The Seventh Fleet, Skesis

Energy tore through miles of space, raking the opposing vessels. Several expired at once, brief globes of light were all that remained. And even that, for a moment only.
        With the fading light of an explosion, space turned dark once more. Above the blue white planet, predatory shapes clustered in shoals, gliding silently through the void. They slowly moved into formation, forming a netlike pattern stretching out behind the larger vessels. Then with a glare of firing thrusters, the first group dropped out of sight. Falling out of orbit and gaining speed.
        High above them, larger ships appeared, blotting out the distant sun. Leaving only the dull red glow of the Houndes as they began their entry into the atmosphere. Then darkness dissapeared as bolts of energy streaked between them, heading for the planet below. Then the rain of missiles began.
        The Houndes slowed their descent through the air, their skin now glowing a fiery red. Around them, sleek dark objects darted through the dark clouds, seeking out their enemies, attacking without mercy. Within minutes the defences of the Grada was overwhelmed, falling prey to them. Then the real assault began. Dark spots appear out of the sky, becoming larger by the second. Insectlike shapes landed on the world below, and began to destroy it.
        The air was uncomfortable, dry and hot. Infernos raged as the city itself become a battleground. Lumbering behemoths strode among the tall structures spewing out destruction at the invaders. The resistance was fierce and untiring. Though, the Skesis were more tenacious and organised. Within hours, the end of the battle would be in sight.
What was known as the Skesis fleet was actually composed of three separate forces, the 'Kine, the Stryrakis, and the Temrasa. All new ships and personnel were transferred to the last of the hastily built fleets, the seventh Styrakis fleet. The seventh fleet was named after old title of the alliance that eventually became the old federation. It was meant to be the command fleet of the old federations forces. Events of that time changed all that.
        Some of the new series, the uncompleted Temrasa fleet were redeployed with Stryrakis, with the empty slots filled by Styrakis personnel. The 'Niel Kine fleet were also grouped with this force. Even though the 'Niel Kine had proven to be dependable and loyal to old federation, they were deemed an acceptable sacrifice.
        With the inclusion of the Badouu, Barakka, and Olfianna ground assault forces, the seventh fleet was adapted for planetery invasions. The Khroship itself was modified for the possibility of landfall. This enlarged the seventh fleet to almost double similiarily sized fleets.
        This force was reasoned to be sufficient to take the battle deep into the enemy territory, striking at the heart of the enemy systems. However, not strong enough to successfully return. Even though there was a chance this large force could succeed in their mission, contingency plans had been prepared. Everything was made to ensure the seventh fleet would not return from their suicidal mission.
        The last battle of the seventh fleet took place at an uncharted system called Aoumvada. Located faraway from any inhabited worlds, the fleet was ordered there to ambush part of a massive build-up. Though badly outnumbered, command informed that the third and fourth fleet were already underway on a rendezvous.
        No assistance arrived after the battle was joined, and the seventh fleet fell in the battle of Aoumvada.

The Vessels of the Seventh Fleet
The core of the fleet consists of the Khroship and its Wayrader escorts. This core co-ordinates the other ships, organising the massive fleet into one force striking in unison. The Houndes provide close defence while the Strykers and lesser Dansers use their superior mobility to take the battle to the enemy. The Dansers operate independent of the main fleet, deploying where they are needed most. Their combined firepower is often equal to the larger warship ships when applied appropriately. The `Niel Kine contingent also operates independently from the main group, where its special abilities can be employed for maximum result. However, all the ships, especially the numerous Wayde strike cruisers are flexible in their purposes, able to serve in multiple tasks.

Khroship, Royal Class
Grande Homlanne. Stryrakis type command ship. Construction of twelve were started, but only seven were completed, the eighth was destroyed weeks before completion by an all out assault on the Fennel docks. The Stryrakis type is the only one built for planetary invasions. Therefore the amount of ground units outnumber the space capable units. Other notable ships of the Royal class include Long Homlanne Sinacco, and Faires Ty'rnna Strider which is presumed lost. The Grande Homlanne was destroyed in the first battle of Aoumvada. The survivors founded Grande Fora Homlanne.
        Five miles in length, the Grande Homlanne has multiple arrays of weaponry scattered through its hull. On its underbelly, are the massive missile launchers used for planetary bombardment, along with bays holding its ground attack units. Its enhanced shielding enables it to survive heavy attacks, permitting it to close upon its target.
        Serving multiple purposes, the Grande Homlanne is the command centre for the entire fleet. Yet it is also used for hostile planetary landings, being sufficiently shielded.

Grande Homlanne Stryrakis Khroship. Length / 8,000m. Propulsion system / gravity float system cluster, reactive nozzle cluster. Intersystem propulsion / Instantaneous gate system cluster. Weaponry / beam arrays many, missile launchers many, reactive shields many, Strykers many, others.

