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faction:iromakuanhe:vayu_scout [2019/11/02 06:22] – Get rid of unnecessary bolding wesfaction:iromakuanhe:vayu_scout [2019/11/02 06:26] – Get rid of unnecessary bolding wes
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 ==== Passengers ==== ==== Passengers ====
-**Total Crew: 64 +Total Crew: 64 
-**Starship Operations and Command: 14 +Starship Operations and Command: 14 
-**Medical and Maintenance: 18 +Medical and Maintenance: 18 
-**Security and Support: 20 +Security and Support: 20 
-**Frame Runners: 12+Frame Runners: 12
  
 Maximum Capacity: An additional 70 passengers may be taken aboard, but life support systems will be strained and require additional resources. Living space will be very cramped. Maximum Capacity: An additional 70 passengers may be taken aboard, but life support systems will be strained and require additional resources. Living space will be very cramped.
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 Width: 97.1 meters ( feet) Width: 97.1 meters ( feet)
 Height: 53.4 meters ( feet) Height: 53.4 meters ( feet)
-**Compartments: 7 (3.5 meters each)+Compartments: 7 (3.5 meters each)
  
 ==== Propulsion and Range ==== ==== Propulsion and Range ====
-[[MASC Drive|MASC Drive]]: ** 3000c +[[MASC Drive|MASC Drive]]:  3000c 
-**Sublight Engines: .25c+Sublight Engines: .25c
 Range: Up to six months, without refueling or employing [[biomass_harvest_system|BHS]] to replenish resources Range: Up to six months, without refueling or employing [[biomass_harvest_system|BHS]] to replenish resources
 Lifespan: The [[organoid_substructure|organoid]] components of the ship can last up to a century. Lifespan: The [[organoid_substructure|organoid]] components of the ship can last up to a century.
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 Standard Enlisted quarters on [[astral vanguard]] starships are mildly spacious rooms fitted with accommodations for four standard enlisted personnel. They feature traditional Iromakuanhe design ethic with smooth eggshell walls colored by default in a relaxed earth tone, large amounts of storage space integrated into the walls and options for customizing nearly all aspects of the local environment, including the smells of the atmosphere inside of the room. Lights are included in the ceiling in the form of adjustable phosphorescent lenses that can be adjusted on command between functional brightness or ambiently dimmed lighting. Standard Enlisted quarters on [[astral vanguard]] starships are mildly spacious rooms fitted with accommodations for four standard enlisted personnel. They feature traditional Iromakuanhe design ethic with smooth eggshell walls colored by default in a relaxed earth tone, large amounts of storage space integrated into the walls and options for customizing nearly all aspects of the local environment, including the smells of the atmosphere inside of the room. Lights are included in the ceiling in the form of adjustable phosphorescent lenses that can be adjusted on command between functional brightness or ambiently dimmed lighting.
  
- ** Features **+  Features 
  
   * Fairly spacious and well lit   * Fairly spacious and well lit
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 [[solan_starworks|Solan]] Officer quarters are medium-sized rooms, smaller than those utilized by enlisted crewmen being designed only for a single or pair of officers. They follow the natural flowing lines of Iromakuanhe design aesthetic, aside from having their own bathrooms and additional furniture options, are largely identical to the rooms use by enlisted personnel. This includes large amounts of storage space integrated into the walls and options for customizing nearly all aspects of the local environment, including the smells of the atmosphere inside of the room. Lights are included in the ceiling in the form of adjustable phosphorescent lenses that can be adjusted on command between functional brightness or ambiently dimmed lighting. [[solan_starworks|Solan]] Officer quarters are medium-sized rooms, smaller than those utilized by enlisted crewmen being designed only for a single or pair of officers. They follow the natural flowing lines of Iromakuanhe design aesthetic, aside from having their own bathrooms and additional furniture options, are largely identical to the rooms use by enlisted personnel. This includes large amounts of storage space integrated into the walls and options for customizing nearly all aspects of the local environment, including the smells of the atmosphere inside of the room. Lights are included in the ceiling in the form of adjustable phosphorescent lenses that can be adjusted on command between functional brightness or ambiently dimmed lighting.
  
