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Re: Starship designs...
Posted: Sun Jan 04, 2009 3:21 pm
by taalismn
gaby wrote:Good ship.
Hope to see more.
Hope to have more...maybe get out of this 'small craft rut' I've been travelling in...
Re: Starship designs...
Posted: Tue Jan 06, 2009 12:15 am
by Aramanthus
I agree. It's a nice little ship! I hope you do get out of that rut too.
Re: Starship designs...
Posted: Wed Jan 07, 2009 7:07 pm
by taalismn
GS En-Ral Task Ship
“Move it, you schizla! We got only two planetary rotations to get that diversion channel made before the polar flood-melt reaches the coast! Two hundred h-miles to the badlands, half-h-mile deep, 2 h-miles wide, and we need a three- degree downslope to keep the water flowing! I want to see an inland sea by the end of this week!”
“Think they can do it? We’ve got thunderstorm cells moving in fast...this close to the wastes, that means tornadoes.”
“Hah! Commodore Zahka’s been managing En-Rals for the better part of eight centuries...All that desperate pep-talk? He’s showboating...They’ll be finished in thirty hours and spend the last hours putting in a beach and picking out who gets to surf the inflow wave when the flood waters start pouring in through the canal!”
For missions that require ground work, but not the resources of a Mothership, the Good Splugorth deploy En-Ral Task Ships.
These squat and tall vessels resemble a cross between a Dragon Dreadnought and a giant Volute Metzla(the appearance is not coincidental; the Good Splugorth directed their Kittani engineers to design a vessel that would emulate the Metzla, as part of GS efforts to sway the Metzla over to the side of Good). Hovering on their powerful contra-gravity drives, these ships are a common sight in planetary disaster relief, construction, and demolition efforts. The terraforming efforts of the GS also use the vessels to seed new ecologies and landscape terrain. Planetary reconstruction teams use these ships to tear down cities and level ground for new facilities, refugee housing, and supply depots.
En-Rals are not particularly fast, but their engines provide reliable, stable, power and lift even in the face of hurricane-force winds, ash storms, and atmospheric shockwaves. Nor are they particularly well armed against other spacecraft, but they sport a powerful point defense suite that is useful in fending off missile attacks, fighters, robots, and ground attack. They are well armored, and have powerful extendable forcefields for protecting ground sites.
Large cargo bays in the midsection and lower hull can be quickly reconfigured for a variety of functions; from quick-drop relief supply pallets, to evacuation bunks.
The lower part of the hull sports four long articulated robot arms that can be used for digging, lifting, and other heavy labor. Four thicker and longer dragon-headed robotic trunk-arms mounted just above them serve as shovels, cutters, and defense stations(with the plasma cannons in their mouths). About them, several sets of multi-purpose wing-antennae provide additional stability in atmosphere, back-up solar power, and better communications, even in the worst ion storms.
En-Rals rarely travel alone; they are typically assigned in three ship squadrons, assigned to such tasks as planetary engineering, construction, eco-intervention, and maintenance of large facilities such as space stations and colonies. On occasion, they have been used more aggressively, as when the GSAS -Diligent Craftsman- used its external cargo podding to deploy megaton-grade nuclear demolition depth charges on Seffoso IV to trigger deep sea trench collapses and earthquakes, venting tectonic strain, and preventing an incursion of neo-Elementals from destroying the planet.
Type: GSA-C-670 En-Ral
Class: Cruiser, Planetary Engineering and Rescue
Crew: 250+1-800 passengers/additional crew. Can accommodate 5,000 refugees under (cramped) evacuation mode
MDC/Armor by Location:
Main Body 42,000
Bridge 5,000
Eyes of Eylor(20)---250 each and regenerate 1d4x10 MD per minute
Robotic Arms(4) 6,000 each
Dragonhead Cranes(4) 8,000 each
Wing Vanes(6) 4,000 each
Point Defense Cannons(10) 250 each
Tractor Beams(6) 500 each
Hangar Bays(2) 4,000 each
Variable Forcefields Variable Forcefields ( 90,000 total, 15,000 each side)
*Shield Refresh Rate is 25% per melee
Height: 1,400 ft
Width: 300 ft(antennae and wings extend out another 300-500 ft ft)
Length: 300 ft(antennae and wings extend out another 300-500 ft ft)
Weight: 98,000 tons
Cargo: 100,000 tons. An additional 60,000 tons can be carried in external capsules or shipping containers. The En-Ral is built for moving heavy loads.
Powerplant: Magic; at least 500 years, w/ nuclear fusion and solar back-ups
Advanced Nuclear with 80 year energy life
PPE Generators---------The En-Ral has no less than 6 crystal TW generators, in order to power its magic systems. Each generator provides 400 PPE(2,400 PPE for all six generators combined) and regenerates at 50 PPE per hour(300 PPE per hour total). each also has an adjacent PPE Battery Bank, that can hold up to 1,200 PPE each(7,200 PPE total), and recharges/absorbs energy at 100 PPE per 24 hours, plus they accept any additional power contributed by passengers/crew.
Note: All TW Generators are shielded by special Ley Line Protection devices, analogous to Faraday Cages, in order to prevent being disabled during infrequent, but powerful, deep space ley line storms. During such events, all magical systems are turned off and secured, until the storm passes. Invariably, though, some damage is inflicted to peripheral systems that could not be shut down or drained in time, but at least the main generators will not be damaged.
Speed:
(Atmosphere) Hover(extremely steady in hover mode) to Mach 3; transatmospheric.
(Sublight) Mach 10
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.0% of light speed per melee)
(FTL) 7 light years per hour
(Underwater) Fully capable of operating underwater, down to 4 miles deep
Market Cost: 5 billion credits if made available on the galactic Black Market; they ain’t.
Systems of Note:
Standard Starship Systems, plus:
*Advanced Communications---Ground engineers often have to coordinate efforts among hundreds, if not thousands, of search teams, rescue workers, engineering units, and transport craft, so the ships come with a fully array of multi-channel and directional communications gear that can punch through radiation and solar flare interference with ease, and incidentally is +15% to work against deliberate jamming.
*Weather Sensors---Among the forest of sensors and control vanes is a comprehensive onboard weather lab. Since rescue and reconstruction work is often at the mercy of the elements, En-Ral crews have to be aware of what’s looming on the horizon. The weather sensors of the En-Rals have an 85% chance of accurately predicting weather conditions in the next 72 hours in a 600 mile radius.
*Extendable Forcefields--The forcefield radius can be expanded out to 600 ft from the ship, allowing the shields to provide protection for smaller spacecraft or worksites.
*Robot Arms---The lower part of the hull sports four folding robotic arms that can extend out to about 100 ft, and have a robotic P.S. of 55
*Tractor Beams(6)---These are used to grapple with wrecked vessels, clear space-debris, and handle cargo pods. Each tractor beam projector can handle 5,000 tons, and has a range of 10 miles. Near a planet’s surface, they are also used to help hold the ship in position above a worksite.
Reversed, they can PUSH with 5,000 tons of force and have a range of about 3 miles, doing 1d4x100 MD per destructive shove. They are often used for creating trenches and clearing rubble, in lieu of using explosives.
Magic Systems:
Note: It is not unusual for En-Rals engaged in special operations to carry additional mages or magic systems for special purposes such as weather modification, terrain restructuring, or fire control.
*Eyes of Eylor(20)---Same as on the Skimmer Ark, but are recognized as Avatars of the Living Planet Eylor in the GS continua. Invaluable during searches for survivors in disaster zones.
*Impervious to Energy---Upscaled version of the TW defensive mechanism. This renders the ship effectively invulnerable to lasers, ion beams, particle beam cannons, and threats such as plasma and solar radiation storms.
Range: Hull
Damage: Energy and radiation do NO damage to the ship while the protection is up.
Duration: 20 minutes per 160 PPE pumped into the system.
PPE Usage:160 per activation
*Calm Storms---Effective range of 15 miles and affects a ten mile area; costs 200 PPE. Effects similar to that of the spell of the same name(page 143)
*Ice Storm---Sometimes it’s necessary to lower local air temperature, or freeze a toxic waste spill in place. This capability works like an area of effect ice-maker. Can produce a general snow/sleet storm, or can encase specific locations/targets in ice.
Range: 5,000 ft, affects a 1,000 ft radius of effect for snow, or 90 ft for ice encasement
Damage: (Storm Mode)Drops temperature to 15 degrees below zero, 30 MPH winds, drops a foot of snow every 30 seconds, reduce speed by HALF, and visibility drops to 20 ft. Unprotected personnel take 10 points (SDC for SDC beings/MDC for organic MDC beings) of exposure damage per melee. 80% chance of falling over if moving at faster than walking speed.
(Ice Mode) Ice has 20 MDC, and inflicts 4d6 SDC(2d6 MDC to MDC organics) damage per melee to bare flesh.
Duration: 20 minutes per activation
PPE Usage: 80 PPE regardless of mode
Weapons Systems:
1)Point Defense Lasers(10)---Positioned around the ship are a series of point defense laser cannons.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 4d6x10 MD per pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
2) Dragon Heads(4)---Each dragonhead can head-butt, bite, or fire a short-range plasma bolt. They can also fire a sustained plasma arc for slicing through rock or metal, melting channels through earth, and incinerating hazardous wastes.
Head-Butt 3d6x10 MD
Bite 5d6x10 MD
Range:
Plasma Bolt---2 miles in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 6,000 miles in space)
Plasma Cutter---- .5 miles in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage:
Plasma Bolt---2d6x100 MD to a 50 ft blast radius
Plasma Cutter-----4d6x100 MD per full melee of cutting
Rate of Fire:
Plasma Bolt---Three times per melee
Plasma Cutter---Full melee
Payload: Effectively Unlimited
3) Robotic Arms(4)---The four robotic arms of the lower hull can snap out with surprising speed, to punch, stab, swipe, or gouge:
Closed-claw Punch 2d6x10 MD
Stab 3d6x10 MD
Crush 2d6x10 MD
Auxiliary Craft:
4 Shuttlecraft(or up to 16 Rescue Saucers)
6 Robot Vehicles(Typically Creax Rovers)
50-100 Labor Robots
Re: Starship designs...
Posted: Sat Jan 10, 2009 3:26 am
by Aramanthus
Nice new Good Sploogie ship! It's been a while since we saw one of these! Keep them coming!
Re: Starship designs...