Wurlkiler, Light Dreadnought
Randa Ohme. Temrasa type planetary assault drop carrier. Command ship of the Barakka strike group. Built at the Tense Grad Gamasu yards, only one ship of this class is assigned with the seventh fleet, others being recalled to the inner worlds.
        Much of its weaponry is solely designed to attack large objects, especially planetary targets. However, the weapons have proved extremely effective against large ships when the Barakka are occasionally called for boarding assault. Possesses enhanced passive shields for solo planetary assault, enabling it to enter low orbit with minimal support. Has two Fivanra drop ships slaved, adding additional shields and weaponry.
        Specialises in precision planet drops during in the initial stages of an invasion. Survived the first battle of Aoumvada and is currently the flagship of the Aoumvada fleet.

Randa Ohme Temrasa Wurlkiler. Length / 4,000m. Intersystem propulsion / hyperdrive system. Weaponry / anti-planetary phased beam cluster, anti-planetary beam arrays many, missile launchers clusters many, enhanced passive shields many, Strykers many, others.

Wayrader, Battleship
Riessu Tanna, Ovrehune, Ceilops Qeuvana, and Sansa Parana. Stryrakis type command escort. Built at Tense Grad Samana, which concentrates on support vessels for the Khroships.
        The entire span of their curved hull is primarily shield emitters, while on the underside are massive banks of short ranged weapons. Its small crew concentrates solely on defence of the Grande Homlanne, also co-ordinating groups of Houndes within their defence grids.
        The Wayrader's form the outer defence of the Khroship, their massive shields capable of stopping the heaviest attacks. Only the Sansa Parana survived the first battle of Aoumvada. It remains with the Aoumvada fleet in space.

Stryrakis Wayrader. Length / 3,000m. Crew / 87. Intersystem propulsion / enhanced hyperdrive system. Weaponry / beams arrays many, enhanced energy absorber many, enhanced reactive and passive shield many.

Grail, Battleship
Y'myll Niess E'ssina, L'marri K'tana, Fay'se Gar, Er'nn Sin, and J'hasa Yunra. 'Niel Kine type Darke ship. Fay'se Gar was destroyed in the first battle of Aoumvada, engaging the enemy Farasytt in close combat, allowing the surviving ships of the fleet to close. The remaining four did not initially descend to the world below, and therefore could do so. Too damaged to remain in space, they managed to survive the descent to Aoumvada, becoming the home islands of the Dark Elven, I'sis Fora Homlanne of the Grey Mists.

'Niel Kine Grail. Length / 3,500m. Intersystem propulsion / instantaneous gate system.

Rayde, Strike Cruiser
Temrasa type built at Tense Grad Gamasu. One of the newer classes, and primary main ships for the Skesis fleet, capable of meting out tremendous amounts of destruction while sustaining massive damage. Capable of assisting in planetary assaults, with enhanced shields and weaponry. Some damaged in the first battle stayed on Aoumvada while space capable ones remained in space, forming the backbone of the Aoumvada fleet.

Temrasa Rayde. Length / 2,000m. Intersystem propulsion / hyperdrive system. Weaponry / anti-planetary beam arrays many, missile launchers clusters many, enhanced passive shields many, others.

Daggert, Light Destroyer
'Niel Kine type light strikers. They form the outlying attack units of the `Niel Kine fleet. Highly successful attack vessels, much of their design was later implemented on the Dansers. Of those that survived the first battle of Aoumvada, all remained in space.

'Niel Kine Daggert. Length / 500m. Crew / 14.

Danser, King Command Class
Reie. Stryrakis lead striker. Classed as a greater Danser. These Dansers are fully automated, requiring no pilots. Massive in size, the interior of the hull is filled with weapons and shields. The King class was originally meant to help co-ordinate and guard the flagship. However, in the seventh fleet, it was paired with the other existing greater Dansers as a forward attack/scouting group.

Reie Stryakis King Danser. Length / 800m. Propulsion system / gravity float system, reactive nozzle. Intersystem propulsion / instantaneous fold system. Weaponry / large particle beam array x 1, particle beam array x 6, reactive shields x 8, close in defence system many, superior sensor link system.

Danser, Win Class
Keyra Aranisse. Supposedly the first Danser created, only one is known to exist. Little is known about this class, except it was heavily based on the `Niel Kine. It serves as the forward reconnaissance for the fleet, paired with the other greater Dansers.
Win Danser
Keyra Aranisse Stryrakis Win Danser. Length / 500m. Propulsion system / gravity float system, reactive nozzle. Intersystem propulsion / instantaneous fold system. Weaponry / reactive shields x 8, close in defence system many, enhanced superior sensor system.

Danser, Queen Class
Trene and Dech. Stryrakis lead striker. The other two greater Dansers in the seventh fleet. Queen classes are created at the Ursare Grad Stryrakis and Ursare Grad Simanra facilities.

Stryrakis Queen Danser. Length / 800m. Propulsion system / gravity float system, reactive nozzle. Intersystem propulsion / instantaneous fold system. Weaponry / large particle beam array x 1, particle beam array x 6, reactive shields x 8, close in defence system many, sensor link system.

