Fiction:United Persan Descendants/Stellar Operations Service

Overview
The Stellar Operations Service is the navy of the UPD is a powerful force in their military and one of their primary means of attack. It is usually sent in first when attacking to carry out orbital bombardment before ground troops are deployed to carry out a more refined and selective attack. All UPD ships are bio-mechanical and thus regeneration through natural healing and repair nanos. All ships as come with a A.I. System and Neural Interface that the either crew hooks up to, allowing them to communicate directly with the ship and each other. The only exception are the strikecraft drones which have no pilots and are controlled remotely through the ship's they were deployed from A.I.

Tactics
Persan ships are fast and agile along as armed with high powered, rapid fire weapons that have impressive rang. However their defenses, while decent, are not as heavy and protective as others meaning they tend to lean more on their maneuvering abilities to get out of the way and the self repair functions and natural regeneration of their ships to deal with any damage they do take. The prows however are very heavily armored, reinforced, and shock absorbing to make an effective ramming end. Low numbers and smaller ships means the UPD put more emphasis on quality and they tend to outmaneuver their enemies, spring surprises attacks, and harass their foes, slowly witting them down or cutting them off from supplies to starve the crews out, as well as other guerrilla and bush whacking tactics. The Persan's emphasis on self reliance allows their ships to be highly self sufficient allowing crews to survive months if cut off from supplies(though not exactly comfortably). This allows the Persan to engage in long, drawn out conflicts allowing them to wear down their foes through sheer endurance and determination.

Ranks and Organization

 * Fleet - All Vessels in a Galaxy, 2+ Task Forces - Admiral
 * Task Force - 2+ Task Groups - Vice Admiral
 * Task Group - 2+ Squadrons - Rear Admiral
 * Squadron - Small No. of Vessels, Usually Juggernauts and Cruisers - Flotilla Admiral
 * Task Unit - Small No. of Vessels, Usually Frigates and Corvettes - Commodore
 * Task Element - One Vessel - Captain


 * Fleets
 * Trinity Fleet - Admiral Makkuru - Red
 * Trinity Alpha Task Force
 * Trinity Beta Task Force
 * Trinity Gamma Task Force
 * Plazith Rim Fleet - Admiral Ashahira - Blue
 * Plazith Alpha Task Force
 * Plazith Beta Task Force
 * Plazith Gamma Task Force
 * Plazith Delta Task Force
 * Plazith Epsilon Task Force
 * Plazith Zeta Task Force
 * Plazith Eta Task Force
 * Plazith Theta Task Force
 * Plazith Iota Task Force
 * Plazith Kappa Task Force
 * Mirus Fleet - Admiral Kirji - Green
 * Mirus Alpha Task Force
 * Mirus Beta Task Force
 * Mirus Gamma Task Force
 * Mirus Delta Task Force
 * Mirus Epsilon Task Force
 * Mirus Zeta Task Force
 * Mirus Eta Task Force
 * Mirus Theta Task Force
 * Mirus Iota Task Force
 * Cyrannian Fleet - Admiral Miru - White
 * Cyrannian Alpha Task Force
 * Cyrannian Beta Task Force
 * Cyrannian Gamma Task Force
 * Cyrannian Delta Task Force
 * Cyrannian Epsilon Task Force

Crewmen
Officers=
 * Role - Command
 * Weapons - Vector Pistol, Progressive Blade, Progressive Knife
 * Defenses - Fold Out Armor

Crewmen=
 * Role - All a Round
 * Weapons - Vector Pistol, Progressive Knife
 * Defenses - Fold Out Armor

Security Detail=
 * Role - Patrolling Ship
 * Weapons - Vector Carbine, Vector Pistol, Progressive Blade, Progressive Knife
 * Defenses - Fold Out Armor

Marine=
 * Role - Patrolling Ships, Enemy Ship Boarding
 * Weapons - WarArmor Weapons
 * Defenses - WarArmor Defenses

Bay Crew=
 * Role - Bay Work
 * Weapons - Vector Pistol, Progressive Knife
 * Defenses - Fold Out Armor

Multi-purpose Drone=
 * Role - Assiting Crew, Maintaining Ship
 * Weapons - Fusion Cutter, Various Other Tools
 * Defenses - Fold Out Armor

Corvettes
Samael-Class=
 * Size - 125 Meters
 * Weapons - 1 Shipcracker Railgun, 1 Spacial Missile Launcher, 2 Anti-Ion Plasma Lasers
 * Defenses - Astral Armor, Effectuater

