Eischen...It was my working title for a UWW-aimed TW Aurora(only got as far as the basic intro fluff, so it's free for use)...It's a Scandinavian word for 'Aurora', and given the large Dwarf population in the UWW, I wouldn't be surprised if some of their languages bore a resemblance to Scandinavian ones.
![Wink :wink:](./images/smilies/icon_wink.gif)
And now, the latest offering from Paladin Steel/Aegis Stellar Industries:
PS/ASI ‘Kamayari’-class Heavy Cruiser
(aka ‘Greenblade’, ‘Stoneblade’, ‘Knightstick’ )
“Okay, that is so NOT FAIR. They’re not supposed to have ships like that.”
---Aleg Shabis, Jelia, Vivasanda Orbital Garrison, Golgan Argosy, after two USA Kamayari-class heavy cruisers openly approached the Golgan battle stations in orbit of the planet and demanded they disarm and allow the natives unimpeded trade and traffic with the rest of the Three Galaxies.
“We pushed the idea of a modular capital ship too fast with the Providence and it showed in a tangle of mismatched systems that began to break down and left too many gaps once it saw action. We tried to build a battleship on the cheap with the Joshua Nortons, using a heavy hauler as the basis, and it showed. The ideas of a modular heavy unit and a warship that can share parts with the mercantile fleet still have merit, especially with the current situation in the Systems Alliance, but we’re going to have to take it more carefully and not rush into things. Build on previous successes. Once we have a good sound base design, THEN we can start making big leaps of cutting edge.”
----Vestram Clayd, Senior Naval Architect, Project KNIGHT STICK
“It’s no secret that the United Systems Alliance gets a very good discount per unit for these new ships; the Alliance’s close relationship with its industries, even on those member worlds where business is king, and the recognition of their precarious position with regards to the galactic security situation, means that the defense contracts for new material aren’t quite the goudge-jobs we see from established old firms with locked-in favored status in the metroworlds. So expect the USA to be fielding these ships as quickly as they can train up the crews for them.”
“BAH! All this talk of the Providence’s weaknesses and problems is but a SMOKESCREEN! They built a good ship, too good, then they rolled them back into the orbital barns where they haven’t been seen since! Want to know why? The USA’s launching covert strikes against more powerful enemies, like the Sqaada or the Splugorth, and they want to use only their best units, but don’t want to advertise that their most powerful ships are being reshuffled! So they cook up this story about their new battlecruisers being drydock-queens, and to cover the holes in their deployments, they trot out this ‘conservative’ heavy cruiser design assembled from heavy freighter and Lafy parts! They cover their local committments, but don’t scare the powers like the Consortium or the Empire with their first-class units, which they can now deploy on their deep-rane black ops!”
“It’s an upgunned and up-armored Warshield with modularity tacked on. It’s what we expected as a likely trajectory for the GNEASF warship program. Telling them they shouldn’t have big ships just encourages them to make their own toys.”
Though quite successful with designing lighter warships, PS/ASI’s inexperience with designing larger warship classes was plagued with difficulty. Their first attempt at building a battleship on the cheap was a disaster mitigated only by the fact that the design was quickly re-designated a systems defense ‘arsenal ship’. The much-lauded and abysmally shipyard-bound Providence/Constitution class was launched with much fanfare...and promptly showed a plethora of bad choices, mismatched systems, and mounting teething problems, requiring the vessels to be held back in system defense roles, where they could be covered by garrison defenses in the event of difficulties. PS/ASI’s quest to build ‘the big guns’ had a tendency to substantial bumps and dips.
Though analysts with other organizations criticized PS/ASI’s ‘big ship obsession’, the company seemed determined to have claim to being able to produce the whole range of warship types, as a technical challenge if nothing else. More pragmatically, PS/ASI wanted to give the United Systems Alliance the indigenous ability to construct and service capital warships. Though allies such as WZT and the Corianus Typhen Rosette League, and even the UWW’s Gear, offered to sell PS/ASI hulls, GNE/USA officials were afraid that in the changing security climate of the Three Galaxies and beyond, relying on outside sources who might have to divert promised ships to their own needs in an emergency might endanger the Alliance’s security at a critical time.