Posted: Mon Jan 12, 2009 4:34 am
by KLM
Nice ship.
For my part, I would
- add to its own weight, say to 300K ton full loaded
- "up" the PPE system putting it somewhere in par with the Dwarven Iron Ship
- reduce "standard" FTL to like 3 to 4 lys/h but adding it a Rift-drive.
- add a missile system - more like to launch probes, than warheads
- add some elemental magic suitable for the job
Just my two cents.
Adios
KLM
Re: Starship designs...
Posted: Mon Jan 12, 2009 4:46 am
by Aramanthus
I'm looking forward to seeing more capitol ships. Hopefully this will allow Taalismn that oppprtunity to do so.
Re: Starship designs...
Posted: Mon Jan 12, 2009 6:55 pm
by taalismn
KLM wrote:Nice ship.
For my part, I would
- add to its own weight, say to 300K ton full loaded
- "up" the PPE system putting it somewhere in par with the Dwarven Iron Ship
- reduce "standard" FTL to like 3 to 4 lys/h but adding it a Rift-drive.
- add a missile system - more like to launch probes, than warheads
- add some elemental magic suitable for the job
Just my two cents.
Adios
KLM
Kinetic penetrator missiles, perhaps....
Hmmm...maybe the ability to summon Earth Elementals?
Good suggestions...will work on Bloc II modifications....
Re: Starship designs...
Posted: Tue Jan 13, 2009 12:49 am
by Aramanthus
Can't wait until Block II ships are released! We'll definately be interested in gathering intel on them.
Re: Starship designs...
Posted: Tue Jan 13, 2009 6:41 pm
by taalismn
I'll see what I can do between many projects..
Re: Starship designs...
Posted: Thu Jan 15, 2009 1:52 am
by Aramanthus
Cool! I'll be happy to see them!
Re: Starship designs...
Posted: Sun Jan 18, 2009 5:35 pm
by taalismn
Anchora-class System Patrol Boat
“I won’t lie to you...things don’t look good...we just lost communication with the homeworld, Prasilis Station went off the air, and MicroLuna Depot lost communications feed soon after....Those three bogies that Traffic Control saw incoming on a homeworld approach just before we lost contact with them, are on the move again...this time outbound...Maybe they’ll leave the system altogether, but I wouldn’t count on it....Their exit trajectory takes them too close to New Mina to be a coincidence, so we can figure they’re going to finish whatever they started on the homeworld...That means we’re the only things standing between those bogies and three hundred thousand innocent people on New Mina...Eight patrol boats against three things that may have just killed six billion people might not sound like a fair fight, but those things no longer have the element of surprise, so there’s that in our favor....Still, I shouldn’t have to tell you this is going to be the fight of our lives...Make sure your missile fuzes all work, your guns feed properly, and your shields are up, because we got only three hours before first contact with the enemy.”
The ships of the Anchora class are produced as light, fast, system defense craft, for CCW systems looking for economical defense. The design was originally introduced by Greftsherr Armaments(the military division of Greftsherr Metals) of Alpha-Berlin some 120 years ago, and the design has changed little since. The design is mainly marketed to second- and third-tier worlds and colonies, but over the years a number have appeared in the hands of corporate security forces, pirates, mercenaries, and organized crime.
The Anchoras follow a configuration of a winged cylinder with fore and aft wing assemblies, the forward wings also doubling as sensor and communications antennae arrays, while the rear fins act as radiators for the engines. Main propulsion is provided by a monobloc Thruston-A12 gravitic drive, though later ships have been equipped with Thruston-Bs and Ds, and the Hecklen Jetronimo High-Pressure Gravitic Plasma Drive, with only small variation in overall performance. The Anchoras display a respectable turn of speed in both atmosphere and space, able to chase down most converted pirate craft, but lagging behind more modern warships and fighters.
The main armament of the Anchoras is ammunition-dependent; a heavy gravitic rail-gun and several batteries of missile launchers. Because these ships rarely operate far from base facilities, ammunition dependency is not considered an issue, with local resupply near at hand. The main bite of the Anchora is two batteries of long range missiles(cruise missiles being considered beyond the ability of most outworlds to afford and maintain). The main direct-fire weapon of the Anchora is a GR-1800C projectile cannon, mounted in the nose, where it has an excellent arc of fire in its pivot turret. The nose mounting has proven problematic in some older vessels, however, as the sliding plates meant to protect and streamline the turret during atmospheric re-entry tended to excessive fatigue, and were prone to locking in place or not fully deploying/retracting, requiring them to be jettisoned altogether in order to clear the nose turret for action. Unnecessary damage to the forward armaments, and at least one fatal ship crash from a loss of control during re-entry, were blamed on defective nose panels, and Greftsherr went through three total designs and a costly recall and refit program before the problem was solved.
For defense, the Anchoras rely on a large-volley short range missile battery, a rapid-fire particle beam cannon, and two conventional point defense rail guns. Armored protection is modest, backed by a forcefield...the original Greftscherr ‘A’ models sported monoplanar forcefields, but most modern units use variable forcefield technology.
The Anchoras are designed to hit hard at range with their weapons; they have no provision for boarding(aside from a slightly larger airlock that allows for a dozen personnel to cycle in and out at a time), nor do they carry any embarked fighters or power armors. This limits their versatility as warships and system cutter craft. If on civil space patrol or if there’s advance warning of a situation requiring boarding, the Anchoras can externally carry a shuttle craft.
Anchoras were designed with modular avionics; the main sensor systems are designed to be easily upgraded by swapping out the ‘black boxes’, though the main external arrays themselves, integrated as they are with the fore-and-aft wing surfaces, are more difficult to refit, requiring periodic redesign and replacement of the entire wing unit. Still, a variety of EW- and ECM/ECCM systems are common on Anchoras, depending on the operator. Sensor systems are generally considered to be military-standard, with better long range ID capabilities than civilian systems.
Because they are meant as in-system patrol craft, few Anchoras possess FTL drives. This requires them to be carried by other ships when deploying outsystem(or being delivered to their area of operations). The savings in drive-cost and energy-usage allow the small ships to be upgraded with regards to their forcefield protection. Likewise, they lack much in the way of onboard cargo capability and amenities, not being expected to operate far from bases and communities where their crews can find recreation and support; typically, an Anchora carries enough consumables for a four-month tour. In prolonged system seiges, with the ships cut off from easy re-supply, this can lead to endurance problems, especially since the ships cannot easily leave an interdicted system to seek refuge elsewhere. .
Anchoras are typically deployed in flotilla-squadrons of four or more ships, acting in mutually supporting concert, using the time-tested ‘finger four’ arrangement. A single Anchora, while perfectly adequate for dealing with the average pirate riever, is not much of a match for a dedicated first-line warship like a Berserker, but a squadron of them, well-deployed, can make a raid a costly proposition for the attackers.
Anchoras are a common sight throughout CCW territories, alongside other similar system-patrol/defense ships and monitors. Most often, the most action these vessels see is dealing with random space debris, chasing down smugglers, and the occasional pirate. However, those operating in systems near TGE space often have to contend with raids by TGE Berserkers and other vessels. As the TGE has learned to draw off more capable CCW defense forces in the area off with decoys and diversionary strikes, this often leaves the system patrol boats the last line of mobile defense against cruise missile strikes and space-borne commando raids.
Besides the CCW and affiliates, the Anchora is also used by the Free Worlds Council, a number of ships having been sold to/acquired by the FWC for the defense of liberated systems. In territories still hotly contested between rebel forces and the TGE overlords, this has resulted in a number of skirmishes and all-out battles between FWC-flagged Anchoras and their equally common TGE counterpart system defense/patrol craft...battles which would normally not be possible due to their lack of FTL propulsion.
Type: CCW-GftshrA-Anchora
Class: System Patrol/Defense Corvette
Crew: 15
MDC/Armor by Location:
Main Body 2,100
Bridge 900
Medium G-Cannon(1) 300
Long Range Missile Launchers(2) 150 each
Short Range Missile Launcher(1) 120 each
Point Defense Particle Beam(1) 180
Point Defense Rail Cannons(2) 100 each
Wings/Sensor Arrays(7) 380 each
Engines 1,300
Variable Forcefields----1,000 each side(6,000 total)
Height: 30 ft
Width: 30 ft, 70 ft wingspan
Length: 185ft
Weight: 700 tons
Cargo: 25 tons
Powerplant: Advanced Nuclear Fusion with 40 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8.4
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 0.84% of light speed per melee)
(FTL) Not possible.
(Underwater) Not possible.
Bonus: Due to their small size and high thrust-to-weight ratio, Anchoras enjoy a +1 to dodge
Market Cost: 180 million credits
Systems of Note:
Standard Starship Systems
Weapons Systems:
1) Medium G-Cannon(1, nose-mounted)---Greftsherr took advantage of the Human Alliance’s introduction of the GR-1800 series gravitic cannon one hundred fifty years ago, to have it fitted to the Anchora. The weapon has remained the main direct fire weapon of the ship since, with a few changes in power supply and targeting hardware/software over the century.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage:6d6x10 MD per 40-round burst
Rate of Fire: EGCHH
Payload: 300 bursts
2) Long Range Missile Launchers(2)---Mounted on the forward sides of the ship, just aft of the forward turret, are two long range missile launch batteries, giving the ship some capability against larger vessels.
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 1-6 per launcher
Payload: 36 missiles each launcher, 72 total magazine capacity.
3)Short Range Missile Launcher(1)---This launcher is typically used for anti-fighter defense
Range:Varies by Missile Type
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 100 missiles in magazine
4) Point Defense Particle Beam(1)---This is a light, rapid-fire, triple-barreled particle beam weapon, replacing earlier pulse laser and ion weapon types.
Range: 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 4d6x10 MD per pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
5) Point Defense Rail Cannons(2)---These are standard rapid-fire rail guns in defensive mountings, meant for fending off fighters and destroying missiles.
Range: 1.2 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d6x10 MD per 40 rd burst
Rate of Fire: EGCHH
Payload:500 bursts per gun; the drum can be replaced from stores in 15 minutes.
Auxiliary Craft:
External mounting for a shuttle or boarding launch
Variants:
The Anchora’s been around long enough that a number of aftermarket variants and conversions have appeared. Most are refits of older vessels, replacing the nose turret or long range missile launchers with other systems, such as laser cannons or additional avionics(the 2nd generation colony of Parnassus converted two of its original complement of model As to mine sweepers, replacing the nose turret with a ‘dumbo nose’ housing mine search gear). Anchoras have also been equipped with various EW and ECM gear, including a number of low sensor-signature modifications, to increase the ships’ ability to approach targets without being spotted.
