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Re: Starship designs...

Posted: Thu Jul 31, 2008 2:41 pm
by taalismn
KLM wrote:
taalismn wrote:
(aside: If -I- had to be the Bad Cop in 'Dukes of Hazard'....shorten any potential take-off ramps...set ambushes in advance...-midnight raid-.... and that's just the LEGAL recourses....)


Nope. To qualify for a deputy to Roscoe sheriff, one must not have an IQ test over
him, so I guess its career is not open for you :wink:

Adios
KLM


Who said I was trying for Deputy...there's always 'promotion by attrition'... :twisted:

Re: Starship designs...

Posted: Fri Aug 01, 2008 12:29 am
by Aramanthus
Not in that county. That is one of those inherit your position from your father. :D

Re: Starship designs...

Posted: Fri Aug 01, 2008 6:33 pm
by taalismn
Aramanthus wrote:Not in that county. That is one of those inherit your position from your father. :D


Graft and corruption? Fah! Enough accidents(and a rigged election ot two) and a new family line is established.

Re: Starship designs...

Posted: Sat Aug 02, 2008 3:39 am
by Aramanthus
LMAO!!! Now that is true! This has happened in the past and it'll probably happen in the future.

Re: Starship designs...

Posted: Sat Aug 02, 2008 10:04 am
by taalismn
Aramanthus wrote:LMAO!!! Now that is true! This has happened in the past and it'll probably happen in the future.


How do you think the Hoggs got where they are in the first place?

Re: Starship designs...

Posted: Thu Aug 07, 2008 12:16 am
by Aramanthus
Now that would be a very scary solar system. One run by Boss Hogg and his croonies.

Re: Starship designs...

Posted: Thu Aug 07, 2008 2:04 am
by KLM
I guess a TGE strike force discovering such a system would silently turn tail
and try to sneak away...

:lol:

Adios
KLM

Re: Starship designs...

Posted: Thu Aug 07, 2008 3:04 am
by Aramanthus
Maybe that TGE strike force could ally itself with the Hoggs only natural enemies is the "Dukes"!

Re: Starship designs...

Posted: Thu Aug 07, 2008 10:59 am
by taalismn
KLM wrote:I guess a TGE strike force discovering such a system would silently turn tail
and try to sneak away...

:lol:

Adios
KLM


Nah...Such petty tyranny is delightful for the Kreeghor to see....so much easier to come in and kill off the leadership, then show the populace what TRUE tyranny is...

Re: Starship designs...

Posted: Thu Aug 07, 2008 1:23 pm
by gaby
What naming Conentions you give to the Ships of TGE?

Re: Starship designs...

Posted: Thu Aug 07, 2008 6:18 pm
by taalismn
gaby wrote:What naming Conentions you give to the Ships of TGE?


Capital ships are named for heroes of the Empire or icons of power/death/torture
Smaller ships(light cruisers, frigates, destroyers) are named for lesser-known political faithful of the Empire, lesser heroes, and important battles/regions of the Empire.
'Grunt' corvettes and auxiliaries are given numbers, but often tagged with nicknames by their crews...

Re: Starship designs...

Posted: Fri Aug 08, 2008 1:41 am
by Aramanthus
I use a similiar naming nomencalture for my ships for the TGE. Although they have only seen a few ships in my game ever.

Re: Starship designs...

Posted: Sat Aug 09, 2008 12:51 pm
by gaby
This is I see the names for ther ships

Dreadnoughts, are named after past TGE,s Emperors.

Battleships,Carriers,Cruisers named associate with violence and destruction.

All smaller ships are named after Blade weapons and Animals.

Now any ideas for naming conentions for the CCW,UWW and the Others?

Re: Starship designs...

Posted: Sat Aug 09, 2008 3:58 pm
by taalismn
gaby wrote:This is I see the names for ther ships

Dreadnoughts, are named after past TGE,s Emperors.

Battleships,Carriers,Cruisers named associate with violence and destruction.

All smaller ships are named after Blade weapons and Animals.

Now any ideas for naming conentions for the CCW,UWW and the Others?


CCW: Politicians, Cities, and Military Heroes, smaller ships named for weapons and armor, fighters named for animals(birds and fish mainly)

UWW: Great Mages, Spells of Legend, Rune Weapons and other Artifacts of Power
Golgan Republik: Politicians, Heroes of the Republik; lesser craft are given numbers and pompous names of inspiration(then shortened to something more terse and accurate): 'Protector of the Glorious Revolution'(aka 'Patriot'), 'Invaluable Asssessor of Public Resources'(aka 'Bean-counter'), 'Ever Watchful Guardian of the Realm'('the Paranoid').

