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 Post subject: Re: Starship designs...
Unread postPosted: Mon Nov 30, 2020 2:51 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
My understanding of the Jatar and the Haizam are fundamentally expedient Minion War era designs, and thus are slightly subpar in the post-war environment. Here's some upgraded models for the reconstruction era.

PS/ASI-FB-26B ‘Jatar’ Strike Ship
“The original Jatar was an inflated knock off of the StarFox, developed by the same people, so that it could be fielded by bottom tier USA members. The -B is more of the same, but with more development time and a more rationalized logistical stream behind it. Overall performance, protection, and statistics are essentially the same, but the internal components are a bit more refined to be that little bit easier to maintain and the body profile has been changed a bit to increase internal volume. The big difference is the weapon options, with big turrets having the option to draw from the WZT Heavy Fighter Mount list, and the ordinance bays seeing a slight redesign to increase payload capacity. The bays can also fit Gun Mount if desired, and the chaff bays in the back have been updated to the modern heavy standard. Considering that these are all basically options, effective price is just a single mil more, which is fair bargain.”
---Captain Jacky Kelson, CAF

“The Jatar-Nul was an unapologetic bitzer, meant to use whatever castoffs could be found to give a reasonably capable attack ship to 3rd or 4th string militias. It was really good at that, but it has some flaws. The engineers weren’t quite as optimized for bone head techs as they could have been, and the turret options worked from the premise that the old spares for the low tier marginal ASFs would be available. While that could work for a while, long term those designs were going to get phased out, so some future proofing needed to be done. The new mounts are that little bit more modular, which also allows them to use whatever substitutes local industries can put up, which can matter to people.”
--- Anonymous, ASI Fighter Design Bureau

“Considering how ‘aggressively colonial’ it is, the Jatar is damn capable. It’s dead meat of it runs into half its mass in modern ASFs, but considering its usual operating environment there’s good odds it's the most advanced strike craft in whatever sector it operates in by a substantial margin. But its starting to drift back into more developed regions, with a lot of small time mercs picking it up due to its cost, but it's still a good bargain on that front as well. For the same money as a pair moderately upgraded Jatars you can get five Hyena, and the Jatars would come out on top if they have decent crews.”
---- Captain Harriet McKenna, CAF, Director of Project Prominence
Spoiler:
Type: PS/ASI-SFB-26B Jatar

Market Cost: 57 million credits

Weapons Systems:
    1) Energy Turrets (3): As previous, but may also chose a WZT Heavy Fighter Mount

    2) Point Defense Turrets (2): As previous.

    3) Heavy Ordinance Bays (2):
      a) WZT Heavy Fighter Mount
      b) Short Range Missiles: 60 per bay
      c) Medium Range Missiles (or equivalent): 30 per bay
      f) Long Range Missiles: 15 per bay
      g) Bombs: double the equivalent payload

    4) Light Missile Bays (2):
      a) WZT Medium Mount.
      b) Mini-Missiles: 88 per bay
      c) S-Sting Smart Mini-Missile: 88 per bay
      d) Short Range Missiles: 44 per bay
      e) Sand Blaster: 60 per bay

    5) Heavy Countermeasure Launchers (2): As WZT Standard, but triple the payload.

PS/ASI-LCrv021B ‘Haizam-B’ Aerospace Patrol Cutter
    (aka “Hazbe’)

“The Hazbe is one of the best low end Proctor-equivalents, focusing on the independent operation role to the exclusion of carrier capability. The people in it's target market don’t have carrier platforms, which makes its pad space requirements a non-issue, and the low tech nature of so much of it makes it easy to maintain. It’s agile enough to not be an easier target, and while it may lack the ship level firepower of many of its peers it is almost certainly going to take the crown in the low to no infrastructure regions that it flies in. Every one of its faults that I can think of are due to sticking to simplicity rather than efficiency, which has the side effect of making it quite reasonably priced. Hobo-parties are naturally drawn to it like flies to a carcase, and I can’t blame them. It doesn’t hurt that it looks a lot better than most ASI craft.”
---Captain Jacky Kelson, CAF

“While it still flies a bit like a high end orbital truck, the new Haizam is easily the best craft you’ll see out in the boonies with any consistency. Being able to go up against modern military craft means that it’s the king of **** mountain out here, baring stupidly focused and theater optimized craft like the Jatar. Unlike the Jatar, the Haizam can usually be fully maintained by its onboard crew, and having an FTL engine by default makes a big difference. The only logistics problem is the need to import parts for the electronics, VFF, and FTL, but those are too important to cheap out on and are compact enough you can bring a good sized stash with you.”
--- Anonymous, United Systems Alliance Marshals’ Service

“If you're willing to make maintenance a pain in the neck, the VFF can be replaced with a larger but simpler model, and there’s enough knock-offs you’ll usually be able to just get a normal size equivalent anyway. Similarly, the FTL housing is able to fit a good range of similar knock-off components without making meaningful changes. You’ll need to do some serious rearrangement of the electronics bay to fit worthwhile substitutes however, and you’ll probably have to make the units yourself because they’re honestly rarer than ASI built spares. The guns would be a more serious issue, but they deliberately left enough room around the mounts to use Automaton War era models, so an engineer worthy of the name can fit the link ups to anything made in the last 7 centuries. If you have the money, TW mods are well worth it, and if you order it from the factory most of the labor intensive prep-work can be done before your Wiz gets his hands on it.”
--- Anonymous, USA Irregulars

A post-war revision of the successful Haizam, the engineers in Tenel had the luxury of time and no end of official resources to do a more thorough development, solving the origional’s various issues and improving upon its strengths. As the Tenel factories were overdue for an in depth overhaul regardless, it was considered an ideal time to refit the construction jigs for a new model. Additionally, a large chunk of the earlier version had already been written off one way or another, allowing them to wave off mandating backwards-compatibility, giving the developers a substantially freer hand. After 4 months of work, the first Haizam-B emerged from the factory floor to rave reviews, and was immediately drafted as part of the SICI project.

The first notable change is that the hull has been lengthened by a full 10 feet and that the upper ‘hump’ has been nearly flattened out. This was done to make serious revisions to the propulsion systems, with the FTL drive being brought into the hull, solving the common complaint of its vulnerability. This does make the drive slightly harder to service and requires minor modifications to potential replacements, but it can be done in the field with only the shipboard resources, maintaining the designs high deployability.

A careful inspection of the hull will reveal subtle but important changes in the hull form. This is because the fundamental aeroframe has been notably altered, and the armor support braces have seen substantial improvement. This allows the craft to carry more effective armor weight, which has fully switched to common formulations to reduce costs. More advanced materials could improve protection by 15%, but it would be quite expensive and be difficult to replace in the field.

Changes to the weapons were naturally extensive. The fixed forward mounts have been replaced with modular ones, allowing operators to choose whatever is most appropriate to their environment, with the default combination of quad GR-1000s and quad Heavy Lasers being slightly more common than alternatives. The rotating missile bay has benefited from the hull expansion, and can now store up to 18 CM equivalents across the six facets of its rotating drum, with MRMs being preferred by most operators. Finally, two of the Gannet’s defensive turrets have been restored, covering the rear arc.

The Haizam-B has readily replaced the previous version on the assembly line, and is if anything more popular. Despite all the improvements, it is as easy to service and operate as previously, making it a better choice overall. It remains substantially less expensive than nearly all worthwhile Proctor-equivalents, and its patrol ability is well beyond anything short of a Light Corvette. This also makes it popular as a low-mid range vessel for adventuring parties, having far more utility as a transport than nearly all Heavy Fighters and still being quite combat capable.
Spoiler:
Type: PS/ASI-LCrv021B ‘Haizam’

Class: Heavy Aerospace Patrol Fighter/Light Corvette

Crew: 9 (Captain/Pilot, Copilot/Navigator, Engineer, 2 EWAR operators, 2 Gunners, 2 Technicians)

MDC/Armor by Location:
    Main Body-----------------------------2,000
    Reinforced Crew Compartment----------400
    Engines (3)----------------------------500 each
    Wings (2)-----------------------------500 each
    PD Turrets (4)-------------------------100 each
    Variable Forcefield---------------------400 each side (2,400 total)

Statistics
    Height: 35 ft
    Width: 150 ft
    Length: 230 ft
    Weight: 575 tons

Cargo: Can carry up to 50 troops/passengers (on short duration flights)
    OR 4 small vehicles
    OR 140 tons of palletized cargo.
    OR an operational ORACLE Mk V array.
    OR long term accommodations for an adventuring group of up to 20 people and 40 tons of cargo.

Powerplant: Nuclear Fusion w/ 30 year energy life

Speed:
    (Atmosphere) Hover to Mach 7, transatmospheric
    (Space) Mach 10
      (Kitsune Values: 50% of light speed; Accel/decel at 1% of light speed per melee)
    (FTL) 4 light years per hour

Bonuses: Counts as being less than 500 tons for targeting purposes.

Cost: 300 million credits

Systems of Note:
    Standard (PW) Aerospace Craft Systems, plus:

    *Advanced Rangefinding/Targeting: +3 to strike

    *ECM system: Sensor guided weapons are -5 to strike

    *ECCM system:

    *Cyberlink: Provides a +1 to init and dodge, in addition to the normal cyberlink bonuses.

Weapons Systems:
    1) Forward Superheavy Mounts (4): Double payload, and can be reloaded in 1d6 minutes from the inside during combat.

    2) Forward Heavy Energy Mounts (4):

    3) Rotary Ordinance Bay: Each of the 6 facets may be equipped with one of the following
      a) 48 MMs
      b) 24 SRMs
      c) 12 MRMs
      d) 6 LRMs
      e) 3 CMs

    4) Point Defense Turrets (4): 1 on each wing, 2 in the rear.

    5) Heavy Countermeasure Launchers (2): As WZT Standard, but triple the payload.

Options:
An auxiliary thruster can be mounted for 15 million credits, increasing sublight speeds up to Mach 15 for their 30 minute endurance.

Many adventuring parties fit the cargo bay as a long term living space, with whatever furnishings and equipment necessary to conduct their trades and stay away from each other's throats. Some have also fitted the ship as a pocket carrier, with a pair of Solace-Bs able to be attached to the upper hull and several Atom-Bs able to fit in the bay. Actual operation is naturally quite tricky however.

Up and coming Technowizards often modify theirs, with Ectofibre being relatively straightforward to come by and solving many problems. The Haizam’s vast hull has no shortage of room to accommodate the changes, and is attractive enough to overcome normal independent Technowizard tendencies of obsessing over old designs. Many of the less well off and/or dogmatic UWW members do the same, filling their low level patrol needs.


Last edited by Omegasgundam on Tue Dec 29, 2020 6:58 pm, edited 2 times in total.

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 Post subject: Re: Starship designs...
Unread postPosted: Mon Nov 30, 2020 4:30 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
My current project is going through PS/ASI's various civilian designs and working out plausible post-war alterations/refinements, with the not so subtle intent of making the pricing at least somewhat consistent, so watch this space.


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 Post subject: Re: Starship designs...
Unread postPosted: Mon Nov 30, 2020 9:06 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44316
Location: Somewhere between Heaven, Hell, and New England
(okay, let's see how this flies)

PS/ASI-LCrv-29 Irpull-class Patrol Ship
(“DouBarb’)
“Looks like a double-barbed harpoon or grapple, and that comparison is apt. Get enough of them after you, they’ll stick it to you but good, hang onto you, and bleed you out.”

“We got a hot scramble on three big boogies entering the system. They look like carriers, because almost immediately after jumping in, they began spawning about a hundred smaller craft, and they don’t act like lifepods or tourist shuttles, so we’re assuming fighters. That, and they’re ignoring all hails. So our fighters and the batsats are going to mow the field for us while we carry anti-ship packages to say ‘hello’ and ‘goodbye’ in no uncertain terms. And odds are, the enemy sees our bigger craft in amongst the fighters approaching them, they’re going to guess what we’re up to and start throwing some hard point defense our way. We’re likely going to be tanking shots on our shields all the way in, but that’s why we get the big birds with the big guns.”

“Rumor is, Aegis Stellar and the GNE are investing heavily in a new generation of patrol ships because they want to assign them to covering our colonies as a stopgap, while the heavy warships are pulled away to form an offensive reserve . Way things are shaping up in the Three Galaxies, Deep Space Command wants to have the means to be more proactive in defense, by taking the fight to the enemy, and that requires heavy iron, not skeet-fighters. But we still need to cover our obligations with regards to protecting our worlds. Basing strong forces of local space attackers isn’t an optimal solution, but it’s the best of a number of barely satisfactory ones.”

“I like having the star drives in, not because I anticipate starhopping, but because I get get across a star system that much faster, or pop that much closer to a target. Unless they got FTL sensors out and scanning, most pirates aren’t going to see me coming until I’m right up next to them, my guns already triggering, before they can even react.”

The Irpull-class was developed to provide PS/ASI spacestation facilities and space colonies with a light, fast, but heavily-armed local space patrol and policing craft. PS/ASI began to develop and deploy more and more patroller-class ships as an inexpensive means of shoring up escort units and system defense forces. PS/ASI’s decision to dedicate the facilities of several Shipdock-Asteroid Cruisers to producing small combatant craft shows the growing importance of the type to PS/ASI/GNE-Alliance deep space policy.
While other early entrants in the Systems Interdiction Craft Initiative are based around larger fighters, the Irpull is configured more as a small warship(though it was originally designated as ‘SFB-29’ on early PS/ASI office documents), having more mass, larger crews(and roomier crew accommodations), and more heft in the way of firepower. It retains some of its aerospace fighter roots in a good degree of responsiveness on the controls, which lends to significant combat agility. It does lack, however, the endurance of larger warships, and so is restricted in operations to range from a base or mothership/tender.
The Irpull follows a triangular forward hull attached to a fat cylindrical rear engineering section. The Irpull’s distinctive ‘double triangle’ forward fuselage suggest its name(after a swept-barb spearhead).
The Irpull’s main sensory systems and point defense weapons are mounted in the forward wings, while two modular weapons bays on the sides of the rear hull provide space for heavier weapons, additional avionics, or propulsion enhancements. As with many PS/ASI designs, the Irpull’s systems are designed around modularity, allowing for quicker repairs, upgrades, and mission/client customization.
The Irpull CAN be upgraded with an FTL drive(the engineering spaces have provision for an internally-mounted module) for longer recon missions and interstellar transits, but most operators leave the ship as an in-system patrolcraft or carrier-borne attack vessel.
Being a later-generation ASI vessel design, Aegis Stellar Industries was able to study existing designs on the open market, including General Galaxy and Galactic Armory designs, while drawing on the diverse experiences of Fringe/frontier hotrodders and runners in ‘chopping’ their ships for enhanced performance.
Though relatively new, the Irpull has already seen action in a number of small, but intense, conflicts, and has begun acquiring a reputation for being a stalwart combat unit. Though more expensive than the LRF-25 Proctor, the Irpull has several advantages in being a newer design with arguably more versatility, benefiting from recent advances in technology and construction techniques.

Type: PS/ASI-LCrv-29 Irpull
Class: Patrol Ship
Crew: 6 +1-3 passengers
MDC/Armor by Location:
Main Body 2,200
Bridge/Cockpit 860
Wings(4) 450 each
Engines 1,200
Weapons Bays(2) 500 each
*Variable Forcefield 700 each side( 4,200 total)

*Shield Refresh Rate is 10% per melee

Height: 34 ft
Width: 80 ft
Length: 97 ft
Weight: 760 tons
Cargo: 2 ton capacity
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed:
(Atmosphere) Hover to Mach 5; transatmospheric.
(Sublight) Mach 12 ( Mach 15 for lucerin-fueled models)
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 1.2%/1.5% of light speed per melee)
(FTL) Not standard, but can be fitted(see Options)
(Underwater) Not possible

Bonuses: The Irpull enjoys a +1 to dodge, +1 to stroke, and +12% to piloting rolls, despite its ‘warship configuration’.

Market Cost: 295 million credits for the standard fusion-powered model. 300 million credits for lucerin-enhanced models.

Systems of Note:
Standard Starship Systems, plus:
*Cockpit Ejection System---The cockpit can be entirely ejected from the rest of the craft, to serve as a lifeboat. The cockpit pod can make a safe atmospheric reentry, if necessary, with deployable parachutes, and can even float for a time on water, increasing the chances for crew survival.

*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

*Cyberlink(optional): A late retrofit is this advanced cybernetic control system that allows the pilot 'jack in', if so equipped, to the plane, linking him with the plane as if by telemechanics. The pilot is so in tune with the plane and their environment that he instantly knows everything involving their plane and its operations. A series of tiny external cameras normally used for Virtual Environment Cockpits is tied into the cyberlink, giving them an uncanny 360 degree view around the craft, providing them a +1 to init and dodge, in addition to the normal cyberlink bonuses .

Weapons Systems:
1) Forward Laser Cannon(4) --Mounted in the nose are four powerful laser cannons, triggered by the pilot or copilot. The original plan was to have them modular, rather than fixed configuration, but the starship-class Medium Lasers proved a better fit than the other options in the system, with regards to the Irpull’s mass and energy budget.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 6d6x10 MD per single cannon firing, 2d6x100 +200 MD for all four cannons firing simultaneously
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) Wing-Mounted Point Defense Turrets(4)--Each wing mounts a small weapons turret along its length, compatible with WZT/ASI -standard Medium Hardpoint Weapons. The x-configuration and angling of the wings gives the PDSes excellent arcs of fire.
a)Pulse Lasers
Range: 6,000 ft in atmosphere, 24,000 ft in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited

b) Particle Beam Cannon
Range: 12,000 ft in atmosphere, 24,000 ft in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 4d6x10 MD per blast
Rate of Fire: : EGCHH
Payload: Effectively unlimited

c) Ion Cannon---Relatively low powered, but excellent effects against electronics
(ionization rules courtesy of Henning Rogge). As PDSes, they are particularly useful against guided missiles, knocking out their electronics.
Range: 4,000 ft in atmosphere, 16,000 ft in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 2d4x10 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry, and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively unlimited

d) PlasMag Projector---A weapon based on Paladin Steel plasma weaponry; it fires bolts of magnetically-packaged plasma that explode like mini-missiles.
Range: 8,000 ft in atmosphere, 32,000 ft in space)
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 1d6x10 MD per blast(15 ft blast radius)
Rate of Fire: Four times per melee
Payload: Effectively Unlimited

e) PS-GXMG 20mm ‘G-Gat’ Gatling G-Cannon--A six-barrelled gravity-gun weapon, based on the PS-XMG 20mm Gatling Cannon, and modified for operation in space.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 4d4 MD single shot
1d6x10 MD per 6 rd burst
2d6x10 MD per 12 rd burst
6d6x10 MD for a 30 rd burst(takes 2 attacks)
Rate of Fire: EGCHH
Payload: 30,000 rd magazine

f) Rail Gun(PS-RFRG30)---Less damage and range than the PS-XMG 20mm, but easier to maintain due to its lower tech.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst.
Rate of Fire: EGCHH
Payload: 48,000 rd magazine per cannon

3) Modular Weapons Bays(2)---Mounted on each side of the main engine cylinder hull are two modular weapons bays that can mount WZT/ASI-standard SuperHeavy Weapons. In the alternative, the bays can be modified for extra avionics, such as forcefield boosters and jamming gear. Each one can accommodate ONE of the following:
a) Missile Launcher---Can hold 120 mini-missiles, OR 60 short range missiles OR 30 medium range missiles OR 8 long range/cruise missiles each.

b) Heavy Rail Gun
Range: 6 miles in atmosphere, 12 miles in space
(Kitsune Values: 12 miles in atmosphere, 12,000 miles in space)
Damage: 4d6x10 MD per cannon,
Rate of Fire: ECHH
Payload: 500 bursts per gun

c) Medium G-Cannon
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 5d6x10 MD per 40-round burst
Rate of Fire: EGCHH
Payload: 300 bursts

d) Medium Laser Cannon
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d4x100 MD per cannon, 2d4x100 MD per dual blast from both cannon simultaneously(one attack)
Rate of Fire: Twice per melee
Payload: Effectively unlimited

e) Ion Cannon
Range: 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d4x100 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

f) Particle Beam Cannon
Range: (Palladium) 3.5 miles in atmosphere, 7 miles in space
(Kitsune Values) 3.5 miles in atmosphere, 350 miles in space
Damage: 2d4x100 MD per shot
Rate of Fire: Two shots per melee
Payload: Effectively unlimited

g) Plasma Torpedo Launcher
Range: (Plasma Torpedo) 3 miles in atmosphere, 6 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage:(Plasma Torpedo) 5d6x10 MD to an 80 ft blast radius
Rate of Fire:(Plasma Torpedo) Four times per melee
Payload: Effectively Unlimited

h) Tachyon Cannon
Range: 4 miles in atmosphere, 8 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 8 miles in atmosphere, 800 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 1d4x100 MD per single cannon firing
Rate of Fire: EGCHH
Payload: Effectively Unlimited

i) Heavy Plasma Cannon---A Medium-class starship weapon mounted on a fighter
Range: (Palladium) 4 miles in atmosphere, 8 miles in space
(Kitsune Values) 4 miles in atmosphere, 400 miles in space
Damage: 1d6x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively unlimited
Option:* Fusion Plumer ---This modification adds deuterium slush tanks , allowing deuterium ‘hotshotting’ of the plasma stream and increasing damage per shot by 50%. The Irpull is massive enough to absorb the recoil shock from the plasma expulsion. The fitting holds enough d-slush hydrogen for 50 shots.

j) Disruptor Cannon---A knockoff of Golgan weaponry(the Alliance trading with many splinter-worlds of the former Golgan territories).
Range: 3 miles in atmosphere, 6 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d4x100 MD per blast, 1/4 that to a 20 ft radius
Rate of Fire: EGCHH
Payload: Effectively unlimited

k) EW Jammers---Powerful electronic jammers, operated by a dedicated EW officer in the crew, Mounting two jammer modules does not add power, but provides redundancy.
Bonuses:
*Can record and trace radio emissions, as well as perform onboard analysis(determine type of emission, and display transmission for decryption and interpretation).
*Radar-guided weapons are -6 to strike.
*Radio/Communications Jamming---Can jam enemy communications with 95% effectiveness, over an 80 mile radius in atmosphere, 8,000 miles in space.
*Radar Jamming---Can jam enemy radar into useless static with 85% effectiveness, over an 80 mile radius in atmosphere, 8,000 miles in space. It can also attempt to ‘cloak’ itself and any other aircraft flying within 2,000 ft(5 miles in space) of it with 70% effectiveness(they just don’t appear on radar). Roll every three melees when entering enemy radar zones(or roll ECM skill +15% for more realism).
*Sensor Jamming---If caught by an enemy search/target-lock radar, either from a manned position or a missile, the ship’s EW operator can attempt to break the lock. In the case of missiles, the ecmtechs can attempt to take over the missiles’ systems and divert them away(roll on ECM skill to jam....roll again at -15% to take control of the missile and direct it elsewhere...roll each time the ecmtech is attempting to direct the missile through a specific action...i.e. turn 180 degrees...lock on target...switch to second target, etc.).

l) Engine Boosters--- BOTH modules must be fitted with these to take advantage of the boost of speed they can give to the ship. With boosters fitted, the Irpull can max out at Mach 17 in normal space, albeit at the expense of firepower.

m) Forcefield Generators--- One or both of the lateral modules can carry a supplemental power generator and forcefield generator, tied into the ship’s integral shield systems. Each pod adds +800 MDC to the total shield strength.

n) Sensor Pod---A specialized sensor pallet can be mounted instead.

4) Countermeasure Launchers(2)---Mounted on either side of the hull are two decoy countermeasure launchers. Each is capable of mounting one of the following countermeasure types:
a)Chaff/Flare Launchers---Standard radar-reflective strips and thermal flares
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24 per launcher

b) Nano-Pods-----The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs

c) Grav-Pack Decoy---The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 15 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.

d)X-Ray Laser Air/Space Countermeasure Mines
Payload: 24 per launcher


Options:
The Irpull is still too new to have much in the way of options,a side from those integral to its design, but likely future offerings include PPE sensors( ORACLE Mrk IVF), defense aides, and avionics upgrades.

*FTL Drive---Standard fitout allows for speeds of 5 light years per hour. Unlike the Jatar and some other vessels that can be fitted with accessory FTL ‘sled’ drives, the added mass of the Irpull’s FTL drive module does NOT diminish its normal space speed, nor does the refit require an external drive housing. Cost: 50 million credits


Variants:
* PS/ASI-LCrv-29D---’D-Demolisher’, an experimental variant that restores the original modular scheme to the forward guns and replaces them with WZT/ASI-standard SuperHeavy hardpoint weapons. This increases forward firepower, and gives the ship a particularly bristly appearance, lending it nicknames like ‘morningstar’, ‘painstar’, and ‘flying cannon’. The extra firepower taxes the fusion powerplant, however, so only the lucerin-powered models have the full rate of fire available to the larger weapons.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


Last edited by taalismn on Tue Dec 01, 2020 2:35 am, edited 5 times in total.

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 Post subject: Re: Starship designs...
Unread postPosted: Mon Nov 30, 2020 9:12 pm
  

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Posts: 44316
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
An Overview of the USA’s Civilian Ships But the true gem is the compact Civis, being the same size as a hovercar are usable as such, making it an extremely popular ‘Captain’s Jig’ among larger ships. Many of the USA’s Irregular forces have also picked them up, with heavily upgraded versions hanging from the ceiling of their larger mothership being an extremely common sight.


:D This is actually more amusing than you know; I based my general idea of the Concord on the roll-on/roll-off car ferries of the Cape Cod Steamship Authority(the Star Islander, which appears earlier in this same thread is another 'based-on' design). Some of those ferries had drop-down ceiling decks for carrying additional cars hanging above the main car deck. I had to ride in them twice, and I would NOT want to have a full load in heavy weather.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Mon Nov 30, 2020 9:47 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
I will go over the Irpull latter, for now, I'm reposting my alternative prices to the other thread.

For those that think the PS/ASI Catalogue Price for its Phase World offerings are all over the place, have an alternative list for something that's a bit more consistent.

Alternative Phase World Ship Prices
Atmospheric Non-Combat----Cost-----Why
LAMPV-17 ‘Yellow Jacket’---3 million---combat capable
CGS-70 GravHawk------------3 million---relative performance
GMRCHV-15 Kerlun-----------5 million---relative performance
SO-200 Skymaster II---------6 million---relative capability and novelty
GMR-C200 ‘Cavorite’-------12 million---relative fragility and performance
GMRD-VTOL-CT-1 ‘Moth’---20 million---relative capability
GMR-C57 Nantucketer------25 million---relative capability to complexity

Sublight Civilian------------Cost--------Why
LSTS-CTAV-10 ‘Sparo’-------.9 million---fine as is, Space Cessna, mill spec plant would cost millions
WZ-PT-0001 ‘Silver Fish’----1.3 million---fine as is, options are the cost
WZ-PT-0008 ‘Orbital Hare’--2 million---absolute minimalist, low capability
WZ-MPU-003 ‘Scarab’-------3 million---fine as is, has equipment
AAST-7 ‘Skyver’--------------5 million---low tech, relative capability
ASST-9 ‘Parus‘----------------6 million---but much higher maintenance
LAT026 ‘Roswell’------------15 million---stripped of EWAR
LAT025 ‘Cosgrove’----------35 million---relative capability
CGILT-C400 ‘Kepler’---------40 million---relative capability, better maintenance

Smallkin Craft -------------Cost-----Why
McSOHV-06 ‘Asterite’---.7 million---close to the Sparo
McSFR-01 ‘Arabella’------4 million---very low performance
McSFR-02 ‘Veterok’ -----5 million---better, but still low
McSFR-03 ‘Hector’-------6 million---stealth premium
McSFR-04 ‘Belisario’-----15 million---close to galactic

Small FTL Capable---------Cost-----Why
LInstelAAT-02 ‘Heston’---4 million---relative capability
LInstelAAT-04 ‘Aquarius’-7 million---relative capability
LInstelAAT-09DX ‘Civis’---7 million---fine as is
LInstelAAT-03 ‘Scobee’---15 million---relative capability

Actual Ship-------------------Cost---------Why
WZ-UFTLF-3244 Fenlock----45 million----lowish performance, but a good hull and shield
LInstel-SC27 ‘Auriga’--------50 million----moderate performance
WZ-ISF-105 ‘Komodo’-------90 million----lowest performance by far, expandable
MInstel-SC08 ‘Concord’----150 million---decent performance
MInstel-SC11 ‘Carpathia’---230 million---substantially more capable
WZ-MCF-100 ‘Behemoth’---240 million---minimalist design and low performance
MInstel-SC07 ‘Nao’----------275 million---relative capability and performance
WZ-RS-087 Dampier---------290 million---pays for speed
LInstel-DS15 ‘Hikyaku’-----300 million---ultra high spec
WZ-ESS-2235 ‘Piecemeal’--480 million---high spec and science equipment
WZ-MDS-0556 ‘Quest’------600 million---mass and high spec

Big Boys-----------------------Cost----------Why
SC420 ‘Roamer’--------------300 million---more capable than the Nao, but not much
FA-STM-070 ‘Transol (II)’----300 million---bigger than the Roamer, but less stuff
FA/MC-317 ‘Bering’---------400 million---cargo to speed ratio
SC08 ‘Tsiolkovsky’-----------700 million---relative performance to simplicity
HInstel-SC717 ‘Monmra’----800 million---mass, performance, and passenger space
WZ-MCF-500 ‘Immense’----1 billion------shear capability
LHAOE-07 ‘Brunel’----------1 billion------mass, decent spec, and tug rarity
LHAOE-08 ‘Goethals--------2.4 billion----mass, decent spec, and tug rarity
WZ-ESS-2258 ‘Firestorm’---5 billion------mass, high spec, and lots of science

All assuming internal use costs, with no export surcharge like the CAF
Atmo Only--------------------Cost-------Why
F102 ‘Fang’ -------------------5 million---scrub tier, but can shoot and bomb
TAV-SF-5 ‘Tercal’--------------7 million---almost entirely the military powerplant
F-28 Kingbird------------------7 million---bomb truck
F-24 Bateleur-----------------10 million---better bomb truck that can try to shoot back
F-8 SkyTiger I-----------------18 million---combat capable
VTOL-08G “Dragonfly IIG”---35 million---VFF and capability

Fighters----------------------Cost-------Why
SF09-103 Gandiva-----------20 million---relative performance to the Scorp
F200A Rhino-Buffalo--------20 million---could be lower
TAV-SF-08 Hesperia---------30 million---relative performance
TAV-SF-14 Almar-------------35 million---relative performance
AFB-29 Chimbane-----------50 million---size and relative role
TAV-SF07 Star Tiger I-------55 million---fine as is
TAV-SFB-16 Mammatan I---92 million---fine as is

Mil Transports-----------------Cost---------Why
AAST-8 Wyvern----------------35 million---par with an old Higgins with ??? mods
LTTAV-17S ‘Kunai’ ------------48 million---Stealth premium
AAST-4 'Condor'----------------50 million---par with a militarized heavy shuttle
VTOL-081SF3 'Dragonfly III'---50 million---fine as is
AAST-6 ‘Gannet’--------------100 million---loses out to the CAF Assault Shuttle

Combat Ships-----------Cost---------Why
DDC09 ‘Barong’---------300 million---early corvette with problems
Crv018 ‘Windfola’-------300 million---early corvette with problems
DDS-01 ‘Sangu’---------300 million---early Hunter competitor
DDGS-04 ‘Falx MII’------350 million---early Hunter competitor
SFG25 Blackjack---------380 million---deliberate equivalent to the Scimitar, and I think it does a better job.
DDES-05 ‘Masakari II’---400 million---early Hunter competitor
DDE019 ‘Bullet’---------450 million----flack barge using old tech
CGS-07 'Javelin’---------800 million---early missile cruiser
CV-08 ‘Sagadag’--------800 million---early decent carrier
LHDOE-09 ‘Shoup’------1.2 billion----the only thing high end is the FTL
CGG-08 ‘Assegai’--------1.6 billion----decent early CL

I’m not going to touch ground combat platforms. Lets say there’s a stupid standard military surcharge because reasons.


