Quest talk:Hive Queen Quest

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Even if you're not logged in, it helps if you do the 'sign your comments' thing anyway. The timestamp and such helps to follow conversations. --LotusEater (talk) 03:17, 27 November 2014 (UTC)

Contents

Discussion notice[edit]

I will try to stay up to date with this discussion page as well as the ask.fm, but not everyone joins in with these useful but optional websites, so I won't take votes or make anything official outside of a thread, but I'll answer questions as frequently as I can to help ideas get hashed out here. --QuestDrone (talk) 08:47, 24 November 2014 (UTC)

Discussions[edit]

I have the filling we will end up talking about more then just the Aesthetic discussion, so I've went ahead and set up space for other discussions to be added. --Anon45655464 (talk) 21:54, 10 December 2014 (UTC)

Construction Overhaul[edit]

As a word of warning this is the work I could get compiled into some useful before I become unavailable. When I looked through the archives to brush up on Hive Queen Quest I noticed a few problems. I notice on thread 63 that there was a vote for building a fleet that happen and while people did vote to build the fleet, it went nowhere due to resource constraints and system change. There was also a problem with the planets of the systems we got being very sparse with resources requiring a lot of development and terraforming to make them useful. Thus I primarily want to resolve these problems in a satisfactory manner, give the audience a chance to get the giant fleet they always wished to have, and insure that the result of the plan in as nonintrusive as possible to not disrupt the internal events of the quest and limit the amount of work you have to do to accommodate it. First thing I want to do is introduce a new class of ship, called [Resource], that primarily focuses on gathering resources. Statline is as follows. Resource Corvette Corvette 400N 800M Spinal Mounts (x1): Consumption Beam Turret (x2): Autocannons 50M Fixed (x2): Railgun 40M Auxiliary (x8): Autocannons 80M Module: Solar Collector X2 2000M Cost: 400N 2970M

If this ship is stationed at M-323 it will produce 800N and 8000M which is about twice the amount to produce one such ship, allowing for potential exponential growth with the only limit being we’d need additional pylons to sustain it. Thankfully docking pylons are cheap and give four slots each. You can probably see what I’m getting at. Even with just the 2000 docking pylons on Leeland building nothing but Resource Corvettes each day would result in a 6,400,000N 64,000,000 increase in income per day (I think a corvette takes a day to build, I really need building times). The cost to start off with building 8000 ships would be 3,200,000N 23,760,000M but I don’t want to just yet. See we already have mining ships that I want to convert into Resource Corvette, all 336 of them, and increasing the number of ships to 5000 (a 4664 increase) and build 500 docking pylons (I think they take a day to build) on Leeland, in all this will cost 2,015,600N 14,002,080M. Thread 63 had. Nutrients: 42,253,880N Metals: 44,568,839M So when adjusted the amount for thread 64. Nutrients:44,191090 Metals:73,517,259

>Income Metals: 42,950,500 Nutrients: 11,636,000 Net:

Total upkeep Nutrient costs: 7,683,190

Which is a big difference. Though I am missing vital information to complete it like construction times of buildings and ships and of course core activation that you never statted out. So what do you think of it? --ViolenceistheSolution (talk) 16:12, 28 August 2019 (UTC)

Horrifying Thoughts[edit]

Thought #1: The OQ is sending ships to Virgo to parlay, seeing as the Union summoned the Void God and we stopped them, so the Void God wants her to buddy up with them. I'd advise we don't let her ships get close enough to hail the human pickets there, as it's already strange that she sent a small fleet of such strange composition.

Thought #2: The Scavengers' repeated defeats at our hands earn us their grudging respect, and they consider diplomacy with another race for the first time...unfortunately the next bug ships they encounter are the OQ's, and she gets all the technology they've reverse engineered through trade.

Planning on how to influence the Union[edit]

The current situation is not as bad as some are making it out to be and is still looking very good for us. There are still things we could do to make even better for us. Idea 1: We could attempt to directly communicate with the populace. Since the media is the mouthpiece for the government cutting out the middleman would good us more power over the situation and would make the hive more personable to the human race. Idea 2: Terraforming Eridani is bond to give us a lot of brownie with the citizens of the Union. Idea 3: Quickly building up our territories and fleets would a good idea in case anyone attacks including but not limited to the Union and the Black Queen. Anybody got any other ideas?--ViolenceistheSolution (talk) 01:17, 4 August 2016 (UTC)

I don't know if terraforming Eridani would be possible, or if it would be the best way of improving relations with the Union if it was. To begin with we would need to negotiate permission to do so from the security council, and the only man on said council that seems to be from Eridani hates us with an intensity we have yet to see outside of a deranged aussie mercenary. Simply obtaining permission to go ahead with such an effort will require building a lot of trust with them, and then will take quite some time (2 weeks, about 30 threads) to see results. Don't forget that the Union is perfectly capable terraforming themselves, and the main reason they haven't bothered doing so on Eridani is simply that their populace as whole simply doesn't care about the world enough to spend the time and resources. Replacing a planet's entire biosphere is ludicrously expensive for everyone, including ourselves, and there are much cheaper and quicker methods of getting on the good side of the voting public. On the other hand I think the OQ's incursion on Virgo is a heaven sent opportunity. She is all we need to prove to the Union at large that our demands are not only valid but in their own interest to comply with. We can tell them that we have been attempting to hide humanity's existence from the enemy hive and that in order to protect them we have to establish a buffer zone in the Expanse, where Union forces are woefully under prepared for a full scale invasion from a hostile hive. Then we can tell them that it was their fucking around on Tenebris that attracted her attention, just as it had ours, and that further messing with crystals will only bring even more invading forces. It wouldn't even be a lie. --Cannoneer (talk) 13:37, 14 August 2016 (UTC)

Influencing public opinion in the Union is largely impossible given the Hive's relationship with Theseus. The populace of the Union has been thoroughly convinced that Theseus is an insane, genocidal renegade AI, and the Union will use the combined Unity/Hive attack on a human research facility as evidence that the Hive is also evil. --73.158.171.41 00:05, 13 August 2016 (UTC)

What attack? You mean when we were fixing the Union's mistake in Nowhere because that's easier to turn against them then for them to use it against us. You really don't understand the situation. --ViolenceistheSolution (talk) 12:06, 13 August 2016 (UTC)

Sure, we know that we were just cleaning up the Union's mess, but the people of the Union don't. What was going on in that lab was not public knowledge. The Union has been able to exercise a great deal of control over information in their territory, and it would be very easy for them to only tell parts of the story that would turn the Union's populace against the Hive. Like the fact that the Hive is cooperating with the Unity. Combined with the fact that the Hive demanded that the Union abandon territory in the Frontier Expanse, the Tories can and likely will spin the whole thing as "evil aliens working with the Unity attack us, then demand we give up land that is rightfully ours." This is politics, the reality of the situation has little to do with how it is going to be portrayed. --68.65.169.22 18:11, 15 August 2016 (UTC)

I would give an comprehensive explain of how wrong you are but because I'm on a phone I can't. Basically all we have to do is put the government on the defensive which is easy all we have to do is point out their crimes again us as publicly and directly to the populace and soon as possible since their government is slow. Also we don't really need permission of the government terraform a planet only the permission of the locals matter and terraforming is actually dirt cheap and fast for us. Though if we don't get the Q&A with the Union populace in time we will lose the ability to influence the Union. --ViolenceistheSolution (talk) 21:12, 15 August 2016 (UTC)

The Union government is slow, but the vast majority of their work has already been done. The Union populace already believes that the Unity is evil, and they have believed it for years. All the Tories need to do is say "Hive = Unity" and human psychology will do the rest. Confirmation bias and the irrational primacy effect mean that humans will cling to beliefs formed earlier and put undue importance on information acquired earlier, even in the face of new evidence that would challenge those beliefs. People in the Union have already made up their minds about the Unity, and once a human being has formed a belief, any information acquired afterward will be interpreted in a way that reinforces that belief. Simply accusing the Union of crimes won't change their overall opinion. If anything, it will cause the Union to double down on the idea that the Hive is the enemy. --68.65.169.22 19:15, 16 August 2016 (UTC)

I really don't get why you're so convinced that this particular issue will doom any attempt to win over the Union public. For one thing, simply linking us to the Unity would require the Union government to release details of the Tenebris incident, which they so far seem reluctant to do. But more to the point we've already shown that we have no intention of wiping out humanity and are willing to coexist with them, as we haven't gone around blowing stuff up every time we are seen. And then there's the fact that we have taken in Lee, who has considerable sway within the Union and was nearly killed by the Unity himself. If our ties to Theseus are revealed, most people would see us a possible mediating element, capable of influencing the machine to not kill everything everywhere. --Cannoneer (talk) 23:28, 17 August 2016 (UTC)
Mainly, I think the issue is that we publicly revealed ourselves at a time when the current government in control of the Union is not one that is favorable to us. If we had eliminated or somehow turned the head Tories to our side, then winning over the Union public would have been child's play. But we didn't, so now I seriously doubt that this will end in anything but a war.
Yes, we've shown that we don't intend to wipe them out, but we've also told them that we want them to give up several things that they don't want to just hand over. As Morgan pointed out, the Union is unlikely to simply give up on the Frontier Expanse. Aside from that, the actual people calling the shots in the Union, namely Killinger and the Tories on the Secretary Council, aren't going to willingly abandon their research into the Void Shards. They've been working on harnessing them for decades, the Mirage alone was thirty years in the making, and the temptation that the Psionic Cannon represents is great enough that even some anons have been agitating for it, even though we are more fully aware of the dangers than the Union is.
As for what happened at Tenebris, they don't need to release the full story of what happened in order to turn public opinion against the Hive. All they need to do is release enough snippets to show the Hive and the Unity are working together. They don't even necessarily need to show what happened on the planet, both our fleets together would be enough. And I think you overestimate how influential Lee is going to be. When Morgan was leaving our ship, he made it pretty clear that the Tories aren't going to look kindly on Lee's choice of sides. And given their apparently extensive media control, destroying his public image in the Union would certainly be within their power. In fact, his entire elevation into the public eye was largely their doing, and similarly they can tear him down in the eyes of the people. --73.158.171.41 01:27, 18 August 2016 (UTC)

You're making assumptions so many that relies on the Union pursuing a course of action that could end in their extinction (and they know it) that I'm beginning think you've abandoned rational thought. --ViolenceistheSolution (talk) 23:04, 17 August 2016 (UTC)

Except they don't necessarily know that it could end in their extinction. What they know of the Void Shards is very limited. The Union populace is unaware of their significance, while the Union's leaders know that they are potentially very powerful. And now they also know that the Hive considers them to be very dangerous and does not want the Union tampering with them. From the Union's perspective, and particularly from the perspective of a egotistical politician like Killinger, what does that tell them? It tells them that the Hive is afraid of them, which only makes them more alluring.
Beyond that, they don't know much about the Hive's capabilities, having never really seen the Hive's fleets in a serious battle, so they don't necessarily understand how outmatched they are. They could very easily jump into a war that they can't actually win because they don't realize it. Human beings and human nations have made similar mistakes quite a lot across history.
And once the Union leadership has made that mistake, it simply becomes an issue of selling it to the Union's people (or, in the case of the Void Shards, simply continuing to not tell the people). The Hive's apparent cooperation with the Unity, combined with demanding that the Union surrender territory that it considers its own, makes painting the Hive as the aggressor fairly easy, thus justifying war. Publicly, in order to retain control of the Frontier Expanse, and privately to continue research into the Void Shards. --73.158.171.41 01:52, 18 August 2016 (UTC)

Wow. So your entire argument is that they will abandon all logic and reason, publicly announce that Unity can be reasoned with, and that we should attack the bug aliens that we are only assuming are allied Unity while the Union is at war with the Commonwealth. It's so stupid I think need to take from arguing you.--198.0.146.230 23:44, 18 August 2016 (UTC)

No, my argument is that they lack information, about both the Void Shards and the Hive, and so they can easily make poor decisions given that lack of information. And their reason for fighting isn't that they want to attack us, but rather that they simply don't want to give up the things that the Hive is demanding from them. Nor are they going to announce that the Unity is reasonable, just that "the evil alien bugs that want to take our land" are working with the Unity.
As for the Commonwealth, we've already seen that Killinger and the Secretary Council know that the Commonwealth is preoccupied fighting someone else. They don't know exactly who the Scavengers are, or even that they're called that, but they know that something is occupying the Commonwealth's attention on the opposite side of their space. It's doubtful that the Commonwealth is going to be in much shape to put up a good fight against the Union, and the Tories know that. That's one of the reasons they were so willing to start a war with the Commonwealth in the first place. --73.158.171.41 02:49, 19 August 2016 (UTC)
The Commonwealth fleet landed the first strike because some prince went rogue. Union is just answering in kind. Our involvement with Unity is simple to explain: Unity found the Skyl and now they are good friends, and Hive has been allied with the Skyl against a common enemy for 50 thousand years, and we have no reason **not** to be allied with Unity because they are friends of our friends. The Hive recognizes Unity as a sovereign entity, and the Hive's dealings with the Union don't actually have much to do with Unity. It's not like a joint Unity/Hive fleet warped into human space, it was just the Hive. Even if Unity shows up, we can just explain it away as the Skyl making an introduction. You want to be friends with the Skyl, don't you, Human Union? Maybe we should transmit the Skyl communication cypher to the humans and mention that the humans are squatting in Skyl space, among Skyl ruins. --208.184.224.241 19:48, 19 August 2016 (UTC)

If Gillian is still active and looking into creating psionic humans why don't we plant a fake Skyl 'corpse' with the neural crystals grown inside it's brain and some crystals around it (in broken devices) for the union to find and add that to his research list.

Hive aesthetics[edit]

This discussion got cut off at the end of the quest. Some people have proposed giving the Hive a moth-like or bee-like coating of "fuzz." Others don't much care for playing dress-up. There was also a suggestion for just designing drones to be more red-colored. I don't really have any opinions on the matter, so discuss away! --Sertul (talk) 08:36, 24 November 2014 (UTC)

I'm Against placing the Fuzzy red white color scheme on every drone, because it's not beneficial. Red is an eye catching color so it would make all drones easier to spot. Changing the color scheme of drones to a color that matches the environment they work in is a better use of time and energy. If Every member of a species change into fuzz people it would raises a lot of question for no benefit. If the Queen does start Fuzzing every drone type she should have a good mix of fuzzed and non-fuzzed of each as it would be easier for people to just think they hadn't seen all the variations of the Hive species. --Anon45655464 (talk) 09:33, 24 November 2014 (UTC)
This started to gain traction when we learned that Gardener changed her drone's default carapace - except that people ignore that it was essentially ghillie suit, and thus highly practical for her. How exactly bright red with fur is practical for average drone? --5.158.233.28 13:12, 24 November 2014 (UTC)
I've thought on it for a bit and I deduced two possible uses for the fur which are to spread spores, like the fur bee, around the environment and to make adorable moth speakers that wouldn't put people on edge when seen. I've gotten over the Red motif, but for Leeland only as it's a place where eyes aren't that useful in the first place and a lot of creatures don't have them. I may be completely wrong though as that's just what I've picked up from the quest. For other worlds, where visibility is clearer, I would prefer colors that can be used as camouflage for the environment the drone will be in or utilization of the mimetic skin to blend in anywhere. I still fill giving everything Fuzz is risky to are cover though and should be limited until the hive's advanced nature is revealed at which point I'd stop caring about it to the extent that people could placing it on ship hulls and I wouldn't care. Currently I'd be okay adding full fuzz to things like the Wasps, a winged worker variant, sniffers, flys, and anything people haven't seen. --Anon45655464 (talk) 02:34, 25 November 2014 (UTC)
I'm personally against the moth thing, but I do think we should modify our speaker strain to look more like Lyle's personification of the Queen. It would probably help diplomacy, by making humans more comfortable with us --173.66.250.28 15:55, 24 November 2014 (UTC)
Wouldn't that have the opposite effect though? You know with the whole uncanny valley thing. I not against trying, but the only way I see it happening is with hybrid drones and if we added any more drone characteristics they'd stop passing as human and would start sliding down the slope towards being the Fly. Though I'd love to be able to make somethings like Dren from Spliced. --Anon45655464 (talk) 02:34, 25 November 2014 (UTC)
Not really, remember that Lyle's personification didn't freak him out, and was more of a motherly kind figure. --173.66.250.28 02:19, 1 December 2014 (UTC)
That's a mental construct which his mind makes. We don't know if we can do it physically because as are hybrid current stand they are on the edge of falling into the Fly territory. That's because they are designed to have as much drone DNA as possible shoved in without trying to make them look non-human. We could potentially do it as we don't want them to look human, but we might not get the desired results. We also don't know if we have the human genetic material to make them look exactly like Lyle's mental image. We could attempt to make the speakers look more human, but they can fall into the uncanny valley a point we humans become unnerved by how close to looking human a something is, but is still noticeably off. We did it before and it was unnerving for people(read the thread when the drone took Lee back). --Anon45655464 (talk) 00:04, 2 December 2014 (UTC)
Wouldn't it be easier just to make a symbiotic coat to make moth fur and equip it on the drones that need it than laying down a new batch of drones? More so if the moth fur can provide real warmth in really cold environments?- the fluff bringer
Potentially, but I feel investigating the tundra could allow us to find life with Arctic Adaptations that could be of much more use. I could be wrong though. We wouldn't be laying new drones just adding new skin to old ones due to are knowledge of Cybernetics. --Anon45655464 (talk) 02:34, 25 November 2014 (UTC)
I really strongly prefer keeping the hive as strictly utilitarian as possible, like Mother's was. No aesthetics, no nothing, except what naturally occurs from diet and adaptation. --LotusEater (talk) 03:20, 27 November 2014 (UTC)
Now that was a bit excessive. Diplomacy is a thing and appearances matter a lot for these evolved monkeys. But I agree that there is no need to modify a rank and file beyond planetary adaptations. --5.158.233.28 12:19, 29 November 2014 (UTC)
I'd be up for mothing an entire hive, but it would have to be limited to drones from one planet. Mostly so we could fake different hives existing. I'd also be up for an alternative option of making moth of every drone type, but only if we have them fake being a expedition to reclaim lost colony planets and bring any drone inhabitants back into the fold. We could totally pull this off by having mothified ships sent to the locations we've set up hives or want to have colonies. From there we just go thorough first contact again, but pretending to adorable moths that don't speak English. --Anon45655464 (talk) 17:22, 6 December 2014 (UTC)
Proposed Hive Aesthetics plans for those how don't want to read the above:
.No placing fuzz on drones.
.Place red fuzz on every drone.
.Only put Fur on Moth Speaker, Wasps, Sniffers, and Flys
.Change color scheme of drones to a color that matches the environment they work in. 
.Fuzz every drone type, but leave a good mix of fuzzed and non-fuzzed of each type.
.Modify speakers, or make Hybrids, to look more like Lyle's personification of the Queen.
.Only fur drones from one hive planet to give the illusion of different Hives.
.Fuzz a lot of every drone type and pretend to be a expedition to claim lost colonies

Exo-Worlds[edit]

Do you guys want to build some pods dedicated specifically to finding some Exo-worlds for the hive to use? --Anon45655464 (talk) 15:12, 27 November 2014 (UTC)
I am up for this, we need to expand and most of available real estate either taken or not worth the effort. --5.158.233.28 12:19, 29 November 2014 (UTC)
Also to add, Exo-worlds are the most likely to be untouched by other xeno races. So the likely hood of them to be rich in metals and other minerals should be high. -The Fluff Bringer 1:43pm Nov 29 2014
We can also potentially find life on them as it's theorized some Rogue planets could possibly sustain life. --75.121.30.85 04:17, 30 November 2014 (UTC)
I support it, and as soon as we find an untouched one we ought to move the queen there while keeping Leeland as our capital.

Colonizing other worlds[edit]

What worlds do you guys want to attempt to set up some colonies on? I'm wanting to colonize everything, but I'm interested in these three in particular:G-426-P1; for no real reason. FG-883-Aral; because I think we can find some artifacts/ruins here, any animals that live here are going to possible have some cool adaptions and I want to pretend to be a lost colony that will be reclaimed after a long time. Koenig-Djin; see last bit of FG-883-Aral and Mostly because those underwater caves sound like a hive to me. --Anon45655464 (talk) 14:33, 29 November 2014 (UTC)
If we are going to colonize FG-883 we should start cloning some Skyl. That will help with the ruse and will allow the AI to start rebuilding the civilization.--ViolenceistheSolution (talk) 16:50, 29 November 2014 (UTC)
Union already have colonists on FG-883, so before anything else we (or Skyl AI) will have to kick them out. Can we afford this, and is it worth getting into fight with Union, military or diplomatically? --5.158.233.28 19:52, 29 November 2014 (UTC)
You mean the Valen, who didn't even bother checking the other side of the planet which had Skyl survivors, who are going to soon build a warpgate that we could steal. I think there is a lot we could get out of this situation without being noticed.--ViolenceistheSolution (talk) 20:18, 29 November 2014 (UTC)
We wouldn't have to kick them off world if anything keeping them there would be best. Especially if the hive knockout gassed them so the hive could just walk in and scan them all for things like proactive cloning data, possible Hive adaptions, any un-encounter cybernetics, anatomy study data to improve effectiveness of chemical warfare and parasites, memories for implantation into clones as well as increasing hive technical knowledge, and unencountered diseases the Hive can create a immunity for. Doing this would also allow the hive to collect samples of any interesting tech, animals, or plants they brought with them. Then after all that just place them back with parasites.
Doing so would allow the Queen to edit out any evidence of the Hives existence in hosts perception, to utilize Union colonies and operations as a early warning system to know when the Union will show up and where, to allows the hive to hide it's activities (thanks to editing), to infest more people (Maybe through infected doctors dropping parasite drones into tanks) so we can gain more of the things listed previously, to insert clone Agents into a population for various purposes such as acquiring new tech for us, Allow the influence of voting in union politics and allow for utilization of Union infrastructure to help build and/or support hive infrastructure.
We might want to add Dagmar–Kaltara to the list of places to colonize as infecting the human population would allow us to use mining corvettes to fly in consumption beam some lava rivers and fly out without worrying about being spotted (equip them with some clocking field for safety though). We could even get Theseus in on it to by helping him to infest things like the Gibson station or the mining operations system. Even if the queen decided against parasitizing everything the hive can just build everything underground allowing for the building of a large population of giant bugs who where there for "ages". --75.121.30.85 09:27, 30 November 2014 (UTC)
Another advantage of 'colonizing' (or at least exploring) Djin is that we will acquire a good deal of vicious aquatic adaptations from the local wildlife. Let us not forget that the Ceph are an aquatic species.
I'd just like to point out that we still have our cordyceps fungus stuff from our home planet. We could utilize that on any planet with a biosphere, and make it look like an accident. Mostly. --174.7.162.179 08:22, 24 December 2014 (UTC)
I think we should start colonizing immediately as we are likely to enter a war with the union when they learn how advanced we are and work out the stuff we did to them. We will need

extra resources, production and territory. Even if we don't want to fight them we will need it to stop them from thinking they can crush us easily. I propose we get maps of the valuable worlds from AI and build as much frigates full of workers, warriors and resources as possible and send them to colonize nearby worlds. Later the frigates can transport resources and protect those colonies.

At this point we should think about settling the Wonder system. If you look on the map, it is smack dab in between Farcast (which we've just inherited and have a truly massive garrison on), M-323 (which holds a huge part of our industrial capacity), and that Unknown blue giant the Scavenger Fleet is apparently based at. Taking Wonder would give us a buffer system against the scavengers, and create a bridge between our holdings in M-323 and Farcast, effectively doubling the total area of our territory. This says nothing of the absurd amount of metals and nutrients we could salvage from the Builder's works, which we could funnel into the construction of another huge shipyard on site. Who knows, we might even be able to partially revive parts of the infrastructure.

On the subject of Farcast, we should use our planet seeders to rebuild its biosphere. With the planet now definitively ours and being so isolated from any other powers, its an ideal location for a test run of the technology, and it would make the world much more productive for the hive in the long run. I've crunched the numbers, and it would take two weeks and a total of 254,000N+254,000M to complete, which is well within our budget. 15:46, 2 April 2015

Tech ideas[edit]

This is where we talk about tech we should be able to get ex. solar panels or tech you want to eventually see. --ViolenceistheSolution (talk) 01:57, 1 December 2014 (UTC)

Solar panels, definitely. Well, more along the line of photosynthetic panels for us. Another is electrodynamic tether, using planet's magnetic field combined with orbiting ship's movement to generate current in the long cable; Park it over gas giant and we'll have a lot of power for algae farms. --5.158.233.28 14:53, 4 December 2014 (UTC)

I'd like to make a larger Lightning gun for ships. Can we equip the Lightning gun to large drones right now? If not, I'd like for that to be a option too. --Anon45655464 (talk) 12:19, 7 December 2014 (UTC)

I'd like to make a larger Lightning gun for ships. For fucks sake that's what the Ion cannon is. What would be better though is to work on creating anti-gravity devices. --ViolenceistheSolution (talk) 15:36, 7 December 2014 (UTC)
Yes, it is similar in nature to the CIP weapon, but I'd like to go both routes so the hive can capitalize on even the slighting difference between them for effectiveness in different situations. Such as how the Linear Particle Beam and the Cyclotron Particle Beam are similar, but each are more effective in different situations. It would also possible increase the pool of knowledge the Hive could have available for trade with Theseus. --Anon45655464 (talk) 17:27, 7 December 2014 (UTC)
"Yes, it is similar in nature to the CIP weapon, but I'd like to go both routes so the hive can capitalize on even the slighting difference between them for effective in different situations." You mean the Plasma Lance right because that is the only other weapon that is remotely like the CIP that exists that can be used as a ship weapon. --ViolenceistheSolution (talk) 20:17, 7 December 2014 (UTC)
Yes, yes I was. When talking about the technology you brought up, by name, I was actually speaking about something neither of us had mentioned. "Ion Cannons - The next logical step in ion technology, the ion cannon uses a powerful magnetic funnel to channel ionized particles to a target, causing focused energy damage and EMP effects. Similar in nature to the CIP weapon, but based more on the Ion thruster technology." --Anon45655464 (talk) 20:43, 7 December 2014 (UTC)
It's impossible specifically because there is no air in space. How do you think ions work? Now it's time to get back to researching how I can make Kaiju Bugs a reality. --ViolenceistheSolution (talk) 20:59, 7 December 2014 (UTC)
Well damn, someone should tell Questdrone since he's letting us research it for that purpose. What you seek may be on the planet Dharius. --Anon45655464 (talk) 21:40, 7 December 2014 (UTC)

Tool: Gunsight

This tool is designed to improve the accuracy of weapon grafts. This growth takes the form of a spade shaped buckler that fits over a weapon graft to place an eye in line with the firing orifice. If the drone has improved acoustic or radio senses, appropriate sensors are added to the gunsight tool. On large drones, weapon hard-points are modified rather than arms.

QuestDrone said: Well the aim of your drones is already quite good and built on instinct, but if you want a method of creating a more accurate sniper type of drone I could think something up.

Arm: Impaler Colony

Orbs of carbon-fluid tissue with chitin spikes floating in them replace the drone's arms. The standard drones sacrifice the ability to utilize weapon grafts for the carbon-fluid's capacity for explosive force to impale enemies of the hive.

QuestDrone said: I'm actually not sure how the Impaler works exactly, but it sounds interesting.

Special Ship Weapon: Directional Psionic Disruptor Amplifier

While we do not yet have the ability to overcome the effects of a psionic disruptor, we can direct the jamming signal in a cone. This 'weapon' directs the signal from an psionic disruptor into a narrow cone and passes it through a set of amplifiers to increase its range. Although it can now miss a target, it can also miss our own ships.

QuestDrone said: The more accurate disrupter could be possible, but I'm not 100% sure what kind of benefits you're looking to get out of it. Like a disruptor that locks down a single drone, but has a chance to miss? That seams reasonable as a fast or medium research option.

FTL Torpedo

The hive has considered equipping space pods as suicide craft to use against capitol ships, however missile weapons inspire a more efficient solution. It should be possible to move many of the the organs from the blink drive as possible into a launcher system, leaving only the bare minimum for a one way trip on-board the FTL torpedo.

QuestDrone said: An FTL torpedo is a rather simple but effective concept that you already have the tech to do, more or less, with a pod loaded with a nuclear warhead. In this case finishing fusion power would probably lead to the best results, as that offers a micro-fusion generator that is capable of overloading to self-destruct.

copied some replies by QuestDrone on the ask page about the tech ideas

Philosopher bugs- Worm-like drones that have elongated brains divided into segment. Each of these drones require specialized facilities in order to properly function. The Philosophers are held in a cylindrical container, locked in place with a harness that looks similar to a snake skeleton, and wrap around a pillar that centralizes their thoughts. A Philosopher's processing power is determined by their size larger being better. These drones are biological equivalent of supercomputer.
Q-Thrusters- Thrusters that would require no reaction mass and and instead would use zero-point fluctuations for propulsion. These thrusters would vent thermal exhaust to generate the fluctuations and would replace the standard thermal exhaust vents.
Weapon Clusters: By linking groups of weapons of the same kind together in certain patterns using specially designed hulls it becomes possible to equip ships with more powerful weapons in greater quantities if more expensive. Usually these hulls are built around least one spinal mount. Weapon clusters stats are usually affected by the length and the girth of the ship however the way they certain weapon clusters varies.
Ring Clusters: Weapon mounts circle the hull with a ring just below the hull connecting the mounts. This weapon cluster gives significant boosts all round to energy weapons especially the Cyclotron while kinetics generally gain a bonus to their firing rate do to since the ring allows for faster reloading and an increase in damage do to the size of the weapon. The girth of the ship affects how many weapons the ring can support and the size of each individual weapon. The length determines how many ring clusters the ship can support however ring clusters toward the front of the ship tend to be smaller. Each weapon in this cluster is a large forward facing turret that can turn 45° in all directions.

New 2016.

Two new optical adaptations, tele/microscopic eyes and UV sight (and other weird vision modes, I mean look at what shrimp can see).

Telescopic eyes see in tunnel vision but can 'zoom' in on an area so that it can be seen as if they where standing there while the microscopic are for checking tiny details (used mainly in the labs).
UV sight is just a higher level sensor which may see through some forms of camouflage.

A few things here which lead into something weird and scary.

Expanding liquid fleshes capabilities to allow drones to fuse together.
Larvae drones, these things are grub like beings are programmed to hide, find food and grow then morph into other drones or a queen if necessary.
Tiny egg/drone layer, capable of being hidden inside a human (or larger) hybrid and creating a small egg or larvae without causing any negative external effects besides a slight increase in food intake at a rate of one per week, it would essentially replace/use/be the womb in female hybrids (after all it's already there (sorry to any female readers by the way)), in men I dunno.
Tiny spore/chemical factory, outlet can either be placed right under/in the nose or on the tongue with the factory placed just below the throat and used for the chemical function or for guys the factory can replace the balls.
And there you have it.

Titan class drones, these things are massive ground based entities which can get over ten times the size of a large drone.

An Advanced Oxygen Recycler that is half again as expensive as the standard but makes the drone an almost fully self contained unit only needing nutrient input to survive, this would allow us to have less types of drones that can work in more areas even if they are more expensive.

Artificial/Synthetic cells based on our nano-machines.

As another super weapon on par with the psionic cannon, Black Hole guns.

Replicating the effect that the slip drive has on real space with out the void shards, which would be a high end psionic ability.

A method of accessing other alternate realities/dimensions/universes like slip/no space that, again, doesn't rely on void shards.

An adaptation of wings into fins for water drones.

Retro viral attack/bomb that can turn people into hybrids or chimera, or something similar to do with the crystals that can make people psionic.

Orbital ring structures, can only be built around a world that has four capillary tower and consumes any other orbital structures around that planet

Armoured counter weight, turns the counter weight of a capillary tower into a heavily armed and armoured combat station.
Advanced capillary tower, adds armour and weapons to the outside of a capillary tower while sectioning the thing and adding/putting gravity foils/engines and reactors into each section so if it ever gets broken each piece can be used as a temporary aerial weapons platform or can safely land on/in something and be reused for a new tower.
Armoured orbital ring does the same as above but along an entire orbital ring, near ultimate stationary planetary defence, the only place it can't defend are the polar regions.
Polar cap stations, effectively massive defensive satellites which are actually smaller planetary rings which orbit at about 10- 15 degrees off the rotational poles, solves the polar gap problem.
Orbital shell framework creation, takes orbital construction to the next logical step, allows a lot of gun emplacements and capital ship docks.
Planetary conversion project, once the orbital shell framework has be constructed it starts sending capillary towers down all over the world which start eating all of it and redistributing all the mass, including the core, into a massive hive structure while riddling the world with tunnels, it also completes the orbital shell essentially makes that the new surface of the planet which is now a huge ball of chitin full of drones, this project may also consume any natural satellites which orbit the planet in question.

Free 'standing' capillary towers, used to create a capillary tower in/over a gas giant it actually has two counter weights, the one in orbit and the one in the planet.

Something that involves turning the spinal mounts of a hive ship into a combination storage/factory for a capillary tower allowing one to be deployed in only a day.

Psionic cooling, instead of using lasers to cool things down we use our psionic powers, this reduces the cost of things that use/need laser cooling.

Laying other Queens[edit]

Le sigh. This one have been raised repeatedly in the several threads, so it need to be discussed, no matter how annoying or stupid I find it.

Put here your reasons for and against, please. Actual reasons, not "It will be awesome" or "You are faggot". --5.158.233.28 23:52, 23 December 2014 (UTC)

1. They're not a great threat to us. Especially once you realize that by the time they are a threat to us as we are right now, we've become a major military force, and they are no longer a threat. That, and as their mother they are probably going to take after our viewpoints. IE: The Black Queen and the Crystals must die.
2. If one of our large relays gets jammed, then we've got buddies who have the manpower to help us out of our bind. Theseus is maybe a decent option for this as well, but suffers in not being able to contribute large amounts of troops or ships in the event we need a mid-combat relay destruction save.
3. Any border skirmishes they have are not going to be serious threats to the integrity of the local Hive-presence military power. Even if they throw, say, 3000 warriors (although 1,000,000 are more likely) at each other on the field of battle over whoever gets the TV remote, that's 3000 warriors that can be replaced in a literal day. If they lose 10 escorts each around a gas giant, we're still not looking at a supreme waste of time and nutrients, because by the time they're fighting like that they're probably raking it (nutrients) in. The Hive species is made to be wasteful with troops and ships, as they are replaceable in the extreme. Just because we only have one ship-spire doesn't mean others will.
4. Placing daughters on other planets is a great way to harden our empire. By parceling the whole thing up into demesnes with daughters, we get more tactical minds with a keen interest in staying alive to help make ships and whatnot which can be used for the betterment of the dynasty. Sure, some troops and ships will be lost to quarrels, but none of them are going to disagree when it comes to a crusade against the Black Queen. Why not do it ourselves? Because we'd be trying to defend our claimed territory from Leeland, and while we could garrison every planet, I get the feeling /tg/ is far too lazy. And additional queens means additional keen minds to look at situations from unique angles. Or pick up on things we may miss. Thinkers are too dumb to pull this off (it'd be like substituting Beholden for Geniuses).
5. More cool ways of achieving different things. They're going to be doing their own research; we may be able to wheedle or trade information out of them.
6. It'll be harder to genocide our species. More queens means more opportunities for the Hive species to pull another Son of Krypton.
7. It adds more spice to the quest, and helps stave off the boring "you win everything forever." Nothing will kill this quest off faster than it being bland.
8. Just because we drop them somewhere doesn't mean we can't take samples and gather data before we drop them off. And even then, they'll still be in the dark ages for a while, and we can gather samples until they become strong enough to push our sand-raking survey teams off their world.
9. Queens aren't morons. If we make some and tell them that the Union exists and will orbitally bombard them to dust, they'll take heed and go stealth-like. If we tell them the Ceph are allied with space Cthulhu, they'll avoid the space Necronomicon. If we tell them not to open a bank account with the aquatic space Jews, they'll keep their space shekels under their mattress. We have sway.
10. You typed out 'le sigh'. If that doesn't warrant taking the opposite stance you have, I don't know what does.
--174.7.162.179 09:22, 24 December 2014 (UTC)
I am afraid I have to tl;dr your list
1,3,8: "I will punch you in the nuts only slightly" is not a valid reason to agree to be punched in the nuts in the first place;
2,4,6: False;
5,7: It will be cool;
And to cinch it, 10: You are faggot. Really?
--5.158.233.28 21:19, 24 December 2014 (UTC)
Please deposit counter arguments instead of saying 'nuh-uh'. And how did you not see, envision, or otherwise realize that mentioning you being called a faggot is the fastest way to get called a faggot, outside of being a literal homosexual? That, and ending with a tongue in cheek 'you are a faggot' is just delicious. I urge you to try it.
Also, how are 2 and 6 false? Theseus has outright stated he dislikes getting into combat, and would not have the manpower (or response times; blink drives are teleporters, warp are not) to help us out in a serious jamming situation, to add on to the fact that he doesn't understand psionics in the way that we do. Additionally, Queens won't shit the bed if their mother gets taken out by a planet destroying death wyrm, and would be capable of staving off panic long enough to Superman a new queen away. Thinkers, being genetic sycophants, are not trustworthy competence wise enough to be able to pull this off without going suicidally depressive or throwing themselves at foes in blind vengeance. Unless you're worried about them Starscreaming us, in which case you may want to read the whole "they'll be friendly to you" stuff QD has stated, and exit the shadows. Not everyone you know is out to get you.
For 1, 3, and 8.. How does that relate even slightly to your nut punching analogy? They're not going to be shooting at us (I was a little too poetic on 8, admittedly), just each other. And it's not going to be serious fighting unless we let it get there (we won't). A modern day border scuffle might involve like 30-100 guys on either side dying. That's a decent number to be sure, but it's not a very serious number to the integrity of the militaries involved. Hive queens might mash 3000-100000 warriors into paste in a border scuffle, but again to a mature hive (which we are not quite yet, and they will not be for some time) that's peanuts. QD mentioned mature hives used to expend millions if not billions of warriors in true wars. But say you're against any waste at all, and think even border scuffles between our daughters are wasteful? Then you're not seeing the use in the R&D and tactics department. Small fights can help identify holes in our military (using their guys, natch), things we haven't been able to test, etc. Or even give us whole new ideas for research.
As for 5 and 7.. Yeah, it'll be cool. You against cool things or something? QD has stated rule of cool will let us get away with shit that might not otherwise fly, as long as we're not dumbasses about it. That said 5 may be a little limited, but 7 is the more solid of the two. If QD loses interest in the quest, or leads for us to follow or people to interact with, it's going to show and we will feel it. QD is a solid worldbuilder and thinker, and more queens will allow him to flex his mind muscles more, which will be great for the longevity of the quest.
Maybe you're worried about them allying with the Black Queen? Friendly reminder: Killing queens is a major taboo. We can pin at least two counts of regicide on her for sure. Our daughters won't be allying with a queen killing betrayer; because they could be next. Or perhaps you're worried that they'll prioritize fighting each other over growing their drone and nutrient base? QD has stated that fights will happen over things like resource-rich gas giants and stuff like that, if anything they'll fight each other over the rights to grow their drone and nutrient base, instead of using the drones and nutrients to fight each other.
--174.7.162.179 22:11, 24 December 2014 (UTC)
Counter argument? Easily - Establishing the dynasty will be a net resource loss (in fact, you admit it as well). While potential indirect benefits can offset this, none of your arguments other than 4 and 5 provide them. 5 is wrong since it will take a long time for their techbase to diverge enough for it to be worth trading.
2 is false since anything that jams our relays will jam theirs as well. If you refer to using jammer to disable the whole network, it will require physical connection.
4 is false since we can do that via Quantum thinkers at less cost.
6 - yeah not "false" but rather, like 9, it is irrelevant to actual game. This is Hive Queen quest, not Hive Dynasty - once Red Queen bites it, game over. --5.158.233.28 22:57, 24 December 2014 (UTC)
Frankly, after re-reading 4, it sounds like "I am too lazy to think, so GM should do it for me". --5.158.233.28 23:01, 24 December 2014 (UTC)
Broadly, I can separate your arguments into three categories:
1.Actual benefits (smallest one as well). They are valid ones, but either very small or something that'll only exist in medium- to long-term.
2.You consider the game boring and want to spice it up. Perfectly valid reason to do it, but you pretending that you are doing it for QD's benefit is not exactly something that make someone inclined toward your point of view.
3.Stating that it wouldn't cost us much resources - likely correct in relative terms. However, if I walk to you and ask to kick you in then nads, I don't think that promise to pull the kick would convince you (probably?). --5.158.233.28 03:50, 25 December 2014 (UTC)


Motion to remove this entry until the issue is raised again.

