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Thread: The Covenant (from Halo) vs The Empire (From Star Wars)

  1. #421
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    I guess someone has to step up to the plate on the Star Wars side, so here's an objective blow by blow comparison of each respective Empire:

    Industrial Capacity and Territorial Holdings:

    Imperial assets include more than one million star systems, and millions of warships including tens of thousands of standard KDY Star Destroyers. Space stations are the size of small moons and they have even built artificial planets in the past. Kuat Drive Yards (The leading manufacturer of ships) are capable of constructing three Star Destroyers per day, and they managed to construct two thirds of a 900km space station in under six months.

    Covenant assets are unknown, although it is speculated that they posses only the territory within the Orion arm of the Milky Way galaxy. Their largest known structure is High Charity, which is easily dwarfed by the second and third Death Star and other known artificial planetoids.

    Propulsion Technology: Slip Drive vs Hyperdrive

    Hyperdrive allows Star Wars vessels to traverse a galaxy in hours or days, which requires vessels to travel at least 10,000,000 times the speed of light (3,000 light years per hour).

    The fastest known Covenant vessel traveled at 38 light years per hour, meaning it would take decades for them to cross their galaxy.

    Beam Weapons: Energy Projector vs Turbolasers

    Heavy to medium turbolasers release many gigatons/teratons of energy per shot (Source: Incredible cross-sections), while light turbolasers release dozens of megatons of energy per shot. A Star Destroyer carries more than a hundred light turbolasers and dozens of heavy turbolasers. The Death Star (A massive compound turbolaser) releases more energy than the Sun produces in over seven thousand years! They also have ion cannon technology, which the Covenant lack.

    Covenant Energy weapons are effective at glassing planets over the course of multiple hours, placing their beam weapons within the high megaton range.

    Torpedoes: Photon/Quantum torpedoes vs Imperial missiles

    Imperial missiles are not their heaviest weapons, and are mostly used for fighter combat or attacks on "soft targets", such as starships whose shields have been disabled by turbolaser fire. Therefore, most missiles are very small, low-yield devices (Jango Fett's seeking missiles were rated at only 190 megatons), although there have been notable exceptions (Eg. the huge and devastating Galaxy Gun missiles or the Suncrusher's quantum resonance torpedoes). Maneuverability can be superb; Luke's torpedo executed a 72,000g turn in ANH.

    The covenant use plasma torpedoes, which according to damage estimates seen from the games, are in the high kiloton levels in terms of damage produced.

    Shields

    Imperial capital ship shields can survive direct hits from multi-gigaton nuclear warheads and turbolasers, considering the output of a heavy turbolaser, the shields are estimated to be in the teraton/petaton range. Their planetary shields are far stronger, and can withstand days or weeks of sustained fleet bombardment with multi-teraton heavy turbolasers. Alderaan's planetary shield actually blocked the Death Star superlaser for a split-second, which suggests the capability to block multiple yottatons of energy.

    Covenant shields are far weaker, being only strong enough to withstand 2 or 3 MAC shells rated at around 50 kilotons each. The standard ship-mounted MAC fires a 600-ton ferric-tungsten projectile with a depleted uranium core at 960,000 km/h (this is circa 2552). The large amount of energy needed to fire the weapon (the muzzle energy is 270 terajoules (E=.5mv^2), to be precise) is particularly onerous on a warship, and the extended recharge time is a significant factor in combat against Covenant warships as multiple MAC rounds are required to penetrate Covenant shields. The standard MAC is sufficient to destroy any human vessel or severely damage an unshielded Covenant vessel.

    Communications

    Capital ship subspace transceivers have a range of 100 light years. The Holo-Net permits real-time communication across a galaxy of over 120,000 light years.

    Covenant communications are limited to the speed of slipspace travel.

    Planet Killing

    A single Imperial Star Destroyer is capable of slagging the entire surface of a planet in less than an hour, this process is known as a Base Delta Zero, and usually guarantees the total destruction of a Planetary population before an evacuation is possible. They also have the famous Death Star, a battle station capable of firing a beam designed to blow up an entire Planet. Think about that for a second.



    The covenant are limited to a process known as glassing, in which the silicates in the crust are melted. This process is inferior to the Base Delta Zero (Which melts the entire crust) and requires multiple ships working over the course of several hours (In one case it took twenty-four Destroyers and Cruisers twelve hours to glass a Planet). They have no means of destroying a planet beyond superficial surface damage.

    Weapons ranges

    Imperial Turbolasers have recorded maximum ranges of over ten light minutes (179,875,475 kilometers), with distances of over 100,000 kilometers being considered point blank range by some.

    Maximum Covenant ranges are unknown, but very rarely have they been seen firing beyond the 100,000 kilometer mark, the Energy projector beam has an effective range of over 50,000 kilometers.

    Super-Weapons

    Where do I start? Death Star I, Death Star II, the Tarkin, Galaxy Gun, Sun Crusher, World Devastators, Centerpoint Station, Darksaber, Star Forge, mass shadow generator etc. They are capable of destroying Planets, moving them through Hyperdrive, generating Supernovas, creating black holes and even launching planet busting torpedoes from the opposite end of the galaxy to the next (I.e. The Galaxy Gun).

    What do the Covenant have? Anti-Matter bombs make excellent terror devices, but they are incapable of achieving the damage presented by even low-yield Imperial weapons.

    - - -

    As you can see from the above, the Covenant are vastly dwarfed by the Empire in almost every respect. It is nonsensical to believe for even one second that the Covenant would be a stain on Imperial boots, let alone capable of defeating them in pitched inter-galactic warfare.

    What you have is a small inter-stellar Empire of a few thousand vessels going against a Galactic Empire of several million warships using technology that is vastly inferior to that of the Empire. The speed at which the Empire can field their fleets would leave the Covenant spinning, the technological disparity is so great that the Empire won't need superior numbers to win as a single Star Destroyer is easily worth a dozen or more Assault Carriers.

    This is after all an Empire that can casually throw around petatons of damage with ease, to think that Covenant could hope to resist for even a week against such a force is foolish. Although if you wish to debate the matter, I'll be here for some time.

  2. #422
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    In order to expand upon my previous post, I intend to create a series of articles that will allow me to go into greater detail on the varying subjects I previously presented, elucidating to a greater capacity on said statements.

    First order of the day:

    Shields: Covenant Vs. Imperial Shields

    Whilst both the Covenant and Imperial fleets utilize energy shielding, it is fallacious to assume that they both operate on the same principles, or that they are even remotely compatible on orders of scale and magnitude.

    Shield power generation:

    According to Halo: First Strike the Covenant use a series of fusion based 512 terawatt generators to power their battle station (Which is known as the Unyielding Hierophant) shields, this is impressive by any standard, especially as humans of that era are still experimenting with primitive fission reactors. But to garner the power of their Imperial opposition, simply grab figures from the official publications. Of all the voluminous Star Wars publications out there, only one for each film gives meaningful specifications in real-world units: Star Wars Episode II Incredible Cross-Sections (SW2ICS) and the Star Wars Episode III Incredible Cross-Sections (SW3ICS). According to the guide, the peak output of the Acclamator troop transport vessel reactor is 200 trillion gigawatts (Or two hundred billion terawatts).