Frigates
Wyvern-Class= One of the first of the new generation of combat naval frigates, the Wyvern-class Light Frigate is a fast and agile spacecraft with powerful weaponry. The Wyvern's general speed and firepower is rather well suited for the United Persan Descendants combat doctrine, emphasizing out maneuvering foes and then quickly blasting the enemy to smithereens, this doctrine is largely responsible for the UPD ships having light armor and powerful engines and weapons. In general the Wyvern is used for scouting and skirmishing with enemies, quickly striking from nowhere to blast away and the enemy and then retreating before the enemy can prepare an appropriate response.
 * Size - 200 Meters
 * Weapons - 1 Twin Linked Heavy Anti-Ion Plasma Laser
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Multi-Dimensional Scanners, Instant Accel Jump, Disable, Hyper-regeneration

The Wyvern-class was first designed and created by Bodavic Industries during the MegaAccel Revolution. At the time the UPD norther frontier colonies were still trying to dig out a nest leftover from the Scelus Purification's mass assault. Destroying this nest was a must to keep the Scelus from reproducing further, however the nest's defenders were far too numerous for a direct assault to be effective, they would have to be slowly whittled down until and direct assault could break through and destroy the nest. This was the Wyvern-class' first ever deployment and prove effective at slowly cutting down the Scelus nest's defenders till the main force was able to come in and finish them off.

The Wyvern is also armed with scanners that can sense objects in real, Accel, and hyper space simultaneously and can jump to Accel Space instantly further augmenting its scouting abilities. As UPD ships all simultaneously share data this means every ship that needs the information will receive it the moment a Wyvern does. Its offensive abilities are further augmented by its ability to disable the basic functions of enemy ships and its own rapidly sped up regeneration rate.

Al-mi'raj-Class= The UPD has had a long and violent history, being surrounded by hungry enemies on all sides ready to strike at even the slightest show of weakness, from the industrious Allied Forces for a Pure Cosmos, to the fanatical Syndicate of Spode, amoral Collective Singularity, and the grotesque Scelus Purification. For years the UPD had kept to their standard doctrine of fast and agile ships with powerful weaponry and light armor, ideal for hit and run strikes against their foes. However with recent events unfolding it would become apparent they would need a craft with much more staying power to keep themselves strong.
 * Size - 350 Meters
 * Weapons - 1 Heavy Spacial Missile Launcher
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Rapid Fire Setting, Heavy Fire Setting

The well renowned Defiance Industrial was more then up for the task and set about creating a craft that could not only suit the standard UPD combat doctrine, but also carry out extended assaults and more effectively defend against enemy attack. To pull this off they planned to create a ship that focus primarily on defense and firepower, while not overtly compromising its speed and agility. The end result was the Al-mi'raj-class Medium frigate, a well balanced spacecraft designed to carry out extended assaults on the enemy, but also to stay in defense of UPD bases and planets making it favorite among Persan Commanders

The Al-mi'raj is armed with one Heavy Spacial Missile Launchers that has three different firing modes the Frigate can switch between as the need demands it. First is the default setting that balances out speed of fire and power of the missiles. Second is the rapid fire setting that fires less powerful missiles at an extremely rapid rate. Third is the heavy fire setting that fires more powerful missiles slower.

Dragon-Class= With the advent of the MegaAccel Revolution the UPD found itself more able to explore and project power in the uncharted regions of Mirus and beyond, however those led to the problem of the UPD needing to be able to effectively assault enemy powers directly as opposed to simply fending them off. This led to the UPD commissioning the Dragon-class Heavy Frigate, designed to directly assault enemy planets and destroy their colonies with its withering fire power.
 * Size - 500 Meters
 * Weapons - 1 Heavy Anti-Ion Plasma Laser, Planetary Spacial Bomb Bay
 * Defenses - Astral Armor, Effectuater

Defiance Industrial proved up to the task and set to work creating a siege vessel with the heavy duty armor and weapons necessary for sustained sieges against hostile enemy powers and for reducing enemy bases to ash from an orbital positions. However this meant that the Dragon-class did develop problems when it came to speed and agility with its substantial size and weight in comparison to engine power. While by no means a slow ship by any stretch of the imagination is does not compare as well to other UPD ships in terms of maneuverability. Though beats the others in terms of survivability.

