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 Post subject: Re: Starship designs...
Unread postPosted: Sun Mar 21, 2021 5:27 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 269
Good bushcraft are something the USA needs in large quantities, and this delivers. I can't see a specific flight bonus though, so you might want to put that in.


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 Post subject: Re: Starship designs...
Unread postPosted: Sun Mar 21, 2021 7:54 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44362
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
Good bushcraft are something the USA needs in large quantities, and this delivers. I can't see a specific flight bonus though, so you might want to put that in.

Right under Speed:
(+4 dodge, and +15% to Piloting in atmo). It doesn't get a piloting bonus in space(neither did the Angon), so atmospheric flight is where it really delivers. :bandit:

_________________
-------------
"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 Mar 23, 2021 5:35 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44362
Location: Somewhere between Heaven, Hell, and New England
Suraflite Corp. Model 590 Cargo Flier
“Hull protection may be light on the old five-nine-zeroes, but it’s durable. Suraflite didn’t stint on the military-grade environmental-proofing on the skinning. You can leave one of these ships out to rust in the back lot for a few decades, exposed to the elements, and then with a little tune-up and new fuses, get them flying again in no time.”

One of Suraflite Corp’s better long-term sellers, the excitment-charged-named Model 590 was based on a late Automaton War design for a light multipurpose interstellar tactical transport that several of the company’s engineers were working on. The war ended before the transport design could be finalized, and the project was canceled, but the demobbed shipwrights who worked on the design thought it was perfect for the recovering postwar economies. They were right; while the larger corporations focused on big transports for moving large amounts of reconstruction material and jump-start trade goods. smaller colonies and economies were left with the dregs, and new smaller ships that could service them were snapped up like hot cakes, replacing whatever military surplus hulls the outliers had as they wore out.
The Model 590 has an elongated shovel-shape, with a flattened wedge forward hull, with raised conning tower bridge/sensor blister, slender central shaft section, and a flaring rear drive section. The forward hull holds the bridge, living quarters, auxiliary drives, and pressurized internal cargo bay. The midsection is pylon’ed for the attachment of external modules; either cargo ‘cans’ or extra drive mass tanks, further protected by light mag-locked ‘shade’ plates. Access to the engineering systems was easy from both inside and out, maintenance simple, and upgrades easy to perform, so the Model 590 became quite popular. It was also durable, made initially using recycled warship armor, and later using materials of equal quality.
The Model 590 remained in production for over 200 years before the frontier moved far enough out that it no longer became economical for the now coreworld-based Suraflite to keep shipping them out over ever-increasing ranges to the main customer base for the design. Rather than move out with the demand, enough, Suraflite allowed itself to be enfolded into the Supralumatronics group. However, during the long production run of the -590, the quality of materials was never shorted, and the ships tended to have long first, second, and even third careers. Thousands still fly, and Supralumatronics still produces spare parts for the -590 and its related marks.
The Model 590 is common enough and easily modified enough that it is still quite popular with small operators and runners.

Type: Suraflite Model 590
Class: Light Supra-Light Freighter(Runner)
Crew: Can be effectively be operated by one person(but six are recommended); has crew/passenger accommodations for 20.
MDC/Armor by Location:
Main Body 2,000
Bridge/Life Capsule 600+90
Communications/Sensor Array 300 +45
Cargo Pod Shields(2) 300 each
Engine Pod 1,500+45
Tail Fins(2, retractable) 200 each
Landing Gear(4) 90 each
Forcefield(Heavy Commercial) 1200
Height: 45 ft
Length: 200 ft
Width: 50 ft
Weight: 600 tons
Cargo: Internal Cargo Bay(equiv. Super Cargo Can)
External Cargo Clamps can accommodate up to 4 Type 3(Large) Cargo Cans
Powerplant: Advanced Nuclear Fusion w/ energy life of 30 years between refueling(though the ship typically needs to tank up on reaction mass for the propulsion every few months, depending on engine usage)
Speed:
(Atmosphere) Hover to Mach 6 (escape velocity boost mode), Mach 1 cruise
(Normal Space) Mach 5
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 0.5% of light speed per melee)
(FTL) 4 Light Years/Hour
Bonuses: +1 dodge
Market Cost: 47 million credits
Systems of Note:
*Extensive Automation
*Detachable Bridge Pod/Lifeboat
*External Cargo Clamps
*Extendable Airlock Tube
*Airfoil Brakes

Weapons Systems: None standard, but has provision for 1-4 light weapons

Variants:
The ‘spine and pod’ design of the engine mounting and external cargo clamps make replacing the drive units very simple, and a vast number of post-market variants sporting different engines, including both less- and more-advanced powerplants, can be found amongst -590s. Some long-range scout/prospector conversions even sport ion engines, along with extendable solar wings/radiators, and external extra fuel tankage.
Though its standard turrets are only capable of mounting light weaponry, a few more-extensively chopped vessels of this type have been seen sporting medium-class weapons, and accessory missile pods on the external clamps.
Another popular modification is a ‘barge clamp’ that would allow the -590 to attach itself to a larger powered barge that had its own FTL drive pod. The -590 can serve as the command module for the combo, piloting the linked vessels to the barge’s intended destination. The -590 could detach once they’d reached the endpoint, or if the crew had to escape a bad situation.

_________________
-------------
"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 Mar 30, 2021 5:27 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 269
How about some fighters?

WZ-HSI-950 Starstreak Light Fighter
    ('Streaker')

"The Starsteak definitely isn’t a copycat design, and while the spaceframe is completely different the family relation to the Starcross are visible if you know how to look. I’ll admit that it’s nice that the Badger hasn’t been trumped by those maniacs, but it's still a quite capable fighter. It’ll clobber the Sharktooth, but that’s not a tremendous challenge considering how ‘budget conscious’ the TGE is for its light platforms. The best guestimate for the effective price for the Sharktooth is around 30 mil after all their various industrial cost savings, which still leaves them in the dust from an effectiveness standpoint."
---Captain Harriet McKenna, CAF, Director of Project Prominence

Intended as a replacement for the Starcross-A, the Starstreak program gained considerable emphasis after the release of the CAF’s Badger. While still distinctly inferior to that craft, it remains well ahead of the rest of the competition, prompting the AJC to begin switching over. Contractual arrangements have the AJC monopolizing production for years, but the older Starcross remains in production for the mass market and has seen its price decrease to 30 million. With the effective cessation of Scorpion production, this makes the Starcross the most commonly available factory fresh Light Fighter in the Three Galaxies, although the Bushido Industries Chokuto is widely regarded as being more capable.

As a clean sheet design, the Starstreak heavily benefits from improved technology, and is far smaller than its predecessor. Now resembling a widened arrowhead, the lifting body design has less raw durability, but the improved field more than compensates for the difference. The craft is also substantially more responsive, almost matching the Badger in raw agility. Internal armaments remain the same, but the over/underwing hardpoints have been greatly strengthened and can hold any of the options of the Super Tanto.
Spoiler:
Type: WZ-LF-950 Starstreak

Class: Light Fighter

Crew: 1

MDC/Armor by Location:
    Main Body--------------500
    Engines-----------------150
    Heavy Hardpoint--------150
    Reinforced Cockpit------125
    Variable Forcefield-------200 per side (1200 total)

Statistics
    Height: 11 feet (3.4 meters)
    Width: 30 ft(10 m)
    Length: 30 ft(10 m)
    Weight: 8 tons

Cargo: Small space behind crew seating for a survival pack

Powerplant: Advanced Lucerin-Fuelled Nuclear Fusion w/ 25 year energy life

Speed:
    (Atmosphere) Hover to Mach 7
    (Sublight) Mach 19 w/o wing hardpoints, Mach 17.5 w/ wing hardpoints
      (Kitsune Values: 40 PSL. Accel at 1.9 PSL per melee)
    (FTL) None standard; can be fitted with an FTL Drive sled

Bonuses: +3 Dodge, +1 Initiative, +1 to Strike

Market Cost: 35 million credits, but has so far been monopolized by the AJC.

Systems of Note:
    Standard (PW) Starfighter Systems, plus;

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

Weapons Systems:
    1) Heavy Hardpoint (1): WZT/ASI Standard.

    2) Light Hardpoints (2): WZT/ASI Standard.

    3) Wing Pylons (4): See the Super Tanto.

    4) Countermeasure Launchers (2): WZT/ASI Standard

Consortium Armed Forces CSF-7-TW ‘Panther’ Fighter-Bomber
    (Wiz-Cat)

”The Panther on the other hand IS the sort of super-fighter that people hoped for. We collaborated with TI due to being so overstretched, and Lady Asyribis is one of the greatest engineers active in the Three Galaxies. You can tell where we poached ideas from WZT and ASI, but that’s not exactly a rare thing these days, and they really helped us narrow down what we wanted out of the design. I don’t know where the GSA and Asyribis set up the production facility for them, but its honestly none of my business. Once we’ve finished with the War Hawk I’m going to downgrade the Panther into something conventional, and half the work is already done thanks to all the development notes we kept.”

The Panther is a covert joint project between the CAF’s Project Prominence and Thoth Industries. Inspired by the Mommatan II, Wasp II, and Crystal Shard Fighter, the Panther is a Super-Fighter meant to give as great of an edge to the CAF’s most elite pilots in critical missions. The funds for it were acquired through the recovery of some of the more egregious ‘pork barrel’ projects of the CCW, and operational expenses are disguised under a number of bottom priority sector maintenance budgets with inflated hull counts. Pushing the envelope as far as possible with modern technology, it costs almost five times as much as a War Hawk, but in the right hands it can be worth it. Above all else, it is intended as a counter to the Bloodrinkers and Bloodthirsters of the TGE, which have an effect on the battlefield far beyond their relative numbers.
Spoiler:
Type: CSF-7-TW

Class: Heavy Fighter-Bomber

Crew: 2 (Pilot, System Specialist)

MDC/Armor by Location:
    Main Body-------------1200
    Engine-----------------800
    Wings (2)--------------550 each
    Hi-Lasers (4)----------100 each
    GR-1000 (2)-----------150 each
    Underwing Bays (2)----300 each
    Reinforced Cockpit-----200
    Variable Forcefield-----500 per side (3000 total)

    Forcefields regenerate at 20% (80/480) per melee

Statistics
    Length: 60 feet (20 m)
    Width: 60 feet (20 m)
    Height: 20 feet (6.2 m)
    Weight: 100 tons (- metric tons) empty, but makes extensive use of the Dimensional Pocket enchantment to hide things.

Cargo: Utility closet (4 x 2 x 2 feet / 1.2 x .6 x .6 m) for personal effects. Utility closet is in a permanent dimensional pocket, and is often at least partially filled with ‘PPE Clips’.

Powerplant: Anti-matter w/ 50 year energy life, and housed in a Dimensional Pocket enchantment. The fighter also has a P.P.E generator that produces 40 P.P.E per hour and can hold up to 600 P.P.E in storage. This P.P.E can be used to power the spells cast by the fighter’s crew and enchantments on the fighter, and can be quickly refilled by using various forms of ‘PPE Clip’.

Speed:
    (Atmosphere) Hover to Mach 7, transatmospheric
    (Sublight) Mach 18
      (Kitsune: 50 PSL Accel/decel at 1.8 PSL per melee)
    (FTL) The Panther can reach 7 light years an hour
    (Underwater) 60 MPH at depths up to 500 ft

Bonuses: +4 to Strike, +3 to Dodge, +1 to Initiative, and +5% to piloting skill

Market Cost: 300 million credits to produce.

Systems of Note:
    Standard Spacecraft Systems, as well as the following;

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

    *EWAR Suite: -6 to strike for enemy sensor guided weapons.