The Hecklen Jetronimo High-Pressure Gravitic Plasma Drive-engined models can make a respectable Mach 9.2 in speed, allowing them to keep pace with, and even close on, Berserkers and TGE Flying Fangs, but the Jetronimo costs 20% more, requires more maintenance than the more common Thruston drives, and its distinctive radiation signature is hard to mask.
Re: Starship designs...
Posted: Mon Jan 19, 2009 10:49 am
by KLM
Nice ship.
As usual, my suggestions:
- The crew is too large, except if it includes a PA squad of 6-10
- Older craft and the like, still, I would include a low-end FTL propulsion (like
3 FTL "sprints" per hour, each for like 10 AU - still it would take a long time
to get the nearest star, but at least gives a chance to intercept true FTL
ships within a system... )
- Non-detailed reloads - at least the SRM launcher has to be reloadable,
even if the ship does not carry reloads for the main gun and the LRM launchers.
Another possibility is for the LRM launchers that they need EVA to be reloaded
(see PA squad above ).
Adios
KLM
Re: Starship designs...
Posted: Mon Jan 19, 2009 11:14 am
by taalismn
Shaved about ten people off the crew...The Anchoras aren't terribly versatile in that regard
The missile magazine capacity is total...The arrangement is similar to the VLS systems on modern warships...only a lot faster reloading....The internal layout of the ships is such that the missile launchers cannot be reloaded internally from stores(the internally passages are too small) so that capability wasn't detailed...So yes, they'd have to be reloaded externally or by specially fitted supply depot gear or depot ships.
As for the sprint speed? I leave that as part and parcel of regional variants and late model mods..The original ships are rather unimpressive performers in that regard, but they're cheap....still, their shortcomings become terribly evident against true FTL ships...
Still, you've given me food for thought for the designs that will succeed the Anchora class..the true system interceptors....
Re: Starship designs...
Posted: Tue Jan 20, 2009 2:04 am
by Aramanthus
I agree! It's a sweet little ship. I hope there will be variants in the future.
Re: Starship designs...
Posted: Tue Jan 20, 2009 7:03 pm
by taalismn
Aramanthus wrote:I agree! It's a sweet little ship. I hope there will be variants in the future.
Or similar types ..."System Defense Ship' can cover a lot of craft that the makers don't bother bolting an FTL drive on...from a more mobile lookalike of the ISS with weapons stations, to the sort of FTL-'skipping' hyper-interceptors that KLM mentions...
Re: Starship designs...
Posted: Thu Jan 22, 2009 3:05 am
by Aramanthus
Kitsune has a number of them. I make sure some of them end up in pirates hands as a GM. Of course that means the pirates have to have transport.
Re: Starship designs...
Posted: Thu Jan 22, 2009 4:06 pm
by taalismn
Aramanthus wrote:Kitsune has a number of them. I make sure some of them end up in pirates hands as a GM. Of course that means the pirates have to have transport.
Which makes it imperative that they steal a big hauler or two...unless they want to take their chances bouncing around inside the same system they swiped/acquired the defense craft from...
Re: Starship designs...
Posted: Fri Jan 23, 2009 2:08 am
by Aramanthus
Heck even a medium sized freighter should be able to haul a number of them around in it's holds.
Re: Starship designs...
Posted: Fri Jan 23, 2009 11:32 am
by KLM
Aramanthus wrote:Heck even a medium sized freighter should be able to haul a number of them around in it's holds.
More like a deep space towship.
Not something which actually tows sublight ships with cables, but more like a giant fishbone,
with plenty docking ports for ships stored its inside.
Anyone wants to stat one out?
Adios
KLM
Re: Starship designs...
Posted: Fri Jan 23, 2009 7:37 pm
by taalismn
KLM wrote:Aramanthus wrote:Heck even a medium sized freighter should be able to haul a number of them around in it's holds.
More like a deep space towship.
Not something which actually tows sublight ships with cables, but more like a giant fishbone,
with plenty docking ports for ships stored its inside.
Anyone wants to stat one out?
Adios
KLM
It's an idea...
Or something like a smaller version of the Dune Heighliners...
Shall we start stating in parallel? See what comes up...
Call it a Garage Ship?
Re: Starship designs...
Posted: Sat Jan 24, 2009 1:57 pm
by KLM
taalismn wrote:
It's an idea...
Or something like a smaller version of the Dune Heighliners...
Shall we start stating in parallel? See what comes up...
Call it a Garage Ship?
Dune is one paralell. Ro/Ro (Roll on/Roll off) ships are an IRL paralell.
By the way, why not? Anyone ever complained about having too much
starship types in the 3 Galaxies?
After all, it is not the CS with its
"too many power armor types"...
Adios
KLM
Re: Starship designs...
Posted: Sat Jan 24, 2009 3:59 pm
by taalismn
WIIIIDDDDEEEEEopen market then it is for big transports...
Re: Starship designs...
Posted: Mon Jan 26, 2009 6:51 pm
by taalismn
CCW Schraff-class Light Cruiser
“GNSS Nasaw..the ship we call ‘the Yellow Dog’ because she spent so much time on anchorage station around Gaynow...that’s a sulphur-volcanic moon...that her hull plates were stained permanently yellow by suborbital ejecta...too much trouble to replace the outer skinning and repaint her so it was left as is...Hasn’t hurt her effectiveness any; they brought her out of semi-retirement last year to deal with the marauders along the Anoyh Run, and she acquited herself well, bagging those two ex-HA destroyers the pirates had.”
The cruisers of the Schraff class were introduced two hundred years ago by Klittan Yards of the Human Alliance. Though quite powerful and advanced(for their time), the Schraff eventually lost favor to the more versatile Warshield for major CAF contracts, and the vessels fell out of favor with Fleet planners, though it continued to soldier on in local defense fleets, particularly due to their heavy close-in defensive capabilities.
The main armament of the Schraffs consists of several triple-batteries of particle beam cannons...By mounting multiple barrel batteries of smaller weapons, the engineers at Klittan hoped to overcome the problems associated with larger PBCs of the time. Providing additional long range offensive capabilities is a pair of heavy missile launchers firing forward.
Schraffs are heavy on point defense armament, fairly bristling with automated laser cannons. No less than fifty pulse laser cannons line the hull, directed by some of the best target acquisition and fire coordination AI systems of the time. Schraffs also saw the fitting of extensive EW systems, including an ion-beam system for scrambling missile guidance systems and deflecting enemy targeting sensors.
The Schraffs are modestly armored, with the bulk of the armor concentrated forward and aft, around the forward crew compartments and engines. Armoring the engines, however, continues to pose a problem for the Schraff...the large takamak fusion powerplants require a great deal of radiator surface to disipate their waste heat, and the radiators are susceptible to damage, in spite of the best efforts to shield them.
A ventral hangar bay is provided for a flight of shuttles or scoutcraft, giving the Schraff some added versatility as a scout cruiser.
Though their firepower was abundant for their time, advances in particle beam weaponry and missile armaments eventually pushed the Schraff out of its intended roles. Increasingly, the Schraff’s lack of offensive firepower, especially long range missile armaments, increasingly relegated it to a screening role in larger fleets, rather than the independent long range heavy scout it had been originally envisioned as. The more compact Warshield(and later, the Explorer class), with its more varied array of weaponry and small craft, would come to take over the Schraff’s place as the main light cruiser of the CAF. With the TGE favoring fast, brutal, strikes with cruise missiles from such platforms as the Berserker, the Schraffs’ large point defense arrays, able to pump out a dense envelope of interdiction fire, proved invaluable to fleet defense, and kept them operating with front line units far longer than anticipated. However, their increasingly lagging turn of speed led to the old cruisers being relegated to rear echelon units and system defense flotillas, covering convoys and orbital facilities.
After the last open TGE/CCW war, Klittan Yards, which had gone into civilian vessel manufacturing, returned to military production to refit their old line of warships and produce an upgraded version of the Schraff. The Upgrade Schraffs make a nod to multi-missile capability with a late model refit that adds two mission pods on the ends of its FTL envelope-shaping wing-pylons. The Upgrade Schraffs also feature an enlarged ventral hangar deck, allowing them to carry a squadron of fighters (or several oversized robot vehicles) as well. While the new Schraffs still fall short of the capabilites of the Warhshield(itself subject to several substantial upgrade programs), the design has again garnered CAF interest, and several small orders for the new-old cruisers have been placed, and existing operators of the Schraff are booking with Klittan to have their older ships upgraded to the new standard.
Type:CCW-KY-LCG-20 Schraff
Class: Light Cruiser
Crew: 350+50 troops
MDC/Armor by Location:
Main Body 47,000
Bridge 10,000
Scrambler Arrays(4) 700 each
Particle Beam Cannon Turrets(7) 800 each
Long Range Missile Launchers(2) 500 each
Point Defense Laser Cannons(50) 100 each
Hangar Bay 10,500 (Upgrade Schraff: 12,000)
Engines(3) 2,500 each
Variable Forcefields----4,000 each side(24,000 total)
Height: 160 ft
Width: 290 ft(Upgrade Schraff: 310 ft)
Length: 850 ft
Weight: 200,000 tons(Upgrade Schraff: 210,000 tons)
Cargo: 13,000 tons(Upgrade Schraff: 15,000 tons)
Powerplant: Advanced Nuclear Fusion w/ 50 year energy life.
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric. However, they are really not designed to land in atmosphere(doing so would damage or destroy the ventral hangar bay and countermeasure arrays)
(Sublight) Mach 8
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 4 light years per hour(Upgrade Schraff: 5.2 light years per hour)
(Underwater) Not Possible
Market Cost: 2.2 billion credits(Upgrade Schraff: 2.8 billion credits)
Systems of Note:
Standard Starship Systems, plus:
*Scrambler Arrays--Scramblers generate an intense electromagnetic field in a localized region, that will(hopefully) knock out the guidance and electronics of enemy missile systems and drones. 45% chance of affecting PW missiles, 75% chance of bolluxing Rifts Earth-equivalent weapons.
