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Posted: Fri Mar 14, 2008 2:04 pm
by taalismn
Vrusk ‘Devgo’ Heavy Fighter

“The Devgo’s a bust as a fighter...it’s better than the armed Scarab EVA tugs they used previously, but any good Fang or Broadsword can run circles around it...as long as they don’t wander into the fire-arcs of any of its guns...and it packs a lot of them.
They may not be as radioactive as their motherships, but I’d hate to be on the crash response crew when one of these things goes down planetside...The Vrusk love their exotic isotopes and don’t worry about radiation shielding...Any splash site is thus likely to a hotzone. Naturally, though, the first impulse most people get upon reading the radiation detectors is to call for a Vrusk cleanup squad, which works out just fine...the Vrusk pilots get to see familiar friendly faces coming to their rescue, and the Vrusk get to cart away any sensitive technologies of theirs before anybody else can work up the nerve and the shielding to try it themselves. “
---Major Vral Allard, Consortium Armed Forces Fleet Command, Gaina Sector, Consortium of Civilized Worlds

With the agreed unification of their planet’s military assets to better deal with offworld threats, the Vrusk military forces found themselves in need of a fighter that could accommodate their peculiar physiologies. Finding none in the general market that were suitable, they turned to their scrapyards and dumpster-dove for the parts to build their own. The Devgo was the result of one such contract farmed out to the Vrusk aerospace salvage and recycling consortium EvLaumCo.
The Devgo is based on recycled frames of Naruni Enterprises’ FB-49 Fire-Eater Attack Ship, several hundred irradiated hulls(or pieces) of which have ended up in Vrusk scrapyards. EvLaumCo rippped out the old powerplants and replaced them with larger, more easily-maintained isotopic heat-pile systems, chopped out the old single-seat cockpit and bolted in a new two-abreast cockpit module for two crew, cut down the wings and slotted in new wing-panels, and rebuilt the upper hull. The plasma machineguns were replaced with Vrusk-pattern nuclear pellet launchers, the upper hull now refitted to accommodate two particle-lances, a single rear defense laser turret added, and the missile bay refitted to carry a larger variety of ordnance. The Vrusk also discovered that the carbon-nexx cermasteel popular with the Naruni for their ship designs tended to degrade with exposure to radiation and certain corrosive chemicals in the Vrusk atmosphere; the Vrusk have replaced much of the original material with a slick-looking, heavier shem-fiber-reinforced boro-silicate megadamage glassite material. Though still recognizable as a Naruni Fire-Eater, the Devgo looks like an FB-49 that’s been run through a blender and worked over by a bunch of mechanics with an armor-plate fetish. Slightly slower and much less agile than its parent design, the Devgo mounts more armored protection and more raw firepower, but still performs with fighter-spec capabilities.
The Vrusk Aggressive Threat Management Agency was so pleased with the Devgo that they authorized EvLaumCo to build new ships with wholly new frames. Of course, the ships are often produced from recycled materials, but that’s just common sense in cost-cutting.
The Naruni have officially deigned to ignore the unauthorized ‘junkyard’ clone, because they know the Vrusk aren’t selling them to anyone else, and because the Vrusk hold several large waste-haulage contracts with NE. The Naruni are experienced enough to know it doesn’t pay to make enemies of one’s garbagemen...They also know that trying to gather industrial espionage on the Vrusk is a difficult and dangerous proposition, given that the Vrusk development and production facilities are located inside a ring of radioactive waste pits and toxic waste dumps.
Type:V-CAF/VATMA-F08 Devgo
Class: Heavy Fighter
Crew: 2 Vrusk(pilot and gunner)+1 passenger/mission specialist
MDC/Armor by Location:
Main Body 700
Reinforced Crew Compartment 180
Nuclear Pellet MachineCannon(2) 150 each
Particle Beam Cannon(2) 100 each
Light Laser Turret(1) 60
Missile Bay 200
Variable Forcefield 175 per side(1,050 total)
Height: 15 ft
Width: 30 ft
Length: 45 ft
Weight: 25 tons
Cargo: Small space in crew compartment for survival gear and a few personal possessions.
Powerplant: Nuclear Fission w/ estimated energy life of 18+2d8 years
Speed:
(Atmosphere) Hover to Mach 2; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) Not Possible
(Underwater) Not Possible
Market Cost: 60 million credits
Systems of Note:
Standard Starfighter Systems:

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

Weapons Systems:
1) Light Nuclear Pellet AutoCannon(2)----These are essentially tri-barrel rail-guns shooting belts of armor-piercing depleted uranium rounds with a small plasma grenade -equivalent explosive filler shoehorned in behind the punch-head. These weapons are operated by the pilot.
Range: 4 miles in atmosphere, 8 miles in space
(Kitsune Values: 8 miles in atmosphere, 800 miles in space)
Damage:2d6x10 MD to a 20 ft blast radius per shot, 6d6x10 MD for a triple-shot burst, per single cannon(double for synchronized bursts; counts as ONE attack). Against supernatural beings, these weapons act like U-Round munitions.
Rate of Fire: EGCHH
Payload: 200 rds per cannon

2) Particle Beam Cannons(2)---These weapons are operated by either the pilot or the gunner. The Vrusk mount a rather antiquated PBC design that’s bulkier than the types currently used in the CCW and NE, but which has proven more reliable and less prone to losing beam cohesion over range. The Vrusk have also learned how to ‘overload’ the PBCs, pumping more power into the cyclotron elements, and causing a more energetic blast, but at the risk of burning out the weapons
Range: 1.2 miles in atmosphere, 2.5 miles in space
(DOUBLE range in Overload Mode)
(Kitsune Values: 2.5 miles in atmosphere, 250 miles in space)(DOUBLE range in Overload Mode)
Damage: 1d6x10 MD per blast, 2d6x10 MD per dual blast(counts as one attack)
(Overload Mode) Takes 15 seconds to build up the charge(PBCs cannot fire during that warmup period) but does 5d6x10 MD with the following blast. There is, however, a 25% chance of subsequently burning out the weapon(cannot be fired again until totally overhauled)
Rate of Fire: EGCHH
Payload:Effectively Unlimited

3) Rear Defense Laser(1)---This weapon is managed by the gunner. Identical in most respects to the Naruni weapon already mounted on Fire-Eaters(hardly surprising, since the Vrusk copied the weapon from salvage).
Range: 1 mile in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 1d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

4) Bomb/Missile Bay---This is managed by the gunner/weapons officer. The bomb bay can hold 160 Mini-missiles OR 80 SRMs, 40 MRMs, OR 20 Long Range Missiles or the equivalent in freefall bombs(DOUBLE the blast radius)

Variants:
No variants of the Devgo have yet appeared.

