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Posted: Fri Sep 14, 2007 1:40 pm
by Aramanthus
I know what you mean DhAkael! I've got too many of those too! :D

Posted: Fri Sep 14, 2007 2:15 pm
by taalismn
Tweak, change, substitute, and alter...If it has two side carrier pods for fighters...add a third, or a fouth...If it's triangular and big...add engine pylons or giant ventral and dorsal fins....If it transforms, change the shape and crew complement....use the 'c' only as a rough scaffolding to build your own off of...

Posted: Fri Sep 14, 2007 2:36 pm
by DhAkael
taalismn wrote:Tweak, change, substitute, and alter...If it has two side carrier pods for fighters...add a third, or a fouth...If it's triangular and big...add engine pylons or giant ventral and dorsal fins....If it transforms, change the shape and crew complement....use the 'c' only as a rough scaffolding to build your own off of...


Pretty much what I did with the Geirath and Coyote :D

Posted: Fri Sep 14, 2007 2:51 pm
by DhAkael
The Promethians would have most of the 3-Galaxies believe that they are the only holders of 'Phase technology'. While this is true at present, there was a race of human-like, technologicaly advanced starfarers called the Xai or 'Espers' as they are commonly known in the history books (due to their purported great psionic abilities).
One of the artifacts that the Espers left behind were their starships; graceful, almost organic looking vessels, using a combination of almost mundane technology and honest-to-gods phase-technology. Shown below is the one type of ship that is confirmed as to being of Esper design.
Note: A few days after the ship descibed below was investigated by CNF Science officers, the phase-drive activated without any appearent reason, and disappeared.

Xai "Star-Rider" Class Dimensional Cruiser
Model Type: XSR-01 Phase Cruiser
Class: Scout Cruiser / Heavy attack ship
Crew: 5; Pilot, navigator, com-officer, fire-control, engineer. May carry up to 24 extra passengers / crew.
M.D.C. By Location:
*Plasma-Laser Emitters (18 ; 14 keel, 4 bow) - 350 each
*LRM Launchers (6; Ventral Bow) - 500 each
Primary Engines (4)- 3500 each
Wing Manoeuvre Pods (2) - 2000 each
Keel / Main Weapons Cluster- 1250
Ventral Loading Ramp / Airlock - 800
Shuttle-bay Doors - 800
Main Body- 10,000 | Forward 1/2 (sensors, etc...) - 5000
Bridge-1800
Variable Shields (6 facings)- 1000 per side
Note: "*" denotes a location that is generally hard to hit; -6 to strike and requires a called shot.
Speed:
Flying: Inatmo; Mach 1.5. Exatmo; Mach 22+ on impulse drive, Mach10.75 by gravitic drive alone.
Sublight; 0.5c straight line travel
Note; reduce speed by 20% per inoperative engine,
FTL: Equal to Type-C phase drive; 3.5 LY/ hr.
Range: The life-support system allows the crew to function for up to 1 year. The particle impulse engines have a nearly unlimited range (hooked directly into the reactors).
Statistical Data:
Height: 75.4m Width: 51.75m (hull), 87m (wing-span).
Length: 121.5m. Weight: 4,040 metric tonnes fully loaded.
Cargo: 10x5x5m bay, with 400 tonne capacity.
Drive Type(s): Primary; Particle Impulse. Secondary; Gravitic Impeller.
Power System: Quantum Zero-Point energy cell (indefinite)
Market Cost: 1.9 billion estimated (?).

Weapon Systems
1) Plasma Laser Emitters (18 ); The emitters project a stream of plasma shaped in a magnetic field propelled by a laser, usually taking the form of 'whips'. Multiple streams may also be focussed into a steady stream for use against capitol ships. Not only powerful, these weapons are also highly accurate & precise.
Primary Purpose: Anti-Ship & Anti-Fighter
Range: 46.4km in space (50% range Inatmo!)
Mega-Damage: 1D6X100 per blast.
R.O.F.: Each PLE can fire 3 times per round, and up to 6 may be fired at one target at a time.
Payload: Effectively unlimited.
Heavy scale= -2 Vs. small targets (advanced targeting)


2) Forward LRM / Torpedo Launchers (6): Located in the bow are 6 single-tube LRM & torpedo launchers, facing forward. Typically these launchers are loaded with plasma or gravitic warheads.
Range: as per warhead type.
Mega-Damage: As per LRM / Torpedo type.
R.O.F.: Individually or in volleys of 2 per launcher (total volley of 12 warheads). Each volley counts as 1 gunner action. Once 10 warheads have been launched, it takes 3 actions (1/2 a melee) for the auto-loading system to reload another 10 from the magazine.
Payload: 10 per launch system plus an additional magazine of 20 per launcher, for a total 180

3) Phase Resonance Cannon (1): After the deployment of several ancillary structures, and approximately 10 seconds for charging, the Star Rider cruiser can discharge a 'phase resonance' bolt. The bolt causes massive quantum fluctuations as space-time its self is torn apart by a 'zero- point' event.
Primary Purpose: Anti-Capitol Ship
Range: 800km (not effected by atmosphere)
Mega-Damage: 2D4X1000 per blast at point of impact, plus an additional 1D4X100 to a 50ft. radius when used against capitol ships or large installations. Damage is not reduced by special armours, and will do ½ damage to all other shield facings upon impact against space vessels.
R.O.F.: 1 blast every 2 minutes, and takes 20 seconds to deploy
Payload: effectively unlimited (see above).
Capitol Ship scale= -11 to strike small targets.

4) Quantum Displacement Translocator: Not a weapon per-se, the Star-Rider cruiser can use its dimensional drive to make short range "jumps" nearly instantaneously. In fact, the cruiser can even "resurface" inside of a larger capitol ship / space station regardless of shielding.
Range: 3.2km (can not be used in a gravity-well).
Payload: 20 jumps, and then takes 1 hour to re-charge. Each jump takes one action (pilot or co-pilot).
Note= +2 to dodge& initiative when actively jumping.

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

Sensors
Advanced & Military Sensors; Can track and identify up to 500 targets with a 2000 mile range (3200km), and track an additional 25 objects out to 4000 miles (6400km); ½ range Inatmo. Objects as small as a golf ball can be seen at a distance of 300 miles Inatmo, or 26,000 miles in space (41,600km). Communications range is 200,000 miles (32,000km) in space. See later for combat bonuses.
Satellite Up-link Computer; Used for sending and receiving information from civilian and military satellites.
Super-navigation Computer & Auto-pilot; 50% skill for FTL and Sublight navigation, and 50% Skill for piloting.
Artificial Intelligence: All Star-Rider cruisers either have a transferred intelligence or an A.I. unit equal to a neural matrix system at Level 4 equivalency with 20 IQ. The main computer / A.I. matrix is located deep in a sealed area of the ship behind triple layer quantum defense screens and crystallis plating.

Miscellaneous
Artificial Gravity; Provides standard 1g environment within the ship.
Crew Quarters; Each crew member (28 ) has their own private room with; bed, closet, computer unit and Bathroom.
Recreation; A large garden or 'park' is the main recreation area of a Star-Rider cruiser, which includes a dome-styled holographic viewer. Plus there are 2 lounge areas resembling bars and / or cafeterias also located in separate sections of the ship.
Medical Facilities; Up to 5 crew members at a time may be cared for by the auto-doc system and regen- tanks. Cryo- Sleep tubes for 20 are also equipped.
Type 3 Recycling system (Atmosphere); Can continuously provide recycled, breathable air for an indefinite period for the crew plus passengers.
Trans-Atmospheric Capabilities; Design elements and the contra-grav system allow the Star-Rider to enter and leave planetary atmospheres.
Hull Breach Auto-Repair; Triple redundancy system, prevents catastrophic loss of atmosphere from hull breaches.
Repair Systems; The Star-Rider has a built-in spacecraft repair kit that allows the crew and technical staff to effect any repairs in the field as long as there are spare parts and / or materials available. Up to 150% of the Star-Rider's' total MDC is carried in spare materials. See "Au; Galaxy Guide" Pg. 169 for details.
Remote Nanotech Repair Array: This system uses nano- fluidic technology to repair internal damage to the ship. A mechanics or electronics skill roll is needed (depending on internal damage type), from either a skilled crew member, or dedicated engineering A.I. unit. Only 1 damaged system may be repaired at a time, and a repair roll failure (2 failed rolls out of 3) means the damaged system can not be repaired and must be replaced. Time for system repairs are reduced by 50% using the RNR array.
FTL Life-boats (2); See "AU; Galaxy Guide" Pg. 181 for details.
Self Destruct; To prevent capture of sensitive intelligence, prevention of ship theft, or as a last ditch retributive attack.

Other Vehicles
Up to 12 Power-Armour suits or 4 vehicles (light APC's, Hover Jeeps, etc) may be carried in the lower cargo / air- lock section. 1 vehicle = 3 Pwr. suits.
The Rear ventral section (under the engines) has a dedicated shuttle-bay which can accommodate 1 shuttle of 100 tonnes, or up to 100 tonnes of fighters.

Bonuses
+3 Initiative, +5 to dodge Exatmo & Inatmo, +2 to strike with all weapons and +25% to combat piloting rolls and +10% to weapon systems lock-ons.

Posted: Fri Sep 14, 2007 3:22 pm
by Aramanthus
Very nice DhAkael! Pleaase keep them coming!

Posted: Sun Sep 16, 2007 9:08 pm
by taalismn
Nothing special...just some light, fast, and cheap transportation...

Zyliner---Light General Purpose Transport
“Zyliner” is a general name given to a family of light- and medium-capacity transport starships produced by the Ethos-Zanc Corporation of the Zyganian Imperium. The first Zyliner prototype was developed while Zygania was still under Golgan domination and flew a few months before the commencement of the great uprising that ultimately freed Zygainian space from the Republik. While Ethos-Zanc has little role in the actual uprising, aside from producing spare parts and servicing for rebel militia ships, in the aftermath, EZC immediately scored a major production contract with the new Zyganian Imperial government, which was looking to rebuild the economy. Central to the new Zyganian Imperial economical revival was a mass- adaptation of indigenous native Zyganian designs in nearly everything, replacing the Golgan manufactured, or Golgan-licensed, equipment and designs foisted on Zyganian markets by the satrapy administration. This was especially important in the high-prestige, high-visibility, field of spacecraft design and production. With several available designs and working prototypes to their name, Ethos-Zanc received an imperial imperative to get their ships rolling off the production lines and into the hands of Zyganian merchants. While Imperial enthusiasm led to a number of faulty designs being rushed into production(and just as quickly rushed OUT of distribution), Ethos-Zanc turned out a winner of sorts in its Zyliner.
The ZI-EZC-C12 by Zyliner itself is not a particularly imposing craft: an elongated, narrow-beam, aerial torpedo of an aerospacecraft, with small fins fore and aft, a large dorsal sensor array, traction-drive CG ropulsion system amidships, with ‘gill’ drive-lobes on either side of the hull, and a small ion drive unit in the tail. The Zyliner has four passenger/cargo decks in the rear half of the ship, crew quarters and engineering forward of the midline, and a split fifth deck consisting of an elevated bridge, and a rear observation bubble/lounge at the tail end of the ship and passenger section. A sealed crew access trunk running through the center of the ship allows for servicing of the rear thrusters without disturbing passengers.
The Zyliner is a limited-capacity light starliner meant primarily for short excursions, commuter, and charter-starlines. Inexpensive to build and operate, the Zyliner is unsuited for heavy hauling, or long-duration, high-capacity, transit service. However, the Zyliner had immediate government backing, and thousands were produced for the ship-hungry free Zyganian merchantile fleet; they made up in quantity what they lacked in individual bulk capacity. With Golgan-imposed restrictions on travel and space academy admittance, the Zyliner was snapped up by emergent new Zyganian spacelines, mercantile academies, and transport forms. So common did the little ships become that they became a ubiquitous icon of Zyganian space, and the ships became simply known as ‘Zyliners’.
Though generally regarded by most galactic markets as a mediocre small transport too small in size and capacity to make a splash on the galactic scene, the Zyliner does have a remarkably efficient drive system for a vessel of its size. With its engine throttles thrown wide open, the little Zyliner can reach incredible speeds for a civilian-rated ship.
Attempts to duplicate this performance in a military-model have proven unsuccessful, and efforts to adapt the Zyliner to military roles have proven only partial successes; the design is intolerant of heavy modification. Any substantiual alterations to the Zyliner frame tend to degrade the ship’s performance curve and drive efficiency. The best the Zyganian military has been able to do is to add variable forceshielding, and a handful of light weapons weapons, to the Zyliner. Zyliners in military service are typically used as light picket/patrol craft, fast transports, and liaison/courier-craft. The Zyganian military has also reportedly taken advantage of the commonality of the Zyliner as well, to outfit several as covert surveillance ships.
This hasn’t hurt commerical sales of the Zyliner, however...The high turn of speed makes it ideal for fast-transit services, and more than a few smugglers, outside Zyganian space.
Ethos-Zanc went on to attempt similar feats of expertise in larger scale-ups of the Zyliner, producing the 500 passenger Xix-Liner and 1,000 passenger capacity Zys-Liners....both of which were reliable designs in their own right, but neither of which came close to matching the performance of the smaller Zyliner.
The Golgans have repeatedly tried to copy the Zyliner, unsuccessfully, and have also made several attempts to acquire the production rights outright through legal action, claiming that Ethos-Zanc developed the Zyliner, with Golgan technical assistance and funding, whileZygania was was still under Golgan dominion, and thus the design patents and copyrights rightfully belong to the Republik, under contract. The Imperium has publicaly scoffed at the claim and, since the Imperial and Republikan legal systems refuse to recognize each other, the actions were doomed from the start. The Golgans HAVE, however, managed to successfully duplicate the later, less-capable, Zys-Liner, producing the derogatorily-named ‘Golzys’, which has somewhat tainted the Ethos-Zanc name....given the creeping inferiority of Golgan knock-offs.