Large Relay Safety[edit]

Seeing as how we've decided to place large relays everywhere, and on all our ships, I think we should instate a way to destroy them in the event they are at risk of being captured or used against us. The easiest way is by just adding acid sacks to them, and granting nearby quasi-thinkers and thinkers standing orders to turn them to goop in the event they become a liability. The end result being, hopefully, that we end up being able to protect ourselves like the Builder did (blowing up the problem relay) when the Black Queen pulled her trick on the Gardener. Anyone against? --174.7.162.179 08:18, 24 December 2014 (UTC)

I'm for adding the Acid glands to the Relays, but there are other things that should be considered alongside it to decrease the risk of an enemy accessing the relay network to attack the hive or to even discover the existence of Psionic Communication. For example, we might consider adding thinkers to are ships to allow them to operate while being effected by Psionic Disruptors. We should definitely consider doing this for the clocked pods specifically as doing so would allow them to operate if communications where blocked allowing the pod to blink away if discover and if unable to escape carry out the order to destroy the Relay contained inside. Adding thinkers will also allow the hive to decrease it's fleet upkeep. Through stopping the practice of placing advanced relays into every ship produced, removing some advanced relays placed already and placing thinkers into all ships while limiting relay placement into ships selected to serve as the relay ship of a fleet can decrease the fleet upkeep dramatically. Having a thinker would also allow the pod to spy on Psionic Races without alerting them to the pod's presence and the Queen's Existence. The pod could do this by having a thinker inside maintain radio silence while it spied and then leave to a secure location to report what it had learned. This maybe made obsolete as new technologies unlocks, but where we stand now this is the only option to spy on other hives. We might also want to consider adding the standing order to attempt to blink away if severely damaged or boarded to avoid a enemy capturing one of are ships and getting access to are technology, because if it works out we will still have are ship and if it doesn't the Ship will be destroyed keeping it out of enemy hands. --Anon45655464 (talk) 17:19, 26 December 2014 (UTC)
Just load an atomic self destruct missile onto every ship. It's cheap as hell compared to the costs of ships and it protects the Blink Drive from reverse engineering, Two bugs, one boot. Three, if you catch the enemy in the explosion. --LotusEater (talk) 22:11, 4 January 2015 (UTC)

Managing large populations[edit]

With your hive now spanning across more than one system, you will likely be increasing your population farr beyond what it curently is, and will likely be needing to lay eggs in much larger bulk orders. Instead of voting on orders for thousands at a time and keeping track of every one, I thought it would be best to simplify it into groups, like battalions, with each member acting more like health than individuals. Any missing or dead drones would be replaced automatically, and instead of voting to lay individual drones, you would vote to lay groups of them. Any issues with transportation would be adjusted so that most methods would be able to hold at least one group.

I'd like to get your feedback on it, especially with how large you would like each group to be for each drone size. You could, of course, deploy them in smaller numbers, but I think this would help simplify population management for everyone.

--QuestDrone (talk) 23:39, 24 January 2015 (UTC)

One idea I had was to replace fixed costs with percentage of our production instead; Any specialized and/or clever designs would then act as cost reduction measure, i.e. one battalion of standard warriors would costs 1% of income, but thanks to presence of q-brained shock troopers it is 0.7% instead, since they can provide same level of combat ability with less drones due to better management. If our economy scales up by order of magnitude, this will increase total number of drones in battalion by same amount. However, per location numbers would stay roughly same since there are also ten times as much land to defend. --5.158.233.28 12:59, 25 January 2015 (UTC)
Auto re-lay is a good idea for sure -- making egg laying votes into simply raising the hive's metaphorical max HP, with passive regen in the background as time passes. I don't know if it necessitates the group idea though, would it be different from restraining laying votes to just multiples of a large number? But I guess swarms of 100 medium drones, or 20 Large drones, or 2000 Small drones might make sense, if we're trying to make each swarm take up the same room regardless of individual drone size. And what about laying ships in the new system, would that have a 'fleet' organization too? --LotusEater (talk) 21:18, 25 January 2015 (UTC)
It certainly could. Drones could be organized into 'swarms' that autofill lost numbers and ships could be assembled into hive fleets that would do the same. This way you would be able to manage multiple large forces without worrying about having enough drones or ships for a situation. It would be like fleet management in Distant Worlds, so you could just vote on what fleets and swarms you want to maintain, and where you want to deploy them. Of course my biggest issue is that it should work the way you guys want it to. An example of would be that instead of voting to have a number of corvettes and frigates over this world and a number of cruisers over that world, you could just vote to make, say, an invasion fleet, and a picket fleet, then vote to maintain a picket fleet over this world, and send an invasion fleet to that world, and any losses in these pre-made fleets would be replaced automatically. --QuestDrone (talk) 08:57, 26 January 2015 (UTC)
I see no problem with this change and would welcome it. --Sertul (talk) 08:31, 26 January 2015 (UTC)
How should we design a regiment? I'm thinking it should have one primary type of drone and zero to three specialist drone types. So we could have just a bunch of Worker drones in a farming Regiment, but a construction regiment would have Workers as the primary, with some diggers and excavators as the specialists. A regiment should also include a standard armory, so we don't have to vote on building guns for our troops. Doomsought (talk) 00:35, 4 February 2015 (UTC)

Exponential growth[edit]

Remember exponential growth plans? Pepperidge Farm remembers.

Hive growth has stalled a lot since like thread 29, there's been a glut of nutrients income and not much done with it. The hive has more than enough nutrient reserves now, it's really gotta be invested into something. Like a) expanding the star fleet (which requires a lot more Docking Pylons to get a decent growth rate there) b) reinvesting in workers, to build more farms for more income.

Relatedly. QuestDrone, could we just have standing orders to, say, peg the worker count to a number that takes up 20% of nutrient income, and to continuously double the number of farms after each current farm construction is completed? Passive growth best growth. --LotusEater (talk) 23:55, 25 January 2015 (UTC)

This could be possible for something basic and non-controversial like farms and workers, after all, there is rarely a situation where you have too many of either. I'd be happy to have it go to a vote next thread (although you may need to remind me) with any growth rate or ratio you would prefer. --QuestDrone (talk) 09:01, 26 January 2015 (UTC)

One proposed ratio: Peg numbers at 1 Excavator and 6 workers, total, per farm. With 1 worker working each existing farm, doubling the farm count allows up to 5(or 4, if some are busy with other, non automated construction projects) to finish up each new farm that's been carved out by an Excavator. (thread 23, QD said there isn't an increase in construction speed past a certain number of workers per farm constructed anyway). It's not clear how much faster Excavators make construction though, so maybe just 1 Excavator per 5 farms? QD? --04:56, 30 January 2015 (UTC)

Excavators are, as their name implies, very good at digging but are too big for more delicate tasks. When excavators are sent to help build a farm, it just carves out a large cave, then workers chisel the walls and shape mortar and hive-wall into the required shape while seeding the crop. With a worker ratio of 1 excavator and 5 workers per farm, farm construction would likely 4 or 5 days, with only about 1 day needed for building and the rest for cultivating the algae. The cultivation process only needs the one worker that tends the farm, so your workforce will be able to move on after only a single day of digging.
At the moment, your excavators are mining metals, but if left idle they would be used to build long range highway tunnels between hives, hollow out chambers for expansions, and aid workers while building other projects by supporting structures and lifting heavy loads.
Although that begs the question, would you want to adjust your current population to the 5:1 ratio by laying more excavators? --QuestDrone (talk) 00:24, 5 February 2015 (UTC)

A totally not Free Discussion slot[edit]

This should be our eventual plan to get a parasite in every human.

Serum, exorbitant price, only for the rich. Keep it like this for a month or so. Then break out the fact that '99.999%' of the serums cost is the 'herculean effort required to extract it' all us bug people just get it strait from the tap, of course we aren't immortal on our own, silly humans.

"Oh all you poor people really want to live so much too? So much so you're willing to consider?

Oh but hey, we just figured the organism we harvest the Serum from being implanted in you humans would be too weird. But I guess we could sell you guys those too for like 1/10,000 of what a dose of Serum cost.

Wait what do you mean that sounds amazing? Wait what! Even the rich people want one too to save 500k credits a month and have a lifetime(eternal) supply of serum? You can get beyond the ickyness of the parasite if it means you don't die? Well of course we can sell them, 10k credits each, also accepting metal as payment."

Void Shards = Advanced White Crystals?[edit]

Reading about war between Old Queens and Void Shards, I actually got a distinct impression that shards are hive creation that got out of control somehow. I think latest research topics confirm my suspicion - these shards that Obsidian Queen have? They are actually corrupted, or maybe better say, evolved, White Crystals that were integrated into her brain. What do you think, anons? --5.158.233.28 20:47, 17 February 2015 (UTC)

From the Biology of the hive pastebin (> On her head is a decadent headdress of porous bone connected directly to the brain. This serves as the transmitter of a two way telepathic link to her drones) I get the feeling that there definitely may be some connection. The Obsidian Queen seems to have replaced that bone structure with void shards, so they may very well work the same way. But just because the Hive and the Void Shards operate the same way doesn't mean that one created the other. If the Void Shards are corrupted White Crystals, who or what corrupted them? Why were other hives not using either Void or White crystals: it's only the White and Black queens that seemed to have this technology, and the White Crystals were likely developed as a countermeasure with similar properties. I think a more likely explanation for the Void Shards is that they are actually heralds of Space Cthulhu, and that Space Cthulhu simply corrupts whatever life it desires so that it can act in our dimension. Projecting a higher-dimension being into lower dimensions might not be efficient or simple, so they prefer to act through intermediaries. Bad break that the Obsidian Queen got corrupted, but when you stare into the void and the void stares back, you can either embrace it or fail sanity checks until you die. --Sertul (talk) 09:23, 18 February 2015 (UTC)

Nutrient options[edit]

There are quite a few now, and at least one more in the pipeline, so just to compare:

  • Algae farms. They take time to create, and require space on Leeland, but have only 2% overhead. (2N upkeep for worker harvesting 100N per day)
  • Film Harvesters. These require no elaborate construction, just egglaying, which has no limit, so it's the fastest means of increasing income. It has less than 4% overhead (19N upkeep for drone harvesting 500N per day)
  • Orbital electroponic stations. A one-time 1000M investment to construct it gives 500N per day.
  • Orbital solar arrays. At 1000N per day, they produce twice as much as electroponic stations, but at the cost of 50 times the initial investment of Metals (plus nutrients on top of that), they're basically a terrible investment if you can still build more electroponics instead. No matter how cool you think Dyson swarms are.
  • Solar collector module. This is still being researched and isn't statted yet, but as a ship module, it's the lone nutrient source that's truly mobile, not tied to a planet or an immobile space station.

The overhead of solar collector modules would depend on ship size: Corvettes have 2 module slots and 200N upkeep, meaning 100N overhead per module. Hive ships have 124 module slots and 4000N upkeep, which comes out to 32N overhead per module, making them the most efficient farm ship choice.

We still have not full explored other Nutrient options as well. Ralighan has farm able food sources as well. And we have yet to test human created food crops as well. The other colony worlds might yield new nutrient sources as well.

Am I correct in understanding that you have suggested that we use a Hive Ship as a giant and very expensive and vulnerable farm? I guess it's possible, but I don't think we're in dire enough straits to be seriously considering that. --Sertul (talk) 09:38, 18 February 2015 (UTC)
Hive ships aren't really meant as primary combatants anyways, they are first and foremost mobile production facilities. A Hive full of farms and escorted by a few mining corvettes is basically a mobile colony that can be relocated easily. Speaking of mining corvettes, once we have the Solar collector modules I think we should place one on all of our mining corvettes. They are meant to be vulnerably economy ships, and such a change should only make them more effective in that role. Doomsought (talk) 02:23, 3 March 2015 (UTC)

Orbital Electroponic stations are the most effective by far. And if we wanted exponential growth of them, they'd double their numbers every 4 days. (500N/day * 4days. 2000N converted to 1000M)

Worth noting that a quantum power tap electroponic station is also possible, requiring no gas giant for fuel, and power taps can be bought for the price of two or three fusion reactors, if the hive successfully starts selling those on the downlow on Space eBay. --LotusEater (talk) 20:34, 3 March 2015 (UTC)

Theseus and Unity[edit]

With the recent hostilities between Theseus and the Obsidian Queen it's probably high time we seriously consider telling Theseus more. Neither of us are in the absolute best position to repel an invading Hive Fleet, and Theseus may not have realized that the presence of the Obsidian Queen heralds the coming of her Crystal masters. We're going to need to get that void canon working, and Theseus and Heretic would be great additions to the research team. I know there's a couple very vocal individuals who want to squeeze every ounce of trade potential from information exchange, but I don't think being coy with what little we know is going to help us. Heretic already told Thesus about tachyon interference (which was used in a recent battle), so that secret is out. Aside from that, I can't think of any big secrets we're hiding, so I don't see any issue with opening up unconditional information exchange. He's probably got secrets (or biological samples) that we might find useful.

And, as an aside, at some point we'll probably need to find the Ceph homeworld and quickly extract as many Void Crystals as possible for use in the Void Canon. --Sertul (talk) 09:38, 18 February 2015 (UTC)

From what I've seen it seems the crystals and the Obsidian have something closer to a truce than a servant and master relationship. The crystals don't actually care what the queen does as long as she is not messing with the void crystals and if they are coming I highly doubt there is only one of those bullshit tier ships, I suspect that there is an entire army and if there is we lose even with the cannon. --ViolenceistheSolution (talk) 15:10, 18 February 2015 (UTC)

Everything indicates that messing with the void shards will draw bad juju on us. The Obsidian Queen doesn't have the faintest idea of where any of OUR holdings are. We still don't know enough about her relationship to the crystals to guess at what is going to happen. There's no reason to panic and start researching the psionic cannon just yet. I concur with sharing information with Theseus though. Heretic has knowledge of some valuable aspects of our technology (the Rip Drive comes to mind), better we sell them to Theseus than he does.

Pods to explore new systems[edit]

This is something that hasn't been done in ages, and less than half the map has actually been charted. Though we have more than enough pods to send to every star on the map at once, for meta reasons (it takes work and time for the QM to write up entry to each new star system) we might want to limit the number of new stars we visit each thread to 5 or 10. But we should definitely visit more than 0 new systems each thread. We just have to somehow reach consensus on which stars to go to first. --LotusEater (talk) 18:31, 8 March 2015 (UTC)

Just something about Unity...[edit]

I just realized that Unity might be the acronym of the major personalities/AIs in it. Maybe it's:

Ulysses (explorer/warmaster)

Narcissus (self-reflection)

Icarus (technology)

Theseus (founder)

Y?

just something to guess about on.

Shadowruns[edit]

We still have a lead on earth from the robot man leading the swampfolk and should also start investigating the commonwealth for any psi projects they could be working on. ---

Items of interest

Union:

AI and psi contaminated humans on Earth.

Richardson and his religious backers.

The 3 transferred test subjects from the psi research project.

Commonwealth:

How much do they still have of the old psi cannon project.

A way to infiltrate there black ops division.

Edited 11:00 AM 8/20/2015

Fear Factor[edit]

I think it is time to make our military drones scarier. While they are already scary as they are, we could improve this for a psychological edge in battle. Seeing that we can make drones in every shape, i propose we put scary looking body parts on the outside of our drones's armor, like eyes, mouths, tentacles, horns, and the like, in random places. We have or can get cultural data on major species from our prisoners, publicly available data or Theseus. We can make configurations for each species, especially scary for them, and our drones can cocoon and take which configuration is required depending on the enemy they are likely to face. This strategy will be even more effective when we research nausea field and use it with medium relay drones. We can also add non-working internal organs to make dissecting and analyzing our drones's internal workings harder for our enemies. This can also be used in battlefield as seeing things crawl out of injured or dead drones would have a psychological impact on enemy soldiers. Lastly i think we can randomize the location of vital organs in our drones. This will make it harder to kill them and it will be even scarier for enemies when they see a drone continue coming after they shoot his head off. Some people might think these changes could be bad for future diplomacy attempts, but we can just have our drones change to less scary getups if required. Our alliance with Unity will already make allying with humans unlikely and our current allies are AIs who probably wont mind this strategy. And to be honest drones will already look unsympathetic any way, being giant space bugs.

Hybrid Missions[edit]

Three obvious endgame goals might be to inveigle the hive's claws into the Parliamentary secret service, to break into research facilities and download their data (and/or destroy their backups to retard their advancement), and to get at least a few drones and clones onto each world.

The hybrids might not even be capable of the job though without some prerequisites. Probably:

  • A robbery of a RadioShack and a printing company to get the equipment Tech hybrid needs to produce IDs, lockpicks, and maybe fake up passenger tickets. Taidaren trade
  • Deep Song bank accounts for hybrids, since human banks would ask too many questions.
  • Augging the fuck out of the hybrids with cybernetics.

With those, buying tickets for a contingent of augged-up Techs and Brawlers to Mentan would be the first step towards locating and breaking into research centers. And breaking into the Gemini PDF for database dumping and parasiting would be a step towards finding the guy who recruits new secret servicemen from them.

Then there's infiltrating the Commonwealth military research division, which is the most difficult goal yet. One possibility is to land on a planet and get recruited as part of a levy, and just parasite one's way up the chain of command very slowly as opportunity allows. Or maybe start a minor street cult that rants about crystals invading your mind that came down from the stars, and ensure that the spooks will notice and try and kidnap anyone involved in that--the kidnappers become the kidnappees and new parasite hosts. Just need to find a planet that's cozy enough with the Admiralty that they actually pay attention to it--Constantinople? --01:53, 18 June 2015 (UTC)

Keep in mind that infiltrating any military organization is going to be a lot easier said than done. All troops will be getting regular checkups from doctors that could detect our parasites easily, and it's still unclear if hybridizing someone would produce a detectable change from standard biometric scans.
Starting with the medical institutions might be a better bet. Especially since we've started with in roads on the black ops/medical researcher.

On Deep Song itself, or some Valen world away from Union scrutiny, we need to collect Valen blood samples, which means the hybrids have to find an excuse to visit the bodies of water Valen live in so they can slip some sea scorpions or aquatic sniffers into the water. Hitting the beach? The Totally-Not-The-Clarke crew really should bring some flies along if possible to go egglayer and lay other small drones and parasites and such.

The Not-Clarke also still needs something to actually sell, after bank accounts and deals are brokered. Ideally human-style - we've somehow still not managed to vote on the specifics of whether to make those products and how many. And maybe give the ship a shiny human-style makeover and shields again after the first profitable trip is done, so its appearance will be a bit less 'jalopy chic.'

For parasiting Valen, I wonder if we can just invite them to dinner and serve them a live domesticated fish we cloned, one that has a parasite inside of it. They can just eat it whole, and the parasite can burrow through their stomach lining before the gastric juices get it, presuming the acid is even strong enough to hurt it. To make it seem less unusual, have a bunch of live anchovies there too for human hybrids to eat whole, as a "tradition" in their human subculture--and if there's one thing Valen respect, it's tradition. The Trojan Fish -- beware bugs bearing gifts. --21:38, 6 July 2015 (UTC)

Buying legit passage for hybrids to go to new worlds means letting them leave the range of relays for as long as the ship is in transit, which might be days on a cheaper, fusion powered flight. If feeling particularly paranoid about letting our children out of our sight, it might be useful to target and parasite the smuggling contacts that Jackob knows, and smuggle a big crate containing an advanced relay on the same ship that the hybrids are being smuggled on. After having parasited any leadership in the smuggling ring to be sure the crate doesn't get any scrutiny. --03:55, 19 July 2015 (UTC)

Prethread Planning[edit]

Because people really need to discuss what we are going to do next thread.--ViolenceistheSolution (talk) 12:24, 1 July 2015 (UTC)

Scout out the Gemini PDF bases. Case the joint for infiltration and stalk PDF servicemen to their homes where they sleep. And if arriving at Deep Song already, try and research what's the most expensive delicious fish Valen appreciate as a gift, ideally one they eat live. --04:01, 5 July 2015 (UTC)
Take a more proactive stance on the 'parasite the civil management guys' front on Gemini. Send flies to scout and stake out all of the other protein recycling plants in the city. Whichever one gets inspected next, ambush and parasite the guy, instead of waiting for them to inspect the one with the Gemini hive in it. Or once all 730+ Setting Sons are implanted, see if they have any contacts with the sewer worker humans to target. --05:11, 15 July 2015 (UTC)

Lyle's New Suit[edit]

How's about

Heavy Drop Suit 50N 75M
Left Ranged: Acid Spray 15M
Left Melee: Combat 1N
Left Shoulder: Seeker Pod 10N

Right Ranged: Plasma Cannon 15M
Right Melee: Thumper 5N 10M
Right Shoulder: Stinger Missile 20N 50M

Total Cost: 86N 165M

Also we'll have to give him a Hive Bio-Interface, or did he get one when he recently went under? Either way, we might consider giving him MORE augs. Particularly Metal Skin and Stinger Whips. No Sledge included because Lyle already has a Pistol Sledge Augmentation.

Why not let him decide on his weapons?

--ViolenceistheSolution (talk) 23:52, 28 November 2015 (UTC)====Capillary towers==== The economics of capillary towers, at least when it comes to mining income, seem to be inferior to just producing more mining corvettes, as long as there's still ancient superstructure or rich asteroids to mine in space.

And they're really not worth it unless you build all four, even assuming they stack, though it depends on how rich the planet is.

Mining corvettes can be produced in a single day, cost 1000M each, and bring in +8000M income each day right now, each paying for themselves in an eighth of a day.

A full set of four capillary towers costs 2 million Metals, takes at least 3 days to construct, and even assuming they stack, will increase metal yield of a planet by a factor of 16. If the base mining income is 100k Metals, that's an increase of 1.5 million metals each day thanks to the towers, so they pay for themselves in 1.3 days. Which is good, but not as good as mining corvettes. To be as good an investment as them, the base mining income of a planet would have to be (2 million * 8 / 15) just over 1 million Metals already. (And this is optimistically assuming that the doubling is exponential.) --16:48, 15 September 2015 (UTC)

The Capillary was meant to be used for 2 things. Eating planets and shitting out capital ships.--ViolenceistheSolution (talk) 23:52, 28 November 2015 (UTC)

OQ invasion discussion[edit]

Discussion for various strategies against the Obsidian Queen.

Well to start with let's flesh out the raiding strategy anons last thread largely supported. To begin with we'll lay out our current fleet.

Small Heavy Defense Fleet [Patrolling Leeland space]
10 Heavy Battle Fleet [Awaiting orders]
5 Missile Ambush Fleet [Awaiting orders]
25 Light Fleets [Awaiting orders]
20 Light Fleets [Under construction]

For a precise ship count that is.

336 Heavy Fleet Corvette
252 Heavy Fleet Frigate
126 Heavy Fleet Cruiser
80 Heavy Fleet Battlecruiser
10 Heavy Fleet Battleship (I'm unsure if the battleship we have stationed in the Commonwealth was drawn from among this number or not)
   Pros
   -Heavy hitting and difficult to destroy.
   -Diverse weapon types and range brackets when used as full fleets.
   Cons
   -Quite slow.
   -Very expensive, they're hard to kill but hurt to lose.
   Summary
   Best suited to defensive, frontliner, or slugfest roles.

500 Ambush Missile Corvette
250 Vanguard Frigate
50 Ambush Missile Cruiser
5 Ambush Missile Battlecruiser
   Pros
   -Equipped in its entirely with stealth fields.
   -Oh god the missiles! Excellent alpha-strikers.
   -Very Good long range firepower.
   Cons
   -Not much staying power, but only for lack of shields.
   -Oh god the cost of the missile volleys!
   Summary
   Probably our best current pick for raiding ships, but the tactics available to them are not super varied. Our opponents learn

1500 Light Fleet Frigate
375 Light Fleet Cruiser
   Pros
   -Expendable and available in large numbers to reduce losses on more valuable ship types.
   -Very fast, because they rely on shields instead of armor.
   -Good at long-to-mid range combat.
   Cons
   -Fragile once their shields are broken. (Not equipped with multi-layer shields either)
   -No gubbins to be seen anywhere, they are frames with shields and guns.
   Summary
   Good, cheap all-rounders. They were designed to supplement other more specialized fleets rather than operate on their own and serve excellently in that capacity.

1200 Light Fleet Frigate (Under Construction)
300 Light Fleet Cruiser (Under Construction)

I tend to think that what we have to work with is good, but we need more of all of it. We could also do with a more diverse array of specialist fleets. For starters

-Fleets with weapons and armor tailored against specific factions (primarily thinking of OQ and Scavs)
-Stealth-Focused light fleets, for raiding
-Stealthed light fleets with close quarter weaponry to be used in conjunction with Ambush Missile fleets as a distraction, or whatever.
-Planetary Raider fleets, so we can perform ground-op raids/shenanigans too to maximize OQ butthurt. As an aside due to the streamlining of fleet drone complements these are much more economically feasible.

Also I suggest our first target for raiding and harassment is the debris field of our Mother's fleet that OQ is mining, the one around Reprieve. Imagine the OQ, with her already superior industrial base, reaping the same sort of metal income that we do from the Skyl Megastructure. Likely more income than we make, because she has more corvettes than us. Furthermore it is undefended, presenting a juicy target.

So, for a skeleton of a plan I think:

-Modify current construction order on Light Fleets. Make 10 Stealth Light Fleets (no change in cost, just equipped with Cloaking Fields) and 10 Stealth CQC Light Fleets (slight increase in cost)
-Form Harassment Fleets out of 1 Ambush Missile Fleet, 2 Stealth Light Fleet, 2 Stealth CQC Light Fleets.
-Direct at least 1 Harassment Fleet at the Reprieve Junkyard. Jump them in then have them hide in the wreckage until OQ's response dies down, then infest the place and engage in sustained guerilla warfare.
-Rinse and repeat for other suitable systems.

--75.64.145.143 01:23, 7 June 2016 (UTC)

If it's any help, I've been working on a fleet that prioritizes speed and offensive power while being cost effective (basically a bunch of unarmored ships that all have fusion cores). Would something like that fit into this plan?--Cannoneer (talk) 04:55, 13 June 2016 (UTC)
Sounds like the Light Fleet designs but with fusion cores.

Miscellaneous Options[edit]

The hive has some technologies that are neither drones or ships; their prices and some possible ideas should be listed here.

Hive Structures[edit]

Just a list of hive structure costs for now.

Defensive structures
Anti-orbital battery (250N 1500M)
Surface to Orbit Missile System (1500N 2500M)

Military Structures
Hangar (40 Drones or 20 Shuttles) (50N 100M)
Psionic Shroud (2,000N 5,000M 1 Broken Shard)

Industrial Structures
Docking Pylon (100N 300M)
Weather Spire Network (8,000N 20,000M)
Capillary Tower (50,000N 500,000M)

Economic Structures
Orbital solar array (+1000N/day) (5,000N 5,000M)
Harvester Dock (+500N/day) (38N 50M)
Orbital electroponic station (+500N/day) (1000M)
Algae Farm (+100N/day) (1 Worker)
Hydroponic platform (+200N/day) (1 worker)
Filter tower (+100N to +500N/day) (500M)

Quantum Technology[edit]

We have managed to reverse engineer Quantum communication technology from the humans and we will probably get some more interesting things once Quantum Engineering research finishes.

Quantum Link Cost

D Class (50N 100M)
C Class (100N 150M)
B Class (200N 200M)
A Class (400N 250M)

D and C class links are too slow for use in combat. B class links allow limited real time communication (text chat). A Class links allow real time communication and are too big to be installed on anything other than Large Drones, Hive infrastructure and Spacecraft.

Drone Design(s)[edit]

Drone Design Template & Price List[edit]

Drone Design Name Goes Here[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Basic 0
Psionic: Basic 0
[...other senses...]
Mandible:
Blade:
Arms:
Legs:
Carapace: Basic 0 [May include two here. Either "Adaptive camouflage 8, Mimetic skin 2", or two armors combined.]
[...miscellaneous utility adaptations: quantum brain, explosive glands...]
Size: 
Cost: ?N ?M
Upkeep: ?N

(Try using above template. WIP. The leading space before each line is important.)

Adaption Price List[edit]

Sight: Basic Free
Sight: Thermal Pits 2N

Olfactory: Basic Free
Olfactory: Moderate 1N
Olfactory: Advanced 2N

Acoustic: Basic Free
Acoustic: Moderate 1N
Acoustic: Advanced 2N

Radio: Basic 1N
Radio: Moderate 2N
Radio: Advanced 6N 3M

Electrical: Basic 1N
Electrical: Moderate 2N
Electrical: Advanced 3N 2M

Psionic: Basic Free
Psionic: Moderate 50N
Psionic: Advanced 200N 250M

Psionic disruptor: Basic 50N
Psionic disruptor: Moderate 100N 50M
Psionic disruptor: Advanced 250N 150M

Mandible: Construction 1N
Mandible: Combat 1N
Mandible: Vocalizer 2N
Mandible: Siren 15N
Mandible: Biological interface 20N

Mandible Add-On: Spitter Gland 3N
Mandible Add-On: Stinger Whip 5N

Blade: Tool 1N
Blade: Combat 1N
Blade: Hypodermic 2N
Blade: Sledgehammer 6N 10M
Blade: Thumper 5N 10M
Blade: Razor Mine 7N 10M
Blade: Photonic Projector 10N 5M

Arms: Dexterity 1N
Arms: Strength 1N

Legs: Endurance 1N
Legs: Sprint 1N
Legs: Bipedal 4N 2M
Legs: Hover 10N 15M
Legs: Large Bipedal 4N 5M [Large Drones Only]

Wings: Basic glider 1N
Wings: Moderate flight 2N
Wings: Advanced air superiority 4N
Wings: Gravity Foil 8N 10M
[Aerodynamic Chassis Only]
Wings: Rotary 5N

Tail: Tail 6N
Tail: Ovipositor 8N

Launcher pod(s): Swarm missiles 10N 40M
Launcher pod(s): Stinger missiles 20N 50M
Launcher pod(s): Cruise missiles 40N 100M

Utility: Acid glands 1N
Utility: Explosive glands 2N
Utility: Honey Pot 4N
Utility: Chemical forge 12N
Utility: Filter lungs 4N
Utility: Gills 4N
Utility: Radiator Tubes 4N
Utility: Oxygen Recycler 8N
Utility: Quantum brain 4N
Utility: Seeker Pod 10N
Utility: Regeneration Tank 50N
Utility: Egg Sac 100N
[Aerodynamic Only]
Utility: Ramjet 16N 6M

Carapace: Basic Free
Carapace: Combat 3N 10M
Carapace: Heavy 5N 20M
Carapace: Reactive 4N 15M
Carapace: Ballistic 4N 15M
Carapace: Conductive 4N 15M
Carapace: Peacock Free
Carapace: Mimetic skin 2N
Carapace: Adaptive camouflage 8N
Carapace: Bio-electrical 8N 15M

Chassis: Basic Free
Chassis: Single purpose Free
Chassis: Aerodynamic 4N 10M
Chassis: Hydrodynamic 2N 5M
Chassis: Vacuum sealed. See Ship Hulls.

Size: Small price X .25x Cost.
Size: Medium 
Size: Large 2x Cost.

Drone Discussions[edit]

Drone Improvements[edit]

Do any of you have any ideas for how to improve some of are current designs? I've got one. It's to add a Oxygen Recyclers to are parasite drones. Adding this modification would allow the drone to work as a third lung. --75.121.30.85 10:11, 30 November 2014 (UTC)

We could just split the design into parasite and symbiote.--ViolenceistheSolution (talk) 16:28, 30 November 2014 (UTC)
We could do that. Another thing we can add to the parasite drone, or whatever we want to place into people, is the bio-electrical carapace that can serve as a makeshift defibrillator or pace maker. --75.121.30.85 11:35, 4 December 2014 (UTC)


I think we should remove the Construction Mandible from the film Harvester as it will never use it and removing it will save 2 nutrients per harvester, Anyone Agree? Disagree? --Anon45655464 (talk) 13:14, 28 December 2014 (UTC)

Film Harvesters also don't need acoustic senses for...well, anything. That film isn't gonna go anywhere at night. --LotusEater (talk) 04:12, 30 January 2015 (UTC)

Both the Strafer Drone and Bomber Drone would enjoy being upgraded with a back mounted Razor Mine.

I think we should add cryo or acid throwers to the heavy warriors. It would give them a much needed capacity for ranged warfare, while ideally suited to the close quarters and tight corridors of space ships they're intended to fight in. When combined with their sonic sledges, these weapons would allow them to go through enemy armor and bulkheads like they were made out of butter. Do you know what happens to an frozen, brittle object when it's exposed to a barrage of high energy sonic waves? It ain't pretty. 14:24, 1 April 2015

That's a good idea, but we ought to add radiator tubes to them also. Wouldn't want them to have trouble wading through lakes of fire they just sprayed.

Editing the Wiki[edit]

I propose that if/after a design is accepted in the quest and finalized in QD's pastebin we remove its entry here for the sake of easier readability.

Seconded. -75.64.145.143

Discussion Slot[edit]

Do we have a sub-type of fly that can link into computer networks for us?

Also in mind a series of space variations of all drones, they all use Oxygen Recyclers (and possibly filter lungs or some sort of air blader) which allows them to work in vacuum for extended periods of and Gravity Foils for basic locomotion.

A gasser drone, will probably be a large drone.

