Omegasgundam wrote:It is a simple fact in the Three Galaxies that you will eventually run into enemies that are resistant to energy weapons. As the TGE almost exclusively uses Energy Pulse weapons for their infantry, this is a major problem for them, particularly when dealing with those able to stay out of melee range. The traditional response is to simply mass Power Armor units, but the TGE’s conquests had shown that this was far from guaranteed to be tactically possible, so something had to be done to provide some level of kinetic damage potential to their soldiers. While conventional mini-missile launchers had long been part of the Imperial Army arsenal, they simply lacked endurance to deal with the truly durable supernatural targets, which were also a Kreegor weakness. They needed working solutions, and preferably at low cost.r]
This is surprising, given the Kreeghors' history with the Splugorth; did the Splugorth just not use 'Resistant to Energy' magic the whole time they were enslaving and later fighting the Kreeghpr? Or did the Kreeghor miss that in early Zerg-rush-to-melee-range tactics that it became a blind spot in their tactical doctrine?
Hell if I know. I didn't write the original fluff, and that explicitly has them as almost exclusively using EP weapons. And having rebelled against the Splugs.
Omegasgundam wrote:[ Hell if I know. I didn't write the original fluff, and that explicitly has them as almost exclusively using EP weapons. And having rebelled against the Splugs.
Well, speculation: The Kreeghor overcame their overlords at close range melee fighting, and learned modern combat from the Kitten and other minions, who all either use energy weapons or melee weaponry(Kittani rail guns are rather scarce: we see a few on their bigger power armors and 'bots, but their infantry rail guns tend to eb copied from other people. The Kreeghor, having been bioengineered and uplifted from a primitive state, never had the opportunity to go through the kinetics stage of technological weapons evolution. They pretty much went to bash and smash, and using captured energy weapons, and so didn't get to appreciate how useful slug throwers could be, Personally I think the Kreeghor homeworld is in a magic-poor/ sporadic flux region that interfered with Splugorth magic's, or else the Dweller Beneath had something to do with it, in addition to creating the Royal Kreeghor.
-------------
"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"
Omegasgundam wrote:[ Hell if I know. I didn't write the original fluff, and that explicitly has them as almost exclusively using EP weapons. And having rebelled against the Splugs.
Well, speculation: The Kreeghor overcame their overlords at close range melee fighting, and learned modern combat from the Kitten and other minions, who all either use energy weapons or melee weaponry(Kittani rail guns are rather scarce: we see a few on their bigger power armors and 'bots, but their infantry rail guns tend to eb copied from other people. The Kreeghor, having been bioengineered and uplifted from a primitive state, never had the opportunity to go through the kinetics stage of technological weapons evolution. They pretty much went to bash and smash, and using captured energy weapons, and so didn't get to appreciate how useful slug throwers could be, Personally I think the Kreeghor homeworld is in a magic-poor/ sporadic flux region that interfered with Splugorth magic's, or else the Dweller Beneath had something to do with it, in addition to creating the Royal Kreeghor.
All plausible. I'm working with on the FWC right now. I have some bits to go over with you tomorrow, but for now bed.
I know feel challenged to figure out a way to work something similar into the rumored 'history' of the (E)Shemarrians as an ex-slave species of the Splugorth. The Shemarrian love of rail guns could be explained as a way of dealing, at range, with beings resistant to energy. Slice them up in close, or blast them away with kinetics/ballistics from far away.
-------------
"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"
taalismn wrote:I know feel challenged to figure out a way to work something similar into the rumored 'history' of the (E)Shemarrians as an ex-slave species of the Splugorth. The Shemarrian love of rail guns could be explained as a way of dealing, at range, with beings resistant to energy. Slice them up in close, or blast them away with kinetics/ballistics from far away.
Good idea. Maybe the Kreegor are the reason it become so widespread in Splug space.
“Keep the range open if you can with a missile duel, but sometimes you HAVE to close within direct fire range. There’s been some criticism of a general tendency to use cruise missiles as virtually point blank weapons, but that’s often because many point defense systems are programmed to identify and prioritize cruise missile attacks, Between them and area jamming, getting close enough to directly target point defense emplacements and eyeball straight through the sensor static is the only way of being able to land a missile strike.”
The same market research that showed WZT Varakaikos could virtually double its ship orders with the introduction of a ‘blade-less’ version of their Daito Missile Cruiser, indicated that the same could be done with their MD-016 Blade. Many customers had purchased the well-designed destroyers for their balanced performance and armaments...but had little use for the ram prow that had been incorporated by Kai’Shemi tradition. Though the Blade was generally very tolerant of modification, few non-Kai’Shemi operators were willing to tempt fate by excising the ram and performing major structural surgery on their ships. Having already produced a ram-less civilian model of the same spaceframe, WZT Varakaikos was more than happy to do the cutting and revision for the customers, and in short order began rolling out a new version of the Blade, the Tungi. As with the Daito-to-Kardara conversion, WZTV engineers removed the ram, but kept the mass, using the new weight allowance opened up to address some of the issues plaguing the Blade. A substantial amount of hull baffling was moved about, increasing overall armor protection, including the bridge. The power generation that energized and reinforced the ram prow could now be allocated to shields. However, as a conventional(by Three Galaxies general scheme) missile destroyer, the Tungi is expected to engage targets at a distance, so heavy armor is not considered to be that big an issue. As, with the removal of the ram prow, boarding actions are less commonplace, the marine contingent is reduced and the space reallocated to avionics and crew comfort facilities. To add extra heavy punch, the rebuilt prow now sports a cruise missile launcher and point defense is bolstered by the addition of two rail gun-and-laser turrets. The Tungi’s already proven a hit with WZT customers and even with the Kai’Shemi armed services, though the Varakaikosian Navy’s acquired ships tend to be less visible and held out of the spotlight held by the ‘edged’ Blade. As with the Daito/Kardara, the VN likes to deploy Blades and Tungis in mutually supporting formations, the dedicated missile ships covering the approach(or retreat) of the blade-ships.
Type: WZ-MD-017 Tungi Class: Missile Destroyer Crew: 800; 150 crew, plus 250 troops, and an additional 300 passengers MDC/Armor by Location: Main Body 78,000 Bridge 3,000 Engines(2) 6,000 each Particle Beam Cannon Pods(2) 5,000 each Cruise Missile Launcher 800 Long Range Missile Launchers(8) 250 each Point Defense Turrets(8) 150 each Point Defense Rail Gun/Laser Clusters(2) 150 each Variable Forcefield* 7,000 each side(42,000 total)
*Variable Forcefields regenerate at 20% per melee Height: 375 feet (125 m) Width: 660 feet (220 m) Length: 1500 feet (500 m) Weight: 82,000 tons Cargo: 15,000 tons Powerplant: Nuclear Fusion w/ 30 year energy life Speed: (Atmosphere) Hover to Mach 7; transatmospheric (Sublight) Mach 12 (Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.2% of light speed per melee) (FTL) 5 light years per hour (Underwater) The Tungi actually CAN operate underwater, able to move thru the water at 60 MPH, and handle depths up to 1,800 ft Market Cost: 980 million credits Systems of Note: Standard Starship Systems.
Weapons Systems: 1)Cruise Missile Launcher---The rebuilt nose now sports a cruise missile launcher. Range: Varies by Missile Type (Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space) Damage: Varies by Missile Type Rate of Fire: Volleys of 1-32 Payload: 64. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles)
2) Long Range Missile Launchers(8)---The main weapon of the Tungi missile destroyer is its long range missile launchers. Range: Varies by Missile Type (Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space) Damage: Varies by Missile Type Rate of Fire: Volleys of 1-24 each launcher(so all eight launchers firing simultaneously will put 192 LRMs in the air at once!) Payload: 144 each launcher, 1,152 total. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 12 missiles)
3)Particle Beam Cannons(2)---The main energy weapons of the Tungi are these two particle cannons, mounted in external pylons on the ends of the ‘wings’ where they have maximum arc of fire. The pods can rotate a full 360 degrees and swing out 90 degrees. Range: 7 miles in atmosphere, 14 miles in space (Kitsune Values: 14 miles in atmosphere, 14,000 miles in space) Damage: 1d6x100 MD per shot Rate of Fire: Three times per melee Payload: Effectively Unlimited
4)Short Range Missile Batteries(4)---Mounted in the hull behind sliding hatches, these SRM launchers typically fire in defensive barrages against incoming fighters and missiles. Range: Varies by Missile Type (Kitsune Values: 10 miles in atmosphere, 500 miles in space) Damage: Varies by Missile Type Rate of Fire: Volleys of 1-10 each launcher Payload: 100 per launcher. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 48 missiles)
5)Point Defense Laser Turrets(8)---Eight point defense laser turrets can be deployed from concealed sliding hatches. Range: 6,000 ft in atmosphere, 12,000 ft in space (Kitsune Values: 2.4 miles in atmosphere, 240 miles in space) Damage: 1d6x10 MD per burst Rate of Fire: EGCHH Payload: Effectively Unlimited
6)Point Defense Rail Gun/Laser Clusters(2)----Two rapid-fire point rail gun and pulse laser cluster-turrets can be deployed from concealed sliding hatches in the forward hull. Range:(Rail Gun) 1.5 miles in atmosphere, 3 miles in space (Kitsune Values: 3 miles in atmosphere, 300 miles in space) (Pulse Laser) 12.000 ft :in atmosphere, 36.000 ft in space (Kitsune Values: 8 miles in atmosphere, 8,000 miles in space) Damage:(Rail Gun) 2d4x10 MD per burst (Pulse Laser) 2d6x10 MD per burst Rate of Fire:(Rail Gun) EGCHH (Pulse Laser) EGCHH Payload:(Rail Gun) 1,000 bursts per gun; changing a drum takes 15 minutes (Pulse Laser) Effectively Unlimited
Aux. Craft: 6 shuttles 10 Aerospace Fighters
Variants: The MiD-017B does away with the prow cruise missile launcher in favor of another pair of particle beam cannons. This draws more heavily on the power generators, and crews are advised to more carefully watch their power gauges, as protracted firing of all the PBCs may cause micro-fluctuations in shield strength/density with the increased demand-load. It is fully expected that WZT will produce MiD-017 versions of the WZ-MiD-016D drone carrier and the WZ-MiD-016UD mine warfare vessel.
-------------
"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"
Stasis Technologies and Space Travel in the Three Galaxies.
“I hate the idea of traveling via sleeper....it’s too much like a coffin, in a morgue, with attendants who aren’t going to treat you with the respect and dignity they would a passenger who can look them in the eye. I will never willingly submit to going into cold-sleep for any reaso-” “-and that’s why we drugged you. We can’t wait for the next full service passenger liner out of here. We HAVE to be in Remana Sector before three-zero-four.”
“Wreck of the HASS Carmine Princess...lost on the Goldillox-Fairport run with five thousand souls aboard. Eighteen years before a deep survey probe stumbled across her drifting in the interstellar. Four thousand passengers survived to be rescued thanks to being in cold sleep when the negative mass drive reversed polarity and killed everybody on the awake decks.”
“Shooting the Tessman Gate saves twenty months’ travel time by regular flight, but it emits a strong field of tau-C radiation that’s listed as a bio-hazard for most species. Heavy shields can block most of it for the time it takes to make transit, but it can still do a number on nervous systems. That’s why anybody running the Gate is told to go through in shielded stasis...between the extra protection of the pod casings and the buffering afforded by the stasis drugs, the radiation damage is pretty much nulled.”
“Wait, here...give your hair a quick spritz with this before you go under. It’s cryo-hairspray. Keeps your mane from cracking and fading in suspension. Should work for humans too.”
(*intercom*)<<“Will all outbound Casserini please assemble in the medical annex? It’s time to go! Our flight leaves in two hours and the med staff wants to have us all in-processed, in starsleep, and put aboard! All our clothes have aleady been packed and loaded, so come on in! We don’t want to be the late ones on this adventure! Yeeehhhh!!”>>
“We always have a few stowaways who manage to bribe some port official to smuggle them aboard in stasis along with the animal hiberpods. It’s even more dangerous than trying to stow away in the regular passenger sections because they often don’t have access to decent hibergear and, because we don’t know they’re aboard, in an emergency we can’t evacuate them with the rest of the listed passengers.”
“Mister Kinkari, kindly refrain from referring to reviving our mission specialist scientists from cold-sleep as ‘time to clean out the refrigerator’.”
“These are my pajamas, These are my cryosleep pajamas. They’re not so much warm as they are modesty-covering and they don’t crack and bleach when frozen.”
“Great, just great.....this ALWAYS happens. I get shipped to one edge of the galaxy and all my luggage and my clothes get shipped to the other.”
Cold Sleep, HiberSleep, Null Sleep, Suspended Animation, Bio-Stasis, StarSleep, Cryo-Time...it’s the other aspect of modern space travel that doesn’t get talked about a lot, Maybe because it harkens back to the old days of slowboats and light-huggers, before most cultures discover ways to jump the speed of light threshold. Fact of the matter is, though, hiber-stasis is still a big part of the modern spaceflight scene. The fact of the matter is, even with contra-gravity FTL velocities pushing six, seven, even eight light years a standard hour, space gates and fold-jumps, space is a LARGE place. Sometimes it can take weeks, or even months, to cross gulfs between stars. While many coreworlds may be close enough that those with access to the right technology can commute light years and back on a daily basis. most trips are across expanses that would boggle the mind if experienced in real-time. Travel times can be hard on the minds of interstellar travelers. Unless you’ve got plenty to keep you occupied, or have a low amusement threshold, long space voyages can be tedious, especially if you’re not active crew and have nothing meaningful to do. And when moving larger numbers of people between the stars, economics still plays a role. Keeping large numbers of active passengers in cubic and sustenance eats up money and mass, which equals more expense in the fuel to carry the necessary structure and life support. It’s CHEAPER to move people like cargo and often safer from a security standpoint, so many mass-transport companies try to encourage hibersleep passages. And there’s health benefits too. Sometimes modern space travel has bad effects on a person’s health. There’s a number of conditions aggravated or brought on by contra-gravity and FTL technologies that can range from annoying to life-threatening. There’s hazards of shipboard life too, if a person isn’t used to starfaring. Stasis systems can shield the sleepers from the detrimental effects of spacetravel. There’s also a fair number of people who find spacetravel -terrifying-, but they have to travel anyway. They could take drugs the whole trip, and many do, but there’s side effects, the least of which is looking and behaving doped to the gills. If one is lucky, and happens to be traveling with companions, and-or can get a private cabin, spending the trip locked inside one’s travel quarters tended to by an understanding minder is possible. However, that isn’t always practical on long trips, and many space lines and carriers don’t allow it, citing health concerns. Depending on the hibersleep technology, a lot of people don’t like the idea of being unconscious and helpless, unaware of what’s happening around them, and wholly dependent on the goodwill of others to see them safely to their intended destinations. Often it’s compounded by the preparations for hibersleep; undressing and sometimes not even getting anything to cover up with, then getting plugged into machines in intimate places just emphasizes how helpless one is, being treated akin to a medical patient, or worse, as CARGO.
No doubt the reader has heard or seen the horror stories; the popular media is full of them, about what can go wrong with hibersleep systems. Somebody screws up the drug dosage, or the thermostat goes haywire. Some alien lifeform begins eating helpless sleepers, slavers divert shiploads of sleepers into slavery or harvest them for organs, or somebody programs the braindance to make everybody in the pods into zombies. Or disaster strikes a ship, and the crew neglects to save the sleepers in the and rush to the life pods. Sad to say, they’re all true, but it’s a large megaverse, and everything’s bound to happen SOMEWHERE. Like people getting struck by de-orbiting space debris while riding the grav-tram to work. Doesn’t stop trillions of people from taking trains, though, because the risk is so low. The fact of the matter is hibersleep systems are no more dangerous than going to the dentist for a procedure. Billions of sophonts across the Three Galaxies use stasis systems to travel without mishap. And the stats prove that ships that get lost long term between stars? When it could be months or even years before they’re found? When they are discovered, it’s much more likely to be those who were already in, or got into after the disaster, hibersleep who survive. Those ships with hibersystems, even just emergency backup systems, stand a better chance of having survivors in a deep space accident than those that don't.
The main reasons hibersleep systems are still so common are as follows: -Emergency---Emergency hibersleep systems can extend life support supplies for those stranded in space, expanding the window of time in which they can be rescued. Even between coreworlds like Goldilox and Terra Prime, space is so vast that it can take YEARS to find a stranded starship if it comes to grief in the interstellar void.
-Medical---Many hibersystems hold life processes at a minimal level, slowing or outright stopping further deterioration. It’s common to ship terminally ill patients, if hibersleep induction isn’t going to kill them outright, to other places where they can receive better care. Psychological aversion to spaceflight, ‘spacesickness’, or ‘spaceship madness’ are also legitimate reasons many cite for going into hibersleep.
-Cost---Despite the high price tag for individual hibersleep systems, many carriers see them as cheaper and easier measured against the long term layout for transporting conscious passengers and the expenditures on food, air, and entertainment associated with them. Many long-duration probes and expeditions also use hibersleep stasis to extend their supplies, keeping task-non-essential personnel ‘on ice’ until needed.
-Security----For transporting some people, moving them in hibersleep is the safer option from the standpoint of security apparatus. Various judiciary organizations of the CCW prefer to transport dangerous criminals in some form of stasis rather than give them opportunity to make trouble while on a starship. The TGE routinely moves large numbers of conscript laborers under stasis to avoid them learning where they’re going and leaking the information to dissident factions.
The three general categories of Bio-Stasis systems are as follows:
-Metabolic Reduction----The mildest forms of hibersleep in the Three Galaxies are metabolic reducers, usually drug therapies that induce a state of coma, slow a person’s metabolism and reduce their minimum necessary intake of air, water, and nourishment. Some even provide passive exercise to prevent atrophy of muscles. Such processes are good for short term usage, but the person still exhales and excretes, so provision has to be made for keeping them clean.
-Suspension systems ---Suspension systems go farther than metabolic reducers; they take the subject deeper than coma, slowing metabolic processes even further, or stopping them altogether. Suspension systems usually use some combination of preservative chemicals, a stable suspension medium, and energy fields to keep the mental processes ticking over, albeit slowly, at the edge of total flatline. Suspension systems require a lot more elaborate support systemry and some sort of monitoring, be it a conscious attendant or AI. They’re good for longer-term applications, but are much more expensive and technologically demanding to use. They’re also a lot messier, what with all the tubes, inputs, outputs, and exotic suspension gunks. Some cultures have developed drugs or nanites that can induce suspension effects without all the attendant hardware, but they tend to be the exception, not the rule. That having been said, suspension systems are the standard for most spacefaring cultures who can survive having such things done to their physiology.
-Chronotronic stasis systems are the most sought-after because they directly affect the flow of time for the subject. Chronotronic systems allow the person to simply step into the field, turn it on, and presto, the next thing they know they’re at their destination and stepping out of the field. No drugs, no tubes, no mess. And most chronotronic stasis systems have bonuses like rendering the locked-in person effectively impervious to harm. No kidding, there’s accounts of self-contained emergency stasis fields and their contents surviving ramming through planetary cores and even stars at relativistic velocities. They can also be used for storing other things as well. Problem is, chronotronic stasis systems, though less biologically messy than suspension systems, are MUCH more sophisticated and expensive. Only a few modern polities have the state of the art to generate chronotronic stasis, let alone mass produce it for everyday application across their space fleets. Salvaged Ancient stasis systems bring top credit, especially if they can be retrofitted to exiting ships and ideally reverse-engineered. The UWW notably has a few workarounds in this regard, using various forms of magic, but mot everybody can or wants to use magic, which can be fickle.
In general, while most polities and species within the CCW are allowed to set their own regulations for use of hibersleep, the TVIA’s Interstellar Transportation Bureau has drafted some general guidelines for its use: -Vessels carrying 25% or more of their listed passenger capacity in dedicated hibersleep must have a means of evacuating the hibersleep systems in event of emergency. This may take the form of the sleeper bay being jettisonable and capable of acting as a life raft in its own right, or individual stasis modules must be able to act as lifeboats, with the means of being ejected to safety. -Suspension Systems MUST have a minimum autonomous life span, usually certified in terms of months’ duration, without external support. An emergency revival system must be built in. -For (x) number of suspension systems or metabolic reduction users aboard a starship, there must be a stasis-qualified technician and/or attendant medical personnel.
The TGE has similar regulations, but their standards are lower for conscript transport systems(where a certain percentage of loss is expected and calculated).
The Golgan Republik has similar, but even more strict, regulations like the CCW’s. Golgan stasis systems are rigorously inspected and inspected to be able to allow minimum estivation durations measurable in DECADES.
The Central Alliance and other star nations make do with whatever systems are available on he amrket, though it’s rumored that many full conversion cyborgs in the Central Alliance have built-in cyborg stasis systems that allow their biological components to go into life support-conservative shut-down mode in emergencies. Most mainstream passenger lines make provision for sleepers, setting aside cabins and holds specifically for hiber-modules. Those that don’t offer such service will allow sleeper-passengers only if the latter provide their own equipment. There are a few spacelines that specialize in carrying only bio-suspended passengers, usually for special purposes, but these tend not to be well-advertised compared to the ‘living it up between the stars’ adventure-oriented cruise carriers.
“You have to take extra care with sleeper ships, maybe more than you would with regular active, conscious passengers. Sure, cold-sleepers use a minimum of air, food, water, power, and cubic, also don’t need entertainment, don’t get bored, don’t go wandering and poking their noses and fingers places they don’t belong, but they also can’t tell you if something’s wrong with them or if they spotted something funny aboard. Also, in event of an emergency, you can’t get them moving on their own feet to safety, can’t enlist them to help you, and they’re utterly defenseless aside from whatever scant protection their hibernaculums provide. And you can’t revive them in the middle of a crisis. They’re more helpless than newbornes, in their little crib-pods, and you have to protect them. Those who claim the sleeper-services treat people like cargo never saw the lengths the good companies go to to protect their charges. The personnel who handle the cold-sleep bays tend to be maternal, protective, and intense. They’ve heard all the horror stories too. Anyone or anything that threatens their charges in their sleep is going to face some serious wrath.” ----Komos Veljo, Golgan Senior BioStasis Technician, GRSS Melodious Rumblings
Last edited by taalismn on Sun Nov 29, 2020 9:27 pm, edited 1 time in total.
-------------
"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"
Here's my work for the FWC's orbital assets. I'm still building some fluff for the ground part, including just where all this industrial development is coming from, but this is will is enough for now. I'll likely be editing it for the rest of tomorrow as I notice typos and errors.
Naturally, inspired by Kitsune’s Long Fang. Free Worlds Council FWC-LT-105 ‘Long Tooth II’ Interceptor “There has been a lot of noise over the Long Tooth II, but as far as I can tell nobody in the GSA had anything to do with it, and I would have been the one to sign off on it. We know they're getting help from SOMEBODY, but none of the usual suspects are making the right noises to fit the bill. Our best guess is that someone involved in the USA is helping things along, but this is based on some really circumstantial bits of data that we’re half convinced are false. The people we’ve been able to get onsite show that we’re dealing with obvious cut outs, and their security is more than enough to stop us from getting the actual truth. They’ve managed to catch an impressive number of ISB agents as well, and as long as we’re not dealing with another bunch of Spluggorth or Naruni equivalents we honestly don’t really care who they are as long as they keep the FWC in the fight.” ---- Branch Manager LONG SHOT, GSA Good Hope Station
“The FWC have, by necessity, become the masters of combining TGE and CCW technologies into one craft. It's honestly a headache to make them work together for a multitude of reasons, but they make it work nonetheless. The sheer ingenuity they put into making fundamentally inferior designs into something worth flying is incredible. I would accept most of their senior engineers onto my staff without any hesitation, and I wouldn’t be the least bit surprised if the GSA is looking into a ‘brain trade’ to see it happen.” ---- Captain Harriet McKenna, CAF, Director of Project Prominence
”There’s been a good deal of talk about developing a lighter interceptor, but we don’t have the engineering assets to spare, we have even less industrial capacity to use it, and we already have an answer. Our talks with WZTechYards have allowed us to put them in contact with our Consortium supporters, so we’re seeing a steady stream of credits get debited to our accounts with them. This lets us purchase a substantial number of their various offerings, which hold up well against the new birds the CAF is beginning to field. The USA is buying up the high end models, but complaining about that is just being greedy, and the reports that I’ve seen say that they are really putting them to work in the ass ends of galaxies.” ---- Supreme Commander Rachel Klass, Free World Council Cadre
While the original Long Tooth was a cross spectrum improvement over the old Flying Fang, being faster, more heavily armed, easier to maintain, having less parts, and only marginally more expensive, it was anticipated the the TGE would likely respond by fielding a better craft that’s less than half a millenia behind the tech curve. The Sharktooth was an unpleasant surprise in how capable it was, but the Free Worlds Council’s engineers were already hard at work developing a further refined version, ultimately resulting in the Long Tooth II. The primary changes are the engines, shields, and the lasers, the details of which have driven the ISB into a frenzy trying to find out where they are getting their assistance from. This is because the engines are VFF are almost identical to those used on the Bushido Industries Katana, and the lasers are equally similar to those on the Black Eagle. There are rumors of an FTL equipped version in the works, replacing the Mini-Missile Launcher to fit, but this is not considered particularly likely at this time.
Spoiler:
Type: FWC-LT-105 ‘Long Tooth II’
Class: Space/Atmospheric Fighter.
Crew: 1
MDC/Armor by Location:
Weapon Pod----------100 Wing Lasers (2)-------150 each MM Launcher---------80 Main Body------------480 Reinforced Cockpit----100 VFF------------------300 per side (1800 total)
Statistics:
Length: 40 feet (12.2 meters) Height: 15.5 feet (4.7 meters) with weapon pod, 14 feet (4.3 meters) without Width: 40 feet (12.2 meters). Weight: 12 tons with weapon pod, 10 tons without
Cargo: Small space in the cockpit for a survival pack and sidearm.
Powerplant: Anti-matter w/ 25 year energy life.
Speed:
(Atmosphere) Hover to Mach 5, transatmospheric (Sublight) Mach 15 without pylons, 13 with pylons
(Kitsune: 40% of light speed; Accel/decel at 1.5%/1.3% of light speed per melee)
(FTL) The Long Tooth is NOT equipped with an FTL drive (Underwater) The Long Tooth is NOT designed for underwater operations
Bonuses: +1 to Dodge, +1 to Strike, +1 to Initiative
Market Cost: ~60 Million, but not openly sold.
Systems of Note:
Standard Spacecraft Systems
Weapons Systems:
1) Wing Lasers (2): As on the Black Eagle
2) Centerline Hardpoint:
a) GR-1000: As on the Scorpion
b) PC-200 Phase Cannon: As in DB:2
3) Mini-Missile Launchers: Almost unchanged, but can fire 4 or 6 missile salvos
4) Missile Pylons (6): May hold 1 CM, 2 LRM, or 4 MRM
5) Countermeasure Dispenser (2): Equivalent to the WZT standard.
Variants:
FWC-LT-100 Long Fang I: Similar to the above, but with the original Variable Force Field, Horn Lasers, MRM Launcher, 4 Missile Pylons, and can only reach Mach 12.
Bashed on Kitsune’s Mosquito Free Worlds Council FWC-SPD-Y1 ‘Sylphide’ Heavy Strike Fighter (aka ‘Gun Dancer’, ‘Devil Bird’)
“I am simply at a loss for words for the Sylphide. The closest analogy I can think of is a shrunken Yannar, but that doesn’t have all the right connotations. When operational, it burns like a star, and it scorches droves of lesser ships with its radiance. I’ve already ordered several teams to look into how we would make and use our own, because this monster’s performance is more than enough to put up with the headaches of keeping it.“ ---- Captain Harriet McKenna, CAF, Director of Project Prominence
“Before anyone asks, we have even less idea than usual how the hells they came up with these things. The security around the Michael Yard is justifiably paranoid, but that doesn’t hold a candle to their efforts to obscure where they're getting the FTL drives. The rest of the thing is understandable, if completely unconnected from what we consider conventional, but the drive is a true unknown. What little we can put together shows that the material they’re made from comes from known deposits in FWC territory, so we’re probably not dealing with an outdimensional supplier, but we don’t know if they found a cache or a factory. My money is on the latter, as they wouldn’t be anywhere near as willing to risk installing them on direct combat assets if they had a finite stock. They’ve certainly started using them on infiltration craft though, as that sort of speed is simply too useful to too many things for them not to.” ---- Branch Manager LONG SHOT, GSA Good Hope Station
‘What the--- OH SHI’ ---Common sentiment among TGE convoy escorts encountering the Devil Bird.
The Sylphide is arguably a WZTech Yard design, but it is produced with and sold only to the Free Worlds Council. Arguably represents a paradigm shift in how parasite craft are designed, this beast of a heavy aerospace fighter trades theoretical endurance for burst potential, with its engine bening ludicrously overcharged to maximize performance. While this resorts in breathtakingly short service life between overhauls, the Sylphide can accomplish simply jaw dropping feats between them, out performing the Scorpion and having more firepower than most high end Proctor equivalents. The FWC uses the Sylphide as both scalpel and sledgehammer, quickly becoming the terror of smaller TGE flotillas..
But perhaps its greatest claim to fame is its simply astonishing FTL drive, capable of propelling at 7 lightyears an hour. This is the contribution of the FWC to the project, and just how they have managed to acquire these engines is a complete mystery. The FWC is naturally tight lipped on the subject, but actual analysis of the drives reveals that they share effectively no design similarities with any other production CG drive in the known worlds. The leading idea is that FWC patriots have discovered either a cache of these advanced items or an automated production line, and WZT’s material analysis of what they have been given shows that the latter is strongly possible.
The primary failing of the craft is its power plant, which needs an extensive rebuild after around a month of operation, with the Lucerin-Antimatter system being far too unstable for the multi decade endurance that conventional reactors take for granite. This is admittedly a far more expedient process that would normally be the case, as these overhauls were included as part of the normal operating cycle, but it means that a Sylphide unit is rarely up to full strength and needs a constant supply of replacement parts to maintain operational readiness. If the power plant need only keep the life support systems running, it could last 3 years before mechanical problems would cause it to fail, but this is not thought to be a plausible need.
Spoiler:
Type: FWC-SPD-Y1 Sylphide
Class: Heavy Fighter/Bomber.
Crew: 2
MDC/Armor by Location:
Mission Pod------------------400 Wing Heavy Mounts (2)-------200 each Main Body--------------------1050 Wings (2)--------------------500 each Engine Pods (2)--------------500 each Landing Struts (3)------------20 each Reinforced Cockpit-----------300 VFF-------------------------400 per side (1600 total)
Statistics:
Length: 125 feet (37.5 meters). Height: 37.5 feet (11.25 meters) (without pods, 56 feet (16.8 meters) with pod attached). Width: 90 feet (27 meters). Weight: 380 tons unloaded, pod usually adds 85 tons
Cargo: Small space in the cockpit for a survival pack and sidearm.
Powerplant: Lucerin enhanced Antimatter, w/40 days maximum endurance.
Speed:
(Atmosphere) Hover to Mach 8/Mach 6.5, transatmospheric (Sublight) Mach 20 without pylons, 18 with pylons
(Kitsune: 50%! of light speed; Accel/decel at 2%/1.8% of light speed per melee)
(FTL) 7 ly/hour (!) (Underwater) The Mosquito is NOT designed for underwater operations
Bonuses: +2 to Dodge, +2 to Strike (with guns), +2 to Initiative
Market Cost: Best estimate is in the vicinity of $320 million each, but the question of the FTL drive is a complete wild card. Without it, it is almost certainly around $200 million
Systems of Note:
Standard Spacecraft Systems
Weapons Systems:
1) WZT/ASI Heavy Mounts (2): Forward firing, but have a 60 degree arc. Mounted on the sides of the wing mounted engines.
2) WZT/ASI Medium Mounts (8): 4 on each wing, over/under each side of the engine pod.
3) WZT Heavy Countermeasure Dispensers (2): Triple the payload of normal sized versions.
4) Mission Pod (1, Optional):
a) WZT/ASI Superheavy Mount: See WZT/ASI fighter listings.
b) Missile Pod: 3 different sections, each with up to 10 LRMs or equivalent. Cannot carry cruise Missiles
c) EWAR Pod:
Enhanced Sensors: Destroyer grade sensors, +20% to read sensory equipment.
Sensor Spoofing: the ship cannot be detected without military class sensors except at extremely close range
ECM Equipment: opposed sensor guided weapons are -5 to strike.
d) Strike Team Insertion Pod: May carry up to 10 individuals and their personal equipment
Sensor Spoofing: the ship cannot be detected without military class sensors except at extremely close range
ECM Equipment: opposed sensor guided weapons are -5 to strike.
Variants: The Sylphide is modular enough to fit any plausible use for the hull, and many have been given limited use mission pods for special assignments.
Combining Taalismn’s Amok and my Berserker-50 into something for the FWC, and a shout to one of Kitsune’s creations in the variants. Free Worlds Council ‘Hope’-class Attack Ship (aka ‘Free Zerker’) “While it's not surprising that the FWC would choose to clone the Berserker for their first major mass production design, they had the sense to copy the better version. The Torac was impressive for what they had to make it with, but the Hope represents them being able to keep making hulls after their boneyards have been emptied. There has to be a Torac II in the works though. They work too well together for it to be otherwise, and the Torac has a lot of potential if they didn’t need to shoehorn it into a Berserker body.” ----Captain Vicen Trancluw, CAF
“The Hope owes a lot to the Amok, as it showed the FWC how to use normal materials into the TGE’s ship architecture. The ceramic-laminate of theirs is a way better grade material than what the TGE put into their exports, but it’s still behind the organo-borosilicate the TGE uses in their own ships. The Amok also gave them a good idea for what they needed to do to make it run on a fusion plant, which is way less of a headache than trying to jump to antimatter. We showed them how to make and run a full shipyard, but they don’t need any help developing a ship.” ----- Anonymous, (-WHITENOISE-) Operative
“While the rebel’s Hope-class represents a failure in our efforts to suppress them, we can take some comfort in that it is clearly an inferior version of our Berserker. We have seen no indications that they are putting any effort into cloning the Nuss needed for a true copy, so their ships will always lag behind ours. Unfortunately, their captains keep on proving themselves to be far more creative, which results in a constant attrition of our light assets. This independence would be a problem if we could ever drag them into a fleet engagement, but as this has always been the one thing they have sought to avoid at all costs. When they eventually slip up, we will crush them, but that’s never really been the question.” ----- Internal Memo, Kreegor High-Command
The first design to leave the Michael Yards, the Hope class Attack Ship can be considered a hybrid of the Amok and the Berzerker-50, removing hull flourishes to simplify production and using salvaged components to meet production targets without as great an investment in secondary facilities. The FWC has managed to build up a shockingly large stockpile of salvaged Berzerker components over the last century, and can use them to fuel its own construction efforts for at least a decade at their current expansion rate. Being a Berserker derivative, it is very inflexible, but the FWC is happy to have any new ship it can, and each hull can free up a more versatile ship for more complicated activities.
The engines on the Hope are a mismatch of modified Berzerker units, drawing from the FWC’s extensive tomes of jury-rigging lore to create a factory standard upgrade that matches the performance of those in the Berzerker-50. Considering that the Hope has to lug around 400 tons more armor mass to retain the same level of protection, this performance level is a noteworthy accomplishment, even if it comes at a substantial maintenance burden. There was a great deal of thought into making the moved Horn Lasers modular, but it was ultimately considered not worth the expense, and the TGE did not make use of TW enchanted ships. The weapon suite is mostly the same, but the Cruise Missile Launchers are often replaced with an equivalent LRM launching version, with the FWC having managed to establish local production some time ago. Many of the FWC’s Berserkers have had similar modifications for the same reason.
The FWC uses its Hopes the same way it does its Berserkers, although it would rather risk the latter before the former for moral reasons. Beyond being a Berserker clone, the class’s primary weakness is its short reactor life, but this is not thought to be a serious issue. It is thought to be exceedingly unlikely that any individual ship will last long enough for its mere 15 year operational period to be relevant, and the only reason they did not opt to go for an even cheaper single decade model was because it wouldn’t have provided enough power for all the ship’s systems. The current plan is to have Hope flotillas be led by a Torac or upcoming Torac II, with an attached escort carrier providing fighter support.
