Attention: This (modded) faction was built in ye olde 0.09.0 Cosmoteer. Most if not all mods used are obsolete and or discontinued
The humans, more commonly called "Terrans", joined the Galactic Extraterrestrial Alliance of Milky Way (GETAMW) in the third standard Terran millennia. At the same time, humanity had unified under the Terran Empire. When the Terrans joined GETAMW, the other galactic races took a look at humanity's advancements. They advised the Terrans to focus on their military as tensions with alliances from other galaxies were growing. With the help of several races, Terrans formed the Terran Armada Imperialis (TAI), often called The Imperial Navy by commoners. The TAI are known for their heavy use of explosive weapons such as cannons and missiles, heavy armor, below average speed (average by the alliance's standards) and a lack of point defence systems since few alien races exercise any use of missile systems at all. The TAI fleet colors are green, symbolizing the greenery of Earth (Terra), red for the bloodshed in Terran history, and yellow to warn other races not to mess with the fleet.
Mods used: Capital Ships Weaponry, Cannons Plus, Meranera's Additional Weaponry, ABH Mod, TheHealingDoctor Light Armor, Destructible Structures, WagonEngines, DecalMore (all), Bubbet's Placeholder Mod
and a few more that I'm forgetting
Star Wars: A Cosmos Divided mod removed since it has just so much and i had hard times finding stuff. Anex Phase Shields also removed, do not work in 0.12.10
Imperial Beamer Fast Attack Craft (FAC)
Mass: 59 Tonnes
Crew: 11
Cost: 77.7 K
Armament: Ion Beam Emitter
Purpose: re purposed mining craft as very light weight beamer ship. can only sustain constant firing for as much as 10 seconds without support craft due to tiny reactor
Imperial Energy Supply Craft
Mass: 95 Tonnes
Crew: 17
Cost: 147.4 K
Armament: none
Purpose: Often seen paired with Beamer FACs, although can be seen with Shield Corvettes, this is a support craft that resupply allied energy stores during heavy fighting when lack of power is an unforeseen/unexpected event
Imperial Anti Missile Craft
Mass: 44 Tonnes
Crew: 6
Cost: 94.2K
Armament: 4 Reflak guns
Purpose: Used mainly anti missile defense crafts when encountering heavy enemy missile use, can also act as fighter if needed. Often paired with Shield Corvettes
Imperial Fast Attack Craft, Troop Transport (FACTT)
Mass: 60.4 Tonnes
Crew: 4, can carry 6 additional personnel
cost: 61.3K
Armament: 1 Auto Cannon in the nose
Purpose: Troop Transport, scout/patrol craft
Imperial Frigate (nicknamed by crews as "The Claw")
Mass: 206.7 Tonnes
Crew: 38
Cost: 456K
Armament: 1 Auto Cannon per side, 1 Hydra Missile Launcher in the nose
Purpose: Attacker (light weight), merchant route patrol
Imperial Shield class Corvette
Mass: 436.6 Tonnes
Crew: 85
Cost: 726.8K
Armament: none
Purpose: serves as main line of defense in mass fleet battles, using 2 (long range) R200A45F Deflector Shield Generators
Imperial Dreanought
Mass: 925.1 Tonnes
Crew: 172
Cost: 1.62 Million
Armament: 6 Auto Cannons per side, a shock missile launcher in the nose
Purpose: CQC warfare
Imperial Beamer Class Cruiser
Mass: 521.4 Tonnes
Crew: 116
Cost: 974K
Armament: 3 Ion Beam Emitters, 2 Ion Missile Platforms
Purpose: mid range persistent laser fire (support)
Imperial (EPC) Beamer Class Cruiser (AKA Epic Beamer Cruiser)
Mass: 1331.3 Tonnes
Crew: 104
Cost: 1.17 Million
Armament: 2 Electromagnetic Projection Cannon1 FB
Purpose: Long range artillery/support built on Beamer class Cruiser as a successor to the previous cruiser
Imperial Gunboat Class Cruiser
Mass: 1539.8 Tonnes
Crew: 120
Cost: 1.28 Million
Armament: 2 Quad 3500mm Artillery Cannons, both port side
Purpose: small, support ship armed with 2 Battleship Weaponry. Born out of the need for Battleship class weaponry with better logistics and on a much lighter, cheaper, hull. Built on the hull of the Launcher Class Cruiser
Imperial Launcher Class Cruiser
Mass: 726.1 Tonnes
Crew: 142
Cost: 3.1 Million
Armament: 3 Hydra Missile Launchers and 1 Nuclear missile Launcher per side. 2 Ion Missile Platforms in the nose
Purpose: Long Range Support. Nuclear Missiles can devastate shields for other ships
Imperial Battle Cruiser
Mass: 3966.1 Tonnes
Crew: 336
Cost: 3.8 Million
Armament: 1 Quad 3500mm Artillery Cannon, 2 Ternary Assault Cannons, 5 Auto Cannons per side with 3 Ion Beam Emitters in the nose
Purpose: Balanced frontline brawler, carrier battleship weaponry, has the speed of a cruiser and the armor is a mix between the 2
Imperial Battleship Mk I
Mass: 2803.5 Tonnes
Crew: 472
Cost: 4 Million
Armament: 2 Large Cannons, 2 Hardlight Accelerator Cannons, 2 Ion Missile Platforms, 6 standard cannons Per side
Purpose: Heavy frontline brawler. Boasts greater armor then a battlecruiser
Mass: 5343.5 Tonnes
Crew: 422
Cost: 4.7 Million
Armament: 3 Quad 3500mm Artillery Cannons, 5 Auto cannons per side
Purpose: Heavy frontline Brawler and/or mid range (heavy) artillery. Boasts greater armor then a battlecruiser
imperial Carrier
Mass: 3727.4 Tonnes
Crew: 278 for mother ship, 4 per fighter craft
Armament: 3 Quad 3500mm Artillery cannons (one per side and another in the nose), 5 auto cannons per side. 2 machine guns per fighter craft
Purpose: support ship, deploys 8 tiny fighter crafts when 200m from the target ship. Strategy is to ready deployment arms, blast open the rear door and deploy crafts in a drive by action without stopping. Mother ship proceeds to RTB for fueling and ship resupply
Imperial Navy Utility Ship
Mass: 2314.3 Tonnes (empty load)
Crew: 130 (to load, unload and manage cargo)
Cost: 861.5K (as default cargo carrier)
Armament: none
Purpose: General purpose cargo carrier. Can be adapted with additional crew quarters to serve as troop transport, capable of carrying up to 720 troops (size of an average infantry battalion). May also be used as Command vessel. Requires escort
Author's Note: The Armada Imperialis is not my own fleet name. I have borrowed the name from the (fictional) universe of Warhammer 40K. An Imperial Battle Cruiser is currently in the works. this is also my first fleet/faction. The reason for the odd, dark, tint in colour is a side effect of using TheHealingDoctor's Light Armor Mod.