Re: Starship designs...

Posted: Tue Aug 12, 2008 12:44 am
by Aramanthus
I agree with Taalismn on the naming practices of the UWW. It makes a lot of sense.

As for the CAF, I use the USNs standard for naming ships.

Re: Starship designs...

Posted: Tue Aug 26, 2008 11:35 am
by gaby
Any one puting up info on major Shipsbuilding,Trasport (Corgo/Passenger) and trade companies?

Re: Starship designs...

Posted: Wed Aug 27, 2008 4:34 pm
by taalismn
gaby wrote:Any one puting up info on major Shipsbuilding,Trasport (Corgo/Passenger) and trade companies?


Not yet...though now I'm thinking about it....I may as well repost my spacelines charts while I'm at it, though...

Re: Starship designs...

Posted: Wed Aug 27, 2008 5:34 pm
by Aramanthus
If we do we could bring back that one thread on Mega Corporations of the 3 Galaxies. I know we had some good ones there.

Re: Starship designs...

Posted: Thu Aug 28, 2008 10:18 am
by taalismn
Aramanthus wrote:If we do we could bring back that one thread on Mega Corporations of the 3 Galaxies. I know we had some good ones there.


Hunt it up!

Re: Starship designs...

Posted: Fri Aug 29, 2008 12:35 am
by Aramanthus
Say please! Remember we have to avoid Josh Hilden shooting it in the head.


JK!

I'll look for it.

Re: Starship designs...

Posted: Fri Sep 12, 2008 8:26 am
by taalismn
Maxivus WeeQesh Escort Destroyer

“We have contacts at H-11, D-45, and at H-6, D-32....First contact is definite; BZ-205 class and engines are hot! Tentative ID on second is another BZ class or possible a DT-class!”
“What’s the first contact doing?”
“Tango-One accelerating at point four on a shallow eccliptic at us...Just jumped to point five! CAPTAIN! Birds fired! Tango-one has fired six birds on approach to convoy! Tango-one now moving parallel to the comvoy, now moving off!”
“Fire countermeasure missiles parallel to convoy. One’s tango-two doing?”
“Still holding back! Missiles are one minute from impact!”
“Flush banks three, four, and five in three waves to intercept, banks six and seven fire at tango-one, cruise fusing! Reload and turn to engage tango-two. He’s waiting to dive into the convoy as soon as we go after tango-one. “
“Firing batteries in sequence!”
“Two-seventy degrees port helm, engaging!”