Spoiler:
Type: FWC-AS-2
Class: Corvette
Crew: 94, but an experienced crew can get by with 48, allowing them to take prizes.
MDC/Armor by Location:
Main Body---------------------3,000 Engine Cluster-----------------1,000 Bridge-------------------------1,000 Heavy Missile Launchers (2):---1,000 each Horn Mount (2):---------------700 each Point Defense Turrets (8):-----400 each Variable Forcefield:------------1000 per facing (6,000 total)
Statistics:
Height: 55 ft Width: 65 ft Length: 300 ft Weight: 8,000 tons
Cargo: 300 tons in addition to normal operational supplies.
Powerplant: Nuclear Fusion with a 15 year life span.
Speed:
(Atmosphere) 350 MPH, but is fully transatmospheric. The new hull shape also makes it much easier to land, but it is not at home in the atmosphere by any stretch of the imagination. (Sublight) Mach 10 in space. (Kitsune: 60% of light speed; Accel/decel at 1% of light speed per melee) (FTL) 4 light years per hour
Market Cost: Estimated to be around 260 Million, with extensive caveats. The FWC would ultimately be willing to sell them for hard credits and equipment, but the price would be far above what it would be objectively worth. And really, it's just a lower quality Berzerker-50 when you get down to it.
Systems of Note:
Standard Starship Systems
Weapons Systems:
1) Heavy Missile Launchers (2): Each may be one of the following;
a) Cruise Missile Launcher: Unchanged
b) LRM Launcher: Much more commonly available than CMs
Rate of Fire: up to 20 each per melee Payload: 100 LRMs per launcher, 200 total
2) Horn Lasers (2): As on the Berzerker, but 3 shots per melee
3) GR Gun/Mini-Missile Launcher Turret (8): Unchanged
Auxiliary Craft: There are provisions to hard dock a single medium shuttlecraft on the underside of the main hull, and it is strong enough to carry it through FTL.
Variants:
* High Speed: Like the TGE, the FWC has a number of their craft fitted with uprated FTL drives, but their practical limit is 5.5 ly/hour with the use of an Antimatter power source, with 5 ly/hour being possible with higher end fusion plants. However, the FWC has a substantially greater need for such craft, which makes them proportionally more common. These craft cost ~$75 million credits more, and the engines must be fabricated from scratch, which is the primary limitation. There is no shortage of salvaged AM power plants, but providing fuel for them is a constant hassle, so they are only slightly more common than the fusion powered version.
* Eagle’s Nest Pocket Carrier: The primary alternate configuration is a very small carrier, replacing the heavy missile launchers and a substantial amount of the interior with a hanger bay for 6 light or medium ASFs. The horn lasers are often omitted as well, bringing the total operational crew down to 24 individuals, with an additional 24 personnel composing the aerospace compliment.
An upgrade of the Taalismn’s original Torac. Free Worlds Council Torac II-class Heavy Destroyer “It was tough to see the old girl go, but at least she took a pair of Smashers with her. That's the sort of trade High-Com dreams of, which is likely why they gave me a new ship. The new Torac is, on paper, not that different from the old one, but the reality is far different. Having an actual proper hull makes a tremendous amount of difference from an operational perspective, as we have the room to actually do maintenance and store supplies. We can stay out nearly 3 times as long, which lets us hit much further from home. The addition of an ASF flight is also a major help, as it lets us do things that we previously couldn’t. The Hope class are cheaper and faster to make, but the Toracs are going to be just as important in the larger scheme of things.” ---- Captain Snade Areso, FWCS Latamer Meadows II
“The team over at Oridone has collected a lot of data on a new version of the Torac, which uses a proper hull instead of shoehorning a Smasher into a Berserker from the scrap yard. Combined with the formal military academies that we’re seeing crop up, the FWC is on the cusp of becoming a real navy, with all the capabilities and institutions that you would expect out of a true political power. At the rate they’re going we’ll see them making real Cruisers within 20 years, and won’t that be a hoot. I hope that we’re going to take another go at the TGE before then; it would be embarrassing to not be the ones to smother the TGE.” ---- Branch Manager LONG SHOT, GSA Good Hope Station
“The rebel’s newest version of their ‘Torac’ aglomination now warrants the designation of being a proper ship, which is a disappointing sign of their growing industrial capabilities. We expect it to be used the same way, only better at it and less vulnerable to bad luck. That they use it at all is a sign of their desperation, but it still presents a problem for us to deal with. They have proven to be infuriatingly capable of neutralizing Smasher flotillas, and have forced us to start running patrols in high risk sectors with Executioners. This is unacceptable, and efforts must be made to find a more cost effective counter to these high speed raiders. It may be necessary to field a larger attack craft than the Berserker, but this radical step can wait until a full analysis is conducted.” ----- Internal Memo, Kreegor High-Command
The original Torac was an obvious case of desperation leading to ingenuity, using recycled hulls as the basis for an enlarged ship, but this naturally had no shortage of regrettable operational problems. The FWC’s recent growth in industrial power has allowed OSSA to expand to full hull construction, allowing them to solve the various compromises and create in the improved Torac II. While the ceramic-laminate is less weight efficient than the Kreegor’s NSN shell-alloy, the Torac II has the mass budget to burn, and manages to retain its high speed despite gaining a bit over 2 kilotons. Additionally, the disappointing LRM launcher was replaced with twin heavy models, greatly increasing its long range barrage capabilities. Finally, a small hanger bay was added to the lower hull, and is able to service a flight of 6 fighters. Despite all of this, interior space has been substantially increased making it far more capable of long term independent operation.
An important change was an improvement to the primary energy weapons. While still cut down versions of full capital mounts, their range and single-discharge damage potential has been brought up to part with those larger systems. There were substantial investigations into whether the slow charging twin mounts could be replaced with a faster firing single, but the disappointing conclusion was that there currently little engineering or cost benefit to doing so. The primary hindrance was that they would need to design and produce a model compatible with TGE systems, which is projected to take years even with their experience. However, a small team is working away at it, and hopes to field a working example within a decade.
Spoiler:
Type: FWC-OSSA-DDG03 ‘Torac II’
Class: Heavy Destroyer
Crew: 110
MDC/Armor by Location:
Main Body---------------------------6,000 Bridge-------------------------------1,500 Drive Section------------------------3,500 Aft Ventral Hanger Bay---------------1,000 Forward Particle Beam Cannons (2)---1,500 each Dorsal Lasers (2)---------------------700 each LRM Launchers (2)-------------------900 each GR/MM PD Batteries(10)--------------400 each Variable Force Fields-----------------1,200 per side (7,200 total)
Statistics:
Height: 69 ft Width: 68 ft Length: 420 ft Weight: 10,000 tons
Cargo: 800 tons
Powerplant: Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Hover up to 350 mph, transatmospheric (Sublight) Mach 11
(Kitsune: 60% of light speed; Accel/decel at 1.1% of light speed per melee)
(FTL) 4 light years per hour (Underwater) Not Possible
Market Cost: Estimated to be around 350 million to construct, but considered far more capable than any available alternative.
Systems of Note:
Standard Starship Systems
Weapons Systems:
1) Sub-Capital Particle Beam Cannons (2):
Range: 15 miles in atmosphere, 60 miles in space
(Kitsune Values: 50 miles in atmosphere, 50,000 miles in space)
Damage: 1d6x1,000 MD per blast, or 2d6x1,000 per dual blast Rate of Fire: Once per melee; Payload:Effectively Unlimited
2)Dorsal Horn Lasers (2): As on the Berzerker, but 3 shots per melee
3) Long Range Missile Launchers (2):
Rate of Fire: up to 20 each per melee Payload: 100 LRMs per launcher, 200 total
4) GR Gun/Missile Point Defense Batteries (10): Unchanged
Auxiliary Craft:
*6 Light or Medium Fighters
Variants:
* High Speed: The practical upper end of FWC produced FTL drives is 5.5 ly/hour with Antimatter generators, and they have precious few of those to supply their larger ships. Those they can scavenge from TGE Smashers typically go into maintaining their own, leaving the Torac to use high end fusion plants that can reach 5 ly/hour. These craft cost ~$90 million more, but it is thought that they will be easier to upgrade with faster firing rates for their primary weapons later on, so OSSA produces as many as they can. They currently compose a third of all construction, but this is expected to rise to all construction within 3 years.
* Torac-C Light Carrier: The primary alternative configuration replaces the Particle Beams with a substantial launch bay, turning the Torac-C into an effective Light Carrier. Production in the primary capital weapons runs notably behind that of the propulsion systems, making this an attractive option for the flight-deck strapped FWC. The TGE’s improvements to their own ASFs have made the traditional Escort Carrier conversion substantially more vulnerable than normal, which is leading to them being pushed out to lesser fronts.
Auxiliary Craft: 24 Light for Medium Fighters
* Torac-A Light Assault Ship: Similar to the Torac-C, the Torac-A serves as a fast troop transport, landing small assault teams to accomplish critical tasks. While the ship lacks the cargo capacity to be a good raider by itself, most flotillas are accompanied by at least one fast merchantman, allowing them to rapidly bring up loot from orbital depots or surface facilities. The FWC have become experts in making and exploiting opportunities to purloin material front the TGE’s own coffers, and shows no signs of slowing down.
Auxiliary Craft: 6 Light for Medium Fighters 3 Heavy Shuttles or similarly sized craft
Free Worlds Council Dreadnought Hopebringer Upgrade “I was almost assigned to the Nisbroloth before the Good Hope Rebellion. I like to think I would have made a difference, we don’t know just how they managed to take her. There should have been a substantial number of Royal Kreegor and Invincible Guardsmen on her at all times, but she had apparently taken substantial crew losses in her prior engagements, and we never received the reports for them. Going over the relevant personnel records, combined with the condition of the orbital docks that First Corkscrew observed when they got there, I think the mostly likely answer is that Cren-Cressak Velsig was gathering major a response force in one of the dock’s secondary bays, and that most if not all of the Invincible Guardsmen there were present due to being eager to get involved in the fight on the ground. It wouldn’t have been subtle either, which means that then that damned rebel Klass hijacked the orbital defense grid the first thing he did was dump a few salvoes of Cruise Missiles into the bay, which would explain why part of the dock was glowing vapor. They only had fusion heads, but it would have been enough.
The subsequent loss of the Niphal I can only attribute to stupidity, as Cren-Cressak Persez simply screwed up his targeting priorities and shield allocation and let the Nisbroloth take out his Primary and Secondary weapons before switching to butchering the Smashers. The Niphal was later further crippled by several Cosmo Knights boring their way through the hull and damaging the FTL drive, allowing the rebel to take out the command sections with precision hits. Unfortunately, they were careful about it, and were thus able to a good chunk of her internal systems, most notably her AM plants. The Nisborloth only had around 30 years of life in her original set, which would have been exhausted long before she took out the Choli, so they had to have managed to recover enough to conduct a full rebuild. If you add in the Nipha’s remaining endurance, she would have only had around 5 years left at that point, so they would have been desperate to get new ones, which explains why it took so much damage in that engagement.” ----Senior Invincible Guardsman Croliv Profsen, assigned to Dreadnought Telbranth, 4th Battlegroup, First Thundercloud Fleet.
“High-Com had a really hard time committing us to Thundercloud, but the increase in tensions between the TGE and CCW convinced them that the CAF would come riding in if the Kreegor committed a big enough fleet to smash Good Hope. It also finally gave us a chance to finally fix the structural damage we took against the Choli, and add a few improvements in the process. We were lucky in that the Empire decided to wait for an opportunity to make major gains against the CCW rather than take advantage of the Minion War to roll us up, but I think the Emperor and friends weren’t quite ready to admit they needed to do so and the opportunity to sink a knife into the Consortium was too much to let go. In a dead sprint, it’ll take us a bit over a month to get from Oridone to Good Hope, but I’ve been informed that if the TGE makes a Fleet level push they’ll be met with at least two CAF Dreadnought Groups, which is something I’d put in the Consortium’s favor even in a 2v1 scenario. Those Emancipations are more Carrier than Gunboat, and they gunboat better than the Doombringer. ----Captain James Clanter, Free Worlds Navy, Dreadnought Hopebringer
“Our efforts to crush the rebels has been dealt another setback, with the dissidents in the Oridone system managing to expand their capabilities enough to conduct the major structural repairs needed to fully restore the Nisbroloth’s hull. Additionally, she has received extensive alterations to her defensive armaments, almost certainly intended to make her less vulnerable to massed Berserkers. An increase in the number of surface protrusions indicated the installation of additional equipment, most likely EWAR systems to better protect her from long range ordinance. Given 4th Battlegroups current strategic limitation, it is likely that the Nisbroloth will be used to conduct attritional attacks on patrol forces, which will hamper our ability to secure our interior and conduct retaliatory strikes. Add in that the Dreadnought Telbrath is overdue for a powerplant replacement, and the situation around the Halvorks Sector looks very grim. ----TGE Internal Memo, Thundercloud Fleet.
The ultimate sign of the Free World Council’s ability to resist the will of the Kreegor Emperor, the Dreadnought Hopebringer was in rough shape after her victory over the Choli. It is only within the last few years that the FWC had developed their industrial base enough to finally repair her structural frames, and only the Oridone system of the Thundercloud Galaxy had the orbital facilities to do so. After a great deal of heated debate, which included several brawls, it was eventually decided that it would be an acceptable strategic risk if the Hopebringer was dispatched to the region for a comprehensive refit. This decision was greatly aided by the increasing open hostility between the CCW and the TGE, which has led Supreme Commander Rachel Klass to believe that the CAF would likely intervene should the Kreegor muster a sufficiently sized fleet to blitz the FWC’s Corkscrew territory. The increasingly dramatic changes of what had become known as the ‘Shaw Reformation’ had already resulted in a massive increase in civic support for military endeavors, and back channel negotiations between Good Hope and Terra Prime were beginning to produce tangible results.
When the Hopebringer pulled into the OSSA yard 36 days later, local engineers immediately jumped into action. Beyond the structural repair work, the FWC’s Engineering Corps had long dreamed up a series of modifications that could be done to the ship if only they had the facilities to do so, and now they finally did. Using materials and components taken from the strategic stockpiles, every trained yard worker that could be spared, the Hopebringer received a comprehensive rebuild over the course of 4 months. The TGE would naturally try to disrupt the project, including several major attacks on the system, but the overstretched First Thundercloud Fleet was simply spread too thin to muster sufficient forces. The Hopebringer would emerge in better shape than she had been in when the rebellion had first acquired her over a century prior, and soon went to work harassing the TGE’s Thundercloud holdings.
Taking advantage of the massive amount of structural work that needed to be done to the ship, the FWC shipwrights decided to radically reconfigure the Hopebringer’s hangers, both expanding them and making them much more efficient. Each of the ‘Rain of Death’ transports has been replaced with accommodation for no less than 40 Flying Fang sized craft, totaling to a whopping 320 additional storage pads. The layout has received additional improvements, becoming better suited for continuous flight operations and finding room for a substantial number of utility craft.
While the primary weapons have been for the most part unchanged, the secondaries have been almost entirely replaced. The smaller Particle Beam Turrets have been replaced (and their number expanded upon) with Triple Barrel Medium mounts, more than offsetting nominal decrease in rate of fire and having twice the effective range. Thought has been put into exchanging a few for a kinetic option, but the TGE does not use TW enchanted ships, so it is thought to be unnecessary. The old Cruise Missile Launchers have been replaced with the more flexible models that the TGE is beginning to introduce into service, allowing it to fire double sized salvoes of LRMs, and have had their munition bunkers doubled in volume. And perhaps most importantly the older PD mounts have been replaced with a dual GR-1000 and SRM emplacement. While only possible due to the ship’s sheer size, the range increase is sufficient to get off several more bursts of fire against incoming missiles and strike craft before they impact or fly past.
As she is over a century old, the Hopebringer is on her 3rd reactor system, with the 2 replacements having been ‘donated’ by her destroyed sister ships. The efforts to obtain the second are what was responsible for her previous structural damage, but High Command considered a mostly intact functional ship infinitely superior to a fully intact barely-functional one. Similarly, the FTL drive has been kept in working shape by scavenging from her kills, and has enough spares for a full rebuild if need be. Her secondary systems have been substantially expanded however, with the FWC naturally going to great lengths to shoehorn in whatever additional capability they can into their most powerful asset. The ship’s large hull and power output allows her to host very powerful sensors and EWAR equipment, and have been networked together to form a distributed network. In particular, her FTL detection equipment has proven invaluable in allowing her to escape would be ambushers, and have allowed her to single out Smasher flotillas and isolated Executioners.
While it should come as no surprise to anybody that the FWC is absolutely incapable of constructing a Dreadnought, there is speculation that they may have scavenged enough wrecked Executioners that they could plausibly assemble a working ship or two. This is outside the current capabilities of the OSSA orbital facilities, and the FWC is naturally focusing on expanding to full Cruiser production before reaching for full capital ships, but some speculative design studies have been produced by the burgeoning FWC design staff.
Currently, the Hopebringer operates with a substantial escort fleet, consisting of 2 Warshield-equivalents, 3 Smashers, 8 Hunters, 18 Berserkers, and typically around 12 Escort Carrier conversions. This is the largest fleet formation in the FWC, and represents a very large chunk of the FWC’s Thunderchild ship assets. However, the opposing First Thundercloud Fleet is horrifically overextended and engaging in a campaign against the Domain of the Splugorth Kingdom of Desslyth on the near opposite end of their holdings, which has forced the TGE forces facing the FWC into a defensive posture. Thus, the Hopebringer is currently running rampant over the dispersed elements of the 4th Battlegroup, and it is widely suspected that a showdown between her and the Dreadnought Telbrath is inevitable.
Spoiler:
Type: FD1 ‘Hopebringer’
Class: Dreadnought
Crew: 3200 crew, up to 3000 pilots and aerospace techs, up to 4000 Marines
Powerplant: Antimatter. The current reactors were taken from the Choli, and currently has an estimated 20 years left in it before it needs to be replaced or massively overhauled. The FWC high command is reasonably confident they will be able to make a replacement before then, but is always looking for a good opportunity to sink another Imperial Dreadnought.
Market Cost: Out of the question. The FWC has let covert USA engineers study it, and is willing to let the GSA and CAF have a look for a massive price, but they’re keeping it.
Systems of Note:
Standard Starship Systems; as well as the following
*ECM: Comm Jamming 80K mile range, 99% vs civilian, 85% vs military. Missiles and sensor guided weapons are -6 to strike
*Long Range Sensors: Detects FTL travel up to 40 ly, and sublight vessels up to 1.2 ly.
Weapons Systems:
1) Horn Cannons (2): Unchanged. The FWC has managed to piece together 3 pares out of salvage, and could make more if given 3 years.
3) Capital Laser Cannons (6): Unchanged
3) Triple Medium Particle Beams (12):
Range:(Palladium) 4 miles in atmosphere/ 8 miles in space
(Kitsune) 8 miles in atmosphere/ 8,000 miles in space
Damage: 2d4x100 MD per blast, may double and triple blast Rate of Fire: Three times per melee per barrel Payload: Effectively Unlimited
4) Heavy Missile Launchers (4): As on the Berserker-50.
*up to 1200 Light or Medium Fighters (mostly Flying Fangs and Long Fangs) *up to 4000 Power Armor (Warlord IIs or Liberators) *up to 40 Medium Shuttles
Last edited by Omegasgundam on Mon Mar 29, 2021 10:35 pm, edited 9 times in total.
While I'm hashing out the rest of the fluff and ground units, here's something that's actually finished, and is what people really care about. The rest will likely take some time, as I have other things that need to be done. It might be a week or two.
Inspired by Kitsune’s Ronin Free Worlds Council FWC-LA-H ‘Liberator’ Upgrade ”The Free Wolders are being understandably cagey with how they’ve upgraded their Warlords, but we do know it's now called the Liberator, and it got major increases in firepower and speed. The changes in armor shaping also indicates that they’ve done something there as well, we don’t know if it's been improved or they're just using a different source of material. We do know that they’ve started making them in meaningful numbers, which honestly is the biggest news. If the FWC can make a meaningful chunk of their own equipment, then they become far more flexible in what they can do.” ----Major Philip Fredette, CAF
“They’re a bit tougher. I ran into (and subsequently worked with) a few on an op a few months ago and they took some hits that I know would have just barely put down a W2, and they still had a partial layer of armor left. The shield and arm guns have been pretty standard on FWC units for a while, and I’ve always thought they were a good idea, but the new Multi-Rifle they’re toting is actually impressive for how simple it is. Tactically, they generally use them as jumpers, as being constantly airborn is just asking for trouble. They’ve also gotten pretty good at using them as boarders, and any PA can turn a corridor fight into a mook horror show.” ----Colonel Vlar Reltish, CAF Ground Forces
”As presumptuous as the name is, the rebel’s armors are more effective than the ones we give our lesser Legionnaires, and a good lesser pilot can easily trump a poor Kreegor one. I have seen far too many idiotic Kulsons get themselves killed to place much hope in the average competence of the Imperial Army, so I am not terribly surprised that the lumbering oafs have such a difficult time rooting out rebels. All they have is mindless brute force, and if that was the best answer then we would have crushed them a century ago. I fully expect the rebels to continue to do better in what few equal force engagements they partake in, and that will not change unless the Imperial Army changes. And that would likely be more trouble than it's worth.” ---- Anonymous, Invincible Guardsman
While the Free Worlds Council had long lacked the ability to domestically produce warships, much simpler items such as infantry weapons and Power Armor were within their rear, and several mostly intact factories had fallen within their grasp. After frantic work to ensure that the TGE did not destroy them in retaliation, the relocated factories have been hard at work producing replacement Warlord IIs on Good Hope and Oridone. As the W2 was something of a shoddy downgrade for non-Kreegor Legionaries, they rebel engineers almost immediately went to work trying to improve it, and have seen a substantial amount of success. After the obvious inclusion of an N-40 or N-50 Force Field, the most common alteration was to replace the head lasers with dual mounts in both forearms, removing the blades with a more practical weapon. The other common alteration was to add a EP-8 to the underside of the Gravity Autocannon, inspired by the Multi Rifle of the Silverhawk.
But the recent upsurge in the FWC’s industrial capabilities have seen a much more extensive upgrade come out, now formally designated the Liberator. With the TGE beginning to upgrade their own forces, the FWC had to keep up to stay relevant, and the Warlord II chassis still had a great deal of developmental potential. While extensive refit efforts are underway, the Warlord II will continue to be the mainstay of the rebel army for years due to the difficulty of getting them returned for servicing and immediate needs on the front. Output from the Michel Yard and OSA facilities on Good Hope and Oridone have seen massive increases, but are still far short of being able to supply the FWC with all of its needs.
The Liberator is an extension of the earlier modification efforts, but done in a much more systematic manner. The most significant engineering changes were the expansion of the CG flight system, allowing it to serve as a mediocre space combatant and excellent boarding suit. The OSA sourced generator incorporates several technological developments to significantly improve output without meaningfully increasing cost, allowing substantially more to be done on the armor. The more visible change was the removal of the Kreegor styling and replacement of the armor higher grade material, with the more time consuming to fabricate composition being considered a worthwhile investment. For the foreseeable future, the FWC will have substantially more material fabrication capacity than projects to use it on, resulting in more resources being spent on what units they can produce. The last major change is the primary weapon, with the Multi Rifle being upgraded to use the grav gun model used in the TGE’s Warlord IV, and the underbarrel mount has been replaced with the impressive EP-11, with the upgraded power plant being far more able to meet its demands than the older TGE model.
Spoiler:
Type: FWC-LA-H ‘Liberator’
MDC/Armor by Location:
Multi-Rifle------------------220 (+30) Rear Missile Launcher-------120 (+20) Forearm Pulse Lasers-------60 each Arms (2)-------------------160 each (+10) Legs (2)-------------------220 each (+20) Head----------------------120 (+20) Main Body-----------------360 (+40) CG Propulsion System------160 N-50 Force Field-----------160
Speed:
(Normal Ground Speed): Unchanged (CG Assisted Ground Speed) 100 mph (160 kph) running maximum or power jumping at 200 mph (320 kph) if terrain is permissible, and 10% normal fatigue. Leaping is boosted to a height of approximately 100 feet (30 m) high or 600 feet (183 m) long in a power jump. (Atmosphere) Hover to Mach 1.5, transatmospheric (Sublight) Mach 9
(Kitsune: 20% of light speed; Accel/decel at .9% of light speed per melee)
Market Cost: ~4.5 million credits new. Refit cost is around 700K, but the FWC has no shortage of volunteer labor.
Weapons Systems:
1) Multi-Rifle: The default primary weapon.
Range: (G-Gun): 4000 ft in atmosphere, 3 miles in space
(EP-11) 3200 ft in atmosphere, - miles in space
MD: (G-Gun): 1D6x10+20 per 15
(EP-11) 6D8 per single shot, 3D6x10 for a rapid fire 4 shot burst
(EP-11) 80 shot capacitor, charges at 10 shots a melee
2) Back Mini-Missile Launcher: Unchanged
3) Forearm Dual Pulse Lasers (2): As the former head mounts, but may be fire linked with Paired Weapons: Energy Pistol
4) Melee Weapon (2): The Liberator is often issued some form of weapon, such as a Power Halberd or Power Katana.
5) Hand to Hand: Unchanged
6) Alternative Rifle Weapons: While all PA portable models may be used, by far the most common is a single barrel model of the Traix 30mm AA gun with an 300 round ammo drum. While extremely heavy and limited to a 3 shot burst, its range and effective power makes it an attractive option for harassing units.
Variants:
Earlier versions only had the Forearm changes and either a N-40 or N-50 Force Field, and typically go for around 400K more than a comparable Warlord II.
Last edited by Omegasgundam on Tue Dec 29, 2020 7:52 pm, edited 2 times in total.
Nice to see my old designs out on a final outing. Took two ships out with her? Yes, that's a good trade for weight if you absolutely have to lose a ship. Followed by an upgrade? Even better.
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"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"
taalismn wrote:Nice to see my old designs out on a final outing. Took two ships out with her? Yes, that's a good trade for weight if you absolutely have to lose a ship. Followed by an upgrade? Even better.
The basic design was as good as could be achieved given the circumstances, and it was optimized for the sorts of hit and run ops that the FWC is forced to emphasize. The details for Latamer Meadows I's last engagement aren't that important in the 'who did what' sense, but set up was that it was a delaying action to buy time for a stolen mega-freighter full of military grade ship components to get away. The FWC had 2 other Toracs, 6 Berserkers, and 3 smaller escort carrier conversions up against a standard Smasher group of 3 Light Cruisers and 6 Berserkers. The FWC lost the Meadows, 4 Berserkers, and a squadron of Flying Fangs, but they wiped the board otherwise, and they managed to get their salvage team on site before TGE reinforcements did. Considering the tonnage difference, it was a major upset, and the Cressak would have been executed if he hadn't been vaporized by an AM Cruise Missile. The FWC got the various specialist/difficult to produce long lead components to feed the Michel and OSSA yards for 4 years, along with 3 megatons or so of critical power armor and fighter components, which is more than a fare trade in the Cadre's book.
Its going to take FWC High-Command a while to adjust to the fact they they have a reliable stream of new ships. The overall strategy of force preservation and opportunistic raiding won't really change considering the force differential, but they'll be more willing to send off clunkers on one way trips if the target is attractive enough and they can get the crew back. A lot of the FWC's standing fleet is composed of warships that are on the verge of both system and structural failure, and aren't worth the effort of trying to salvage for components considering the amount of much more recent TGE scrap they have, so there are going to be many 'blaze of glory' ops in the near future. For these 'Suiciders', I'm thinking around 14 crew in a pair of docked slight shuttles with remote access rigs, giving them a hope of getting away when it pops. They'll need some more hands to get them there, but those aren't needed when the shooting starts.
Last edited by Omegasgundam on Wed Jul 15, 2020 10:39 pm, edited 1 time in total.
Cynoceran State Republic Krenno-class Cruiser (Aka ‘Leadpots’, ‘Lead-Buckets’, ‘Fish-pans’, ‘Cynopots’) “These damned things have the bedamned habit of showing up wherever we establish colonies along the Eastern Cloud of the Cluster, and demanding that we surrender our communications facilities, powerplant, and industrial plant to ‘inspection’, citing ‘Cynoceran security matters’ as an excuse to let their stormtroopers tromp through everything and take what they want. I’d toss their groundpounders off a local cliff if I could, but then we’d have to deal with the burn-lasers and nukes those things would still be pointing!” ---Ceril Mallen, Odina-Neskos Colonial Development Corporation.
“Hitting the engines requires a very narrow approach angle. Difficult, but not impossible, and helped by the fact that there’s little in the way of weaponry covering that angle, once you get close enough. Other prime targets include this feature here, which is the main sensor array. Take that out and missiles and lasers all lose coordination. Problem is, you’re facing all of the laser batteries on approach-” ---Tactics lecture. Odinan Federation SpaceForce Academy
“The Cynocerans actually developed a pretty good drive with a low emission signature...not exactly ‘stealthy’, but good enough, with some competent maneuvering, to make tracking the ship difficult. Unfortunately, the Cynoceran military then blew this potential advantage by training their crews to travel in lockstep squadron formations that may as well be fully-lit candelabra for their visibility on sensors.” ----Redell Sorel, WZTYards Military Engineering Analyst
“Anybody who ever called a Krenno ‘primitive’ has never been stuck on a colonial orbital platform with nothing but a few centimeters of plasteel between them and hard vacuum, wondering if the square-chins standing a few dozen kilometers off are really going to put a heavy torpedo through that barrier.”
The Krenno-class cruiser was once the martial workhorse of the Oda Cluster Cynoceran police-state in their nearly centurylong cold war with the Odina Federation. Though by modern Three Galaxies standards, the Krenno is at best a second-rate warship, for the pre-reContact Odina Federation and their antagonistic former colonies, the Krenno represented a serious martial force. Roughly saucer-shaped, Krennos were well, if not heavily, armored(for their tech base), as the Oda Cluster lacked shield technology. The primary antiship weapons system was a heavy missile launcher, backed by four heavy lasers and an array of point defense projectile cannon . They could also carry a short company of troops, especially useful in boarding actions and in suppression missions. Though the armaments and armor may have changed over the decades, and build quality vary as well, one outstanding feature of the Krenno has been its engines. One thing Cynoceran science and technology got right were the Sikaasci-series pulse drives, which are both reliable and energy-efficient. While maximum output of a single ship thrust unit may not be impressive, nothing short of a direct up-the-tailpipe shot can disable the Krenno’s engines. Krennos were feared both because of their numbers and the aggression of their crews, especially when deployed in numbers. Though not as large or as powerful as the massive Gemiyor-class carrier-battleships that were the Odinans’ main capital unit, the Krennos were faster, more maneuverable, and more numerous, and crews were trained in squadron swarm attacks. Krennos were for the better part of a century an ominous presence along the long shared border with the Odina Federation, aggressively posturing against their opposite numbers and engaging in provocative ‘incidents’ when they could get away with it. However, for all their martial bluster, and mass production of the Krennos and other designs, the Cynocerans were falling behind the Odinans technologically. The Krenno was becoming long in the tooth and improvements to the design were incremental at best; the Odinans were well familiar with the design from all of the incidents, and there were few new tricks the ships could play that the Odinans didn’t know about. The mass tactics were also well-known, and the regimented group-think policies of the Cynoceran State discouraged individual initiative in Krennos crews. Even while the Odinans tried to maintain peaceful diplomatic talks going in the face of Cynoceran saber-rattling, their space force academy was teaching its students how to take out the Krennos, even though they might not be calling it out by name. The boot to the head came when a five ship Krenno squadron on a territory grab got nearly completely wiped out by a single Odinan Snark-class corvette crewed by cadets on a training flight. The Odinans capitalized on every known weakness of the Krenno design and Cynoceran tactics to pick off the cruisers until only one remained to be chased back across the border in humiliation. The debacle mortified the Cynoceran High Command, especially after word got out into the general populace, breaking the aura of invulnerability of the military. An immediate purge was made of various armed services and industrial staff, and an overhaul of the military ordered. Several crash programs were ordered to address the demonstrated weaknesses of the Krenno and update the ships, or come up with a replacement for them. However, soon after the incident, the Oda Cluster reestablished contact with the Galactic community and the Human Alliance, and the Odina were first to reap the rewards of trade and technological exchange. Suspicious of the CCW and fearing that the Federation would soon use their growing technological edge to aggressively settle old scores with Cynocera, the State High Command ordered stepped up production of new cruisers, even though no significantly upgraded version had been finalized, trusting that numbers might carry the day or at least buy time when war broke out. The State shipyards were still producing Krennos when economic and social realities caught up with the Republic and it collapsed in the Cynoceran Spring. The dissolution of the Cynoceran Republic left hundreds of military ships rotting at dock, or in partial states of assembly in the yards as the military state was disbanded. In the aftermath a few ships were stolen by disgruntled former military crews who went off to become pirates or mercenaries. Several Cynoceran worlds(including a hard-liner rump-state of the former Republic) wanting no part of reunification with the Odinans, continue to maintain and produce small numbers of Krennos as part of their system defense and police forces. WZT, as part of Federation-requested demilitarization efforts, acquired over a hundred ships, a half-dozen shipyards, and mountains of spare parts to repurpose and tinker with. Certain subassemblies, especially Sikaasci engines, have begin appearing in a number of WZT and ASI designs.
Note: Prior to reContact, neither the Odina Federation nor the Cynoceran Republic had developed any meaningful space fighter capabilities beyond a few transatmospheric armed aerospace craft used mainly for planetary defense.
Type: CR-LCG04 Krenno Class: Light Cruiser(the Three Galaxies would consider it a frigate or gunboat) Crew: 110+ 300 troops MDC/Armor by Location: Main Body 7,000 Bridge 2,000 Sensor Dome* 800 Engines** 3,000 Heavy Torpedo Launcher 600 Laser Cannon(4) 300 each Point Defense Rail Guns(4) 150 each
*Knocking out the main sensor array imposes a -2 to the lasers(which can subsequently only be fired under individual control) and missiles to strike.
**For purposes of critical damage, Krenno engines are -3 to target and hit.
Height: 120 ft Width: 400 ft Length: 300 ft Weight: 19,000 tons Cargo: 3,000 tons Powerplant: Nuclear Fusion w/ 25 year energy life Speed: (Atmosphere) Hover to Mach 5; transatmospheric. (Sublight) Mach 8 (Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.8% of light speed per melee) (FTL) 3 light years per hour Market Cost: Post-Cynoceran Collapse, a fully-kitted out (minus full missile warload) Krenno could be found on the galactic black market for as little as 290 million credits . Systems of Note: Standard Starship Systems, plus:
*Low Emission Drive---Halfway through their long production run later models of the Krenno would be fitted with the Sikaasci-G pulse engine, which burned fuel more efficiently internally and produced less emitted radiation, and their exhaust plumes cooled and dispersed more quickly. Sikaasci-G drive units are -20% to Read Sensory Instrument rolls to detect and track.
Note: Oda Cluster sensor systems generally lacked the range and accuracy of current 3G systems, having 25-30% less range and resolution capability. The Odina Federals had slightly better sensors than their Cynoceran counterparts.