    In the same chapter it discusses the 70 trillion gigawatt shield heat dissipation for the same Acclamator troop transport vessel, a 700 meter carrier vessel that is forty-two times smaller than the Covenant battle station in question. If the individual reactors were represented by a peak output of 512 terawatts, the Covenant would need 136,718,750 reactors stationed throughout Unyielding Hierophant to match a single pre-Imperial vessel. As you can see, the officially published figures are massively in favour of the Empire, even if you disregard the fact that an Acclamator is not a particularly powerful warship by Imperial standards (An Imperial Star Destroyer is roughly 10 times larger (By volume) than an Acclamator and presumably 10 times more powerful, even if we disregard the fact that an Acclamator is just a transport). In fact, the only way to generate a remotely close match between an Imperial ship and a Covenant ship is to use a small patrol craft. The technological disparity is just *that* great.

    Little is known of Covenant power generation sans the use of fusion reactors, a process that was abandoned in the Star Wars universe in favour of Hypermatter generation. In fact Hypermatter generation is said to be so powerful that a Venator-class Star Destroyer's main reactor annihilated the equivalent of 40,000 tons of matter each second.

    Shield Combat capability:

    Star Destroyers were able to survive half an hour of ship to ship battle with Mon Calamari battlecruisers in the Battle of Endor before they started to lose shielding. If we assume roughly one Star Destroyer per Mon Calamari cruiser and ignore fighters (In spite of the fact that they were carrying thermonuclear weapons), we can estimate that a Star Destroyer can survive many thousands of shots before shield failure. In the opening scene of ANH a Star Destroyer is seen firing roughly 25 shots in 5 seconds, for a time-averaged refire rate of 5 shots per second. This indicates that the shields of an Imperial Star Destroyer can sustain literally petatons of damage before failing entirely.

    An ISD1 can unleash more than 860 teratons of energy (SW3ICS) with a fully powered broadside. If an ISD can withstand at least one full broadside from another ISD, then this would mean that the burst energy capacity of a Star Destroyer's shields is probably in the range of several hundred teratons.

    The TESB novelization described a "steady rain" of asteroids, and Anakin Skywalker: The Story of Darth Vader said that "turbolaser gunners blasted the largest rocks; those they missed impacted against the bow shields like multi-megaton compression bombs." We can see from the film that the ships were taking impacts at the rate of at least 1 asteroid per second if not more, and we know from the above quote that the asteroids were striking with several megatons of energy each. Some dispute this figure by stating that we saw some slow-moving asteroids in the films, but this is a false dilemma fallacy: the existence of slow-moving asteroids does not prove that all of the asteroids (<99.99% of which would have impacted >off-screen) would have been slow-moving, particularly since typical asteroid speeds in the Earth's solar system have been observed to be much higher than this. Furthermore, the bombardment must have continued for at least 1 or 2 days because Vader had time to contact bounty hunters, who travelled from their various homebases to the Outer Rim while the fleet stayed in the field. Therefore, each ISD might have absorbed as much as 3E20 joules of kinetic energy while in the asteroid field.

    Of interesting note, according to the Star Wars: Complete Locations technical manual, the shields of an Executor-class Star Destroyer handled much of the power generated—an amount equivalent to the total power of a medium star (3.8 × 10E26 W). If translated to a reliable energy figure, equals about 900 petatons, supported by the fact that in the Dark Empire novel, three Imperial Star Destroyers crash into the Executor-class whilst breaking hyperspace; the vessel survived thanks to her strong shields.

    Meanwhile Covenant shields can take a vast amount of punishment, and can recharge very quickly. The only known flaw of Starship shields is that when the vessel fires its Plasma weapons, the ship needs to drop a section of its shields for a fraction of a second. Otherwise, the Plasma Torpedo would detonate on the inside of the shields. This weakness was demonstrated when a group of Spartans destroyed a Covenant ship in Halo: Fall of Reach, by going inside of the ship and planting an explosive. Additionally, when a Covenant ship unloads troops and supplies, it must lower its shields to let dropships out.

    They can absorb almost all missile fire; including hundreds of Archer Missiles and even a Shiva nuclear missile (Although Shiva nukes will usually deplete their shields, making them vulnerable to smaller weapons). The only UNSC weapons capable of penetrating a Covenant Starship’s Shields are the MAC cannon rounds. Even then, ship-based MACs take multiple rounds to drop the shields; a Super-MAC only needs one hit to destroy the ship entirely in a single burst.

    Plasma and other energy weapons, on the other hand, can easily disable the shields, in much the same manner as Elite Personal Energy Shields. It must be noted that the size and class of a vessel determines the strength of its shields. Also, even though the shield can absorb a direct nuclear missile, if it detonates "inside" the shield, the blast will be magnified. It has been observed exploding inside the shield, and destroying the ship before the shields collapse. The pressure and heat released would bounce off the shields back into the ship to further damage it.

    A typical ship-based MAC fires slugs of either ferric Tungsten or depleted uranium at 30,000 m/s. The high muzzle speed gives the 600 ton slug the kinetic energy and momentum necessary to damage a target and partially mitigates the unguided nature of the slug and its lack of manoeuvrability. By calculating the kinetic energy of each MAC round, we can determine that a single ship mounted round produces around 2.7E22 joules of energy (64 kilotons). From the use of human engineered weapons, we can gather that the burst energy capacity of a Battlecruiser's shields are in the low megaton range at best.

    Planetary shields:

    "My Lord, the fleet has moved out of light-speed. Comm-Scan has detected an energy field protecting an area of the sixth planet of the Hoth system. The field is strong enough to deflect any bombardment"- General Veers, TESB. Planetary energy shields were used in TESB and ROTJ, but the Rebels' primitive Hoth energy shield was not at all similar to the sophisticated planetary energy shield in ROTJ which could prevent any and all ground attacks (unlike the Hoth shield), while simultaneously protecting the orbiting DS2. The Hoth energy shield essentially formed a "canopy" which ground forces could penetrate easily, while the Endor energy shield completely encircled the Endor moon as well as the DS2, leaving no openings through which to launch a ground assault.

    The Covenant on the other hand has never demonstrated expansive overlapping field shields, let alone entire planetary shield systems.

    Conclusion:

    Imperial shielding, much like that of the Covenant, is dependent on the scale of the vessel and her ability to generate the power necessary to support those shields. But what we've learned is that Imperial starship shields have repeatedly demonstrated the ability to survive multiple gigatons, teratons and even several hundred petatons of direct energy fire from opposing vessels.

    The Covenant on the other hand have shown a much lower threshold for resistance, with shields failing due to massed and comparatively primitive human tactical weapons (Such as nuclear warheads and MAC rounds); demonstrating a resistance factor in the low megaton range at best.