    *Stealth: 90% chance of eluding detection by enemy sensors at all ranges.

    *Thermo-Kinetic Armor: As in DB: 8. Half damage from Kinetic and Heat based weapons. Does not show up on IR sensors.

    *Ecotfiber Insulation Grid: Magic Attacks do half damage.

    *Magic Sensors: Globe of Daylight, Presence Sense, See the Invisible, Sense Magic, Sense Evil, and See Aura. Permanently active

    *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.

    *Extensive Dimensional Pockets: Any effect that would result in the fighter’s reactor or weapons to catastrophically fail instead results in them being disabled. Additionally, the first normal disabling effect to any critical system is ignored, and is reset upon repairs.

Weapons Systems:
    1) HI-Lasers (4): As on Black Eagle.

    3) GR-1000s (2): Mounted in the wing roots, with 750 bursts each. Triple the normal payload due to the Dimensional Pocket enchantment.

    4) Underwing Bays (2): Triple the normal payload due to the Dimensional Pocket enchantment.
      a) 228 SRMs
      b) 114 MRMs
      c) 54 LRMs
      d) 24 CMs
      e) 2 GR-1000s (750 bursts each)
      f) 1 Medium Ship Mount (no small target penalty)
      g) 1 Covert Insertion Pod
      h) Reconnaissance Equipment

    5) Heavy Countermeasure Launchers (2): Each may hold one of the following; triple the normal payload due to the Dimensional Pocket enchantment
      a) Flare/Chaff: 108 per launcher, 216 total
      b) NanoPods: 54 swarm packs per launcher, 108 total
      c) Grav-Pods: 45 decoys per launcher, 90 total.

Active Techno-Wizard Features: 7th level equivalents
    *Spell Card System: Can equip 8 different cards, with the most common being Hide in Space, Sustain, Tend the Whole, Repair System, Expel Demons, Improvise Critical System, Negate Magic, and Superluminal Speed.

    *Shadow Meld: 20 PPE to activate, 3 minutes/level duration. Other craft are -6 to strike and -4 to dodge the Panther unless it is directly illuminated against something. This is nullified by See the Invisible and similar.

    *Impervious to Energy: 40 PPE to activate, 2 minutes/level per activation.

    *Invisibility Superior: 30 PPE to activate, 3 minutes/level per activation.

Variants: A conventional version is all but certain (tentatively designated the Lion), but it will be much less capable in most aspects. It would lack all of the magic and stealth features, have less bonuses, reach Mach 15 and 5 ly/h, and have weaker shields. Production cost would be around 130 million.

Trans-Galactic Empire TGE-BL-145A ‘Bloodletter’ Patrol Ship
“The results are in, and it looks like the TGE is serious about using the Bloodletter as an effective patrol ship. The new armaments are ripped off the Bloodthirster, which is to say mostly copied from the Black Eagle, but they’re much more effective than the Flying Fang and Dark Slayer cast offs that were on it previously. Relative cost is about five Sharkteeth, which is about par with what we expected once they put the grunt behind it. A pair of them is nominally more expensive than the Berzerker, but cost far less to outfit and operate, which is where the real money goes. The lower crew can be a double edged sword, but the ISB has to know how to deal with it from experience.”

After a few years of teething and industrial realignment, the TGE’s Bloodletter was finalized. Beyond a massive decrease in price, the problematic weapon suite has been greatly upgraded. While technically just copying the far more capable Bloodthirster, it is still a massive improvement, and allows it to serve as an adequate interior patrol vessel. Normally operating in pairs, the operating cost is far lower than a Berzerker, and its ability to land on planets simplifies maintenance. Naturally, production is split between the Imperial Navy and the Imperial Security Bureau, but as its purpose is to be a cost effective law enforcement platform the Warlords have little problem with this.
Spoiler:
Market Cost: The nominal production price has settled at around $150 million, with slave labor savings improving it further.

Weapons Systems:
    1) Medium Laser Cannon: Fixed forward.
      Range: (Palladium) 6 miles in atmosphere, 12 miles in space
        (Kitsune Values) 12 miles in atmosphere, 1200 miles in space
      MD: 1d4x100
      RoF: Three shots per melee
      Payload: Effectively unlimited

    2) Super Horn Lasers (2): As on the Black Eagle. Fixed forward.

    3) Super Gravity Autocannon (2): As on the Black Eagle. Fixed forward.

    4) Dual Super Horn Laser Turret: As on the Black Eagle, 360/+90/-35 degrees of movement.

    5) Medium Range Missile Launchers (2):
      RoF: 1, 2, 4, 8
      Payload: 12 MRMs each, for a total of 24

    6) Forward SRM Launchers (2): As 5), but holds SRMs.

    7) Rear SRM Launchers (2): As 6)

    8) Missile Pylons (8): May hold 1 CM, 2 LRM, or 4 MRM

    9) Heavy Countermeasure Launchers (2): Equivalent to WZT/ASI standard, but triple the payload.


Last edited by Omegasgundam on Wed Mar 31, 2021 3:54 pm, edited 4 times in total.

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 Post subject: Re: Starship designs...
Unread postPosted: Tue Mar 30, 2021 5:55 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 269
And here I go quibbling over taalismn's work again. I'm trying out a new way of formatting the MDC listings, so tell me if you like it.

PS/ASI-ACST-FTL-4B NightHawk-B Light FTL Transport
    (aka ‘Hawk II’)

The original NightHawk would perform well for several years, but a number of technological improvements prompted the design to be upgraded. Refinements in stealth armor technology grant it substantially greater durability, although it necessitated the removal of the reentry plates. The weapons were considered perfectly fine as they were, with only some minor changes (mostly administrative) to the countermeasure launcher needed. The primary gains are the internal systems, with an EWAR array granting improved penetration capabilities, and refinements to the emisitions baffling and stealth coatings helping further it as well. This does mandate the addition of two extra crewmen, but those that are cleared to purchase it also have access to Paladin Steel’s advanced robotic substitutes.

The most dramatic change was the inclusion of a Ross Aerospace inspired Auxiliary Thruster Array, which allows the craft to keep pace with most modern medium ASFs for half an hour. While it obviously nullifies the stealth capabilities while in use, it is intended for messy extractions where it has already been detected. Both Paladin Steel and WZT are working on how to best use this concept, but many of their smaller offerings have gained aftermarket options.
Spoiler:
Type: PS/ASI-ACST-FTL-4B Nighthawk

Class: Medium Aerospace Covert Transport

Crew: Six (Pilot, Copilot, Engineer, Weapons Officer, and two EWAR Operators)

MDC/Armor by Location:
    Main Body------------1,200
    Engine Nacelles (2)---400 each
    Tail Assembly---------500
    Nose Turret----------150
    Laser Turrets (5)-----90 each
    Landing Gear (4)-----50 each
    Variable Forcefield----400 per facing (2,400 total)

Market Cost: Internal accounting has it at around 110 million, with the Lucerin using -4S-Mod being pegged at 220 million due to its improved systems. The older versions cost 100 and 140 respectively.

Systems of Note:
    Standard (PW) Shuttle Systems, as well as the following.

    *ORACLE Mrk IVF

    *Auxiliary Thruster Array: Increases the craft’s sublight speed to Mach 15 (17 for the -4S-Mod) for up to 30 minutes, but must be refueled afterwards. It nullifies the stealth systems while in use.

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

    *ECM Suite: Guided weapons are -5 to strike the craft.

    *ECCM Suite: +15% to counter ECM rolls

    *Emissions Baffling: Reduces all forms of energy emissions by 60%.

    *Stealth Configuration: 60% chance of going undetected by sensors at all ranges.

Variants:
    *AASTFTL-4S-Mod: As the original -4S, the Lucerin using model can reach speeds of Mach 12 and has expanded systems. The most important is that the FLT speed has been increased to 6 light years per hour, but there are other significant changes. The sensor suite is now corvette grade the Oni-designed stealth system improves the non-detection chance to 95%, and the ECM has been improved to -7 to strike. Beyond the Office of Positive Outcomes, they are available to the USA’s intelligence agencies and top level law enforcement.

PS/ASI-SCV25-A “Goupillon” Light Patrol Carrier
(Mostly just formatting changes to make the entry look nicer, as well as weapon quibbles.)
Spoiler:
Type: PS/ASI-SCV25-A Goupillon

Class: Light Patrol Carrier

Crew: 125, +45 aerospace complement

MDC/Armor by Location:
    Combined Main Hull---------------17,500
      Main Body---------------------5,000
      Bridge/Forward Hull------------2,000
      Engines (3)--------------------3,500 each
    Systems and Components
      Comms/Sensor Array----------700
      Hangar Bays (4)---------------900 each
    Weapons
      LR Heavy Laser Batteries (2)---800 each
      Triple Medium Turrets (3x2)----950 each
      Point Defense Turrets (8)------150 each
    Variable Forcefield----------------1,000 per side, 6,000 total

Statistics
    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 PSL; Accel/decel at 0.95 PSL per melee)
    (FTL) 5 light years per hour
    (Underwater) Not possible

Market Cost: 500 million credits

Systems of Note:
    Standard (PW) Frigate Systems, as well as the following;

    *Enhanced Sensors: +25% greater than typical for the class (320,000 miles by DB: 13 standards)

    *ORACLE Mk V: As normal

    *ECM Systems: Missiles and sensor-guided weapons are -4 to strike.

    *Comm Jamming Systems: 10,000 mile range, 90% against civilian systems, 65% effective against more sophisticated channel-jumping military communications suites.

    *Passive Stealth Systems: Reduces sensor signature by 45% when running cold.

    *Tractor Beam Emitters (4): 1,000 tons out to 25,000 ft. Space use only.

Weapons Systems:
    1) Intermediary Batteries (2): As on the Blackjack, and almost always equipped with Lasser Lasers.

    2) Triple Medium Turrets (2): Originally mounted on two external pylons, they are now placed in less vulnerable turrets. They are almost always equipped with KKRCs due to their utility in defeating energy resistant opponents and flak shell capability.

    3) PD Turrets (8): May be filled with any WZT/ASI standard mount, usually CAF style Laser/MM turrets.

    4) Modular Weapons Turrets (4): As on the Sunchaser.

Auxiliary Craft:
    *24 Medium Aerospace Fighters (Usually Tanto Mods to save on Lucerin)
    *4 Shuttles

PSS/ASI-FGMS-41-A ‘Oyumi’ System Defense Missile Frigate
(Really just formatting changes to make the entry look nicer)
Spoiler:
Type: PSS/ASI-FGMS-41 Oyumi

Class: System Defense Missile Frigate

Crew: 56 +optional 10 man Stelmarine security contingent.

MDC/Armor by Location:
    Combined Main Hull------------51,000
      Main Body------------------35,000
      Main Engine Bloc------------9,000
      Auxiliary Engines(2)---------3,500 each
    Systems and Components
      Bridge----------------------10,000
      Hangar Bay-----------------1,000
    Weapons
      Missile Launcher Wings (4)---2,000 each
      Medium Turrets (4)----------500 each
      PD Turrets (12)-------------150 each
    Variable Forcefield-------------3,000 per side, 18,000 total

Statistics
    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
    (Sublight) Mach 12
      (Kitsune Values: 60 PSL; Accel/decel at 1.2 PSL per melee)
    (FTL) 4 light years per hour (FTL capability is typically removed once on station)

Market Cost: 700 million credits

Systems of Note:
    Standard (PW) Frigate Systems, as well as the following;

    *ECM Systems: Missiles and sensor-guided weapons are -4 to strike.

    *Comm Jamming Systems: 10,000 mile range, 90% against civilian systems, 65% effective against more sophisticated channel-jumping military communications suites.