Last edited by Omegasgundam on Tue Dec 29, 2020 9:47 pm, edited 5 times in total.

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 Post subject: Re: Starship designs...
Unread postPosted: Mon Nov 30, 2020 10:01 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
taalismn wrote:
(okay, let's see how this flies)
PS/ASI-LCrv-29 Irpull-class Patrol Ship
(“DouBarb’)
“Looks like a double-barbed harpoon or grapple, and that comparison is apt. Get enough of them after you, they’ll stick it to you but good, hang onto you, and bleed you out.”

*Strokes imaginary beard*

hmmm.... hmmmm..... yes... yes....

Very much a different breed than the others. This is meant for legit developed worlds, as replacement for the Barong and possibly Windfola (although it lacks the missiles for that). It operates in a different environment than the Jatar and the Haizam. They fill the same overall role, but they are sold to very different markets.

I want to think of it as a larger Raiju, or possibly an alternative with the mass being the fusion tax. It is actually SMALLER than the Raiju. You might want to think about that, but I can see it the how it could work.

You may want to up the mass a bit as well. Noticeably under-priced as well, but I'm having a hard time pinning down by how much. The lack of FTL does notably compensate.

EDIT: 350 Mil (with FTL) vs 475 mil for the Raiju II. The Raiju has far more ordinance, better (if slightly less ranged) gun power, a SUBSTANTIALLY better (CCW bleeding edge) FTL, less overal MDC (but much less pass to spend it on), a better recharge rate on the shields, full EWAR built in, an ORACLE set, and the complexities of dealing with Antimatter. Looks damn close to me. Make the Lucerine version the standard without the faster sublight? Mach 17 seems a bit high for a PW cutter, and the everything else seems a bit much for normal fusion.


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 Post subject: Re: Starship designs...
Unread postPosted: Mon Nov 30, 2020 11:58 pm
  

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Omegasgundam wrote:
[q
You may want to up the mass a bit as well. Noticeably under-priced as well, but I'm having a hard time pinning down by how much. The lack of FTL does notably compensate.


Upped the mass a third to 760 tons, if that helps. I'd think that any heavier and it could be used a a giant APDU warhead...

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Tue Dec 01, 2020 12:53 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
taalismn wrote:
Omegasgundam wrote:
[q
You may want to up the mass a bit as well. Noticeably under-priced as well, but I'm having a hard time pinning down by how much. The lack of FTL does notably compensate.


Upped the mass a third to 760 tons, if that helps. I'd think that any heavier and it could be used a a giant APDU warhead...

That should do it. My only remaining problem is a general dislike of all the relatively high speeds you give everything. PW was deliberately made with a substantially lower Mach numbers (and upper end weapon ranges) than AtB or Aliens Unlimited, so importing that sort of mentality makes the locals look REALLY bad. Easy enough to head canon, but still a gripe I have. I will pretend that it's Lucerine by default, and uses the Mach 15 number.


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 Post subject: Re: Starship designs...
Unread postPosted: Tue Dec 01, 2020 2:03 am
  

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Omegasgundam wrote:
[
Upped the mass a third to 760 tons, if that helps. I'd think that any heavier and it could be used a a giant APDU warhead...

That should do it. My only remaining problem is a general dislike of all the relatively high speeds you give everything. PW was deliberately made with a substantially lower Mach numbers (and upper end weapon ranges) than AtB or Aliens Unlimited, so importing that sort of mentality makes the locals look REALLY bad. Easy enough to head canon, but still a gripe I have. I will pretend that it's Lucerine by default, and uses the Mach 15 number.[/quote]

I'l try to rein in my leadfootedness in future designs so the greyhounds of relativity don't become a problem.

With that in mind, I've lowered the speeds to 12 and 15 respectively.
As it is, I was edging into Shemarrian'We're 'bots and can take the higher acceleration' realm, but damn, that boxy little Scorpion going Mach 18 with the auxiliaries kicking in makes it tempting to rev up newer designs!

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Tue Dec 01, 2020 2:31 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
taalismn wrote:
Omegasgundam wrote:
[
As it is, I was edging into Shemarrian'We're 'bots and can take the higher acceleration' realm, but damn, that boxy little Scorpion going Mach 18 with the auxiliaries kicking in makes it tempting to rev up newer designs!

The Scorp was explicitly fluff as having that speed as its only real defense, and one of the top end designs in that regard. Even the Altess top out at 20.


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 Post subject: Re: Starship designs...
Unread postPosted: Tue Dec 01, 2020 2:43 am
  

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Omegasgundam wrote:
[
The Scorp was explicitly fluff as having that speed as its only real defense, and one of the top end designs in that regard. Even the Altess top out at 20.


Which is why I'm topping out the Irpull's booster option now at Mach 17....still fast enough to allow it to chase down couriers if it has to. Scorpion-Like light fighters are still a problem, but hopefully the ship would have enough sensor early warning to deal with any heavy ordnance(like cruise missiles) that something that light might be able to carry. Need to go faster? Get an over-engined brute like the later models of Chimbane and Gandiva(and I got some remodeling going on on the latter) or use your CG FTL to micro jump(difficult, but not impossible, as long as you're not deep in a. gravity well).

Jastas would still be a problem for the fusion-powered models, but again, enough early warning, and enough flak, and the shieldless Jasta becomes metal shavings.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Tue Dec 01, 2020 3:03 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Mach 17 with boosters is fine. Its what boosters are for after all. I'm assuming that the Irpull is functionally a brick (or tube) with fins that lacks surfaces big enough (or in the right shape) to serve as hard points.

And while I'm up, have some upgrades for PS/ASI's various bottom end civilian ships. Because.

PS/ASI LInstelAAT-02B Heston ‘Heston’ Mini-Star Shuttle
“So, other than the weight, does the new Heston have any actual changes?”
“The NavComm’s easier to reprogram if you have too, although it’ll still take a few hours.”
“So some safety improvements. Cost still leveled out at around 4 mill?”
“Yup”
“Eh, decent budget buy”

---An overheard conversation in a USA Spacer Bar

As Paladin Steel’s understanding of FTL technology improves, it has reason to revisit its older designs to improve them. The simple Heston was one of the first successful extreme low end Stellacommutta, with its absolute shock bottom price tag shocking those that actually noticed the market. But its developers were convinced they could do better, and just prior to the Minion War they produced another shocker by successfully refining the design enough to reduce the cost by almost half. The Heston promises to be a major money maker for the intermediate future, with most of the CCW’s relevant firms switching over to more profitable ASF construction in the meantime, leaving the market fallow for new production. Thus, more reluctant agencies and independent contractors are forced to take a risk with this budget buy for lack of any other option, and were pleasantly surprised by its capabilities.
Weight: 7000 lbs (3.5 tons)
Market Cost: 4 Million credits

PS-TAV-40/AAST-7E ‘Skyver’ Light Orbital Shuttle
“An important trick to know is that the Skyver isn’t picky about what it throws out with the jets. You can fill it with any garbage liquid, and you can also use it as an emergency drinking water tank if need be. You’d be surprised how often both come in handy in the outer fringes.”
---Anonymous, Free Trader

The latest revisions of the Skyver (and likely the last) partially switches the drive system to contragravity and replaces the old plasma jets with far more efficient models. This allows tremendous reduction in reaction mass storage, allowing the craft to shrink significantly. The CG engine is very modest, and has a number of operational constraints due to its economical nature, meaning that it takes over half an hour to ascend to orbital altitudes on it alone, and the performance in orbit isn’t much better. Thus, the plasma jets are used to provide needed speed bursts, leaving the CG to handle slow speed maneuvers and similar. While needing to store reaction mass for extended operation, maintenance demands are very low, and the relatively compact size and rock bottom cost ensure that it is quite popular amongst commercial freighter captains as a basic utility craft.
Spoiler:
Statistics
    Height: 16 ft
    Width: 40 ft wing extended/18 ft wings folded
    Length: 40 ft
    Weight: 10,000 lbs empty, 13,000 lbs fully loaded
Speed:
    (Atmosphere) Hover to Mach 1 on the CG, Mach 7 with Plasma Jet; transatmospheric.
    (Sublight) Mach 3 on the CG, Mach 10 with the Plasma Jet
      (Kitsune Values: 10% of light speed; Accel/decel at .3%/.10% of light speed per melee)
    (Range) 72 hours endurance on the plasma jets
Market Cost: 5 Million credits

PS/ASILInstelAAT-04B Aquarius Light FTL Space Pod
“The new Aquarius the same deal?”
“It’s gained a small mini-head and it's not QUITE as much of a pain to get in”
“Sold. Assuming I had a need for another small craft and had 11 mill to spare.”
“7 now actually.”
“Hot damn.”

---An overheard conversation in a USA Spacer Bar

The Aquarius sold surprisingly well, even if it was a pain to use the entry hatch at times. Still, it was of similar vintage as the Heston, and shared many of the same fundamental systems, meaning that there was room for improvement. The improved version also added a few quality of life features, which went over quite well with the independent operators primarily used them. In a fit of irony, it now competes in the same price range as the Civis, with the diminutive craft having notably less performance. However, the Civis is also much more practical to store in the corner of a small bay, and is simply far more of an enjoyable experience to use, so the near-hovercar reigns supreme as a ship launched jig.
Weight: 12 tons
Market Cost: 7 Million credits

PS/ASI-ASST9B ‘Parus’ Zippercraft
“Well, at least it can keep up with a Proctor or old school Fang in a straight line now.”
---Anonymous, MEF

Improvements in technology have allowed engineers at ASI to address the popular Parus’ major problem; its engines. While agile, the Parus was quite slow by ASF standards, and the frequent engine overhauls were a constant annoyance. While notably more expensive, the -B model uses more refined components to address these faults, and to those that are already willing to spend substantial coin on improving their craft the switch is a no brainer. A surprising number of purely civilian concerns don't however.
Spoiler:
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:
    (Sublight) Mach 10
      (Kitsune Values: 10% of light speed; Accel/decel at .1% of light speed per melee)
Market Cost: 9 Million credits, or +3.5 Million form an earlier model.

PS/ASI LInstelAAT-03B ‘Scobee’ Light FTL Space Pod
“I’m assuming the Scobee is more of the same.”
“Yup. Down to 15 Mill and has a few QoL features. Cargo is now a full 3 tons, and the NavCom can be rigged up in an hour if you have too.”
“So it's a better mini-van. Has its uses, and it's not like there’s much worth noting in its weight class.”
“No kidding. The only one close that I know of is the Khunnutti, and the Scobee runs RINGS around it. And how it's cheaper too.”
“Not like there being made anymore, what with Ghendii being in receivership and most of its workforce getting… well...”
“**** Infernals.”
“**** Infernals.”

---An overheard conversation in a USA Spacer Bar

Like all of its other light FTL craft, ASI’s Scobee had room for improvement. While it was already extremely popular as a short range transport for contract workers and similar, the upgraded model was ever more so, with its 40% price reduction seeing tremendous sales. The craft is also noticeably more comfortable to use, which is particularly noticeable to those that lack experience in zero-g environments. The Scobee has also seen a major uptick in use by Irregular forces, being a practical ‘short-bus’ for casual excursions from their main transport. It doesn’t hurt that the cargo bay is now large enough to hold a pair of light or medium sized power armors and a notable supply of munitions.
Weight: 15 tons
Cargo: 3 tons
Market Cost: 15 Million credits

PS/ASI-LAT026E ‘Roswell’ Light Aerospace Transport
“Don’t know why they included the Particle Shield as standard, but more than half the Roswells-Nulls I knew had the Drive Boost. Simply getting out of a tricky situation was a lot easier when you had some serious speed behind you, and not fighting was generally the best option. The weapons are convenient to be sure, but almost anything that’s going to attack you won’t be discouraged by one or two decent fighter guns. It's a different story if you’re part of a flock dumped off by a Ramey though.”
---Anonymous, MEF

The Roswell-E is a post Minion War revision of the original design, using more refined technology to improve it in a number of ways. Both the -E and the -F benefit from a number of gains in weight saving components, reducing the mass to a flat 40 tons without notably impacting price. The defensive PD Array has been modified to accept WZT Medium Fighter mounts, although most leave them as Light versions if they equip them at all. The -F also removes the EWAR components, reducing the price to a quite reasonable 15 Million. But the -E retains them and incorporates the formerly optional Drive Boost Adjustment and Particle Scrambler Shield, with a better drive design reducing the total cost to only 30 Million.
Spoiler:
Weight: 80,000 lbs (40 tons)
Speed:
    (Sublight) Mach 16
    (Kitsune Values: 50% of light speed; Accel/decel at 1.6% of light speed per melee)
Market Cost: 30 Million credits for a fully equipped -E,
Weapons Systems:
    1) Point Defense Array (3 nodes): 3 Medium Fighter Mounts
Options:
    As before but counts as having the Drive Boost Adjustment and Particle Scrambler Shield

PS/ASI-LAT025B ‘Crossgrove’ Light Aerospace Transport
“It's actually impressive how significant the height reduction is. You would not believe the number of frontier hangers that it opens up. The mass decrease is also convenient, as it allows it to latch onto a lot more surfaces of a larger ship for transport. The CG engines aren’t QUITE as aggressively simplified as the Kepler’s, but they’re still distinctly ‘colonial’, so you don’t need a particularly good crew to keep them working. It’s as much a slow moving target as ever, and the plates are a bit trickier to working when they get damaged, but that just means more labor time rather than material. All in all, it's way more practical for ship use than a Kepler.”
---Anonymous, Free Trader

The latest model of the reasonably successful Crossgrove is a simple refinement, but the gains are considered quite significant. Beyond weight savings, the ‘neck’ section of the control tower has been removed, with its various systems reallocated across the hull. Additionally, the landing jacks have been radically upgraded and can now serve as hull clamps, allowing the ship to be carried through FTL on a larger ship. This dramatically increases its utility, with the larger Kepler needing special accommodations to do the same.
Spoiler:
Statistics
    Height: 22 ft central hull, 30 ft control room
    Width: 250 ft diameter
    Length: 250 ft diameter
    Weight: 1,100 tons
Market Cost: 40 Million credits

PS/ASI LInstel-SC027A Auriga Light Interstellar Transport
“They didn’t make all that many of the old monsters before they switch over to the less crude ones, but I remember having to spend hours and hours fiddling with various bits to keep them at their best. The Auriga is overbuilt enough that it wasn’t absolutely necessary, but its peak performance was mediocre enough that nobody wanted to get into a potential fight with one that did even worse. I hear they eventually got seconded to DimCorps for use in some galaxy where they were more convincing. Whatever that means.”
---Anonymous, GNE Irregulars

Paladin Steel was pleasantly surprised that they had been unduly pessimistic with what level of material it could expect to work with in most fringe and frontier ports, meaning that they could significantly improve upon the Auriga’s greatly overloaded frame. The entire ship was redesigned to use less brute force engineering to function, substantially reducing the number of maintenance hours required. It is most often found as a short range supply transport and orbital finance, and is regularly found as a host ship for beginning Irregular units.
Weight: 2,000 tons
Market Cost: 50 Million credits


Last edited by Omegasgundam on Tue Dec 29, 2020 9:49 pm, edited 1 time in total.

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 Post subject: Re: Starship designs...
Unread postPosted: Tue Dec 01, 2020 5:19 pm
  

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Omegasgundam wrote:
Mach 17 with boosters is fine. Its what boosters are for after all. I'm assuming that the Irpull is functionally a brick (or tube) with fins that lacks surfaces big enough (or in the right shape) to serve as hard points.



Got that right....Rather streamlined and angular, but still a brick, with its option hardpoints its winglet turrets and lateral bays.
(original visual aspect was actually inspired by two street lane arrows of different years superimposed on one another...the result looked distinctively 50's/60's space rocket icon...hey, inspiration is wherever you get it)

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Wed Dec 02, 2020 9:00 pm
  

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Paladin Steel/Aegis Stellar Industries ‘Mizner’-class Cutter
“Fragile as drinking straws, cheap as lice, useful as an omni-tool. I can’t count the number of times I’ve ridden in one, been carried in one, even piloted one, and been glad one was available. You might wish you had a better ship when all you have is a Mizner, but you’ll never wish you DIDN’T have one.”

“Soon as the Founding Fathers saw the peaks of the Godawfuls, they knew some damned fools would try to climb them...and get stuck in the process. Peaks are too high for air breathing rescue craft to safely reach, and Space Guard refuses to bring down their shuttles that low from orbit to pick up damnfools . Fortunately we got a few Mizner cutters that can do the job of search and rescue on those atmosphere-piercers. Still takes a lick of training to maneuver in the winds around those peaks, but the Miz is a forgiving craft, unlike the Godawfuls.”

“Anybody who thinks satellite-servicing is a dull job, never did a tour fixing sats in the Edge. I’ve seen pirate-tampering, booby-traps, and zero-gravity free-space organisms that make me GLAD of military-grade shielding and ‘unnecessary’ weapons mounts. Creepiest one though, was responding to a deep space flit-comm rig auto-request for maintenance, and finding a dismembered arm clutching one of the antennae.”

Mizner-class cutters are small aerospace vessels meant as auxiliaries; local space patrol and interdiction, search and rescue, planetary survey, and utility work. They’re larger and faster than runabouts, but lack the mass and power of larger corvettes, and the speed and armament of patrollers, but are still very affrodable to build and operate.
The basic design is straightforward and simple, based on the long-lived ‘Kelse’-class built by WZTechyards. Though comparable in size and mass to the CCW’s Proctor Heavy Fighter, the Mizner lacks the heavy throwweight of ordnance(Mizners sporting such armaments are post-market modifications), agility, and range(most Mizners lack FTL capability) of the CAF craft. The hull is a simple shallow teardrop shape with a long cylindrical engine housing at the rear. External podded gear can be mounted around the front and midpoint ‘waist’ of the vessel, but such mounts run the risk of interfering with the Mizner’s streamlining and in-atmo maneuverability. Mizners typically carry only light, energy-based armaments for self-defense.
The Mizner is meant to be inexpensive and affordable by smaller star-nations and planets wanting some aerospace policing ability. The elongated rear engine housing makes servicing the propulsion a simpler matter, as well as allows a variety of powerplants to be fitted. Nuclear-fission powered models can be easily identified by having a distinctive bulging radiation shield midway between the forward compartments and the engine pod.
The United Systems Alliance uses a large number of Mizners as police and utility craft. Belters and space prospectors like cutters when they can get them, and a few outfit theirs as one-man operation ‘singleships’. Some spaceliners carry cutters as communciations and inspection craft, and, in event of an emergency, to shepherd up ejected lifepods and provide extra support. Though not recommended as combat craft, Mizners have inevitably seen their share of combat in the many worlds of the Rim.

Type: PS/ASI/WZT -SLPB18 Mizner
Class: Aerospace Cutter
Crew: Can be piloted by as few as two crewmen, but recommended crew is 4, with room for up to 10 additional crew/passengers(though many utility cutters will cram up the passenger space with extra cargo and equipment).
MDC/Armor by Location:
Main Body 960
Reinforced Crew Compartment/Bridge 250
Engine Bloc 350
Height: 16 ft
Width: 20 ft
Length: 85 ft
Weight: 180 tons
Cargo: 5 tons
Powerplant: Nuclear Fission(w/ 15 year energy life), Fusion(w/20 year energy life), or Matter/Anti-Matter(w/30 year energy life)
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 6
(Kitsune Values: 40 % of light speed; Accelerates/decelerates at 0.6% of light speed per melee)
(FTL) Not possible(See Variants)
(Underwater) Not possible(See Variants)
Market Cost: 10 million credits for Nuclear Fission, 13 million credits for Fusion, or 16 million credits for Matter/Antimatter
Systems of Note:
Standard Spacecraft Systems
Weapons Systems:
None standard, but has provision for being fitted with up to 3 point defense-weight weapons stations(use WZT/ASI Light Weapons Hardpoints).

Auxiliary Craft: None
That having been said, some cutters will carry one or two zero-gravity ‘sleds’ for assisting in inspection and utility work, or A-G platforms for SAR missions.

Options:
Depending on the operator, Mizners are often found outfitted with different sensor suites, comm gear, utility armatures, tool systems, tow line attachments, and other gear.
Other add-ons include extra reaction mass tanks, solar panels, maneuvering thrusters, extra AG pods, and even atmospheric stability wings.

*Forcefields---Depending on the role the cutter was expected to serve, Mizners could be fitted with low-power magnetic and anti-radiation field projectors, or heavier battle-strength(rarely more than 200 per side) forcefield generators. Fission-powered models rarely have the power output to supply the heavier shields.

Variants:
* -SLPBC18(FTL)---FTL-capable courier/scout model. This type typically has higher-end fusion or antimatter power, powering courier drives capable fo 5.5 light years/hr.

* -SLPB18UV---Amphibious model; the contragravity system has been tuned to propel the cutter underwater at speeds up to 35 MPH, while the hull has been reinforced to tolerate crush depths of 1.8 miles. Typically carries sonar and MAD sensor pods, and any armaments will include blue-green lasers, sonic cannon, and/or torpedo-launcher pods. Popular on waterworlds like Vivisanda and Atium, and on ice moons with liquid core-oceans.

There are also plenty of after-market local kludge-variants, typically born of bored mechanics tinkering with a personal or hangar-pool ship and a salvage-yard’s worth of spare parts. This has led to a number of ‘hot rods’ using exotic propulsion configurations, some of which have attracted the interest of corporate or goverment officials.
*’Pearly Sceptor’----Mizner plated in laser-reflective mirror armor and using a lucerin-fueled engine capable of pushing the ship at speeds up to Mach 19. Though the mechanics who customized this chrome-staff got an offical reprimand for misappropriating the lucerin power system, they were quietly transferred to a propulsion research outpost, and Pearly Sceptor has appeared as a corporate entrant in several Rim spacecraft races.

*’Boston Boomstick’---Antimatter-powered mod with the added and unexpected feature of the antimatter reaction exhaust being a directable weapon(effective range of 15 miles in space, doing 1d6x100 MD per blast, one blast per melee).

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


Last edited by taalismn on Thu Dec 03, 2020 12:44 am, edited 1 time in total.

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 Post subject: Re: Starship designs...
Unread postPosted: Wed Dec 02, 2020 9:18 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Looks more or less right, but there will always be this little voice in the back of my head complaining about engine costs and how mass would relate to them.

EDIT: For a bottom grade ship, its a bit fast. Mach 6 would be what I would expect, assuming the Cargo Tug listed in Fleets is generally respectable. Although I can see it being 8 with some asterisks that would make very mad with you if you actually use.


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 Post subject: Re: Starship designs...
Unread postPosted: Thu Dec 03, 2020 12:46 am
  

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Mach 6 it is.
Hotrod it at your own expense, folks.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Thu Dec 03, 2020 4:43 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
I've finally gotten around to doing the TGE's new Battlecruiser/ship, and its alternative Carrier config. As usual, thank Kitsune for most of it, you can go to his site to see the art for it. I'm currently on a Rift's Earth kick, but when I come back the Phase World I'll work on the CAF's replacement for the Packmaster and likely their own equivalent Battlecruiser.

TGE Eradicator Battlecruiser
“Based on our best intelligence, the ‘Eradicator’ is an attempt to shoe horn as much of a Doombringer I’s direct combat power into as small a hull as economical. Best guestimate for its displacement is between 16 and 20 megatons based on historical ship building methods, but they’ve been making meaningful advances in that field recently, so I would not be surprised if they get it down to 14 megs. Overall durability is also mostly speculation, but there’s no way it's going to be more fragile than the Executioner, and the shields are likely to get a 20 something percent bump. The overall troop compliment will be effectively non-existent, but they do jack **** in a void fight anyway so no loss there. The biggest question is the cost, as the higher end weapons and reactors to run them are not going to be cheap.”
----Captain-General Vicen Trancluw, CAF

“Overall costs are unfortunately higher than those of the older Executoner, even the refitted version, but this is an unavoidable consequence of equipping them with such a powerful weapon suite. It’s combat power is naturally far greater, making it a far more valid combatant against the CAF’s Protectors. It is also far better protected from missiles and hostile ASFs, which have become a very substantial concern in recent decades. A more well rounded craft could be constructed of a meaningful amount more, but it would be less efficient in its role and would not fit our doctrinal standards. The need to switch production for several components will delay initial construction rates, but we hope that streamlining the number of different weapons in our logistics system will ultimately provide dividends. A speculative carrier version of the hull would not need these systems, which will allow us to produce them substantially faster and with far fewer headaches.”
--- Minutes of TGE High Command

“The only things that are downgrades from the Executioner are the total ASF compliment and maximum range on the sensors. The latter is an unavoidable consequence of the ship’s smaller mass and much higher energy output, but the former is a notable failing. I know that High Command intended to provide cover via the related Gore Nest, but I feel that it can be attributed to the lingering ‘Doombringer Problem’.
--- Anonymous Executioner Ryclus.

While the Executioners are currently clogging the construction slips with their badly needed refits, the TGE has been hard at work developing its replacement. Various factors have led the current Kreegor Emperor to be more confident in his control over the Imperial Navy, and is thus willing to allow them more capable vessels to fulfill their duties. One of the recent proposals that roused his interest was a greatly cut down version of the powerful Doombringer Dreadnought, removing all of the features not suited for naval engagements and putting them on the most cost effective hull possible. As the primary historical threat of the Doombringer was it’s wide spectrum capabilities, a much more specialized equivalent would be much easier to keep in line, and the Minion War proved that the Imperial Navy needed something modern to serve as the bulwark of an integrated capital battleline.

The resulting ship makes full use of various industrial improvements that the TGE has seen since the First Great War, using far less material than the Executioner for far greater effect. Its distinctive new full form is far simpler to fabricate and maintain than the coral mess that is its predecessor, and allows for substantially greater internal volume. This volume is needed, as the Eradicator must house an antimatter reactor not far short of that of the much larger Doombringer I, with its energy battery being almost the equal to the older configuration of the first modern Dreadnought. As it weighs just under a seventh of that mighty ship, it is naturally far less durable, but it remains superior to that of the Eradicator. Mindful of the problems that the larger Doombringer has with strategic readiness, the Executioner retains a substantial crew, which will hopefully be enough to stay on top of maintenance tasks even with the overall low skill level of the Imperial Navy’s enlisted.

While a pair of hulls are under construction for testing and refinement, full scale production will wait until the large numbers of Executioners have finished their refits. Thus, by the time any meaningful number of the new ships the Imperial Kreegor will have already been commissioned, which promises to be all but invulnerable to lesser ships. This explains the Emperor’s faith in the stability of his position as well as his willingness to allow the Navy craft that could theoretically allow ambitious Trontons to start questioning their place in the hierarchy. It is expected that overall production will be heavily limited by the reactors and Horn Lasers, but an alternative Fleet Carrier variant will allow the full use of hull production.

The CAF has learned the broad strokes of these plans, and countermeasures are being discussed. In the meantime, production of the Protector Battleship will remain at its current all time high, and many of the now much younger and aggressive CAF Admiralty are pushing for a proper Battlecruiser of their own, as opposed to a intermediary support ship like the Araneae or a glorified science ship like the Explorer.
Spoiler:
Type: TIV-BC-1
Class: Battlecruiser / Battleship
Crew: 2400, up to 800 Marines and 100 Fighter Pilots
MDC/Armor by Location:
    Main Body----------------------200,000
    Bridge--------------------------40,000
    Hanger Bay---------------------30,000
    Horn Laser (2)------------------6,000 each
    Secondary Lasers (4)-----------2,000 each
    Heavy Missile Launchers (6)-----1,200 each
    Light Horn Mount (12)----------800 each
    GR/MM PD Turrets (20)---------600 each
    Laser/MM Turrets (20)----------400 each
    Variable Forcefield--------------10,000 per facing (60,000 total)

Statistics:
    Height: 610 feet (185.9 meters)
    Width: 855 feet (260.6 meters)
    Length: 3,720 feet (1,133.9 meters)
    Weight: 14.3 million tons (12.88 million metric tons) fully loaded

Cargo: Small Cargo holds can carry an additional 40,000 tons.