Discussion Slot[edit]

Drone Statistics[edit]

Symbiote[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Basic 0
Psionic: Basic 0
Mandible: Biological interface 20N
Utility: Self-destruction 1N
Utility: Oxygen Recycler 8N
Utility: Quantum brain 4N
Carapace: Mimetic skin 2N
Carapace: Adaptive camouflage 8N
Carapace: Bio-electrical 8N 15M
Chassis: Basic 0
Size: Small
Cost: 13N 4M
Upkeep: 6N

While the parasite was made to monitor it's host the symbiote is design to assist its host with its biological functions.

I like it. Though, do you think including advanced radio senses would enable them to listen into radio and phone conversations on behalf of their host?

Chinook Drone[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Basic 0
Psionic: Basic 0
Radio: Moderate 4N
Mandible: Combat 2N
Blade: None
Arms: Strength 2N
Legs: Endurance 2N
Carapace: Basic 0 
Utility: Rotary 10N
Utility: Honey Pot 8N
Forward Weapon: Rotary Stinger (30M)
Belly Weapon: Plasma Spray (30M)
Size: Large Aerodynamic 8N 20M
Cost: 36N 20+(60)M
Upkeep: 18N

Based on QD's responses on the ask pages, this should be fairly effective for its purpose. Advanced wings let it hover and land, while the honey pot can hold medium drones- it can even bet deployed by a drop pod full of medium combat drones for dynamic entry. Weapon recommendations are for use as a combat transport, the plasma spray creates an open landing zone while the rotary stinger can provide covering fire.

Now with Rotary wings for a carrying capacity of 20 medium drones! Doomsought (talk) 02:15, 16 February 2015 (UTC)

Black Wasps[edit]

Sight: Thermal Pits 2N
Olfactory: Basic 0
Acoustic: Basic 0
Radio: Medium 2N
Psionic: Basic 0
Mandible: Combat 1N
Mandible Add-On: Stinger Whip 5N
Blade: Combat 1N
Arms: Strenght 1N
Legs: Sprint 1N
Wings: Gravity Foil 8N 10M
Carapace: Reactive 4N 15M
Carapace: Mimetic skin/Adaptive camouflage 10N
Standard Weapon: Cyclotron Particle Beam (15)
Size: Medium
Cost: 35N 25+(15)M
Upkeep: 17N

The black wasp is an expensive but dangerous assassin and sniper.

Isn't this the same niche the Ghost Beetle already fulfills? We could just update the Beetle to have Stinger Whips and Grav Foils instead.

Anti-personnel Warrior[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Medium 1
Psionic: Basic 0
Mandible: Combat 1
Blade: Thumper 5N 10M
Arms: Strength 1
Legs: Sprint 1
Carapace: Combat 3N 10M
Wings: Moderate 2 
Utility: Seeker Pod(10N)
Utility: Swarm missiles(10N 40M) 
Utility: Swarm missiles(10N 40M)
Size: Medium
Cost: 44N 110M
Upkeep: 22N

Given the high cost of our new launcher pods, we'd be better off equipping them to large drones, which can take full advantage of their long range while carrying twice as many missiles as a medium drone.

I intended for this design to serve a role similar to that of a Heavy weapons platoon instead of that of a tank

In this case you probably should add Thumper. Perhaps ballistic carapace too, since it will spend most of the time outside of the line of fire and thus more likely to be hit by enemy missile and grenade launcher instead of kinetic and energy weapons. --5.158.233.28 21:29, 24 December 2014 (UTC)

I agree and have added the Thumper, but got to wait for the ballistic cost. Would have add the Thumper sooner, but didn't exist when I made the design.
Can't you only have 1 of a given utility adaptation per drone, excepting wings/ramjets for large drones?
Normally yes, but Launcher pods are a exception as a drone can be equipped with up to two pods, one for each shoulder.--184.157.25.229 21:50, 21 March 2015 (UTC)

SAM Drone[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Advanced 2N
Radio: Medium 2N
Psionic: Basic 0
Mandible: Combat 1N
Blade: Combat 1N
Arms: Strength 1N
Legs: Hover 10N 15M
Launcher pod: Stinger missiles 20N 50M
Launcher pod: Cruise missiles 40N 100M
Carapace: Heavy 5N 20M
Carapace: Adaptive Camouflage/Mimetic Skin 10N
Size: Large X2 Cost
Default Weaponry: 1 Rotary Stinger, multiple Lightening Guns stuck together
Total Cost: 191N 390M
Upkeep: 80N

This drone seeks to address the high cost and weight, yet tactical importantance, of missile pods by consolidating them in a single unit made as maneuverable and resiliant as possible. With a layer of Adaptive Camoflauge over it's heavy armor, it can hide from enemy aircraft until ready to attack, and once it has can survive retaliation if found. If located, it can rapidly egress to safer location on the magnetic plates of its hover legs. Still, even with these features and an armament of rotary stingers, this is not intended to be a front line scrapper like the collusi. This drone is designed to evade detection away from direct engagements, where it can take its time targeting enemy aircraft of any size from afar.

And I know it's costly as fuck, but keep in mind most of that is in the missile pods, both of which are supplied with twice as much ammunition as those equiped to a medium drone. It looks ludicrously expensive on paper, but packs just as much punch as two medium drones with the same loadout while being significantly more likely to survive an enemy aerial counter attack.

The particle cannon would be a better choice than the Lightning Cannon. ---75.65.52.81 20:39, 21 December 2014 (UTC)

Mobile Artillery Drone[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Advanced 2N
Radio: Medium 2N
Psionic: Basic 0
Mandible: Combat 1N
Blade: Combat 1N
Arms: Str 1N
Legs: Hover 10N 15M
Launcher Pods: Swarm missiles 10N 40M
Carapace: Combat 3N 10M
Size: Large
Forward Hardpoint: Rotary Stinger (30M)
Dorsal Hardpoint: Thorn Cannon (30M)
Total Cost: 60N 130+(60)M
Upkeep: 30N

A drone designed to outmanuever enemy infantry while raining long range artillery down upon them. Its carapace is lighter than that of the collusi as it is designed to stay further from the enemy than them, and be capable of rapidly flanking them. If the collusi are the hive's tanks, these are its APC's and tank destroyers.

wouldn't thumpers be more cost effective than missiles now that we have them? Missiles are expensive, they require expenditure at each launch while bombs would be included in the cost of a heavy thumper. Also consider the Particle cannon as an alternative to the rotary stinger.

Hovertank bug[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Moderate 2N
Psionic: Basic 0
Radio: Moderate 4N
Mandibles: Combat 2N
Blade: Combat 2N
Arms: Strength 2N
Legs: Hover 20N 30M
Carapace: Heavy 10N 40M
Utility: Radiator Tubes 8N
Forward Hardpoint: Particle Cannon (30M)
Dorsal Hardpoint: Particle Cannon or Lighning Cannon (30M)
Gun Ports: (4x) Thorn Launcher [Acid] (60M)
Size: Large (X2)
Cost: 50N 70+(120)M
Upkeep: 25N

Redesigned to take advantage of a large number of new technologies, the hovertank bug is now a dedicated tank hunter. The gunport Thorn launchers can be used for anti-infantry work in a pinch and removing the seeker pods made room for radiator tubes to better use the Particle cannons. If armed with a Lightning Cannon, the Thorn Launchers should probably be switched out for lightning guns.

APC bug[edit]

Sight: Basic 0
Olfactory: Moderate 2N
Acoustic: Advanced 2N
Psionic: Basic 0
Radio: Moderate 4N
Mandibles: Combat 2N
Blade: Sledgehammer 12N 20M
Arms: Strength 2N
Legs: Hover 20N 30M
Carapace: Heavy 10N 40M
Utility: Honey Pot 8N
Forward Hardpoint: Blaster Cannon (30M)
Dorsal Hardpoint: Rotary Stinger (30M)
Gun Ports: (4x) Fire Spray (60M)
Size: Large (X2)
Cost: 62N 90+(120)M
Upkeep: 31N

A Highly expensive drone specialized in getting smaller combat drones into places where they are not wanted.

Strafer Drone[edit]

Sight: Basic 0
Olfactory: Advanced 2N
Acoustic: Basic 0
Psionic: Basic 0
Radio: Moderate 2N
Mandibles: Combat 1N 
Blade: Thumper 5N 10M
Arms: Strength 1N
Legs: Spring 1N
Carapace: Basic 0
Utility: Advanced Wings 4N
Utility: Seeker Pod 10N
Standard Weapon: 2X Sting Caster (30M)
Size: Medium Aerodynamic 4N 10M
Cost: 30N 20+(30)M
Upkeep: 15N

A fairly effective ground attack drone.

Bomber Drone[edit]

Sight: Basic 0
Olfactory: Advanced 4N
Acoustic: Basic 0
Psionic: Basic 0
Mandible: Combat 2N
Blade: Thumper 10N 20M
Arms: Strength 2N
Legs: Sprint 2N
Carapace: Combat 6N 20M
Utility: Advanced Wings 8N
Utility: Seeker Pod 20N
Forward Weapon: Particle Cannon (30M)
Belly Weapon: Lightning Cannon (30M)
Gun Ports: Lightning Gun X4 (60M)
Size: Large Aerodynamic 8N 20M
Cost: 82N 60+(45-60)M 
Upkeep: 41N

A heavy thumper provides deployable bombs, while the Lightning Cannon is effectively a re-usable bomb.

Light Interceptor Drone[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Basic 0
Psionic: Basic 0
Radio: Moderate 2N
Mandibles: Combat 1N 
Blade: None
Arms: Strength 1N
Legs: Sprint 1N
Carapace: Basic 0
Wings: Advanced air superiority 4N
Utility: Ramjet 16N 6M
Standard Weapon: 2X Sting Caster (30M)
Size: Medium Aerodynamic 4N 10M
Cost: 29N 16+(30)M
Upkeep: 14N

Simple but likely effective, also cheep.

I love it, but could we add combat blades to it? This would allow them to use their maneuverability to get in close and tear armor apart, which is something we can expect almost every strike craft fielded by the human race to have. Without this capability their usefulness as offensive craft are severely reduced, as the sting casters they are equipped with are the hive's SMG's, and thus largely ineffective against vehicles of any type. For a single extra nutrient, we can equip them with a pair of weapons capable of burning and ripping through damn near anything. For a light weight and ludicrously agile (by comparison to everything else) aerial combatant this is an ideal means of countering armor thicker than the panels on a Subaru.

Night Interceptor Drone[edit]

Sight: Thermal Pits 2N
Olfactory: Basic 0
Acoustic: Basic 0
Psionic: Basic 0
Radio: Advanced 6N 3M
Electrical: Advanced 3N 2M
Mandibles: Combat 1N 
Blade: None
Arms: Strength 1N
Legs: Sprint 1N
Carapace: Ballistic 4N 15M
Carapace: Carapace: Mimetic Skin/Adaptive camouflage 10N
Wings: Gravity Foil 8N 10M
Launcher pod: Stinger missiles 20N 50M
Utility: Ramjet 16N 6M
Utility: Quantum brain 4N
Standard Weapon: 2X Photonic Blaster (30M)
Size: Medium Aerodynamic 4N 10M
Cost: 79N 96+(30)M
Upkeep: 39N

An expensive upgrade compared to the light interceptor drone. The Night fighter can be used for high speed reconnaissance and to provide "Ace" fighters to act as the core of light interceptor wings.

Stealth Bomber Drone[edit]

Sight: Thermal Pits 4N
Olfactory: Basic 0
Acoustic: Basic 0
Psionic: Basic 0
Radio: Advanced 12N 6M
Electrical: Advanced 6N 4M
Mandibles: Combat 2N 
Blade: Thumper 10N 20M
Blade (back): Razor Mine 14N 20M
Arms: Strength 2N
Legs: Sprint 2N
Carapace: Combat 6N 20M
Carapace: Carapace: Mimetic Skin/Adaptive camouflage 20N
Wings: Gravity Foil 16N 20M
Launcher pod: Stinger missiles 40N 100M
Utility: Quantum brain 8N
Utility: Radiator Tubes 8N
Forward Weapon: Particle Cannon (30M)
Belly Weapon: Blaster Cannon(30M)
Gun Ports: Plasma Cannon X4 (60M)
Size: Large Aerodynamic 8N 20M
Cost: 158N 210M
Upkeep: 79

A expensive and ponderous drone that rules the night. Its plasma cannons and particle cannon are good for tearing into of fling units and taking out tanks. Its belly mounted blaster cannon lets it bombard ground targets from on high, and from a little lower its thumper and Razor mines can only add to the chaos. Like the night interceptor, it is equipped with a quantum brain allowing it to act as an "Ace" leading a wing of bomber drones.

Heavy Interceptor Drone[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Basic 0
Psionic: Basic 0
Radio: Moderate 4N
Mandible: Combat 2N
Blade: None
Arms: None
Legs: Sprint 2N
Carapace: Standard
Utility: Ramjet 32N 12M
Utility: Radiator Tubes 8N
Forward Weapon: Particle Cannon (30M)
Belly Weapon: Rotary Stinger or Lighting Cannon(30M)
Gun Ports: Lightning Gun X4 (60M)
Size: Large Aerodynamic 8N 20M
Cost: 56N 32+(120)M
Upkeep: 28N

Something big and killy for air combat. The radiator tubes are for the Particle Cannon.

I'm considering adding Reactive/Conductive armor at the cost of 16N and 60M, it would be much more expensive but have actual armor.

Please note, I changed the Fighter drone series to Interceptor due to potential confusion with the space born fighters. I hope you don't mind. --QuestDrone (talk) 20:56, 8 March 2015 (UTC)

Air Defense Drone[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Basic 0
Psionic: Basic 0
Radio: Moderate 4N
Mandible: Combat 2N
Blade: Thumper (Acid) 10N 20M
Arms: Strength 2N
Legs: Sprint 2N
Carapace: Reactive 8N 30M
Carapace: Conductive 8N 30M
Utility: Ramjet 32N 12M
Utility: Radiator Tubes 8N
Launcher pod: Cruise missiles 80N 200M
Forward Weapon: Particle Cannon (30M)
Belly Weapon: Lighting Cannon(30M)
Size: Large Aerodynamic 8N 20M
Cost: 164N 312+(60)M
Upkeep: 74N

This flying drone is a heavy fighter modified for keeping sub-capitols out of atmosphere. It can also serve as a strike fighter if need, though the heavy fighter provides a cheaper alternative for that purpose when equipped with a belly lightning cannon.

Moth Speaker(Speaker Variant)[edit]

Olfactory: Basic 0
Acoustic: Advanced 2
Psionic: Moderate 50
Mandibles: Vocalizer 2
Mandible Add-On: Spitter Gland 3N
Mandible Add-On: Stinger Whip 5N
Blade: Combat 1 (for diplomacy reasons)
Arms: Dex 1
Legs: Sprint 1
Wings: Moderate flight 2N
Utility: Acid Glands 1
Utility: Quantum brain 4N
Carapace: Peacock (Fur)
Carapace: Mimetic skin 2
Size: Medium
Cost: 74N
Upkeep: 37N

Grenadier Warrior[edit]

Olfactory: Basic 0
Acoustic: Advanced 2N
Mandibles: Combat 1N
Blade: Thumper 5N 10M
Blade: Razor Mine 7N 10M
Arms: Strength 1N
Legs: Sprint 1N
Wings: Moderate 2N
Utility: Seeker Pod 10N
Utility: Honey Pot 4N
Carapace: Combat 3N 10M
Total Cost: 36N 30M
Upkeep: 18N

Intended to operate within groups of warrior drones by supporting them on the battlefield in a multitude of ways. This drone is designed with a variety of adaptations to provide indirect and harassing attacks on a target in the form of chemicals, explosions, and fiery death. The mines it produces can be planted in an area an enemy is expected to pass through and can serve as a useful element in a defensive perimeter. Its honeypot allows it to carry even more grenades into battle, or specialty ammunition for other warriors armed with thorn launchers. The inclusion of this drone thus grants a large swarm a degree of tactical flexibility they previous lacked.

Ghost Beetle[edit]

Sight: Thermal Pits 2N
Olfactory: Moderate 1N
Radio: Moderate 2N
Acoustic: Advanced 2N
Electrical: Moderate 2N
Psionic: Basic
Mandibles: Combat 1N
Blade: Combat 1N
Arms: Strength 1N
Legs: Sprint 1N
Flight: Moderate 2N
Carapace: Combat 3N 10M
Carapace: Mimetic Skin 2N
Carapace: Adaptive Camouflage 8N
Utility: Explosive Glands 2N
Utility: Radiator Tubes 4N
Utility: Quantum Brain 4N
Utility: Hypodermic Tail 7N
Utility: Oxygen Recycler 8N
Utility: Honey Pot 4N
Size: Medium

Total Cost: 57N 10M
Upkeep: 28N

Intended for long or short term infiltration, espionage, terrorism or assassination missions, the Stealth Operator drone comes equipped with all the adaptations it could need in order to be used as a fire-and-forget spy or terrorist. Load some of these babies up in a stealth corvette with drop pods, let'm loose on a human world, and watch them go. Wings are for getting into perfect ambush positions, or for fleeing from disadvantageous situations.

I advise Cyclotron Rifles, as combat blades and its hypodermic tail provide ample close-combat solutions.

Wraith Beetle[edit]

Sight: Thermal Pits 2N
Olfactory: Moderate 1N
Radio: Moderate 2N
Acoustic: Advanced 2N
Electrical: Moderate 2N
Psionic: Moderate 50N
Mandibles: Siren 15N
Mandible: Spitter Gland 3N
Mandible: Stinger Whip 5N
Blade: Combat 1N
Blade: Razor Mine 7N 10M
Arms: Strength 1N
Legs: Sprint 1N
Flight: Gravity Foil 8N 10M
Carapace: Combat 3N 10M
Carapace: Mimetic Skin 2N
Carapace: Adaptive Camouflage 8N
Utility: Explosive Glands 2N
Utility: Radiator Tubes 4N
Utility: Quantum Brain 4N
Utility: Sledgehammer Tail 9N 5M
[Utility: Ovipositor 8N]
Utility: Oxygen Recycler 8N
Utility: Honey Pot 4N
Utility: Seeker Pod 10N
Size: Medium

Total Cost: 154N 35M/153N 30M
Upkeep: 77N

All the infiltration and hunting ability of a Ghost Beetle, with upgraded punch and completely silent wings. Even suitable for infiltrating OQ facilities to destroy advanced relays. Equipped with either an Ovipositor or Sledgehammer tail depending on whether it's part of an infiltrating hive or general forces.

Heavy Warrior[edit]

Olfactory: Moderate 1N
Radio: Moderate 2N
Acoustic: Moderate 1N
Electrical: Moderate 2N
Psionic: Basic
Mandibles: Combat 1N
Blade: Sledghammer 6N 10M
Arms: Strength 1N
Legs: Sprint 1N
Carapace: Conductive 4N 15M
Carapace: Heavy 5N 20M
Utility: Oxygen Recycler 8N
Utility: Tail (Combat) 6N
Size: Medium

Total Cost: 38N 45M
Upkeep: 19N

Intended for use in ship boarding and hive-defense actions, the Heavy Boarder is all-but immune to most forms of damage. It also possesses the sensory equipment necessary to hunt down intruders, or orient itself and navigate in a chaotic boarding action aboard unfamiliar ships. Tail is included for added maneuverability in low-gravity environments, increased vulnerability is compensated for by heavy armor. The defender variant would lack sensory most of the sensory equipment of the boarder excepting for basic radio, and cost 34N 45M.

Wouldn't this design benefit more from a Oxygen Recycler then Radiator Tubes? --72.161.54.62 23:25, 18 December 2014 (UTC)

Yes it would. Typo, my apologies.
Now I remember why I had radiator tubes instead of a recycler. These guys were always meant to wield Fire Sprays and radiator tubes would allow them to be unaffected by their own armament.

Apex Royal Guard[edit]

Sight: Thermal Pits 2N
Olfactory: Advanced 2N
Radio: Advanced 6N 3M
Acoustic: Advanced 2N
Electrical: Advanced 3N 2M
Psionic: Moderate 50N
Psionic Disruptor: Moderate 100N 50M
Mandibles: Combat 1N
Mandible Add-On: Spitter Gland 3N
Mandible Add-On: Stinger Whip 5N
Blade: Sledghammer 6N 10M
Blade: Razor Mine 7N 10M
Arms: Strength 1N
Legs: Sprint 1N
Wings: Gravity Foil 8N 10M
Carapace: Bio-Electrical 8N 15M
Carapace: Heavy 5N 20M
[Carapace: Peacock]
Utility: Oxygen Recycler 8N
Utility: Radiator Tubes 4N
Utility: Filter Lungs 4N
Utility: Quantum Brain 4N
Utility: Seeker Pod 10N
Utility: Honey Pot 4N
Utility: Tail (Thumper) 9N 5M
Size: Medium

Total Cost: 253N 125M
Upkeep: 126N

The epitome of current hive technology. As deadly as they come against any possible threat, and capable of single handedly performing all functions that might be associated with being the bodyguard of a VIP. The Red Queen and those important to her deserve nothing less. Gravity Foils have been included in the event the Apex Royal Guard is deployed in space combat, and a quantum brain has been included in the event they are deployed alongside Omega Titans (or other Advanced Disruptor bearing drones) to assault Obsidian Queen advanced relays.

Aside from all-around upgrades, the Apex Royal Guard has replaced the Heavy Warrior's Combat-Blade Tail with a Thumper Tail, this has significantly increased the Royal Guard's ranged power as the expense of its melee prowess. However this is compensated with the exchange of the Conductive Carapace for a Bio-Electrical Carapace, which preserves the Royal Guard's resilience against energy weapons and compensates for the loss of a tail-blade adaptation. Also probably looks totally badass.

Royal Guard[edit]

Sight: Thermal Pits 2N
Olfactory: Advanced 2N
Radio: Advanced 6N 3M
Acoustic: Advanced 2N
Electrical: Advanced 3N 2M
Psionic: Moderate 50N
Mandibles: Combat 1N
Mandible Add-On: Spitter Gland 3N
Mandible Add-On: Stinger Whip 5N
Blade: Sledghammer 6N 10M
Blade: Razor Mine 7N 10M
Arms: Strength 1N
Legs: Sprint 1N
Wings: Gravity Foil 8N 10M
Carapace: Bio-Electrical 8N 15M
Carapace: Heavy 5N 20M
[Carapace: Peacock]
Utility: Oxygen Recycler 8N
Utility: Radiator Tubes 4N
Utility: Filter Lungs 4N
Utility: Quantum Brain 4N
Utility: Seeker Pod 10N
Utility: Honey Pot 4N
Utility: Tail (Thumper) 9N 5M
Size: Medium

Total Cost: 103N 75M
Upkeep: 57N

A trimmed down version of the Apex Royal Guard, lacking the former's psionic disruptor and moderate psionic relay but retaining all other adaptations.

Support Fluttercraft[edit]

Support Fluttercraft
Chassis: Aerodynamic 4N10M
Olfactory: Moderate 1N
Radio: Advanced 6N3M
Acoustic: Advanced 2N
Psionic: Basic
Mandibles: Speaker 2N
Wings: Advancedx2 8N
Blade: N/A
Arms: N/A
Legs: Hover 10N15M
Carapace: Combat 3N10M
Carapace: Adaptive Camouflage 8N
Carapace: Mimetic Skin 2N
Utility: Ramjetx2 32N12M
Utility: Swarm Missiles 10N40M 
Utility: Stinger Missiles 20N50M
Utility: Radiator Tubes 4N
Utility: Seeker Pod 10N
Utility: Seeker Pod 10N
Utility: Honey Pot 4N
Size: Large

Total Cost: 272N 280M
Upkeep: 136N

A massive, armored aerial close-support drone designed to perform highly damaging strafing runs on hostile entrenchments and forces or to circle a theater of interest and bombard resistance to smithereens from high altitude, depending on what large-drone weapons are equipped. Can also perform limited air superiority missions if Stinger Missiles and a Rotary Stinger are equipped. Advanced acoustic senses added for an alternate detection method for hostile radar-stealthed aircraft, Olfactory added for similar reasons and also so it can sniff out any intruders in its patrol radius (which will be far larger than a sniffer could cover). Mimetic Skin+Adapative Camo added for moderate radar-stealth, radiator tubes do the same for thermal. An additional Seeker Pod was added for increased carpet-bombing ability and so an additional ammunition type can be loaded. Speaker mouth added so it can shriek at things. Expensive, but fulfills a niche that no other drone currently does (and would also be absolutely terrifying to any enemy).

Addition of a Honey Pot allows this drone to carry a compliment of warriors it could rapidly deploy to deal with more intricate threats. If a quantum brain is also added then this can be used as a planetary insertion craft for fire-and-forget missions. It's essentially supposed to be a Hind/A-10 hybrid.

Drop-warrior[edit]

Our very own space marines!

Sight: Basic 0N
Olfactory: Basic 0N
Acoustic: Advanced 2N
Psionic: Basic 0N
Radio: Basic 1N
Mandible: Combat 1N
Blade: Combat 1N
Arms: Strength 1N
Legs: Sprint 1N
Carapace: Heavy 5N 10M
Carapace: Conductive 4N 15M
Wings: Moderate Flight 2N
Utility: Quantum Brain 4N
Utility: Filter Lungs 4N
Size: Medium
Cost: 26N 25M
Upkeep: 13N

After QD mentioned in the ask.fm that a heavy armored drone would be really tough for the humans to destroy, I decided to cook up this thing. My reasoning for its chosen adaptions are thus: It needs more senses than the average drone (just in case), and wings are good for maneuvering. The carapace should be obvious; we want a living tank. And the quantum brain is for independent thought plus getting bonuses on rolls. The filter lungs are in case they try to gas the thing; oxygen recyclers would have been too expensive. We should try to drop these things ontop of enemy forces, and fit them with acid sprayers, for close range murderizing. --174.7.162.179 05:34, 24 December 2014 (UTC)

Burnout Bug[edit]

Sight: Basic 0
Olfactory: Advanced 2N
Acoustic: Basic 0
Psionic: Basic 0
Psionic disruptor: Advanced: 250N 150M
Mandible: Biological interface 20N
Blade: Combat 1N
Arms: Strength 1N
Legs: Sprint 1N
Carapace: Heavy 5N 10M
Utility: Oxygen Recycler 8N
Utility: Quantum brain 4N
??? Utility: Quantum communication ???
Size: Medium
Cost: 292N 160M
Upkeep: 146N

This horrific bug is designed to fight enemy hives. It is able to board enemy ships, find their relays, and force a Jamming signal through the enemy hive's relay network until the relay burns out. Thus the name. The Obsidian Queen will rue the day we get to use this one.

Since the only other hive in existence seems to not have energy weapons or even explosives, just the traditional kinetic weaponry of hives everywhere, maybe this should switch Carapace: to Reactive x2 armor. Then it would be light enough to add Advanced wings, letting it get to the relay faster. --14:29, 30 March 2015 (UTC)

Small Egg Layer[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Basic 0
Psionic: Basic 0
Mandible: Combat 1
Blade: Combat 1
Arms: Str 1
Legs: Sprint 1
Carapace: Basic 0
Utility: Radiator Tubes 4N
Utility: Gills 4N
Utility: Egg Sac 100N
Size: Small
Cost: 28N
Upkeep: 14N

A small egg sac is only able to lay small drones, and that's what this is for, in a small, easy to hide package. It would be good to keep covert agents like Lyle or others supplied with Parasite drones and Flies without having to return to the hive proper to replenish their stock. It's small enough to hide in boxes, drawers, small crates, air vents, or water tanks. The radiator tubes help keep it undetected from thermal vision, the gills are just-in-case, you never know. (Camouflage would be useless, given QD's mentioned the unhideable bulkiness of the egg sac.) --LotusEater (talk) 23:34, 27 January 2015 (UTC)

If you're going for "just-in-case" then give it an oxygen recycler instead. More useful in more situations, and a marginal price increase for something that already has an egg layer. --23.118.118.223 23:09, 13 February 2015 (UTC)

Siege Digger[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Advanced 2N
Psionic: Basic 0
EM: Advanced 3N 2M
Mandible:Construction 1N
Blade: Tool 1N
Arms: Strength 1N 
Legs: Endurance 1N
Carapace: Heavy 5N 20M
Utility: Chemical forge 12N,
Size: Large
Cost: 52N 46M
Upkeep: 26N

It is essentially an armored excavator to dig under enemy fortifications to destroy them with cave ins, acid and deploying storm troopers from its honey pot. It can also be used to deploy troops behind enemy lines.It could only be detected with advanced seismographs and virtually unkillable without specialized weaponry as it will be armored and moving underground, as such it will be also an effective terror weapon.

Minnow[edit]

Sight: Basic 0
Olfactory: Advanced 2N
Acoustic: Advanced 2N
Radio: Advanced 6N 3M
EM: Advanced 3N 2M
Psionic: Basic 0
Legs: Sprint 1N (Fins)
Carapace: Adaptive camouflage 8N
Carapace: Mimetic skin 2N
Chassis: Hydrodynamic 2N 5M
Utility: Gills 4N
Utility: Tail 6N 
Utility: Acid glands 1N
Size: Small
Cost: 9N 2M

The aquatic equivalent of the Fly drones. --20:50, 17 March 2015 (UTC)

Why not give it a hypo tail just like our flies?

Eel[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Advanced 2N
Psionic: Basic 0
Mandible: Combat 1N
Arms: Strength 1N
Blade: Combat 1N
Legs: Sprint 1N
Carapace: Bio-electrical 8N 15M
Chassis: Hydrodynamic 2N 5M
Utility: Gills 4N
Utility: Acid glands 1N
Utility: Tail 6N
Size: Medium
Cost: 27N 20M

The rough aquatic analogue of Wasps. --21:07, 17 March 2015 (UTC)

An eel ought to have a tail. The description says it improves performance, it would mirror how wings improve a land drone.

Clownfish[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Advanced 4N
Psionic: Basic 0
Mandible: Construction 2N
Arms: Dexterity 2N
Blade: Tool 2N
Legs: Endurance 2N
Carapace: basic
Chassis: Hydrodynamic 4N 10M
Utility: Gills 8N
Utility: Honey Pot 8N
Size: Large
Cost: 32N 10M

The Clownfish is a large drone that performs both construction and transportation underwater.

Stingray[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Advanced 4N
Psionic: Basic 0
Mandible: Combat 2N
Arms: Strength 2N
Blade: Combat 2N
Legs: Endurance 2N
Wings: Moderate flight 4N
Carapace: Combat 6N 20M
Chassis: Hydrodynamic 4N 10M
Utility: Gills 8N
Utility: Honey Pot 8N
Utility: Tail 12N
Blade (Tail): Razor Mine 7N 10M
Forward Weapon: Rotary Stinger (30M)
Back Weapon: Thorn Cannon (30M)
Gun Ports: 
Size: Large
Cost: 61N 40 +(60)M

The Stingray is an aquatic troop transport based on the clownfish. It can use its wings to jump onto ships and unload drones onto them, then it can retreat to provide fire support.

Pistol Shrimp[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Advanced 2N
EM: Advanced 3N 2M
Psionic: Basic 0
Mandible: Combat 1N
Arms: Strength 1N
Blade: Thumper 1N
Legs: Sprint 1N
Carapace: Combat 3N 10M
Chassis: Hydrodynamic 2N 5M
Utility: Gills 4N
Utility: Tail 6N
Blade: Sledgehammer (Tail) 3N 5M
Size: Medium
Cost: 27N 22M

A dangerous underwater combat unit designed to prey upon targets larger than itself, such as human sea craft.

Large Shark[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Advanced 2N
Psionic: Basic 0
Mandible: Combat 1N
Arms: Strength 1N
Blade: Combat 1N
Legs: Sprint 1N
Carapace: Reactive 4N 15M
Chassis: Hydrodynamic 2N 5M
Utility: Gills 4N
Utility: Acid glands 1N
Size: Large
Cost: 34N 40M
Any shark worth its name should have a strong sense of smell. Combat or ballistic armor would also make more sense, if you wanted to save weight for more agility, then you should have added a tail for the boost.
Namesakes aside, smell can be delegated to Minnows when it comes to tracking down targets, though yeah it could use a tail actually. --05:10, 19 March 2015 (UTC)

Breather[edit]

Mandible: Biological interface 20N
Legs: Sprint 1N
Utility: Gills 4N
Chassis: Hydrodynamic 2N 5M
Size: Small
Cost: 6N 1M
Upkeep: 3N

Most sapient species can't breathe underwater, but with this drone biting into their veins, it can breathe for them. Useful mainly for hybrid infiltrators, since otherwise the hybrids would need to sacrifice two days of time (and all ability to pass for normal) in order to cocoon and grow gills of their own.

Aquatic Sniffer[edit]

Sight: Basic 0
Olfactory: Advanced 2N
Acoustic: Advanced 2N
Electrical: Moderate 2N
Legs: Sprint 1N
Utility: Gills 4N
Utility: Acid glands 1N
Chassis: Hydrodynamic 2N 5M
Size: Small
Cost: 3N 1M
Upkeep: 1N

The equivalent to the Small Sniffer on land. Extremely cheap, mass producible patrol unit.

?? Siren Drone[edit]

Mandible: Siren 15N
Blade: Thumper 5N 10M
Arms: Strength 1N
Legs: Sprint 1N
Wings: Advanced 4N
Utility: Seeker Pod 10N
Launcher: Swarm missiles 10N 40M
Launcher: Swarm missiles 10N 40M
Carapace: Reactive 4N 15M
Carapace: Ballistic 4N 15M
Chassis: Basic 0
Cost: 64N 120M

Razor Ambush Drone[edit]

Sight: Thermal Pits 2N
Olfactory: Basic 0
Acoustic: Advanced 2N
Psionic: Basic 0
Mandible: Siren 15N
Blade: Thumper 5N 10M
Blade: Razor Mine 7N 10M
Arms: Strength 1N
Legs: Sprint 1N
Utility: Explosive glands 2N
Utility: Tail 6N (+Razor Mine 3N 5M)
Utility: Seeker Pod 10N
Carapace: Mimetic skin 2N
Carapace: Adaptive camouflage 8N
Chassis: Basic 0
Cost: 64N 25M

A drone that can lie in wait for enemies to come within range of its Siren disabling attack.--03:46, 3 May 2015 (UTC)


Sea Scorpion[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Advanced 2N
Psionic: Basic 0
Blade: Combat 1N
Arms: Dexterity 1N
Legs: Sprint 1N
Utility: Gills 4N
Utility: Acid glands 1N
Utility: Tail 6N (+Hypodermic 1N)
Carapace: Mimetic skin 2N
Carapace: Adaptive camouflage 8N
Chassis: Hydrodynamic 2N 5M
Size: Small
Cost: 7N 1M

An extremely niche drone: With a parasite latched onto its back (allowing the parasite to breathe through it, underwater), the two can camouflage among the sands and the shallows of human oceans, waiting for the unwary. It can strike with its hypo tail to disable, then slice open an incision with its small sharp claws to insert its brother drone inside the victim, where it can seal the wound from the inside. --04:12, 9 May 2015 (UTC)

An ovipositer instead of a tail means it doesn't need to carry around another drone and that it can place more than one parasite.
An ovipositor doesn't even fit on a Small drone.--13:51, 14 October 2018 (UTC)

Detector[edit]

Psionic: Moderate 50N
Sight: Thermal Pits 2N
Acoustic: Advanced 2N
Olfactory: Advanced 2N
Electrical: Advanced 3N 2M
Mandible: Siren 15N
Blade: Combat 1N
Arms: Strength 1N
Legs: Sprint 1N
Wings: Advanced 4N
Utility: Explosive glands 2N
Carapace: Mimetic skin 2N
Carapace: Adaptive camouflage 8N
Size: Medium
Chassis: Basic 0
Cost: 93N 2M

Name uncertain. Scanner? A drone to take advantage of Enhanced psionic sensitivity to detect lifeforms in a radius around it. Since Moderate relays probably can't be put on Small drones, or are less effective. --02:53, 25 May 2015 (UTC)

How about "Seer"? Has a nice eerie vibe to it. Also we should probably give it grav-foil wings if it's going to be used in an infiltrating capacity.

Apostle[edit]

TL Note: Apostle means messenger

Psionic: Moderate 50N
Sight: Basic
Acoustic: Basic
Olfactory: Basic
Mandible: Combat 1N
Mandible: Spitter gland 3N
Blade: Hypodermic 2N
Arms: Dexterity 1N
Legs: Sprint 1N
Wings: Moderate 2N
Utility: Acid glands 1N
Carapace: Mimetic skin 2N
Carapace: Adaptive camouflage 8N
Size: Medium
Chassis: Basic 0
Cost: 71N

A messenger to place in each Ralighan village for more efficient long distance communication. Can read minds, become a living visual aid, collect blood samples, provide drugs, and with further research will be able to speak mentally to the natives in addition to just hitting the trunks of trees to talk. --01:53, 1 June 2015 (UTC)

Spitting Spider[edit]

Sight: Basic
Olfactory: Moderate 1N
Acoustic: Moderate 1N
Psionic: Basic
Psionic Disruptor: Moderate 100N 50M
Mandible: Siren 15N 
Mandible Add-on: Stinger Whip 5N
Blade: Combat 1N
Arm: Strength 1N
Legs: Sprint 1N
Wing: Gravity Foils 8N 10M
Utility: Acid Glands 1N
Utility: Quantum Brain 4N
Tail: Tail 6N
Blade: Hypodermic 1N
Carapace: Bio-electrical 8N 15M
Chassis: Aerodynamic 4N 10M
Size: Medium 
Cost: 157N 85M
Upkeep: 78N

A drone for capturing enemy Hive units, an OQ relay in mind specifically, whether in a ship or on a planet.