Posted: Fri Mar 14, 2008 3:48 pm
by Aramanthus
Excellent Starships Taalismn! I especially like the Special Operations Frigate! Cool! :D

Posted: Sat Mar 15, 2008 9:31 am
by taalismn
Yep, I figured it was time to get back to this thread....
And the FWC really needs to have some fleet action...they can't beat the TGE ship for ship, but they CAN get smart and sneaky about it...

Posted: Sun Mar 16, 2008 9:54 pm
by Aramanthus
I've been using everything I can for them. Everything you've created and everything Kitsune's produced for them. I know I've still have to finish the Golgan Alliance Mercenary units. :D

Posted: Mon Mar 31, 2008 12:27 pm
by taalismn
Bone Dreadnought

“Where the heck did they get TWO of those things?!”
“They’re Bakalaponans...chance seems to favor the insane.”
“Oh craps...a pair of sixes!”
“Good, maybe we can still outrun them!”

Bone Dreadnoughts are alien craft believed to be the products of a now extinct ancient race, the PalgauRtalgurHergax( which has roughly translated into “Elite Professionals of Organized Events”) who once held sway over a dominion a in the Thundercloud Galaxy...The PGRGHG are believed to have experimented extensively in probability manipulation, as well as in the non-magical alteration of space/time to create ‘pocket universes’. Their fate as a culture remains unknown; many cautionary tales tell of how they inadvertantly openned up a doorway to some hellish realm and were all massacred, while other tales say that their probability-bending experiments one day favored their absolute and immediate extinction(the ‘Critical Fumble’ theory).
Bone Dreadnoughts are occasionally found in desolate regions of space. These ships resemble massive six-sided cubes of a tough white polymer-ceramet material. The sides are sequentally pitted with one to six refractory-lined plasma projection aperatures...these projectors serve as both the main drive systems and as the main armament.
Because of the unusual arrangement of armament and propulsion nodes, the Bone Dreadnought varies its efficiency, speed, and offensive capabilities by rotating in flight to bring the highest number of drives/weapons to bear. The interior life quarters are actually in a inner-mounted spheroid that rotates unnoticeably to compensate for the gyrations of the outer hull.
Compared to conventional modern starcraft, the Bone Dreadnought is pathetically under-armed, with a lack of a varied complement of weaponry, and a drive/weapons array that makes it impossible for the ship to be at both its fastest and most capable offensively simultaneously. According to some translated PGRGHG texts, the ancients believed in a sense of ‘balance’ in all things(which clashes with what is known about their research into probability modification). Despite the awkward arrangement, the ship is actually quite agile, and can quickly spin to bring its heavy batteries to bear, or to quickly and unpredictably alter course and speed in a single action. Still, those used to a more varied array of weapons, with a more even hull distribution, the Bone Dreadnought’s dependence on twenty-one fixed position plasma cannons, no matter how powerful, is dangerously shortsighted and unequal to the task of defending the ship in modern deep space combat.
In the Bone’s defense, however, its armor is heavy, and shields also offer substantial protection. Its advanced technology, which still baffles many modern 3G cultures, gives it some subtle advantages, such as a lack of obvious sensor and airlock arrays to target. The most controversial feature of the Bone Dreadnought, however, is its Probability Manipulation capability. Used sparingly and wisely, this ability can change disaster into victory, and turn around seemingly impossible odds...However, unwise use can have exactly the opposite effect, endangering the lives of all aboard. Ancient legends tell of SWARMS of Bone Dreadnoughts hurtling into battle, wiping out entire battlefleets...and an equal number of legends tell of battles lost catastrophically, as entire squadrons of Bone Dreadnoughts spontaneously exploding or simply disappearing from reality.
As the relics of an ancient species that still isn’t well understood, the Bone Dreadnoughts are invaluable; many governments and corporations would pay millions of credits to acquire one for study. The few that are known to be in service with various concerns, however, are regarded with a combination of reverance and fear. These ships are known equally well as ‘lucky’ and as ‘suicide’, and those crews who have known nothing but victory and success in their missions rightfully spend a lot of time sweating, every time they go out on a mission, wondering if the odds are going to catch up to them the next time the Probability gizmo is activated.
Type: PGRGHG-SBD
Class: Pocket Dreadnought
Crew: 80
MDC/Armor by Location:
Main Body 200,000
Bridge/Internal Crew Compartment 60,000
Drive/Weapons Nodes(21) 1,500 each
Variable Forcefields(6) 20,000 each side, 120,000 total*

*Shields regenerate at 30% per melee

Height: 900 ft
Width: 900 ft
Length: 900 ft
Weight: 50,000 tons
Cargo: 6,000 tons
Powerplant: Self-sustaining Plasma Nuclear Fusion; estimated operational energy life of 15,000 years(none of the ships so far encountered have had to be refueled or re-engined)
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 2 single plasma drive node; Mach 12 for all six nodes
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.2- 1.2% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Not possible
Market Cost: 10 billion credits or more for an intact and operational Bone Dreadnought.
Systems of Note:
Standard Starship Systems, plus:

*’Osmotic’ Airlocks---The outer walls of the Bone Dreadnought look like seamless solid material, with no obvious doors, hatches, or portals, but to those who know where to find them, they can access the ship by tapping on the hull, whereupon a white circle appears and draws in/expels the person.

*Probability Modification
One of the great secrets of the PGRGHG was Probability Manipulation, a technology or form of applied magic that few races have successfully manipulated. In their heyday, the PGRGHR used this to incredible effect until, it seems, the odds caught up with them.
There are two modes of Probability Manipulation---Minor Adjustments and Major Shifts
Minor Adjustments are small incremental changes that favor a particular outcome. Examples of Minor Adjustments include pluses to Dodge, Roll, or Strike(no more than a +4). Minor Adjustments can also be applied to other vessels/objects as well, but the alterations cannot be as gross(example: enemy missile fire is adversely affected by problems with the missile sensors, causing the missiles to be -2 to strike...or a space mine refusing to detonate)...No more than a -2 to can be imposed to enemy actions; maximum of -4 if the enemy is within 50 miles of the Bone Dreadnought.
The Bone Dreadnought crew must announce plans to perform Minor Adjustments at the BEGINNING of the melee. Only ONE type of Minor Adjustment can be attempted at a time(crew cannot declare, for instance, that they are adding a +4 to their ship’s ability to Dodge and at the same time jiggering enemy fire control to be -4 to Strike).

Major Shifts are major changes to events that border on Possibility. Unlike Minor Adjustments, Major Shifts can be initiated almost retroactively....for instance, when the crew KNOWS with all certainty they’re going to recieve a critical hit that will total the ship(example: the ship has lost a Dodge roll versus a salvo of anti-matter cruise missiles, point defense has failed to take out the incoming swarm, and the missiles just rolled a CRITICAL strike...in the last microseconds before their demise, the crew effectively gets to RE-ROLL the sequence, hopefully this time making a last second dodge out of the way, score a lucky hit, the missiles are all duds, or explode prematurely while still inside their firing ship). Unlike Minor Adjustments, the crew can attempt a Major Shift AFTER/IN RESPONSE TO an enemy action.
Other examples of Major Shifts include enemy fire being deflected and striking other enemy ships, mine fields spontaneously exploding and taking out all other mines in the region, pursuing enemy ships running into previously unnoticed asteroids, etc...

