THE SUN NEVER SETS ON THE BASTONIAN EMPOCRACY

Link to previous page for past interactions:
https://forum.cosmoteer.net/d/9971-galactic-british-empire-outdated
https://forum.cosmoteer.net/d/12813-the-great-bastonian-empocracy-updated

Motto:
Justice. Prosperity. Equality.

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History

Pre-founding age
Little is known about the Bastonian origin planet. Earth, Sol Prime or Sol III in the Milky Way was home to many civilizations. Britain was one of them. Britain was being pushed back by an Earth originating empire referred to as the “Holy Monarchy” today. These earth empires colonised their home galaxy, creating many distant colonies. Because of their distance and lack of communication, they grew distant from the central governments of earth. One of these governments, led by an immortal emperor who had founded the developed colonial block of Canthrianda, the Holy Monarchy, sought to claim the earth and the valuable biology on which the organic section of the colony had been based on. Britain, fearing for its removal from the galaxy, constructed and launched multiple worldships towards the planet and civilization-rich G-S16 galaxy. As the Holy Monarchy was advancing on its capital. The worldships used the warp drive to travel to G-S16 within a 500 year period.

Founding period and golden age
The British Monarchist State of Culture and Civilization was founded in G-S16 as an imperial totalitarian militarist state. The ruling elite consisted of the original founder of their individual colonies. They cloned themselves so that they would “live forever”. As the population could claim direct or indirect heritage to them, they were accepted into positions of power. The empire expanded rapidly with the technology they had already gained from old Britain. The military quality then also rapidly expanded with the pace of the empire. Most neighbouring nations were at most early-spacefaring nations and were conquered and colonised. The nation was then renamed the Galactic British Empire. The GBE had alien nations within its borders and collected them like cards all in the name of the totalitarian elite and the superiority of their species. Despite this it was a relatively prosperous age for the middle class. As long as they did not opposite the government they could enjoy a life in a nation built on the blood of slaves.

End of the golden age and the great uprising
Once the Galactic British empire had hundreds of systems, dominating the sector with its superior technology. However the clone leaders and royal families opted for a new technology. Instead of cloning themselves, they would become part-machine, either preserving their brain within machine constructs or transferring their consciousness over to a computer. The leaders grew old and weary, losing a certain fire within them. Without the urgency that death created, there was nothing pushing them to achieve and move forward. They became stubborn and lost interest. The empire didn’t only stagnate, it rotted. Widespread poverty, constant famines, limited freedoms and a totalitarian dictator which ignored the cries of their people made the population’s miserable existence a nightmare. Crime levels rose with the high instability and unrest. Riots began and a spark of hope was revealed as surrounding factions, who had historically been robbed of their territory, handed paramilitary groups weapons and supplies. Groups of both military and civilian nature organised miniature governing bodies in defiance in order to push change in their local areas. These bodies merged into larger factions who had control over individual planets. They cooperated with paramilitary groups. Revolutions spread across the empire and it was thrown into chaos, with different factions fighting each other as much as the government. Aliens governments seeking to liberate their species or take territory. Humans attempting to defend their claims or loyalists defending the throne. Lokion, aided by mercenaries and sponsors from the GBE’s enemies, was an important human revolutionary leader, even though he fought the GBE regime, he also fought the alien faction that wanted to tear the GBE apart and take it for themselves. Another infamous group of mercenaries were the Winds of Liberty, a wing of fighter pilots that wreaked havoc on GBE supply lines. It was on the brink of anarchy and the empire crumbled beneath its own weight. The miniature governors turned into warlords that formed territories which they battled over. The HMS Imperial, the greatest ship of the Quadrant was destroyed when thrown into the star of “Blazing Beacon”. The only law was that the strong rule, and the weak obey. But amongst the chaos, Lokion, no longer a human rebellion leader but an admiral, brought back hope once again. He united the little of what was left of the empire’s stable territories and formed a new democratic government after his insurgency on Anrillia. Lokion successfully took control of the Royal Navy in which he had previously served. He formed the Star corps. branch of the military which carried out merciless airstrikes against those who still wrought chaos on his new nation. The people of Lokion’s faction were ruthless. They killed aristocrats mercilessly and Lokions forces bombed the palace on Anrillia killing the royal family inside. He took the Royal Navy and repelled the alien invaders, united with the warlords either through peaceful measures, or crushing them. But the GBE was by all means far weaker and far smaller than during the Golden Age. New independent nations formed in the GBE’s old territory and colonies, distancing from it in time. GBE became insignificant, monitoring the entire galaxy with billions of probes. The GBE recovered their strength until their public reveal when the Bloodcult declared war on the galaxy after over two hundred years. After the shock government was replaced with the democratic one, the nation underwent a free thought campaign. After the first election the new GBE constitution was written and it stated that the nation would never have another authoritarian government. The constitution is considered the most important piece of writing in the empire. Everyone abides by the constitution like it’s a holy script. To preserve democracy, equality, prosperity and, most importantly, justice in the nation. Parties that are unconstitutional are considered extreme and removed. The constitution dictates when the GBE can go to war and when it can’t. It dictates how the democratic government will be run and structured. It states the equality and rights of every sentient being in the galaxy and how immortality and cloning will never be used again.

Re-emergence
The GBE always despised the Bloodcult. In a declaration of war to the galaxy, the Bloodcult was met by a direct invasion of its territory in the core. The GBE had officially re-emerged and had formed the first coalition; a mutual trust between nations that were unfamiliar to one another. When the Bloodcult mysteriously went silent during the invasion the coalition served no purpose and it disbanded, but the emergence would have dire consequences on the people. However the first noticeable change was an increase in economic development. As the nation hid away it only traded with a few neighbouring nations and had fallen behind in the galaxy and its own sector.

War with TIE
When TIE (Thrawn’s Infinite Empire) attacked the GSR (German Space Regime) it was Stantines idea of a coalition to defend the GSR. The Reich Shield Coalition was formed, the second coalition. The GBE brought in many allies to the Coalition.
Using a portal, TIE launched a surprise ground assault upon Anrillia, the GBE coreworld. The attack hurt the British economy severely. The GBE launched the assault fleet at TIE’s capital in response. The battle of Yashinda was one-sided with the GBE destroying almost the entire defensive fleet, until the High Imperiums sudden return with reinforcements to Yashinda multiple times stronger than the GBE fleet. Upon the High Imperium’s return, the Royal Navy would not retreat. However the Delta threat launched the Dooms Strike, a massive simultaneous internal bio-bomb attack across the entire RSC. It damaged the GBE’s economy enough to bring them out of the war and the coalition collapsed. To everyone’s surprise, TIE has won the TIE-RSC war, forcing the GBE to pay war reparations. The economic shock from the Doom Strike threw them into an economic crisis.

Judgement day:
The Bastonians were definitely not over their defeat in the war. The GBE formed the third coalition, the Union of Judgement. The GBE’s population had been awaiting Judgement Day since the constitution was written. High minister Kayelin Astra announced Judgement day when revealing the Reckoning fleet and declaring war on Thrawn’s Infinite Empire and the Viridian Remnant once again. The GBE’s great crusade has begun. Ex-TIE admiral Ezekiel and a fleet of the High Imperium formed the Infinite Dominion which attempted to stop the invasion of TIE. They allied themselves with the GSR who had the intentions of fighting the GBE’s allies, the Vaiaelon War Pact. During this time, MISE, the leading economic power at the time, was thrown into civil war. The galactic economy was crippled and Bastonian investments in MISE assets disappeared overnight. The Royal Navy was dispatched to support what now is the Musavian Republic of Independent Systems. They were victorious. After the war, the Bastonian economy recovered and went into an upturn.
One discovery that was made was finding the SAS; a collection of surviving humans of British origin living mostly in one habitat. The SAS was made into the Veiled Protectorate, a location of holy importance to Bastonia. They are a living beacon of Lokion’s vision and empocracy.

Contemporary:
The GBE is currently fighting an offensive in TIE while holding off the remainder of the Pact of the Old Blood. The empocratic party recently won the election and are working on military and infrastructural developments. Due promotion of businesses and technological innovation, as well as foreign investments, the GBE has begun extremely rapid industrial growth that was planned over a decade ago. The acquisition of the MISE IPD technology had accelerated this process.

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Society

Fundamental rights:
Poverty is considered a failure by the government or a crime against the people. This causes hostility towards nations that allow for living conditions that are not acceptable to them. The GBE’s organisations, culture, systems and declarations to prevent poverty, mental illness and homelessness is their masterpiece, and the GBE has entire archives dedicated to plans to give other nations ideal living conditions, often with the inclusion of force. Not only that, in the case that poverty arises, maybe from immigrants that have not taken part in that culture, the welfare state provides for them, supporting those who recently lost their job, cannot find employment or suffer from illness. The GBE has an enormous and advanced welfare state. This is supported by high taxes. Income taxes are proportionally increased with the capital that is earned by any given entity or individual.

The educational system is completely free. In fact, students get subsidies from the state for being students. This allows for students to pay off rents in areas where a desired school is by themselves; increasing the opportunities to go to more prestigious schools. Who gets into a certain school or university is decided only by the grades of the student or and/or an entry test. The morals and schools are designed to, together with the good living standards, craft loyalty and educate the people in the ways of democracy. As good education is so accessible and widespread, the population is highly educated. The education isn’t only accessible though, it is mandatory up until the third year in gymnasium. Healthcare is also free and the national healthcare services ensure fast and high quality treatment. There are private options for healthcare to allow for a wider reach, competition, more jobs and hospitals and the option for those who can afford it. Poverty is extremely rare and the Bastonian state has ensured that all citizens have all basic rights; food and water, shelter, security, freedom of expression, equal treatment, democracy, healthcare and education as their constitution demands.

Intelligence:
Since the GBE has declared its hate for oppression, it’s kept to a minimum. But all nations must oppress. Organizations like MI8 and MI9 censor prompts to violence against different races, prompts for terrorist attack and propaganda employed by authoritarian nations or terrorist organizations. MI8 is a state organisation that protects the nation from foreign threats, while MI9 focuses on threats within the nation and is subject to a large number of conspiracies.