- ** Features **+  Features 
  
   * Spacious and well lit   * Spacious and well lit
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 == Immersion Pods == == Immersion Pods ==
  
-**So-M1-5815 Frigate-type Immersion Control Pod**+So-M1-5815 Frigate-type Immersion Control Pod
  
 Due to their natural interface abilities, designing a responsive and intuitive control system for an [[species:iromakuanhe]] was relatively easy. This system, known as the Immersion Control Pod, allows easy and natural control of most vehicles, including large units such as powered frames and starships. The Control Pod is the seat component of the cockpit, and is comprised of a rounded chair in which the pilot is most comfortable in a reclining position, and multiple [[species:iromakuanhe#entry ports|entry port]] plugs. The chair itself is lined in a soft, organic material lined in a highly flexible rubbery skin that is smooth to the touch and has a light golden reflective sheen, surrounded with an open egg-like enclosure on all sides to prevent harm. The chair will naturally conform to the user's body, and can even form cushioned indentations for the tips of horns. In normal conditions, the system feeds the pilot a small amount of Prajna through the entry port ducts to keep them in working condition for long shifts. In case of emergency, the enclosures can be closed and filled with [[prajna]] to keep the pilot alive for an extended amount of time.  Due to their natural interface abilities, designing a responsive and intuitive control system for an [[species:iromakuanhe]] was relatively easy. This system, known as the Immersion Control Pod, allows easy and natural control of most vehicles, including large units such as powered frames and starships. The Control Pod is the seat component of the cockpit, and is comprised of a rounded chair in which the pilot is most comfortable in a reclining position, and multiple [[species:iromakuanhe#entry ports|entry port]] plugs. The chair itself is lined in a soft, organic material lined in a highly flexible rubbery skin that is smooth to the touch and has a light golden reflective sheen, surrounded with an open egg-like enclosure on all sides to prevent harm. The chair will naturally conform to the user's body, and can even form cushioned indentations for the tips of horns. In normal conditions, the system feeds the pilot a small amount of Prajna through the entry port ducts to keep them in working condition for long shifts. In case of emergency, the enclosures can be closed and filled with [[prajna]] to keep the pilot alive for an extended amount of time. 
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-[[materials:aerudirn|Aerudirn Armor Colonies]]**+[[materials:aerudirn|Aerudirn Armor Colonies]]
 Aerudirn consists of living colonies that grow out into thick, smooth sheets of a high durability, that are have been bred to be resistant to damages from radiation and can charge themselves with an electrostatic field to enforce their surface tension, thereby inhibiting penetration by weaker solid-ammunition weapons. Should the shell be damaged, the colonies underneath, which are dense enough on their own to survive exposure to vacuum can quickly have other sections stretch to accommodate tears, and regenerate completely with enough time. Aerudirn consists of living colonies that grow out into thick, smooth sheets of a high durability, that are have been bred to be resistant to damages from radiation and can charge themselves with an electrostatic field to enforce their surface tension, thereby inhibiting penetration by weaker solid-ammunition weapons. Should the shell be damaged, the colonies underneath, which are dense enough on their own to survive exposure to vacuum can quickly have other sections stretch to accommodate tears, and regenerate completely with enough time.
  
-**Armor Structural Points: 16+Armor Structural Points: 16
  
-[[organoid_substructure]]**+[[organoid_substructure]]
 Highly resilient organoid tissues form the remainder of the body, including an endoskeleton, muscles and primitive organs that perform various functions related to keeping the unit and runner alive. The tissues have exceptional toughness compared to those of normal species, and can even survive in vacuum conditions should the entirety of the upper armor layer be destroyed. Should weapons fire occur inside of the ship, the interior compartments are nearly entirely filled with covered organoid tissues, giving them a high degree of durability versus small arms damage. Highly resilient organoid tissues form the remainder of the body, including an endoskeleton, muscles and primitive organs that perform various functions related to keeping the unit and runner alive. The tissues have exceptional toughness compared to those of normal species, and can even survive in vacuum conditions should the entirety of the upper armor layer be destroyed. Should weapons fire occur inside of the ship, the interior compartments are nearly entirely filled with covered organoid tissues, giving them a high degree of durability versus small arms damage.
  