    Luckily, the Covenant does not appear to possess the technology to create powerful planetary energy shields, and are limited to partial-shields which only prevent small scale conflicts on a regional level. This allows Imperial forces to bombard their planetary populations at will even with very small starship groups. Meanwhile even large Covenant fleets lack the firepower to even stress, let alone drop Imperial planetary shields, making any ground invasion or orbital bombardment nigh impossible.

    Due to the immense technological disparity presented by the Empire, the combat sustainability of the Covenant fleet is significantly less than that of Imperial vessels, several magnitudes of order less in fact. Which means that the staying power of an Imperial vessel vastly supersedes anything the Covenant can present, allowing it to engage multiple contacts for far longer.

    - - -

    Next time I'll be discussing the relative firepower that each Navy can present.
    Last edited by Vaslok; 2009-Jun-22 at 10:22 AM.

  3. #423
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    Industrial Capacity and Territorial Holdings

    As anyone with a basic understanding of military history could tell you, wars are usually won by those with a greater territorial holding, industrial capacity and logistical support. In fact World War II was the perfect paradigm of how the military efforts of entire nations would crumble once material support and infrastructure began diminish as the war prolonged; the Axis powers, whilst initially strong, were doomed to failure once they declared war upon the likes of the USA and the Soviet Union, who could supply men, materials and weapons of war in greater amounts than the opposition could handle. In fact the greatest factor of any war in human history as always been determined by the “tools and talent”.

    Likewise, the major determining factor in a war between the Covenant and the Empire will be determined not by the quality of individual troops, but by how many can be bought to the fight.

    Territorial holdings:

    The Galactic Empire's territory at its peak consisted of over one million member and conquered worlds and fifty million colonies, protectorates, governorships, and puppet states stretching throughout the entire galaxy stretching from the borders of the Deep Core to Wild Space, with over 20 million sentient species known to the galaxy. The puny Covenant, who occupy a majority of the Orion arm cluster (A minor spiral arm of the Milky Way galaxy), is utterly insignificant compared to the Empire. The Imperial galaxy contains 400 billion stars, over 100 billion of which have been mapped. It also contains at least 12 million heavily populated star systems. The breadth and width of their territory covers the entire galaxy, although there are literally billions of star systems which have yet to be explored. Even with twenty five thousand years to expand their territory, they could colonize one planet every month and still not make significant inroads.

    There are several other canon and official references describing the galaxy's size.

    From the canon novelization of Star Wars Episode IV: A New Hope, softcover pg. 116: "This station is the final link in the new-forged Imperial chain which will bind the million systems of the Galactic Empire together once and for all." Spoken by Grand Moff Tarkin.

    From pg. 301 of Tales of the Bounty Hunters hardcover: "In a sector of the galaxy Boba Fett had never heard of, a star went nova; it murdered a world and an entire sentient species. It aroused less comment than had the destruction of Alderaan, only a decade prior; the galaxy at large barely noticed the tragedy, and Fett never heard about it. In a galaxy with over four hundred billion stars, over twenty million intelligent species, such things are bound to happen."

    From Dark Empire, issue #3: Leia: "It's true, Han. The Force is bringing me closer to Luke ... even though he's light years away ... he's in terrible trouble, Han. The dark side is swallowing him whole! We've got to find him!" Han: "Sure, why not? There's only twelve million inhabited star systems out there ... it shouldn't be too hard."

    There is some debate as to where the so-called "Unknown Regions" are located. The Unknown Regions were mentioned in Heir to the Empire among other sources, and they are a region of space which has been roughly mapped (so that the locations of stars etc. are known) but not thoroughly explored. Some claim that the Unknown Regions constitute one or more "pie-shaped" quadrants of the galaxy, but there is no reason why anyone with the technology to travel from the core to the outer rim would always do so in one quadrant. It is more likely that the Unknown Regions are either a poorly explored area that is often skipped over by travellers or the galactic halo- the diffuse region of stars and globular clusters which exist outside of the thicker regions of the galactic disc. This halo would be inconvenient to settle because of the dispersion, which would explain why no one ever bothered exploring it in 25,000 years (even though the OutBound project was created to explore other galaxies).

    The Empire even possesses artificial Planetoids known colloquially as Worldcraft, these artificial planets are given out by Palpatine as gifts to high ranking Imperial Officers in exchange for a lifetime of service to the Imperial government.

    Starships:

    The Empire has constructed 25,000 Imperial-class Star Destroyers (Not of other classes, as some here have falsely claimed) within a space of 20 years and two Death Stars within 5 years; in fact two thirds of the 900km Death Star II was built within six months thanks to the aid of a single galactic corporation. These forces, impressive as they are, are still dwarfed in numbers by the massive fleets of dreadnaughts, frigates, escort cruisers, light cruisers, etc. that have been patrolling the galaxy for millenia. Kuat Drive Yards, the leading manufacturer of starships managed a production output of three Imperial-class Star Destroyers per day, alongside the masses of other vessels and even Super Star Destroyers that were constructed to supplement Imperial forces. A common fallacy is the belief that Star Destroyers are exceptionally large even by the standards of the Galactic Empire, when in fact they are unremarkable vessels. The Invincible-class dreadnaughts which patrolled space generations before the first Imperator-class Star Destroyers were commissioned were over 2km long, like the one that Han Solo encountered when he travelled to the Stars' End prison facility.

    Meanwhile there are only nine known fleets serving in the Covenant, as many Known Fleets seem to consist of around 100 starships of all types and variations, and are led by a prominent Flagship, which could be a Supercarrier, or some other type of large Covenant ship where the Supreme Commander or Fleet Master occupies and spearheads the Fleet. There are usually Capital Ships, such as CCS-class Battlecruisers and Assault Carriers, as well as numerous Frigates and Destroyers that serve as escorts and ensign ships to them. Fleets are sustained and aided by Agricultural Support Ships which are attached to them, providing food and supplies to the other ships in the Fleet.

    It is unclear exactly how Fleets are organized, or how many Fleets there are, but there are likely dozens, if not hundreds of them. Given the amount of territory the Covenant seem to possess, their roving capacity throughout the UNSC star empire, the fact that the Prophets apparently considered human armed forces to be powerful enough to pose a threat to the Covenant proper, it would seem logical that the Covenant navy was only several thousand vessels at full strength.

    Space Stations:

    The second Death Star was roughly 900 km in diameter (Ref. Star Wars Technical Commentaries and the Endor tactical display in ROTJ), so its volume was roughly 3.8E17m cubed, whilst the first Death Star was around 160 kilometres in diameter.

    Since we know that DS2's volume is 3.8E17m cubed and a Covenant Frigates' volume is approximately 6 E6 m cubed (About the same scale as a Victory II-class Star Destroyer), we can easily calculate that DS2 is equivalent in volume to more than fifty billion Frigates. Approximately 60% of DS2 was completed in the six month period before ROTJ (ref. Shadows of the Empire). Therefore, if the Covenant had comparable industrial production to the Empire, it should have been able to build 35 billion Frigates in six months, or 2200 Frigates per second. This is obviously not the case, therefore the Covenant has at best a miniscule fraction (<1 millionth of a percentage point) of the industrial capacity of the Empire.