*Sensor Phantom Projectors---Coupled with the Scrambler Arrays are these crystalline-plated electro-optical projectors that use directed radiation beams and lasers to project and modulate sensor signatures offset from the ship(this technology would later be perfected by the Oni in their Phantom Burster systems). Each array could produce a single tangible sensor ‘ghost’, offset from the actual position of the ship by as much as 100 miles(and could even be set to simulate divergent headings), that had a 75% chance of fooling the long range sensors of the time(80% for long range missile guidance systems). At ranges of less than 3,000 miles, though, this drops to 40%(60% for missile systems) . Over the centuries, the effectiveness of this system has degraded to 60%/30% for the original systems, but the newer refits update the system back up to an 80%/65% rating.
Weapons Systems:
1) Particle Beam Cannons(21; 3x7)---The Schraff mounts seven triple-barrel particle beam cannon turrets. Up to all seven turrets could be brought to bear on lateral targets.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD single shot, 2d6x100 MD per full turret burst
Rate of Fire: Three shots per melee
Payload: Effectively Unlimited
2) Long Range Missile Launchers(2)---Mounted in the prow of the Schraff are two LRM launch drivers, using electromagnetic massdriver catapults to throw salvo-’packets’ of missiles clear of the ship before their propulsion stages engaged. With only two launchers, the Schraffs’ missile armament remained a bone of contention throughout their service lives, many CAF tacticians claiming the limited throw-weight of ordnance limited the ships’ versatility.
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 1-6
Payload: 120 missiles each launcher, 240 total; additional missiles may be carried and loaded from cargo, but will take 15 minutes(1 ton of cargo per 12 missiles)
3) Point Defense Lasers (50)---The Schraff fairly bristles with point defense cannons in multiple arrays mounted around the hull.
Range:3 miles in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage: 1d6x10 MD per laser; up to ten cannons can be brought to bear on a single target.
Rate of Fire: EGCHH(or six shots per melee under computer control)
Payload: Effectively Unlimited
Bonuses: The laser PDS have a +5 to strike courtesy of the extensive fire control systems tied in, coordinating close defense.
4) Modular Wing Pods(2)(Upgrade Schraffs)---In an effort to extend the service life of existing Schraffs, and upgrade the class, Klittan modified the design to include a pair of large lateral pylon-mount nacelles. Taking advantage of the redundant stress-buffering of the existing gravitic-envelope rrays to handle the extra mass and frame stress the new nacelles would add, Klittan could now add a pair of extra avionics and armaments modules.
a) Medium Range Missile Launchers
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 1-20 each launcher
Payload: 120 missiles each launch bank; 240 total. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 24 missiles)
b) Long Range Missile Launchers
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 60 missiles each launcher, 120 total. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 12 missiles)
c) Cruise Missile Launchers
Range:Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-4 each launcher
Payload: 25 each launcher, 50 total. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles)
d) Sensory Pods---These are swappable special mission arrays such as PPE sensors, or advanced gravitic sensor arrays.
e) Mine Warefare Pods---These pods carry either mine deployment gear or mine sweeping gear(gravitic beam scanners or up to 100 expendable sensor/decoy drones are the most common). If used to deploy mines, each pod can carry 200 mines(equivalent to cruise missile warheads, but TRIPLE the blast radius, and typically have some sort of passive stealthing) which are deployed by massdriver launcher.
f) Shield Generators---These extra generators effectively DOUBLE shield strength
g) Tachyon Scatterguns(4)---Increases point defense coverage with four of these cannon on each pylon.
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
Auxiliary Craft:
4 Shuttles/Scoutships
(Upgrade Schraff:)
4 Shuttles/Scoutships
12 fighters(typically Scorpions) Or can carry 3 Battleram Robots
Re: Starship designs...
Posted: Mon Jan 26, 2009 6:53 pm
by taalismn
CCW Madaly-class Escort Destroyer
“So what if my missile batteries can’t make a dent in that gun-cruiser’s shields?! If I have to, I’ll park the Grimson right on on that (diseased) -grahk’s- hull and let my point defenses chew its belly! No Rand-bedamned (syphilitic) backwater cess-planet warlord with a Kreeghor cruiser he managed to con out of some (degenerate) scrapyard-admiral desperate for (sex), is going to tell ME to stand aside while he hammers on helpless colonists! Not as long as my ship still has missiles in her launchers, ergs in her capacitors, and newtons in her drives!”
Shortly after Klittan Yards introduced the Schraff-class light cruisers, the Yards saw the opportunity to capitalize on their success by creating a smaller and less expensive escort unit, using many of the same components and technology. The use of off-the-shelf techniques and technology dramatically cut development time and cost, and less than a year after the launch of the first Schraff, the first Madaly left its construction slip. Impressed by both the early trials and the projected cost savings of the ‘two-fer’ construction programme by Klittan Yards, the CAF bought the new escort destroyer in substantial numbers.
The Madalys followed the same general layout as the larger Schraffs, with a large engine array taking up nearly half the ship’s length, an amidships bridge and sensor array fin, and a pointed armored prow, only on a smaller scale. The Madalys had a two-engine main drive array, using cut-down versions of the Schraffs’ massive Helgiun G5700 contra-gravity drivers. Like its larger cousin, the Madaly retained an emphasis on point defense weaponry, but carried not only laser PDS, but rail guns as well, for greater versatility. The main long range direct fire weaponry was a single particle beam turret identical to those carried by the Schraff. The Madaly downgraded the two nose-mounted LRM launchers to a pair of medium-range missile launchers, but could throw out a denser swarm of them, to better the chances of successful interception. A single scrambler/sensor phantom projection array, similar to those carried on the Schraffs, was also fitted. As dedicated escorts, Madalys originally had no capacity for embarked small craft or marines, but as powered armors(like the Silverhawk) became more powerful, and more important to CAF tactical doctrine, the Madalys were subsquently modified to carry a ten-man squad of power-armored marines for boarding and special operations.
Madalys proved, over all, less successful(relatively speaking) than the Schraffs, given a glut of similar designs coming from the various CCW members at the time, but they were still produced in quantity and served with distinction in CAF formations. Their shared commonality of parts with the larger cruisers eased logistical costs and issues, and the two classes were frequently assigned to the same units. Madalys were subsequently replaced in frontline service by the more versatile Scimitars and more advanced late-model Hunter DDs, and the older ships withdrawn to rear-echelon system defense duties, Reserve fleets, or sold to new CCW members for system patrol/defense. Many of these ships continue to soldier on in this capacity, and most have been refitted to one degree or other. Klittan Yards continued to produce new Madalys several years beyond its cessation of production of Schraffs, using surplus parts and weapons arrays originally slated for canceled cruisers, and continued to produce spare parts for several decades afterwards, but the Madaly would be the last warship program worked on by Klittan Yards until it returned to Schraff production in recent years. It is not known whether or not Klittan Yards intends to resume Madaly production as well.
Type: CCW-KY-DD108
Class: Light Destroyer
Crew: 19 (Later models would have provision for a 10-man Marine boarding team)
MDC/Armor by Location:
Main Body 4,700
Bridge 1,200
Scrambler Array 700
Particle Beam Turret(1) 800
Medium Range Missile Launchers(2) 400 each
Point Defense Lasers (7) 250 each
Point Defense Rail Guns(7) 250 each
Engines(2) 1,300 each
Variable Forcefields---- 900 each side(5,400 total)
Height: 75ft
Width: 75 ft
Length: 310 ft
Weight: 6,900 tons
Cargo: 400 tons
Powerplant:Advanced Nuclear Fusion w/ 50 year energy life.
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8.7
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.87% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Not Possible
Market Cost: 290 million credits
Systems of Note:
Standard Starship Systems, plus:
*Scrambler Arrays--Scramblers generate an intense electromagnetic field in a localized region, that will(hopefully) knock out the guidance and electronics of enemy missile systems and drones. 45% chance of affecting PW missiles, 75% chance of bolluxing Rifts Earth-equivalent weapons.
*Sensor Phantom Projectors---Coupled with the Scrambler Arrays are these crystalline-plated electro-optical projectors that use directed radiation beams and lasers to project and modulate sensor signatures offset from the ship(this technology would later be perfected by the Oni in their Phantom Burster systems). Each array could produce a single tangible sensor ‘ghost’, offset from the actual position of the ship by as much as 100 miles(and could even be set to simulate divergent headings), that had a 75% chance of fooling the long range sensors of the time(80% for long range missile guidance systems). At ranges of less than 3,000 miles, though, this drops to 40%(60% for missile systems) . Over the centuries, the effectiveness of this system has degraded to 60%/30% for the original systems, but the newer refits update the system back up to an 80%/65% rating.
Weapons Systems:
1) Particle Beam Cannons(3x1)----The Madalys were fitted with a single triple-barrel PBC turret, identical to those carried on the Schraff cruisers.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD single shot, 2d6x100 MD per full turret burst
Rate of Fire: Three shots per melee
Payload: Effectively Unlimited
2) Medium Range Missile Launchers(2)---Mounted in the nose are two massdriver-ejection type MRML systems, that toss out ‘packets’ of missiles, prior to their propulsion stages lighting off. Though the individual missiles had short range and warhead throw-weight, the launchers could pump out suffciently large salvos that the missiles could prove effective even against heavy fighters and light warships.
Like the Schraffs’ missile armament, however, the Madalys’ relative light missile complement led to criticism over the years of the ships’ deployment. Though no major upgrades were implemented during the ships’ official tours of duty with the CAF, many Madalys in regional system fleets were subsequently refitted with either a single long range(capacity for 200 missiles and salvoes of 1-12) or cruise(40 missiles) missile launcher in the nose.
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 1-20 each launcher
Payload: 120 missiles each launch bank; Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 24 missiles)
3) Point Defense Lasers (7)---The original plan to use the same type of laser banks as used on the larger Schraff was dropped in favor of a more advanced independent quad-laser array recently developed at the time. The smaller fire control system, smaller dedicated sensor arrays, and tying in the rail guns have led to a slight decrease in accuracy for the system, but the PDS is still fairly impressive and holds up well under the rigors of modern combat.
Range:4 miles in atmosphere, 8 miles in space
(Kitsune Values: 8 miles in atmosphere, 800 miles in space)
Damage: 2d6x10 MD per laser; up to six cannons can be brought to bear on a single target
Rate of Fire: EGCHH(or six shots per melee under computer control)
Payload: Effectively Unlimited
Bonuses: The laser PDS have a +4 to strike courtesy of the extensive fire control systems tied in, coordinating close defense.