Cockatrice-Class= UPD ships tend to be armed with a vast variety of varying special abilities that they use to assist the ship they are armed to in combat. These abilities range from the power to disable enemy ship's engines or jam their weapons to powerful healing and other abilities that allow UPD ships to assist themselves and others. With this in mind it seemed only logical that the frigate focused UPD would create a ship focused on utilizing these abilities to support its fellow spacecraft. Enter the Cockatrice-class a light Frigate designed to do just that. The Cockatrice at first glance doesn't look like much with relatively standard weapon, armor, and engines, but make no mistake it has some of the greatest power output on any Persan Frigate.
 * Size - 300 Meters
 * Weapons - 2 Light Anti-Ion Plasma Lasers
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Override Program, Phase Aura, Decloak, Convert to Programmable Matter, Defense Platform Mode

This is in large part due to the absolutely enormous quad Asterdermis fusion reactor the provides power to the comparatively small ship's highly complex systems. This makes Cockatrices less common then other UPD craft due to how complex the process to manufacture them is. However they are an invaluable aspect of UPD warfare.

The Cockatrice's abilities are wide and varied. One of the most subtle and threatening is its ability to override automated programs and seize control of them for itself. Other abilities include the ability to cast an aura that make it and other UPD ships fall in and out of phase making them much harder to hit and to decloak enemies and mines. It can also convert regular matter to programmable matter and then siphon it into its allied ships for repairs. When it comes under assault the Cockatrice can transform into a defensive platform that is better able to defend itself.

Cruisers
Cheshire-Class=
 * Size - 2,000 Meters
 * Weapons - 1 Quad Linked Anti-Ion Plasma Laser, 2 Twin Linked Anti-Ion Plasma Lasers, 4 Fusion Flare Launchers, Extradimensonal Boarding Chains, 3 Aerospace Squadrons
 * Defenses - Astral Armor, Effectuater

Succubus-Class=
 * Size - 3,000 Meters
 * Weapons - 2 Spacial Missile Launchers, 1 Realspace Destroyer Mine Launcher/Hyperspace Trap Mine Launcher, Extradimensonal Boarding Chains
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Propulsion Interference, Multi-Dimensional Scanners

Jabberwocky-Class=
 * Size - 3,500 Meters
 * Weapons - 1 Heavy Anti-Ion Plasma Laser, 2 Anti-Ion Plasma Lasers
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Hyper-Reactive Armor, Drain Energy, Distort Space

Alice-Class=
 * Size - 4,500 Meters
 * Weapons - 1 Shipcracker Railgun, 2 Twin Linked Ant-Ion Plasma Lasers, 1 Spacial Bomb Bay
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Inertia Booster Aura, Hyper-Regeneration

Capital Ships
Forte-Class Battleship=
 * Size - 14,000 Meters
 * Weapons - 8 Twin Linked Heavy Ant-Ion Plasma Lasers, 2 Shipcracker Railguns, 2 Planetary Spacial Bomb Bays, Extradimensonal Boarding Chains, 6 Aerospace Squadrons
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Recharge, Weapon Jamming Nanos, Disruptive Beams, Explosive Nanos, Combat Swarm Drones, Support Swarm Drones, Assault Swarm Drones

Orchis-class Carrier=
 * Size - 14,500 Meters
 * Weapons - 4 Heavy Anti-Ion Plasma Lasers, 4 Heavy Twin Linked Anti-Ion Plasma Lasers, 4 Super Heavy Anti-Ion Plasma Lasers, 2 Planetary Spacial Bomb Bays, Extradimensional Boarding Chains, 12 Aerospace Squadrons
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Nano Repair Cloud, Instant Deployment, Phasing Aura, Hardlight Hologram Generation, Gravity Pulse, Phase Space Stabilization

Bahamut-Class Dreadnaught=
 * Size - 16,000 Meters
 * Weapons - 6 Heavy Anti-Ion Plasma Lasers, 4 Heavy Spacial Missile Launchers, 2 Planetary Spacial Bomb Bays, Extradimensonal Boarding Chains, 6 Aerospace Squadrons, 1 Planetcracker Railgun
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Gravity Pulse, Dissector Nanos, Phase Aura, Deploy Defense Platforms