Weapons Systems: 1) Long Range Anti-Ship Torpedo Launcher(1. front)---The main armament of the Krenno was a single heavy torpedo launcher, firing 15-ton projectiles. Odinan missiles were, prior to reContact, larger than standardized 3G missiles and more akin to Golgan nuclear torpedoes or pre-spaceflight SLBMs. Though payload seems woefully limited by 3G standards, sixty missiles was deemed more than adequate(and menacing) in the preContact Oda Cluster. Range: 500 miles in atmosphere, 1,000 miles in space (Kitsune Values: 500 miles in atmosphere, 50,000 miles in space) Damage: 1d8x1,000 MD for fusion warheads, though other warheads were available, including conventional high explosive(6d6x10 MD to 100 ft blast radius), hypervelocity kinetic penetrator( 1d6x100 MD to a 100 ft radius and can penetrate up to 250 ft of loose soil/100 ft of rock or concrete), chemical (effects vary; usually nerve agents), sensor probes, and, it was rumored, enhanced radiation neutron warheads. Rate of Fire: Volleys of 1-6 Payload: 60 torpedoes
2) Heavy Lasers(4)---These would count as medium-category weapons on mainstream 3G culture warships, but they were considered heavy weapons by the less-advanced Odina Cluster militaries. Their bulky design necessitated mounting them largely outside the hull’s protection, despite efforts to armor them, and the lasers’ flexible, but damage-prone, mountings have earned them the nickname ‘penholders’ from some analysts. Range: 4 miles in atmosphere, 8 miles in space (Kitsune Values: 8 miles in atmosphere, 8,000 miles in space) Damage: 1d6x100 MD per blast, 2d6x100 MD per dual blast from two cannons (counts as one attack), and 4d6x100 MD for all four cannons firing on the same target at once(counts as one attack) Rate of Fire: Four shots per melee maximum Payload: Effectively Unlimited
3) Point Defense Rail Guns(4)---These are the Krenno’s main PDS. Older technology, but proven. Range: 3 miles in atmosphere, 6 miles in space (Kitsune Values: 6 miles in atmosphere, 600 miles in space) Damage: 3d6x10 MD per 20-rd burst Rate of Fire: EGCHH Payload: 1,000 bursts per cannon before needing reloading from stores
On the alternative, some later-model post-‘Snark Massacre’ Krennos mounted new laser PDS that did less damage, but greater range, and had individual fire control sensors. Range: 5 miles in atmosphere, 10 miles in space (Kitsune Values: 10 miles in atmosphere, 600 miles in space) Damage: 2d6x10 MD per pulse burst Rate of Fire: EGCHH Payload: Effectively Unlimited Bonus: +1 to strike
Auxiliary Craft: None.
Variants: Over the four decades that the Krennos was at its peak, the Cynoceran government produced several variants, most notably a command-communications cruiser(which sacrificed troop capacity for extra communications and computer gear), Electronic Warfare vessel, mine warfare tender and missile cruiser(sacrificing the troop capacity for double the missile launchers and extra torpedoes), though none of these were produced in the same numbers as the generalist model. After the ‘Snark Massacre’, a crash overhaul initiative was launched, and over a half-dozen variants, mainly focusing on relatively minor improvements to engines or different weapons configurations(including the aforementioned missile cruiser), were rushed into production. Post-Spring, the surviving operational Krennos are mostly of these later types, upgraded with whatever scraps of Galactic technology the various Cynoceran sub-states have managed to acquire. WZT has been rumored to be tinkering with Krenno space-frames(as they have with just about every old design they get their hands on) to see if any more use can be squeezed out of the design. Adding forcescreening, replacing the problematic lasers, sensors, and main missile armament would be obvious moves.
-------------
"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"
A viable alternative to a Berserker, if your willing to tolerate the mediocre speed (sublight and FLT) and lack of shield. Assuming adding a decent (5K MDC) fixed force field is practical, the FWC would have financed getting as many of them as possible when the TGE hammer first hit. The other weapons can be fixed later, but the shield is the big issue.
Omegasgundam wrote:A viable alternative to a Berserker, if your willing to tolerate the mediocre speed (sublight and FLT) and lack of shield. Assuming adding a decent (5K MDC) fixed force field is practical, the FWC would have financed getting as many of them as possible when the TGE hammer first hit. The other weapons can be fixed later, but the shield is the big issue.
Yep, one former instrument of oppression turned into a tool of freedom. The FWC is good at that sort of repurposing.
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"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"
Omegasgundam wrote:A viable alternative to a Berserker, if your willing to tolerate the mediocre speed (sublight and FLT) and lack of shield. Assuming adding a decent (5K MDC) fixed force field is practical, the FWC would have financed getting as many of them as possible when the TGE hammer first hit. The other weapons can be fixed later, but the shield is the big issue.
Yep, one former instrument of oppression turned into a tool of freedom. The FWC is good at that sort of repurposing.
If nothing else, their crews will be far more creative and driven, which will let to hulls go out with a bang when the time comes. They could even make use of the emissions masking if they can get a decent EWAR suite to help them.
The canon Executioner is arguably the worst ship in Fleets, as it legitimately has less firepower than the Warshield. Looking at the fluff and the stats, I think its a miss-mash of two different ships write-ups that were smashed together without any regard to whether or not it actually worked, which makes me even more disappointed in the book as a whole. Assuming its just 650 years out of date, here's an improved version that has an actual role as something other than target practice for a Protector.
TGE Executioner II Upgrade “Unlike the smaller Block-50 ships, the Executioner is simply too large and expensive to replace via attrition, so they had to develop a proper refit program for them. We know they’ve ripped out the troop bays to fit the guts needed to completely replace the weapon suite, which has always been simply pathetic of a major capital vessel. It's still light for a Battleship, but it isn’t outgunned by a single Warshield anymore. The new Champion does though, which means that the TGE is going to have to go make a new hull or two if they want to continue their usual strategies. But if Intel has picked anything up on that front, I’m not on the ‘need to know’ list, so I can only give speculation.” ----Captain Captain Vicen Trancluw, CAF
The original Executioner, while quite large, was simply horrifically under-gunned, with the latest blocks of the far smaller Warshield Cruiser having substantially more firepower. If they were to be remotely useful against the steadily improving CAF, they desperately needed an overhaul, and as soon as possible. The simplest solution, and thus the most practical, was to completely replace the older weapons with much improved models, and sacrifice the marginally useful ground forces to provide room for the expanded support systems necessary to make use of them. This also allowed for the replacement of the Raid of Death dropships with additional aerospace fighters, which have become far more of a concern than in previous centuries. Additionally, several modest automation improvements have resulted in the required crew being reduced by almost a thousand individuals, and the near complete removal of the ground forces make the ship far more tolerable to operate than most TGE designs. The rest of the ship was generally considered to be perfectly acceptable, but in a last minute alteration a substantial amount of external sensors and EWAR equipment was included for additional protection.
While the upgrade is still nowhere near as capable as the CAF’s Protector, and is arguably matched by the new Champion Heavy Cruiser, the Executioner now has an actual place on the battle line, and it has regained the ground it has lost against the various independent capital designs. Fleet Command has recognized that the hull has become fundamentally dated, and plans to replace them on the construction slips with the still developmental Eradicator Battlecruiser, which promises to be a far more efficient and combat capable platform. Similar projects include the Defiler Heavy Cruiser and Gore Nest Fleet Carrier, which promise to at least maintain the status cue with the resurgent CAF.
Spoiler:
Type: TIV-BB-50.
Class: Battleship
Crew: 3000 crew, 400 pilots and aerospace techs, up to 360 marines
MDC/Armor by Location:
Super Energy Lances (2)------------2,500 each
Market Cost: Nominally ~5 billion to upgrade, and 37 billion to construct. The TGE’s slave labor practices make this radically different in reality though.
Systems of Note:
Standard Starship Systems, plus the following;
*Long Range Sensors: Detects FTL travel up to 25 ly, and sublight vessels up to .9 ly.
*ECM: Comm Jamming 40K mile range, 90% vs civilian, 75% vs military. Missiles and sensor guided weapons are -4 to strike
*Tractor Beams (4): 1,500 tons dead weight. Not usable in atmosphere. Up to 10 miles in space (Kitsune 10K miles)
Weapons Systems:
1) Super Energy Lances (2): The biggest improvement, these allow it to match the secondary capital batteries of the Protector, allowing pack tactics to be at least marginally effective.
Range: 30 miles in atmosphere, 100 in space.
(Kitsune Values: 100 miles in atmosphere, 100K miles in space)
Damage: 2d4x1000 MD per blast Rate of Fire: 2 shots per melee each Payload: Effectively Unlimited
2) Light Horn Mounts (12): Replacing (and greatly expanding) the old secondary PBCs, these may mount one of the following. Up to 4 may be aimed at a single target.
a) Horn Lasers: As the Berserker or Smasher.
Range: 8 miles in atmosphere, 16 in space.
(Kitsune Values: 16 miles in atmosphere, 16K miles in space)
Damage: 1d6x100+100 MD per blast Rate of Fire: 3 shots per melee each Payload: Effectively Unlimited
b) G-Cannon:
Range: 8 miles in atmosphere, 16 in space.
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x100 MD per burst Rate of Fire: ECGHM Payload: 400 bursts per gun
3) Heavy Missile Launchers(2): As the original, but may fire LRMs in double strength salvoes as well.
4) GR Gun PD Turret (24): The previous numbers were completely unacceptable in practice, so they were tripled like the secondary weapons.
Auxiliary Craft:
*54 Sharktooth Lighter Interceptors *108 Flying Fang Upgrade *up to 360 Power Armor.
Variants: The Imperial Armada is far more focused on making their Executioners useful to engage in serious investigation into alternative configurations, but there has been some speculation as to using it as a carrier or assault ship platform. If the Super-Horn Lasers and their extensive support systems were removed, the hull could host a rather large number of strike craft or ground forces. Assuming only moderate hull form changes, an expanded hanger could operate as many as 360 Flying Fang sized craft. However, the TGE does not currently have enough improved fighters to make it a worthwhile endeavor just yet and the Gore Nest will be ready before then, and it promises to be more capable and cheaper.
Last edited by Omegasgundam on Tue Dec 29, 2020 7:38 pm, edited 4 times in total.
And here's a list of nasties for the TGE to give to its true powerhouses, so that they remain an actual threat against the improving CAF and FWC of my side-continuity.
The Fruits of Artifice “While I can’t say I am particularly enthused by there being an entire House of Royals who devote themselves to being mystic scholars and craftsmen, they at least remain competent in the warrior arts. The creations they offer on the other claw are most impressive, and I must say they are worth the negotiations to acquire. They almost assuredly have far greater pieces that they keep to themselves, but that is simple common sense. So long as they remain aggressively detached from the political intrigue of Kreegor-tut, they will be a substantial asset to the Empire as a whole. That they’ve put down roots on the other side of the planet helps things in that regard.” -Warlord Ovita, TGE
Soon after the disastrous Telbranth affair, where the rebel Free Worlds Council stole a second Doombringer Dreadnought, the Kreegor Emperor came to the conclusion that the Trans Galactic Empire's military reputation was in dire need of restoration. The might of its massed legions and armadas was clearly insufficient to instill order, and thus a number high profile 'prestige' units were needed to rally support. This had traditionally been done by the immense prowess of the Royal Kreegor and Invincible Guard, but they were beginning to loose their edge against the new generation of equipment being produced by the rest of the Three Galaxies. Unfortunately, the TGE's industrial and scientific infrastructure was poorly suited to developing and producing quality armaments and vessels in the needed time frame, but there was an alternative option. The newly returned House Yivarin were already famed as accomplished spell casters and Techno-Wizards, and were perfectly willing to engage in military arms contracts with Imperial forces, and they sidestepped the normal issues of 'foreign merchants' by being Royal Kreegor themselves. While the Yivarin's production capabilities were relatively finite, this was in some ways a benefit, as they would be unable to provide enough material to arm a coup attempt without being noticed. It helped that the House was blatantly mercenary in its dealings, and the Imperial House was the legal owner of more than half of the TGE's prodigious wealth.
Trans Galactic Empire ‘Royal Battle Armor’ “We have been informed that you produce a most notable form of armor for our most capable servants, and would like to know more” "The 'Royal Battle Armor' is really just a cantrip by our standards, but it is substantially better than anything else that can be produced in the Empire. Its intended more as a lure for future commissions, but we don't loose anything by offering them somewhat above production costs. While we can't produce enough to outfit a meaningful portion of the Imperial Army, it would be practical to outfit the Invincible Guard and a large fraction of the Royal Houses within a few years." "We are intrigued. What else can you offer for our direct vassals?" "If your Imperial Majesty is willing to spend the coin, then there are very few limits." ---- The Kreegor Emperor and the House Yivarin representative, 2 years after the Minion War
“As much as I hate to say it, the ‘Royal’ armors the TGE is getting from those House Yivarin weirdos are legit works of art. Somebody over there has some actual taste, and he can make others follow his lead. They’re apparently also useful in actual combat, which is something you don’t often see in most of these sorts of garments. And I’m not talking ‘surprise assassination attemp’, I’m talking ‘charge a defended trench line and engage in a CQC melee.’ The mystic features are what really make it work, but that’s not really our field.” ---- Altess Social Rag
”These armor is a good example of useful enchantments being used to maximum effect. The material isn’t the normal TGE fair, but it’s still relatively conventional and can be replaced without a Techno-Wizard. All the actual systems are in the underlayer, and the Royal’s supernatural strength allows them to easily deal with the weight. From a wear’s perspective, the armor is incredibly articulate, and all of the features are intuitive. The use of Amulets and Talismans is inspired, as it gets around several of the normal drawbacks to these sorts of creations. The only nominal flaw I can find is the lack of a PPE battery, but its wearers have more than enough to spare. If this is the quality of work that we can expect House Yivarin to hand out, then the TGE is going to become a serious problem.” ---- UWW Report on a captured example.
The simplest Techno-Wizard creation that House Yivarin offers to its fellow Royal Kreegor, the Royal Battle Armor is intended as a teaser for what the mystically focused House can do. For all of its features and improvements, it is considered to be merely the most basic form of protection, and is priced accordingly. As it is relatively simple to produce, House Yivarin has made a very substantial number of them over the past few years, with most of the work being done by their elven servants. Despite their natural durability, the other Royal Houses find that the ‘RBA’ significantly improves their combat effectiveness, with the active spells being far easier and more convenient to use than their own natural spell casting abilities.
Spoiler:
Type: TGE-EBA-03R
Weight: 40 lbs (22.2 kg) for the armor, TGE Power Pack is 10 lbs (4.5 kg)
Mobility: Perfect, no penalty to physical skills.
MDC By Location
Main Body-----------------220 Helmet--------------------160 Arms----------------------140 Legs----------------------180 Naruni-style Forcefield-----160
Cost: They are made on commission, with a price of favors and exotic materials.
Additional Features:
*Standard Three Galaxies EBA Features, as well as the following;
*Mounting Point for TGE style Power Pack: 10 lbs (4.5 kg) and has 10x the capacity of a standard E-Clip.
* Mystic Sensor Systems and HUD: Globe of Daylight, Presence Sense, See the Invisible, Sense Magic, Sense Evil, Sense Good, and See Aura. Permanently active.
*Amulets 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. Few Royals are known to have picked up Amulets previously, and this has massively increased interest.
* Retractable Enchanted Blades: In both forearms. 6d6 MD+PS bonus per attack.
Active TW Features: 5th level equivalents
*0-5 Talismans: Generally equipped with Superhuman Speed, Sustain, Targeted Deflection, and Time Slip. Usually 5th level.
Recharge Cost: 50 PPE for one cast.
*Multiple Image: 7 PPE, 1 minute/level per activation.
*Targeted Deflection: 15 PPE, 1 melee/level per activation.
*Impervious to Energy: 20 PPE to activate, 2 minutes/level per activation.
*Invisibility Superior: 20 PPE to activate, 3 minutes/level per activation.
Variants: The most common variant is produced for the Invincible Guard, which includes a 80 PPE crystal battery, which recharges at a rate of 4 PPE per hour. (6 on a Ley Line, 8 at a Nexus). Non-Kreegor members have an equivalent that includes a light exoskeleton to handle the weight (+4 robotic PS, +5 Spd, +5 ft to jumps, and reduce rate of fatigue by 25%)
As the Kreegor treat armor as being appropriate at social events, there are alternative configurations that have TW features more appropriate for social combat. Most well to do Royals have acquired both a combat set and a social set for practical reasons.
”We would request that House Yivarin develop and produce a more capable Power Armor for our loyal Royal Kreegor subjects, so that they may continue to stand above the lesser species and serve as icons of the Trans Galactic Empire. Cost is a secondary concern, so be free to include what magical and technological enhancements you can. It is preferable that this be accomplished within 2 years. As the other Houses are no doubt fully willing to subsidize the effort, you may offer them on commission to those that desire them.” “Give us 4 months. We already have Royal scale armors in limited production for our own members, and it will be trivial to modify them for wider proliferation. The only reason it can’t be done immediately is that we’re still setting up our local production facility and we’ll need to do some quality control testing. Our time is valuable, so priority will be given to those that are best able to provide desired materials for our research efforts.“ ---- The Kreegor Emperor and the House Yivarin representative, 2 years after the Minion War
“Based on the pieces recovered, the ‘Royal Warlord’ is continuation of the same architecture style used in the Royal Battle Armor, using the wearer’s supernatural nature to make alternative engineering compromised than the norm. We have found evidence of something akin to a familiar link being employed, which draws comparisons to our own Warlock Marines. While we do not believe it is the same enchantments, it does raise the possibility that we could further improve our own designs. The actual capabilities of the armor are more or less what you would expect, and the enchantments are used well.” ---- UWW Report on recovered samples
”We don’t know much about the new Techno-Wizard PA the Royals have, but it's obvious that engaging it on its own terms is a losing proposition. They hunchbacks aren’t stupid, so they have to have Energy Resistance and Invisibility as base systems. Fortunately, we now have PA and ground vehicle Wiz-Sniffers being introduced, so the later isn’t a complete no-sell to massed ordinance anymore. I hear that the Fleet is going to be assigning Proctors with full ORACLE sets to provide overwatch in future hot spots, so that’ll give us more warning. It's going to absolutely suck to run into one in close quarters though.” ----Colonel Philip Fredette, CAF
A much more capable alternative to the mundane Warlord III, the Royal Warlord is a Techno-Wizard creation of newly returned House Yivarin, built by and for Royal Kreegor. Substantially larger and more advanced, the Royal Warlord is equal to the CAF Ground Pounder in terms of technological sophistication and material quality, and is extensively enhanced with magitech systems. Beyond simply being bigger and more durable than it's lesser cousin, the Royal Warlord boasts a far more powerful reactor, rivaling that of the 180 ton Dark Slayer in capability. This allows it to be lavishly equipped with high energy systems, such as a far stronger force field, better CG hover system, and vastly improved charging rates on the primary weapons. The other weapons have also been improved, with the head lasers being replaced with pulse models, and the missile launcher doubling in capacity. The most liked features are the enchanted blades and vastly increased strength, allowing it to land absolutely devastating blows in melee.
As brutal as that is, it is the Techno-Wizard enchantments that make the armor so widely feared. While all Royal Kreegor are intuitive spell casters, few of them make effective battlefield use of it, and their mystically provided library is always small. The Royal Warlord provides many useful spells in a ready to use package, able to be activated on command. The sensor suite and amulet clusters are of tremendous help against supernatural foes, and the various spell casting systems dramatically increase combat effectiveness for a brief time. In addition to normal Techno-Wizard systems, the Royal Warlord also features several improved spell casting talismans, which can be recharged by the commissioner even if he does not have the spells in question. They can be thought of as something of a less flexible precursor to Paladin Steel’s ‘spell card’ Multiplexors, but represents the upper limit of what House Yivarin has so far made available to their fellow Royal Kreegor.
While the Consortium has yet to encounter these mighty armors in the field, they have managed to piece together enough to have a general understanding. Their current working counter is simply an extension of their normal anti-Royal Kreegor tactics; send a squadron of ASFs to bury it in ordnance if remotely practical, and to avoid playing to its strengths if at all possible. In situations where massed ordinance is not an option, the best bet is to avoid contact or massively outnumber it with CEPA or Ground Pounder equipped forces. Royal Kreegor are as rare as they are dangerous, and the CAF is willing to tolerate a far greater amount of collateral damage and simple overkill if it means quickly removing one from the board. Their recent acquisition of vehicle scale magic detection equipment make ‘mere’ Invisibility: Superior far less of a perfect escape method that it was only a few decades prior, and being able to give an approximate location is generally enough for massed SRMs. House Yivarin is well aware of the issue, and is working to develop a both a better cloaking method using Shadow Magic and a way to reduce the effectiveness of explosives.
Spoiler:
Type: IPA-WI-R-1 ‘Royal Warlord’
Class: Techno-Wizard Assault Exoskeleton
Crew: One
MDC/Armor by Location:
Rear Missile Launcher--------150 (+50) Forearm Weapons-----------250 each (+50) Arms (2)--------------------300 each (+120) Legs (2)---------------------370 each (+150) Head------------------------160 (+40) Main Body-------------------600 (+200) Force Field-------------------320 (+210)
Speed:
(Normal Ground Speed): 135 mph (216 km) (CG Assisted Ground Speed) 150 mph (240 kph) running maximum or power jumping at 300 mph (480 kph) if terrain is permissible, and 20% normal fatigue. Leaping is boosted to a height of approximately 100 feet (30 m) high or 600 feet (183 m) long in a power jump. (CG Hover) 300 mph
Statistical Data:
Height: 14 ft Width: 7 ft Length: 7 ft Weight: 1.5 tons Physical Strength: 55 (Supernatural); only the commissioning Royal Kreegor can use it.
Power System: Techno-Wizard Enhanced Fusion, 50 year life span.
Market Cost: They are made on commission, with a price of favors and exotic materials. The binding ritual also permanently costs 1d6 MDC, but this is considered absolutely trivial for what it grants.
Bonuses: The Royal Warlord is breathtakingly responsive thanks to its link to the commissioner, granting an additional +1 to initiative, +1 to parry, +1 to dodge, +2 to strike with long range weapons, and +2 to automatic leap dodge in addition to normal Power Armor Combat bonuses.
Systems of Note:
Standard (PW) Power Armor Features, as well as the following;
*Mystic Link to Commissioner: Grants Power Armor Combat: Elite to the Commissioner, as well as the benefits of Telemechanics.
*Magic Sensors: Globe of Daylight, Presence Sense, See the Invisible, Sense Magic, Sense Evil, Sense Good, and See Aura. Permanently active. While partially redundant, the array is taken from the standard UWW set, which saves a great deal of time.
*Amulets 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. Few Royals are known to have picked up Amulets previously, and this has massively increased interest.
*Gravity Wave Sensor: As on the Enforcer
Weapons Systems:
1) Forearm Weapon Mounts (2): May hold one of the following, which may be fire linked;
a) Heavy Energy Pulse Gun: A variant of the new EP-11.
Range: 3000 ft in atmosphere MD: 6D8 per single shot, 3D6x10 for a rapid fire 4 shot burst Rate of Fire: ECHH
b) Gravity Autocannon: A copy of the GR-25-ER.
Range: 4000 ft in atmosphere MD: 3D4 M.D. for one round, a three round burst inflicts 1D4x10 M.D., and a 10 round burst inflicts 2D4x10 M.D. Rate of Fire: ECHH Payload: 2000 rounds (200 bursts)
2) Back Mini-Missile Launcher: Expanded to 24 missiles.
3) Head Lasers (2): Now small pulse lasers.
Range: 2000 ft in atmosphere MD: 3D6 per single shot, may double and quadruple (when linked) Rate of Fire: ECHH
4) Enchanted Forearm Blades: 4D12+40 MD per hit (Supernatural PS included)
5) Hand to Hand: As Supernatural P.S. 55
Active Techno-Wizard Features: 7th level equivalents
*PPE Battery: 240 PPE capacity, regenerates 10 per hour (15 on a LL and 20 on a Nexus), and may be directly charged by the commissioner at a 1-to-1 ratio.
*0-5 Talismans: Generally equipped with Superhuman Speed, Sustain, Targeted Deflection, and Time Slip. Usually 7th level.
Recharge Cost: 50 PPE for one cast.
*Multiple Image: 7 PPE, 1 minute/level per activation. Most Royals get Charismatic Aura as their 4th level spell, so this covers that lack.
*Horror: 10 PPE, 5 minutes/level per activation. While Royals are normally frightening, this makes it substantially more likely to stick.
*Targeted Deflection: 15 PPE, 1 melee/level per activation. The painfully short duration is why it is also present as a Talisman.
*Impervious to Energy: 20 PPE to activate, 2 minutes/level per activation. This extends to the Force Field, which was a significant feat of magical engineering.
*Invisibility Superior: 20 PPE to activate, 3 minutes/level per activation. Absolutely vital if it is to have any hope of escaping massed ordinance, but still not perfect.
Variants: Each suit is a unique creation, with the stylistic choices of the commissioner and creator never being quite the same. The Kreegor Emperor is not known to have commissioned a suit, but if he does have one it would be a far grander and more powerful design.
Trans-Galactic Empire TGE-ST-115R 'Bloodrinker’ Techno-Wizard Interceptor “We believe that the new Sharktooth is worthy of our normal Kreegor subjects, but the improved power armor that your House has produced has led us to believe that a similar aerospace craft would also be a quite exceptional addition to the Empire’s arsenal.” “The thought has occurred to us as well. The work is still in the early stages, but we expect to have a singularly capable strike craft to offer to mystically capable pilots within 2 years.” “With the normal commissioning arrangements.” “Of course.” ----The Kreegor Emperor and the House Yivarin representative, shortly after the deployment of the Royal Warlord.
“The good news is that the new Magic detectors make it rather obvious when one of the bastards is lurking around, but there’s enough margin of error to make long range targeting painful at best. Void combat is simply too spread out to make most area of effect weapons effective, so the Bloodrinker will be able to disengage at will unless you have a fighter with a good pilot and a HOUND sensor on his ass when he does it. The one saving grace is that we’re almost never going to need to deal with serious numbers of them in any engagements, unless the Emperor had decided to make a personal appearance. Then all bets are off.” ---Captain Harriet McKenna, CAF, Director of Project Prominence
“Speaking from personal experience, the FTL drive is really there to allow you to return home if your carrier gets destroyed. It's going to be a long and boring flight, but one of the really nice features of the Sustain Talisman is that it takes the edge of the latter. It also gives you time to think up an explanation to give your superiors as to how you got into that mess, and saves you the political embarrassment of having to surrender to lessers simply to get something to eat. The Hull Regeneration is useful in that it allows you to repair it without going back to the Yivarin, and while they do the contractually mandated repair work its best not to do it anymore than you have too. It also means that there’s no reason for anyone else to touch your craft in the field, which drastically cuts down on the sabotage attempts. The mental link will tell you if there’s anything done to it, but it can take time to fix that you might not have in an emergency scramble.” -Anonymous, Royal Kreegor
A followup to the Royal Warlord PA, the Bloodrinker is a slightly enlarged Techni-Wizard version of the Sharktooth intended for Royal Kreegor. House Yivarin has comprehensively upgraded all design aspects, with better systems and materials making the fighter far more capable than its lesser peers. The overall protection in all aspects has been increased by 50%, and the speed is now within a hair's breadth of the CAF Scorpion. The lasers and gravity autocannon have been replaced with ones equal to those on the CAF Black Eagle, granting both greatly improved firepower and range. A miniaturized FTL drive rounds out the conventional systems, granting it independent interstellar capability.
But it is the Technowizard features that make the Bloodrinker truly transcend its rivals. The Mystic Link the craft has with its commissioning pilot grants it sublime maneuverability in their hands, and grants a degree of mastery over all of its other aspects previously known only to Cyborgs and those with Telemechanics. The ‘conventional’ enchantments consist of those that are considered most beneficial in aerospace combat, with most of them focusing on making the craft a far more elusive target. Additionally, the craft also features the ever popular Immune to Energy, as well as an improved version of Hull Regeneration, which takes advantage of the mystically conductive semi-organic hull to grant full hull restoration capability. It also features the now typical array of mystic sensors, amulets, and talismans that are expected in Yivarin creations, adding that much more basic utility.
The Bloodrinker’s only real flaw is its exclusivity and scarcity, which are as much draws for its Royal pilots. Barring the Imperial Kreegor, it is unheard of for any Imperial Navy vessel to host more than a pair Bloodrinkers, which are often the personal craft of the ship’s Ryclus and CAG, with only the later making common use of it. Even then, they are rarely found on a hull smaller than an Executioner, as the Royal Kreegor pilots warrant nothing less. The CAF has made note of the Bloodrinker, and is responding by expediting the distribution of PPE detection equipment among its own strike craft, which will hopefully allow a 6 craft flight to counter the Technowizard craft when it makes itself known.
Spoiler:
Type: TGE-ST-115R Bloodrinker
Class: Technowizard Space/Atmospheric Fighter.
Crew: 1 Royal Kreegor
MDC/Armor by Location:
Nose GR-Cannon:--------------------120 Horn Laser Cannons (2):-------------200 each Mini- Missile Launchers (2, top):------90 each Main Body:---------------------------630 Reinforced Cockpit:------------------20 Variable Force Field:------------------300 per side (1,800 total)
Cargo: Small space in the cockpit for a survival pack and sidearm.
Powerplant: Techno-Wizard Enhanced Antimatter w/ 50 year energy life.
Speed:
(Atmosphere) Hover to Mach 7, transatmospheric (Sublight) Mach 17 without pylons, 16 with pylons
(Kitsune: 40% of light speed; Accel/decel at 1.7% of light speed per melee)
(FTL) Has a small CG based FTL drive capable of propelling it as 2.2 ly/hour. (Underwater) The Bloodrinker is NOT designed for underwater operations
Bonuses: The Bloodrinker is breathtakingly responsive thanks to its link to the commissioner, granting an additional +2 on Initiative, +4 to Dodge, +2 to Strike, and +1 autododge. Others can fly it with permission, but all bonuses are nullified.
Market Cost: They are not sold for currency, but for favors and exotic goods. The binding ritual also permanently costs 1d6 MDC, but this is considered absolutely trivial for what it grants.
Systems of Note:
Standard Spacecraft Systems, plus the following;
*Mystic Link to Commissioner: Grants Fighter Combat: Elite to the Commissioner, as well as the benefits of Telemechanics.
*Magic Sensors: Globe of Daylight, Presence Sense, See the Invisible, Sense Magic, Sense Evil, Sense Good, 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.
Weapons Systems:
1) Twin Super Horn Lasers: Equivalent to those on the Black Eagle.
2) Improved Gravity Autocannon: Equivalent to that on the Black Eagle.
3) Mini-Missile Launchers (2): Above and behind both sides of the cockpit.
Rate of Fire: 1, 2, 4, 8 Payload: Each can carry 8 MMs, for a total of 16.
4) Missile Pylons (2): May hold 1 CM, 2 LRM, or 4 MRM
5) Light Missile Pylons (4): Each can hold either 1 MRMs or 2 SRMs.
6) Countermeasure Launchers (2): Equivalent to WZT/ASI standard.
Active Techno-Wizard Features: 7th level equivalents
*PPE Battery: 300 PPE capacity, regenerates 20 per hour (30 on a LL and 40 on a Nexus), and may be directly charged by the commissioner at a 1-to-1 ratio.
*0-5 Talismans: Generally equipped with Sustain, Tend the Whole, Expel Demons, Negate Magic, and Shockwave. Usually 10th level.
Recharge Cost: 50 PPE for one cast.
*Shadow Meld: 10 PPE to activate, 2 minutes/level duration. Other craft are -6 to strike and -4 to dodge the Bloodrinker unless it is directly illuminated against something. This is nullified by See the Invisible and similar.
*Impervious to Energy: 20 PPE to activate, 2 minutes/level per activation.
*Invisibility Superior: 20 PPE to activate, 3 minutes/level per activation.
*(Improved) Hull Regeneration: 35/105 PPE to activate, 10 hours or permanent. The use of mystically conductive materials in the semi-organic hull allows for the regenerated MDC to be at full strength, but still only recovers 5% of the overall total per cast. It still does not replace systems or weapons.
*(Variant) Star Light: 45 PPE to activate: 2 minutes/level per activation. Creates a 200 ft sensor blocking sphere, and the last 10 ft randomly fluctuate to further complicate targeting efforts. Cannot be combined with Shadow Meld or Invisibility.
Variants: As with the smaller Royal Warlord, each Bloodrinker is its own individual artisan piece. The exact capabilities can vary with the commissioner’s preferences, but the above is considered the ‘normal’ version, and few see significant reason to diverge.
Trans-Galactic Empire TGE-BL-155R ‘Bloodthirster’ Royal Transport “A bold statement, but We believe your House can deliver. If your progenitor is anything to go by, you are being conservative in your estimate. What do you think you can do for a slightly larger craft? Say something the size of the Bloodletter?” “The Bloodletter is still developmental, but we have some personal transports to draw some inspiration from. A large portion of the work that goes into the fighter would also carry over, so about an additional year all told.” “Wonderful. There are no end of uses for a capable craft of that size. Many of them don’t even necessitate using its weapons! But We foresee that it will be simply impractical to make in substantial numbers, with your artisans already having quite the list of tasks to accomplish already.” “That is correct, your majesty. Fortunately, we were already intending on pulling out of a number of our now redundant holdings, which will give us a quite substantial increase in manpower. We even have a great many trustworthy servants to shoulder a good portion of the burden. I must admit to being unclear on how Lord Yivarin managed to acquire the latter, but the Calians have been faithfully been serving us for more than a millennia, with all do devotion and diligence." “Calians? We think we have heard of them before, and it must have been quite the adventure if Yivarin managed to acquire enough of them to form the core of your house’s vassals.” “Lord Yivarin has also managed to breed them into being more generally useful, at least for our purposes, and a large number of them have become reasonably capable artisans in their own right. They will never be true researchers, but they make wonderful assistants.” ----The Kreegor Emperor and the House Yivarin representative
“The one upside is that the Bloodthirster is going to be rare as hell, with only a relative handful of the Royal Houses having the resources and connections to get them. But that still leaves the problem in that they are absolute nightmares from a security perspective, because they are near perfect infiltration craft. Even if you can detect and intercept it, it’s as heavily armed and armored as you would expect something a Royal Kreegor would elect to use as a personal shuttle. It's just as much of a problem on the outgoing side, and if the rumors of a teleport system are true it's going to be a complete pain in the ass to kill any Royal that has one. The Invincible Guard have to be getting their own equivalents soon as well, if only to serve as a counterweight. We have to expedite ORACLE distribution to system defense commands.” --- Chief Director Gene Starshot, GSA.
“Pain in the ass is putting it mildly. My teams had no less than 6 of the bastards teleport themselves out of a no-win situation over the last two years. If you want to kill one of the real Blue Bloods these days, you have to trash their ship first, and they know when you do it. They’re complete ********, but they’re not stupid, and the really nasty ones got that way because they know when to cut and run. It would be so much easier if we could use the big warheads, but that’ll have to wait until the next big throwdown.” ----General Vlar Reltish, CAF Ground Forces
An outgrowth of the Bloodrinker, the Bloodthirster is intended as a high-class personal transport, and as a TGE vessel it is naturally armed to the teeth. House Yivarin is noticeably more stringent for who they allow to acquire these craft, leaving them in the hands of the Emprie’s true elite. Beyond the simple utility of an extremely capable stealth combat transport, the Bloodthirster has become a status symbol of the upper noble class, and can be fitted with all the luxury amenities that Royal Kreegor can admit to having a preference for, and being able to simply vanish from view has value that transcends mere currency. Those with Bloodthristers can conduct their private affairs knowing that they will remain private, and are as well protected as possible short of being on a Smasher Light Cruiser. Additionally, the ship is blisteringly fast in FTL, allowing its operators to return to their duties all that much faster.
Spoiler:
Type: TGE-BL-155 Bloodthirster
Class: Heavy Fighter / Gunboat / Personal Assault Transport.
Crew: 1-3 (Commander, Pilot/Gunner, Engineer), and may hold up to 10 passengers in the cargo bay.
MDC/Armor by Location:
Wing Laser Cannons (2)----------------150 each Wing Gravity Rail Guns (2)--------------150 each Medium Laser Cannon (nose)-----------250 Twin Laser Turret (Top)-----------------375 MRM launchers (2, centerline fuselage)--180 each Front SRM Launchers (2)---------------90 each Rear SRM Launchers (2)----------------60 each Main Body------------------------------1,950 Reinforced Cockpit----------------------300 Variable Force Field---------------------500 per side (3,000 total)
Cargo: Cargo Bay is 10x20x20 feet (3x6.1x6.1 m), and can hold up to 100 tons.
