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.

Strategy and Tactics
While the UPD is at a somewhat quantitative disadvantage they excel when it comes to staying qualitatively superior. Persan ships are fast and agile with powerful weaponry though a little light on the defense. However Persan craft tend to be very well rounded and able to readily adapt to situations outside what they were originally intended for giving them great flexibility. Persa prefers to make use of Maneuver Warfare using shock and disruption to incapacitate enemy decision making. Targeting command and control centers, logistic bases, supply lines, fire support assets, etc. As a result the UPD heavily emphasis being self sufficient with ships that naturally regenerate and can supply their crews for months on their own. These ships also have a wide range of special abilities that help weaken the enemy a strengthen their own forces allowing for "dirty fighting". Infiltration with stealth ships is also common to sow chaos behind enemy lines in order to make weaknesses more abundant and easier to exploit. Surprise attacks and leading enemies into traps or ambushes is also common. In essence the UPD seeks to permanently cripple rather then destroy the enemy.

Command is decentralized with lower level unit leaders given greater tactical freedom so they can adapt to the situation while staying within the higher levels over all vision. Unit leaders are generally given a goal and time frame to complete their goal, how this is accomplished is largely up to them and the situation. This gives the UPD great spontaneity and unpredictability, it also means that they are very selective of the unit leaders who must be competent and well trained with incompetence being severally punished.

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

Weapons

 * Types
 * Accel Particle Weapons - The primary weapons of the UPD that can be fired as either as pulses, beams, or waves. These weapons fire particles saturated with the energies of Accel Space. When these weapons hit a target the particles release their energy violently ripping apart the atoms of the effected area.
 * Spacial Weapons - These weapons do damage via a collapsing bubble of space. These weapons come in two types; missiles that phase through shields and can travel through Accel Space to hit targets lightyears away, or beam cannons used for planetary bombardment and glassing.
 * Hyperspacial Trap Nanomasses - Masses of Nanobots that are fired from ships into Hyperspace to drag out enemy ships lightyears away into real space where missiles can destroy them.
 * Multidimensional Weaponry - Weapons that can travel lightyears piercing into both Accel, Real, and Hyperspace, they come in two form. First is the Multidimensional Boarding Chains that allow boarding operations to be carried out over lightyears away. Second, unique to the Bahamut-class Titian, are point defense cannons that can take out missiles and strikecraft.
 * Pandora Bolts - These weapons fire bolts that act as weaponized Rabbit Holes (Accel Space Portals) that siphon large chunks of the target's mass in Accel Space where it is destroyed.
 * Classes

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
Al-mi'raj-class=
 * Size - 125 Meters
 * Weapons - 3 HD Railguns, 2 Spacial Missile Launchers, 4 Ion Particle Lasers
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - N/A

Frigates
Succubus-class Scout Frigate=
 * Size - 425 Meters
 * Weapons - 10 Ion Particle Lasers
 * Defenses - Light Astral Armor, Effectuater
 * Special Abilities - Probe, Override Program, Phase, Teleport, Decloak

Wraith-class Combat Frigate=
 * Size - 740 Meters
 * Weapons - 10 Scythe Cannons
 * Defenses - Medium Astral Armor, Effectuater
 * Special Abilities - Disable, Rapid Regeneration

Kraken-class Siege Frigate=
 * Size - 675 Meters
 * Weapons - 60 Spacial Missile Launchers
 * Defenses - Light Astral Armor, Effectuater
 * Special Abilities - N/A

Nightmare-class Defense Frigate=
 * Size - 700 Meters
 * Weapons - 20 HD Flak Guns
 * Defenses - Heavy Astral Armor, Effectuater
 * Special Abilities - Rapid Fire Setting, Heavy Fire Setting

Cruisers
Cerberus-class Light Carrier=
 * Size - 14,600 Meters
 * Weapons - 100 Fusion Cannons, 1 Fabricator, 200 Nano Repair Projectors, 1000 Drone Bays, 900 Multidimensional Boarding Chains
 * Aerospace Squadrons - 2
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - N/A

Reaper-class Anti-Hyperspace Stealth Cruiser=
 * Size - 1,7000 Meters
 * Weapons - 100 Positron Flails, 200 Light Spacial Missile Launchers, 200 Anti-Strikecraft Spacial Missile Launchers, 1300 Multidimensional Boarding Chains
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Drive Interference, Scanner Fog

Jabberwocky-class Area Control Cruiser=
 * Size - 11,000 Meters
 * Weapons - 100 HD Railguns, 200 Repulsion Streamers, 100 Ion Particle Laser Arrays, 200 Point Defense Ion Particle Lasers
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Hyper-Reactive Armor, Drain Energy, Distort Space

Alice-class Siege Cruiser=
 * Size - 18,000 Meters
 * Weapons - 100 HD Railguns, 200 Spacial Rain Missile Launchers, 600 Point Defense Ion Particle Lasers, 100 HD Naval Artillery Cannons, 700 Spacial Missile Launchers
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Inertia Booster Aura, Hyper-Regeneration

Capital Ships
Forte-Class Dreadnought=
 * Size - 58,000 Meters
 * Weapons - 8000 Positron Lasers, 4000 Point Defense Positron Lasers, 4000 Spacial Missile Launchers, 8000 Multidimensional Boarding Chains, 1 Hyperluminal Plasma Cannon
 * Aerospace Squadrons - 6
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Overload, Jamming Nanos, Disruption, Sabotage Nanos, Rapid Fire Setting, Heavy Fire Setting, Deploy Defense Platform, Draining Nanos