    *Passive Stealth Systems: Reduces sensor signature by 40% when 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: 80 per launcher, and volleys up to 10.

      b) Long Range Missiles: 320 per launcher, and volleys up to 32. May also fire Decoy or ‘noisemaker’ warheads.

      c) Heavy Nuclear Missile Launcher: 24 per launcher, and volleys up to 6. May be equipped with and equal number of Long Lance IV or Heavy Nuclear ‘SunBombs’

      d) X-Ray Laser/Plasma Jet Bombs: 36 per launcher, and volleys up to 6.

    2) Medium Weapons Turrets (4): At the tips of the wings, and use WZT/ASI Medium Starship Mounts. The positioning of the turrets gives them a wide arc of fire around the frigate.

    3) Point Defense Turrets (12): 2 on each wing, 4 around the stern. Any target approaching the monitor can be targeted by at least two, perhaps as many as four, turrets simultaneously.
      a) Pulse Lasers (LC-3x)
      b) Slayer -D Quad-Laser Cannon (PS-RFL-40D)
      c) Laser/Mini-Missile PDS
      d) 30mm Anti-Aircraft Flak Cannon
      e) Rail Gun PDS
      f) Particle Beam PDS
      g) Ion Cannon PDS
      h) Pulse Laser PDS

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.
      1) Tractor Beam Projectors (8, two on each wing): 500 tons, 5 miles in space.

      2) Medium Plasma Torpedo Launchers (8, two on each wing):
        Range: 20 miles in atmosphere, 80 miles in space
          (Kitsune Values: 80 miles in atmo, 80,000 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 warfare/battle tender variant of the Oyumi is also supposedly under consideration.

PSS/ASI-CGG-08M-A ‘Makrigga’ Medium Patrol Cruiser
(aka ‘finback’, ‘sharky’, ‘Kasera’)

The first few Makriggas were of fixed weapon configurations, and had a number of teething issues that needed to be worked out before mass conversion and production began. The most important problem was that the armor distribution and associated framework was found to be counter productive, with the main hull being a bit too armored, the engines having nowhere near enough, and the weapon mounts being relatively fragile. The last was solved by using newer turret mantlets from the LaFayette line, but the main body had to undergo a net decrease in protection to better cover the mobility systems. However, this granted greater access to a number of high maintenance systems, so it was considered a tolerable loss for a frontier patrol vessel. Additionally, the new shield generator was found to be too ambitious for the available power grid when combined with the heavy energy weapons, so the older Warshield grade model was reinstalled.

Interestingly, the Makrigga are being used as the testing grounds for ASI’s attempts at heavier capital energy weapons. While having less concentrated damage than the old mount, the rate of fire is thought to compensate, and it is far less maintenance intensive due to many technological developments. Just why they decided to fit them onto a fusion rather than Lucerin or Antimatter powered vessel is a difficult question to answer though. It's inarguable that their installation prevents the use of the WZT’s ‘Quad-Regen’ technology however, but the Makrigga is still quite heavily protected for a cruiser sized patrol ship. Other changes consist of the medium turrets being replaced with the common modular mounts, and the LRM bays being replaced with CAF-pattern equivalents. The ability to fire Long Lances was not thought to be particularly useful on a patrol craft, and if need be such capabilities were easily available on smaller platforms.

While more expensive than the LaFayette, the Makrigga has less logistical issues, allowing it to be fielded by more tenuous USA members. The modifications needed to reinstall the old KKRCs and Medium Lasers are considered minor, allowing the use of older stores without much issue. The vessel is inarguably more capable than a Warshield in nearly all aspects, and the lack of CMLs is seen as a negligible problem given its expected users, the far greater gun power and physical durability more than compensates. The entirety of production has been bought up by USA members, but it is hoped that it will soon be available on the commercial market.
Spoiler:
Type: PSS/ASI-CGG-08M-A

Class: Medium Patrol Cruiser

Crew: 120, +40 man Stelmarine security contingent

MDC/Armor by Location:
    Combined Main Hull-------------70,000
      Main Body-------------------60,000
      Main Engine-----------------10,000
    Systems and Components
      Bridge----------------------10,000
      Hanger Bay------------------3000
    Weapons
      Heavy Capital Lasers (2)-----1200 each
      Triple Medium Turrets (5)----800 each
      Dual Medium Turret (8)-------800 each
      LRM Launchers (2)-----------600 each
      PD Turrets (18)--------------150 each
    Variable Forcefield--------------5,000 per side (30,000 total)

Statistics
    Height: 140 ft
    Width: 220 ft
    Length: 550 ft
    Weight: 135,000 tons

Cargo: 7,500 tons

Powerplant: Advanced Nuclear Fusion, w/ 50 year energy life

Speed:
    (Atmosphere) Hover to Mach 3; transatmospheric.
    (Sublight) Mach 9
      (Kitsune Values: 60 PSL; Accel/decel at 0.9 PSL per melee)
    (FTL) 5 light years per hour

Market Cost: 3 billion credits new to USA Members, but will have the common Cruiser surcharge of 100% (6 billion) to outsiders. Refit of an older vessel comes to 1.5 billion credits due to the number of system changes.

Systems of Note:
    Standard (PW) Cruiser Systems, plus:

    *ORACLE Mk V: As normal

    *ECM Systems: Missiles and sensor-guided weapons are -4 to strike.

    *Comm Jamming Systems: 10,000 mile range, 90% against civilian systems, 65% effective against more sophisticated channel-jumping military communications suites.

    *Passive Stealth Systems: Reduces sensor signature by 40% when running cold.

Weapons Systems:
    1) Single Heavy Capital Lasers (2):
      Range: 30 miles in atmosphere, 100 miles in space
        (Kitsune: 100 miles in atmosphere, 100,000 miles in space)
      Damage: 2d4x1,000 MD per Shot
      Rate of Fire: Twice per melee
      Payload: Effectively Unlimited

    2) Triple Medium Turrets (5): 2 ventral, 2 dorsal, and 1 on the fantail. Usually equipped with the original KKRCs.

    3) Twin Medium Turrets (8): Usually equipped with the original medium lasers.

    4) LRM Launchers (2): These have been replaced with CAF pattern 32-silo autoloading models, with 9 reloads.

    5) Point Defense Turrets (18):
      a) Pulse Lasers (LC-3x)
      b) Slayer -D Quad-Laser Cannon (PS-RFL-40D)
      c) Laser/Mini-Missile PDS
      d) 30mm Anti-Aircraft Flak Cannon
      e) Rail Gun PDS
      f) Particle Beam PDS
      g) Ion Cannon PDS
      h) Pulse Laser PDS

    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: 180 LRMs, volleys of 1-10.
      c) Cruise Missiles: 70 CMs, volleys of 1-10.
      d) Triple Medium Turret: See 2)
      e) Single Heavy Tachyon ScatterGun
      f) Forcefield Generator Booster: Increases shields to 7,000 per side (42,000 total)
      g) Multiplexor: Can carry up to 6 different cards, typically high level space spells.
      h) Ion Cannon: (ionization rules courtesy of Henning Rogge)
        Range: (Palladium) 4 miles in atmosphere, 12 miles in space
          (Kitsune) 12 miles in atmosphere, 12,000 miles in space
        Damage: 1d4x100 MD per blast, and has the Rogge ionization rules.
        Rate of Fire: Five times per melee
        Payload: Effectively unlimited

Auxiliary Craft:
    12 Medium Aerospace Fighters
    4 Shuttles

PS/ASI-CG-18-A ‘Kamayari’-class Heavy Cruiser
(aka ‘Greenblade’, ‘Stoneblade’, ‘Knightstick’ )

The test fitted Kamayari was perfectly functional, but it still had some issues. The overall sustained firepower on the Capital PBC was lacking, but the supporting infrastructure had been overbuilt with the hopes of being able to field more powerful weapons. It would be several years before they were available, but the mountings were sufficiently finalized for planning purposes, and promised to triple the effective output. Simultaneously, a number of design improvements in available Intermediary weapons allowed the current mounts to be made modular, although the original configuration was considered the most practical. It did allow for more expedite replacements however, and the conversion of older stores to the new standard was going quite quickly.

Additionally, the CM and LRM launchers were converted to more capable CAF models, which greatly increased the sustained rate of fire, and the MRM mounts saw similar improvements in reloading speed. The PD turrets were almost an afterthought in comparison, but the frequently lost nature of their mountings made it a good idea to make it easier to source replacements. Finally, there were a number of changes to turret protection, making the heavy weapons a bit harder to knock out, and the now expected EWAR array forces opponents to use ECCM warheads to retain effectiveness.

The primary failing remains economic, with the USA still lacking in the industrial infrastructure to produce such large ships in a cost effective manner. The CAF’s smaller Champion costs less than a third the price, and has more than half the effective capabilities. As it stands, the Kamayari costs as much to construct as an Aegis battlecruiser, which places it in an awkward spot to say the least. Thankfully, the polity’s industrial expansion is continuing at its rapid pace, so the issue will be brought under control within a decade, which will make it fully competitive with major power designs.
Spoiler:
Type: PS/ASI-CG-18-A Kamayari

Class: Heavy Cruiser

Crew: 390 crew, 60 marines, 50 person aerospace group

MDC/Armor by Location:
    Combined Hull----------------------------170,000
      Main Body-----------------------------80,000
      Secondary Hulls (2)-------------------15,000 each
      Main Engines--------------------------40,000
      Secondary Engines (2)----------------10,000 each
    Systems and Components
      Bridge---------------------------------10,000
      Axi Bridge-----------------------------10,000
      Hangar Bays (2)-----------------------12,000 each
      Sensor/Radiator Wings (3)-------------6,000 each
      Secondary Sensor Arrays (2)----------1,200 each
    Weapons
      Single Heavy Capital Turrets (3)-------1,600 each
      Triple Intermediary Turrets (6)---------1,600 each
      Single Intermediary Turrets (10)-------900 each
      Cruise Missile Launchers (4)-----------1,200 each
      LRM Launchers (4)--------------------600 each
      MRM Launchers (10)------------------300 each
      Point Defense Turrets (14)------------150 each
    Variable Forcefield-----------------------8,000 per side, 48,000 total

    Shield Refresh Rate is 20% per melee

Statistics
    Height: 210 ft
    Width: 480 ft
    Length: 1,100 ft
    Weight: 400,000 tons

Cargo: 10,000 tons

Powerplant: Lucerin-Fuelled Nuclear Fusion, w/ 50 year energy life, Auxiliary Fusion System.

Speed:
    (Atmosphere) Hover to Mach 3; transatmospheric.
    (Sublight) Mach 11 ( Mach 9 w/Secondary Hulls attached), Mach 7 under auxiliary
      (Kitsune: 60 PSL; Accels/decel at 1.1 PSL per melee)
    (FTL) 5.2 light years per hour

Market Cost: 11 billion to produce for the USA, and is nominally offered at 32 billion thanks to the current premium on large capital ships. Infrastructure improvements are on track to reduce it to 6 billion.

Systems of Note:
    Standard (PW) Cruiser Systems, plus:

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

    *ORACLE Mk V: As normal

    *ECM Systems: Missiles and sensor-guided weapons are -5 to strike.

    *Comm Jamming Systems: 10,000 mile range, 90% against civilian systems, 65% effective against more sophisticated channel-jumping military communications suites.

    *Tractor Beams (4): 1,500 tons, 10 mile range in space.

Weapons Systems:
    1) Single Heavy Capital Laser Turrets (3):
      Range: 30 miles in atmosphere, 100 miles in space
        (Kitsune: 100 miles in atmosphere, 100,000 miles in space)
      Damage: 2d4x1,000 MD per Shot
      Rate of Fire: Twice per melee
      Payload: Effectively Unlimited

    2) Triple Intermediary Turrets (6): Optimized for Heavy Gauss Cannon.

