KLM's going to HATE me for this...
Plus I've reposted the Botwhin PAMship for good measure...
Botwhin ‘PeaceBinder’ (Chessna*Toc) Battle-Carrier
(aka ‘Stamper’, ‘BigBoomah’, ‘Hailstorm’)
“Ah, sib-kin of mine! How goes the harvest?”
#Better than expected! Resistance is marginal at best; their weapons pose little threat to us, and their panic has paralyzed them! The other faction-tribes are cowed by our pronouncements, or else are letting their mutual hatred for our first-to-be-culled dictate their non-intervention! The others keep sending us platitudes of greeting and offers of peace! For all their inter-tribal rivalry, they have no idea of how to deal with us! We shall have a few thousand of the first-to-be-culled all ready to send up to those who must orbit to slack your hunger while we consolidate this first continent!#
“Excellent! Save me a few dozen of the tastier-thinking ones; I’m having dinner with my harem tonight and I want something that screams well.”
(Alarms shriek)
@Multiple Contacts!!! Multi---@
“What the Five Hells is THA---”
**KRACK**SSWWWAAAUUUSSSSShhhhhhhhhh-------
The PeaceBinder-class Carriers of the Botwhin fleet are the second-largest warships in the service of the Botwhin Char’Chuga, and are rightfully feared by those who would rouse the Botwhin ire against them. Even Botwhin allies get nervous when they don’t know where all the ships of this class currently are.
Ominously, the PeaceBinders look and behave almost exactly like giant freefall bomblet dispensers, but instead of exploding into rains of bomblets, the giant cylindrical ships serve to carry and deploy a veritable armada of Botwhin Singleships.
Four massive bays run nearly the length of the long hull, each covered by a set of sliding plate ‘roll-back’ doors. In each of these bays, over fifty Botwhin singleships, armored spheroids with nearly as much armor as a cruiser and the firepower of a destroyer, can be parked, in five rows of eleven vessels each(three rows carried above a lower tier). Retractable service gantries can be run up from below, between the ships, allowing for servicing and reloading of the ships. Cabins and chambers within the PeaceBinders’ main hulls provide housing and briefing areas for singleship crews on long transits and before engagements. Plenty of cargo space is provided for spare parts and weapons reloads fro extended combat operations.
Because of their deviation from the solid spheroid construction favored by the Botwhin for their warships, the PeaceBinder isn’t nearly as fast or maneuverable as the other craft of the Botwhin military(though they still travel at bone-crushing accelerations that would require any other species carried as passengers to seek haven in grav-shielded quarters or gel-suspension tanks). This hasn’t reduced their lethality any, however, as the Botwhin have seen fit to give these ships powerful shields and a monstrous array of armaments that allow them to give long range fire support to their singleship complement. The bulk of the armament is concentrated at the ends of the cylindrical hull, leaving the central length of the vessels uncovered, except by the superheavy armor cladding typical of Botwhin warships, a scattering of point defense turrets, and by whatever small craft are remaining in the large bays. Unlike other Botwhin ships, the PeaceBinder is NOT designed for ramming as a standard tactic. Physical armor is just as impressive; a thick shell of reinforced kaladite cermametal with more protective value than a CCW battleship’s primary hull(fabricating the massive external armor shell takes up half the production time and budget alone for one of these ships).
PeaceBinders go into battle like a bomb sprayer; a sudden high-speed exit from hyperspace, with bonecrushing braking almost at the last minute as the gunnery sensors lock onto targets, suppression fire unleashed, and the sudden deployment of several hundred singleships accelerating with homicidal abandon at the enemy formations. This has proven particularly effective in Botwhin interventions against planetary invasion violations of the SAAPA(Senexi Arm Aboriginal Protection Act; a sort of ‘Monroe Doctrine’ with regard to less advanced species that the Botwhin zealously enforce); suddenly emergent Botwhin Marshal forces appearing ‘above’ alien armadas engaged in invasion support, and unleashing a ‘rain of hell’ of PAMships slamming through the enemy formation. As the Marshal taskforce drops towards the planet below to deploy ground troops for surface intervention and disaster relief, the singleships take the opportunity to snipe and ram targets of opportunity on the way down. Caught between trying to stop the relief forces heading towards their own ground troops, and the Botwhin capital ships blasting away at them from high orbit, most alien invaders fall apart in the chaos.
The PeaceBinder takes its name from the Botwhin term(‘Chessna*Toc’) for an instrument used to officially close and seal binders and safety trigger-locks on weapons carried into no-weapons zones and treaty areas, as well as to sign envelopes for documents of surrender/capitulation/ceasefire in Botwhin culture. An appropriate name, considering that once this ship and its complement have made their mark on a battlezone, peace and disarmament follow soon thereafter.