Orchis-class Supercarrier=
 * Size - 57,000 Meters
 * Weapons - 4000 Point Defense Positron Lasers, 2000 Positron Lasers, 10000 Spacial Missile Launchers, 1 Drone Factorium, 8000 Multidimensional Boarding Chains
 * Aerospace Squadrons - 18
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Nano Repair Cloud, Stabilize Accel Space, Phasing Aura, Hardlight Hologram Generation, Deploy Defense Platforms, Gravity Pulse, Draining Nanos, Planetary Siphon

Olivia-Class Omniship=
 * Size - 28,000 Meters
 * Weapons - 4000 Positron Lasers, 6000 Point Defense Positron Lasers, 4000 Spacial Missile Launchers, 6000 Multidimensional Boarding Chains
 * Aerospace Squadrons - 9
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Phasing Aura, Distort Space, Psionic Suppression, Stabilize Accel Space, Attack Nano Swarm, Defense Nano Swarm, Nano Battleship, Repair Nanos

Titans
Bahamut-class World Ender Titan=
 * Size - 96,000 Meters
 * Weapons - 40000 Point Defense Positron Lasers, 40000 Positron Lasers, 60000 Light Positron Lasers, 40000 HD Rail Guns, 30000 Spacial Missile Launchers, 24000 Multidimensional Boarding Chains, 3 Hyperluminal Plasma Cannons, 1 Pandora Driver
 * Aerospace Squadrons - 24
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Micro Accel Jump, Berserk, Accel Gate, Siphon Planet, Draining Nanos, Repair Nanos, Gravity Pulse, Explosive Nanos

Orbital Installations
Missile Defense Platform= Used as an orbital defense system these platforms are armed 20 Phasing Magic 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

Star Base
Pandora-Class Star Base=
 * Size - 30,000 by 30,000 Meters
 * Weapons - 16000 HD Railguns, 16000 Positron Lasers, 16000 Spacial Missile Launchers
 * Defenses - Astral Armor, Effectuater
 * Special Abilities - Psionic Disrupter, Graviton Vortex, Canopy Shielding, Accel Leap, FTL Disabling

Frigates
Lamia-class Light Frigate=
 * Size - 400 Meters
 * Weapons - 2 Naval Accel Beams, 2 Medium Pandora Naval Bolt Drivers, 2 Light Pandora Naval Bolt Drivers, 5 Naval Railguns, 35 ER Large Accel Beams, 22 Mass Drivers, 3 Railguns
 * Defenses - Astral Armor, Effectuater

Hodgoblin-class Light Frigate=
 * Size - 400 Meters
 * Weapons - 8 ER Large Accel Beams, 8 Large Accel Beams, 2 Large Pulse Accel Beams, 4 Multidimensional Boarding Chains, 2 Mass Drivers, 16 Large Spacial Missile Launchers, 18 Naval Railguns, 10 Naval Accel Beams, 3 Light Naval Pandora Bolt Drivers
 * Defenses - Astral Armor, Effectuater

Heretic-class Medium Frigate=
 * Size - 600 Meters
 * Weapons - 1 Heavy Naval Mass Driver, 16 Naval Railguns, 14 Naval Accel Beams, 8 ER Large Accel Beams, 32 Large Pulse Accel Beams, 32 Medium Accel Pulse Beams, 32 Small Pulse Accel Beams, 32 Multidimensinal Boarding Chains
 * Defenses - Astral Armor, Effectuater

Cruisers
Delphyne-class Medium Cruiser=
 * Size - 1,600 Meters
 * Weapons - 56 Naval Accel Beams, 8 Naval Railguns, 36 Attack Drones, 48 Coilguns, 36 Multidimensional Boarding Chains
 * Aerospace Squadrons - 3
 * Defenses - Astral Armor, Effectuater

Abyss-class Heavy Cruiser=
 * Size - 1,800 Meters
 * Weapons - 64 ER Large Accel Beams, 64 Large Pulse Accel Beams, 64 Small Pulse Accel Lasers, 32 Multidimensional Boarding Chains, 16 Cluster Munitions Railguns, 16 Large Spacial Missile Launchers, 16 Small Spacial Missile Launchers, 20 Naval Railguns, 16 Naval Accel Beams, 5 Heavy Naval Mass Drivers, 4 Attack Drones
 * Defenses - Astral Armor, Effectuater

Space Monsters
Creatures that naturally evolved to live in the upper levels of Accel Space, the Space Monsters(or Keokari in Persan) were discovered by the Vanara and are the source of the Asterdermis the Persan use to power their ships, structures, and devices. While originally the Keokari were hunted for their Asterdermis a more symbiotic relationship was formed during the early days of the Old Vanara Empire. Now the Keokari use the gravity wells of Persan planets as safe havens for nesting and raising young, and the Persan have declared them a protected species and guard them fiercely. The Keokari in turn leave behind their vomit, dung, and drag their dead into Persan gravity wells so they can harvest the Asterdermis easily.

As the Keokari spread and reproduced they could often be seen fallowing Persan ships on conquests and helping them out in times of war. While they dwell in Accel Space they can breach into real space and one breed (Sukari) can breach into Hyperspace to drag down enemies so they can eat them. The Keokari are large, green and black skinned 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.