    3) Single Intermediary Turrets (10, 3 each side, 4 rear): Optimized for Lasser Lasers.

    4) Cruise Missile Launcher (4): CAF pattern, 32-silo, 9 reloads each

    5) Long Range Missile Launchers (4): CAF pattern, 32-silo, 9 reloads each

    6) Medium Range Missile Launchers (10): 20-silo, 60 missiles, 1 melee autoloading, 15 reloads available.

    7) Point Defense Turrets (22): Usually Tachyons and GR-1000s

Auxiliary Craft:
    24 Medium Fighters (usually Star Tiger II)
    20-60 Power Armors
    8 shuttles

Secondary Hull Options: Like the Pillara, it can mount two LaFayette style pods at the expense of some speed. (reduce to Mach 10 if one is carried, but piloting skill is at -5%, and down to Mach 9 if two are carried, but no skill penalty).
    *’D’-Drive Pod: Additional engine section, boosting the ship’s sublight speed; if one is carried, it’s possible to carefully balance the thrust to boost the speed back up to 11, even with another secondary hull attached, but maneuvering/piloting skill is at -10% because of the off-balance). If TWO D-Pods are mounted, boost speed to Mach 13.

Variants:
    *PS/ASI-CG-18-AD(x): It is rumored that several Kamayaris have been refitted with the same advanced hull plating as the Tmelain/WZT WZ-LS-003-TA(advanced) Cachalot Landing/Battleships. Supposedly, even beyond this added protection, ASI/WZT engineers have mounted an advanced energy absorption/repurposing system based on the Angel fighter, allowing the cruisers to absorb incoming fire, then use it to enhance their own defense fields of energy weapons.

    Reports of the -CG-18D(x) project differ; while most agree that the Syzite-hulled Kamayaris certainly are possible and exist, most likely deployed to special Expeditionary Force Reserve squadrons, the energy-redirection refits are less certain, but if they DID exist, such ships would be truly fearsome against rank and file energy weapon-dependent opponents. The per melee damage limit of the panels would be 12K MD per melee.


Last edited by Omegasgundam on Wed Mar 31, 2021 6:42 pm, edited 3 times in total.

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 Post subject: Re: Starship designs...
Unread postPosted: Tue Mar 30, 2021 10:28 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44362
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
And here I go quibbling over taalismn's work again. I'm trying out a new way of formatting the MDC listings, so tell me if you like it
PSS/ASI-FGMS-41-A ‘Oyumi’ System Defense Missile Frigate
(Really just formatting changes to make the entry look nicer)
[spoiler]Type: PSS/ASI-FGMS-41 Oyumi


Cosmic irony in that the Oyumi is one of the aesthetically UGLIEST spacecraft I've ever sketched out.
Now we can add the disclaimer 'so ugly somebody else had to reformat the DESCRIPTION so at least SOME part of the ship was easy on the eyes."
Omegasgundam wrote:
PS/ASI-CG-18-A ‘Kamayari’-class Heavy Cruiser

(snip_)
...and the quest for top of the line domestically-produced heavy iron goes on....

_________________
-------------
"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 Wed Mar 31, 2021 1:24 am, edited 1 time in total.

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 Post subject: Re: Starship designs...
Unread postPosted: Tue Mar 30, 2021 10:32 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 269
taalismn wrote:
...and the quest for top of the line domestically-produced heavy iron goes on....

Give it a few years and you can try again when making the power plant, drive, and guns won't break the bank. That's the core problem I have with ASI pushing big capital ships so hard. A decade later and they would make perfect sense. I'm currently going over you're Altess post, so I'll be the one with reaction commentary for once.


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 Post subject: Re: Starship designs...
Unread postPosted: Wed Mar 31, 2021 2:23 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 269
As the last things I post for the night, here's my long relayed revision of the Mogami and Carrier conversion for the comically oversized Blade.

Let's start off by saying that the original Mogami was simply too much ship into too small a hull to be believable. It comically outclassed the Hunter, with far too much firepower and guns. It being so much faster and cheaper didn’t help things. As such, I’m pretending it's much more in line.
WZ-CRZ-014R Mogami II Destroyer
”The original Mogami was the default Hunter alternative in the areas around Golgan space since the moment it was released. Garbage as an independent patrol craft, but it worked wonders as part of a group if you could deal with the lack of crew space. FDF formations have been phasing them out for more flexible designs, but it really amounts to shifting them to the MDF, and most of them are being picked up by Smallkin crews. The new version is a near peer to the Hauberk, and the normal fusion powered version is selling extremely well to minor powers. It being usable by people that aren’t near monks helps with that.”
---- Captain-General Vicen Trancluw, CAF

The original Mogami was something of a confused mess, but it was popular regardless due to its relatively high capabilities and low cost. It had soldiered on for numerous years, but like nearly all escorts of its nominal generation it needed revisions after the Minion War. Having gained a domestic rival in the form of ASI’s Hauberk, the designers on Rebliss decided to develop a more practical design for both domestic and mass market purposes. The overall intent was to be a more capable alternative to the contemporary Super Hunter, and for the relative price tag the Mogami II did exactly that.

The first change was to lengthen the hull to provide more volume. The interior was rearranged to be more comfortable for galactic standard sized crew, and Rebliss’s increasing use of light exoskeletons had led to their personal becoming effectively taller as well. Overall hull protection has increased, and the shield is abnormally powerful for its mass. The only remaining weapons of the oritional suite are the lateral MRM launchers, with the rear set being replaced with dual LRM versions. The heavy turrets have been repositioned and replaced with WZT module mounts, and the overall barrel count has increased. Finally, a number of badly needed PD turrets were installed, and a basic ECM suite provides additional protection against missiles.

Beyond these obvious changes, a large number of quality of life improvements were included. While the Rebliss had little need for them, it was recognised that the original crew facilities were far too spartan for most other races, and thus a secondary cargo bay was added that could be reconfigured to provide these services. Overall crew count has also decreased, as more the refined and less overstressed systems need less maintenance to keep running. The ship remains capable of underwater operation, and many operators have gone to the trouble of establishing hidden port facilities to take advantage of it.

The Mogami’s greatest problem remains its lack of parasites. As a defensive or escort craft this is less of an issue, but it greatly hinders patrol capability. Direct combat potential is equal to that of the Hauberk, but the AJC needs more flexible craft. The Mogami sells quite well to member worlds and other lesser polities however, and is a very popular ship among mercenary commands.
Spoiler:
Type: WZ-CRZ-014R Mogami

Class: Destroyer

Crew: 30, up to 10 troops/passengers

MDC/Armor by Location:
    Main Body----------------5,000
    Bridge--------------------1,200
    Dual Medium Turrets (4)---800 each
    PD Mounts (6)------------150 each
    LRM Launchers (2)--------600 each
    MRM Launchers (2)-------400 each
    Variable Forcefields--------1,500 each side (9,000 total)
    *Shield Refresh Rate is 20% per melee

Statistics
    Height: 120 ft (40 m)
    Width: 60 ft main hull/ 120 ft with pylons(20 m/40 m)
    Length: 330 ft (110 m)
    Weight: 6,000 tons

Cargo: 200 tons, 100 tons with crew facilities

Powerplant: Advanced Lucerin-Fuelled Nuclear-Fusion w/ 25 year energy life

Speed:
    (Atmosphere) Hover to Mach 4, transatmospheric
    (Sublight) Mach 13
      (Kitsune Values: 60% PSL; Accel at 1.3 PSL per melee)
    (FTL) 5 light years per hour
    (Underwater) 60 MPH, and can handle depths up to 800 ft.

Market Cost: 400 million credits for the full Lucerin version.

Systems of Note:
    Standard (PW) Destroyer Systems, plus:

    *ECM Systems: Missiles and sensor-guided weapons are -4 to strike.

Weapons Systems:
    1) Dual Medium Turrets (4): 2 Forward, 1 Aft, 1 Ventral

    2) PD Mounts (6) WZT/ASI Standard.

    3) Lateral MRM Launchers (2): 20 silo, 160 missiles each, 1d6 minute reload.

    4) Rear LRM Launchers (2): 8-silo, 80 missiles each

Auxiliary Craft: 1 shuttle

Variants:
    *WZ-CRZ-014R: Downgrading the Lucerin reactor to normal fusion, the effective rate of fire for the primary turrets is halved, sublight speed is reduced to Mach 11, FTL is limited to 4 light years per hour, and the shield is reduced to 1000 MDC per facing with the normal 5% regeneration. However, the cost is reduced to 320 million, and it is still considered a peer to the Super Hunter, at least as long as the latter's parasites are discounted.

As I don't have the art that was used for the Blade, if there was any, I'm pulling this out of my ass. The shear side of the things has to make it viable as a carrier basis though.
WZ-CV-018 'Harpe' Light Carrier
“The only real surprise with the Harpe is that it took so long for them to do it. The Blade’s status as a near balloon gave it more volume than it knew what to do with, and it didn’t have the power generation to be a gun boat. While the deck-to-mass ratio isn’t quite as good as the Dauntless, the Dauntless is also an outright freak of engineering for it, so the Harpe is likely the second best in the Three Galaxies. It's still fusion powered, so it doesn’t have an enormous energy budget, but the relative price is still exceptionally low for what you get. The airwing is more than eight times the cost, so you know it's a good carrier.”
---- Captain Jacky Kelson, CAF

An unexpected addition to the USA’s fleet, the Kai’Shem produced Harpe uses components from the Blade class Missile ‘Destroyer’ to produce a viable carrier platform. The Blade is infamous for its excessively large volume, ever for its light cruiser sized mass, so it makes sense that it would be used to host a large number of parasites. Unlike the related Tungi however, it could not use the same spaceframe, as the engineering tricks used to grant the ship its durability became a hindrance in creating the large open spaces needed to hold a substantial air wing. The overall mass increased by a full 25% to fit all the desired systems, but Kai’Shem’s infamously low density architecture easily took the changes. The overall dimensions remain similar however, allowing it to be produced in the same construction slips.

While the Harpe remains fragile for its volume (if not mass), its rock bottom procurement and operation price means that it competes in a far different bracket than that of full Fleet Carriers. Protection is high for a Carrier, with the Blade’s armor and fast regenerating shield system retained. Defensive armaments are relatively sparse, and are primarily intended to counter strike craft and missiles. The unusual SRM launchers have been replaced with additional PD turrets however, and the remaining LRMs are of CAF autoloading models. The true offensive punch is its three squadrons of fighters, which is a phenomenal amount even given the ship’s mass. The sheer volume of its bays allows it to casually field the USA’s larger heavy fighters, usually grouped into 12-craft ‘heavy squadrons’.

The USA uses the Harpe primarily to host its various heavy fighters, being far better able to handle them than its various other Light Carriers. Thanks to its relative durability, it is far better able to risk being present on the battlefield than most other equivalent designs, and most opponents have more pressing concerns when facing down a full 36 Derecho ‘pocket corvettes’. It also commonly fields the Jatar, having similarly low infrastructure needs. The Harpe also sees use as a tender craft for more advanced designs such as the Archangel-A and the Raiju II, and the USA Marshals Service have seen success in fielding it as a mobile depot for the Haizam-B.
Spoiler:
Type: WZ-CV-018 Harpe

Class: Light Carrier

Crew: 150 crew, 200 man aerospace complement, up to 100 troops, and up to 350 passengers.