    The largest known Covenant superstructure is High Charity, the only known station of its kind. Equal in volume to the first Death Star, the starting date and completion of its construction remains unknown, with no other construct of equal or greater scale being seen or mentioned by the Covenant; in fact its significance as the literal and spiritual Capital of the Covenant suggests that it is genuinely one of a kind.

    Logistics:

    The ability to construct vast space stations and fleets of starships is paired with vast logistical supply capabilities by reason of necessity. Duplicator technology seen in Han Solo and the Lost Legacy performs the same function as Star Trek replicators. Furthermore, neither duplicators nor replicators eliminate the need for supply ships. Both require raw materials composed of the appropriate elements to produce the necessary products, so vital supplies (foods, starship parts, weapons, miscellaneous consumables) still need to be shipped to fleets and space stations.

    From Shadows Of The Empire, we know that no fabricated components were shipped to Endor; Prince Xizor's privately-owned transport fleet carried nothing but unprocessed raw materials to Endor to keep the construction of DS2 secret. This means that the raw materials had to be rapid-fabricated into useful components at the construction site, but there were no industrial facilities on the Endor sanctuary moon or in orbit. Therefore, mobile rapid-fabrication equipment must have been used to build the components in DS2.
    More evidence of the massive scale of Imperial transport fleets can be seen in the fate of Gholondreine-b. On pg. 167, it states:

    "The oceans of Gholondreine-b had been sucked down to the last molecule of saline liquid, and then transported by a fleet of massive Imperial freighters to an orbital catalysis plant near Coruscant. Economy hadn't been the motivating factor- it was more expensive to ship that amount of water than to synthesize it- but punishment had been."

    Note the ramifications: a single transport fleet carried the entire planetary oceans of Gholondreine-b away. If Gholondreine-b was similar to Earth, then the mass of its oceans would have been roughly 1.4E21 kilograms. Even if the transport fleet was composed of a million ships, each vessel would have had to carry 1.4 trillion tons of water! The density of water is roughly 1 metric ton/m cubed, so each ship would have needed at least 1.4 trillion cubic metres of cargo space. If the transports were cylindrical in shape, they had to be 5 km in diameter and at least 71 km long to have that much internal space! Even if each ship took 1000 round trips, the operation would have required a million-ship fleet of vessels measuring 1km in diameter and 1.8km long. This incident shows again how the Imperial transport fleet is superior to anything the opposition could possibly field. To add insult to injury, this is just one of the millions of fleets that feeds Coruscant on a daily basis, a planet with a population estimated to be at three trillion sentient beings. Furthermore, the density of ships filling the Coruscant sky in The Phantom Menace indicates that millions of ships travel in and out of Coruscant on a daily basis. This isn't even the full military force of the Empire- it is just the food and supply ship traffic for Coruscant's population! The traffic alone is far greater than anything demonstrated at High Charity or even the refuelling station preparing for the invasion of Earth.

    Conclusion:

    The Star Wars Galactic Empire's industrial capacity is overwhelmingly superior to the Covenant’s industrial capacity, and it has allowed them to build a massive unparalleled military force within twenty years. DS2 is equivalent in size to over 50 billion Covenant Frigates or six of the Covenant's largest starbase (Or four million Unyielding Hierophant class stations), and it was 60% completed in only six months. They also have superior logistical capabilities, although the capture of such a small piece of territory will not present any kind of test for their supply fleets anyway.

  4. #424
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    Quote Originally Posted by Kahardrin View Post
    Ok then, lets stop our bickering for the moment and at least try to find a common baseline between these two universes.

    Here goes some numbers that I pulled for what I’m using on the Plasma weapons
    Most plasma technologies that we can understand in real life use “Cold Plasma”, now even though it is “Cold” it’s still around 7000 degrees C.

    !Nerd Rant Warning!
    Also in the game manual the Core Power output on a Plasma Pistol is rated at 100kV - 150kV and 2dA - 3dA. That would be 100,000V - 150,000V and .2A - .3A. So multiplying them we get the amount of Watts. So that would be 20,000W - 45,000W. This is a good unit for power but not joules, to get this converted to Joules, we make it into a Watt/hour. Which would come to 1,200,000W/h - 2,700,000W/h. After getting watt/hours it’s time to convert to joules, as 1 Watt/hour equals 3,600joules, the final number is 4,320,000,000J - 9,720,000,000J.
    That’s one big battery!
    Now that’s how much energy is in a fully loaded Plasma gun, lets average it to 7GJ. Now as I stated in my first post here I had ran a StarWars RPG that had covenant in it. I had to find out how many shots each gun had, and well I did, Plasma Rifle = 200 shots, Plasma Pistol = 300 shots or 11 at overcharge. So divide the battery by the number of shots and you get the output in joules per shot. Plasma Rifle = 35MJ/shot, Plasma Pistol 23MJ, Overcharged Plasma Pistol = 63MJ

    Now there is going to be loss of power, through inefficiencies and equipment factors, so reduce each by 50% for magnetic containment, and energy loss to environment.
    New Figures: Plasma Rifle = 17MJ, Pistol = 11MJ, and if Overcharged = 31MJ.
    Ok now that it’s all figured out we can compare to other energy based weapons.

    Finally, to me that looks alright. But if I’ve made a mistake in my calculation don’t hold back, tell me.

    Also by all accounts in the books I think the force is with John - 117
    I think I see a problem with this math. After multiplying the volts by the amps, I don't think that you can convert watts to joules like you did. You should have rewritten watts as J/s and divided by your rate of fire. This would have given you your energy per shot:
    150 Kv * .3A = 45,000W
    45,000W = 45,000 J/s
    45,000 J/s * 60s/540 shots = 5,000 J/shot (maximum)
    5,000 J/shot is nowhere near the energy that your math said, but it can still be lethal. Also, I went a step further and used this quantity to calculate how many Joules an energy shield can take:
    5000 J/shot * 1 shot/14.5 hit points * 70 hit points/1 shield = 24137.9 J/shield
    In Halo 3, a plasma rifle does 14.5 hit points to an energy shield. There are 70 hit points before the shield runs out and you're vulnerable. According to http://www.null-hypothesis.co.uk/sci...t_e_11_blaster, the E-11 fires at 150 KJ, which is more than enough to rip right through an energy shield.

  5. #425
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    Beam Weapons: Turbolasr Vs. Energy Projector

    Both parties commonly use direct energy particle based devices as offensive weapons in naval combat, but to determine the technological disparity between the Imperials and the Covenant we must analyse the output of said energy weapons on a ship-to-ship basis; utilizing two comparatively sized vessels.

    1) The Galactic Empire:

    Representing the Empire is the Imperial-I Star Destroyer, a 1600 meter warship designed for inter-planetary assaults; it is equipped with 120 light turbolasers, 12 dual heavy turbolasers, dozens of torpedo and missile tubes and several powerful ion cannons. Each weapon has an average refire rate of one shot per second, with heavier turbolasers firing only once every two seconds; allowing the Star Destroyer to blanket a target area with dozens upon dozens of turbolaser bolts each second.