Titan
Shekinah-Class=
 * Size - 95,000 Meters
 * Weapons - 16 Mega Anti-Ion Plasma Lasers, 10 Mega Twin Linked Anti-Ion Plasma Lasers, 10 Mega Fusion Flare Launchers, 10 Mega Spacial Missile Launchers, 8 Shipcrackerrail Guns, 4 Planetary Spacial Bomb Bays, 4 Realspace Destroyer Mine/Hyperspace Trap Mine Launchers, Extradimensonal Boarding Chains, 15 Aerospace Squadrons, 2 Planetcracker Railguns, Annihilation Blade Cannon
 * Defenses - Astral Armor, Effectuater, Disruption Nexus
 * Special Abilities -

Non-Combat
Migrator-Class Colony Ship= The Migrator is used carry colony domes and colonists to new planets to colonize. They carry specialized domes that act as the start up to new colonies and can survive atmospheric entry. Lightly armed and armored they are not designed to go into combat and so are often escort in times of conflict. They are also used to assist in the construction of starbases and orbital installations.
 * Size - 1,000 Meters
 * Use - Colonization

Triumph-Class Constructor= The Triumph class was designed to build and carry materials for building starbases and orbital installations. They are not piloted or maned by a crew, but rather are fully automated building the structures they are instructed to via AI instructions. They do serve another purpose though as they are often brought to conquered planets so they can deconstructed enemy structures. They do not posses their own Accel Drive and so must hitch a ride with another ship if they wish to travel farther.
 * Size - 850 Meters
 * Use - Constructing Star Bases and Orbital Instillation

Transporter-Class Freighter= The Transporter, as the name suggests, job is to carry trade goods back and fourth between the UPD and her allies. While primarily controlled via AI they do posses a crew. Lightly armed they do posses the ability to defend themselves, but generally rely on an escourt to get to and fro in one piece in case of attack by pirates or enemies.
 * Size - 587 Meters
 * Use - Trade Resource Transport

Rabbit Hole-Class Survey Ship= The Rabbit Hole-class was created to carry teams of scientists out into the great unknowns of space in the sprite of scientific exploration. They are mostly AI run and can deploy multiple probes to further increase the amount of space they can survey. Though not designed for military combat they do posses weapons to defend themselves. This is because of the vast dangers the unknown reaches can hold. They are sometimes used for scouting in times of war though as they can decloak enemy ships and mines.
 * Size - 425 Meters
 * Use - Surveying, Exploration, Scientific Study

Heralding-Class Envoy= The Heralding was designed to carry diplomatic envoys and host diplomatic meeting on. They posses almost no weapons to speak of other then their point defense systems. They are rather spacious and luxurious to keep guests comfortable even though the Persan look down somewhat on such thing.
 * Size - 850 Meters
 * Use - Diplomatic Use

Star Base
Ophaniel-Class Star Base=
 * Size - 60,000 Meters by 60,000 Meters
 * Weapons - 16 Super Heavy Ant-Ion Plasma Lasers, 16 Super Heavy Spacial Missile Launchers, 16 Shipcracker Railguns
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Psionic Disrupter, Graviton Vortex, Canopy Shielding, Phase Stabilization, FTL Disabling

Orbital Installations
Torpedo Defense Platform= Used as an orbital defense system these platforms are armed twenty Super Heavy Spacial Missile Launchers to annihilate incoming enemy forces with force and precision. The platform also carries nanobot projectors that deliver nanobots that inhibit any self repair systems or functions of ships damaged by the missiles.
 * Use - Orbital Defense

Ship Hangar= Used for the construction, storage, repair, and launching of ships from orbit. They can also defend themselves with a point defense system and their own personal defense drones. It can also activate an Accel Sink that opens an Accel Space distortion that ships can hide in or be trapped in if they are enemy ships. It also projects nanobots that assist in repairing nearby ally ships.
 * Use - Ship Construction, Storage, Repair, and Launching

Momentum Inhibitor= Used for further orbital defense support and assist these structures generating an inertia canceling field that it projects at enemy ships slowing them to make the easier targets. It even slows enemy projectiles and missiles though not as much. It can also slow jumps to FTL.
 * Use - Inhibiting Ship Movement

Jammer Array= Orbital nanobot projectors that stream nanos into enemy ships causing their defense and weapons systems to jam. Though not one hundred percent they do make firing weapons more difficult and less accurate as well as defenses more likely to fail.
 * Use - Jamming Enemy Ship Weapons

Accel Stabilizer= Accel Stabilizers are stable passages through Accel Space from one point in Real Space to another. All UPD colonies have their own personal Accel Stabilizer in order to provide quick and sudden back up and retreat.
 * Use - Instant Transport Gate