4) Point Defense Rail Guns(7)---These weapons were mounted to give the escorts a wider range of weaponry, especially after the proliferation of laser-countermeasure-equipped fighters and missiles began taking a toll on CCW shipping and warships, the standard laser PDS proving less effective.
Range: 7,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d6x10 MD per 40 round burst
Rate of Fire: EGCHH
Payload: 700 bursts per cannon
Bonuses: The rail gun PDS have a +4 to strike courtesy of the extensive fire control systems tied in, coordinating close defense.
Auxiliary Craft:
None originally
10-man Power Armor Squad embarked on later ships
Variants:
Like the Schraffs before them, most Madalys have seen some form of modification after their tours with the CAF ended. Most such changes feature swapping out the old PBC turrets for longer ranged lasers, or the missile launchers for larger LRM or cruise missile launchers. Several system patrol ship conversions added the capacity to carry another ten-man squad of power armors, and replaced one of the MRMLs with a tractor beam projector for ship seizure and boarding operations.
Re: Starship designs...
Posted: Tue Jan 27, 2009 3:57 am
by Aramanthus
Two very nice related ships! I think that are both very awesome! I wish we had some variants of the cruiser listed. I might use on of these for a news story.
Re: Starship designs...
Posted: Tue Jan 27, 2009 1:24 pm
by gaby
Different alien races will come up with different typs of ships.
Re: Starship designs...
Posted: Tue Jan 27, 2009 6:34 pm
by taalismn
gaby wrote:Different alien races will come up with different typs of ships.
Of course...which is why I've had radioactive dump ships, flying dice ships, paper airplanes with FTL....
Re: Starship designs...
Posted: Wed Jan 28, 2009 4:26 am
by Aramanthus
Which adds to the scope of the overall game. That is the reason I've used everything I've created and everything that I've found out on the web. Especially certain people material.
Re: Starship designs...
Posted: Sat Jan 31, 2009 3:00 pm
by taalismn
Coloye ‘Bant’ Attack Ship
(aka ‘Gangylon’)
The Detective gritted her teeth as she stared intently at the long range sensors, practically burning a hole in the image of the small planetoid. If anything moved from that speck of rock and thinning atmosphere, she’d be on top of it in a flash...But it was the waiting that killed her...She’d tried working out her frustration with combat exercises, but found even that didn’t help....she didn’t want to miss anything on the offhand chance her quarry might slip away. She’d called in favors, bent ears, sensory appendages, manipulatory limbs, and a few interoffice regulations, and no doubt alienated a few friends and acquaintances to get this case, but she couldn’t trust it to anybody else! Cristeo Revva was hers! And this time the monster wouldn’t escape her!
She’d followed Revva to this system, watched as Revva’s ship went down to the planetoid’s surface for repairs...Oh, how she longed to go in and confront the monster directly for what the creature had done on Ensolva, but she had to be certain. She couldn’t blow her trail too soon...she made at least THAT concession to self-control. She wanted to savor the moment, up close and personal, when she took the terrorist down, let Revva KNOW who was doing it and why!
*COLLISION ALERT*
“What---?!”
*MULTIPLE INCOMINGS. COLLISION ALERT*
The small patrol ship’s hull rang like a bell with impact. Primary illumination flickered out, and emergency lighting came up.
*DRIVE INOPERATIVE*
“Point defense systems! Now!”
*PDS INOPERATIVE*
“Alert beacon sequence red trigger now!”
*COMMUNICATIONS INOPERATIVE. HEAVY JAMMING PREVENTING SENSOR-COMM CONTACT. COMM ARRAY OFFLINE*
“Get us out of here, then! Emergency power!” Her hands flew to the control consoles. How the hell had they snuck up on her?! She had to find out what she was up against, get out, buy some time, and regroup! Another series of concussions interrupted her.
*SECONDARIES DISABLED*
*SHIELDS INOPERATIVE*
*PRIMARY SYSTEMS OFFLINE*
*---OFFLINE*
*---OFFLINE*
*---OFFLINE*
The officer turned to the airlock; they’d be coming through there, she knew. She braced for combat. Whoever they were, she’d not yield to them without a fight...
*HULL BREACH*
Why did the air suddenly seem so thick?
She reached for her emergency EVA gear, but it seemed so far away. She was dimly aware of a roaring hissing noise, like waves heard from underwater....
Darkness claimed the young officer as she fel-
“As you predicted; the animal followed into the trap.” The hazmat-shrouded hood of the senior Dopaman nodded politely to its guest.
“Of course. I know my enemies well.”
“The animal has been acquired for the labs. There is much anticipation of what may be yielded from the study of such a speciman. You wished these? As a trophy, perhaps?” The pirate biochemist proffered the removed skinsuit-uniform of the Solar Federation Police officer. In the light of the cavernous bay of the pirate base, the simple chevron insignia glinted forlornly and out of place, amidst the bustle of illegal activity going on around it.
“Yes, I imagine you’ll be wanting to find out what the latest immune- and bio-modifications the SolFedPol are incorporating into their agents...As for this...I can do a few things with the microelectronics in this uniform. The ship I cannot use however; it is yours to make what you can of it. I’d suggest disposing of it as quickly as possible, though.”
“It is already being broken up as we speak. Its components to be sold many sectors away from here, so as not to arouse the interest of the animal’s fellow beasts.”
“I see you have things well in hand, then. I must be off; there will be other trackers, and I have no desire to lead them to you, for your troubles.”
“A pleasure doing business with you, Mistra Revva. Success to you in your endeavors.”
“Likewise...Enjoy your new test speciman, Crusa. Long may she serve your science...”
Most pirates in the Three Galaxies use whatever converted civilian craft, both because of their availability and because of the relative anonymity of their sources. Few employ military vessels, both because of the rarity of working equipment and the high upkeep. Fewer pirate groups still have specialized vessels custom-made for raiding and boarding; such groups typically have the patronage of powerful allies(such as a galactic government with secret agendas) that can provide them with the contacts and financing for such costly luxuries.
This is why the recent identification of a specialized attack ship in the hands of Coloye Dopamen pirates has raised alarm flags among law enforcement authorities in the CCW. Considered to be minor pests more inclined to drug smuggling, the Dopamen pirates have. The existance of an advanced piece of specialized equipment as the Bant(named for a particularly nasty venomous insectoid native to Garsh IV, in the same sector as the Dopamen homeworld) suggests the pirate groups have far more extensive contacts, influence, and ambitions than previously thought.
The Bant appears to be based on a heavily modified Gwason Industries High-Speed Tug, a common enough utility vehicle manufactured in several systems throughout the CCW. The bulbous four-lobed hull with its drive-stem had been substantially reworked, however, with built-up fuselage around the normally exposed propulsion systems; armor and sensor-dampening enshrouding them. Additional armor has been added to the already heavy cladding carried by the base utility vehicle. Four small ball-mount maneuvering drives give the ship increased agility in close-quarter maneuvering around a target vessel or asteroid(pirate crews are notorious for playing ‘hide and seek’ behind convenient pieces of space debris). The Bants evidentally possess FTL drive capability; this allows them to cross systems and jump ahead of a target’s course in time to set up ambush positions, as well as operate at great distance from a less-easily concealed mothership or base platform. The Bants are not believed to have much in the way of long duration mission endurance, however, so they are unlikely to operate more than a few days’, or hours’ , travel from their base of operations.
The Bant uses passive stealth and its low emission CG drive to sneak up as close as possible to its target, before engaging a powerful EW suite to jam enemy sensors, and make a sudden high speed dash to attack. The Bant will try to close on the target vessel as quickly as possible, getting inside any defenses and latching onto the ship’s hull. There, the pirates can, at their leisure, cut away at engines, communications arrays, and weapons turrets with the powerful laser and plasma cutters mounted on their attack ship. A close-range deep scan sensor array quickly maps the interior layout of the vessel and ideally pinpoints the location of lifeforms within it. A powerful cutter-drill then pierces the ship’s compartments, seals the hole made before any atmosphere escapes, then pumps the compartment interior full of constricting aerogel capture foam or anesthetic chemicals(the Dopamen are infamous biochemists in this regard). Repeating this process as many times as necessary, the pirates can incapacitate the crew and passengers, then make their way in at their leisure to collect their hostages and loot the ship. Then, using their powerful tug-drives and electronic cloaks, the ships can quickly push or tow their captive to cover(usually an asteroid or a larger mothership) to be refitted as a prize or broken up.
Against military vessels and larger civilian craft with extensive compartmentalization and systems redundancy(as well as personnel trained and equipped in environmental compromise survival), this sort of attack is less successful, but against smaller ships the odds of a successful attack are much greater. However, the Bants are known to attack in groups of three or more ships, so swarming tactics present a very real problem to even larger military-equipped vessels. The advanced stealth. Fortunately, though, the Bant’s weaponry is only short range and it mounts a monoplanar forcefield, as opposed to variable forcefields...though sector authorities are warned to be alert for upgrades.
It is not known how many Bants the Coloye currently have available to them, nor where they are getting them, and reliable verification of both datum is a priority for CCW law enforcement. Nor is it known how long the vessels have been in service with the Coloye. At least three law enforcement and TVIA-flagged vessels have disappeared in sectors where the Bant has later been identified as operating in, so the vessels are the most likely suspects in these disappearances. Substantial data on the Bant and its affliations came to light only recently when a relatively low-tech vessel of a private concern, new to the Three Galaxies, was attacked by a squadron of Bants while transiting through the Visula Nebula. Though rather primitive by 3G technological terms, the vessel’s hodgepodge of antiquated sensor systems was able to spot the approaching pirates, whose stealth systems were attuned to counteract more advanced 3G standard equipment, and discern their intent early, without alerting the approaching ships as to that awareness. Thus, the pirates were surprised to discover not, as they apparently had anticipated, a clueless starliner or refugee transport meandering along, but a fully armed troop transport ready and waiting for them, with vac-suited and power-armored soldiers deployed to the hull to repel them, alongside gatling guns and missile launchers. The subsequent battle sent the pirates scurrying for cover in a nearby system, where the troopcarrier followed them, and deployed its own stealth launches to infiltrate the system and get close-up sensor recordings of the pirates’ base, and their identities. These sensor logs, and other evidence, were turned over the CCW; by the time CAF units moved on the pirate base, however, it had been already evacuated, and little evidence remained. The fact that the Dopamen were using a new, specialized, pirate craft was irrefutable, however.