It has both Psionic disruptor and siren to stun at range, giving it an opening to get in close and restrain. Made to move quickly, it also has adoptions to help track it’s target, even if it’s accompanied by Flies. Basic sight since in a Hive structure thermal signatures will be harder to find and discern, unless the target has a unique signature. No radio or electrical, unless the target emits them. Moderate Olfactory and Acoustic, should a specific scent and sound from the target as been recorded by the Hive. It can fly should it be necessary, like evacuating the target from the sky, with gravity foils to be able to carry large charges. Self-destructs in case it perishes to keep the enemy Hive from acquiring our secrets. The hypodermic blades are to inject a hardening liquid, gel, or foam to physically paralyze the target with no hope of getting free. A Bio-electrical carapace to further stun the target on contact and while evacuating it, with a hard-light add-on once it’s applicable to protect against acid damage. Stinger whip to help with capture as well, catching hold at mid-range to prevent target from running away and restraining limbs until the special substance can be injected. I’m unsure if I should add a quantum brain, if dexterity arms is the right choice thinking it’s to carry the target like a worker afterwards, and change the arm tools in case cutting or breaking is needed but expecting those roles tot be relegated to other drones.

If anyone has any questions about it I'll answer it without taking too much space.

Firstly, I think this drone would be more effective with a moderate psionic jammer as opposed to an advanced one. Advanced Psionic Jammers, like our advanced relays, are simply too large to incorporated into a highly mobile medium drone, being large enough to fill a small room and requiring multiple workers to move quickly. For this reason they are usually incorporated into ships as opposed to ground drones, and the effective range of the advanced psionic jammer is a testament to that. A moderate jammer is more suitable for use in drone to drone combat, as it allows us to remain in contact with the drone using it, and can still be used continually. Furthermore, is an aerodynamic chassis the best option for a drone that will be expected to navigate the cramped confines and hostile attacks of an enemy hive/ship? I think it could do without that, personally. Aside from that, perhaps we could give it strength arms and combat blades, and equip it's tail with a hypodermic blade, so it could both rip the legs off of enemy drones and knock them out with poisons/electricity. These points aside, you're going in the right direction with this design, keep it up.
Thanks. Changing the jammer, plus it would be cheaper. The chassis is for planetary operations as opposed to space operations though, in case we actually have to drop down on one of her worlds to get what we want. Hypodermic tail is already added, though I'll change the arm blades. I thought to put dexterity because strength was more for combat and workers are just as good for carrying large burdens, but I suppose I'll change for more carrying capacity it unless QD says otherwise on the matter. I'll keep Quantum Brain too.

Listener[edit]

Psionic: Moderate 50N
Sight: Basic
Acoustic: Advanced 2N
Olfactory: Basic
Mandible: Combat 1N
Blade: Combat 1N
Arms: Strength 1N
Legs: Sprint 1N
Wings: Moderate 2N
Utility: Acid glands 1N
Carapace: Mimetic skin 2N
Carapace: Adaptive camouflage 8N
Size: Medium
Chassis: Basic 0
Cost: 69N

Mosquito[edit]

Sight: Basic
Olfactory: Basic
Acoustic: Basic
Psionic: Basic
Mandible: Biological Interface (20N)
Mandible Add-on: Spitter Gland (3N)
Blade: Combat (1N)
Arms: Dexterity (1N)
Legs: Sprint (1N)
Wings: Rotary (5N)
Utility: Acid Glands (1N)
Utility: Honey Pot (4N)
Utility: Ramjet (16N 6M)
Carapace: Adaptive Camouflage (8N)
Chassis: Aerodynamic (4N 10M)
Size: Small (x.25)
Cost: 16N 4M
Upkeep: 8N

If we cannot obtain a full example, these little guys are used to settle for a genetic sample instead. Not sure if it needs a tiny honeypot, or if a hypodermic blade on a tail would be better than biological interface mandibles. No guarantee we'll need this drone at all, really. It's just an idea.

Rapid mine-layer[edit]

Sight: Basic
Olfactory: Basic
Acoustic: Basic
Psionic: Basic
Mandible: Combat 1N
Blade: Combat 1N
Arms: Strength 1N
Legs: Hover 10N 15M
Tail: Tail 6N
Utility: Ramjets 16N 6M
Blade: Razor Mine 3N 5M
Carapace: Basic
Chassis: Aerodynamic 4N 10M
Size: Medium
Cost: 42N 36M
Upkeep: 21N

A fast land drone designed to quickly lay down mines.

Whisperer[edit]

Psionic: Moderate 50N
Sight: Thermal Pits 2N
Acoustic: Advanced 2N
Olfactory: Basic
Mandible: Combat 1N
Blade: Combat 1N
Arms: Dexterity 1N
Legs: Sprint 1N
Wings: Gravity Foil 8N 10M
Tail: Ovipositor 8N
Utility: Quantum brain 4N
Utility: Acid glands 1N
Carapace: Mimetic skin 2N
Carapace: Adaptive camouflage 8N
Size: Medium
Chassis: Basic 0
Cost: 89N 10M

The minimum size of a Medium drone is 1 meter, so it should ideally be as close to that size as possible if it can still accommodate the relay. Gravity foils for all-essential silent movement in between camouflaged hiding spots--at a meter in size it couldn't ever pretend to be a natural insect with normal wings anyway. And if someone sees it, it can pull that Dream Catchers Jedi mind trick on them later. Quantum brain so that the drone can still control itself if we have to send it into deep cover with Psionic cloaking until it can return to a hive.

Aquatic Whisperer[edit]

Psionic: Moderate 50N
Acoustic: Advanced 2N
Electrical: Moderate 2N
Olfactory: Advanced 2N
Mandible: Combat 1N
Mandible Add-On: Spitter Gland 3N
Mandible Add-On: Stinger Whip 5N
Blade: Combat 1N
Arms: Dexterity 1N
Legs: Sprint 1N
Wings: Basic glider 1N
Tail: Ovipositor 8N
Utility: Quantum brain 4N
Utility: Acid glands 1N
Utility: Gills 4N
Carapace: Mimetic skin 2N
Carapace: Adaptive camouflage 8N
Size: Medium
Chassis: Hydrodynamic 2N 5M
Cost: 98N 5M

Intruder[edit]

Psionic: Moderate 50N
Sight: Basic 0
Olfactory: Advanced 2N
Acoustic: Advanced 2N 
Electrical: Moderate 2N
Psionic disruptor: Advanced 250N 150M
Mandible: Siren 15N
Blade: Sledgehammer 6N 10M
Arms: Strength 1N
Legs: Sprint 1N
Wings: Gravity Foil 8N 10M
Carapace: Heavy 5N 10M
Carapace: Heavy 5N 10M
Utility: Explosive glands 2N
Utility: Oxygen Recycler 8N
Utility: Quantum brain 4N
Utility: Honey Pot 4N
Size: Medium

With gravity foils, piling on all the heavy armor it can carry doesn't really hinder its speed. Oxygen recycler so it can avoid disturbing the air while under psionic cloaking. Sledgehammer to break through walls if/when shit hits the fan, and also break any large relay drone's legs. Siren to shut down the relay for a few critical seconds, if we send in a team of these things that can attack together when they find the relay and decloak. (The relay has at least four legs that need breaking after all.) It needs Moderate electrical sensitivity so it can sense magnetic north--because it's directionally blind when it's under cloaking and cut off from the hive network. Honey pot to carry a Thinker to coordinate it, who might be able to phone home if we unlock better quantum comms.

Since it's meant to go in enemy territory, it needs acid glands. Also, not sure it needs all that heavy armour when it's meant to stealth its way in. If it's to subdue to relay, maybe it can bring a few 'spitting spiders' capture drones with it.
Explosive glands are acid glands though, that also explode.
Where in the hell did you get the idea that gravity foils can negate a drone's weight? They operate by redirecting the ambient gravitational fields they are in, but it still takes effort to do so, especially if they are trying to move more mass. Gravity foils as they have thus far been described do nothing to negate a drone's inertia or speed, meaning that anything sufficiently heavy will move like it's swimming through cold molasses. And you can bet anything with twice the armor of our heavy warriors is going to be heavy as lead. The spitting spider remains the best relay hunter design, heavy armor is nothing but an encumbrance for that role.
it still takes effort to do so, especially if they are trying to move more mass. Do you even know how gravity works? Like the legend of how Galileo dropped two stones from the Tower of Pisa, acceleration is constant, no matter how heavy or light the object is, bar wind resistance.
If you have a look at the entry in the pastebin, it quite clearly states that drones with heavy armor are slower and less maneuverable with gravity foils compared to lighter drones, and this design is double stuffed with heavy armor. Gravity foils also require close proximity to a gravity well to function at peak efficiency, and would thus be much less useful in a boarding action in deep space or upper orbit, which is where we are most likely to find one of OQ's advanced relays. If this thing is going to be fighting entirely on enemy hive ships deep in the void, than gravity foils are not the ideal wing adaptation for it. --Cannoneer (talk) 14:08, 14 August 2016 (UTC)
Not that anon but actually grav foils are the only wing adaptation that make sense in that situation, seeing as they're the only wings that will function in a vacuum. It is pretty dumb to doublestack heavy armor on something that's supposed to be stealthy though. --75.64.145.143 23:01, 25 September 2016 (UTC)

Field Thinker[edit]

Thinker 6N
Psionic: Moderate 50N

Apparently moderate relays do better under jamming than the basic psionic relay that drones and Thinkers normally have. And could help boost the hive's own signal to be more fortified against jamming entirely, going by recent experience on Tenebris. So sending out Thinkers with moderate relays attached to them with the drones will help keep even non-quantum drones running in case of jamming, whether initiated by us or the enemy.

Titan[edit]

Sight: Basic 0
Olfactory: Basic 0
Acoustic: Moderate 2N
Psionic: Basic 0
Radio: Basic 0
Mandibles: Combat 1N
Blade: Combat 1N 
Arms: Strength 1N
Legs: Large Bipedal 4N 5M
Carapace: Heavy 5N 20M
Carapace: Conductive 4N 15M
Utility: Radiator Tubes 4N
Utility: Tail (Sledgehammer) 6N 10M
Forward Hardpoint: Plasma Spray 30M
Dorsal Hardpoint: Particle Cannon 30M
Arm-Slot: Heavy Thumper (L) 30m
Gun Ports:(4x) Plasma Cannon(60M)
Size: Large (X2)
Cost: 56N 300M
Upkeep: 23N  


Titan MK2
Sight: Basic 0
Olfactory: Basic 0
Acoustic: Moderate 2N
Psionic: Basic 0
Radio: Basic 0
Mandibles: Combat 1N
Blade: Combat 1N 
Arms: Strength 1N
Legs: Large Bipedal 4N 5M
Carapace: Heavy 5N 20M
Carapace: Conductive 4N 15M
Utility: Radiator Tubes 4N
Utility: Tail (Sledgehammer) 6N 10M
Launcher Pods: Stinger Missile 20N 50M
Launcher Pods: Stinger Missile 20N 50M
Forward Hardpoint: Plasma Spray 30M
Dorsal Hardpoint: Particle Cannon 30M
Arm-Slot: Heavy Thumper (L) 30m
Gun Ports:(4x) Plasma Cannon(60M)
Size: Large (X2)
Cost: 96N 500M
Upkeep: 48N 

Utilizing the Large Bipedal legs, this drone can clear obstacles easily and use massively sized Sledgehammers and thumpers in combat. Now featuring the Titan MK2 with added missile pods *awaiting thread approval*

Lobster[edit]

Sight: Basic 
Olfactory: Basic
Acoustic: Basic
Electrical: Basic 1N
Psionic: Basic
Mandibles: Combat 1N
Blade: Sledgehammer 6N 10M
Arms: Strength 1N
Legs: Sprint 1N
Tail: Tail 6N
Missile Pods: Stinger missiles (torpedoes) 20N 50M
Utility: Gills 4N
Utility: Honey Pot 4N
Forward Hardpoint: Acid Spray 30M
Dorsal Hardpoint: Particle Cannon 30M
Gun Ports (x4): Heavy Thumper 60M
Carapace: Heavy 5N 20M
Chassis: Hydrodynamic 2N 5M
Size: Large x2
Cost: 102N 410M
Upkeep: 51N

An aquatic colossus for heavy power during aquatic campaigns. Like a (naval) gunboat/submarine. The weapons chosen are for effectiveness underwater. Particle Cannon seemed like it would work well, and acid spray could cause something like a corrosive cloud. Stinger missiles and seeker thumpers act like torpedoes.

Heavy Titan[edit]

Sight: Basic
Olfactory: Basic
Acoustic: Basic
Psionic: Basic
Mandible: Combat 1N 
Blade: Heavy Thumper 30M
Blade: Razor Mine 7N 10M
Arms: Strength 1N
Legs: Large Bipedal 4N 5M
Wings: Gravity Foil 8N 10M
Tail: Tail 6N
Blade: Sledgehammer 3N 5M
Launcher Pods: Stinger missiles 20N 50M
Launcher Pod: Cruise missile 40N 100M
Utility: Radiator Tubes 4N
Utility: Honey Pot 4N
Carapace: Heavy 5N 20M
Chassis: Basic
Forward Hardpoint: Plasma Assault Cannon 30M
Dorsal Hardpoint: Thorn Cannon 30M
Arm-slot: Blaster cannon 30M
Gun Ports (x4): Rotary Stingers 60M
Size: Large x2
Cost: 216N 800M
Upkeep: 108N

The biggest, baddest titan. Gravity foils to deploy it, blaster cannon and rotary stingers to slaughter infantry, heavy thumpers for general destruction, thorn cannons for artillery, sledgehammer and razor mines for anything dumb enough to get too close, and plasma assault cannon for anything still standing.

Updated with Particle Cannon for more precise target elimination.
Never mind

Omega Titan[edit]

Sight: Thermal Pits 2N
Olfactory: Advanced 2N
Acoustic: Advanced 2N
Radio: Advanced 6N 3M
Electrical: Moderate 2N
Psionic: Moderate 50N
Psionic Disruptor: Advanced 250N 150M
Mandible: Siren 15N 
Mandible Add-On: Spitter Gland 3N
Mandible Add-On: Stinger Whip 5N
Blade: Sledgehammer 6N 10M
Blade: Razor Mine 7N 10M
Arms: Strength 1N
Legs: Large Bipedal 4N 5M
Wings: Gravity Foil 8N 10M
Tail: Tail 6N
:Tail Blade: Thumper 5N 10M
Launcher Pods: Cruise Missile 40N 100M
Launcher Pods: Stinger Missile 20N 50M
Utility: Radiator Tubes 4N
Utility: Honey Pot 4N
Utility: Q-Brain 4N
Utility: Explosive Glands 2N
Utility: Seeker Pod 10N
Utility: Oxygen Recycler 8N
Carapace: Ballistic/Reactive/Conductive 4N 15M
Carapace: Conductive/Reactive/Ballistic 4N 15M
:[Armor Loadout determined by anticipated foe, all costs same]
Chassis: Basic
Forward Hardpoint: Plasma Assault Cannon 30M
Dorsal Hardpoint: Rotary Stinger 30M
Arm-slot [L]: Lightning Cannon 30M
Arm-slot [R]: Blaster Cannon 30M 
Gun Ports (x4): Fire Spray 60M
Size: Large x2
Cost: 943N (740+180)=920M
Upkeep: 471N

Perhaps the most powerful land unit the Red Hive is capable of fielding at this time, the Omega Titan's firepower rivals that of small spaceships and comes with a pricetag to match. Equipped with lighter armortypes specific to the enemy at hand, the Omega Titan is vastly more maneuverable on its bipedal legs than other Titan designs. This allows it to take maximum advantage of its wide variety of weapons, including anti-capital ship missiles and anti-air. An advanced psionic jammer coupled with a Q-Brain, ample senses, immunity to toxic environments, and the Omega Titan's considerable firepower ensure that if it is ever deployed against the Obsidian Queen then nothing short of an orbital strike will be able to stop it. Of course, the orbital strike will be complicated by the moderate psionic relay's capability for psionic shrouding and the Titan's inherent speed. The moderate psionic relay will also ensure the Omega Titan's combat prowess grows with the Red Hive's mastery of combat psionic applications.

All in all, the Omega Titan is designed to be a sparsely fielded unit best for applications where intensity of available firepower is desirable over quantity of drones.

Pseudomega Titan[edit]

Sight: Basic
Olfactory: Basic
Acoustic: Basic
Psionic: Moderate 50N
Mandible: Siren 15N 
Mandible Add-On: Spitter Gland 3N
Mandible Add-On: Stinger Whip 5N
Blade: Sledgehammer 6N 10M
Blade: Razor Mine 7N 10M
Arms: Strength 1N
Legs: Large Bipedal 4N 5M
Wings: Gravity Foil 8N 10M
Tail: Tail 6N
:Tail Blade: Thumper 5N 10M
Launcher Pods: Stinger Missile 20N 50M
Utility: Radiator Tubes 4N
Utility: Honey Pot 4N
Utility: Q-Brain 4N
Utility: Explosive Glands 2N
Utility: Seeker Pod 10N
Utility: Oxygen Recycler 8N
Carapace: Ballistic/Reactive/Conductive 4N 15M
Carapace: Conductive/Reactive/Ballistic 4N 15M
:[Armor Loadout determined by anticipated foe, all costs same]
Chassis: Basic
Forward Hardpoint: Plasma Assault Cannon 30M
Dorsal Hardpoint: Particle Cannon 30M
Arm-slot [L]: Lightning Cannon 30M
Arm-slot [R]: Blaster Cannon 30M 
Gun Ports (x4): Fire Spray 60M
Size: Large x2
Cost: 335N 240M
Upkeep: 117N

A trimmed down version of the Omega Titan, the Pseudomega Titan sacrifices the ability to single-handedly deal with nearly any threat short of space assaults for vastly reduced cost. It maintains excellent speed and maneuverability for a Large Drone by virtue of its lightweight, specialized armors and gravity foils. A moderate relay allows psionic senses to compensate for the loss of traditional senses, and allows the Pseudomega Titan to employ any developments in weaponized psionics the Red Hive might develop.

Ambulance[edit]

Sight: Basic
Olfactory: Basic
Acoustic: Basic
Psionic: Moderate 50N
Mandible: Construction 1N
Blade: Hypodermic 2N
Arms: Dexterity 1N
Legs: Hover 10N 15M
Wings: Gravity Foil 8N 10M
Utility: Oxygen Recycler 8N
Utility: Regeneration Tank 50N
Utility: Ramjets 16N 6M
Carapace: Basic
Chassis: Aerodynamic 4N 10M
Size: Large x2
Cost: 300N 182M
Upkeep: 150N

A drone used as an on site medic. Has no use for drones, just named allies. Moderate psionics in order to mentally connect with the patient.

Bunker Buster Titan[edit]

Sight: Basic
Olfactory: Basic
Acoustic: Moderate 1N
Psionic: Basic
Mandible: Combat 1N
Mandible Add-on: Spitter Gland 3N
Blade: Sledgehammer 6N 10M
Arms: Strength 1N
Legs: Large Bipedal 4N 5M
Launcher Pods (x2): Stinger missiles (kinetic) 80N 200M
Utility: Radiator Tubes 4N
Carapace: Heavy 5N 20M
Chassis: Basic
Forward Hardpoint: Acid Spray 30M
Dorsal Hardpoint: Particle Cannon 30M
Arm-slots: Lighting Cannon 30M
Gun Ports (x4): Plasma Cannon 60M
Size: Large x2
Cost: 130N 590M
Upkeep: 65N

A titan for busting into bunkers and other armoured structures, though not necessarily destroy them (or it would have a plasma assault cannon).

Hazard Titan[edit]

Sight: Thermal Pits 2N
Olfactory: Basic
Acoustic: Moderate 1N
Psionic: Basic
Mandible: combat 1N
Mandible Add-on: Spitter Gland 3N
Blade: Sledgehammer 6N 10M
Arms: Strength 1N
Legs: Large Bipedal 4N 5M
Utility: Honey Pot 4N
Utility: Filter Lungs 4N
Utility: Radiator Tubes 4N
Utility: Oxygen Recycler 8N
Carapace: Heavy 5N 20M
Carapace: Conductive 4N 15M
Forward Hardpoint: Cryo Spray 30M
Dorsal Hardpoint: Thorn Cannon 30M
Arm-slots: Lightning Cannon 30M
Gun Ports (x4): Rotary Stingers 60M
Chassis: Basic
Size: Large x2
Cost: 94N 400M
Upkeep: 47N

A titan for hazardous conditions. Ex: poisonous chemicals, intense heat, ect. It’s weapons are largely non-volatile, except maybe the Lighting Cannons. Thermal Pits and moderate acoustics are added to count for reduced visibility, but not olfactory as potential chemicals in the air would make it useless.

Siege Petard[edit]

Sight: Basic
Olfactory: Basic
Acoustic: Moderate 1N
Psionics: Basic
Mandible: Combat 1N
Blade: Combat 1N
Arms: Dex 1N
Legs: Sprint 1N
Utility: Explosive Glands 2N
Utility: Honey Pot 4N
Carapace Heavy 5N 20M
Chassis: Basic
Size: Large x2
Cost: 32N 40M
Upkeep: 16N

A cheap and large drone made specifically for breaching defensive fortifications and static positions. It's Honey pot can be loaded with volatile substances that will likely trigger upon the explosive death of this drone. What substance is contained is up to what is advantageous in the situation, be it explosive substances or even more caustic acid. It is capable of speed and somewhat armored, allowing it to close the distance to its target. Keeping this drone near other drones or vital friendly elements is not recommended in assault, premature death can still trigger an explosion.

Ranged Artillery Colossus[edit]

Sight: Basic
Olfactory: Basic
Acoustic: Basic
Psionic: Basic
Mandibles: Combat 1N
Blade: Sledgehammer 6N 10M
Blade: Razor mine 7N 10M
Arms: Strength 1N
Legs: Hover 10N 15M
Launcher Pods (x2): Cruise missile 80N 200M
Utility: Acid glands 1N
Carapace: Heavy 5N 20M
Carapace: Adaptive camouflage 8N
Chassis: Basic
Forward Hardpoint: Particle Cannon 30M
Dorsal Hardpoint: Thorn Cannon 30M
Gun Ports: Cyclotron Particle Beam 60M
Size: Large x2
Cost: 338N 750M
Upkeep: 119N

A large drone designed to attack from long range. It has adaptive camouflage so it can act as defence or for an ambush, and can lay mines in case it’s spotted and flanked. Hover legs ar for less noisy and relatively easier movement to position it.

Light Missile Drone[edit]

Sight: Basic
Olfactory: Basic
Acoustic: Basic
Psionic: Basic
Mandibles: Combat 1N
Blade: Thumpers 5N 10M
Arms: Strength 1N
Legs: Sprint 1N
Wings: Advanced air superiority 4N
Launcher Pods (x2): Swarm missiles 20N 80M
Utility: Acid Glands 1N
Utility: Seeker Pod 10N
Utility: Ramjets 16N 6M
Carapace: Ballistic 4N 15M
Chassis: Aerodynamic 4N 10M
Size: Medium
Cost: 67N 121M
Upkeep: 34N

An fast aerial drone that attacks with missiles.

Heavy Missile Drone[edit]

Sight: Basic
Olfactory: Basic
Acoustic: Basic
Psionic: Basic
Mandibles: Combat 1N
Blade: Heavy Thumpers 30M
Arms: Strength
Legs: Sprint
Tail: Tail 6N
Blade: Thumper 3N 5M
Launcher Pods (x2): Swarm missiles 20N 80M
Utility: Acid Glands 1N
Utility: Seeker Pod 10N
Utility: Honey Pot 4N
Carapace: Heavy 5N 20M
Chassis: Basic
Size: Medium
Cost: 48N 145M
Upkeep: 24N

An anti-infantry drone making use of missiles.

Napalm Dragonfly[edit]

Sight: Basic
Olfactory: Basic
Acoustic: Basic
Psionic: Basic
Mandibles: Combat 1N
Blade: Sledgehammer 6N 10M
Arms: Strength 1N
Legs: Sprint 1N
Wings: Gravity Foil 8N 10M
Launcher Pods (x2): swarm missiles 20N 80M
Utility: Acid glands 1N
Utility: Ramjets 16N 6M
Utility: Seeker Pod 10N
Carapace: Reactive 4N 15M
Carapace: Ballistic 4N 15M
Chassis: Aerodynamic 4N 10M
Forward Hardpoint: Plasma Spray 30M
Dorsal Hardpoint: Plasma Spray 30M
Gun Ports: Fire Spray 60M
Size: Large x2
Cost: 112N 532M
Upkeep: 56N

A large drone that flies over an area and sprays burning liquid below. Seeker pod protects the drone by intercepting projectiles, and ballistic and reactive carapace defend against any that get through.

Chimera and Hybrid Statistics[edit]

Chimera/Hybrid Discussion[edit]

Memory Grafts[edit]

It occurs to me while designing the Horrifying Ball or Arms Man that we only have memory grafts for Humans. We should put out a call to the Ralighans for their most accomplished hunters, fighters, etc. so we can get some grafts for their replicants (I doubt a human brawler's martial arts will be as impressive sleeved in other species).

Obviously Scavenger grafts will have to be acquired forcibly, Taidaren ones can be acquired by infiltrating them with parasites, and Skyl ones...we might be able to request some from Heretic.

Discussion Slot[edit]
Discussion Slot[edit]

Chimera Adaptations and Cybernetics[edit]

Memory Grafts

Sharpshooter - This clone will be an adept marksman capable of utilizing a wide range of human rifles and side arms.

Brawler - This clone will be adept at utilizing short ranged or melee weapons, and is an expert at disarming and
incapacitating opponents in close quarters.

Tech - This clone is highly skilled with human networking technology, and can infiltrate and disable security systems,
pick electronic locks, falsify credentials, and erase or retrieve data from public or private networks.

Engineer - This clone will know the ins and outs of every conceivable mechanical device known in Union space,
from power armor to ship engines and more.

Survivalist - The necessary skills to skin an animal, build a shelter, and craft basic tools from items found in the 
environment, as well as an understanding of the basic and universal principals of hunting and foraging.

Spiral Warrior (Ralighan Only) - Enhanced, Ralighan-specific version of the Brawler graft.

Cybernetics

Sight: Reactive Pupils 2N
Sight: Thermal Pits 2N

Acoustic: Echolocation 2N

Arm: Lifter 10N 10M
Arm: Reacher 15N 5M

Leg: Leaper 10N 10M
Leg: Strider 12N 10M

Internal: Second Heart 4N
Internal: Fermentation Gut 14N 5M
Internal: Endoskeletal Plating 5N 20M
Internal: Chemical Fabricator 8N
Internal: Acid Glands 2N
Internal: Semi-Fluid Tissue 8N 5M
Internal: Electrostatic Muscle Grafts 8N 15M

External: Skin Graft 4N
External: Bio-Digital Interface 1N
External: Metal Skin 60N 100M
External: Mimic Skin 2N
External: Weaver Graft 20N 10M
External: Facial Reconstruction 50N

Weapon: Arm Blades [Lifter Only] 6N 10M
Weapon: Pistol Sledge [Lifter Only] 8N 15M
Weapon: Sting Fingers 6N 10M
Weapon: Sting Whip 7N

Species Adaptations

Species: Skyl 60N
Wings: Moderate 0N

Species: Taidaren 70N
Acoustic: Advanced 0N
Mandible: Hypodermic 0N

Species: Valen [Unknown] N
Utility: Gills 0N
Size: Large 2x Cost

Species: Scavengers 80N
Utility: Thermal Pits 0N
Acoustic: Moderate 0N

Species: Ceph 50N
Carapace: Mimetic Skin 0N
Carapace: Adaptive Camouflage 0N
Utility: Gills 0N

Species: Ralighans 60N
Acoustic: Advanced 0N
Leg/Arms: Sprint/Dexterity (10) 0N

Species: Humans 60N
Leg: Endurance 0N
Arm: Dexterity/Strength 0N

Listed prices for Leg/Arm cybernetics are the cost for a pair, apply 5 total times for Ralighan hybrids and 3 total times for Taidaren hybrids.

Chimera/Hybrid Template[edit]

Name: 
Species: 
Memory Insert:

Hybrid Cybernetics
Sight:
Acoustic:
Arm:
Leg:
Internal:
External:
Cost:
Upkeep:

Chimera Adaptations
Sight: Basic 0
Olfactory: Basic 0
Acoustic: Basic 0
Psionic: Basic 0
[...other senses...]
Mandible:
Blade:
Arms:
Legs:
Carapace: Basic 0 [May include two here. Either "Adaptive camouflage 8, Mimetic skin 2", or two armors combined.]
[...miscellaneous utility adaptations: quantum brain, explosive glands...]
Size:
Cost:
Upkeep:

Chimeras keep their hybrid forms' cybernetics upon transformation. The base nutrient costs of each species are the same as for replicant and hybrid clones.

Myrmidon[edit]

Name: Myrmidon
Species: Human Chimera 60N
Memory Insert: Variable depending on team composition

Sight: Thermal Pits 2N
Olfactory: Advanced 2N 
Acoustic: Advanced: 2N
Psionic: Medium (w/ White Crystal Psi Fortification): 110N, 10M
Electric Sensitivity: Advanced: 3N 2M
Radio: Advanced 6N 3M

Ranged: Variable depending on mission
Blade: Arm Blades: 6N, 10M
Blade: Sledgehammer 6N, 10M
Arms: Dexterity+Strength Arms (free w/ Chimera)
Sprint Legs: 1N
Wings: Gravity Foil 8N 10M
Acid Glands: 1N
Oxygen Recycler: 8N
Honey Pot: 4N
Bio-Digital interface: 1N
Second Heart: 4N
Metal Skin: 30N, 100M
Weaver Graft 20N, 10M
Endoskeletal plating: 5N 20M 
Electrostatic Muscle Grafts: 8N 15M
Medium Carapace Armor: 10N 40M
Psionic Disruptor: Moderate: 100N 50M
Parasite: 9N
Size: Medium
Total Cost: 405N, 280M
Upkeep: 202 N

Myrmidons are designed to operate in small groups and to be superior to any Smith in a one on one engagement. Although ludicrously expensive by Hive standards, their potent psionic defenses, independent thinking, and innate teamwork abilities will enable them to remain highly capable even if cut off from the Queen. They are rare elite units specialized in protecting high value targets and assaulting psi-protected objectives. They always wear armor in public to appear slightly less horrifying.

Horrifying Ball of Arms Man[edit]

Name: Horrifying Ball of Arms Man
Species: Ralighan 60N
Memory Insert: Spiral Warrior

Hybrid Cybernetics
Sight: Thermal Pits 2N
Acoustic: Echolocation 2N
Arm: (1) Lifter 10N 10M
Arm: (2) Reacher 15N 5M [Total 30N 10M]
Leg: (2) Strider 12N 10M [Total 24N 20M]
Internal: Second Heart 4N
Internal: Fermentation Gut 14N 5M
Internal: Endoskeletal Plating 5N 20M
Internal: Chemical Factory 8N
Internal: Electrostatic Muscle Grafts 8N
External: Metal Skin 60N 100M
External: Mimic Skin 2N
Weapon: (2) Sting Whip 7N [Total 14N]
Weapon: Arm Blades 6N 10M
Weapon: Pistol Sledge 8N 15M
Weapon: (2) Sting Fingers 6N 10M [12N 20M]
Cost: 269N 210M
Upkeep: 134N

Skyl Sniper[edit]

Name: Skyl Sniper
Species: Skyl 60N
Memory Insert: Sharpshooter

Hybrid Cybernetics
Sight: Reactive Pupils 2N
Sight: Thermal Pits 2N
Acoustic: Echolocation 2N
Arm: Lifter 10N 10M
Leg: Strider 12N 10M
Internal: Second Heart 4N
Internal: Fermentation Gut 14N 5M
Internal: Endoskeletal Plating 5N 20M
Internal: Acid Glands 2N
Internal: Chemical Fabricator 8N
External: Skin Graft 4N
External: Mimic Skin 2N
Weapon: Arm Blades 6N 10M
Weapon: Sting Fingers 6N 10M
Weapon: Stinger Whip 7N
Cost: 149N 65M
Upkeep: 74N

Taidaren Saboteur[edit]

Name: Taidaren Saboteur
Species: Taidaren 70N
Memory Insert: Engineer

Hybrid Cybernetics
Sight: Reactive Pupils 2N
Acoustic: Echolocation 2N
Arm: (2) Lifter 10N 10M [Total 20N 20M]
Leg: Leaper 10N 10M
Internal: Second Heart 4N
Internal: Fermentation Gut 14N 5M
Internal: Endoskeletal Plating 5N 20M 
Internal: Chemical Fabricator 8N
Internal: Acid Gland 2N
External: Skin Graft 4N
External: Mimic Skin 2N
Weapon: (2) Arm Blades 6N 10M [Total 12N 20M]
Weapon: Pistol Sledge 8N 15M
Weapon: Sting Fingers 6N 10M
Weapon: Stinger Whip 7N
Cost: 170N 100M
Upkeep: 85N

Ceph Hacker[edit]

Name: Ceph Hacker
Species: Ceph 50N
Memory Insert: Tech

Hybrid Cybernetics
Sight: Reactive Pupils 2N
Sight: Thermal Pits 2N
Acoustic: Echolocation 2N
Arm: Reacher 15N 5M
Leg: N/A
Internal: Second Heart 4N
Internal: Fermentation Gut 14N 5M
Internal: Chemical Fabricator 8N
Internal: Acid Gland 2N
Internal: Electrostatic Muscle Grafts 8N 15M
External: Mimic Skin 2N
External: Skin graft 4N
External: Bio-Digital Interface 1N
Weapon: Sting Fingers 6N 10M
Weapon: Stinger Whip 7N
Cost: 127N 35M
Upkeep: 63N

Human Generalist[edit]

Name: Human Generalist
Species: Human 60N
Memory Insert: Sharpshooter

Hybrid Cybernetics
Sight: Reactive Pupils 2N
Sight: Thermal Pits 2N
Acoustic: Echolocation 2N
Arm: Lifter 10N 10M
Leg: Strider 12N 10M
Internal: Second Heart 4N
Internal: Fermentation Gut 14N 5M
Internal: Endoskeletal Plating 5N 20M
Internal: Chemical Fabricator 8N
Internal: Acid Gland 2N
Internal: Semi-Fluid Tissue 8N 5M
Internal: Electrostatic Muscle Grafts 8N 15M
External: Skin Graft 4N
External: Mimic Skin 2N
External: Bio-Digital Interface 1N
Weapon: Arm Blades 6N 10M
Weapon: Pistol Sledge 8N 15M
Weapon: Sting Fingers 6N 10M
Weapon: Stinger Whip 7N
Cost: 171N 100M
Upkeep: 85N

A Generalized cybernetic loadout for a hybrid operative. It is not as potent in combat as some other hybrids might be, but it can operate in broad daylight without detection and is well equipped for most situations.

Cadre Leader[edit]

Name: Cadre Leader
Species: Human 60N
Memory Insert: Brawler

Hybrid Cybernetics
Sight: Reactive Pupils 2N
Sight: Thermal Pits 2N
Acoustic: Echolocation 2N
Arm: Lifter 10N 10M
Leg: Strider 12N 10M
Internal: Second Heart 4N
Internal: Fermentation Gut 14N 5M
Internal: Endoskeletal Plating 5N 20M
Internal: Chemical Fabricator 8N
Internal: Electrostatic Muscle Grafts 8N 15M
Internal: Acid Gland 2N
External: Skin Graft 4N
External: Mimic Skin 2N
External: Metal Skin 60N 100M
External: Bio-Digital Interface 1N
External: Weaver Graft 20N 10M
Weapon: Arm Blades 6N 10M
Weapon: Stinger Whip 7N

Cost: 169N 180M

Equipment [Heavy Assault Carapace]
Heavy Carapace 50N 75M
:Blaster Cannon 30M
:Sledgehammer 6N 10M
:Lightning Cannon 30M
:Combat Blade 1N
:Stinger Launcher 20N 50M
:Swarm Launcher 10N 40M

Cost: 87N 235M

Chimera Adaptations
Psionic: Moderate 50N
Psionic Disruptor: Moderate 100N 50M

Cost: 150N 50M

Total Cost: 406N 465M
Upkeep: 203N

A chimeric commander unit designed to command squadrons of boarding corvettes, as it would be far too dangerous to have Advanced Relays on ships designed for boarding against Obsidian Queen forces. Also suited for leading armies of ground forces.