MDC/Armor by Location:
    Combined Main Hull-------------------77,000
      Main Body----------------------------65,000
      Engines (2)---------------------------6,000 each
    Systems and Components
      Bridge -------------------------------3,000
      Flag Bridge---------------------------3,000
      Forward Launch Bays (2)-------------8,000
      Rear Recovery Bay-------------------10,000
    Weapons
      Single Medium Turrets (2)------------600 each
      LRM Launchers (4)-------------------600 each
      Point Defense Turrets (24)-----------150 each
    Variable Forcefield*---------------------5,000 each side (30,000 total)

    Shield regenerate at 20% per melee

Statistics
    Height: 375 feet (125 m)
    Width: 660 feet (220 m)
    Length: 1500 feet (500 m)
    Weight: 100,000 tons

Cargo: 20,000 tons

Powerplant: Nuclear Fusion w/ 30 year energy life

Speed:
    (Atmosphere) Hover to Mach 3; transatmospheric
    (Sublight) Mach 10
      (Kitsune Values: 60 PSL; Accel/decel at 1 PSL per melee)
    (FTL) 5 light years per hour
    (Underwater) 60 MPH, and handle depths up to 1,800 ft

Market Cost: 1 billion credits for the USA, often goes for more than 2 billion on the open market due to the demand for effective carrier platforms.

Systems of Note:
    Standard (PW) Cruiser Systems, as well as the following.

    *Enhanced Sensors: +25% greater than typical for the class (320,000 miles by DB: 13 standards)

    *ORACLE Mk V: As normal.

    *ECM Systems: Missiles and sensor-guided weapons are -4 to strike.

    *Comm Jamming Systems: 10,000 mile range, 90% against civilian systems, 65% effective against more sophisticated channel-jumping military communications suites.

    *Tractor Beams (6): 1,500 tons dead weight. 10 miles in space.

Weapons Systems:
    1) Long Range Missile Launchers (4): CAF-pattern, 9 reloads.

    2) Single Medium Turrets (2): Wing pylon mounts, 360 by 90 degree firing arc.

    3) PD Mounts (24): WZT/ASI standard.

Aux Craft:
    *up to 36 Heavy Fighters (usually Derechos)
    -OR-
    *up to 72 Light or Medium Aerospace Fighters
    *60 Space Power Armor
    *2-6 Shuttles

Variants:
    WZ-AD-018 Corvette Tender: The -AD model replaces the hangers with berthing space and support infrastructure for up to 18 Blackbird or Meteor Storm corvettes.

    WZ-LPD-018-AL Assault Transport: While still waiting on a good heavy dropship design, the -LPD variant looks to be the AJC’s first purpose built troop transport. Troop load is expected to be a mechanized regiment.


Last edited by Omegasgundam on Sun Apr 04, 2021 3:22 am, edited 3 times in total.

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 Post subject: Re: Starship designs...
Unread postPosted: Wed Mar 31, 2021 6:06 pm
  

User avatar
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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44362
Location: Somewhere between Heaven, Hell, and New England
....and printed to hardcopy for my ever-expanding bedside reading files. 8)

_________________
-------------
"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 Mar 31, 2021 7:34 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 269
taalismn wrote:
....and printed to hardcopy for my ever-expanding bedside reading files. 8)

And here's some more. I will put header quotes in later, and have already added them to the earlier ones.

DDES-14R Larna-Pe II class Heavy Destroyer
(aka ‘Gun Forrest’)

A dramatic revision of the original Larna-Pe, the -14R is a redesign once again hailing from the Thelheim Yards. Applying a great deal more engineering work to the basic concept, the original configuration and components have been further rationalized, becoming a far less ungainly and visually offensive design. The layout has been rationalised to better suit the ‘doubled up’ configuration, reducing frame stress and maintenance demands, and the components have been refined to be better suited for fringe and frontier operation. Visually, the largest differences are that the forward hull has lost its shrinking ‘neck’, widening out to provide additional internal space, and that the armatures have been altered to all have the same effective length. The aft armatures retain the ‘X’ arrangement of the old Ex1 variant, maximizing forward firepower.

An important part of the changes was a rationalization of the weapon systems. Thelheim has recently managed to upgrade their weapons manufacturing capabilities, and large numbers of the more modern and faster firing models of anti-ship weapons are entering the USA’s logistics system. As such, while the overall barrel count has been reduced, the consolidated dual mounts have the same net firepower, which opens a substantial amount of volume to work with. This was used to consolidate the parasite slips into a small hanger bay, providing some organic fighter cover. Point Defense mounts were replaced with modern equivalents, almost doubling in durability and becoming much more flexible. The ship’s reactor has sufficient power to operate all of these systems to their full potential, including the improved force field, and is the reason for the ship’s relatively high mass and price tag.

As the original Larna-Pe had won the respect of its users, the improved and less aesthetically challenged model was eagerly welcomed. The slight price increase was easily compensated by the various improvements, and the ship is found to be less problematic to operate. It remains exceptional at customs duties and swarm suppression, and often serves as the flagship for small CDF formations. The overall success would result in an improved version of the similar vintage DDES-13 Godendag.
Spoiler:
Type: PSS-DDES-14R Larna-Pe II

Class: Heavy Space Destroyer

Crew: 64, up to 24 marines, and up to 15 passengers

MDC/Armor by Location:
    Combined Main Body----------20,000
      Main Body--------------------12,000
      Main Engines (2)--------------4,000 each
    Systems and Components
      Bridge------------------------2,000
      Armatures (8)----------------1,750 each
      Hangar Bays------------------2000
    Weapons
      Dual Medium Mounts (8)------600 each
      Missile Launchers (4)---------200 each
      Point Defense Turrets (18)---150 each
    Variable Forcefield--------------2,000 per side, (9,000 total)

    *Shield Refresh Rate is 20% per melee

Statistics
    Height: 150 ft
    Width: 150 ft
    Length: 820 ft
    Weight: 24,000 tons

Cargo: 500 tons

Powerplant: Nuclear Fusion, w/ 50 year energy life

Speed:
    (Atmosphere) Hover to Mach 3; transatmospheric.
      (Note: Will be damaged if it lands as Brandestoc)
    (Sublight) Mach 15
      (Kitsune Values: 60 PSL; Accel/decel at 1.5 PSL per melee)
    (FTL) 5 light years per hour

Market Cost: 900 million credits

Systems of Note:
    Standard (PW) Destroyer Systems, plus:

    *ORACLE Mk V: As normal

    *ECM Systems: Missiles and sensor-guided weapons are -5 to strike.

    *Comm Jamming Systems: 8,000 mile range, 95% against civilian systems, 75% effective against more sophisticated channel-jumping military communications suites.

    *Passive Stealth Systems: Reduces sensor signature by 70% when running cold.

Weapons Systems:
    1) Dual Medium Mounts (8): WZT/ASI standard.

    3) Ion “TKO” Cannon (2): See Brandestoc.

    3) MRM/LRM Missile Launchers (4): Dorsal and ventral of the forward armatures.
      Rate of Fire: Volleys of 1-10
      Payload: 30/60 LRMs/MRMs per launcher, up to 120/240 total

    4) Point Defense Turrets (18): One on each weapons armature, two flanking the main engines, eight on the forward main hull
      a) Pulse Lasers (LC-3x)
      b) Slayer-D Quad-Laser Cannon (PS-RFL-40D)
      c) Laser/Mini-Missile PDS
      d) 30mm Anti-Aircraft Flak Cannon
      e) Rail Gun PDS
      f) Particle Beam PDS
      g) Ion Cannon PDS
      h) Pulse Laser PDS
      i) Tachyon PDS

Auxiliary Craft:
    *4 Light Fighters
    *1 (Medium) Shuttle
    *Up to 24 Power Armor

The Perdition suffers from early installment weirdness, with too much firepower and not enough armor and fighters. This is my attempt to fix it.
WZ-CAC-3100 Perdition II Fleet Carrier

While capable, the Perdition class suffered from a number of problems. While the ‘Battle-Carrier’ concept always has its issues, the Perdition had more than most, having not enough protection and not enough strike craft for its mass and volume. A number of other engineering problems also plagued the class, but prior to the Minion War WZT lacked the ability to properly address them, and during it they were too busy to undergo the lengthy rebuilding process. But once the last of the major fires was put out the vessels returned to their original construction yards and spent several years in extensive ship surgery, which saw them be reconstructed from the frame out and gain more than 80 ft in width.

Constantly compared to the Packmaster, the Perdition shared its problematic armor protection. The Perdition II on the other arguably takes cues from the CAF’s Saratoga in this regard, with high armor and dispersed hangar bays, although it is entirely possible it's actually the other way around. To save volume and to improve effectiveness, the weapon mounts were consolidated into multi turret arrangements, and many believe this to result in a net increase in firepower. The Cruise Missile Launchers were found to be of relatively little value, and they were removed to open up even more volume. These space savings were used to expand the all important hanger facilities, and is now able to host up to five full Wings of mixed aerospace fighters. Those that cannot afford to fill the bays with manned craft usually replace them with Enryu drones on a two-to-one basis.

Internally, a laundry list of faults and design problems were solved, with the craft becoming more reliable and easier to maintain. A number of important support systems were added, such as long range FTL sensors and EWAR systems, and the somewhat vulnerable engines were replaced with a more armored dual arrangement. Command facilities were also greatly expanded, with a proper flag bridge allowing fleet level coordination without the previous headaches. The level of work also enabled the shield generator to be replaced with a 20% stronger model. Crew accommodations were naturally expanded to keep up with the increased load.

With the design problems effectively solved, the Perdition II is a far more capable ship, likened to a Saratoga that trades raw durability for more firepower. Its greatest issue is that the construction cycle is exceptionally lengthy, with the still developing nature of the USA’s industry resulting in it having a far higher price tag than a core world firm. This should be resolved within the next decade, and all experts believe that the USA will go on a capital construction spree once the capability is truly in their hands. In the meantime, the Perdition II remains the largest warship the USA has outside of the TME Regulators, and usually fills them with Starstreaks, Star Tiger IIs, and Archangel-As.
Spoiler:
Type: WZ-CAC-3100 Perdition II

Class: Fleet Carrier

Crew: 1,650 (30 bridge crew, 120 engineering, 1,500 mechanical/technical, assuming 3 shifts), up to 1500 pilots and aerospace techs, up to 800 marines, and up to 200 passengers

MDC/Armor by Location:
    Combined Main Hull---------210,000
      Main Body-----------------------140,000
      Engines (2)----------------------35,000
    Systems and Components
      Bridge---------------------------20,000
      Secondary Bridge----------------20,000
      Flag Bridge-----------------------20,000
      Lateral Hangar Bays (6)----------20,000 each
    Weapons
      Triple Capital Turrets (2)---------5,000 each
      Dual Intermediary Batteries (4)--1200 each
      Triple Medium Mounts (8)--------900 each
      MRM Launchers (8)--------------400 each
      PD Mounts (30)-----------------200 each
    Variable Forcefields*---------------12,000 each side (72,000 total)
    *Shield Refresh Rate is 20% per melee

Statistics
    Height: 1,312 ft (400 m)
    Width: 1,312 ft (400 m)
    Length: 5,280 ft (1,609 m/1 mile)
    Weight: 54 million tons

Cargo: 6 million tons

Powerplant: Advanced Lucerin-fuelled fusion nuclear powerplant(s) w/ 50 year energy life.

Speed:
    (Atmosphere) Hover to 200 MPH, transatmospheric
    (Space) Mach 9
      (Kitsune Values: 60 PSL; Accelat 0.9% PSL per melee)
    (FTL) 5 light years per hour

Market Cost: 52 billion credits to build, will be reduced to 32 billion once industrial expansion is concluded.