Subverter Cannon= Massive orbital cannons designed for pre-invasion attack. These massive cannons fire a missile that travels through Accel Space before dropping into the enemy planet's gravity well and generate a massive EMP to disable ships and defense system before creating an Accel Space distortion that speeds up the incoming UPD ships. These cannons are expensive and are generally just used for the invasion of important targets.
 * Use - Super Weapon

Space Monsters
Creatures that naturally evolved to live in the void of space, the Space Monsters(or Keokari in Persan) were discovered by the Persan in inhabiting a large asteroid filled with eggs with no parents looking after them. When the eggs hatched the Keokari imprinted on the Persan ships. As the Keokari spread and reproduced they could often be seen fallowing Persan ships on conquests and helping them out in times of war. The Keokari are large, green and black scaled beasts who while fallowing and protecting Persan ships and ignoring their allies will readily eat any other ship they find in Persan territory or run across when fallowing the ships they imprinted on, attacking Persan ships drives them in especially incessant rage. Despite popular belief the Persan really have no control over the Keokari, the space monsters just seem to be very fond of them

Swarmers
Fekari=
 * Role - Fighter
 * Weapons - 1 Reactive Acid Spitter
 * Defenses - Organic Armor, Bio-Shield

Bekari=
 * Role - Bomber
 * Weapons - 1 Explosive Spike Launcher
 * Defenses - Organic Armor, Bio-Shield

Warriors
Jikari=
 * Role - Navigation
 * Weapons - 1 Attack Symbiote Incubator
 * Defenses - Organic Armor, Bio-Shield

Rakari=
 * Role - Skirmishes
 * Weapons - 1 Attack Symbiote Incubator
 * Defenses - Organic Armor, Bio-Shield

Kakari=
 * Role - Sustained Assault
 * Weapons - 1 Explosive Spike Launcher
 * Defenses - Organic Armor, Bio-Shield

Dekari=
 * Role - Heavy Sustained Assault
 * Weapons - 2 Rad-Generators
 * Defenses - Organic Armor, Bio-Shield

Jukari=
 * Role - Defense
 * Weapons - 4 Explosive Spike Launchers
 * Defenses - Organic Armor, Bio-Shield

Jakari=
 * Role - Spawning
 * Weapons - 1 Attack Symbiote Incubator
 * Defenses - Organic Armor, Bio-Shield

Super Warriors
Lakari=
 * Role - Spawning
 * Weapons - None
 * Defenses - Organic Armor, Bio-Shield

Sukari=
 * Role - Stealth Combat
 * Weapons - 1 Attack Symbiote Incubator
 * Defenses - Organic Armor, Bio-Shield

Sekari=
 * Role - Patrols
 * Weapons - 1 Attack Symbiote Incubator
 * Defenses - Organic Armor, Bio-Shield

Sakari=
 * Role - Locking Down Planets
 * Weapons - 1 Rad-Generator
 * Defenses - Organic Armor, Bio-Shield

Mothers
Kokari=
 * Role - Bombing Planets
 * Weapons - 1 Rad-Generator, 3 Reactive Acid Spitters, 1 Explosive Spike Launcher
 * Defenses - Organic Armor, Bio-Shield

Sikari=
 * Role - Spawning
 * Weapons - 2 Rad-Generators, 1 Explosive Spike Launcher
 * Defenses - Organic Armor, Bio-Shield

Vakari=
 * Role - Mass Spawning
 * Weapons - 2 Rad-Generators, 3 Reactive Acid Spitters
 * Defenses - Organic Armor, Bio-Shield

Ankari=
 * Role - Sustained Harrassement
 * Weapons - 1 Acid Spitter, 1 Explosive Spike Launcher, 2 Rad-Generators
 * Defenses - Organic Armor, Bio-Shield

Vukari=
 * Role - Glassing Planets
 * Weapons - 1 Explosive Spike Launcher, 1 Reactive Acid Spitter, 2 Rad-Generators
 * Defenses - Organic Armor, Bio-Shield

Rukari=
 * Role - Direct Combat
 * Weapons - 1 Attack Symbiote Incubator, 2 Explosive Spike Lauchers
 * Defenses - Organic Armor, Bio-Shield

Quotes From Others

 * add your own!

Trivia

 * Theme - Tchaikovsky - Symphony No. 4 - IV
 * UPD ships are based of the ships from Haruhi Suzumiya The Day of Sagittarius 3.