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 //The Vayu's life support functions are tied in directly with the [[organoid_substructure|Organoid]]'s natural bioelectrics and life functions, meaning that should power failure occur, these systems will continue to function until the components expire.// //The Vayu's life support functions are tied in directly with the [[organoid_substructure|Organoid]]'s natural bioelectrics and life functions, meaning that should power failure occur, these systems will continue to function until the components expire.//
  
-[[organoid_substructure#life_support|So-F1-V0815 Organoid Internal]] [[organoid_lss|Life Support]]**+[[organoid_substructure#life_support|So-F1-V0815 Organoid Internal]] [[organoid_lss|Life Support]]
 Life support systems are enabled via a combination of potent thermo/photosynthetic reprocessing of air, allowing the organoid to feed itself while producing breathable gasses for the crew. This is done by drawing light from the nearest star, or absorbing heat and radiation from the various compartments of the ship, including the reactor and inhabited regions of the ship. It may also deploy small antibody-like drones to neutralize vermin and naturally search out and sequester harmful substances and antigens inside of the ship's environment. Life support systems are enabled via a combination of potent thermo/photosynthetic reprocessing of air, allowing the organoid to feed itself while producing breathable gasses for the crew. This is done by drawing light from the nearest star, or absorbing heat and radiation from the various compartments of the ship, including the reactor and inhabited regions of the ship. It may also deploy small antibody-like drones to neutralize vermin and naturally search out and sequester harmful substances and antigens inside of the ship's environment.
  
-[[gravitic_boundary_system|So-F1-V1815 Gravitic Boundary System]]**+[[gravitic_boundary_system|So-F1-V1815 Gravitic Boundary System]]
  
-[[kord_kinetic_force_diffuser|So-F1-R0815 KORD System]]**+[[kord_kinetic_force_diffuser|So-F1-R0815 KORD System]]
 The KORD (Kinetic Force Diffuser) is an essential system that protects the frame runner from the tremendous G-Forces and shocks the Erla VANDR experiences during both before and after FTL travel and during highly perilous combat maneuvers. It also protects from weapons that kill through kinetic force, in a manner similar to maces against armored troops in ancient times. The KORD (Kinetic Force Diffuser) is an essential system that protects the frame runner from the tremendous G-Forces and shocks the Erla VANDR experiences during both before and after FTL travel and during highly perilous combat maneuvers. It also protects from weapons that kill through kinetic force, in a manner similar to maces against armored troops in ancient times.
  
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 === Sensors === === Sensors ===
  
-[[sensors_systems|So-F1-E0815 Frigate Sensors Package]]**+[[sensors_systems|So-F1-E0815 Frigate Sensors Package]]
  
 Includes: Includes:
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 === Communications === === Communications ===
  
-[[communications_systems|So-F1-E1815 Frigate Communications Package]]**+[[communications_systems|So-F1-E1815 Frigate Communications Package]]
  
 Includes: Includes:
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 === Electronic Warfare and Stealth === === Electronic Warfare and Stealth ===
  
-[[combined_jamming_system|So-F1-E2815 Combined Jamming System]]**+[[combined_jamming_system|So-F1-E2815 Combined Jamming System]]
 The Combined Jamming System is an aggressive solution to enemies that are able to network more efficiently in combat, reducing the effective range of EM-based communications and sensors by drowning out or actively canceling those signals. The system is adept against enemies that employ outdated types of electronic transmission, but does not particularly effect highly focused systems such as lasers or FTL transmissions using a medium boosted by Subspace or Hyperspace. Just as electromagnetic radiation travels most effectively in vacuum, the optimal values for the disruption of EM-based impulses are usually only available in that environment. The Combined Jamming System is an aggressive solution to enemies that are able to network more efficiently in combat, reducing the effective range of EM-based communications and sensors by drowning out or actively canceling those signals. The system is adept against enemies that employ outdated types of electronic transmission, but does not particularly effect highly focused systems such as lasers or FTL transmissions using a medium boosted by Subspace or Hyperspace. Just as electromagnetic radiation travels most effectively in vacuum, the optimal values for the disruption of EM-based impulses are usually only available in that environment.
  