During the last major conflict between the Consortium of Civilized Worlds and the TransGalactic Empire, the TGE mounted a very effective campaign against CCW domestic and commercial shipping, doing great economic harm to CCW member worlds and the galactic economy. The commerce raiding was particularly effective in sectors far from the heaviest fighting, where both nations were concentrating their heaviest forces, leaving little in the way of surplus for defenses elsewhere. Maxivus Movers, one of the largest commercial starfreighting companies in the CCW worlds of the Anvil Galaxy, found itself particularly hard-hit by TGE Berserkers, Golgan privateers, and opportunistic pirates operating in the Anvil. Tired of appealing to the CAF for assistance and receiving increasingly uncommital responses and the occasional dribble of second- and third-rate equipment and units for anti-piracy patrols(the real action being in the ‘home systems’ of the Corkscrew Galaxy), Maxivus used its political clout to wrangle the CCW into letting it build its own warships instead.
Maxivus engineers built their escort destroyer design around refurbished DexerDyne 500 engines removed from Maxivus’s massive, and increasingly uneconomical, Heightonliner bulk freighters, that were being then decommissioned, many still relatively new and unused, stranded by the changing economic climate. Although the DexerDyne 500s were massive engines producing relatively low thrust and acceleration, they were proven reliable, robust, and when freed of pushing a two million tonne-plus cargo platform, could produce quite acceptable speed installed in a lighter warship, even with the weight of arms and armor. Maxivus administrators were actually pleased with the modest acceleration and overall speed as this discouraged the crews from engaging in high speed chases that would take them away from the convoys they were tasked with escorting, while still allowing them to move quickly about a formation to deal with attackers. The engines were installed in a brand new hull design, fabricated at Maxivus’s Bannecker Industrial Yards, though much of the hull design and materials are derived from Maxivus’s Chimbakker HWIT(Hostile Worlds Industrial Transport) line, designed tough to withstand the rigors of high-gravity worlds and intense radiation bombardment.
The ships have large crews for their class, but without access to state-of-the-art military automation systems and trained combat crews(both in short supply due to war demands), Maxivus had to initially crew its private navy with inexperienced merchant-marine volunteers, mercenary security, and sector military reservists. A lack of the more comfortable amenities found on merchantmen, and the spartan quarters aboard ship, made duty unpopular with those unaccustomed to military standards, leading to jokes about shipboard rations being ‘gray plate specials’. However, as the escorts were expected to stay close to their convoys and accompany them to their destination ports, with the opportunity to take advantage of port facilities, rather than operate independently far in space on extended offensive operations, the lack of creature comforts was not considered a serious problem. However, a large ammunition bunkerage was called for, as reloads would not always be available for escort ships at their destinations.
Armor is heavy, but not exceptionally so, and the shields are better than average for a destroyer, as the ships were expected to take damage in shielding the more vulnerable transports of a convoy. Armament was selected with an eye towards dealing with fast moving light units such as corvettes, fighters, and missiles; the WeeQeshes are heavy on point defense weapons and anti-missile systems. The destroyers also sport a large armament of medium range missile batteries, the MRMs being considered the best balance between range and payload for ‘swarming’ marauding fighters, intercepting incoming cruise missiles, and sandblasting corvette and frigate-class vessels like the Berserkers, that strayed too close to the escorts. An abundant and ample ammunition supply is provided for the missile batteries, allowing for protracted engagements and interceptions. Finally, the destroyers were given a brace of long range energy weapons for keeping heavier units at arm’s length.
Though never in large enough numbers to protect all CCW shipping in the Anvil, the WeeQeshes did manage to keep Maxivus convoys safe for the most part. TGE Berserkers approaching Maxivus-flagged convoys learned that the traditional practice of closing in to minimum range to insure the greatest chance of hits with their cruise missiles, normally agonizingly effective against poorly protected merchantmen, was to be discouraged when facing WeeQesh protectors. Instead, Berserkers had to fire their missiles from outside the destroyers’ weapons range(which increased the chances of the destroyers being able to intercept and destroy the missiles during their extended approach time), or to try racing around to an unprotected flank of the convoy and open fire there. TGE wolfpacks managed to score decisive convoy hits by swarming the escorts or by drawing off inexperienced defenders away from the formations; at least until enough veteran crews learned not to chase off after apparently fleeing pirates, and Maxivus began fitting their escort destroyers with long range high speed fighters and pinnaces that could could be used as scouts. Solitary Berserker attacks against Maxivus shipping declined, as the TGE learned that lone units were increasingly ineffective against the private navy escorts.
Maxivus made a large investment in the WeeQesh program, producing over two hundred of the ships, a third of them being of the MM-DD(E)-01D type with three engines rather than the single large propulsion unit.
Even after the CAF began to provide the sector commands with numerous inexpensive commerce-protection craft in quantity(including several types based on refitted shipping pods), Maxivus Movers continued to hang on to its homebuilt destroyers, even though it never had enough of the ships to protect ALL its convoys. This caused some tension after the war, when the CAF wanted the larger private military fleets that had grown up under corporate sponsorship, to turn over their guns, but a more relaxed political climate(and some lobbying) led to Maxivus being allowed to keep its warships, now graded as ‘active naval reserve’ units.
Maxivus Movers continues to maintain and operate the largest number of surviving WeeQeshes, but a number have been sold to mercenary outfits and system militias. A few have ironically fallen into the hands of pirates, resulting in several incidents where the sister ships have clashed.
Type: MM-DD(E)-01 WeeQesh
Class: Destroyer, Escort
Crew: 45
MDC/Armor by Location:
Main Body 5,000
Bridge 2,000
Shuttle Bay 500
Main Laser Turrets(3) 300 each
Medium Range Missile Batteries(7) 250 each
Point Defense Turrets(9) 100 each
Variable Forceshields 1,500 each side(maximum 6000 per side), 9,000 total
Height: 70 ft
Width: 180 ft
Length: 400 ft
Weight: 9,500 tons
Cargo: 500 tons
Powerplant: Advanced Nuclear Fusion w/ 40 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 7
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.7% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not Possible
Market Cost: 300 million credits
Systems of Note:
Standard Starship Systems