Danser, Dark
Keymah. The Dark units were a branch off from the research on the Win and Dark Sounde units, produced in small quantities as little was understood about them. Ten pairs are known to exist. Equipped with an enhanced "weaver" system over the Dark Sounde Strykers, they are believed to be even superior to the `Niel Kine.
        Largely misunderstood, the true abilities of the "weaver" system remains unknown. However, the output is mainly pure energy which can be re-formed or manipulated by the Danser. At the time of the seventh fleet's launch, it was unsure how useful it would be in battle. However, the impressive victories achieved by the Dark Dansers meant something in their design proved extremely effective.
        They handle special tasks during combat, usually going after primary ships, or other important targets. Their large array of weaponry and shields often make them a match for larger ships. With their high mobility and co-ordination, they function as a pack during such attacks.

Length / 200m. Propulsion system / gravity float system, reactive nozzle. Intersystem propulsion / enhanced warp hyperdrive system. Weaponry / particle beam array x 4, reactive shields x 2, close in defence system x 20, weaver control system.

Dansers, Light
Tharkan. Five wings exist in the seventh fleet. An attempt at manufacturing cheaply produced Dansers, the standard version still required an immense amount of resource and time. Around fifty were created before the war broke out and production shifted to cheaper units. Along with the Dark Dansers, they are known as the lesser Dansers.
        Their weaponry is similar to that of the Dark Dansers, minus the "weaver" system. Though additional shielding is provided, enabling them to easily survive the head on confrontations when attacking large ships.
        In battle, they are teamed with the Strykers, often leading the forefront of the fleet's assaults. Here, they often break up into elements of two, with different elements guarding each other.

Length / 200m. Propulsion system / gravity float system, reactive nozzle. Intersystem propulsion / enhanced warp hyperdrive system. Weaponry / particle beam array x 6, reactive shields x 2, close in defence system x 20.

Erezac
At the time of the seventh fleet's launch, little was known about the next generation except for the rumour they were already being implemented in other fleets.

Strykers, Light
General all purpose. Used commonly throughout much of the old federation, the Stryker still was the premier assault unit at the time of the seventh fleet's launch. With a long history of service, updated versions regularly appear with multiple variants existing for different purposes. The most common variants include the Sounde and Seine units. The `Niel Kine fleet have their own special Shadow variants.
        All Strykers have various weaponry suited to their individual purposes. Though, the later types produced by the outer Grads have upgraded weapons and shields. Along with multiple slight enhancements, some which were offshoot technology from the Dansers.
        The Strykers serve as the main strike force of the seventh fleet. Fast and mobile, they can swiftly be at any part of the battlefield. During defensive tasks, they often swarm between the larger ships, engaging targets of opportunity.

Weaponry / various.

Strykers, Sounde
Based on the legendary Ariess Z, the most widely used assault unit during the early days of the old federation. One of the more commonly produced Stryker variant. A high manoeuvre version of the Stryker meant for atmospheric combat.
        It has been implemented with a superior cloak system, similar to the `Niel Kine Shadow units, to make up for its lack of weapons and to assist it during planetary assaults.
        Sounde units normally accompany Houndes during these attacks.

Weaponry / cloak system, others.

Strykers, Dark Sounde
Tharkon. The Dark units are exclusive to the seventh fleet only, being a new development. They are considered the last generation of Strykers, the Dansers being the next generation. They were co-developed with the early Win Danser. In that respect, they have also been called proto-Dansers.
        The Darke units are also augmented with the "weaver" system, an experimental and smaller version of the kind found on the large 'Kine ships. With the "weaver" system installed, the amount of weapons have been reduced, similar to the conventional Soundes.
        Their primary duty is to function as escorts for the Dansers during fleet assaults, being the only assault units capable of keeping up.

Length / 100m. Weaponry / weaver system, others.

Strykers, Hounde
Chane. Stripped Stryker with a humanoid design. The Houndes are basically Strykers meant for planetary assaults. They are much smaller than the standard deep space Strykers, lacking massive drives for long distance travel. However, they still mount comparable armaments and shields. Though with a weaker power source, there is a need to balance their shields and weapons appropriately. They are also much more manoeuvrable than the standard Stryker.
        Originally meant to be light throwaway units used to established beach heads on planets and to assist the ground based Houndes. However, their duties changed as the seventh fleet adapted to its mission far behind enemy lines.
        Currently, the Houndes are the defence units of fleet, a duty they are well suited for due to their superior mobility and short range punch. This also served to free the other Strykers for other duties. During normal attacks, they often grouped with Strykers, both benefiting from the strengths of the other. Common variants include the hooded and hunting Hounde, cloaked and sensor unit respectively while the command Hounde is a highly enhanced version.

Stryker Hounde

Weaponry / various.

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Copyright © 1997 Team NMM Last Update: 4th February 1997