Human Commander[edit]

Name: Human Commander
Species: Human Chimera 60N
Memory Insert: Sharpshooter

Hybrid Cybernetics
Sight: Reactive Pupils 2N
Sight: Thermal Pits 2N
Acoustic: Echolocation 2N
Arm: Lifter 10N 10M
Leg: Strider 12N 10M
Internal: Second Heart 4N
Internal: Fermentation Gut 14N 5M
Internal: Endoskeletal Plating 5N 20M
Internal: Chemical Fabricator 8N
Internal: Acid Gland 2N
Internal: Semi-Fluid Tissue 8N 5M
Internal: Electrostatic Muscle Grafts 8N 15M
External: Skin Graft 4N
External: Mimic Skin 2N
External: Bio-Digital Interface 1N
Weapon: Arm Blades 6N 10M
Weapon: Pistol Sledge 8N 15M
Weapon: Sting Fingers 6N 10M
Weapon: Stinger Whip 7N
Chimera Adaptions:
Quantum Brain
Cost: 175N 100M
Upkeep: 87N

Designed to serve as the commander to hybrid swarms or commando units. Can also serve as a backup ship commander in the event that the large relays must be destroyed.

Hive Swarms[edit]

Swarm Design Template[edit]

Swarm Name goes here[edit]

Drones: (Number) Drone-Name [Modifications] ???N ???M (Total ???N ???M)
Total: ???N ???M

Armory: (Number) Weapon-Name [Drone Equipped] ???N ???M (Total ???N ???M)
Total: ???M

Total: ???N ???M
Upkeep: ???N

For large number of drones please use the "k" abbreviation. Use x2 or x4 on weapons to denote dual-wielding or large drone medium weapons.

Swarm Discussion[edit]

Discussion Slot[edit]

Discussion Slot[edit]

Discussion Slot[edit]

Swarm Statistics[edit]

New Swarm[edit]

New Swarm[edit]

Hyrbid Infiltrator Swarm[edit]

Hybrid Infiltrator Team/Swarm

Drones: (3) Taidaren Saboteur 170N 100M [Total 510N 300M]
Drones: (2) Ceph Hacker 127N 35M [Total 304N 70M]
Drones: (3) Human Generalist 171N 100M [Total 513N 300M]
Drones: (2) Human Frontliner 232N 175M [Total 464N 350M]
Drones: (10) Symbiote 13N 4M [Total: 130N 40M]
Total: 1921N 1060M
Upkeep: 960N

Armory: (6) Stinger Caster [Taidaren Saboteur x2] 90M
Armory: (2) Lightning Gun [Ceph Hacker] 30M
Armory: (3) Thorn Rifle [Human Generalist] 45M
Armory: (2) Fire Spray [Human Frontliner] 30M
Total: 195M

Total: 1921N 1255M
Upkeep: 960N

A team of redesigned hybrid infiltrators designed to blend in with the local population on Union worlds.

Boarding Swarm[edit]

Drones: (150) Vacuum Warriors 18N 10M (Total 2700N 1500M)
Drones: (50) Heavy Warrior [Quantum Brain] 42N 45M (Total 2100N 2250M)
Drones: (50) Fly 9N 1M (Total 450N 50M)
Drones: (1) Burnout Bug 292N 160M
Drones: (1) Speaker 8N
Total: 5550N 3960M

Armory: (180) Sting Caster [Vacuum Warriors, Heavy Warriors] 15M (Total 2700M)
Armory: (20) Fire Spray [Heavy Warriors] 15M (Total 300M)
Total: 3000M

Total: 5550N 6960M
Upkeep: 2775N

The boarding team is designed to fit into the spare room on a cruiser. The Heavy warriors are equipped with quantum brains so that they can escort the burnout bug to the Obsidian Queen's Relays. The team is also equipped with a speaker to deal with any human ships we may decide to take as prizes.

Garrison Land Swarm[edit]

Drones: (4000) Warriors 10N 10M (Total 40,000N 40,000M)
Drones: (1000) Warriors [Thumpers] 15N 20M (Total 15,000N 20,000M)
Drones: (500) Wasps 10N (Total 5,000N)
Drones: (500) Fly 9N 1M (Total 4,500N 500M)
Drones: (50) Chinook Drone 36N 20M (Total 1800N 1000M)
Drones: (200) Colossus 30N 40M (Total 6,000N 8,000M)
Drones: (100) Hovertank Bug 50N 70M (Total 5,000N 7,000M)
Total: 77,300N 76,500M

Armory: (4500) Sting Caster [Warriors] 15M (Total 67,500M)
Armory: (900) Thorn Launcher [Warriors, Hovertank Bug X4] 15M (Total 13,500M)
Armory: (500) Cyclotron Particle Beam [Wasps] 15M (Total 7500M)
Armory: (250) Rotary Stinger [Chinook Drone, Colossus] 30M (Total 7500M)
Armory: (50) Plasma Spray [Chinook Drone] 30M (Total 1500M)
Armory: (200) Thorn Cannon [Colossus] 30M (Total 6000M)
Armory: (200) Particle Cannon [Hovertank Bug x2] 30M (Total 6000M)
Total: 109,500M

Total: 77.3kN 186kM
Upkeep: 38650N

A Balanced and simple mixture of land drones (plus 50 Chinook drones to transport them). Doctrine and tactics:

Sting casters are the default weapon for the warriors, though there are enough thorn launchers mixed among them for tactical flexibility. One in five of the Warriors are equipped with thumpers, in case they meet heavy resistance or clustered opponents. The Cyclotron particle beam has little recoil, range and damage at the cost of rate of fire- this makes them an ideal sniper weapon for the wasps who can use their mobility to retain their range advantage.
The large drones are largely present to support the smaller ones. The Chinook drones can transport 1/5 of the medium sized drone forces at one time, giving the garrison force excellent mobility. The colossus act as artillery and suppression fire support in concert with the warrior forces while the hovertank bugs are present to quickly counter any enemy armor which becomes a concern.

Worker Swarm[edit]

Drones: (20k) Worker 5N (Total 100k N)
Drones: (4k) Haz-Mat Worker 9N (Total 36k N)
Drones: (4k) Radiator Worker 9N (Total 36k N)
Drones: (2k) Worker [Oxygen Recycler] 13N (Total 26k N)
Drones: (250) Thinkers 6N (Total 1.5k N)
Drones: (50) Q-Thinkers 10N (Total .5k N)
Total: 200k N

Total: 200k N
Upkeep: 100k N

30,000 workers, including specialists, and appropriate supervision. (Q-Thinkers included to get even numbers) Capable of dealing with pretty much any construction task in any environment in a fire-and-forget manner. They do things for Mother.

You've got WAY too many thinkers here. Just one would do it. I think we should add some diggers instead, most Hive projects require extensive underground construction, and the diggers would be great for opening up tunnels quickly. Doomsought (talk) 22:42, 17 February 2015 (UTC)
Diggers construct tunnels at the same rate as workers. Excavators might be useful, but there's no point in birthing any more diggers with Smart Mines on the way. --23.118.118.223

Research Swarm[edit]

Drones: (5k) Thinkers 6N (Total 30kN)
Drones: (1k) Q-Thinkers 10N (Total 10kN)
Drones: (500) Workers 5N (Total 2.5kN)
Drones: (20) Regeneration Tank 50N (Total 1kN)

Total: 43.5k N
Upkeep: 21.8k N

A ton of thinkers with some workers and regeneration tanks to run experiments.

That doesn't make any sense. Already hit the max useful number of Thinkers. Nobody needs more Thinkers anymore.--11:04, 21 March 2015 (UTC)

Garrison Air Swarm[edit]

Drones: (200) Strafer Drone 30N 20M (Total 6kN 4kM)
Drones: (80) Bomber Drone 82N 60M (Total 6560N 4.8kM)
Drones: (400) Light Interceptor Drone 29N 16M (Total 11.6kN 6.4kM)
Drones: (80) Heavy Interceptor Drone 56N 32M (Total 4480N 2560M)
Drones: (40) Air Defense Drone 164N 312M (Total 6560N 12480M)
Total: 35.2kN 30.24kM

Armory: (1200) Sting Caster [Strafer Drone X2, Light Interceptor Drone X2] 15M (Total 18kM)
Armory: (200) Particle Cannon [Bomber Drone, Heavy Interceptor Drone, Air Defense Drone] 30M (Total 6kM)
Armory: (120) Lightning Cannon [Bomber Drone, Air Defense Drone] 30M (Total 3.6kM)
Armory: (320) Lightning Gun [Bomber Drone X4] 15M (Total 4.8kM)
Armory: (80) Rotary Stinger [Heavy Interceptor Drone] 30M (Total 2.4kM)
Armory: (40) Plasma Spray [Bomber Drone (alt. w.)] 30M (Total 1.2kM)
Total: 36kM

Military Structure: (20) Hangar Expansion [+40 aero/fighter drone space] 50N 100M (1kN, 2kM)

Total: 36.2kN 68.24kM
Upkeep: 18.1kN

A balanced mix of aero-drones to defend our skies. The force is easily adaptable to any occasion with very little effort. The large drones have all been given Particle cannons for the combination of firepower, accuracy and range while sting casters are the staple weapon of the medium sized drones.

Invasion Swarm[edit]

Drones: (1500) Warrior 10N 10M (Total 15k N 15k M)
Drones: (100) Worker 5N (Total 500N)
Drones: (300) Colossus 30N 40M (Total 9k N 12k M)
Drones: (5) Siege Digger 52N 46M (Total 260N 230M)
Drones: (200) Shock Troop 27N 13M (Total 5400N 2600M)
Drones: (100) Fly 9N 1M (Total 900N 100M)
Drones: (200) Wasp 10N (Total 2k N)
Drones: (10) Scorpion Assassin 7N 3M (Total 70N 30M)
Drones: (250) Ghost Beetle [Thermal Pits] 57N 10M (Total 14250N 2500M)
Drones: (20) Support Fluttercraft 284N 300M (Total 5680N 6kM)
Drones: (100) Light Interceptor Drone 29N 16M (Total 2900N 1600M)
Drones: (50) Strafer Drone 30N 20M (Total 1500N 1000M)
Drones: (20) Heavy Interceptor Drone 56N 32M (Total 1120N 640M)
Drones: (10) Regeneration Tank [Hover Legs] 60N 15M (Total 600N 1500M)
Drones: (2) Large Regeneration Tank [Hover Legs, Adpative/Mimetic] 140N 30M (Total 280N 60M)

Armory: (240) Particle Cannon [Support Fluttercraft,Colossus,Heavy Interceptor Drone] (7200M)
Armory: (100) Thorn Cannon [Colossus] (3kM)
Armory: (2300) Thorn Launcher [Warrior,Shock Troop,Colossusx2] (34500M)
Armory: (1500) Lightning gun [Warrior] (22500M)
Armory: (220) Rotary Stinger [Colossus,Heavy Interceptor Drone] (6600M)
Armory: (1410) Cyclotron Particle Beam [Shock Troop,Wasp,Ghost Beetle,Colossusx2,Heavy Interceptor Dronex4,Support Fluttercraftx4] (28200M)
Armory: (400) Sting Caster [Wasp,Light Interceptor Dronex2,Strafer Dronex2] (7500M)

Total: 58460N 152760M
Upkeep: 29230N

It is a swarm for planetary invasions. It has warriors, air support, 200 colossi for heavy weapons(particle cannon and Rotary Stinger) and 100 for artillery (thorn cannon) plus 2 thorn launcher and 2 Cyclotron Particle Beam on both kinds for close defense, siege diggers against fortifications, ghost beetles for search n destroy and fire support,flies for recon, workers to fortify positions taken and remove obstacles that can't be blasted through, wasps and shock troopers for tougher positions and assassins for taking out commanders. It should be able to take out a similar number of defenders easily, and any number of these swarms can be sent according to the enemy numbers.I used a lot of particle cannons and cyclotrons ,as against most enemies our real problem would be tanks, turrets, bunkers and such, light enemy units could be handled by thorns and stings.Also, to avoid confusion, Fluttercrafts and Heavy Fighters have 4 Cyclotrons, medium weapons, in addition to their large weapons. An x2 in armory means that weapon is dual wielded and a drone being mentioned multiple times in armory means that unit uses both those weapons, as there are no unused weapons.

Remember, large drones can only hold two large weapons, but they can hold four medium weapons. One extra weapon for modularity is a good idea, but too many leaves weapons unused. Also remember that drones can swap weapons if your tactics call for it. I'd suggest 2 cyclotron particle beams and two sting casters as secondary weapons for the collossi.(I also fixed a formatting issue for you- the line breaks also need spaces.) Doomsought (talk) 15:35, 21 February 2015 (UTC)
Your mixture of troops seems odd. You've got 1500 warriors but the equivalent of 3000 (medium drones) worth of Colossi. Shock troops are an obsolete design, you lack any heavy warriors. All in all I'd say this swarm is not very suite for an invasion.
100 of the colossi are artillery.We have 200 assault colossi for supporting 1500 warriors, so i think the ratios are fine.Besides, 3000 warriors (medium drones) would cost 30kN 30kM, 200 colossi cost 6kN 8kM and beside their heavy weapons, they have the same firepower as 2 duel wielding warriors with their extra medium weapons. Shock troopers are just warriors with a few basic upgrades to perform slightly better, i don't see how they are obsolete. Heavy Warriors are designed for boarding actions and hive tunnels, as it says in their description.
Thorn cannons can only be equipped on one of the hardpoints, you can't dual wield them.
The point is that you're outnumbering your infantry with tanks.
While I appreciate your input, there are 200 tanks and 2150 infantry, ratio is more than 10 to 1. I think the ratio is fine, as I think the main problems during combat against a dug-in enemy will be heavy enemy units and we will need large weapons for those, if you don't agree we will just have to agree to disagree.

Cloning Swarm[edit]

When it was brought up, there was considerable interest in the idea of mass cloning entire ecosystems experimentally in order to render cloning it in the future, and thus recreating the entire ecosystem from nothing in case of its devastation, a matter of Very Easy cloning projects instead of Very Hard. As well as archiving the memories of the more intelligent species with Parasite drones. Of course, there's not much immediate tangible benefit to such a massive project cataloging the essence of billions of lifeforms in their entirety to store within the memory banks of the hive... aside from the sheer joy of mad science.

Drones: (10k) Bio-tank 51N (Total 510kN)
Drones: (1k) Large Bio-tank 102N (Total 102kN)
Drones: (11k) Thinker 6N (Total 66kN)
Drones: (2k) Fly 12N 1M (Total 24kN 2kM)
Drones: (1k) Wasp 10N (Total 10kN)
Drones: (2k) Parasite 9N (Total 18kN)
Total: 721kN 2kM
Upkeep: 365kN

Each cloning project requires "at least 1 thinker to monitor and maintain the project", so it would need one Thinker for every bio-tank. Some of the species will be too big for regular bio-tanks to clone, so some Large variants are needed. Once Flash cloning is researched, each bio-tank can do one specimen a day--clone quality doesn't matter since they're recycled as soon as they're finished and all the data is acquired. Flies' hypodermic blades can sneakily obtain fresh genetic material from specimens, unless they need the help of the Wasps providing a distraction or subduing it. Parasites can work as a tag-and-release system to continue monitoring and mindreading the smarter beasts in the wild.

And considering the scope of archiving a planet's gene and brain bank, the swarm's size has got to be pretty big. --11:41, 21 March 2015 (UTC)

I'd say it's well designed for its purpose. Right on, man.

Patrol Swarm[edit]

Drones: (100) Small Sniffer 3N (Total 300N, Upkeep 100N)
Drones: (100) Small Sniffer variant[Thermal Pits] 3N (Total 300N, Upkeep 100N)
Total: 600N
Upkeep: 200N

Just a formalization of the already existing strategy of using cheap Small Sniffers to patrol hive territory into the Swarm mechanic, so that lost units are replenished without micromanagement. --04:46, 14 April 2015 (UTC)

Ship Design(s)[edit]

Ship Design Template & Price List[edit]

Ship name goes here[edit]

Hull: Name ????N ????M
Drive: Blink Drive + Skid Drive (free)
Capacity: ????/???
Size: ???? Meters
Module Limit: ???
Spinal Mounts (X??? ): (Weapon) ???M
Turret (X??? ): (Weapon) ???M
Fixed (X??? ): (Weapon) ???M
Auxiliary (X??? ): (Weapon) ???M
Armor(s): Name ???N ???M
Power: ???
Utility:[Miscellaneous Utility] ???N ???M
Module:[Miscellaneous Module] ???N ???M
Cost: ???N ???M ???C
Upkeep: ???N

For ships with swarm fighters or spinal hangars, it would be best to add a summary of its carrying capacity. A hangar module can carry one Shuttle or three heavy fighters.

Swarm Fighters (Xxxxx): (equipped weapon, defaults is Auto-cannon)
Hangar Space (x Shuttle/xx Fighters)

(Try using above template. WIP. The leading space before each line is important.)

Ship Price List[edit]

Hull: Shuttle 50N 150M
Capacity: 50/5
Size: 30 Meters

Hull: Space Pod 60N 50M
Capacity: 5/1
Size: 10 Meters

Hull: Gunship 60N 250M
Capacity: 10/1
Size: 30 Meters
Fixed (x1): (Weapon) 20M
Auxiliary (x2): (Weapon) 20M
Special: up to one Missile pod; costs 0.25 of similar missile launcher, no reloads.

Hull: Fighter 50N 50M
Capacity: None 
Size: 10 Meters
Fixed (x2): (Weapon) 40M

Hull: Corvette 400N 800M
Capacity: 200/20
Size: 100 Meters
Module Limit: 2
Spinal Mounts (x1): (Weapon) 100M
Turret (x2): (Weapon) 50M
Fixed (x2): (Weapon) 40M
Auxiliary (x8): (Weapon) 80M

Hull: Frigate 800N 1600M
Capacity: 150/15
Size: 150 Meters
Module Limit: 3
Spinal Mounts (x1): (Weapon) 150M
Turret (x6): (Weapon) 150M
Fixed (x8): (Weapon) 160M
Auxiliary (x4): (Weapon) 40M

Hull: Cruiser 1200N 2000M
Capacity: 300/30
Size: 200 Meters
Module Limit: 4
Spinal Mounts (x2): (Weapon) 400M
Turret (x6): (Weapon) 150M
Fixed (x10): (Weapon) 200M

Hull: Battlecruiser 2000N 2500M
Capacity: 400/40
Size: 300 Meters
Module Limit: 6
Spinal Mounts (x4): (Weapon) 1200M
Turret (x8): (Weapon) 200M
Fixed (x16): (Weapon) 320M
Auxiliary (x10): (Weapon) 100M

Hull: Battleship 4500N 10000M
Capacity: 2000/200
Size: 2060 Meters
Module Limit: 41
Spinal Mounts (x5): (Weapon) 10300M
Turret (x12): (Weapon) 300M
Fixed (x18): (Weapon) 360M
Auxiliary (x22): (Weapon) 220M

Hull: Hive Ship 8000N 150000M
Capacity: 5000/500
Size: 6200 Meters
Module Limit: 124
Spinal Mounts (x2): (Weapon) 12400M
Turret (x12): (Weapon) 300M
Fixed (x18): (Weapon) 360M
Auxiliary (x20): (Weapon) 200M

Drive: Blink Drive + Skid Drive (free)
Drive: Rip Drive (free)
Drive: Slip Drive (4 shards)
Drive: Warp Drive + Gravity Drive (5 Canderon per 10 meters)

Weapon: Consumption beam
Weapon: Linear Particle Beam
Weapon: Cyclotron Particle Beam
Weapon: RailGun
Weapon: RailGun Alt. Ammo(Acid)
Weapon: RailGun Alt. Ammo(???)
Weapon: Auto Cannon 
Weapon: Auto Cannon Alt. Ammo(Acid)
Weapon: Auto Cannon Alt. Ammo(???)
Weapon: Plasma Lance
Weapon: Blaster
Weapon: Ion Cannon
Weapon: Singularity Projector 

Armor: Standard (Free)
Armor: Combat (15N 60M per 10 meters)
Armor: Heavy (25N 100M per 10 meters)
Armor: Reflex (50N per 10 meters)
Armor: Conductive (15N 50M per 10 meters)
Armor: Ballistic (50N 25M per 10 meters)

Power: Micro fusion (Free)
Power: Fusion Core (10N 50M per used weapon mount.)
Power: Quantum Power Tap (???)

Utility: Defensive Shield (5N 15M per 10 meters)
Utility: Multi-layer shields (10N 30M per 10 meters)
Utility: Cloaking Field (5N 15M per 10 meters)
Utility: Rapid Damage Control (15N 20M per 100 meters)
Utility: Microfactory (100N 300M)
Utility: Spinal Hangar (1800N 900M per 50 meters) ; Replaces a single spinal mount of a ship design
Utility: Ramming Keel (5N 20M per 10 meters: Uses a single spinal mount.)
Utility: Atomic Self Destruct (200N 200M); paid on detonation
Utility: Containment Fields (10N 40M per 100 meters)

Module: Bulkhead (500M)
Module: G-field sensors (150N 200M)
Module: Swarm hangar (50 fighters) (600N 300M)
Module: Docking bay (room for 1 shuttle and 3 fighters)(100N 50M)
Module: Drop pod launcher (50N 100M)
Module: Boarding pod launcher (50N 100M)
Module: Swarm launcher (400N 200M)
Module: Stinger launcher (500N 300M)
Module: Cruise launcher (600N 400M)
Module: Solar Collector (+400N/day) (1,000M)
Module: Gravity Plating (1M per meter)
Module: Harpoon Launcher (10N 200M)
Module: Micro-rip drive (500N 1000M per 50 meters) ; Replaces a single spinal mount of a ship design

Ship Discussions[edit]

Mining Ships and a proposed design by Fluff Bringer[edit]

I was thinking of an Alternative method to mining asteroids in space. I was thinking of a capital or even hive sized ship, but stripped of/or minimal amount of weapon systems and open up the internal spaces as open as possible. The open space inside can store all the metals and materials produced. It will carry a work gang of digger drones, smelting drones, and if needed, tunneling drones as well as any other drones needed to make the ship work. The other new add on is a huge but stretchy membrane that holds out the vacuum of space. It also will have an opening that can open completely into a cavernous bay where an asteroid can be brought inside and worked on and processed completely with out having to establish a base. It could stretch out to form something akin to a honey pot our drones could mount for bigger rocks. But basically It would allow our drones work safely inside a ship while digging. This would allow the hive to mine asteroids that are too small to mine other wise. Also, the asteroids can be secured inside so the mining ship can take it's payload elsewhere to work on it. Alternatively, we could add a stealth package on it so it can work and have a less of a chance to be seen. If the rock is too big to bring inside it, the ship could attach itself to the asteroid via it's belly/work bay so it becomes the temporary mining base for the work gangs to hollow out the rock. -The Fluff Bringer 8:46pm EST Nov 28, 2014

Why? we have the Consumption beam where we can just melt the asteroids and if a asteroid is big enough to need a team to work on it, I'd rather set up the base, hollow out the asteroid, and then re-purpose the base for whatever purpose best suits the hive. Like making it a storage surplus, a farm, a outer-space prison, a isolated research lab, a trading port, a hidden bunker, a early warning system, or a shipyard. --Anon45655464 (talk) 06:06, 29 November 2014 (UTC)

Then we need to find out what is more efficient in mining then, a work gang of digging drones or the Consumption beam? We don't always need to hollow out asteroids. That and the ship itself is meant to be a defacto base until the work is complete on the rock. It should save time that way. My thought was on mobility first and as secondary, stealth. A stationary base would be a easy target for a Ceph attack now. Now that I had time to think about it, a variant to that mining ship is to replace the mining with docking pylons so we can build new ships INSIDE the hive sized mother ship. Yes I am taking elements from the old game "Homeworld" here. Stationary pylons are hard to hide and easy to detect. So why not make the ship yards mobile themselves if we can't hide them? -The Fluff Bringer 10:22am EST Nov 29, 2014

Fluff we can do all that shit with the hive ship. If go any bigger than that it would be like a snail running away from a cheetah.--ViolenceistheSolution (talk) 17:53, 29 November 2014 (UTC)

I know we can do all of that with a normal hive ship, but I was attempting to get the point across that a dedicated hive sized mining or ship building ship would be more efficient and/or effective at the task it was made to do. Also, it will not have all the extra features a proper hive ship normally has. So the cost to make and maintain one should in theory be cheaper. Yes, I realize they will be slow (until we get better sub-light drives), but it's still far and above better than the stationary bases that we have right now. Those are sitting ducks if it wasn't the garrison ships we will have to post around them to protect fixed position bases. To be fair, I said hive sized ships is what I originally envisioned. If we can do this on a smaller scale and still get what we want, that is fine by me as well. Oh yes, one more thing. Enclosing a seal around the asteroid to mine it means we can maintain an atmosphere for the miner drones. That means we don't have to lay a batch of miners equipped for vacuum work. That means it costs less to maintain them in the long run. Just trying to cut costs here. -The Fluff Bringer 1:38pm EST Nov 29 2014

The airlock is ten times more expensive than workers, an asteroid easier to destroy and is harder to hide, and the whole idea is pointless and stupid to even consider it at this point since we have hive ship we could build. If you're going continue trying to argue this idea then bring some facts and evidence rather than your feels and belief this is a good idea--ViolenceistheSolution (talk) 20:12, 29 November 2014 (UTC)

Numbers? We are missing much of them for the ship building side compared to the drone building side (via QD pastebin accounts). So I have to work with abstract ideas to describe the super mining ships to some degree. But lets start with the basic Hive with 8k N and 150k M, basic armor (free), Consumption beams for it's two spinal mounts (those are free). Remove turrets (300M) Fixed (360M) and Auxiliary (200M), , throne room (no numbers again), egg sacks and hatchery (no numbers still) to reduce cost as well. Now if you would please present the numbers for how much the Bio-Airlock would cost, that would be greatly welcomed. The upkeep of the drones are veritable number for we could have wide spread to have on board.

Now then, unless QD can clarify the default settings, lets take into assumption that all weapon mounts start with consumption beams for free. If that is the case, then in theory, this super mining ship could mine many different asteroids at the same time and collect a vast amount of metal with out having to maintain several different mining bases at once.

For the record, I never said we need to make this right now. In fact I recognize that his is more of a later game project than anything. We do have more pressing needs elsewhere. I just wished to bring this Idea up for discussion so we can hash it out now to have it on hand when we reach the point we'll need it. I am not here to make people upset, I am just here to present Ideas. -The Fluff Bringer 6:10pm EST Nov 29, 2014

The airlock starts at 100 n and gets more expensive the more you mine the asteroid from what I can remember. Also farms (no numbers for a ship mounted one) why do that when we could research solar panels or photosynthetic plant and have the ship make it's own food?--ViolenceistheSolution (talk) 02:06, 1 December 2014 (UTC)
Ah, I see where you are coming from. I do believe that is where the two of us are not quite connecting here. What I had envisioned is that the "Air lock" is more or less a mouth that can stretch wide enough to swallow an asteroid (up to a limit) and seal completely until it's time to consume another one. Now I just had a moment of inspiration. Remember the original Star Wars trilogy? Remember the huge space adapted tunnel worm? Why not just adapt our Excavator class drones to space and have them connected to a ship via a large extendable tube big enough for other drones to ferry the processed metals back inside the ship? The new type Excavator's front half is exposed to space, while the back end where the metals come out are inside the tubes? A Corvette could mount 8-15? of them, maybe? Sure this way will eat up an asteroid whole, but making a hollowed out rock is not what this is intended for. Also, wouldn't this way be more stealthy than firing a consumption beam? As to why I removed the farm from my original figures was to simply figure out the most stripped down and single tasked designed I could think of. That and the mining ship being close enough to a star to run a farm is a hit or miss situation in where we might be mining at. -The Fluff Bringer 10:14pm EST Nov 30, 2014

the Consumption beam can only be equipped to spinal mounts and is equipped to every ship's Spinal mount not used by another mount type for free. So, why we can utilize the hive ship to mine we don't need too. We could just use corvettes, like we currently are with the skyl project, to mine and transport the materials to a hive ship. The corvettes can also enter a planets atmosphere to consumption beam mountains if wanted. The vacuum workers also have more use, as it can work anywhere a worker can and can have the oxygen recyclers removed when not needed, then this airlock idea making the vacuum workers the Cost-effective choice. --Anon45655464 (talk) 02:04, 30 November 2014 (UTC)

Should we add Clocking fields to the mining corvettes? Because right now they don't have any weapons or any type of shield making them sitting ducks. --Anon45655464 (talk) 14:10, 30 November 2014 (UTC)

As I understand, mining corvette was designed to cost as little as possible, and never intended to work without protection. However, adding weapons and cloak wouldn't raise costs significantly, and will allow us to be more flexible with their deployment. --5.158.233.28 14:53, 4 December 2014 (UTC)
I Know. I'm just asking if we should add clocking fields to them so we can stealth them if anything enters the sector. you know to attempt to keep the Hive hidden if any humans show up. --Anon45655464 (talk) 14:18, 6 December 2014 (UTC)
I was actually agreeing with you; Although given that we are going to massively expand (Void Queen, et all), I doubt that we'll be able to remain hidden for any length of time. --5.158.233.28 01:45, 7 December 2014 (UTC)
I know and I wasn't attempting to argue. I was just posing a question to get people talking about and to say I believe stealth on the mining ships would be very crucial right now for what people are attempting. I do agree that at the rate the Hive is expanding it won't be able to go unnoticed for much longer. --Anon45655464 (talk) 11:57, 7 December 2014 (UTC)
Stealth is impossible when mining anyway.--ViolenceistheSolution (talk) 15:39, 7 December 2014 (UTC)
If only we could turn off the consumption beam while we where in stealth. --75.121.30.85 00:04, 8 December 2014 (UTC)

Shield vs Cloak[edit]

It appears that cruiser is at (and probably slightly beyond) upper edge for practical cloaking ship. So, the question is, do we equip our cruiser with shield or keep a cloak? There is multiple arguments for either, really. --5.158.233.28 14:53, 4 December 2014 (UTC)

Depends on the Specialization of the cruiser. If its fighting in large fleet battles, it should be shielded.
I'd recommend shields over cloaks on cruisers. Cruisers can't stay cloaked for very long, so a handful of cloaked frigates is likely the better option in situations where we want lots of sudden firepower out of stealth.
Cruisers should only be cloaked if it's a non-military ship. If trouble shows up, cloak until it quickly repositions out of vision, or entering a system that you don't know is secured and for whatever reason you didn't check before with a reconnaissance vessel. It's of course very unlikely that we'd take those risk, and only a specialized ship would find itself in those situation, so putting a cloaking field on a cruiser is generally not worth it.

Design Strategy[edit]

Modules give us lots of options, especially with capitol ships, but they also make costs increase very quickly. Here we should discuss how we balance price and power.

For my two cents, I think we should have two types of ships: cheeps and simple ships that fill out most of the fleet supported by specialist ships that appear in small numbers but bear useful modules. Carriers, super expensive as they are, should always be decked out in modules as a matter of economy.Doomsought (talk) 01:50, 17 December 2014 (UTC)

This guy hits the nail on the head. The strength of the hive is in its ability to churn out ships and warriors fast enough to literally drown its enemies. The problem with most all of our current proposed designs is that they've been hastily loaded to gunwales with every feature we could fit on them. That severely limits our mass production capacity. Take a look at the heavy fleet ships if you want an example. Every single module slot is filled and they all have double layered armor. While this does make them very powerful, it slows them down to a crawl and in some cases triples the cost. The thing to remember about armor when it's being picked is that in many cases costs more nutrients or metals than the ship hull itself, and every one of the heavy fleet ships has two of them. These ships should not be standard vessels of the hive's fleet. They should be used in specialist roles at the armored heart or spearhead of hive formations, with cheep, fast, expendable ships that can be produced on a scale that only our hive could possibly sustain making up the rest of our fleet. 11:30, 1 April 2015

Hive Ships[edit]

So can anyone think of a good reason to make a hiveship, other than force projection?

Wave-motion Macross Psychic cannon. --5.158.233.28 11:06, 1 January 2015 (UTC)

Well obviously. Anything else? --75.65.52.81 08:37, 2 January 2015 (UTC)

More seriously, force projection is a significant enough on it's own. Hive navy don't need much other than fuel(s), but any long-term deployments, especially with possibility of combat, will need support. Drones to replace lost ones, spire slots for ship repairs, potentially food and fuel if we can add gas giant miners and algae farms. --5.158.233.28 12:05, 2 January 2015 (UTC)

Atomic Self Destruct: No Upkeep?[edit]

Per the tech pastebin:

A missile must be launched from a launcher designed to fit it, and its manufacture cost is paid upon launch.

Wouldn't that mean that the price of the bomb for self destruction of a ship is only paid upon detonation? So

Utility: Atomic Self Destruct (200N 200M)

Wouldn't be accurate, then. --LotusEater (talk) 21:45, 4 January 2015 (UTC)

Ship Statistics[edit]

Planetary Assault Carrier[edit]

Hull: Battleship
Crew: 2000/200
Size: 2060 Meters
Module Limit: 41
Spinal Mount (x4): Railgun 8240M
Turret (x12): Cyclotron 300M
Fixed (x18): Railgun 360M
Auxiliary (x22): Autocannon (Explosive ammo) 220M
Armor: Heavy 5150N 20600M
Armor: Ballistic Armor 10300N 5150M
Power: Fusion Core 560N 2800M
Utility: Defensive Sheilds 1030N 3090M
Utility: Rapid Damage Control 300N 400M
Utility: Microfactory 100N 300M
Utility: Spinal Hangar 73800N 36900M (8200 swarmers w/plasma lances)
Module: G-field sensors 150N 200M
Module: Solar Collector (x5) 5000M
Module: Drop pod launcher (x10) 500N 1000M
Module: Cruise launcher (x8) 6000N 4000M
Module: Stinger launcher (x2) 1000N 600M
Class A quantum com 400N 250M
Total Cost: 104,190N 99,410M

Taking a note from the tactics of both the allies and enemies of the Hive, this craft is designed to overwhelm a planets defenses and firmly establish military dominance over it. With it's vast array of exceedingly powerful railguns and cruise missiles it can bombard an area of a planets surface from half a system away, far beyond the reach of any orbital batteries. Once in orbit over the world, it can subject a target upon it to a three stage assault, beginning with kinetic strikes from its four two kilometer long railguns, penetrating all but the most hardened of structures. Those gaping holes in an enemy's defenses can then be targeted with a series of massive cruise missiles, and before the fires have even been extinguished this ship can drop thousands of warrior drones directly onto the target to seize it before its defenders can collect themselves.

The Planetary Assault Carrier is also equipped with five solar collectors and a microfactory, providing it with everything it needs to replenish any lost fighters outside of active combat. With an egglayer on board, it can also facilitate the production of a small army from the safety of a planets orbit. Once these forces succeed in fully taking a planet from whoever tried to hold it, the egglayer can be conveniently and promptly deployed to the surface to permanently stake the world as the hive's. In short, this design is intended to provide a hive fleet with everything it might need to take even the most heavily defended of planets.

Resource Corvette[edit]

Hull: Corvette 400N 800M
Capacity: 200/20
Size: 100 Meters
Module Limit: 2
Spinal Mounts (x1): Consumption beam
Module: (2x) Solar Collector (+400N/day) (2,000M)

Cost: 400N 2800M
Upkeep: 200N, Production: 800N 8000M
Net Production: +600N +8000M

This ship provides both metal and nutrient production to support a mobile hive ship.

You really shouldn't include a metal production with this seeing as the 8000M per day figure is based specifically upon the mining characteristics of the Skyl's megastructure, and that's a pretty ideal location that we won't be sending every one of these things to.

Also, is it really wise to leave them completely defenseless?

It would be better just to modify the mining corvette design to have solar collectors instead, honestly.--LotusEater (talk) 21:47, 11 April 2015 (UTC)

Alpha Hive Ship[edit]

Hull: Hive Ship 8000N 150000M
Capacity: 5000/500
Size: 6200 Meters
Module Limit: 124
Spinal Mounts (x2): Rail Gun 12400M
Turret (x12): Cyclotron Particle Beam 300M
Fixed (x18): Linear Particle Beam 360M
Auxiliary (x20): Auto Cannon 200M
Armor: Heavy (15,500N 62,000M)
Utility: Defensive Shield (3,100N 9,300M)
Utility: Rapid Damage Control (930N 1240M)
Module: (10x) Bulkhead (5,000M)
Module: G-field sensors (150N 200M)
Module: Drop pod launcher (50N 100M)
Module: (10x) Swarm hangar (6000N 3000M)
Module: (10x) Docking bay (1000N 500M)
Module: (92x) Solar Collector (+400N/day) (92,000M)

Swarm Fighters (500): (Auto-cannon)
Hangar Space (10 Shuttle/30 Fighters)
Cost: 34,730N 336,600M Upkeep: 17,365N, Production: 36,800N
Net Production: +19,435N

The Hive ship is the flag ship of the hive fleets. It bares the flag not because of it s awesome power, but rather it prestigious industry.