Type: ZI-EZC-C12
Class: Light Commercial Transport
Crew: 35+250 passengers
MDC/Armor by Location:
Main Body 2,000
Bridge 900
Sensor Array 600
Rear Observation Dome 800
Forcefield 1,000
Height: 90 ft
Width: 90 ft
Length: 425 ft
Weight:700 tons
Cargo: 70 tons with passengers’ if configured for cargo, can carry 250 tons
Powerplant:Nuclear Fusion w/ 25 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 22% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 4 light years per hour
Drive endurance is typically 48 hours before needing 6 hours to recharge.
(Underwater) Not Possible.
Market Cost: 25 million credits
Systems of Note:
Standard Starship Systems, plus:

*Retracting Airfoils/Airbrakes---Two fan-style deployable wings allow for better control in an atmosphere and more control during atmospheric operations(+5% to piloting rolls)

*Passenger Configuration: 5 internal decks, 110 staterooms, 2 lounges/galleys, 6 lifeboat stations.

*Cargo Configuration: 4 internal cargo bays and three elevator-style cargo hatches(two openning up ventrally, one dorsally). Aft observation blister replaced by cargo management station.

Weapons Systems: None standard
Auxiliary Craft: None

Variants:
*ZyCarrier---Heavier cargo variant of the traditional Zyliner, with the five passenger decks replaced with three cargo holds, able to hold 400 tons

*ZyCourier----The ZyCourier replaces the passenger decks with a larger FT drive system that can get the ship up to 7 light years an hour, and expand its range to 192 hours before needing recharge, but reduce crew to 20, passenger capacity to 12, and cargo to 30 tons.

*ZISF-EZC-C12M---The ‘official’ military variant, sometimes known as the ‘ZyNax’(‘Nax’ bing the Zyganian for ‘military sailor’)...Reduce passenger capacity by to 50, mounts variable forcefields, four pinpoint defense system turrets, and four fixed-forward light weapons mounts(or two medium weapons). Sometimes a fifth light weapons system(laser, particle beam, or light missile launcher) is mounted in place of the aft observation blister.

Posted: Mon Sep 17, 2007 11:44 am
by Aramanthus
Nice little starship! I like it! Good history too!

Posted: Mon Sep 17, 2007 5:41 pm
by Aramanthus
Name of Class: Graetskee
History: This class of ships was built during the earliest times in the Golgan Republik. It was at the time the most impressive warship in the Golgan Fleet. It was the ship people strove to be the commanders of. They of course had a few problems that were corrected after only the first five had been constructed. Those problems were things like problematic FTL, AI paranoia, armor problems and a few other smaller problems. These were all corrected by the time the sixth ship had come out of the yard. The first five went thru many refits which corrected these problems.
This class has the distinction of being the first ship in the fleet capable of reaching 4 light years per hour with its FTL. The first ship launched took its maiden FTL and promptly disappeared. It turned up about a year later. It had apparently jumped approximately one hundred light years and the engine had burned out. The ship ended up finding a civilization advanced enough to help them repair the damages to their engines. Once the problem was fixed they returned to their home system. In the meantime the engineers back home had discovered their initial problem and had corrected the problem in the second ship which had been launched about 4 months before. There were a number of problems with the first five that were corrected in the sixth vessel. It served with distinction until it and the entire class were retired. These vessels were promptly sold to merc units the Golgan Republik was constructing to control the outer areas of their Republik.
It was built to be functional in design and practical to those who had to carry out maintenance. From the outside it looks like an enormous brick. It is longer than it is tall or wide. It carries weapons that still make it very respectable even today. Its primary weapons are two dual barreled 50cm heavy particle beam cannons. Its secondary weapons are four dual barreled 25cm Heavy particle beam cannons. This class also mounts four 10cm laser cannons in casemates on the ships sides. This class also has four 10cm heavy railguns in casemates. All eight of these casemates are located on the port/ starboard sides. They alternate between laser and railgun along the ships side. This class of vessels typically has eight dual particle beams, rail guns mounted in various locations on the ship used for point defense. It has four cruise missile launchers. Two of them are located on the ventral side of the ship and the other two are located on the dorsal side. It has four long range missile launchers; these are located on the port (2) and starboard (2) side of the ships. The ships are also equipped with four mini missile launchers, one launcher to a side to augment the overall point defense. The ship is equipped with a squadron of twelve fighters equal to the Black Eagle star fighters. It’s also equipped with 100 power armors of various models in its marine armory.
Even though the Graetskee’s were built centuries ago they are still being used by the mercenary forces the Golgan Republik uses in addition to their own military forces. These ships still have fairly good armor. It would be considered the equivalent of the highest armor carried on a modern heavy cruiser. Although it’s fire power is considerably more than even the most modern heavy cruisers.
At one time there were one hundred serving the Republik. At the time of their retirement there were sixty still capable of serving the Republik with it’s mercenaries. It turns out that ten of this class were found in various states of destruction at old battle sites by several pirate groups. These groups worked on rehabilitating these ships to a functional condition. These groups knew about the others and decided to organize their efforts to get rich. They were successful for awhile until they crossed paths with the Trigalactic Mercenary Army and the Spectral Winds Mercenary Navy. These two had been hired by two different clients to end the pirates careers. There were several clashes by the mercenary groups until they had worked out their small differences. Their leaders met and set aside their own differences for the betterment of the victims. After this was done the cooperation helped end this threat very quickly. The two mercenary forces divided up the ten pocket battleships amongst themselves as partial payment for services rendered. All ten of the pocket battleships were upgraded at the Spectral Winds very efficient staryards. Both Merc fleets are carrying out more mutual contracts when possible, and they have had several sets of War games to keep each other sharp for those times when they operate with each other.



Model Type: GR-PBB-01b
Vehicle Type: Pocket Battleship
Crew: 750
Officers: 75
Enlisted: 675
Troops: 230
Marines: 200
Fighter Pilots: 30
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 100 equal to silver hawks
Fighters: 12 equal to black eagles
Miscellaneous: 2 assault shuttles, 2 standard shuttles
MDC By Location:
Main Body: 90,000
Variable Force Field: 10,000 per side, 60,000 total
Bridge: 18,000
Auxiallery Bridge: 10,000
Flag Bridge: 10,000
Main Engines: 35,000 (1/3 of the ship)
Hanger Bay: (2) 5000
Outer Hull: 300
Inner Hull: 200
50cm Particle Beam Batteries: (2) 4000 each
Dual Barreled 25cm Particle Beam Turrets: (4) 1500 each
10cm Laser Cannons: (4) 1000 each
10cm Heavy Rail Guns: (4) 1000 each
Point Defense System G-Railguns: (8) 150 each
Hi-Lasers: (8) 150 each
Cruise Missile Batteries: (4) 1000 each
Long Ranged Missile Launchers: (4) 750 each
Mini Missile Launchers: (8) 200 each
Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1. 00 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 400 per hour
Star Drive: It can travel at 4 light years per hour.
Maximum Range: Effectively unlimited by either drive system. It varies enough supplies for it remain on patrol for about 5 years.
Statistical Data:
Length: 2480 feet long (763.1 meters)
Height: 480 feet high (147.69 meters)
Width: 480 feet high (147.69 meters)
Mass / Weight: 2,420,000 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 50,000 tons in various holds
Market Cost: They cost approximate 3,425,000,000 at the time they were built.
Weapon Systems:
1) 50cm Heavy Particle Beam Batteries (2 double barreled) ( 2)
Mega damage: 2D8X1000 per battery. 4D8X1000 for both batteries on the same target. Or 3D8X1000 if all three batteries fire on the same target.
Range: 70,000 miles in Space and 70 miles in an Atmosphere.
Rate of Fire: maximum of 2X per melee
Payload: Unlimited


2) Dual 25cm Heavy Particle Beam Turrets (4)
Mega Damage: 2D6 X 500 for one Battery or 4D6 X 500 for two batteries
Range: 70,000 miles in space or 70 miles in an atmosphere.
Rate of fire: maximum of 2X per melee.
Payload: unlimited

3) Support laser Cannons 10cm (4)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting one target.
Range: 70,000 miles in space and 70 miles in an atmosphere
Rate of Fire: maximum of 2X per melee
Payload: Unlimited

4) Heavy Mass Driver Cannons 10cm (4)
Mega Damage: 3D4 X 100 + 200
Range: 10,000 miles in space and 10 miles in an atmosphere
Rate of Fire: 4X per melee
Payload: 100 rounds per cannon (more in the cargo hold)

5) Point Defense System G-Railguns (8)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun

6) Point Defense Lasers (8)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited


7) Cruise Missile Batteries (4)
Mega Damage: By missile type (But usually 4D6 X 100)
Range: 4,000,000 miles in Space or 8000 miles in an atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / battery per melee
Payload: 32 cruise missiles per Battery (16 reloads for a total of 2048)

8) Long Range Missile Batteries (4)
Mega Damage: 2d4 X 100
Range: 1,800,000 miles in Space and 3400 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / battery per melee
Payload: 32 Missiles per battery (15 reloads for a total of 1920)

9) Mini Missile Launchers (12)
Mega Damage: 1D6 X 10 or 1D4 X 10
Range: 100 miles in Space or 2 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32
Payload: 128 per launcher (cargo hold contains many reloads of mini missiles)



It carries all of the standard sensor systems found on every major powers naval vessel.

Posted: Mon Sep 17, 2007 9:24 pm
by taalismn
Ouch...Slab o' DEstruction! :ok:

Posted: Mon Sep 17, 2007 9:45 pm
by Aramanthus
Don't you mean a flying brick! :D :lol:

Posted: Tue Sep 18, 2007 12:34 pm
by Aramanthus
Welcome back DM! Where have you been?