War- and conventional crimes:
War crimes are strictly unallowed. While there is a list of war crimes in G-S16, the GBE employs its own list of war crimes for its own forces. As of yet, the current government in the GBE has committed no major war crimes in accordance with its own law, unless counting defecting extremists. The punishment for war crimes is one of the harshest in the nation and the current only way to get the death penalty other than being a slaver. As written in the constitution, the GBE is hostile to foreign use of war crimes even within conflicts in which it is not involved. This may cause interventionism. The nation has a rehabilitory policy on punishment, with a low crime rate on most mid-rim worlds. Prison is actually pretty pleasant and is considered a place to learn, not be punished. The GBE has seen rising gang violence. Due to alien drugs resurfacing and refugee restrictions being lifted, most low-cost-housing areas have seen quite dramatic increases in crime rates.

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Biology

Human: The main species of Bastonia. The GBE human is rather adaptive. Rare GBE humans have high psionic potential. Most psionics are offered large amounts to join the military, often the SSS. The GBE humans are genetically modified, for increased intelligence, decreased stubbornness and increased ability to see things from other perspectives and more adaptiveness for other gravitational and atmospheric environments. As well as heightened senses and higher resistance to radiation and implant related conditions. A few unintentional side effects occurred in the early gene-modding of the species. They have the ability to “close their ears” to lower the volume of sound they hear. The average GBE human lifespan is 140 Earth years. The Bastonain humans, like all other citizen species, have enhanced organs and an advanced immune system that will deploy biophages. However due to a couple of centuries of stagnation and relaxation, higher-class humans from the golden age, great stagnation and the uprising have passed on traits such as laziness and unwillingness to be subordinate to the general population of humans. These traits have partly contributed to the high standing and power of workers unions in the GBE.

Ash'ka'nach: A race of slightly furry people with brown-orange-ish skin and a long horse-like face. Nicknamed "Ka", they come from the nation formerly known as the Free Marketing Confederation or ‘Aschal’ in their standard language. Their homeworld, Quasar, has the highest percentage of non-human inhabitants in the empire at 76%. Ka typically are straightforward, honest and determined. Though their negative attributes include being self-absorbed. Ach’ka’nachi are larger and heavier than humans. Males average at 213 cm, females at 198 cm tall when extending the spine.

Ienf: A formerly primitive race, forced to be enlightened by the golden age GBE, some may be found roaming around. They have two “claws” by their mouth much like an arthropod. They have four small beady eyes and brown beige-ish skin and scales that protrude from their main body and shield certain areas such as their chest and back. Ienfs possess very little strength, however their long and abundant fingers and musculature around the fingers and hands allow them to work multiple tasks at once with precision.

Crangus:
A species with loose and hanging green skin and a shrinkled face. Their hair only grows a couple of millimetres and is white with exceptions like brown facial hair on younger Crangus. The average lifespan for a Crangus is 170 earth years and their intellect is superior to those of Bastonians humans. Crangus have a powerful circulatory and chemical system. Crangus can heal their body at a rapid rate and repair damages in the brain. This system requires specific chemical compositions. As a result of this Crangus need to preserve energy and repair their degrading skin by sleeping for 11-18 hours (half of the day) depending on the length of the day. They are also sensitive to changes in the chemical composition of various parts of their bodies. Due to this, Crangus are very sensitive to cybernetics.

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Culture

Philosophy and religion:
The general philosophy of Bastonia is closely tied to their political viewpoints. They see things from an empacratic perspective. Essentially that which helps others is good and that which hurts others is evil. The philosophy is very much based on having empathy for others. One of the scriptures that underlines this is the constitution. While not technically being a religion, the constitution and the empocratic ideology are very much present in the beliefs of the Bastonians. The constitution does not describe how to live lives though and is rather used for political guidings. Bastonians can freely practice any religion given that they are lawful. Most religions within Bastonia are monotheistic. While not the same religions, a majority of their followers believe that the other monotheistic religions believe and experience the same god, just simply from other viewpoints.

Hierarchies and classes:
Bastonians are avid believers of equality between all people. The only prominent hierarchy is the economic one, which can be seen as a social hierarchy in a way. While the government fiscal and subsidy policy makes the GBE highly equal with an enormous middle class, the rapid growth of corporations has created a large and wealthy entrepreneuring class. Despite this the Bastonian schooling system allows for high grade education to be given to economically disadvantaged children.

Cars and ships:
Ownership of hovercars is standard for many families/adults in developed inner-worlds. Loans are taken or rent is paid to afford hovercars. Your average family car will last about 8 years before needing to replace parts or being replaced. Cars are only used for travel across a planet if there are skyroads of course. Though GBE transport infrastructure is focused on public transport. Vacuum mag-lev railways, metros, sky-busses and massdriver bullets dominate local transportation. Ships however are used for space travel between planets. Your average inner-world family does not own a ship. They are most common for mid-to-outer-rim worlds. Traders, haulers, transporters etc own ships or just people who don’t want to pay for space flights throughout the GBE and the galaxy. They might do space travel as a hobby, or do exploration. Companies and private people may charge to transport people to different planets. There is a small minority of people who live on their ships. 50 years previously this minority emerged by modifying large fighter craft in order to be livable and transport cargo which is where the term ‘frighter’ (fighter-freighter) was created..

Food and drink:
The GBE’s food culture is diverse as many different cultures were brought to the GBE during the expansion and the golden age. GBE food is often stereotyped for being based around different types of cheese and artificially grown meat. The average lunch is a savoury packaged meal from a corporation similar to a fast food meal, prepped in a heat-point-oven for approx. 20 seconds at home. Breakfast typically is a large high-calorie meal with a diverse selection of things to eat. Commonly people like to go out late to eat dinner in one of many restaurants from hundreds of different cultures. Sweet foods in the GBE are often packaged snacks. The higher GBE citizen does not care much about food being “unhealthy” as they use advanced medicine and nanomachines to eliminate or remove excess fat and sugars. Alcohol was deemed as a danger by the state. Bars and pubs are still commonplace in the empire, but there is a regulation on the percentage of alcohol a drink can have.

Education:
GBE is a nation in which a lot of people continue studying beyond the mandatory school point to get a higher form of education. Like many school systems, the schools of the GBE are flawed. Universities are infamous for giving their students a copious amount of work. There is a lot of debate around education systems and rules.

Ancestral influence:
The GBE is obsessed with old Britain. Its history, its artefacts. Anything. Their flag and their name are in honour of the valiant men and women who gave up their lives, so that the GBE can continue their legacy. True selflessness. Does the GBE even consider itself worthy of the title? Do they live up to the name? That’s what they’ll strive for. Most artefacts of old Britain have been lost or destroyed. Most information in archives and books has been lost, deleted, altered, locked, the location of the Milky Way unknown. The GBE swore to never forget their sacrifice, and as such began the obsession with anything British. The Veiled Protectorate, formerly the SAS is therefore one of the most important discoveries in Bastonian history. The Protectorate is sacred to them.

Language:
Historically the national language of the GBE would be Anglish (known as Inglish, English, Earthspeak). But as to adapt to the galactic front British schools have shifted into teaching galactic standard as the first language. The state declared G-S16 galactic standard as the national language of the GBE 14 years after the re-emergence. The other major official languages of the GBE are Neo-latin and the standard language of the former Ach’ka’nach territories, Ekalach.

Drones:
Since drones do the most work the GBE has established a culture to create jobs out of it. A lot of people own drones for farming, exploration, mining or recon. They might send it out for its designated mission as a side job, or one can own an entire army of drones and do it for a living. Due to this, maintenance jobs are some of the most common jobs for any Bastonian living on developed worlds.

Agriculture:
The most common forms of agriculture are corporate city farming and large-scale agriculture farming. Corporate city farming usually involves tight packets of rooms with perfect conditions within, on top of or under buildings in a residential area. Vertical farming is also common on high-density planets. Typically they are fully automated with drones handling the plants. The other form of agriculture is done over vast sections of land. Typically a farmer will use large automated machines to harvest an area of genetically modified crops, or they will release drones and genetically modified pollinators over an even bigger natural landscape to harvest fruits, berries, oils and other naturally occurring resources. Genetically modified animals do exist but they are a dying industry as lab grown meat is more popular.

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Government

Government type:
The empocracy is a liberal indirect representative democratic republic (despite the monarchist symbolism). While public voting may be demanded by the directory, the legislative branch represents the people indirectly. The democratic processes have been balanced with the media to keep insight into the decision of the politicians. Since democracy has been declared a sentient right by the state and constitution, the democratic process may never and can never be stopped and altering it is a long and complicated process.

Leaders:
The head of government of the empocracy has the title of High Minister while the head of state is the Chairperson. The chairperson is a nonpolitical person who acts as a way to get decisions made. They will make sure the voting happens on time and will act as a moderator in council discussions. A decision proposed by the High Minister must be approved by the council, as such the High Minister does not have legislative power. Instead, it is their task to form and lead the executive branch. The High Minister is a part of the directorate. The parties must vote and form a directorate every election. The High Minister works alongside their ministers within their respective ministries.

Structure:
Decisions are made by the council, which are selected members of the different parties. The seats are determined by a proportional representation system. The more votes a party has, the more seats it has in the council. There are a total of 549 members or seats in the council. The council is subdivided into committees which gives them certain bargaining and discussion privileges in their topic. The war committee consists of experts on war and military. If a question regards war, they will have a discussion between them and present their conclusion to the council before the main discussion begins. The parliament is separately divided by the domestic sectors proportionally to the population of the said sector by having politicians that represent those sectors. The directorate is the government's executive branch. The current High Minister is Kayelin Astra who was the former Minister of war and sits in a majority government with her block, the red block. Smaller decisions and general things on individual topics are made by respective ministries. The largest ministries are the ministry of war, the ministry of foreign relations and the ministry of politics. The ministries are controlled by a minister. The ministries are divided into smaller departments. A department's leader is called a director.

Parties and their percentage of council seats:

Galactic Empacratic Party, Kayelin Astra: 31%
Inner Prosperity Party, Akhstafa Khactro’ch: 27%
Social Democrats, Burnius Everin 18%
Party For Peace And Prosperity, Darrin Contran: 10%
Multiculturalist Front, Traxian Gordon: 7%
Liberation Party, Sandicate Darshing: 5%
Other: 2%

The Empracratic Party, Social Democratic Party and Multicultural Front are in the directorate with no supporting parties, meaning that they have a majority government.