However, one can cheat probability only so far; with every alteration to probability, there is a change of an opposite shift...the greater the alteration, the greater the potential backlash. With Minor Adjustments, the chance is small, but still there, and the fabric of space/time/probability can be stretched quite a bit before a backlash becomes certain. With Major Shifts the risk is much greater.
For every continuous melee of Minor Adjustments, there is a cumulative 2% chance of a backlash.
For every Major Shift within a 24 hour period, there is a cumulative 10% chance of a backlash.

Backlash Table:
01-20 Lucked Out! Nothing happens, aside from the awareness that everybody just dodged a bullet!
21-40 Light Damage---The ship takes 4d6x10 MD
41-65 Medium Damage---The ship takes 2d6x100 MD
66-75 Heavy Damage---The ship takes 2d6x1,000 MD
76-85 Temporary Curse---The Probability Adjustor is rendered inoperable for 24 hours, and the ship is -6 to strike, parry, dodge for 24 hours.
86-95 Dimensional Rift opens up inside the ship--Does 2d4x100 MD damage, and there’s a 25% chance that something came through...
96- 99 Bad Deja-Vu---Ship loops back in time and is forced to redo the action that initiated the original Probability Adjustment; only this time they are -1d6 to initiative, dodge, strike, parry, etc., and cannot attempt the Adjustment again for another 24 hours.
00---Ship just plain vanishes, either into another reality/universe, or from all existance.

Weapons Systems:
1) Plasma Cannon(21)---The only evident weapons of the Bone Dreadnought are these plasma projectors, that double as fusion drives. They also double as the ship’s point defense(something akin to swatting flies with a flamethrower in the opinion of many).
Range: 2 miles in atmosphere, 5 miles in space
(Kitsune Values: 5 miles in atmosphere, 50,000 miles in space)
Damage: 1d6x1,000 MD per blast, 6d6x1,000 MD for a salvo of six cannons firing simultaneously(the maximum possible)
Rate of Fire: Five times per melee
Payload: Effectively Unlimited

Auxiliary Craft:
*8 four-sided lifeboat shuttles(stowed as the corners of the cube)

Note:
Opposing Node Sets:
1-6
2-5
3-4
Variants:
Reports have occasionally surfaced of Bone Dreadnoughts of a red color, rather than a bone-white. It is not known if these ‘reds’ differ in any significant way from the regularly encountered Bone Dreadnoughts.

Posted: Mon Mar 31, 2008 5:34 pm
by Aramanthus
Awesome ship from the past. Hopefully you create some more ships from this race! I like how this fits in with a few extinct races mentioned in a thread from last week.

Posted: Mon Mar 31, 2008 7:31 pm
by Aramanthus
Great ideas Gadrin! Those are definately ways to keep unwanted visitors contained!

Posted: Mon Mar 31, 2008 8:19 pm
by taalismn
Aramanthus wrote:Awesome ship from the past. Hopefully you create some more ships from this race! I like how this fits in with a few extinct races mentioned in a thread from last week.


It's one of those ideas you get when you're flat on your back, your brain on 'vegetate', and you wind up staring at something so long its original meaning loses all context in your brain...Like saying the same word so many times over you forget what it means...

No, I am NOT on drugs...

Posted: Tue Apr 01, 2008 12:02 am
by Aramanthus
I never said you were on drugs! I think it's great you are so inspired! I really admire that! I've been looking for my muse since my Dad's passing.

Posted: Tue Apr 01, 2008 5:54 pm
by taalismn
I feel a sudden urge to get a great big can of GREM-OFF...

Posted: Wed Apr 02, 2008 1:45 am
by Aramanthus
ROFLMAO!!! Those are riotous! Now there would be a funny thing to see a starship built by gremlins for gremlins! :D

Posted: Wed Apr 02, 2008 2:54 pm
by taalismn
#4 Airlocks open at random
#5 Lights go out and back on randomly
#6 During ascent operations, the engines suddenly cut out...

Posted: Wed Apr 02, 2008 3:54 pm
by taalismn
#10--_Controls break off in hands(if using touchscreens instead, screen keeps reseting or wobbling between configurations faster than the person can activate commands...this sometimes happens on my iMac).

Posted: Wed Apr 02, 2008 10:30 pm
by Aramanthus
Oh so you have gremlins in your iMac Taalismn! Are those the top ten for having Gremlins design your starship? Sounds like a fun ship to be watching it from a very safe distance. And those missiles sound like Darwin Awards missiles.

Posted: Wed Apr 02, 2008 11:27 pm
by Aramanthus
You have to admit it would be cute if those were the ships air Gadrin! I think that would be pretty funny to see a ship afflicted with that sort of problem. :D

Posted: Thu Apr 03, 2008 5:55 pm
by taalismn
It's called the HAppY sHIp for a reason...

Posted: Thu Apr 03, 2008 11:11 pm
by Aramanthus
Happy Ship? So do they serve Happy Meals on the Happy Ship? :D

Posted: Fri Apr 04, 2008 2:16 pm
by taalismn
Actually, with enough LDS in the ship's air supply and water, EVERYTHING becomes a potential happy meal...including insulation, high-voltage lines, benzene bottles....

Posted: Fri Apr 04, 2008 4:14 pm
by Lenwen
I admit I have not read threw the entirty of this thread all I need to know is if anyone knows if there are any Kittani styled ships in this thread ?

-Lenwen.

Posted: Fri Apr 04, 2008 4:19 pm
by taalismn
Lenwen wrote:I admit I have not read threw the entirty of this thread all I need to know is if anyone knows if there are any Kittani styled ships in this thread ?

-Lenwen.


There are...you just have to skim alot...
Plus there was a previous old Kittani/Splugorth starship thread...

Posted: Fri Apr 04, 2008 4:45 pm
by Aramanthus
What is LDS? Is that a more potent form of LSD? I can see it making a happy ship with that sort of twisted addition. Does this mean the Gremlins use LSD to create a Happy Ship?

Posted: Sat Apr 05, 2008 1:39 pm
by taalismn
Aramanthus wrote:What is LDS? Is that a more potent form of LSD? I can see it making a happy ship with that sort of twisted addition. Does this mean the Gremlins use LSD to create a Happy Ship?



Star Trek IV: The Journey Home reference, just in case you missed it...

Posted: Mon Apr 07, 2008 4:51 pm
by Aramanthus
Sorry! I don't have that one in my collection. Limited to near none of ST in my collection!

Posted: Mon Apr 07, 2008 7:12 pm
by taalismn
Aramanthus wrote:Sorry! I don't have that one in my collection. Limited to near none of ST in my collection!