Fortunately, for the peace of mind of galactic powers, the Botwhin apparently only have eight of these monsters, keeping them mostly at homeport, but the Botwhin have shown a decreased reluctance in recent years to use their firepower to resolve SAAPA violations. The Botwhin blame this on the turmoil surrounding the Forge Wars, and the breakdown of the normal galactic laws and treaties protecting the less-developed worlds from exploitation by more technologically advanced, and culturally less scrupulous, species.
Type:PAM-BSCV-03
Class: Battleship-Carrier
Crew: 500+600 additional troops/passengers
MDC/Armor by Location:
Main Body 300,000
Bridge 80,000
Forward Heavy Sensor Array 90,000
Rear Heavy Sensor Array 90,000
Rear Engine Nodes(4) 80,000 each
Small Craft Bays(4) 80,000 each
Long Range Heavy Laser Cannons(8 ) 4,000 each
Long Range Particle Beam Cannons(8 ) 4,000 each
Medium X-Ray Laser Batteries(8 ) 500 each
Cruise Missile Launchers(4) 1,400 each
Long Range Missile Launchers(12) 300 each
Medium Range Missile Launchers(20) 280 each
Mini-Missile Turrets(24) 200 each
Gattler Turrets(18 ) 500 each
Point Defense Lasers(36) 200 each
Tractor Beam Projectors(24) 180 each
Variable Forcefields 15,000 per side, 90,000 total
Height: 950 ft
Width: 950 ft
Length: 5,000 ft
Weight: 20 million tons
Cargo: 1 million tons
Powerplant:Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 18
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 1.8% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not Possible
Market Cost: 53 billion credits
Systems of Note:
Standard Starship Systems, plus:
*Hardened Systems---Botwhin sensors and electronics are heavily shielded against EMP, radiation, and other disruptions...Ion weapons and electrodisruption damage does NOT apply to the ship’s systems.
*Tractor Beams(24)---- Each small craft bay has six tractor beam turrets around the perimeter of their hatches for assisting in docking, undocking, and recovering the complement of singleships. Effectively each rated for 3,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 5 miles in space(NOT usable in atmosphere)(Kitsune Values: 5,000 miles in space).
Weapons Systems:
1) Long Range Heavy Laser Cannons(8 ; 4 forward and 4 aft)
Range: 30 miles in atmosphere, 90 miles in space
(Kitsune Values: 90 miles in atmosphere, 90,000 miles in space)
Damage: 1d4x1,000 MD per blast
4d4x1,000 MD for four cannon firing on the same target simultaneously
Rate of Fire: Once per melee
Payload: Effectively Unlimited
2) Long Range Particle Beam Cannons(8 ; 4 forward and 4 aft)---These weapons have a better rate of fire than their CCW equiavlents due to a more robust power delivery system.
Range: 18 miles in atmosphere, 70 miles in space
(Kitsune Values: 70 miles in atmosphere, 70,000 miles in space)
Damage: 1d6x1,000 MD per blast.
4d6x1,000 MD for four cannon firing on the same target simultaneously
Rate of Fire:Once per melee
Payload: Effectively Unlimited
3) Medium X-Ray Laser Batteries(24, eight batteries of three lasers each, fire and aft)---Pumped by their own independent fusion powerplants in a series of ‘micro-blasts’, these intense laser beams are designed to defeat conventional anti-laser defenses and tear into enemy destroyers and other light craft. Aside from a slower rate of fire, they are identical to those carried on the PAM singleships
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d6x100 MD per blast, plus the high X-ray component punches through laser-resistant armors without diminishment of damage. 6d6x100 MD for all three lasers in a battery firing at the same target simultaneously
Rate of Fire: Four times per melee round
Payload: Effectively Unlimited
4) Cruise Missile Launchers(4)----These launchers are used to unleash barrages of anti-spacecraft missiles into enemy formations
Range:Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-32 each launcher
Payload: 128 each launcher, 512 total. Additional missiles may be stored in the cargo holds and reloaded within 20 minutes(1 ton of cargo per 6 missiles)
5) Long Range Missile Launchers(12) ---Typically used to take out enemy spacecraft, spacestations, and surface facilities at long range.
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 1-30
Payload: 300 missiles per launcher, 3600 total; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)
6) Medium Range Missile Launchers(20)---Mid-range defense against fighters, robots, and cruise missiles, these VLS-style launch cell batteries can throw out massive barrages of MRMs at once.