Weapons Systems:
1)Heavy Lasers(3)---Maxivus had to get special CAF permission to mount these military category weapons on their ‘commercial security vessels’, and only managed to acquire the DeDang SUY-14 cannons because they cut a deal with the weapons’ manufacturers, offering large discounts on shipping materials in return for the cannon.
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 1d6x100 MD pr blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

2)Medium Range Missile Launchers(7)---MRMs were considered, in terms of damage, range, payload, cost, and volley-strength, the best compromise between more expensive and harder to obtain long range missiles, and cheaper, but shorter ranged SRMs that would permit enemy missile raiders to get too close to a convoy. Standard practice was to shoot early and often, swamping enemy fighters and missiles in volleys of missiles. The MRM batteries are mounted in a semi-circle along the leading edge of the destroyer’s wide half-disc-shaped forward hull.
When offensive missiles were not available, Maxivus-flagged crews often included a large portion of less expensive decoy or ‘noisemaker’ missiles in their salvoes, the better to distract inbound missile sensors, if not the sensors of the ships firing them. At least once, a TGE privateer was hit by an MRM salvo after the crew apparently dismissed a particularly ‘noisy’ volley as a ‘mobile chaff display’.
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: 80 each, 560 total; additional missiles can be stored in cargo. Reloading the launchers takes about an hour(1 ton of cargo per 24 missiles).

3)Point Defense Rail Gun Clusters(3)--Maxivus engineers favored the eight-barreled Danyan-1200 rail gattler over more expensive grav-guns, for their cheaper price, lower maintainance costs, and ability to ‘spray’ an area of space with high speed projectiles.
Range: 3 miles in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage: 4d4x10 Md per 50 rd burst
Rate of Fire: EGCHH
Payload: 800 bursts each gun. Additional ammunition drums could be stored as cargo, and replaced within 15 minutes.

4)Point Defense Laser Clusters(6)--For energy point-defense, the weapon of choice was the standard Class-B pulse laser systems approved for large commercial transports by the CAF Quartermaster Command.
Range: 2.5 miles in atmosphere, 5 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 2d4x10 MD per burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited

Auxiliary Craft:
2 shuttles(later 2 heavy fighters or high-speed pinnaces, or 4 light fighters)

Variants:
*MM-DD(E)-01D---A shortage of DexerDyne 500 engines towards the end of the WeeQesh production run led Maxivus to modify the design to accept a trio of smaller and more readily available Acclar-30 engines. The engine cluster fit snugly inside the housing for the larger single DexerDyne powerplant, and no changes in overall performance were noted, though some crews complained about the three engines requiring more service time than the single unit.

*MM-DD(E)-01---Late in the war, the CAF Anvil Command took interest in the privately-contracted WeeQesh and obtained several dozen ships for military use. The CAF modified their ships by removing all but two of the MRM launchers, and replacing them with long range missile launchers(volleys of 1-5 each, with magazine of 50 missiles for each launcher), and a more advanced fire control system tied to long range sensors. These ships were mainly used to escort military convoys, but on at least two occasions were used as picket craft in larger flotillas. The surviving MM-DD(E)-01s ended up in reserve fleets after the war

Re: Starship designs...

Posted: Fri Sep 12, 2008 1:04 pm
by KLM
Not just the first ship for a long time, but I like it.

If there is something to comment, is that the shields are
average for frigates/dessies, even thought the flavor text
states that they are heavier than the average.

Adios
KLM

Re: Starship designs...

Posted: Sat Sep 13, 2008 1:07 pm
by taalismn
KLM wrote:Not just the first ship for a long time, but I like it.

If there is something to comment, is that the shields are
average for frigates/dessies, even thought the flavor text
states that they are heavier than the average.

Adios
KLM



They're about the same as for the Scimitar frigate, but that can be adjusted...say 1,500 per side?

Correcting it in OP...

Re: Starship designs...

Posted: Sun Sep 14, 2008 8:23 am
by KLM
Yeah, 1500 MDC per side and maybe with the notion, that "9000 total,
maximum 6000 per side".

Adios
KLM

Re: Starship designs...