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Economy:

Economic system:
The GBE has a mix of socialist and capitalist ideas. The government has moderate control over markets to prevent monopolies and to destroy companies which are immoral for the sake of monetary gain or using people for their own advantage. A system similar to Rhine capitalism is used to force companies to compete, awarding innovation and low prices. The government also is completely responsible for the production and distribution of essential services such as education and healthcare. Though private businesses dominate the distribution and cooking of food. The state often owns large shares of large companies in each essential market to compete with the privately owned companies. Currently, the growing demand for products and the expansion and development of colony worlds as well as the new availability of military grade materials and their production facilities, the GBE industry is rapidly growing. So is the amount of businesses. State welfare such as subsidies for poverty, unemployment and new companies, create business opportunities by decreasing risk of economic issues in case a business fails. These businesses have started profiting by using a growing market to sell internationally. With more corporations wanting to produce products cheaply, the construction industry, which had grown during the reconstruction efforts after the dooms strike, has begun constructing factories and industry rapidly. The increase in businesses has not only increased the need for innovation, but curbed unemployment, increasing the population purchasing power. With a lowering of inflation, the business boom is likely to cause a new golden age for the GBE. These companies have significantly increased the exports of Bastonia as well as providing for innovation within their fields of technology.

Focal industries:
Due to the limited demand and large number of established massive corporations within the nation, a lot of businesses aim to compete in the international market straight off the bat. The largest exports of the GBE are secure cyberware and security systems, electronics, processed and artificial materials (including those based on intermatter), pharmaceuticals and culture exports. Since a lot of the jobs in the GBE are taken up by drones, the GBE has an enormous amount of entertainment and culture workers. The film and show industry is massive with interactive, holographic, neural and live entertainment. The alien cultures brought a massive variety of food. Bastonian hybrid cuisine is one of the main services exported from Bastonia. The nation is also large on tourism. In addition, the very potent and growing economy causes high rates of foreign interest. Anrillia is extremely significant in the economy. It has a variety of secure cyber-bank transaction centres, stock market exchanges and home offices. Anrillia provides services for many forms of investment.

Infrastructure and transport:
GBE territory is covered in a net of civilian warp lines, gateways and interdiction. Apart from the systemwide interdiction and the blockade, the GBE has several classified interdiction strips that block off many routes to parts of GBE space apart from civilian lines, which are still stopped at certain points for security reasons and for tolls. For quicker travel the GBE has a network of gateways. Each gateway can be remotely shut down in case an enemy attempts to use it. The gateway net is currently being expanded for easier transport. High power laser lines are being constructed like a type of space railway. When transporting objects from a planet's surface, mass drivers are used effectively to catapult ships, parts, goods, resources etc into space. Space tethers are utilised to cheaply distribute supplies and resources around a system cheaply. Skyhooks are the cheaper option for transporting ships and supplies across a system. These are often found in less developed systems or as a cheap local transport alternative.

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Worlds:

The empocracy has 53 developed systems. Each system has 1 or 2 populated planets and some other planets are used for mining. Systems are often referred to as their main planet name, such as the Gelu system, unless they’re a larger system such as Novetera. Systems that inherit planetary names are usually followed by ‘Solaris’ to specify the star system itself. Keep in mind I cannot specify every planet, Just because the planet doesn’t exist here doesn’t mean the GBE doesn’t possess it.

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Coreworlds

Xolvia:

image https://forum.cosmoteer.net/assets/images/4738-oBYSsyjatvGmP3MW.jpeg
(art by Marco Gorlei, not mine)
system: Eteruo
moons: three
This coreworld is the main planet of military production and the evolution of technology in the Galactic British empire. Factories cover the entire surface. It was made a production world because two of its moons are rich with resources for military ships and advanced technology. If the Empire had the money and resources, this world could crank out an entire armada. Xolvia houses a large number of shipyards and habitats in orbit.
The planet is very grey with an orange tint.

Anrillia:
system: Novetera
moons: one
image https://forum.cosmoteer.net/assets/images/4738-izIK7bZ8OCFDpflN.jpeg
This is the political and social centre of the empire. It has most of the iconic buildings and the largest population of all the planets in the nation, which means the British state gets most of its income from this planet. The Council sits there. Almost the entire land surface is covered in the city. The great city has three levels. The upper levels do not block those under them but are more like massive balconies. They often connect to the tall buildings and connect via bridges. Most platforms don’t exceed 7500m2. The streets have green bushes, plants and trees and there are plenty of green spots. One can often spot a red banner with the British lion on. The winter often coats everything with a thin layer of snow if you’re above the equator. The only surface not covered by buildings are parts of the ocean. It is the trade and market capital of the sector. The planet's surface has massive markets, companies, empires come here to trade.
The city centre is one of the GBE’s ten great wonders.

Ismo:
system: Eteruo
moons: two
The capital of military bases and academies. This planet is used more by the army as most of the ships shouldn't have to travel from the other planets. All the reserves are located there. The planet also has significant production. Size is 3 and gravity 5.

Antaka:
system: Novetera
moons: none
Though outshined by the glory of Anrillia, Antaka’s significance is not to be understated. Its rings have valuable resources and its surface is more natural. there’s still forests and rivers, waterfalls and tropical islands integrated beautifully into the massive cities and light industry (with mainly refineries in distant industrial areas) that cover 50% of the surface. The planet's environment is diverse and different throughout the entire planet thanks to its strong electromagnetic field.

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Inner-rim worlds:

Brightus:
A pleasure planet, for vacations. Though not as beautiful as Giathia Prime, this world's environment is controlled to an impressive degree for tourists. Brightus’ cities provide a rich experience for those who don’t want to sit on a beach all day. The Brightus system is home to the Erusikam belt where mining operations are conducted. The planet houses many beautiful environments inside paradise domes, though the planet's natural beauty lies in the rich jungles.

Diherf:
Important mining world in the inner rim. Has high amounts of neosteel and Arcite. It has no breathable atmosphere and the people live on floating platforms or paradise domes. The planet is small and houses and small population of mainly workers.

Petov:
A multi-environmental planet with a large population. Production is also high and developing. Is home to an aggressive Feline known as the Petcat. Petovs capital city is called Tanphis. Petov is home to the great wonder: The Ice City. The northern part has frozen over in an incredible landscape of ice clear as glass. The sky often lights up in blue and yellow light shows by particles from the blue sun hitting the atmosphere.

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Mid-rim worlds

Giathia Prime:

image https://forum.cosmoteer.net/assets/images/4738-h325cW4oYTLdNLh1.jpeg
(art by Marco Gorlei, not mine)
A mountain-lake-forest hybrid, Giathia Prime is considered the naturally most beautiful world in the GBE. It has important resources often used in military-grade tech. It has large cities and is one of the GBE’s most important planets for income. The planet is paradise, the mountains reach to the skies and waterfalls and lakes flow through the planet. This world also houses plenty of refineries. It’s the main hub for tourism and modern architecture.

Melody Prime:
A tropical world with a harsh environment. It is a massive supporter of food as the large variety of animals and tropical fruits provide a large part of the GBE’s food production. Melody Prime is also Bastonias largest exporter of pharmaceuticals and medicine. Melody Prime is known for Port Onnius, a major GBE military base, lies in the Melody system.

Catrina IX:
Catrina nine is a cold rocky planet with important resources and low-g refineries. Due to its low gravity, certain industries thrive here. However it means that its atmosphere is too thin for people to breathe. Its people live in habitats on the ground and in orbit. The habitats are covered by “bubbles” of carboflexglass which are the precursor to the paradise dome. Trains carry people from different habitats to others.

Grace Prime:
A continental world undergoing an ice age. The southern part houses a large population as the northern part has various research bases studying the strange reasoning for the sudden ice age while the southern half is home to multiple prestigious academies. There is also notable advanced industry such as electronics and ship parts.

Idien:
A continental world with many different cultures and specialisations. Idien is a centre for the enormous Bastonian cultural exports industry. This planet is moderately populated and a popular destination for tourists and merchants. A lot of trade is conducted here between merchants. Idien was formerly a world on the edge of the Ach’Ka’Nach territory.

Returx V:
The fifth planet in the Returx system. It appears to be an ocean world but the navy jams scans of this world. The planet has a military presence and ships trying to get close are intercepted. Civilians are not permitted to visit.

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Outer rim worlds:

Gelu:
An outer rim arctic world with a breathable atmosphere. Has multiple bases and is an all-round kind of planet. It is an important forward operations base for the GBE forces being the closest point to their former rival “The Planetary Coiss’oa Hegemony”. Under its thick ice it has common resources. It also has important listening posts on

Quafui:
An agricultural world with vast fields and hills. The planet has massive dome environments for growing or raising animals, crops and fruit. Near the equator, unlike the rest of the planet, has warm beaches and vast island networks and small local cities.

Woln:
Rapidly developing desert world with a prominent industry in construction and medical equipment.

Gate:
A continental colony with a central warp gateway network and interstellar travel infrastructure. The colony itself is a rapidly growing and highly educated world that requires a large amount of supplies from other parts of the nation.

Vulcan:
Vulcan is a world with a major military dockyard and has the outermost military operation point within the GBE’s territory. The world itself has no specialised and is still developing. Vulcan was previously attacked by the Pact of the Old Blood.

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Technology:

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Weapons:

Cannons:

The standard legacy cannons are generally on turrets as batteries. They are heavy rail- or coilguns that fire shells with nuclear explosive payloads (HE) or without (AP) (sometimes ion, incendiary, atmospheric or interception shells). Gen VI upgrades the standard shells' nuclear explosives to VIMY type warheads and adds newer types of shells. The most common are flak, cluster munitions, casaba delivery system, magnetic decay shells and missiles (shells with improved guidance). The shells are set to explode while penetrating into the target or to hit slightly or right after the slug hits the shield or armour. Calculating the moment the shell hits the target is impossible; they will set a proximity or impact fuse. The shells use plasma fusion warheads as a default warhead. The compartment with the explosives is detached and a laser fires at a reflective object, which reflects the radiation, which pushes the explosives slightly behind the shell to not be obliterated upon impact or interception and instead detonating after the shell impacts. As the shells of main and secondary capital-grade batteries are so dense and large, interception of them requires a large amount of energy. As an addition to gen VI, all main and secondary batteries' main ammo must have guidance. While not being able to fully manoeuvre like a missile, it allows the shell to make small adjustments that over range makes large differences and makes evading them harder.