All you really need, IMHO, is Star Treks II-IV; the first for the violence, the second for Klingons, and the third of the cited works for comic relief... Trek I was wooden and introductory, V was AWFUL, VI was a marginal improvement, VII: Generations was okay, VIII was better, IX was poor, haven't seen X yet...

Posted: Mon Apr 07, 2008 7:27 pm
by Aramanthus
I know! I've seen most of them. It was the LDS that confused me.

Re: Starship designs...

Posted: Sat Apr 26, 2008 1:19 am
by DhAkael
-ahem-
Mels & Fems...may I present to you...The Landale 2
(deck plans available at the gift shop).

Landale MK2 Class Medium Interstellar Cruiser
Model Type: ZSY-02 Landale Class

Class: Interplanetary / Interstellar Cruiser
Crew: 5; Pilot, navigator, com-officer, fire-control, technician.
Cyborgs and A.I.'s may also take over most piloting functions. May carry up to 24 extra passengers / crew.
M.D.C. By Location:
Spinalmount Mass-Singularity Cannon - 800
Plasma-Battery Turrets (2; fore & aft) – 600 each
Multi-Weapon Point-Deffense Turrets (2; sides) – 300 each
Missile / Torpedo Launcher (under nose) - 400
Point Deffense Rail-Guns (2) - 150 each
Point Deffense lasers (4) - 150 each
Anti-Personnel Railguns (2, ventral) – 75 each
Primary Engines (4)- 3125 each
CG-Drive (ventral centre)- 3750
Variable-Geometry Wings (2; for atmosphere) - 1250 each
Nose / Forward 1/3 (sensors, etc...) - 3125
Ventral Modular Docking Tunnel - 300
Port-Ventral Loading Ramp / Airlock – 600
Cargo Elevator – 600
Land Rover Elevator – 650
Fighter Bay Doors (2) -650 each
Main Body- 11,250
Bridge / FCE Craft -2250
Variable Shields (6 facings)- 1000 per side
Speed:
Flying: Inatmo; Mach 2, but can reach orbit via CG coils.
Exatmo; Mach 9.5 on Particle Impulse drives to 0.05c Sublight
Notes; reduce speed by 25% per primary engine damaged.
Sublight setting can not be used in combat (linear travel).
FTL: Hypergravitic Generators; Point-to-point travel via free-floating gravitywell or “jump point”. See Pg. 159 of AU:GG.
Contra-Grav System; 4 ly / hr.
Range: The life-support system allows the crew to function for up to 1 year. The plasma fusion engines have a nearly unlimmited range (hooked directly into the reactors).
Statistical Data:
Height: 42m Width: 76m (wing-span +30%).
Length: 160m. Weight: 11,000 metric tonnes fully loaded.
Cargo: 36x10x6m bay, with 907 tonne capacity.
Drive Type(s): Primary; Particle Impulse Drive w/ atmospheric forced-air thrust capability (4).
Note; Repulsor-lift coils are installed for VTOL manoeuvres (8).
Power System: Quantum Cell; Indefinate life span (?)
Market Cost: 0.9 billion estimated (?).

Weapon Systems
1) Spinalmount Mass-Singularity Cannon (1): This weapon is the big brother of the mass pistol and rifle. Unlike its smaller versions, the Mass-cannon is long ranged, but still power hungry. A powerful electromagnetic field contains an ultra dense graviton cluster, which is hurled towards the target. Upon impact the singularity collapses its self while also inflicting tremendous gravitic stress damage to the target.
Range: 150km Inatmo, 1500km in space.
Mega-Damage: 1D6X1000 per blast. Plus inflicts a critical damge result on a modified 20, and a natural 20 inflicts double damge and two critical damge results.
R.O.F.: 1 blast per melee (slow recharge rate)
Payload: effectively unlimited (has own powerplant).
Note: May only be used against mid-sized to large scale targets effectively; useless against fighters & Power suits.
Captiol Ship scale= -14 to strike small targets.

2) 30cm 'Starbolt' Plasma cannons (4; 2 per turret); A twin mount plasma-cannon turret is located on the top bow section of the Landale 2, in front of the bridge tower and aft between the dorsal engines. The turrets can rotate 2001, the guns depress 451 and elevate 801
Range: 9.6km Inatmo, 96km in space.
Mega-Damage: 1D12X100 per blast.
R.O.F.: Each cannon can fire 3 times per round, total of 6 single blasts or 3 twin volleys.
Payload: Effectively unlimited.
Note: May only be used against mid-sized to large scale targets effectively. Hvy. scale= -9 to strike small targets.

3) Multi-Weapon Turrets (2; Prt & Starbord); For deffense (or broadsides), there is a multi-weapon battery turret located on either side of the ship. It contains 2 pulse lasers and 1 rotary gravity-railgun. Used for anti-missle & fighter defense and can augment the plasma cannons in broadside actions versus larger vessles.
Range: [GRG]1.8km Inatmo, 4.8km in space
[Pulse Lasers] 1.5km Inatmo, 4km in space.
Mega-Damage: [GRG] 1D6X10 per burst of 10 rounds. [Pulse Lasers] 2D4X10 per single barrel, or 4D4X10 both firing.
R.O.F.: As per gunners No. of attacks, or 2 per turn on auto targeting. All weapons may be fired at once per action.
Payload: 1000 rounds (100 bursts) for GRG. Effectively unlimited for lasers.
Note: +1 to srike added to other bonuses.

4) Point Deffense Railguns (2): On either side of the Landale 2 are Phalanx-style railguns, used to repel enemy misslies and space fighters.
Range: 1.8km Inatmo, 4.8km in space.
Mega-Damage: 1D6X10 per burst of 10 rounds
R.O.F.: As per gunners' number of HTH attacks, or 2 per turn per gun on auto-targeting
Payload: 1000 rounds per gun (100 bursts each), additional ammo takes 1D4 minutes to load.

5) Point Deffense Lasers (4): Located at key locations on the Landale 2's hull (2 fore, 2 aft) are small deffense lasers, used to repel enemy misslies and space fighters.
Range: 1.5km Inatmo, 4km in space.
Mega-Damage: 2D4X10 per pulse.
R.O.F.: As per gunners' number of HTH attacks, or 2 per turn per gun on auto-targeting
Payload: effectively unlimited

6) Anti-personnel Railguns (2; ventral): These pop-out defense guns are used to cover the ships’ crew during landings in possibly hostile territory and to repel boarders. Both guns are auto-targeting and are tied into an integrated I.F.F. system.
Range: 1.2km Inatmo, 2.4km in space.
Mega-Damage: 6D6 per burst of 30 rounds
R.O.F.: 3 per turn per gun on auto-targeting
Payload: 6000 rounds per gun (200 bursts each), additional ammo takes 1D4 minutes to load.
Note: +1 to strike added to other bonuses.