One million metal for 19k resource production a day is lacklustre. What niche is this ship supposed to fill? Also, I can't imagine ion cannons doing much in the Fixed weapon slots on a ship of this size.
That is the net production, not the base production which is 36k. But that isn't the only thing the ship does, it also has four docking pylons, an internal hatchery with egg sacks, and most importantly of all: it moves. If the sit its at is in danger, we can always reel in the solar collectors, blink the ship to another system, and set it right back to producing spacecraft.
Net production is the only thing that matters. You still haven't described the niche it fills, seeing as "laying eggs", "producing nutrients", and "building ships" are all already filled. They're also all mobile, seeing as all they need are a couple hundred workers, a few corvettes, and an asteroid or gas giant.
There are some pretty massive miscalculations here: Heavy armor takes 62k metals, not 620k. Bulkheads are 500M each, not 10kM each. And Auxiliary weapon slots are 10M each. So the cost is like a third of what it was now that I corrected those errors. --21:25, 11 April 2015 (UTC)

Citadel[edit]

Hull: Hive Ship 8000N 150000M
Capacity: 5000/500
Size: 6200 Meters
Module Limit: 124
Spinal Mounts (x1): Railgun 6200M
Turret (x12): Cyclotron Particle Beam 300M
Fixed (x18): Railgun 360M
Auxiliary (x20): Cyclotron Particle Beam 200M
Armor: Heavy (15,500N 62,000M)
Armor: Ballistic (31,000N 15,500M)
Power: Fusion Core (510N 2550M)
Utility: Multi-layer shields (6,200N 18,600M)
Utility: Rapid Damage Control (930N 1240M)
Utility: Spinal Hangar (Docking Bays) (223,200N 111,600M)
Utility: Containment Fields (620N 2480M)
Module: (50x) Bulkhead (25,000M)
Module: G-field sensors (150N 200M)
Module: (5x) Drop pod launcher (250N 500M)
Module: (20x) Swarm hangar (12,000N 6,000M)
Module: (20x) Stinger launcher (10,000N 6,000M)
Module: (5x) Cruise launcher (3,000N 2,000M)
Module: (23x) Solar Collector (+9,200N/Day) (23,000M)

Swarm Fighters (1,000): (Blaster)
Hangar Space (620 Shuttle/1,860 Fighters)
Cost: 311,360N 433,730M
Upkeep: 155,680N

A massive mobile fortress designed to act as an anchor for capillary towers. Its array of weapons and missile launchers allow it to a planet's orbit from any range while its internal hanger space provide an instant defense force once it has arrived at a claimed planet.

I heartily approve, except the Spinal Mount should be a Railgun rather than a LPB.
Fixed

Am I the only one who's noticed that it only has 100 of the 124 module slots occupied? There is still room for 24 modules on this thing. Better put more drop pods and boarding pod launchers on it. Even better, let's equip Solar collectors to some of those slots. That will allow the ship to mass produce drones and ships completely independently of other hives.--47.72.4.121 09:15, 2 September 2015 (UTC)

101 of 124 modules, actually. What I really dislike is a spinal docking bay - it is a giant waste of nutrients; 620 normal docking modules would cost only 62,000N compared to 223,200N this one pays. --5.158.233.28 20:02, 11 September 2015 (UTC)
The issue has been fixed.
Nice, just remember to bring it up in the thread itself or QD will just construct it without. We still have 6 days in the quest itself before it's operational so no rush. Say, do you think we should add artificial gravity plating to it? --118.93.115.160 09:15, 29 October 2015 (UTC)
I don't think it needs the plating, I think we've finalized this thing's design. I just had to fix the module and Railgun issues.
Fair enough, I just figured if we're ever wanted to host non hive life on any ship it would be this one. That, and given that gravity can be directed in any direction with the plating, it would be an excellent way of disorienting the hell out of any unwelcome boarders. But aside from that it is a bit necessary.
I feel you. The problem with the spinal hangar is that it incorporates 5 separate modules for every 50 meters of ship. On smaller ships this provides a way of cramming a large amount of strike craft into a single carrier design but for ship 6 kilometers long it's grossly inefficient. I just wish there was a way we could select how many hangar bays and swarmers we could place in a spinal hangar, because on anything battleship sized or larger it's not much more than a flashy way of burning absurd amounts of resources. --47.72.1.236 09:10, 15 September 2015 (UTC)

Heavy Fleet Fighter[edit]

Heavy Fleet Fighter
Hull: Fighter 50N 50M
Capacity: None 
Size: 10 Meters
Fixed (x2): Plasma Lance 40M
Armor: Reflex 50N
Armor: Conductive 15N 50M
Utility: Defensive Shield 5N 15M

Total Cost: 135N 175M
Upkeep: 67N

An expensive but elite fighter designed to be able to fight Union fighters on an even playing field at ranges beyond most point-defense weapons. Plasma lances allow them to completely ignore the shields on such fighters, or damage components on larger ships before their shields have even been brought down.


Heavy Fleet Corvette[edit]

Heavy Fleet Corvette
Hull: Corvette 400N 800M
Capacity: 200/20
Size: 100 Meters
Module Limit: 2
Spinal Mounts (x1): Railgun 100M
Turret (x2): Ion Cannon 50M
Fixed (x2): Cyclotron Particle Beam 40M
Auxiliary (x8): Autocannons (Expl) 80M
Armor: Heavy 250N 1000M
Armor: Ballistic 500N 250M
Utility: Defensive Shield 50N 150M
Utility: Rapid Damage Control 15N 20M
Power: Fusion Core 130N 650M
Module: Swarm Launcher 400N 200M
Module: Cruise Launcher 600N 400M

Total Cost: 2345N 3740M
Upkeep: 1172N

A heavy corvette designed explicitly for use in picket/defense or assault fleets. Ample point-defense autocannons and swarm launchers ensure that larger ships in the fleet will not be harassed by enemy strike craft, while the Ion Cannons and Cyclotrons allow this ship to effectively debuff larger enemy ships. Any similarly-sized vessels possessing shields or conductive armor can be dealt with by the Swarm Launcher and Railgun. Its combination of defensive adaptations and weaponry should provide it an advantage over equivalent-weight enemy ships. The Cruise Launcher combined with the corvette's inherent speed (which should still be considerable even with heavy armor) means that even enemy capital ships are not entirely safe, forcing the enemy to make difficult decisions on prioritizing targets.

This corvette's expense means that it is well suited to being part of small picket fleets stationed around developing colonies that do not warrant large expendable fleets. Alternatively it could be used in force-projection fleets.

Rapid damage control its priced per 100M not per 10M, I'd also suggest removing reflex armor from what is ultimately and expendable ship. The Heavy armor would be gone as well if we were going with standard hive doctrines.
Aah, you're right. Apologies I did these late at night. While I understand where your arguments are coming from, this corvette is intended for service in locations/situations where we don't want to maintain a large fleet for whatever reason. For example if we had a recently established colony somewhere we didn't want to draw attention to it would be much easier to unobtrusively send a handful of these heavy fleet ships (which could then hibernate in an asteroid field) than to send hordes of cheaper vessels, while still providing similar levels of defense. ---75.65.52.81 05:27, 27 December 2014 (UTC)

Heavy Fleet Frigate[edit]

Heavy Fleet Frigate
Hull: Frigate 800N 1600M
Capacity: 150/15
Size: 150 Meters
Module Limit: 3
Spinal Mounts (x1): Railgun 150M
Turret (x6): Cyclotron Particle Beam 150M
Fixed (x8): Railgun 160M
Auxiliary (x4): Cyclotron Particle Beam 40M
Armor: Heavy 325N 1500M
Armor: Ballistic 750N 375M
Utility: Defensive Shield 75N 225M
Utility: Rapid Damage Control 15N 20M
Power: Fusion Core 190N 950M
Module: Swarm Launcher 400N 200M
Module: Stinger Launcher 600N 400M
Module: Docking Bay 100N 50M

Total Cost: 2855N 5820M
Upkeep: 1427N

With design philosophy similar to and synergistic with the Heavy Fleet Corvette, the Heavy Fleet Frigate exchanges its smaller cousin's support-oriented weaponry for greater raw damage potential. Its defensive adaptations and armor once again mean that this ship will likely be able to outlast most others in its class. Cyclotron turrets will make damaging hits against this tough ship very unlikely, and will assist in bring enemy shields down so that the plentiful railguns can deal maximum damage. Cyclotron auxiliary weapons are useful for 'sniping' incoming strike craft that are outside the corvette's autocannon range (try dodging something that goes the speed of light). The Swarm Launcher can sweep up any strike craft that make it past the corvette's, or it can be used to overwhelm point defenses of enemy ships so that larger Stinger Missiles can hit them hard. A docking bay adds flexibility, and adds to its long-range anti strike craft capabilities.

Meant to be used in conjunction with the heavy fleet corvette in a 1/2-1/3 ratio, the Frigate provides punch that the corvette enables. Fleets composed of these should be useful as either pickets or as reserve defensive fleet that can react to threats detected by pickets.

Considering replacing the Docking Bay with G-Sensors. Thoughts? ---75.65.52.81
I think we should just keep G-Sensors standard on capitol ships and a few specialists. The heavy fleet frigate isn't a specialist, its a generalist. If the fleet needs more G-Sensors, it should have some Patrol Corvettes attached to it.

Are cyclotrons really an ideal weapon for the auxiliary mounts? The intended purpose for those mounts is for point defense with very fast and rapid but comparitively low powered fire. With such a low rate of fire the cyclotron is rather lacking in that department, making this ship more vulnerable to strike fighters and missile fire.

What this guy said. Having it's point defense weapons with such a slow firing makes this ship extremely vulnerable to attack. Which is big fucking problem, considering it would have the mobility of a tank.
It has a Swarm Launcher for emegergency point defense at close ranges. It's also not supposed to operate without any Heavy Fleet Corvettes or other Heavy Fleet elements around to support it. The Cyclotrons as auxiliary mounts were meant to give a longer ranged point defense weapon to supplement corvettes' close-ranged point defense. As a cyclotron beam travels at (practically) the speed of light it'll be able to snipe at detected targets at any range, and reliably disrupt the internal systems of targets at close range.

Heavy Fleet Cruiser[edit]

Heavy Fleet Cruiser
Hull: Cruiser 1200N 2000M
Capacity: 300/30
Size: 200 Meters
Module Limit: 4
Spinal Mounts (x2): Railgun 400M
Turret (x6): Autocannon 150M
Fixed (x10): Linear Particle Beam 200M
Armor: Heavy 500N 2000M
Armor: Ballistic 1000N 500M
Utility: Defensive Shield 100N 300M
Utility: Rapid Damage Control 30N 40M
Power: Fusion Core 180N 900M
Module: Bulkhead 500M
Module: Stinger Launcher 400N 200M
Module: Swarm Hangar (Plasma) 600N 300M
Module: Swarm Hangar (Autocannon) 600N 300M

Total Cost: 5010N 6890M
Upkeep: 2505N

The Heavy fleet cruiser is meant to be maximally effective with its compatriots as support, but attention is also paid to the possibility that it could be used to face or support capital ships. Heavy weapons (with synergy) in the spinal and fixed mounts mean that this cruiser can effectively take down similarly sized ships, or at least pose a legitimate threat to capitals. Meanwhile, autocannons in the turret slots along with stinger launchers mean that this ship should have no problem sweeping away hoards of enemy vessels smaller than it. Swarm hangars are included to make up for a lack of point-defenses and so that enemy point-defenses can be overwhelmed to allow Stinger Missiles through, the plasma-equipped swarm can even be used to burn out important enemy modules through shields while sacrificing little in anti-fighter abilities. Heavy armor, shields, and rapid damage control make this ship very difficult to actually put down, maximizing the damage the swarm fighters can do and ensuring it can get in range to use its autocannons and swarms against enemies.

Heavy Fleet Battlecruiser[edit]

Heavy Fleet Battlecruiser
Hull: Battlecruiser 2000N 2500M
Capacity: 400/40
Size: 300 Meters
Module Limit: 6
Spinal Mounts (x3): (Railgun) 900M
Turret (x8): (Cyclotron Particle Beam) 200M
Fixed (x16): (Plasma Lance) 320M
Auxiliary (x10): (Ion Cannon) 200M
Armor: Heavy 750N 3000M
Armor: Combat 450N 1800M
Utility: Defensive Shield 150N 450M
Utility: Rapid Damage Control 45N 60M
Utility: Spinal Hangar 10800N 5400M [30 Swarm Hangars, Autocannon]
Power: Fusion Core 380N 1900M
Module: (3) Bulkhead 1500M
Module: (2) Cruise Launcher 1200N 800M
Module: Stinger Launcher 500N 300M

Total Cost: 16275N 18930M
Upkeep: 8137N

An extremely expensive assault carrier meant to be fielded sparingly, this Battlecruiser is designed to allow the Heavy Fleet to diversify its tactics. It is adequately equipped for either support or assault roles. One potential role would be protecting weaker long/medium range ships from enemy breakthroughs while Heavy Corvettes and Cruisers move in for close-range attacks of the enemy fleet. Undoubtedly it shines brightest when it gets into close range of enemy ships itself, where its plasma lances and ion cannons can lay into the enemy, and its swarms can board or overwhelm point defenses to allow hard hitting stinger and cruise missiles through.

Heavy Fleet Battleship[edit]

Heavy Fleet Battleship
Hull: Battleship 4500N 10000M
Capacity: 2000/200
Size: 2060 Meters
Module Limit: 41
Spinal Mounts (x4): (Linear Particle Beam) 10300M
Turret (x12): (Cyclotron Particle Beam) 300M
Fixed (x18): (Railgun) 360M
Auxiliary (x22): (Plasma Lance) 440M
Armor: Heavy 5150N 20600M
Armor: Ballistic 10300N 5150M
Utility: Defensive Shield 1030N 5150M
Utility: Rapid Damage Control 300N 400M
Utility: Spinal Hangar 73800N 36900M [41 Docking Bay, 164 Swarm Hangar/Plasma Lance]
Power: Fusion Core 570N 2850M
Module: G-Field Sensors 150N 200M
Module: (15) Bulkhead 7500M
Module: (5) Drop Pod Launcher 250N 500M
Module: (5) Swarm Launcher 2000N 1000M
Module: (5) Stinger Launcher 2500N 1500M
Module: (5) Cruise Launcher 3000N 2000M

Total Cost: 103,550N 105,150M
Upkeep: 51,775N

Not much to be said. Designed to destroy pretty much anything at pretty much any range. Useful as the flagship of a fleet, but you probably won't want too many of them.

Anti-Hive Corvette[edit]

Heavy Fleet Corvette
Hull: Corvette 400N 800M
Capacity: 200/20
Size: 100 Meters
Module Limit: 2
Spinal Mounts (x1): Ramming Keel 50N 200M
Turret (x2): Autocannons (Expl) 50M
Fixed (x2): Linear Particle Beam 40M
Auxiliary (x8): Autocannons (Expl) 80M
Armor: Reflex 500N
Utility: Cloaking Field 50N 150M
Utility: Rapid Damage Control 15N 20M
Utility: Containment Fields 10N 40M
Power: Fusion Core 120N 600M
Module: Harpoon Launcher 10N 200M
Module: Boarding Pod Launcher 50N 100M

Total Cost: 1255N 2430M
Upkeep: 632N

A corvette designed to be spammed against the OQ, using its compliment of boarders to take maximum advantage of the OQ's lagging tech.

Anti-Hive Frigate[edit]

Hull: Frigate 800N 1600M
Capacity: 150/15
Size: 150 Meters
Module Limit: 3
Spinal Mounts (x1): Railgun 150M
Turret (x6): Linear Particle Beam 150M
Fixed (x8): Blaster 160M
Auxiliary (x4): AutoCannon [Exp] 40M
Power: Fusion Core 190N 950M
Armor: Reflex 750N
Utility: Cloaking Field 75N 225M
Utility: Rapid Damage Control 15N 20M

Total Cost: 1830N 3295M
Upkeep: 915N

A mix between the hardiness of the Heavy Fleet designs and the expendable nature of the Light Fleet designs, the Anti-Hive frigate features close up and midrange weaponry suitable for occupying attackers while longer ranged attackers strike. Also featuring reflex armor to frustrate the shit out of OQ with her kinetic weapons, and a stealth field to get into optimum strike range.

Anti-Hive Cruiser[edit]

Hull: Cruiser 1200N 2000M
Capacity: 300/30
Size: 200 Meters
Module Limit: 4
Spinal Mounts (x2): Linear Particle Beam 400M
Turret (x6): Railgun 150M
Fixed (x10): Blaster 200M
Power: Fusion Core 180N 900M
Armor: Reflex 1000N
Utility: Cloaking Field 100N 250M
Utility: Rapid Damage Control 30N 40M

Total Cost: 2510N 3940M
Upkeep: 1255N

Continuing the theme of mid-range support, this cruiser provides ample armor-weakening firepower and tailored defenses against kinetic weapons.

Beta Anti-Scav Frigate[edit]

Hull: Frigate 800N 1600M
Capacity: 150/15
Size: 150 Meters
Module Limit: 3
Spinal Mounts (x1): Railgun 150M
Turret (x6): Ion Cannon 150M
Fixed (x8): Cyclotron 160M
Auxiliary (x4): Autocannon [Exp] 40M
Power: Fusion Core 190N 950M
Armor: Conductive 225N 750M
Utility: Rapid Damage Control 15N 20M
Utility: Multi-Layer Shields 150N 450M
Utility: Containment Fields 15N 60M
Module: Gravity Plating 150M

Total Cost: 1395N 4480M
Upkeep: 697N
Alt Cost (Stealth): 1320N 4255M
Alt Upkeep (Stealth): 660N

A highly resilient but surprisingly affordable scrapper designed to irk the Scavengers to no end whether employed in a raiding capacity or in outright battle. Gravity plating provided to make Scav boarding attempts less effective.

Beta Anti-Scav Cruiser[edit]

Hull: Cruiser 1200N 2000M
Capacity: 300/30
Size: 200 Meters
Module Limit: 4
Spinal Mounts (x2): Linear Particle Beam 400M
Turret (x6): Cyclotron Particle Beam 150M
Fixed (x10): Railgun [Acid] 200M
Power: Fusion Core 180N 900M
Armor: Conductive 300N 1000M
Utility: Rapid Damage Control 30N 40M
Utility: Multi-Layer Shields 200N 600M
Utility: Containment Fields 30N 120M
Module: Gravity Plating 200M
Module: Swarm Hangar (Autocannon) 600N 300M

Total Cost: 2540N 5910M
Upkeep: 1270N
Alt Cost (Stealth):2440N 5610M
Alt Upkeep (Stealth): 1220N

Fearsome at midrange and resistant to Scavenger blasters due to its armor, shielding, and swarmers the Anti-Scav cruiser can serve effectively in ambushes or open battle. Swarm Hangar was mostly bought for extra point defense against scavenger boarding attempts.

Stealth CQC Light Frigate[edit]

Hull: Frigate 800N 1600M
Capacity: 150/15
Size: 150 Meters
Module Limit: 3
Spinal Mounts (x1): Ramming Keel 50N 200M
Turret (x6): Plasma Lance 150M
Fixed (x8): Blaster 160M
Auxiliary (x4): Auto Cannon 40M
Power: Fusion Core 180N 900M
Armor(s): Standard
Utility: Rapid Damage Control 15N 20M
Utility: Cloaking Field 75N 225M

Cost: 1120N 3295M
Upkeep: 560N

Maximum nuisance for minimum cost. Designed to be lost along with the enemy in the first volley of a missile ambush fleet. Equipped with a fusion generator to prevent our stealth tech from falling into enemy hands, making them slightly costlier and higher performance than their standard light fleet counterparts.

The math is all wrong. This has the Ramming Keel cost of a Corvette, and the Fusion Core cost of Cruiser.--02:46, 18 October 2018 (UTC)

Stealth CQC Light Cruiser[edit]

Hull: Cruiser 1200N 2000M
Capacity: 300/30
Size: 200 Meters
Module Limit: 4
Spinal Mounts (x2): Plasma Lance 400M
Turret (x6): Blaster 150M
Fixed (x10): Autocannon [Acid] 200M
Power: Fusion Core 180N 900M
Armor(s): Standard
Utility: Rapid Damage Control 30N 40M
Utility: Cloaking Field 100N 300M

Cost: 1510N 3690M
Upkeep: 755N

It'll wreak havoc while it's alive. Equipped with a fusion generator to prevent cloaking tech from falling into enemy hands, making it slightly higher performing and more expensive than standard Light Fleet counterparts.

Wall of Battle Ship[edit]

Hull: Battleship 4500N 10000M
Capacity: 2000/200
Size: 2060 Meters
Module Limit: 41
Spinal Mounts (x5): (Linear Particle Beam) 10300M
Turret (x12): (Railgun) 300M
Fixed (x18): (Blaster) 360M
Auxiliary (x22): (Autocannon) 440M
Armor: Heavy 5150N 20600M
Armor: Ballistic 10300N 5150M
Utility: Defensive Shield 1030N 5150M
Utility: Rapid Damage Control 300N 400M
Power: Fusion Core 580N 2900M
Module: G-Field Sensors 150N 200M
Module: (20) Bulkhead 10,000M
Module: (10) Swarm hangar (6000N 3000M)

Total Cost: 28,020N 68,800M
Upkeep: 14,010N

A Massive Slab of Attrition, it works well at attracting the attention of enemies besides a Heavy Fleet Battleship.

Compared to the heavy fleet battleship, this costs pennies, and it does what it's advertised well. I like it.

Light Fleet Frigate[edit]

Hull: Frigate 800N 1600M
Capacity: 150/15
Size: 150 Meters
Module Limit: 3
Spinal Mounts (x1): Linear Particle Beam 150M
Turret (x6): Cyclotron Particle Beam 150M
Fixed (x8): RailGun Alt. Ammo(Acid) 160M
Auxiliary (x4): Auto Cannon 40M
Armor(s): Standard
Utility: Rapid Damage Control 15N 20M
Utility: Energy Shields 75N 225M
Cost: 890N 2345M
Upkeep: 445N

The Heavy fleet designs focus on using all the options to make ships that are very powerful on the individual basis. The Light Fleet on the other hand is composed of ships that are cheep and ultimately expendable, but easier to amass in large number because of that. Light fleet ships do not use heavy armor of any type, but instead rely on the much more cost effective Defensive Shields for protection.

The Fixed rail-guns should be replaced with blasters, but we need to do it when the next thread comes up because there are a couple light fleets in the production queue. Doomsought (talk) 15:45, 13 June 2015 (UTC)

Light Fleet Cruiser[edit]

Hull: Cruiser 1200N 2000M
Capacity: 300/30
Size: 200 Meters
Module Limit: 4
Spinal Mounts (x2): Linear Particle Beam 400M
Turret (x6): Cyclotron Particle Beam 150M
Fixed (x10): RailGun 200M
Armor(s): Standard
Utility: Rapid Damage Control 30N 40M
Utility: Defensive Shield 100N 300M
Cost: 1330N 2790M
Upkeep: 665N

The Heavy fleet designs focus on using all the options to make ships that are very powerful on the individual basis. The Light Fleet on the other hand is composed of ships that are cheep and ultimately expendable, but easier to amass in large number because of that. Light fleet ships do not use heavy armor of any type, but instead rely on the much more cost effective Defensive Shields for protection.

The Fixed rail-guns should be replaced with blasters, but we need to do it when the next thread comes up because there are a couple light fleets in the production queue. Doomsought (talk) 15:47, 13 June 2015 (UTC)

Predator (BC)[edit]

Hull: Battlecruiser 2000N 2500M
Size: 300 Meters
Module Limit: 6
Spinal Mount (x4): Railgun 1200M
Turret (X8): Plasma Lance 200M
Fixed (X16): Cyclotron Particle Beam 320M
Auxiliary (X10): Auto-cannon 100M
Armor: Reflex/Conductive 1950N 1500M
Power: Fusion Core 380N 1900M
Utility: Energy Shield 150N 450M
Utility: Rapid Damage Control: 45N 60M
Module: G-field sensors (150N 200M)
Cost: 4,475N 9,430M
Upkeep: 2,237N

The battlecruiser is designed for the chase and the catch. It's forward facing weapons are long reaching and accurate, while its turrets can unleash a devastating barrage of plasma once it closes in for the kill. Since it relies on maneuverability and speed over endurance for survival, the fusion core is a logical addition. Doomsought (talk) 01:12, 29 December 2014 (UTC)

To be honest the fusion core is a logical addition to pretty much any military ship.
Not Really. Ships we don't want to have a weak spot that the enemy can hit for massive damage on a ship that we want to have the endurance to survive a slug match, like battleships or fleet cruisers.
It's not like there's going to be a Deathstar style pipe leading to the reactor, it just means that there's a chance for the enemy to deal critical damage. Meanwhile it boosts the effectiveness of pretty much everything.

Pirate Cruiser[edit]

Hull: Cruiser 1200N 2000M
Capacity: 300/30
Size: 200 Meters
Module Limit: 4
Spinal Mounts (x2): (Ion Cannon) 400M
Turret (x6): (Cyclotron Particle Beam) 150M
Fixed (x10): (Blaster) 200M
Armor: Combat 300N 1200M
Power: Fusion Core 180N 900M
Utility: Multi-layer shields 200N 600M
Utility: Rapid Damage Control 30N 40M
Module: Boarding Pod Launcher  50N 100M
Module: Swarm hangar (Blaster) 600N 300M
Module (x2): Harpoon Launcher 20N 400M
Cost: 2580N 6290M
Upkeep: 1240N

This ship is designed to disable and capture ships rather than destroy them. Its cyclotron particle beam turrets provide pinpoint fire while its blasters and swarm fighters degrade the target's shields. After the shields are down, it can disable the ship with its spinal ion cannons and deploy boarders via boarding pods.

Are you sure that blasters are a good fit for the fixed points or the swarmers? They are a rather mediocre weapon in most situations, and if the purpose of the ship is to take it's targets intact, it would make sense to give it weapons that helped that role, either by disabling a ship or destroying it's shield projectors. Weapons like the cyclotrons or ion cannon, or Linear particle beams which can overload shield projectors and are less likely to blow up the ship they're attached to.
Anyone think we should add a stealth field to this? It seems somewhat necessary if this thing is ever going to see use as a pirate vessel.
Equipping this ship with a cloak would mean stripping it of any shielding, which I don't think would be wise. Consider that this thing is designed to reel in still intact ships which may very well be actively shooting at it. Without multi layer shields it would be unable to protect itself from incredibly close range weapon fire, which could be a deal breaker given it's carrying a fusion core. For stealthy boarding action and ambushes, we can rely on our Stalker Corvettes, anyway. --203.173.252.150 11:45, 30 October 2015 (UTC)

Hunter[edit]

Hull: Frigate 800N 1600M
Capacity: 150/15
Size: 150 Meters
Module Limit: 3
Spinal Mounts (x1): Railgun 150M
Turret (x6): Ion Cannon 150M
Fixed (x8): Plasma Lance 160M
Auxiliary (x4): Auto-Cannon 40M
Armor: Combat 225N 900M
Power: Fusion Core 190N 950M
Utility: Defensive Shield 75N 225M
Utility: Rapid Damage Control 15N 20M
Cost: 1305N 4195M
Upkeep: 652N

The hunter is designed to be an escort for the Predator Battle-cruiser. Because its durability cannot match even the weakest capitol-ship, it relies on maneuverability and shields to survive. Its Fusion reactor lets its spinal rail-gun hit above its weight class while in pursuit, and its Ion cannon and Plasma lances allow it to wreak havoc once it has gained close range.

Escort Corvette[edit]

Hull: Corvette 400N 800M
Size: 100Meters
Module Limit: 2
Spinal Mounts (X1): Cyclotron Particle Beam 100M
Turret (X2): Auto-Cannon 50M
Fixed (X2): Ion Cannon 40M
Auxiliary (X8): Auto-Cannon 80M
Armor: Standard
Utility: Energy Shield 50N 150M
Utility: Rapid Damage Control 15N 20M
Cost: 465N 1240M
Upkeep: 232N

A cheep and simple dedicated escort for our battle-fleets. Now with Ion cannons! Doomsought (talk) 00:45, 2 February 2015 (UTC)

Escort Carrier[edit]

Hull: Corvette 400N 800M
Size: 100Meters
Module Limit: 2
Spinal Mounts (X1): Spinal Hangar
Turret (X2): Cyclotron Particle Beam  50M
Fixed (X2): Ion Cannon 40M
Auxiliary (X8): Auto-Cannon 80M
Swarm Fighters (X400): Autocannon
Hangar Space (2 Shuttle/6 Fighters)
Armor: Reflex 500N
Utility: Spinal Hangar 3600N 1800M
Utility: Energy Shield 50N 150M
Utility: Rapid Damage Control 15N 20M
Module: Swarm Launcher (X2) 800N 200M
Cost: 5365N 3140M
Upkeep: 2682N

An expensive but potent escort for our our most important capitol-ships.

I wouldn't support using hangars on corvettes that are meant to fight in/from the open. That makes them juicy but squishy targets that actually hurt to lose. Especially since you have swarm fighters here, and they die when their parent ship dies. ---75.65.52.81 22:21, 21 December 2014 (UTC)
I agree. Cloak is a must here - launch fighters, cloak and watch them shred their targets. In fact, swapping one of the swarm launchers for drop pod would allow it to perform a planetary assault as well. Perhaps third shuttle as well. --5.158.233.28 23:34, 23 December 2014 (UTC)
I hadn't thought about putting a cloak on it. That'd be pretty sick. ---75.65.52.81 23:54, 30 December 2014 (UTC)

Planetary Raider[edit]

Hull: Corvette 400N 800M
Size: 100Meters
Module Limit: 2
Spinal Mounts (X1): Railgun 100 M
Turret (X2): Cyclotron Particle Beam  50M
Fixed (X2): Autocannon 40M
Auxiliary (X8): Plasma Lance 80M
Armor: Reflex/Conductive 650N 500M
Utility: Cloaking Field 50N 150M
Utility:Rapid Damage Control 15N 20M
Module: Drop pod launcher 50N 100M
Module: Docking Bay 100N 50M
Cost: 1265N 1890M
Upkeep: 632N

An delivery ship for strike teams. Its designed to be able to deliver drones by drop pods or Moth shuttles, as well as being able to provide devastating air support with its Auxiliary plasma lances and Cyclotron turrets. I'm thinking of replacing the docking bay with either swarm missiles or drone fighters, but the docking bay seems more flexible since it can also house heavy fighters- does anyone care to comment?

I agree that the docking bay is more flexible than missiles or drone fighters. You've done well.
Stealthy, fast, deadly, and capable of both extracting and retrieving drones from planet without ever having to breach the atmosphere. Beautiful design here, we should be producing them by the dozen. 21:06, 2 April 2015

Heavy Cruiser II v2[edit]

Hull: Cruiser 1200N 2000M
Capacity: 300/30
Hangar Space: 4 Gunships/12 Fighters
Size: 200 Meters

Spinal (x2): Linear particle beam 400M
Turret (x6): Cyclotron 150M
Fixed (x10): Railgun 200M
Armor: Heavy 500N 2000M
Armor: Combat 300N 1200M
Utility: Rapid damage control 30N 40M
Utility: Defensive shield 100N 300M
Utility: Fusion core 180N 900M
Module (x4): Docking bay 400N 200M

Cost: 2710N 7390M
Upkeep: 1355N

Twice as expensive as the old model, thanks to modules and second layer of armor. On the other hand, addition of reflex armor should significantly improve it's survivability in absence of shield. Modules are self-explanatory. --5.158.233.28 23:53, 10 December 2014 (UTC)

The problem is that this isn't playing to our tech-base specialty: cheap expendable units produced in excess numbers. We should load our expensive tech only on the carriers and other specialty units, as they are already expensive while leaving our main combat patterns cheap and mass-producible.
The cost and upkeep will stay the same anyway, so spreading them out over numerous ships rather than concentrating in the single one makes sense to me. --5.158.233.28 19:45, 17 December 2014 (UTC)
Not Really, we don't need many of the super expensive components as we do ships- the components are mostly niche utility anyways, something we put on specialists. Mass produced units on the other hand should have a much higher metal-to-nutrients ratio giving them low upkeep. We should have at minimum a dozen cheep units for each expensive unit.
In retrospect, I greatly underestimated available infrastructure and slightly overestimated resource production. This design had become obsolete on drawing board, alas. --5.158.233.28 01:47, 25 December 2014 (UTC)

Version 2. Extra layer of armor, fusion core to offset speed loss and improve weaponry. The most significant change is a loss of swarm hangar in favor of four docking bays. 12 fighters (combat armor+shield) at 70N/165M each plus 4 gunships (cloak) at 75N/335M each for the total of 1140N/3320M; About 60% upkeep increase compared to previous model. Alternatively, we can keep swarmers for +200N/+100M cost and upkeep increase of 20%. --5.158.233.28 20:59, 27 December 2014 (UTC)

Fleet Carrier[edit]

Hull: Battleship 4500N 10000M
Capacity: 2000/200
Size: 2060 Meters
Module Limit: 41
Spinal Mounts (X5 ): (Weapon) Spinal Hanger X5 360000N 180000m
Turret (x12): (Railgun) 300M
Fixed (x18): (Cyclotron Particle Beam) 360M
Auxiliary (x22): (Autocannon) 440M
Utility:[shield] 1030N 3090M
Utility:[rapid damage control] 300N 400M
Cost: 365830N 185590M
Upkeep: ???N (not sure if spinal hangers increase upkeep because of flavor text.)


The upkeep for all drones is half a nutrient cost, round down. I don't believe QD is going to complicate it any further. And personally, I think the battlecruiser hull is probably largest reasonable carrier. Battleships are slightly more cost-effective, but their size and slow speed means they can't dodge incoming fire very well, and each represent a significant chunk of resources. --5.158.233.28 20:02, 15 December 2014 (UTC)
It's way too expensive. Spinal mounts are intended as a single purchase item, and just one a ship 2060 meters long make them crazy pricy. Having 5 of them on a single battleship hull makes no sense, we'd be better off with just one on a battleship and laying 5 of them.
In the end, Spinal Mounts are better used on sub-capitals. You have up to 1250 fighters for this price, but you can match it with 25 swarm hangar modules at 15000N and 7500M. Using all 41 modules, you have 2050 fighters and it still wouldn't cost one tenth as much as this. If you want to try that sort of "Hornet's Nest" capital ship, their are better designs you could try. --Bluz 15 May 2016
Wait, nevermind. I misread how Spinal hangars worked. Still too expensive though. So expensive that a battleship or hive ship with a spinal hangar could be classified as a specialized supership of some kind. --Bluz

Smallcraft Proposals[edit]

Heavy Gunship

Hull: Gunship 60N 250M
Capacity: 10/1
Size: 30 Meters
Fixed (x1): Ion Cannon 20M
Auxiliary (x2): Auto-Cannon 20M
Armor: Heavy 75N 300M
Missile Cells: Swarm Launcher 100N 50M
Utility: Defensive Shield 15N 45M
Cost: 250N 685M
Upkeep: 125N

Stealth Bomber

Hull: Gunship 60N 250M
Capacity: 10/1
Size: 30 Meters
Fixed (x1): Railgun 20M
Auxiliary (x2): Auto-Cannon 20M
Armor: Combat 45N 180M
Missile Cells: Stinger Launcher 125N 75M
Utility: Cloaking Field 15N 45M
Cost: 245N 590M
Upkeep: 122N

Even smaller than a corvette, the Stealth bomber can easily sneak into missile range for surprise attacks. While it does carry light combat armor, its primary defense is stealth.

Stealth Torpedo Boat

Hull: Gunship 60N 250M
Capacity: 10/1
Size: 30 Meters
Fixed (x1): LPB 20M
Auxiliary (x2): Plasma Lance 20M
Armor: Combat 45N 180M
Missile Cells: Cruise Launcher 150N 100M
Utility: Cloaking Field 15N 45M
Cost: 270N 615M
Upkeep: 135N

Much like the Stealth Bomber, but with more potent missiles capable of taking out capital ships.

Stealth Plasma Boat

Hull: Fighter 50N 50M
Size: 10 Meters
Fixed (X2): Plasma Lance 40M
Armor: Armor: Combat 15N 60M
Utility: Cloaking Field 5N 15M
Cost: 70N 165M
Upkeep: 27N

This Small space-boat relies on speed and stealth to enter close range with enemy ships and unleash a barrage of plasma.

Escort Boat

Hull: Fighter 50N 50M
Size: 10 Meters
Fixed (X2): Auto-cannon 40M
Armor: Reflex armor 50N
Utility: Energy Shield 5N 15M
Cost: 105N 105M
Upkeep: 52N

This space-boat acts as an elite interceptor for defending the fleet from other small-craft.

Moth Insertion Craft

Hull: Shuttle 50N 150M
Size: 30 Meters
Armor: Standard armor
Utility: Cloaking Field 15N 45M
Cost: 65N 195M
Upkeep: 32N

While larger than a space pod, this insertion craft is still smaller than a Corvette making it an ideal tool for landing a large number of drones on an occupied planet without being noticed.