Railguns: Railguns are the bread and butter of GBE weaponry serving as both main batteries and high-rate/volume of fire autoweapons.

Coilguns: Coilguns are an upgrade to the legacy railguns, essentially being a more effective and stronger railgun. They can fire shells faster and quicker with improved cooling. As they are superior to railguns they essentially replace them on gen V ships and above.

Gravicannons: Were first considered a failed technology, gravicannons were just a much less effective version of a railgun, though the GBE is trying to develop a more effective variant as it sees that the graviton cannon has more potential. However, graviton support has been implemented in order to bolster and accelerate railgun or coilgun shells even more. Though it is doubtful that a weapon that uses gravity as its primary acceleration is unlikely.

ETA cannon (Coil gun propelled plasma torch accelerator): Electromagnetic torch accelerators are a gen VI addition used primarily in large main battery or secondary battery turrets. An ETA cannon fills the plasma with torch drive fuel (hydrogen) on the brink of burning. As the shell is accelerated by a coilgun into the barrel at hypersonic speeds, the compression from the shockwave burns the fuel, which shoots out of the barrel also assisted by the electromagnetic coils, essentially pushing out the projectile with the generated plasma as if it had a plasma thruster. This allows even the relatively early ETA cannons to surpass coilguns. An additional advantage with ETA cannons is that the plasma heats up the shell when exiting the barrel that the shell's material passes the Curie point and loses its magnetism. Because of this it is not affected significantly by magnetic shields. To not damage the explosives or manoeuvring segment, the shell has a discarding protective layer around them.

Standard particle lance: The GBE neutral particle lance fires a sustained beam of particles toward the target through an artificial redirection crystal that maximises range. As the crystal is produced with accuracy down to every single particle, the production cycle is long and expensive. The British lances work exceptionally well at long range since the beam is highly focused. The lance is very power-hungry and cannot hold sustained fire for long. It takes considerable energy to charge up.

Nuclear-boosted particle lance (casaba accelerator): A spinal particle accelerator coupled up with a VIMY fusion casaba howitzer that fires the output of a large nuclear explosive as a focused beam which is greatly more powerful than a standard GBE particle lance. As the nuke detonates it releases a wave of plasma, some of which needs redirection assistance from electromagnetic fields. A long plastic propellant absorbs the blast and is turned into plasma which reaches high velocities. The plasma is then focused by a magnetic lens into a particle accelerator where the plasma is accelerated to a significant portion of the speed of light and focused into a narrow beam. As it is about to exit the nozzle an electron stream neutralises the plasma to prevent bloom and increasing the range of the weapon. Another factor adding to the range is time dilation which increases with the velocity. The beam’s heat will dissipate over time but it will not lose kinetic energy. As the beam is travelling so quickly the plasma commonly reaches its target before major energy loss has been achieved. Another plus side is that radiothermal generators from the detonation can help with powering the accelerator allowing for an increased fire rate. The downsides however are that it requires ammunition and the necessary logistics for it. The weapon is also maintenance-heavy if used in battle and the detonation case has to be replaced after each firing.
Casaba howitzer: The casaba howitzer is essentially a plasma gun that turns the power of a fusion explosive into a projectile of plasma. It is quite possibly the only standard weapon that is not made for long range combat on Royal Navy capital ships.

Pion lance: The pion lance or pi-meson lance is a particle lance that is meant to replace the poorly performing Bastonian plasma accelerators. The pion lance is a short range weapon that fires pi-mesons close to the speed of light and rely on relativity to prevent their premature decay. The decay and therefore the ‘explosion’ point of the particles have to be set when firing and they can therefore be dodged in a third dimension unlike most conventional weapons. They make up for this however in their capability to pass through armour. So far only attack corvettes and the Monarch-class refit are equipped with this weapon.

Tachyon lance:
Tachyon lances are a technology even newer than pion lances. First installed with effectiveness on the Vangaurd-class, tachyon lances provide long range firepower that suites Bastonian artillery engagments. Tachyon lances are used to destroy specific targets from safe range. Due to its nature as an FTL or speed-of-light weapon, the tachyon lance is difficult to evade or otherwise deal with. The accuracy enabled by the finest Trelarque in Bastonia allows for high enough accuracy for multiple lances to strike the same target. Tachyon lances are purely spinal weapons like other lances. Unlike the standard particle lance, the tachyon lance does not deliver as much energy or devestation to a target. The advantage of the weapon is the certainty for a hit and the range of a weapon type that Bastonia has struggled to make reach artillery range.

Missiles:

Torpedoes: Are armed on most large warships. A torpedo is essentially a massive missile with its own shields, advanced countermeasures and point defence. They carry a heavy payload of sustained fusion explosives or antimatter warheads. Each launcher can load about two torpedoes. Torpedoes have become the most prominent carriers of hexaquark-based warheads in the sixth generation of GBE military technology.

Cruise missiles: Are armed on larger ships. These missiles have an extremely long range and certain types can be launched from another star system. They can be armed with their own warp drive. The shields are often quite powerful as they have to be launched against entire fleets' worth of point defence. A GBE ship has to be quite large (destroyer or above) in order to carry cruise missile launchers that can only load one or two. Typically cruise missiles have large clusters of nuclear warheads, anti-matter or are relativistic kill missiles,

Ship-Ship Missiles: Missiles are a common weapon within the GBE. The missiles have fusion plasma explosives. Pure fusion nukes are launched in massive swarms causing devastating damage. Gen VI missiles are larger and better protected with shields and decoys. They field VIMY fusion warheads which essentially boosts the fusion of a central warhead by detonating a surrounding array of thermonuclear warheads There are however many variants of ship-to-ship missiles. Standard thermonuclear warheads, fission or fusion casaba warheads, armour penetrating nuclear warheads, nuclear-shaped penetrators, burst warheads and kinetic kill vehicles are the most common.

Hexaquark warhead, quark fusion bomb: The hexaquark warhead is a four-stage warhead utilising D-star (2830) hexaquark, or sexaquark. Hexaquarks are stable dibaryons that are produced in extremely high energy collisions in particle accelerators between baryons. The the hexaquark has the composition uuuddd allowing to form neutrons when colliding with other hexaquarks at extremely high energies. As the energies for achieving quark fusion are so high, gluon catalysis is used to achieve it. The third stage utilises a small particle accelerator to create heavy ion collisions to free gluons as gluon jets into the core at the moment of detonation. The hexaquark warhead is triggered by multiple encompassing thermonuclear warheads. A hexaquark warhead is extremely powerful, each reaction releasing approximately 8 times more energy than standard energy fusion.

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Defences:

Point defence: If the highly advanced fighters were not enough, ships, especially corvettes, are equipped with accurate point defence systems for taking down fighters and torpedoes. The point defence can vary from lasers to kinetic. The earlier ships used kinetic point defence but GBE has come to prefer lasers.

Particle shields: The Galactic British Empire relies mostly on armour to protect their ships even though their standard shields were originally produced by the UPR. GBE standard particle screen shields generate an encasing of engineered Phorion-particles to create a solid barrier around the ship. The particles constantly deteriorate and constant power is needed to the generators in order to generate from projectors when an incoming projectile is about to hit the ship. The shields are stacked in layers. Each layer is actually two different particle screens. The first layer consists of a shield that is only aimed towards stopping lasers and near-speed-of-light particle accelerators. The second is effective against ballistics such as nuclear explosives and conventional explosives as well as plasma weaponry.

Plasma shields: Typically the lowest level of shield, it’s not online most of the time in order to save power. Used against energy weapons. Generation VI ships typically replace the particulate layers against lasers and particle beams with a primary plasma shield.

Gravity shields: Gravity shields create large fields of gravity by using up higgs-figron fuels that make directed ripples in space-time. These are generated through the acceleration of mass. This is done by oscillating a massive orb which creates very weak ripples, amplified and directed by higgs-figron influence. However at long range the change in direction from the ripples will be significant enough for the projectile to miss. When in a fleet, the ships armed with grav shields (frigates and above) will coordinate to add up each other's effects. Because of the kinetic energy required their shield is very power hungry.

Armour:

The Empocracy has an exceptional understanding of armour and have every effective combination of materials, mostly artificial and rarely natural, you could think of. GBE utilises “particle composite” armour. Most legacy GBE armour combinations are more effective against energy weapons than kinetic, however, generation VI armour focuses primarily on lasers for energy weapons, otherwise the armour is mainly focused on kinetics including kinetic particle beams. Each layer varies in thickness, however layers that repeat may have different thicknesses based on the calculations and simulation of the most powerful quantum computer AI in the nation for their conclusions to maximum flexibility and effectiveness. While a main strikeplate may be relatively thick, nanocomposites may arise where neosteel layered with other metals and superplastics are packed together in sections with space in between. In total the armour of capital ships is very thick and massive. Standard capital ship grade armour uses all materials below:

Neosteel: Armour generally has a layer of part neosteel, an alloy consisting of a plethora of rare resource that needs refining that is extremely durable. The neosteel after refinement is compressed to the extreme. Neosteel after the GBE’s entire process is so dense it requires anti-gravity generators to not mess with gravity inside the ship. Neosteel is compressed through a similar process to KAEPA and with electromagnetism, with extreme precision to create an almost crystalline structure. Mass driver may also be used to smash pieces of neosteel together at relativistic speeds early on in the refinement process. Each molecule has one of their electrons replaced with muons from Lucium, which drives the atoms closer together allowing for the atoms in the molecules to be situated closer together. Due to this, sixth generation (and higher) Neosteel requires Lucium to construct. Neosteel molecules have an extraordinary amount of bonds shortening the bond length dramatically. Because of the stability of each of the neosteels components, it is very hard for neosteel to undergo fusion making it ideal for extreme compression and armour against weapons that fuse with a ship's hull. Neosteel is hyperdense, stable and extremely hard and is used as strikeplates and doubles radiation shielding.

Carbium: GBE has manufactured a 3d carbon lattice. The atoms are modified on particle levels to make sure they can be as tightly packed together in the lattice as possible, creating an extremely strong layer of armour. The carbon atoms that make up the lattice have negatively charged particles assembled synthetically that act as a “reverse shielding effect” that pushes the valence electrons closer to the nuclei and reduces the atoms radius. As it is lighter than neosteel it is used as a lighter strike plate and is prevalent in spaced armour.