Systems of Note:
    Standard (PW) Battleship Systems, plus;

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

    *ORACLE Mk V: As normal

    *ECM Systems: Missiles and sensor-guided weapons are -5 to strike.

    *Comm Jamming Systems: 60,000 mile range, 95% against civilian systems, 75% effective against more sophisticated channel-jumping military communications suites.

    *Tractor Beams (20): 1,500 tons dead weight. 10 miles

Weapons Systems:
    1) Triple Capital Turrets (2): Usually Lasers

    2) Dual Intermediary Mounts (4): Usually HGCs

    3) Triple Medium Mounts (8): WZT/ASI standard. Usually Lasers.

    4) Medium Range Missile Launchers (8): 20-silo, 60 missiles, 1 melee autoloading, 15 reloads available.

    5) PD Mounts (30): WZT/ASI standard.
      a) Pulse Lasers (LC-3x)
      b) Slayer -D Quad-Laser Cannon (PS-RFL-40D)
      c) Laser/Mini-Missile PDS
      d) 30mm Anti-Aircraft Flak Cannon
      e) Rail Gun PDS
      f) Particle Beam PDS
      g) Ion Cannon PDS
      h) Pulse Laser PDS
      i) Tachyon PDS

Aux. Craft:
    *240 Light Fighters (2 Wings)
    *240 Medium Fighters (2 Wings)
    *60 Heavy Fighters (1 Heavy Wing)
    *up to 600 Flying Power Armors
    *8 Shuttles


Last edited by Omegasgundam on Sun Apr 04, 2021 3:41 am, edited 2 times in total.

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 Post subject: Re: Starship designs...
Unread postPosted: Wed Mar 31, 2021 9:50 pm
  

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Omegasgundam wrote:
The Perdition suffers from early installment weirdness, with too much firepower and not enough armor and fighters. This is my attempt to fix it.
WZ-CAC-3100 Perdition II Fleet Carrier]


"$#!+, you mean those fighter-wagons just got MORE efficient? Fringe-navy combat cruisers spewing fighter types we'd never seen before were bad enough, but they -Improved- them, and shoehorned in more of them missileboats?! There goes the Board's plans for this sector; forget about squeezing the dirt-turners for gild or percentages, 'cause I have no intention of running into the new cops out here in the wilds."
---Anonymous corp-merc officer.

_________________
-------------
"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 Apr 04, 2021 3:53 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 269
And here's moar revisions. I'm still working on some fluff quotes for the previous two though. I'll add them when I finish with the Demas and Cachalot. Which will be out when I can put down Evil Genius II, which is still a bug filled mess.

WZ-HF-920-LR Archangel-AR Heavy Fighter
“The Triple-A felt like it got dated really quickly. While objectively one of the better contemporary designs, it simply had too much crowding in the AJC’s inventory, and the improved Wasp and Raiju clowned all over it like they do everything else. But there would never be enough of those super craft to even dream of meeting demand, so the Archangel-A became the default heavy fighter for the frontline part of the Aerospace Corps. The -AR felt like a breath of fresh air to those that were overly familiar with it.”

During the later parts of the post-Minion War rebuilding period, WZSpiral released an updated model of their popular Archangel. The war-era -A configuration had become dated by modern standards, and was lacking in overall firepower compared to its peers produced by ASI. Additionally, it lacked the now popular EWAR systems, which became a major strike against it due to tactical shifts. Thus, the new -920 model saw major frame changes to facilitate equipment changes, post obviously shown by the expansion of the crew cabin. Now a five man craft, it promises to remain a staple of the AJC for years to come.

Of the two crewmen gained, the EWAR operator is the easiest to explain. While not the absolute bleeding edge, the array in the -AR is considered fully military spec, and does wonders to increase its ability to handle massed salvoes. The installation position mandated the removal of the marginally useful pylon mounts, but this was a minor price to pay. The additional engineer is there to handle the greatly boosted power systems, as the guns have been upscaled in size. Now featuring three Super Heavy mounts and a quad set of Medium mounds, more than doubling the firepower. The changes make them incompatible with the EAP system, but this is also considered an acceptable price. A final surprise is an auxiliary booster, greatly changing tactical considerations.
Spoiler:
Type: WZ-HF-920-LR Archangel-AR

Class: Heavy Fighter

Crew: 5 (Pilot, Copilot/Weapons Officer, 2 Engineers, EWAR Officer)

MDC/Armor by Location:
    Main Body-----------------------1500
    Wings (2)-----------------------600 each
    Reinforced Crew Compartment--200
    Primary Gun Mounts (3)---------300 each
    Secondary Gun Mounts (4)------100 each
    MRM Launchers (2)--------------160 each
    SRM Launchers(2)---------------90 each
    Variable Forcefield*--------------400 per side (2400)

    *Shield Refresh Rate is 10% per melee

Statistics
    Height:19.5 feet (6.5 m)
    Width: 69 feet (23 m)
    Length: 75 feet (25 m)
    Weight: 500 tons

Cargo: Small 8 ft x10 ft hold behind the cockpit for additional gear/supplies.

Powerplant: Advanced Lucerin-Fuelled Nuclear Fusion w/ 50 year energy life.

Speed:
    (Atmosphere) Hover to Mach 6, transatmospheric.
    (Sublight) Mach 10
      (Kitsune Values: 40 PSL; Accel/decel at 1 PSL per melee)
    (FTL) 5 light years per hour

Bonuses: +1 to Dodge

Market Cost: 400 million. The AJC pays less than 300 million.

Systems of Note:
    Standard (PW) Heavy Fighter/Combat Shuttle Systems, plus:

    *Energy Absorber Panels: ABSORBS incoming enemy laser, ion, and particle beam weapons fire and reduces its damage by 75%. The next melee, HALF of the damage initially rolled is applied to one of the following, and can be held for 4 melees. Ineffective against plasma, projectiles, and magic. Cannot handle more than 1200 MD per melee.

      Forcefield MDC: 1-to-1 increase.

      Speed: Boost base speed by 10% per 100 MD absorbed.

    *Reflective Plate: Normal lasers only inflict half damage after going through the EAP

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

    *ECM Suite: Imposes a -5 to hit against enemy guided weapons

    *ECCM system:

    *Ejectable Crew Cabin

    *Auxiliary Thruster: Increases speeds up to Mach 15 for 30 minutes.

Weapons Systems:
    1) Super-Heavy Gun Mounts (3): WZT/ASI standard.

    2) Medium Gun Mounts (4): WZT/ASI standard.

    3) MRM Launchers (2): 4-Silo, 8 missiles each

    4) SRM Launchers (2): 8-Silo, 16 missiles each

    5) Heavy Countermeasure Launchers (3): WZT/ASI standard, but triple payload.

FB-27D ‘Derecho-D’ Heavy Attack Ship
“Let's be honest, the Raiju was always going to win the slot for ‘top dog’ for the AJC’s heavy ASFs. It's simply ******** for a great many reasons, and there’s no way a normal fusion powered craft can keep up with it. But that’s the thing isn’t it. The Raiju’s AM dependence makes it hard to use in the less developed regions, and it's a headache and a half to keep operational due to all the complexity. That means there’s a massive hole where the Raiju is simply too much to warrant, and that’s where the Derecho shines. The only real competition is the Jater, which is honestly in a different niche all together due to its size and operational profile, and the Derecho has more firepower than many fusion powered corvettes.”

Inspired by the Mammatan II, the Derecho-D changes the wing design to make the weapon bays better able to fit alternative equipment, effectively merging most of the previous variants into one craft. As the first craft that ASI reworked after looking into Ross Aerospace’s offerings, the -D was their first use of reusable auxiliary booster technology, which helps tremendously in bringing its firepower to bear quickly. The forward lasers were made fully modular, but the wing mounts were trickier. Power and cooling conduits to the gun bays were insufficient to use full Super Heavy mounts, but they were able to equip provisions for the lesser Heavy pattern while still being able to mount GR-1000s. Space was found for the now expected EWAR systems, which fill the room that was nominally able to hold passengers.

With some clever engineering, the bays are close enough to the propulsion system to allow for them to host CG FTL drives. While not having the shear speed of the -C model, said variant is also considered to be overspecialized, which the -D is most definitely not. On the other hand the EWAR configuration is considered superior to that which it replaced, although it's usually best to have a few escorts with missile heavy loadouts. For ground attack missions, the newly developed deployable mass drivers provide accurate explosive firepower, and their gimbal mounting allows for a substantially larger range of attack profiles. All it needed was a rehabilitation of its reputation.

The AJC High Command, despite the objections from the more impressionable levels of the aerospace wing, decided to standardize on the Derecho-D as the primary fusion powered heavy attack craft for logistically challenged regions. Taking advantage of the sheer volume available of the Kai’Shem produced Harpe, these massed formations proved to have immense firepower, and by simple exposure its troubled beginnings were worn away. Now pilots remember the ‘Devil Dorito’ for its incredible firepower rather than its rushed development, although it will always suffer from the fate of simply not being the Raiju.
Spoiler:
Type: PS/ASI-FB-27D Derecho

Class: Patrol Ship/Atmospheric Strike Ship

Crew: 5; (Pilot, Co-pilot, Engineer, Weapons Officer, EWAR Operator)

MDC/Armor by Location:
    Main Body------------------------2,000
    Engines (2)-----------------------600 each
    Reinforced Crew Compartment---600
    Variable Forcefield----------------400 per side (2,400 total)

Statistics
    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 PSL; Accel/decel at 1 PSL per melee)
    (FTL) None standard

Market Cost: 260 million credits, 230 without the EWAR (but considered quite foolish).

Bonuses: Counts as being less than 500 tons for targeting purposes, +10% to Piloting rolls when operating in an atmosphere.

Systems of Note:
    Standard (PW) Heavy Fighter/Combat Shuttle Systems, plus:

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

    *ECM Suite: Imposes a -5 to hit against enemy guided weapons

    *ECCM system:

    *Ejectable Crew Cabin

    *Auxiliary Thruster: Increases speeds up to Mach 15 for 30 minutes.

Weapons Systems:
    1) Super Heavy Fighter Nose Mount (2): WZT/ASI standard. Also count as medium ship mounts.

    2) Triple Heavy Wing Mounts: WZT/ASI standard, but can also mount GR-1000s with 500 bursts each.

    3) Wing Ordinance Bays (2):
      a) MMs/“S-Sting”: 80 MMs per launcher
      b) SRMs: 50 SRMs per launcher
      c) MRMs: 30 MRMs per launcher
      d) LRMs: 15 LRMs per launcher
      e) CMs: 8 CMs per launcher
      f) Dual 100mm Mass Drivers: 100 rounds per gun, 45 degree swivel mount. Both bays must be equipped if used, but comes with a full quad set of guns.
      g) Expanded Jamming/EW Suite: Blanket-jams enemy communications and command-directed munitions with 80% effectiveness, Civilian comms 98%, military comms 80%. Radar systems are similarly degraded, but cannot pinpoint the exact location of the source within the area of disruption. 90 mile radius in atmo, 90K miles in space. Increases ECM to -8. Uses both bays.
      h) FTL Generators: 4 ly/h. Uses both bays.

    4) Rear-mounted Laser Cannons (4): Two in the fantail, and one in each wingtip. Uses the 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, or auto-fire; 6 attacks per melee

    5) Heavy Countermeasure Launchers (2): WZT/ASI standard, but triple the payload.

