
0 "Scoop" Mining Drone
0 "Loader" Cargo Drone
0 "Architect" Construction Drone
0 "Cedar" Defence Drone

Small Ships:
Cap. 150
0 "Crow" Fighter
0 "Dwarf" Miner
0 "Sylph" Transport
0 "Wagyu" Hauler

Medium Ships:
Cap. 25
0 "Swarm" Light Cruiser Carrier
0 "Caliburn" Light Cruiser
0 "Revolver" Destroyer
0 "Lance" Destroyer
0 "Broadside" Destroyer
0 "Murder" Frigate Light Carrier
0 "Mjolnir" Frigate
0 "Gandr" Corvette
0 "Barge" Frigate Miner

Large Ships:
Cap. 8
0 "Orpheus" Battleship
0 "Garm" Assault Cruiser
0 "Barrage" Assault Cruiser
0 "Adventurer" Exploration Cruiser
0 "Hermes" Support Cruiser

Capital Ships:
Cap. 3
0 "Arawnn" Superdreadnought
0 "Pwyll" Dreadnought


Module Descriptions:

    Essential Modules:

    • Central Power Core - The largest power core, made to power the entire station alone at 100% efficiency, ruling out weapons, defences and other such facilities. Because of its size, it requires at least three primary power cores active to start it, while only requiring 2 primary power cores’ worth of trilithium crystals. Like all power cores of the Terran Imperium, they run on trilithium crystals and can store energy like a battery. Produces a very large amount of power, and can store an above average amount of power. In addition, all power cores work in parallel, so that if one fails, the rest can take up the load.
    • Primary Power Core - Cores which provide the most power, and work in parallel to keep all systems running by sharing the load. Can be started manually. Can be jumpstarted by higher priority cores. Produces a large amount of power, and can store an above average amount of power.
    • Secondary Power Core - Cores which are meant to power additional systems and work in tandem with higher priority power cores. Can be started manually. Can be jumpstarted by higher priority cores. Produces an above average amount of power, and can store an average amount of power.
    • Tertiary Power Core - Cores which are meant as a backup, usually to power life support and maneuvering thrusters, those sorts of systems. Effective when used in parallel with other cores. Can be started manually or by other cores of a higher priority than itself. Produces an average amount of power, and can store an average amount of power.
    • Auxiliary Power Core - A core which is typically used as a conduit to transfer high amounts of energy between itself and other system, while still being able to power a few minimal systems, and has a higher energy storage than other cores. Can be started manually or by a higher priority core. Produces a below average amount of power, and can store a very large amount of power.
    • Primary Life Support - The main life support system which covers oxygen, air filters, waste recycle, artificial gravity, variable atmospheric generators, liquid filters and plumbing, emergency bulkheads and force fields, dangerous materials detection and so on.
    • Regional Life Support - Divides systems into sections throughout the station so that even if the primary system is compromised, it can still function in unaffected areas.
    • Central Computer Core - The control system which serves as the software of the entire station, making sure everything works as it should.
    • Regional Computer Core - Divides systems into sections throughout the station so that even if the primary system is compromised, it can still function in unaffected areas.
    • Central Crew Quarters - Covers things such as sleeping quarters, recreation areas, security stations, engineering stations, mess hall, kitchen, relaxation area, C&C, and so on.
    • Regional Crew Quarters - Divides systems into sections throughout the station so that even if the primary system is compromised, it can still function in unaffected areas.

    Electronic Modules:

    • Processing Core - An optional module which is specialized in processing power, helping to support the computer core, increasing its efficiency and relieving some of the load.
    • Memory Core - An optional module which is specialized in memory - both long- and short-term - to support the computer core, increasing its efficiency and relieving some of the load.
    • Quantum Computer - A dedicated module separate from a computer core, capable of running equal to or better than one, but specializing in more complex tasks. Especially useful for running an AI capable of running a station.
    • Station AI - Artificial Intelligence designed to partially or fully govern over a station, to give it autonomous action. They can also be given personalities, and serve any task given to them. Particularly handy if given permission to control unmanned drones to increase their efficiency. Can also be used to control large ships, though only one at a time, as it causes a large person on its computer.
    • Station AGI - Artificial General Intelligence, which has the same intellectual capacity as sentient beings. Being a step above a station AI, they can govern a station themselves, and serve as a leader of station AI. Can control a single large ship accurately, or multiple large ships at the level of “move here, do this action”, similar to a strategy game.
    • Energy Distribution Grid - System which controls and regulates the distribution of energy across the station. Making sure all power cores are working efficiently together in parallel, re-directing away from and circumventing broken circuits, adjusting power levels within safe parameters autonomously, and additionally, providing the station the means of directing energy to external sources, such as powering docked ships.
    • Radar/Communications Array - Standard array designed to be used for communications, short-range tracking, and long-range scanning. Effective for its purpose.
    • Multi-Spectral Scanning Array - High powered scanning array that can scan for majority of things, including stealth, within medium range of the station depending on interference, in-depth scans within the same system, and serve as a radar to monitor up to several stars away.
    • Internal Sensors - Although usually a standard thing to have that wouldn’t be taken notice of, these internal sensors are unique in that they monitor a lot more things than usual, and have the capability to do a high-precision scan. Useful for detecting life forms, their bodily status and wounds, configuration of invading tech, and can even differentiate between a fire meant for cooking, and a fire breaking out unnaturally.
    • Internal Defence System - A collection of features within the station are listed under this. Emergency bulkheads meant to seal off a de-pressurizing and/or damaged sections, blast doors to prevent the advance of invading forces, force fields to prevent weapons fire and passage through a corridor, and even a localized venting into space, or venting of atmosphere or removal of gravity if the system deems it safe for friendly forces and detrimental for hostile forces. On the offensive side, there are anti-personnel pulse turrets set up everywhere to make it as difficult as possible for hostile forces to survive. Of course, there is an obligatory stun setting and overload setting for if they are needed.
    • Station Drone System - With drones capable of their own propulsion and gravitation, this system is a means of utilizing them inside the station. Drones can include medical, construction, training, shield and defence drones, with the latter two being used in security.
    • Unity Defence Grid System - A system module designed to unify the entire station as one single entity. Sensors use high-speed scanning and relay detailed and accurate information to other systems and direct shield distribution to the necessary areas to balance the needed defences, managing energy distribution, weapon targeting and guidance systems are linked in to predict trajectories and movements, to more quickly and accurately track the necessary targets, fire in a sequence or in waves or to reduce mobility of hostile targets, and so on. Controlled drones are also directed by this system to provide assistance in a timely manner. This data is also linked and made available to all allied ships, to create an effective defence without causing self harm.
    • Electronic Warfare System - On top of giving an overview of the situation and linking allied ships together for better direction in combat, this is not just a means of support but also combat. Using this against hostiles can help disrupt their systems, hacking their computer core in order to take control or at the very least, interfere with their systems. Re-routing power, scrambling their comms and radar, disabling weapons and engines, even going so far as disabling life support. This also helps counter against all of those. Natural firewalls can delay this, but they don’t fight back. Enemies beware. Also of note, the best counter to this, is to operate a ship on a closed network. This means no uplink, no comms, and sometimes no sensors, as they can all be used to invade the system.

    Storage Modules:

    • Container Storage Facilities - Stores cargo, materials, wares and so on of this particular resource type. Container storage is typically for products that are ready to be shipped and used; be they weapons, armor, equipment, ammunition, drones, fighters, so on.
    • Bulk Storage Facilities - Stores cargo, materials, wares and so on of this particular resource type. Bulk storage is typically for raw and processed materials such as reinforced metal plates, iron ore, trilithium crystals, so on.
    • Liquid Storage Facilities - Stores cargo, materials, wares and so on of this particular resource type. Liquid storage is self explanatory, but typically stores things than need to be contained, sealed, and pure. Liquids can include water, liquid plasma, plasma coolant, bio-gel, and so on.
    • Gas Storage Facilities - Stores cargo, materials, wares and so on of this particular resource type. Gas storage is straightforward, and stores gases that cannot be stored with anything else.
    • Universal Storage Facilities - Stores cargo, materials, wares and so on from any of the types available. In return, there is usually less storage space available due to the containment necessity, in order to convert and maintain the different materials.

    Production Modules:

    • Food & Water Facilities - Produces food and water. Includes dairy, livestock, water, brewery and so on. Typically work on a closed circuit within the station, meaning that whatever is used is reused. For example, human waste is broken down and reused for water and food in the form of things such as fertilizer.
    • Civilian Refining Facilities - Converts raw materials into civilian-grade items. Processing wool, these sort of things. There are limited facilities for high-grade refining such as stronger metal refining.
    • Military Refining Facilities - Converts raw materials into military-grade items. High-grade ore into high military-grade metal, for instance.
    • Civilian Production Facilities - Uses raw or refined materials to produce civilian-grade products such as clothing, recreational tools, production tools and so on.
    • Military Production Facilities - Uses raw or refined materials to produce military-grade products such as military clothing-fibers, higher grade facilities, reinforced metal plates and so on.
    • Equipment Manufacturing - Facilities required to make personal equipment.
    • Vehicle Manufacturing - Facilities required to make vehicles.