Agnosite: Is an artificial metal that distributes and absorbs heat well. Lines of heat superconductors go from Agnosite to the ship’s thermal generators and thermal sludge or the auxiliary radiators to waste the heat. Agnosite mesh threads through the armour preventing lasers from localising their heat into one area of the armour and spreading it out across the ship, eventually dumping the heat into radiators or molten salts.

Hardlight layer: Between two solid layers, there’s one layer which is a medium of gas where a hardlight shield is located. The shield does not cover the entire ship however but it is moved to different locations around the ship to stop projectiles. While the layers itself may act as spacing for armour, the hardlight shield can be positioned in the same area as multiple layers of shielding.

Latision-carbide: A synthetic refractory ceramic with an extremely high melting point and heat resistance. The material is also hard and can be used as spaced armour. Often it is combined into a composite with layers of ceramic aerogel.

Ablative foaming: Consists of aluminium with neosteel orbs within it. It is structurally supported by “nets” of graphite. The ablative layer is designed for ablation of lasers and kinetic projectiles. The aluminium may in some layers be replaced with aerogel for more thermal protection. This armour layer is very thick but also light.

Electric reactive armour: *IRA is a type of reactive armour that consists of supercapacitors with superconductors. They work by discharging enormous amounts of electricity into a projectile, vaporising it and significantly diffusing the attack. It works very well against plasma and kinetic weapons.

Shock absorber: Flexible superplastics or carbon polymers as structural and shock absorbing layers. Layers of shock absorbers are sandwiched between almost every hard layer or is made as a mesh that structurally supports layers.

Replaceables: This is a set of artificial materials that are used for quick or mid-battle “patchups” of armours. Which consist of materials that can be melted into a liquid and injected into holes on destroyed parts of armour that turn solid when dumping heat into the superconductors. Replaceable armour materials may be a less effective version of certain armour materials or simply act as a medium to fill in the gaps for attaching solid armour pieces. Attachable chunks of reactive armour are also considered replaceables.

Other: Spall liners are used. Shock absorbing bulkheads are installed to mitigate impacts to the armour. Armour add on may include whipple shields and explosive reactive armour. Certain ships may have formed penetrator reactive armour.

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Force interdiction: Interdiction is a very advanced piece of tech. It can stop ships from entering any type of FTL travel and pull ships out of it to a specified location. That location is the focus point of the interdiction field. When being thrown into the focus point the ship or ships may always be a certain distance away from other gravitational anomalies. The more mass the object has, the further away the ship exists FTL from it. Because of this it cannot be used to ram ships into each other or make ships fly into stars or planets.

Blanket interdiction: Blanket interdiction is a type of interdiction that prevents FTL through it. A ship that hits blanket interdiction will exit at its border. Blanket interdiction nodes are an extremely cheap type of station or probe that creates a networked interdiction net. The net can be controlled to create openings in the field.

PCTM (Photon Collection Trap Material): A type of synthetic material used on the outside of most ships' armour that “charges” up by absorbing photons and storing them in traps. The material is vantablack as it absorbs all light that touches it until the traps reach maximum capacity and the material returns to its normal colour. When there is incoming fire an electric pulse is used to trigger the photons to be released in a hardlight barrier that lasts a few seconds. Not all the photons are released at once so it can be triggered for some time or multiple times. The barrier is quite brittle and can help with incoming kinetic projectiles, it is also effective against certain lasers as it can absorb and release photons and cool down quickly before being overwhelmed. PCTM has to be charged by being exposed to light or photons. Light sources generated by the ship of a station are far too weak and therefore for effective charging of the PCTM the ship has to be exposed to a star, though it doesn’t have to be closeby. Newer PCTM systems have a vast laser cooling system with millions of tiny lasers embedded beneath it. These serve as cooling to get the photons to gain more mass but also to eliminate the high amount of heat absorbed by the material. This allows for PCTM to be an extremely effective radar absorption material. Because it can absorb photons it means it can mask a craft from a large selection of detection systems, including infrared, x-ray, gamma and optics detection systems. The lasers can be reconfigured with high power where they can instead charge the PCTM with their own photons.

I-net:

An Interception net is the term for all the defensive capabilities linking up and using information from all ships in the fleet to protect from incoming fire. Gen VI introduced the idea of an enclosed fleet I-net or single ship I-net which would supplement the capabilities of existing PD and evasion. With combined information and better coordination, more tools and weapons to use the I-net of gen VI ships are highly potent defences. What makes an I-net superior to earlier GBE defensive capabilities are the addition of large PD ship screens, flak screens, increased missile interceptability from fighters, more powerful PD and I-net defensive drones. Earlier laser PD and kinetic APS were the only reliable interception systems for GBE ships.
Flak and cluster bomb screens: A new type of ammunition increases the effectiveness of the use of main batteries or autorailguns as flak munitions as the shell is shattered from the inside launching its fragments at relativistic speeds that can cover large areas. Increased size and use of defensive missiles with cluster munitions.

Bomb pumped laser: A much larger and more powerful defensive weapon that the standard laser PD, these are commonly seen on I-net assistance vessels like escorts or frigates. They can intercept much larger shells or heavy missiles and disrupt plasma, hardlight and certain particle beams.

Shield projection: Frigates will typically assist by projecting defensive shields at ships that fail to evade. Usually hardlight is used but since gen VI projecting particle screens has become practical. With shared information multiple ships within a fleet may add the effects of their gravity shields together to make evasion routes possible against large amounts of projectiles

I-net drones: The largest addition to the I-net provides powerful interception tools. The drones are practically flying hard-kill APS guns. The burst kinetic drone is armed with a burst cannon that fires bursts of smart shells with a shotgun-like effect geared towards interception of enemy missiles and lighter kinetics. The arsenal drone carries a heavier, slow firing cannon that fires interception rounds that propel a thermonuclear shaped charge, which fires a projectile accelerated by a casaba-howitzer type device that deposits all its energy into a beryllium filter. The resulting blast fires the shaped charge at impressive power. This type of shell is especially useful against very heavy capital-grade shells or weapons that are hard to intercept. The casaba drone is armed with a cheap fission casaba howitzer. This more close-range system utilizes a casaba howitzer to hit the target with an intense beam of plasma generated from the detonation of the nuclear device.
Missiles: as the standard size for missiles increases, the legacy standard missile launchers will act as dedicated interception missile platforms on newer ships.

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general naval tech:

Radiators: An essential part of each ship. The radiators are where all the heat is dumped, where then it is exposed to space, or a medium such as a liquid metal or molten salts to get rid of said heat. Ships might have auxiliary radiators which are quite vulnerable, though the main radiators are often protected by shields or whatever else. Molten tin may be used as a medium to transport heat between systems to the radiators.

Onboard computing: AI a shipboard takes care of most tasks which traditionally crew would do. The ships computers have to compute sensor-data, tactics analysis, evasion paths, FTL routes, navigation routes etc. As such computers on warships are large and have redundant secondary computers in case of failure or destruction. The main computer is typically linked with a ship captain or fleet commander's brain via their neural link allowing them to take in and compute the same information the AI is receiving and process it within their minds and allowing for an increase in calculations of outcomes. Typically military computer models are typically quantum models which through a mechanical system that uses infinite superposition of states to compute. They are extremely fast and powerful, being able to cycle through or conduct multiple demanding tasks simultaneously.

Heat point cooling: A system in which massive amounts of heat are funnelled into small thin sheets of metal. The system uses laser cooling which covers the entire sheet, no matter how much heat is funnelled into the sheet. However, the sheet must not exceed a certain temperature, at which it melts.

KAEPE reactors: Kinetic artificial ergospheric power extraction reactors are a type of power source which relies on creating a spinning gravitational anomaly with ultra-dense matter and gravity generators to create an artificial ergosphere in which electromagnetic waves are shot through, which gain momentum when entering the ergosphere. The anomaly is surrounded by reflective plates which bounce the electromagnetic waves. Small gaps are opened in the reflective plates, letting out the electromagnetic waves onto plates that convert the kinetic energy. KAEPE reactors are very similar to black hole bombs/reactoes. The reactors are quite unstable and can mess up the gravity in the ship if damaged, which in turn might destroy the ship itself. The energy put into the process of making KAEPE reactors typically come from industrial antimatter reactors. KAEPE reactors can be set to self-destruct in a devastating explosion.

Fusion reactors: Typically used for auxiliary or secondary reactors, fusion makes up a significant portion of a ship's power generation. Smaller ships such as frigates and smaller ships may not be able to have KAEPE reactors and as such use fusion as their primary source of energy. Fusion reactors are commonly at the back of the ship, linked directly to the torch drive, providing plasma to it. Cold fusion may also be utilised in stealth ships. Fusion reactors are extremely common in the GBE and with decades of producing them the process has been streamlined and effective making smaller scale fusion reactors very cheap and common in civilian applications.

Quark fusion reactors: Quark fusion reactors is a type of power generation system that uses hexaquark fuels. The output of each reaction is 8 times greater than that of fusion. Though more power is required to start all reactions, including a secondary heavy ion collision to support the process. Quark fusion reactors use electromagnetic particle acclerators to smash hexaquarks against each other instead of the hydrogen warhead trigger found in quark fusion bombs. Typically this reactor is cheaper to produce than KAEPE reactors and have a greater immediate power output. However, the fuel for quark reactors is limited and expensive to produce. Thus only some gen VI ships have phased out the KAEPE reactors. Some ships may keep a KAEPE reactor while having a QFR as a secondary reactor, replacing the two standard fusion reactors typically found on gen V warships. Some others may have one QFR while having secondary standard fusion.

Sensors: The Royal Navy uses a variety of detection systems. Most common are active/passive hyperfrequency radar and lower frequency high range radar, optical, infrared sensors, LIDAR and FTL detection (detecting ships entering/exiting FTL). FTL sensors such as tachyon sensors and quantum radar that use entangled photons instead of reflecting radio waves. Larger ships typically have x-ray and neutrino sensors. Advanced dedicated sensors ships may have gravitic sensors.

Stealth: Royal Navy ships often make no effort to conceal themselves at medium ranges. However, GBE ships do like to be undetectable from further than long combat range. Essentially outside the GBE’s most effective fighting range in order to position themselves properly for engagement. However, there are a few select dedicated stealth capital ships in the GBE. Certain properties of systems used may make GBE ships highly detectable from long ranges with the correct equipment.