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-[[combined_deception_system|So-F1-E2815 Combined Deception System]]**+[[combined_deception_system|So-F1-E2815 Combined Deception System]]
 The Combined Deception System, or CDS, is a combined anti-electronic warfare/observation system that creates multiple false positives in data and can interlace transmitted data with malware types that might be dangerous to a conventional computer. It does not have a specific range, and is instead limited by the range it can transmit, and be intercepted by unfriendly sources. The Combined Deception System, or CDS, is a combined anti-electronic warfare/observation system that creates multiple false positives in data and can interlace transmitted data with malware types that might be dangerous to a conventional computer. It does not have a specific range, and is instead limited by the range it can transmit, and be intercepted by unfriendly sources.
  
  
  
-[[muted_resonance_shroud|So-F1-E3815 Muted Resonance Shroud]]**+[[muted_resonance_shroud|So-F1-E3815 Muted Resonance Shroud]]
 The Muted Resonance Shroud, or MRS, is a squad-assist stealth system that uses a combination of Vector Shroud-type space compression and exotic charged particles to create sections of space that appear very dim to sensors systems. These areas do not stick out as emptier than vacuum as with some related systems, but creates a signature similar to that of the space a significant distance from a star. The results in high difficulty in achieving targeting locks on and determining the nature of objects inside the field. Unfortunately, this has similar effects on the units deploying the field, forcing the starship to rely on FTL sensors such as MASC Particle, which may reveal its presence, though not necessarily its position. The Muted Resonance Shroud, or MRS, is a squad-assist stealth system that uses a combination of Vector Shroud-type space compression and exotic charged particles to create sections of space that appear very dim to sensors systems. These areas do not stick out as emptier than vacuum as with some related systems, but creates a signature similar to that of the space a significant distance from a star. The results in high difficulty in achieving targeting locks on and determining the nature of objects inside the field. Unfortunately, this has similar effects on the units deploying the field, forcing the starship to rely on FTL sensors such as MASC Particle, which may reveal its presence, though not necessarily its position.
  
 Field Size can be lowered or raised, though it is suggested to limit the area of the field to the approximate area of the starship employing it, as to hide effectively, but not arouse suspicion by creating overly large zones that the enemy cannot scan properly. Field Size can be lowered or raised, though it is suggested to limit the area of the field to the approximate area of the starship employing it, as to hide effectively, but not arouse suspicion by creating overly large zones that the enemy cannot scan properly.
  
-**Detection Range: 1 KM +Detection Range: 1 KM 
-**Max Field Size: 500 KM+Max Field Size: 500 KM
  
  
  
-[[listening_device|So-F1-E4815 Listening Device]]**+[[listening_device|So-F1-E4815 Listening Device]]
 The Listening Device is a system employed to passively intercept and sample data being transmitted through unsecured methods. It is also a critical component in many important electronic warfare devices, and allows Astral Vanguard starships and vehicles to track the communications of hostile forces. As the unit approaches the source of the transmissions, it becomes increasingly easier to track, until a positive match can be made at a certain threshold. The Listening Device is a system employed to passively intercept and sample data being transmitted through unsecured methods. It is also a critical component in many important electronic warfare devices, and allows Astral Vanguard starships and vehicles to track the communications of hostile forces. As the unit approaches the source of the transmissions, it becomes increasingly easier to track, until a positive match can be made at a certain threshold.
  
-**Can Intercept:   +Can Intercept:   
    * Radio    * Radio
    * Microwave    * Microwave
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-**So-M1-5815 Frigate-type Immersion Control Pod**+So-M1-5815 Frigate-type Immersion Control Pod
  