Some light came, however, as PS/ASI struggled to come up with ways of plugging the holes in the USA’s fielded strength. PS/ASI’s mercantile fleet had been noted as being built to milspec, with the idea of upgrading them into merchant cruisers if and when the need arose. While the Joshua Norton(I) class had been a case of overreaching, PS/ASI naval architects saw promise in using the Weibbe Hayes class heavy transport. Critiqued as being overbuilt for a first effort, resulting in a transport more heavily armed and armored than some heavy cruisers, the Hayes had been intended as a heavy blockade runner at a time Greater New England lacked enough escort vessels to protect company shipments to beleaguered customers. With the partnership with WZT and the expansion of the United Systems Alliance, strength came with the Alliance Joint Command, and cost per unit soon won over the paranoia-spell of arming merchant cruisers like battlecruisers. Subsequent production runs of Weibbe Hayes were still well-armed and armored, but not at battle-strength levels; more could be produced and operate with a high degree of safety, even in pirate-infested spacelanes.
PS/ASI/GNEASF, however, quietly kept most of the ‘overbuilt’ first-run Hayes in reserve for special purposes, but also began looking at designing a proper heavy cruiser on its basis. The painful lessons of the Joshua Norton SSB in mind, as well as the ongoing Constitution-class revamps, Project KNIGHT STICK was initiated to give the United Systems Alliance a versatile, hard-hitting heavy unit using the strengths of previous and proven designs.
As a dedicated warship design, the Kamayari could justify having lucerin-fueled capital ship engines. These more powerful drivers allow for a noticeable increase in speed. Not fast enough in its ‘lean’ configuration to catch the top contenders like the Explorer or the Bindas, but faster than the Servitude and the Aranae, and definitely better than the TGE Smasher.
The Kamayari sacrifices the Weibbe Hayes’ large cargo bays and uses some of the allocated mass for additional armor and weaponry. The small craft hangars are retained, but the onboard complement of aerospace fighters has shifted in composition from escort types like the Hesperia and Almar to more powerful units like the StarTiger II, StarFox-B, and Raiju.
Armament-wise, the bristling point defense has been shaved to allow for the fitting of heavier and longer-ranged weaponry. The main particle beam cannon batteries have been replaced with faster-firing models and more of them, while the shorter-ranged secondary PBCs have been replaced with cruise- and long range missile launchers. The refitting of the CAF battleship Restoration reemphasized to the GNErs their own kinetics-heavy tactical doctrine, and so the Kamayari carries a sextet of heavy KEWCs loaded with both anti-ship slugs and antimissile/fighter fragmentation ammunition. The addition of two supplemental power reactors allows for the beefing up of shield strength, while the heavy(heavier than some battleships;) physical armor cladding is carried over from the Weibee Hayes’, which proved tough enough to tank multiple nuclear mines and missile strikes while running blockades to deliver supplies to beleaguered customers.
Building on the success of the LaFayette- and Pillara-class light cruisers, the Kamayari can carry two external secondary hull modules seconded from the production lines servicing those classes. The secondary hulls are mounted like aircraft ordnance pods on the angled-out ‘wings’ of the Kamayari ‘s hull, and are mounted farther apart than the Pillara’s under-hull placements. The modular hulls, while adding mass and slowing down the potential maximum top speed allowable with the revamped engines, removes the larger need for specialized missile- or heavy-gun cruisers since the Kamayari can be easily and quickly refitted for either role.
The first Kamayaris off the slipways have been immediately assigned to the AJC’s Frontier Defense Force, given the pressing need for available hulls to cover the organization’s many obligations. Still, once production ramps up, the angular knife-blade shape of the Kamayari is expected to become a familiar sight in Alliance Joint Command fleet formations and amongst the worlds of the frontier.