Posted: Tue Sep 18, 2007 3:24 pm
by devillin
MAX!!!!

Nice to see you back man!

Posted: Tue Sep 18, 2007 3:28 pm
by Aramanthus
I was totally surprised to see him here today!

Posted: Tue Sep 18, 2007 4:47 pm
by Aramanthus
Name of Class: Luxidorian’Vanok
History: This class was built around the same time as the Graetskee Class Pocket Battleship. These vessels were built along the same sort of lines that the Graetskee’s were built. They actually are one of the best classes built at the time. Compared to the classes of heavy cruisers since, these vessels have a sterling reputation for their class. These ships were built with the best technology and materials money could buy. And some Golgan’s still look at them with the desire to command one. It is still one of the easiest ships to do maintenance on in the fleet.
It took its design from the Graetskee. It looks like a scaled down version, a flying brick. This ship has the distinction of being the second class in the Golgan Republik Fleet to have a near spotless record. It was also the second class in the fleet to be able to achieve the FTL speed of four light years per hour.
The first ship of this class which the class is named is still functioning today with the mercenary Golgan Republik forces. The class has had the least problems which are a constant headache with the present Golgan Navy. The military has been sorely tempted over the last hundred years to buy back more than several of this class and reverse engineer how it was assembled, to find out where the differences are between ships built then and the ones produced today. Although if they decided to carry out that operation they would carry it out on this class, since it has the largest number of surviving ships of any class built in the history of the Golgan Republik. Once this class had reached its apparent end of it’s service life it was retired. They were originally scheduled to go the breakers but with the empire on the expansion at the time, it was deemed smarter to make sure these valiant craft would continue to serve the Golgan Republik’s hired muscle.
The class like the Graetskee class of Pocket Battleships were designed with ease of maintenance and upgrades for the length of their service life. They have been thru many service life extensions in the time they served with the Republik’s forces and the time they are serving with the mercenaries. For its size it’s heavily armed and fairly armored. Its primary weapon systems are its four dual turrets of 25cm heavy particle beams. It has one on each of its sides to give it very good coverage. Another interesting fact about its primary weapons is that they are set so that the beams intersect both fore and aft of the ship; they have been used like this in past confrontations. There are four 10cm lasers built within four casemates, two on each side of the vessel. The class is also equipped with four 10cm heavy railguns. These are also in casemates interspersed between the laser casemates. The class carries two cruise missile launchers, one on the ventral surface and one on the dorsal side. There are four long range missile launchers, one to a side. There are four mini missile launchers for point defense, one to a side and they have deep reserves with an almost double the amount on the most modern ships. The class mounts six dual purpose particle beam cannons and railguns scattered across the ship to provide further layer of point defense. They are capable of carrying a squadron of fighter equal to the black eagle star fighter.
This class is still considered to fall within the specification of the Heavy cruiser, although the cruiser would fall at the mid to low levels of the classification for heavy cruisers. Its armor and shield are still capable of handling a tremendous amount of punishment and being able to deal out a respectable amount on its own. At one time there were almost 150 serving the greater good of the Golgan Republik. At present there are seventy-five still serving with the Golgan Mercenary forces. It is known that around 30 of these sturdy vessels are serving with the Tri-Galactic Mercenary Army’s naval forces and the Spectral Winds. It is also known that several groups of well armed pirates within the three galaxies are equipped with these vicious vessels, although the exact number is not known it is believed to be about 6 to 10. These vessels were known to have been salvaged from naval battle sites by the pirates; they are being hunted down by governments of the Three Galaxies and several major mercenary groups.


Model Type: GR-HCR-05
Vehicle Type: Heavy Cruiser
Crew: 400
Officers: 50
Enlisted: 350
Troops: 180
Marines: 150
Fighter Pilots: 30
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 80 equal to silver hawks
Fighters: 12 equal to black eagles
Miscellaneous: 1 assault shuttles, 2 standard shuttles
MDC By Location:
Main Body: 50,000
Variable Force Field: 5000 per side, 30,000 total
Bridge: 16,000
Auxiallery Bridge: 9000
Main Engines: 30,000 (1/3 of the ship)
Hanger Bay: (2) 7500
Outer Hull: 300
Inner Hull: 200
Dual Barreled 25cm Heavy Particle Beam Turrets: (4) 1500 each
10cm Laser Cannons: (4) 1000 each
10cm Heavy Rail Guns: (4) 1000 each
Point Defense System G-Railguns: (6) 150 each
Particle Beam cannons: (6) 150 each
Cruise Missile Batteries: (2) 1000 each
Long Ranged Missile Launchers: (4) 750 each
Mini Missile Launchers: (4) 200 each
Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1.025 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 400 per hour
Star Drive: It can travel at 4 light years per hour.
Maximum Range: Effectively unlimited by either drive system. It varies enough supplies for it remain on patrol for about 5 years.
Statistical Data:
Length: 1150 feet long (353.9 meters)
Height: 350 feet tall (107.7 meters)
Width: 350 feet wide (107.7 meters)
Mass / Weight: 395,000 Tons
Power System: Anti-matter with a 50 year lifespan.
Cargo: 15,000 tons in various holds
Market Cost: They cost approximate 2,185,000,000 at the time they were built.
Weapon Systems:
1) Dual 25cm Heavy Particle Beam Turrets (4)
Mega Damage: 2D6 X 500 for one Battery or 4D6 X 500 for two batteries
Range: 70,000 miles in space or 70 miles in an atmosphere.
Rate of fire: maximum of 2X per melee.
Payload: unlimited

2) Support laser Cannons 10cm (4)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting one target.
Range: 70,000 miles in space and 70 miles in an atmosphere
Rate of Fire: maximum of 2X per melee
Payload: Unlimited

3) Heavy Mass Driver Cannons 10cm (4)
Mega Damage: 3D4 X 100 + 200
Range: 10,000 miles in space and 10 miles in an atmosphere
Rate of Fire: 4X per melee
Payload: 100 rounds per cannon (more in the cargo hold)

4) Point Defense System G-Railguns (6)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun

5) Point Defense Particle Beam cannons (6)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited


6) Cruise Missile Batteries (2)
Mega Damage: By missile type (But usually 4D6 X 100)
Range: 4,000,000 miles in Space or 8000 miles in an atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / battery per melee
Payload: 32 cruise missiles per Battery (16 reloads for a total of 1024)

7) Long Range Missile Batteries (4)
Mega Damage: 2d4 X 100
Range: 1,800,000 miles in Space and 3400 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / battery per melee
Payload: 32 Missiles per battery (15 reloads for a total of 1920)

8) Mini Missile Launchers (4)
Mega Damage: 1D6 X 10 or 1D4 X 10
Range: 100 miles in Space or 2 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32
Payload: 512 per launcher (cargo hold contains many reloads of mini missiles)



It carries all of the standard sensor systems found on every major powers naval vessel.

Posted: Tue Sep 18, 2007 6:30 pm
by Aramanthus
Name of Class: Becharaskee
History: This class of Light cruisers was originally commissioned early in the Republik’s history. This class was built in numbers that allowed it to carry out its duty through out the width and breadth of the Republik. This class was built along an original idea to build a ship in the shape of a tapered cylinder. The design did function as the designers had hoped, except for one small little thing that got into certain early captains in the class. Certain captains would put themselves in position where they were facing rather steep odds, these captains would then have the guts to push their ships straight into the enemy engaging them by ramming them with this sturdy ship. In most cases the ship would be fine minus some surface paint an antennas being removed. But once in awhile one unlucky one would end hitting the enemies’ reactors taking both ships out in a massive matter / anti-matter reactions.
The hull is a tapered cylinder with a unique feature that no Golgan ship has ever had before or since, retractable turrets. Unfortunately it has been lost in the history books if this was to enhance its ramming ability or it was to streamline its shape for an even quicker FTL, which was quite fast for its time. It could reach an astonishing speed of 5.5 light years per hour, which made it one of the fastest ships for the time.
The class is fairly well equipped even today. It is equipped with three dual barreled heavy particle beam turrets. Two are located on the dorsal part of the hull and the other turret is located on the ventral side. These three turrets have converging fire cover along the sides and the front, so they have a massive amount of cover to protect the ship from opponents. The class has two 10cm lasers for secondary weapons built into casemates along opposite sides of the hull. There are two heavy 10cm railguns built into casemates along the same said as the laser casemates. Both of these weapons can be turned far enough to allow the side to appear very smooth. This class also mounts of particle beam cannons and railguns for point defense a long the hull in retractable housings. It is equipped with two Cruise missile launcher batteries, one on the port and one on the starboard sides respectively. The class has two long range missile launcher batteries, one located on the dorsal side and one located on the ventral side of the vessel. This class has six mini missile launchers located on various positions along the hull. This class can also carry a flight of six fighters equal to the Black eagles star fighter. It also maintains fifty power armors for its marines in case of boarding actions.
Even today this class still carries a decent amount of armor and shields into combat. It would be an interesting fight even today if this craft were to engage a modern vessel such as a “Warshield” class light cruiser of the CCW.
This class was built in large numbers; with 200 having been built over the life of the class. They even built enough supplies for the class that ended up out lasting the classes time in service. There are rumors of hidden asteroids which have enough new parts to build new ships of this class. It is true that some of the Mercenaries who use them have a number of vessels that look newer then they should be. There are 83 serving in the Golgan Republik’s Mercenary fleet on its borders. It is known that both the Tri-Galactic Military Service and the Spectral Winds seem to each have fifteen of this class serving with their forces at present time. And it is known that several pirate groups are operating almost new ships. This almost proves that these pirates may have found several of the asteroids with their spares on board.

Model Type: GR- LCR-04
Vehicle Type: Light Cruiser
Crew: 80
Officers: 15
Enlisted: 65
Troops: 100
Marines: 85
Fighter Pilots: 15
Vehicle, Robots & Power Armor:
Robots:
Power Armors: 50 equal to silver hawks
Fighters: 6 equal to black eagles
Miscellaneous: 1 assault shuttles, 1 standard shuttles
MDC By Location:
Main Body: 28,000
Variable Force Field: 5000 per side, 30,000 total
Bridge: 7500
Auxiallery Bridge: 2000
Main Engines: 15,000 (1/3 of the ship)
Hanger Bay: (2) 7500
Outer Hull: 300
Inner Hull: 200
Dual Barreled 25cm Heavy Particle Beam Turrets: (3) 1500 each
10cm Laser Cannons: (4) 1000 each
10cm Heavy Rail Guns: (2) 1000 each
Point Defense System G-Railguns: (6) 150 each
Hi-Lasers: (6) 150 each
Cruise Missile Batteries: (2) 1000 each
Long Ranged Missile Launchers: (2) 750 each
Mini Missile Launchers: (6) 200 each
Speed:
Driving on Ground: Not possible
Sublight: The ship can accelerate/ decelerate at 1.105 percent the speed of light per melee. (Or mach 5 per melee)
Atmospheric Propulsion: 400 per hour
Star Drive: It can travel at 5.5 light years per hour.
Maximum Range: Effectively unlimited by either drive system. It varies enough supplies for it remain on patrol for about 5 years.
Statistical Data:
Length: 750 feet long (230.8 meters)
Height: 250 feet tall (76.9 meters)
Width: 250 feet at the widest point (76.9 meters)
Mass / Weight: 108,000 Tons
Power System: Anti matter with a 50 year lifespan.
Cargo: 4000 tons in various holds.
Market Cost: They cost approximate 1,135,000,000 at the time they were built.
Weapon Systems:
1) Dual 25cm Heavy Particle Beam Turrets (3)
Mega Damage: 2D6 X 500 for one Battery or 4D6 X 500 for two batteries
Range: 70,000 miles in space or 70 miles in an atmosphere.
Rate of fire: maximum of 2X per melee.
Payload: unlimited