 Due to their natural interface abilities, designing a responsive and intuitive control system for an [[species:iromakuanhe]] was relatively easy. This system, known as the Immersion Control Pod, allows easy and natural control of most vehicles, including large units such as powered frames and starships. The Control Pod is the seat component of the cockpit, and is comprised of a rounded chair in which the pilot is most comfortable in a reclining position, and multiple [[species:iromakuanhe#entry ports|entry port]] plugs. The chair itself is lined in a soft, organic material lined in a highly flexible rubbery skin that is smooth to the touch and has a light golden reflective sheen, surrounded with an open egg-like enclosure on all sides to prevent harm. The chair will naturally conform to the user's body, and can even form cushioned indentations for the tips of horns. In normal conditions, the system feeds the pilot a small amount of Prajna through the entry port ducts to keep them in working condition for long shifts. In case of emergency, the enclosures can be closed and filled with [[prajna]] to keep the pilot alive for an extended amount of time.  Due to their natural interface abilities, designing a responsive and intuitive control system for an [[species:iromakuanhe]] was relatively easy. This system, known as the Immersion Control Pod, allows easy and natural control of most vehicles, including large units such as powered frames and starships. The Control Pod is the seat component of the cockpit, and is comprised of a rounded chair in which the pilot is most comfortable in a reclining position, and multiple [[species:iromakuanhe#entry ports|entry port]] plugs. The chair itself is lined in a soft, organic material lined in a highly flexible rubbery skin that is smooth to the touch and has a light golden reflective sheen, surrounded with an open egg-like enclosure on all sides to prevent harm. The chair will naturally conform to the user's body, and can even form cushioned indentations for the tips of horns. In normal conditions, the system feeds the pilot a small amount of Prajna through the entry port ducts to keep them in working condition for long shifts. In case of emergency, the enclosures can be closed and filled with [[prajna]] to keep the pilot alive for an extended amount of time. 
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 ==== Emergency Systems ==== ==== Emergency Systems ====
  
-[[solan_emergency_systems]]**+[[solan_emergency_systems]]
  
 Includes: Includes:
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 ==== Propulsion ==== ==== Propulsion ====
  
-[[masc_drive|So-F1-P0815 'Vayu' MASC Drive]]**+[[masc_drive|So-F1-P0815 'Vayu' MASC Drive]]
 The Vayu-class is notable in that it is the only class to use a logistically rare and expensive namesake MASC Drive, which follows similar functionality but boasts more powerful vector-fin systems and a drive core with a separate reactor. The Vayu variant allows it to exceed the theoretical speeds of all other MASC-equipped craft produced to date, but is unfortunately very overengineered. Considered a technological dead-end by many [[solan starworks]] engineers, it is nonetheless the powerful drive system which allows the Vayu to be a performing scout and sensors picket ship. The Vayu-class is notable in that it is the only class to use a logistically rare and expensive namesake MASC Drive, which follows similar functionality but boasts more powerful vector-fin systems and a drive core with a separate reactor. The Vayu variant allows it to exceed the theoretical speeds of all other MASC-equipped craft produced to date, but is unfortunately very overengineered. Considered a technological dead-end by many [[solan starworks]] engineers, it is nonetheless the powerful drive system which allows the Vayu to be a performing scout and sensors picket ship.
  
 ==== Shield Systems ==== ==== Shield Systems ====
  
-[[vector_field_system|So-F1-S0815 Frigate Vector Field Suite]]**+[[vector_field_system|So-F1-S0815 Frigate Vector Field Suite]]
 The Vector Field System is a combined package shield array that relies on a combination of various advanced space comrpession technologies for multi-purpose defenses idea for the modern battlefield. They can be deployed as a conformal shell, known as the vector Shroud or heavy shields known as Vector Barriers. Vector Shrouds are sophisticated vector field systems that envelop the craft in a conformal shell of compressed space, allowing one to become relatively invisible to electromagnetic and particle based sensors, and shrinking the ship's profile to other systems. As a shield, it is reliable and particularly effective versus energy weapons. The Vector Field System is a combined package shield array that relies on a combination of various advanced space comrpession technologies for multi-purpose defenses idea for the modern battlefield. They can be deployed as a conformal shell, known as the vector Shroud or heavy shields known as Vector Barriers. Vector Shrouds are sophisticated vector field systems that envelop the craft in a conformal shell of compressed space, allowing one to become relatively invisible to electromagnetic and particle based sensors, and shrinking the ship's profile to other systems. As a shield, it is reliable and particularly effective versus energy weapons.
  
-**Location: Internal +Location: Internal 
-**Shield Structural Points: SP 20 +Shield Structural Points: SP 20 
-**Threshold** 2+Threshold 2
  
 More powerful than the Vector Shroud, Vector Barriers are large, oval 'hard' space compression shields that are effective against all weapon types, especially directed energy weapons. The Vayu's array allows it to project two diagonal barriers in its front, with a spacing for the firing of its main weapon. More powerful than the Vector Shroud, Vector Barriers are large, oval 'hard' space compression shields that are effective against all weapon types, especially directed energy weapons. The Vayu's array allows it to project two diagonal barriers in its front, with a spacing for the firing of its main weapon.
  