    Shipyard Modules:

    • Drone Manufacturing - Facilities required to construct drones.
    • Drone Launch Bay - Facilities which allow drones to launch and land.
    • Small Ship Manufacturing - Facilities required to construct small ships, such as fighters, bombers, mining boats, transports and so on.
    • Small Ship Hangar - Facilities which allow small ships to launch and land.
    • Medium Ship Manufacturing - Facilities required to construct medium ships; corvettes, frigates, destroyers, light cruisers. (Up to a length of 400m)
    • Medium Ship Dock - Facilities which allow medium ships to dock, load and unload.
    • Large Ship Manufacturing - Facilities required to construct large ships; cruisers, assault cruisers, battleships. (Up to a length of 800m)
    • Large Ship Dock - Facilities which allow large ships to dock, load and unload.
    • Capital Ship Manufacturing - Facilities required to construct capital ships; dreadnought, superdreadnought, ???. (Anything with a length above 800m)
    • Cradle Isolation Field - Module which allows the cradle to create a field around its structure, or around individual ships, and isolate it. Used particularly a lot when doing overhauls of larger ships, or when constructing them, as they can work in a zero gravity environment, without risk of objects or people floating away. It also serves as a means of containing any damage. Although an atmosphere can be pumped into the field, it is not recommended for crew to be in it without an EVA suit in the event the field collapses.
    • Cradle Configuration Conversion - Module which allows the cradle to change its configuration to fit different ship sizes by widening or shrinking. This can also be used to close up the cradles and reduce damage to the inner cradle area during firefights. In addition, this allows the cradle to pivot from the central hub. With all three cradles positioned above from central hub, it makes it possible to construct ships faster by combining their collective facilities. This is also necessary to build capital ships due to the time and size.

    Defence Modules:

    • Polarized Hull Plating - Reduce damage caused by polarizing the hull plating. This causes damage to be absorbed and spread across the entire hull and armor to reduce shock and inertia, but can’t do it instantaneously, causing repeated damage and high damage to power through it. It is a last resort means before hull and armor plating is shaved away, causing a loss of hull integrity.
    • Variable Density Armor Plating - The density of armor platings is arranged so that the outside plating has a lower density, and then with a progressively higher density as it get deeper into the hull. This is so that weak damage caused by weapons such as those from fighters will damage the lower density armor, without wasting the higher density armor which could be used to block weapons fire from larger ships. Regardless of the density, the strength and properties of the material used will still play a major part.
    • Structural Force Fields - Hull integrity, hull plating, and armor plating are all strengthened by this. By creating a localized and regional force field around the structure of the ship, especially the internal structure, helps prevent damage spreading, as well as absorb some damage, increasing defensive properties by a good margin in combination with other hull and armor plating defences.
    • Central Station Shielding - A shield focused only around the central hub with a stronger capacity and regeneration rate, all to provide security to core systems to prevent critical damage. Damage caused to this shield is mitigated by drawing from other shields, causing other shields to drain in return for protecting critical systems. Other shields must be depleted before this one takes damage.
    • Secondary Station Shielding - Secondary shielding which helps to increase the strength, capacity and regeneration of all shields associated with the station.
    • Station Shield Generator - Primary shield which is stronger than those used on ships, to the point that one can see the solid shield bubble projected around the station, compared to standard Terran Imperium ship shields which only light up as it absorbs damage. These shields form a bubble around the station and its cradles more closely, preventing loss of efficiency due to the bubble having a lot of empty space in it. This is also effective to help shield allied ships by having them within the cradles where the shields are expanded over. When the cradle is in position for capital ship production, the shields cover a smaller expanse, allowing for an increase in efficiency at the cost of reducing the firing arcs of weapons.

    Offense Modules:

    • Hellfire Turret - Boasting ultra-high firing rates, this turret is the perfect counter to small ships. Substantial fire rate, point-blank to short-medium range, and projectile speed to cover than in under 2 seconds, this turret and tear hull to shreds, and given cumulative exposure, can tear through armor as well. However, their particle mass and penetration are lacking, causing them to struggle against shields. While it takes seconds to tear through armor, it can take a minute or more to pierce low quality shields. That said; nothing is impossible with numbers, to live up to its namesake of “Hellfire”. Anti small-ship and point defence turret.
    • Plasma Turret - Reaching up to medium range and a fire rate of two rounds a second, the projectile speed may be lacking and difficult to catch small ships with, its still plenty to shoot at slower ships and bigger targets. Specializing in dealing even amounts of damage to hull, armor and shields, this super-heated bolt of plasma-firing turret is great at shooting at slow ships like bombers and medium ships, while still being effective against large ships, even if the damage output may be low. Every is better with numbers and focused fire.
    • Phaser Cannon - The phaser cannon boasts a varied short to medium-long range, and when supercharged, can reach up to long range. The more power it outputs, the longer the wait in between shots. On average, it can fire a beam of energy every 2 seconds, taking as long as 20 seconds when supercharged. Damage remains constant over a distance, and supplying more power allows it to increase either the distance or damage to varying amounts. A beam can also be sustained, but draws more power and can cause the circuitry to melt. Excels at sniping down slow ships, concentrated fire, destroying or disabling medium ships quickly, and fighting with a margin of safety against the average large ships. They are also the only weapons that can fight against a capital ship without falling behind too much.
    • Quantum Torpedo Launcher - Torpedo launchers firing at medium to very long range, these fire quantum torpedos which require uniquely made torpedo tubes. Through the Terran Imperium’s research and development, they managed to combine these two tubes into one. A low-yield torpedo can be fired at a rate of 4 in a second with a 10 second cooldown up to medium range, or a high-yield torpedo can be fired at a rate of 1 every 4 seconds up to extra long range, each having their pros and cons. With the zero point energy that these torpedos use, they have the capacity to deal substantial damage to any armor and hull, though they have reduced damage against shields. Effective against any ship it can hit.



Modules:
Central Hub

  • Stage 1

    • Central Power Core
    • Primary Life Support
    • Central Station Shielding
    • Central Computer Core
    • Central Crew Quarters
    • Radar/Communications Array
    • Unity Defence Grid System
    • Energy Distribution Grid
    • Polarized Hull Plating
    • Variable Density Armor Plating
    • Structural Force Fields


  • Stage 2

    • Primary Power Core
    • Regional Life Support
    • Station Shield Generator (⅓)
    • Regional Computer Core
    • Regional Crew Quarters
    • Internal Sensors
    • Internal Defence Systems
    • Station Drone Systems
    • 30x Hellfire Turrets
    • Electronic Warfare Systems


  • Stage 3

    • Primary Power Core
    • Regional Life Support
    • Station Shield Generator (⅓)
    • Regional Computer Core
    • Regional Crew Quarters
    • Processing Core
    • 4x Quantum Computers
    • 4x Station AI
    • 18x Plasma Turrets
    • Electronic Warfare Systems


  • Stage 4

    • Primary Power Core
    • Regional Life Support
    • Station Shield Generator (⅓)
    • Regional Computer Core
    • Regional Crew Quarters
    • Memory Core
    • 4x Quantum Computers
    • Station AGI
    • 8x Phaser Cannons
    • Electronic Warfare Systems



Multi-Purpose Cradle Alpha

  • Stage 1

    • Primary Power Core
    • Universal Storage Facilities
    • Civilian Refining Facilities
    • Civilian Production Facilities
    • Food & Water Facilities
    • Drone Manufacturing
    • Small Ship Manufacturing
    • 16x Hellfire Turrets
    • 10x Plasma Turrets
    • 4x Phaser Cannons
    • Polarized Hull Plating
    • Variable Density Armor Plating
    • Structural Force Fields


  • Stage 2

    • Secondary Power Core
    • Bulk Storage Facilities
    • Liquid Storage Facilities
    • Gas Storage Facilities
    • Container Storage Facilities
    • Drone Launch Bays
    • Small Ship Hangars
    • 16x Hellfire Turrets
    • 8x Plasma Turrets
    • 4x Quantum Torpedo Launchers
    • Polarized Hull Plating
    • Variable Density Armor Plating
    • Structural Force Fields


  • Stage 3

    • Tertiary Power Core
    • Military Refining Facilities
    • Military Production Facilities
    • Medium Ship Manufacturing
    • Medium Ship Dock
    • Cradle Isolation Fields
    • 12x Hellfire Turrets
    • 8x Plasma Turrets
    • 8x Phaser Cannons
    • 8x Quantum Torpedo Launchers
    • Polarized Hull Plating
    • Variable Density Armor Plating
    • Structural Force Fields


  • Stage 4

    • Auxiliary Power Core
    • Cradle Configuration Conversions
    • Multi-Spectral Scanning Array
    • Radar/Communications Array
    • Secondary Station Shielding
    • Large Ship Manufacturing
    • Large Ship Dock
    • Capital Ship Manufacturing (⅓)
    • Equipment Manufacturing
    • Vehicle Manufacturing
    • Polarized Hull Plating
    • Variable Density Armor Plating
    • Structural Force Fields