2) Support laser Cannons 10cm (4)
Mega Damage: 2D6 X 100, 4D6 X 100 for two guns targeting one target.
Range: 70,000 miles in space and 70 miles in an atmosphere
Rate of Fire: maximum of 2X per melee
Payload: Unlimited

3) Heavy Mass Driver Cannons 10cm (2)
Mega Damage: 3D4 X 100 + 200
Range: 10,000 miles in space and 10 miles in an atmosphere
Rate of Fire: 4X per melee
Payload: 100 rounds per cannon (more in the cargo hold)

4) Point Defense System G-Railguns (6)
Railgun Mega Damage: 2D4 X 10
Range: 200 miles in Space or 2 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: 10,000 rounds per gun

5) Point Defense Lasers (6)
Mega Damage: 3D6 X 10
Range: 1000 miles in space and 10 miles in an Atmosphere
Rate of Fire: HTH of Gunner
Payload: Unlimited


6) Cruise Missile Batteries (2)
Mega Damage: By missile type (But usually 4D6 X 100)
Range: 4,000,000 miles in Space or 8000 miles in an atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / battery per melee
Payload: 32 cruise missiles per Battery (8 reloads for a total of 512)

7) Long Range Missile Batteries (2)
Mega Damage: 2d4 X 100
Range: 1,800,000 miles in Space and 3400 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32 / battery per melee
Payload: 32 Missiles per battery (15 reloads for a total of 960)

8) Mini Missile Launchers (6)
Mega Damage: 1D6 X 10 or 1D4 X 10
Range: 100 miles in Space or 2 miles in an Atmosphere
Rate of Fire: 1, 2, 4, 8, 16 or 32
Payload: 128 per launcher (cargo hold contains many reloads of mini missiles)



It carries all of the standard sensor systems found on every major powers naval vessel.

Posted: Tue Sep 18, 2007 8:28 pm
by taalismn
Dang, and to think I was worried DM had run afoul of pirates in the Malacca Straits!

Posted: Tue Sep 18, 2007 8:30 pm
by taalismn
Some fun old Golgan heavies, here! :ok:

Posted: Wed Sep 19, 2007 9:49 am
by Aramanthus
I'll be working on more of them as time premits. Glad you liked them :D

Posted: Wed Sep 19, 2007 8:34 pm
by taalismn
Monkar-class Frigate
“Looks like a light cruiser, fights like a gun-tug, and takes damage like a sheet metal shack....No wonder most Monkar crews tape the missile firing button down when they enter into combat, because if they come within direct fire range, one good gatler burst down the length will swiss-cheese the whole ship.”
----Lieutenant Aborral Lemnz, CCW Military Observer to the Zyganian Empire.

The Zyganian Monkar-class Frigates are an older Zyganian design, built during the centuries-long Golgan occupation. Recognizing the need to police and protect their provincial real estate, but not willing to arm possible rebels, the Golgans placed severe restrictions on what the Zyganians could build. The Monkar-class frigates, built on a modified template of an old Golgan design, the Moffed-class Colonial Destroyer, reflected this policy. Built at local expense, at Zyganian shipyards, but under the direct supervision of Republikan administrators, the Monkar favored Golgan provided-, or licensed-, hardware, and materials and construction techniques a generation behind what the Golgans were fielding in their own forces.
The Monkars are roughly ellipsoid, double-ender designs, with the engines mounted in a thick ring around the midsection. Larger than a CCW Scimitar(nearly athird longer), but far less capable, the Monkar LOOKED impressive, but its only real weapon was bluff and bluster. The Monkar-class frigates had modest armor(actually rather thin, considering the ship’s size), a good turn of speed(but slower than CCW and TGE contemporaries), and plenty of cargo and passenger space, but little beyond pop-gun armament. The main batteries consisted of four light laser cannon(two at each end) and multiple point defense weapons, but no heavier weapons or missile launchers. Monkars also lack fighter hangaring capacity, aside from provision for three shuttles that can be used to carry Marine and commerce inspection boarding teams. The Monkars were adequate for customs patrols and convoy escorts, but lacked any teeth against proper warships. Monkar onboard automation was antiquated, even by Zyganian standards, so the ships sported large crews to handle all the systems, and all the possible problems that would crop up. The ships tended to be sluggish at the helm, especially during atmospheric climbout, but performed reasonably well, with an experienced crew. True to Golgan design, the Monkar retained the Moffed’s amphibious capabilities. meaning that the ship could use coastal ports as basing facilities quite readily.
After the Liberation and restoration of Zyganian sovereignty, the Zyganians found themselves with a need to rebuild their space forces, having inherited a fleet built largely to Golgan specifications. This fleet included 120 aging Monkars, little suited as they were for anything more than police duties. Desperate for ships, the Zyganian military launched a Fleet Renewal Program to quickly upgrade and modify the older vessels and keep the fleet a viable force until Zyganian industry or trade could provide them with better ships.
The Zyganian military cycled the Monkars back to drydock, where half of the force was converted into troop transports, and the other half turned into missile boats, using a plan suggested decades previously by several Zyganian fleet officers evaluating Zyganian regional capabilities, but never implemented by the Golgans. Zyganian shipyards ripped out the cargo holds and passenger decks and installed multiple long- and cruise- missile launcher racks. These missile-frigates are intended to launch large long-range volleys of missiles at enemy capital units, while their direct-fire batteries fend off fighters and missile counter-salvoes. Tactically, however, it is hoped that the Monkars can lay down enough extreme range fire that with their racks expended, the ships can then retreat before they come within range of pursuing enemy fighters. Other changes included upgrades to laser and point defense systems, improved shields, more modern avionics, and a minor reduction in crew, courtesy of new automation. Despite calls to replace the old-model and physically massive Gensler-cycle fusion takamak powerplants with more compact designs, thus freeing up more space, the Zyganian military elected to keep the old powerplants as were, the design being dated, but easier to maintain, and much less expensive than complete refits were projected at.
Even with the alterations and improvements, the Monkar remains an unpopular assignment with crews, many of who claim they can still sense the signs of Golgan satrapy engineering about the ships, despite the fact that the hulls and drives are quite sound. Monkars are thus typically assigned to garrison fleets, staying close to colonies and space facilities they are assigned to protect(often the same locations they previously policed before being recalled and modified), and in Reserve fleets. Transport models are typically found in their old role of convoy escort, or with the Zyganian Imperial Army, shuttling ground forces to new assignments.

Type:ZFG-02
Class: Missile Frigate
Crew: 120, plus 60 troops/passengers
MDC/Armor by Location:
Main Body 2,000
Bridge 1,800
Midships Engine Ring 1,000
Laser Turrets(4) 300 each
Point Defense Turrets(14) 100 each
Cruise Missile Launchers(4) 300 each
Long Range Missile Launchers(6) 300 each
Variable Forcefields 1,000 each side, 6,000 total
Height: 140 ft
Width: 200 ft
Length: 650 ft
Weight: 20,000 tons
Cargo: 4,000 tons
Powerplant: Advanced Nuclear Fusion w/ 60 year energy life
Speed:
(Atmosphere) Hover to Mach 2.8; transatmospheric.
(Sublight) Mach 7
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.7% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Limited; 50 MPH, maximum depth 2,000 ft
Market Cost: 350 million credits
Systems of Note:
Standard Starship Systems.
Weapons Systems:
1) Light Laser Cannons(4, 2 forward, ventral and dorsal, 2 aft, ventral and dorsal)---The Zyganian military has replaced the original Solatom-licensed laser cannons with more modern and energy-efficient REGMO HI-750’s, compact enough to mount a double-barrelled model in place of the old single-emitter models. Though the nearly 50% increase in firepower is not enough to allow the ship to engage in gun-duels with more modern capital warships, it gives at least a fighting chance against enemy bombers and heavy fighters. Their turret positioning, two at each end of the ship, gives them nearly totally unobstructed fields of fire.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 4,000 miles in space)
Damage: 5d6x10 MD for one barrel, 1d6x100 MD for a doubled-barreled blast(counts as one attack)
Rate of Fire: EGCHH
Payload:Effectively Unlimited

2) Point Defense Laser Turrets(8 )----These are standard Zyganian Fleet Defense Regmo HI-Lus Point Defense Laser arrays.
Range: 12,000 ft in atmosphere, 36,000 ft in space
(Kitsune Values: 8 miles in atmosphere, 8,000 miles in space)
Damage: 2d6x10 MD per single barrel burst, 4d6x10 MD for a double-barreled blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

3) Point Defense Rail Guns(6)----Regmo Industries first field-tested its Ketokrag PDS weapons on the Monkar, and the design has been retained ever since.
Range:1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 2d4x10 MD per burst
Rate of Fire:EGCHH
Payload: 1,000 bursts per gun; changing a drum takes 10 minutes

4) Cruise Missile Launchers(4)---Many Zyganian naval architects and engineers questioned the wisdom of placing modern cruise missile launchers on such an unworthy hull as the Monkar, but the Grand Admirals shot down their protests, citing the need to get as much heavy firepower spaceborne as possible. The Halmon Mk IV CML is a vertical launch cell system modified from a Golgan design, that has proven reliable and low-cost, though it is decidedly slow in reloading between salvoes. Early problems with adapting the launchers to foreign-made cruise missiles(supplies and quality of Black Market-obtained Golgan stocks being suspect) dogged the Halmon Mk IVs until Zyganian production engineers cracked the problems of mass-producing reliable weapons with the Tenszoon-80 Anti-Ship Torpedo.
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 1-8 each launcher, twice per melee
Payload: 32 each launcher, 96 total. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles)

5) Long Range Missile Launchers(6)---The six Orison Mk X LRMLs are a modern Zyganian design that has proven itself capable of reliable rapid reloading, target acquisition, and operation, even with partial power loss and battle damage. The rapid-fire capability of these launchers often leads to the problem of ‘ordgasm’, when inexperienced or panicked crews empty their missile racks within minutes of contact with the enemy.
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 1-12. up to 4 times per melee
Payload: 576 LRMs, 96 missiles per launcher; additional missiles may be carried and loaded from cargo, but will take at least 15 minutes(1 ton of cargo per 12 missiles),

Auxiliary Craft:
3 Shuttlecraft


Variants:
The other major varaint of the Monkar in Zyganian service is the Monkar-T Transport, which retains the original weapons configuration, but has facilities for transporting 400 troops or 9,000 tons of cargo.
The ZFG-02D variant was an experimental modification produced in small numbers, that attempted to further modernize the aging design with more automation (crew complement reduced to 80) and a second powerplant, allowing for an upgrade of the lasers to more powerful medium-class weapons, and an increase in speed to Mach 8 . The ZFG-02D was deemed too expensive for large scale implementation, on a design that was slated to go out of service anyway, and the Zyganian military has assigned the entire future budget for ZFG-02D conversion to production of more Zhokar-class frigates instead.
A few original model Monkars are still around, either military surplus sold to private Zyganians and outsiders, or elements of the Zoestian security forces that went rogue when the planet was forcibly re-annexed by the Zyganian Empire. These ships retain the old light lasers, NO missile armament, shield strength is 25% less than the upgrade, and the ships carry 180 troops/passengers.

Posted: Thu Sep 20, 2007 3:15 pm
by Aramanthus
Looks very nice Taalismn! I always enjoy the variants you include.

Posted: Thu Sep 20, 2007 6:48 pm
by taalismn
Thanks...With the older designs, variants reflect changes in production and changing times...In newer craft, it suggests an attempt to economize and maximize profits for the producer by allowing them to base several different craft on the same frame/hull...