Posted: Sun Sep 14, 2008 12:55 pm
by taalismn
KLM wrote:Yeah, 1500 MDC per side and maybe with the notion, that "9000 total,
maximum 6000 per side".

Adios
KLM


Fixed...
Thanks :D

Re: Starship designs...

Posted: Mon Sep 15, 2008 7:01 pm
by Aramanthus
Very nice! I like the new tin can! I need to get working on some stuff.

Re: Starship designs...

Posted: Sat Sep 20, 2008 4:41 pm
by DhAkael
Just been working on a nice little Solo 'stealth' ship.
Sorta like the 'typical runner', but scaled for a single covert operative and much more streamlined.
I'll post the stats on here once I finish the number crunching, and deck-plans / layout are 95% done.

Re: Starship designs...

Posted: Sat Sep 20, 2008 7:22 pm
by taalismn
DhAkael wrote:Just been working on a nice little Solo 'stealth' ship.
Sorta like the 'typical runner', but scaled for a single covert operative and much more streamlined.
I'll post the stats on here once I finish the number crunching, and deck-plans / layout are 95% done.


Exxcccceeellllleeeentttt..... :twisted:

Re: Starship designs...

Posted: Sat Sep 20, 2008 8:13 pm
by DhAkael
taalismn wrote:
DhAkael wrote:Just been working on a nice little Solo 'stealth' ship.
Sorta like the 'typical runner', but scaled for a single covert operative and much more streamlined.
I'll post the stats on here once I finish the number crunching, and deck-plans / layout are 95% done.


Exxcccceeellllleeeentttt..... :twisted:

http://www.colonialchrome.co.uk/ShipIma ... nt_2_E.gif
This is what the thang looks like outwardly... the interior and systems have been "modified" extensively.

Re: Starship designs...

Posted: Sat Sep 20, 2008 8:36 pm
by taalismn
Nice...hint of old-fashioned Stealth 'frisbee' design(as opposed to the wacked-out Sith Infiltrator school of stealth) there ....

Re: Starship designs...

Posted: Mon Sep 22, 2008 1:53 pm
by taalismn
Andgoyan R-114 Destroyer

“No more waiting for the CCW to decommission some old broken-hulled orbit-drifter for a warship auction to put destroyer-grade ships in your fleet! Get cutting edge firepower and bleeding edge speed at affordable cost NOW with the hottest selling mobile weapons system in the Spiral!”

The Andgoyan R-114 destroyer is a T’Zee design, put out by the B’Show Combine Shipyards for both the T’Zee military and for export. BSC is touting the design as a ‘new page in starship design’, promoting its extensive use of nano-formed materials and new automated nano-frame construction to produce a ship that is less expensive, lighter, and more quickly produced than conventional designs. The Andgoyan is touted by BCS as a cheaper alternative to the Wolfen Hunter-class destroyers that are considered the standard for CCW small capital ships.
In overall design, the Andgoyan resembles a large lightbulb flying backwards, its stem forward, flanked by three smaller bulbs/weapons turrets. The main crew accommodations are in the narrow ‘neck’ behind the sensor systems, with the drive, powerplant, and weapons magazines in the larger ‘bulb’. Three sensor pylons can be extended from between the weapons bulbs. The R-114 lacks a hangar bay and the ability to accommodate small craft, limiting its utility, but its speed and armament are designed to compensate, making it an effective interceptor.
The R-114 is decidedly fast for a capital ship; its lightweight construction and innovative P’zent50 Gravitic Drive give it the ability to accelerate hard and maneuver like a much smaller ship. Its three independently operated heavy weapons pods give it a substantial punch for its size as well. The weapons configuration is meant to make the R-114 competitive with the HF-75 Hunter-class destroyer; three powerful energy weapons backed by several batteries of long range missiles provide the R-114’s heavy pinch.
Armor protection is slightly above that of the Hunter, at least on paper. The R-114 has exceptionally heavy shields for its class, giving it superb virtual protection.
Unfortunately, it needs it. Without its shields, the Andgoyan would shatter under any real weapons strikes. In order to save on resources and shave off weight, the B’Show Combine constructed the R-114 with a monoque hull(with an inner service frame of stiffened buckyfiber composite) of low-volume and low-density ceramocore plate, a brittle material that cracks under damage stress. By itself, that wouldn’t be much of a problem as the ship mounts several overlapping layers of the material, but for that fact that over half the ship’s systems have ended up anchored to the inner skin, rather than the more secure frame, so penetrating damage tends to take out far more of the ship’s systemry than in other designs. An Andgoyan that loses its shields is doomed unless it can leave the conflict zone immediately, before taking additional damage. Those that do take damage through their shields, tend to shatter and peel apart catastrophically.
For obvious reasons, B’Show doesn’t advertize the ship’s glaring weaknesses, instead touting the ship’s speed, firepower, and shields. So far this hasn’t been a problem for the ships operating with the T’Zee solar forces, as the ships rarely operate away from supporting vessels and orbital defenses, so the ships have never been in heavy combat as of yet, but it’s a different story for customers away from T’zee space. Attracted by the low prices and deals offered by the Combine, several offworld buyers have acquired several dozen R-114s for military service, especially in the rim-states. There, the Andgoyans have begun suffering an appalling fatality rate. Though R-114 operators have yet to get together and compare notes, and the losses could easily be attributed to other causes, including overwhelming enemy firepower, among crews the R-114s are acquiring a reputation as deathtraps. B’Show knows of the problem, but has elected to cover it up, and has made a few perfunctionary attempts to ‘refit’ a few R-114s in an attempt to remedy the situation, usually by spraying the hull inside and outside with nano-deposition polymer binder solutions in an attempt to reinforce the hull, and by rewiring a few of the more vital ship’s systems so the service trunks are less vulnerable to damage. However, these efforts have yet to produce tangible results in the few ships thus far refitted, and B’Show isn’t able or willing to announce a public recall of already-delivered ships(and would be years away from being able to refit them all in any case).
Type: Andgoyan R-114 DD
Class: Destroyer
Crew: 21
MDC/Armor by Location:
Main Body 4,400
Bridge 1,300
Weapons Pods(3) 700 each
Point Defense Clusters(5) 300 each
Mini-Missile Launchers(4) 200 each
Sensor Pylons(3) 400 each
Variable Shields 1,500 per side(9,000 total)