Encounters with Bants since then have confirmed the Coloye connection; though no ships have yet been captured(they fight to self-destruction if cornered), post-combat analysis of remains has detected Dopamen DNA. It is not known if any other organizations or races use the Bant.
Type: CD-03 Bant
Class: Boarding Ship/Pirate Raider(Patrol Ship)
Crew: 4+1-10 troops/passengers(plus cargo space can be allocated to slaves/prisoners, but conditions in the hold are likely to less than comfortable)
MDC/Armor by Location:
Main Body 2,600
Crew Compartments 800
Forward Cutter Beam Turrets(2) 180 each
Torch Arms(2) 180 each
Robotic Grapples(8) 100 each
Hull Borer 200
Dorsal Turret 250
Engine Stem 1,000
Auxiliary Maneivering Pods(4) 200 each
Forcefield 1,200
Height: 40 ft
Width: 40 ft ft
Length: 60 ft
Weight: 500 tons
Cargo: 20 tons
Powerplant: Advanced Nuclear w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 3 light years per hour
(Underwater) Not Possible
Market Cost: Unknown; presumably 200 million + credits to manufacture
Systems of Note:
Standard Starship Systems, plus:
*Targeting Computer---Pirates typically don’t get paid for freefloating metallic vapor or dead prisoners, so precision gunnery is a must. The manufacturers must have footed the expense of getting a CAF/TGE military-grade targeting computer installed on the Bant, given the uncanny precison the ships’ weapons display in delivering crippling shots to victims’ sensor arrays, engines, and comm antennae.
*Maglock Molecular Hull Locks--This locks the pirate to a target’s hull
*Universal Airlock---Fits any airlock, locks to just about any hull; perfect for breaking in when guests aren’t wanted.
*Robotic Grapples(8)----These are simply articulated anchoring arms used to attach the ships to the hull of a target, and can be used to ‘walk’ the Bant across the hull to facilitate penetrating and securing the victim ship/station.
*Passive Stealth----Reduces the sensor signature of the ship by 70% at ranges more than 6,000 ft
*Jamming System---A powerful communications/sensor jamming system----effectively blanket-jams enemy communications and command-directed munitions with 80% effectiveness, Civilian-band communications are 98% jammed, while military communications bands suffer 80% degradation in effectiveness. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Area of effect: 200 mile radius. ECM suite for confusing sensor-guided weapons; -8 to strike
*Low-Emission Drive(‘silent running’)----The Bant uses a narrow-focus CG field that is virtually undetectable by regular civilian sensor systems(effectively picks up the drive emissions at only 1/8 of regular range). Military-grade systems can pick it up at only 1/3 of normal effective range. However, use of the silent-running mode reduces the effective speed by HALF.
*Tractor Beam----Effectively rated for 1,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Range: 15,000 ft
Weapons Systems:
1) Cutter Lasers(2x2)---Two turrets are mounted in the blunt prow of the ship. These cannon mounts are typically used for the terminal approach on a target to shear away antennae and sensor/comm arrays, and cripple drives and weapons systems.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 3d6x10 MD per burst per cannon; 12d6x10 MD for all four cannon firing simultaneously
Rate of Fire: EGCHH
Payload: Effectively Unlimited
2) Plasma Torches(2)---These powerful arc-cutters are used to slice away hull armor to cripple a ship, once the Bant has locked on.
Range: 300 ft
Damage: 6d6x10 MD per full melee of cutting
Rate of Fire:Full Melee
Payload:Effectively Unlimited
3) Dorsal Quad Particle Beam Turret(4x1)---This retractable PBC turret is normally hidden under dorsal plates, but is unshrouded for the terminal attack phase. It is also used to defend the ship against fighters and power armors, should the target prove defended by such units, or the pirates be interrupted by reinforcements.
Range: 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 4d6x10 MD per single barrel burst, 16d6x10 MD for all four cannons firing simultanously
Rate of Fire: EGCHH
Payload:Effectively Unlimited
4) Hull Drill(1)---This weapon is used to penetrate into a ship’s (or space station’s) hull , sealing the hole it makes to prevent environmental compromise, then pumps the interior of the target full of capture foam and other incapacitating chemical agents.
Range: Melee
Damage:(Cutting Beam) Does 2d6x10 MD per melee of cutting, and produces a hole roughly eight inches wide.
(Foam)---Similar to Naruni Capture Foam(and likely reverse-engineered by Coloye chemists from it). Capture foam traps like a straitjacket with 60 MDC, and only beings with robotic or supernatural P.S. of 40 or better(or some other means of teleporting or phasing out) can break free.
(Chemicals)---The Coloye are notorious for their biochemistry skills, and have devised a wide pharmeucopia-arsenal of various incapacitating respiratory and skin-absorption agents, from aerosol hallucinogens to lethal poison gases. Pirates are also known to deploy smoke and acids keyed to dissolve specific substances(like certain megadamage plastics). Effects vary, depending on what the pirates hope to accomplish.
Rate of Fire: Full Melee
Payload: The Bant carries several tons of various chemical agents in liquid storage, ready to be deployed into aerogel or aerosol form.
5)(Optional) (Missile Launchers)---Reports conflict, but in several encounters with Bants, the ships were seen to deploy missiles...mainly mini-missile types with decoy, flare/chaff, and laser aerosol warheads during their attack approach, but on one occasion a Bant fired a heavy missile(long range class) at a pursuing Proctor-class fighter.
Based on the presumed available hard data on the Bant, it is speculated that these launchers are likely late modifications and external grafts. Capacity is not likely to exceed 40 mini-missiles, 10 short range missiles, 6 medium range missiles, or 2 long range torpedoes.
6) Self-Destruct(?)---Bants that have been cornered by the forces of authorities have fought to the end, and to their destruction, suggesting that the ships may be fitted with self-destruct mechanisms to prevent them, their crews, and any more secrets they hold, from falling into the hands of the wrong hands. Until an intact Bant can be captured and examined, law enforcement authorities and those encountering these vessels should assume they have self-destruct devices as standard.
Re: Starship designs...
Posted: Tue Feb 03, 2009 12:30 am
by Aramanthus
That is one nasty, and vicious little ship! Thank you for creating it! We can use it in a news story.
Re: Starship designs...
Posted: Tue Feb 03, 2009 10:03 am
by KLM
PASSAT class deep space towship
„Call ’em Possums – we do it too. But never use the term „skeleton-crew” in the presence of a towship’s spacer unless you want a brawl. Now get me another keg..”
While the Passat class towship is the product of the Human Alliance, almost every starfaring empire created their own version. Dubbed affectionatelly as „Possums” (which they remind the observer when packed with smaller ships), they – empty – also look like a giant fishbone.
The had section contains the crew quarters, bridge, engineering (including the enormour reactors and powerfull CG drive system), the defense systems (a pair of missile launchers and four laser turrets) and a rather spacious hangar for the loading robot vehicles, the „ribcage” section houses the cargo, be it giant cans or frigates and the bones and the fins make up the shield and structural integrity system’s projector grid. This also servers as the pathway for the loading robot vehicles.
Type: HA-DST-023, different variants
Class: Passat class deep space towship / container transport
Crew: around 20, but there is ample passanger space in the ship for another 20.
MDC by location:
Main body: 5000 MDC (*)
Forward „head” section: 4000 MDC
„Bone” section: 4000 MDC (*)
Main sensor fin : 1200 MDC
Side sensor fins (4): 300 MDC each
Shield: 6*5000 MDC (**)
Airlocks (10): 200 MDC each
Hangar door: 1000 MDC
Missile launchers (2) : 600 each
Laser turrets (4): 300 each
(*) It frequently happens with the Passats, that shot not carefully aimed (most fire control systems target the center of mass) will harmlessly pass throught the cargo area or hit the cargo. Starfighters and smaller craft can target the superstructure without penalties
(**) While the shield system can withstand quite a punishment, due the generous power output of the ship, it lacks the „density” of standard warship shields – so hits over 1000 MD will pass throught the force fields. It is also a variable shield system, however it just only capable to reinforce one side up to 5000 MDC. These deficiencies are relatively simple to overcome, thought not cheap. The shield system recharges 1% per minute.
Speed/flight performance:
Sublight: a suprising 14M, even though flying and manouvering the Passat neccessitates extensive calculations, provided the captain does not want his ship teared apart by inertia or tidal forces. The ships fragility means that a 180 degree turn takes almost a minute, and in the case of a palnet with large or many moons limits the possible courses the Passat can take. That said, starfighters are often shocked when towships outrun them, without any changes in the course. This means that the ships can dodge with a –5 and even that takes 2 action from the helm.
FTL: 5 ly/h fully loaded, 6ly/h empty, but spacer frequently upgrade the navigation system for 7 lys/h empty, which the robust power system of the Passat can take without much problem.
Atmosphere: as a burning wreck only
Statistical data:
Lenght: a bit over 400meters including the 40 meters long tail fin.
Width: 90 meter total, with the two side fins, 10 meters each
Height: 92 meters
Weight: 30.000 tons empty
Cargo: internal cargo and hangar bay houses about 500 tons, the long „open” cargo area can house 102 super cans or ships up to 22000 tons, provided they fit into the „ribcage”, which is 240 meters long, up to 60 meters wide and up to 90 meters high (gets lower and steeper towards the tail).
Power system: Two anti-matter and four backup fusion reactors, requiring reloads about once per 30 years
Market cost: 200 million credits
Range: About 6 months, but if the crew expands the hydrophonic gardens (which results in ample, thought
dull food), it can house about 30 people indefinitely.
Weapon systems:
1, Missile launchers:
Two medium range missile launchers
ROF: in volleys up to 4 missiles, one salvo per action
Payload: 24 missiles loaded per turret, another 48 in the automated feed system (reloading the turret in 2 melees), the feed system can be reloaded „manually” about 2 missiles per melee
2, Laser turrets:
Mostly against debris
Range: 6 km in space
Damage: 2d4*10 MD
Rof: One blast per action, up to 6 per turret per melee
3, Auxiliary craft:
Passats can carry two giant robot vehicles for arranging cargo, these are about the size of a Battleram, and are frequently armed with the named robot’s CG rail gun pod.
PA are also common, 6 to 12 semi-civilian suits (Silverhawk „knock offs” for example).
4, Starship systems: Standard commercial starship systems, except for gravity sensors which are vital
to plot a safe course for the fragile towships in "dense" space, like orbiting Earth without pulled apart
by Luna.