7) LRM launcher (2): The Lanadle 2, has a twin tube missile & Torpedo launcher under the nose section. The Tubes are concealed until opened for firing.
Range: as per LRM or torpedo type.
Mega-Damage: as per warhead
R.O.F.: single, or in volleys of 2-4
Payload: 24; 12 per launcher.
Notes: +3 to strike, plus W.P.,targeting, & lock-on bonus, +5 for smart missiles. Extra missiles can be stored in cargo-bay.

Other Systems
Military Grade Sensors; The sensor package includes Radar, Sonar, Radiation, motion, and gravity wave sensors, which can detect ships a far away as 240,000 miles (386242 km) if they are traveling at sub light speeds. Ships in FTL can be detected at distances of up to 10 LY away, due to the disturbances that they make when travelling faster than light. Additionally, it boasts short-range scanners that give details on the capabilities and attributes of another ship. The sensors record weapons (exterior mounted, not recessed), engine power (based on power core readings), ship's mass, estimated MDC and estimated crew number. When the scanned ship is a recognizable model, the known specs of said model are posted next to the data being gleaned from the target for comparison.
Note: A skill roll of read sensors is needed for accurate information.

Vehicle Bay; The Landale2 has space for 1 medium sized ground vehicle, and launch cradles for 2 light-to-medium fighters of 30-63ft. in length (200 tonnes for vehicles). Plus there is space for up to 10 Glitterboy sized powersuits. This includes equipment for maintaining the vehilcles, and storage for spare parts.

Medical Facilities; Up to 5 crew members at a time may be cared for by the auto-doc system and regen- tanks. Cryo-Sleep tubes for 5 are also equipped.

FTL Life-boats (2); See "AU:GG" Pg. 181 for details.

F.C.E. Craft (Bridge Unit); The entire bridge is capable of detaching from the main hull and act as an FTL life boat. See "AU:GG" Pg. 181 for details.

Modular Docking Tunnel; The tunnel extends out from the air lock of the ship up to 50 feet away from the hull. Once it has reached another ship's air lock, it locks on using magnetic locks. For the rare occasions in which the other ship's hull is not metal, the head of the tunnel will use a mechanical locking system that bores in and holds fast. Once the connection is made, the tunnel is pressurized, further strengthening the seal. The ring at the head of the tunnel is flexible and capable of assuming any shape required in order to mate another ship's air lock. Additionally, the tunnel has six points along its length where it can from force field bulkheads in the event of a breach, which seal the tunnel automatically with 10 MDC force fields. Not only can the tunnel link up with any airlock configuration in the Three Galaxies, but it can seal against a ship's hull and provide a place to cut through using high-powered laser torches.

Targeting Computer; As with most military vessels ,a target acquisition computer is standard issue. +2 to strike with guns plus W.P. & lock-on bonuses.

Crystallis Armour; The outer hull &/ armour plating is a duraloy / crystallis composite. First, all energy weapons will do only 50% damage.
Secondly; one minute (4 melees), after combat has ended, all damage to the armour will begin to regenerate spontaneously, using the energy diffracted to heal its crystaline latice. This applies to coherent energy weapons only (Lasers, particle beams, etc), kinetic weapons will do full damage.

Remote Nanotech Repair Array; This system uses nano-fludic technology to repair internal damage to the ship. A mecahnics or electronics skill roll is needed (depending on internal damage type), from either a skilled crew member, or dedicated enigneering A.I. unit. Only 1 damaged system may be repaired at a time, and a repair roll failure (2 failed rolls out of 3) means the damaged system can not be repaired and must be replaced. Time for system repairs are reduced by 50% using the RNR array.

Repair Systems; The Landale2 has a built-in spacecraft repair kit that allows the crew and technical staff to effect any repairs in the field as long as there are spare parts and / or materials available. Up to 150% of the Landale2s’ total MDC is carried in spare materials. See "Au; Galaxy Guide" Pg. 169 for details.

Artificial Intelligence “Rez”; This TW created neural-net “lving” arificial intelligence replaces the normal auto-pilot and navigation systems. The entity is called ‘Rez’ and its avatar appears as a white glowing humanoid form, usualy female or androgynous. Rez has a pleasant though detached personality and is scrupulous in alignment. IQ rating for Cyberjacking and perception purposes is I.Q.; 18.
Skill Programmes are at level 6 proficiency (see AU:GG pages 194 & 195).
Spacecraft Mechanic (74%)
Spacecraft Pilot (94% for basic manuvers; 84% navigation & 79% FTL navigation)
Reaserch (64%)
Tri-Glactic Lore (49%)

Modules Available= 54.9

Re: Starship designs...

Posted: Sat Apr 26, 2008 3:11 am
by KLM
Nice ship.

Some suggested additions:
In the 3Galaxies, she is probably an Altess vessel (or similar, above average origin).

I would include some drones, like a dozen or two, roughly equal in capabilities with
the Triax Dyna-bots. Their purposes would be
- repair and maintenance
- onboard security
- mining (EVA)

Also, a small refirery and forge would be nice, so the ship - after spending some
quality time in an asteroid belt - can replenish stocks and ammo, spare parts.
A nanotech "hatchery" can also come handy.

After all, if the designers decided for such a level of automation...

--
Another issue is with the main gun: if I am correct, that fires a small black hole.
If so, upon collapsing, the charge creates an area of effect (sending out gravity
waves as well as an unhealthy dose of radiation and particles) - stat it out please.

Also, is it possible to time the collapse? So the gun can be used as a giant flak
canon - which might target incoming missile or fighter swarms (much small, but
area effect damage) easier, than capital ship.

Just my two cents.

Adios
KLM

Re: Starship designs...

Posted: Sat Apr 26, 2008 4:17 am
by Aramanthus
Excellent design DhAkael! I agree with KLM about it probably being an Altess design. I'd also like to see the primary weapon having the extra damage that KLM pointed out.

Re: Starship designs...

Posted: Sat Apr 26, 2008 1:18 pm
by DhAkael
Aramanthus wrote:Excellent design DhAkael! I agree with KLM about it probably being an Altess design. I'd also like to see the primary weapon having the extra damage that KLM pointed out.


KLM wrote:Nice ship.

Some suggested additions:
In the 3Galaxies, she is probably an Altess vessel (or similar, above average origin).

I would include some drones, like a dozen or two, roughly equal in capabilities with
the Triax Dyna-bots. Their purposes would be
- repair and maintenance
- onboard security
- mining (EVA)

Also, a small refirery and forge would be nice, so the ship - after spending some
quality time in an asteroid belt - can replenish stocks and ammo, spare parts.
A nanotech "hatchery" can also come handy.

After all, if the designers decided for such a level of automation...

--
Another issue is with the main gun: if I am correct, that fires a small black hole.
If so, upon collapsing, the charge creates an area of effect (sending out gravity
waves as well as an unhealthy dose of radiation and particles) - stat it out please.