*Brittle Armor---Unfortunately, the ship’s semi-monoque construction and brittle hull plating mean that weapons strikes that hit the actual physical hull gain a +2 to critical damage score(so if a weapon normally does critical damage on an 19-20, it now does so on an 17-20).

Height: 95 ft
Width: 95 ft
Length: 200 ft
Weight: 5,000 tons fully loaded
Cargo: 300 tons
Powerplant: Advanced Nuclear Fusion w/ 60 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 11
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.1% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not Possible
Market Cost: B’Show is offering the R-114 for 280 million credits
Systems of Note:
Standard Starship Systems.
Weapons Systems:
1) Heavy Lasers(3)---Rather than copy the Hunter’s three particle cannon main armament, B’Show elected to mount three heavy laser cannons...nearly as powerful, slightly longer ranged, and much less expensive
Range:7 miles in atmosphere, 15 miles in space
(Kitsune Values: 15 miles in atmosphere, 15,000 miles in space)
Damage: 1d6x100 MD per blast
Rate of Fire: Twice each per melee
Payload:Effectively Unlimited

2) Long Range Missile Launchers(3)---Mounted in the weapons bulbs behind the heavy lasers, and feeding from magazines in the larger hull bulb behind them, are three LRM launchers, with three times the ammunition supply as the Hunter’s fifty-shot cruise missile launcher. Rumors that B’Show’s collaboration with Engcal MicroAuton have yielded a successful and affordable design for a nanite-dispensing ‘hull eater’ warhead compatible with standard LRM delivery systems have helped sell this configuration.
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-5
Payload: 50 missiles each launcher, 150 total; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)

3) Point Defense Clusters(5)---Mounted around the edge of the rear ‘bulb’ with an excellent arc of fire each , are five particle beam cannons in PDS mountings.
Range: 1miles in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload:Effectively Unlimited

4) Mini-Missile Launchers(4)---Mounted between the PDS cannons are four mini-missile launchers used for close-in defense against missiles and power armors that might survive a particle beam scouring. Can also be used to deploy decoys against missiles.
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 1-6
Payload: 80 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)

Auxiliary Craft:
1 shuttle, semi-externally docked

Re: Starship designs...

Posted: Mon Sep 22, 2008 4:22 pm
by KLM
Not a bad ship, I would buy 'em even with the knowledge of the
armor deficiencies and the lack of fighters or stealth system,
provided one can squueze in a PA squad or two.