    Of all the voluminous Star Wars publications out there, only one for each film gives meaningful specifications in real-world units: Star Wars Episode II Incredible Cross-Sections (SW2ICS) and the Star Wars Episode III Incredible Cross-Sections (SW3ICS). According to the guide, the peak output of light turbolaser weapons is within the megaton range, with estimates ranging from 6 to 180 megatons; obviously a result of the variable yields that a starship gunner can utilize in combat. The heavier turbolasers on the other hand have an output measured at 200 gigatons, which can be boosted to 50 teratons if the power from the reactor core is maximized; in fact under idealized conditions, a Star Destroyer can unleash 860 teratons of energy per second in total.

    The Empire also uses a unique shipboard technology known as ion cannons, and whilst they cause only superficial physical damage; their most significant impact is their ability to temporarily disrupt power systems, thus temporarily "decapitating" the ship by disrupting its control systems.

    The heavy dorsal ion cannon turrets of a Star Destroyer are similar in firepower to ground-based units; however those ion cannon turrets are located toward the rear of the vessel and have a limited field of fire unless the vessel is in a broadside situation against another heavy ship. The small ion cannon emplacements that dot the rest of a Star Destroyer's surface are much less powerful and cannot instantly penetrate capital-ship shielding and armor like the larger units. However, they can easily disrupt the power systems of small vessels and they act as an excellent weapon when used in conjunction with heavy turbolaser bombardment. It is not currently known what effect ion cannons will have on Covenant starships, but we have some positive encouragement from the fact that charged gases easily disrupt Covenant shielding even when present only in very diffuse quantities, as seen when their shields are struck by their own plasma weapons.

    2) The Covenant

    Representing the Covenant navy is the CCS-class Battlecruiser, a 1,782 meter warship designed as the primary assault vessel of the Covenant armada; it is equipped with dozens of pulsar laser turrets, plasma cannons, plasma torpedo launchers and one energy projector. Whilst there are no official statistics on the power of the energy projector (The main beam weapon in question), we can ascertain its effects on inert objects by observing three separate events in the Halo canon, thus deducing a baseline in which we can approximate further calculations.

    A) The Asteroid:

    During Halo: First Strike, a hollow Asteroid three kilometres in diameter is struck by a Covenant energy projector beam, which according to the text took several seconds to bore a hole through the main structure and shatter the remainder, leaving behind several hundred tonnes of visibly ejected globules (Presumably a combination of molten iron and titanium).

    The aforementioned passage states that the asteroid was shattered through "uneven internal heating", i.e. thermal expansion. If the beam had just punched straight through, it wouldn't have fractured through "uneven internal heating", it would have exploded due to shock. We don't get a beam punching through, shocking the surrounding rock and causing it to fracture. We know the asteroid wasn't shocked, so the beam can't have cut through the rock faster than the speed of sound in iron. This puts a burn time of 0.6s as the absolute minimum of contact. 0.6 seconds of contact with a 1.03 gigaton beam would be more than enough to completely vaporise a hollow asteroid, by over an order of magnitude.

    But ultimately we witness the surface being "heated to orange, yellow, and then white,", note that it takes a noticeable amount of time to change through the colours, the asteroid spraying molten debris long enough for its rotation to change, the beam cutting through a "wide arc" of the asteroid, and then emerging from the other side. There are five visibly distinct phases there, orange, yellow, white, rotating, and finally shattered. Even if we assume a lower limit timeframe of only two seconds (As per the description), the Covenant energy projector produces only 515 megatons per second of exposure, a figure that declines significantly with each possible second – In cases of total vaporisation. Yet only a quarter of the asteroid was seen to reach meting point, the rest fractured due to thermal expansion.

    Let's do that in more detail. We know the asteroid was white hot in patches. This gives a temperature of 6500K. From this we can work out the average KE per mole, and by extension, the momentum of ejected gasses. In a best case scenario, this works out at 2500kgm/s per kilogram. The moment of inertia of the asteroid is 10^17kgm^2. The average moment generated by a kilogram of ejecta will be 1,875,000kgm^2/s (well, actually it'll be less than that, because it's not all concentrated into a tangential jet, but that's just another thing that makes this calc rather conservative), meaning 5.3*10^10kg needs to be ejected in this fashion per radian/sec of momentum change. That's half the total mass of the asteroid. Let's assume a single degree per second of rotation due to the ejected mass. That's visible, but practically crawling around, it being six times slower than the second hand on a watch, you still need to eject 10^9kg of material. Let's assume a 5m wide area. Given that the beam is supposed to be "laser fine", this again is very conservative. This would require vaporising down to a depth of 2km. Problem: The average speed of the ejecta was only 3km/s. With an absolute lower limit of 0.6s to burn down to a depth of 1km, it would still have taken another 1.2s for the last of it to escape, meaning a contact time of 1.8s is a very conservative lower limit.

    B) Jericho VII:

    Following the battle of Jericho VII, the UNSC fleet was forced to abandon the planet after a fleet of thirty-six vessels (Composed of Destroyers and Cruisers) entered the system and began to glass the planet from orbit. Over the course of nearly twelve hours they managed to evaporate all bodies of water, the atmosphere and even melt the crust itself; a process that requires the Covenant utilize around 2E24 Joules of energy to accomplish. If we divide this over the course of the glassing itself and the amount of vessels present in the fleet, we can estimate that each vessel (Despite the disparity of vessel size and intra-atmospheric efficiency) produces around 100-700 megatons of energy per second.

    It is not possible for the Covenant ships to generate the power necessary for the demonstrated effects through fusion, or to transmit that energy through the use of plasma. So how do you get a low energy weapon to induce high energy effects in a target? The best way would be to catalyse a reaction in the target material that does most of the energy generation for you.

    As has been noted, the 'plasma' weapons that are being used aren't plasma. A possible solution as I see it would work like this. Both factions have been described as using a form of fusion to generate power. The type of fusion used is not specified as far as I am aware. It could be hydrogen fusion, helium fusion, or something else entirely. This is where it gets weird; by modifying the constant that governs the strength of the electroweak force or the strong nuclear force it would be possible to allow much heavier elements and even molecules to undergo fusion. The modification of these forces isn't even entirely outside the realm theoretical possibility. It's been suggested that in different vacuum states, all the fundamental forces could have wildly different values. That the values are as they are today is generally rationalised through the use of the entropic principle. So the suggestion is that covenant fusion reactors operate using a different vacuum state than that which our section of the universe lies in, and is one that allows for the fusion of much heavier particles, with correspondingly higher energy outputs. It's still not possible generate more energy from matter than e=mc^2 allows though. So how do you generate more energy than the mass of your ship contains?

    If their weapons are allowed to work on a similar principle to their fusion reactors, then they act as a catalyst and only supply a small amount of the total resultant energy. They change the strength of the strong nuclear force in the target area and allow for fusion of extremely heavy elements; at the same time they introduce enough energy to induce the chain reaction. This means that the relatively meagre power generation capabilities of the covenant ships would still be able to induce the output of the massive amount of energy needed for the complete vaporisation of a planet's oceans.