Multi-Purpose Cradle Omega

  • Stage 1

    • Primary Power Core
    • Universal Storage Facilities
    • Civilian Refining Facilities
    • Civilian Production Facilities
    • Food & Water Facilities
    • Drone Manufacturing
    • Small Ship Manufacturing
    • 16x Hellfire Turrets
    • 10x Plasma Turrets
    • 4x Phaser Cannons
    • Polarized Hull Plating
    • Variable Density Armor Plating
    • Structural Force Fields


  • Stage 2

    • Secondary Power Core
    • Bulk Storage Facilities
    • Liquid Storage Facilities
    • Gas Storage Facilities
    • Container Storage Facilities
    • Drone Launch Bays
    • Small Ship Hangars
    • 16x Hellfire Turrets
    • 8x Plasma Turrets
    • 4x Quantum Torpedo Launchers
    • Polarized Hull Plating
    • Variable Density Armor Plating
    • Structural Force Fields


  • Stage 3

    • Tertiary Power Core
    • Military Refining Facilities
    • Military Production Facilities
    • Medium Ship Manufacturing
    • Medium Ship Dock
    • Cradle Isolation Fields
    • 12x Hellfire Turrets
    • 8x Plasma Turrets
    • 8x Phaser Cannons
    • 8x Quantum Torpedo Launchers
    • Polarized Hull Plating
    • Variable Density Armor Plating
    • Structural Force Fields


  • Stage 4

    • Auxiliary Power Core
    • Cradle Configuration Conversions
    • Multi-Spectral Scanning Array
    • Radar/Communications Array
    • Secondary Station Shielding
    • Large Ship Manufacturing
    • Large Ship Dock
    • Capital Ship Manufacturing (⅓)
    • Equipment Manufacturing
    • Vehicle Manufacturing
    • Polarized Hull Plating
    • Variable Density Armor Plating
    • Structural Force Fields



Multi-Purpose Cradle Gamma

  • Stage 1

    • Primary Power Core
    • Universal Storage Facilities
    • Civilian Refining Facilities
    • Civilian Production Facilities
    • Food & Water Facilities
    • Drone Manufacturing
    • Small Ship Manufacturing
    • 16x Hellfire Turrets
    • 10x Plasma Turrets
    • 4x Phaser Cannons
    • Polarized Hull Plating
    • Variable Density Armor Plating
    • Structural Force Fields


  • Stage 2

    • Secondary Power Core
    • Bulk Storage Facilities
    • Liquid Storage Facilities
    • Gas Storage Facilities
    • Container Storage Facilities
    • Drone Launch Bays
    • Small Ship Hangars
    • 16x Hellfire Turrets
    • 8x Plasma Turrets
    • 4x Quantum Torpedo Launchers
    • Polarized Hull Plating
    • Variable Density Armor Plating
    • Structural Force Fields


  • Stage 3

    • Tertiary Power Core
    • Military Refining Facilities
    • Military Production Facilities
    • Medium Ship Manufacturing
    • Medium Ship Dock
    • Cradle Isolation Fields
    • 12x Hellfire Turrets
    • 8x Plasma Turrets
    • 8x Phaser Cannons
    • 8x Quantum Torpedo Launchers
    • Polarized Hull Plating
    • Variable Density Armor Plating
    • Structural Force Fields


  • Stage 4

    • Auxiliary Power Core
    • Cradle Configuration Conversions
    • Multi-Spectral Scanning Array
    • Radar/Communications Array
    • Secondary Station Shielding
    • Large Ship Manufacturing
    • Large Ship Dock
    • Capital Ship Manufacturing (⅓)
    • Equipment Manufacturing
    • Vehicle Manufacturing
    • Polarized Hull Plating
    • Variable Density Armor Plating
    • Structural Force Fields





Last edited by Kyle Telos on Tue Nov 14, 2017 9:24 pm; edited 4 times in total
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X-Calibur
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The Exiled Gurand

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Under Review#2PostSubject: Re: Legacy Station   Legacy Station EmptySat Nov 11, 2017 11:45 pm

Approved will move for edits at request and upon completion of development threads {5 per stage 1 modules} contact me for post requirements for next stage of modules upon completion of all stage 1 modules.
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X-Calibur
Level 39
X-Calibur

The Exiled Gurand

Moderator
The Imperium
Officer
Posts : 996
Reputation : 55
Alive

Awards
Legacy Station LiSt9Q4 Member of the Month

Legacy Station Empty
Under Review#3PostSubject: Re: Legacy Station   Legacy Station EmptySun Nov 12, 2017 12:05 am

Under review.
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