Posted: Fri Sep 21, 2007 7:25 am
by KLM
Darkmax wrote: I'll be back on more regular basis soon.


:D

Posted: Fri Sep 21, 2007 11:08 am
by Aramanthus
I figured you'd be happy to hear that he is going to be back shortly! :D

Posted: Fri Sep 21, 2007 8:49 pm
by taalismn
Looking forward to it...the more the merrier....

Posted: Sat Sep 22, 2007 11:05 am
by DhAkael
Authors note; this is one of my earlier designs, back before AU:GG was a glimmer in Breaux's eye.

In the un-patrolled spacelanes of the 3-galaxies, nothing is more feared than the report of "Unknown vessels on attack vector" given by a sensor-ops crewmember. However, what truly makes the heart(s) go still is the sight of a quartet of Gorushan pirate ships.
The 'Makal Brhakan' is the most easily recognized of the pirate races' vessels; A central "stalk" tapering at the tail, cobra-hood like command section with the distinctive foward facing fin of the EMP projector on the lower bow and the equilaterl triangle arrangement of the 3 ordinance pods.

A concentrated volley of EMP waves, followed by precise torpedo salvos by even just 2 Blood Spears can criple even a Warshield cruiser. Un escorted commercial frieghters are like drunken oxen faced by dire-wolves.

Gorushan "Blood Spear" Attack Ship
Model Type: Makal Brhakan (Blood Spear)
Class: Heavy fighter/Light frigate.
Crew: 4; Pilot, navigator, 2 gunners.
M.D.C. By Location:
Torpedo/Mine Launchers (3; end of wings)- 200 each
Wings (3)- 150 each
Ion Turbo-Thrusters (3; around central shaft)- 150 each
E.M.P. Projector (1; under nose)- 90
Plasma pulse Cannons (2)- 200 each
Central Shaft/Main Body- 1500
Command Pod/Life Boat-700
Variable Shields (6 facings)- 400 per side
Speed:
Flying: Inatmo; Mach2, Mach 4.3 with ion jets. Exatmo; Mach 10, Mach 15 with ion jets.
FTL: Grav-Drive capable of 4.5 LY. per hour.
Range: The life-support system allows the crew to function for up to 3 months. The supplementary ion thrusters have enough fuel for 2.8 million km. of burn.
Statistical Data:
Height: 6m Width: 6.25m command pod, 4.6m main shaft, 9m wing radius. Length: 35.1m (8m @ bridge). Weight: 546 metric tonnes, plus 91 tonnes of cargo.
Cargo: 3x3x3m bay, with 100 tonne capacity.
Drive Type(s): Gravitic Impeller, with Ion boosters.
Power System: Anti-matter with 30yr. life span.
Market Cost: Unknown. If one were to be captured intact, and sold, it could net approximately 250 million Tri-galactic credits easily!
Weapon Systems
1) Torpedo & Mine Launcher Pods (3): The Blood Spear is armed with 3 heavy ordinance pods, each having an energy torpedo launcher, and a mine ejector.
Primary Purpose: Assault
Secondary Purpose: Defense
Range: between 1 to 4 thousand km depending on torpedo type. Mines have a 500m proximity fuse.
Mega-Damage: by torpedo type. Mines use LRM stats.
R.O.F.: one at a time or in volleys of 2-3. Both systems may volley, but separately.
Payload: 12 torps per pod (36 total), and 20 mines per pod (60 total).
Notes: see Pg.169 of "Rifts: Manhunter" for torpedoes.

2) EMP Wave Projector: This weapon is used to cripple ships without destroying the hull or, more importantly, the cargo.
Primary Purpose: Assault
Range: 2km Inatmo, 8km in space with a 45degree arc effecting all ships in that area.
Mega-Damage: 2D6X10 to shields only. Unhardened electronics have a 75% chance of being damaged, while EMP shielded systems have a 15% chance.
R.O.F.: once per minute (4rnds.). The EMP gun drains a massive amount of power per shot.
Payload: effectively unlimited.

3) Plasma Pulse Cannons (2): A pair of heavy plasma cannons are mounted on the front of the Blood Spear. These weapons are primarily used for dog-fighting. Each gun can angle its fire 60 degrees.
Primary Purpose: Assault
Secondary Purpose: Defense
Range: 610m Inatmo, 1.6km in space
Mega-Damage: 3D6X10 per single blast, 6D6X10 per dual burst.
R.O.F.: 4 bursts per gun, per round (may link-fire).
Payload: effectively unlimited.
Other Systems
1) Military Grade Sensors; see Pg.153 of "Rifts: Phase World" for details.

2) Passive Stealth; the Blood Spear is designed to be undetectable by active sensors beyond 2km (-75% to enemy sensor rolls). Guided missiles are also -4 to hit.

3) Tractor Beam; a tractor beam is built into the Blood Spears' aft to tow crippled "prize" ships back to base. 1,000 tonnes max. towing mass.

4) Detachable Lifeboat; the command pod can detach in an emergency, becoming a lifeboat. Speed is limited to Mach 3, and interstellar travel is a mere 0.25 (1/4) L.Y. per hour. Obviously, no weapons can be used.

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

Posted: Sat Sep 22, 2007 7:56 pm
by taalismn
...nice... :D

Posted: Mon Sep 24, 2007 4:07 am
by KLM
DhAkael wrote:
(...)
1) Torpedo & Mine Launcher Pods (3): The Blood Spear is armed with 3 heavy ordinance pods, each having an energy torpedo launcher, and a mine ejector.
(..)
Range: between 1 to 4 thousand km depending on torpedo type. Mines have a 500m proximity fuse.

(...)

2) EMP Wave Projector: This weapon is used to cripple ships without destroying the hull or, more importantly, the cargo.
(..)
Range: 2km Inatmo, 8km in space with a 45degree arc effecting all ships in that area.
(...)


Nice.

1, In space I would rather use "self propelled mines" (like
it is detailed in DMB02, page 168 - ie. LRM "bombs" are dropped,
drifting in space, but "zip after targets, which come into range".).

2a, Provided the cargo does not contain electronic parts :D
But good idea using "anti shield" stuff.

2b, However having a 45 degree cone of damage... It is like
equipping cruise missiles with a "more realistic" nuclear (even
fusion or AM) warhead, which does damage in a several km
radius - very handy if the party is playing a fighter squad...
Can rid of the problem in one shot. :D

Adios
KLM

Posted: Mon Sep 24, 2007 12:11 pm
by Aramanthus
Very nice DhAkael! Thank you for sharing it! :D

Posted: Mon Sep 24, 2007 12:19 pm
by DhAkael
Aramanthus wrote:Very nice DhAkael! Thank you for sharing it! :D

I am eventually going to "update" this design, but for now, it works ;)

Posted: Mon Sep 24, 2007 1:12 pm
by Aramanthus
Yeah, I believe it works! Works very nicely!

Posted: Mon Sep 24, 2007 8:39 pm
by taalismn
Free Worlds Council Torac-class Destroyer
“TGES DisSemar---otherwise known as the ‘Disemboweler’ after that attack on Lor’Ne Colony....The ship suffered engine trouble enroute to the Tetsan base, and it’s gone to ground to repair its drives in this desert system...DisSmar’s escorts, including most of her fighter complement, are trying to create a false trail to make everybody think the ship’s simply taking the long way back to its base and will show up any day now, but we know better. That’s why our sister ships FWS Ladom and FWS Massis Stadium will engage the escorts and keep them occupied...Meanwhile, we and the FWS Klass Hammer will hit the Disemboweler at her field dock...While Hammer’s fighters draw off any fighters the Kreeghies have retained, we’ll disembowel that ship for real with our main cannons ....Any questions?”
---Captain Snade Areso, FWCS Latamer Meadows

When the Oridone system in Goalan Sector finally broke away from the TransGalactic Empire in bloody rebellion, the Free Worlds Council gained an invaluable prize; Oris Nuclear Engineering, responsible for manufacturing power assemblies, drives, and heavy weapons systems for the TGE in the Thundercloud Galaxy. Despite a determined campaign of sabotage by TGE commandos and Fifth Columnists, the ONE facilities have remained intact and in operation, producing complete power-and-weapons assemblies for rebel forces.
However, ONE was not the end assemblier for TGE ships, the parts being transported to other system shipyards for final integration. Furthermore, the rebels in the Goalan Sector lack access to supplies of the Nuk Rek Nuss crustacean whose shell is favored by the Kreeghor for ship hulls......leaving them in the position of having stocks of capital ship drives and weaponry, but no way of creating TGE-pattern warships to install them in.
Fortunately, the same rebellion that seized control of the ONE plants, had also gained control of the adjacent security garrison, their fleet maintenance depot, and the ‘bone yard’ where defunct ships were parked, to be gradually stripped of usable parts and eventually scrapped. Here ONE engineers were able to find a number of hulls, mainly from Berserker-class warships, as well as technical information on their maintenance. In brilliant desperation, the FWC has managed to use this data to set up a new shipyard in the Oridone system, Oris Stellar Systems Assemblers(OSSA), to build wholly new warships from the weapons, powerplants, and reverse-engineered information acquired in the Oridone system. Recognizing that the ONE plants would continue to be a target of TGE aggression, and that Oris would be a high-priority reconquest of the Imperials, with little support coming from the FWC unless Oris could make itself invaluable to the rebels, the Orisan authorities have galvinized the system’s industries into becoming ship-builders.
OSSA’s first offering to the FWC is the Torac-class destroyer. Working from the plans of the Berserker-class warship, OSSA engineers managed to substitute a cheaper and more easily acquired ceramic-laminate material for the original NRN-shell in the main hull. OSSA then procceeded to shoe-horn the powerplant and engines meant for a larger Smasher-class cruiser into the hull. Likewise, four heavy energy weapons assemblies are squeezed into the hull, giving the frigate a powerful direct-fire weapons capability. The result is a light, very fast, high-acceleration, small warship with an energy weapon attack substantially more powerful than those of ships of equivalent weight class.
The shortcuts and improvizations that went into the Torac have meant that there are tradeoffs in the design. The extended-size of the cruiser-scale engines, crammed into the frigate-scale main hull, have nearly doubled the length of the Berserker-derived frame, and give the ship a decidedly ‘ad-hoc’ or patchwork design. Despite efforts to add additional side-armor, this has left much of the main engines vulnerable to direct attack. The ceramic-shell armor, though nearly as strong as the original TGE-mandated organo-borosilicate, is not quite equal, and so more must be applied, adding weight and mass. The lack of cruise missile armaments limits the ship’s effectiveness in indirect fire missions, despite the incorporation of a long range missile launcher battery. The ship is also decidedly small on the inside, with little room for creature comforts or the accommodation of additional troops and personnel.
However, the FWC is in a seige situation and accepts that emnities such as comfortable crew quarters are the least of their concerns, among other things. Of greater importance is the fact that OSSA can turn out much-needed warships for a ship-strapped FWC. For all its flaws, the Torac is popular with FWC crews in part because it is available, and because it also represents an at least partially new design the FWC can claim as its own. The Torac has proven particularly effective in hit-and-run attacks on TGE shipping and warship convoys, the destroyers making a high-speed attack run, firing their main energy weapon batteries as soon as they close within range, then quickly veering off after launching a barrage of long range missiles to keep the opposition occupied while the rebel ships make their escape. A popular modification to this tactic is the inclusion of drone missiles meant to simulate cruise missiles, lending to the confusion and the frustration of TGE fire control systems, that invariably switch to intercepting the higher-priority threat for the precious few seconds that allow the FWC ships to escape.
Type: FWC-OSSA-DDG02 ‘Torac’
Class: Destroyer
Crew: 98
MDC/Armor by Location:
Main Body 3,200
Bridge 1,500
Forward Particle Beam Cannons(2)
Dorsal Lasers(2) 600 each
Long Range Missile Launcher Bay 900
GR Gun/Missile Point Defense Batteries(10) 400 each
Drive Section 1,200
Variable Forcefields 1,200 per side, 7,200 total