    C) UNSC structures:

    From an observation from the book Halo: Fall of Reach. A bunker which had 300 meters of hardened steel and concrete over it was said to be able to withstand an 80 megaton nuclear warhead. Actually, it's more detailed in another quote provided by the novel, and says that the defensive material setup as: "solid layers of granite, reinforced concrete, plates of Titanium-A, and EMP-hardened metal."
    This would seem to be within expectable levels of energy to melt and crack the lowest regions of such a thickness of natural materials, from a surface and omni-directional explosion. It says enough about how much hull resistance you can expect from ships which are never going to be covered with 300 m solid layers of granite, reinforced concrete, plates of Titanium-A, and EMP-hardened metal, which are necessary to resist to a single 80 MT shot.

    Then at best, we're still looking at double digit megaton shots being a definitive threat to those ships, since they couldn't come with such a thickness of armour. Titanium-A is only an alloy with lots of titanium in it. You can't go that far with that. Apparently, T-A uses titanium-50 (Ghosts of Onyx), which, if I'm correct, should be about a bit more than twice the density of titanium. But if I'm correct, with t-22's heat of fusion being 14.15 kJ•mol^-1 and heat of vaporization 425 kJ•mol^-1, I wouldn't expect more than 30-35 kJ•mol^-1 and 1000 kJ•mol^-1 respectively for heat of fusion and vaporization for t-50, if things are more or less linear, which of course chances are that they're not, but it could be close enough. With more electrons per atom, the more distant ones will logically have a weaker electrostatic bonding, no? So maybe, in fact, we could look for less than the doubles cited above.

    Fully shielded Covenant warships are often depleted by nuclear weapons. The energy released by a proximity megaton explosion would be far less than TT or GT weapons. Earlier in the book the Cruiser Incorruptible survives two glancing hits by the energy projector without taking internal damage, yet one of the ships in the Covenant fleet is destroyed by a series of megaton level nuclear mines.

    Conclusion:

    From official sources, we know that Star Destroyers can fire 860 teraton broadsides per second, placing individual heavy turrets in the upper gigaton/lower teraton range, whilst smaller turrets (Designed for accurate precision shooting) can achieve mid-range megaton yields in single, double and triple digit figures. Meanwhile the most powerful Covenant ship-to-ship weapon available is limited to triple digit megaton yields per second of exposure, limiting the output to only several gigatons over a few seconds. The fact that human vessels can stand against Covenant vessels for such a limited time certainly suggests that the technological disparity is not too great a gap.

    But what truly makes these firepower figures truly negligible is the refire rate of the beam weapons in question. Even the heaviest of turbolaser turrets can fire at least once every two seconds, allowing a Star Destroyer to target multiple contacts (Turrets operate independently) and blanket those areas with a persistent stream of hundreds of turbolaser bolts. Covenant beam weapons on the other hand are ineffective in combat against multiple contacts as the beam severely depletes the operation of other necessary components, forcing the vessel to wait minutes before another volley can be fired safely.

    The Empire also has the advantage of ion cannon technology, allowing them to effectively decapitate Covenant vessels due to their dependence on electromagnetic propulsion. Ultimately the advantage of firepower figures, technological disparity and rate of fire fall squarely in the laps of the Imperials, granting them the luxury of being able to overwhelm the grossly oversized targets that the Covenant vessels present with a continuous stream of brute firepower without the threat of major retaliation thanks to their superior shield technology. In fact, judging from a previous essay, a single heavy turbolaser bolt would be more than sufficient to deplete Covenant shields and severely damage (If not destroy) a Covenant vessel of any class.

    NOTE: Whilst the pulsar laser turret constitutes as a beam weapon, its limited range and firepower against Imperial targets (Given that Durasteel is easily a thousand times more effective at dissipating heat and mechanical damage than titanium) means that individual beams would do no more than superficial millimetre wide damage to the hull; making their usefulness negligible at best.

  6. #426
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    Torpedoes: Plasma torpedoes Vs Imperial missiles

    Both parties seem to possess dissimilar philosophies in the use of missiles and torpedoes, Imperial missiles are not their heaviest weapons, and are mostly used for fighter combat or attacks on "soft targets", such as starships whose shields have been disabled by turbolaser fire. Therefore, most missiles are very small, low-yield devices, although there have been notable exceptions (E.g. the huge and devastating Galaxy Gun missiles or the Suncrusher's quantum resonance torpedoes). In the case of the Covenant, their torpedoes are some of their heaviest weapons; in fact, some significant battles have been fought exclusively with torpedoes. They are capable of being guided by ginners following their launch, thus making them useful for long-range first-strike actions and surprise attacks. They have good acceleration and manoeuvrability, but poor guidance systems indicated by how Captain Keyes was capable of using a previously fired torpedo to impact a Covenant vessel (See: Keyes Loop).

    1) Imperial Missiles/Torpedoes:

    The beauty of Imperial lifestyle is that unlike the religious homogeny of the Covenant, humans still believe in the glory of capitalism, thus they have numerous manufacturers throughout the galaxy providing a myriad of weapons and armaments available to the open market. Therefore there is no one missile or torpedo system available, in fact the average Imperial warship will have numerous warheads of varying yields, sophistication of artificial intelligence, ranges and even stealth capabilities for what the operation calls for.

    Proton torpedoes:

    Imperial MG7-A proton torpedoes are nuclear weapons utilizing advanced technology to direct the energy release toward the target rather than allowing it to disperse in all directions like the energy from a primitive plasma torpedo. This makes them tactically superior to plasma torpedoes in some ways, because there is no danger of damage to the vessel which fired the torpedo. However, most proton torpedoes are low-yield devices intended for use against "soft targets" like ground installations or fighters, and proton torpedoes are generally useless against capital ships until their shields are dropped. Even the special emission-type heavy proton torpedoes carried by B-wing fighters are totally useless against capital ships until their shields are dropped, but they are useful against smaller targets.

    Proton torpedoes are highly manoeuvrable; Luke Skywalker's torpedoes easily executed a 90 degree turn within the 2 metre diameter of the DS1's exhaust port in ANH. Based on a very conservative travel-speed estimate of 1 km/sec, this equates to a 72,000 g turn! Proton torpedoes are also very accurate, and can strike to within 3 metres under optimum conditions (Although broadband sensor jamming tends to reduce their accuracy in battle). These torpedoes can be carried by starfighters and can potentially be used against Covenant starships in a swarming attack. This may be most useful against their smaller, more highly manoeuvrable starships like their Seraph fighter, which may be able to elude the fire from heavy turbolaser flak guns. If this is the case, they might be able to hit them only with their light defense cannons, so these vessels would be ideal targets for fighters carrying heavy torpedoes.

    The energy yield of proton torpedoes depends on the exact model being used, but the largest ones exhibit power in the megaton or gigaton range. The recoil dissipation bracings on Imperial Star Destroyers can withstand "explosions measured in the giga-tonnage range" (ref. Slave Ship), and the Rebel fighters in Iron Fist used their proton torpedoes to blast through the hull armour of an unshielded Executor-class Star Destroyer.