Powerplant: Anti-Matter with a 50 year life span

Speed:
    (Atmosphere) 300 MPH, but is fully transatmospheric.
    (Sublight) Mach 9 in space.
    (Kitsune: 60% of light speed; Accel/decel at .9% of light speed per melee)
    (FTL) 6 light years per hour

Market Cost: ~38 billion to construct. Due to being built via slave labor, the actual production cost is substantially lower.

Systems of Note:
    Standard Starship Systems, plus the following;

    *Long Range Sensors: Detects FTL travel up to 15 ly, and sublight vessels up to .6 ly.

    *ECM: Comm Jamming 20K mile range, 90% vs civilian, 75% vs military. Missiles and sensor guided weapons are -6 to strike

    *Tractor Beams (4): 1,500 tons dead weight. Not usable in atmosphere. Up to 10 miles in space (Kitsune 10K miles)

Weapons Systems: As on the Smasher-50
    1) Horn Lasers (2): As on the Doombringer

    2) Secondary Lasers (4): As on the Doombringer

    3) Heavy Missile Launchers (6): As on the Smasher-50

    4) Light Horn Mounts (12): As on the Smasher-50

    5) GR/MM Turret (20): As on the Berzerker

    6) Laser/MM (20): As on the Berzerker

Auxiliary Craft:
    *72 Sharktooth Lighter Interceptors
    *180 Warlord Power Armor (any/all models)

Variants:
    *Gore Nest Fleet Carrier:
    The Gore Nest removes the primary and secondary weapons to mount extensive hangar bays, resulting in a far more bulbous middle and lower sections. It is able to carry 720 Sharktooth Interceptors, but the expected mix will be 360 Sharktooth and 240 Flying Fang Upgrades. Supply storage is increased to 2.5 million tons to provide combat endurance for its air wing. Production cost is estimated to be around 28 Billion Credits, barring the usually TGE discount for slave labor.


Last edited by Omegasgundam on Tue Dec 29, 2020 6:57 pm, edited 2 times in total.

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 Post subject: Re: Starship designs...
Unread postPosted: Fri Dec 04, 2020 2:37 pm
  

User avatar
Champion

Joined: Wed Nov 26, 2003 4:59 pm
Posts: 2164
Location: Canada
Omegasgundam wrote:
I've finally gotten around to doing the TGE's new Battlecruiser/ship, and its alternative Carrier config. As usual, thank Kitsune for most of it, you can go to his site to see the art for it. I'm currently on a Rift's Earth kick, but when I come back the Phase World I'll work on the CAF's replacement for the Packmaster and likely their own equivalent Battlecruiser.

TGE Eradicator Battlecruiser


Statistics:
    Height: 610 feet (185.9 meters)
    Width: 855 feet (260.6 meters)
    Length: 3,720 feet (1,133.9 meters)
    Weight: 14.3 million tons (12.88 million metric tons) fully loaded


Variants:
    *Gore Nest Fleet Carrier:
    The Gore Nest removes the primary and secondary weapons to mount extensive hangar bays, resulting in a far more bulbous middle and lower sections. It is able to carry 720 Sharktooth Interceptors, but the expected mix will be 360 Sharktooth and 240 Flying Fang Upgrades. ...


Given the listed dimensions of your Sharktooth... The ship can't carry that many, unless you have them stacked like cordwood. You're going to need twice it's height per deck of hangers, and at least 150% of it's width and length to account for the ability to load/launch/land...then there is the possible separate ejection systems to get rid of interceptors with unstable M/AM reactors...

Heck, even the Battlestar Galactica only has 80 Vipers (40 per pod.), and it is about 2000m long (with each pod being about 1000m long).

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 Post subject: Re: Starship designs...
Unread postPosted: Sat Dec 05, 2020 12:10 am
  

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Omegasgundam wrote:
I

TGE Eradicator Battlecruiser


"-This- is why we have a 'capital ship obsession', as some have called it. A beast like this can punch the light cruiser divisions protecting most of our worlds new ******** with hardly a hard breath. And if the TGE every bring them to our doorstep in squadron strength with a properly configured fleet make-up, all our light throw-weight of heavy iron's going to get brushed aside, and our worlds chewed up by ships like this. Maybe we can swarm or snipe a few in combat, but sometimes the only way to break a battle-axe is with another battle-axe, which we do not have currently. And if the TGE gets seriously about rebuilding their fleets with mass-production of ships like the Eradicator, they might just feel, once they have enough of them, to start deploying them to secondary theaters of operation, like our own borders with them, where the temptation to see what their new toys might prove altogether too much for some ambitious cren or cressak to resist."
---Anonymous officer, United Systems Alliance Joint Command.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Sat Dec 05, 2020 3:08 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
taalismn wrote:
Omegasgundam wrote:
I

TGE Eradicator Battlecruiser


"-This- is why we have a 'capital ship obsession', as some have called it. A beast like this can punch the light cruiser divisions protecting most of our worlds new ******** with hardly a hard breath. And if the TGE every bring them to our doorstep in squadron strength with a properly configured fleet make-up, all our light throw-weight of heavy iron's going to get brushed aside, and our worlds chewed up by ships like this. Maybe we can swarm or snipe a few in combat, but sometimes the only way to break a battle-axe is with another battle-axe, which we do not have currently. And if the TGE gets seriously about rebuilding their fleets with mass-production of ships like the Eradicator, they might just feel, once they have enough of them, to start deploying them to secondary theaters of operation, like our own borders with them, where the temptation to see what their new toys might prove altogether too much for some ambitious cren or cressak to resist."
---Anonymous officer, United Systems Alliance Joint Command.

Its going to be more than a decade before the meaningful production begins. The AJC has immediate fires to put out before it can refocus.

EDIT: They can also do things, like, develop various bits of infrastructure to actually make a good multi-megaton gun focused warship. Developing right size guns, figuring out how to make the FTL drive, getting the armor compressors to make a think enough product, the various bits needed to make a reactor system that can actually power all of is. Things like that.


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 Post subject: Re: Starship designs...
Unread postPosted: Mon Dec 07, 2020 6:50 pm
  

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Joined: Thu May 08, 2008 11:04 pm
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Borast wrote:
Given the listed dimensions of your Sharktooth... The ship can't carry that many, unless you have them stacked like cordwood. You're going to need twice it's height per deck of hangers, and at least 150% of it's width and length to account for the ability to load/launch/land...then there is the possible separate ejection systems to get rid of interceptors with unstable M/AM reactors...

Heck, even the Battlestar Galactica only has 80 Vipers (40 per pod.), and it is about 2000m long (with each pod being about 1000m long).

Its a Palladium Clown Car. You try telling me that most of their Carrier/APC/IFV/Troop Transports can actually fit what they say they do.


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 Post subject: Re: Starship designs...
Unread postPosted: Thu Dec 17, 2020 10:51 pm
  

User avatar
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Joined: Wed Nov 26, 2003 4:59 pm
Posts: 2164
Location: Canada
Omegasgundam wrote:
Borast wrote:
Given the listed dimensions of your Sharktooth... The ship can't carry that many, unless you have them stacked like cordwood. You're going to need twice it's height per deck of hangers, and at least 150% of it's width and length to account for the ability to load/launch/land...then there is the possible separate ejection systems to get rid of interceptors with unstable M/AM reactors...

Heck, even the Battlestar Galactica only has 80 Vipers (40 per pod.), and it is about 2000m long (with each pod being about 1000m long).

Its a Palladium Clown Car. You try telling me that most of their Carrier/APC/IFV/Troop Transports can actually fit what they say they do.


Don't know if they can or can't... Haven't looked at the source material in question in some time...presuming I have the book. ;)

_________________
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Normality is Relative, Sanity is Conceptual, and I am neither.


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 Post subject: Re: Starship designs...
Unread postPosted: Fri Dec 18, 2020 1:59 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Borast wrote:
Omegasgundam wrote:
Borast wrote:
Given the listed dimensions of your Sharktooth... The ship can't carry that many, unless you have them stacked like cordwood. You're going to need twice it's height per deck of hangers, and at least 150% of it's width and length to account for the ability to load/launch/land...then there is the possible separate ejection systems to get rid of interceptors with unstable M/AM reactors...

Heck, even the Battlestar Galactica only has 80 Vipers (40 per pod.), and it is about 2000m long (with each pod being about 1000m long).

Its a Palladium Clown Car. You try telling me that most of their Carrier/APC/IFV/Troop Transports can actually fit what they say they do.


Don't know if they can or can't... Haven't looked at the source material in question in some time...presuming I have the book. ;)

The phenomenon is similar, if nowhere near as extreme, as the Battletech Infantry Clowncar, where the standard bay size assumes you're shoe horning in an entirely platoon. The worst example I can think of is the canon CAF Emancipation, because you try telling me it can fit its compliment with the art given.


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 Post subject: Re: Starship designs...
Unread postPosted: Wed Dec 23, 2020 2:25 pm
  

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And here's the delayed Packmaster replacement.

Consortium Armed Forces 'Saratoga’ Fleet Carrier
”The Packmaster’s basic design was always held back by the need to use it as both an ASF Carrier and an Assault Transport, even if it wasn’t doing both at the same time. This imposed some quite notable design trade offs, which were worse considering how old and crude so much of the ship was. The Saratoga is the focused clean sheet design they should have done centuries ago when the old Human Alliance hulls were retired, with the best modern additions that can be squeezed in. It doesn’t have a place on the battleline, but it can survive the attention of a battleline, which was a far more common occurrence than anybody hoped it would be. While the lower theoretical maximum strike package does hurt it, it was an absolute nightmare to make that happen with the old beasts, so in effect their typical hitting strength is about the same.”
---- Captain-General Vicen Trancluw, CAF

“I was consulted for the flight deck arrangements of the new carrier, and I have to say we came up with a much better floor plan than the Packmaster. Overcrowding is a massive problem for constant ASF operation, and the Packmaster was at the point where it was inevitable due to how many birds it could hold vs how many it could actually launch at a time. The sortie rate was just over half of what it should have been, which crippled the ship in its primary role. By the end, most of the carriers were only flying with around 70% of their paper strength, as that resulted in more missions over the same timeframe. The new fighters we’re about to introduce are notably larger, so they’d have the same problem.”
---- Captain Harriet McKenna, CAF, Director of Project Prominence

“The Saratoga is about half again as expensive as the Packmaster, but considering all of the improvements it's well worth it. The Packmaster is also honestly cheap for its mass, but that’s due to all the obsolescent components such as the sublight engines and armor. It lacks any sort of heavy anti-capital firepower, but when those were in play it was often a sign that things had gone sideways. The ‘Toga’s massed intermediary guns do a far better job warding off fast sub-caps like the Berserker-50, and the PD array is a lot more intimidating to incoming birds.”
---- CAF Admiral of the Fleet Janice Nikola

The lessons of the Minion War for the CAF were many and far reaching. The Packmaster proved to be quite fragile once under direct fire, and was simply too slow to get away from any reasonably modern capital ship. These factors were the overwhelming cause of losses, and the post-war analysis demanded that a replacement be made. The resulting design would be the Saratoga class, which sheds almost 6 million tons of mass and substantially reduces the overall hull dimensions to take advantage of the various improvements in ship technology since the Packmaster’s birth as part of the Wolven Empire almost a millennia ago. Compared to its predecessor, the Saratoga has more than twice the armor protection, 50% stronger shields, and weapons far better suited for use against modern sub-capital ships and massed ASFs. Speed in both sunlight and FTL have also been improved, with the former allowing it to at least try to keep the range open and the latter greatly improving strategic mobility and force projection.

While having a nominally smaller aerospace wing than the fully carrier fit Packmaster, the Saratoga is much more able to actually use it in practice, with limited launch facilities and over-packed hanger decks greatly hampering the older ship’s operational tempo. Simulations and real world testing has proven that a Saratoga can keep up an equal size compliment on a consistent basis, and plentiful stores allow for replacement craft to be drawn from reserve in short order. The Saratoga’s bays are too short to house the CAF Assault Shuttle, but the Consortium is moving towards using dedicated assault ships even in peace time rather than be forced to deal with the ‘worst-of-both-worlds’ mix that the Packmaster has become infamous for. This has a subtle economic effect as well, as the CAF had a great deal of trouble finding enough strike craft to fill all of its carrier fit Packmasters during the war, which was one of the factors that prompted Operation Gut Cutter.

Funding for reconstructing the CAF is in no short supply, with much of the Assembly’s leadership gaining their positions due to the murder of their predecessors at the claws of Demons, and public support is if anything even stronger. There is no intention of outright retiring the Packmasters, as they can be converted to serve no small number of important auxiliary roles and there is thought that construction of a striped down version can be used as a mobile shipyard, but it is hoped that the various Carrier Battlegroups can be replaced within a decade or two. Logistically, it is anticipated that the more balanced deck-to-craft ratio will enable the CAF to fill the hangers of all of its new Saratogas, as even with the dramatic increase in ASF production it is expected that attrition will be quite severe in a true full scale war against the TGE.
Spoiler:
Type: CVA-95

Class: Fleet Carrier

Crew: 1350 crew, up to 1100 pilots and aerospace techs, up to 600 marines

MDC/Armor by Location:
    Combined Hull Total--------------300,000
    Main Body-----------------------200,000
    Engines (4)----------------------25,000
    Bridge---------------------------50,000
    Auxi Bridge----------------------25,000
    Hangers (4)---------------------40,000 each
    Lasser Lasers (4):---------------700 each
    Dual Heavy Gauss Cannon (4):---700 each
    LRM Missile Launchers (4):-------600 each
    MRM Launchers (16):------------450 each
    PD GR-1000 Turrets (12):--------400 each
    PD PBC Turrets (12):------------400 each
    PD Tachyon Turrets (8):---------400 each
    Variable Forcefield:--------------15,000 per facing (90,000 total)

Statistics:
    Height: 800 feet (244 meters)
    Width: 900 feet (274 meters)
    Length: 5,000 feet (1,524 meters)
    Weight: 44.1 million tons

Cargo: 4 million tons in addition to normal operational supplies.

Powerplant: Anti-Matter with a 50 year life span

Speed:
    (Atmosphere) Hover to 200 MPH, transatmospheric
    (Sublight) Mach 9 in space.
      (Kitsune: 60% of light speed; Accel/decel at .9% of light speed per melee)
    (FTL) 6 light years per hour

Market Cost: Production cost is estimated to be $30 Billion credits, but they will not be available to anybody but the CAF of a very long time.

Systems of Note:
    Standard (Battleship sized) Starship Systems

    *Long Range Sensors: Detects FTL travel up to 25 ly, and sublight vessels up to .9 ly.

    *ECM: Comm Jamming 60K mile range, 90% vs civilian, 75% vs military. Missiles and sensor guided weapons are -6 to strike

    *Tractor Beams (20): 1,500 tons dead weight. Not usable in atmosphere. Up to 10 miles in space (Kitsune 10K miles)

    *ORACLE Mk VI: A primarily Psionic based version of the earlier ORACLE Mk V, these are produced at the burgeoning Techno-wizard factory complex on Noro-Gor, providing the CCW with its own domestic source of magic detection sensors.

Weapons Systems:
    1) Lasser Lasers (4): As on the Restoration.

    2) Dual Heavy Gauss Cannon Turrets (4): As on the Restoration.

    3) PD GR-1000 Turrets (12): As on the Scorpion.

    4) PD Particle Beam Turrets (12): As on the CAF Assault Shuttle.

    5) PD Tachyon Scatterguns (8):
      Range: 3 mile in atmosphere, 12 miles in space w/ 6 mile wide arc.
        (Kitsune Values: 12 miles in atmosphere, 120 miles in space)
        *Range and width are reduced to 1/4th in atmosphere
      Damage: 2D4x10 M.D.C. each.
      Rate of Fire: 4 shots per melee each
      Payload: Effectively Unlimited

    6) LRM Batteries (8):
      Rate of Fire: 1, 2, 4, 8, 16, 32
      Payload: 320 LRMs per battery. Reload 1D6 minutes

    7) MRM Launchers (16):
      Rate of Fire: Volleys of 1, 2, 4, 8, 16, or 32
      Payload: 320 MRMs per battery, Reload 1D6 minutes

Auxiliary Craft:
    *240 Light Fighters (SF-69M Super Scorpions or CSF-4 Badgers)
    *240 Medium Fighters (SF-101S Storm Eagles or CSF-6-A War Hawks)
    *28 Star Ghosts
    *24 Heavy Fighters (LRF-26 Proctor IIs)
    *400 Flying Power Armors (SH-CCW100A Silverhawk-As)
    Up to 200 light power armors, such as the CEPA

Variants:
    The CAF does not intend to use the Saratoga hull for an Assault Transport, as it has no shortage of Packmasters to convert into Dire Wolfs and Den Mothers.


Last edited by Omegasgundam on Tue Dec 29, 2020 10:26 pm, edited 4 times in total.

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 Post subject: Re: Starship designs...
Unread postPosted: Thu Dec 24, 2020 3:42 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
And now its time to show the Protector's eventual replacement. I'll go over the Emancipation again some time, but with this I've replaced the entire canon usable CAF naval inventory in the construction slips. The canon Emancipation was insane in a bad way, and the Araneae is also a hot steaming mess. For my purposes, the horificly flawed test beds have been replaced with Champion hulls that drop the capital energy weapons for an interdiction field that doesn't blow itself too often to ever be accepted into formal service anywhere. Seriously, the boom chance is so bad that you can't train with it, and if you can't train with it you can't use it period.

Consortium Armed Forces 'Paladin’ Battleship
”Yes, it's really just a bigger Protector, but don’t mess with success. A lot of the criticism people put on the Emancipation was that two Protectors were generally thought of as being superior to a Doombringer, so the shear expense of the Balanced Hammond Drive project and the resulting prototype made them start in a deep credibility deficit, and the jumbled mess of the test configuration made it even worse. Now that the TGE is putting out a new version that has sufficient guns for its mass it's a different story, but the Paladins will roll up the refitted Executioners and new Eradicators without much trouble.”
---- Captain-General Vicen Trancluw, CAF

“The Emancipation is due to a major revision due to the changes in doctrine and technology, but it's currently sitting at three times the price of a Paladin. It has more firepower than three Paladins, but far less net durability. On the other hand it brings 10 full wings of ASFs to the party, which are honestly way more expensive in total when you do the math, and would outnumber the Paladin’s parasites by a factor of more than 6. They’ll probably tone that down for a number of reasons, but 5 wings should be practical.”
---- Captain Jacky Kelson, CAF

“The current naming scheme for them is the simple ‘Famous Capital Ships’ format for now, but once we work through the list of ones that aren’t already in use we’ll likely go to major naval officers that got the Assembly Medal of Honor for things people remember. If the construction schedule stays on track, we might even have one named after Shaw while he’s still alive, which would be a sight to see.”
---- CAF Admiral of the Fleet Janice Nikola

One of the latter additions to the CAF’s rebuilding efforts was the development of a new Battleship, taking advantage of the lessons learned over the Protector’s centuries of service. Heavily influenced by the Restoration upgrade package, the Paladin has a quite similar but larger hull, using the gained volume and mass for various improvements. Politically, the most notable change is the substantial increase in automation, requiring less crew than even the original Protector, emblematic of the collapse of the anti-AI stance of the Human Alliance since the discovery of the Foghakle Contingency Bunker on Goldilox. This is regarded as the second greatest shift in CCW politics, after the ‘Shaw Reformation’ and before the reverberations of the Infernal’s almost completed ‘Soul Havest’ campaign of genocide against the T’Zee.

The most notable gains are in its firepower, with the double barreled primary and secondary weapons becoming triples. Closer range intermediary guns have also been increased, with no less than 8 of the revised ‘Lasser’ Lasers and a full dozen dual Heavy Gauss Cannons providing anti-escort protection. The non-Tachyon point defenses guns have also seen a 50% increase, and have been joined by a number of MRM launchers for longer range interception capabilities. The number of Cruise Missile Launchers has been increased from 4 to 6, increasing salvo density significantly. The number of LRMs has remained consistent, but the MRMs are thought to compensate.

Protection has also seen a major increase, with both more armor and stronger shields being mounted. The Paladin was the first CAF vessel to be equipped with ‘Quad-Regen’ Variable Force Fields by default, with the technology being too effective in the hands of the USA’s forces to ignore. It is time consuming to retrofit older ships with them, but it is considered well worth the effort. It helps that the other new designs were developed with their eventual inclusion in mind, which makes the refit process much less painful for the Champions and Saratogas. The smaller Predator and Dauntless are small enough to make such measures unnecessary.

The Paladin uses a multi bay arrangement as is now common, with many capital ships suffering operation problems due to accidents or deliberate action somehow disabling single bays. Being a late addition to the effort meant that the Paladin started off with the cutting edge Badger and War Hawk ASF, and the hangar bays have been optimized for their use. Beyond featuring two squadrons of each, the ship also hosts a half squadron of EWAR-fitted Proctor IIs, in addition to the usual flock of small non-combat utility craft.

The CAF has firmly stated that it has no intention of replacing the Protectors, and plans on using them until their space frames give out. The Paladin has simply replaced them in the production slips, and have proven to not have a meaningfully longer construction time thanks to modern methods. As usual, the largest limitation is the very finite number of foundries that can produce the power plants and engines needed to get a multi-megaton vessel moving at a combat useful speed, and the FTL components are as finicky as ever. However, the gutting of the CCW’s bureaucracy has made the expansion of these multi-trillion credit complexes much faster than previously, and the confiscated funds from millions of discovered corruption schemes are funding them.
Spoiler:
Type: SB-170

Class: Strategic Combat Starship.

Crew: 1,200 Crew, 196 Fighter Pilots, 240 Silverhawk pilots, up to 360 Marines, and up to 200 various VIPs (such as Flag Officers and Assembly Members)

MDC/Armor by Location:
    Combined Hull Total----------------485,000
    Main Body-------------------------325,000
    Engines (2)------------------------80,000
    Bridge-----------------------------60,000
    Auxi Bridge------------------------60,000
    Flag Bridge------------------------60,000
    Hangers (2)-----------------------45,000 each
    Triple Main Lasers (2)--------------9,000 each
    Triple Secondary Lasers (2)--------3,000 each
    Lasser Lasers (8):-----------------1000 each
    Triple Heavy Gauss Cannon (12):---700 each
    LRM Missile Launchers (8):---------600 each
    MRM Launchers (8):---------------450 each
    PD GR-1000 Turrets (24):----------400 each
    PD Particle Beam Turrets (24):-----400 each
    PD Tachyon Turrets (16):----------400 each
    Variable Forcefield:----------------17,500 per facing (105,000 total)

    Forcefields regenerate at 20% (3.5K) per melee

Statistics:
    Height: 656 feet (200 meters).
    Width: 984 feet (300 meters).
    Length: 4,593 feet (1,400 meters).
    Weight: 20 million tons (18.14 million metric tons) fully loaded

Cargo: 500,000 tons (453,600 metric tons) in addition to normal operational supplies.

Powerplant: Anti-Matter with a 50 year life span

Speed:
    (Atmosphere) Hover to 350 mph (563 kph), transatmospheric
    (Sublight) Mach 9 in space.
      (Kitsune: 60% of light speed; Accel/decel at .9% of light speed per melee)
    (FTL) 6 light years per hour

Market Cost: Estimated to be $50 Billion credits to construct. The Protector is $40 Billion in comparison.

Systems of Note:
    Standard (Battleship sized) Starship Systems

    *Long Range Sensors: Detects FTL travel up to 25 ly, and sublight vessels up to .9 ly.

    *ECM: Comm Jamming 60K mile range, 98% vs civilian, 90% vs military. Missiles and sensor guided weapons are -6 to strike.

    *Tractor Beams (4): 2,500 tons dead weight. Not usable in atmosphere. Up to 20 miles in space (Kitsune 20K miles)

    *ORACLE Mk VI: The complex on Noro-Gor has started producing meaningful quantities of TW/Psionic hybrid systems, removing the need to import them. The Consortium does not want to have to deal with mystically invisible enemies sneaking into point-blank range again.

    *Circles of Protection: +3 to save against magic (including anti-magic cloud and other forms of dispelling magic), +1 save against psychic attacks and a bonus of +2 to save vs Horror Factor. Permanently active.

Weapons Systems:
    1) Triple Main Lasers (2): As the Protector, but up to 6 shots per melee

    2) Triple Secondary Lasers (2): As the Protector, but up to 6 shots per melee

    3) Lasser Laser Turrets (8):

    4) Dual Heavy Gauss Cannon Turrets (12):

    6) CM Batteries (6): As the Protector

    6) LRM Batteries (8):
      Rate of Fire: Volleys of 1, 2, 4, 8, 16, or 32
      Payload: 320 LRMs per battery, Reload 1D6 minutes

    7) MRM Batteries (8):
      Rate of Fire: Volleys of 1, 2, 4, 8, 16, or 32
      Payload: 320 MRMs per battery, Reload 1D6 minutes

    7) PD GR-1000 Turrets (24): As on the Scorpion

    8) PD Particle Beam Turrets (24): As on the CAF Assault Shuttle

    9) PD Tachyon Scatterguns (16):
      Range: 3 mile in atmosphere, 12 miles in space w/ 6 mile wide arc.
        (Kitsune Values: 12 miles in atmosphere, 120 miles in space)
        *Range and width are reduced to 1/4th in atmosphere
      Damage: 2D4x10 M.D.C. each.
      Rate of Fire: 4 shots per melee each
      Payload: Effectively Unlimited

Auxiliary Craft:
    *48 CSF-4 Badger
    *48 CSF-6-A Warhawks
    *12 LRF-26 Proctor II
    *6 Star Ghosts
    *240 SH-CCW100U Silverhawks
    Up to 360 CEPA light power armors


Last edited by Omegasgundam on Tue Dec 29, 2020 10:27 pm, edited 3 times in total.

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 Post subject: Re: Starship designs...
Unread postPosted: Fri Dec 25, 2020 8:58 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44316
Location: Somewhere between Heaven, Hell, and New England
(Magic sensors courtesy of Kitsune)

Aegis Stellar Industries ‘Derecho’ Heavy Attack Ship
(aka ‘Lawnmower’, ‘Devil’s Dorito’)
“A flying wing that has trouble flying in-atmo? What the hell did you idiots model it after, a turkey wing?”

“We took a helluva hammering going in, we laid a helluva hammering down on our way through, and we took a hammering on the way out. Good thing this ship’s built tough, and able to turn around after some repairs, and do the same thing over again tomorrow.”

“’Have I ever deployed city-buster nukes on a Derecho mission?’ That’s a loaded question, and the sort I imagine internal security baits aircrews with to see who’s got loose lips. I can certainly say I’ve CARRIED WMDs on occasion, but used them in anger? Can’t say. You wanna talk hypotheticals and rumor though? Out on the rim and out in the Meg, things aren’t quite as...let’s call it CIVILIZED...as in the coreworlds and the outliers. Lot of nasty things lurking out there. Sometimes somebody kicked something over or played with something they shouldn’t have touched at all. Sometimes it was just waiting to pounce. And reason and half-measures won’t work to put things back in the bottle. You know the saying about sleeping at night knowing rough people are ready to do violence on your behalf? That’s true of the Fleet: I imagine there are flight crews with the Fleet who have gone out with WMDs loaded and not brought them back.”

The Derecho started out as ASI’s attempt to create a heavy, hard-hitting, attack craft that could compete with the popular Naruni ‘Fire Eater’ on the battlefield(and the marketplace). In that, it is something of a disappointment in that the Derecho looms in size over the Fire Eater, masses more, and is more expensive. However, it brings an arguably obscene amount of firepower to the field. It is arguably best deployed as a surface attack ship, blasting entrenched incursion forces on allied worlds, or striking targets on opposition territority, with a secondary role as a patrol ship and anti-fighter picket.
The Derecho is a large, broad, flying wing broken by various weapons and sensory pods. From a distance, it resembles a scaled-up ‘Hesperia’ fighter. Two rear-mounted engines provide a good turn of speed, and the ship is structurally tough to handle repeated atmospheric reentries and exits.
Though PS/ASI would offer a variety of modular options for the Derecho, allowing operators to ‘mix and match’ according to their needs and desires, the main configuration is built around a combination of heavy lasers, massdriver cannons, and missile launchers. The sheer volume and violence of firepower the ship could throw out in its forward arc earned it the nickname ‘derecho’(after highly damaging thuderstorm winds) when the New Stratford production plants introduced the hastily-completed design to supply customers cut off from the other PS/ASI worlds and factories by the Minion War crisis(and fears that the Infernals would use the GNE Portal network to attack).
The Derecho suffers from a number of problems; in order to carry the massive throwweight of ordnance and armor, the ship is bulky and heavy; and it has problems fitting in the restrictive hangar space of many ships(though the expansion of the USA’s AJC has meant a growing number of larger carriers). Another shortcoming is that though it’s easily the size of a CAF Proctor, the Derecho lacks that ship’s FTL capabilities(this would be later addressed, at the expense of some armament, in several variants). Despite its clean flying wing lines, early Derechos also had some problems maneuvering in atmosphere, due to the ship’s hasty introduction under wartime conditions; fortunately no fatalities occured and PS/ASI was quickly able to use field reports to provide refit patches to surviving units, and redesign new production, to correct the instability issues). These instability problems gave the Derecho something of a bad reputation, but PS/ASI has been working to rebuild their brand reputation with subsequent positive press about the fixed design. Ironically, most of the handling problems originated with adjustments made to the Derecho to respond to the harsh and turbulent weather of New Straford where the aerospacecraft was flight-tested; the same ‘all-weather’ changes tended to make the Derecho overcompensate in less tempestous atmospheres, and the aircraft handled just fine in BAD weather. The patches and alterations to the system, taking all the previous problems into account, ultimately made the fixed FB-27 EASIER to fly inatmo, contributing to the Derecho’s quick rebound in the eyes of its operators. However, the early teething and poor test pilot reviews may have cost the Derecho the slot of prefered heavy strike craft of the United Systems Alliance, a role that has increasingly gone to the WZT-produced Raiju. Still, though, the Derecho has seen limited deployment with the USAJC, sortying off larger carrier platforms like the Zhuge Nu, Joshua Norton II or Tychan SC/CV10. Some USA system defense forces, with multiple in-system multi-world assets, have acquired wings of Derechos to give them strike capability in event any of their other holdings are invaded.