Powerplant: Techno-Wizard Enhanced Antimatter w/ 50 year energy life.
Speed:
(Atmosphere) Hover to Mach 5, transatmospheric (Sublight) Mach 14
(Kitsune: 50% of light speed; Accel/decel at 1.4% of light speed per melee)
(FTL) 7 ly/h (Underwater) The Bloodthirster is NOT designed for underwater operations.
Market Cost: Like all Yivaran creations, it is sold for favors and exotic materials. The binding ritual also permanently costs 1d6 MDC, but this is considered absolutely trivial for what it grants.
Systems of Note:
Standard Spacecraft Systems, plus the following;
*Stealth Systems: As on the Runner.
*Mystic Link to Commissioner: Grants Fighter Combat: Elite to the Commissioner, as well as the benefits of Telemechanics.
*Magic Sensors: Globe of Daylight, Presence Sense, See the Invisible, Sense Magic, Sense Evil, Sense Good, 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.
*AI Control Systems: The pilot/gunner and the engineer roles may be filled by the onboard AI, which has 6 Attacks be melee, +4 to strike, and all relevant skills at 90% proficiency.
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: Four 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:
RoF: 2, 4, 8, 12 Payload: 12 MRMs each, for a total of 24
6) Forward SRM Launchers (2):
RoF: 2, 4, 8 Payload: 12 SRMss each, for a total of 24
7) Rear SRM Launchers (2):
RoF: 2, 4, 8 Payload: 12 SRMss each, for a total of 24
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.
Active Techno-Wizard Features: 7th level equivalents
*PPE Battery: 600 PPE capacity, regenerates 40 per hour (60 on a LL and 80 on a Nexus), and may be directly charged by the commissioner at a 1-to-1 ratio.
*0-5 Talismans: Generally equipped with Sustain, Tend the Whole (as Mend the Broken, but does maintenance tasks instead), Expel Demons, Negate Magic, and Shockwave. Usually 7th level.
Recharge Cost: 50 PPE for one cast.
*Shadow Meld: 20 PPE to activate, 3 minutes/level duration. Other craft are -6 to strike and -4 to dodge the Bloodrthirster 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.
*(Improved) Hull Regeneration: 70/205 PPE to activate, 10 hours or permanent. The use of mystically conductive materials in the semi-organic hull allows for the regenerated MDC to be at full strength, but still only recovers 5% of the overall total per cast. It still does not replace systems or weapons.
*(Variant) Star Light: 45 PPE to activate: 2 minutes/level per activation. Creates a 300 ft sensor blocking sphere, and the last 10 ft randomly fluctuate to further complicate targeting efforts. Cannot be combined with Shadow Meld or Invisibility.
*Emergency Teleport System: 300 PPE to activate. A combination of Circle of Travel and Teleport Superior, this device allows the commissioner to be instantly teleported into the cargo hold of the ship as long as he is within 800 miles in a planetary atmosphere, or 1600 miles in space, and he can bring up to 7000 lbs (3.5 tons) of weight with him if desired. It can be explicitly activated over the Mystic Link, and while operating a suit of power armor, allowing for last second escapes.
Variants: As it is the case with all Yivarin offerings, each ship is an artisan piece built to order. Thus, the exact capabilities can vary depending on a multitude of factors, but the above is considered the ‘normal’ version, and the alterations usually only consist of the exact interior furnishings.
Trans-Galactic Empire 'Imperial Kreegor’ Super Dreadnought “Out of curiosity, just how large a craft can you enchant? We may have to commission a personal transport for Ourselves to keep up appearances.” “Given our currently available knowledge base, we could create a mystic version of the Doombringer, but that would require a substantial amount of infrastructure to be made plausible.” “Fydra Beta has a space nexus that you may appropriate.” “With a space nexus and the Empire’s largest shipyard on hand? That simplifies things tremendously. It shouldn’t take more than 4 years to set up the Tangent Yard-Station, which would provide additional benefits beyond simple construction. The ship would take a good decade assuming we don’t see a dramatic change in our manpower requirements, and I know a substantial number of our House would be quite interested in such a rare large scale project.” “Then let it be done. The Doombringer has become somewhat dated with the Consortium’s own Dreadnought, and could stand to be revisited. We can’t have the damnable rebels making us look bad either. A full enchanted version would be appropriate for Our august presence, and send the appropriate message to Our subjects.” “We may have some refits for the current ships that will soothe your concerns regarding them. The pseudo-familiar link that we have been incorporating into our creations has some fascinating utility from a national security perspective.” “Oh? Do tell. It would be nice to put some of Our lingering doubts to rest.” ----The Kreegor Emperor and the House Yivarin representative
“The ‘normal’ Super-Dread is bad enough, but the Imperial Kreegor is going to be an outright nightmare to deal with. As the Emperor’s personal command, it’ll have all the best toys, and will function as a true flagship for whatever fleet is present. Add in that it's going to be both more durable and is as enchanted as something you’d expect out of the UWW, the only ‘good’ way to take it down we have so far it massed ASF launched Heavy AM torps at close range. Which is going to be even harder than usual, considering the tentative TOE we got our hands on listed a full damn wing of Bloodrinkers in its hangers. The only bright side is that there’s only going to be just the one, which means that we can drop a few fleets on it when it shows its head.” ----- CAF Admiral of the Fleet Janice Nikola
“Our few spies in Fydra Beta, through a streak of what can only be dumb luck, managed to accidentally get their hands on the revised lower hull of the improved Doombringer, so we should be able to do a similar rebuild to the Hopebringer and Lightbringer the next time they needs serious reconstruction. I’ve talked with our OD friends, and they’ve agreed to facilitate moving the various spare parts we have for them to Oridone, so if the opportunity comes up we can do it. And while I hate to say it, it might be a good idea to ship everything else we can, as we won’t last long if the mystic version the Yivarin are building gets thrown at us. Thundercloud is simply a safer place for us to put down roots that Corkscrew right now” ----Supreme Commander Rachel Klass, FWC Cadre.
The TGE has begun a sweeping upgrade of its current military, but the one major vessel so far not included was the mighty Doombringer. After substantial debate, the Emperor came to the conclusion that the pride of the TGE simply needed a major improvement to stay competitive with the CAF’s new Emancipation, which had proven itself disturbingly capable as both a gun and carrier platform. With the Imperial Armada’s current roster of such vessels reduced to 22 with the capture of the mostly intact Telbrath at during its refit during the infamous raid on Halvorks, the Doombringer was unarguably falling behind, and the emergency recall of the Second Thundercloud Fleet to its traditional holdings only worsened the relative balance of power against the resurgent post-Minion War CAF. As was now often the case in high prestige projects, House Yivarin was called into to provide consolation, and would soon find themselves fully responsible for a particularly important facet of the program. The Dreadnoughts stationed in Corkscrew would be cycled through Fydra Beta for the next decade, receiving the major alterations, and House Yivarin has now taken over the primary construction slip in order to produce a extremely powerful vessel to serve as the true flagship of the Imperial Armada, the Imperial Kreegor.
The ‘normal’ Doombringer II is a comprehensive rebuild of the original, greatly revising its systems to make it better suited for going up against peer opponents. The forward lower hull has been radically changed, with two additional Super Horn Lasers being added to the underside. The secondary weapons have also been replaced and expanded, more than doubling the number of lesser anti-ship weapons. The anti-fighter/missile turrets have been replaced with models that have been quietly copied off of the FWC’s Hopebringer refit, and the Cruise Missile Launchers have been upgraded to dual purpose models that have become popular across the Imperial Navy. Also taken from the Hopebringer is an extensive array of long range sensors and EWAR equipment, increasing the ship’s survivability against massed ordinance strikes.
As stated before, House Yivarin was heavily involved in the primary project, both scientifically and mystically. Beyond engineering skill, the Kreegor Emperor commissioned the magic using House to provide a number of practical mystic improvements to the ships, such as Circles of Protection and a long range mystic sensor suite. It is also quietly rumored that the ships also have a mystic link to the Emperor, allowing him to remotely neutralize them should he desire to do so, which would explain the doctrinal changes that the Imperial Navy is instituting. Considering the previous handling of the vessels, and the existence of similar links in previous Yivarin creations, most treat this as a given. The Doombringers currently in Thundercloud and Anvil have not yet been upgraded, but it is intended that they be refitted at Fydra Beta when their reactors need replacement.
But as potent as these changes are, the Imperial Kreegor herself will be a breed apart. Almost every aspect of its construction is being supervised by House Yivarin, and several key aspects are being directly handled by Lord Yivarin and his Doppelgangers. To start with, the Imperial flagship’s hull has been greatly augmented with technowizard enhancements, making it half again as resilient as it would otherwise be. This infused hull is then used to channel enchantments of an unprecedented scale, making it truly nightmarish to neutralize through conventional means. Even further protection is granted by the full wing of Bloodrinkers and a squadron of Bloodthirsters, in addition to the ‘normal’ 3 wings of Invincible Guardsmen piloted Sharkteeth.
As the official ship of state and the flagship of the entire Imperial Navy, the Imperial Kreegor will be under the direct command of the Kreegor Emperor, who was an accomplished naval Cressak before being elevated to Tronton and later Warlord. The ship will be crewed entirely by those qualified to be part of the Invincible Guard, and their loyalty to the Emperor is unquestioned. The expansive Imperial Suite will allow the ship to serve as the mobile capital of the TGE if need be, although the bureaucratic apparatus would need to be spread over a number of mobile stations due to their sprawling size. The Emperor fully intends to use the Imperial Kreegor to command the next war against the CCW within the next 50 years, and he would prefer it begin within the next 30 if current trends continue.
Spoiler:
Type: ID-3
Class: Dreadnought
Crew: 3200 crew, 2500 pilots and aerospace techs, up to 4000 Invincible Guardsmen.
MDC/Armor by Location: As the Doombringer, but +50% to all locations, and there's more of them.
Power System: Techno-Wizard Enhanced Antimatter w/ 100 year energy life.
Market Cost: The true cost of the craft is impossible to estimate, but it is known that House Yivarin was granted access to the more exotic vaults of the Imperial Treasury to provide the needed materials and as payment. The Emperor was notably drained to provide the links to all of Imperial Armada’s Dreadnoughts, but he has since more than recovered, and finds it well worth the cost of neutralizing the single greatest direct threat to his rule.
Systems of Note:
Standard (Dreadnought sized) Starship Systems, plus the following;
*Long Range Sensors: Detects FTL travel up to 50 ly, and sublight vessels up to 1.8 ly.
*ECM: Comm Jamming 60K mile range, 98% vs civilian, 90% vs military. Missiles and sensor guided weapons are -6 to strike.
*Tractor Beams (8): 2,500 tons dead weight. Not usable in atmosphere. Up to 20 miles in space (Kitsune 20K miles)
*Mystic Link to the Kreegor Emperor: The Emperor is completely aware of the ship’s status at all times, and can remotely activate or deactivate systems via mental command. Including the self-destruct.
*Mystic Sensors: Roughly equivalent to the ORACLE Mk V.
*Circles of Protection: +3 to save against magic (including anti-magic cloud and other forms of dispelling magic), +1 save against psychic attacks and a bonus of +2 to save vs Horror Factor. Permanently active.
Weapons Systems:
1) Horn Cannons (4): Added to the underside of the forward hull. (The lower part of the section that spills over to pg 103 of DB:3)
2) Energy Lance (12): As on the Smasher, and up to 4 may be aimed at a single target.
3) Triple Light Horn Mounts (16): Replacing (and greatly expanding) the old secondary PBCs, these may mount one of the following. Up to 4 may be aimed at a single target.
a) Light Horn Lasers:
Range: 8 miles in atmosphere, 16 in space.
(Kitsune Values: 16 miles in atmosphere, 16K miles in space)
Damage: 1d6x100+100 MD per blast, may double and triple Rate of Fire: 3 shots per melee each barrel, for a total of 9 per melee Payload: Effectively Unlimited
b) G-Cannon:
Range: 8 miles in atmosphere, 16 in space.
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x100 MD per burst Rate of Fire: ECGHM Payload: 400 bursts per gun
4) Heavy Missile Launchers (4): As the original, but may fire LRMs in double strength salvoes as well.
Active Techno-Wizard Features: 15th level equivalents
*PPE Battery: 9000 PPE capacity, regenerates 300 per hour (450 on a LL and 600 on a Nexus), and may be directly charged by mages at a 1-to-1 ratio.
*Shadow Meld: 320 PPE to activate, 3 minutes/level duration. Other craft are -6 to strike and -4 to dodge the Imperial Kreegor unless it is directly illuminated against something. This is nullified by See the Invisible and similar.
*Impervious to Energy: 720 PPE to activate, 2 minutes/level per activation.
*Invisibility Superior: 720 PPE to activate, 3 minutes/level per activation.
*(Improved) Hull Regeneration: 1120/3360 PPE to activate, 10 hours or permanent. The use of mystically conductive materials in the semi-organic hull allows for the regenerated MDC to be at full strength, but still only recovers 5% of the overall total per cast. It does not replace systems or weapons.
*Teleport System: 300 PPE to activate. A combination of Circle of Travel and Teleport Superior, this device allows the Kreegor Emperor to be instantly teleported into the ship’s Imperial Suite as long as he is within 8000 miles in a planetary atmosphere, or 16000 miles in space, and he can bring up to 14000 lbs (7 tons) of weight with him if desired. It can be explicitly activated over the Mystic Link.
*ID-2 Doombringer II: The ‘normal’ Super-Dreadnought does not have the increased hull strength, systems listed under Active TW Features, and replaces nearly all of Bloodrinkers and Bloodthirsters with Flying Fang Upgrades and Bloodletters respectively. It retains everything else however.
Last edited by Omegasgundam on Mon Mar 29, 2021 7:29 pm, edited 9 times in total.
And now I'm going to finish off the CAF with what will be their most common design, and then the least. After this I'm going to do work on the UWW, which will be interesting with all the different design styles.
(Based on Kitsune's version, with additions from DB:8) Consortium Armed Forces CEPA-01 Exoarmor (‘Super-Trooper’)
”The CEPA is what every soldier has ever wanted since functional Power Armor became a thing, a mass production design that can replace normal EBA. It has the systems to make full use of the range of whatever you can hold, assuming your armorer sets it up right, and a host of incredibly helpful addons if your procurement office has the cash to shell out. It’s not always appropriate, but it's rarely a bad choice when it is. The only drawbacks all relate to its primary strength, its too light to be as durable or as well equipped as a full suit of PA, but it's head and shoulders above standard EBA .” ----General Vlar Reltish, CAF Ground Forces
“The CEPA really does represent a seismic shift in how we conduct planetary warfare. It’s an admission that non-powered infantry are unacceptably vulnerable on the modern battlefield, and that you need some form of augmentation to stay relevant. The UWW has magic, and the USA has their biomods, but the only acceptable method we can use is massed exoskeletons. They’re pricey, yes, but far less so that a full suit of Power Armor like the Ground Pounder. When we apply the levels of mass production that we did with the CG-F units, we can drive the price even lower, which will make it a merely painful expenditure as opposed to an outrageous one. The projected project cost is looking to be substantially higher than what we spend to get the Emancipations, but the immediately obvious and widespread benefits will kill any serious protest. ‘Keeping our boys alive’ is a strong selling point after-all.” ---CAF Admiral of the Fleet Janice Nikola
”As difficult as it is to admit, the Consortium’s new infantry armor makes them a far more problematic foe on the ground, which will make our conquest much more tedious and exhausting. While the expenditure of coin is no double a sign of their decadence, it is a fact that one of their front-line soldiers is now a match for a short squad on Kreegor Legionaries, which is not an acceptable exchange by any stretch of the imagination. While the best solution is to place even more focus on our Power Armor, I shudder to think at how time and resources that would cost. A more practical solution is to field our own equivalent, using our superior Kreegor physiology to simplify and rationalize the design. With your permission, I will issue the order immediately.” “Let it be done, Warlord Ovita. The rebels will be an adequate field test when it is finished. The Consortium is becoming concerningly less inept, and it would not do to give them an excuse to embarrass us. Hmmm…… We may have to ask that infuriating Wander for his input about a Royal grade model. Knowing him he’s already half finished something that can be appropriated, but we’ll need something that can be produced by less….. skilled and storied…. individuals. ” -Warlord Ovita and the Kreegor Emperor.
Drawing from the expensive lessons learned during Operation Gut Cutter, the CEPA is the CAF’s equivalent to Naruni’s NE-BA-55 ‘Super-Soldier’. As bare bones as can be made practical, the CEPA bridges the divide between battle armor with an exoskeleton and a true suit of power armor. The overall intent was to produce something that could be used as the former with as much capability of the latter, and by all accounts it succeeds admirably. While the absolute baseline model is merely a higher basic spec version of the Naruni model, it quickly increases in capability when the various options are included, gaining incredible leaping mobility from a CG Flight Pack and firepower from integrated weapons. Other common additions include full force fields and nuclear batteries. The CAF allows the purchase of the basic models, but reserves the most capable versions for its own use, which include the infamous ‘Spector’ Sensor and reverse engineered Thermo-Kinetic Armor.
As much as the CAF would like to give every infantry soldier their own CEPA, this is impractical to say the least, and unwarranted. The overwhelming majority of the CAF’s ground operations are some variety of Peace Keeping, which are more than adequately served by lesser unpowered EBA. The CEPA is reserved for truly hazardous assignments, such as combat missions against other galactic militaries and boarding actions.
Spoiler:
Model Type: CEPA-01
Class: Full Environmental Exoskeleton Superheavy Battle Armor.
M.D.C. by Location:
Head:-------------------------------160 Arms (2):---------------------------160 each Legs (2):----------------------------140 each Main Body:--------------------------250 (Optional) Chest McM Boxes (2):----50 each (Optional) CC-F4 Force Field:--------110 (Optional) CC-F5 Force Field:--------160 (Optional) CC Flight Pack:-----------75
Statistics:
Height: +1 ft Width: +.5 ft Length: +1 ft Weight: 120 lbs (54 kg) without Flight Pack, Forcefield, McMs, or forearm weapons. 196 lbs fully equipped (88.9 kg)
Speed
Mobility: Good, -10% to physical skills
Exoskeleton Only: 3x wearer’s normal Spd and 30% normal fatigue. Leaping distance is increased by 20%.
CG Assisted: 100 mph (160 kph) running maximum or power jumping at 200 mph (320 kph) if terrain is permissible, and 20% normal fatigue. Leaping is boosted to a height of approximately 100 feet (30 m) high or 600 feet (183 m) long in a power jump.
CG Flight: As normal CG Flight Pack.
CG Underwater: The armor can travel up to a maximum speed of 40 mph (64 kph) to a maximum depth of 1000 feet (310 m).
Physical Strength: Equal to Robotic P.S. 30. Can lift and carry up to 750 lbs (340 kg).
Cargo: Very limited, but it includes a mount for a CAF Powerpack or an ammunition drum at the waist. EBA compatible strap harnesses are also commonly used. The operator can wear a Skinsuit underneath.
Power System:
Electrical Battery: 72 hours of operational use. Does not power added Forcefields or Flight Packs. 10 lbs each (4.5 kg) -OR- Nuclear: average life is 10 years. +15 lbs (6.8 kg)
Cost:
Basic Armor: 250K credits, no battery included (CAF) Thermo-Kinetic Armor: 500K credits, no battery included Electrical Battery: 25K credits Nuclear Generator: 500K credits CG Flight Pack: 150K credits Forearm Weapons: 40K credits each, 80K for a pair Chest Box Launchers: 15K credits each, 30K for a pair (CAF) ‘Specter’ Sensor: 20k credits (CAF) CC-F1B Mag Shield Emitter: 20K credits (CAF) Camouflage System: 100K credits, integrated (CAF) CC-F4 Force Field: 100K, integrated (CAF) CC-F5 Force Field: 200K, integrated (CAF) Gravity Wave Sensor: 500K credits (CAF Non-GWS Model: $1.6 Million Credits total)
Systems of Note:
Standard (PW) Power Armor Systems, plus the following;
Integral First Aid: Internal RMK and IRMSS with drug supply. Hay hold other drugs (and potentially potions) as well.
Forearm Mounts (2): If not equipped with a weapons package, may hold a pistol or rifle without using the hand.
CC-F1 Minimum Emitter: Pulls from the main power supply.
(Optional, CAF Only) CC-F1B Mag Shield Emitter: Pulls from the main power supply, and halves damage from infantry and light vehicle scale particle beams and ion weapons. This is effective against TGE Energy Pulse technology. Reduces electrical battery life by 10%.
(Optional, CAF Only) ‘Spector’ Combat Sensors
(Optional, CAF Only): Thermo-Kinetic Armor: As in DB:8. The CAF takes great care to keep these under its control, and does not sell it under any circumstances.
(Optional, CAF Only) Gravity Wave Sensor: As on the Enforcer
Bonuses: Use Power Armor Combat: Basic, as well as an additional +1 to initiative +1 parry, +1 dodge, +2 to strike with long range weapons, and +2 to automatic leap dodge (when equipped with a CG Flight Pack). PAC: Elite is shared with other light ‘jumping’ units, such at the K-Universal and Terrain Hopper.
Weapon Systems:
1) Handheld Weapons: Normally the primary offensive option, the CEPA can use anything its Robotic PS of 30 allows it to pick up. It is usually some form of long range energy weapon, with the McM launchers generally able to cover kinetic damage needs.
2) Hand to Hand: As a suit of light power armor, it is capable of inflicting meaningful damage in melee
Restrained Punch: 1D4x10 SD or 1D4 MD Full Strength Punch or Kick: 1D6 MD Power Punch: 2D6 MD Kick: 2D4 MD Leap Kick: 2D8 MD
3) (Optional) Forearm Particle Beams (4): Each arm typically mounts a pair of short range particle beams similar to the Juicer FIWS, and is powered by external E-Clips if not nuclear powered. While intended to give an integral backup weapon in case the primary hand held weapon is lost, many soldiers prefer them in close quarters due to high damage and ease of use. If the user has Paired Weapons: Energy Pistol, both arms may be used at once.
Weight: 7 lbs (3.2) each Maximum Effective Range: 1000 feet (305 m) in an atmosphere. Mega-Damage: 1D4x10 each and 2D4x10 for both. 4D4x10 for paired arms Rate of Fire: ECHH. PW: EP counts as one attack Payload: Depends on the power source
Electrical Battery: 30 shots per standard E-Clip. Nuclear Battery: Effectively unlimited.
4) (Optional) Chest Micro-Missile Launchers (2): These launchers may fire either equivalents to Paladin Steel’s McM series munition or Naruni models, and are arranged in 4x6 grid of cells for a total 24 in each array. Fire control is fully integrated to the armor’s targeting systems. A substantial amount of work went into ensuring that unlaunched missiles being targeted does minimal damage to the armor.
Weight: 4 lbs each (1.81 kg). A full load of PS McMs adds 1.85 lbs (.84 kg) to each. Maximum Effective Range: As per micro-missile type Mega Damage: As per micro-missile type, (6D6 for Naruni K-HEX, for a theoretical average damage potential of 960 assuming they all hit.) Rate of Fire: 1, 2, 4, 8, 12, 24, 48 Payload: 24 McMs each, 48 combined
5) (Optional) Camouflage System: As the NE-C20, but disabled after 150 MD is taken.
And finally my (first) saving throw for the Big-E. The write up in Fleets was just stupid, but this should be workable. I've since given it a substantial rebuilt, but that comes in almost a decade later. Consortium Armed Forces 'Emancipation’ Dreadnought Upgrade ”A lot of the mockery that gets sent at the Big-E is due to the honestly stupid configuration that it was in during the field trials. It was never intended to stay that way for long, but the media kept using it as their stock photo of the class. This is compounded by some of the early proposed parasite compliments being jumbled together, which made it look like the biggest and most overpriced assault ship in existence. That fortunately changed after Gut Cutter, which prominently displayed them looking like proper Consortium ships. The true production version is a far better design, which we’re going to need against the improved Doombringers.”
“The old Doombringer was honestly undergunned for its mass, which would have made a shootout between it and even the test-type Emancipation something of a one sided battle in our favor. The rebuild they’re pushing through makes it much more even fight, but we still have the advantage in most aspects. We also know how to operate as an actual fleet, which will do wonders in balancing the exchange ratio. While we’re still as much Carrier as Gunship, we’re much better at both.”
“The CAF really gave themselves an unnecessary black eye with the test configuration, but that’s died down with the Minion War. The much more ‘Protector-ish’ silhouette of the rebuild has done much to restore confidence in the class, and the fact that it's clearly no longer intended to serve as an assault ship makes it far more palpable to the general population. The old perception was that it was something the TGE would have put out, and that was a bad thing to be stuck to a CAF ship.”
The original 3 Emancipations were more test-beds than actual warships, with tremendous flaws in their weapons and hull layout being evident to even the most novice engineers. However, the Balanced Hammond Drive has some peculiarities that needed to be worked out, resulting in the distinctive ‘claw’ appearance of these early configurations. Once the final kinks were solved, the ships immediately returned to drydock and began a very extensive rebuilding process, comprehensively changing the ship's appearance and capabilities. Work was almost complete at the outbreak of the Minion War, which delayed efforts somewhat. However, the delay allowed the details of the now famous ‘Restoration’ Package to make its way to Goldilox, resulting in some last minute alterations.
The most obvious change is it’s appearance, with the spindly and claw-like silhouette being filled out with additional hull sections, framework, and armor. This led to substantial improvements to the support systems of the primary forward mounts, resulting in quadrupling of the sustained rate of fire. Secondary armaments were also greatly improved, with the 40-inch HI-lasers turrets being increased by 50%, backed up by no less than 24 Triple Gauss Cannon Turrets now festooning the hull to provide protection against energy resistant targets. The Cruise Missile Batteries have been doubled, and an even greater number of LRM Batteries have been installed to provide area defense against incoming strike craft and light attack ships. Lastly, the older PD weapons have been improved with much larger installations, now firing MRMs and having a much deeper payload for the GR-1000s, and an array of Tachyon Scatterguns have been included for burst anti-missile defense.
The ship has also received defensive improvements, with overall hull strength being more than doubled and the somewhat small Variable Force Field being replaced by one that was appropriate for the ship’s mass. Like on the Restoration, the Emancipation now features a cutting edge longer range sensor array and EWAR suite, granting the ship greatly improved tactical awareness and protection against guided ordinance. As a final defensive feature would be added post-war, after the CAF took note of the creations of House Yivaran. While the fully inorganic hull makes the process of applying mystic wardings substantially more time consuming, the CAF was willing to spend the resources to hire the services of a well respected major UWW cabal to apply them to their most powerful vessels, granting them a degree of protection against more exotic means of attack.
Spoiler:
Type: SDN-90U
Class: Dreadnought
Crew: 6000 crew, 4400 pilots and aerospace techs, up to 4000 CAF Marines
MDC/Armor by Location:
Combined Hull Total---------------600,000 -Forward Hull (1/3rd)-------------150,000 -Midship Hull (2/3rd)--------------250,000 -Aft Hull/Engines (3/3rds)---------200,000 Internal Bridge/CIC---------------100,000 Main Lasers (4)-------------------10,000 each Secondary Lasers (12)------------5,000 each Triple Gauss Cannons (24)--------2,500 each Cruise Missile Batteries (8)--------1,500 each LRM Batteries (16)----------------1,000 each GR-1000/MRM Turrets (48):-------400 each Tachyon PD Turrets (16):----------400 each Variable Force Field----------------25,000 per aspect (150,000 total)
Market Cost: The substantially improved design has brought the nominal production cost down to ~250 billion credits. The CCW has also become increasingly willing to use automated ship construction methods, which will likely reduce the price to around 150 billion credits over time.
Systems of Note:
Standard (Dreadnought sized) Starship Systems, as well as the following;
*Long Range Sensors: Detects FTL travel up to 50 ly, and sublight vessels up to 1.9 ly.
*ECM: Comm Jamming 60K mile range, 98% vs civilian, 90% vs military. Missiles and sensor guided weapons are -6 to strike.
*Tractor Beams (8): 2,500 tons dead weight. Not usable in atmosphere. Up to 20 miles in space (Kitsune 20K miles)
*ORACLE Mk VI: Back room arrangements have been made to provide the CAF’s largest warships with ASI Techno-Wizard sensor augmentations. The Consortium does not want to have to deal with mystically invisible enemies sneaking into point-blank range again.
*Circles of Protection: +3 to save against magic (including anti-magic cloud and other forms of dispelling magic), +1 save against psychic attacks, and a bonus of +2 to save vs Horror Factor. Permanently active.
Weapons Systems:
1) Main Laser Batteries (4): Rate of fire has been increased to 2 per melee
2) Secondary Capital Lasers (12): 6 per side.
3) Triple Heavy Gauss Cannon Turrets (24): As on the Restoration, but with more barrels and ammo. Up to 12 can be aimed at a single target.
4) CM Batteries (8): Unchanged.
6) LRM Batteries (12): As on the Protector.
7) GR-1000/MRM PD Turrets (48): Replace the older turrets.
8) PD Tachyon Scatterguns (16): Scattered across the hull for maximum coverage.
Range: 3 mile in atmosphere, 12 miles in space w/ 6 mile wide arc.
(Kitsune Values: 12 miles in atmosphere, 120 miles in space) *Range and width are reduced to 1/4th in atmosphere
Damage: 2D4x10 M.D.C. each. Rate of Fire: 4 shots per melee each Payload: Effectively Unlimited
Auxiliary Craft:
*960 Light Fighters (SF-69M Super Scorpions or CSF-4 Badgers) (4 Wings) *960 Medium Fighters (SF-101S Storm Eagles or ASF-6-A War Hawks) (4 Wings) *240 Heavy Fighters (LRF-26 Proctor II or variants) (2 Heavy Wings) *2440 Flying Power Armors (SH-CCW100A Silverhawk-As) (2 Battalions) Up to 1220 light power armors (CEPA-01 Infantry Exoskeletons)
Last edited by Omegasgundam on Mon Mar 29, 2021 7:38 pm, edited 7 times in total.
WZT/TmeR-SBB01 ‘Demas’ Battleship (aka ‘Skola’) “...just how many guns is that damn thing packing?!” “They have a lot of space aboard those frames.”
“’Skola’?” “One of the few words of Sorm we can translate and articulate. It apparently describes a large quill-....more like horns...covered armored beastie native to the neobarbs’ homeworld that even they have trouble trying to eat. No, the Sorm didn’t like it when we began raiding into THEIR space with Demas battlegroups; their comm-chatter compared them to the foraging rampages the skola make through Sorm communities. Seemed appropriate, so the battleship crews have started using the term as well.”
“I’m not saying the Tmelain are looking to pick a fight with the TGE what with the Tme being reestablished, but their new construction makes it clear that if there’s ever a rematch, the Tme mean to exact some hard payback on the Impies. Knowing they’re still likely to be outnumbered, they’ve outfitted their new battleships to be able to take down more than their weight in Impie battlewagons if it comes to that sort of situation. ”
The Tmelain, famed and feared in the Rim for their massive powerful Cachalot Landing Ships, lost the ability to build more when the TransGalactic Empire rolled over their worlds. They regained some of their industrial might when they were able to retake several of their stakehold worlds, and establish a new capital world for their exiled culture. With the assistance of WZTechYards, the Tme were able to build new shipyard facilities, with warship production taking priority. Repairing and replacing the older Cachalots which had been used to transport a good percentage of their population to their new refuge worlds was established early, but while they purchased a good number of warships from WZT and their allies, the Tme were looking to create their own new designs as well. Membership in the United Systems Alliance gave them some security, but the Tme recognized that few of their fellow members had the capacity to design and build capital warships(the USA tended towards lighter vessels appropriate for trade protection). Having seen Kreeghor Smasher battleships shoulder aside their homeguard fleet ships and shrug off their weak firepower, the Tme had an appreciation for heavy warships. The Demas is an effort to field a Tme battleship design that could act as a backbone to the new defense forces the Tmelain-in-exile were building, and as a weapon they could sell to the United Systems Alliance. The Demas is based on the Cachalot, using several frames for new assault transports being built in the new Paktra Shipyards and pulled early for conversion to full battleships. The Demas conversion sacrifices troop capacity in favor of added armor, propulsion, and weaponry, turning the transport into a dedicated shipkiller and weapons platform. It was actually two work-up Demas hulls that were sent to take part in the defense of Altess Prime. These ships were sent sans main weapons, especially the massdrivers, in expectation of being refitted with more appropriate weaponry onsite. How the AJC knew the Altess would have weaponry to spare for the Tme battlewagons remains undisclosed, but rumors abound that the AJC had previously unknown dealings with the Altess beforehand, had psychic foreshadowing, or else the GNEAF component of the taskforce was already bringing along enough spare guns to stuff into the available spaces on the Demas. As it was, the Altess DID have available weaponry in the form of several old surface-to-space energy cannons and orbital fortress guns that the Armoria were willing to part with, and the task force had both means and time to install them before the Golgans made their push on Altess Prime. Afterwards, the Tme were allowed to keep the refitted cannons by the grateful Altess. Perhaps more importantly, the Tme and WZTYards had full battle records of how the Demas configuration performed in combat before they finalized the design. This data proved invaluable in completing the final design. The Demas retains some planetary attack capabilities, but trades the massdrivers for additional heavy energy cannon. Troop and lander capability has been exchanged for additional fighters(including a large drone complement) and missile launchers, though some mass has been shaved with the removal of the troop-lander barges. This has allowed a 30% increase in speed. The Demas is being offered as a backup design to the Joshua Norton II Space Battleship, which has been introduced as the USA’s ‘standard’ battleship design. Interestingly enough, the Altess have placed an order for two right off the assembly line, possibly as tributes to the ships that served in defense of their world, and as part of a nice gratuity to the Tmelain.
(Note: ‘Demas’ is a traditional Tme name for a large toothed predatory cetacean analogue of the lost Tmelain homeworld. The Tme gave the name to the battleship after it was explained to them what ‘Cachalot’ meant in reference to whales).
Type: WZ-SB-003 Demas Class: Space Battleship Crew: 1,150 +360 Marines + 600 Aerospace Complement MDC/Armor by Location: Main Body 100,000 Bridge 20,000 Hangar Decks(6) 13,000 each Engines 60,000 Mega Ion Disruptor Cannon(1) 60,000 Heavy Laser Cannons(2) 8,000 each Medium Laser Cannons (6) 900 each Tachyon Cannon(6) 500 each Kinetic Kill Rail Guns(4) 600 each Cruise Missile Launchers(4) 500 each Long Range Missile Launchers(6) 500 each Point Defense Particle Beam Cannon(18) 180 each Point Defense G-Cannons(20) 200 each Point Defense Mini-Missile Launchers(12) 150 each Variable Forcefields* 72,000 (12,000 each side)
*Shield Refresh Rate is 20% per melee
Height: 1,500 feet (500 m) Width: 1,800 feet (600 m) Length: 1 mile (1600 m) Weight: 51 million tons Cargo: 4 million tons Powerplant: Advanced Lucerin-Fuelled Nuclear Fusion w/ 50 year energy life. Speed: (Atmosphere) Hover to Mach 3; transatmospheric. Rarely operates in an atmosphere, however. (Sublight) Mach 8 (Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.8% of light speed per melee) (FTL) 5 light years per hour (Underwater) Not Possible Market Cost: 59 billion credits to build Systems of Note: Standard Starship Systems, plus;
*Syzite-Crystal composite armor---First pioneered on the tiny Atom Light Fighter, this advanced armor comes in the form of overlapping flat crystalline ‘cells’ bonded together by fiber-conduits that help transfer and disperse energy from weapons attacks, reducing the damage. This effectively works to render the ship’s hull resistant to ENERGY weapons, such as lasers, ion, plasma, and particle beams(do HALF damage). However, magic attacks and kinetic attacks(rail guns, explosive missiles, meteors, etc.) do FULL damage. If the ship’s hull takes more than 70% overall damage, the dispersion network is compromised and energy attacks revert to full damage. Note also that the Syzite-Crystal incidentally renders the Demas INVULNERABLE to energy disruption attacks such as its own Ion Mega Cannon and directed EMP assaults.