    Missiles:

    Imperial concussion missiles, like proton torpedoes, are nuclear-yield explosive devices. However, they are designed to penetrate a heavily armoured target and detonate inside the armour shell, for increased effectiveness.

    Slave-1's missiles (As seen in Attack of the Clones) are fairly conventional weapons, with a spectacularly effective guidance system. After firing, the missile tracked Obi-Wan's starfighter through a dense obstacle course, during which Obi-Wan deliberately flew through and around various asteroids without shaking its pursuer. Some of its manoeuvres were very sharp, almost startling in their rapidity.

    The intelligence and manoeuvrability of the missile was quite impressive; it performed very rapid course corrections with aplomb, flew through a hole in an asteroid to continue tracking its target, and at one point, it successfully reacquired the target after taking a different path around an obstacle than Obi-Wan did. However, its detonator was set off by the spare parts canisters dumped by Obi-Wan's fighter (Perhaps it was a metal-proximity detonator), and it exploded prematurely.

    It is extremely difficult to gauge the destructive effect of this explosion since it did not detonate on or inside an asteroid, and scaling is made more difficult by the camera angles and unknown distances (we only see the whole explosion from Jango's perspective, and we don't know how far back he is). Moreover, given the relatively short range at which Jango fired the missile, it would have been foolish to set it for maximum yield, so there's no real way to determine its yield from this incident. However, the SW2ICS quantifies their maximum yield at roughly 190 megatons: enough to pulverize Covenant energy shielding in single bursts.

    2) Covenant Plasma Torpedoes:

    Not much is known of the yields present in Covenant torpedoes, as even canon sources often contradict their effects upon UNSC vessels:

    A) Volleys of plasma torpedoes are frequently the first attacks launched by Covenant Fleets when engaging enemy UNSC forces at long range. They often decimate enemy ranks upon impact. They emit visible radiation, giving them an amber colour but volleys are visually akin to solar flares due to the sheer number of torpedoes launched. It has been said a single volley can destroy a ship from bow to stern.

    B) Captain Keyes once said "that couldn't have been a plasma torpedo or we would be free-floating molecules." implying that even a single plasma torpedo can destroy a UNSC vessel.

    C) During the opening sequence of Halo: combat Evolved, the Pillar of Autumn sustains only minor damage after a volley of torpedoes strike the starboard side of the vessel.

    Whilst this indicates that plasma torpedoes possess variable yield settings, we have yet to witness anything above an order of megatons, in fact several detonations witnessed seem to be in the upper kiloton range only.

    Conclusion:

    As mentioned before, both parties utilize inverse philosophies in the deployment of missiles, rockets and torpedoes. Whilst the Covenant could use plasma torpedoes to bracket Imperial shielding thanks to their manoeuvrability, their limited firepower could very easily be countered by the overwhelming yield and the number of turbolasers turrets that cover the surface of an Imperial warship, which would more than easily blanket a targeted area in seconds with petatons worth of firepower.

    Despite their equivalent yields, the only foreseeable use for Imperial missiles would be against Covenant fighters and dropships, ground personnel during aerial bombing runs; or in instances where Hyperdrive equipped starfighters could be used to ambush Covenant vessels and installations and cause severe structural damage with their superior energy yields.

    One could only imagine the damage caused by Imperial missiles if a squad of TIE/Defenders broke Hyperspace over a Covenant shipyard or fleet, catches them off guard and manages to launch several full salvos of gigaton ranged missiles and torpedoes. The damage in itself would be catastrophic, and the inability of the Covenant to intercept Hyperspace equipped vessels would render even small Starfighters a credible threat to the continued naval operations of the Covenant.

  7. #427
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    Campaign plan for the invasion of Covenant territory

    Phase 1: Secure beach head: Assemble a small fleet dedicated to this operation. Given the fact that private corporations can build fleets of thousands of warships (See the Trade Federation's globe-encircling blockade fleet in TPM), and the fact that they are able to build three Star Destroyers per day, it seems self-evident that they could easily construct a fleet of several thousand star destroyers in less than six months. However, such a large force is probably not warranted in this case, and an insignificant diversion of 100 Star Destroyers from existing sector fleets would be more than adequate. Such forces could easily be deployed in as little as 48 hours.

    This 100-ship fleet, as insignificant as it may be to a galactic Empire (By volume, it is smaller than a single Executor-class vessel), would nonetheless represent the largest single enemy battle force to ever appear in the Covenant’s territory by a significant margin.

    Once the beach head is secured, strategically placed battle stations or mines could be used to prevent unauthorized incursions into Imperial territory, although it should be noted that given slow Covenant propulsion technology and a highly dispersed Imperial civilization, an enemy vessel could enter the through the wormhole and spend years in transit before encountering an inhabited system, never mind one that is strategically valuable.

    Phase 2: Disperse enemy forces: Keep half the fleet stationed at the wormhole (As mentioned in the opening), and use the other half to besiege small, remote Covenant outposts, colonies, and bases, while permitting them to broadcast distress calls. This will force the enemy to choose between the following:

    A) Maintain strong core defence fleets and ignore the distress calls. This will politically destabilize the Covenant, as outlying member systems will lose their faith in the hierarchy itself. We can expect multiple planetary secessions and surrenders in this event.

    B) Send ships to besieged outposts. This will have the effect of dispersing their forces over their entire territory. The Imperials can easily redeploy ships from any point in their territory to any other point in their territory in mere hours because of the speed of hyperdrive, but trips to outlying sectors will take Covenant starships weeks or months. Such dispersal would leave their core defence fleets severely weakened.

    A secondary benefit of this operation will be to enhance Imperial intelligence gathering, since the lightly defended colonies may potentially be a rich source of strategic data, technology samples, captives for questioning, etc.

    Phase 3: Cut their supply lines: Deploy a small group of 500 hyperdrive-equipped fighters, shuttles, or gunships to destroy critical sections of their combat relay network. This network is extremely vulnerable to attack as the majority of these stations are used for docking starships or fleets. As proven during the Spartan-II raid of the Unyielding Hierophant, the destruction of these stations will lead to significant collateral damage amongst nearby vessels.

    Phase 4: Pre-emptive first strike: Redeploy the ships from phase 2 into a mobile marauder force, still composed of the same 50 capital ships and their attached fighter group of 3600 ships (Remember that with long-range supply lines cut, the Covenant has no way of knowing that these ships are not still besieging their remote colonies, and phase 2 was only a diversion anyway). Use this marauder force to move through enemy territory and attack critical strategic installations.

    Their military leadership: Destroy High Charity and its immediate defences with long range orbital bombardment, which the Covenant have no means of intercepting.

    Logistical support facilities: Destroy starbases, fuel supply depots, and starship refueling facilities.

    Industrial facilities: Destroy shipyards, manufacturing facilities, material refineries, and critical mining colonies.