Height: 69 ft
Width: 68 ft
Length: 420 ft
Weight: 9,000 tons
Cargo: 300 tons
Powerplant:Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Not Possible
(Sublight) Mach 11
(Kitsune Values: % of light speed; Accelerates/decelerates at 0.0% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Not Possible
Market Cost: 280 million credits(more expensive than a Berserker, but the FWC lacks the sprawling industrial infrastructure and slave labor of the TGE)
Systems of Note:
Standard Starship Systems
Weapons Systems:
1) Particle Beam Cannons(2)---The Torac carries TWO heavy particle beam cannons in the forward hull, protruding out of the ‘mouth’ of the original Berserker-style prow.
Range: 14 miles in atmosphere, 50 miles in space
(Kitsune Values: 50 miles in atmosphere, 50,000 miles in space)
Damage: 1d4x1,000 MD per blast, or 2d4x1,000 per dual blast
Rate of Fire: Once per melee; typically one cannon will fire per melee while the other cycles through recharge
Payload:Effectively Unlimited

2)Dorsal Long Range Lasers(2)---The Torac mounts two TGE-style ‘Horn Lasers’
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d6x100+100 MD per single blast, 2d6x100+200 MD per dual blast
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

3)Long Range Missile Launcher Battery---Cruise Missiles are in short supply in the Free Worlds Council, so OSSA has substituted a more common LRM launcher assembly in the Torac.
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 1-3
Payload: 100 total; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)

4) GR Gun/Missile Point Defense Batteries(10)---Rather than develop wholly new systems for point defense, OSSA simply copied the original TGE weapons and added two more turrets to cover the extended length of hull. The use of Imperial weaponry designs also allows the FWC ships to use pirated stocks of spare parts and ammunition.
Range:(GR Gun) 1 mile in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
(Mini-Missiles)Varies by Missile Type
(Kitsune Values: 2 miles in atmosphere, 100 miles in space)
Damage:(GR Gun) 3d6x10 MD per 40 rd burst
(Mini-Missiles)Varies by Missile Type
Rate of Fire:(GR Gun) EGCHH
(Mini-Missiles) Volleys of 1-4
Payload:(GR Gun) 8,000 rounds
(Mini-Missiles) 32 missiles per turret. Additional missiles may be stored in the cargo holds and reloaded within 15 minutes(1 ton of cargo per 96 missiles)

Auxiliary Craft:
None


Variants:
The sole variant of the Torac-class seen so far has been a field-modification that allows the destroyer to carry a squadron of six fighters or robots(or a Class-3 Cargo Can) in external hull mounts. The pilots must EVA to get to their ships and in-flight servicing of the fighters is difficult, if not impossible, so it’s best used only for short-run missions(typically, if a longer mission profile is called for, the ships will carry only five parasite fighters and a cargo pod dedicated to carrying spare ammunition and supplies for the fighters....with the intention that the ship uses a desert system or other safe haven to allow it the time and safety to re-arm its fighter complement). Other captains have been known to carry mine-launch canisters, jammer pods, or decoy modules on these stations in lieu of fighters.

Posted: Tue Sep 25, 2007 10:36 am
by Aramanthus
Very nice! Aside from KItsune, that is the first ship I've seen for the Free World Council. I know there are probably others out there. I'd love to see them.

Posted: Tue Sep 25, 2007 7:09 pm
by taalismn
I figured indigenous FWC designs are few and far between, and most likley cobbled together from whatever they can get their hands on...since it's likely any world with the industrial infrastructure to build warships is going to be HOTLY contested by its TGE overlords, and the likelihood of sabotage to keep construction facilities out of the hands of the rebels...

Posted: Wed Sep 26, 2007 9:29 am
by Aramanthus
Hey Taalismn, Kitsune has several FWC ships. They are all very nice! Maybe you could provide art for those ships! :wink:

Posted: Wed Sep 26, 2007 6:49 pm
by taalismn
Darkmax wrote:
taalismn wrote:Dang, and to think I was worried DM had run afoul of pirates in the Malacca Straits!


I'm surprised you would think that! You should know me better than that! All they wanted was for me to make them a few basic ship models.... :D


Back from a world without computer.... I was so damn bored!

Need sometime to catch up to you guys!

Extremely happy to be back from the dead.


Sell them some stock models from the WZ showrooms... :D

Posted: Thu Sep 27, 2007 10:33 am
by Aramanthus
I can't wait to read about your tale about where you've been. :)

Posted: Thu Sep 27, 2007 12:24 pm
by taalismn
Apparently my manic-depressive cycle is on th upswing arc...

Free Worlds Council Hidden Valor-class Frigate

“General Transport #ZG0104056 requesting permission to rejoin Convoy Alor-0506. Previously scheduled rendevouz Akanar-14086 delayed by engine trouble as previously signaled.”
“Escort Command K-404 signalling General Transport #ZG0104056; ID codes recieved and confirmed.....Permission granted to take formation with convoy. Now get your ^&*)^*# Monro ass moving before I elect to decimate your crew for not properly following orders and delaying Imperial business! We’re already 1.4 xans late for arrival at Risinarth, and I’ll execute the next -visnisth- who causes me any more problems on this trip!”


“Contact lost with Risinarth shipyards as of eight hours ago. Have attempted to contact station security via secured channels---no contact. Have attempted to contact Escort Command K-404, adjutant units K-403, K-402. K-401, and Escort Patrollers O-204, 0-202, 0-201, G-321, G-320. known to be on station, to no avail. Long range sensor scans show facility has altered orbital trajectory by 0.080 degrees, beyond normal station-keeping parameters, generation of debris and outgassing, and emissions of radiation roughly correlating to a Class 4 ordnance detonation and possible multiple secondary munitions detonations. Last station manifest transmitted indicated arrival of Convoys Pacnor342542 and Mez457433 carrying Class 4 Fleet Ordnance re-supplies. Suspect massive cargo accident aboard Risinarth facility but have alerted system security forces to possible terrorist action, pending investigation.”

The warships of the Hidden Valor-class were designed intentionally for unconventional warfare deep inside the TGE. The frigates are general purpose craft, compatible with a variety of mission profiles, from deep reconnaisance and surveillance of TGE fleet movements, minelaying, guerilla operative infiltration/extraction, raiding, and gun-running, to assault operations.
The HiddenValor-class is neither particularly fast nor well-armored, but it is exceptionally stealthy. Externally, the ship is designed to resemble any one of a number of generic general transport and support vessels common throughout TGE space...The outer hull is mainly a framework of powered rails and actuators supporting a faux outer hull whose modular panels and fittings can be quickly altered and swapped around to alter the ship’s appearance and sensor signature. Sensor baffles around the inner ‘true’ hull mask energy and sensor emissions from within. Though passive deception is the ideal mode of operation, the Hidden Valor mounts a powerful EW suite for jamming and electronic cloaking, though it is not nearly as powerful as those systems mounted on more dedicated ‘stealth’ craft. The largish engines, concealed as they are inside an armored housing, hide their own secrets; false transponder gear, mechanisms for altering the telltale engine emissions to mimic other craft, and a quick-charge FTL drive battery, for spur-of-the-moment surprise Jumps to the relative safety of FTL.
Under the fascade disguise is an armored hull and concealed weapons mounts. Two large retractable turrets ascend from the dorsal hull, the forward hull hides a large weapons bay, four lateral missile bays provide artillery support, and a half dozen point defense turrets round out the armament. For its class, the Hidden Valor mounts surprisingly heavy armament; in the event it is discovered and cannot jump to FTL in time, it is hoped that the heavy weaponry will allow the ship to score quick, destroying or critically crippling, hits on opponents and buy it time to escape...If not, it is hoped that the display of firepower will persuade TGE units to destroy the ship outright, rather than try to capture it and its crew.
Force shielding is also heavy for a frigate, providing it added protection in the event stealth fails.
The Hidden Valor has four large cargo bays, two in the front, and two lateral bays. Usually, at least one of the bays carries a civilian ‘safe’ cargo open to inspection and scans, while the other bays are configured with false cargo pods and sensor-baffling. Any and all of the bays can be configured for war operations to a variety of purposes; missile bays, mine arsenals, troop quarters, or fighter bays.
The Hidden Valor class was designed by the Machine People of the FWC. It is unknown how many Hidden Valor-class frigates the FWC actually operates and that’s exactly how the FWC wants it...though given the expense and the sophistication of the design, CCW analysts believe the numbers can’t exceed more than 100 vessels. The given mode of operation of these ships is not to appear in the line of the battle of FWC defender forces, but to operate far from obvious rebellion hotspots, ideally where the TGE is NOT looking for unrest and enemy forces....Thus, Hidden Valors are typically assigned to supporting budding revolutions, assassination efforts, piracy/privateer ops, and raids on strategic installations, lighting brushfires deep within enemy territory and behind their main counter-insurgency forces.

Type: FWC-FS-01X
Class: Special Operations Frigate
Crew: 80+ 60 troops/passengers
MDC/Armor by Location:
Main Body 4,000
Outer ‘Shell’ 1,000
Bridge 1,500
Drive Section 1,800
Forward Weapons Array 900
Heavy Turrets(2) 900 each
Missile Bays(4) 120 each
Point Defense Turrets(6) 400 each
*Variable Forcefields 1,500 per side, 9,000 total

*Shield Refresh Rate is 15% per melee
Height: 90 ft
Width: 250 ft
Length: 500 ft
Weight: 14,000 tons
Cargo: 3,500 tons
Powerplant:Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 2; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not Possible
Market Cost: 600 million credits
Systems of Note:
Standard Starship Systems, plus:
*Reconfigurable Outer Hull---The framework of panels and hull features can alter the overall dimensions of the ship by as much as 30%

*Stealth Systems----Passive stealth systems allow the ship to conceal its system emissions by as much as 75%, and conceal its interior configuration from external scans with 80% effectiveness.

*Transponder Mimic---The Hidden Valor class can mimic the drive and transponder signatures of up to 100 other similar vessels

*Electronic Warfare/Jamming Suite---The EW systems are rarely brought on line when attempting to mimic a transport craft since their emissions will immediately tip off enemy ECM systems of active EW. However, when operating, these systems pump out enough energy to jam communications---EW suite that 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. Sensor-guided weapons; -7 to strike. Area of effect: 100 mile radius.

*Quick-Jump----The Hidden Valors’ jump-drive has a +1 to Initiative when escaping into FTL

*Self-Destruct System---Every FWC crew knows how the TGE treats rebels and guerillas, and the prospect of capture is a fate worse than death...And to compromise the capabilities of the FWC in the process....The Hidden Valor-class mounts a powerful self-destruct package that completely obliterates the ship and does 1d6x1,000 MD to a 2 mile radius around the ship.