*ORACLE Mk V---Omni-diRectional Aura Classification and Locator Electronics--- Dealing with supernatural threats being an all-too-common occurrence for AJC ships, detection capability is considered to be standard for new construction(and as many older ships as they can refit) vessels. A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) stationed around the ship, feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). Linkage to the Ectofiber Grid has increased the sensitivity and effectiveness of this system. See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1,000 miles (1,610 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations. • See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies. • Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general. • Sense Rifts: Ship has sensors which effectively allow Rifts to be detected(requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Drives) and unlike when detecting magic gives position very accurately.
Weapons Systems: 1) Superheavy Ion MegaCannon(1, center body)---This GARGANTUAN ion weapon is meant to both vaporize targets and disrupt entire electrical systems with enhanced ElectroMagnetic Pulse. Each shot is powered by triggering a fusion nuclear plasma explosion inside the weapon’s firing chamber, then shaping the EMP wave with forcefields and directing it like a giant invisible bullet. This weapon has been known to cause aurora-like upper atmosphere disturbances on planets that it is used against, as well as lightning-like atmospheric phenomenon in the lower atmosphere. This weapon has been retained by production Demas, despite its slow rate of fire, because of its area of effect and extra damage to shields. They are arguably the closest the AJC has to duplicating the Altess’ magnetic photon arrays. The SIMC has been improved with advancing technology to have a slightly faster recharge cycle. Range: 16 miles in atmosphere, 80 miles in space (Kitsune Values: 80 miles in atmosphere, 80,000 miles in space ) HALF range to expand the area of effect to a 30-degree wide cone. Damage: 6d6x1,000 MD per blast, DOUBLE damage to forcefields Plus, electrical damage similar to the Triax Lightning Blaster: 01-15 No additional damage 16-30 Instrumentation flickers for 1d4 seconds, and lose initiative 31-45 All weapons systems go off-line! One comes back online in 1d4 melees. 46-60. All systems off-line for 1d4 melees 61-75 Communications, targeting, and radar are knocked off-line. Manual targeting only; -3 to strike, and no initiative 76-90 All systems except one weapons system are cooked; -25% to piloting at 1/3 maximum speed. -50% at 1/2 maximum speed, -75% at maximum speed, no initiative to strike, -3 to Dodge and Strike, and lose 1 action/attack per melee. 91-00 All electrical systems are zapped, and the vehicle is dead in space.
(Atmosphere) Wipes out unshielded electronics within a 100 mile radius of the point of targeting Rate of Fire: 1 shot every 10 minutes Payload: Effectively Unlimited
2) Heavy Laser Cannon Arrays(4, lateral outriggers)---Powerful triple-barrel laser cannon batteries replace the massdrivers. These are fusion-pumped weapons using a plasma combustion chamber similar to the SIMC, but have a faster rate of fire. The Tme wanted an array that could outgun a TGE Executioner battleship and punish the Imperial vessel long enough for other factors to come into play. Range: 30 miles in atmosphere, 100 miles in space (Kitsune Values: 30 miles in atmosphere, 30,000 miles in space) Damage: 2d6x1,000 MD per blast Rate of Fire: Twice per melee Payload: Effectively Unlimited
3) Medium Laser Cannons(6)---These six cannon, normally kept concealed inside the hull behind sliding armored ports, are meant to give the Cachalot some direct fire capability against capital warships, though they are also precise and accurate enough for pinpoint planetary bombardment. Originally considered to be heavy weapons in Tme service, these have been downgraded in classification to medium weapons. Range: 7 miles in atmosphere, 16 miles in space (Kitsune Values: 16 miles in atmosphere, 16,000 miles in space ) Damage: 2d6x100 MD per blast Rate of Fire: Twice per melee Payload: Effectively Unlimited
4) Cruise Missile Launchers(4)---These were installed in old hangar bays for the heavy combat landers. With WZT reliably producing cruise missiles, it was decided to give the Demas several full batteries of them. In a turn of irony, the launchers supplied to the Tme for their Demas battleships were those originally slated for new Providence/Constitition-class battlecruisers, but with the rethinking of that program and new construction temporarily suspended, it was thought unnecessary to leave the subsystems subcontractor lines idle. Range: Varies by missile type (Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space) Damage: Varies by missile type Rate of Fire: From 1-12 missiles can be fired in one volley Payload: 36 Cruise Missiles per launcher. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles)
5) Long Range Missile Launchers (6)---These highly versatile launchers can be used to launch anti-ship missiles(though not as powerful as Cruise Missiles, they can be launched in multiple-missile salvoes), surface attack ordnance, mine dispensers, recon probes, and other specialized projectile types. Range: Varies by Missile Type (Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space) Damage: Varies by Missile Type Rate of Fire: Volleys of 1-12 Payload: 576 LRMs, 96 missiles per launcher; additional missiles may be carried and loaded from cargo, but will take at least 15 minutes(1 ton of cargo per 12 missiles),
6) Kinetic Kill Rail Guns(3x4)---The AJC listened to their own repair crews that did the CAF Restoration work and made sure to fit all new construction Demas with KKGs in the form of four triple-barrel batteries. Their Syzite-Crystal composite armor being vulnerable to kinetic attacks, Demas crews have good reason to respect KEWs. Range:(Palladium) 10 miles(40 miles in space) (Kitsune) 10 miles(10,000 miles in space) Damage: 1d4x100 MD per 80 rd burst, 3d4x100 MD for all three cannon firing simultaneously(240 rounds) (Fragmentation rounds) Do 4d6 x10 MD to a 100 ft wide area with an 80 rd burst, 6d6x10 MD to a 150 ft wide area double cannon burst, and 8d6x10 MD to a 200 ft wide area per triple cannon burst. Targets of the frag rounds are -2 to dodge. Rate of Fire: EGCHH Payload: 32,000 rds(400 bursts) per cannon
7) Tachyon Cannon(6)---Originally the plan was to add medium range missile launchers to provide intermediate range anti-fighter/missile defense, but combat experience at Altess Prime showed the effectiveness of ‘sprayers’. Besides, it was argued, medium range missiles could be carried by the ship’s large complement of fighters. Range: 5 miles (2,500 m) in atmosphere, 10 miles (10,000 m) in space w/ 6 mile wide arc* (Kitsune Values: 5 miles in atmosphere, 5,000 miles in space) *Width are reduced to 1/4th in atmosphere Damage: 1d6x100 MD per blast Rate of Fire: EGCHH Payload: Effectively Unlimited
8 ) Point Defense Particle Beam Cannons(18)----Rapid fire particle beam energy point defense cannons for antimissile/fighter defense. With the recent introduction of the PS-HPBC-21 particle beam cannon(an improved version of the BFG mounted on the ‘Murder-Hobo Megabago’), the original spec PBCs have been replaced with the more powerful model. The original weapons have reportedly been recycled to equip the growing defensive ‘gun buoy’ battle-satellite network around the Tmelain shipyards. Range: 8,000 ft in atmosphere, 16,000 ft in space (Kitsune Values: 3 miles in atmosphere, 300 miles in space) Damage: 5d6x10 MD per blast Rate of Fire: EGCHH(4-6) Payload: Effectively Unlimited
9) Point Defense G-Cannons(20)---Rapid fire kinetic energy point defense cannons for antimissile/fighter defense. Acting upon the recommendations of the commanders at Altess Prime, the Tme shipyards replaced all the original rail guns with GR-1000 G-guns. Range: 6 miles in atmosphere, 12 miles in space (Kitsune Values: 6 miles in atmosphere, 6,000 miles in space) Damage: 4d6x10 MD per 10 rd burst Rate of Fire: EGCHH(4-6) Payload: 1,000 bursts per cannon
10) Point Defense Mini-Missile Launchers(12)----Anti-missile/anti-fighter barrage weapons. Largely unchanged from the original, with the exception of being able to fire the S-Sting mini-missiles now percolating through AJC fleet force logistics. Range: Varies by Missile Type (Kitsune Values: 2 miles in atmosphere, 100 miles in space) Damage: Varies by Missile Type Rate of Fire: Volleys of 1-20 Payload: 400 mini-missiles per turret. Additional missiles may be stored in the cargo holds and reloaded within 15 minutes(1 ton of cargo per 96 missiles) (Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon. Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s. Range: 4 miles in atmosphere, 32 miles in space (Kitsune Values: 4 miles in atmosphere/ 400 miles in space) Damage: 2d6x10 MD to a 15 ft blast radius Bonuses: +7 to strike
Variants: The Demas is arguably already a variant of the Cachalot, but the advance order of two by the Altess raises interesting possibilities. Though the order may be a form of gift to the Tmelain, the ships upon delivery will likely be refitted to be even more automated, the crew quarters remodeled to the sybaritic standards acceptable to the Altess, and the main armament changed out for more advanced Altess-produced weapons. There is also speculation that the fighter complement will be made up wholly of drones, though of what providence remains unknown(while Enryues would be readily available and a known quality to the Altess, having seen them in action over Altess Prime, new Naruni designs or perhaps even a locally Altess-designed and -sourced drone fighter may be possible).
*WZ-SB-003A---There are currently only two examples fitted to this spec, and both of them were the original ships deployed to Altess Prime. The WZ-SB-003A lack the ion disruptor, but have instead been refitted with massive Altess-made heavy laser cannon. Their point defense rail guns have since been upgraded to the GR-1000 specification, and their flight decks remodeled to carry fighters and drones. Changes/Modifications: Weapons Systems: 1) Superheavy Laser Arrays(2)---These take the place of the original mega ion disruptor and are old planetary defense cannon that the Armoria had mothballed. They predate the current state of the art magnetic photon arrays(which is probably why the Altess allowed the AJC to keep them afterwards) but still pack a considerable punch. Range: 16 miles in atmosphere, 100 miles in space (Kitsune Values: 100 miles in atmosphere, 100,000 miles in space ) Damage: 6d6x1,000 MD per shot Rate of Fire: One shot every minute; the WZ-SB-003A typically staggers the firing of the two arrays to 3 melee intervals. Payload: Effectively Unlimited
7) Medium Range Missile Launchers(6)---These were the original intended intermediate range missile/fighter defense weaponry. Experience at Altess-Prime led to them being replaced with tachyon cannons. Range: Varies by Missile Type (Kitsune Values: 160 miles in atmosphere, 80,000 miles in space) Damage: Varies by Missile Type Rate of Fire: Volleys of 1-16 Payload: 80 missiles each launcher, reloading from the cargo hold takes 15 minutes(1 ton of cargo per 24 missiles)
-------------
"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"
Sorm ‘Femur’ Cruiser (aka ‘Boneship’) <<“Sorm Femur at three-seven-three..no, make that four, repeat FOUR, Sorm Femur cruisers...correction, FIVE Femur cruisers! This is it, lads, the hunt’s come to our home space!”>>
“I don’t envy the bastards in the res-teams who get to revive the poor souls pulled from the abattoir holds of the boneships. They hardly ever wake up sane after what they’ve experienced. Sometimes I wish we would leave them dead rather than try to snatch something back from the darkness. Nothing good can come from those damn ships, and once the forensic techs have studied them, I’m quite pleased to destroy them. I think of it as exorcism.”
The neobarb Sorm have puzzled many anthropologists and technologists as to how the rapacious species manages to maintain a spacefaring capability. Theories range from a slow evolution into technological capability, while others believe that the Sorm were gifted, either by extinct patrons or still-living supporters, with their current technology. Their starships show the basics of FTL design, combined with a unique aesthetic, but how the Sorm achieved spaceflight, let alone starflight, is an enigma. Regardless, the Sorm have proven a viable and deadly threat to several sectors of the Three Galaxies, and the sight of their distinctive ships in a star system, especially an inhabited one, is cause for alarm. The main and most frequently encountered Sorm warship is the ‘Femur’, so-called due to its resemblance to a humanoid thighbone. The Sorms’ own name for the ship-type is virtually unpronounceable by most humanoid vocal apparatus, but has been deciphered by Noro psychics to mean ‘swift conveyor of hunters to delicious prey’. The Femur is their main anti-spacecraft unit, hunting down and seizing prey and eliminating defenders. The Femur has a long hull plated in psuedo-ceramic armor, and ending in a distinctive spherical drive module hanging under the end of the hull. Propulsion is by a fairly basic contra-gravity drive, presumably of Sorm manufacture, though several examples have been found to have incorporated elements of known engines of other species, including CCW, TGE and even Kittani. This has raised speculation that the Sorm may prefer scavenging drives when available, rather than use their own homemade units, or else may be working off a cache or source of engines that they themselves didn’t produce in the first place. Recent intel developed by the United Systems Alliance, though, has identified several Sorm ‘factory’ sites near or on their homeworlds assembling new ships, though whether these locations include Sorm-operated propulsion works or simply caches of old engines remains unknown. Sorm ships use a combination of kinetic and disabling energy weapons such as ion projectors or neutron cannon. Missile systems seem either beyond Sorm capabilities or distasteful to their sensibilities(Sorm under Noro psychic interview have indicated that they prefer weapons that ‘leave meat’). Rather than variable forcefields, Sorm ships generate monoplanar force shields. One technological feature that has come as an unwelcome surprise is the ability of the Sorm to actively track other CG/FTL ships through hyperspace without elaborate sensor systems such as deployable arrays. Crew accommodations on a Femur are reportedly fairly spartan, with only high-rank Sorm having private quarters, often decorated with trophies taken in combat. For the most part, rank and file Sorm spend their time aboard ship estivating in cocoons clustered in galleries around communal eating areas that double as social spaces. Fortunately, for all their size, Femurs are relatively fragile craft(and the Sorm apparently have not discovered how to generate high-end or variable forcefields), and modern warships can destroy them quite easily. Unfortunately, they rarely travel alone, usually in the company of other cruisers or escorted by packs of Bonecutter attack ships(which they can carry as parasite craft; the Femur lacks internal hangar space).
Type: Sor-HC01 ‘Femur’ Class: Cruiser Crew: 350+ 500 troops MDC/Armor by Location: Main Body 38,000 Bridge 4,000 Drive Sphere 10,000 Fusion Guns(3) 500 each Ion Cannon(5) 400 each Neutron Cannons(6) 400 each Point Defense G-Cannon Turrets(10) 300 each Forcefield 9,000 Height: 450 ft Width: 350 ft Length: 1,500 ft Weight: 700,000 tons Cargo: 35,000 tons Has provision for carrying up to 800 slaves in conditions that can only be described as ‘abominable’, though Sorm rarely leave prey alive for long. Powerplant: Nuclear Fusion(Estimated energy life before refueling of 30 years) Speed: (Atmosphere) Hover to Mach 3; transatmospheric. (Sublight) Mach 10 (Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.0% of light speed per melee) (FTL) 3 light years per hour Market Cost: No functional Femur has ever appeared on any Galactic market. Systems of Note: Equivalent to Standard Starship Systems, plus:
*Ceramat Armor---The Sorm make use of a ceramic composite that is extremely resistant to heat(heat, plasma, and even the thermal flash from nuclear weapons do 1/4 normal damage). Lasers, ion weapons, and concussive blasts from high explosives do normal damage, particle beams do 50% more damage, and high speed kinetics such as rail guns, g-cannon, and armor-piercing warheads do DOUBLE damage.
*Repair Foam---As vulnerable as the Ceramet may be to kinetic strikes, the Sorm seem to have realized that it is also vulnerable to high speed impacts with space debris...an almost unforgivable sin for higher performance spacecraft. So the Sorm technology has incorporating a form of self-repair/healing mechanism that pumps a quick-sealing and -hardening ceramic foam-paste into any holes in their ships’ integument. This is virtually automatic, and repairs 1d6x10 MDC of gross hull damage to any part of the hull, per melee. It CANNOT repair damaged/destroyed weapons systems or other active systems. It is unknown what the limits of this system are with regards to how much damage it can continually repair.
*Hyperspace Tracking---The Sorm seem to be able to track escaping ships through FTL-hyperspace without the need to deploy large tracking arrays. Note that they cannot DETECT ships moving through hyperspace, but can trace a ship they see leaving INTO hyperspace. Sorm ships will typically try to tag along as quickly as possible(within 1d4 minutes) to follow a ship to its destination, but even if they don’t, they can at least get a general direction the vessel is fleeing in.
Weapons Systems: 1) Fusion Guns(3)---These are the Sorms’ main anti-warship weapons and are directed radiation weapons of fairly short range for capital units. They fire packets of plasma that attempt to explosively combine with target materials. Range: 7 miles in atmosphere, 14 miles in space (Kitsune Values: 14 miles in atmosphere, 14,000 miles in space) Damage: 4d4x100 MD per blast Rate of Fire: Twice per melee Payload: Effectively Unlimited
2) G-Cannon(10)---These are cruder and bulkier than their CAF and TGE equivalents, but still very effective. Range: 8 miles in atmosphere, 16 miles in space (Kitsune Values: 16 miles in atmosphere, 16,000 miles in space) Damage: 1d6x100 MD per burst Rate of Fire: Six times per melee Payload: 500 bursts per cannon
3) Ion Cannon(5)---These weapons are typically used to take other spacecraft more or less intact for boarding and scavenge. Range:(Palladium)5 miles in atmosphere, 10 miles in space (Kitsune Values) 5 miles in atmosphere, 5 ,000 miles in space Damage: 1d4x100 MD per blast, In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phaseworld or Conversion book as appropriate. If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot. Does NO damage against non-mechanical/electronic targets. The ion cannon is equally effective against bionics Rate of Fire: Three times per melee Payload: Effectively Unlimited
4) Neutron Cannon(6)---The Sorm possess a crude form of neutron emitter with effects similar to the Kittani weapon. Range: 5 miles in atmosphere, 10 miles in space (Kitsune Values: 5 miles in atmosphere, 5,000 miles in space) Damage: 4d6x10 MD per blast, plus 50% more damage to ORGANIC targets. Also irradiates a 30 ft radius around the point of impact: those without radiation shielding or EBA must roll versus lethal poison or take 2d6 Hit Point damage(megadamage constitutions do NOT take this extra damage), and will be -9 to initiative, -7 strike/parry/dodge, and reduce Speed, APMs, and skill performance is HALF. Effects last until the damage is healed. MDC organic beings failing the save will be -4 to initiative, -3 strike/parry/dodge, and reduce Speed, APMs, and skill performance is HALF for 2d6 minutes after a radiation strike, while their bodies cope to the shock. Effects are cumulative from multiple strikes. Rate of Fire: EGCHH Payload: Effectively Unlimited
5) Bombs(?)---While the Sorm may not use missile weapons, on occasion they have been observed to use their capital ships to deploy heavy freefall ordnance. The weapons deployed have ranged from large incendiary drops to Tsar Bomba-style multi-megaton nuclear devices, depending on the circumstance(the block burners have been used on fortified cities to flush out prey, while the nuke was used on a Chedive fortress that showed NO signs of yielding to the Sorm invasion). Bomb drops have all been from within atmosphere; the Sorm do not seem to have mastered the mechanics of orbital bombardment.
Auxiliary Craft: Up to 10 BoneCutters can attach to the length of a Femur.
Sorm ‘Cactus’ Carrier (aka ‘Gnarlee’, ‘Bloodscrapper’) “In principle, these bastards are like our Brunels; big spacetug haulers with modular pods that can hook into a central core. Operationally, though, they use them like combination carriers and planetary assault ships. They also don’t take full advantage of the modularity aspect; generally a Cactus adds lobe-modules and they stay in that configuration baring damage or a change in the particular swarm’s fortunes. So no two Cacti are exactly alike. “
“Sorm carriers look impressive as hell towering over an LZ, and they bristle with ugly cannon, so I’m not surprised a lot of the lotech cultures out here are rightly terrified of them, especially after seeing their tube- and rocket-artllery swatted with impunity out of the air. But if you keep your head and you know what you’re doing, you can cut these things down at the base; they look REALLY spectacular collapsing. I even dropped one using a load of NaiBead fireworks. That particular bloodscrapper went down spewing plasma sparkler fire from every port and vent-”
The Cactus is the Sorms’ main carrier platform, an unusual vessel that acts as combination troop carrier, fighter carrier, and surface base lander. Small swarmer parties will typically have one as their mobile base of operations, while larger swarms have been observed to have several dozen. These large units represent major incursions. Cactus Carriers resemble their namesakes; large towering multi-lobed structures rising from a circular base that holds the main engines. They are ‘tail-sitters’ with the interior decks aligned perpendicular to the direction of acceleration/deceleration. Landed, they become towering fortresses from which Sorm forces can disembark on their rampages. The ‘lobes’ sprouting from the main body are covered with protruding spikes, some of which are antennae, but the majority if which are point defense weapons and attachment points for small craft, which are carried externally. The lobes can serve as cargo holds, barracks, or even lifeboats and reentry pods. Lobes blown free of the main body have been found months later floating in open space, still airtight and sustaining life. More ominously, Cactus carriers have been destroyed in orbit by defense forces...and later, Sorm hordes have emerged from ejected and unnoticed hull-lobes that have survived reentry. Cactus Carriers rely on their parasite craft and embarked troops as their main weapons; they lack sufficient weight of heavy anti-warship armaments. They mount, however, a very strong complement of point defense systems, a combination of lasers and G-guns. Sorm tactical doctrine is for the Cactus Carriers to hang back until the Femurs and Bonecutters have eliminated a target world’s main resistance, then the ships land, ideally near a habitation center, where the Cactus can terrorize the populace with their weapons, and the emerging Sorm hordes can breakfast away their post-estivation cravings with the fresh meat of their victims. Fortunately, the Sorm don’t seem to have cracked the problem of variable forcefields, and their existing field generation capability is weak, leaving their ships protected only by their physical armor and what point defense they have.
Type: Sor-CvLs01 ‘Cactus’ Class: Heavy Troop/Fighter Carrier Crew: 750 + 500 per lobe MDC/Armor by Location: Main Body 15,000 Bridge Tower 2,000 Fusion Gun(1) 500 Neutron Cannons(3) 400 each Lobes(10+2d6) 1,000 each Laser Cannon(6 per lobe) 200 each G-Cannons(4 per lobe) 200 each Engine Block 9,000 Forcefield 9,000 Height: 2,200 ft(this essentially becomes length in flight) Width: 950 ft at base Length: 950 ft at base Weight: 3.8 million tons Cargo: 200,,000 tons Each lobe can hold an additional 2,000 tons(8,000 tons if wholly dedicated to holding cargo) Powerplant: Nuclear Fusion Speed: (Atmosphere) Hover to Mach 3; transatmospheric. (Sublight) Mach 8 (Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.8% of light speed per melee) (FTL) 3 light years per hour Market Cost: None have been made available for sale Systems of Note: Equivalent to Standard Starship Systems, plus:
*Jamming---The Sorm, for all their primitiveness, seem to understand electronic jamming, and they will regularly use the powerful powerplants of their Cactus-carriers to brute-force pump out enough electromagnetic static to make virtual hash of EM-based communications in their vicinity. Planetary attack flotillas routinely use this to cut off communities from being able to summon help and prevent local resistance forces from coordinating attacks. Jams and distorts radar returns in a 60 mile radius(60,000 miles in space) of the spacecraft, and communications(civilian bands with 90% proficiency, military with 75% effectiveness) in an 150 mile radius(150,000 miles in space).
*Ceramat Armor---The Sorm make use of a ceramic composite that is extremely resistant to heat(heat, plasma, and even the thermal flash from nuclear weapons do 1/4 normal damage). Lasers, ion weapons, and concussive blasts from high explosives do normal damage, particle beams do 50% more damage, and high speed kinetics such as rail guns, g-cannon, and armor-piercing warheads do DOUBLE damage.
*Repair Foam---As vulnerable as the Ceramet may be to kinetic strikes, the Sorm seem to have realized that it is also vulnerable to high speed impacts with space debris...an almost unforgivable sin for higher performance spacecraft. So the Sorm technology has incorporating a form of self-repair/healing mechanism that pumps a quick-sealing and -hardening ceramic foam-paste into any holes in their ships’ integument. This is virtually automatic, and repairs 1d6x10 MDC of gross hull damage to any part of the hull, per melee. It CANNOT repair damaged/destroyed weapons systems or other active systems. It is unknown what the limits of this system are with regards to how much damage it can continually repair.
*Hyperspace Tracking---The Sorm seem to be able to track escaping ships through FTL-hyperspace without the need to deploy large tracking arrays. Note that they cannot DETECT ships moving through hyperspace, but can trace a ship they see leaving INTO hyperspace. Sorm ships will typically try to tag along as quickly as possible(within 1d4 minutes) to follow a ship to its destination, but even if they don’t, they can at least get a general direction the vessel is fleeing in.
Weapons Systems: 1) Neutron Cannons(3)---The Sorm possess a crude form of neutron emitter with effects similar to the Kittani weapon. The Cactus mounts three in swivel turrets just behind its bow. In landed mode, these cannon are typically used to sweep the landing zone of resistance. Range: 3 miles in atmosphere, 6 miles in space (Kitsune Values: 6 miles in atmosphere, 6,000 miles in space) Damage: 4d6x10 MD per blast, plus 50% more damage to ORGANIC targets. Also irradiates a 30 ft radius around the point of impact: those without radiation shielding or EBA must roll versus lethal poison or take 2d6 Hit Point damage(megadamage constitutions do NOT take this extra damage), and will be -9 to initiative, -7 strike/parry/dodge, and reduce Speed, APMs, and skill performance is HALF. Effects last until the damage is healed. MDC organic beings failing the save will be -4 to initiative, -3 strike/parry/dodge, and reduce Speed, APMs, and skill performance is HALF for 2d6 minutes after a radiation strike, while their bodies cope to the shock. Effects are cumulative from multiple strikes. Rate of Fire: EGCHH Payload: Effectively Unlimited
2) Fusion Gun(1)---These are the Sorms’ main anti-warship weapons and are directed radiation weapons of fairly short range for capital units. They fire packets of plasma that attempt to explosively combine with target materials. The Cactus carries a single fusion gun mount in its bow. Range: 7 miles in atmosphere, 14 miles in space (Kitsune Values: 14 miles in atmosphere, 14,000 miles in space) Damage: 4d4x100 MD per blast Rate of Fire: Twice per melee Payload: Effectively Unlimited
3) Laser Cannon(6 per lobe)---Each lobe, regardless of function, carries a set of laser cannon for point defense. Range: 3 miles in atmosphere, 6 miles in space (Kitsune Values: 6 miles in atmosphere, 600 miles in space) Damage: 6d6x10 MD per rapid-fire burst Rate of Fire: EGCHH Payload: Effectively Unlimited
4) G-Cannons(4 per lobe)---Each lobe, regardless of function, carries a set of g-cannon for point defense. Range: 1.2 miles in atmosphere, 3 miles in space (Kitsune Values: 3 miles in atmosphere, 300 miles in space) Damage: 1d6x10 MD per 40 rd burst Rate of Fire: EGCHH Payload: 1,000 bursts per gun
Auxiliary Craft: Can carry 8 Bonecutter attack ships per lobe(4 per side)
Variants: Cactus Carriers vary from each other mainly in the number of lobes attached to their central core-frame, and the main purpose to which each lobe is committed. However, a number of reports have surfaced showing some Cactus Carries carrying specialized weapons lobes, such as carrying extra fusion guns., more powerful g-cannon or lasers, or rocket pods One incident indicated that a Sorm vessel used relativistic bombing to lob heavy projectiles with heavy massdriver damage velocities at a planet, though whether this was a specially-made projectile of simply a detached hull lobe remain unclear.
Sorm ‘Bonecutter’ Attack Ship “Against scientific outposts and bare floor agri-colonies, these things are murder-wagons and terror-birds. Against dug-in triple-A or heavy infantry with enough good manpad fly-geeker missiles, though, they become sky-trash.”
“I’d almost be amused at the prospect of shooting more of those ‘skeets’ out of the air, if not for the fact that every one of those that we miss means a fifteen-count of those damn monsters being out there somewhere menacing the settlers here.”
The ‘Bonecutter’ is a Sorm light combatant, similar to the CAF Proctor, that is typically deployed in large numbers to overwhelm the defenses of victims. It takes its name from the carnivorous nature of the Sorm and the ships’ resemblance to bonesaw blades. The ships are used as both heavy fighters and ground attack craft, providing Sorm hunt parties with ‘over-the-shoulder’ aerial artillery support. Hull plan is that of a fat flying wing or saucer, with protruding ventral and dorsal atmospheric control surfaces and drive vanes, armored in the same psuedo-ceramic as the larger ships. Surprisingly, these ships have their own FTL capability, allowing them to act as advance scouts. They also seem to have the same FTL tracking capability of the larger vessels, via means that still elude Three Galaxy analytical engineers studying wrecked vessels. This has fueled speculation that the tracking system may require the biological presence of the Sorm in concert with their technology, or may be a trait of the Sorm themselves. Being the fastest of the known Sorm ships, the Bonecutter is the vessel most often dispatched to track escaping prey, following them to their destination and hopefully to more prey. Though individually not much of a threat to proper warships, Bonecutters are potential murder against civilian ships and communities. Deployed in sufficiently large numbers, they can overwhelm the defenses of even large warships. Fortunately, Bonecutters have rather weak armor and rudimentary forceshielding, and against dedicated modern air defense systems have fared poorly(some United Systems Alliance troops have taken to calling them ‘skeets’).
Type: Sor-A01 ‘Bonecutter’ Class: Attack Ship Crew: 5 +10 troops MDC/Armor by Location: Main Body 900 Cockpit 200 Forcefield 700 Height: 23 ft Width: 85 ft Length: 75 ft Weight: 80 tons Cargo: 10 tons Powerplant: Nuclear Fusion(Estimated energy life before refueling of 6 years) Speed: (Atmosphere) Hover to Mach 5; transatmospheric. (Sublight) Mach 11 (Kitsune Values: 40% of light speed; Accelerates/decelerates at 1.1% of light speed per melee) (FTL) 5 light years per hour (Underwater) Unlike their larger ships, the Sorm Bonecutter can land on and take off from water, making defending possible landing areas that much more difficult. Market Cost: None have been made available for sale Systems of Note: Equivalent to Standard Starship Systems, plus:
*Ceramat Armor---The Sorm make use of a ceramic composite that is extremely resistant to heat(heat, plasma, and even the thermal flash from nuclear weapons do 1/4 normal damage). Lasers, ion weapons, and concussive blasts from high explosives do normal damage, particle beams do 50% more damage, and high speed kinetics such as rail guns, g-cannon, and armor-piercing warheads do DOUBLE damage.
*Hyperspace Tracking---The Sorm seem to be able to track escaping ships through FTL-hyperspace without the need to deploy large tracking arrays. Note that they cannot DETECT ships moving through hyperspace, but can trace a ship they see leaving INTO hyperspace. Sorm ships will typically try to tag along as quickly as possible(within 1d4 minutes) to follow a ship to its destination, but even if they don’t, they can at least get a general direction the vessel is fleeing in.
Weapons Systems: 1) Neutron Cannon(2)---The Sorm have developed(or found) enhanced radiation projection weapons that work in similar fashion to the neutron weapons used by the Splugorth in that they do extra damage to living creatures, but they also have the added side-effect of weakening prey by adversely affecting vulnerable nervous systems. Range: 1 mile in atmosphere, 3 miles in space (Kitsune Values: 3 miles in atmosphere, 300 miles in space) Damage: 2d6x10 MD per blast, plus 50% more damage to ORGANIC targets. Also irradiates a 30 ft radius around the point of impact: those without radiation shielding or EBA must roll versus lethal poison or take 2d6 Hit Point damage, and will be -9 to initiative, -7 strike/parry/dodge, and reduce Speed, APMs, and skill performance is HALF. Effects last until the damage is healed. Rate of Fire: EGCHH Payload: Effectively Unlimited
2) G-Cannon(4)---These are cruder and bulkier than their CAF and TGE equivalents, but still very effective. Range: 1.2 miles in atmosphere, 3 miles in space (Kitsune Values: 3 miles in atmosphere, 300 miles in space) Damage: 1d6x10 MD per 40 rd burst Rate of Fire: EGCHH Payload: 500 bursts per gun
3) Bombs/Rockets---The Sorm don’t use guided missiles, but instead use unguided ‘dumb’ munitions. *Rockets Range:(Short) 7 miles in atmosphere, 14 miles in space (Kitsune Values: 7 miles in atmosphere, 400 miles in space) Damage: (Fragmentation) 1d6x10 MD to a 60 ft blast radius (Incendiary) 1d4x10 MD to a 50 ft blast radius, plus 01-75% chance of setting combustible materials aflame (High Explosive) 2d6x10 MD to a 20 ft blast radius (Plasma) 3d4x10 MD to a 40 ft blast radius Rate of Fire: Volleys of 1-8 Payload: 24 tubes under each wing, total of 48
*Bombs---Can carry the equivalent number of freefall bombs, only DOUBLE the blast radius.
Variants: *BoneSlicer---Laser-armed variant, replacing the G-Cannon with powerful lasers Range: 12,000 ft in atmosphere, 36,000 ft in space (Kitsune Values: 2 miles in atmosphere, 200 miles in space) Damage: 2d6x10 MD per burst, 8d6x10 MD for all four laser mounts firing simultaneously. Rate of Fire: EGCHH Payload: Effectively Unlimited
*BoneBomber---(Aka ‘Daisy-Cutter’) Replaces the crew/troop compartment with an ordnance bay instead. These versions are used to carpet -bomb or ‘stuka’ prey resistance. Can carry 7 tons of freefall bombs; *250-lb Bomb----2d4x10 MD to 50 ft blast radius *500-lb Bomb----4d4x10 MD to 60 ft blast radius *750-lb Bomb----4d6x10 MD to 65 ft blast radius *1,000-lb Bomb----1d4x100 MD to 70 ft blast radius *2,000-lb Bomb----2d4x100 MD to 80 ft blast radius *5,000-lb Bomb----4d4x100 MD to 100 ft blast radius *10,000-lb Bomb----4d6x100 MD to 120 ft blast radius *22,000-lb Bomb---- 4d6x100 MD to 180 ft blast radius
OR, can carry the equivalent of the aforementioned rocket warheads, 175 in all, and DOUBLE the blast radius.
*BoneDrilla---Kamikaze version, piloted by one crew member and carrying a large explosive charge or nuclear weapon. The deployment of this variant seems to be a recent development in response to the Sorm facing more advanced opponents; the Sorm use BoneDrillas as their equivalent of cruise missiles. Word has it the task of piloting these suicide-sleds is given to old or disgraced and downfallen Sorm who would otherwise be eaten, but have been given a last chance to redeem themselves.
*Stealth Cutter?---Some witnesses have reported making eyeball contact on BoneCutters that have not shown up on other sensors, suggesting that some Sorm ships may utilize some form of stealth. If so, the militaries opposing the Sorm would be VERY interested in verifying if this worrying development is true.
-------------
"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"
“The Heartwood is really just an overgrown heavy fighter, but that makes sense from their perspective. They use it as a customs and patrol craft, and having the extra bodies really helps with inspections. The relatively small number of conventional systems means that the maintenance burden is below normal for the type, which allows them to get by with as few as 12 people if needed. It was originally designed as a missile boat, but the Annihilate Cannons were added on at the last moment. They’re at least on par with most conventional mounts, so I bet that the UWW is hoping that they make them a standard weapon.”
"The Heartwood has two semi-experimental systems, the Annihilate Cannons and the small Rift Jump Drive. The former is something the Dwarves have been fiddling with for a good century or so, but they’ve never managed to make it work right. The Hearwood’s pseudo-living and Ectofibre infused hull provides just enough mystic oomph to get it functional, and the feedback back will hopefully allow them to finish the refinements. The Rift Jump Drive on the other hand is considered somewhat finicky due to the ship’s relatively low mass, which poses a number of engineering problems. That's the reason the Arcane Patrol Ship weighs so damn much, which led to most of its other issues. They think they’ve ironed out the last of the kinks though, and the Guildmasters I’ve talked to think they can put it on a 4 kiloton hull now, but there’s not much of a reason to do so.”