    It may not be necessary to use hit and run tactics, since most of the information indicates that Covenant ship weapons are extremely weak relative to Imperial vessels, and that their primary weapons may not even penetrate their unshielded hulls. However, they should be prudent, and plan the campaign in such a manner that its success is not dependent upon the accuracy of this intelligence data. Naturally, if they determine upon initial contact that the intelligence data is correct, they can employ even more conservative numbers of ships and pull back most of their forces, as a handful of Star Destroyers would be sufficient.

    In either case, this operation can be conducted over a two week period, although the timetable for this phase of the operation is flexible and is subject to change. While we would obviously prefer to capture their star systems intact, it is most certain that the zealous Covenant hierarchy will refuse to capitulate even after witnessing Imperial superiority. If this is the case, and this phase of the campaign continues until the point that their military-industrial infrastructure is completely destroyed.

    Phase 5: Terror campaign: Due to the zealousness of the Covenant hierarchy, the Imperials may elect to use orbital bombardment or superweapons (If available) to destroy or depopulate prominent, heavily populated planets in enemy territory one by one, until enemy capitulation occurs. It seems that the Covenant has never suffered the total depopulation of a heavily populated world. They have lost colonies and outposts, but they have never witnessed the total elimination of tens or hundreds of billions of citizens. We expect that the Covenant’s political leadership will not have the political will to soldier on in the face of such losses, and that they would be subject to enormous political pressure from within by the more militant forces of the Covenant hierarchy.

    Phase 6: Consolidation: After splintering the Covenant and forcing the surrender of individual states, they can consolidate their gains with the following operations:

    Deploy sensor probe networks and long-range communications relay networks (It may be possible to refit remaining portions of their existing networks to Imperial standards, but if not, they may have to construct such networks ourselves).

    Construct military bases, supply depots, and industrial facilities (Again, it may be possible to refit existing facilities, if they capitulate before they are all destroyed).

    Initiate cultural normalization programs such as settlement and intermingling, economic recovery programs, and propaganda/entertainment broadcasts. The Covenant will be far easier to integrate into Imperial society, due to the fact that despite its political and species-inclusive rhetoric, it is already a highly centralized, conformist society in which the military and the civilian government are virtually indistinguishable.

    Aggressive assimilation programs will reduce the likelihood of sustained guerrilla operations and other impediments to the stable acquisition of Covenant territory as a base of operations in their galaxy. Once they have consolidated their gains, they can take adjacent territories one at a time using similar methods, systematically "fanning out" from the Covenant and its associated territories.

    This type of campaign would normally be prolonged and costly, both in terms of men and material. However, there are three crucial differences between their campaign against the New Republic and our campaign against the Covenant:

    1) The New Republic had hyperdrive technology, and planetary shields capable of withstanding prolonged capital ship bombardments. However, the Covenant has neither. Reinforcements will arrive in days, weeks or months instead of minutes, hours or days. Planets can be attacked immediately instead of requiring weeks of bombardment in order to overcome their shields. This environment is ideal for large numbers of simultaneous hit-and-run attacks on strategic targets.

    2) The New Republic had tens of thousands of heavy capital ships, hundreds of thousands of light capital ships, and millions of fighters at its disposal. However, the Covenant only has a few thousand ships (Including fighters, shuttles, and runabouts), and a few hundred planets under its control.

    3) The New Republic had Imperial weapons, shield, and construction technology. The Covenant has none of those technologies, and every indication is that their tactical capabilities are vastly inferior.

    - - -

    Addendum:

    If the main invasion force fails for some unforeseen reason, they only have to regroup their forces at the wormhole terminus and guard the entrance to Imperial space with naval reinforcements, defence platforms, minefields, Golan space stations and possibly mobile battle shield generators (Similar to planetary shields, but projected from space) to deny passage all together to the enemy.

    Even if the Covenant manage to repel the initial Imperial incursion, the Empire can easily deny them access to Imperial space with a superior defensive bastion, and possibly even mobilize the Galaxy Gun to "snipe" Covenant worlds from light years away, annihilating the Covenant entirely from the luxury of a heavily defended position (Which can be complimented by hit and run surgical strikes from the Navy). Once the Covenant have been removed of their power, colony ships can be sent in to secure the Milky Way galaxy and exploit her resources, without the threat of opposition.

    But I must stress that this action is merely a contingency in the highly unlikely event that the Covenant armada could survive and repel Imperial forces from their territory.
    Last edited by Vaslok; 2009-Jun-26 at 01:57 PM.

  8. #428
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    loolllzz

    Quote Originally Posted by GothicGamers View Post
    to consider your ignorance with star wars as well as halo
    star wars outnumbers the covenant by a scale of 10 to 1. you have to understand that the empire alone controls over 25000 star destroyers. and thats only the ClassI AND II. now star dreadnought can handle up to 50 covenant cruisers at once. ion cannon, Turbolaser batteries surely out power that of halo. The Executer class star dreadnought has 2000 turbolaser cannons, 2000 heavy turbolaser cannons, 250 concussion missles, 250 heavy ion cannons, 40 tractor beams, 500 point-defense laser cannons, can hold up to thousands of TIE type fighters. i dont see why it cannot handle soo many cruisers at once. self regenerating shield generators that absorb plasma related substances which prove the covenant weapons useless. an empire ship can soo enter the atmosphere of a planet. a single star destroyer can glass a planet half the time it takes for 50 covenant ship can. covenant ships may be more faster but slipspace can be interupted the imperial interdictor cruisers which can halt the slipspace travel by negating the engines system to travel at high speeds which makes slipspace travel render useless unless you destroy them. hyperspace is just a way of traveling throughout the universe is quick succession. the covenant does not i mean DOES NOT OUT GUN THE EMPIRE. the empire in total every ship with weaponry they have can total up millions of fire arms not including ground forces. ground forces can complete obliderate covenant force. covenant ships move faster but tractorbeams render travel useless which mean even though there is no interdictor cruiser. a covenant ship caught in a tractor beam is a sitting duck.
    which to consider the empire more superior than that of the covenant
    you really need to do some research on both sides before you can decide who wins do some research first ill wait. there will be more coming for you
    HAHAHIAHAHAHAH lol the covenant controls a FORERUNNER Dreadnaught. there's some real firepower right there. it withstood hits from atleast 10 MAC rounds and hundreds of archer missiles it didnt even have a scratch. oh. wat now no0b. punk.

  9. #429
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    lol

    well the death star is somewhat immobile. it cant turn that fast and if one CCS Class battlecruiser came up behind it, the death star is pwnzored

  10. #430
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    Quote Originally Posted by xXxblain3boyxXx View Post
    HAHAHIAHAHAHAH lol the covenant controls a FORERUNNER Dreadnaught. there's some real firepower right there. it withstood hits from atleast 10 MAC rounds and hundreds of archer missiles it didnt even have a scratch. oh. wat now no0b. punk.
    Please cut out the insults. Follow the link at the bottom of this post and read the rules for posting to the board.

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  11. #431
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    Since this thread seems to have run it's course, anyway, I think it's time to close it.

    If anyone has something substantive to add, feel free to report this post.
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