Variants:
    *PS/ASI-FB-27DS: As previous -27S

    *PS/ASI-FB-27D TW: As previous version, +20 million credits

DDES-13R Godendag II Fast Heavy Destroyer
“Considering it’s basically a fusion torch with a ship wrapped around it, the Gody II is a damn fine design. The sheer mass of the power plant allows them to run its systems at full power without having to use Lucerin, which is one of the better arguments I’ve seen for making an escort this size. Overall firepower isn’t any better than the Hauberk, but considering it keeps up with Scorpions that’s an acceptable trade off.
---- Captain Jacky Kelson, CAF

With the Larna-Pe II being a complete success, the Thelheim design team turned their eyes to the related Godendag. Naturally, the majority of changes are identical to those done to its sister ship, with the exception of the engines. Said engine cluster has been greatly refined, becoming substantially less maintenance intensive, as well as having an improved mounting for reduced hull stress. The shield isn’t quite as powerful for a number of complex reasons, but it remains above the ‘typical’ rating for escort ships. Like the Larna-Pe, it has a small hanger on the underside, allowing it to carry a boarding craft and a flight of relatively compact light starfighters such as the Atom-D or Angel-C.

While such high speed craft always have higher logistical demands, the Godendag II has become one of the less painful to deal with. Arguably replacing the near extinct Sangu as the AJC’s high speed escort, its heritage makes it extremely capable at law enforcement duties. To compensate for their relative lack of numbers, AJC marines are almost always issued with Ramza exoskeletons (or equivalent), which allows them to easily deal with mundane defenders. Other than its nominal lack of firepower for its mass, the ship’s only ‘problem’ is its lack of high gain sensors, forcing it to work as part of a team to intercept Runner craft.
Spoiler:
Type: PSS-DDES-13R Godendag II

Class: Fast Heavy Space Destroyer

Crew: 48, up to 24 marines, and up to 10 passengers

MDC/Armor by Location:
    Combined Main Body----13,000
      Main Body------------------9,000
      Engine----------------------4,000
    Systems and Components
      Bridge----------------------2,000
      Armatures (4)--------------1,750 each
      Hangar Bay-----------------2000
    Weapons
      Dual Medium Mounts (4)----600 each
      Missile Launchers (4)--------200 each
      Point Defense Turrets (14)--150 each
    Variable Forcefield-------------1,500 per side (7,200 total)

    *Shield Refresh Rate is 20% per melee

Statistics
    Height: 150 ft
    Width: 150 ft
    Length: 600 ft
    Weight: 15,000 tons

Cargo: 500 tons

Powerplant: Nuclear Fusion, w/ 50 year energy life

Speed:
    (Atmosphere) Hover to Mach 3; transatmospheric.
      (Note: Will be damaged if it lands as Brandestoc)
    (Sublight) Mach 18
      (Kitsune Values: 60 PSL; Accel/decel at 1.8 PSL per melee)
    (FTL) 6 light years per hour

Market Cost: 600 million credits

Systems of Note:
    Standard (PW) Destroyer Systems, plus:

    *ORACLE Mk V: As normal

    *ECM Systems: Missiles and sensor-guided weapons are -5 to strike.

    *Comm Jamming Systems: 8,000 mile range, 95% civilian, 75% military.

Weapons Systems:
    1) Dual Medium Mounts (4): WZT/ASI standard, but can also mount a 1K ton rated tractor beam (25 miles Palladium scale).

    3) Ion “TKO” Cannon (2): See Brandestoc.

    3) MRM/LRM Missile Launchers (4): Dorsal and ventral of the armatures.
      Rate of Fire: Volleys of 1-10
      Payload: 30/60 LRMs/MRMs per launcher, up to 120/240 total

    4) Point Defense Turrets (14): One on each weapons armature, two flanking the main engines, eight on the forward main hull
      a) Pulse Lasers (LC-3x)
      b) Slayer -D Quad-Laser Cannon (PS-RFL-40D)
      c) Laser/Mini-Missile PDS
      d) 30mm Anti-Aircraft Flak Cannon
      e) Rail Gun PDS
      f) Particle Beam PDS
      g) Ion Cannon PDS
      h) Pulse Laser PDS
      i) Tachyon PDS

Auxiliary Craft:
    *4 Light Fighters
    *1 (Medium) Shuttle
    *Up to 24 Power Armor


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 Post subject: Re: Starship designs...
Unread postPosted: Sun Apr 04, 2021 10:35 pm
  

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Good salvaging of the Derecho...though I'm now going to have to work harder on coming up with a proper larger Wasp(imaginatively and predictably named the Hornet) that doesn't re-Invent the wheel.

_________________
-------------
"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 Apr 05, 2021 4:14 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 269
taalismn wrote:
Good salvaging of the Derecho...though I'm now going to have to work harder on coming up with a proper larger Wasp(imaginatively and predictably named the Hornet) that doesn't re-Invent the wheel.

For the 'Lucerin is not a guaranty' regions, the Dorito is as good as you can count on.

Also, the USA needs a good (non-oversized) dropships to fill platoon and company level deployments. Basically a more volume efficient Gannet that can fit in plausibly sized launch bays. A Lucerin powered version of the Concord troop transport could work if sped up to stay with the fleet, although passenger accommodations will have to be looked at.


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 Post subject: Re: Starship designs...
Unread postPosted: Mon Apr 05, 2021 8:35 pm
  

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Omegasgundam wrote:
[
Also, the USA needs a good (non-oversized) dropships to fill platoon and company level deployments. Basically a more volume efficient Gannet that can fit in plausibly sized launch bays. A Lucerin powered version of the Concord troop transport could work if sped up to stay with the fleet, although passenger accommodations will have to be looked at.



Up-engining the Concord's easy enough. I figure there's even more variation in the 'civilian' ships, especially after-market, with smaller shipyards doing customization work. I wouldn't be surprised to see Concords with upgraded engines, or even TW or AM drives, and some of those mod-jobs might be headhunted as regular production models if it can be determined that the added work is economically and logistically sustainable on a fleet-wide basis. Though WW2 demonstrated why trying to build fighter planes out of racing planes was NOT a good idea(The Italians had the Lince, a twin-engined bomber that broke speed records, but fully loaded for war, was actually slower than contemporaries. The Germans had the Me-209 which established a thirty-year speed record for piston-powered planes, but had nasty handling, and a specialized engine that had a lifespan of 30 minutes, and the Americans tried making a light fighter out of a commercial design...and ended up with a poorly handling peashooter that the pilot couldn't see the landing strip over the engine).

Damn....had the idea of fitting an up-engined troop transport Goethals with docking collars for Concords...keep the equipment on the Concords, and the troops can enjoy the facilities on the larger mothership until ready to deploy near the war zone...

_________________
-------------
"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 Apr 05, 2021 9:05 pm
  

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Joined: Thu May 08, 2008 11:04 pm
Posts: 269
taalismn wrote:
Omegasgundam wrote:
[
Damn....had the idea of fitting an up-engined troop transport Goethals with docking collars for Concords...keep the equipment on the Concords, and the troops can enjoy the facilities on the larger mothership until ready to deploy near the war zone...

That was almost exactly what I was thinking.


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 Post subject: Re: Starship designs...
Unread postPosted: Tue Apr 06, 2021 12:05 am
  

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Shepard-class Escort Cruiser could also serve in a pinch...they're equipped to dock/carry-assist merchant 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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 Post subject: Re: Starship designs...
Unread postPosted: Tue Apr 06, 2021 3:34 am
  

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Joined: Thu May 08, 2008 11:04 pm
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taalismn wrote:
Shepard-class Escort Cruiser could also serve in a pinch...they're equipped to dock/carry-assist merchant ships.

They'll need some layout changes to handle the influx of bodies for the duration expected, but that's relatively simple.


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 Post subject: Re: Starship designs...
Unread postPosted: Sat Apr 10, 2021 12:42 pm
  

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taalismn wrote:
Shepard-class Escort Cruiser could also serve in a pinch...they're equipped to dock/carry-assist merchant ships.


Does it have a multi-species crew, a hot-shot pilot with brittle bone disease, and regularly face up against ancient AIs?

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 Post subject: Re: Starship designs...
Unread postPosted: Sat Apr 10, 2021 8:12 pm
  

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Borast wrote:
taalismn wrote:
Shepard-class Escort Cruiser could also serve in a pinch...they're equipped to dock/carry-assist merchant ships.


Does it have a multi-species crew, a hot-shot pilot with brittle bone disease, and regularly face up against ancient AIs?


Those that don't, there's a good chance of them having blue-in-blue-eyed security contingents, a navigator addicted to mutagenic psychotropic drugs, and regularly face up against conniving galactic aristocracies and ancient AIs.

_________________
-------------
"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 Apr 13, 2021 2:45 pm
  

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WZ-CGS-306 Reaper Moth Light Transatmospheric Gunship/Strike Ship
(aka ‘Death Moth II’)

“The ‘Death Moth ‘ lived up to its name once it started running into real opposition. Those gun-flitters flew like insects into a bug-zapper, and they met death by the dozens before we pulled them out of the front lines. And some of the warloads that they were supposed to carry? Putting two cruise missiles on a Death Moth and expecting it to act like a torpedo boat in retrospect reeks of hard desperation. I for one am glad that there were enough ground attack conversion Hespies and airbreathing Fangs to take up the reigns to allow us to finally pull back the Mothies to traffic police duties.”

“I LOVE the Reaper; they kept all the good points about the ol’ DM, and did away with all the sins!”

The Reaper/Death Moth II is a development(some would say redesign) of the original Death Moth Compact Gunship. The Death Moth’s main draw was its easy handling and low cost, which meant it sold quickly to low end PMCs and planetary militias. As one of WZT’s earliest joint designs, the Death Moth showed that numerous small shipyards could collaborate to retool and produce common-design inexpensive combat craft. Despite good initial reviews and some spectacular early actions that spurred brisk sales to various backbrush worlds, the Death Moth was unfortunately proven to be exactly that: cheap. Organizationally a triumph, technically the Death Moth proved a flop.
Later combat showed a number of glaring flaws in the Death Moth. Against more sophisticated opposition with weapons capabilities closer to those fielded by the major power blocs in the Three Galaxies, the Death Moth was lacking, and was easily murdered by advanced SAD(surface to air defense) systems and aerospacecraft. The main problems were a lack of armor and a fit-out of short-range weaponry; the Death Moth having to close to virtually knife-fighting range to engage opponents, ranges that also allowed the enemy to flame the gunships with even massed infantry weapons fire.
With WZT now supplying the United Systems Alliance with military hardware, the thought of supplying its own planetary guard units and Irregulars with shoddy equipment mortified the company heads, let alone saddling customers who were sold on the ‘USA aura’ that came to surround many of its products. War games with USA combat units using PS/ASI-supplied gear confirmed that even pre-starflight hardware(like PS/ASI’s airbreathing Fangs and GMR Morningstars) could take out the Death Moth, let alone even second-tier starfighters like the Hesperia(and the TGE’s older-model Flying Fangs).
WZT set out to refit its Death Moths, but found that a redesign was what was really called for. WZT’s now-greater resources and talent pool led to a shorter design turnaround; just four months after the project was assigned, the first prototype Death Moth II rolled out for flight tests.
The Reaper Moth resembles a slightly-scaled up Death Moth, with redesigned wings and a lengthened forward structure. The upgrade and proliferation of quality powerplant production across the Fringe allowed WZT to replace , for little extra cost, the Death Moth’s original engine with a more powerful type. to power the larger propulsion units, shield generators, and weapons systems. This allowed for an immediate replacement of the pathetically short-ranged particle beam cannon with superior models that more than tripled the range and damage. More refined materials and stress analysis from the Death Moths resulted in a stronger, better-armored airframe. WZT’s growing expertise with compact forcefield generators led to another upgrade, this time to the Death Moth’s defense field, strengthening it slightly(a monoplanar field is retained, rather than switched to a variable type, to keep costs and maintenance down), and the freed-up space used for additional avionics. Better use of airframe space allowed for several avionics systems to be imported over from the much-more capable single-seat WZ-CGS-0161 Pteropus(which had increasingly filled in for the Death Moth). The problematic mission pod was repositioned, allowing for the deployment of more efficient rotary launchers and a greater variety of module types, allowing the Reaper Moth to replicate the strengths of the various Death Moth variants. Finally, a pair of standardized WZT/ASI Light Hardpoints were grafted to the sides of the hull, allowing for further customization of weapons fit-out, sensors, and avionics.
The result is a much more effective, and still cost-efficient, ground attack CAS(close air support) craft with limited space combat capabilities. With the Reaper Moth now entering service, older Death Moths are being withdrawn and refitted as police security craft.
Ironically, the Reaper Moth would see its baptism of fire against the same enemy that had seen the Death Moth earn its initial(and arguably undeserved) reputation, with the first Reaper Moths involved in crushing the last field armies of the Broctile Hegemony. The Reaper Moth has since spread across the USA territories and is proving popular with other uses as well, such as the Central Alliance.