"While it's objectively a bit annoying to have a source of competition sprout up, Lothrain isn’t going to be looking for proper military contracts any time soon. Their Boomerangs and Heartwoods are not what the Warlock Fleet is looking for and they know it. Thus, they’ve shaped their sales strategy around marketing to the planetary defense forces, we won’t have the production capacity to spread ourselves that thin. While the Rhilith orbitals still have plenty of growth left in them, a lot of people don’t have the time to wait, and so they turn to Lothrain to pick up the slack. It's better than turning to Naruni after-all.”
The follow-on to the Boomerang, the Heartwood is Lothrain’s first domestically produced warship. Looking something like a cross between a late age of sail frigate and an early ironclad, the Heartwood is intended to serve as a general patrol ship, enforcing customs seeing off casual outlaws. Like the Boomerang, the Heartwood is constructed from a single Great Banner Oak, although it uses a full mature specimen rather than a one quickly grown on a plantation. The pseudo-living hull is combined with Ectofibre to grant it incredible mystical energy channeling ability, allowing it to do much more with less. While the raw protection is somewhat low for its mass, the various Techno-Wizard enchantments more than make up for it.
For the conventional components, Lothrain Mageworks once again reached out to WZTechYards. While still using a normal fusion reactor, the relative lack of high energy systems allows for most of it to be directed to the propulsion, giving it a good thrust profile. The missile launchers were copied off of the Hauberk, along with half of the PD turrets. To make up for the lack of MRM salvo strength, half the turrets have been upgraded to use more powerful and longer ranged weapons, drawing from the various ‘Heavy’ Modular Fighter Mounts that WZT offers. Many suspect that Lothrain Mageworks will soon become a true affiliate of the sprawling consortium, giving ASI a true competitor for Techno-Wizard ship design.
Spoiler:
Type: “Heartwood” class Corvette
Class: General Purpose Corvette
Crew: 18 crew, up to 12 Marines
MDC/Armor by Location:
Main Body-------------------2,800 Bridge-----------------------800 Annihilate Cannons (2)-------800 each CM Launchers (2)------------1,000 each MRM Launchers (2)----------300 each Heavy PD Turrets (4)--------300 each Point Defense Turrets (4)----150 each ‘IA’ Mystic Force Field--------2000 (3/day for 30 minutes)
The IA Force Field takes half damage from energy attacks. It may be restored after it’s third use of the day for 200 P.P.E. and 30 seconds of focus.
Statistics
Height: 48.6 feet (14.81 meters) main body; 69.9 feet (21.31 meters) from the bottom of the main body to the top of the superstructure. Width: 54 feet (16.46 meters). Length: 280 feet (85.34 meters). Weight: 4,800 tons (4,354 metric tons).
Cargo: 50 tons
Powerplant: Advanced Nuclear Fusion w/ 25 year energy life with Techno-Wizard Augmentations. The internal P.P.E. generator that produces 500 P.P.E. per hour (Activating the Rifts Jump Drive costs 2000 P.P.E.), and can hold up to 2,000 P.P.E. in storage. This P.P.E. can be used to power the Rifts Jump Drive, active TW systems, or spells cast by the ship’s crew.
Speed:
(Atmosphere) Hover to 200 mph (321.9 kph); transatmospheric. (Sublight) Mach 12 (typically cruises at Mach 8 )
(Kitsune Values: 60% of light speed; Accel/decel at 1.2% of light speed per melee)
(FTL) Rift Jump Drive; maximum safe jump of 20 light-years every 4 hours. (Underwater) 45 knots (83.3 km/51.8 mph) on the surface.
Market Cost: Estimated at around $350 million credits each.
Systems of Note:
Standard (PW) Starship Systems, plus:
*Long Range Sensors: Maximum Resolution Range of 4 million miles.
*Ectofiber Insulation Grid: Magical Attacks do HALF damage/effect.
*UWW Standard Shipboard Mystic Sensors: +20% greater range than ASI models due to far greater experience.
*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.
(Kitsune Values: 10 miles in atmosphere, 10K miles in space)
Damage: 2D4x100 MD each, may be combined to do 4D4x100 Rate of Fire: Four per Melee Payload: Each needs 600 P.P.E. per day to function. Bonus: Half small target penalties.
2) Cruise Missile Launchers Launchers (2): Taken from the Hauberk’s hardpoint options.
Rate of Fire: Salvos of 1-4 each, Maximum of 8 Payload: 80 total, 40 missiles per launcher
3) Medium Range Missile Launchers (2): Have half again the payload of those on the Hauberk.
Rate of Fire: Volleys of 1, 2, 4, 5, 8, or 10 Payload: 240 total, 120 missiles per launcher
4) Heavy PD Turrets (4): Mounted on the sides of the frigate, they have 360 degree rotation and can angle up to 85 degrees. They may be equipped with any WZT/ASI Heavy Fighter Mount option.
5) Point Defense Hardpoints (4): Uses WZT/ASI standard PD mounts
Active TW Enchantments: Commonly include but are not limited to the following; 8th level equivalents.
*Expel Demons: 35 PPR per activation, Instant Duration, affects the interior of the ship. As spell.
*Shadow Meld: 40 PPE to activate, 3 minutes/level duration. Other craft are -6 to strike and -4 to dodge the Heartwood unless it is directly illuminated against something. This is nullified by See the Invisible and similar.
*Invisibility Superior: 80 PPE to activate, 3 minutes/level per activation. As spell.
*Impervious to Energy: 80 PPR per activation, 2 minutes/level Duration. As spell.
*(Improved) Hull Regeneration: 140/420 PPE to activate, 10 hours or permanent. The use of Ectofibre in the fully-organic hull allows for the regenerated MDC to be at full strength, but still only recovers 5% of the overall total per cast. It still does not replace systems or weapons
If not needing to charge the battery, it has the power generation to maintain Shadow Meld and Impervious to Energy indefinitely.
Non-combat ‘internal’ backup-systems are powered by the main systems and emergency PPE-Batteries, and include the following: Sheltering Force (ideal for emergency vac-shelters), Air Bubble, Globe of Daylight, Breath Without Air, Extinguish Fire, Ice (great for temporarily sealing hull breeches), and Mend the Broken.
Auxiliary Craft: None, other than possible light exoskeletons for the Marines.
Variants: None so far.
Last edited by Omegasgundam on Mon Mar 29, 2021 7:41 pm, edited 7 times in total.
I just noticed I never posted my version of Kitsune's upgraded CAF Assault Shuttle.
Consortium Armed Forces SAS-12-D Advanced Assault Shuttle The CAF has had to conduct many drop operations in recent decades against enemies with effective air defenses, and the Assault Shuttle’s lack of a shield has proven to be a constant problem. The Shuttle’s lack of agility meant that it always took serious hits, and dozens of fully loaded shuttles have been lost due to their inability to take sustained anti-ship fire and its inability to shoot back. After a string of bad press, the procurement board authorized an expedient upgrade to improve the situation. Only a relatively small portion of the total fleet was intended to be converted, but the demands of the Minion War and the subsequent dramatic increase in the effective budget have expanded it to the entire inventory. The ongoing purge of the bureaucratic/legal forest helped things along as well.
The improved Assault Shuttle features the shield off of the Proctor, more than doubling its ability to take incoming fire and remain intact. This also results in far less rattled soldiers, which makes them more effective when they hit the ground. The undercarriage is now also adorned with more than 30 medium missile pylons, allowing it to carry a quite substantial amount of guided ordinance for use against enemy interceptors and fixed defenses. The fire control system was also upgraded to make use of it, allowing it to control substantial solvoes.
MDC/Armor by Location:
Variable Forcefield------------------400 per side (2400 total)
Market Cost: 180 Million Credits new, ~40 million to refit
3) Underbelly Medium Missile Pylons (32): 1 LRM, 2 MRM, or 4 SRM each. Up to 8 per attack.
Variants: The only prior ‘on-book’ variant was the installation of a basic 2 ly/h FTL drive, granting it much improved inter-system mobility and allowing it to reach locations without its mothership entering the combat zone. This required a substantially more capable power generator, and is quite uncommon. All of them have been upgraded to the new standard however, due to needing less work than the baseline model. +30 Million Credits.
There has been substantial talk of turning the upgraded shuttle into an EWAR craft, with its massive internal bay being able to fit a large array of sensors and jammers. While this has not yet been done, there is substantial interest in it, so it is likely that prototype will be constructed soon.
Last edited by Omegasgundam on Mon Mar 29, 2021 7:42 pm, edited 1 time in total.
Omegasgundam wrote:Hi ho, hi ho, it off to knockoff Kitsune I go!
Lothrain Mageworks/WZT ‘Heartwood’ Corvette.
Makes me long for childhood days of reading science fiction on the porch of a summer cottage by the sea shore... boats and the ocean of space....flights of fancy walking on old timbers...the groan of sails and the star-sprayed black sky...
-------------
"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"
Omegasgundam wrote:Hi ho, hi ho, it off to knockoff Kitsune I go!
Lothrain Mageworks/WZT ‘Heartwood’ Corvette.
Makes me long for childhood days of reading science fiction on the porch of a summer cottage by the sea shore... boats and the ocean of space....flights of fancy walking on old timbers...the groan of sails and the star-sprayed black sky...
I kind of imagining the Lothrain ships a bit like those of the elven armada in Spelljammer.
I kind of imagining the Lothrain ships a bit like those of the elven armada in Spelljammer.
I got that vibe from the canon stingray Arcane Battleship of the UWW.
-------------
"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"
Dimension Book 6: Three Galaxies, pg. 144. It's the Nexus Mark X Battleship.
-------------
"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"
But it's described as being wider than it is long, has wings, and a powerful canon armament in its 'scorpion-like' tail. Now it COULD look more like a dragon, I suppose, but the overall impression I get is of a stingray.
-------------
"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"
But it's described as being wider than it is long, has wings, and a powerful canon armament in its 'scorpion-like' tail. Now it COULD look more like a dragon, I suppose, but the overall impression I get is of a stingray.
SolCannibal wrote: So, kind of like this a little, I guess.
Yep, pretty much.
-------------
"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"
Tiger-1 Mobile Base/Battlefortress (aka ‘Stars’ Bane’)
“Big? You wanna talk about BIG? The Tiger’s so freakin’ big that even three weeks after we took over the thing and started repairs, we were still winkling out holdouts and ex-slaves who’d been hiding in corners here and there aboard!”
“The main service corridors on this thing are big enough to drive -tanks- down! And that’s exactly how we took this thing; Regular Army managed to get some armored aboard. Between the Stellies space-walking on the outside, and the groundies fighting what amounted to an urban campaign on the inside, the poor dumb Dominion ‘borgs got pulverized in between. Never saw anything like it before in my career.”
“The Stars Bane is a lesson that bigger is not always better.”
This massive vessel can be considered to be the spoils of war, a prize taken during an antipiracy action. It was formerly the Stars’ Bane, and the flagship of the pirate border-state Darc Dominion before it made the unwise decision to hit a Greater New England star nation supply convoy. From what can be discerned from surviving records, this MASSIVE vessel started life as a mobile industrial complex built by some still-unknown human periphery state. Whether it was abandoned and later salvaged, or stolen outright, by the pirate-state Darc Dominion, remains unknown. In any event, the so-called ‘Darc Lord’ had the vessel modified into a warship; entire blocks of onboard manufacturing ripped out and relocated to the Dominion’s slave-worlds, and the resulting space turned over to weapons and hangar bays. The remaining shipboard industrial facilities were turned over to producing munitions and components for the Dominion’s complement of fighters and combat vehicles. The solar arrays had weapons mounts added to them, the massdriver transport system altered into combat cannon, and the industrial energy projectors modified into weapons. The former administration quarters aboard the industrial platform became the living quarters for the DarcLord and his closest lieutenants, with several chambers becoming his opulent throneroom and trophy rooms. Upon its completion, the newly renamed -Stars’ Bane- became the much-feared symbol of the Darc Dominion, the flagship of the feared Darc Lord, scourge of the lesser worlds that cowered under the Dominion’s iron heel. The mere approach of the massive ship was cause to fear, and was often enough to quell rebellion before the giant warship could bring its powerful planet-searing weapons to bear. Despite its military makeover, the Stars’ Bane remained something of a paper tiger. Though it looked extremely formidable, the massive ship was quite slow and handled awkwardly. Its shields were weak for its size, and its armor, though tough, was distributed unevenly around the massive space-frame. Its weaponry came from a variety of sources and varied in performance from individual weapon to weapon, with an improvised fire control system that worked just fine against weaker opposition, but which could be severely taxed against more modern and well-equipped opponents. The Darc Lord relied more on using the complement of fighters and small craft(a ragtag lot of mercenary dregs pulled from various backwaters) to reduce the resistance of prospective conquests, while the Stars’ Bane closed to orbit and then used its massdrivers and solar accumulators to threaten the planetary populations directly. The Stars’ Bane’s size worked against it in the end when the Darc Lord made the mistake of launching an attack on a convoy of Aegis Stellar Industries-flagged transports. Seeing a giant warship bearing down on them demanding their surrender, the PS/ASI escort force panicked; thinking that if they turned and ran, the transports would be cut up anyway, the escort force turned and attacked, preparing to sell themselves dearly to give the vulnerable cargo ships and personnel transporters time to escape. The unexpected charge by the outmassed escort ships caught the Dominion gun-crews offguard long enough for the smaller warships to actually do substantial damage and make physical contact with the giant ship’s hull. Stars’ Bane’s very scale allowed GNE Stelmarines to establish beachheads on and inside the ship and get enough heavy equipment aboard to actually conduct tank warfare inside the ship’s large corridors. A lucky missile barrage against discombobulated point defense systems resulted in the forward quarter of the ship being blown off, along with the Darc Lord and his command bridge, ending coordinated resistance(but also making confirmation of the DarcLord’s death impossible). Unfortunately, the damage also destroyed the ship’s navigational computers, meaning that the exact location of the DarcLord’s Dominion that much more difficult to ascertain. Currently the Stars’ Bane, renamed the Tiger-1, is in orbit of the ASI mining world of Tsi-Eta Gamma, being refitted for relocation to the Amberjin facilities. There it is expected to be refitted into a mobile industrial complex, thus restoring the giant vessel to its original purpose. Currently PS/ASI has announced no intention to duplicate the design, so the Tiger-1 remains a solitary animal, though aspects of its design are expected to appear on other PS/ASI factory-ships.
Type: Tiger-1 Mobile Battlefortress Class: Mobile Industrial/Base Complex/Battleship. Crew: Capacity for some 200,000 crew and workers. Capacity has ben expanded to be able to carry a maximum of 500,000. At the time of its capture, the Stars’ Bane was undermanned, with a complement of only about 38,000. MDC/Armor by Location: Main Body 400,000 Bridge(actually the Secondary Bridge/Engineering) 5,000 Hangar Bays(8) 3,000 each Heavy Laser Cannons(25) 1,000 each Medium Laser Cannons(75) 600 each Point Defense Lasers(120) 180 each Medium G-Cannon(50) 500 each Light Rail Guns(100) 150 each Long Range Missile Launchers(10) 500 each Short Range Missile Launchers(80) 300 each Mini-Missile Launchers(120) 250 each Microwave Cannon(2) 2,000 each Tractor Beam Mounts(40) 150 each Massdrivers(2) 7,000 each Solar Arrays(2) 2,000 each Propulsion Blocks(2) 50,000 each Variable Forcefields 6,000 per side, 36,000 total
Height: 0.4 miles Width: 3 miles Length: 2.8 miles Weight: 32 million tons Cargo: 7 million tons Powerplant: Nuclear Fusion w/ 60 year energy life Speed: (Atmosphere) Not possible; designed for space operations (Sublight) Mach 5 (Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.5% of light speed per melee) (FTL) 3 light years per hour (Underwater) Not possible Market Cost: A similar vessel could be expected to be valued in the 50 billion+credit range. Systems of Note: Standard Starship Systems, plus: *FTL Comm Arrays---The Star’s Bane mounted several antennae farms for FTL radio, allowing the DarcLord to keep in touch with his empire. Post-Tsi-Eta Gamma, the surviving arrays were shown to be little better than commercial systems, and the destruction of the command bridge also took out the main communications center, removing any chance of discerning details about the Darc Dominion from the comm-logs and settings.
*Onboard Manufactories---The Star’s Bane originally had several extensive refinery and fabrication facilities aboard, but either these had been removed at the time of the ship was acquired, or the DarcLord had them removed and transferred to other facilities. A few smaller lines remained, though, mainly churning out repair parts for the ship and parasite complement, and power-packs for small arms.
Weapons Systems: 1) Heavy Laser Cannons(25)---The Stars’ Bane’s main complement of capital weapons appear, for the most part, to have been scavenged from various sources and mounted aboard the ship, attached to the industrial power grid. Range: 15 miles in atmosphere, 80 miles in space (Kitsune Values: 80 miles in atmosphere, 80,000 miles in space) Damage: 1d4x1,000 MD per shot Rate of Fire: 2 shots per melee Payload: Effectively Unlimited
2) Medium Laser Cannons(75)---Like the heavy lasers, these appear to be an adhoc collection of weapons acquired from various sources and grafted onto the original industrial platform Range: 5 miles in atmosphere, 10 miles in space (Kitsune Values: 10 miles in atmosphere, 10,000 miles in space) Damage: 1d4x100 MD per single barrel, 2d4x100 MD for two cannons firing simultaneously(counts as one attack). Rate of Fire: Four shots per melee Payload: Effectively Unlimited
3) Point Defense Lasers(120)---The original ship DID have an array of point defense lasers for dealing with small asteroids and meteorites.. These have been supplemented by additional laser weapons pulled, as with so much of the added armament, from various sources. Despite their number and cyborg gunners, a lack of effectively coordinated fire control meant that there were gaps in coverage, which proved fatal when the ASI/GNE military forces pushed on through to board the Star’s Bane. Many of the destroyed turrets are being replaced by the ASI/PS repair crews with CCW-pattern dual laer-and-mini-missile turrets and a more effective fire control system. Range: 1 mile in atmosphere, 2 miles in space (Kitsune Values: 2 miles in atmosphere, 200 miles in space) Damage: 2d6x10 MD per burst Rate of Fire: EGCHH(usually 5-6) Payload: Effectively Unlimited
4) Medium G-Cannon(50)---A number of these fairly substantial weapons were stripped from other sources and added to the Stars’ Bane’s hull. Range: 8 miles in atmosphere, 16 miles in space (Kitsune Values: 16 miles in atmosphere, 16,000 miles in space) Damage: 2d6x100 MD per cannon, or 8d6x100 for all four cannon firing simultaneously! Rate of Fire: Each barrel can fire four times per melee Payload: Effectively Unlimited
5) Light Rail Guns(100)----Added to beef up point defense. Like the laser PDS, these weapons appear to have been collected from other sources and plugged in wherever the Dominion crew could improvise mountings. Fire control tended to be left to the individual weapons’ gunners. Range: 3 miles in atmosphere, 6 miles in space (Kitsune Values: 6 miles in atmosphere, 600 miles in space) Damage: 4d6x10 MD per burst Rate of Fire: EGCHH Payload: 500 bursts per gun before reloading
6) Long Range Missile Launchers(10)---Not part of the original design, but instead kludged on using systems salvaged from other ships. Range: Varies by Missile Type (Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space) Damage: Varies by Missile Type Rate of Fire: Volleys of 1-5 Payload: 50 per launcher, 500 total ready to fire; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)
7) Short Range Missile Launchers(80)----Similar to the LRMLs, these were added adhoc from a variety of other sources. Range:Varies by Missile Type (Kitsune Values: 160 miles in atmosphere, 80,000 miles in space) Damage: Varies by Missile Type Rate of Fire: Volleys of 1-10 Payload: 100 per launcher, 800 total. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 24 missiles)
8 ) Mini-Missile Launchers(120)---Point defense mini-missile launchers, scrounged from various other ships and even ground vehicles. Range:Varies by Missile Type (Kitsune Values: 2 miles in atmosphere, 100 miles in space) Damage: Varies by Missile Type Rate of Fire: Volleys of 1-10(Average) Payload: 200 mini-missiles per turret. Additional missiles may be stored in the cargo holds and reloaded within 15 minutes(1 ton of cargo per 96 missiles)
9) Heavy Massdrivers(2)---Originally believed to be part of a supply system for shooting payloads across space, it didn’t take much imagination or skill to convert these devices into orbital bombards, lobbing building-sized rocks at planets. These are among the most feared weapons on the Stars’ Bane, as they can wipe out entire cities in a single shot. Range: 500 miles in space (Kitsune Values: 500,000 miles in space) Damage: 1d6x1,000 MD in space, 1d4x100,000 MD against planetary targets, resulting in a 4 mile wide crater, plus 1d6x1,000 MD to a 5 mile radius beyond that, and 4d6x10 MD to the next 10 miles out beyond that. Rate of Fire: 1 shot every 5 minutes per gun Payload: Carries enough material for 50 shots Penalties: -6 to strike moving targets 100 ft or larger, -15 to strike anything smaller
10) Solar Accumulators(2)---These are massive photonic arrays that were originally designed for laser propulsion of cargo payloads, smelting metallic asteroids, and superheating icy moons, until the DarcLord found out they could be used for boiling lakes and rivers, vaporizing communities, and incinerating croplands. Though powerful and long-ranged, the Accumulators are slow to recharge and awkward to direct, and are virtually useless against any target with any sort of mobility. Range: 60 miles in atmosphere, 120 miles in space (Kitsune Values: 120 miles in atmosphere, 120,000 miles in space) Damage: 1d10 MD per melee of exposure; damage spread over a 2,000 ft radius Rate of Fire: Can maintain it constantly, full-melee. Payload: Conditionally unlimited; the Accumulators can keep up this photonic barrage effectively constantly as long as the ship and its collectors are in unobstructed sunlight(equivalent to 1 AU around a yellow dwarf star), and starting from a full battery reserve. Has a one hour reserve, but will take 12 hours to recharge once the banks are depleted. Penalties: -4 to strike moving targets 100 ft or larger, -12 to strike anything smaller
11) Microwave Projectors(2)---Originally meant to take gathered solar power and transmit it to planetary rectennas for conversion to inexpensive electricity, these massive antennae were instead, uder the Darc Lord’s command, tuned to more deadly frequencies. Though not immediately fatal to human life and useless against fortified targets, the microwave projectors COULD wither crops and knock out unshielded electronics and electrical grids. Range: 50 miles in atmosphere, 100 miles in space (Kitsune Values: 100 miles in atmosphere, 100,000 miles in space) Damage: 3d6 SDC per melee of exposure; damage spread over a 3,000 ft radius EM effects: Used against unshielded power grids(such as cities and towns), the microwave blast has a 75% chance of knocking down electrical systems, including vehicles, in an 30-mile radius of the point of aim. Unprotected computers and other hardware not protected by surge protectors, and hooked into the common power grid, may still be affected up to a hundred miles or more away by power surges through the power lines. The beam is less effective against shielded systems such as those on space structures(10%) and military systems(5% for surface military vehicles), which are hardened against radiation. Against spacecraft, These are ineffective, but can blank out radar and microwave radio-band communications as long as the ship is caught in the beam. Rate of Fire: Can maintain it constantly, full-melee. Payload: Effectively unlimited
12) Tractor Beam Projectors(25)----The ship carries, as part of its original industrial equipment, a large array of tractor beams for handling various materials in microgravity. The standard heavy array has a space range of 100 miles and can haul 10,000 tons.
Auxiliary Craft: 200 fighters(could carry 500) 60 assorted light-shuttles 50 assorted medium- and heavy-class shuttles Can dock up to 20 destroyer-sized vessels
-------------
"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"
That sort of thing has to be a semi-common story across the rim. Some nut job gets a large piece of what is normally civilian hardware, and uses it to oppress primitive planets.
Omegasgundam wrote:That sort of thing has to be a semi-common story across the rim. Some nut job gets a large piece of what is normally civilian hardware, and uses it to oppress primitive planets.
Hey, grab a deep space tug, grab enough space junk, and start playing 'Hammer of God' orbital drops with the local primitives if they don't pay tribute. Thing is, like the "Man Who Would be King', in a surprisingly number of cases, the would-be god-kings eventually screw up, mistaking 'primitive' for 'stupid'. They wind up dead(or worse). And in some BAD cases, the 'primitives' wind up getting ahold of some high-tech themselves, maybe get the wrong idea about how things work in the galaxy, and become a pirate species who have to be put down by the space patrol. .
-------------
"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"
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
drewkitty ~..~ wrote:A ship for the Manhunter Game....interesting.
Which one?
-------------
"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"
taalismn wrote:Tiger-1 Mobile Base/Battlefortress (aka ‘Stars’ Bane’)
...snip...
Weapons Systems: 1) Heavy Laser Cannons(25)-- (Kitsune Values: 80 miles in atmosphere, 80,000 miles in space)
2) Medium Laser Cannons(75)--- (Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
3) Point Defense Lasers(120)--- (Kitsune Values: 2 miles in atmosphere, 200 miles in space)
4) Medium G-Cannon(50)--- (Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
5) Light Rail Guns(100)---- (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
6) Long Range Missile Launchers(10)--- (Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
7) Short Range Missile Launchers(80)---- (Kitsune Values: 160 miles in atmosphere, 80,000 miles in space) etc...
The Kitsune(player race) are from the manhunter book.
And something like "The Greater New England star nation" is also sort of signaling it is Manhunter, because it presumes idea for the name came from the NA NE, or from the N.Euro nation. Both of which are/were in the MH dimension/Game.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
taalismn wrote:Tiger-1 Mobile Base/Battlefortress (aka ‘Stars’ Bane’)
...snip...
Weapons Systems: 1) Heavy Laser Cannons(25)-- (Kitsune Values: 80 miles in atmosphere, 80,000 miles in space)
2) Medium Laser Cannons(75)--- (Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
3) Point Defense Lasers(120)--- (Kitsune Values: 2 miles in atmosphere, 200 miles in space)
4) Medium G-Cannon(50)--- (Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
5) Light Rail Guns(100)---- (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
6) Long Range Missile Launchers(10)--- (Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
7) Short Range Missile Launchers(80)---- (Kitsune Values: 160 miles in atmosphere, 80,000 miles in space) etc...
The Kitsune(player race) are from the manhunter book.
And something like "The Greater New England star nation" is also sort of signaling it is Manhunter, because it presumes idea for the name came from the NA NE, or from the N.Euro nation. Both of which are/were in the MH dimension/Game.
Of course I might realize (after the fact) I probably came in at the end of a conversation and commenting with my own knowledge base. Since I've been avoiding this topic like the plague from day one, I probity don't know about things said at the beginning of the conversation before I wandered in to comment on the last ship posted..
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
And now I think that most of my Warlock Fleet is ready. As usual, most of it is inspired by Kitsune, and two of them are from taalisman. I'm still working out how to rehash the Arcane X 'Battleship' from DB: 6, do the fluff for the Light Carrier, and I haven't started on the Battlecruiser. EDIT: And I completely forgot about the Aurora variant. Oops.
New Space Magic Spells Because the list presented in Fleets lacked some really obvious utility spells. Input from taalisman.
Spoiler:
Tends the Whole
Because that 'droid knows absolutely NOTHING about the ship REALLY works.
Small Ground Vehicles: 5 Large Ground Vehicles/Small Fighters: 10 Medium Fighters: 20 Heavy Fighters/Shuttles: 40 Sub-10K ton: 80, and requires at least 2 casts Sub-100K ton: 160, and requires at least 3 casts Sub-1M ton: 320, and requires at least 4 casts Sub-10M ton: 740, and requires at least 5 casts Sub-100m ton: 1480, and requires at least 6 casts
This utility spell performs the various bits of basic maintenance needed to keep vehicles and platforms functional, resetting the clock until they are required again. It does not conduct true repairs or replace lost systems, but it can identify what needs to be done in those regards. If the maintenance procedure needs to replace parts, they must be available. This spell may only be used 6 times on a given platform before normal maintenance must be performed to reset the counter. Techno-Wizard designs have half the energy cost for their size due to being mystically conductive. The energy cost may be paid via external sources, such as the onboard PPE Generators, without any additional requirements.
Repair System
"Magic is the duct tape of the megaverse."
Level: 6 Range: Touch Duration: Instant and permanent Saving Throw: Uses the caster’s or designated engineer’s skill percentile roll. PPE: 30+ platform cost
Small Ground Vehicles: 0 Large Ground Vehicles/Small Fighters: 5 Medium Fighters: 10 Heavy Fighters/Shuttles: 20 Sub-10K ton: 40 Sub-100K ton: 80 Sub-1M ton: 160 Sub-10M ton: 320 Sub-100M ton: 720
This spell allows either the caster or a designated engineer to quickly repair a critically damaged system. Whatever replacement components it would normally require must be present, and the participant must know how to fix the system and pass the skill percentile roll. The energy cost may be paid via external sources, such as the onboard PPE Generators, without any additional requirements.
Tune FTL Engine
"It's not how you hit the thing with a wrench, it's the thought you put behind the wrench that does the real work!"
Level: 6 Range: Touch Duration: Instant and permanent Saving Throw: Uses the caster’s or designated engineer’s skill percentile roll. PPE: 30+ platform cost
Small Fighters: 0 Medium Fighters: 5 Heavy Fighters/Shuttles: 10 Sub-10K ton: 20 Sub-100K ton: 40 Sub-1M ton: 80 Sub-10M ton: 160 Sub-100M ton: 320
A specialized variant of Repair System, this spell specifically bypasses the time and equipment requirements to adjust an untuned FTL drive. This is normally a very involved process, with capital ships taking days to accomplish and often requiring extensive support in the form of specialised yard equipment. Like its predecessor, the required skill checks must be passed by the designated participant, and the energy cost may be free paid via external sources. Rift Jump Drives get no bonus on this.
Improvise Critical System Substitute
The glowing ghost of the engine soldiers on, pushing the ship farther and farther away from danger-
Level: 8 Range: Touch Duration: 1 hour per level of the caster PPE: 75+ platform cost
Small Fighters: 0 Medium Fighters: 5 Heavy Fighters/Shuttles: 10 Sub-10K ton: 20 Sub-100K ton: 40 Sub-1M ton: 80 Sub-10M ton: 160 Sub-100M ton: 320
This is a companion spell to Hull Regeneration, this spell creates a temporary substitute for a destroyed internal system, such as the power plant, life support, sensors, sub-light propulsion, FTL drive, and shields. The effect is anchored on the remains of the original, so if it's been completely vaporized this spell is ineffective. It does not work on weapons, and may only be used on a given system 4 times before a permanent replacement must be installed. It does not affect Rift Jump Drives to to their mystic complexity and danger.
Based on Kitsune’s work. United World Warlock WF-F15X ‘Shadow Bolt II’ Medium Fighter
(‘Super-Bolt’)
The original Shadow Bolt had been the primary Aerospace Fighter of the United Worlds Warlock for more than half a millennium, but it was clearly showing its age. Modern strike craft were both much faster and more heavily armed, and often carried enough missiles to make the Shadow Bolt’s inherent resistance to energy weapons mostly irrelevant. But it would be the Minion War that pushed it over the edge, with the UWW suffering absolutely horrific losses against the Demonic Bone Fighters. In the name of expediency, a variety of open market designs were produced to stem the damage, but something had to be done if the UWW was to produce its own domestic fighter design. The Shadow Bolt itself was sufficiently dated that trying to update it was considered impractical, so a tender for a new design was issued a year after the conclusion of Minion War and the banishment of Cormal.
The best design that was offered was an enlarged and improved version of the Shadowbolt, gaining 2 full tons of mass for badly needed upgrades. The reactor and propulsion systems are duplicates of those put into the Katana, with the near destroyed Bushi Federation eager to get an additional source of revenue via licensing production to Rhilith. The hull uses more and better armor material, increasing overall protection by almost 50%, and the wings have been modified to fold for easier storage. For additional protection, the ‘Armor of Ithan’ force field has also been greatly improved. Finally, its armaments have been improved and expanded with dual Sub-Particle Acceleration Cannons, twice the Telekinetic Machineguns, flexible ordinance hardpoints, and more versatile Bottled Demon Missile Launchers.
Additionally, the ship’s mystic capabilities have also been upgraded, with a moderately sized mystic generator being installed to provide power for the enchantments of Shadow Meld and Invisibility: Superior, adding to the previously lacking default systems. While the original Shadow Bolt had been intended to be fitted with these, the nightmarish complexity of the craft had caused them to be abandoned. The Shadow Bolt II solves this with a drastically improved internal design combined with gratuitous use of Lotherian sourced Ectofibre, resulting in the overall cost going down despite becoming more capable. To top it off, the Shadow Bolt II also features the now standard Circles of Protection and a small array of advanced utility talismans.
While sharing little to no parts with the original, the Shadow Bolt II has been met with a welcome reception. Despite costing 15 million more than the Super Tanto, it comes with powerful Techno-Wizard systems, and primarily uses normal UWW logistical infrastructure. While many original Tantos (updated with the full modular weapons) have been acquired as a stopgap measure, the UWW hopes to use the Shadow Bolt II as its primary shipboard ASF for the foreseeable future. While there was substantial thought into developing a heavy fighter similar to the CAF’s Proctor, it was decided that a Techno-Wizard version of the WZT Slingshot would be a more effective course of action. Efforts are underway to replace the ‘Armor of Ithan’ based force field with an ‘Invisible Armor’ version, which would provide additional protection and be inherently resistant to energy attacks.
Spoiler:
Type: WF-F15X.
Class: Dual Purpose Interceptor and Attack Fighter.
Crew: 1
MDC/Armor by Location:
SPA Cannons (2, nose)-----------------------100 each TK Machineguns (4, sides)---------------------80 each BDM Launchers (2, Inner Wings)--------------100 each Reinforced Crew Compartment-----------------120 Wings (2)-------------------------------------180 each Main Body-------------------------------------550 ‘AoI’ Mystic Force Field-------------------------300 (3/day for 30 minutes)
The Ship is permanently affected by Immune to Energy, and thus conventional energy weapon damage is divided by 100.
The ‘AoI’ forcefield takes half damage from magic elemental attacks. It may be restored after it’s third use of the day for 30 P.P.E. and 30 seconds of focus.
Statistics
Height: 13.0 feet (4.0 meters). Width: 40.2 feet (12.25 meters) with wings extended and 24.5 feet (7.5 meters) with wings folded upwards for storage. Length: 52.2 feet (15.9 meters). Weight: 9.8 tons (8.9 metric tons) empty and 11.2 tons (10.2 metric tons) fully loaded.
Cargo: Minimal Storage Space, place for a rifle, handgun, small survival kit, signal flares, and food rations.
Powerplant: Advanced Fusion with a 30 year life span. The fighter also has a P.P.E. generator that produces 20 P.P.E. per hour and can hold up to 240 P.P.E. in storage.
Speed:
(Atmosphere) Hover to Mach 8, transatmospheric (Sublight) Mach 16
(Kitsune: 40% of light speed; Accel/decel at 1.5% of light speed per melee)
(FTL) The Shadow Bolt II is NOT designed for underwater operations (Underwater) The Shadow Bolt II is NOT designed for underwater operations
Market Cost: 60 million credits. (Reduced from 80 million do use of simpler and cheaper Ectofibre enchantments.)
Systems of Note:
Standard Spacecraft Systems, as well as the following;
*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.
Weapons Systems:
1) Boosted Sub Particle Acceleration Cannons (2): These twin nose mounts replace the old single Lightning Rod, and have a greater range than the standard SPA Cannon, but require substantially higher charging costs.They must be recharged every two months (costs 600 P.P.E. and 20,000 credits each), but have no fire limits during that time.
Range: 2 mile in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 1D6x10+10. May fire link with TK machineguns for 3D6x10+25 Rate of Fire: ECHH Payload: Effectively Unlimited
2) Boosted TK Machineguns (4): These models have greater range than the standard TK Machinegun, but require substantially higher charging costs. They are mounted in pairs on either side of the fuselage. They must be recharged every two months (costs 600 P.P.E. each), but have no fire limits during that time.
Range: 1 mile in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 12D6 for all 4, or 1D6x10+5 Rate of Fire: ECHH Payload: Effectively Unlimited
3) Missile Pylons (4): May hold 1 CM, 2 LRM, or 4 MRM. May also carry a CM size Bottle Demon Missile.