Type: PS/ASI-FB-27 Derecho
Class: Patrol Ship/Atmospheric Strike Ship
Crew: 5; 1-2 passengers can be crammed in the back
MDC/Armor by Location:
Main Body 2,000
Reinforced Crew Compartment 600
Engines(2) 600 each
Variable Forcefield 300 per side (1,800 total)
Height: 20 ft
Width: 106 ft
Length: 95 ft
Weight: 560 tons
Cargo: Small 4 ft x4 ft space behind the crew seats
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 4; transatmospheric.
(Sublight) Mach 10
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 1% of light speed per melee)
(FTL) None standard(See Options & Variants)
Market Cost: 230 million credits
Systems of Note:
Standard Aerospace Fighter/Spacecraft Systems, plus:

*Ejectable Crew Cabin---The crew cabin is a complete, self-sustaining, crash-armored module that can be jettisoned in an emergency to become a lifepod with limited spaceflight/atmospheric reentry capability.

*Superior Atmospheric Handling---Once the initial teething problems were ironed out, the Derecho has proven quite easy to handle in atmospheric flight: +10% to Piloting rolls when operating in an atmosphere.

Weapons Systems:
1) Heavy HI Laser Cannons( 2 )---A Medium-class starship weapon mounted on a fighter
Range: (Palladium) 5 miles in atmosphere, 10 miles in space
(Kitsune Values) 5 miles in atmosphere, 500 miles in space
Damage: 1d4x100 MD per shot, 2d4x100 MD for both weapons firing simultaeously(counts as one attack)
Rate of Fire: Four shots per melee
Payload: Effectively unlimited

2) 100mm Massdriver Cannons(4; 2 each wing)
Range: 36,000 ft (7.2 miles) miles in atmosphere, 15 miles in space
(Kitsune Values: 7.2 miles in atmosphere, 720 miles in space)
Damage:High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: Four per melee
Payload: 100 rds per gun

In the alternative the following can be mounted:
b) G-Cannon(6, 3 each wing)---Experience with the Haizam taught PS/ASI that not everything they’d produced on their own was preferable to what was already available. In this case, GR-1000s, three of which could be mounted quite easily in the bays allocated fro the 100mm massdrivers. However, unlike the mountings on the Haizam, the Derecho could take advantage of the proximity of the cannon bays to the contra-gravity engines to effectively ‘supercharge’ them equivalent to the GR-1000s mounted in the CAF’s Scorpion fighters, giving them better range(though not QUITE to the same degree, especially with three cannons around each drive node, the boost is still welcome).
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 8 miles in atmosphere, 800 miles in space)
Damage: 4d6x10 MD per 20-round burst , per single gun. A full hex-array burst would do 24d6x10(or 2d6x100+200) MD(!)
Rate of Fire: EGCHH
Payload: 500 bursts per cannon

3) Missile Bays(2) ---Buried in each wing is a large missile bay that can be outfitted to fire a variety of ordnance.
a) Mini-Missiles---80 MMs per launcher
b)“S-Sting” ‘Smart Mini-Missile -----80 MMs per launcher
c) Short Range Missiles----50 SRMs per launcher
d) Medium Range Missiles----30 MRMs per launcher
e) Long Range Missiles----15 LRMs per launcher
f) Cruise Missiles---8 CMs per launcher

4) Rear-mounted Laser Cannons(4)---Two rear defense lasers are mounted on the fantail, and another two are wingtip-mounted to cover the side arcs. Though 3G-available HI-Lasers were the first choice of the fitouts, it was discovered that the same mounts and power conduits could handle the superior PS-RFL-25, which has been fitted to many later models, once more-widespread production of the RFL-25 could be established in the Three Galaxies. With the arcs of fire of the tail and wingtip turrets overlapping, it’s joked that being behind a Derecho is nearly as deadly as being in front of it.
Range: 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH, or auto-fire; 6 attacks per melee
Payload: Effectively Unlimited

b) Pulse Laser(PS-RFL-25)
Range: 6,000 ft in atmosphere/2.1 miles in space
(Kitsune Values: 2.1 miles in atmosphere /210 miles in space)
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

5) Countermeasure Flare/Chaff Launchers(2)---Located on the fantail are two countermeasure launchers.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24 per launcher, 48 total

The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range:25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs

The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a pre-set pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 15 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.

Variants:
*PS/ASI-FB-27B---FTL version----Sacrifices two massdriver cannons(or 4 g-cannons) for an FTL propulsion unit capable of pushing the Derecho at 4 light years per hour.

*PS/ASI-FB-27C---FTL Courier model, stripping out two massdriver cannons /4 g-cannons and two missile bays for a more powerful FTL drive unit capable of 5.7 light years/hr on longer jumps. The crew accommodations have also been expanded for ‘hotbunk’ sleeping facilities for the crew, restroom and a small kitchenette.

*PS/ASI-FB-27EW/ELINT----Electronic Warfare variant. It strips out the heavy lasers and massdrivers, halves the size and capacity of the missile bays, but retains the point defense turrets. The displaced systems are replaced with a dorsal sensor dome and electronics bays, while the weapons officers’ main area of responsibility is now managing the EW systems.
Changes/Modifications:
*Jamming Systems---A powerful EW suite that effectively blanket-jams enemy communications and command-directed munitions with 80% effectiveness, Civilian-band communications are 98% jammed, while military communications bands suffer 80% degradation in effectiveness. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Area of effect: 90 mile radius in atmosphere, 90,000 miles in space.
*EW Suite---The -FB-27EW/ELINT carries a powerful radar and communications jamming suite, and attendant EW officer/operator, in order to allow it to penetrate enemy air defense nets more effectively. Enemy sensor-guided weapons are -8 to strike.


*PS/ASI-FB-27S---Taking advantage of the Derecho’s resemblance to old flying wing stealth bombers, the -S variant is also similarly configured for stealth operations. It usually devotes a quarter of its payload to decoy pods and penetration aides.
Changes/Modifications:
*Stealth Features----Stealth sheathing and emission-reduction measures give the an 80% chance of evading detection at all ranges.

*PS/ASI-FB-27 TW----Technowizardry model, outfitted with PPE Powerstones and ectofiber wiring. Ironically, it would help in the development of PS/ASI’s TW variant of the Raiju.
Changes/Modifications:
Market Cost: 242 million credits
Powerplant:
+x2 ‘Wizard’-rating Powerstone PPE Generators----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Spell Systems:
*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.

*Impervious to Energy---5 minutes per 20 PPE.

*Overdrive/Full Throttle---Increase maximum speed by 40% for 3 minutes, but -5% to piloting rolls(-20% for trick manuevers), 10 PPE per activation.

*Doppleganger-Cloak----This amplification of the Multiple Images Spell allows the aircraft to project multiple ‘ghost’ images of itself(up to 3 separate images). These multiple images can carry out a series of pre-programmed aerial maneuvers(can also simulate weapons fire/gun flashes, but only if the mothership is also firing at the same time), but must remain within a mile of the the projecting aircraft(or they vanish without a trace). Also note that the images don’t show up on radar or thermo-imaging, and cannot be used to fool homing missiles, though they DO give off a PPE trace similiar to the projecting aircraft.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation

*Flicker-Dodge---A special capability, and an application of the Astral Hole spell. This allows the aircraft to quickly dodge out of sight/reality, for a few seconds, or move up to 2000 ft sideways, up, down, or backwards, with a +2 to dodge while doing so. Typically, an aircraft can engage this system 6 times before needing to recharge the system on a Ley Line(takes about 24 hours), or the pilot can pump in 120 PPE per “flicker-dodge”.

*Spell Projection Multiplexors(2): Wing-mounted spellcard systems, fitted with range boosters, and usually fitted with area of effect magic. Each multiplexor can hold three spellcards. Selections typically include the following;
-Micro-Meteors(20,000 ft range/Kitsune range 400 miles, doing 2d6x10 +50 MD to a 100 ft radius, for a full 15 seconds, for the expenditure of 28 PPE per shot. Can only be used in space)
-Meteor Swarm(12,000 ft range/Kitsune range 200 miles, doing 2d4x100 MD per melee to a 10,000 ft area, for a full 20 melees/5 minutes, for the expenditure of 195 PPE per shot. Can only be used in space)
-Shadow Meld ----10 PPE for 30 minutes’ duration.
-Invisibility: Superior----20 PPE for 3 minutes’ duration.
-Star Light----20 PPE for 3 minutes’ duration.
-Nova Blast---- 2,500 ft range in atmosphere, 5,000 ft range in space/Kitsune range, 1d4x10 MD in atmosphere, 1d4x100 MD in space, 15 PPE per 15 melees of blasting
-Anti-Magic Cloud(70 PPE, 10 mile range, 1,000 ft radius, 50 minute duration)
- Summon & Control Storm(250 PPE, 10 mile range, 10 hour duration)
- Summon & Control Ley Line Storm(250 PPE, 10 mile range, 10 mile area,, 75 minute duration)
-Summon & Control Rain(100 PPE, 100 mile range, 10 mile area, 10 hour duration)

-Steel Rain(?)---It’s rumored that some Derechos have been deploying this Spell of Legend.(100 PPE, 100 mile range, 10 mile area, 10 hour duration)

* TW Missile Bay Compatibility---The missile bays can accommodate PS-made TW Rockets or Missiles. 120 TW Light Mini OR 80 Heavy Rockets each.

* ORACLE Mrk IVF Magic Sensors---Though the hope is to give most, if not all, PS/ASI heavy aerospace fightercraft the ability to carry TW magic sensors, the sheer demand has led to priority on limited supplies being provided to units expecting to fight supernatural opponents. The -FB-27 TW qualified.
• See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: Fighter Mount: 100 miles (160 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
• See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: Fighter Mount: 200 miles (320 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
• Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: Fighter Mount: 20,000 miles (32,200 kilometers) in space and 200 miles (320 km) in an atmosphere.
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: Fighter Mount: 50,000 miles (80,500 kilometers) in space and 500 miles (805 km) in an atmosphere.


*TW Hull Protection/Ectofiber Insulation Grid---Magical Attacks do HALF damage.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Sun Dec 27, 2020 4:58 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Pocket Review from Captain Jacky Kelson
SLPB18 Mizner: Different enough from their other modern intermediary shuttlecraft to have its own niche, with the price point and rock bottom operation requirements being its strongest points. While the proverbial ‘any ship’ that is better than ‘no ship’, as long as you don’t expect anything resembling performance it’ll serve well. It's also cheap and flexible enough to have some really barmy custom mods, but at least they’re done to something cheap that won’t be missed if they go wrong. Barring a fundamental upset in what defines low end utility craft, it’ll be around for centuries with little realistic complaint.

FB-27 Derecho: Disregarding the teething issues, this flying wing is a simple sledgehammer, and is something of a pocket attack corvette when you look into how it's used. The kinetic cannons are useful in ground attack, they’ve pieced together enough about CG tech to get some use out of the Scorpion effect with the GR-1000s. Missile bays are bit short for what we expect now of days for its mass, but the gun power easily compensates. The only remaining faults as I see them are the slightly under powered shield and the sub-light acceleration, both of which are below modern standards. On the other hand it uses a normal fusion plant, so sacrifices have to be made somewhere, and so long as it doesn’t run into the real modern designs it’ll be ahead of whatever it goes up against. The biggest issue is the usual deployment problems with non-FTL heavy fighters, but the AJC has plenty of experience with the matter.

LCrv-29 Irpull: Objectively, it's a higher end version of the Haizam for their more developed territories. Performance is exceptional for its mass, on par with the Black Eagle with the higher end power plant, but it pays for it with a lack of external ordinance. It’ll still clobber anything you’d actually expect to see anywhere near their holdings, and while it doesn't have the cargo bay of most of the heavy patrol fighters it's not a massive concern of its intended operators. Assuming you can somebody else handle the direct law enforcement bits, it's good garrison craft. Its primary competitor is the BI Bisento, which costs notably more and is only really available in Thundercloud, so I expect it to do very well.


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 Post subject: Re: Starship designs...
Unread postPosted: Mon Dec 28, 2020 7:57 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Now I'm going to give some of taalismn's earlier work some love.

Vrusk ‘Devgo II’ Fighter-Bomber
(aka ‘Rad-Sprayer’, *NECRON REE SOUNDS*)

"On one hand, by all rights they should be a war crime, and they’re not that great against anything modern either. On the other hand, there are no end of outright monstrous species that have crawled out of the woodwork which the scholars of Noro-Gor have declared to be effectively unsalvageable, and this rad spewing monster is ideal for forcing many of them to run back to their holes. We need to keep a close eye on them, but as long as they stay in their new niche we likely won’t have any problems based on the Vrusk’s sociology. It's not like anybody sane will want their toys, so it's only the usual suspects to worry about."
----Anonymous TVIA Inspector

“Basically all of the mass and cost increase went into improving the drives and shield, which are admittedly not minor things. The increased speed lets it actually try to engage things with it’s guns, which really ups its effectiveness, and you don’t even want to know just how much work had to go into getting the shield to function. Both of them combined demanded that a way better fission pile design be used, which we had to set up a cutting-edge factory for. Sprucing up the P-Beams was chump change in comparison.”
----Anonymous EvLaumCo Engineer

*Sounds of unmitigated horror and trauma*
---- every Necron Warrior that ever sees or goes up against such an absolutely vile abomination

During the Minion War, the radiation spewing nature of Vrusk ships became an asset, and there was some thought among the Vrusk Aggressive Threat Management Agency to add Infernal Hunting to their resume. Fortunately, somebody pointed out that their vessels were honestly mediocre to outright trash (pardon the pun) in more than a few aspects, so EvLaumCo reached out to external sources for assistance in developing a more capable version of their Devgo fighter. The local CAF forces were frantic in their efforts to drum up assistance in holding off the Demon fleets, and gave them no end of resources to push things along. The development of the Devgo II took only six months, but bug tweeking for the various added systems would continue for years. However, this mostly consisted of the normal radiation-related maintenance problems that the Vrush have become numb to, so it was not considered a major problem.

The Devgo remains based on the Fire-Eater, but the chassis has been inflated in its diagonal dimensions to provide room for a much more capable power plant and drive systems. This increased speeds to match that of the Flying Fange, which is a significant accomplishment for a fission powered craft. Just enough room was found to install an improved forcefield system and the needed radiation shielding, but it would still be the primary source of maintenance headaches. A particle shield and extensive EMP resistance would be added to improve its effectiveness against Demon Bone Fighters, and the missile targeting system received tweeks to make interception barrages easier to manage. The mounted weapons would also be improved, gaining range and reliability.

While not regarded as outstanding craft, they Devgo II would prove extremely frustrating for Bone Fighters to go up against, and would be a constant threat to Bone Maw Carriers and Demon Starts. But their great claim to faim would be against the techno-phobic Necrons, whose reactions to the radiation spewing craft would become the stuff of legend. While the post-Minion War punitive campaign would be relatively brief due to the multiple sector fleets involved, the containment efforts will continue until the CCW and UWW decide what to do by the Witch controlled species. As such, a large portion of the Vrusk ATMA has been stationed in the proximity of Necrosis to respond to breakout attempts, which have been growing more frequent as the Nacrons expand their ship breeding farms in the system’s gas giant.
Spoiler:
Type: V-CAF/VATMA-F09 Devgo II

Class: Aerospace Fighter-Bomber

Crew: 2 Vrusk (pilot and co-pilot)

MDC/Armor by Location:
    Hi-Laser Turret (1)--------------------80
    Variable Forcefield--------------------300 per side (1,600 total)

Statistics
    Weight: 30 tons

Cargo: Small space in the crew compartment for survival gear and a few personal possessions.

Powerplant: Nuclear Fission w/ estimated energy life of 34 years

Speed:
    (Atmospheric) Hover to 300 mph. Very much not designed to be used in an atmosphere much to the TVIA’s relief.
    (Sublight) Mach 10
      (Kitsune: 40% of light speed; Accel/Deccel at 1% per melee)
    (FTL): Not possible

Market Cost: Like around 90 million credits, but the Vrusk have no interest in selling them much to the TVIA's relief.

Systems of Note:
    Standard Starfighter Systems:

    *Particle Scrambler Shield: The craft takes half damage from similar scale ion and particle beam weapons/effects. They have been found to reduce the damage caused by Dark Energy Weapons by 10% as well.

    *Extensive System Hardening: Immune to fighter scale EMP effects. The peculiarities of their heavily radioactive power system makes them quite resistant to full Demon Star Energy Disruptor Cannons as well, having only a 50% chance to be affected for 1d4 melees.

    *Radiation Hazard: Non-Vrusk using the Devgo must either be resistant to radiation themselves or wear bulky protective gear, or else suffer long-term radiation poisoning: 2d6 Hit Point/SDC damage per hour of exposure, and a 30% chance of developing cancer within 1d6 years for exposures over three hours. Supernatural beings will find their regenerative abilities reduced 50% for 1d6 days after exposure.

    *Necron Horror: If they can perceive it’s rad spewing nature, Necrons treat it as having Horror Factor 17. Every time they are targeted by a full forward barrage they must save vs HF 12 or loose ALL of their bonuses for the melee. Those that survive must save vs insanity afterwords to not gain a crippling Phobia against Vrush ships, which automatically triggers a Phobia Panic when encountered.

Weapons Systems:
    1) Nuclear Pellet Autocannons (2): These triple barreled mass drivers spew shells that have near Plasma Grenade fillers with a radioactive casing as a second stage, inflicting a great deal of damage and radiation on whatever they hit. Against regenerating enemies, they act like U-Rounds, and the design has been improved for greater range. Operated by the pilot.
      Range: 5 miles in atmosphere, 10 miles in space
        (Kitsune Values: 10 miles in atmosphere, 1000 miles in space)
      Damage: 2d6x10 MD to a 20 ft blast radius per shot. Strait increase for bursts.
      Rate of Fire: Single Shot and Triple Burst, and can be fired linked.
      Payload: 200 rds per cannon

    2) Neutron Beam Cannons (2): With some technical assistance, and some peeks at what Naruni does with the Conquistador, the design of these weapons have been improved to use a lesser but more consistent version of the original’s Overload mode as the standard mode of fire, and inflict hard to regenerate radiation damage. Software improvements allow it to be fire linked with the Autocannons.
      Range: 2.5 miles in atmosphere, 5 miles in space.
        (Kitsune Values: 5 miles in atmosphere, 500 miles in space)
      Damage: 2d6x10 per blast. Also acts as a Paladin Steel Advanced Neutron Weapon.
      Rate of Fire: ECHH, and may be fire linked
      Payload: EU

    3) Rear Defense Laser (1): No small number of Black Eagle Hi-Lasers have fallen into their possession, with the range and damage being appreciable. Operated by the co-pilot

    4) Bomb/Missile Bay: May now carry up to 10 Cruise Missiles, but otherwise unchanged. Operated by the copilot.

Variants: No significant modifications have been seen so far, and the radioactive nature of the craft makes it difficult to apply modern systems without a great deal of planning.

Vrusk ‘Tuu-Baa’ Gun Cruiser
(aka ‘Rad Horn’, ‘Tuba of Death’, ‘Necron Horror Show’)

"Other than the Necron Quarantine Zone, the other use for those war crimes is monster hunting. Beyond the anti-regeneration factor, those neutron beams also interfere with most organic forms of FTL, which cuts down on the ‘cat-and-mouse’ that needs to be played. It's simple out of the question to assign a TVIA attache, so we always have an escort of at least one up-engined Warshield to watch over them. Fortunately, the Vrusk are happy to wait at a fleet depot until called in by somebody with a flag rank, so they’re not wandering around on their lonesome. Thank the Forge they don’t work in an atmosphere, because people would be tempted to use them there."
----Anonymous TVIA Inspector

“They also see use in blasting appart Star Hives, as they can cook entire sections of them from a safe distance. After the Wasps have been dealt with, they can move in and burn a hole all the way to the core, allowing the followup forces immediate access to the entire construction. Our robots and PA can easily handle the residual radiation, and we’ve managed to cut the average operation time and unit requirements down to a forth what it used to be. We only need to send a Packmaster and a Den Mother to assist their usual flotilla of a pair of Tuu-Baa and a pair of Tuu-Clo, which is important considering how many Hives have shown up over the last six months.”
---- Grand Admiral Horace Shaw, CAF Anvil Galactic Task Force

"The primary problem with the Tuu-Baa’s is that they need constant rebuilds of their power plants due to the strain they’re put under when firing the HNCs, which is why it's advised to only use half of them unless you're shooting at something big. They’re designed that they can be done underway, but it's still a constant headache. Full FTL only uses about 80% of the overall system, so we cycle them as we put them back together. The 50 year claim is how long they can go before the whole section needs to be ripped out, which is about as expensive as a normal reactor replacement job. The Tuu-Clo’s naturally don’t have to deal with it, but they have to keep the sensors of their parasite from being fried so it mostly compensates."
---- Anonymous Vrusk Engineer

With the Tuu-Bou having no end of failings as a warship, Scrubbell Industries decided to start from scratch in designing a purpose built warship. The Minion War-era CAF was desperate for help, provided a great deal of technical assistance (over a communications link), and the peculiarities of the Naruni Conquistador caused a great many to end up in Vrusk hands. The resulting Tuu-Baa is thus a far more effective ship, with greater protection for its weapons, faster sublight propulsion and FTL, and a number of improvements to make it more effective against living vessels. Making them all work with the extremely radioactive nature of the ship was a major engineering challenge, and led to several delays.

Beyond improvements in the propulsion and shields, the largest change is in the weapons. The fixed forward 60cm Particle Beams of the Tuu-Bou have been replaced with proper Neutron Beams based on those of the Conquistado, with the Vrush’s physiology allowing them to cut many corners in engineering to improve them. Now far smaller and more energy efficient, the already highly radioactive systems allow them to maintain their beam for up to 6 minutes, but it is rare that any target needs more than 2. The nature of the beams also means that it is easy to keep on target, allowing the particle streams to hit their intended target consistently. Secondary weapons consist of a number of smaller and faster firing neutron cannons and a number of the successful Nuclear Pellet Cannons, and point defense is covered by U-Round firing Rail Guns and Variable Focus Particle Beams. The conspicuous lack of missile weapons is due to the ship’s emissions interfering with their sensor heads, and it was felt that the CAF would be happy to provide long range support when needed.

While entering service too late to take part in the fight against the Demonic Fleets, the Tuu-Baa would find its niche against the omnicidal Necrons. While being greatly out ranged by their Gore Cannons, it had the shields to tank the notoriously slow firing weapon and the engine power to close the distance, and once within range their Neutron Cannons tore the living ships appart in less than a minute on average. With additional fighters provided by the similar Tuu-Clo carriers, they were readily able to force their way through the Posh fighters and get to their prey. Simultaneously, the Minion War caused many monsters of galactic myth to come out of hibernation, resulting in the CAF Galactic Task Forces to have a continuous need for an anti-biological focused capital ship. While the TVIA naturally watches the Tuu-Baa’s like hawks, they have proven to be all too necessary in the current galactic environment, resulting in continued production.
Spoiler:
Type: V-CAF/VATMA-CG-33 Tuu-Baa

Class: Medium Cruiser

Crew: 480 + 120 troops

MDC/Armor by Location:
    Main Body---------------------75,000
    Bridge------------------------15,000
    Hangar Bay-------------------15,000
    Heavy Neutron Cannons (6)----4000 each
    Light Neutron Cannons (16)----800 each
    Nuclear Pellet Cannon (8)------800 each
    PD Rail Guns (12)--------------200 each
    PD VF-PBC (12)---------------200 each
    Variable Forcefields------------4,000 per side (24,000 total)

Statistics
    Height: 200 ft
    Width: 400 ft
    Length: 1,100 ft
    Weight: 300,000 tons

Cargo: 15,000 tons internally.

Powerplant: Nuclear Fission/Fusion Hybrid w/ 50 year effective energy life

Speed:
    (Atmosphere) Much to the relief of everybody else, the Tuu-Baa CANNOT operate in a planetary atmosphere. It can crash and cause a very large mess though.
    (Sublight) Mach 9
    (Kitsune: 50% of light speed; Accel at 0.9% of light speed per melee)
    (FTL) 5 light years per hour

Market Cost: Nominally 1.8 Billion credits, but not really for sale.

Systems of Note:
    Standard Starship Systems, plus:

    *Extensive System Hardening: Immune to EMP effects. The peculiarities of their heavily radioactive power system makes them immune to full Demon Star Energy Disruptor Cannons as well.

    *Waste-Cloud Defense: By dumping radioactive waste, the Vrusk can briefly blind enemy sensors, particularly those detecting radiation. This is particularly useful for fooling enemy ships at a distance into thinking the ship has suffered a catastrophic engine failure, or for obscuring the ship’s drive trail. The ‘hot’ metal vapor also serves quite effectively to confuse enemy missile systems. A waste-cloud typically lasts 2d4 melees for the most immediate effects, before dispersing, and will jam enemy sensors with 60% effectiveness for that period. Enemy missiles will be -10 to strike once they enter the waste cloud. Can dump waste once every 10 minutes.

    *Radiation Hazard: Vrusk warships can be considered ‘mobile chernobyls’ with regard to radiation hazards. Unless wearing radiation protection, a visitor to a Vrusk warship suffers radiation poisoning after only 10 hours of exposure (takes 3d6 (1d6 for Supernatural beings) of damage per 4 hours of exposure. Supernatural beings will find their regeneration abilities effectively nullified). Even on the ‘coolest’ parts of the outside of the hull, the radiation hazard is enough that a week’s time is enough to inflict radiation poisoning.

    *Necron Horror: If they can perceive it’s rad spewing nature, Necrons treat it as having Horror Factor 19. Every time they are targeted by a full forward barrage they must save vs HF 15 or loose ALL of their bonuses for the melee. Those that survive must save vs insanity afterwords to not gain a crippling Phobia against Vrush ships, which automatically triggers a Phobia Panic when encountered.

Weapons Systems:
    1) Heavy Neutron Canons (6):
      Range: 50 miles in space
        (Kitsune Values: 50,000 miles in space)
      Damage: 2d4x1,000 MD per 15 second blast each, and are fire linked by default. Thus, a full frontal barrage does 12d4x1000 MD.
        Unshielded targets have all crew within 1d4x600 ft save vs radiation poisoning as the Conquistador.
        Objects hit are ‘hot’ for 6 minutes afterwards (3d6 radiation damage without adequate radiation protection, dying down to 2d4 for another 2d4 minutes, and finally 1d4 for 2d6 minutes before becoming safe again). Supernatural beings and entities will find their regeneration abilities HALVED by such an attack for 3d6 minutes.
        Organic targets such as Demon Stars and Necron ships are affected as the Conquistador, and each Cannon imposes a -1 penalty to the save vs radiation. Additionally, they cannot use their FTL method for 6 minutes afterwards.
      Rate of Fire: Each blast lasts an entire melee.
      Payload: Effectively Unlimited
      Bonus: Once on target, they do not need to roll to Strike.

    2) Light Neutron Cannon (16): Smaller versions of the above, they inflict their damage in faster bursts, allowing them to be fired more rapidly.
      Range: 6 miles in space
        (Kitsune Values: 6,000 miles in space)
      Damage: 2d4x100 MD per blast, and have the radiation effects of the above.
      Rate of Fire: Six shots per melee
      Payload: Effectively Unlimited

    3) Nuclear Pellet Cannon (8): These mass drivers throw slugs with an embedded Proton Torpedo warhead with a radioactive casing, and do vicious things to living hulls.
      Range: 20 miles in space
        (Kitsune Values: 20,000 miles in space)
      Damage: 6d6x10 MD to a 50 ft blast radius per shot and will throw out radioactive shrapnel, doing 4d6 MD to a 80 ft radius (particularly effective if the shells penetrate a ship hull)
      Payload: 1,000 rds per cannon. Additional drums can be reloaded from the cargo holds within 30 minutes (a drum takes up 2 tons of cargo space)

    4) Point Defense Rail Guns (12): Standard projectile cannons for point defense. Against supernatural threats, the depleted-metal projectiles have equal effect as DU- and U-rounds on supernatural regeneration abilities.
      Range:10 miles in space
        (Kitsune Values: 1,000 miles in space)
      Damage: 3d6x10 MD per burst, and usually fires DU- or U-rounds as well
      Rate of Fire: EGCHH (7 times per melee under computer operation)
      Payload: 500 bursts per turret. Additional drums can be reloaded from the cargo holds within 30 minutes (a drum takes up a ton of cargo space)

    5) Point Defense Variable Particle Beams (12): As on the CAF Assault Shuttle

Auxiliary Craft:
    *4 Shuttles
    *24 Devgo II Fighters

Variants: The only variant is the Tuu-Clo, which replaces the forward Heavy Neutron Cannons with a hanger bay for 96 Devgo II Fighters. It is substantially more common as well, as the TVIA considers it far less of a near-warcrime.


Last edited by Omegasgundam on Tue Dec 29, 2020 6:55 pm, edited 1 time in total.

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 Post subject: Re: Starship designs...
Unread postPosted: Mon Dec 28, 2020 8:59 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44316
Location: Somewhere between Heaven, Hell, and New England
The irony of it is that the Vrusk clean up the sort of toxic and radioactive threats to ecologies that the Neurons are too chicken$#!+ to go near. It's like blaming gut bacteria for the smell in your bathroom.
Broadly speaking, the Vrusk can be considered bioremediation macrobes that fly starships.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Tue Dec 29, 2020 6:40 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
The Cambrian system and its ships belong to Kitsune's imagination. I am reimagining their fluff and bits of their crunch to fit the PS setting.

The Cambrian Yards
    What was old is new again

The Cambrian system is one of the old Human Alliance ‘Outer Colonies’, and was founded to serve as a local industrial node for their expansion. During the Automaton War it served as the largest available shipyard for the human resistance, and most of the fleet that would push onto Goldilox and end the war was built there. However, its post-war role would be much reduced, with the reconstruction demanding more generic civilian material and the founding of the CCW encouraging the military industrial complex to focus on Goldilox and the other racial homeworlds. Cambrian would remain a major civilian shipyard however, and the CAF had long subcontracted production of many of its warship components to its heavy industrial parks. Combined with being overlooked in the early stages of the Minion War, it was in prime position to reenter the warship construction business, and it would find itself home to a number of talented naval architects that found new uses for the various components that were sitting in the local stockpiles.