Propulsion: The general method of propulsion for ships of the Royal Navy is the torch drive, an engine that propels the ships through accelerating plasma through a particle accelerator. Otherwise, ion engines are used. Ion engines are the most popular choice for stealthier ships as they do not generate as much heat or neutrinos. Ultra-cheap vessels such as patrol craft or drones may use fission drives. For atmosphere jet engines are common. A Gatbridge drive is the quark fusion variant of the torch drive and is many times more powerful. Gatbridge drives are the main form of propulsion for gen VI warships. For manoeuvring during combat, gen VI ships use higgs-figron fueled gavitic drives that provide unparalleled ability to evade and change direction during battle. Gravitic drives create local knots of gravity that pull the ship towards it.

Faster-than-light travel: Warp space travel or warp travel is a type of FTL travel that requires a warp drive. The GBE warp drives are only fielded by the GBE and make a distinct THUD sound as the ship exits warp space. Warp drives tear a hole through spacetime to create a rift to another dimension where the laws of physics don’t apply the same. The ship travels larger distances relative to realspace in warp space. Warp space is described as a white and sometimes blue tunnel with no end. When entering warp space the ship appears to, in realspace, to accelerate extremely quickly and shoot off into the distance like a projectile. This is visible because the ship has entered the “link”. A stage in between warp space and realspace in which the ship is suspended in both dimensions, making part of the increased speed happen in realspace. The link is a result of realspace “leaking” into warp space and vice versa, creating an effect where the ship is momentarily suspended within realspace that is being subjected to the laws of warp space, but as it is still connected to the rift and normal real space, the ship still remains within real space for this time before it collapses. Ships within warp space generate a bubble of real space around themselves preventing the ship from being crushed. This is done by generating a distinct type of dimensional interdiction which keeps the real space around the ship in place as it travels through warp space. The dimensional interdiction manifests in normal real space. This is called a warp shadow which connects the ship’s positions in warp space to its equivalent in real space. When the warp shadow hits an interdiction field, the ship is ripped out of warp space.

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Fighter specific tech:

Guns: Fighters are often equipped with high calibre gatling guns or plasma launcher guns. Sometimes even emp weapons. Fighters can often carry laser pods for intercepting missiles or enemy fighters. Interceptors such as the CDI-5 can carry high power laser pods on their backs or bellies. High power railguns may be set on the bottom of certain fighters

Missiles: These are the main weapons of the fighters. The missiles are stupidly expensive making continuous battle encourage the GBE to back out their fighters. The missiles use combined information from many different detection systems, as well as using ECM and countermeasures systems in order to prevent targeting. The newest iteration of missiles are even shielded with particle screens dedicated against their lasers or kinetic fire, depending on what was brough. There are also heavier missiles made for taking down capital ships such as the surface wiper missiles that launch a group of warheads that spread out across the entire ship to take out guns on the surface. Torpedoes are anti-capital ship missiles that have long range and good survivability, which hurt the manoeuvrability and speed of the torpedoes. They are often shielded. Most GBE fighters can’t carry any torpedoes with larger payloads however the bombers carry extremely devistating payloads.

Armour: Fighters are not armoured heavily as they would lose their ability to dance around the enemy. This means if the shields are down the ship will most likely get destroyed by a single missile hit or a lucky gun hit. However, the hull of the fighter can however survive for quite long when being shot by a laser. Gen VI fighters have improved survivability with light composites now containing heat superconductor mesh within the aerogel and electroreactive armouring.

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Civilian technology:

Neural link: A type of brain chip that acts as a kind of “brain phone”. It is essentially a computer connected to the brain and the nervous system. It can artificially simulate hormones, experiences and even stop signals to the brain. There are very strict rules for neural links. People travelling into the GBE with unapproved Neural Links cannot enter with them. Neural links sit in slots in the back of the head or behind the ear. Surgery is required to have a chip slot. Illegal neural link smuggling and selling is highly illegal. An alpha Ai system (representing the GBE's and the constitutions will) is specifically programmed to stop monitoring thoughts and location. It stops tracking, broadcasting literally anything the person thinks, feels, sees etc. A neural link cannot be dangerous to remove, no installed software is allowed to track location without the user agreeing. The injection of thoughts, dreams, experiences or others memories is not allowed. It is not allowed to mess with the flow of hormones and general things and signals to the brain (with a few exceptions such as depression and extreme pain), the chip must make sure the user prioritises reality in front of chilling in virtual realities (a lot), the chip cannot store someone else’s memories, memories must naturally decay, the chip cannot increase the thinking speed of said individual drastically, it cannot decrease intelligence or any other ability, it cannot cause unnecessary pain, the chip must not alter memories or thoughts etc. most of all it cannot monitor thoughts or experiences, simulate them, control the individual’s free will and body or make them think a certain way. “Any attempt to breach this AI’s protection will be eliminated, any attempt to end this protocol, even from the state, will be declined for the state is not above the constitution.” There has been a lot of debate about neural links and the massive disadvantages of not having one, most notably in the education system. It is however extremely uncommon to find someone without a neural link in the GBE.

Xeno-compatibility (cross-race-compatibility): Cross-race-compatibility, perhaps more known as xeno-compatibility outside the GBE, is a technology that allows for different races to have children. With the wonders and glory of genetic modification, different species can finally do the (redacted). Species have to be registered as compatible with approved and tested gene modification so that the child doesn’t suffer from any types of problems or horrors of mixing up species. One part of xeno-compatibility is cross-species crossing. It works like this: only one species of the cross-species is selected for the child. Of course, this requires even more tampering with the fertilised egg. Imagine that an Irri-Human and a Ka-Human had a child. That child could be Irri-Human, Ka-human, Ka-Irri or just plain Human.

Nanohunterphages: A type of nanobot that acts as an immune system. Nanohunterphages are a large upgrade to the GBE previous biomodified bacteria- and virophages. Every GBE citizen is to have a nanohunterphage immune system. Nanohunterphages are mechanical machines. They use a variety of methods. Ramming, spraying gas inside bacteria, sometimes even projectile launchers.

Holograms: Holograms is the preferred method of screens in the GBE. Older holograms often only show green or blue. Holograms typically are in colour now. Holopads are the equivalent of mobile phones, other than neural link chips. Holopads are round and quite small with a projector and a holocamera. Flatscreens are also common however mostly in cities of computing devices.

Car: Cars in the GBE can fly within the atmosphere. Anti-grav and jets allow for cars to safely travel. Cars can hover just above the ground, which they might do in many cities, or just to preserve fuel. Cars travel in sky lanes marked by floating glowing markers. Most adult GBE citizens own a car. Cars are only for local travel across a single world.

Wetware: Wetware is a type of living computer that uses neurons. Typically wetware computers in the GBE are linked into people as an extension of the brain. However the practice of installing it requires government approval. Professions that would use wetware would be researchers, engineers and military commanders.

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Military:

Doctrines:
GBE ships are generally very tough. The armour of the ships can take considerably more damage than the shielding can. GBE ships use long-range weapons and computers to calculate how to shoot for maximum accuracy. Computers also calculate incoming projectiles and how to evade as many as possible. Since there’s an exclusive use of long-range weapons, evasion and toughness GBE ships are extremely hard to destroy to fight at long range. The GBE employs a heavy quality over quantity mindset as the time and cost for each ship is considerably high because of their complex nature. Each GBE ship as a result is very effective and powerful with the complexity and overengineering of their design.

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Branches:

Royal Navy

The Royal Bastonian Navy is by far the largest and most advanced branch of the Bastonian armed forces. The Navy is responsible for almost every space operation, possessing thousands of warships. The Royal Navy is divided into three sub-branches:

Assault Fleet:
The Assault Fleet is the most iconic and is, in the eyes of the public, a force of empocracy. The Assault Fleet conducts offensive operations and attacks. However, their ships are still in use during defensive battles. The Assault Fleet ships usually work alongside ships of other fleets and share a command structure. But when the time calls, ships of the Assault Fleet will rendezvous and prepare for an operation. Ships of the assault fleet can be recognized by a white section of hull on their underbelly.

Defence Fleet:
The Defence Fleet, using a marine blue colour on the topsides of their hulls, is a force dedicated to the protection of Bastonian systems. Ships of the Defense fleet are typically older and not geared towards offensive operations. However the Defence fleet is responsible for patrols, defending foreign holdings and upholding Bastonian influence over certain sectors. Due to this, some parts of the Defence fleet operate far outside Bastonian space.

Reserve Fleet:
The Reserve Fleet is the least active fleet and typically only used in times of war. Some parts of the Reserve fleet can be made ready to fight in hours while some would take months to prepare. The Reserve Fleet is the least advanced of all the fleets and typically the last destination of any ship headed for retirement.

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Royal Dragoons:
The Royal Dragoons are a newly formed sub-branch of the Assault Fleet specialised in boarding efforts and seizing control of space vehicles or stations. The Dragoons are considered an elite force within the navy and are equipped with the finest equipment Bastonia has to offer.

Home Guard:
The home guard is the primary force of the Royal Army. Their task is to protect the worlds of Bastonia. The Home Guard is the least advanced and most numerous military sub-branch. The Home Guard has only participated in one large-scale battle since the re-emergence.

Royal Marines:
The Royal Marines, while somewhat part of the Assault Fleet, have a large degree of autonomy and variety in their command structure and equipment. The Royal Marines are typically divided into three major types of units: those that serve and defend stations and ships or participate in boarding, shock troopers and those that land on planets, and special forces. Marines are typically well equipped compared to their army counterparts and have endured significantly more mental and physical training. Marines almost always agreed that they will take permanent or life-altering cybernetic implants to improve their combat performance.

Royal Guard:
The Royal Guard is a mostly ceremonial branch that usually participates in displays of power, particularly on Anrillia. The Royal Guard can however be used to defend Anrillia or the Veiled Protectorate if the situation calls for it. Royal Guard vehicles and uniforms are often decorated with golden and red ornaments displaying various symbols of Bastonian admiralty, empocratic symbols and Lokion’s crest.

Special Space Service:
The Special Space Service is the most lethal special forces unit in Bastonia. Members of the SSS are trained to such intensity, and genetically and cybernetically augmented to such a level, that it is practically impossible for an SSS member to live a normal life. SSS has a record of recruiting latent psionic members of Bastonian species.