Damage: 4D6x100 of magical energy every time the missile strikes (3% chance of releasing the demon every time it hits.)
4) Bottled Demon Missile Launchers (2): Half of the payload has been given over the Mini-missiles, which can be used for defensive interceptions.
Rate of Fire: 1, 2, 3, 4 Payload: 4 DBM and 6 MM each, for a total of 8 and 12 respectively
5) Countermeasure Launchers (2): WZT standard.
Active TW Enchantments: Commonly include but are not limited to the following; 5th Level equivalent
*0-4 Advanced Talismans: Commonly equipped with Sustain, Tend the Whole, Expel Demons, and Negate Magic. (5th level)
Recharge Cost: 50 PPE for one cast.
*Shadow Meld: 10 PPE to activate, 3 minutes/level duration. Other craft are -6 to strike and -4 to dodge the Boomerang unless it is directly illuminated against something. This is nullified by See the Invisible and similar.
*Invisibility Superior: 20 PPE to activate, 3 minutes/level per activation. As spell.
Variants:
The experimental ‘Invincible Armor’ version has 500 MDC in its force field, and takes half damage from both conventional and magical energy attacks. Its recharge cost is upped to 50 P.P.E., and increased the price by 4 million. The Warlock Fleet plans to fully switch over within 5 years.
A revision of something taalisman posted in this very thread. WZT/UWW YF-204-TW ‘Slingshot II’ Heavy Fighter
(aka ‘Hex’, ‘Super-Spatula’, ‘BatSpat’)
The original Slingshot was explicitly an expedient substitute to the original Proctor, which suffered from severe production disruption during the Minion War. Afterwards, General Galaxy would release an improved LRF-26 model, which meant that the basic Slingshot needed to up it’s game to stay competitive. Almost simultaneously, WZTAnvil received a tender from the United Worlds Warlock for a more refined version that could be converted to Techno-Wizardry, and so the project commenced.
It was decided early on that the basic design would draw from the YF-203L, which was the most capable configuration of the original Slingshot. The biggest change was an increase in engine power, bringing it in line with what was now considered the baseline for heavy fighters. The other meaningful changes were replacing the weapons with the now popular modular fittings, adding a pair of large countermeasure launchers, and provisions for mounting the underslung medium ship weapons of the YF-203E. WZTAnvil was somewhat familiar with the requirements for most common Techno-Wizard enchantments thanks to their work on the preceding Boomberang, and was able to set aside sufficient room for the various bits of the mystical support structure needed. The design was then handed off to the Warlock Fleet.
After assaying that the design was everything that it was expected to be, the Techno-Smithies installed the now normal suit of enchantments to the craft. A good sized P.P.E. generator was installed in the small bay set aside for it, and Ectofibre was infused into the fighter’s structure and armor. The near mandatory Shadow Meld, Impervious to Energy, and Invisibility: Superior were added with skill born from experience, and the common protective circles and wards were included for additional protection. It was decided that it was worth the effort of replacing the Force Field with an ‘Invincible Armor’ based one.
The new craft was exactly what the Warlock Fleet desired, offering heavy firepower on a relatively compact package. The lack of a Rift Jump Drive was not seen as a serious issue, as it would be primarily used to perform inter-system hops from its host platform. Similarly, the lack of boarding capability was a lesser concern due it being exceedingly likely that a more appropriate craft would be nearby to perform a proper inspection. A relatively modest production run has started on Rhilith, with the mostly complete hulls being shipped off to more magic rich systems to be finalized.
Spoiler:
Type: WZT-YF-204-TW Slingshot
Class: Heavy Fighter
Crew: 3+2 passengers
MDC/Armor by Location:
Main Body-----------------------1,500 Reinforced Crew Compartment---200 Missile Launchers (2)-------------250 each Cannon Turrets (2)--------------200 each Engine Block---------------------1,000 ‘IA’ Force Field-------------------1000 (3/day for 30 minutes)
The IA Forcefield takes half damage from energy attacks. It may be restored after it’s third use of the day for 100 P.P.E. and 30 seconds of focus.
Statistics
Height: 22 ft Width: 60 ft Length: 95 ft Weight: 500 tons
Cargo: 1 ton in a small bay next to the crew cabin.
Powerplant: Advanced Nuclear Fusion with a 25 year life span. The fighter also has a P.P.E. generator that produces 100 P.P.E. per hour and can hold up to 800 P.P.E. in storage.
Speed:
(Atmosphere) Hover to Mach 2; transatmospheric. (Sublight) Mach 10
(Kitsune: 40% of light speed; Accel/decel at 1% of light speed per melee)
(FTL) 4 light years per hour
Market Cost: 360 million credits
Systems of Note:
Standard Spacecraft Systems, as well as the following;
*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.
Weapons Systems::
1) Twin Forward Missile Bays(2): The prow of the Slingshot is dominated by two separate missile bays, which can be fitted with ONE of the following configurations:
a) Medium Range Missiles----24 per launcher, arranged in columns of eight b) Long Range Missiles----12 per launcher, arranged in columns of six c) Cruise Missiles---5 per launcher
2)Super-Heavy Turrets(2): The Slingshot mounts two primary turrets, ventral and dorsal. Each turret has 360 degrees of rotation, and 75 degrees of elevation. They may be equipped with any WZT/ASI standard Super-Heavy Mount, most commonly the lasers, and use the reduced rate of fire.
3) Light Point Defense Turrets(2): Two small point defense turrets are mounted on armatures sticking out from the engine block, protecting the rear aspects and approaches of the fighter. They may be equipped with any WZT/ASI standard Light Mount.
4) Heavy Countermeasure Launchers (2): WZT standard, but triple the normal payload.
5)(Optional) Underslung Super-Heavy Mount: If desired, the Slingshot may be equipped with an additional WZT/ASI standard Super-Heavy Mount between and under the two forward missile launchers. This reduces the atmospheric performance. (Reduce top atmospheric speed to Mach 1.8, and -1 to Dodge in atmosphere).
Active TW Enchantments: Commonly include but are not limited to the following; 5th Level equivalent
*0-4 Advanced Talismans: Commonly equipped with Sustain, Tend the Whole, Expel Demons, and Negate Magic.(5th level)
Recharge Cost: 50 PPE for one cast.
*Shadow Meld: 20 PPE to activate, 3 minutes/level duration. Other craft are -6 to strike and -4 to dodge the Boomerang unless it is directly illuminated against something. This is nullified by See the Invisible and similar.
*Impervious to Energy: 40 PPE per activation, 2 minute/level Duration. As spell.
*Invisibility Superior: 40 PPE to activate, 3 minutes/level per activation. As spell.
Variants:
*YF-204: The conventional version removes the TW systems, has a 400/side VFF, and costs 280 million credits.
*YF-204G-TW: This semi-uncommon variant replaces the missile launchers with a long range gravitic sensor array, able to track CG propulsion systems at 14 light years, and conventional space drives at 400,000 miles. It increases the cost by 30 million.
Based on Kitsune’s work. United Worlds Warlock ‘Iron Spear’ Assault Shuttle Created to solve the UWW’s lack of a proper Assault Shuttle, the Iron Spear is essentially a Techno-Wizard version of the CAF’s upgraded model. The various improvements from the original have been carried over, but have been expanded with numerous enchantments. While it would be possible to produce them new, the UWW has reached an agreement with the CAF to buy long serving examples that are in good shape, with the residual PPE making it easier to enchant.
Spoiler:
MDC/Armor by Location:
Variable Forcefield------------------400 per side (2400 total)
The Ship is permanently affected by Immune to Energy, and thus conventional energy weapon damage is divided by 100.
Powerplant: Advanced Nuclear Fusion with a 25 year life span. The fighter also has a P.P.E. generator that produces 100 P.P.E. per hour and can hold up to 800 P.P.E. in storage.
Market Cost: ~220 Million Credits new, ~80 million to refit
3) Underbelly Medium Missile Pylons (32): 1 LRM, 2 MRM, or 4 SRM each. Up to 8 per attack.
Active TW Enchantments: Commonly include but are not limited to the following; 5th Level equivalent
*0-4 Advanced Talismans: Commonly equipped with Sustain, Tend the Whole (variant of Mend the Broken for maintenance tasks), Expel Demons, and Negate Magic. (5th level)
Recharge Cost: 50 PPE for one cast.
*Shadow Meld: 20 PPE to activate, 5 minutes/level duration. Other craft are -6 to strike and -4 to dodge the Iron Spear unless it is directly illuminated against something. This is nullified by See the Invisible and similar.
*Invisibility Superior: 40 PPE to activate, 3 minutes/level per activation. As spell.
Troop Compliment:
Short Infantry Battalion
Up to 260 Warlock Marines in Marine Combat Armor
Short Raider Company
up to 52 Warlock Marines with Raider Augmentation
Full Mechanized Company
*8 Greataxe II IFVs *72 Warlock Marines in Marine Combat Armor
Variants: It is rumored that the Warlock Marines have a special forces variant that includes a limited (2 ly/h) FTL drive and a pair of TW teleporters. Best guess for the price is around $440 Million. The enchantment level is always at least 12th.
Expanded PPE Generator: 400 PPE per hour, and can store 2400.
Techno Wizard Teleporters (2): Using Teleport: Superior.
Range: 3000 miles (4830 km) Success Chance: External mapping only 20%. Approximate layout 58%, Exact layout 80%, Seen a few times before 85%, Familiar location or Teleport beacon 99%, and to another T.W. Teleporter is automatic Failure Table: 1-40 Appears 3D6x100 miles off course (usually deep space if teleporting onto a ship), 41-75 1D6x100 miles off course (usually deep space if teleporting onto a ship), 76-98 1D6x10 feet off course but unharmed (possibly space but could be in another area of the ship), 99-00 Teleported into solid object generally resulting in instant death. PPE Cost: 600 per activation.
An improvement of something I came up with, based on taalisman's work. United Worlds Warlock/Rhilith Yards ‘Hauberk’ Destroyer Upgrade ('Wizberk', ‘Flash Bulb’, “Sun Boat’)
"I understand why command opted not to start using this Lucerin substance to fuel our ships, but the loss in capabilities was noticeable. Fortunately, the new mystic augmentations to the reactor system can compensate, which brings the Hauberk to its full potential. I must admit that the technical details escape me, but it apparently works by using mystic means to solve several key engineering issues and causing the caged star in the heart of the system to be ‘stronger’. I’ve seen some Elementalists work on the assembly so there is more to it than that, but that is well outside of my area of expertise. The yard dogs have also managed to work out the kinks in the power distribution system, so we should start seeing some mystic weapons relatively soon. I must admit that the materium options have grown on me though, as the greater range has been of far greater use in chase engagements. And those Kinetic guns have been critical more times than I care to remember.” ---- Anonymous, Star Elf Tarohass Ahheat (Captain)
“The Nova Battery is still short ranged for a sub-capital ship weapon, but it gives you the firepower of a full Cruiser for a few minutes if your capacitors are topped off. Thankfully, the Hauberk is half again as fast as the old Werewolf, so you can actually make use of them. I shudder to think about how difficult it would be to bring them to bear in the 4-millennia old relics that we were using previously. Other than the range, its primary issue is that you can’t really use it after you use the Rift Jump Drive unless the crew charges it themselves, which is admittedly a better than normal use of their energies.” ---- Anonymous, Dwarven Guildmaster
"I would love to know that they did with the reactor to cause all those knock-on effects, but it's almost certainly due to some Guild secrets that they’ve been sitting on for a few millennia. It wouldn’t surprise me if the Star Elves also lended a hand from their deep archives, and who knows how far back those go. We might as well ask, but I’m not going to hold my hopes up. These are people that have a substantial number of full blown Rune Smiths, and they’re up there with the Splugorth in keeping their knowledge to themselves. It would probably take a half century to replicate it even if we knew how to do it, because these sorts of mystic enchantments tend to be as much about the craftsman as what he’s doing.” ---- Anonymous, ASI Amberjin Design Team.
After their initial grumbling over using a foreign design, the Star Dwarves would come to appreciate the simple Hauberk, with its efficiency and flexibility allowing for a great latitude of variation. Its internals were well laid out from both an operation and maintenance perspective, the frame was of particularly sturdy design, and the ‘ectofibre’ material more than compensated for the relative loss of mystic conductivity from using conventional hull materials. And it was very effective in combat, performing at least as well as the best equivalent purely Techno-Wizard creation, and at a fraction the cost. It’s only ‘failing’ was that it wasn’t the Aurora, but that a simply unfair comparison. The engineers at Aegis Stellar Industries were clearly on to something with their hybrid methodology, and the Guildmasters wanted to see just how far they could push it.
Thus, rather than trying to turn the Hauberk into a pure Techno-Wizard design, the Dwarves decided to use magic to enhance the various systems, starting with the reactor. The UWW had opted not to use Lucerin for logistical reasons, but the system infrastructure to use it was still present. Thus, the Guildmasters decided to use a good deal of esoteric mystic lore to improve the output of the fusion reactor, with Techno-Wizard augmentations compensating for the usual operational risks such modifications have. It would prove to be a resounding success, almost doubling the available power, and had a surprising mystical influence on the ship itself. While all fusion reactors have a symbolic link to the concept of suns and stars, the enhanced system was far closer than most, which could be used to enable further alteration.
While not openly discussed, the past half millennium had prompted a major change in how the UWW considered desirable ship weapons, which had resulted in more and more of it’s ship’s armaments consisting of conventional designs. Even the new Arcane X Cruiser, with its mighty Flare Cannon, otherwise relied almost entirely on mundane weapons for its sustained firepower. It was simply too expensive in terms of mystical energy to match the shear range and rate of fire with Techno-Wizard equivalents, barring unusual edge cases such as Lay-Line or Nexus powered stations and exotic elemental power sources feeding thematically appropriate systems. And the Hauberk’s new reactor, by sheer accident, just happened to fall under the later.
Leveraging the symbolic link, the newly developed Nova Battery promises to be a revolution in Techno-Wizard weapon design. The already incredibly energy efficient Nova Blast spell is combined with the thematic boost of the fusion reactor with more traditional range boosting methods, resulting in a weapon that has 4x the normal range at half the energy cost, and could be boosted to 8x the range for the full energy cost. While still able to quickly drain a ship’s mystic capacitors, it stands head and shoulders above any previous UWW weapon, and has drawn the attention of many prominent renowned mystic experts across the dispersed nation. Naturally, it was immediately classified as a military secret, with even more stringent controls than the Bottled Demon Missiles. Work on expanding on this principle continues, and it is hoped that a true capital scale weapon will be created within a decade.
While many of the Techno-Smithies would have liked to replace the Variable Force Field with a mystic version, the simple truth was that it would have been prohibitively expensive to do so, and the actual benefits would be relatively minor. If the shield operators were on the ball with the distribution, the conventional shield was often superior unless one of the protective spell’s resistances came into play, and even then it was highly situational. Research began into a method to compensate for this, but for the time being the VFF remained as it was.
The majority of the ship’s internals already used UWW standard components, but there was substantial room for improvement in the active Techno-Wizard systems. The original package of Expel Demons, Immune to Energy, and Star Light had been chosen do to their immediate utility and relative ease of application, but now that more time was available it was felt that something better could be implemented. While the sun-like nature of the reactor prevented the use of Shadow Meld, Invisibility Superior and Hull Regeneration were still possible. These would allow a ship to quickly disengage and lick its wounds, increasing overall survivability tremendously. Additionally, the Star Light spell could be tuned to be sufficiently randomized to prevent simple ‘center of effect’ targeting, arguably filling the defensive role of Shadow Meld.
The UWW has fully shifted to producing this superior version, and is converting its pre-existing roster at a rapid pace. The upgrade resolves nearly all the complaints about the original, and Hauberk will continue to be the mainstay of the rebuilding Warlock Fleets for long years to come. The recently introduce Warlock variant of the Aurora may be more powerful, but it is substantially more difficult to produce and maintain, and will be reserved for rapid response formations.
Spoiler:
Type: ASI/RY-DDS-15TW-U Hauberk
Class: General Purpose Destroyer
Crew: 30 crew, up to 10 Warlock Marines
MDC/Armor by Location:
Main Body---------------------7,500 Bridge------------------------2,000 Main Engines (2)--------------3,500 each Medium Turrets (4)-----------800 each Forward Hardpoints (2)-------1,000 each MRM Launchers (4)-----------450 each Point Defense Turrets (6)-----150 each Variable Force Field------------1,000 per side (6,000 total)
Forcefields regenerate at 20% per melee
Statistics
Height: 72 ft Width: 105 ft Length: 350 ft Weight: 8,000 tons
Cargo: 500 tons
Powerplant: Advanced Nuclear Fusion w/ 25 year energy life with Techno-Wizard Augmentations. The internal P.P.E. generator that produces 500 P.P.E. per hour (Activating the Rifts Jump Drive costs 2000 P.P.E.), and can hold up to 2,000 P.P.E. in storage. This P.P.E. can be used to power the Rifts Jump Drive, active TW systems, or spells cast by the ship’s crew.
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric. (Sublight) Mach 12 (typically cruises at Mach 8 )
(Kitsune Values: 60% of light speed; Accel/decel at 1.2% of light speed per melee)
(FTL) Rift Jump Drive; maximum safe jump of 20 lightyears every 4 hours. (Underwater) Can land and take off from water, but cannot operate underwater.
Market Cost: Estimated at around $550 million credits each. Costs ~15 million to refit from the older configuration.
Systems of Note:
Standard (PW) Starship Systems, plus:
*Long Range Sensors: Maximum Resolution Range of 4 million miles.
*Ectofiber Insulation Grid: Magical Attacks do HALF damage/effect, and removes the additional difficulty of installing TW features on a modern conventional platform.
*UWW Standard Shipboard Mystic Sensors: +20% greater range than ASI models due to far greater experience.
*Circles of Protection: +3 to save against magic (including anti-magic cloud and other forms of dispelling magic), +1 save against psychic attacks and a bonus of +2 to save vs Horror Factor. Permanently active.
Weapons Systems:
1) Forward Dual Medium Turrets (2): Mounted dorsal and ventral on the forward hull. Uses WZT/ASI standard mounts.
2) Aft Dual Medium Turrets (2): Mounted is the middle of the side bulges. Uses WZT/ASI standard mounts.
3) Forward Hardpoints (2): Port and Starboard of the forward hull. Pods may be different.
a) Dual Medium Laser Cannons b) Dual Medium Particle Beam Cannons c) Dual Medium KKRG Cannons d) Nova Battery
Range: 3 miles in space (4.9 km), not usable in atmosphere Damage: 1D4x100 per individual discharge, for a maximum of 10D4x100 Rate of Fire: Each barrel may fire up to 3 times per melee, for a total of 30 per battery. Most often fired in 10 barrel salvoes, up to 3 times per melee. Payload: Each discharge costs 15 P.P.E., for a maximum of 150 P.P.E. for a full battery salvo. The cost may be doubled for a proportional increase in range. Bonus: Small craft are -3 to dodge, large craft are -4 to dodge.
e) Long Range Missile Launchers [listRate of Fire: Volleys of 1-8 Payload: 80 LRMs per launcher-pod, 160 total[/list] f) Cruise Missile Launchers [listRate of Fire: Volleys of 1-4 Payload: 40 CMs per launcher-pod, 80 total[/list] g) Hangar Module: 2 light or medium fighters, limited servicing, up to 5 additional pilots and crew h) Troop Transport: 30 Warlock Marines, large airlock i) Passenger/EVAC Module: 30 passengers, airlock, trauma center j) EWAR Array k) Sensor Cluster
4) Medium Range Missile Launchers (4): Mounted at the intersection of the main hull and the side bulges, dorsal and ventral.
Rate of Fire: Volleys of 1, 2, 4, 5, 8, or 10 Payload: 320 total, 80 missiles per launcher
5) Point Defense Hardpoints (8): Uses WZT/ASI standard mounts.
Active TW Enchantments: Commonly include but are not limited to the following; 8th level equivalents
*Expel Demons: 35 PPR per activation, Instant Duration, affects the interior of the ship. As spell.
*Star Light: 45 PPE per activation, 2 minute/level Duration. Projects a 2,000 ft randomly fluctuating sphere that blocks optical details of the ship, affecting most sensors as well. Ships that cannot see through the effect are -6 to strike. Sunlight vulnerable monsters take 2d6x10 points of damage if exposed directly to the light and face a Horror Factor of 19 even if not.
*Invisibility Superior: 80 PPE to activate, 3 minutes/level per activation. As spell.
*Impervious to Energy: 80 PPR per activation, 2 minute/level Duration. As spell.
*Hull Regeneration: 140/420 PPE to activate, 10 hours or permanent. Repairs damage with substitutes that have 50% normal durability. Each cast can affect up to 5% of the total hull. It still does not replace systems or weapons.
Non-combat ‘internal’ backup-systems are powered by the main systems and emergency PPE-Batteries, and include the following: Sheltering Force (ideal for emergency vac-shelters), Air Bubble, Globe of Daylight, Breath Without Air, Extinguish Fire, Ice (great for temporarily sealing hull breeches), and Mend the Broken.
Auxiliary Craft: Not including those in modular hangers.
1 Light Shuttle Up to 10 Warlock Power Armor
Variants:
The ship is small enough that the engineering section could in theory be replaced with a new one, possibly utilizing the ‘Generator of the Elements’ and Advantaged Rift Jump Drive that were pioneered in the now defunct Arcane X Cruisers. That would require a substantial change in the production infrastructure however, and it is not yet known if the systems could be scaled down to a ship this small.
Based on Kitsune’s work. Use his pick for reference, but I added a few more guns. United Worlds Warlock ‘Mandrake’ Light Cruiser ”The Mandrakes are basic line fillers, but they’re not bad ships. Capability wise they’re close to the Warshield, if lacking in missile power. The Ice Guns can eat entire CM salvoes, so they can at least break even there in a closing engagement. And they really want to be closing, because that’s their guns are all pointed forwards. Fortunately, they’re also faster than most cruisers, so they can usually position themselves for it. It can get dicey against multiple opponents though. ----USA Internal Memo
“The BeuShips report states that we have around 6K cruiser hulks and near hulks that are intact enough to be stripped for the needed P.P.E. generators and Rift Jump Drives. I’m including the marginal designs into the near hulk category, as I don’t think there will be much pushback if we throw them into the fire considering how poorly they performed. We were lucky in that the Demons rarely battered ships until they exploded, but that's because they wanted sacrifices. If we can’t provide our soldiers with better equipment, then we don’t deserve to lead them.” ----High King Silverlight, addressing Warlock Fleet Command.
”There was a great deal of talk about using two of the Magana’s engines rather than three class specific ones, the tactical benefits of the marginally higher speed were too important to skimp out on. It also lets us use different fabrication facilities, so they’re not directly competing for the same source of components. I hear Lothrain is setting up an appropriately sized foundry, which isn’t out of place for what we’ve seen out of their industrialization efforts. They’re likely working on a Light Cruiser of their own, but it’ll be for their own use or for the member worlds if their ASF and corvette are anything to go by.” ----Anonymous, Rhilith Industrial Management.
The Mandrake was created as a lighter alternative to the Morgana le Fay for general patrol work, costing less to operate and having substantially less crew. The Rift Projector Cannon and affiliated support systems have been removed, allowing for a reduction in the ship’s P.P.E. generation systems, which are often drawn from older ships that are in not the best shape. The only other change to the armaments are that the secondary turrets now all point forwards. For secondary systems, the hanger space and troop compliment have been greatly reduced, but most other factors are identical for logistical purposes. While the production priority is currently focused on the larger Morgana’s, once the supply of Iron Ships to strip for components dries up the Mandrake will become substantially more common.
Spoiler:
Type: UW-CL105.
Class: General Purpose Light Cruiser
Crew: 164, including a magic team of 15 techno-wizards (levels 2-6), 20 Marines (Shipboard Defense), 25 fighter pilots, 20 Warlock Combat Armor pilots, and can carry up to 10 passengers in addition.
MDC/Armor by Location:
Main Body------------------------45,000 Bridge----------------------------12,500 Hanger Bays (2)------------------2,000 each Capital Lasers (2)----------------1,000 each CM Launchers (4)----------------1000 each Medium Turrets (6)---------------800 each Bottled Demon Launchers (4)----600 each Mini-Death Cloud Cannons (2)---400 each Point Defense Turrets (6)--------150 each ‘IA’ Mystic Force Field------------10,000(3/day for 30 minutes)
The IA Forcefield takes half damage from energy attacks. It may be restored after it’s third use of the day for 1000 P.P.E. and 1 minute of focus.
Powerplant: Advanced Nuclear Fusion w/ 25 year energy life with Techno-Wizard Augmentations. The cruiser also has a P.P.E. generator that produces 4,000 P.P.E. per hour / 16.6 P.P.E. per melee (Activating the Rifts Jump Drive costs 4,000 P.P.E.) and can hold up to 16,000 P.P.E. in storage. This P.P.E. can be used to power the Rifts Jump Drive or can be used to power spells cast by the cruiser’s crew.
Speed:
(Atmosphere) Hover to 200 mph (321.9 kph); transatmospheric. (Sublight) Mach 10 (typically cruises at Mach 8 )
(Kitsune Values: 60% of light speed; Accel/decel at 1% of light speed per melee)
(FTL) Rift Jump Drive; maximum safe jump of 20 lightyears every 4 hours. (Underwater) 60 knots (111.3 km/69.6 mph) on the surface, 40 knots (73.6 km/46 mph) submerged.
Market Cost: Estimated at around $3.2 billion credits each. Parts scavenging from older vessels can reduce this to around $2.2 billion.
Systems of Note:
Standard (Cruiser) Starship Systems, plus:
*Ectofiber Insulation Grid: Magical Attacks do HALF damage/effect, and removes the additional difficulty of installing TW features on a modern conventional platform.
*UWW Standard Shipboard Mystic Sensors: +20% greater range than ASI models due to far greater experience.
*Circles of Protection: +3 to save against magic (including anti-magic cloud and other forms of dispelling magic), +1 save against psychic attacks and a bonus of +2 to save vs Horror Factor. Permanently active.
Weapons Systems:
1) Forward Capital Lasers (2): Each mount can rotate 60 degrees up or down and has a 30 degree arc of fire to the sides of the ship that the weapon is mounted on.
2) Dual Medium Turrets (6): All are mounted forward, 3 on top and 3 on the bottom. Each turret can rotate 270 degrees and has a 60 degree arc of fire upwards and 15 degree arc of fire downwards. They may be fitted with any WZT/ASI standard mounts.
3) Mini-Death Cloud Cannons (2): One on each side of the superstructure. Roughly 1/4th the capability of the version on the Arcane Patrolship Mk 2.
Range: 10 miles in space, the cloud is 250ft in diameter. Damage: See DB:2, pg 89 Rate of Fire: Twice per Melee Payload: Each weapon may be activated 20 times per twenty four hour period. Further activations require 100 P.P.E. from either onboard magicians or drawing on the ship’s P.P.E. generator.
4) Cruise Missile Launchers (4):
Rate of Fire: Volleys of 1, 2, 4, 6, 8 Payload: 160 total, 40 missiles per launcher
5) Point Defense Hardpoints (12): Uses WZT/ASI standard mounts
6) Bottled Demon Missile Launchers (4): As on the Iron Ship. May carry twice the payload in Mini-missiles.
Active TW Enchantments: Commonly include but are not limited to the following; 10th level equivalents
*Expel Demons: 35 PPR per activation, Instant Duration, affects the interior of the ship. As spell.
*Star Light: 90 PPE per activation, 2 minutes/level Duration. Projects a 3,000 ft randomly fluctuating sphere that blocks optical details of the ship, affecting most sensors as well. Ships that cannot see through the effect are -6 to strike. Sunlight vulnerable monsters take 2d6x10 points of damage if exposed directly to the light and face a Horror Factor of 19 even if not.
*Invisibility Superior: 160 PPE to activate, 3 minutes/level per activation. As spell.
*Impervious to Energy: 160 PPR per activation, 5 minute/level Duration. As spell.
*Hull Regeneration: 140/420 PPE to activate, 10 hours or permanent. Repairs damage with substitutes that have 50% normal durability. Each cast can affect up to 5% of the total hull. It still does not replace systems or weapons.
*Techno Wizard Teleporter (2): Using Teleport: Superior.
Range: 3000 miles (4830 km) Success Chance: External mapping only 20%. Approximate layout 58%, Exact layout 80%, Seen a few times before 85%, Familiar location or Teleport beacon 99%, and to another T.W. Teleporter is automatic Failure Table: 1-40 Appears 3D6x100 miles off course (usually deep space if teleporting onto a ship), 41-75 1D6x100 miles off course (usually deep space if teleporting onto a ship), 76-98 1D6x10 feet off course but unharmed (possibly space but could be in another area of the ship), 99-00 Teleported into solid object generally resulting in instant death. PPE Cost: 600 per activation.
Non-combat ‘internal’ backup-systems are powered by the main systems and emergency PPE-Batteries, and include the following: Sheltering Force (ideal for emergency vac-shelters), Air Bubble, Globe of Daylight, Breath Without Air, Extinguish Fire, Ice (great for temporarily sealing hull breeches), and Mend the Broken.
Auxiliary Craft:
6 Medium Fighters with FTL boosters. 12 Light/Medium Fighters Up to 20 Warlock Power Armor
Variants:
Once the supply of scrap components is used up, it is thought that a new version will utilize the ‘Generator of the Elements’ from the experimental Arcane X Cruisers, alongside its Meteor Cannons and Advanced Rift Jump Drive.
Based on Kitsune’s work. Use his pick for reference, but I added a few more guns. United Worlds Warlock ‘Morgana le Fay’ Cruiser ”The Three Galaxies have become a far more dangerous place over the last few decades, with the Minion War only pushing trends further along. If we are to continue to protect our members and interests, we need to greatly expand our mobile forces. Magic has become a much less novel and terrifying element to the belligerent forces, and we must adapt to keep them at bay. Thus, I propose a radical expansion of our heavier fleet elements, to be conducted with all possible haste.” ----High King Silverlight, addressing the UWW Conclave.
“Yes, I served on an Iron Ship, and if you get me going I have horror stories for months. The Morgana is incomparably better to man, and I will beat anybody that whisks nostalgically over them with my wrench. I am glad the old beasts are on the way out, and I think most of the Guildmasters are as well. The damn things are offensively crude, and completely lack any sort of sophistication that is expected out of a ship built in this millennium, and I hope they’re all crapped for parts and material.” ----Anonymous Leiter (Chief Engineer), Warlock Fleet
”The UWW took tremendous hull losses during the Minion War, and their Cruisers are as depleted as their escort and patrol ships. While the Iron Ships get a lot of derision for good reason, most of the other similarly sized ships were about as capable in a fight. It’s estimated that they had less than 3K left between the Warlock Fleet and the member worlds when it was all over, so they desperately needed to bulk up their numbers. The Morgana can be considered an outgrowth of the thought that led to them acquiring the Hauberk, and I haven’t heard of any meaningful complaints about them.” ----USA Internal Memo
Inspired by the success of their revision of the smaller Hauberk, the Dwarven Guildmasters moved on to developing a replacement for the ancient Iron Ship. Its various flaws needed no elaboration, and now the budget was sufficiently opened enough to construct a fleet to replace the greatly diminished force. The resulting ‘Morgana le Fay’ class Cruiser is everything the United Worlds Warlock could have asked out of such a vessel, and they are moving to phase out the expensive to operate Iron Ship as soon as possible.
Historically aware interdimensional travelers have noted that the Morgana looks like a turn of the 20th century French Battleship, with a distinctively ‘tumblehome’ hull design. While much larger than the Iron Ship, it is also much more pleasant to operate due to vastly improved automation and support systems. The extensive use of Ectofibre based materials has allowed for the vast majority of the various Techno-Wizard systems to be ‘dumbed down’, making them far easier to produce and maintain. To further reduce costs, most of the ship consists of conventional technology, with Rhilith provided systems being just as effective as the most capable Techno-Wizard equivalents. Additionally, the P.P.E. Generators, Rift Jump Drive, and Rift Projector Cannon can usually be sourced from written-off Iron Ships, which reduces the price by a further billion and a half. This has driven the per ship cost down to within shouting distance of what most other major navies would consider typical, allowing the UWW to replenish its hull numbers in what it considers to be lightning speed.
As is often the case these days, the near totality of the Morgana’s weapons are of conventional technology, with the exception of the feared Rift Projector and Mini-Death Cloud Cannons. While it had been hoped that the long awaited ‘Annihilation Cannons’ would be finished, the best estimates place it as being a decade away from being ready for use on non-niche designs. The ship’s missile launchers are fitted to use Bottled Demon variants, but they are just as often loaded with conventional munitions. The Techno-Wizard enchantments are scaled up versions of those on the upgraded Hauberk, and take advantage of the greater skill level of the lead artificers assigned to building these larger ships.
Spoiler:
Type: UW-CL82.
Class: General Purpose Light Cruiser
Crew: 285, including a magic team of 22 techno-wizards (levels 2-6), 100 Marines (Typically 50 stay on board for ship defense), 50 fighter pilots, 50 Warlock Combat Armor pilots, and can carry up to 20 passengers in addition to crew and troops.
MDC/Armor by Location:
Main Body------------------------55,000 Bridge---------------------------12,500 Hanger Bay----------------------5,000 each Rift Projector Cannon------------2000 Capital Lasers (2)----------------1,000 each CM Launchers (4)----------------1000 each Medium Turrets (6)---------------800 each Bottled Demon Launchers (4)----600 each Mini-Death Cloud Cannons (2)---400 each Point Defense Turrets (6)--------150 each ‘IA’ Mystic Force Field------------10,000(3/day for 30 minutes)
The IA Forcefield takes half damage from energy attacks. It may be restored after it’s third use of the day for 1000 P.P.E. and 1 minute of focus.
Statistics
Height: 100 feet (30.5 meters) main body; 180 feet (54.9 meters) from the bottom of the main body to the top of the bridge. Width: 140 feet (42.7 meters) for main hull and 380 feet (115.8 meters) including wing structures. Length: 720 feet (219.5 meters). Weight: 185,000 tons (167,800 metric tons).
Cargo: 12,000 tons (10,900 metric tons)
Powerplant: Advanced Nuclear Fusion w/ 25 year energy life with Techno-Wizard Augmentations. The cruiser also has a P.P.E. generator that produces 6,000 P.P.E. per hour / 25 P.P.E. per melee (Activating the Rifts Jump Drive costs 4,000 P.P.E.) and can hold up to 20,000 P.P.E. in storage. This P.P.E. can be used to power the Rifts Jump Drive or can be used to power spells cast by the cruiser’s crew.
(Kitsune Values: 60% of light speed; Accel/decel at .95% of light speed per melee)
(FTL) Rift Jump Drive; maximum safe jump of 20 lightyears every 4 hours. (Underwater) 60 knots (111.3 km/69.6 mph) on the surface, 40 knots (73.6 km/46 mph) submerged.
Market Cost: Estimated at around $4.4 billion credits each. With scavenged components from Iron Ships, it is reduced to around $2.9 billion.
Systems of Note:
Standard (Cruiser) Starship Systems, plus:
*Ectofiber Insulation Grid: Magical Attacks do HALF damage/effect, and removes the additional difficulty of installing TW features on a modern conventional platform.
*UWW Standard Shipboard Mystic Sensors: +20% greater range than ASI models due to far greater experience.
*Circles of Protection: +3 to save against magic (including anti-magic cloud and other forms of dispelling magic), +1 save against psychic attacks and a bonus of +2 to save vs Horror Factor. Permanently active.
Weapons Systems:
1) Rift Projector Cannon: As on the Iron Ship.
2) Forward Capital Lasers (2): Each mount can rotate 60 degrees up or down and has a 30 degree arc of fire to the sides of the ship that the weapon is mounted on.
3) Dual Medium Turrets (5): The top and bottom of the craft have them arranged 2 forward, 1 aft. Each turret can rotate 270 degrees and has a 60 degree arc of fire upwards and 15 degree arc of fire downwards. They may be fitted with any WZT/ASI standard mounts.