Maybe a faster missile reload system would not hurt,
since in the case of the Arcane Mk II reloading a more
potent LRM turret takes only 2 minutes.

Also, how about giving stats to the flight performance
(like fighter combat basic, elite or even elite with some bonuses)?

Adios
KLM

Re: Starship designs...

Posted: Mon Sep 22, 2008 7:04 pm
by taalismn
KLM wrote:
Also, how about giving stats to the flight performance
(like fighter combat basic, elite or even elite with some bonuses)?

Adios
KLM



It's a destroyer, not a fighter....It may be slightly lighter and more maneuverable than a Hunter, but you're not going to do a loop and latch on to the six of a Kreeghor Claw-fighter(unless the Kreeghor's dumb, deaf, and blind or otherwise preoccupied)...

Though if I ever saw a destroyer doing THOSE sort of maneuvers and dogfighting like a fighter, I'd **** bricks.... :shock:

Re: Starship designs...

Posted: Tue Sep 23, 2008 12:08 am
by Aramanthus
I like the ship! It has a lot of potential! I can see it being a marketable shpi. I see a lot of the smaller powers trying to pick them up as quickly as they can be built.

Re: Starship designs...

Posted: Tue Sep 23, 2008 2:16 am
by KLM
taalismn wrote:
KLM wrote:
Also, how about giving stats to the flight performance
(like fighter combat basic, elite or even elite with some bonuses)?

Adios
KLM



It's a destroyer, not a fighter....It may be slightly lighter and more maneuverable than a Hunter, but you're not going to do a loop and latch on to the six of a Kreeghor Claw-fighter(unless the Kreeghor's dumb, deaf, and blind or otherwise preoccupied)...

Though if I ever saw a destroyer doing THOSE sort of maneuvers and dogfighting like a fighter, I'd **** bricks.... :shock:


Check out DMB2, page 170, the statistics of the Scimitar patrol ship, it gives the
12.000 ton vessel Spaceship combat basic, thought it is -2 to dodge attacks from
3 miles or closer.

Now, a promise is a promise... :lol:


Adios
KLM

Re: Starship designs...

Posted: Tue Sep 23, 2008 2:23 am
by Aramanthus
Ah, but if you put a powerful enough engine on it with enough manuevering thrusters on it to allow it too react. I mean if you had the tech that had created the Whitestar from Babylon 5 your destroyers would be really kick bottom. Able to mix it up with the super heavy, less manueverable fighters.

Re: Starship designs...

Posted: Tue Sep 23, 2008 4:17 am
by KLM
...or the Klingon Birds of Prey, or the Defiant... You name it.

Even the Corelian Corvette in SW looks nimble enough for some dogfighting
(thought turreted guns are a must for this kind of heavy interceptor).

Adios
KLM

Re: Starship designs...

Posted: Tue Sep 23, 2008 3:47 pm
by taalismn
KLM wrote:
taalismn wrote:
Though if I ever saw a destroyer doing THOSE sort of maneuvers and dogfighting like a fighter, I'd **** bricks.... :shock:


Check out DMB2, page 170, the statistics of the Scimitar patrol ship, it gives the
12.000 ton vessel Spaceship combat basic, thought it is -2 to dodge attacks from
3 miles or closer.

Now, a promise is a promise... :lol:


Adios
KLM


**** bricks in path of accelerating relativistic starship...if shields are good, it's a good design...if not(apply Death Cloud rules) and enemy ship is destroyed...sigh of RELIEF...

Re: Starship designs...

Posted: Wed Sep 24, 2008 2:26 am
by Aramanthus
You know me. I'll always avoid ST like the plague! I always have and always will. Sorry KLM I'll stick with my choice. And my players are stuck with my opinion in my game. ST Material would have to work more like B5 if I ever allowed it.

Re: Starship designs...

Posted: Wed Sep 24, 2008 8:17 am
by KLM
Aramanthus wrote:You know me. I'll always avoid ST like the plague! I always have and always will. Sorry KLM I'll stick with my choice. And my players are stuck with my opinion in my game. ST Material would have to work more like B5 if I ever allowed it.


Whatever... Love it or hate it, the three SF/Space Opera settings showed that given the technology,
even vessels ranging in the several hundred thousand tons can be as fast as a starfighter.

Adios
KLM

Re: Starship designs...