Strike Carrier[edit]

Hull: Cruiser 1200N 2000M
Size: 200 Meters
Armor: Heavy 500N 2000M
Spinal Mounts (X0): None
Turrets (X6): Cyclotron Particle Beam 150M
Fixed (X10): Railgun 200M
Auxiliary (X0): N/A
Utility: (2x) Spinal Hangar 14400N 7200M
Utility: Rapid Damage Control 30N 40M
Utility: Energy Shield 100N 300M
Utility: Microfactory 100N 300M
Module: Module: Bulkhead 500M
Module: G-field sensors 150N 200M
Module: (2x) Docking bay 200N 100M

Swarm Fighters (X1600): Plasma Lance
Hangar Space (10 Shuttle/30 Fighters)
Cost: 16,680N 12,990M
Upkeep: 8,340N

Something a bit more economical than the proposed fleet carrier. Note I've had the swarm fighters equipped with plasma lances for a massive gain in anti-shipping capability in return for a small loss in anti-fighter work.

Assault Carrier[edit]

Hull: Battle-cruiser 2000N 2500M
Size: 300 Meters
Armor: Heavy 750N 3000M
Spinal Mounts (X1): Linear Particle Beam 300M
Turrets (x8): Cyclotron Particle Beam 200M
Fixed: (x16): Rail-gun 160M
Auxiliary (x10): Auto-cannon 100M
Utility: Spinal Hangar (X3) 32400N 16200M
Utility: Energy Shield 150N 450M
Utility: Rapid Damage Control: 45N 60M
Utility: Microfactory 100N 300M
Module: Cruise launcher 600N 400M
Module: G-field sensors 150N 200M
Module: (2x) Stinger launcher 1000N 600M
Module: (2x) Bulkhead 1000M

Swarm Fighters (x3600): Plasma Lance
Hangar Space (18 Shuttles/54 Fighters)
Cost: 37,195N 25,470M
Upkeep: 18,222N

A heavy battle-carrier with significantly greater fire power than the strike carrier, though only a slightly larger fighter compliment.

Nexus Class Battleship[edit]

Hull: Battleship 4500N 10000M
FTL: Rip Drive
Capacity: 2000/200
Size: 2060 Meters
Module Limit: 41
Spinal Mounts (x4): Railgun 8240M
Turret (x12): Blaster(Weapon) 300M
Fixed (x18): Ion Canon 360M
Auxiliary (x22): Autocannon 220M
Microfactory: 100N 300M
Multi Shields: 2060N 4120M 
Module: 
Gravity plating 2060M
Cruise launcher X3: 1800N 1200M
Docking bay x20: 2000N 1000M
Cost: 10460N 27800M
Upkeep: 5230N

Notes: Has a CIC designed for use by nonhive life along with accommodations and medical room for the same. Will frequently find itself in Commonwealth space serving as a transportation node to help out with their limited stores of Canderon. Docking bay is filled with stealth fighters for insertion.

Frigate Ship of The Line[edit]

Hull: Frigate 800N 1600M
Capacity: 150/15
Size: 150 Meters
Module Limit: 3
Spinal Mounts (x1): (Cyclotron) 150M
Turret (x6): (Railgun) 150M
Fixed (x8): (Plasma Lance) 140M
Auxiliary (x4): (Autocannons) 40M
Armor(s): Combat 180N 750M [QD will add this soon; but using placeholder of 12N 50M per 10 meters]
Utility: Defensive Shields 75N 225M
Module: Docking Bay 100N 50M
Cost: 1155N 3105M
Upkeep: 577N

A ship meant to be used in the same way warrior drones are meant to be used. Build a bunch, and throw them at the enemy until you win. Uses the yet to be made armor that exists between standard and heavy, due to that providing a good compromise between protection and maneuverability. Made this because I noticed a lot of really expensive vessels with a lot of widgets, and thought we could use something a little more swarmy. That said, this thing is probably best backed up by a lot of point defense corvettes, and something really big and tough. At least until it gets into plasma lance range. Thoughts? --174.7.162.179 11:54, 24 December 2014 (UTC)

One or two Fleet Corvettes (with shields rather than cloaks) per every frigate sounds about right to me. Oddly, if you interested in PD alone, swarm hangar should be roughly compatible in cost/benefit area, actually. Incidentally, I am interested in logic behind weapon selection - it looks bit odd to me. I assume it is supposed to close with the enemy while firing it's cyclotron to decrease enemy accuracy, then engage with railguns and finally with lances? --5.158.233.28 00:57, 25 December 2014 (UTC)
Cyclotron is a terrible match for spinal mount. Only Railgun or Linear Particle Beam really benefit from that, don't they? --22:24, 27 January 2015 (UTC)

Space Mines[edit]

Kamikaze Pod
Hull: Pod 60N 50M
Stealth field 5N 15M
Utility: Atomic Self Destruct (200N 200M) paid at detonation only, like missiles
Total Cost: 265N 265M
Upkeep: 32N

Pretty straightforward. The Ceph have stealth, the humans have nukes, but the hive in in the disturbing and seemingly unique position to combine them. Space out a swarm of these in a hive system to catch anything that gets too close. --LotusEater (talk) 22:04, 4 January 2015 (UTC)

Fusion core would be better since it would be free. --ViolenceistheSolution (talk) 21:45, 5 January 2015 (UTC)
While QD haven't explicitly stated that, it is implied that fusion core can't be used on anything smaller than corvette. I'll drop ask for clarification. --5.158.233.28 05:39, 6 January 2015 (UTC)
While QD haven't explicitly stated that, it is implied that fusion core can't be used on anything smaller than corvette.
Fusion Core – The micro fusion reactors of the ship are concentrated into a single, massive reactor core to increase power output from a micro fusion power system. The fusion core is far more potent, but also more volatile. The increase in power boosts the effectiveness of all power using devices, increasing the damage output and maneuverability of the ship in question. Due to its volatile nature, the core can detonate if damaged directly, and can be forced to overload intentionally to self-destruct the ship and resulting in a nuclear detonation. Boosts damage of all weapon mounts and increases acceleration of the ship, but makes it vulnerable to critical damage. The core is relatively inefficient and uses fuel at an increased rate. Cannot be equipped to strike craft hulls. (10N 50M per used weapon mount.)
Strikecraft refers to the Fighter and Gunship.--ViolenceistheSolution (talk) 05:45, 6 January 2015 (UTC)
Indeed. However, unless there is some magic reason why strike crafts can't carry them while same sized small crafts can, I can only conclude that it is a matter of ship's size. --5.158.233.28 13:39, 6 January 2015 (UTC)
Not enough room. --ViolenceistheSolution (talk) 14:04, 6 January 2015 (UTC)
Correct, and confirmed by QM that pods/shuttles don't have room as well. Although we can research miniaturization. It's a moot point anyway, since he confirmed that nuke doesn't need the upkeep. --5.158.233.28 18:12, 8 January 2015 (UTC)

People seemed approving of adding atomic self destruct to every ship last thread (35), but we somehow never got around to a vote for it. Maybe a vote next week. That would make all Pods effectively into these. --LotusEater (talk) 22:29, 27 January 2015 (UTC)

Patrol Corvette[edit]

Patrol Corvette
Hull: Corvette 400N 800M
Capacity: 200/20
Size: 100 Meters
Module Limit: 2
Spinal Mounts (x1): Linear Particle Beam 100M
Fixed (x2): Plasma Lance 40M
Turret (x2): Cyclotron Particle Beam 50M
Auxiliary (x8): Autocannons (Expl) 80M
Utility: Cloaking Field 50N 150M
Utility: Rapid Damage Control 15N 20M
Module: G-field sensors 150N 200M
Module: Swarm launcher 400N 200M

Total Cost: 1015N 1640M
Upkeep: 507N

With the recently bought new technology, the primary purpose of this ship is to have one model that can remain cloaked for as long as possible, and that can continuously patrol the system for unexplained mass (such as cloaked Ceph void cutters). The weapons are just so it's not entirely useless outside of that niche. The swarm launcher is there because it's best suited against smallcraft like void cutters, and there was one empty module slot.

(It could replace the spinal mount weapon, poorly suited for aiming at something as agile as void cutters, with a Spinal Hangar 3600N 1800M that can hold a swarm of 400 strikecraft, but that would bring it up to Total Cost: 4615N 3340M, Upkeep: 2307N, and that is an awful steep increase in upkeep.)

Ideally, we could place one in every system the hive has a Pod in already, but while the Pod is so tiny it apparently can vent heat fairly close by and not get detected, the Corvette is 10 times bigger and probably needs to maintain a much greater distance from potential observers if used in this dragnet way-- but, the G-field sensors don't suffer any delay for long distances, after all.

And this isn't part of the ship design--but it would also be a good idea to start laying Advanced psi disruptors, and to put one on board each of these. --LotusEater (talk) 22:44, 27 January 2015 (UTC)

Remember that Autocannon get a bonus verses small craft like void cutters. I'd move the plasma lances to the turrets, and replace them with autocannon then replace the spinal gun with a Cyclotron particle beam for the increased accuracy. Ion cannons might also be a viable weapon, despite their low range they have high accuracy and the Void cutters do not have shields. Doomsought (talk) 00:54, 2 February 2015 (UTC)


Cheap Battleship[edit]

Hull: Battleship 4500N 10000M
Capacity: 2000/200
Size: 2060 Meters
Module Limit: 41
Spinal Mounts (x5): (Railgun) 103000M
Turret (x12): (Cyclotron Particle Beam) 300M
Fixed (x18): (Linear Particle Beam) 360M
Auxiliary (x22): (Auto Cannon) 440M
Armor: Standard 0N 0M
Energy: Fusion Core 570N 2850M
Utility: Defensive Shield 1030N 5150M
Utility: Rapid Damage Control 300N 400M
Module: 41x Bulkhead 20500M

Cost: 6,400N 48,020M
Upkeep: 3,200N

Yes, you read it right - a battleship for less than six and half thousands nutrients. Armor is replaced with bulkhead spam which also negate the disadvantage of fusion core. Core-augmented shield should make it a viable design rather than glass cannon; And RDC plus bulkheads should keep it in one piece when shield do come down - nanotech repair we developed will do the rest.

We'll need fast construction research to take advantage of their cheapness, plus advanced metal mines. But once we have these techs? Our battleships will blot out the stars :).

Note swap of LPBs and railguns compared to our typical designs - Kinetic bleed works only on spinal mount, unlike LPB special ability. I can't believe I forgot that. --5.158.233.28 22:55, 5 February 2015 (UTC)

48,020M "cheap"
I don't think you know what that word mean. It's low maintenance, yes, but cheap it is not. --ViolenceistheSolution (talk) 20:09, 11 February 2015 (UTC)
If you bothered to check, current nutrient income is 126.758 to metal's 177.000; Additionally, we have several ways to boost our metal productivity with research while most nutrient boosts are taped out, at least for now. --5.158.233.28 00:58, 16 February 2015 (UTC)
Not true we have more problems with not enough metal than not enough nutrients not to mention we can do a shit ton of more damage by spamming with lots of smaller ship than slowly producing bigger ones. --ViolenceistheSolution (talk) 20:15, 16 February 2015 (UTC)
Looking a second time, I don't think the spinal mounts are supposed to cost so much. The number of Bulkheads are also at fault. --Bluz 15 May 2016

This ship will be slow in combat beyond usability. It is essentially a 2km long block of metal with some shields, a power plant, and weapons. What's worse is that just giving it some sort of goddamn armor would give it comparable levels of protection without rendering it into what might as well be a static defense station.

Fair point overall (although you are making several unproven assertions here). However, we neither know how much bulkheads slows ships down, nor how much fusion core can offset that. Also, QD mentioned that battleships are already so slow that we wouldn't notice difference if we equip them with heavy armor - this makes me think that no matter what we equip, BBs are going to stay slow but still mobile. --5.158.233.28 00:58, 16 February 2015 (UTC)

Swarm Corvette[edit]

Hull:     Corvette
FTL: Blink
Spinal(x0): n/a
Fixed(x2):     Cyclotron Particle Beam 40M
Turret(x2):    Auto Cannon (Expl) 50M
Auxiliary(x8): Ion Cannon 80M
Armor:         Standard
Power: Fusion Core 120N 600M
Utility: Rapid Damage Control 15N 20M
Utility: Cloaking field 50N 150M
Utility: Spinal hangar x1 3600N 1800M [equip drones with: Ion Cannon]
Module: Swarm launcher 400N 200M
Module: Swarm launcher 400N 200M
Total: 4985N 3940M
Upkeep: 2492N

Anti-Ceph focus. Void cutters are small, fast, and ignore armor and shielding making adding any a waste of time. So we have to fight fire with fire, with a small stealthy and agile ship with 400 drones in its spinal hangar to buzz out and surround the squids. A Patrol Corvette anywhere in the system can give it a heads up on enemy locations.

It should probably also have a psionic disruptor onboard, but that's not part of the ship design itself.--LotusEater (talk) 12:04, 21 March 2015 (UTC)

Maybe replace one of the Swarm launchers with G-field sensors? Since they use cloaking fields too. --Bluz 15 May 2016

Ambush Missile Corvette[edit]

Hull:     Corvette
Spinal(x1): Ion cannon
Fixed:     Plasma lance
Turret:    Railgun
Auxiliary: Auto cannon
Armor:     Reflex 500N
Utility: Rapid Damage Control 15N 20M
Utility: Cloaking field 50N 150M
Module: Cruise launcher 600N 400M
Module: Stinger launcher 500N 300M
Total: 2065N 1940M
Upkeep: 1032N

Get close to large targets cloaked, fire an EMP to disorient them before they put their shields up, and fire missile salvos at the same time. Can roast them with plasma lance even after shields are up. Agile and fast. --LotusEater (talk) 00:43, 31 March 2015 (UTC)

Ambush Missile Cruiser[edit]

Hull:     Cruiser
Spinal(x2): Railgun
Fixed:     Linear particle beam
Turret:    Cyclotron particle beam
Auxiliary: n/a
Armor:     Reflex 1000N
Armor:     Conductive 300N 1000M
Utility: Rapid Damage Control 30N 40M
Utility: Cloaking field 100N 300M
Module: Swarm hangar 600N 300M
Module: Cruise launcher 600N 400M
Module: Stinger launcher 500N 300M
Module: Swarm launcher 400N 200M
Total: 4730N 5290M
Upkeep: 2365N


Carrier Battlecruiser[edit]

Hull:     Battlecruiser
Spinal(x1): Railgun
Fixed:     Linear particle beam
Turret:    Cyclotron particle beam
Auxiliary: Auto cannon
Armor:     Reflex 1500N
Armor:     Conductive 450N 1500M
Utility: Rapid Damage Control 45N 60M
Utility: Cloaking field 150N 450M
Utility: Spinal hangar x3 32400N 16200M
Module: Cruise launcher 600N 400M
Module: Cruise launcher 600N 400M
Module: Stinger launcher 500N 300M
Module: Stinger launcher 500N 300M
Module: Stinger launcher 500N 300M
Module: Stinger launcher 500N 300M
Total: 39745N 23630M
Upkeep: 19872N


Missile Assault Frigate[edit]

Hull:     Frigate
Spinal(x1): Railgun
Fixed:     Linear particle beam
Turret:    Cyclotron particle beam
Auxiliary: Auto cannon (expl)
Armor:     Reflex 750N
Armor:     Conductive 225N 750M
Utility: Rapid Damage Control 15N 20M
Utility: Defensive shield 75N 225M
Utility: Fusion Core 190N 950M
Module: Cruise launcher 600N 400M
Module: Stinger launcher 500N 300M
Module: Swarm launcher 400N 200M
Total: 3555N 4945M
Upkeep: 1777N


Missile Assault Cruiser[edit]

Hull:     Cruiser
Spinal(x2): Railgun
Fixed:     Linear particle beam
Turret:    Cyclotron particle beam
Auxiliary: Auto cannon (expl)
Armor:     Reflex 1000N
Armor:     Conductive 300N 1000M
Utility: Rapid Damage Control 30N 40M
Utility: Defensive shield 100N 300M
Utility: Fusion Core 180N 900M
Module: Swarm hangar 600N 300M
Module: Cruise launcher 600N 400M
Module: Stinger launcher 500N 300M
Module: Swarm launcher 400N 200M
Total: 4910N 6190M
Upkeep: 2455N


Stinger Assault Battleship[edit]

Hull:     Battleship
Spinal(x5): Railgun
Fixed:     Linear particle beam
Turret:    Cyclotron particle beam
Auxiliary: Auto cannon (expl)
Armor:     Heavy 5150N 20600M
Armor:     Ballistic 10300N 5150M
Utility: Rapid Damage Control 300N 400M
Utility: Defensive shield 1030N 3090M
Utility: Fusion Core 570N 2850M
Module: Cruise launcher 600N 400M
Module: Swarm launcher 400N 200M
Module: Swarm hangar x10 6000N 3000M
Module: Stinger launcher x29 14500N 8700M
Total: 43350N 65570M
Upkeep: 21675N

Why? --75.65.52.81


Destroyer Hive Ship[edit]

Hull: Hive Ship 8000N 15000M
Capacity: 5000/500
Size: 6200 Meters
Module Limit: 124
Spinal Mount (x1): Linear Particle Beam 12400M
Turrets (x12): Railgun 300M
Fixed (x18): Plasma Lance 360M
Auxiliary (x20): Singularity Projector 200M
Armor: Heavy 15500N 62000M
Armor: Ballistic 31000N 15500M
Power: Fusion Core 520N 2600M
Utility: Multi-layer Shields 6200N 18600M
Utility: Rapid Damage Control 930N 1240M
Utility: Ramming Keel 3100N 12400M
Utility: Atomic Self Destruct
Utility: Containment Fields (620N 2480M)
Module: (x64) Bulkhead 32000M
Module: (x25) Swarm Launcher 10000N 5000M
Module: (x20) Stinger Launcher 10000N 6000M
Module: (x15) Cruise Launcher 9000N 6000M
Cost: 94870N 192080M
Upkeep: 47435N

The logical extreme in taking advantage of the Hive’s fast construction at a (relatively) cheap cost compared to others. Both an independent seek-and-destroy monster and a massive bait/distraction. Used to tear into the enemy fleet, destroy capitals, sub-capitals, and anything else that gets in its way, all while being a big dangerous target that will become the enemy’s priority. Other ships, meanwhile, will move into more favorable position or wait until the opposing fleet is manipulated into unfavorable one, ready to while out or capture what’s left of the hopefully broken formation. Bonus points for also breaking enemy morale by then bringing in another Hive Ship from a neighboring system. For other species, losing such a ship is almost crippling, but not for the Hive. This version is made with OB in mind, as her capitals have no shields, but she compensates by covering the exterior in fighters. Weapons that can simply tear right through and into the ship anyways may be a better option in this scenario. Decided to use Auxiliaries for the singularity projector, though my second choice was blasters.

edit- on second thought, while a Hive ship's size will draw more attention, might want to also make a battleship that's much at the 'destroying' part.
Shit nigga what are you doing? Putting a Ramming keel on a capital ship that also has a bunch of Bulkheads in it. Using the highly impractical Singularity Projectors as anything other than a deterrent. Trying to design a ship to fight fleets solo when we don't have the tech for it. This design is awful. --ViolenceistheSolution (talk) 00:03, 29 November 2015 (UTC)
Actually, It's designed to be destroyed by a fleet while taking as many of the bastards with it as possible and setting them up to get stomped one-sidedly by our actual fleets. A big distraction is the real role. As for the impractical SPs, we can't even built a monstrosity like this yet so don't worry about it. Maybe when we can, it won't be an issue. As for the Ramming Keel, well I admit I just thought a bit about the Imperium using roman ramming tactics when their weapons didn't work. It's stupid, but a gigantic ship threatening to plow into yours and nothing less than complete destruction will stop its momentum sure helps keep everyone's eyes on it. Better practical designs for non huge ships to come if it bothers you so much. 1 December 2015
It wouldn't even do that well though. Mostly because the only way to defeat her is with overwhelming numbers. Remember disposable means their destruction does nothing to hinder her.--ViolenceistheSolution (talk) 22:55, 3 December 2015 (UTC)

Alpha Anti-Scavenger Frigate[edit]

Hull: Frigate 800N 1600M
Capacity: 150/15
Size: 150 Meters
Module limit: 3
Spinal Mount (x1): Ramming Keel 75N 300M
Fixed (x8): Ion Cannon 160M
Turrets (x6): Blaster 150M
Auxiliaries (x4): Cyclotron 40M
Armor: Combat 225N 900M
Armor: Conductive 225N 750M
Power: Fusion Core 190N 950M
Utility: Multi-layer Shields 150N 450M
Utility: Rapid Damage Control 15N 20M
Utility: Containment Fields 10N 40M
Module: Boarding Pod Launcher 50N 100M
Module: Harpoon Launcher (x2) 20N 400M
Cost: 1760N 5860M
Upkeep: 880N

A ship made to combat scavengers, and possibly give them a taste of their own medicine by claiming what’s left of their ships. Conductive armour should be used due to their use of blasters. Ion cannons and fixed blasters for their shields, and plasma lance to kill the crew before we even board. I think those ideas can be adapted to different hulls. --Bluz 3 December 2015 (UTC)

The funny thing there would be no reason to board because if the Plasma lance kills all crew then it would have destroyed all the tech on the ship. Also Ion cannons are useless against shields.--ViolenceistheSolution (talk) 22:45, 3 December 2015 (UTC)
Just as well Void Cutters are cloaked instead of shielded then, means Ion Cannons are ideal for hunting them.--47.72.83.136 04:52, 8 June 2016 (UTC)
I thought Ion Cannons helped take down shields. huh. Well, if we can ever figure out where their shield systems are on their ship, maybe we could use the Plasma Lance to take it out and promptly fuck them up with everything else. Unless you have other ideas for ships that can assist our fleets in engagements against them? --Bluz

Shielded Fighter[edit]

Hull: Fighter 50N 50M
Capacity: none
Size: 10 Meters
Fixed (x2): Auto Cannon 40M
Utility: Defensive Shield 5N 15M
Cost: 55N 105M
Upkeep: 27N

Fighter design that will last a little longer in direct combat, at the very least against enemy fighters in dogfights. One of the only things you can modify on a fighter, really. It's leagues behind the fighters in star wars, after all. --Bluz 15 May 2016

Ambush Fighter[edit]

Hull: Fighter 50N 50M
Capacity: none
Size: 10 Meters
Fixed (x2): Cyclotron Particle Beam 40M
Utility: Cloaking Field 5N 15M
Cost: 55N 105M
Upkeep: 27N

And this is the other thing you can modify on a fighter. Cloaked fighters to launch surprise attacks. Cyclotron Particle Beam as the weapons to make use of the Rapid Pulse and maintain the advantage by hindering response and counter-attack. --Bluz 15 may 2016

Heavy Fleet Gunship[edit]

Hull: Gunship 60N 250M
Capacity: 10/1
Size: 30 Meters
Fixed: Railgun 20M
Auxiliary: Cyclotron Particle Beam 20M
Missile Cells: Stinger
Armor: Reflex 150N
Armor: Conductive 45N 150M
Utility: Defensive Shield 15N 45M
Cost: 270N 485M
Upkeep: 135N

There was a distressing lack of Gunship designs on this page. An elite gunship that attacks right behind the fighters, using them as an initial distraction to start wrecking havoc on enemy smallships and sub-capitals, and subsequently assist the fighters. --Bluz 20 May 2016

You ought to switch the Cyclotron to Auxiliary and Fixed to Railgun, seeing as the Railgun benefits from being scaled up.

Fireship[edit]

Hull: Gunship 60N 250M
Capacity: 10/1
Size: 30 Meters
Fixed: Plasma Lance 20M
Auxiliary: Auto Cannon Alt. Ammo (incendiary) 20M
Missile Cells: Swarm 100N 50M
Armor: Reflex 150N
Utility: Defensive Shield 15N 45M
Cost: 325N 385M
Upkeep: 162N

A gunship with emphasis on dealing thermal damage. Can be used to support ground forces and combat hive creep.

Add some shields to it and I'm sold.

Anti-Armour Frigate[edit]

Hull: Frigate 800N 1600M
Capacity: 150/15
Size: 150 meters
Module Limit: 3
Spinal Mount: Railgun Alt. Ammo (Acid) 150M
Turret (x6): Linear Particle Beam 150M
Fixed (x8): Blaster 160M
Auxiliary (x4): Auto Cannon Alt. Ammo (Acid) 40M
Armor: Combat 225N 900M
Power: Fusion Core 190N 950M
Utility: Defensive Shield 75N 225M
Utility Rapid Damage Control 15N 20M
Module: Swarm Launcher 400N 200M
Module: Bulkhead (x2) 1000M
Cost: 1705N 5395M
Upkeep: 857N

A military vessel designed to support other warships by weakening and striping off enemy armour. Heavy Fleet version may use Heavy armor, Fusion Core, Multi-layer shields. etc.

Light Gunship[edit]

Hull: Gunship 60N 250M
Size: 30 Meters
Fixed (x1): Autocannon Alt. Ammo (Acid) 20M
Auxiliary (x2): Autocannon 20M
Utility: Defensive Shields 15N 45M
Total Cost: 75N 335M
Upkeep: 37N

I removed the Linear Particle Beams and replaced it with an acid firing auto cannon, reducing the risk of the former being reverse engineered by the OQ while keeping it's ability to tear through armor like toilet paper.--Cannoneer (talk) 14:01, 7 July 2016 (UTC)

Fast Assault Corvette[edit]

Hull: Corvette 400N 800M
Size: 100 Meters
Module Limit: 2
Spinal Mounts (x1): Linear Particle Beam 100M
Turret (x2): Cyclotron 50M
Fixed (x2): Railgun 40M
Auxiliary (x8): Plasma Lance 80M
Armor: Standard
Power: Fusion Core 130N 650M
Utility: Multi-layered shielding 100N 300M
Utility: Rapid Damage Control 15N 20M
Total Cost: 595N 1890M
Upkeep: 297N

A speedy and destructive vessel, this ship is about the most maneuverable a ship as we can build with our current technology.--Cannoneer (talk) 13:58, 7 July 2016 (UTC)

Fast Assault Frigate[edit]

Hull: Frigate 800N 1600M
Size: 150 Meters
Module Limit: 3
Spinal Mounts (x1): Linear Particle Beam 150M
Turret (x6): Cyclotron 150M
Fixed (x8): Railguns 160M
Auxiliary (x4): Autocannons 40M
Armor: Standard
Power: Fusion Core 190N 950M
Utility: Multi-layered shielding 150N 450M
Utility: Rapid Damage Control 22N 30M
Total Cost: 1162N 3530M
Upkeep: 581N

A frigate designed to keep up with the rest of the Fast Assault Fleet and dish it out just as well as the rest of them.--Cannoneer (talk) 14:02, 7 July 2016 (UTC)

Fast Assault Cruiser[edit]

Hull: Cruiser 1200N 2000M
Size: 200 Meters
Module Limit: 4
Spinal Mounts (x2): Railgun 400M
Turret (x6): Linear Particle Beam 150M
Fixed (x10): Cyclotron 200M
Armor: Standard
Power: Fusion Core 180N 900M
Utility: Multi-layered shielding 200N 600M
Utility: Rapid Damage Control 30N 40M
Module: Swarm Hangar (x2) 1200N 600M
Module: Docking Bay 100N 50M
Module: Boarding Pod launcher 50N 100M
Total Cost: 2960N 5040M
Upkeep: 1480N

This ship relies on it's swarmers and strike craft to defend itself, in addition to the corvettes and frigates that accompany it. Also has a boarding pod launder to deploy drones to invade crippled or injured ships.--Cannoneer (talk) 14:03, 7 July 2016 (UTC)

Fast Assault Battlecruiser[edit]

Hull: Battlecruiser 2000N 2500M
Size: 300 Meters
Module Limit: 6
Spinal Mounts (x4): Railgun 1200M
Turrets (x8): Cyclotron 200M
Fixed (x16): Linear Particle Beams 320M
Auxiliary (x10): Auto Cannon (exp) 100M
Armor: Standard
Power: Fusion Core: 380N 1900M
Utility: Multi-layered shielding 300N 900M
Utility: Rapid Damage Control 45N 60M
Module: Swarm Hangar 600N 300M
Module: Docking bay (x2) 200N 100M
Module: Boarding pod launcher 50N 100M
Module: Drop pod launcher 50N 100M
Total Cost: 3625N 7780M
Upkeep: 1812N

The biggest ship in the fleet, the battle cruiser supplies the fleet with the greatest quantity of firepower possible without bringing in a battleship. If invading a planet it can also deploy large numbers of drones onto the surface with it's drop pod launcher. Now with a boarding pod launcher as well, allowing it to support a range of actions undertaken by a bigger fleet.--Cannoneer (talk) 14:04, 7 July 2016 (UTC)

Fast Battlecarrier[edit]

Hull: Battlecruiser 2000N 2500M
Size: 300 Meters
Module Limit: 6 
Spinal Mounts: Railgun (x3) 900M
Turrets: Blaster (x8) 200M
Fixed: LPB (x16) 320M
Auxiliary: Autocannon (explosive) (x10) 160M
Armor: Standard
Power: Fusion Core: 370N 1850M
Utility: Multi-layer shields 150N 450M
Utility: Rapid damage control 45N 60M
Utility: Spinal Hanger 10800N 5400M (30 shuttles 90 fighters)
Utility: Microfactory 100N 300M
Module: Swarm hangar (x2) 1200N 600M
Module: Drop Pod Launcher (x2) 100N 200M
Module: Boarding Pod Launcher (x2) 100N 200M
Total Cost: 14865N 13140M

The single costliest ship in the Fast Assault fleet, the Fast Battlecarrier is intended to provide vital support by way of transporting hundreds of strike craft that would otherwise be left behind. This ship should back actions of the fleet from afar, in order to avoid the risk of being destroyed in front line combat.--Cannoneer (talk) 14:06, 7 July 2016 (UTC)

Farm Hive Ship[edit]

Hull: Hive Ship 8000N 150000M
Capacity: 5000/500
Size: 6200 Meters
Spinal Mount (x2): Consumption Beam
Armor: Standard
Power: Micro fusion
Module: Solar Collector (x124) 124000M
Cost: 8000N 274000M
Upkeep: 4000N
Income: +49600N/day

Just a design done on a whim. I don't expect it to be used in the slightest, I just wanted to see if it was functional.

Stalker Corvette[edit]

Hull: Corvette 400N 800M
Capacity: 200/20
Size: 100 Meters
Module Limit: 2
Spinal Mount (x1): Ramming Keel 50N 200M
Turret (X2): Cyclotron 50M
Fixed (X2): Ion Cannon 40M
Auxiliary (X8): Plasma Lance 80M
Armor: Conductive 150N 500M
Armor: Reflex 500N
Power: Micro fusion
Utility: Cloaking Field 50N 150M
Utility: Rapid Damage Control 15N 20M
Module: Harpoon 10N 200M
Module: Boarding pod launcher 50N 100M
Total Cost: 1075N 2140M

This ship is designed to stalk out a target ship to board while under cloak, allowing it to get easily get close enough to fire boarding pods filled with warriors at it. If it succeeds in catching a larger ship with its harpoon it can physically embed itself in its prey, inflicting crippling damage while disgorging hordes of yet more warrior drones.

Harrier Frigate[edit]

Hull: Frigate 800N 1600M
Capacity: 150/15
Size: 150 Meters
Module Limit: 3
Spinal Mounts (x1): Linear Particle Beam 150M
Turret (x6): Cyclotron 150M
Fixed (x8): Ion Cannon 160M
Auxiliary (x4): Auto Cannon 40M
Armor: Combat 225N 900M
Power: Fusion Core 190N 950M
Utility: Multi-Layered Shields 150N 450M
Utility: Rapid Damage Control 22N 30M
Module: Swarm Hangar 600N 300M
Module: Docking Bay 100N 50M
Module: Boarding Pod Launcher 50N 100M
Total Cost: 2137N 4880M

I whipped this up with the intention of making a mid size ship that could support every other ship in the boarding task force. It can help bring down a targeted ships shields with it's weaponry and protect friendly ships with its swarmers and strike craft.

The Tow Truck[edit]

Hull: Cruiser 1200N 2000M
Capacity: 300/30
Size: 200 Meters
Module Limit: 4
Spinal Mounts (x2): Linear Particle Beams 400M
Turret (x6): Cyclotron 150M
Fixed (x10): Ion Cannon 200M
Armor: Combat 300N 1200M
Power: Fusion Core 180N 900M
Utility: Multi-Layered shields 200N 600M
Utility: Rapid Damage Control 30N 40M
Module: Harpoon Launcher (x4) 40N 800M
Total Cost: 1950N 6290M

A big ol tub designed to pick up disabled or captured ships and drag them to a spot where they can be conveniently picked apart, through FTL if need be. And I still can't come up with a half decent name for the thing. --Cannoneer (talk) 12:48, 9 September 2016 (UTC)

Banshee Corvette[edit]

Hull: Corvette 400N 800M
Capacity 200/20
Size: 100 Meters
Module Limit: 2
Spinal Mount (x1): Ramming keel 50N 200M
Armor: Standard
Power: Micro Fusion
Utility: Defensive shields 10N 30M
Utility: Cloaking field 50N 150M
Utility: Atomic self-destruct 200N 200M (on use)
Module: Harpoon 10N 200M
Total Cost: 520N (720N) 1380M (1580M)
Upkeep: 260N

A cheap fireship built purely for its purpose, whether to take out clusters of screening ships or to be used en masse on a capital ship. It uses its cloaking field to try to close the distance and has a 20 meter frontal shielding to use when detected or on its ramming course. Has a ramming keel and harpoon to assist in ramming, once rammed or in a suitable location it will detonate. Bathe its enemies in nuclear fire, would take the name fireship but its already used.

You can't have shields and cloaking on the same ship...--02:02, 3 April 2017 (UTC)

Shieldbreaker Frigate[edit]

Hull: Frigate 800N 1600M
Spinal(x1): Railgun 150M
Fixed(x8): Blaster 160M
Turret(x6): Blaster 150M
Auxiliary(x4): Autocannon 40M
Armor: Standard 
Power: Fusion Core 190N 950M
Utility: Multi-Layer Shields 150N 450M
Utility: Rapid Damage Control 15N 20M
Module(x3): Swarm hangar 1800N 900M
Total: 2955N 4420M
Upkeep: 1477N
Swarm hangar fighters: 150

Obviously the swarm drones also all have blasters, for maximum stacking. The Special: Focus Fire effect helps bring down enemy shields, which is great for boarding them.

Harpoon Cruiser[edit]

Hull:     Cruiser
Spinal(x1): Railgun 200M
Fixed(x10): Ion Cannon 200M
Turret(x6): Cyclotron particle beam 150M
Auxiliary(x0): n/a 0M
Armor: Conductive 300N 1000M
Power: Fusion Core 170N 850M
Utility: Ramming Keel 100N 400M
Utility: Rapid Damage Control 30N 40M
Utility: Containment Fields 20N 80M
Utility: Multi-layer shields 200N 600M
Module: Boarding pod launcher 50N 100M
Module(x3): Harpoon Launcher 30N 600M
Total: 2100N 6220M
Upkeep: 1050N

Attack corvette[edit]

Hull: Corvette 400N 800M
Capacity: 200/20
Size: 100 Meters
Module Limit: 2
Spinal Mounts (x1): Railgun 100M
Turret (x2): Cyclotron Particle Beam 50M
Fixed (x2): Auto cannons 40M
Auxiliary (x8): Blasters 80M
Armor: Combat 150N 600M
Utility: Multi-layer shields 50N 150M
Utility: Rapid Damage Control 15N 20M
Utility: Containment fields 20N 40M
Power: Fusion core 130N 650M
Module: Swarm Launcher 400N 200M

Total cost: 1165N 2730M

Upkeep: 582N

Here is the attack/support corvette, the first of a series of sub-capital designs intended to be a mix of cheap cannon fodder and effective all rounders that will accompany and support stronger fleets like the heavy fleets. The Attack/support corvette is a strike craft that will use it's railgun at far ranges until it can get close enough to use it's blasters and Auto cannons to destroy the enemy, with CPBs to help reduce the targets accuracy and increase survivability.

Someone help, i don't know how to put my design in a box.

Attack frigate[edit]

Hull: Frigate 800N 1600M
Capacity: 150/15
Size: 150 Meters
Module Limit: 3
Spinal Mounts (x1): Railgun 150M
Turret (x6): Cyclotron Particle Beam 150M
Fixed (x8): Blasters 160M
Auxiliary (x4): Blasters 40M
Armor: Combat 225N 900M
Utility: Multi-layer shields 75N 225M
Utility: Utility: Rapid Damage Control 15N 20M
Utility: Containment fields 20N 40M
Power: Fusion Core 190N 950M
Module: Stinger Launcher 500N 300M
Module: Swarm hangar (Auto cannons) 600N 300M

Total cost: 2425N 4835M

Upkeep 1212N

The attack frigate, it will use it's rail gun at far range until it gets close enough for it's blasters and Sting missiles, it has CPBs to decrease enemy accuracy and has Docking bays with auto cannon equipped fighters to make up for it's lack of kinetic weaponry.

