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DispatchFactbookMilitary

by The Provisional Government of Greater Istanistan. . 44 reads.

Istanistan People's Star Navy

People’s Star Navy

NOTE: All information on the capabilities, doctrines, and relative roles of PSN vessels are considered classified.

The PSN, or People’s Star Navy, mostly operates on two principles – that Istanistan’s deployments will either be to defend an ally or the homeworld, and that battles are ultimately determined by the ability to concentrate force decisively. As such, the PSN places a relatively low premium on the capacity to operate along extended supply lines and instead concentrates on speed and volume of fire. Standard Istanistani doctrine is also reactive, with the general principle being to control the parameters of an engagement as it develops, corral an enemy offensive, and then prepare and launch a decisive counterblow. All of this means that the PSN privileges firepower speed, and coordination over survivability. Units are divided into wolfpacks which exercise spatial control and screen friendly space and strikeforces capable of responding en masse. Most Istanistanis disregard fighters as both unimportant and incapable of closing into an effective range, especially when confronted with modern anti-fighter weaponry, electronic warfare, and the vast distances of space. An extremely strong emphasis is placed on deception, strategic confusion, and sleight of hand to promote disarray in enemy ranks.

Number in service: 500
Length: 60m

The Sunlight is an extremely small, extremely fast light combat vessel. With little in the way of armour and moderate shields, most of its energy output is taken up by a hefty inertial dampener allowing it to periodically slow hard or make sharp turns. This allows it to periodically completely change attack vectors, and its respectable laser arrays pack a respectable punch. Sunlight gunboats can be remotely operated by the ship’s computer of a heavy cruiser or larger, but otherwise are usually automated.

Number in service: 300

Length: 60m

Almost identical to its cousin, the Starlight’s main differences are in armament. Unlike the Sunlight, the Starlight boasts only the minimum of anti-fighter weapons. What it instead possesses is a selection of extremely powerful antimatter missiles. While its inertial dampener is less high-powered than the Sunlight’s, this is compensated for with the capacity to temporarily overcharge shields. This usually lasts for a minute at most. Like the Sunlight, Starlights are totally automated and are operated through a mixture of distributed processing power and remote control from larger vessels.

Number in service: 100

Length: 280m

A well-rounded but mostly unremarkable vessel, the Ascension is mostly used as a patrol ship during peacetime. Its armaments are well-balanced and allow it to square off effectively with most smaller-sized vessels comfortably. Due to its usual role, it is outfitted with powerful engines, solid communications arrays, and superb active sensor arrays. Ascension-class frigates also carry a complement of two sensor drones, each boasting the kind of sensor array normally seen on a heavy cruiser. Operating these drones usually relies on a wireless energy transfer which leaves the frigate vulnerable and the drone tends to burn out after repeated use, but the tactical edge this capability offers is considered well worth the risk.

Number in service: 115

Length: 340m

The Logophile is a rather strange vessel. Its main armament is a rapid-fire anti-fighter array, leaving it capable of comfortably heading off enemy carrier-based craft and light craft at best. Instead, its main features are more specialized. An unusually large reactor allows the Logophile a decent shielding array. Its main combat role, however, is to spread confusion. During a battle, a Logophile can temporarily boost its heat output to match that of a standard cruiser. Its engines, also unusually massive, can be modified to various degrees of efficiency as well. Each Logophile is equipped with a selection of drones capable of deploying reflective meshes to modify the Logophile’s radar profile. Each Logophile is also equipped with a powerful communications array, capable of both intercepting enemy active scans and broadcasting huge quantities of signal noise, junk data, and simulated enemy communications. It is also equipped with a respectable electronic warfare suite, as well as various flak batteries capable of dispensing chaff and heat buoys. Logophiles are generally handled by extremely small crews and lack the capability to act independently.

Number in service: 100

Length: 390m

The Howler is a bizarre destroyer – maneuverable and heavily shielded. Its main weaponry tends to be shorter-ranged but abundant, and is mainly composed of an absurd quantity of rapid-firing coilgun arrays. One of its more esoteric potential weapons arrays is a wide-bore railgun cluster which dispenses flurries of micro-mines. These would be completely ineffective against any larger vessel, but potentially deadly against a fighter with limited shields making a rapid approach and lacking the finer detection instruments of a large vessel. More controversially, debates have begun in the Defence Committee about equipping Howlers with anti-fighter micro-nuke launchers.

Number in service: 160

Length: 430m

The Vanguard’s military purpose, on the other hand, is clear. Its salient features are a menacing mid-range coilgun array hefty enough to give a heavy cruiser pause and an impressive shielding array. Its engines tend to be unremarkable. The Vanguard’s on-board reactor is decently high-powered. Its sensor arrays and targeting systems are unimpressive. However, its communications systems are excellent and it boasts an unusual and extremely efficient wireless energy transfer reception system.

Number in Service: 100

Length: 840m

The Bastion is the core of any Istanistani fleet, and to be posted to one is considered an honour. Bastion vessels boast extremely powerful computers, cutting-edge on-board targeting computers, and cutting-edge communications software. While the Bastion’s armour and shielding is mediocre, its on-board reactor is superb and its selection of coilguns would not go amiss on a battleship. Bastion weaponry teams often boast of their ability to hit a subluminal moving pin from an AU away, although it is an open question as to whether this is hyperbole or field-tested fact.

Number in Service: 20

Length: 1.8km

No Istanistani fleet group is complete without the Republic-class battleship, a staggeringly menacing vessel. These ships are equipped with the best shielding, weaponry, and hardware Istanistan has to offer. While their vast twin reactors – hosted separately from most of the main systems – are harmful to most sentient life when pushed during combat conditions, this is considered to be an acceptable price for the edge these offer when combat is joined. The vast coilguns capable of firing fridge-sized chunks of depleted uranium at significant fractions of the speed of light, sprawling command and control systems capable of remotely managing entire formations, and the redoubtable shielding technology all make the Republic a deadly threat.

Number in Service: 7

Length: 2.9km

The Confederate is widely seen as an impractical vessel, but it serves its purpose as the core of any mass fleet engagement. Its ultraheavy mass drivers, vast shielding capacities, and fleet control systems make it an extremely effective force multiplier. The Confederate was also created in response to the preponderance of heavy vessels available to potential Terran foes – while it is unlikely that any single Confederate would be capable of confronting a prestige Earther “specialist” ship, it can instead sync an entire fleet’s firing systems through its state-of-the-art central control systems and wield a battlegroup as a single instrument of destruction. The Confederate’s 3km mass also allows it to host onboard repair facilities, foundries, and medical facilities to extend the longevity of a fleet past a battle of annihilation, making it the perfect instrument for a counteroffensive.

DF of 35000/1000 = 35 * 50 = 1750

800 Corvettes * .25 = 200
215 Frigates * 1 = 215
200 Destroyers * 1 = 400
100 Heavy Cruisers * 6 = 600
20 Battleships * 8 = 160
7 Superdreadnoughts * 25 = 175

Total = 1735

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