5, Additional systems:
Pirates and poor navies frequently mount modular capital weaponry or fighter-servicing super cans on Passats, but generally it takes more effort and credits to convert a towship into a true fighting ship that to purchase a used light cruiser.
Re: Starship designs...
Posted: Tue Feb 03, 2009 11:51 am
by taalismn
Like it, KLM, like it....
Just be careful of those sensor anomalies coming up astern of yah....
Re: Starship designs...
Posted: Tue Feb 03, 2009 3:08 pm
by KLM
taalismn wrote:Like it, KLM, like it....
Just be careful of those sensor anomalies coming up astern of yah....
Frankly, such a ship - even if the navigator detects and identifies threats -
can only hit the throttle and call for help.
Sometimes thought help is in the cargo area - after all, a super can
can be modified to hold, service and launch a pair of light fighters...
Adios
KLM
Re: Starship designs...
Posted: Tue Feb 03, 2009 6:37 pm
by taalismn
Or just a can of kinetic kill missiles...'the Shotgun'....
Re: Starship designs...
Posted: Wed Feb 04, 2009 3:31 am
by Aramanthus
Nice ship KLM!!! I like it! Please keep them coming!
Re: Starship designs...
Posted: Wed Feb 11, 2009 6:32 pm
by taalismn
Aegis Stellar Industries CANOU ‘Pavade’ Small SpacePlane
(aka ‘Poignard’, ‘Skain’, ‘Dark Sled’,’Ops-Coffin’, ‘Night-Pod’ )
“Whow, Tet! Almost shot you there! Glad to see you back....how’d it go?”
“Yeah, same back at you too...Got some prime footage of the main docks, quarters, and facilities here...Security was pretty lax...This operation’s big...at least a dozen ships as far as I can tell...”
“What you got there? Holy!---”
“Little firsthand humint. Ex-hostage. Come on, help me get her into a bio-pod here. She can’t ride in the cabin, and she ain’t exactly in any condition to be helping herself...”
“You bug-arse insane, Tet?! You raided their brig? They probably already know we’re here now! What were you THINKING?! “
“Not brig...torture chamber. Little late to be putting her back...YOU want to leave her here? Besides, they’re going to be too busy in a minute dealing with what ELSE I did to notice a missing prisoner...So let’s get shoving off...You’ll be wanting to have a hundred kiloms between us and here when the surprise REALLY goes off..”
Aegis Stellar Industries is a small company with extradimensional origins, that has only recently appeared on the scene in the Three Galaxies. They are still far below the notice of most of the prominent powers and corporations, and their overall technological level is behind the curve, but they adapt well, and incorporate what they do have in interesting designs. One such design is the CANOU, which has had several auspicious missions to its credit already.
The Pavade(named for a stilleto-like agger) is an ultra-light covert operations aerospace craft. The CANOU is a minimalist spacecraft, meant to keep mass and cross-section to a minimum. The airframe is a straightout cone, with a small observation canopy breaking its symmetry. Two small airfoils deploy from the flanks for greater stability and control during in-atmo operations. A ring of low-emission ‘cold jet’ propulsors ring the base of the cone, and the hull is plated in sensor-stealth material. The CANOU is capable of unassisted atmospheric re-entry, and even of making a water landing, and can maneuver in an atmosphere, but it can barely make it back out on its own. Its small CG-drive can eventually push it out of an atmosphere, but during the slow ascent, it is vulnerable, especially to enemies who can detect the gravitic ‘knot’ of its drive in operation.
The Pavade lacks a pressurized crew compartment; the crew must wear full EBA(or light power armor) at all times, though they can hook their suit power supplies and umbilicals to an onboard reserve for extended life support. This makes extended missions rather uncomfortable, but reduces the overall power demands and weight of the craft. Many Pavade crews receive extra training in meditation techniques and special somatic fitness practices to cope with the combined tedium and stress of making a long, slow, ‘cold drop’ into enemy territory in the tiny craft.
When it CAN fire up its engines, the Pavade is extremely responsive and agile; it needs that edge in event its passive stealth fails it. The ship lacks shields, elaborate countermeasure gear, and mounts only pop-gun armament as standard, so the ship is an easy target if engaged in combat. Furthermore, the Pavade lacks FTL propulsion; it must be carried relatively close to its target by another ship, typically another stealth carrier or FTL-equipped fighter, which is also tasked with recovering the stealthplane as it creeps back after its mission.
The Pavade is meant for low-profile recon, infiltration, and sabotage missions, sneaking into a target system to inspect facilities, deliver small parcels of special equipment, insert special operatives(or retrieve them), and perform high-accuracy, high-priority, pinpoint strikes with small weapons packages. Because they must creep in at relatively slow speeds, relying almost entirely on passive sensors, in the teeth of more advanced sensor networks and defenses, CANOU crews have to be incredibly patient and have nerves of megadamage alloy(in the metaphorical sense, although having a cyborg body doesn’t hurt) to weather the tension of a typical mission.
Despite its fragility as a combat craft, the Pavade has acquited itself well in a number of actions, since its debut. ASI employees actually used the craft to good effect in infiltrating a pirate asteroid base, soon after the pirates attacked one of the company’s ships. The relatively low-tech stealth-pods were able to get close enough for several CorpMarine commandos to break into the base, acquire detailed sensor readings and physical evidence, and perform several acts of sabotage, before escaping. The Pavade has also reportedly attracted the interest of the Free Worlds Council, with whom dark op missions against the TransGalactic Empire are a favorite tactic.
Type: ASI-CANOU-01
Class: Light Transatmospheric Vehicle, Covert Aerospace Null-Signature Operations Unit
Crew: One+1 passenger(both must be wearing full EBA)
An additional passenger can be carried in the cargo bay under less than comfortable conditions, and must be wearing EBA, a spacesuit, or a ‘lifebag’)
MDC/Armor by Location:
Main Body 300
Reinforced Crew Compartment 90
Height: 8 ft at base
Width: 8 ft at base
Length: 28 ft
Weight: 4 tons
Cargo: 800 lbs. If a second crewman is not carried, an additional 300 lbs of cargo/avionics can be carried
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 7
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 0.7% of light speed per melee)
(FTL) Not Possible
(Underwater) Not possible
Bonuses: +5 to Dodge, Automatic Dodge(no bonuses)
Market Cost: 38 million credits
Systems of Note:
Standard Robot Systems, plus:
*Stealth Design----Passive stealth renders the ship 89% likely to avoid detection at ranges of more than 1,000 meters. Sensor-guided missiles are -4 to strike the craft
*Stealth Propulsion---’Creep drive’ is essentially a low-emission drive mode using cold gas jets for stealth maneuvering and final approach on a target. Acceleration is abysmally slow, but it is virtually indetectable
*EW/ECM Generators---Add-on electronic jamming suite, designed to jam enemy targeting systems. Note that this is an ‘active’ system, and as such is deployed only if and when it becomes obvious that passive stealth has not been effective in concealing the craft from hostile intent. Activating this system tells EW-equipped opponents that SOMEONE is there, if they didn’t already know.
Effects: Enemy radar guided weaponry and missiles have a -3 to strike(in addition to passive stealth bonus)
Weapons Systems:
1) Light Energy Cannon(1-2)----The Pavade mounts a light armament of one or two light energy cannon in the nose; essentially adapted energy rifles. The most common fits are either a pulse laser or a particle beam.
a) Pulse Laser
Range: 4,000 ft in atmosphere, 1.5 miles in space
(Kitsune Values: 1.5 miles in atmosphere, 150 miles in space)
Damage:4d6 MD single shot, 1d6x10 MD triple shot burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +2 to strike
b) Particle Beam
Range: 4,000 ft in atmosphere, 1.3 miles in space
(Kitsune Values: 1.3 miles in atmosphere, 130 miles in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
2) (Optional) Payload Packages----In place of cargo in the forward cargo compartment, the Pavade can carry additional special mission pallets, including weaponry
a) Forcefield Generator---Provides 600 MDC worth of virtual protection
b) Jammer---A dedicated wide-area jamming system with its own power supply. Exact effects vary, depending on the type of jammer, but typically affects a 300 mile radius, and jams civil communications/radar systems with 85% effectveness, and military channels with 75% effectiveness.
c) Mini-Missile Launcher---15 shot pod
d) “S-Sting” ‘Smart Mini-Missile Launcher-----The S-Sting(for ‘Space Stinger’) is an attempt to scale down the advanced micro-intelligence guidance system of larger hyperaccurate missile systems into a package compact and accurate enough for an infantryman to tote. The ‘S-Sting’ is essentially a one-man, infantry-portable, ‘smart’ short-range, hyper-velocity, anti-air/spacecraft missile. The program has had its first successes with a space-based missile, owing to the fact that the vacuum of space negates the need for streamlining the weapon. As a result, the missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching from the carry canister). The weapons system(missile(s), launch canister, and attached sensor/targeting/firing pack) are available as both a hardpoint module and as a handheld launcher. The S-Sting is heavier and more powerful than its atmosphere-based cousin, the ‘Black Talon’ L-SAM.
In this case, a ten shot launcher has been adapted for use aboard the CANOU.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values:)
Damage: 2d6x10 MD to a 15 ft blast radius
Rate of Fire: ECHH
Payload: 10 shot magazine
Bonuses: +7 to strike
e) Short Range Missiles---7 shot pod
f) Medium Range Missiles---4 can be carried
g) Kinetic Bomb--This is a space to surface ‘Rod from God’ ground attack weapon, that is essentially a depleted-uranium ‘smart dart’ reentry body. It is ineffective against small, moving targets, but is devastating against fixed targets like buildings, bridges, dams, and other infrastructure.
Range: Orbit to Surface
Damage: 2d6x100 MD; effective blast radius of 120 ft. Can penetrate up to 400 ft into solid rock, dropped from orbit.
Payload: 1
h) Space Mine---A freefloating explosive war satellite...Various types exist, including stealth ‘sneakmines’, ASAT ‘limpets’, and enhanced EMP models, but the standard anti-ship version carries a powerful nucleonic charge that does 2d6x100 MDC to a 600 ft radius
Damage: Typicaly equal to a Cruise Missile warhead
Payload: 1
i) Sensor Pallet---Exact capabilities vary between different sensor types, but this is typically a high-resolution passive system such as an optical imager(with a window port to scan through).