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 1-40
Payload: 400 missiles each launcher; total. Additional missiles may be stored in the cargo holds and reloaded within 10 minutes(1 ton of cargo per 24 missiles)
7)Mini-Missile Turrets(24) ---Close-in defense against fighters and missiles that have somehow survived the MRMLs...The Botwhin appreciate what a well-placed knife or poisoned needle can do...and intend to meet it with a well-swung morningstar.
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: 480 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)
Nuclear Gattlers(18 )---(Also known as a Nuclear Pellet Gun) This is a GIANT eight-barreled heavy-caliber(200mm) gatling gun that spews hundreds of tactical-nuclear shells per minute. PAMs typically use these weapons to spew instant nuclear minefeilds in the path of enemy ships, fighters, and missiles. The use of special isotopes in the warheads reduces radiation to a minimum, making these weapons ‘environmentally safe’(if you excuse the massive holes chewed in the environment).
The PeaceBinder mounts no less than EIGHTEEN of these weapons as ‘point defense’...four forward, four aft, and five each on the lateral flanks between the launch bays.
Range 5 miles in atmosphere, 15 miles in space
(Kitsune Values: 15 miles in atmosphere, 15,000 miles in space)
Damage: Does 1d6x100 MD to a 50 ft blast radius, 6d6 MD concussion damage to a 100 ft blast radius. A 24-round burst does 2d6x1,000 MD to a 300 ft blast radius
Rate of Fire: Bursts of 1-24
Payload: 3,200 rds
9)Point Defense Lasers(36)---The Botwhin consider these lightweight weapons, but they’re low-cost, easy to maintain, easily automated, and heck, you can’t have too much protection, can you?
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 4d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Auxiliary Craft:
220 Singleships(carried 55 to a bay, in five rows of 11 each)
8 Heavy Shuttles
Botwhin PAM Singleship
“So you’re going riding with the Marshal, are you? Here’s a few tips...write out ypur will first and have it placed in a safe place with people you trust, then take off all your clothes when seating yourself aboard the torchship and set aside everything in heavy bubble wrap...Why go starkers? Because besides saving you some heavy cleaning and underwear changing, you don’t want to have your buttons and zippers embedded in your flesh upon takeoff....”
The PAMship is the most often encountered unit of the Botwhin military forces outside their own home solar system. This pockmarked metallic bowling ball of a starship, covered with blast ports, weapons blisters, and equipment hatches, has no discernable front or back, except when it opens up its main plasma drives(at full throttle). The ship is propelled by a combination of fusion ramjet and gravitic impellor drives.
As its name suggests, the Singleship is just large enough to accommodate one Botwhin Protection Act Marshall and its gear. A second Botwhin-sized passenger can be squeezed in, but conditions will be cramped. Additional smaller beings can be carried as cargo, but must be carried in special containment casings, like gravity-insulated pods or liquid suspension gel packs, to prevent them from being crushed to goo under the intense and constant acceleration PAMs favor.
PAMships are heavily(some say obscenely) armored for their size, and very fearsomely armed, mostly with long range X-Ray laser cannons and nuclear projectile devices. A favorite weapon of Botwhin space forces is the Nuclear Gattler, a heavy caliber rapid-fire multi-barrel autocannon that spews hundreds of mini-tactical nuclear projectiles with each burst. A blast from these weapons in defensive mode can set up a blast barrier able to stop even volleys of smart missiles, or tear enemy fighters to free atoms. Used against larger targets, the thousands of micro-nuke blasts of a concentrated attack can overwhelm forcefields and bury surface fortifications in radioactive ash.
If the PAMship has a weakness, it’s the lack of anything that couldn’t be considered an ‘overkill’ weapon....simply crippling or swatting aside enemy fighters just isn’t possible with weapons that would more likely vaporize them. However, the Botwhin don’t regard this as a problem, as they typically just ignore, outrun, or ram through anything less than a capital ship battleline opposing them.
Most opponents, after facing a Botwhin SINGLESHIP, don’t stick around to encounter the heavier ships in the Botwhin arsenal....
Type: PAM-PEC-2
Class: Patrol Enforcement Craft
Date of Introduction:
Crew: 1-2 Botwhin
Up to 10 human-sized passengers can be carried in cargo anti-g pods
MDC/Armor by Location:
Main Body 10,000
Reinforced Crew Compartment 2,000
Nuclear Gattler Turret (1) 500
X-Ray Laser Turrets(3) 360 each
Missile Launchers(2) 300 each
Variable Forcefields 6,000 each side(36,000 total)
Height: 180 ft
Width: 180 ft
Length: 180 ft
Weight: 2,800 tons
Cargo: 50 tons; typically the PAM’s arsenal, body armor, and evidence kits
Powerplant: Nuclear Fusion w/ 50 year energy life
Speed:(Atmosphere) Hover to Mach 6(boost mode)
(Space) Mach 30
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 3% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Perfectly functional underwater; can withstand depths up to 5 miles deep.