Type: WZ-CGS-306 Reaper Moth
Class: Compact Gunship
Crew: 3 (1 pilot, 2 gunners)
MDC/Armor by Location:
Main Body 600
Reinforced Crew Compartment 225
Particle Cannons(6) 90 each
Particle Cannon Turrets(2) 120 each
Missile Pod(rear) 200
Forcefield 1,000
Height: 15 ft(5m)
Width: 39 ft(13 m)
Length: 58 ft (16 m)
Weight: 35 tons
Cargo: Small space in cockpit for a survival pack and sidearm.
Powerplant: Advanced Lucerin-fuelled fusion nuclear powerplant w/ 20 year energy life.
Speed:
(Atmosphere) Hover to Mach 3, transatmospheric.
(Space) Mach 9
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) Not Possible
(Underwater) Not Possible
Bonuses: +1 to Dodge(+2 in atmosphere) and +1 to Strike
Market Cost: 55 million credits
Systems of Note:
Standard Spacecraft Systems, plus:

*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.

*ECM Suite----- The Reaper Moth has a standard ECM suite for confusing sensor-guided weapons; -5 to strike

*Cyberlink(optional): This advanced cybernetic control system 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) PS-HPBC-20 Particle Beam Cannons(6, 2 fixed forward, 2x2 ventral/dorsal turrets with 360-degree rotation, 60-degree elevation). The original short-ranged PBCs which caused so much trouble have been replaced with a more powerful PS/ASI design, itself based on the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon, giving the Reaper Moth a much farther-reaching and harder-hitting ‘sting’.
Range: (PBC) 11,000 ft(double in space)
Damage: (PBC) 4d6x 10 MD single blast, 8d6x 10 MD dual blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 4.2 million credits

2) Missile/Ordnance Pod(1, rear)--- Studies of the combat recorders of the Death Moth showed that the most successful and surviving of the ship crews relied on the munitions carried in the rear pod. Unfortunately, the positioning of the pod limited the amount of munitions that could be deployed, and some of the weapons choices were arguable. The redesign into the Reaper Moth allowed these faults to be remedied and a greater degree of versatility built in.
a) Micro-Missile Cannon---Underslung belly turret holding a T-410 Micro-Missile Cannon
Range:(T-410)Gun launcher fires the micromissile out to about 8,200 ft, where after the rocket propulsion takes over.
(Micromissiles)8,000 ft for all types

Damage/Bonuses:(T-410)
Pattern-2a---4d4 MD to 2 ft blast radius
Pattern-2b----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-2c----(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees

Bonuses:(T-410)
(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, infrared Sensing Chip.

Rate of Fire: Bursts of 3-40 rds per melee
Payload: 250 micromissiles

b) Mini-Missiles----New rotary launcher holds 128 MMs

c) Short Range Missiles---New rotary launcher holds 60 SRMs

d) Medium Range Missiles----New rotary launcher holds 30 MRMs

e) Long Range Missiles---3

f) Cruise Missiles---2. Much as some people wanted to exclude this holdover from the Death Moth, the capability was retained after it was pointed out that an anti-ship capability, using all available platforms, was useful against planetary invasions.

g) Bombs----Can carry ‘iron’ or ‘smart’ bombs; either take the equivalent missile warhead and DOUBLE the blast radius, or can carry TWICE the number of warhead equivalents as missiles
*Slammer Concussion Missiles/Bombs---Knockoff Triax Weapon, acquired through industrial espionage.
Range:(Missiles) 6,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
(Bombs) 1d4x10 MD to 90 ft blast radius.
88% chance of knockdown(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)

h) *SAW---Stand-off Attack Weapon, for ground attack. Basically, this is a large LRM-sized pod with maneuvering thrusters, autopilot guidance system, and fold-out glide wings, that is designed to overfly a target zone and launch cluster munitions over it, in a bombing pattern. These submunitions can range from golf-ball-sized antipersonnel grenades, runway cratering shells, area denial mines, chemical shells, or even carbon-fiber ‘angel hair’ electrical disruption spools. PS is also working on using SAWs to deploy Kera-Tech style EMP weapons and other specialized munitions.
One SAW can be carried per LRM hardpoint
Weight: 1,100 lbs
Range: SAW has an effective range of 20 miles in atmosphere Submunitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
400 AP/Chemical grenades
OR
100 HE/anti-vehicle grenades
OR
100 Fragmentation Mines
OR
50 Incendiary Bombs
OR
500 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament
The Reaper Moth can carry 5 SAWs.


i)* ‘Tacit Rainbow’ Drones----These are LRM-sized mini-cruise missiles/reentry vehicles configured as ‘smart’ decoys that can be deployed from the craft, then fly off on their own power, emitting false sensor signatures, and their own ECM. Adding to the confusion, the drones can be programmed to behave in appropriately evasive ‘stealthy’ fashion, to give the impression that they are in reality a real target attempting to evade detection...only to pop up again later to confuse enemy observers.
When their fuel/power is exhausted, the drones then activate a self-destruct device that destroys them completely( destroys drone and does 3d6x10 MD to everything in a 10 ft radius)
MDC of Drone: 50
Size: 15 ft long, 3 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 1.4
Range: 1,000 miles
Damage: None, aside from self-destruct
ECM: Jams enemy sensors and radio transmissions with 50% effectiveness (range: 25 mile radius). Can also be programmed to pump out misleading radar signatures conforming to other craft, including larger aircraft. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targeted on the mothership(must be within 10 miles of each other to be effective) will be +4 to strike the drone, and will lose target lock on the SR-100.
Bonuses: Drones are +4 to dodge attacks
Payload: The Reaper Moth can carry 3 drones

j) *TW ‘Breaker’ Missile--- TW forcefield-penetration aide device that can be fitted to to MRMs and LRMs---it is not considered to be cost effective to employ it on SRMs and mini-missiles. This addition allows the weapon to penetrate enemy forcefields to deliver its warhead to the target within. The PPE cost is actually less for the missiles than for the original EDM system, owing to the much smaller size of the projectile.
Currently, this technology is still rather expensive and bulky...despite hopes of being able to install a Sphere of Annihilation device inside the warhead, the ‘Breaker’ is limited to conventional warheads. The missiles are also prohibitively expensive and complex to manufacture, limiting their numbers and distribution. However, breakthroughs in magic material synthesis and TW mass production in the USA and the UWW mean that these weapons are expected to become much more readily available to the respective forces of those star polities.
Range: Varies by Missile Type--MRM or LRM
Damage: Varies by Missile Type--MRM or LRM, but typically the heaviest warhead available.
Special: Can punch through forcefields and magical barriers, but only those larger than 12 ft or more(will not work on personal forcefields)
PPE Cost to Create: 300 PPE to enchant the crystal ‘initiator’ crystal.
Payload: 30 MRMs or 3 LRMs.

k) G-Cannon---Drop-down ball turret with 360-degree traverse, 90-degree depression Same as that carried by the Pteropus Compact Gunship.
Range: 3 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere,1,000 miles in space)
Damage: 4d6x10 per 40 round burst
Rate of Fire: ECHH
Payload: 200 bursts

l) Personnel Carrier ----Can carry 6 drop commandoes or two power armors

m) Cargo Pod---2 tons

n) Forcefield Generator---Carries ts own powerplant with 5 year energy life. Can be dropped to act as a field defense generator. +1,000 MDC.

o) EW Jammer Module Jams enemy communications(radio band) in a 5,000 mile radius in space, 50 mile radius in atmosphere, civilian band communications with 80% effectiveness, military bands with 50% effectiveness. 45% chance of confusing guided missiles (especially ‘beam riders’ or radar-guided types). A single ECP adds +15% chance of eluding sensor detection(or -15% to enemy Read Sensory Instrument rolls).

p) Heavy Plasma Cannon----Similar to the standard light hardpoint, only more powerful and able to use deuterium ‘hotshotting’*(injection of deuterium into the plasma stream). Sometimes mistaken for a plasma drive(and indeed, some Reaper Moth pilots have been known to use it as a plasma booster; Increase speed to Mach 5 in atmosphere, and mach 11 in space, but piloting rolls are at -15%, and can only maintain this for 10 melees before needing 30 minutes to cool the system down(trying to push it beyond this limit causes the plasma cannon to over-stress and malfunction; 01-75% melts down and ceases working, 76-00% explodes, doing 1d6x10 MD to the gunship.
Range: (Palladium) 2 miles in atmosphere, 4 miles in space
(Kitsune Values) 3 miles in atmosphere, 400 miles in space
Damage: 5d6x10 MD per blast to a 10 ft wide area.
Rate of Fire: ECHH
Payload: Effectively unlimited
Option: “Hot Shotting”---This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). The gunship has enough deuterium tankage for 200 shots.


3) Light Aerospace Fighter Hardpoints(2)----These were added to allow the Reaper Moth to take advantage of the standardized Hardpoint system armaments being distributed throughout USA space.
a) Pulse Laser
• Range: (Palladium) 2.5 miles it atmosphere, 5 in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
• Damage: 1d4x10 MD per pulse burst
• Rate of Fire: EPCHH
• Payload: Effectively Unlimited

b) Particle Beam Cannon
• Range: (Palladium) 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
• Damage: 1d6x10 MD single blast
• Rate of Fire: EGCHH
• Payload: Effectively Unlimited

c) Plasma Cannon
• Range: (Palladium) 2 miles in atmosphere, 4 miles in space
(Kitsune Values) 3 miles in atmosphere, 400 miles in space
• Damage: 2d6x10 MD per blast
• Rate of Fire: ECHH
• Payload: Effectively unlimited

d) Gravity Railgun:
• Range: 2.5 miles in atmosphere, 5 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
• Damage: 1d6x10 MD per burst
• Rate of Fire: EGCHH
• Payload: 200 bursts per cannon




Variants: None, as the modular modifications embody the previous Death Moth variants.

_________________
-------------
"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 Apr 14, 2021 6:31 pm
  

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Joined: Wed Nov 26, 2003 4:59 pm
Posts: 2183
Location: Canada
taalismn wrote:
Borast wrote:
taalismn wrote:
Shepard-class Escort Cruiser could also serve in a pinch...they're equipped to dock/carry-assist merchant ships.


Does it have a multi-species crew, a hot-shot pilot with brittle bone disease, and regularly face up against ancient AIs?


Those that don't, there's a good chance of them having blue-in-blue-eyed security contingents, a navigator addicted to mutagenic psychotropic drugs, and regularly face up against conniving galactic aristocracies and ancient AIs.


Ah... SPICE IS LIFE!!!
(I actually have the last two books he wrote with his son before passing, and the "final" book in the series too.)

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