Also, is it possible to time the collapse? So the gun can be used as a giant flak
canon - which might target incoming missile or fighter swarms (much small, but
area effect damage) easier, than capital ship.

Just my two cents.

Adios
KLM

Actualy..the Ship is designed owned and created by a Government that I can not disclose in here.
*looks for NARCS*
NOT the Altess; they don't have the drive, smarts or will to create something like this :D

Please read closer; the ship DOES have the refinery; it's basicly the "Ship construction / repair kit" detialed in AU:GG somewhere in the begining part of the Ship Building chapter. When the IRL gaming crew I was running came across it, it had hollowed out a fairly sizable asteroid to repair its self, using the RNR array. Over 500 years derilict, and she looked almost brand spanking off the show-room floor new ;)

Drones; Those are up to the individual GM / Players to provide. The Government who created the Landale 2 basicly emancipated MOST androids / robots with neural intelignces, and relegated drone 'bots to only the most limmited usage (like reactor repairs and other very dangerous work). Again..can't post why.
>.>
<.<

As for the Singularity cannon; It is a MICRO singularity and the field collapses on impact..meaning when it strikes either a shield interface or a hull / rock / building / etc. The ancillary effects you describe were specificly fine tuned OUT of the weapons effects BECUASE they would be so devestating.
These people may have mastered grav-tech, but they aren't suicidal or genocidal.

IF however someone wants to alter this write up, go nutz!
As I say ('till I'm blue in the face); "The Last and final arbiter of ANY ruling, plot point, game system mechanic, etc is the province of the individual GM. Period. Dot. End." :D

Re: Starship designs...

Posted: Sat Apr 26, 2008 8:06 pm
by taalismn
Nice, and good to see some new design work here.. :D

Re: Starship designs...

Posted: Sun Apr 27, 2008 12:37 pm
by DhAkael
Darkmax wrote:Wow.... I don't believe this is still around!!!........

My fault :D :lol: :bandit:

Re: Starship designs...

Posted: Sun Apr 27, 2008 1:53 pm
by taalismn
Darkmax wrote::lol:

No, I think it was mine... for starting it!!! :lol:


HE LIVES!!! :shock: :shock: :shock:

Re: Starship designs...

Posted: Sun Apr 27, 2008 3:15 pm
by taalismn
Darkmax wrote:Damn those space pirates.... crippled my starship and left me getting back on sublight alone.... some rationing and a couple of crew mates later..... yes, I am back!



So, what you been up to? Health good? Fortunes on the rise? Family okay?

Re: Starship designs...

Posted: Sun Apr 27, 2008 3:59 pm
by taalismn
Darkmax wrote:Everything is picking up. Same old with the family though. :D

Found myself in the mist of a chaotic change when I got back from Melbourne last year. Required much of my attention for quite a while.



Ah, life is change...as long as you stay ahead of entropy... :D

Re: Starship designs...

Posted: Mon Apr 28, 2008 2:41 am
by KLM
DhAkael wrote:
Over 500 years derilict, and she looked almost brand spanking off the show-room floor new ;)
(...)
As for the Singularity cannon; It is a MICRO singularity and the field collapses on impact..meaning when it strikes either a shield interface or a hull / rock / building / etc. The ancillary effects you describe were specificly fine tuned OUT of the weapons effects BECUASE they would be so devestating.
These people may have mastered grav-tech, but they aren't suicidal or genocidal.


Like my grandfather' axe. It is the same axe, we only got a new handle five times, and a new head two times for it. :lol:

As for micro singularity: of course, it is a miniature one.

However, as a side note - for those who want to alter the stats - having a blast radius with like 150 meters in atmosphere
and 1,5 km in space with like d6*10MD for human sized targets, 2d6*10 for most PA, 4d6*10 for most tanks and fighters,
up to like d6*100 for star frigates and up....
So having such a blast radius is actually very generous since the energy (and particles) released in the blast is
spread over an area, ie. damage is roughly divided by the diameter SQUARED (ie. two times the diameter, one-fourth the
damage).
So it is neither suicidal, not more genocidal than firing any starship main gun.
Just my two cents.


Adios
KLM

Re: Starship designs...

Posted: Mon Apr 28, 2008 2:30 pm
by taalismn
Darkmax wrote:I'm stunned to see this starship design thread is still going strong.


Here's a welcome back present, then...

WZ-CAC-3050 Perdition Command Assault Carrier
“Ship’s Log 41-0325-42324: Monitoring quiet until third quarter day period when inner ring sensors detected energetic activity of gravitic drive nature, with intensity suggesting at least five beta-class drive-masses, exiting orbit of E-04, with initial course plot showing arc intersecting Interdiction Zone 2 at Sector 241, where recent stellar debris encounters have neccessitated replacement of 70% of battlelite coverage... Gravitic activity locus also detected deploying EW scramblers....Taskforce 3 placed on Red Alert and activity-locus designated ‘BAILJUMPER’.
Continued monitoring and two launches of mid-cee stealth recon probes penetrated target ‘BAILJUMPER’ EW envelope. Presence of four beta-class drive masses confirmed, and one alpha-mass detected. Tentative ID of four ‘RASHER’-class escort cruisers and one ‘HANLO’-class battleship advanced. Inner ring battlelite LRM batteries deployed and four salvoes LRM fired at extreme range, with speculative 15% chance of success, for aggressive recon purposes. Salvoes destroyed by enemy point defense systems, although two hits scored on RASHER -target.
At 41-0310-32010, BAILJUMPER crossed inner ring perimeter. Multiple LRM and extreme range energy weapons fire deployed from Inner and Mid-Ring battlelites, resulting in diminished shield and drive curve detected in 3 RASHER signatures. Advisory issued to Tenders 34-40 in Sector 241 to evacuate in anticipation of Taskforce 3 arrival....(See attached file regarding Tender 39’s refusal of immediate compliance and subsequent non-standard deployment of complement of onboard battlelite reserves).
Taskforce advanced to Sector 241
41-0310-32612: BAILJUMPER enters Mid-Ring at Sector 241. Adjacent perimeter sector defenses open up at mid- to extreme-range. BAILJUMPER also under fire from close range by non-standard battlelite deployment by Tender 39, resulting in confirmed destruction of two RASHERs and further deterioration by 20% of HANLO defensive capabilities(See attached file regarding recommendation of commendation for crew of Tender 39).
41-0310-32618 Taskforce within range. Direct engagement with BAILJUMPER. Exchange of cruise missile fire reveals HANLO modified above spec with additional launchers and increased volume of fire. Taskforce Escorts MANDERAS and DAZOON badly damaged and ordered astern Task Flag shields. Confirm destruction of third RASHER by salvos from Escorts BOWDEN and OPHRA.
41-0310-32620-Energy weapons range closed with BAILJUMPER. HANLO now postively identified as DSN MAHLAN. Attempted short-range cruise-missile barrage by MAHLAN resulted in 20% forward damage to Taskforce Flag, but no deterioration in offensive capabilies. Barrage returned with interest and MAHLAN’s shields breached. Remaining RASHER attempted to shield MAHLAN while shields re-oriented, but switched fire from BOWDEN, OPHRA, returned DAZOON, and remaining battelites nuetralized RASHER. Over-shot from termination of RASHER confirm hit on MAHLAN and observed damage to propulsion.
Surrender request transmitted to MAHLAN. Response from MAHLAN main batteries, scoring damage on BOWDEN and reinforced forward shields of Taskforce Flag. Batteries ordered free-fire at opportunity. Multiple critical strikes recorded.
41-0310-3231-Multiple internal radiation events recorded, bow section of MAHLAN. Schematic database speculates 90% likelihood indicator of forward fusion powerplants going critical. Speculation confirmed by major structural breakup of MAHLAN---Subsequent reactor overload events on remaining neutralized RASHER indicate activation of self-destruct/suicide charges on escort craft. Cessation of enemy action ascertained, no lifeboat ejections noted.
Taskforce 3 remaining on station at Sector 241 while mine support craft replace depleted battlelites. Am rotating Taskforce Escorts MANDERAS and DAZOON to outer orbits for repair and re-crewing; am requesting AMSIS and CORELYM as replacements. Expect repair of 50% of sustained damage within next 48 hours, restoring Flag to 80% of full capability. No further enemy movement detected. Task Force 3 requesting confirmation of kill-claim on DSN MAHLAN.
(off-record): Looks like their gambit’s been shot for now; with the loss of MAHLAN, I don’t expect to see them risk their remaining heavy cruisers on a run after we just trashed their last flight-worthy battleship. Just another day on the blockade pickett.