4) Mini-Death Cloud Cannons (2): One on each side of the superstructure. Roughly 1/4th the capability of the version on the Arcane Patrolship Mk 2.
Range: 10 miles in space, the cloud is 250 ft in diameter. Damage: See DB:2, pg 89 Rate of Fire: Twice per Melee Payload: Each weapon may be activated 20 times per twenty four hour period. Further activations require 100 P.P.E. from either onboard magicians or drawing on the ship’s P.P.E. generator.
5) Cruise Missile Launchers (4):
Rate of Fire: Volleys of 1, 2, 4, 6, 8 Payload: 160 total, 40 missiles per launcher
6) Point Defense Hardpoints (12): Uses WZT/ASI standard mounts
7) Bottled Demon Missile Launchers (4): As on the Iron Ship. May carry twice the payload in Mini-missiles.
Active TW Enchantments: Commonly include but are not limited to the following; 10th level equivalents
*Expel Demons: 35 PPR per activation, Instant Duration, affects the interior of the ship. As spell.
*Star Light: 90 PPE per activation, 2 minute/level Duration. Projects a 3,000 ft randomly fluctuating sphere that blocks optical details of the ship, affecting most sensors as well. Ships that cannot see through the effect are -6 to strike. Sunlight vulnerable monsters take 2d6x10 points of damage if exposed directly to the light and face a Horror Factor of 19 even if not.
*Invisibility Superior: 160 PPE to activate, 3 minutes/level per activation. As spell.
*Impervious to Energy: 160 PPR per activation, 5 minute/level Duration. As spell.
*Hull Regeneration: 140/420 PPE to activate, 10 hours or permanent. Repairs damage with substitutes that have 50% normal durability. Each cast can affect up to 5% of the total hull. It still does not replace systems or weapons.
*Techno Wizard Teleporter (2): Using Teleport: Superior.
Range: 3000 miles (4830 km) Success Chance: External mapping only 20%. Approximate layout 58%, Exact layout 80%, Seen a few times before 85%, Familiar location or Teleport beacon 99%, and to another T.W. Teleporter is automatic Failure Table: 1-40 Appears 3D6x100 miles off course (usually deep space if teleporting onto a ship), 41-75 1D6x100 miles off course (usually deep space if teleporting onto a ship), 76-98 1D6x10 feet off course but unharmed (possibly space but could be in another area of the ship), 99-00 Teleported into solid object generally resulting in instant death. PPE Cost: 600 per activation.
Non-combat ‘internal’ backup-systems are powered by the main systems and emergency PPE-Batteries, and include the following: Sheltering Force (ideal for emergency vac-shelters), Air Bubble, Globe of Daylight, Breath Without Air, Extinguish Fire, Ice (great for temporarily sealing hull breeches), and Mend the Broken.
Auxiliary Craft:
*12 Medium Fighters with FTL Boosters *36 Light/Medium Fighters *Up to 50 Warlock Power Armor
Variants:
Once the supply of scrap components is used up, it is thought that a new version will utilize the ‘Generator of the Elements’ from the experimental Arcane X Cruiser, alongside its mighty Flare Cannon, Meteor Cannons, and above all Advanced Rift Jump Drive.
Last edited by Omegasgundam on Mon Mar 29, 2021 8:02 pm, edited 9 times in total.
Omegasgundam wrote:And now I think that most of my Warlock Fleet is ready. As usual, most of it is inspired by Kitsune, and two of them are from taalisman. I'm still working out how to rehash the Arcane X 'Battleship' from DB: 6, do the fluff for the Light Carrier, and I haven't started on the Battlecruiser. EDIT: And I completely forgot about the Aurora variant. Oops.
S'right...I was unaware you were working on the last one, and on top of everything else? Where you;'re finding the time and energy to do all this, I have NO idea(even fortified with iced tea, I barely get a page done a day now). You'll occasionally forget something in the rush.
And drewkitty ~..~? It's okay. It's not like you came in and began shotgunning suggestions with NO knowledge of what was really going on. I'm rather impressed by your knowledge of the Manhunter book, in fact. Admittedly, though there are occasional bits and pieces taken from the MH 'verse book. Waste not, want not.
-------------
"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"
”At last” ----Common sentiment among Star Elves and Dwarven Guildmasters upon seeing the Aurora-W
“The one failing of the Aurora is it’s lack of Shadow Meld, which forces you to use the more expensive and shorter duration Invisibility: Superior if you want to maximise your stealth capabilities. The mystic generators have enough output to keep it running indefinitely, but there are more ways to get past mystic invisibility than just being hard to pick out. Once the shooting starts, Starlight can fill the role, but the Commissions are usually given assignments that require a degree of subtlety, and a 600m or so ball of light definitely isn’t that. If we could get an Antimatter version to solve the problem, it would be perfect.
Operationally, you can fit a full platoon’s worth of gear if you're willing to crowd the sides of the hanger a bit, and the bodies can fill up the bunks that are set aside for specialist crew. Super-Bolts have folding wings to cut down on the deck space needed, and the pilots that work with us are the best around, so you can also fit in the Raider kits if you get clever. The teleport pad is at the rear of the bay, so you have the space to fit a full half platoon or 5 Raiders in a single jump if need be. The Commissions are assigned Force Recon MCAs, so we all have homers to guide the rest in and get pulled out. We practice a few times a month for a Cluster **** extraction, so we know how to handle yoinking the entire team back while the fighters are landing.” ----Kern Haze Phennington
”It was a stone cold ***** to get the shield working, but it was worth it. Most people know to switch to kinetics when the Warlock Fleet is in town, but only a handful have ever made it a main focus. It's a bit of a pity that the ships are going to be so rare for a while though, most of the artificers that can do the work are needed to lead up Cruiser construction, and Command has those as a higher priority. The Hauberk is a fine ship, but it just doesn’t have the presence of the Aurora.” ----Anonymous, Senior Dwarven Guildmaster
The United Worlds Warlock desired ASI’s Aurora class frigate the moment they laid eyes upon it, and 5 years after the Minion War they could spare the resources to do it. While they can only fit it in between production cycles of the more important Cruisers, the Aurora is by far the most coveted posting assignment in the Warlock Fleet. The ships so far constructed have been given over to the reconstituted Commisions, which have had substantially better luck than their predecessors, and explains the standard inclusion of a rare TW Teleporter system.
Spoiler:
Type: ASI/RY-FFG-21W Aurora
MDC/Armor by Location:
‘IA’ Mystic Force Field----------------6,000 (3/day for 30 minutes)
The IA Forcefield takes half damage from energy attacks. It may be restored after it’s third use of the day for 600 P.P.E. and 1 minute of focus.
Powerplant: Advanced Nuclear Fusion w/ 25 year energy life with Techno-Wizard Augmentations. The internal P.P.E. generator that produces 600 P.P.E. per hour (Activating the Rifts Jump Drive costs 2000 P.P.E.), and can hold up to 2,400 P.P.E. in storage. This P.P.E. can be used to power the Rifts Jump Drive, active TW systems, or spells cast by the ship’s crew.
Speed:
(FTL) Rift Jump Drive; maximum safe jump of 20 lightyears every 4 hours.
Market Cost: Estimated at around $700 million credits each.
Systems of Note:
Standard (PW) Starship Systems, plus:
*Long Range Sensors: Maximum Resolution Range of 4 million miles.
*ECM: Comm Jamming 5K mile range, 90% vs civilian, 75% vs military. Missiles and sensor guided weapons are -6 to strike this ship, and if set to wide band ships within 120 miles.
*Electronic Cloaking: Special hull panels and EW antennae can distort or deflect radar beams and EM-spectrum sensor radiations, giving the ship limited stealth capabilities (more effective/efficient cloaking may be accomplished through the installation of special mission modules in the cargo/hanger bay). These systems give the ship a 70% chance of going undetected, and sensor-guided weapons are -4 to strike, but the active component of the jamming may be detected in itself, giving the vessel’s presence away.
*Ectofiber Insulation Grid: Magical Attacks do HALF damage/effect, and removes the additional difficulty of installing TW features on a modern conventional platform.
*UWW Standard Shipboard Mystic Sensors: +20% greater range than ASI models due to far greater experience.
*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.
Active TW Enchantments: Commonly include but are not limited to the following; at least 10th level equivalent
*Expel Demons: 35 PPE per activation, Instant Duration, affects the interior of the ship. As spell.
*Star Light: 45 PPE per activation, 2 minute/level Duration. Projects a 2,000 ft randomly fluctuating sphere that blocks optical details of the ship, affecting most sensors as well. Ships that cannot see through the effect are -6 to strike. Sunlight vulnerable monsters take 2d6x10 points of damage if exposed directly to the light and face a Horror Factor of 19 even if not.
*Invisibility Superior: 80 PPE to activate, 3 minutes/level per activation. As spell.
*Impervious to Energy: 80 PPE per activation, 2 minute/level Duration. As spell.
*Hull Regeneration: 140/420 PPE to activate, 10 hours or permanent. Repairs damage with substitutes that have 50% normal durability. Each cast can affect up to 5% of the total hull. It still does not replace systems or weapons.
*Techno Wizard Teleporter: Using Teleport: Superior.
Range: 3000 miles (4830 km) Success Chance: External mapping only 20%. Approximate layout 58%, Exact layout 80%, Seen a few times before 85%, Familiar location or Teleport beacon 99%, and to another T.W. Teleporter is automatic Failure Table: 1-40 Appears 3D6x100 miles off course (usually deep space if teleporting onto a ship), 41-75 1D6x100 miles off course (usually deep space if teleporting onto a ship), 76-98 1D6x10 feet off course but unharmed (possibly space but could be in another area of the ship), 99-00 Teleported into solid object generally resulting in instant death. PPE Cost: 600 per activation.
Non-combat ‘internal’ backup-systems are powered by the main systems and emergency PPE-Batteries, and include the following: Sheltering Force (ideal for emergency vac-shelters), Air Bubble, Globe of Daylight, Breath Without Air, Extinguish Fire, Ice (great for temporarily sealing hull breeches), and Mend the Broken.
Auxiliary Craft:
*4 Light/Medium Fighters *Up to 40 Warlock Power Armor
Last edited by Omegasgundam on Tue Dec 29, 2020 8:57 pm, edited 3 times in total.
What do you call a joint -AJC/UWW Aurora squadron(s) operation? An Aurora Dance. Each type bringing its own special tricks to the Dance, and there's damn few non-Ancient ships that can come away from a clash with a Dance unscathed...nay, -crippled-... by the experience.
-------------
"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"
Powerplant: Advanced Nuclear Fusion w/ 25 year energy life with Techno-Wizard Augmentations.
Do you mean that the fusion plant will run for 25 years from the fuel built into it? Cause based off of other PB writings that is what you sound like you mean.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
drewkitty ~..~ wrote:Question: What do you mean by...
Powerplant: Advanced Nuclear Fusion w/ 25 year energy life with Techno-Wizard Augmentations.
Do you mean that the fusion plant will run for 25 years from the fuel built into it? Cause based off of other PB writings that is what you sound like you mean.
Fueling is at whatever rate the GM says it is. I think keeping a years worth of antimatter on a ship is idiotic, but Palladium treats it like candy. Engine life is how long it needs to go before the system needs to be replaced in my opinion.
drewkitty ~..~ wrote:Question: What do you mean by...
Powerplant: Advanced Nuclear Fusion w/ 25 year energy life with Techno-Wizard Augmentations.
Do you mean that the fusion plant will run for 25 years from the fuel built into it? Cause based off of other PB writings that is what you sound like you mean.
Fueling is at whatever rate the GM says it is. I think keeping a years worth of antimatter on a ship is idiotic, but Palladium treats it like candy. Engine life is how long it needs to go before the system needs to be replaced in my opinion.
Thank you for answering my question directly. Critique, writing: it should of been the first thing you said, not the last. (am I OCD...about words: yes.)
I thought fusion reactors ran off hydrogen. Or did you read the Aliens Unlimited: Galaxy Guide gamebook, page 156 and using the AM fusion drive core idea for your reactors?
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
drewkitty ~..~ wrote:Question: What do you mean by...
Powerplant: Advanced Nuclear Fusion w/ 25 year energy life with Techno-Wizard Augmentations.
Do you mean that the fusion plant will run for 25 years from the fuel built into it? Cause based off of other PB writings that is what you sound like you mean.
Fueling is at whatever rate the GM says it is. I think keeping a years worth of antimatter on a ship is idiotic, but Palladium treats it like candy. Engine life is how long it needs to go before the system needs to be replaced in my opinion.
Thank you for answering my question directly. Critique, writing: it should of been the first thing you said, not the last. (am I OCD...about words: yes.)
I thought fusion reactors ran off hydrogen. Or did you read the Aliens Unlimited: Galaxy Guide gamebook, page 156 and using the AM fusion drive core idea for your reactors?
'Fusion' is the act of combining particles into a different configuration. Hydrogen happens to be the most convenient by a long shot, so it generally assumed to be the default.
The idea of using magic to make an 'ordinary' fusion reaction MORE (in a metaphysics sense) just came to me. I've heard of reaction doping and other boost methods, but I don't think they were going around in my head at the time.
Omegasgundam wrote: ...I think keeping a years worth of antimatter on a ship is idiotic...
Why are you, going off topic, by equating 'Fuel' to 'Anti-Matter' here when the reactor being talked about is a fusion reactor?
Or were you doing an 'explaining' why you chose to have fusion reactors instead of the AM power sources before you answered the question, & thus making the comment out of context?
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
drewkitty ~..~ wrote:okay, I will make the question clearer.
Omegasgundam wrote: ...I think keeping a years worth of antimatter on a ship is idiotic...
Why are you, going off topic, by equating 'Fuel' to 'Anti-Matter' here when the reactor being talked about is a fusion reactor?
Or were you doing an 'explaining' why you chose to have fusion reactors instead of the AM power sources before you answered the question, & thus making the comment out of context?
I was commenting on Palladium having most of their Phase Worlds vehicles be antimatter powered. Even the Power Armor. Which fight on planets. With people on them. In relatively close proximity.
And now I think the bigger ships are ready. I've edited the earlier ones to reference the projected future variants and some slight clean up. An idea that I have is the Warlock Fleet equipping its AM Cruise Missiles with one-use Talismans of Impervious to Energy, which really neuters most PD options against them. Most people make heavy use Kinetics and MMs though, so its not a perfect weapon like Phase Cruise Missiles, but it open up possibilities for future shenanigans such as Apparition decoys and the like.
United Worlds Warlock ‘Arkenfire’ Light Carrier ”One of the holes in our roster is the lack of a proper carrier and/or assault ship. We’ve historically put converted Iron Ships and civilian hulls to fill it, but that is clearly non-viable. Part of the reason we have lost so many Shadow Bolts against the Demons was due to them being parceled out in penny packets, allowing them to be defeated in detail. We must have a method of bringing concentrated wings onto the battlefield, and we need it before the next spat of widespread hostilities occurs. While I am not an engineering officer, I believe that the relatively simple and uncluttered hull of the Mandrake would be a good place to start looking.” ----Internal Memo, Warlock Fleet
“Operating off an Arky is way better than the Iron Clunkers for obvious reasons, and some that are less obvious. The mystic generator has runs leading into the maintenance bay, so it's much easier to recharge the guns when it comes time to pay the bill. Considering just how many birds fly off this nest, that's more than half the ship’s capacitors every day just to keep them running if you average it out. It was painful enough to do it with the Clunker’s 4 squadrons due to the bad bay layout, and don’t even want to think about what it would be like if the Arky had to deal with the same ****.” ----Anonymous, Warlock Fleet Fighter Corps
”The new Elemental systems can be a bit finicky, but they’re nowhere near as bad as what I hear the ones they had on the test beds were. A few proper Warlocks are assigned to engineering to keep the beings chained up in the generator calmed down, and the links to the Meteor guns are nice and solid. The TW Fusion Reactor helps, as the Fire Elementals really like having something they consider to be a sun so close. The upgraded Rift Jump Drive still has some hiccups reaching it maximum theoretical strategic speed, but the 6 hour cool down is enough for the 40 light years that are expected out of it. I think we could get better results if it was set up to do 32 light years every 4 hours, but there’s some really tricky dimensional spellwork when you get to that level, so I’ll leave it to the experts. ----Anonymous Leiter (Chief Engineer), Warlock Fleet
The Arkenfire is essentially a stretched Mandrake hull turned into a Light Carrier. Developed to fill the distinct lack of such vessels in the Warlock Fleet, it is much more effective than the various Iron Ship conversions that were used previously. While some firepower has been sacrificed, the majority of the Mandrake’s weapons remain, and the point defenses have been expanded to better cover the larger ship. The Arkenfire is too massive to use salvaged components, meaning that they are entirely of new manufacture. The UWW has decided to turn this into a virtue, and has installed a number of systems from the defunct Arcane-X Cruiser, which increase its strategic mobility and survivability against hostile fighters and missiles.
The Warlock Fleet has decided to split the Assault Ship role from the Carrier one, allowing their ships to specialize. The general thought is that the relatively small hull (compared to full Fleet Carriers) would result in split configurations having insufficient amounts of either, and be generally ineffective. The Carrier configured Arkenfire can hold 6 squadrons of 24 ASFs along with a short battalion of Warlock Marines, while the Assault Ship configured Wolfstone holds 2 ASF squadrons and a short mechanized brigade. The hull is equipped with twice the normal number of TW Teleporters to better facilitate deployments, which is something that no technological force in the Three Galaxy enjoys.
As the ships use entirely new core systems, production of them has been bottle-necked by the need to convert the pre-existing infrastructure to the new models. The ‘Invincible Armor’ shield generators were almost trivial to substitute for the old ‘Armor of Ithan’ ones, but the ‘Generator of the Elements’ and the Advanced Rift Jump Drive require much more work. Current projections place the conversion to be finished just before the last ship construction cycle that makes use of salvaged components from the old fleet, so the overall disruption is hoped to be minimal.
Spoiler:
Type: UW-CVL120
Class: General Purpose Light Carrier
Crew: 344, including a magic team of 16 techno-wizards (levels 2-6). 20 Marines (Shipboard Defense), 225 fighter pilots, 240 Warlock Combat Armor pilots, and can carry up to 40 passengers in addition.
MDC/Armor by Location:
Main Body-----------------------55,000 Bridge---------------------------12,500 Hanger Bays (2)-----------------10,000 each Capital Lasers (2)----------------1,000 each CM Launchers (2)----------------1000 each Medium Turrets (3)---------------800 each Bottled Demon Launchers (4)-----600 each Mini-Death Cloud Cannons (2)----400 each Point Defense Turrets (6)--------150 each ‘IA’ Mystic Force Field------------10,000
The IA Force Field takes half damage from energy attacks. It may be restored after it’s third use of the day for 1000 P.P.E. and 1 minute of focus.
Powerplant: Advanced Nuclear Fusion w/ 25 year energy life with Techno-Wizard Augmentations. The cruiser also has a ‘Generator of the Elements’ that produces 6,000 P.P.E. per hour / 25 P.P.E. per melee (Activating the Advanced Rifts Jump Drive costs 6,000 P.P.E.) and can hold up to 24,000 P.P.E. in storage. This P.P.E. can be used to power the Rifts Jump Drive or can be used to power spells cast by the cruiser’s crew.
(Kitsune Values: 60% of light speed; Accel/decel at .85% of light speed per melee)
(FTL) Rift Jump Drive; maximum safe jump of 40 lightyears every 6 hours. (Underwater) 55 knots (101.9 km/63.3 mph) on the surface, 35 knots (64.9 km/40.3 mph) submerged.
Market Cost: Estimated at around $4.3 billion credits each.
Systems of Note:
Standard (Cruiser) Starship Systems, plus:
*Ectofiber Insulation Grid: Magical Attacks do HALF damage/effect, and removes the additional difficulty of installing TW features on a modern conventional platform.
*UWW Standard Shipboard Mystic Sensors: +20% greater range than ASI models due to far greater experience.
*Circles of Protection: +3 to save against magic (including anti-magic cloud and other forms of dispelling magic), +1 save against psychic attacks and a bonus of +2 to save vs Horror Factor. Permanently active.
Weapons Systems:
1) Forward Capital Lasers (2): Each mount can rotate 60 degrees up or down and has a 30 degree arc of fire to the sides of the ship that the weapon is mounted on.
2) Dual Medium Turrets (6): The bottom mounted turrets have been removed to make room for the expanded hangers. The remainder still face forward, and can rotate 270 degrees and has a 60 degree arc of fire upwards and 15 degree arc of fire downwards. They may be fitted with any WZT/ASI standard mounts.
3) Mini-Death Cloud Cannons (2): One on each side of the superstructure. Roughly 1/4th the capability of the version on the Arcane Patrolship Mk 2.
Range:
Can be accurately targeted up to 1,000 miles (1,600 km) with a diameter of 25,000 feet (15,200 meters) when used in space
Damage: COMPLICATED Rate of Fire: Twice per Melee Payload: Each weapon may be activated 20 times per twenty four hour period. Further activations require 100 P.P.E. from either onboard magicians or drawing on the ship’s P.P.E. generator.
4) Cruise Missile Launchers (2): The lower launchers have been removed to increase hanger space.
Rate of Fire: Volleys of 1, 2, 4, 6, 8 Payload: 160 total, 40 missiles per launcher
5) Meteor Cannons (8): As on the Arcane X ‘Battleship’, DB: 6 pg 146.
5) Point Defense Hardpoints (8): Uses WZT/ASI standard mounts
6) Bottled Demon Missile Launchers (4): As on the Iron Ship. May carry twice the payload in Mini-missiles.
Active TW Enchantments: Commonly include but are not limited to the following; 10th level equivalents
*Expel Demons: 35 PPE per activation, Instant Duration, affects the interior of the ship. As spell.
*Star Light: 90 PPE per activation, 2 minutes/level Duration. Projects a 3,000 ft randomly fluctuating sphere that blocks optical details of the ship, affecting most sensors as well. Ships that cannot see through the effect are -6 to strike. Sunlight vulnerable monsters take 2d6x10 points of damage if exposed directly to the light and face a Horror Factor of 19 even if not.
*Impervious to Energy: 160 PPE per activation, 5 minute/level Duration. As spell.
*Invisibility Superior: 160 PPE to activate, 3 minutes/level per activation. As spell.
*Hull Regeneration: 140/420 PPE to activate, 10 hours or permanent. Repairs damage with substitutes that have 50% normal durability. Each cast can affect up to 5% of the total hull. It still does not replace systems or weapons.
*Techno Wizard Teleporter (4): Using Teleport: Superior.
Range: 3000 miles (4830 km) Success Chance: External mapping only 20%. Approximate layout 58%, Exact layout 80%, Seen a few times before 85%, Familiar location or Teleport beacon 99%, and to another T.W. Teleporter is automatic Failure Table: 1-40 Appears 3D6x100 miles off course (usually deep space if teleporting onto a ship), 41-75 1D6x100 miles off course (usually deep space if teleporting onto a ship), 76-98 1D6x10 feet off course but unharmed (possibly space but could be in another area of the ship), 99-00 Teleported into solid object generally resulting in instant death. PPE Cost: 600 per activation.
Non-combat ‘internal’ backup-systems are powered by the main systems and emergency PPE-Batteries, and include the following: Sheltering Force (ideal for emergency vac-shelters), Air Bubble, Globe of Daylight, Breath Without Air, Extinguish Fire, Ice (great for temporarily sealing hull breeches), and Mend the Broken.
Auxiliary Craft:
12 Heavy Fighters 36 Medium Fighters with FTL boosters. 96 Light/Medium Fighters Up to 240 Warlock Power Armor
Variants:
*Wolfstone: This alternative configuration turns it into an assault ship, capable of transporting a short mechanized brigade.
Troop Compliment: 200 Light Marines (Typically 50 stay on board for ship defense), 60 fighter pilots, 570 Warlock Combat Armor pilots, 144 tank crew, and can carry up to 60 passengers in addition.
Auxiliary Craft:
12 Medium Fighters with FTL boosters. 36 Light/Medium Fighters 6 Assault Shuttles 48 Greataxe II Up to 570 Marine Combat Armor Up to 160 Marine Raider Augmentation Packages
And now for the big boy. Kistune’s idea as usual. United Wizards Warlock ‘Firedrake’ Battlecruiser ”As painful as it is to admit it, the few Brightwander and similarly sized ships we have are simply insufficient for what has been asked of us. We have lost many ships and their brave crews due to not having a capital battleline. Making more of those ships is simply out of the question due to the sheer expense, but Rhilith has the experience needed to construct multi-megatons conventional hulls. I propose that we develop a practical Battlecruiser design to form the new backbone of our reconstituted Warlock Fleet. ----High King Silverlight, addressing the UWW Conclave.
“The Firedrakes are the biggest ships we’ve made in more than single digit numbers, and they are beasts to say the least. While the Brightwanders are a bit heavier, they’re also not proper warships, and it shows. The Battlecruisers focus on the Battle part, and are by far the most heavy armed and armored ship the UWW has ever had. They need to be fitted with an external CG Drive to get them out to the Tangent, but once they do they are turned over to the best Techno-Wizards the Warlock Fleet has access to. Rumor has it that most of them also feature rare and exotic equipment that the Warlocks have picked up over the centuries, and I’d believe it. There is a tremendous amount of effort being put into them, and Fleet Command wants them ready to take on whatever can be thrown at them. ----Anonymous, Rhilith Industrial Management.
”In all honesty, the mystic generation system on the Firedrake is ridiculous. The only reason to have something that absurdly capable is to power big spells like Create Nebula and Summon Comet. Considering just who they assign to these ships, it's pretty much a given that you’ll have 6-8 mages that can do that, which ups the potential damage it can put out even more. The new Flare Cannon they put on it can also make use of it, and it's generally reliable unlike the Rift Projector, but it’s still a bit niche due to tactical limitations.” ----Anonymous, Space Warlock, Warlock Fleet.
The Firedrake is intended to become the backbone of the Warlock Fleet, becoming the largest dedicated combat vessel in United Worlds Warlock service. Resembling a drastically scaled up late-WWII battleship, the Firedrake will be the flagship of the Warlock Fleet’s Battle Groups, and a clear sign that the UWW means business. Production is currently bottle-necked by the need to construct infrastructure to create the needed components, but it is hoped that this will be overcome within a decade.
In terms of mystic systems, the Firedrake can be considered the successor to the bug ridden Arcane-X Cruisers, which was constructed in very limited numbers. As priority targets, none remained in a functional state after the Minion War, and none were produced afterwards due to their Iron Ship like expense. However, Inglix was able to revise the core design features into a much more reliable and cost effective configuration, coming at the cost of ‘merely’ a massive ballooning of the mass requirements. The Firedrake also features a much improved shield system, now based off of ‘Invincible Armor’ rather than ‘Invulnerability’, and no longer suffers interference with the Flare Cannon. It is powered by an enlarged ‘Generator of the Elements’, which also fuels the large battery of Meteor Cannons flanking the sides and the Advanced Rift Jump Drive.. Anti-fighter and missile defense is further boosted by a pair of miniature Death Cloud Cannons and a semi-experimental ‘Shockwave’ generator, which has not demonstrated any serious operational problems.
But the primary firepower of the ship are its conventional weapons. The UWW does not have the capability to make true super-capital weapons such as those the CAF puts on the Protector, but they can mass smaller and similarly ranged Cruiser mounts. The Firedrake is armed with no less than 4 separate triple capital turrets, supported by a reasonably sized array of dual medium turrets and dispersed Cruise Missile Launchers across the forward facing hull. While thought was given into consolidating the launchers into a pair of CAF standard mounts, the development of expendable talisman enchanted munitions has prompted the retention of the current clustered arrangement, as the deeper magazines and flexible loading system made it much easier to employ them.
The Firedrake also hosts an appreciable parasite complement, consisting of 4 squadrons of 24 craft. It also hosts a pair of mechanized Warlock Marine companies and an additional reinforced company of Marine Raiders for use in first response situations. The ship’s high strategic speed means that it is often the first ship to arrive at a hotspot, and having what amounts to a battalion of high-end ground forces is often enough to diffuse whatever problem is occurring on the ground. In a proper naval conflict, they would be replaced by an additional squadron of ASFs and a company of space use power armor.
Spoiler:
Type: UW-BC1
Class: Fleet Battle Cruiser.
Crew: 645 (65 officers and 580 enlisted), 200 Marines (Typically 100 stay on board for ship defense), 150 fighter pilots, 400 Warlock Combat Armor pilots, and can carry up to 120 passengers in addition to troops and crew (generally flag personnel.)
MDC/Armor by Location:
Main Body------------------------165,000 Main Engines (2) -----------------40,000 each Bridge----------------------------30,000 Hanger Bay-----------------------20,000 each Flare Cannon---------------------5000 Capital Lasers Turrets (4)---------4,000 each CM Launchers (8)----------------1000 each Medium Turrets (8)---------------800 each Bottled Demon Launchers (8)-----600 each Mini-Death Cloud Cannons (4)----400 each Meteor Cannons (16)------------250 each Point Defense Turrets (16)-------150 each ‘IA’ Mystic Force Field------------30,000 (3/day for 60 minutes)
The ship is always enchanted with the Metropolis spell, meaning that its hull regenerates at a rate of 1D6x100 MD every 15 minutes. It is lost if the main body takes more than 75% damage.
The IA Force Field takes half damage from energy attacks. It may be restored after it’s third use of the day for 3000 P.P.E. and 1 minute of focus.
Powerplant: Advanced Nuclear Fusion w/ 25 year energy life with Techno-Wizard Augmentations. The Battlecruiser also has an enlarged ‘Generator of the Elements’ that produces 12,000 P.P.E. per hour / 50 P.P.E. per melee round (Activating the Advanced Rifts Jump Drive costs 12,000 P.P.E.) and can hold up to 48,000 P.P.E. in storage. This P.P.E. can be used to power the Rifts Jump Drive or can be used to power spells cast by the Battlecruiser crew.
(Kitsune Values: 60% of light speed; Accel/decel at .85% of light speed per melee)
(FTL) Advanced Rift Jump Drive; maximum safe jump of 40 lightyears every 6 hours. (Underwater) 60 knots (111.3 km/69.6 mph) on the surface, 40 knots (73.6 km/46 mph) submerged.
Market Cost: Estimated at around $28 billion credits each.
Systems of Note:
Standard (Battleship) Starship Systems, plus:
*Ectofiber Insulation Grid: Magical Attacks do HALF damage/effect, and removes the additional difficulty of installing TW features on a modern conventional platform.
*UWW Standard Shipboard Mystic Sensors: +20% greater range than ASI models due to far greater experience.
*Circles of Protection: +3 to save against magic (including anti-magic cloud and other forms of dispelling magic), +1 save against psychic attacks and a bonus of +2 to save vs Horror Factor. Permanently active.
Weapons Systems:
1) Flare Cannons: As on the Arcane X ‘Battleship’, DB: 6 pg 145, but does not drop the shield.
2) Triple Capital Turrets (2): Each top turret can rotate 270 degrees and has a 60 degree arc of fire upwards and 15 degree arc of fire downwards. The bottom turret can rotate 360 degrees and has a 15 degree arc of fire upwards and 60 degree arc of fire downwards. They may be fitted with any WZT/ASI standard mounts.
3) Dual Medium Turrets (8): There are three turrets on each side of the deck and two turrets on the bottom. These deck mounts can rotate 360 degrees and have an 80 degree arc of fire. They may be fitted with any WZT/ASI standard mounts.
4) Mini-Death Cloud Cannons (2): One on each side of the superstructure. Roughly 1/4th the capability of the version on the Arcane Patrolship Mk 2.
Range: 10 miles in space, and the cloud is 250 ft is dimerter. Damage: See DB:2, pg 89 Rate of Fire: Twice per Melee Payload: Each weapon may be activated 20 times per twenty four hour period. Further activations require 100 P.P.E. from either onboard magicians or drawing on the ship’s P.P.E. generator.
5) Cruise Missile Launchers (8): Clustered around the forward facing hull.
Rate of Fire: Volleys of 1, 2, 4, 6, 8 Payload: 320 total, 40 missiles per launcher
6) Meteor Cannons (16): As on the Arcane X ‘Battleship’, DB: 6 pg 146.
7) Point Defense Hardpoints (16): Uses WZT/ASI standard mounts
8) Bottled Demon Missile Launchers (8): As on the Iron Ship. May carry twice the payload in Mini-missiles.
9) ‘Shockwave’ Defense (2): When it is activated, a spherical energy wave is emanated from the ship in all directions which can devastate missile volleys. The blast is semi-spherical and the effects travel upwards and downwards as well. The blast does not affect targets underwater. It is a far longer ranged version of the eight level spell “Shockwave.” Unfortunately, the spell can only be activated once per melee and requires magical energy every time it is activated. The system does not affect people and equipment on the deck of the ship.
Range: 2,000 feet (610 meters) in Atmosphere, 4 Miles in Space.
40 miles (64.4 km) in space and 4,000 feet (1,220 meters) in an atmosphere in all directions.
Damage: 2D4x10 MD to all targets within radius of effect. Missiles hit by the shockwave will have a -6 to strike if not outright destroyed and small craft pilots have to make a piloting roll at -30%.
While the weapon system does not have the range to be generally effective against larger vessels because they will rarely get within the blast radius, larger ships will have greater damage inflicted on them. Destroyer sized ships (greater than 1,000 tons but less than 40,000 tons) have damage multiplied by 5, light cruiser sized ships (greater than 40,000 tons but less than 100,000 tons) have damage multiplied by 10, heavy cruiser sized ships (Greater than 100,000 but less 1 million tons) have damage multiplied by 20, and the truly huge ships like heavy cargo ships and battleships (1 million tons and greater) have damage multiplied by 100. The system also inflicts knock back as per the spell “Shockwave” on page 144 of World Book 16: Federation of Magic.
Rate of Fire: Once per Melee Payload: 35 P.P.E. per activation
Active TW Enchantments: 15th level equivalents
*Expel Demons: 35 PPE per activation, Instant Duration, affects the interior of the ship. As spell.
*Star Light: 180 PPE per activation, 2 minute/level Duration. Projects a 3,000 ft randomly fluctuating sphere that blocks optical details of the ship, affecting most sensors as well. Ships that cannot see through the effect are -6 to strike. Sunlight vulnerable monsters take 2d6x10 points of damage if exposed directly to the light and face a Horror Factor of 19 even if not.
*Invisibility Superior: 320 PPE to activate, 3 minutes/level per activation. As spell.
*Impervious to Energy: 320 PPE per activation, 5 minute/level Duration. As spell.
*Hull Regeneration: 140/420 PPE to activate, 10 hours or permanent. Repairs damage with substitutes that have 50% normal durability. Each cast can affect up to 5% of the total hull. It still does not replace systems or weapons.
*Techno Wizard Teleporter (4): Using Teleport: Superior.
Range: 3000 miles (4830 km) Success Chance: External mapping only 20%. Approximate layout 58%, Exact layout 80%, Seen a few times before 85%, Familiar location or Teleport beacon 99%, and to another T.W. Teleporter is automatic Failure Table: 1-40 Appears 3D6x100 miles off course (usually deep space if teleporting onto a ship), 41-75 1D6x100 miles off course (usually deep space if teleporting onto a ship), 76-98 1D6x10 feet off course but unharmed (possibly space but could be in another area of the ship), 99-00 Teleported into solid object generally resulting in instant death. PPE Cost: 600 per activation.
Non-combat ‘internal’ backup-systems are powered by the main systems and emergency PPE-Batteries, and include the following: Sheltering Force (ideal for emergency vac-shelters), Air Bubble, Globe of Daylight, Breath Without Air, Extinguish Fire, Ice (great for temporarily sealing hull breeches), and Mend the Broken.
Auxiliary Craft:
*12 Heavy Fighters *24 Medium Fighters with FTL Boosters *60 Light/Medium Fighters *2 Assault Shuttles *18 Greataxe II *Up to 400 Warlock Power Armor *Usually around 160 Raider Augmentation sets
Last edited by Omegasgundam on Tue Dec 29, 2020 8:57 pm, edited 1 time in total.