Type: PS/ASI-CG-18 Kamayari
Class: Heavy Cruiser
Crew: 390 crew +60 marines, 50 person air group
MDC/Armor by Location:
Main Body 80,000
Bridge 10,000
Heavy Particle Beam Cannon Turrets(3) 1,000 each
Medium Laser Cannon Turrets(10) 400 each
Heavy KKC Gauss Turrets(6) 1,200 each
Cruise Missile Launchers(4) 1,200 each
Long Range Missile Launchers(4) 1,200 each
Medium Range Missile Turrets(10) 300 each
Point Defense Turrets(14) 150 each
Main Engines 40,000
Secondary Engines(2) 7,000 each
Sensor/Radiator Wings(3) 6,000 each
Secondary Sensor Arrays(2) 1,200 each
Hangar Bays(2) 12,000 each
Secondary Hulls(2) 12,000 each
*Variable Forcefields 8,000 per side, 48,000 total
*Shield Refresh Rate is 20% per melee
Height: 210 ft
Width: 480 ft
Length: 1,100 ft
Weight: 400,000 tons
Cargo: 10,000 tons
Powerplant: Lucerin-Fuelled Nuclear Fusion, w/ 30 year energy life
Auxiliary Fusion System
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 11( Mach 9 w/Secondary Hulls attached )
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.1% of light speed per melee)
Under auxiliary power, the ship can make Mach 7.
(FTL) 5.2 light years per hour
Market Cost:: 32 billion credits
Systems of Note:
Standard Starship Systems, plus:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 4 million miles
*Gravitic Sensors----55 million mile range
*Neutrino Detection----55,000 mile range
*Tachyon Radar---3 million miles
*Communications Suite:---Long Range Radio and Video, including FTL- comm
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 200,000 miles.--For tight-beam communications, ship to ship, or ship/surface. The Laser can even be modulated to the blue-green for communicating with submerged vehicles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.
*Tractor Beams(4)--------Effectively each rated for 1,500 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 10 miles in space(NOT usable in atmosphere)(Kitsune Values: 10,000 miles in space).
*ORACLE Mk V---Omni-diRectional Aura Classification and Locator Electronics---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)Heavy Particle Beam Cannon Turrets(3)---The long blades of the Kamayari are these three heavy PBCs. Improved power systems allow them to keep upa steady barrage on targets.
Range: 30 miles in atmosphere, 60 miles in space
(Kitsune Values: 60 miles in atmosphere, 60,000 miles in space)
Damage: 1d6x1,000 MD per single blast.
Rate of Fire: Once every melee
Payload: Effectively Unlimited
2) Medium Laser Cannons(10, 3 each side, 4 rear)---These are powerful laser cannons, positioned to cover the sides and rear of the ship.
Range: 10 miles in atmosphere, 20 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage: 4d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited
3)Heavy KKC Gauss Cannon(18; 6x3)----These are triple-cannon mounts firing variable warhead shells based on Paladin Steel’s earlier kinetic kill cannon ammunition.
Range: 40 miles in atmosphere, 80 miles in space
(Kitsune Values: 40 miles in atmosphere, 40,000 miles in space)
Damage:(Exploding/Fragmenting Fletchette): 5d6x10 MD to anything caught in a 500 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’, +4d4x10 MD +250 ft per barrel.
(Penetrator): 2d6x100 MD per cannon, 4d6x100 MD for a dual burst, 6d6x100 MD for a triple burst
Rate of Fire: Four times per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes( 500 tons ammunition storage, 1 ton of cargo per 12 rounds)
4) Cruise Missile Launchers(4)----Cargo bays were converted to give the Kamayari a respectable heavy missile salvo capability.
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 1-10 missiles can be fired in one volley
Payload: 60 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(4)----Similar to the CMLs, the LRM batteries have been added to give ‘missile spam’ abilities. The use of less sophisticated LRMs also allows the Kamayaris to resupply from frontier USA members who lack the ability to produce 3G cruise missiles, but who can manufacture LRMs. The launchers can also deploy a variety of countermeasure decoy, probe, and comm-drones.