-**Locations: Forward/Left, Forward/Right, Rear +Locations: Forward/Left, Forward/Right, Rear 
-**Threshold: 3 +Threshold: 3 
-**Runtime: 4-12 Minutes, Recharge 1.5x Runtime+Runtime: 4-12 Minutes, Recharge 1.5x Runtime
  
-[[repulsor_burst|So-F1-S2815 Frigate Repulsor Burst Array]]**+[[repulsor_burst|So-F1-S2815 Frigate Repulsor Burst Array]]
 Repulsor systems work by creating a temporary vector field, which at regular intervals can be overcharged and super-expanded, which generates an omni-directional concussive blast that is fully capable of causing tractor beams be dispersed and unwanted hangers to disengage, allowing one to temporarily shrug off the effects of such devices. It is commonly used to force boarding craft away from hulls, knock away incoming projectiles and can potentially kill or disable poorly protected infantry with pure kinetic force. Repulsor systems work by creating a temporary vector field, which at regular intervals can be overcharged and super-expanded, which generates an omni-directional concussive blast that is fully capable of causing tractor beams be dispersed and unwanted hangers to disengage, allowing one to temporarily shrug off the effects of such devices. It is commonly used to force boarding craft away from hulls, knock away incoming projectiles and can potentially kill or disable poorly protected infantry with pure kinetic force.
  
-**Purpose: Defensive Countermeasure +Purpose: Defensive Countermeasure 
-**Secondary: Deterrent +Secondary: Deterrent 
-**Damage: MDR 2, Kills through Kinetic Force+Damage: MDR 2, Kills through Kinetic Force
 Range: 20m radius Range: 20m radius
 Rate of Fire: One pulse every 6 seconds Rate of Fire: One pulse every 6 seconds
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 [[HCPA_cannon]] [[HCPA_cannon]]
  
-**Location: Spinal Mount +Location: Spinal Mount 
-**Purpose: Anti-Armor, Anti-Vehicle +Purpose: Anti-Armor, Anti-Vehicle 
-**Secondary: Anti-Shield +Secondary: Anti-Shield 
-**Damage: Tier 12, Heavy Anti-Starship, Electrical Damage+Damage: Tier 12, Heavy Anti-Starship, Electrical Damage
  
 Range: 15 000 KM in Space Range: 15 000 KM in Space
 Rate of Fire: One burst every 5 seconds of charging  Rate of Fire: One burst every 5 seconds of charging 
-**Area of Effect: 40 Meters+Area of Effect: 40 Meters
 Muzzle Velocity: .25c Muzzle Velocity: .25c
 Ammunition Effectively Unlimited Ammunition Effectively Unlimited
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 [[cehb_laser]] [[cehb_laser]]
  
-**Location: Retractable Turret Hardpoints on Broadsides +Location: Retractable Turret Hardpoints on Broadsides 
-**Purpose: Anti-Vehicle/Anti-Starship +Purpose: Anti-Vehicle/Anti-Starship 
-**Secondary: Navigational Protection +Secondary: Navigational Protection 
-**Damage: Tier 11, Medium Anti-Starship+Damage: Tier 11, Medium Anti-Starship
  
 Range: 20 KM in Atmosphere, 600 000 KM in Space Range: 20 KM in Atmosphere, 600 000 KM in Space
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 [[hemb_laser]] [[hemb_laser]]
  
-**Location: Dual Arrays in the Front, Rear and one on the Ventral and Dorsal Areas +Location: Dual Arrays in the Front, Rear and one on the Ventral and Dorsal Areas 
-**Purpose: Point Defense Weapon +Purpose: Point Defense Weapon 
-**Secondary: Anti-Vehicle, Navigational Protection +Secondary: Anti-Vehicle, Navigational Protection 
-**Damage: Tier 10, Light Anti-Starship+Damage: Tier 10, Light Anti-Starship
  
 Range: 10 KM in Atmosphere, 300 000 KM in Space Range: 10 KM in Atmosphere, 300 000 KM in Space

faction/iromakuanhe/vayu_scout.txt · Last modified: 2023/12/21 00:59 by 127.0.0.1