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Force declaration:

Battleships:

HMS Lokion:
Flagship of the navy and part of the assault fleet. The HMS Lokion is slow and old, having many outdated systems and is constantly under refit. However the pure amount of guns it brings to the battlefield makes it a reliable arsenal platform.
length: 17 km

Arrow of Justice:
Created to be the second GBE battleship in service, it started production, but alas, due to the delta crisis the project had to be stopped since the GBE realised they could not support or create such a ship if the Reckoning fleet was to be complete. So it was stopped mid-production. Now it has returned into production and is the only modern Bastonian battleship class in existence. The Arrow of Justice will be made in multiple variants with different names. The Arrow of Justice possesses an enormous spinal casaba accelerator and an array of ETA cannons for artillery engagements. However its complement of cannons are weak compared to its enormous armament of long-range missiles that allow the ship to engage enemies in relative safety. The Arrow of Justice is by all means a command ship with powerful detection, communications and E-war arrays. It carries a large amount of strike craft and cruise missiles.
length: 14 km

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Warships

Pride-class battlecruiser:



There is only one Pride-class as of yet and it wields the most powerful weapon owned exclusively by the GBE, named the Liberator, the ship's spinal neutral particle lance. The Pride-class is so heavily armed it destroys fleets, if not using fleet sized munitions and supplies to upkeep it. Its armour is just the GBE’s budget composite stacked in layers. The behemoth has a complex electromagnetic “train” system that transports supplies, drones and personnel across the ship. The ship is barely atmospherically capable and is one of the few GBE Battlecruisers in service. The Pride-class is designed to be a mobile base. This ship can be the base of an entire campaign or even wars. It is also made to dish out as much firepower as possible. The coil guns mounted on the battlecruiser are tremendous and required the GBE engineers to try to reach the level of technology and engineered perfection they did with the Sunrise-class. The amount of weapons mounted on the ship does make the frame less sturdy and the reactor a lot larger, making it more explosive.
length: 7 km

Raider-class battlecruiser:
The Raider-class is a heavy battlecruiser. It has long-range heavy missiles as well as torpedoes for maximising its potential in tactical combat. It is meant as a flagship for various fleets. It is optimal for leading fleets and operations. The flagship of the entire reserve fleet commanded by fleet admiral Phoenix, the HMS Chariot, is a Raider-class.
length: 7 km

Hurricane-class battlecarrier:
The hurricane is supposedly the biggest single threat to the fleets of the “uncivilised galaxy”. The GBE is still producing enough fighters for it, and once it is full its total cost will be equal to a battleship. The ship is filled to the brim with fighter upkeep drones, deck personnel bunks, fighter rehabilitation systems and repair drones and nanobots as well as fuel tanks and missile storages and arming machines.

Archangel-class heavy cruiser:



The largest ship that’s atmospherically capable without support, the Archangel is a gleaming beacon of the GBE navy and a symbol for sophisticated and fine British engineering. A new addition to the GBE navy and the only heavy cruiser in service, this ship is of the 5th generation of Royal Navy ships. However, it is a logistical nightmare, fitting all the extra radiators for the weapons, the weapons, their ammo transportation systems, hangars and the repair systems. But through this they have made an insanely heavily armed ship. It has mastered what youngsters call “the gun spam”. Essentially an insane amount of weapon systems. The hull is quite fragile because of this, that is why it has heavy shielding instead of advanced armour. Another reason for this is that heavy armour increases the ship’s mass and the ultradense layers require anti-grav that could instead be used to support it in flight. All the cooling systems, interdiction and radiators eat up power. To solve this the auxiliary reactors were switched out for an additional, though smaller, KAEPE reactor. It does have a spinal mount lance. It is equipped with plenty of casaba howitzers, a fairly new addition to the GBE arsenal. The Archangel has compressed boxes of materials onboard converted into shells onboard the ship’s factories.
Length: 3.5 km

Yorkshire-class bombardment platform:
Quite a large and sluggish ship that acts as an orbital bombardment platform. It has deployable satellites to target places on the ground. The underside of the ship has massive amounts of armour. It has quite a strong shield. When it takes too much damage it will move outside range. It has a massive amount of exposed radiators on the top side. The ship utilises weapons that can all fire downwards. Casaba howitzers, railguns, ion cannons, missiles launchers, pretty much the GBE’s entire weapons arsenal.
Length: 2 km

Calamity-class cruiser:
Cruiser made for orbital bombardment and fleet combat. The Calamity is made for direct fleet combat and engagements from long to medium range. It uses primarily torpedoes and railguns to rain down fire. The shields are strong and the ship has a modular spinal mount slot in which it can equip the standard particle lance or a unique spinal mount weapon, the arc pacifier cannon, a weapon that intercepts and destroys all shells and missiles in an area. It is also armed with ion missiles for efficiency against enemy shields.
Length: 2 km

Vanguard-class cruiser:
The Vanguard was originally in the testing phase and was planned to be a generation VII ship. But with the general delays and the need for its main weapon, development was given extra funds for it to make it into generation VI. The Vanguard is ahead of its time, sporting a twice as effective QFR system and minutarized IPD nodes. Due to this IPD installment, the Vanguard acts as a command ship for smaller fleets and will assist in evasion calculations. The Vanguard is equipped with a spinal speed-of-light tachyon lance that’s focused with a Trelarque crystal infused with higgs-figrons. The weapon was essentially perfect to fight the crudely armoured Infinite Dominion warships and was later considered as a replacement to the particle lance. One the Dominions Weaknesses were identified the Vanguard received its funding increase. Its gravitic drive and advanced evasion system allows for it to be unparalleled among the Bastonian ships in artillery engagements. However, due to low modularity and industrial standard, the Vanguard is problematic to produce in its current state.
Length: 1.7 km

Sunrise class cruiser:

The Sunrise-class cruiser is considered the peak of GBE engineering. With a high upfront build cost and a low upkeep cost, the Sunrise-class is made for long time use. The ship is undoubtedly the most polished and refined ship in the GBE’s recent history. The armour used is made with all the knowledge the GBE can muster as well as the best materials the GBE has access to. This ship has proved its effectiveness in combat in training. The ship is less flexible than other cruisers though, making it laser-focused in ship to ship combat. It is not atmospherically capable and it doesn’t have an orbital bombardment cannon. It also lacks many systems which would increase its performance on its own. Instead, it has replaced these systems with shields (six layers), carrier capabilities, repair systems and advanced combat computers. The firepower on the Sunrise-class is unrivalled in the GBE combat doctrine. The particle lance is refined and the railguns are of the newest iteration. The first refit will soon arrive with a 8L 5077 aura shield system which is the BAe latest iteration of shielding, new armour, shell interception methods, new propulsion and modernised versions of the railgun family.
length: 1.7 km

Castigator-class assault carrier:
The Castigator was a result of an intense campaign of trial and error in attack ships that were capable of leading their own assault. The new class assault carrier emerged. The Castigator was designed after testing multiple tactics in the TIE campaign. It boasts a large complement of strike craft that are meant to strike the target in question before the Castigator quickly leaves the scene. The ship possesses a powerful tachyon sensor array and a highly precise warp drive. It does not have a spinal mount but makes up for it in being able to carry 4 cruise missiles that will strike the enemy before the Castigator arrives. The ship is also capable of artillery engagements with an array of ETA cannons and guided missile launchers for taking out targets at long range. The Castigator is meant to be used as the command ship for strike groups. It expects to be supported by escorts and in turn provide computational, sensor and command data. The Castigator is however moderately armed with point defenses and I-net systems.
Length: 1.5 km

Formidable-class cruiser:
The Formidable-class lives up to its name in being a well-rounded standard GBE cruiser. Armed with a casaba accelerator and a distinct ‘slope’ at the front to mount ETA cannons, the Formidable is a GBE cruiser taken to the maximum. Its armour is heavy but it makes up for this with a powerful gravitic drive and large engine section. While the ship is highly vulnerable from the back, the formidable focuses all its firepower forwards in classic Bastonian fashion. The Formidable somewhat lacks in missiles. It does however carry a large complement of strike craft to make up for this. The ship is highly modular and can switch out main guns and hangars for I-net systems to act as a support ship. It also shares the most parts with other warships out of any other generation VI ship, making it an easy replacement vessel for generation III vessels.
length: 1.5 km

Moonlight-class cruiser:
image https://forum.cosmoteer.net/assets/images/4738-SyNhl9XiiAOG54EY.png
The moonlight-class is a flexible gen III cruiser. The moonlight-class lost the title as mainstay ship because of its high maintenance cost. It has two "wings" to stay stable during atmospheric flight, cruise missiles and precursor to the GBE’s mainstay gen IV main battery.
length: 1.5 km

Eclipse-class cruiser:

The Eclipse-class appeared first on Judgement Day. It is gen V’s Solaric, a cheap, easy, reliable and flexible ship-class which is the GBE’s new mainstay ship. The ship's cannons have an extremely high fire rate and its detection system is powerful. The ship has new drones to crew the ships that have increased resilience against electronic warfare. New and improved shields with 6 shield layers.
Length: 1.5 km

Eternity-class atmospheric cruiser:
A cruiser that is effective within atmosphere. It excels at medium range combat. It is not armed with torpedoes or any nuclear-type missiles or worse in any larger numbers. Otherwise it’s quite light, somewhat agile, it has a spinal mount, railguns and hangar bays. The ship is operated by the sky corps, and therefore it needs to be self-dependent in battle, thus why it carries quite a bit of point defence. The ship has quite heavy shields and lighter armour.
Length: 1.5 km

Rotorblade-class battltransport:
The support ship carries munitions, fuel and long-range railguns. They lie at the back of each formation ready to resupply missiles or maybe even shells for the fleet. The ship is a mobile factory and farm, growing artificial meat through genetically modified cells. It has light space mining equipment for use on asteroids.
Length: 1.3 km

Cethershire-class supply cruiser:
A mobile factory and mining hub. Initiates mining operations and proceeds to repair other ships with replacement parts and systems as well as refilling shells, fuel, air, missiles etc. It can mine from planets, asteroids, get air and fuel, replace railgun barrels and do general repairs all in enemy territory. The factory part is modular and it can be given different factory modules, some of which can produce fighters or corvettes to replace losses or just to bolster the fleet.
Length 1.3 km