Range: Varies by Missile Type(Long Range Missiles)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type(Long Range Missiles)
Rate of Fire: Volleys of 1-10
Payload: 200 per launcher; additional missiles may be carried as cargo, and reloaded from storage.
6) Medium Range Missile Launchers(10 )---The Kamayari carries less than a quarter of the Weibbe Hayes’ massive array of MRMLs, in favor of KKCs and heavier missile launchers.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-20
Payload: 60 missiles total, reloading from the cargo hold takes 1d6 minutes(1 ton of cargo per 24 missiles)
7) Point Defense Turrets(14)---These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Rail Gun) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile
Auxiliary Craft:
8 shuttles
24 Fighters
20-60 Power Armors
Options:
*Secondary Hulls(2)---The Kamayari can be outfitted with double Secondary Hull Pods(the same as used by the LaFayette/Pillara cruisers) at the expense of some speed(reduce to Mach 10 if one is carried, but piloting skill is at -5%, and down to Mach 9 if two are carried, but no skill penalty).
---*’B’-Barracks Pod
---*’C’-Cargo Pod
---*’D’-Drive Pod----Additional engine section, boosting the ship’s sublight speed; if one is carried, it’s possible to carefully balance the thrust to boost the speed back up to 11, even with another secondary hull attached, but maneuvering/piloting skill is at -10% because of the off-balance). If TWO D-Pods are mounted, boost speed to Mach 16.
---*’E’-Escort Pod
---*’F’-Plasma Pod
---*’G’-Gravity Gun Pod
---* ‘H’-Hangar Pod
---*’I’-Ion Pod
---*’L’-Laser Pod
---*’M’-Missile Pod
---*’N’-’Net’ Pod
---*’O’- Medical Pod(aka ‘OR’)
---*’P’-Planetary Assault Pod
---*’S’-Sentry Pod
---*’T’---Tender Pod
---*’U’---’Universal’ or ‘Unknown’ Pod(science pod)
---*“Y”-Pod---Submersible
Variants:
*PS/ASI-CG-18D(x)---It is rumored that several Kamayaris have been refitted with the same advanced hull plating as the Tmelain/WZT WZ-LS-003-TA(advanced) Cachalot Landing/Battleships. Supposedly, even beyond this added protection, ASI/WZT engineers have mounted an advanced energy absorption/repurposing system based on the Angel fighter, allowing the cruisers to absorb incoming fire, then use it to enhance their own defense fields of energy weapons.
Reports of the -CG-18D(x) project differ; while most agree that the Syzite-hulled Kamayaris certainly are possible and exist, most likely deployed to special Expeditionary Force Reserve squadrons, the energy-redirection refits are less certain, but if they DID exist, such ships would be truly fearsome against rank and file energy weapon-dependent opponents.
Changes/Modifications:
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 ship INVULNERABLE to energy disruption attacks such as its Ion Mega Cannon and directed EMP assaults.
*Energy Absorber Panels----These massive panels, interlaced with the main hull armor, are composed of a crystalline matrix and conformal forcefield that actually absorbs and diverts weapons energy into re-tasked energy for the fighter’s own systems. This system actually ABSORBS incoming enemy laser, ion, and particle beam weapons fire and reduces its damage by 75%...the next melee, HALF of the damage initially rolled is applied to one of the following: Forcefield MDC(point to point increase, and the additional MDC can be retained for 4 melees/1 minute), energy weapons(increase damage by 1 MD per 2 MD inflicted/absorbed and/or range by 100 ft per 1 MD of damage inflicted/absorbed...energy can only be held for 4 melees/1 minute or else re-tasked ), or speed(boost base speed by 10% per 50 MD of energy weapon damage; effects are sustained only for 4 melees/1 minute). The system is ineffective against plasma, rail guns, and projectile weaponry, as well as magic(does FULL damage). The only other limitation is that it cannot handle more than 12,000 MD per melee(so a barrage attack doing 3d6x1,000 MD per blast would do full damage).