While they initially produced small runs of Hunters and Scimitars, there was always a feeling that they could do more. After the Battle of Altess Prime, the design staff came together and produced the Implacable, which would be the first successful warship inspired by the Aurora. They would later follow up on it with the much larger Tristan, intended to protect merchant convoys from the piracy epidemic, and would prove itself to be more than a match for the comparable Huntress. The final design would be the small Vespa Scout Carrier, which was for the time one of the lightest military-grade carrier platforms available, and remains the most popular among rebuilding IDFs. Most of the design team would find themselves recruited by the CAF, and would be some of the more critical in creating the Predator and the Dauntless.

Cambrian Yard ‘Implacable’ Destroyer
“The Implacable is the first of the Aurora knock-offs that are actually good, predating the Predator by a good year. While naturally inferior to either, it stands above the rest of the pack in that it actually functions in its intended role, and it still clobbers the lesser competition. It is also distinctly not on any restricted lists, using mostly off the shelf technology other than the modified Cap Laser (which is honestly downgraded) and the MRMLs, which they developed themselves. Not the GREATEST, but that’s honestly not reachable without ASI’s literal magic. I’d take it over a Hunter without any reservation.”
---Captain Jacky Kelson, CAF

The first design produced by Cambrian, the Implacable is an unapologetic attempt at copying the Aurora. While naturally falling short of Paladin Steel Aerospace’s crowning achievement, they came far closer that any of the Minion War era contemporaries, and influenced the CAF’s later Predator. Its armaments revolve around its centrally mounted capital laser, which has had its range reduced to be less taxing on the ship’s slightly borderline power distribution system. As this is the sole anti-ship energy weapon, its lack of a turret can be distinctly problematic, but the actual firing arc is on par with the older Hunter. Its offensive missile armament is a choice of either Cruise Missiles or LRMs, with most IDFs going for the later for flexibility. Defensive weapons consist of a pair of double strength MRM launchers and the now common mix of GR-1000s and Variable Focus Particle Beam Cannons.

Compared to the Hunter, the Implacable has better effective firepower, more effective protection, slightly higher sub-light and FTL capabilities, and has proven to repeatedly trounce the Espandon in head to head matches. This made it quite popular early on, and even with the introduction of the Predator demand for it from IDFs is unabated. A notable number of copycat designs have naturally popped up, but without Cambrian’s existing production infrastructure they either fall short or are substantially more expensive. While the use of older components holds it back in overall capabilities, it makes it much more deployable than most other modern designs, with much of the CAF’s massive stockpiles of spares now being notably obsolescent and available at a good discount. Until the Predator becomes available for member worlds, the Implacable is likely going to be the best domestically produced destroyer available to IDFs, and this is expected to last for more than a century.
Spoiler:
Type: DD-201

Class: Strike/Escort Destroyer

Crew: 56 (6 Officers and 50 Enlisted), up to 6 pilots and aerospace techs, up to 16 marines

MDC/Armor by Location:
    Main Body----------------------5,200
    Engines (2)---------------------1,500
    Bridge--------------------------1,500
    Axial Capital Laser:-------------1,200
    Heavy Missile Launchers (2):----600 each
    MRM Launchers (2):------------500 each
    PD Turrets (8):-----------------250 each
    Variable Forcefield:-------------1000 per facing (6,000 total)

Statistics:
    Height: 93.50 feet (28.5 meters).
    Width: 118.77 feet (36.2 meters).
    Length: 362.20 feet (110.4 meters).
    Weight: 10,640 tons (9,500 metric tons).

Cargo: 268.8 ton (240 metric tons) in addition to normal operational supplies.

Powerplant: Anti-Matter with a 50 year life span

Speed:
    (Atmosphere) Hover to Mach 1.5 (1,142 mph / 1,837.6 kph), transatmospheric
    (Sublight) Mach 10 in space.
      (Kitsune: 60% of light speed; Accel/decel at 1% of light speed per melee)
    (FTL) 5 light years per hour

Market Cost: 300 million to construct, and are going for between $600 and $800 million.

Systems of Note:
    Standard (Destroyer) Starship Systems

Weapons Systems:
    1) Axial Capital Laser:
      Range: 15 miles in atmosphere, 50 in space.
        (Kitsune Values: 50 miles in atmosphere, 50K miles in space)
      Damage: 1d4x1000 MD per blast
      Rate of Fire: 2 shots per melee
      Payload: Effectively Unlimited

    2) Heavy Missile Launchers (2): Mounts either CMLs or LRMs, but not both
    a) CM Launcher
      Rate of Fire: Volleys of 1-12 CMs
      Payload: 12 CMs per battery, with 8 reloads available, for a total of 192 CMs
    b) LRM Launcher
      Rate of Fire: Volleys of 1-24 LRMs
      Payload: 192 LRMs per launcher, for a total of 384

3) MRM Launchers (2):
    Rate of Fire: 1, 2, 4, 8, 16
    Payload: 320 MRMs per launcher, 640 total.

4) PD Turrets (8): Usually a mix of GR-1000s (w/250 bursts) and 4 VF-PBCs.[/list]

Auxiliary Craft:
    *4 Light Fighters

Variants: None so far.

Cambrian Yards ‘Tristan’ Escort Cruiser
“The Tristan is a Huntress done seriously by people that actually have a naval design degree, and it shows. The AM power plant really opens up room for improvement, the most important of which is the dramatic expansion of the missiles. It's now actually viable as an escort ship, and it has all the features you’d expect from a modern design. It’s in deep trouble if it runs into something larger, but it does a good job against the sorts of ships pirates get.”
---Captain Jacky Kelson, CAF

The Cambrian Yard’s second product would be the Tristan Escort Cruiser, which is called by many people to be ‘a Huntress done right’. Even a basic visual inspection would reveal the similarities, but also show the differences. The relatively bulky and underpowered fusion plant has been replaced with a modern Antimatter design, greatly increasing free internal volume. These savings are promptly sunk into improving its lack of secondary armaments, greatly expanding its LRM capacity and gaining a quartet of the 16-silo MRM launchers developed for the Implacable. When combined with the substantial boost in engine power, armor protection, and the upgraded Point Defense weapons the Tristan is far more able to actually engage peer opponents and survive.

Secondary capabilities have also been improved, with the most important being the default inclusion of a full cruiser grade sensor suite. No longer near blind, it is a far harder target to pick off, and the changed hull shape makes it harder for Phase Cannons to kill the entire command and engineering crew. The hanger has seen a notable shift in focus, now hosting a half squadron of light ASFs and a dozen space use Power Armors. While the crew count has gone up, the advised distribution greatly increases overall long term efficiency on patrols. It's not able to go toe to toe with a proper Light Cruiser, but it can handle small groups of frigates and destroyers easily.
Spoiler:
Type: CL(E)-103

Class: Escort / Scout Cruiser

Crew: 152 (12 Officers, 140 Enlisted.), 15 Fighter Pilots, 50 Marines.

MDC/Armor by Location:
    Main Body-----------------------------24,000
    Bridge---------------------------------6,500
    Engines (2)----------------------------8,500 each
    Hanger Bay----------------------------4,000
    Capital Lasers Turret (2)---------------1,200 each
    LRM Launchers (2)---------------------600 each
    MRM Launchers (4)--------------------400 each
    PD Turrets (12)------------------------250 each
    Variable Force Fields-------------------3,000 per side (18,000 total)

Statistics:
    Height: 106.63 feet (32.5 meters)
    Width: 190.94 feet (58.2 meters)
    Length: 499.34 feet (152.2 meters)
    Weight: 46,850 tons (42,500 metric tons)

Cargo: 2204.62 tons (2,000 metric tons)

Powerplant: Anti-Matter with a 50 year life span

Speed:
    (Atmosphere) Hover up to 650 mph (1,046.1 kph), transatmospheric
    (Sublight) Mach 9.5
      (Kitsune: 60% of light speed; Accel/decel at .95% of light speed per melee)
    (FTL) 5 light years per hour
    (Underwater) Not Possible

Market Cost: Cambrian managed to construct them for only $700 Million, and they go for between $1.5 and $2.5 billion billions due to the scarcity of Cruiser scale warships, even small ones.

Systems of Note:
    Standard (Cruiser) Starship Systems

Weapons Systems:
    1) Capital Laser Turrets (2): As on the Warshield. The barrels can be fired either forward or behind and can be rotated 60 degrees horizontally or vertically.

    2) LRM Launchers (2):
      Rate of Fire: 1, 2, 4, 8, 16, 32
      Payload: 384 LRMs per launcher, 768 total.

    3) MRM Launchers (4):
      Rate of Fire: 1, 2, 4, 8, 16
      Payload: 320 MRMs per launcher, 1280 total.

    4) PD Turrets (12): Usually a split between GR-1000s (w/ 250 bursts) and VF-PBCs. Each turret can rotate 360 and has a 180 arc of fire

Auxiliary Craft:
    *12 Light Fighters
    *12 Power Armors

Cambrian Yards ‘Vespa’ Scout Carrier
“While it's naturally going to be compared to the Dauntless, the Vespa is a more traditional design. It’s naturally better protected having more than twice the mass, and the Dauntless is honestly a bit flimsy for a CAF vessel. The Dauntless makes up for it by being faster and having a freakishly large aerospace wing that it can run around the clock, but the Vespa is still on the high side of mass to flight deck ratios. The Vespa trades the secondary guns for LRMs, which is reasonable considering its operational profile. The larger crew makes it more of a pain to man, but it also makes longer term deployment easier for forces with lower skill levels.”
---Captain Jacky Kelson, CAF

The largest ship that Cambrian intends to produce for the foreseeable future, the Vespa falls into the underpopulated category of ‘Scout Carrier’, which has recently been joined by the CAF’s Dauntless. Based on an old Human Alliance design, the Vespa is a substantially larger design than the Dauntless, and is thought of as being quite heavily protected for its mass and role. Its conventional bay design means that it can host less ASFs, but it is far more familiar with most operators, and can maintain a good operational tempo with less experienced deck hands. Overall crew numbers are on the high side, but are optimised for use by sub-CAF levels of capability, allowing extended patrols without too many problems. Its primary failings are the lack of a flag bridge, hindering its ability to act as a flotilla command ship, and modest refit and repair facilities available for its aerospace wing. As it is primarily operated by IDFs who keep it close to home, these are not considered major problems.
Spoiler:
Type: CVS-112
Class: Scout Carrier

Crew: 208 (16 Officers, 192 enlisted), 60 Fighter Pilots and technicians, 50 Marines.

MDC/Armor by Location:
    Main Body------------------------------24,000
    Bridge----------------------------------6,000
    Engines (2)-----------------------------8,000 each
    Hanger Bays (2)------------------------4,500
    LRM Launchers (2)----------------------600 each
    MRM Launchers (4)---------------------500 each
    PD Turrets (12)-------------------------250 each
    Variable Force Fields--------------------3,000 per side (18,000 total)

    Statistics:
      Height: 112.20 feet (34.2 meters)
      Width: 211.29 feet (64.4 meters)
      Length: 565.94 feet (172.5 meters)
      Weight: 60,627.1 tons (55,000 metric tons)

    Cargo: 881.8 tons (800 metric tons)

    Powerplant: Anti-Matter with a 50 year life span

    Speed:
      (Atmosphere) Hover up to 500 mph (804.6 kph), transatmospheric
      (Sublight) Mach 9
        (Kitsune: 60% of light speed; Accel/decel at .9% of light speed per melee)
      (FTL) 5 light years per hour
      (Underwater) Not Possible

    Market Cost: Cambrian managed to construct them for only $750 Million, and they go for between $1.5 and $2.5 billion billions due to the scarcity of Cruiser scale warships, even small ones.

    Systems of Note:
      Standard (Cruiser) Starship Systems

    Weapons Systems:
      1) LRM Launchers (2):
        Rate of Fire: 1, 2, 4, 8, 16, 32
        Payload: 256 LRMs per launcher, 516 total.

      2) MRM Launchers (2):
        Rate of Fire: 1, 2, 4, 8, 16
        Payload: 320 MRMs per launcher, 640 total.

      3) PD Turrets (12): Usually a split between GR-1000s (w/ 250 bursts) and VF-PBCs. Each turret can rotate 360 and has a 180 arc of fire

    Auxiliary Craft:
      42 Light Fighters
      -OR- 28 Medium Fighters
      -OR- 24 Light Fighters and 12 Medium Fighters

Variants:
The most plausible alternative configuration is one that does away with the LRMs, and uses the space to install command facilities and expand the logistical capabilities.


Last edited by Omegasgundam on Sun Jan 03, 2021 3:39 am, edited 2 times in total.

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 Post subject: Re: Starship designs...
Unread postPosted: Tue Dec 29, 2020 6:47 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
As is often the case, based on something Kitsune did. I'm going over the older ones and revising the PD MDC values as well.
Consortium Armed Forces 'Archer’ Battlecruiser
”The Archer is an addition to a pre-existing fleet doctrine, not something to build it around. It distinctly lacks endurance to get into a prolonged slugging match with peer opponents, but it can bully lesser Heavy Cruisers at will. Realistically, it also lacks the legs to conduct patrols, with maintenance problems cropping up sooner than other ships for a variety of factors, and it also doesn’t have the longer range sensors that are standard on the Champion and Paladin. This makes it a dedicated offensive vessel, which isn’t something the CAF has a lot of experience with to be honest. Any realistic fleet comp I’ve seen has them having at least one ordinance ship attached to them, along with a full up-engined Dauntless group for defensive escorts.”

A very recent addition to the CAF line up, the Archer class Battlecruiser is still in testing, but promises to be a useful addition to the fleet. While called by many to be ‘half of a Protector’, the Archer fills a distinctly different niche. A dedicated missile boat, it makes full use of the advanced warheads and penetration aids available to the CCW, which promise to reap a fierce toll on the TGE’s flotillas of smaller ships. For all of its firepower however, it’s lack of secondary weapons makes it quite vulnerable to truly massive numbers of light attackers, and it lacks the parasites to see off massed ASFs. Thus, CAF doctrine mandates that it always have an extensive escort flotilla.
Spoiler:
Type: SBCM-122.

Class: Missile Battlecruiser.

Crew: 520 (40 Officers, 480 enlisted), up to 60 pilots and aerospace techs, up to 120 marines, and can carry up to 500 passengers in addition.

MDC/Armor by Location:
    Combined Hull Total--------------280,000
    Main Body-----------------------160,000
    Engines (6)----------------------20,000 each
    Bridge---------------------------22,000
    Auxi Bridge----------------------22,000
    Hangers ------------------------20,000
    Heavy Capital Lasers (4)---------3,000 each
    Triple Heavy Gauss Cannon (6):--1200 each
    Cruise Missile Launchers (8):-----1,000 each
    LRM Launchers (8):--------------600 each
    MRM Launchers (10):------------600 each
    PD GR-1000 Turrets (18):--------300 each
    PD PBC Turrets (18):------------300 each
    PD Tachyon Turrets (12):--------300 each
    Variable Forcefield:--------------12000 per facing (72,000 total)

    Forcefields regenerate at 20% (3.5K) per melee

Statistics:
    Height: 620 feet (186 meters).
    Width: 513 feet (154 meters).
    Length: 2,750 feet (825 meters).
    Weight: 6.3 million tons (5.7 million metric tons).

Cargo: 40,000 tons (36,300 metric tons) in addition to normal operational supplies.

Powerplant: Anti-Matter with a 50 year life span

Speed:
    (Atmosphere) Hover to 450 mph (724 kph), transatmospheric
    (Sublight) Mach 10 in space.
      (Kitsune: 60% of light speed; Accel/decel at 1% of light speed per melee)
    (FTL) 6 light years per hour

Market Cost: Estimated to be $20 Billion credits.

Systems of Note:
    Standard (Battleship sized) Starship Systems

    *ECM: Comm Jamming 20K mile range, 90% vs civilian, 75% vs military. Missiles and sensor guided weapons are -6 to strike

    *Tractor Beams (8): 1,500 tons dead weight. Not usable in atmosphere. Up to 10 miles in space (Kitsune 10K miles)

    *ORACLE Mk VI:

Weapons Systems:
    1) Single Heavy Capital Laser (4): As the Protector’s ‘Secondary Laser Battery’, Front

    2) Triple Heavy Gauss Cannon Turrets (6): 2 forward and 2 on each side

    3) PD GR-1000 Turrets (16): As on the Scorpion.

    4) PD Particle Beam Turrets (16): As on the CAF Assault Shuttle.

    5) PD Tachyon Scatterguns (12):
      Range: 3 mile in atmosphere, 12 miles in space w/ 6 mile wide arc.
        (Kitsune Values: 12 miles in atmosphere, 120 miles in space)
        *Range and width are reduced to 1/4th in atmosphere
      Damage: 2D4x10 M.D.C. each.
      Rate of Fire: 4 shots per melee each
      Payload: Effectively Unlimited

    6) Cruise Missile Batteries (8): As the Warshield, 9 reloads

    7) LRM Launchers (8):
      Rate of Fire: 1, 2, 4, 8, 16, 32
      Payload: 480 LRMs per launcher, 3,840 total.

    6) MRM Launchers (10):
      Rate of Fire: 1, 2, 4, 8, 16
      Payload: 320 MRMs per launcher, 3,200 total.

Auxiliary Craft:
    *12 CSF-4 Badgers
    *12 SDF-6-A War Hawks
    *24 SH-CCW100A Silverhawk-As
    Up to 120 light power armors, such as the CEPA

Variants: See the Aegis.

Consortium Armed Forces 'Aegis’ Battlecruiser
”The Aegis is basically a ‘plus one’ to any Carrier or Battleship Group, and the cost is perfectly reasonable for what you get. The new EWAR game means that you need a lot of missiles to counter incoming volleys, so the Aegis provides like none other. The reduced system load and higher amount of free internal space make it more comfortable to operate long term as well, so it's not going to be floating at a depot until it gets called up either. Naturally, its effectiveness is tied to its ammo endurance, but it should be able to outlast the opening missile and ASF exchanges that it shines in. And situations where it needs more ammo in are times when you really should have brought a far larger fleet.”

The immediate follow up to the Archer, the Aegis is meant as a fleet defense vessel. Replacing the larger weapons with smaller ones, it has an impressive secondary battery and an astonishing number of LRMs available for anti-missile and ASF duties. Its other high end features have also been downgraded, greatly reducing the cost and tying it to the ships that it is supposed to be escorting. This has also substantially reduced its mass, and as the sub-light engines have not been changed this makes it faster on the tactical field. The CAF intends to attach at least one to all of its major capital ship groups, meaning that the Aegis will become the most common multi-megaton warship in Consortium service.
Spoiler:
Type: SBAD-123

Class: Area Defense Missile Ship

Crew: 515 (45 Officers, 470 enlisted), up to 60 pilots and aerospace techs, up to 120 marines, and can carry up to 500 passengers in addition.

MDC/Armor by Location:
    Combined Hull Total----------------250,000
    Main Body-------------------------150,000
    Engines (6)------------------------20,000 each
    Bridge-----------------------------20,000
    Auxi Bridge------------------------20,000
    Hangers --------------------------20,000
    Capital Lasers (4)------------------3,000 each
    Double Heavy Gauss Cannon (4):---800 each
    Lasser Lasers (8):-----------------1200 each
    Cruise Missile Launchers (2):-------1,000 each
    LRM Launchers (16):---------------600 each
    MRM Launchers (8):---------------600 each
    PD GR-1000 Turrets (18):----------300 each
    PD PBC Turrets (18):--------------300 each
    PD Tachyon Turrets (12):----------300 each
    Variable Forcefield:----------------12000 per facing (72,000 total)

    Forcefields regenerate at 20% (3.5K) per melee

Statistics:
    Height: 620 feet (186 meters).
    Width: 513 feet (154 meters).
    Length: 2,750 feet (825 meters).
    Weight: 5.2 million tons (4.7 million metric tons).

Cargo: 60,000 tons (54,400 metric tons) in addition to normal operational supplies.

Powerplant: Anti-Matter with a 50 year life span

Speed:
    (Atmosphere) Hover to 450 mph (724 kph), transatmospheric
    (Sublight) Mach 11 in space.
      (Kitsune: 60% of light speed; Accel/decel at 1.1% of light speed per melee)
    (FTL) 6 light years per hour

Market Cost: Estimated to be $11 Billion credits.

Systems of Note:
    Standard (Battleship sized) Starship Systems

    *ECM: Comm Jamming 20K mile range, 90% vs civilian, 75% vs military. Missiles and sensor guided weapons are -6 to strike

    *Tractor Beams (8): 1,500 tons dead weight. Not usable in atmosphere. Up to 10 miles in space (Kitsune 10K miles)

    *ORACLE Mk VI:

Weapons Systems:
    1) Single Capital Laser (4): Front

    2) Lasser Lasers (8): Top and bottom

    3) Triple Heavy Gauss Cannon Turrets (4): 2 forward and 1 on each side

    4) PD GR-1000 Turrets (16): As on the Scorpion.

    5) PD Particle Beam Turrets (16): As on the CAF Assault Shuttle.

    6) PD Tachyon Scatterguns (12):
      Range: 3 mile in atmosphere, 12 miles in space w/ 6 mile wide arc.
        (Kitsune Values: 12 miles in atmosphere, 120 miles in space)
        *Range and width are reduced to 1/4th in atmosphere
      Damage: 2D4x10 M.D.C. each.
      Rate of Fire: 4 shots per melee each
      Payload: Effectively Unlimited

    7) Cruise Missile Batteries (2): As the Warshield, 9 reloads

    8) LRM Launchers (16):
      Rate of Fire: 1, 2, 4, 8, 16, 32
      Payload: 480 LRMs per launcher, 7,680 total.

    9) MRM Launchers (8):
      Rate of Fire: 1, 2, 4, 8, 16
      Payload: 320 MRMs per launcher, 2,560 total.

Auxiliary Craft:
    *12 CSF-4 Badgers
    *12 SDF-6-A War Hawks
    *24 SH-CCW100A Silverhawk-As
    Up to 120 light power armors, such as the CEPA

Variants:
The Aegis is also intended to be the basis for a new generation of Interdictor craft, with the far larger hull able to handle the strain of the much refined I-Field Generator, which no longer has the unacceptable risk of destroying the ship during normal training. It will sacrifice the Capital Lasers, CMLs, and half the LRMLs to do so, which still leaves it far ahead of the problematic Araneae.


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 Post subject: Re: Starship designs...
Unread postPosted: Wed Dec 30, 2020 1:28 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Consortium Armed Forces 'Emancipation Block II’ Dreadnought
”So what does the great white whale get for 20 megatons of more mass? A hell of a lot of guns and armor. The parasite compliment has been cut in half, so it ‘only’ has 5 full Wings and ‘a’ Battalion, but everything directly combat related has gone up. Hull is almost half again as durable, shields are stronger and regenerate faster, the ‘secondaries’ gained more barrels, launcher count has increased, and a full 20 PD turrets have been added. Body count has also dropped tremendously, so its way less of a manpower sink. And to top it off, it's faster in both sub-light and FTL. Not bad for a 25 billion credit boost to the price tag.”

The last warship addition to the CAF’s post-Minion War reconstruction program, the semi-experimental Emancipations received an extensive reconstruction. Gaining a fifth again the mass, the only things that can be considered original are the spaceframe and the Balanced Hammond Drive, which has been refined to grant higher speeds. Now a focused direct combatant, the Block II design looks to go head to head against the TGE’s own Doombringer Mk IIs, and promises to maintain a healthy degree of superiority. Boasting more protection and far greater firepower, the new Emancipation can likely take on a Doombringer and its escorts single handedly. Nothing short of the Imperial Kreegor herself can truly challenge her, and CAF High Command is contemplating taking the strategic offensive rather than letting the Emperor decide when it is time to strike. While unlikely in the extreme barring a truly perfect storm of factors, the subject even crossing their minds is a sign of the truly different times.
Spoiler:
Type: SDN-98
Class: Dreadnought
Crew: 4000 crew, 2200 pilots and aerospace techs, 1220 Silverhawk Pilots, up to 1220 CAF Marines, and up to 1500 VIPs.
MDC/Armor by Location:
    Combined Hull Total----------------------850,000
    -Forward Hull (1/3rd)--------------------250,000
    -Midship Hull (2/3rd)---------------------300,000
    -Aft Hull/Engines (3/3rds)----------------300,000
    Internal Bridge/CIC-----------------------100,000
    Hangers (6)------------------------------40,000 each
    Main Lasers (4)--------------------------12,000 each
    Secondary Dual Heavy Lasers (12)-------6,000 each
    Triple Gauss Cannons (24)---------------2,500 each
    Cruise Missile Batteries (8)---------------1,500 each
    LRM Batteries (16)-----------------------1,000 each
    GR-1000/MRM Turrets (60):--------------400 each
    Tachyon PD Turrets (20):-----------------400 each
    Variable Force Field-----------------------30,000 per aspect (180,000 total)

    Forcefields regenerate at 20% (6K) per melee

Statistics:
    Height: 2,000 feet (609.7 meters)
    Width: 2,000 feet (609.7 meters)
    Length: 15,000 feet (4,572 meters)
    Weight: 120 million tons

Cargo: 30 million tons in addition to normal operational supplies.

Powerplant: Anti-Matter with a 50 year life span

Speed:
    (Atmosphere) Hover to 100 MPH, transatmospheric
    (Sublight) Mach 8 in space.
      (Kitsune: 60% of light speed; Accel/decel at .8% of light speed per melee)
    (FTL) 7 light years per hour

Market Cost: The current production cost is $175 Billion Credits, and they are most definitely not being sold to anyone.

Systems of Note:
    Standard (Dreadnought sized) Starship Systems, as well as the following;

    *Long Range Sensors: Detects FTL travel up to 50 ly, and sublight vessels up to 1.9 ly.

    *ECM: Comm Jamming 90K mile range, 98% vs civilian, 90% vs military. Missiles and sensor guided weapons are -6 to strike.

    *Tractor Beams (8): 2,500 tons dead weight. Not usable in atmosphere. Up to 20 miles in space (Kitsune 20K miles)

    *ORACLE Mk VI: The complex on Noro-Gor has started producing meaningful quantities of TW/Psionic hybrid systems, removing the need to import them. The Consortium does not want to have to deal with mystically invisible enemies sneaking into point-blank range again.

    *Circles of Protection: +3 to save against magic (including anti-magic cloud and other forms of dispelling magic), +1 save against psychic attacks and a bonus of +2 to save vs Horror Factor. Permanently active.

    *Ectofiber Insulation Grid: Magical Attacks do HALF damage/effect.

Weapons Systems:
    1) Main Laser Batteries (4): Rate of fire has been increased to 2 per melee

    2) Secondary Dual Heavy Capital Lasers (12): As the Main Guns of the Protector. 6 per side.

    3) Triple Heavy Gauss Cannon Turrets (24): Up to 12 can be aimed at a single target.

    4) CM Batteries (12): 9 reloads each, 3840 total

    6) LRM Batteries (20):
      Rate of Fire: 1, 2, 4, 8, 16, 32
      Payload: 480 LRMs per launcher, 9600 total.

    7) GR-1000/MRM PD Turrets (60): Can fire volleys up to 8

    8) PD Tachyon Scatterguns (20): Scattered across the hull for maximum coverage.
      Range: 3 mile in atmosphere, 12 miles in space w/ 6 mile wide arc.
        (Kitsune Values: 12 miles in atmosphere, 120 miles in space)
        *Range and width are reduced to 1/4th in atmosphere
      Damage: 2D4x10 M.D.C. each.
      Rate of Fire: 4 shots per melee each
      Payload: Effectively Unlimited

Auxiliary Craft:
    *480 CSF-4 Badger (2 Wings)
    *480 CSF-6-A Warhawks (2 Wings)
    *120 LRF-26 Proctor IIs (1 Heavy Wing)
    *1220 SH-CCW100U Silverhawks (1 Battalions)
    Up to 1220 CEPA Light Power Armors


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 Post subject: Re: Starship designs...
Unread postPosted: Sat Jan 09, 2021 1:25 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44316
Location: Somewhere between Heaven, Hell, and New England
(TW sensors and expanded range stats courtesy of Kitsune, FRAM concept courtesy of Omgasgundam)

PSS/ASI-CGG-08M-class ‘Makrigga’ Medium Cruiser
(aka ‘finback’, ‘sharky’, ‘Kasera’)
“No way we’re going to punch through the shields on that canker with our peashooters! Fitzroy squadron, drop back and engage with missiles! The point defense on that thing will take out most of them, but it will keep’em busy! We hold out until the -Mohican- gets here with her BIG guns!”

“The United Systems Alliance GNE component seems to have a hoarder mentality with regards to its warships; even with better and more modern ground-up designs available, they don’t get rid of their older vessels at a rate other polities would. Instead they keep refitting them, and in some cases keep them in new production with the modifications streamlined in. Part of this is the WZT’s fault, in instilling a tendency to keep old designs moving along, but the biggest justification is the need to protect their many dispersed members and territories; the USA needs as many hulls as it can keep in action. So the USA’s building up substantial reserves of second- and third-tier warships guarding their turf. While this can cause problems with overall standardized logistics, on the other hand, they occasionally do manage to upgrade an oldie design into something impressive.”

“The addition of extra crew may seem to be a step backwards, but really it means less workload over all. It means the ability to extend patrols, and allows opportunity and space for training up new spacer crews. Given that many of these ships can be expected to be based in systems where the locals have little opportunity or means otherwise to support a military space program of their own, having the space aboard ship to accommodate cadets and first tour spacers is an important distinction from the older cramped Assegies. You had to hit the deckplates running when you got assigned to one of those cruisers.”