Weapons Systems:
1) Forward Particle Beam Weapons Bay---The forward concealed weapons bay hides a powerful four-barrel particle beam cannon turret, normally hidden behind a cargo-bay lift panel. The turret has a 120-degree arc of fire to the front of the ship.
Range:7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 3d6x100 MD per cannon, or 12d6x100 for all four cannon firing simultaneously!
Rate of Fire: Each barrel can fire three times per melee
Payload: Effectively Unlimited

2) Heavy Laser Turrets(8, 4x2)---Each of these two retractable heavy turrets mounts a powerful four-barrel laser cannon
Range:8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d6x100 MD per cannon, or 8d6x100 for all four cannon firing simultaneously!
Rate of Fire: Each barrel can fire four times per melee
Payload: Effectively Unlimited

3) Medium-Range Missile Batteries(4)---Mounted around the ship are four MRM launchers for anti-fighter defense and decoy/countermeasure deployment
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)

4)GR Gun/Missile Point Defense Batteries(6)---Standard Imperial point defense weapons turrets. The use of Imperial weaponry designs also allows the FWC ships to use pirated stocks of spare parts and ammunition.
Range:(GR Gun) 1 mile in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
(Mini-Missiles)Varies by Missile Type
(Kitsune Values: 2 miles in atmosphere, 100 miles in space)
Damage:(GR Gun) 3d6x10 MD per 40 rd burst
(Mini-Missiles)Varies by Missile Type
Rate of Fire:(GR Gun) EGCHH
(Mini-Missiles) Volleys of 1-4
Payload:(GR Gun) 8,000 rounds each turret
(Mini-Missiles) 32 missiles per turret. Additional missiles may be stored in the cargo holds and reloaded within 15 minutes(1 ton of cargo per 96 missiles)


5) (Optional)----Mission Modules(1-4)----The four cargo holds of the Hidden Valor-class are designed to accommodate not only cargo, but modular systems pallets, including weapons stations. Each bay can accommodate ONE of the following:
a) Troop/Passenger Bay---Accommodations for 100 troops(or 50 and 5 ten-man stealth drop pods)
b) Fighter Bay---4 fighters or two shuttles can be accommodated
c) Mine Deployer---Can deploy up to 200 mines(equiv. warhead yield to a Long Range Missile, but blast area x4). Stealthed mines are typically 80% to escape detection.

d) Short Range Missile Battery
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 each launcher
Payload: 100 per launcher. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 48 missiles)

e) Medium Range Missile Battery
Range:Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 200. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 24 missiles)

f) Long Range Missile Battery
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 1-20
Payload: 100 total; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)

g) Cruise Missile Bay
Range:Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-32 each launcher
Payload: 32 each launcher. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles)

Auxiliary Craft: (Standard Configuration)
2 Shuttles

Variants:
A number of variants of the Hidden Valor exist, mainly in the configuration of stealth and weapons systems, including the replacement of the DS systems with laser turrets when less physical evidence left behind at a battle site is desired.

Posted: Thu Sep 27, 2007 1:04 pm
by Aramanthus
It looks very cool! Thank you for sharing it! :D

Posted: Thu Sep 27, 2007 6:52 pm
by taalismn
I'm thinking along the lines of an FWC 'Black Academy' that teaches dirty tricks...and somebody who designs and builds the ships...along the lines of commercial or industrial craft...to carry out these arguably terrorist tactics....
You know...like Fleet gas refinery vessels that pump nanite-laced reaction mass fuels aboard unsuspecting TGE craft...a few days later, the ships' fuel tanks go up or the powerplants corrode catastrophically....

Posted: Thu Sep 27, 2007 10:03 pm
by Aramanthus
That sounds like a very interesting idea! Let's see what it looks like!

Posted: Fri Sep 28, 2007 9:11 pm
by taalismn
Well, ship design to Black Academy doctrines would be in keeping with the following:

a) Be Inconspicious
b) Be Common...Look like you BELONG there, the better to get closer to your target
c) Strike such that the damage is done at a distance in both time and space from when you attacked the target, and thus the former event cannot be linked to the former.

d) If this is not possible, strike doing the maximum amount of damage in the minimum amount of time

e) If discovery is unavoidable, generate the maximum amount of chaos and confusion to buy time to escape

f) If escape is not possible, go out fighting....Force the enemy to use the maximum amount of firepower on you, kill and destroy you, rather than betray your cause and comrades.....

Posted: Sat Sep 29, 2007 3:34 am
by Aramanthus
Very interesting philosophy. I take it this is going to be your next lines of ships? :D

Posted: Sat Sep 29, 2007 10:35 am
by taalismn
I have several different lines of though going, but I mainatin notes and ideas so if I find I'm bogging down on one project, I can slide over to one of the others and feel fresh inspiration....Of course, with so many things going on in paralllel, that can pose a danger unto itself of easy distraction...Hey, you pay for your pleasures, no?

Posted: Sun Sep 30, 2007 3:23 pm
by Aramanthus
I know again that is true. I've got to get back on track with the other Golgan ships. It won't take to long to get them up and runnning. I'm sure these new ships will look very nice!

Posted: Mon Oct 01, 2007 8:32 pm
by taalismn
Independent ship designs...

Valar-Ryzell Trophan-class Cruiser

“V.R.I.S.N. Taran....How we came to hate that ship during the war...Everywhere we were deployed, that ship was bound to show up....Half a dozen times we almost killed her, and a half-dozen times she almost killed us...Got to the point where if we detected a cruiser in our area and it wasn’t one of ours, we quit taking bets that it was the Taran, because that was CERTAIN...Felt kinda weird at the armistice when we actually passed each other, not to be arming our weapons...Of course, by that time, our intel had dug up enough dirt on its crew that we knew the names of the senior officers and crew...just as they did ours...
Two years later, we crossed paths again...None of us coulda foreseen the circumstances....We scrambled on a deep patrol to intercept a contact coming in on our celestial backside in the Paszul system and a groan went up when sensors confirmed a Trophan-class cruiser....It had to be, it WAS, the Taran...But what a change this time...We knew that as soon as we entered visual range...Her scarlet and gold hull pockmarked, her drives half-burned out, and a quarter of the crew dead...fighting other Ryzell, we learned, busting out ahead of a government coup...Her captain had been executed as a traitor, his XO had been tortured and permanently blinded before her shipmates had broken her out of a zealots’ interrogation cell, and the whole crew marked for religious conversion or instant death....The Taran was looking to defect, and lucky us happened to be the first Syndian ship she stumbled across...and maybe the only one in the Republic that wouldn’t shoot first...
Kinda strange now, with the tensions on the border ramping up again....And it looks like we’re going to be on the same side now....The Taran’s sharing a dock-slip next to ours, so we can’t look out the portholes now without seeing that red-and-gold we so detested during the war....The dockhands are refitting that ship with Syndian gear, so soon as we’re all able, our two ships are going to be going patrolling together...THAT’S going to take some getting used to...”
---Midshipman Loralan Yatz, SRGS Gentle Persuasion, Syndian Republic Guardian Fleet


The elven Valar-Ryzell employ a number of unique technologies in the construction of their spacecraft, notably ceramics and bio-polymer ‘coral’. Traditionally, the former has been used for lower-class, base, trade and transport ships, while the latter has been reserved exclusively for warships. In the latter process, frozen cometary nuclei are harvested, wrapped in containment sheeting, then brought in-system and heated, the sheeting containing the subliminating gas and fluids, while the melting ‘snowball’ is seeded with a tailored form of zero-gravity ‘skoral’ that is molded into the required forms as it fast-grows. The resulting material is tough and honeycombed, with certain sensor-baffling properties. The finished hull-forms are then sanded down, sealed, and any additional hull components grafted on with skoral ‘adhesive’ that fuses the structures. Technological systems are then installed, drives mounted, weapons turrets and pods bolted in/on, and the completed ship sailed off to join the fleet.
The Trophan-class Cruisers are among the premiere units of the Ryzellian fleet. Though not the largest or most powerful of the Valar-Ryzell warships, the Trophan-class figured prominently in the Syndian War as one of the few ships that could hold its own against the Syndians’ counterattack. This was due, in part, to the fact that the ships were often assigned to the best officers in the Ryzellian fleet...up-and-comers destined for flag service...but much of the credit also lies with the ship’s design.
The Trophan-class cruisers are graceful, sharp-prowed, spindle-shaped warships. Their koral-construction gives their hulls a degree of passive stealth; the polymer honeycomb absorbing most radar radiations. Numerous secondary hull pods and assemblies grace its sides, holding a powerful armament and complement of fighters and power armors.
Trophans had both the right balance of speed and armament to fight it out with the heavier Syndian vessels, and a number of spectacular starship duels evolved out of the equal parts rabid animosity and honorable respect that developed between some Syndian and Ryzellian crews. Ryzellian crews may have been more experienced and aggressive, but their Syndian advesaries were more innovative and better at group tactics, even when limited to their own fighter support. The Trophan could match the Echoa-class cruisers for agility, but lost at straightout speed, which the Syndians often used to outrange the Trophan’s main batteries.
Sadly, the same qualities that made the Trophan such an excellent warship also made it a prime target for its Syndian counterparts. Many of them were destroyed, often in mutual annihilation, in the many ship-to-ship duels between commanders in the Syndian War. Afterwards, with the rising of the Kadavist Cabal, because of the favor shown the captains of Trophans by the ancien regime, Trophans became hot property as the Kadavists swept into power. Several of the ships were seized in port, their crews arrested and imprisoned, but as the word got out of the purges being promulgated on the ‘unfaithful’ military, the crews of many Ryzell warships, Trophans particularly, revolted. Several more Trophans were destroyed in attempts to mutiny and escape, and at least two ships were scuttled by their crews, rather than turn them over to Kadavist zealots. Ironically, while the Kadavists managed to retain a number of the ships for their own fleet forces(and with typical hypocrisy, the elite-hating Kadavists have reserved the ships for their own personal use), the greater surviving portion of Trophans escaped out of Ryzellian space, most of them defecting to the Syndians where they have been quickly integrated into the Syndian Fleet Reserves.

Type: VRISN-CG-090
Class: Light Cruiser
Crew: 270+120 troops, 18 pilots
MDC/Armor by Location:
Main Body 29,000
Bridge 10,000
Main Laser Cannon 2,000
Medium Laser Batteries(6) 800 each
Cruise Missile Batteries(2) 800 each
Short Range Missile Batteries(8 ) 200 each
Point Defense Lasers(10) 150 each
Hangar Pods(2) 13,000 each
Drive Section 15,000
Variable Forcefields 4,500 per side, 27,000 total

Height: 200 ft
Width: 320 ft
Length: 1,800 ft
Weight: 350,000 tons
Cargo: 12,000 tons
Powerplant:Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.0% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Can actually operate underwater, moving at 55 MPH, and survive depths up to 1.2 miles
Market Cost: 3.2 billion credits; since the Syndian-Rysellian War and Kadavist takeover, a few of these vessels, often badly damaged or stripped of their armaments, have made it into the galactic market.
Systems of Note:
Standard Starship Systems, plus:

*Passive Stealth---The skoral hull imparts a -20% to radar scans, absorbing the radiation, or else giving readings similar to an asteroid or other space debris. Ladar scans, on the other hand, will give a truer reading, and are thus unaffected.

*Limited Self-Repair---The ship can actually affect limited self-repair to hull breaches, by pumping a psuedo-organic paste through capillery-like channels to damaged sections. In this manner, the ship can actually repair 5d6 MD of hull/material damage per minute, but repair of ship systems, weapons, and other systemry requires regular repair facilities.