Democracy-class destroyer:
The democracy-class, given the name for its designated role, was to become the new mainstay warship of the GBE for generation VI. It boasts an impressively powerful Gatbridge-drive and powerful turrets that can be swapped out for missile coilguns. It does however not have a spinal weapon. The democracy-class possesses a gravitic drive that makes it excel in artillery engagements like no other. The ship is agile and brings unprecedented firepower into battle.
Length: 1 km

Coventry-class destroyer:

Generation V’s new destroyer. Evasive and agile. The lack of firepower, a spinal mount it makes up for with shielding and evasion, making Coventrys extremely hard to take down. The AI has been improved and it displays actually capable close-range capabilities. It is tanky from the front with its front armour ram. The ship does however have a lack of radiators. Though since the ship has a minimum amount of guns to fire it is often not an issue unless the engines are on a high power setting during prolonged periods of time.
Length: 1 km

Colony-class destroyer:

One of the newer additions made to replace the Solaric, it has a large armament of torpedoes and turrets. Its Lance is smaller than usual. It leans more towards shields than armour than normally. The Colony carries heavy thrusters. It’s a part of the fourth generation of GBE ships. The ship was initially a concept for the Moonlight-class, the director of naval production liked it so much they made it into another ship.
Length: 1 km

Solaric-class destroyer:

image https://forum.cosmoteer.net/assets/images/4738-cS39XdxvCq3obCSa.jpeg

One of the more iconic ships though its mainstay role was going to be handed to the Moonlight then the Sunrise-class and now the Eclipse-class. The Solaric is the first large and widely implemented warship to be fully retired since the re-emergance. It balanced out cannons, turrets, point defence, missiles and torpedoes. Its armour was reinforced but not as strong as the other ships in the navy at the time. The Colony-class destroyer official fully replaced the Solaric during the height of the Union cross-quadrant war. Now the Solaric is only in operation by foreign navies and organisations.
length: 1 km

Resolve-class destroyer:

The GBE realised that during gen V as the Solaric was being forced out of service that they needed a cheap all-round multi-role and flexible destroyer that could operate at a lower scale and lower maintenance cost than the Eclipse. BAe quickly designed the new Resolve destroyer, a modular, effective, cheap and adaptable destroyer with high refit capability. Heavy armour, slow forward acceleration, ok firepower (particle lance) and good evasion allows for the Resolve to be used in a combat scenario while being compatible with fleets. Escort, long-range patrol, large scale patrol, small scale operations base, fleet combat, evac, hit and run assaults, you name it, it can do it.
length: 1 km

Anrillia-class escort:

The Anrillia-class introduced a new class to the GBE. The escort-destroyer. A quick, agile and heavy-hitting ship used for the protection of specific target ships. The Anrillia-class is fast, quiet and deadly. It excels at close and medium range. It has positron beam cannons and a spinal early variant ETA cannon.
Length: 1 km

Monarch-class stealth escort:


The monarch is an advanced stealth escort-destroyer. It hides from detection systems and it’s perfect for ambushes or traps. The ship's weaponry is effective at long and medium ranges while its broadside is great at point-blank. It has a strong missile alpha strike, and guns for firing in every direction. Has masking shields, has an outside layer of PCTM and a low radioactive, magnetic and heat signature while running in stealth mode. The ship uses neutrino free power sources. It is also equipped with gravimetric countermeasure systems. The gen VI refit of the Monarch replaces it’s two main batteries with pion-lances.
Length: 1 km

Obliviate-class Destroyer:

image https://forum.cosmoteer.net/assets/images/4738-Mk39b7P8kEHxSs9U.png

The obliviate class has the new blue flamed thruster engines and single cannon turrets making it the ideal weapon in flanking manoeuvres. The destroyers can lay down an incredible amount of fire. It isn't armed with torpedoes or missiles to maximise on the guns. It doesn't use reinforced armour but uses a UPR produced advanced shield to protect itself. It is armed with the Lance in the "nose" section. The ship is very unusual and rarely seen.
length: 700 m

Storm-class bombardment ship:


The storm class is a small and agile bombardment ship. It is quite fragile and armed with a few powerful railguns on the bottom. The ship is very manoeuvrable and equipped with quite a lot of point defence. The shields are more powerful than the armour by quite a margin. The ship needs a larger flagships computer system to calculate where its own projectiles will land and where the ship should go to evade incoming fire. It uses mobility to its advantage, something planets don’t have.
length: 700m

Graceful-class frigate:
As a generation VI frigate the Graceful is a supporting platform with integrated I-net capabilities, carrying multiple drone hangars and mounts that allow for modularity. The frigate is versatile in its weapon loadout and role. It’s capable of acting as a missile boat, and attack frigate or a flak boat.
Length: 600 m

Sython-class frigate:
A new frigate equipped with a lance and a high amount of point defence. The ship isn’t very common as it doesn’t serve an effective role in large scale fleet combat. It is used in patrols and hunting pirates.
Length: 600 m

Stantine-class frigate:
image https://forum.cosmoteer.net/assets/images/4738-0xLsYrT4oSg1akUn.png

Named after Stantine himself the missile frigate lays down support fire during a battle. It only has one dual cannon turret but is heavily armed with thermo-nuclear missiles. It’s a support ship that can project shields in front of other ships in the fleet.
length: 550 m

Stargazer-class frigate:

This frigate is armed to the teeth. The new launchers allow for varying payloads. The ship can intercept projectiles, destroy fighters and launch long-range nukes. The Stargazers armour is very weak so it relies on speed to evade danger. Despite being a frigate, an overlooked class by the enemies, this ship is a danger to any fleet. Any enemies who see a Stargazer should be as afraid as if they saw a Sunrise.

River-class littoral combat ship:

Previously known as the multi-purpose carrier, this ship the size of a small frigate is used to extend the GBE's influence. The ship is capable of operating and patrolling far from base and extending the range of strike craft. Littoral combat ships may be seen when the GBE attempts to control an area of suppressing targets far away from GBE territory.
length: 340m

Wasp-class corvette

image https://forum.cosmoteer.net/assets/images/4738-sxrV2iARDS3o2T1d.png

image https://forum.cosmoteer.net/assets/images/4738-NWx6RGj89QMYNKO3.png

In case the GBE fighters are unable to deal with enemy fighters the corvette is armed with almost only point defence to defend the fleet. Refit mk III gives the corvette spinal railgun to be used against enemy capital ships.
length: 260 m

Impedancer-class corvette:
The Impedancer-class attack corvette, the successor to the still relevant Redeemer-class, vividly demonstrates the Bastonian gen VI fleet programs capabilities. The Impedancer's most notable feature is its cutting-edge Gatbridge-drive propulsion system coupled with a secondary gravitic drive fueled by higgs-figron materials. The Impedancer is the most manoeuvrable and agile warship of the Bastonian navy, by far outclassing that of the previous torch-driven ships. The Impedancer is at its core an attack corvette that delivers ballistic payloads to its target. Its main weapons are the most powerful available to the Bastonian navy; hexaquark torpedoes and the short range pion lance. The Impedancer
Length: 260 m

Redeemer-class corvette:


The Redeemer is as a modern gen V warship that set the standard for the new attack corvette ship type. It was described by one of Admiral Blue’s officers as “more deserving of the name ‘wasp’.” The ship is very fast with acceleration and max speed. Its signature can be masked for brief moments confusing enemy sensors. It has point defence cannons for missiles and fighters, missiles and projectiles. It also has a large superplasma cannon for doing damage to capital ships at point-blank. The shields are rather heavy and armour somewhat light.
length: 260 m

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List of named, known and appeared ships:

Ship-of-the-line battleships:
BS-Ar HMS Arrow of Justice
Lokion-class battleship:
BS-Lo-01 HMS Lokion - assault fleet - operational
Flagship, central role in dooms strike, lead the attack on Yashinda, lead the invasion of the core.
Pride-class battlecruiser:
B-P-01 HMS Pride - assault fleet - active
Raider-class battlecruisers:
B-R2-01 HMS Raider - assault fleet - operational
B-R2-06 HMS Fortune - assault fleet - active
B-R-05 HMS Firecrest - reserve fleet - low-maintenance state
B-R-03 HMS Chariot - reserve fleet - low-maintenance state
Flagship of the reserve fleet.
Belfast-class battlecruisers:
B-B-01 HMS Belfast - assault fleet - low-maintenance state
Attack on Yashinda, harassed TIE supply lines during RSC-TIE war.
B-B-01 HMS Brixton - assault fleet - low-maintenance state
Attack on Yashinda, harassed TIE supply lines during RSC-TIE war.
Sunrise-class cruisers:
C-Su-01 HMS Sunrise - assault fleet - active
C-Su-07 HMS Triumph - assault fleet - active
Previous flagship of admiral blue, served in battle of the borders as command ship, led an attack on a TIE border system during the Judgment war.
C-Su-37 HMS Victory - assault fleet - active
Led an expedition into a hazardous nebula, led an attack on a TIE border system during the Judgement war.
C-Su-61 HMS Infinity - assault fleet - active
Attack on Yashinda, led an attack on a TIE border system during the Judgement war.
Moonlight-class cruisers:
C-Mo-77 HMS Gladius - defence fleet - active
Lead ship of one of the border fleets.
C-Mo-49 HMLG Golden Wind - Sky Protectors - active
Royal Guard ship that played a central role at the invasion of Anrillia.
Coventry-class destroyers:
D-Co-01 HMS Coventry - assault fleet - under repair
Ship of the line, damaged during the battle of the borders.
D-Co-23 HMS Foundation - assault fleet - under repair
Heavily damaged in the battle of the borders after shielding the HMS Triumph from incoming fire.
Resolve-class destroyers:
D-Res-01 HMS Resolve - defence fleet - patrol duty
Anrillia-class destroyers:
D-An-12 HMS Unassailable - assault fleet - participated in the expedition into the maw.
Solaric-class destroyers:
D-S3-42 HMS Talent - defence fleet - defected, destroyed
Redeemer-class corvette:
Co-Re2-128 HMS Hercules - defence fleet - patrol duty

Relations

Allies:
Vaiaelon War Pact - @Fawx
Unified Earth Government - @Darkstar
Redford Republic - @BattlecruiserCommander
Musavian Republic of Independent Systems

Subjects:
Veiled Protectorate (formerly SAS)

Enemies:
Crimson Imperium - @kola
Thrawn's Infinite Empire

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