Though most PS/ASI post-Minion War military construction focused on refining designs such as the LaFayette, Pillara, and Aurora, many older, but still serviceable, designs also saw attention. The Assegai-class CGG; for example, was considered by analysts in the CCW and other larger polities as a plain-vanilla design of little potential beyond simply being where other warships weren’t available. However, wrongly or rightly, PS/ASI felt that there was still life in the design, and decided to act on a number of criticisms of it. Pleased with the work done on the Larna-Pe-class destroyers, PS/ASI chose to have several refits done at their newly acquired Thelheim shipyards.
The Assegai-class got a makeover in the form of an additional built-up dorsal hull expansion that extended the habitat section, allowing for an additional shift of crew to be added, and more comfortable quarters installed. The most distinct external addition was a raised ‘fin’ holding a second heavy energy weapons turret, effectively doubling the Assegai’s beam-throw, and a modular bay that could mount missile launchers, extra kinetics, or more specialized weapons modules such as ship multiplexors. The mix of laser and rail gun PDS systems has been reduced in turret numbers and replaced with modular systems, though PDS still remains potent in covering all arcs. To power the extra systems, a third power generator was added, its excess output also going to the modified engine impellors, helping offset the reduction in speed imposed by the extra mass. Improvements in fabrication and construction methodology meant that the refits didn’t break budgets.
Though still considered to be a variant on the Assegai, the new CGG-08M has earned the reporting name ‘Makrigga’. Among the QuimBek members of the USA, it is known as the ‘Kasera’, because its distinctive finlike weapons turrets reminded them of a shark-like predator native to their homeworld. Though not considered as versatile as the modular LaFayettes and Pillaras, the remodeled Makriggas provide much-desired extra firepower to Alliance system defense forces and patrol units.

Type: PSS/ASI-CGG-08M
Class: Medium Cruiser
Crew: 120+ 40 man Stelmarine security contingent
MDC/Armor by Location:
Main Body 69,000
Bridge 11,000
Main Engine 4,000
Heavy Energy Weapon Turrets(2) 900 each
Kinetic Kill Rail Cannons(3x5) 500 each
Medium Laser Cannon Turrets(2x8) 500 each
Point Defense Turrets(18) 100 each
LR Missile Launchers (2) 550 each
Hangar Bay 3,000
Variable Forcefield 6,000 per side, 36,000 total
Height: 140 ft
Width: 220 ft
Length: 550 ft
Weight: 135,000 tons
Cargo: 7,500 tons
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 5 light years per hour
Market Cost: 1.8 billion credits
Systems of Note:
Standard Starship Systems, plus:
*EW Jamming Systems--- The Assegai-M retains the EW systems of its line. In combat, the Assegai will attempt to use its electronic warfare suite to confuse enemy sensors as to the ship’s exact position and activity. Communications Jamming has a 10,000 mile range, is 90% effective against civilian systems, and is 65% effective against more sophisticated channel-jumping military communications suites. Missiles and sensor-guided weapons are -4 to strike.

*Passive Stealth Systems----The Assegai-M uses passive stealth systems to reduce its sensor signature by as much as 40%, but in order to achieve this, the ship cannot be under acceleration, and its engines must be running ‘cold’.

*ORACLE Mk V---Omni-diRectional Aura Classification and Locator Electronics--- TW sensory systems are becoming almost standard on all new construction and upgrade-refit of USAJC’s warships:

• See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1,000 miles (1,610 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
• See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
• Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general.
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected(requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Drives) and unlike when detecting magic gives position very accurately.


Weapons Systems:
1) Heavy Energy Weapon Mounts(2)--The Assegai’s heavy energy beam-throw has been doubled with the addition of a second turret in a dorsal position. While the heavy laser is favored for its range, other types can be fitted.
Range: 30 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 3d6x1,000 MD per blast
Rate of Fire: Once per melee
Payload: Effectively Unlimited

2)Twin-Barrel Medium Laser Cannons(8x2)---For a secondary armament, the cruiser mounts eight twin-barrel laser cannons.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d4x100 MD per cannon, 2d4x100 MD per dual blast from both cannon in a turret simultaneously(one attack)
Rate of Fire: Twice per melee
Payload: Effectively unlimited

3) Long Range Missile Launchers(2)---These are not as large as those on the Javelin, with half the magazine capacity, but they still pack a punch.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 4, 8, 16 per launcher
Payload: 80 LRMs per launcher-pod, 160 total

Alternately, the launchers can be modified to fire the following:
a)Heavy Nuclear Missile Launcher--These weapons were developed from early efforts to create an Alliance equivalent of the Galactic-level Cruise Missiles. The effort wasn’t entirely successful; the weapons have the range and warhead yield, but lack the advanced targeting and AI systemry of their galactic counterparts. They are also very large weapons, roughly the size of small SLBMs, making them fairly easy targets for Three Galaxies-standard point defense systems. To compensate for their lack of accuracy, PS mounted the heaviest nuclear warheads they could come up with in the Long Lance II missiles, counting on pure brute city-buster force to carry the day when more precise targeted strikes cannot. Paladin Steel has retained these weapons for special attack purposes, such as orbital platform strikes and attacks on massed enemy formations. These weapons are designed strictly for deep space use, and are NOT for use on surface targets; such use is BANNED by PS/VFS/GNE policy.
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: 2d4 x 1,000 MD to a 2.6 mile destruction radius in space
Rate of Fire: Volleys of 1,2,3,4, or 6
Payload: 6 missiles per launcher

(Option) PS Long Lance IV---The Long Lance IV is the next generation heavy anti-spacecraft missile from PS, and was developed after the abysmal failure of most of the launched Long Lance IIs to reach the target during the Dreadnought Crisis . This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses. The Long Lance IV is available to both the Falx and the Javelin-class cruisers.
Range: 1500 miles(6,000 miles in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: 2d4 x 1,000 MD to a 2.6 mile destruction radius in space
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees

4) Kinetic Kill Rail Cannons(3x5)---Mounted in main hull turrets positioned two ventral and one dorsal each side of the hull, and one on the fantail, these weapons can pivot for maximum arc of fire.
Range: 10 miles(40 miles in space)
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst, 3d4x100 MD per triple cannon burst
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon before needing reloading from stores(takes about 30 minutes)

5) Point Defense Turrets (18)----The original 20-odd fixed-type PDS turrets have been reduced in number and replaced with modular socket-mounts, allowing for ‘mix and match’ refits.
a) Pulse Lasers(LC-3x) ---These are rather more powerful than the standard PDS options, but fit the same sockets, and with the increased power output of the CGG-08M’s reactors, were fit aboard the refits done at Thelheim using imported units. Not all refit yards, however, have access to the older LC-3x models to replace destroyed turrets, hence the listing of the standardized and more readily available PDS laser cannons below.
Range: 1 mile in atmosphere(4 miles in space)
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

b) Slayer -D Quad- Laser Cannon(PS-RFL-40D)---A slightly more powerful quad-laser system with a higher rate of fire. Another fitting that could be socketed into the standard PDS mount, but which isn’t always available to all shipyards doing Assegai-M workups.
Range: 6,000 ft in atmosphere(4 miles in space)
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Mega-Damage: 2d10 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), or 4d4x10 MD medium burst (eight shots, two from each barrel in sequence).
Rate of Fire: EGCHH
Payload: Effectively unlimited

c) Laser/Mini-Missile PDS----These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile

d) 30mm Anti-Aircraft Flak Cannon---- Heavier automatic cannon with a slower rate of fire, but a heavier shell, modified for space, and mounted in a dual-mount.
Range: 10,000 ft in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst. DOUBLE for both cannon firing simultaneously.
Rate of Fire: EGCHH
Payload: 1600 rds, 800 rds per cannon
Radar Targeting Bonus: +2 to strike

e) Rail Gun PDS--As per the FRAM upgrades

f) Particle Beam PDS--As per the FRAM upgrades

g) Ion Cannon PDS--As per the FRAM upgrades

h) Pulse Laser PDS--As per the FRAM upgrades

6) Weapons Module---Mounted ahead of the new dorsal heavy weapons turret is a slot for an additional modular weapons mount, typically a missile launcher or KEW turret.
a) Medium Range Missiles----180 MRMs, volleys of 1-10.

b) Long Range Missiles---Identical to 3) above.

c) Cruise Missiles---- 70 CMs, volleys of 1-10.

d) Kinetic Kill Rail Cannons(3x1)---Identical to 4) above.

e) Heavy Tachyon ScatterGun---Heavier version of the PDS system.
Range: 5 miles (2,500 m) in atmosphere, 10 miles (10,000 m) in space w/ 6 mile wide arc*
(Kitsune Values: 5 miles in atmosphere, 5,000 miles in space)
*Width are reduced to 1/4th in atmosphere
Damage: 1d6x100 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

f) Forcefield Generator Booster---Adds even more power to the shields; 7,000 per side, 42,000 total

g) Multiplexor---The versatility of starship-scale multiplexors was proven on the Auroras, and it was felt to be a good idea to try them out on other ships as well.
The current model of Starship Multiplexor can carry up to six separate spells, typically of high-level space spells(See Rifts: Fleets of the Three Galaxies). Still, however, this weapons system gives PS/ASI ships a SERIOUS magical bite lacking even in many UWW warships.
-Space Dust(150 PPE per activation, duration of 10 hours per activation, 500 mile range---500,000 mile Kitsune range, and 100 mile radius)
-Solar Flare(250 PPE per activation, duration of 1d6 hours +5 hours per activation, 1,200 mile range---120,000 mile Kitsune range )
-Summon Meteor Shower(150 PPE per activation, duration of 10 minutes per activation, 3 mile range---300 mile Kitsune range)
-Summon Ion Storm--Can generate up to a Level/Magnitude 5 ion storm (150-250 PPE per activation, duration of 1d6x10 minutes per activation, 10 mile range---1,000 mile Kitsune range)
-Gravity Well(550 per activation, duration of 50 minutes per activation, 400 mile range---40,000 mile Kitsune range, 100 mile radius )
-Create Nebula(500 per activation, duration of 10 hours per activation, 20 mile range---2,000 mile Kitsune range, 5 mile diameter)

h) Ion Cannon--(ionization rules courtesy of Henning Rogge)
Range: (Palladium) 4 miles in atmosphere, 12 miles in space
(Kitsune Values) 12 miles in atmosphere, 12,000 miles in space
Damage: 1d4x100 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively unlimited

Auxiliary Craft:
12 Aerospace Fighters
4 Shuttles

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Sat Jan 16, 2021 8:30 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44316
Location: Somewhere between Heaven, Hell, and New England
S-14 Banaka Light FTL Courier/Personal Transport

“The Banaka’s one of those ‘blink and you’ll miss it’ designs you see all over the spaceports doing the odd work of transport. Not big enough to awe you, not fast enough to grab your attention, but serviceable enough to get you places, and filling a performance hole that would be very obvious if there wasn’t just enough ship to fill it.”

“If you’re tempted to turn off the contragrav and try flying on pure aerodynamics. in-atmo, be aware that that big rear engine mass unbalances the center of the gravity. The Banaka has a tendency to try to pitch up over on its back if you’re not attentive on the stick. The problem can be corrected with the addition of canards and some tail control, surfaces, but most people buy the Banaka for its space performance, not its atmospheric handling, so they don’t bother.”

“Looks like somebody’s pre-spaceflight attempt to produce an atmo ramjet fighter, but that big engine housing holds an interstellar drive. Pretty good one, for its time, but the ship was sitting on the knife edge of too heavy and too small. Still, Suraflite was founded by ex-military engineers, and overall performance was and still is better than the majority of civilian stuff. Problem is, there’s an increasing amount of ex-military and paramilitary gear on the market, and those with the cash are springing for the better tech, not civie-rating, even if it is high civie-rate.”

The S-14 Banaka is a older small craft design for a light, fast, intersystem courier. It was introduced a few years after the end of the Automaton Wars by the Suraflite Corporation, a startup firm started by engineers and aerospace technicians demobbed after the Automaton Wars. Using an ex-military refit yard as their initial base of operations, Suraflite focused on producing small transports from unused wartime plans, and had several exceptional designs over its three centuries of operation. The Banaka was developed from design proposals for a light aerospace fighter that was never realized as such, as the times and operational needs changed.
The Banaka wins no medals for looks; it appears as a mishmash of components; a bulbous cockpit canopy on the end of a narrow fuselage, flaring out into a broad delta wing, the centrebody angling up to a slit cooling intake fronting the massive engine pod taking up more than half the mass of the hull, and ending in an oversized venturi. Crew space is little better than a large groundcar’s, though the accommodations do allow for a small relief station in the back of the cabin and enough room to stretch out in and nap. The Banaka’s structure is fairly straightforward and durable, and the ship is fairly easy to maintain.
As an interstellar FTL courier, the Banaka was a flop, lacking the mass and the engine chops for the long runs. Shield strength is nearly bare minimum, and its ability to mount weaponry limited by both the external stress on the structure and by the available power that could be freed up from the energy-hungry main propulsion. However, the S-14 was fairly successful in the shorter, more frequent, core-system hopping of runs of 5-30 light years. Its size limits endurance and seating capacity for all but quick trips(though this is relative; again, FTL civilizations like the CCW consider 40-60 light years ‘close’). The Banaka became one of Suraflite’s better sellers, with over 150,000 examples sold during the company’s run.
In more recent years, the Banaka has been downgraded to a stellacommutta-class transport, though many argue that the S-14 was already among the first vessels of this type, being small and easy enough for private concerns to own and operate for short runs.
Still, the Banaka has proven quite popular, and the ships are common, if oft-overlooked, sight at many spaceports, carrying mail and fares around solar systems and on short hops between adjacent systems . A few law enforcement groups still operate the S-14 as a local space patrol ship, inspection ship and personal transport. The Banaka is also still common as a small shuttle/skiff aboard merchant ships.
Suraflite went out of the spaceframe business roughly a half-century ago and was absorbed as an engine division of Supralumatronics, but its new host firm still manufactures spare parts for existing machines. Supralumatronics didn’t purchase Suraflite’s design rights to many of its spacecraft, so four firms currently produce knockoffs of the Banaka. The Golgan firm Pulwar Aerospaki, Flan’Loure Productions, Nosan Corps, and WZTechyards(USA) all manufacture their own takes on the Banaka.

Type: S-14-034 Banaka
Class: Small Courier/Personal Transport/Stellacommutta
Crew: 1+1-4 passengers
MDC/Armor by Location:
Main Body 1,000
Cockpit 500
Wings(2) 300 each
Forcefield 700
Height: 15 ft
Width: 35 ft wingspan
Length: 45 ft
Weight: 38 tons
Cargo: Small cargo space under the floor of the main cabin can hold 1,000 lbs of luggage and personal gear. If not carrying passengers or extended-duration accommodations for the pilot, the cabin can hold an additional ton of cargo.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:
(Atmosphere) Hover to Mach 5; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 30% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 3.4 light years per hour
(Underwater) Not possible(see Variants)
Market Cost: 9 million credits
Systems of Note:
Standard Shuttlecraft Systems, plus:
*Astro-Navigation Database--- The FTL drive requires a more sophisticated database than orbital mechanics, so the Banaka carries a proper starship navigation database and the ability to pick up on standard Galactic navigation beacons/markers. In general, though, he database only holds coordinates for 7 interstellar locations. New ones must be manually loaded; blind navigation efforts in unknown space are -15% to skill rolls, because the Banaka lacks the long range sensors to properly determine position beyond the galactic navigation networks.

Weapons Systems:
None standard, but can be fitted with two light weapons along the leading edges of the wing roots, and a third facing to the rear under the main engine venturi.

Variants:
Over the century of so Suraflite was in business, they experimented with variations on the S-14. Most of these experiments never saw finalization as production models. Efforts to fit a more powerful Courier Drive into the S-14 frame and push it up to Mach 11, and ideally beyond, resulted in the even more grotesquely mis-proportioned VHVDS-14X which almost killed its test pilots before the effort was scrubbed(though it’s rumored that at least one of the prototypes ended up in the hands of a wealthy collector). Likewise, efforts to mount more powerful weaponry were unsuccessful, and Suraflite eventually stuck to producing the basic reliable model.

At least four firms currently manufacture variants:

*Flan’Loure Productions FLPs-14 ---With its own attempts at breaking into the aerospace fighter market being less than spectacular, FLP decided to try reproducing an old adapted fighter-courier design instead. It’s rumored that Flan’Loure is using the Banaka as practice in manufacturing high performance small aerospacecraft before making another run at the fighter market. FLPs-14s have slightly redesigned lines, often inspired by the company’s previous work in luxury grav-cars, and the engine housings show redesign to accommodate a selection of upgraded powerplants , but these generally show only small improvements in speed(Mach 9.3 in space). One of the better-looking Banaka knockoffs, but no better than the original standard model, with an extra 5-10% increase in price for the Flan’Loure embellishments.

*Pulwar Aerospaki PA/G-14---This Golgan firm was knocking off the Banaka even before Suraflite ceased to exist as a separate company, but neither Suraflite nor Supralumatronics took legal action, so PAerospaki kept on doing it to earn a little extra coin selling to the commercial market. The PA/G-14 uses Golgan drive components and is one of the better-quality and more widely distributed knockoffs of the S-14, having 1,200 MDC main body M-factor and being able to edge up to 36% of light speed. It also has the distinction of being amphibious(able to land and take off from water), which has led to confusion with an amphibious variant produced by WZTechyards.
Pulwar originally sold their PA/G-14 to anybody with the money, but since the Kultural Revolution, Pulwar, eager to prove their loyalty and cash in on the Argosy military buildup, subsequently sells only to Golgan concerns. However, this has left already-sold tens of thousands of PA/G-14s on the other side of the border.

*Nosan Corps nS-14 ---(In)famous for their heavily-automated ‘idiot-proof’ interstellar yachts blamed for an influx of ill-prepared space tourists, Nosan Corps decided to pick up the Banaka design and apply their automation to the nS-14. Their edition of the Banaka is cheaply glitzed up as a ‘scout/adventure ship for the masses’, but inarguably very easy to use, even for novice space pilots(+5% to Pilot Starship rolls, as long as it’s within normal operating parameters). The nS-14 has the capacity for 12 locations in its navigation database, but is -1 to dodge due to its resistance to flying off ‘safe’ parameters, and trying to manually punch in new coordinates is at -20%. However, the nS-14 also sells for about 8 million credits.
Now, in addition to rescuing tourists from planetary surfaces, many space patrols complain about ‘murphy-teasing idiot wannabe space-jockies clogging the spacelanes’. As Nosan is suspected of being a front for organized crime, it’s n small surprise in the law enforcement community that many nS-14s have been captured in small-end smuggling operations.

*WZTechyards WZTs-14---Well-known for rehabilitating older designs, WZT picked up an option to produce the S-14, giving the work to its smaller and newer members, but lending material and sales support. Their WZTs-14s show a wider range of options, especially in powerplants(Including TW), with high-end re-engined models actually reaching the 40% of light speed of military fighters, and FTL speeds of up to 5 ly/hour. The weapons hardpoints are compatible with the ASI/WZT Light Weapons Hardpoint modules, and a second set of overwing hardpoints allows for mounting extra weapons/avionics, including supplemental forcefield generation pods. An amphibious/fully submersible model has sold well to their Saphian allies, but has caused some confusion with a Golgan knockoff.
Almost all the WZTs-14s produced have been sold on the Rim where they are mainly used as in-system jump-shuttles and customs runabouts, or are carried by merchant captains as gigs.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Sat Jan 16, 2021 8:52 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
As an excuse to move a small party between A to B, its a good budget buy. Just fast enough to justify avoiding the real low end hostiles, but not something you want to be shot at in. It doesn't do anything particularly well by modern standards, or even contemporary ones, but you can do far worse.


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 Post subject: Re: Starship designs...
Unread postPosted: Sat Jan 16, 2021 11:01 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
As an excuse to move a small party between A to B, its a good budget buy. Just fast enough to justify avoiding the real low end hostiles, but not something you want to be shot at in. It doesn't do anything particularly well by modern standards, or even contemporary ones, but you can do far worse.


It's a Cessna. Most folks don't look it at twice.
Sure, there are bound to be some hackers who experiment with grafting in new nav computers, or drive systems, but they essentially wind up rebuilding it into something different, and an S-14 in name only(in the 'ax of my forefathers-' sort of deal) and general appearance, and probably at a price higher than purpose-built from scratch or using a more modern spacecraft as the starting point.

Mainly, though, I came across an old scrap-paper doodle of mine that had nice clean lines telling me I hadn't bothered worrying an idea out with pencil before committing to ink, and I decided to stat up a ship from it.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Sun Jan 24, 2021 8:26 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
(This probably should have gone in the EShemarrian thread, since the Kamalians are posted there, but the Kalsa can be considered typical of the low end offshoots of the TGE Flying Fang that can found with offshoots of the Empire).


KmF02 Kalsa Local Space Fighter(Kamalintos)

“The Kamalians have good aerospace fighter crews; being clones they've been slowly but steadily tweaking the eugenics so they’re optimizing a pilot caste, but they’re let down by their fighters, which haven’t shown the same progress. Without a revolution in their tech-base or a big infusion of advanced technology, they’ve about reached the limit of what they can do with the old Fang Seventy-Four frames, and what they currently have is about average for what the smaller teegie-splinter states are doing with their legacy fighters, though I’ll admit the missile-defense turret is interesting. I’d like to see what their pilots can do in the cockpit of a REAL fighter, or at least a more modern one designed with fleshbags in mind.”
---Aval Wingblood, Hawkmoon Eshemarrian

“The Kalsa comes into its own really in atmosphere, but for a defensive aerospace fighter, that’s last resort pessimism in design. If you’re fighting an invader in your own atmosphere, you’re doing planetary defense wrong.”
---Vecta Starshard, Dark Waters Eshemarrian

The KmF02 Kalsa is the primary Kamalin spacefighter. It is a descendant of a handful of Kreeghor Dominion FF-74 Flying Fang fighters that were stolen as part of the complement of the Kirosians’ hijacked exodus transport. Over the centuries, the Kamalins have lost the ability to duplicate and maintain some technologies of the original fighters, and have adapted others in their place. The result is serviceable and fairly robust for the design, and good enough to fend off the occasional rim-marauder, the Kalsa falls short of the curve for more state-of-the-art combat craft being fielded by other polities.
Differences in the design include locally-made powerplants, a set of variable-sweep wings for better inatmo maneuvering, a set of rail guns replacing the g-cannons. The Kalsa is slightly larger and heavier, and does have some extra armor protection, but requires more maintenance owing to its less advanced construction materials(airframe stress is a concern, especially with the violent transatmospheric maneuvers many of the clone pilots like to pull hotdogging). A mini-laser turret is mounted in place of the mini-missile launcher, trading range and fire-and-forget for accuracy, unlimited shots, and the ability to shoot to the rear. Of necessity, the Kamalians have had to replace the variable forcefields with a fixed monoplanar system of lower protective value.
With the Kamalians having reestablished contact with the rest of the Three Galaxies, the faults of the Kalsa have become evident to the more advanced Eshemar. In the event of an attack by another galactic power, especially the TGE, the Kalsa would prove itself long in the tooth going up against more modern aerospace fighters. The EShemar have debated the best course of action to support their Kamalian trade allies: trade them advanced technology and data to update their defense forces, design a new fighter to trade to the Kamalins, or give them third party designs like any of the WZT or PS/ASI fighters they can easily acquire/knockoff.

Type: KmF02 Kalsa
Class: Space Fighter
Crew: One
MDC/Armor by Location:
Main Body 520
Cockpit 100
Laser Cannons(2) 160 each
Rail Guns(4) 75 each
Medium Range Missile Launchers(2) 120 each
Mini-Laser Turret 90
Wings(2)* 120 each
Forcefield 700

*Destroying the wings removes the in-atmosphere maneuvering bonuses.

Height: 14 ft
Width: 40 ft. 55ft with wings at maximum outsweep
Length: 48 ft
Weight: 12 tons
Cargo: Small space in cockpit for a survival pack and sidearm
Powerplant: Nuclear Fusion--The Kamalins lack the ability to produce antimatter.
Speed:
(Atmosphere) Hover to Mach 4; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) None
Market Cost: Exclusive to the Kamalin Defense Forcesm though a few damaged examples have been captured/salvaged by pirates. The Exiles would be willing to sell the ones they have for 40 million credits
Systems of Note:
Standard Aerospace Fighter Systems, plus:
*Enhanced Atmospheric Maneuvering---Swing-wings and multiple extendable airbrakes and control fins give the Kalsa improved handling in an atmosphere; +5% to piloting rolls and +1 to Roll/Dodge.

Weapons Systems:
1) Laser Cannons(2) ---The Kamalins’ techbase has had to substitute slightly larger and less powerful laser cannons, though they also have better range due to the longer barrel focal elements.
Range: 7,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d4x10 MD single blast, 2d4x10 MD
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) Rail Guns(4)---The Kamalins couldn’t duplicate the original early g-cannons, and so have substituted four heavier and more conventional rail guns.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst. 2d6x10+12 MD for a fouble burst from bot guns in a wing, or 4d6x10+24 MD for four cannon firing in synchronization
Rate of Fire: EPCHH
Payload: 2,400 rd drum per cannon

3) Medium Range Missile Launchers(2)---Retained from the original. Each launcher holds four missiles.

4) Mini-Laser Turret---Replaces the mini-missile launcher of the original. This turret doesn’t have the range or salvo capability of the MML, but takes up less space, has an effectively unlimited payload, greater accuracy(at least unless the Kamalins develop/acquire something like the PS/ASI ‘space stinger’ MM), and can revolve to cover the rear arcs of the fighter. More impressively, it has an automated fire mode, allowing the pilot to concentrate on piloting and other actions.
Range: 4,000 ft in atmosphere, 1.8 miles in space
(Kitsune Values: 1.8 miles in atmosphere, 18 miles in space)
Damage: 6d6 MD per blast
Rate of Fire: EPCHH, five shots per melee in autofire mode
Payload: Effectively Unlimited

Variants:
* KmF03
---Missileboat variant of the Kalsa. The lasers are retained, but the rail guns have been removed to save weight for ordnance, and the wing-sweep mechanisms disabled to leave the wings at full extension to allow for each wing to carry four hardpoints for missiles and other ordnance. The cockpit has been expanded to fit a sensor/weapons systems operator behind the pilot, and an extra length of nose added to accmmodate an expanded long range target search and acquisition sensor system. The twin engines have been beefed up to allow the KmF02 to keep up with other fighters; this also means that the fighter-bomber requires even more service time and attention. Besides being a missile launch platform, the KmF03 often acts as an EW sensor platform for formations of KmF02s.
Changes/Modifications:
Crew: Two
MDC/Armor by Location:
Cockpit 150
Weight: 14 tons
Systems of Note:
*Enhanced Sensors----Effective sensing range is 50% greater than standard fighter systems
Weapons Systems:
2) Wing Hardpoints(8, four each wing)---The KmF03 is rather crowded with all eight wing stations loaded, but it carries twice the missile payload of the smaller KmF02.
Each hardpoint can accommodate ONE of the following:
a) 24-shot mini-missile pod
b) THREE short range missiles
c) ONE medium range or lomg range missile

* KmF05---A ‘heavy interceptor’ variant developed to address the loss of the original Flying Fang’s speed(and after the spectacular failure of the promising KmF04X’s engines to work ), the KmF05 does so at the cost of the Km02’s atmospheric agility, and the addition of greater mass in the form of an nlarged booster section. The KmF05 actually exceeds the old FF-74’s speed, but only in space. The KmF05 also seeks to exploit reverse-engineered technologies captured from alien pirates, by incorporating a pair of Exile-style ion cannons. The KmF05 is resource-intensive to produce, however, so it currently equips only a small number of elite spaceborne units.
Changes/Modifications:
MDC/Armor by Location:
Main Body 600
Ion Cannons(2) 100 each
(No wings)
Length: 52 ft
Width: 43 ft
Weight: 18 tons
Speed:
(Sublight) Mach 11
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 1.1% of light speed per melee)
Weapons Systems:
5) Ion Cannons(2) --- Initially scavenged, then later reverse-engineered, Exile Beetle Fighter ion cannons are mounted where the wing pivots would be on a Km02.
Range: 1.8 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 2d4x10 MD per blast, 4d4x10 MD double blast(noth cannons firing simultaneously)
Rate of Fire: EPCHH
Payload: Effectively Unlimited

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Sun Jan 24, 2021 11:12 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
For what it is and its tech level, its not bad, but 'modern' standards have moved on enough that its simply too obsolete to be able to even contest TGE attackers. It can ward off the usual array of rim-riffraff, but they really do need to replace it with something that can actually move and take a few more hits.


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 Post subject: Re: Starship designs...
Unread postPosted: Mon Jan 25, 2021 12:01 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44316
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
For what it is and its tech level, its not bad, but 'modern' standards have moved on enough that its simply too obsolete to be able to even contest TGE attackers. It can ward off the usual array of rim-riffraff, but they really do need to replace it with something that can actually move and take a few more hits.


Indeed. The Shemarrians, who are their main(only) galactic trade partner at this point again face the question do they give the Kamalians the tech to upgrade, and some pointers on how best to do it, design a fighter for them and offer to trade it to them, or hook the locals up with somebody else's designs?
As much as they like the female clone society of the Kamalians, there's indications that the current matriarchy dynastic clone-regime may be abusing its powers, and arming the Kamalians might be helping a tyranny.On the other hand, somebody nastier than the Exiles is bound to come along, and probably at a time the Shemar couldn't protect the Kamalians.
It's like the United States in its arming of the Shah of Iran in some regards. Who do you trust more, the oil- and warm water port-seeking Soviets, or the police state autocrat?

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Thu Feb 18, 2021 9:43 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44316
Location: Somewhere between Heaven, Hell, and New England
Zyganian Imperial Space Forces
Zhokar-class Frigate

“The Zhokar’s halfway between a Scim and a Berserker in terms of performance and capability....being better armed than a Scimitar, Zhokar crews tend to be rather more aggressive than their CCW counterparts, and rather more conservative than the TGE crews....Deployed as escorts, they can take the fight out to a marauder, but if an enemy’s smart, and the Zyganians careless, that can be used to lure the Zhokars out away from their charges, where they can be outflanked and overwhelmed. Their ECM’s nothing to sneeze at, but if the Zyganians fall behind on updating the gear, that jamming wall becomes so much electronic tissue paper...and that’s when they’ll be wishing for more old-fashioned PDS firepower...”

“Wanna start a fight with Zyganian Fleeters? Remark within earshot of them how much like something the GOLGANS would design the Zhokar looks like and start dodging fists.”