Weapons Systems:
1) Heavy Long Range Laser(1)----The main long range weapon of the Trophans was this prow-mount heavy laser, mounted co-axially. The fixed position of this powerful photonic weapon necessitated some fairly elaborate manuevering to bring to bear on a target; maneuvers that are much esteemed in Valar-Ryzellian military practice and culture and referred to as the ‘Sword Dance’ and ‘Sword Thrust’(crews of the WZ Daito Missile Attack Cruisers take exception at this, claiming that their ramming maneuvers more properly deserve the moniker).
Range: 30 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 3d6x1,000 MD per blast
Rate of Fire: Once per melee
Payload: Effectively Unlimited

2) Medium Lasers(6)---Backing the main laser cannon are several batteries of smaller-caliber triple-barrelled lasers
Range:5 miles in atmosphere,10 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 1d4x100 MD per single barrel, 2d4x100 MD for two cannons firing, and 3d4x100 MD for three cannons simultaneously(counts as one attack).
Rate of Fire:Four shots per melee
Payload:Effectively Unlimited

3) Cruise Missile Tubes(2)---Two pods mount multi-tube 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 1-12 each launcher
Payload: 36 each launcher, 72 total. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles)

4) Short Range Missile Batteries(8 )---These multi-tube arrays are typically used to drive off fighters and scatter decoys, including laser aerosols, in battle.
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 1-60
Payload: 300 total (5 SRMs per launch cell)

5) Point Defense Lasers(10)----These jewel-like lasing crystals adorn the ship’s hull like ornamentation---For anyone unwary enough to approach the ship with hostile intent and no knowledge of what the baubles really are, Ryzellian counterfire can prove deadly.
Range: 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload:Effectively Unlimited

Auxiliary Craft:
18 Aerospace Fighters(roughly equiv, to TGE Flying Fang)
4 Shuttlecraft
120 Flight/Space-Capable Power Armors

Variants:
As Trophan-class warships often became the personal favorite craft of rising stars in the Valar-Ryzellian military, they often kept their ships as their flags in their new commands, and commissioned alterations to be refit to them in their new roles. Most of the modifications were cosmetic, or consisted of incremental improvements in the power of shields and/or weaponry, but a few commanders had additional jamming and ELINT pods added , or experimental weaponry mounted. The VRISN Molechion mounted THREE heavy lasers, requiring two secondary hull pods wholly dedicated to additional power generators added...._Molechion_ was subsequently seized by the Kadavists, but not before the ship was so badly damaged that repairs to it are still ongoing. VRISN Chorion was part of Lord Haldol’s Experimental Weapons Squadron, and was fitted with anti-matter torpedoes(a shorter-ranged version of the anti-matter cruise missile), but was believed lost in fighting against Kadavist seizure...or at least there were no remains to be found after the radiation flux cleared from a massive close-range volley of AM torps against the ship’s pursuers....

Posted: Tue Oct 02, 2007 10:17 am
by Aramanthus
Very nice Taalismn!

Posted: Tue Oct 02, 2007 7:32 pm
by taalismn
Valar-Ryzell “Myrmaros”(‘Faithful’) Destroyer
(aka ‘Myrmidon’, ‘Clinker’)

“Bastards....Fleet intel really mucked up this time and walked into a Kadavist trap...Those Myrmidons we were tracking were supposed to be carrying mine-warfare modules they were using to seed the Choa Approach behind our borders....Doing THAT would endanger the major trade coming in thru Alliance space...So we would be well within our rights blasting the Ryzellian DDs in the act of spaceway endangerment...
Only they WEREN’T carrying mines! Those bastards were carrying transport pods that read just like ordnance drop modules....They were stuffed with civilians! Women and children! Slum-weggers and street people they swept up off the street and stuffed into ship-quarters, before they got dumped out into hard vacuum when we blasted those Myrms! The Kadavists are claiming that they were taking a whole group of underprivileged on an ‘educational flight’ as part of their social renewal and empowerment programs, and that they were well within their rights to be using the Choa Approach for ‘peaceful civil purposes’! Our squadron’s already been painted in their media as bloodthirsty murderers, and they’ve subpeoned the captains of several outsector merchants who were passing in the area for their ship sensor logs that will show our ‘unprovoked attack’!
So we killed over eight hundred innocent people for the Kadavists and handed them a public relations orgy they’ll use to get their people spitting mad and get the Three Galaxies looking askance at us, and the only real damage they took was the loss of two of their mass-produced Clinkers and a few suicidal zealots...and every time a Syndian captain gets a lock on one of them from here on, she’ll have to wonder if that Kad’s got a load of missiles in his side-bays, or a can of human shield.....
Those bastards are entirely too smart for their own good for a bunch of hopped-up religious zealots...Fleet intel better not screw up the important task of finding out who and where their genuis really is, so we can pay them a nice visit!”
---Captain Leia Haloron, SRSFS Deciding Vote, Syndian Republic Solar Fleet


The Myrmaros-class Destroyer is a recent design from the Valar-Ryza Cluster, introduced after the Kadavist regime swept to power. In order to secure their borders and the worlds of the Cluster quickly, the Kadavists had a need to rebuild the Ryzellian fleet quickly. Recent losses of ships in the short war with the Syndians, and subsequent domestic strife had whittled down the Ryzellian fleets signifucantly. Because part of the fervor that swept them to power had been that the portrayl of the old guard military as traitors, the Kadav also had effectively eliminated the Cluster’s more experienced spacers and alienated many more. The need, thus, was for quickly produced, easy to operate, warship classes that could be used by less experienced personnel who had the favored and required fervor of the Kadavist regime.
Rather than adopt the effectively-handcrafted construction techniques favored by the deposed regime for its warships, the Kadavists elected to use the cheaper and faster ceramic hull techniques normally used only by commercial spacers. This allowed the lower-class shipyards where Kadavist support was heaviest to be quickly converted to warship production. The Kadavist-reformed Bureau of Vessels immediately set about laying down a number of designs for new warcraft using the simplier technologies. The result has been a succession of quickly-produced, low-cost, high-utility, vessels of what might otherwise be considered brilliant design.
The Myrmaros-class Destroyer resembles a flattened cylinder with a bulging forward dorsal bridge tower, and two large nacelles flanking the aft three-quarters of the hull. The main hull contains the bridge, main armaments, and drive, while the two side nacelles are used to secondary purposes; the design is quickly altered in the shipyards to adapt the ship to different purposes. The secondary hulls can be used to hold secondary armaments, cargo holds, carrier decks, troop quarters , or prisoner cells.
Though inspired in its modularity and ease of construction, the Myrmaros-class Destroyer is definitely not equal to current Syndian designs facing it across the border, nor even the older Ryzellian vessels that have defected. The need to produce the ships in quantity, and as cheaply as possible, has led to numerous shortcuts in construction and stinted quality. However, the Kadav is able to churn out more of the Myrmaros, leading to an often better than two-against-one odds in terms of individual ships in the Kadavists’ favor. The modular aspect of the Myrmaros-class further increases their danger, as the same hull can serve many purposes, and vessels mounting vastly different secondary weapons configurations all too often appear similar on long range scans, making accurate identification and tracking all the more difficult.
Since their introduction, the Myrmaros has become a detested sight along the borders of Valar-Ryzellian space....Though the border region along Syndian-claimed space is intensely monitored and watched by both sides, the other perimeters of Ryzellian space are more ambigious, and many travellers transiting spacein those regions have had the misfortune of being called over by squadrons of Kadavist ‘revenue cutters’ for inspection and, all too often, seizure of their cargoes, for ‘violating Valar-Ryzellian space’. Other reports tell of known pirate bands operating Myrmaros DDs as official units of the new regime’s space forces, effectively making them acknowledged privateers, though a number of the ships have also been STOLEN by criminal elements operating along the Kadavist borders...both cases further complicating matters for Syndian fleet intelligence tracking efforts.

Type: VRK-DD05
Class: Multi-Purpose Destroyer
Crew: 22
MDC/Armor by Location:
Main Body 3,000
Bridge 900
Medium Laser Cannons(4) 300 each
Laser Turrets(2) 400 each
Medium Range Missile Launcher 500
Secondary Hulls(2) 500 each
Variable Forcefields 1,200 per side, 7,200 total

Height: 90 ft
Width: 200 ft
Length: 280 ft
Weight: 7,000 tons fully loaded
Cargo: 500 tons
Powerplant:Nuclear Fusion w/ 25 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 50 % of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 3 light years per hour
(Underwater) Not Possible
Market Cost: 280 million credits
Systems of Note:
Standard Starship Systems
Weapons Systems:
1) Medium Laser Cannons(4)---Four medium-caliber laser cannons are mounted in a fixed-forward position around the bulbous nose of the Myrmaros-class
Range:5 miles in atmosphere,10 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 1d4x100 MD per single barrel, 2d4x100 MD for two cannons firing, 3d4x100 MD for three cannons, and 4d4x100 MD for all four firing simultaneously(counts as one attack)
Rate of Fire:Three shots per melee
Payload:Effectively Unlimited

2) Light Laser Cannons(4; 2x2,)---The Myrmaros-class mounts two twin-turrets for light lasers; one under the ‘chin’ of the destroyer, and another above the engines aft.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 4,000 miles in space)
Damage: 3d6x10 MD per single blast, 6d6x10 MD per dual blast(counts as one attack)
Rate of Fire: EGCHH
Payload: Effectively Unlimited

3) Medium-Range Missile Launcher---The nose of the destroyer mounts an MRM-launcher, typically used in anti-fighter/anti-satellite work.
Range:Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 80

4) Modular Ordnance Pods(2)---The secondary hulls of the Myrmaros-class can be quickly rconfigured in a shipyard to fill a variety of purposes. Each hull can be outfitted for ONE of the following:
a) Cargo---Each hold can carry 800 tons
b) Troop Quarters---Carries 50 troops and 4 light vehicles/1 heavy vehicle, or 20 troops and 4 heavy vehicles
c) Prisoner Cells---Holds 100 prisoners in relatively roomy cells, or 250 under oppressive conditions.
d) Mine Pods---Each pod holds 100 mines, each the equivalent of an LRM warhead.
e) Short Range Missiles---Each module holds a rapid fire launcher array that can fire volleys of 1-40 SRMs, magazine capacity of 200 missiles; typically used in anti-fighter or surface strike operations
f) Medium Range Missiles---Volleys of 1-25 LRMs, magazine capacity of 100 missiles
g) Long Range Missiles---Volleys of 1-20 LRMs, magazine capacity of 50 missiles
h) Point Defense Turrets---Three turrets, two dorsal and one ventral, mounting either a rapid-fire rail gun or pulse laser; used for escort anti-fighter/missile duty, or for ground attack.
*(Lasers)
Range: 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload:Effectively Unlimited

*(Rail Guns)
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 2d4x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 500 bursts
i) Heavy Rail Gun---A fairly standard design, firing heavy slugs, and typically used in surface/facility attacks.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x100 MD per shot.
Rate of Fire: EGCHH
Payload: 250 rds
j) Medium Laser Turret---Identical to the nose-mounted cannons, but mounted in a rotating turret for greater arc of fire.
Range:5 miles in atmosphere,10 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 1d4x100 MD per single blast
Rate of Fire:Three shots per melee
Payload:Effectively Unlimited
k) Fighter/Shuttle Bay---Accommodates 4 aerospace fighters or 2 shuttlecraft.

Auxiliary Craft:
None in standard configuration

Variants:
The Kadavist regime has experimented with numerous variants of the Myrmaros-class, mostly swapping out the nose and turret armaments with other types, as well as refitting the side hull pods. A courier/scout version even exists that dispenses with the secondary hulls altogether(this version is capable of Mach 9.3 in normal space). It is also rumored that the Kadavists have deployed suicide-run ‘fireships’ with minimal crews and side-bays packed with old-style nucleonic charges....it is claimed that the Soul Fire Brigades used several of these kamikaze ships to obliterate the ancient asteroid fortress of Torum Gala and the pro-aristocracy forces that held out there.

Posted: Wed Oct 03, 2007 11:57 am
by Aramanthus
Very nice design Taalismn! Just out of curiousity......what language did you translate for the "Faithful" part?

Posted: Wed Oct 03, 2007 8:09 pm
by taalismn
Aramanthus wrote:Very nice design Taalismn! Just out of curiousity......what language did you translate for the "Faithful" part?


Kamar-Deysh, of course, one of the four predecessor tongues of modern Valar-Ryzellian, and the new official 'holy language' of the Kadavist regime...

Posted: Thu Oct 04, 2007 2:52 am
by KLM
taalismn wrote: V.R.I.S.N. Taran....


Did that name came just by random or...? :D

(Wikipedia it)

Adios
KLM