Posted: Wed Sep 24, 2008 3:22 pm
by taalismn
"Wanna see something I bet Captain Solo doesn't know you can do with a Star Destroyer!?"
*shush*shush*"Whatever are you talking about, Captain Nedar---? BY THE DARK SIDE OF THE FREAKIN" FORCYYYAAAARRRGGGGHHHHHhhhhhh!!!!"
"Oh, you might wanna buckle up before we we start barrel-rolling through the asteroid belt..."
*shush*shush*BARF*shush*Retch*shush*
"Oph! Here comes a dense cluster!"
*shu"WhaTOOOHHHNNNNNOOOOOOO*GASP*MOOOMMMMMYYYYYYY!!!!!!"urp!*

Re: Starship designs...

Posted: Thu Sep 25, 2008 12:00 am
by Aramanthus
That was a good editorial there Taalismn! I think all of us might have that problem when a Star Destroyer tries to pull a Tie fighter. :D No problem KLM, I know we each have our loves in SciFi. Thank goodness we don't all like the same thing......it would be a very boring world! 8)

Re: Starship designs...

Posted: Thu Sep 25, 2008 9:50 am
by taalismn
Yeah, well, barnstorming Star Destroyers....scare teh snot out of any self-respecting /self-preservation-minded sentient :D

..then why do I have this hankering to do a Star Destroyer-like NASCAR-styled battlecruiser? :twisted:

Oh well, I'll blame KLM for giving me the idea...

Re: Starship designs...

Posted: Thu Sep 25, 2008 4:51 pm
by KLM
Mind you, that in VOY a borg cube actually rammed an otherwise rather
agile bioship, so while the idea looks weird, it can work.

However, if you have the technology that allows a Star Destroyer sized
vessel (which probably outweights a Packmaster) to perform dogfight
manouvers, it means that no seatbelts are needed - since without some
kind of inertia dampening, not just the crew would end as red stains on
the walls (and the ceiling, and the floor), but the ship would tear itself
apart.

----------
Point is, that in DMB2, frigates were almost as manouverable as fighters.
Well, maybe akin to single and dual engined fighters in WWII as relative
agility. Later designs, even in the case of fighters sometimes lacked these
stats.

Adios
KLM

Re: Starship designs...

Posted: Thu Sep 25, 2008 6:32 pm
by taalismn
Good point...but selective gravity control tied to a dramatic moment flux computer can account for why Starfleet officers get thrown around the bridge whenever there's hard maneuvering... :D

Re: Starship designs...

Posted: Thu Sep 25, 2008 11:38 pm
by Aramanthus
That and as The Paul Hogan show use to describ it as moving like sheep. Always liked the idea of wearing an armored space suits during combat, just in case of hull breaching in combat.

Re: Starship designs...

Posted: Fri Sep 26, 2008 3:37 am
by KLM
Not that I wanted to discuss (or dissect :lol: ) any other (read: non 3G) genre
here, so just keep in mind, that movie dramatisation sometimes must rely
on less accurate, but more "visual" things to draw in the wiever.

Books and tabletop RPGs can describe them more accurately, yet still
in an exciting way.
------------------
On the other hand, since the standard CAF pajamas are actually (low
grade) EBAs, this seems to be settled for me.

Adios
KLM

Re: Starship designs...

Posted: Sat Sep 27, 2008 2:19 am
by Aramanthus
They never show the helmuts for those CCW uniforms. And I don't want to debate that issue either! :D

Re: Starship designs...

Posted: Mon Sep 29, 2008 9:46 am
by taalismn
tHAT'S why Honorverse ships will survive combat that would crush Star Trek ships...even with sidewalls and wedges, the crews suit up in skinsuits when going to combat..of course, that doesn't seem to save them from fusion powerplant explosions and spinning splinters of superstructure that always seem to carve the hapless just-appeared-in-this-novel-for the express-purpose-of-dying-horribly-just-as-we-were-beginning-to-know-them character in half...
That's why my Robotech characters wear CVR-armor on the bridge...if you only have to manipulate console controls, mobility isn't an issue...protection and environmental integrity is...

Re: Starship designs...

Posted: Tue Sep 30, 2008 2:56 am
by Aramanthus
Ah but those people who die in the Honorverse during ship to ship combat are destined too. They are the NPCs of that universe! Sacrificial lambs each and everyone. Even some of the ones we liked.