Cost: Not available for sale off Botwhina
Systems of Note:
Standard Spacecraft Systems, plus:
*Hardened Systems---Botwhin sensors and electronics are heavily shielded against EMP, radiation, and other disruptions...Ion weapons and electrodisruption damage does NOT apply to the ship’s systems.
*Retracting Sensor Mounts---All the ship’s sensors are mounted in retractable pods that are pulled into the hull when encountering combat or hazardous conditions...This means that the ship often flies blind, operating on basic sensors(effective range of 600,000 miles) in hot situations, until it can safely deploy its sensors/cmmunications pods.
Weapons Systems:
1) Nuclear Gattler(1)---(Also known as a Nuclear Pellet Gun) This is a GIANT eight-barreled heavy-caliber(200mm) gatling gun that spews hundreds of tactical-nuclear shells per minute. PAMs typically use these weapons to spew instant nuclear minefeilds in the path of enemy ships, fighters, and missiles. The use of special isotopes in the warheads reduces radiation to a minimum, making these weapons ‘environmentally safe’(if you excuse the massive holes chewed in the environment).
Range 5 miles in atmosphere, 15 miles in space
(Kitsune Values: 15 miles in atmosphere, 15,000 miles in space)
Damage: Does 1d6x100 MD to a 50 ft blast radius, 6d6 MD concussion damage to a 100 ft blast radius. A 24-round burst does 2d6x1,000 MD to a 300 ft blast radius
Rate of Fire: Bursts of 1-24
Payload: 3,200 rds
2)Heavy X-Ray Lasers(3)---Pumped by the fusion powerplant in a series of ‘micro-blasts’, these intense laser beams are designed to defeat conventional anti-laser defenses.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d6x100 MD per blast, plus the high X-ray component punches through laser-resistant armors without diminishment of damage.
Rate of Fire: Five times per melee round
Payload: Effectively Unlimited
3)Long Range Missile Launchers(2)---These can be used to fire ordnance or probes
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: 100 missiles
4) Sandcasters(4)----Sandcasters throw out clouds of special silica shards and metal chaff that stay with the ship for up to five melees as long as the ship doesn’t make any changes in course or speed, and provide limited protection from enemy fire and missiles.
Range: Fills a cloud around the ship, expanding until it disperses to ineffectiveness within 5 melees
Damage: Lasers do HALF damage through the cloud before it disperses, and anything flying into the cloud takes 4d6 MD of damage. Enemy missiles have a 50% chance of being decoyed and diverted off course by the chaff; ‘smart’ missiles have only a 25% chance.
Payload: 100 canisters
5) Plasma Exhaust---By quickly closing with a target, then slewing about while openning the throttle in what has been called a ‘comet ram’, Botwhin daredevil pilots can use their own plasma drives as weapons, hitting the target with a spray of intense plasma and drive radiation...They aren’t called ‘torchships for nothing. This tactic is especially effective against ground targets...the ship can melt enemy fortifications into slag or turn an enemy base into a pool of molten volcanic glass simply by hovering overhead.
Range:0.5 miles in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 50 miles in space)
Damage: 5d6x10 MD per 5 seconds of exposure, in a 500 ft wide cone. A full melee hovering melt-blast would do 1d6x100+50 MD. Radiation-based sensors (Radar, optics) will be effectively blinded by the sudden spike in energy, with a 50% chance of being permanently damaged and taken offline.
Rate of Fire: Can only be attempted with a -20% to piloting skill, -10% against stationary targets, per each attempted strike.
6) Ramming----Botwhin ships are built TOUGH, and thus it comes as no great surprise that the Botwhin often use their ships’ toughness and high acceleration to deliver sideswipes and rams, though this ‘billiarding’ maneuver is often hard to accomplish with any great accuracy. Their practice of making meteoric re-entries and slamming into the ground on landing is infamous; sometimes the only warning that an oppoent has that the PAMs have arrived is the earthquaking, building-shattering impact of the PAM singleship into their headquarters.
Spaceborne Ram/Sideswipe----5d6x10 MD(-2 to strike)
Landing Slam---2d4x100 MD, and sinks the ship up to 90 ft into hard surfaces.