For people who can’t afford to rent the services of an Ethereal or a Chimaera, WZTechYards has created the impressive Perdition for those large scale campaigns where size really DOES matter.
The Perdition is slightly larger, overall, than the CCW Packmaster super-carrier. Because the Perdition is aimed at smaller independent naval forces that can’t afford to maintain massive escort fleets for their assault carriers(and thus increasing the chances that the carrier will come under fire), the Perdition is faster, more heavily armored, and more heavily armed than its CCW cousin. Despite being larger, the Perdition carries fewer fighters, owing to more internal volume being dedicated to armor, shield generators, and weapons magazines. However, the decrease in fighter capacity is only marginal, and enemies who have thought to storm through a numerically lesser fighter screen have found themselves facing battleship batteries upon closing with the Perdition.
The Perdition has a fairly standard monobloc hull, with the main engines located at one end, and the primary tactical systems at the forward end. Small craft are debarked through three launch systems....a high speed catapult running through the ship’s prow, and two conventional lateral hangar bays. In combat, the catapult is typically used to rapid-deploy ‘sticks’ of power armor(encapsulated for planetary re-entry if attacking a planetary target) or interceptor fighters, while launching support fighters and shuttles from the hangar bays. This gets the power armors and rapid-response fighters clear of the ship and into combat faster, while the mothership moves to engage surface and space defenses. Not everybody agrees with the catapult idea, however(many PA grunts feel that sub-orbital ‘jumps’ of the sort are obsolete tactics and only increase the chance of a contingent of troopers being blasted away or too dispersed over enemy territory before they can land and form up), so WZTechYards has experimented with versions of the Perdition that remove the catapult and replace it with additional heavy weaponry.
Because the Perdition’s design fits in so well with their own philosophy of combined battleships/carriers, the Zyganian Imperial StarForce(ZISF) has bought at least two Perditions to supplement their own domestically-produced Zortax-class supercarriers. Perhaps an even better sign of the Perdition’s capabilities for an independentally-produced battlewagon is the fact that the Altess have commissioned several for their own Armoria.
Type:WZ-CAC-3050 Perdition
Class:Command Assault Carrier
Crew: 2,235 (15 bridge crew, 120 engineering, 1,500 mechanical/technical, 600 deckhands---assuming three shifts)
MDC/Armor by Location:
Main Body 86,000
Bridge 16,000
Engines 70,000
Forward Launch Catapult 5,000
Lateral Hangar Bays(2) 45,000 each
Main Laser Batteries(4x1) 400 each
Particle Beam Batteries(4) 400 each
Secondary Laser Batteries(10) 300 each
Cruise Missile Launchers(4) 500 each
Medium Range Missile Launchers(8 ) 200 each
Medium G-Cannon(7) 200 each
Tachyon Scatterguns(16) 200 each
Point Defense Laser/Mini-Missile Turrets(14) 180 each
Variable Forcefields* ( 60,000 total, 10,000 each side)

*Shield Refresh Rate is 25% per melee
Height: 1303 ft (397 m)
Width: 1,230 ft (375 m)
Length: 5,280 ft (1,609 m/1 mile)
Weight: 54 million tons
Cargo: 6 million tons
Powerplant: Advanced Lucerin-fuelled fusion nuclear powerplant(s) w/ 55 year energy life.
Speed:
(Atmosphere) Hover to Mach 3, transatmospheric.
(Space) Mach 9
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) Not Possible
Market Cost: 22 billion credits
Systems of Note:
Standard Spacecraft Systems, plus:

*Tractor Beam Projectors(10)---The Perdition mounts no less than ten tractor beam projectors.......for handling cargo pods and recovering small craft. Each tractor beam projector can handle 1,000 tons, and has a range of 7 miles.

*Grav Catapult Launch System---This bow-mounted catapult system accelerates up to four fighters(or twenty power armors) at a time to boost speed out of the ship, and can deploy up to sixteen fighters every 15 seconds/1 melee under ideal conditions(typically deploys at HALF that rate under direct attack or with inexperienced crews). By comparsion, the side bays can only deploy six fighters per melee.