The Zhokar-class Frigates are among the newer vessels in the expanding Zyganian Imperial StarForce. The Zhokars are produced locally by Zyganian industry, but they owe much of their design to the CCW Scimitar-class, courtesy of expatriate Zyganians, who had taken refuge in the CCW, returning after the liberation from the Golgans. Working from their own experiences in the CCW, as well as several older Scimitars bought surplus from the CCW, the Zyganians managed to copy the more critical systems(engines, shields, basic frame), but customized the configuration to suit their needs for a light, hard-hitting warship that could be produced in quantity.
Though sharing many of the components of the Scimitar, the Zhokar looks decidedly different; a fat stingray hull with two upswept wings, two protruding prong-like weapons turrets, and a trailing rear stinger/tail spike. A small hangar bay is inset below the stem of the tail, between the engine emission vents. This placement makes small craft operations decidedly difficult, especially if the frigate is moving at speed; between the propulsion turbulence and the EW system operating, inexperienced pilots can quickly lose fine sensor lock on the bay landing directors, resulting in the need to make multiple passes to line up properly. The ZISF has subsequently added a small tractor beam mount to help grab hold of fighters on approach and haul them in.
Compared to the Scimitar, the Zhokar is slightly faster, and has a harder-hitting complement of heavy weapons, but carries fewer fighters and less point-defense. The Zhokar also has a greater degree of stealth and EW protection, trusting in its ability to jam enemy targeting sensors and evade return fire than on point defense. This is in keeping with the more aggressive tactical doctrine favored by the Zyganian Imperial StarForce; captains are encouraged to keep their vessels moving and mobile, avoiding enemy fire, and closing to inflict their own damage on the opposition.
Interestingly, the Zhokar has an amphibious capability, more pronounced in some of the variants. This ability is rumored to be a pointed threat to Golgan worlds, suggesting that the Zhokar can be used to make direct strikes against Golgan maritime assets.

Update: Post-Minion War, the Golgan ‘retribution raids’ severely damage the orbital shipyards producing Zhokars. While the ZIBS seeks to repair or replace the affected facilities, adhoc Zhokar production lines have been set up by converting civilian shipyards inside the Zylan inner defense perimeter. The ZISF has also started buying PS/ASI-SFG25 BlackJack-class Frigates through their WZT contacts.

Type: ZFG-05 Zhokar
Class: Frigate
Crew: 50 +25 Marines
MDC/Armor by Location:
Main Body 2,200
Bridge 900
Forward Weapons Turrets(2) 400 each
Point Defense Laser Cannons(6) 150 each
Main Engines(2) 1,000 each
Variable Forcefields 1,000 each side, 6,000 total

Height: 85 ft
Width: 140 ft; wingspan of 300
Length: 500 ft
Weight: 10,000 tons
Cargo: 1,000 tons
Powerplant: Advanced Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 10
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) The Zhokar can actually land/take off from water, maneuver underwater, at a speed of 32 knts, and dive to depths of 800 ft.
Market Cost: 360 million credits/Zyganian guildars
Systems of Note:
Standard Starship Systems, plus:

*EW Suite---The Zhokar carries an advanced EW suite for its class. Communications Jamming has a 10,000 mile range, is 90% effective against civilian systems, and is 65% effective against more sophisticated channel-jumping military communications suites. Missiles and sensor-guided weapons are -4 to strike.

*Tractor Beam--- Effectively rated for 1,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Range: 2 miles

Weapons Systems:
1) Medium Laser Cannons(2)---The Zhokar mounts two medium-class laser cannons, one coupled to one of the medium gravity cannons each in a large forward turret. These cannons are 50% more powerful than the Scimitar cannons and emphasize the more aggressive stance of Zyganian crews and doctrine.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 3d6x100 MD per cannon
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

2) Gravity Cannons(2)---The Zhokar mounts two medium-class gravity cannons, one coupled to the two medium laser cannons each in a large forward turret facing forward.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x100 MD per burst
Rate of Fire: ECHH
Payload: 600 bursts per turret

3) Point Defense Laser Cannons(6)
Range: 12,000 ft in atmosphere, 36,000 ft in space
(Kitsune Values: 8 miles in atmosphere, 800 miles in space)
Damage: 2d6x10 MD per single barrel burst, 4d6x10 MD for a double-barreled blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

4) Long Range Missile Launchers(2)---Mounted in the wings are two LRM launch bays
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-12. up to 4 times per melee
Payload: 200 LRMs, 100 missiles per launcher; additional missiles may be carried and loaded from cargo, but will take at least 15 minutes(1 ton of cargo per 12 missiles)

Auxiliary Craft:
2 Shuttles
4 Fighters

Variants:
Four major service variants of the Zhokar exist, though not in any great numbers, plus several experimental variants that saw only one-off production and testing:
* ZFG-05B----A dedicated surface-attack version, this variant does away with a fighter complement in favor of additional missile bays, adding a third launcher bay with another 100 LRMs.

*ZFG-05C---This version does away with the gravity cannons in the forward turrets, mounting two medium laser cannons instead; this increases firepower, but reduces the effectiveness of the ship against energy-shielded opponents.

* ZFG-05H-A deep-penetration raider equipped with heavier missile weaponry, more advanced stealth systems, and a more powerful drive system. The ‘H’-model sports two cruise missile launchers, each with 30 missiles each, and able to launch them in volleys of 1-10 each. The Zhokar can also hit real-space speeds of up to Mach 11. Details on the deployment of the few ‘H’-models produced so far are scant, but ‘special operations’ squadrons along the Golgan border seem most likely.

* ZFG-05Ind---Amphibious combat variant that mounts, in addition to the LRM launchers, a set of heavy torpedo launchers(100 each). These weapons include not just direct-fire anti-ship marine weapons, but sensor RVs and remote-deployment mines. It has long range sonar, can make 36 knts underwater, and dive to 1,400 ft. As with the ZFG-05H, details on the deployment are scant, but ‘special operations’ squadrons along the Golgan border seem most likely.


* ZFG-05E(x)---An experimental variant used to deploy-test new plasma weaponry; the LRMLs have been removed to make way for two powerful plasma cannons( 7 mile range inatmo, 14 miles in space, 2d4x100 MD to a 300 ft wide area). The ZISF ultimately concluded that plasma weapons were of limited effectiveness against spacecraft and the tendency of the plasma cannon to act as reaction thrusters when firing hampered speed and handling so much that proposals to use them as ground attack craft were discarded. The ‘Fire-Zhok’ refit also proved unpopular with crews who disliked losing the missile launchers and their ‘fire and forget’ capability. The few produced were withdrawn from service and mothballed by the ZIBS for further consideration.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Fri Feb 19, 2021 12:17 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
Interesting trade off. The Golgans are infamous for having some of the worst missiles on the notable galactic powers, so skimping on PD isn't as bad an idea as normal. The LRM batteries more than makes up for it though, and they have no end of versatility.


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 Post subject: Re: Starship designs...
Unread postPosted: Fri Feb 19, 2021 9:34 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
PS/ASI-SCV25 “Goupillon” Light Escort Carrier
(aka ‘Goup’, ‘Black Pill’, ‘Black Guppy’. ‘Preggy’)

“The Goup fans are quick to claim that their ships are able to operate the newer and larger strike craft right out of the box, and they have better passive stealth to boot, but the adherents of the Saggie point out that their ‘box car’ hangar bays can be more easily replaced completely, whereas the Goup has to have major hullwork to rework their bays. That gets the Goup-groupies talking about cost and maintenance and the Saggers about battle speed and armament. They can go on longer than most starship combats.”

“As long as at the end of those arguments I have something competently designed to guard my flanks, give me eyes forward, knives where I need them, and a quiver for my arrows.”
---Anonymous Alliance Joint Command Fleet Commodore.

This is the escort-carrier conversion of the Blackjack frigate, development of which was instigated by economics; some in the USA AJC’s procurement policies departments expressed doubts about the wisdom of shelling out heaps of credits for the older, and some felt overbuilt, Sagadag, when there were so many new worlds that needed covering with a limited military budget. This immediately started several near live-ammunition firefights in the AJC over proponents of streamlining logistics with a less expensive and more easily produced Blackjack derivative, and adherents of the older and more expensive, but also faster and more durable, Sagadag. Ultimately, ease of maintenance issues decided in favor of a carrier-conversion of the later tech-generation Blackjack to produced for the systems and mercantile protection role, while a more limited funding program would work on updating the higher performance, but currently higher upkeep, Sagadag design for continued FDF and EFR use.
The PS/ASI-SCVE25 as it has emerged, rebuilds the centerbody of the Blackjack into a more bulging, ovoid shape to accommodate the expanded hangar bays, two on each side, dorsal and ventral, with an inner third deck between them serving as general stowage and maintenance for embarked fighters and other small craft. The slightly larger size of the Goupillon over the boxy Sagadag means that the ‘Goup’ can just as easily, if not more so, accommodate the larger and later aerospace strike craft such as the Mammatan and the Jatar. The extra mass-to-speed penalty has been offset by the Goupillon adopting a tri-thruster engine configuration similar to the Sagadag’s, but using the lower-powered but more durable units of the BlackJack. The Goupillon retains, and even improves on, the stealth characteristics of the Blackjack, which has proven useful in surprising bandits and raiders.
The Goupillon keeps all the armament of its Blackjack kin, but the rebuilding of the hull has led to the weapons placement being changed, to allow the armaments the same full play of fire. Though not expected to slug it out ship to ship, United Systems Alliance crews know that on the Rim, ship to ship combat with support elements happens more frequently, despite clever fleet configurations, than anybody cares to admit.
The larger crew of a Goupillon over the Sagadag means less stress during regular operations, provides an extra pool of technical support for the hangar crews, and allows for more training opportunities for Alliance member world recruits, many of who hail from worlds without much previously in the way of starfaring tradition or capability.
While the Sagadag continues to soldier on with more focused combat formations such as strike groups and raider units, where speed and firepower are valued more, and deployment times are less, the ‘Goup-coupe’ is becoming more common in system defense flotillas and patrol groups.

Type: PS/ASI-SCVE25 Goupillon
Class: Light Escort Carrier
Crew: 125, + 45 aerospace complement
MDC/Armor by Location:
Main Body 5,000
Heavy Laser Batteries(2) 500 each
Heavy Rail Cannons(3x2) 950 each
Point Defense Turrets(8 ) 100 each
Bridge/Forward Hull 2,000
Main Communications/Sensor Array 700
Engines(3) 3,500 each
Hangar Bays(4) 900 each
Variable Forcefield 1,000 per side, 6,000 total

Height: 100 ft
Width: 250 ft
Length: 550 ft
Weight: 23,000 tons
Cargo: 900 tons internally in the main hull
Powerplant: Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9.5
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.95% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: 500 million credits
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
*Enhanced Sensors----The Blackjack mounts a sensor suite slightly more powerful than those typical of its class, and has 25% better range(effective -Fleets of the Three Galaxies- range of 320,000 miles)
*Laser Targeting-------250,000 miles
*Communications Suite:---Long Range Radio and Video
* Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*EW Jamming Systems---In combat, the Goupillon will attempt to use its electronic warfare suite to confuse enemy sensors as to the ship’s exact position and activity. Communications Jamming has a 10,000 mile range, is 90% effective against civilian systems, and is 65% effective against more sophisticated channel-jumping military communications suites. Missiles and sensor-guided weapons are -4 to strike.

*Passive Stealth Systems----The Goupillon uses passive stealth systems to reduce its sensor signature by as much as 45%, but in order to achieve this, the ship cannot be under acceleration, and its engines must be running ‘cold’.

*Tractor Beam Emitters(4)---- Considered optional on the Blackjack, but made standard on the Goupillon to aid in fighter/shuttle recovery operations. Effectively rated for 1,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Range: 25,000 ft

Weapons Systems:
1) Heavy Laser Batteries(2x2)---Mounted in twin turrets are two heavy twin-barrel laser cannon. These are bulkier and weaker per shot than the Scimitar’s main batteries, but improved cooling and more up-to-date power delivery systems improve rate of fire.
Range: 10 miles in atmosphere, 40 miles in space
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 2d4x100 MD per single blast, 4d4x100 MD per double blast
Rate of Fire: Three times per melee
Payload: Effectively unlimited

2) Heavy Cannons(3x2)---Originally mounted on two external pylons, the two triple-cannon clusters of kinetic kill rail cannons of the Blackjack are now placed in less vulnerable turrets. The USA AJC recognizes the usefulness of kinetics in defeating various energy-resistant opponents, and the ability to fire flak shells is also very handy
Range: 10 miles in atmosphere,40 miles in space
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst; 3d4x100 MD per triple cannon burst
(Exploding/Fragmenting Fletchette): 3d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon

3) Laser/Mini-Missile PDS Turrets(8 )----These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
There was some talk of outfitting the first Goupillons with new micro-missile-firing cannon, but the ability to fire the S-Sting smart mini-missile and x-ray laser warheads won out.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike

4) Modular Weapons Turrets(4) ---In place of the four particle beam weapons turrets, PS/ASI decided to install modular mounts similar to those carried by various craft such as the Sunchaser and Roswell. This allows for quick repairs, upgrades, customization, and mission-tailoring of the ship’s weapons configuration.
a)Particle Beam Cannon
Range:(Palladium) 5 miles in atmosphere, 20 miles in space
(Kitsune Values)5 miles in atmosphere, 500 miles in space
Damage: 3d6x10 MD per blast
Rate of Fire: Four times per melee
Payload: Effectively unlimited

b)Ion Cannon
Range:(Palladium) 4,000 ft, 16,000 ft in space)
(Kitsune Values) 1 mile in atmosphere, 100 miles in space
Damage: 2d4x10 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively unlimited

c) Plasma Cannon
Range: (Palladium) 6,000 ft, 24,000 ft in space
(Kitsune Values) 1.2 miles in atmosphere, 120 miles in space Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

d) Rail Gun
Range: (Palladium)5 miles, 10 miles in space
(Kitsune Values)5 miles, 500 miles in space Damage: 2d6x10 MD per 50 rd burst; can only fire bursts
Rate of Fire: Four times per melee
Payload: 8,000 rd drum

e)Tachyon Scattergun
Range: (Palladium)1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 2d4x10 MD per single cannon firing
Rate of Fire: EGCHH
Payload: Effectively Unlimited

f) Plasma Torpedo Launcher
Range: (Palladium)10 miles in atmosphere, 20 miles in space
(Kitsune Values) 10 miles in atmosphere, 10,000 miles in space
Damage: 1d6x100 MD to an 80 ft diameter blast radius
Energy ‘torpedo’ has a disruption MDC of 30
Rate of Fire: Every other melee
Payload: Effectively Unlimited


Auxiliary Craft:
*24 Aerospace Fighters(standard complement)
*4 Shuttles



PS/ASI ‘Oyumi’ System Defense Missile Frigate
(aka ‘Xecutor’)

“I didn’t think it was possible for anybody to design an uglier ship than the Larna-Pe, but Aegis Stellar Industries did. Simply put, the Oyumi looks like somebody forcefed a Javelin missile cruiser until it was nearly bursting at the seams, then cut off its head. Good thing its ugliness is matched by its effectiveness as an in-system scrapper.”

“Yeah, so it’s ugly, so what? If bad aesthetics cause some marauding galactic fancipants mental pain and suffering enough to skew their piloting, targeting, or planning, I’m all for ugly! Let the gref-####ers bleed from the eyeballs if they come invading!”

“The Oyumi’s part of the program hardening the USA systems against en mass attacks, like laying out a nitrocellulose doormat for any unwelcome visitors who come a-calling.”


“Busiest crew on the Oyumis? The ordnance personnel. More missiles mean they have to spend more time, even with the automation, status-checking the birds and bombs to make sure they’re ready to fly if the balloon goes up. We got more missile payload than ships more than twice our size. Only problem is we got the old launchers; it would be nice, if we had to, to be able to flush our full payloads a lot faster if we had to.”

“Think Gremar’s still an easy hit? Think again; Shad Dmar and Captain Maks hooked up and thought they’d go in and see if the rumors about Gremar hosting a new outcorp orbital depot were true and they’d raid it if it was. Shad took in his Warshield first; Maks saw what happened to him and described it as ‘running into a wall of suns’. Captain Maks barely got out of there herself with her ship intact. Word now is Gremar’s got shiny ugly new monitors that nuke-spam anything hostile that tries to call. So cross Gremar off your opportunity list.”

The Oyumi-class System Defense Missile Frigate is a missile-armed warship intended to replace the Orion II System Defense Monitors and Falx Missile Destroyers used by some USA star systems as their level of technology state-of-the-art improves.
Derived from the Javelin, the Oyumi removes the forward bridge/habitation pod, moving the crew quarters to a thicker semi-cylindrical segment behind the weapons wings. From the front, the Oyumi has the appearance of a slightly squashed ‘x’. As the Oyumi is meant for system defense, and rarely if ever, operates away from the worlds/facilities it is charged with protecting, the vessel cuts back on the amenities usually carried by long-range fleet patrol warships, as it is assumed the crews will have shorter patrols and be able to use offship facilities. Automation has further reduced the number of required crewmen as secondary purposes have been dropped from what is a dedicated System Defense Monitor.
In place of the removed mass, the Oyumi beefs up the armament and armor. The four ‘missile wings’, so distinct to the Javelin, have increased in size and ammunition capacity. The ends still mount weapons turrets, but these too have been improved, The point defense systems have been retained from the Javelin, but these have been moved to positions on the ‘wings’, maximizing the amount of defensive fire the ship can use to cover itself.
While fitted with military-grade contra-gravity drives, the Oyumi’s FTL drive system is modular, and typically only used for ferry purposes. Most operators have the FTL module removed upon reaching the assigned system posting.
Together with the Spencer-class frigates, the Oyumis are becoming more common in the defense flotillas protecting USA worlds.

Type: PSS/ASI-FGMS-41 Oyumi
Class: System Defense Missile Frigate
Crew: 56+ 10 man Stelmarine security contingent
MDC/Armor by Location:
Main Body 35,000
Bridge 10,000
Main Engine Bloc 9,000
Auxilary Engines(2) 3,500 each
Medium Turrets(4) 500 each
Point Defense Turrets(12) 100 each
Missile Launcher Wings(4) 2,000 each
Hangar Bay 1,000
Variable Forcefield 3,000 per side, 18,000 total
Height: 120 ft
Width: 220 ft
Length: 350 ft
Weight: 90,000 tons
Cargo: 1,000 tons
Powerplant: Nuclear Fusion, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric(but rarely enters atmosphere/gravity wells).
(Sublight) Mach 12
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.2% of light speed per melee)
(FTL) 4 light years per hour (FTL capability is typically removed once on station)
Market Cost: 700 million credits
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
*Enhanced Sensors----The Oyumi mounts a sensor suite slightly more powerful than those typical of its class, and has 25% better range(effective -Fleets of the Three Galaxies- range of 320,000 miles)
*Laser Targeting-------250,000 miles
*Communications Suite:---Long Range Radio and Video
* Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*EW Jamming Systems---In combat, the Oyumi will attempt to use its electronic warfare suite to confuse enemy sensors as to the ship’s exact position and activity. Communications Jamming has a 10,000 mile range, is 90% effective against civilian systems, and is 65% effective against more sophisticated channel-jumping military communications suites. Missiles and sensor-guided weapons are -4 to strike.

*Passive Stealth Systems----The Oyumi uses passive stealth systems to reduce its sensor signature by as much as 40%, but in order to achieve this, the ship cannot be under acceleration, and its engines must be running ‘cold’.

Weapons Systems:
1) Heavy Missile Launchers(4)---Rather than a fixed weapons configuration as with the Javelin, each of the Oyumi’s four ‘arms’ or ‘wings’ holds space for a heavy missile launcher and a capacious supply of ammunition for it. The Oyumi doubles, or triples in some cases, the missile capacity of each launcher type, allowing the ship to stay in combat longer without having to retreat to reload(since, in its role as a systems defense ship, its logistics would be nearby and vulnerable).
a) Cruise Missiles
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 4, 5, or 10
Payload: 80 missiles per launcher

b) Long Range Missiles
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 4, 8, 16, or 32 per launcher
Payload: 320 LRMs per launcher-pod

c) Heavy Nuclear Missile Launcher--These weapons were developed from early efforts to create an Alliance equivalent of the Galactic-level Cruise Missiles. The effort wasn’t entirely successful; the weapons have the range and warhead yield, but lack the advanced targeting and AI systemry of their galactic counterparts. They are also very large weapons, roughly the size of small SLBMs, making them fairly easy targets for Three Galaxies-standard point defense systems. To compensate for their lack of accuracy, PS mounted the heaviest nuclear warheads they could come up with in the Long Lance II missiles, counting on pure brute city-buster force to carry the day when more precise targeted strikes cannot. Paladin Steel has retained these weapons for special attack purposes, such as orbital platform strikes and attacks on massed enemy formations. These weapons are designed strictly for deep space use, and are NOT for use on surface targets; such use is BANNED by PS/VFS/GNE policy.
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: 2d4 x 1,000 MD to a 2.6 mile destruction radius in space
Rate of Fire: Volleys of 1,2,3,4, or 6
Payload: 24 missiles per launcher

d) PS Long Lance IV---PS still manufactures and updates this massive missile . This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses.
Range: 1500 miles(6,000 miles in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: 2d4 x 1,000 MD to a 2.6 mile destruction radius in space
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees

e) Heavy Nuclear ‘SunBombs’---These are the heavy PS/ASI-made weapons used exclusively by their forces
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Payload: 24 missiles per launcher

f) X-Ray Laser Bombs
Range: 1,000 miles(4,000 miles in space)+laser range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+laser range
Damage: 1d4x1,000 MD laser blast; range 70 miles(Kitsune Value: 70,000 miles). Laser-reflective armors do NOT halve X-ray laser damage.---One-shot weapon that destroys itself in the process of firing.
Advanced models can target as many as 10 separate targets within range simultaneously.
Payload: 36 missiles per launcher

g) Plasma Jet Bombs(aka ‘Casaba Howitzer’, or ‘Sunspot Bomb’)---A cousin of the X-Ray Laser Bomb and predecessor to the Plasma Torpedo, the Plasma Jet Bomb is essentially a shaped nuclear charge, generating a conical wave of super-excited plasma and radiation. The Plasma Jet Bomb lacks the range and multiple target engagement capability of the laser mine, but because it doesn’t expend all its force in all directions, it can produce higher damage than a regular omni-directional plasma warhead.
Range: 1,000 miles(4,000 miles in space)+plasma range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+plasma range
Damage: 1d6x1,000 MD plasma blast; range 30 miles(Kitsune Value: 30,000 miles), in a cone 30 degrees wide. The radiation also has a 60% chance of blanking out the target’s sensors for 1d6 melees---One-shot weapon that destroys itself in the process of firing.
Payload: 36 missiles per launcher

h) Decoys---Decoy or ‘noisemaker’ warheads are also often used to increase the difficulty of successful missile interceptions, by confusing sensor returns and jamming radar and lidar accuracy. Although this does mean fewer ‘live’ warheads can be carried to make room for the decoy rounds, against technological opponents the ‘fakers’ can increase the changes of successful volley penetration.
Payload: Each decoy is the size of an LRM

2) Medium Weapons Turrets(4)---Each missile launcher wing ends capped with a medum weapons turret, compatible with WZT/ASI Medium Starship Mounts. The positioning of the turrets gives them a wide arc of fire around the frigate.
a) Laser Cannon
b) Particle Beam Cannon
c) Plasma Torpedo Launcher
d) KK Rail Cannon
e) Heavy Tachyon ScatterGun

3) Point Defense Turrets(12) ---The placement of these PDS turrets(2 on each ‘wing’, four placed equidistant around the stern) means that any target approaching the monitor can be targeted by at least two, perhaps as many as four, turrets simultaneously.
a) Pulse Lasers(LC-3x) ---These are rather more powerful than the standard PDS options, but fit the same sockets.
Range: 1 mile in atmosphere(4 miles in space)
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: EGCHH, or auto-fire; 6 attacks per melee
Payload: Effectively unlimited

b) Slayer -D Quad- Laser Cannon(PS-RFL-40D)---A slightly more powerful quad-laser system with a higher rate of fire. Another fitting that could be socketed into the standard PDS mount, but which isn’t always available to all shipyards doing workups.
Range: 6,000 ft in atmosphere(4 miles in space)
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Mega-Damage: 2d10 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), or 4d4x10 MD medium burst (eight shots, two from each barrel in sequence).
Rate of Fire: EGCHH, or auto-fire; 6 attacks per melee
Payload: Effectively unlimited

c) Laser/Mini-Missile PDS----These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile

d) 30mm Anti-Aircraft Flak Cannon---- Heavier automatic cannon with a slower rate of fire, but a heavier shell, modified for space, and mounted in a dual-mount.
Range: 10,000 ft in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst. DOUBLE for both cannon firing simultaneously.
Rate of Fire: EGCHH, or auto-fire; 6 attacks per melee
Payload: 1600 rds, 800 rds per cannon
Radar Targeting Bonus: +2 to strike

e) Rail Gun PDS--As per the FRAM upgrades

f) Particle Beam PDS--As per the FRAM upgrades

g) Ion Cannon PDS--As per the FRAM upgrades

h) Pulse Laser PDS--As per the FRAM upgrades

Auxiliary Craft:
2 Shuttles

Variants:
*PSS/ASI-FGMS-41B ---(aka ‘Boom-Flower’, ‘Plasma-Rose’) This variant apes the Javelin’s -07D in mounting heavy plasma torpedo launchers in place of the missile launchers.
Changes/Modifications:
1) Tractor Beam Projectors(8, two on each wing) ----Intended less for grabbing hold of other ships and more for guiding the Plasma Torpedoes. Rated at 500 tons haul weight.
Range: 5 miles in space(NOT usable in atmosphere)(Kitsune Values: 5,000 miles in space).

2) Plasma Torpedo Launchers(8, two on each wing)---These are direct-fire weapons that fire bolts of plasma trapped in a temporary magnetic ‘shell’ centered on an evaporated ‘seed’ of ultra-dense deteurium ice, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(this is how the ship’s gunners can manipulate their energy projectiles at short range and correct their course....each of the launch arrays’ mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 20 miles in atmosphere, 200 miles in space
(Kitsune Values: 200 miles in atmosphere, 200,000 miles in space)
Damage: 1d6x100 MD per blast to 100 ft blast radius
Rate of Fire: Each array can launch volleys of 1-8 torpedoes, twice per melee
Payload: Effectively unlimited

A mine warefare/battlite tender variant of the Oyumi is also supposedly under consideration.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Sun Feb 21, 2021 9:08 pm
  

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Zyganian Imperial StarForce Phantax-class Battleship
“Much as we may love the Zortax, the fact is, it’s a known quantity and a big lead floater at that. The Golgans can practically sense all the way across Zyganian space with their big arrays just behind their borders, so they know where our fleet heavy assets are all the time, while we can barely scratch the surface, intelligence-wise, of what’s going on inside the massive expanses of the Republik. We cannot afford to get complacent; we must push our state of the art to counter whatever the Golgans come up with next, ALL THE TIME.”
---Vice Admiral Slenen Tosh, ZISF

“I dislike the diverted funding for the Phantax program being dubbed the ‘fat tax’, with the implications that it’s some sort of bloated pet project. These ships are not some fiscal boondoggle Bureau of Ships has cooked up to curry favor with the Hy-Admirals, it may very well be VITAL to our future survival as an independent star nation.”
---Internal memo, ZIBS, regarding funding allocation.

“Looks like a muk-sow, hits like a bisoron. Now if only we can get these ships across the galactic arm without the Golgans noticing, and in position to spring a nasty surprise on THEM for once.”


The Phantax BB is the latest commissioned warship class in the Zyganian Imperial StarForce. Though Zygania’s admirals are still preening over the Zortax-class Battle Carriers that are the pride and joy of the ZISF, there are some in the Imperial Bureau of Ships who are looking ahead with trepidation to the future...and some believe the future is not looking good for Zyganian security. The Phantax-class was drawn up to address some of the design and doctrinal flaws already identified in the Zortax. However, the real fire that got the ZIBS jumping was worrying intelligence reports on a new Golgan capital ship class, the Sylnor, which has the less-bombastic young turks in the ZISF very concerned. If the Republik is re-arming, with powerful new weapons, for a renewed campaign to rebuild their buffer zone of satrapies, the Zyganian Empire, who has been poking the Golgans in the eye at almost every opportunity, are likely high on the Argosy’s hit list.
Even though ZISF budgets are tight with new ship construction and upgrades, a few highly-placed ZIBS administrators have quietly managed to cut enough funds loose to contract WZTechYards to help them design and construct a new capital ship class. Fearing that the Golgan Argosy is likely watching known Zyganian shipyards, these fleet planners have decided to eschew local business patriotism in favor of security-minded pragmatism in having the work on Zygania’s latest secret weapons system done far outside the area of Zyganian/Golgan interests, At a secluded WZT shipyard far(so it is hoped) from the prying eyes of Golgan spies, WZT engineers, ZIBS officials, and Regmo Armaments shipwrights have been putting together the prototype Phantax-class Battleship. Any outsiders discovering the work are told that the new ships are being built for other clients.
The plan is to construct, test, shakedown, and fit out at least three Phantaxes in a WZT-owned desert system, then quietly jump them back to Zyganian space to be officially commissioned into service. A complete set of duplicate yard tooling will also be bought from WZT and quietly transported to sites inside Zyganian territory to allow the ZISF to produce their own Phantaxes. That is, if all goes well.
The ZISB officials realize that the whole Phantax program is risky, from a logistics point of view(despite their good working relationship with WZT), from a cost perspective(they’ve had to engage in some squirrely financial footwork to get and conceal the funding for the new battleships) and politically. However, the more astute in the ZISF’s milintel are forecasting bad tidings for the Empire if the Golgan Republik really is planning a resurgence campaign.
(They’re partially right; if Golgan Argosy’s New Fleet manages to seize the Altess Dynasty and hold it for ransom, Gaus Binjo will use the revenue to pay off the Fleet’s construction bill, then launch a large scale fleet expansion program, the new ships being used to deal with the more troublesome sub-polities along the Republik’s borders first, then start securing new territorial footholds...the Zyganian Empire, with its history of agitating its late occupiers, is high on the list. At best, the Zyganians would have ten-to-fifteen years before the Argosy launches a serious campaign to shatter Zyganian sovereignty).