3) Flare/Chaff Launchers(1)---Standard countermeasure system common to most terrestrial combat aircraft, the inclusion of this antiquated (by Three Galaxies’ standards) system hints of the newcomer status and origins of Aegis Stellar Industries.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 18
Re: Starship designs...
Posted: Wed Feb 11, 2009 6:34 pm
by taalismn
Aegis Stellar Industries ‘Angon’ Scoutship
(Inspired by the Fairchild M-221/128 High Speed Long Range Bomber proposal)
“Working in such close quarters with each other in cramped conditions, under pressure, Angon and Pavade crews have to get along, working as two equal halves of one dynamic team...The Angon is too big and obvious to get into the places a Pavade can, while the Pavade lacks the range, endurance, and raw speed of the Angon...Both phases of the mission can be nerve-wracking, especially when you’re flying in the teeth of opposition that likely has better hardware and numbers than you. Under those conditions, you can’t afford to have any animousity between the two crews...so Angon teams tend to start working like families...oddly dysfunctional families in some cases, but families nevertheless...”
“We carry you, we feed you, we see you off on your grand adventure, when you cry we come running, and when your business is done, we’re here to take you back, wipe your behinds, and tuck you in for the night....What do I need kids for?”
The Angon is a short- to medium-range scoutship design produced by Aegis Stellar Industries. The Angon has been designed to operate in conjunction with the Pavade CANOU light aerospace plane, serving as a tender and mothership to the smaller stealth craft, although it can operate independently as a recon ship and light strike vehicle.
The Angon has a bullet-shaped main fuselage, forward canards, and four swept back wings arranged like a biplane. Internally, the design has four compartments; the cockpit, an extended rear cockpit for the sensor/weapons/EW operations consoles, mission/wardroom for equipment and passengers(including ‘coffin pod’ bunking for crew/passengers), and a rear service corridor that accesses the rear small craft bay, and has multiple storage lockers lining its sides. The rear of the ship accommodates a small, long, narrow, docking collar that almost entirely engulfs an embarked Pavade which docks with the Angon from the rear, with enough clearance around it for the one or two man crew to enter/exit their spacecraft, and for the cargo bay to be accessed. Light servicing and minor repairs of the CANOU can also be conducted, though space and equipment are limited.
Two additional CANOUs can be carried between the wings, but are not airlock-linked to the main scoutship; the crews must either wait for the rear docking bay to be available for docking, or the crews must EVA from their craft and cross the several yards separating them from the scoutship’s regular airlock.
The Angon has high speed CG drives(arranged in a novel ring design around the rear CANOU entry bay; ASI engineers claim the design helps reduce EM emission signature), a modest FTL drive system, and a fair amount of agility, both in and out of atmosphere. In contrast to its parasite craft, the Angon mounts respectable armor, a high-level monoplanar forcefield, and a varied complement of weaponry, including point defense lasers, medium-range missiles, and forward photonic cannon.
The Angon is tasked with carrying its companion craft to a target system from a mothership, then deploy the stealth craft(ideally without either of them being detected). If the mission profile allows/calls for it, the scoutship will retrieve its symbcraft, either venturing into the target system to recover them, or waiting at the edge of the target zone for the CANOU to make its own way back to rendevouz.
The obvious shortcomings of the Angon are primarily with ASI’s rather limited technology and its focus around the deployment of the CANOU(although the Angon is fairly capable acting on its own, though its performance is fairly mediocre by the standards of dedicated 3G military scout craft). However, the design is amenable to modification, so it is likely that the Angon will see future refits with more advanced systems, starting with variable forcefields and faster FTL drives.
Type: ASI-ARSct-04 Angon
Class: Short- to Medium-Range Aerospace Scoutship
Crew: 3+ room for 1-4 passengers(6-8 are possible, but conditions will be extremely crammed)
MDC/Armor by Location:
Main Body 1,700
Reinforced Crew Compartment 600
Wings(4) 300 each
PDS Turrets(3) 60 each
Forcefield 1,400
Height: 19 ft
Width: 95 ft (55 ft w/ wings folded)
Length: 60 ft
Weight: 113,000 lbs
Cargo: 2 tons
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8.2
(Kitsune Values: 40 % of light speed; Accelerates/decelerates at 0.82% of light speed per melee)
(FTL) 2 light years per hour
(Underwater) Not Possible
Bonuses: +1 strike, +3 dodge
Market Cost: 48 million credits
Systems of Note:
Standard Starship Systems, plus:
*Military Grade Sensors----Can pick up incoming ships in normal space at 240,000 miles, and FTL craft at 10 light years. The bulk of this array is mounted in the upper wing of the Angon.
*CAF Sensor Shielding----Limits effective opposition sensor range to 3,200 miles or less.
Weapons Systems:
1) Medium Range Missile Launchers(2)---Aligned to fire forward, these two magazine-fed missile launchers give the Angon some punch at long range, although their limited ammunition supply means care must be exercised in allocating them to targets.
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 1-4 each launcher
Payload: 24 missiles, 12 per launcher
2) Forward HiLaser Cannons(2)---Two nose-mounted laser cannons give the Angon some bite in combat
Range: 1.5 miles in atmosphere, 4.5 miles in space
(Kitsune Values: 4.5 miles in atmosphere, 450 miles in space)
Damage: 2d6x10 MD per single cannon firing, 4d6x10 MD for both firing simultaneously
Rate of Fire: EGCHH
Payload: Effectively Unlimited
3) Point Defense Lasers(3)---Three small defensive laser turrets are mounted around the hull; two on the ends of the wings, and one on top of the upper wing assembly.
Range: 1 mile in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH, or Eight attacks per melee if in automated anti-missile mode(takes one melee action to switch between modes)
Bonuses: +3 to strike missiles.
Payload: Effectively Unlimited
4)(Optional) If not carrying CANOU spaceplanes, the Angon can carry a cruise missile, mine package, freefall bomb, cargo pod, or deployable satellite in the internal bay. Likewise, the two wing docking points can be used to mount similar payloads.
5)Flare/Chaff Launchers(2)---Standard countermeasure system common to most terrestrial combat aircraft, the inclusion of this antiquated (by Three Galaxies’ standards) system aboard the FTL Angon hints of the newcomer status and origins of Aegis Stellar Industries.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher, 24 total
Auxiliary Craft:
1 embarked CANOU Light Spaceplane, plus 1-2 carried on the wings
Re: Starship designs...
Posted: Thu Feb 12, 2009 3:28 am
by Aramanthus
Excellent craft! I think they are both excellent starships. The only problem I can see is that they would need at least eight of them top deposit a squad of spec forces on the ground. I hope you'll go ahead and create another larger version able to unleash a full squad in one shot. And even then you'd need to have two to drop a full platoon for covert ops.
Re: Starship designs...
Posted: Thu Feb 12, 2009 7:41 pm
by taalismn
Aramanthus wrote:Excellent craft! I think they are both excellent starships. The only problem I can see is that they would need at least eight of them top deposit a squad of spec forces on the ground. I hope you'll go ahead and create another larger version able to unleash a full squad in one shot. And even then you'd need to have two to drop a full platoon for covert ops.
Well, I was working with antiquated concepts for the inspiration..the USAF 'space cruiser' idea for a 'stealth' capsule, and a 1958 US Navy 'special' (i.e. nuclear)carrier-borne bomber that carried a single bomb in a rear well...
Obviously, you'd want to deploy either very GOOD operatives with this system, or superpowered ones...
Re: Starship designs...
Posted: Fri Feb 13, 2009 3:08 am
by Aramanthus
Well for dropping individuals off on clandestine missions it would work fine. I was hoping for an enlarged version for dropping a spec forces team in as quickly as they can. I'm not talking about extracting except as quietly as you can.
Re: Starship designs...
Posted: Fri Feb 13, 2009 7:59 pm
by taalismn
It's a niche design, of course, from a manufacturer feeling their way into the technology...
Of course, larger, more versatile, and capable designs will be in the pipeline as their experience grows...
Re: Starship designs...
Posted: Tue Feb 17, 2009 2:53 am
by Aramanthus
Sounds very cool! We're always looking forward to seeing more new ship designs. I've got to get back into the ship designing myself. It's been way too long.
Re: Starship designs...
Posted: Tue Feb 17, 2009 6:04 pm
by taalismn
Bit of a slowdown this week...entertaining my brother for a few days...Family First!
Re: Starship designs...
Posted: Thu Feb 19, 2009 2:48 am
by Aramanthus
Cool! That is ok. I'll be away for a visit home this weekend. Looking forward to new stuff when you do get back these!
Re: Starship designs...
Posted: Tue Feb 24, 2009 5:38 pm
by Aramanthus
How about some stats and some information filled out like ships for the rest of the thread. The way you have it written down is unuseable for a GM. A history of the craft would be nice too. It almost sounds like the ships from "V". But we know it's not!
Re: Starship designs...
Posted: Tue Feb 24, 2009 7:05 pm
by taalismn
gnome888 wrote:My starship is round 300ft in diameter for the main mother ship. The main bridge is located in the center, on the top. Its also like a carrier and can holds many fighter ships. Its loaded with lasers and has a lot of flashing lights. Its full of hungry reptilians who are militaristic, like an army. The fighter ships arent round like the mother ship, there shaped like large vans with vtol engines instead of wheels. They have lasers and missiles. And its round.
Stack it up next to a few canon 3G ships and start adjusting your MDC up or down, and add the systems, depending on the level of advancement these folks possess..
Re: Starship designs...
Posted: Wed Feb 25, 2009 8:52 pm
by taalismn
gnome888 wrote:No i was thinking V but basically i was just trying to get people into the UFO style spaceship.
Sure, with a central CG engine/generator you can then have the thing moving in just about any direction,,,rather than along the traditional prow-engine axis of more 'conventional' designs...
Re: Starship designs...
Posted: Thu Feb 26, 2009 1:21 am
by Aramanthus
It doesw make sense. Please stat it out. We'd love to see it posted here in this thread. More ships is always more fun.
Re: Starship designs...
Posted: Thu Feb 26, 2009 4:35 pm
by taalismn
Because we every now and then hold impromptu 'starship demolition derbies', sending them racing against each other and ramming all over the place...
It's MONSTER SPACESHIP JAM!!!
Re: Starship designs...
Posted: Fri Feb 27, 2009 2:06 am
by Aramanthus
LOL And it's easier with stats. That way we can imagine the parts falling off after they collide! Of course the gouts of flaming debris is always cool to see too!