Weapons Systems:
1)Main Laser Batteries(4x1)---The main long range weapons of the Perdition are these four heavy laser weapons.
Range: 30 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 1d4x1,000 MD per blast
Rate of Fire: 4 shots per melee
Payload:Effectively Unlimited

2) Particle Beam Batteries(4)---Backing the lasers are four particle beam cannon systems
Range: miles in atmosphere, miles in space
(Kitsune Values: miles in atmosphere, miles in space)
Damage: 1d4x1,000 MD single blast
Rate of Fire: 3 shots per melee
Payload:Effectively Unlimited

3)Secondary Laser Batteries(10)---These secondary laser batteries provide full-arc coverage against fighters and small attack craft.
Range: 8 miles in atmosphere, 18 miles in space
(Kitsune Values: 18 miles in atmosphere, 18,000 miles in space)
Damage: 4d6x100 MD per blast
Rate of Fire: Four times per melee
Payload:Effectively Unlimited

4) Cruise Missile Launchers(4)---Primarily used for anti-spacecraft attacks and surface bombardment.
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: 64 each launcher, 256 total. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles)

5) Medium Range Missile Launchers(8 )---Primarily meant for anti-spacecraft work.
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: 200 per launcher, 1,600 total. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 24 missiles)

6)Medium G-Cannon(7)---These are standard heavy projectile weapons, mounted in independent revolving turrets for point defense.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d6x100 MD per 20 rd burst per cannon
Rate of Fire: EGCHH
Payload: 400 bursts per cannon

7)Tachyon Scatterguns(16)---Multiple tachyon accelerator cannon, with ‘scattershot’ firing focus, are mounted to cover all arcs of the ship’s hull. These are typically used to create a ‘firebreak’ in front of the ship for destroying incoming missiles, mines, and other projectiles.
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values:6 miles in atmosphere, 600 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage:2d4x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload:Effectively Unlimited

8)Point Defense Laser/Mini-Missile Turrets(14)-----WZTechYards has acquired a fondness for the combination laser/mini-missile turrets copied from the CCW’s SAS-12 Assault Shuttles
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).

Aux. Craft:
300 Fighters
20 Heavy Fighters(Proctor-class)
700 power armors

Variants:
Two main variants of the Perdition exist, both of them doing away with the prow launch catapult in favor of using the freed-up space for heavy weapons systems.

The WZ-CAC-3050Lx-class carries a massive axial laser cannon used for blasting enemy battlewagons or reducing fortified plantary positions to dust
Range: miles 14 miles in atmosphere, 90 miles in space
(Kitsune Values: 90 miles in atmosphere, 90,000 miles in space)
Damage: 3d6x1,000 MD per blast
Rate of Fire: Once every 3 melees(45 seconds)
Payload:Effectively Unlimited

The WZ-CAC-3050Gv-class carries a pinpoint gravity wave projector, a fearsome weapon developed by the application of lots of Altess financing, to produce a weapon that can shoot through a starship’s forceshielding ----The downside to this fearsome weapon is that it is relatively short-ranged and energy-expensive. The WZ-CAC-3050Gv was specially commissioned by the Altess, who typically equip the six ships they bought with Naruni fighter-drones.
Range: miles 6 in atmosphere, 18 miles in space
(Kitsune Values: 18 miles in atmosphere, 18,000 miles in space)
Damage: 2d6x1,000 MD per blast
Against standard Forcefields, the PGWP does HALF damage through the shields
Against Variable Forcefields, the PGWP does 1/3 damage through the shields
Rate of Fire: Once per melee
Payload:Effectively Unlimited

Re: Starship designs...

Posted: Mon Apr 28, 2008 2:53 pm
by taalismn
Darkmax wrote:Wow!!! Thank you!

However, one sad news is that I have since moved my computer into the new Vista OS and the DOGA program I was using does not seem to work anymore. I know they have fixed it, but my computer, for some reason, cannot run the program. So I'm afraid I will be out of the designing business until I can get it to work again.


Oh well....it will give us time to catch up stating what you've already put out..... :D

Re: Starship designs...

Posted: Mon Apr 28, 2008 5:23 pm
by Aramanthus
Welcome back Max! You have a lot of reading to do. There are a lot of ships since your' last appearance.

Re: Starship designs...

Posted: Mon Apr 28, 2008 9:09 pm
by taalismn
Darkmax wrote::lol: still not finished?.... I'm thinking of using another program to do it. Something on the next level, making the ships far more realistic. But it will take me time to learn.


So many projects, so little time....Like with you, life happens...

Re: Starship designs...

Posted: Tue Apr 29, 2008 3:32 am
by Aramanthus
I know that is the truth with me too! Although I'm looking forward to giving one of my players and online OCC that I found that needed a serious rewrite. I just finished that up. And no I can't post it here. I can email it to people interested. :D

Re: Starship designs...

Posted: Tue Apr 29, 2008 4:45 pm
by Aramanthus
You should do whatever revisions you think your site needs Darkmax! Just please make sure you keep a link to it in your signature.

Re: Starship designs...

Posted: Tue Apr 29, 2008 6:11 pm
by taalismn
Go for it...we just provide sta-content; you're running the lights..

Re: Starship designs...

Posted: Tue Apr 29, 2008 8:14 pm
by taalismn
Darkmax wrote:I was doodling just now with the new DOGA which for some reason started to work again on my system.... here:

http://www1.webng.com/darkmax/hunting.jpg


Let me know your opinion.


Sniper mecha? Very cool...

Re: Starship designs...

Posted: Wed Apr 30, 2008 3:48 am
by Aramanthus
Looks excellent Darkmax! Hope you keep producing more stuff.

Re: Starship designs...

Posted: Wed Apr 30, 2008 11:00 am
by DhAkael
Darkmax wrote:I'm playing around with the reflection in the water thingy....

Ugh!
Ray-tracing or just mapping a reversed image onto the water?

Re: Starship designs...

Posted: Wed Apr 30, 2008 1:21 pm
by abtex
Darkmax wrote:It's always there..... but because the site belonged to us three, as I've said from the beginning, we should have a say as to what to do with it.

The link to the site does not work, right now at least.
http://www1.webng.com/darkmax/default.shtml

Re: Starship designs...

Posted: Wed Apr 30, 2008 5:38 pm
by taalismn
Darkmax wrote:abtex, I just took it down. I need to clean house. That reminds me.... I should put up a construction notice.


*SOLAR SYSTEM RE-ARRANGEMENT IN PROGRESS. PLEASE HAVE DEFLECTOR SHIELDS UP AT ALL TIMES. APOLOGIES FOR THE INCONVENIENCE AND DON'T FALL INTO THE SUN*

Re: Starship designs...

Posted: Wed Apr 30, 2008 5:56 pm
by taalismn
"Where do ya want this gas giant?"
"Over there by that little green planet....no...closer...closer...too close...okay...maybe bring it a little out here...Oh shoot! I forgot I need someplace to put these nifty rings I got on sale...Maybe if you tilt the axis on the gas giant and we can have them in a vertical position...?"

Re: Starship designs...

Posted: Wed Apr 30, 2008 7:28 pm
by taalismn
Darkmax wrote:You know... in the wake of recent events... may be it's time to set up an artificial solar system as a factory....

How about this:

1. binary stars.
2. planets' orbits are within their rotation
3. space station and hyperspace gate in the center.
4. all planets are artificial (hyper-accelerated) creations.
5. all planets are used as habitats and has their own economies.
6. few interplanetary conflicts but friendly competition exist
7. each planet sells their own products. Weapons, starships, etc.



Didya check out my stats for the 'Aramanthus'...artifical planetoid/factory satellite... :D

Re: Starship designs...

Posted: Wed Apr 30, 2008 7:33 pm
by taalismn
Youch...double-barreled goodness!