Attack/Support cruiser[edit]

Hull: Cruiser 1200N 2000M
Capacity: 300/30
Size: 200 Meters
Module Limit: 4
Spinal Mounts (x2): Linear Particle Beam 400M
Turret (x6): Autocannon 150M
Fixed (x10): Linear Particle Beam 200M
Armor: Combat 300N 1200M
Utility: Multi-layer shields 100N 300M
Utility: Rapid Damage Control 30N 40M
Utility: Containment fields 40N 80M
Module: G-field sensors 150N 200M
Module: Cruise launcher 600N 400M
Module: Swarm Hangar 600N 300M
Module: Swarm Hangar 600N 300M

Total cost: 3800N 6470M

Upkeep: 1900N

Here is the Attack/Support cruiser, it will use it's Cruise missiles and LPBs at long range until it gets close enough to unleash it's swarm fighters, it doesn't have any point defense so it has to rely on it's fighters or ally ships and won't join battles itself.


Passenger Corvette[edit]

Hull: Corvette 400N 800M
FTL: Rip Drive
Capacity: 200/20
Size: 100 Meters
Module Limit: 2
Spinal Mounts (x1): Consumption beam 0M
Turret (x2): n/a 0M
Fixed (x2): n/a 0M
Auxiliary (x8): Auto Cannon (Explosive ammo) 80M
Armor: Standard
Utility: Multi-layer shields 100N 300M
Utility: Rapid Damage Control 15N 20M
Utility: Containment fields 10N 40M
Module: Gravity plating 100M
Module: Docking bay x1: 100N 50M
Cost: 625N 1390M
Upkeep: 312N

The Blink Drive makes humans nauseous, the Rip Drive makes for smooth sailing. Contains only features that maximize passenger safety, its only weapons being point defense, so as to be entirely nonthreatening.

Explorer Corvette[edit]

Hull: Corvette 400N 800M
FTL: Warp Drive + Gravity Drive (50 Canderon)
Capacity: 200/20
Size: 100 Meters
Module Limit: 2
Spinal Mounts (x1): Railgun 100M
Fixed(x2):     Cyclotron Particle Beam 40M
Turret(x2):    Auto Cannon (Expl) 50M
Auxiliary(x8): Ion Cannon 80M
Armor: Heavy 250N 1000M
Power: Quantum Power Tap (? + 100 Canderon)
Utility: Multi-layer shields 100N 300M
Utility: Rapid Damage Control 15N 20M
Utility: Containment fields 10N 40M
Utility: Microfactory 100N 300M
Module: Docking bay x1: 100N 50M
Cost: 975N 2880M 150C
Upkeep: 487N

The warp drive provides limitless range to establish far-flung hive colonies.

Hive Fleets[edit]

Fleet Design Template[edit]

Fleet Name goes here[edit]

Task Force: (Number) Fleet name [Modifications] ????N ????M (Total ????N ????M)
Ship: (Number) Name [Modifications] ????N ????M (Total ????N ????M)
Ship: (Number) Carrier Name [Modifications] ????N ????M (Total ????N ????M)
Hangar Space (?? Shuttles/?? Fighters)

Total Hanger Space (?? Shuttles/?? Fighters)
Fighter: (Number) Fighter or Space Pod Name [Modifications] ????N ????M (Total ????N ????M)
Shuttle: (Number) Shuttle or Gunship Name [Modifications] ????N ????M (Total ????N ????M)
Total: ???N ???M

Swarm: (Number) Swarm-Name [Modifications] ???N ???M (Total ???N ???M)
Crew: (Number) Drone-Name [Modifications] ???N ???M (Total ???N ???M)
Total: ???N ???M

Armory: (Number) Weapon-Name [Drone Equipped] ???N ???M (Total ???N ???M)
Total: ???M

Total: ???N ???M
Upkeep: ???N

Please use the "k" abbreviation for large numbers of drones [2k Warriors, etc.]. Use x2 or x4 on weapons to denote dual-wielding weapons or large drone medium weapons.

Since we have been doing it, I've updated the template to handle task forces (subordinate fleets) and adding swarms to the fleet. Each carrier should have its swarm fighter and hanger space per ship noted bellow it. Parasite ships are listed by what type of hanger space they need bellow a ling indicating the fleet's total hanger space (ignoring the compliments of task forces)

Fleet Discussion[edit]

Discussion Slot[edit]

Discussion Slot[edit]

Discussion Slot[edit]

Fleet Statistics[edit]

New Fleet[edit]

Battleship Task Force[edit]

Ship: (3) Wall of Battle Ship 28,020N 68,800M (Total 84,060N 206,400M)
Ship: (1) Heavy Fleet Battleship 103550N 105150M (Total 103,550N 105,150M)
Hangar Space (41 Shuttles/123 Fighters)
Ship: (20) Escort Corvette 465N 1240M (Total 9,300N 24,800M)

Total Hanger Space (41 Shuttles/123 Fighters)
Fighter: (123) Escort Boat 105N 105M (Total 12915N 12915M)
Shuttle: (40) Heavy Gunship [Fixed Weapon: Plasma Lance] 250N 685M (Total 10,000N 27,400M)
Total: 219,825N 376,665M

Swarm: (4) Boarding Swarm 5550N 6960M (Total 22,200N 27,840M)
Crew: (4) Relay 200N 250M  (Total 800N 1000M)
Crew: (800) Vacuum Warriors 18N 10M (Total 14,400N 8,000M)
Total: 37,400N 36,840M

Armory: (Sting Caster) 400 [Vacuum Warriors] 15M (Total 6000M)
Total: 6000M

Total: 257,225N 419,505M
Upkeep: 128,612N

A heavy core for any fleet that needs to draw its enemies into a battle of attrition.

Carrier Battle Group[edit]

Ship: Nexus Class Battleship 1x: 10460N 27800M
Ship: 4x Strike Carrier 16,680N 12,990M (66720N 51960M)
Ship: Escort corvette x12: 5580N 14880M

Hanger Space (60 Shuttles and 180 Fighters)
130 Shielded Fighters: 55N 105M (7150N 13650M) 
50 Stealth Plasma boat: 55N 105M (2750N 5250M)
Shuttle: 10 Moth Insertion craft 65N 195M (650N 1950M)
30 Stealth Torpeado Boat: 270N 615M (8100N 18450M)
10 Stealth Bombers 245N 590M (2450N 5900M)
10 Heavy Gunship 250N 685M (2500N 6850M)
Total: 106360N 146690M
Upkeep: 53180N

The carrier battle group relies heavily on the Nexus Battleships ability to provide FTL ability for its fighters. It can sit at the edge of the system and open up a rip tear to send missiles, or 6400 plasma swarm fighters through to harass its foe. Also has shielded fighters for anti fighter duty and various stealth small craft for covert insertion or attack.

Carrier Task Force[edit]

Ship: (2x) Strike Carrier [Swarm Hangers: weapon-> Blaster] 16,680N 12,990M (Total 33,360N 25,980M)
Hangar Space (10 Shuttle/30 Fighters)
Ship: (1x) Assault Carrier 37,195N 25,470M (Total 37,195N 25,470M)
Hangar Space (18 Shuttles/54 Fighters)
Ship: (4x) Escort Corvette 465N 1240M (Total 1,860N 4,960M)

Total Hangar Space (38 Shuttles/114 Fighters)
Shuttle: (10) Heavy Gunship 250N 685M (Total 2500N 6850M)
Shuttle: (20) Heavy Gunship [Fixed Weapon: Plasma Lance] 250N 685M (Total 5000N 13,700M)
Shuttle: (8) Moth Insertion Craft 65N 195M (Total 520N 1560M)
Fighter: (50) Stealth Plasma Boat 55N 105M (Total 2750N 5250M)
Fighter: (64) Escort Boat 105N 105M (Total 6720N 6720M)
Total: 89905N 90,390M

Swarm: (1) Boarding Swarm 5550N 6960M (Total 5550N 6960M)
Crew: (7) Relay 200N 250M  (Total 1400N 1750M)
Crew: (700) Vacuum Warriors 18N 10M (Total 12,600N 7,000M)
Crew: (150) Worker 5N (Total 750N)
Total: 20,300N 15,710M

Armory: (350) Sting Casters [Vacuum Warriors] 15M (Total 5250M)
Total: 5250M

Total: 110,205N 111,350M
Upkeep: 55,102N

Intended mainly as a component for larger fleets. The Carrier task force contains a few carriers, their escorts and their complements.

Light Fleet[edit]

Ship: (60) Light Fleet Frigate 890N 2345M (Total 53,400N 140,700M)
Ship: (15) Light Fleet Cruiser Cost: 1330N 2790M (Total 19,950N 41,850M)
Total: 73,350N 182,550M

Crew: (15) Relay 200N 250M (Total 3000N 3750M)
Crew: (1500) Vacuum Warriors 18N 10M (Total 27,000N 15,000M)
Total: 30,000N 21,750M

Armory: (1500) Sting Caster [Vacuum Warriors] 15M (Total 22,500M)
Total: 22,500M

Total: 103,350N 226800M
Upkeep: 51675N

The tactical equivalent of packaging peanuts, a light fleet contains a large volume of sub-capitol war ships for little cost.

How about some corvettes?
Corvettes work best as escorts or troop transports. The light fleet is expendable, so it doesn't really need escorts. A packing peanuts, it doesn't need a specialist like a troop transport. Doomsought (talk) 02:18, 17 March 2015 (UTC)
That's not entirely accurate though, corvettes are an extremely agile and nimble ship size that can provide invaluable support to their larger cousins included in this fleet. Large and heavily armed ships can still use covering and interdiction fire from more evasive ships like corvettes, and just because their spinal mounts lack the same punch of their larger cousins doesn't mean they can't deal ferocious damage in the right conditions. Every faction in the quest fields large numbers of corvettes in their fleet for good reason. Sides' this fleet is rapidly making up the bulk of overall armada, if we don't add corvettes to it we'll forget to build them separately when build light fleets. 12:12, 17 August 2015

Stealth CQC Light Fleet[edit]

Ship: (60) Stealth CQC Light Frigate 940N 2395M (Total 67,200N 197,700M)
Ship: (15) Stealth CQC Light Cruiser Cost: 1330N 2790M (Total 22,650N 55,350M)
Total: 89,850N 253,050M
Upkeep: 44925N

Same as the light fleet, but stealthed for raiding purposes, with close ranged weaponry and fusion cores so our cloaks don't fall into enemy hands.

Do we have any corvettes that would work in this fleet? The smaller the ship the longer it can maintain a cloaking field, and they would be suitably fast for this sort of fighting.--Cannoneer (talk) 12:50, 8 July 2016 (UTC)
We likely do, or one could be mocked up with relative ease. I just didn't do it because Corvettes don't hit very hard. There was an anon who once proposed the interesting idea of a stealthed corvette with a spinal hangar full of swarmers, which would lend itself to these tactics very well.

Anti-Hive Subcapital Fleet[edit]

Ship: (30) Anti-Hive Corvette 1255N 2430M (Total 37650 72900)
Ship: (40) Anti-Hive Frigate 1830N 3295M (Total 73200N 131800M)
Ship: (15) Anti-Hive Cruiser 2510N 3940M (Total 37650N 59100M)
Total: 148500N 263800M
Upkeep: 74250N

Total Crew Cap: 16500, 6000 on Corvettes
Advised Min. Crew
Crew: (3000) Heavy Warrior 38N 45M (Total 114000N 135000M)
Crew: (100) Apex Royal Guard 253N 125M (Total 25300N 12500M)
Crew: (500) Royal Guard 103N 75M (Total 51500N 37500M)
Crew: (5000) Vacuum Warrior 18N 10M (Total 90000N 50000M)
Crew: (500) Ghost Beetle 57N 10M (Total 28500N 5000M)
Crew: (100) Wraith Beetle 154N 35M (Total 15400N 3500M)
Crew: (30) Omega Titan 943N 920M (Total 28290N 27600M)
Crew: (85) Pseudomega Titan 335N 240M (Total 28475N 20400M)
Crew: (10) Cadre Leader 406N 465M (Total 4060N 4650M)
Crew: (400) Fly 12N 1M (Total 4800N 400M)
Total: 390325N 296550M


Made to be mixed in with any assault force against the Obsidian Queen to give her some frustratingly resilient and painful subcapitals to deal with. Cloaks may be exchanged for shields at no extra cost to perform in open combat roles. A sketch of an advised boarding crew compliment is provided.

Beta Anti-Scav Subcapital Fleet[edit]

Ship: (40) Beta Anti-Scav Frigate 1395N 4580M (Total 55800N 183200M)
Ship: (15) Beta Anti-Scav Cruiser 2540N 5910M (Total 38100N 88650M)
Total: 93900N 271850M
Upkeep: 46950N

Ship: (40) Beta Anti-Scav Frigate [Stealth] 1320N 4255M (Total 52800N 170200M)
Ship: (15) Beta Anti-Scav Cruiser [Stealth] 2440N 5610M (Total 36600N 84150M)
Total: 89400N 254350M
Upkeep: 44700N

Made for fucking scavs up for as cheap as we can get away with. Stealth and main battle flavors.

Harassment Fleet[edit]

Task Force: (1) Assault-Pursuit T.F. 100,980N 187680M (Total 100,980N 187680M)
Task Force: (5) Stealth Attack T.F. 56,287N 48,305M (Total 281,435N 241,525M)
Ship: (4) Pirate Cruiser 2610N 5740M (Total 10,440N 22,960M)
Hangar Space (1 Shuttles/3 Fighters)

Total Hanger Space (4 Shuttles/12 Fighters)
Fighter: (12) Heavy Fleet Fighter 135N 175M (Total 1,620N 2,100M)
Shuttle: (4) Moth Insertion Craft 65N 195M (Total 260N 780M)
Total: 394,735N 455,045M

Crew: (4) Relay 200N 250M (Total 800N 1000M)
Crew: (600) Vacuum Warrior 18N 10M (Total 10,800N 6000M)
Crew: (320) Heavy Warrior 38N 45M (Total 12160N 14,400M)
Crew: (80) Heavy Warrior [Siren] 52N 45M (Total 4160N 3600M)
Crew: (400) Fly 12N 1M(Total 4800N 400M)
Crew: (80) Parasite 4N (Total 320N)
Crew: (4) Speaker 8N (Total 32N)
Crew: (4) Burnout Bug 292N 160M(Total 1168N 640M)
Total: 34,240N 26,040M

Armory: (920) Blaster [Vacuum Warrior, Heavy Warrior] 15M (Total 13,800M)
Armory: (400) Fire Spray [Siren Heavy Warrior, Heavy Warrior] 15M (Total 6,000M)
Armory: (80) Plasma Cannon [Siren Heavy Warrior] 15M (Total 1200M)
Total: 21,000M

Total: 428,975N 619,085M
Upkeep: 214,487N

This fleet is designed to be employed in aggressive hit-and-run tactics. The drones listed are boarding teams meant to be split evenly between the pirate cruisers.

Wall of Battle Fleet[edit]

Task Force: (1) Battleship T.F. 257,225N 419,505M (Total 257,225N 419,505M )
Task Force: (2) Assault-Pursuit T.F. 100,980N 187680M (Total 201,960N 375,360M)
Task Force: (1) Carrier T.F. 110,205N 111,350M (Total 110,205N 111,350M)
Task Force: (2) Small Heavy Defense Fleet 222,865N 347,960M (Total 445730N 695920M)
Task Force: (4) Light Fleet 103,350N 226800M (Total 413,400N 907,200M)

Total: 1,428,520N 2,509,335M
Upkeep: 714260N

This fleet is designed to be employed in attrition based tactics. Its formed around a core of powerful capitol ships and elite sub-capitol; to further increase the fleet's capacity at attrition warfare, the core is surrounded by a large swarm of expendable war ships.

Assault-Pursuit Task Force[edit]

Ship: (4) Predator 4,475N 9,430M (Total 17,900N 37,720M)
Ship: (16) Hunter 1305N 4195M (Total 20,880N 67,120M)
Total: 38780N 104,840M

Swarm: (4) Boarding Swarm 5550N 6960M (Total 22,200N 27,840M)
Crew: (20) Relay 200N 250M (Total 4,000N 5,000M)
Crew: (2000) Vacuum Warriors 18N 10M (Total 36,000N 20,000M)
Total: 62,200N 52,840M

Armory: (1600) Sting Caster [Vacuum Warriors] 15M (Total 24000M)
Armory: (400) Fire Spray Vacuum Warriors] 15M (Total 6000M)
Total: 30,000M

Total: 100,980N 187680M
Upkeep: 50,490N

The Assault Pursuit Task Force is designed to be dispatched from larger fleets to attack isolated capitol ships or pursue fleeing enemies. In addition to its powerful weapons and compliment of 100 Vacuum Warriors per ship, each Predator Battle-cruiser carries a Boarding swarm to capture enemy ships.

Stealth Attack Task Force[edit]

Ship: (8) Lancer Corvette [Fusion Core] 595N 1890M (Total 4,760N 15,120M)
Ship: (3) Vanguard Frigate [Fusion Core] 2062N 4055M (Total 6,186N 12,165M)
Ship: (1) Patrol Corvette 1015N 1640M (Total 1,015N ,1640M)
Ship: (1) Strike Carrier [Defensive Field -> Stealth Field] 16,680N 12,990M (Total 16,680N 12,990M)
Hangar Space (10 Shuttle/30 Fighters)

Total Hangar Space (10 Shuttle/30 Fighters)
Fighter: (10) Stealth Bomber 250N 685M (Total 2500N 6850M)
Shuttle: (30) Stealth Plasma Boat 70N 165M (Total 2100N 4950M)
Total: 29,117N 28,025M

Crew: (13) Relay 200N 250M (Total 2600N 3250M)
Crew: (1300) Vacuum Warriors 18N 10M (Total 23,400N 13,000M)
Crew: (130) Fly 9N 1M (Total 1170N 130M)
Total: 27,170N 16,380M

Armory: (260) Blaster [Vacuum Warriors] 15M (Total 3900M)
Total: 3900M

Total: 56,287N 48,305M
Upkeep: 28,243N

The Stealth attack task force can act on its own or as flankers in a larger fleet. The task force contains 13 ships designed to sneak up on enemy forces under stealth before unleashing a devastating surprise attack.

Planetary Raiding Fleet[edit]

Ship: (5) Planetary Raider 1265N 1890M (Total 6325N 9450M)
Hangar Space (1 Shuttle/3 Fighters)

Total Hanger Space (5 Shuttles/15 Fighters)
Shuttle: (5) Moth Insertion Craft 65N 195M (Total 325N 975M)
Fighter: (15) Heavy Fleet Fighter [Cloaking Field] 135N 175M (Total 2025N 2625M)
Total: 8675N 13050M

Crew: (25) Support Fluttercraft [Q-Brain] 278N 280M (Total 6950N 7000M)
Crew: (250) Ghost Beetle [Thermal Pits] 57N 10M (Total 14250N 2500M)
Crew: (100) Heavy Warrior 38N 45M (Total 3800N 4500M)
Crew: (250) Warrior 10N 10M (2500N 2500M)
Crew: (60) Wasp 10N (Total 600N)
Crew: (60) Strafer Drone 30N 20M (Total 1800N 1200M)
Crew: (100) Fly [Thermal Pits, Hypo Tail] 12N 1M (Total 1200N  100M)
Crew: (25) Parasite [Oxygen Recycler, Bioelectric Carapace] 19N 4M (Total 480N 100M)
Crew: (10) Regeneration Tank [Hover Legs] 60N 15M (Total 600N 1500M)
Crew: (2) Large Regeneration Tank [Hover Legs, Adpative/Mimetic] 140N 30M (Total 280N 60M)
Total: 32460N 19460M

Armory: (25) Particle Cannon [Support Fluttercraft] (750M)
Armory: (27) Rotary Stinger [Support Fluttercraft, Large Regen. Tank] (810M)
Armory: (2) Lightning Cannon [Large Regen. Tank] (60M)
Armory: (108) Fire Spray [Support Fluttercraft x4, Large Regen. Tank x4] (1560M)
Armory: (310) Cyclotron Rifles [Ghost Beetle, Wasp] (4650M)
Armory: (120) Sting Casters [Strafer Drone x2] (1800M)
Armory: (200) Lightning Gun [Heavy Warrior x2] (3000M)
Armory: (250) Thorn Launcher [Warrior] (3750M)
Total: 16380M

Total: 409,75N 49,880M
Total (Ships Only): 8675N 13050M
Upkeep: 20487N

Jesus Christ, fleets are expensive. A highly specialized and expensive fleet designed for harassing enemy planetary installations or terrorism against enemy terrestrial populations. The Planetary Raiding fleet can quickly and quietly insert infiltration units, or deploy its entire compliment of drones for surprise attacks on heavily defended military installations. Heavy warriors dual-wield lightning guns because they're not meant to engage anything at range (that's what the sniping wasps and ghost beetles are for), wasps wield cyclotron rifles to snipe enemy targets at range. Support Fluttercraft serve to knock out (or blow open) any hard ground targets, redeploy drones rapidly, and assist Strafer Drones in keeping enemy airpower from harassing any assault forces. Large, camouflaged regeneration tanks included for repairing fluttercraft if necessary. Won't be deployed unless needed..

I've updated this for the new fleet template. Doomsought (talk) 01:48, 20 March 2015 (UTC)

Small Heavy Defense Fleet[edit]

Ship: (6) Heavy Fleet Cruiser 5010N 6890M (Total 30060N 41340M)
Ship: (12) Heavy Fleet Frigate 2855N 5820M (Total 34260N 69840M)
Hangar Space (1 Shuttles/3 Fighters)
Ship: (16) Heavy Fleet Corvette 2345N 3740M (Total 37520N 59840M)
Ship: (3) Patrol Corvette 1015N 1640M (Total 3045N 4920M)

Total Hanger Space (12 Shuttles/36 Fighters)
Fighter: (36) Heavy Fleet Fighter 135N 175M (Total 4860N 6300M)
Shuttle: (12) Heavy Gunboat 250N 685M (Total 3000N 8220M)
Total: 112745N 1904600M

Crew: (3k) Warrior 18N 10M (Total 54k N 30k M)
Crew: (500) Heavy Warrior 38N 45M (Total 19k N 22.5k M)
Crew: (500) Heavy Warrior [Radiator Tubes] 46N 45M (Total 23k N 22.5k M)
Crew: (1.5k) Worker 5N (7.5k N)
Crew: (500) Worker [Oxygen Recycler] 13N (Total 6.5k N)
Crew: (20) Thinker 6N (Total 120N)
Total: 110120N 75000M

Armory: (2k) Thorn Launcher [Warrior] (30k M)
Armory: (2k) Sting Caster [Warrior x2] (30k M)
Armory: (500) Fire Spray [Heavy Warrior] (7.5k M)
Armory: (1k) Thorn Launcher [Heavy Warrior x2] (15k M)
Total: 82500M

Total: 222865N 347960M
Upkeep: 103857N

Nothing pretty, subtle, or cheap (seriously) about this fleet. Designed to take all comers and throw them right back out again. Designed to be most effective against sub-capitals. Amply equipped with enough combat drones for boarding, anti-boarding, and planetary defense should an enemy make planetfall. A compliment of non-combat drones is included to perform in-battle repairs. Thinkers included for supervision bonuses and to fill out the last few available crew slots. Stinger casters and Heavy Warrior Thorn Launchers are dual wielded.

It should provide an effective, complete, condensed defense force for our colonies.

I would suggest switching the Heavy Warriors out for Vacuum Warriors. The thinkers are also completely unneeded, the ships come with all the needed thinkers included in their cost. You should also consider that thorn launchers are of limited use during boarding actions.Doomsought (talk) 22:06, 22 February 2015 (UTC)
Heavy Warriors are incredibly well suited for ship to ship combat. Much more so than vacuum warriors. It's really just a handful of thinkers, don't get your panties all in a bunch. How are thorn launchers limited during ship boarding actions, especially when dual-wielded?

Heavy Battlefleet[edit]

Fleet: (2) Small Heavy Defense Fleet 222865N 347960M (Total 445730N 695920M)
Total: 445730N 695920M

Ship: (4) Heavy Fleet Battlecruiser 16275N 18930M (Total 65100N 75720M)
Ship: Heavy Fleet Battleship 103550N 105150M (Total 103550N 105150M)
Total: 168650N 180870M

Crew Capacity: 3600
Crew: (50) Support Fluttercraft 272N 280M (Total 13600N 14000M)
Crew: (50) Colossus 30N 40M (Total 1500N 2000M)
Crew: (200) Ghost Beetle [Thermal Pits] 57N 10M (Total 11400N 2000M)
Crew: (350) Wasp 10N (Total 3500N)
Crew: (200) Strafer Drone 30N 20M (Total 6000N 4000M)
Crew: (10) Large Regeneration Tank [Hover Legs] 120N 30M (Total 1200N 300M)
Crew: (50) Regeneration Tank [Hover Legs] 60N 15M (Total 3000N 4500M)
Crew: (1k) Warrior 10N 10M (Total 10000N 10000M)
Crew: (500) Heavy Warrior 38N 45M (Total 19000N 22500M
Crew: (200) Smart Bomb 10N (Total 2000N)
Crew: (200) Small Sniffer 3N (Total 600N)
Crew: (100) Fly [Thermal Pits, Hypo Tail] 12N 1M (Total 1200N 100M)
Crew: (20) Parasite 9N (Total 180N)
Crew: (5) Speaker [Bipedal] 11N 2M (Total 55N 10M)
Total: 61837N 59400M

Armory: (1k) Thorn Launcher [Warrior] (15k M)
Armory: (300) Cyclotron [Ghost Beetle, Wasp] (4500M)
Armory: (900) Sting Caster [Wasp x2, Smart Bomb x2] (13500M)
Armory: (1.6k) Lightning Gun [Heavy Warrior x2, Strafer Drone x2, Support Fluttercraft x4] (24k M)
Armory: (100) Rotary Stinger [Support Fluttercraft, Colossus] (3000M)
Armory: (60) Lightning Cannon [Support Fluttercraft, Large Regen. Tank] (1800M)
Armory: (50) Thorn Cannon [Colossus] (1500M)
Armory: (240) Fire Spray [Colossus x4, Large Regen. Tank x4] (3600M)
Total: 67900M

Total: 676217N 1004090M
Upkeep: 338108N

Intended to be able to handle any moderate-to-severe tactical situation, whether offense or defense. Comes with enough drones to be able to defend a planet against any reasonable assault, or assault a reasonably defended planet successfully.

I'd suggest removing one of the Small Heavy Defense Fleets, then adding a Light Fleet to act as expendable filler and a harassment fleet to act as flankers to fill out all the tactical rolls. I'd also suggest some Escort Corvettes for your capitol-ships: 4 for each battlecrusier and 6 for the battleship. Though with the addition of the harassment fleet and its battlecruisers you might want to drop the foru heavy battlecrusiers for a second battleship. Doomsought (talk) 21:18, 22 February 2015 (UTC)
Both the battlecruisers and battleship are equipped with ample point defenses themselves, and the heavy fleet subcapitals are well equipped for the roles the escort corvettes would fill. I will make another fleet that incorporates light ships and harassers like you suggest so that we have a really fleshed out battlegroup.

Colonization Fleet[edit]

Ship: (3) Scout Corvette 465N 1140M (Total 1395N 3420M)
Ship: (5) Lancer Corvette 465N 1240M (Total 2325N 6200M)
Ship: (2) Patrol Corvette 1015N 1640M (Total 2030N 3280M)
Ship: (4) Vanguard Frigate 1872N 3105M (Total 7488N 12420M)
Total: 13238N 25320M

Crew: (1.5k) Worker 5N (Total 4500N)
Crew: (250) Worker [Oxygen Recycler] 13N (Total 3250N)
Crew: (300) Warrior 10N 10M (Total 3000N 3000M)
Crew: (30) Excavator 38N (Total 1140N)
Crew: (40) Thinker 6N (Total 240N)
Crew: (20) Regeneration Tank [Hover Legs] 60N 15M (Total 1200N 3000M)
Crew: (3) Large Regeneration Tank [Hover Legs] 120N 30M (Total 360N 90M)
Crew: (1) Medium Egglayer 100N (Total 100N)
Crew: (50) Small Sniffer 3N (Total 150N)
Total: 14440N 6090M

Armory: (300) Thorn Launcher [Warrior] (4500M)
Total: 4500M

Total: 27178N 31410M
Upkeep: 13589N

A small, basic fleet meant to be dispatched to worlds we want to colonize. Well equipped to deal with any standard conditions and overcome common colonization difficulties. Unsuited for direct conflict of any sort, but able to perform fairly effective ambushes in space against small numbers of unwanted visitors.

I'd suggest a mining Corvette for start-up metal income.Doomsought (talk) 21:20, 22 February 2015 (UTC)
Excavators can perform that function until the hive is big enough to construct mining corvettes of its own...provided it has an asteroid field worth doing that. Scout corvettes also have consumption beams. --23.118.118.223
Uh... considering medium egglayers can lay Large drones already, I can't imagine any possible benefit of making a Large Egglayer. --LotusEater (talk) 17:48, 21 March 2015 (UTC)
Oh, they can? Updating then.

Hive Fleet[edit]

Fleet: (1x) Light Fleet 103,350N 226,800M (Total  103,350N 226,800M)
Ship: (2x) Alpha Hive Ship (+36,800N) 34,730N 336,600M (Total 69,460N 673,200M)
Ship: (200x) Resource Corvette (+800N +8000M) 400N 2800M (Total 80,000N 560,000M)
Ship: (24x) Escort Corvette 465N 1240M (Total 11,160N 29,760M)
Ship: (4x) Assault Carrier 37,095N 25,170M (Total 207,900N 100,680M)
Ship: (276x) Escort Boat 105N 105M (Total 28,980N 28,980M)
Ship: (64x) Heavy Gunship 250N 685M (Total 16,000N 43,840M)
Ship: (28x) Moth Insertion Craft 65N 195M (Total 1820N 5,460M)
Total: 518,670N 1,668,720M 
Production: +233,600N +1,600,000M

Swarm: (1x) Research Swarm 43,500N (Total 43,500N)
Swarm: (6x) Boarding Swarm 5550N 6960M (Total 33,300N 41,760M)
Crew: (56x) Relay 200N 250M (Total 11,200N 13,250M)
Total: 88,000N 55010M

Total: 606,670N 1,723,730M
Upkeep: 303,335N
Production: +233,600N +1,600,000M
Net Upkeep: 69,735
Net Production: +1,600,000M 

This Fleet is essentially a roving colony. The hive ships and resource corvettes provide resource production and industry. The light fleet provides a large guard force for a discount price while the Assault carriers provide far more potent guards for the Hive ships. Eight escort corvettes protect each hive ship, and each assault carrier is guarded by two escort corvettes.

A Research swarm is spread between the two hive ships to give the fleet research capability to got along with resource extraction and industry. Each of the capitol ships, the two hive ships and the four Assault Carriers, are defended internally by a boarding swarm. A relay is placed on each capitol ship and every fourth resource corvette.

When the resource corvettes are all deployed, the fleet should be able to support itself completely by converting some of the metal extraction into nutrients.

Is the fleet being able to self-support based on the assumption that the corvettes can produce nutrients and metals at once? BEcause I think they can only do one or the other.

Missile Ambush Fleet[edit]

Ship: (1x) Carrier Battlecruiser 39745N 23630M (Total 39745N 23630M)
Ship: (10x) Ambush Missile Cruiser 4730N 5290M (Total 47300N 52900M)
Ship: (50x) Vanguard Frigate 1872N 3105M (Total 93600N 155250M)
Ship: (100x) Ambush Missile Corvette 2065N 1940M (Total 206500N 194000M)
Total: 387145N 425780M
Upkeep: 193572N

Suddenly, missiles, missiles and plasma lances right in your face. To end space battles before they begin. --LotusEater (talk) 01:39, 31 March 2015 (UTC)

Small Missile Fleet[edit]

Ship: (1x) Carrier Battlecruiser 39745N 23630M (Total 39745N 23630M)
Ship: (5x) Missile Assault Cruiser 4910N 6190M (Total 24550N 30950M)
Ship: (10x) Missile Assault Frigate 3555N 4945M (Total 35550N 49450M)
Ship: (10x) Swarm Corvette 4985N 3940M (Total 49850N 39400M)
Total: 134445N 143430M
Upkeep: 67222N

Large Missile Fleet[edit]

Ship: (1x) Stinger Assault Battleship 43350N 65570M (Total 43350N 65570M)
Fleet: (10x) Small Missile Fleet 134445N 143430M (Total 1344450N 1434300M)
Total: 1387800N 1499870M
Upkeep: 693900N

Obsidian Queen Raiding Fleet[edit]

Fleet: (1x) Missile Ambush Fleet 133245N 137430M
Fleet: (1x) Light Fleet [Cloaking Fields] 73350N 182550M
Fleet: (1x) Stealth CQC Light Fleet 89850N 253050M
Fleet: (1x) Anti-Hive Subcapital Fleet 148500N 263800M
Total: 444945N 836830M
Upkeep: 222472N

Build 2, tell them to raid all of OQ's territory for mother, and then sit back and watch the havoc.

Fast Assault Fleet[edit]

Ship: (100) Fast Assault Corvettes: 59500N 189000M
Ship: (50) Fast Assault Frigates: 58100N 176500M
Ship: (30) Fast Assault Cruisers (30 shuttles 90 fighters): 88800N 151200M
Ship: (10) Fast Assault Battlecruisers (20 shuttles 60 fighters): 36250N 77800M
Ship: (5) Fast Battlecarriers (150 shuttles 450 fighters): 66475N 53450M
Total Hangar Space (200 shuttles/600 fighters)
Fighter: (200) shielded fighters: 11000N 21000M
Fighter: (200) shielded fighters (w/plasma lances): 11000N 21000M
Fighter: (50) Escort Boats: 5250N 5250M
Fighter: (50) Stealth Plasma boats: 3500N 8250M
Fighter: (50) Ambush fighters: 2750N 5250M
Shuttle: (100) Light gunships: 7500N 33500M
Shuttle: (20) Heavy fleet gunships: 5400N 9700M
Shuttle: (20) Fireships: 4500N 6700M
Shuttle: (20) Moth insertion craft: 1300N 3900M
Shuttle: (10) Stealth bombers: 2450N 5900M
Shuttle: (10) Stealth torpedo boats: 2700N 6150M
Total: 57,350N 126,600M

Total Cost: 366,475N 774,550M

Organized on the principle that sometimes less is more, the light assault fleet was designed with a focus on cost effectiveness, speed, and sheer firepower. Every capitol and sub capitol ship was equipped with a fusion core to supercharge it's engines and guns, and rely on advanced shielding for protection instead of heavy and expensive armor. What they lack in durability they make up for in maneuverability and (comparatively) low cost swarms of ships, while still able to provide support in a variety of actions with the boarding and drop pod launchers on it's ships, for little extra cost. This is a fleet designed to rapidly close in on it's target and deny the enemy any chance at salvaging the ships that do not survive.

Their sizable hangars are filled with a rounded contingent of strike craft to allow the fleet to take advantage of the full range of the hive's technology without having to invest huge quantities of resources equipping every single ship with them. The bombers and torpedo ships allowing the fleet to stealthfully deploy missiles in limited numbers for little cost overall.

Since I posted this in the quest I swapped out the LPB weaponry used in half the shielded fighters (for plasma lances) and the light gunships (for acidic rotary stingers). I'd also like to point out that there remains room in it's total hangar space for 50 fighters and 20 gunships.--Cannoneer (talk) 14:08, 7 July 2016 (UTC)

Shieldbreaker Fleet[edit]

(Name: rename Shieldbreaker Taskforce?)
Shieldbreaker Frigate x10: 29400N 44000M
Stalker Corvette x1: 1075N 2140M

Total: 30475N 46140M

Make a dozen of these fleets, and the shieldbreakers can all target an enemy ship the hive wants to board until its shields are down. Then the cloaked corvettes lurking nearby can ram them hard, and they won't have to drop their cloaks until they literally collide with the target.

Boarding Task Force[edit]

Ship: (x10) Stalker Corvettes 10750N 21400M
Ship: (x5) Harrier Frigate 10685N 24400M
Ship: (x1) Tow Truck 1950N 6290M
Total: 23385N 52090M

Attack/Support Fleet[edit]

Ship: (10) Attack support cruiser 3,800N 6,470M (Total 38,000N 64,700M)
Ship: (15) Attack frigate 2,425N 4,835M (Total 36,375N 72,525M)
Ship: (30) Attack corvette 1,165N 2,730M (Total 34,950N 81,900M)
Total: 109,325N 219,125M
Upkeep: 54,662N

Swarm Taskforce[edit]

Ship: (x1) Patrol Corvette 1015N 1640M (Total 1015N 1640M)
Ship: (x10) Swarm Corvette 4985N 3940M (Total 49850N 39400M)
Total: 50865N 41040M
Upkeep: 25432N

Swarm Fleet[edit]

Fleet: (x10) Swarm Taskforce 50865N 41040M (Total 508650N 410400M)
Total: 508650N 410400M
Upkeep: 254325N