Named for armored war-steeds of Zyganian legend, the Phantax has an appearance resembling a football; a pointed ovoid with multiple armored blisters and hooded engines breaking its surface. Armor and sheild strength are heavier than that of a TGE Executioner-class battleship, but still less than that carried by the Phantax’s expected opponent, the Golgan Sylnor battleships. The Phantax does have an edge over the Golgan warship in speed, allowing for faster intercepts(or escapes). It is hoped, though, that the lower cost of the Phantax will allow the ZISF to ultimately field more Phantaxes than the Golgans are willing to commit Sylnors to the Zyganian front when it turns hot again.
Armament, as expected, is heavy, with an emphasis on ship-killing in a fighter- and missile-dense environment. While initial plans were to mount as many heavy particle beam turrets, using weapons already in production for the Zortax, as possible, these plans were scaled down to make room for a heavy battery of faster-firing lasers, and a more than substantial mixed heavy missile armament. Point defense is fairly standard type, if bristling, and has been jucied up with the installation of several kinetic kill cannons inspired by PS/ASI designs.
Avionics-wise, the Phantax is not exceptional(with teh exception of its WZT-designed fire control systems), with sensor and communications capabilities that are more or less standard for the ship category and tech level of the Zyganian Empire. Here the Sylnor as a designed command battleship and flag-carrier may decisively outstrip the Phantax, but only if it is commanding a battlegroup that can be coordinated to harry the ZISF warship and its own escorts.
Auxiliary craft complement aboard the Phantaxes is token, as it is expected that the battleships will operate as part of a battlegroup with dedicated carrier assets.

Update: Post-Minion War, the Zyganian admiralty’s fears turn out to be justified, at last partially. Goaded by their defeat over Altess Prime, the Golgan Argosy switches targets and goes for Zygania instead. Though it’s not an invasion proper, the Golgan Sylnor-led attacks devastate the Zyganian Navy’s ability to build and refit new capital ships. The Phantax project takes on new importance as the ZE scrambles to rebuild its defenses and find its footing again. However, Zyganian government dithering on the best course to take has led to concerns about funding for the Phantax programme, beyond what has already been set aside(in escrow) for the first three units.
With the completion of the first two warships, the ZISF is also facing another issue; how to get the ships across the galaxy without the Golgans learning of them, now that open hostilities have broken out between the two polities. The ZISF has dispatched a number of naval personnel to crew an assembling flotilla of ships purchased/acquired by the Zyganians and which will ideally convoy the battleships back to Zyganian space. The problem is how much time do the ZISF crews spend orienting themselves to their new vessels before setting out when both the new hulls and trained personnel are urgently needed back home.

It is unknown if WZT will be allowed to duplicate the Phantax design for its own use/sale, but most aerospace industry experts believe that exclusivity is part of the Zyganian contract, making it unlikely that other polities will be able to acquire Phantax-class ships.

Type: WZT/ZISFS-BB-07 Phantax
Class: Battleship
Crew: 780 +25 man aerospace group and 60 marines
MDC/Armor by Location:
Main Body 180,000
Bridge 20,000
Main Engines(6) 10,000 each
Grand Batteries(3) 3,000 each
Heavy Laser Batteries(6) 2,000 each
Cruise Missile Launchers(3) 2,000 each
Long Range Missile Launchers(10) 500 each
Kinetic Kill Cannon Turrets(8 ) 900 each
Point Defense Turrets(60) 400 each
Hangar Bays(2) 3,000 each
Variable Forcefields* 11,000 per side(66,000 total)
*Shield Refresh Rate is 15% per melee
Height: 3,000 ft
Width: 3,000 ft
Length: 4,000 ft
Weight: 35 million tons
Cargo: 2 million tons
Powerplant: Advanced Nuclear Fusion w/ 55 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 11.5
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.15% of light speed per melee)
(FTL) 5 light years per hour
Market Cost: Exclusive to the Zyganian military. It costs 48 billion Zyganian guildars to construct each battleship.
Systems of Note:
Standard Starship Systems, pluas:
*Advanced Fire Control---With the hull fairly groaning at the seams with weaponry, corrdinating all of them to maximize their potential was a priority; the Zygamians gratefully accepted WZT input on designing a fire control system that would give their weapons an additional +2 to strike.
Weapons Systems:
1) Grand Cannon Particle Beam Batteries(3x2)----These are double-barreled PBC mounts similar to those carried by the Zortax Fleet Carriers.
Range: (Palladium)14 miles in atmosphere, 80 miles in space
(Kitsune) 80 miles in atmosphere, 80,000 miles in space
Damage: 1d6x1000 MD per blast, 2d6x1000 MD per double-barreled blast
Rate of Fire: One shot per 30 seconds
Payload: Effectively Unlimited

2) Heavy Laser Batteries(6)---Rather than rely entirely on the same particle beam Grand Batteries as the Zortax as was originally planned for domestically-produced battleships, the ZIBS decided to complement the PBCs with faster-firing laser cannons, the tooling for which would be part of the purchase cost paid to WZT.
Range: (Palladium)14 miles in atmosphere, 80 miles in space
(Kitsune) 80 miles in atmosphere, 80,000 miles in space
Damage: 1d4x1,000 MD per shot
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

3) Cruise Missile Launchers(3)---The ZISB decided to give the Phantaxes a heavy cruise missile armament.
Range: Varies by missile type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: From 1-12 missiles can be fired in one volley
Payload: 36 Cruise Missiles per launcher, ready to fire. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 2 missiles).

4) Long Range Missile Launchers(10)----Zyganian cruise missile production is still lagging behind demand, so the Phantax carries the same weight of long range missile launchers as the Zortax-class carriers as a back up to the cruise missile launcher batteries . However, the launcher sections have been made with the ability to be replaced by CMLs if and when the situation improves.
Range:Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-32 each launcher(so all eight launchers firing simultaneously will put 256 LRMs in the air at once!)
Payload: 288 each launcher. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 3 missiles)

5) Kinetic Kill Cannon Turrets(8x3 )---These were added at the insistence of WZT/ASI engineers, who feared that the original weapons layout of the Phantaxes was too much like those of Golgan capital ships, in lacking sufficient kinetic armaments. By showing the Zyganians combat reports from both the USAJC and the CAF on the effectiveness of KEWs, they were able to persuade the ZISB design teams to make provision for a secondary battery of eight triple-barrel heavy rail guns. The Zyganians were especially sold by the Altes Prime footage of Argosy Jesstras being SHREDDED by KKC flak rounds.
Range: 10 miles in atmosphere,40 miles in space
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst; 3d4x100 MD per triple cannon burst
(Exploding/Fragmenting Fletchette): 3d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon

6) Point Defense Lasers(25)--Mounted in a point defense blister , these Regmo-made pulse lasers provide all-around close-in defensive fire against fighters, power armors, and missiles. They are larger than their WZT equivalents, but possess better range and are compatible with existing ZISF logistics.
Range: 12,000 ft in atmosphere, 36,000 ft in space
(Kitsune Values: 8 miles in atmosphere, 800 miles in space)
Damage: 2d6x10 MD per single barrel burst, 4d6x10 MD for a double-barreled blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

7) Point Defense Rail Guns(25)---ZISF-standard Solenn-Yagetti Armaments-made electromagneic cannon. Like the PDLs, these are larger than their WZT equivalents, but possess better range and are compatible with existing ZISF logistics.
Range:1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 2d4x10 MD per burst
Rate of Fire: EGCHH
Payload: 1,000 bursts per gun; changing a drum takes 10 minutes

8 ) Point Defense Mini-Missile Launchers(10)---The Phantax’s veritable forest of point defense batteries is rounded out by an array of mini-missile ‘sprayers’ meant to chew up Golgan torpedoes and ruin Zebuloid pilots’ day.
Range:Varies by Missile Type
(Kitsune Values: 2 miles in atmosphere, 100 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 400 mini-missiles per launcher. Additional missiles may be stored in the cargo holds and reloaded within 15 minutes(1 ton of cargo per 96 missiles)

Auxiliary Craft:
18 aerospace fighters (typically SkyRivvers or Tantos/Super-Tantos)
6 heavy shuttles

Variants:
Already a number of suggestions have been made for refits to the Phantaxes, mainly based on observations of the Battle of Altess Prime(and later, of the Golgan Retribution Raids). Some ZISF officials want tachyon sprayer batteries to replace some of the current secondary armaments, but the ZIBS is unsure that their current logistical setup will be able to maintain the sophisticated weapons, especially if the Golgans make a dedicated effort to disrupt Zyganian supply lines.
Other late suggestions would install more advanced electronics aboard the Phantaxes, allowing them to serve more ably as flagships, rather than simply heavy artillery. Revelations of the Argosy seeding target Zyganian solar systems with mine fields has led to a greater demand for advanced sensors and weaponry capable of sweeping large areas of space free of stealthed enemy ordnance.
Depending on what course the Zyganian Empire decides to take regarding its response to the Golgan raids, these suggestions may be implemented in any new construction Phantaxes.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


Last edited by taalismn on Thu Feb 25, 2021 9:32 pm, edited 1 time in total.

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 Post subject: Re: Starship designs...
Unread postPosted: Mon Feb 22, 2021 1:10 pm
  

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Champion

Joined: Wed Nov 26, 2003 4:59 pm
Posts: 2164
Location: Canada
Omegasgundam wrote:
Looks more or less right, but there will always be this little voice in the back of my head complaining about engine costs and how mass would relate to them.

EDIT: For a bottom grade ship, its a bit fast. Mach 6 would be what I would expect, assuming the Cargo Tug listed in Fleets is generally respectable. Although I can see it being 8 with some asterisks that would make very mad with you if you actually use.


Sounds kinda like the MiG from the 70's and 80's...
Do NOT flip on the afterburner...EVER.
Why? Once you land, the entire jet assembly welds solid.
The parts were not designed to sustain those temperature levels.


In any case, for ship top speeds, one thing Kev seems to always neglect to remember... There is no such thing in vacuum. You have max acceleration and fuel capacity. After all, once you're up to speed, you turn your engines OFF, and coast. Keep your tankage below 50% enroute, and you can stop when you arrive. (The only exception I can think of would be solar sails or the Mutants in Orbit "caterpillar" drives.)

_________________
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Cool...I've been FAQed... atleast twice!

.sig count to date: 2

"May your day be as eventful as you wish, and may your life only hurt as much as it has to." - Me...

Normality is Relative, Sanity is Conceptual, and I am neither.


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 Post subject: Re: Starship designs...
Unread postPosted: Thu Feb 25, 2021 7:57 pm
  

Wanderer

Joined: Tue Jan 09, 2018 2:14 am
Posts: 91
Something is seriously weird with the weights of your missiles Taalism...
Mini missiles
"1 ton of cargo per 96 missiles" ~ 20 lbs/ missile, which is ridiculously heavy according to published material... (more like 1.25lbs/missile, CAF Repeating Rocket Launcher, Phase World book)
LRM's
"1 ton of cargo per 12 missiles" ~ 150 lbs/missile, seem light to me.
(also " Volleys of 1-32 each launcher(so all eight launchers firing simultaneously will put 320 LRMs in the air at once!)" 8*32 <> 320)
Cruise Missiles
"1 ton of cargo per 6 missiles" ~ 300 lbs/missile, which is extremely light according to published material - CM's weigh on the order of 1/2 ton per missile (see the scorpion A and B variants in the Phase World book)


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 Post subject: Re: Starship designs...
Unread postPosted: Thu Feb 25, 2021 9:26 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44316
Location: Somewhere between Heaven, Hell, and New England
pad300 wrote:
Something is seriously weird with the weights of your missiles Taalism...)


Thanks...I'll look into correcting those.
Past sins really do pop up to bite one in the backside....

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Fri Feb 26, 2021 9:48 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44316
Location: Somewhere between Heaven, Hell, and New England
Golgan Republik Vlax-class Colonial Battleship
(aka ‘Torpo’, ‘Goby’, ‘Dom-barge’)

“Size-wise these whales were good for looming over the locals and impressing how much bigger and badder their new Golgan overlords were. Oh, the colonial governors would be oh-so-polite in that Golgan way, and talk about easing restrictions once the ‘immediate states of emergency’ and ‘galactic instability’ were over, and there would be some easing of martial law and the resumption of local governance if the locals were cooperative...some even came to see the Golgans in a positive light, especially when the Republik sprinkled out gifts of galactic tech to make things easier for their own merchants. But make no mistake, everybody knew what lay behind the Golgans’ tightlipped grins and saccharine politeness..those big ships with all the gun turrets and missile hatches hovering high in the sky. ”

“’Old’ doesn't necessarily mean ‘harmless’....These old Golgan gun-barges might be obsolete compared to more modern Araneaes, Servitudes, and Smashers, but they can still lay down the **** on you if you come within range of their broadsides. And a hundred-missile main salvo can still tax your point defense if you don’t have the range and time to whittle it down. Even in a Warshield, I wouldn’t want t get in a pissing contest with a Vlax; that fat bastard could do more than just scratch my paint going down.”

These large and cumbersome warships were once the symbol of Republik power when they owned a colonial empire. Regarded as, at best, a heavy cruiser by modern standards, the Vlax-class was designed to be inexpensive to produce and operate, but still be able to intimidate and pacify the border worlds that the Republik had annexed as their buffer zone.

The Vlax has a cylindrical main hull with large fluke-like fins/drive radiators. Interestingly, it is amphibious(though very noisy underwater), a feature lacking in most later-generation Golgan designs, despite their resemblance to marine predators. With the Vlaxes, this meant that colonial pacification forces could base their ships out at sea on worlds with substantial surface water, as most intelligent species under the Golgan boot heel found water operations more difficult to conduct. Many Golgan satraps found security by making waterborne Vlaxes their command centers, governing new territories from the relative safety of offshore.
Vlaxes are large, ponderous, and have an armament fit-out that is more numerous than the later Bindas’, but individually weaker. Their earlier tech-level means that they require larger crews, possess slower turns of speed, and lack many of the advanced features of later ships, such as massed disruptors, variable forcefields, and high-end CG drives. To their credit, though, Vlaxes are physically well-armored, and their armaments proved more than sufficient for browbeating and chastising uppity natives on the worlds the Golgans claimed as their buffer states. Though capable of fending off enemy spacecraft, the real purpose of the Vlaxes was to deal with planetside insurgencies. The vessels’ weapons arrays were well-capable of destroying any surface armies or fortified positions. Though the Vlaxes lacked fighter support, they carried five hundred Golgan marines and eight heavy shuttles to ferry them to take advantage of the aftermath of a bombardment. The Vlaxes also carried a spacious command/communications center that was usually unoccupied durng space command operations, but was used for coordinating actions with groundside police and army units. In mor peaceful sectors, the local governments used them as disaster relief coordination centers.

In the modern era the Republik maintains few Vlaxes in active service, having replaced them with the more modern and less expensive Bindas cruisers or Naruni designs. Many have been converted into transport cruisers, though a few have been remodeled into carriers. A few surviving buffer state Colonial Vlaxes still operate as warships on both sides of the divide. Notably, the Zyganians managed to acquire a few, but dismantled them for their systems, incorporating engines and weaponry into ships of local design.

Type: RABB-V0.3 Vlax
Class: Colonial Battleship
Crew: 1,500 (240 officers, 760 enlisted, 500 marines), + provision for 250 passengers
MDC/Armor by Location:
Main Body 25,000
Bridge 5,000
Main Engines 12,000
Communications Arrays(4) 1,000 each
Mega-Disruptor Turrets(2) 1,000 each
Secondary Laser Turrets(16) 700 each
Long Range Missile Launchers(4) 900 each
Point Defense Particle BeamTurrets(6-10) 150 each
Hangar Decks(2) 4,000 each
Variable Forcefields----3,000 each side(18,000 total)

Height: 650 ft
Width: 500 ft
Length: 1,980 ft
Weight: 580,000 tons
Cargo: 90,000 tons
Powerplant: Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Can land and take off from water, and operate underwater, moving at 35 MPH and dive to 1,000 ft.
Market Cost: 21 billion credits
Systems of Note:
Standard Starship Systems, plus:
*Amphibious----Fully sealed for underwater operations, but are rather noisy: +15% to Read Sensory Instrument rolls to detect using sonar systems.

Weapons Systems:
1) Mega-Disruptor Turrets(2)---These were among the first weapons of this type fitted to Golgan warships, and it shows. These weapons had not yet been refined, and performance on target was less consistent as a result. However, the Vlaxes could mount two of them, one forward and one aft. Still, these weapons were more than adequate for cowing the subject populations of less advanced worlds, especially after some spectacular demonstrations of the weapons’ destructive power.
Range: 6 miles in atmosphere, 70 miles in space
(Kitsune Values: 6 miles in atmosphere, 6,000 miles in space)
Damage: 1d6x1,000 MD per blast, plus 10% of that to a 1d10x10 ft radius
Rate of Fire: Once per melee
Payload: Effectively Unlimited

2) Secondary Laser Turrets(16) ---Rather than carry a secondary armament of lower-powered disruptor cannon, the Vlaxes sported abundant laser armaments in sixteen double-barrel turrets.
Range: 6 miles in atmosphere, 18 miles in space
(Kitsune Values: 6 miles in atmosphere, 6,000 miles in space)
Damage: 1d6x100 MD per blast, 2d6x100 MD per double-barrel blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

3) Long Range Missile Launchers(4)---These launchers were another weapon of intimidation to buffer-state natives, as the Golgans were fond of advertising that they carried strategic nuclear payloads. They could also be launched from underwater, making the Vlaxes’ resemblance to SLBM ‘boomers’ all the greater.
Range: Varies by Missile Type(double range in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type. At the time the Vlaxes came into service, the standard was nuclear(1d6x100 MD) warheads, but later reloads saw the introduction of ion(fusion) torpedoes.
Rate of Fire: Volleys of 1-25
Payload: 1,000 missiles each launcher, 4,000 total; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 2 missiles)


4) Point Defense Particle BeamTurrets(6-10)---Golgan point defense hasn’t changed much over the centuries, and the Vlax was laid down when the pattern was set. The standard configuration was six turrets but, depending on the hostility shown in a sector, the ships could sport as many as ten PDPBCs. It was joked that many a Golgan flag officer or statesman during their ‘imperial age’ got their start as a gunner on a Vlax, enthusiastically banging away at ‘enemies of the Republik’(just as, if not more, likely to be stray space debris as enemy missiles or fighters).
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

Auxiliary Craft:
8 shuttles

Variants:
* Upgraded Vlaxes---A handful of Vlaxes saw upgrades over their centuries of service, with the main turrets being replaced with more refined mega-disruptors, and the lasers being swapped for siege disruptors as they became available, but these refits tended to be rare, especially as the less expensive and more mobile Bindas came into service.

*Cargo Transports--The fate of most Vlaxes in Golgan territory was conversion to heavy transports, removing all but two laser turrets and the PDS, reducing crew to a mere 350, and increasing cargo capacity to 200,000 tons.

*Carriers---A few Vlaxes have been converted into fighter carriers. These conversions strip out the mega-disruptors and half of the secondary batteries in favor of engine boosters(increasing speed to Mach 10), better forcefields(5,000 each side, 30,000 total) and expanded hangar decks that can accommodate up to 40 fighters.

With a lack of spare parts, those secessionist worlds that managed to hang onto their Vlaxes have had to replace failing systems with alternatives. For most ex-Golgan states this has meant a steady downgrading of the colonial warships’ capabilities, though a few planets have made the decision to invest in more powerful or unique upgrades. Most worlds don’t, choosing to scrap their Vlaxes when upkeep costs become too steep.
Though the Zyganians claim to have dismantled all the Vlaxes they ‘inherited’ from the Golgans, it’s rumored that they retained at least one, and modified it to carry marine operations small craft, such as submersible versions of the PacSlash fighter.




Zyganian Imperial StarForce Phantax-class Battleship
“Much as we may love the Zortax, the fact is, it’s a known quantity and a big lead floater at that. The Golgans can practically sense all the way across Zyganian space with their big arrays just behind their borders, so they know where our fleet heavy assets are all the time, while we can barely scratch the surface, intelligence-wise, of what’s going on inside the massive expanses of the Republik. We cannot afford to get complacent; we must push our state of the art to counter whatever the Golgans come up with next, ALL THE TIME.”
---Vice Admiral Slenen Tosh, ZISF

“I dislike the diverted funding for the Phantax program being dubbed the ‘fat tax’, with the implications that it’s some sort of bloated pet project. These ships are not some fiscal boondoggle Bureau of Ships has cooked up to curry favor with the Hy-Admirals, it may very well be VITAL to our future survival as an independent star nation.”
---Internal memo, ZIBS, regarding funding allocation.

“Looks like a muk-sow, hits like a bisoron. Now if only we can get these ships across the galactic arm without the Golgans noticing, and in position to spring a nasty surprise on THEM for once.”


The Phantax BB is the latest commissioned warship class in the Zyganian Imperial StarForce. Though Zygania’s admirals are still preening over the Zortax-class Battle Carriers that are the pride and joy of the ZISF, there are some in the Imperial Bureau of Ships who are looking ahead with trepidation to the future...and some believe the future is not looking good for Zyganian security. The Phantax-class was drawn up to address some of the design and doctrinal flaws already identified in the Zortax. However, the real fire that got the ZIBS jumping was worrying intelligence reports on a new Golgan capital ship class, the Sylnor, which has the less-bombastic young turks in the ZISF very concerned. If the Republik is re-arming, with powerful new weapons, for a renewed campaign to rebuild their buffer zone of satrapies, the Zyganian Empire, who has been poking the Golgans in the eye at almost every opportunity, are likely high on the Argosy’s hit list.
Even though ZISF budgets are tight with new ship construction and upgrades, a few highly-placed ZIBS administrators have quietly managed to cut enough funds loose to contract WZTechYards to help them design and construct a new capital ship class. Fearing that the Golgan Argosy is likely watching known Zyganian shipyards, these fleet planners have decided to eschew local business patriotism in favor of security-minded pragmatism in having the work on Zygania’s latest secret weapons system done far outside the area of Zyganian/Golgan interests, At a secluded WZT shipyard far(so it is hoped) from the prying eyes of Golgan spies, WZT engineers, ZIBS officials, and Regmo Armaments shipwrights have been putting together the prototype Phantax-class Battleship. Any outsiders discovering the work are told that the new ships are being built for other clients.
The plan is to construct, test, shakedown, and fit out at least three Phantaxes in a WZT-owned desert system, then quietly jump them back to Zyganian space to be officially commissioned into service. A complete set of duplicate yard tooling will also be bought from WZT and quietly transported to sites inside Zyganian territory to allow the ZISF to produce their own Phantaxes. That is, if all goes well.
The ZISB officials realize that the whole Phantax program is risky, from a logistics point of view(despite their good working relationship with WZT), from a cost perspective(they’ve had to engage in some squirrely financial footwork to get and conceal the funding for the new battleships) and politically. However, the more astute in the ZISF’s milintel are forecasting bad tidings for the Empire if the Golgan Republik really is planning a resurgence campaign.
(They’re partially right; if Golgan Argosy’s New Fleet manages to seize the Altess Dynasty and hold it for ransom, Gaus Binjo will use the revenue to pay off the Fleet’s construction bill, then launch a large scale fleet expansion program, the new ships being used to deal with the more troublesome sub-polities along the Republik’s borders first, then start securing new territorial footholds...the Zyganian Empire, with its history of agitating its late occupiers, is high on the list. At best, the Zyganians would have ten-to-fifteen years before the Argosy launches a serious campaign to shatter Zyganian sovereignty).

Named for armored war-steeds of Zyganian legend, the Phantax has an appearance resembling a football; a pointed ovoid with multiple armored blisters and hooded engines breaking its surface. Armor and sheild strength are heavier than that of a TGE Executioner-class battleship, but still less than that carried by the Phantax’s expected opponent, the Golgan Sylnor battleships. The Phantax does have an edge over the Golgan warship in speed, allowing for faster intercepts(or escapes). It is hoped, though, that the lower cost of the Phantax will allow the ZISF to ultimately field more Phantaxes than the Golgans are willing to commit Sylnors to the Zyganian front when it turns hot again.
Armament, as expected, is heavy, with an emphasis on ship-killing in a fighter- and missile-dense environment. While initial plans were to mount as many heavy particle beam turrets, using weapons already in production for the Zortax, as possible, these plans were scaled down to make room for a heavy battery of faster-firi

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Starship designs...
Unread postPosted: Mon Mar 08, 2021 9:19 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44316
Location: Somewhere between Heaven, Hell, and New England
ScothiYards STSCT-02 ‘Gozi’ Interstellar Cargo Transport
(aka ‘Moffed-humpers’)
“Youbuilt this thing from scrapyard parts? Best damn use of an old Moffer I’ve seen yet!”

“Gozis are armed, yes and some people claim that arming a Gozi is a waste of time and material. The fact is, though, with the Golgans pulled out of the sector, the vultures are slipping back in. That includes the Molo pirates, some of who were former enforcers for the Golgans in the Scothis system back then and treated the locals right shabbily. The Arnoth have GOOD reason to arm their cargo trampers.”

The ‘Gozi’(‘Schlepper’) is an attempt by the recently-freed ex-Golgan buffer-system of Sothis to create their own commercial space fleet, using technology and scraps left behind when the Republik withdrew from Sothis. Sothis had been used as a refit facility and scrapyard by the Republik, and the native Arnoth had been employed as salvers. giving them some experience in ship construction.
The STSCT-02 is based on the Golgan Moffed-class Colonial Destroyer, an early design used by the Republik to patrol and police annexed systems in the heyday of its hegemony. Thousands of these ships were deployed across the buffer states and security zones, and were, as they grew obsolete, handed down to local Auxiliary Guard units. Many secessionist polities inherited fleets of Moffeds when they gained independence(the Zyganians had their own refitted version, the Monkar) and the Arnoth were no different, except that, as a refit and recycling yard, Sothis had more of them, albeit in junked state.
Looking to build a commercial spacefleet, the Arnoth decided to refit their fleet of Moffeds as multipurpose transports. Using parts scrounged from their mothball yards, the Arnoth took Moffed hulls, cut them in half, and inserted two two lengths of cargo bays. The Gozi loses the Moffed’s amphibious landing capabilities(underwater operations are a mystery to the natives of arid Scothis), but gains in cargo capacity. The Gozis retain an abundant, if light, self-defense armament, citing the rise in pirate activity around the fringes of the Republik.
The Gozi’s strengths are that it uses easily-maintained technologies that have been used in the galactic region for centuries, and the ships(at least the early models) use reclaimed materials and components, cutting production costs considerably.
The Gozi’s most frequently pointed-out short comings are that it is large, slow, and unwieldy. Its reliance on ammunition-dependent weaponry means that it cannot engage in protracted firefights, unless the crews make the decision beforehand to devote some of their cargo space to ammunition. Though capable of hitting accel/decel speeds of Mach 6, it rarely operationally does so due to the Arnoth being cautious about adjustments to the Golgan-standard gravitic compensators re-calibrated for the Arnoths’ lower g-force tolerances.
Despite its limitations, the Gozis nevertheless have given the Arnoth a commercial space transport capability. The majority of these ships ply routes between Sothis and the two Arnoth mining colonies in adjacent systems, but a few have voyaged to other ports of call, attempting to expand the Arnoth trade network.
Despite the native ingenuity displayed by the Gozis, their service days may be limited. Sothis’s entrance into the United Systems Alliance has meant technical aide coming in, and WZTech Yards in particular doing an upgrade of the Arnoth shipyards. There has been some discussion whether the Arnoth should use their new technology to produce upgrades to the Gozi(with an eye towards marketing it through the WZT network), or switch to the manufacture of a variant of an existing (and more advanced) WZT/ASI design, like the Concord or the Bering.

Type: STSCT-02 ‘Gozi’
Class: Multipurpose Interstellar Cargo Transport
Crew: 80, plus 60 troops/passengers
MDC/Armor by Location:
Main Body 4,000
Bridge 1,800
Midships Engine Ring 1,000
G-Cannon Turrets(4) 300 each
Point Defense Turrets(12) 100 each
Variable Forcefields 400 each side, 2,400 total
Height: 140 ft
Width: 200 ft
Length: 1,250 ft
Weight: 50,000 tons
Cargo: 32,000 tons
Powerplant: Advanced Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 2.8; transatmospheric. (this si seen as virtually overkill for escaping Sothis’s weak gravity)
(Sublight) Mach 6
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.6% of light speed per melee)
(FTL) 3 light years per hour
Market Cost: 340 million credits
Systems of Note:
Standard Starship Systems.
Weapons Systems:
1) Light G- Cannons(4, 2 forward, ventral and dorsal, 2 aft, ventral and dorsal)---The Arnoth decided to reserve heavy energy weapons for their dedicated warships when they decided on them, but they had enough spare parts and replacement G-gun turrets for Auntin frigates that they could outfit their freighters with these weapons. Their turret positioning, two at each end of the ship, gives them nearly totally unobstructed fields of fire.
Range: 5 miles in atmosphere, 16 miles in space
(Kitsune Values: 5 miles in atmosphere, 5,000 miles in space)
Damage: 1d4x100 MD per burst
Rate of Fire: EGCHH
Payload: 400 bursts

2) Point Defense Particle Beam Turrets(8 )----These are standard Golgan Argosy-vintage PBC PDS arrays.
Range: 12,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 8 miles in atmosphere, 8,000 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

3) Point Defense Mini-Missile Launchers(4)----The Gozi adapts another PDS, mini-missile launchers, from the Auntin.
Range: 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-4
Payload: 100 missiles per turret

Auxiliary Craft:
3 Shuttlecraft

Variants:
The most common variants of the Gozi involve special payload modules in the cargo bays, usually for carrying gaseous or liquid payloads.
A few Gozis have swapped out the standard armaments for ammunition-free energy weapons, such as laser cannons, but the Arnoth have generally reserved energy weapons for their Navy ships.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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