Sentinel Defense Werks Starships
Posted: Sun Dec 05, 2010 3:39 pm
Its been a long time coming enjoy
Some notes on Sentinel Space Craft:
Older designs primarily used particle beam weaponry with lasers and GR cannons used in a point defense role. The newer designs use X-ray lasers almost exclusively. X-ray lasers are much more destructive than conventional or even HI Lasers on both a by mass and energy consumption basis. (Authors Note traditionally in science fiction X-ray lasers have required the detonation of a nuclear device, which would make a ship board weapon tantamount to suicide. This has been proven to be unnecessary however, scientists in the Eu have developed a X-ray laser that uses a flash from a conventional laser which is amplified by focusing mirrors to generate the intense burst of light necessary to create X-rays it’s massive and it’s ‘barrel’ is over a mile long but it’s a technology still in its infancy.)
Almost without exception Sentinel Designs never mount cruise missiles. There are many reasons for this but the largest factors are cost, and flexibility. Long Range Missiles cost less than half as much as cruise missiles and are tactically much more flexible. A multi war head LRM has 45% greater range than a cruise missile with 60% the destructive power. Additionally it excels in anti-fighter/point defense roles something cruise missiles are useless for. Finally nearly twice the number of LRMs can be carried as cruise missiles for the same volume of magazine space.
Razor Fang Space Superiority Fighter
The introduction of the Razor Fang was the opening salvo in Sentinels new line up. A Dedicated dog fighting platform the Razor Fang is incredibly agile, with massively overpowered engines that make it one of the fastest fighters in the three galaxies. The Razor Fang carries a diverse and powerful armament ranging from dual on board X-ray lasers to long Range Missiles. This devastating combination of speed and fire power has made the Razor Fang an instant favorite with IDFs, mercenaries and adventurers alike, in a very short period of time it has become one of the best selling star fighters in the three galaxies totally eclipsing the sales of Naruni Enterprises entire line up, a turn of events that has greatly upset Naruni’s board of directors.
Model: RFS-003
Class: Space Superiority Fighter
Crew: One Pilot
M.D.C. by Location:
Wings (2) – 150 each
Dorsal Turret -50
Engines (2) -100 each
Pilots Compartment - 100
*Main Body – 400
**Force Field -600
*Depleting the M.D.C. of the Main Body Destroys the fighter
** This is a standard non variable Force Field
Speed: Mach 23 (15410 mph/24656 KPH) in space atmospheric flight is limited by friction to approximately Mach 8 (5360 MPH/8576 KPH)
Range: Effectivly Unlimited, however the razor fang carries enough Life support for approximately two weeks constant use
Statistical Data:
Height: 13 ft (4m)
Width: 45 ft from wing tip to wing tip
Length: 60 ft (19m)
Wieght: 22,000 lbs fully loaded
Power System: Nuclear with a ten year life
Cargo: A small Storage compartment behind the pilots seat
Market Cost: 60 million credits
Weapons:
1. Defensive X-ray laser (1) A small caliber X-ray laser is mounted in a rear facing dorsal turret to ward off pursuing attackers and to shoot down incoming missiles.
Purpose: Anti Missile
Secondary Purpose: Defense
Mega-Damage: 4d6 per blast
Rate of Fire: equal to the pilots number of attacks per melee
Range: 4000ft double in space
Payload: Unlimited
2. 15mm X-ray Lasers (2): Two X ray lasers are mounted in the base of the fighters wings. They have a semi fixed arc of fire up to 20 degrees off center line and can either be fired individually or simultaneously.
Purpose: Anti Fighter
Secondary Purpose: Assault
Mega Damage: 2D6x10 per blast a dual simultaneous blast does 4D6x10
Rate of Fire: Equal to the Pilots number of attacks per melee
Range: 4 miles double in space
Payload: Effectively Unlimited
3. Mini Missile Launchers (8): The Razor Fang posses Eight internal mini missile launchers concealed in the fighters wings. Each wing has two launchers on both the dorsal and ventral surfaces.
Purpose: Assault
Secondary Purpose: Anti-fighter
Mega Damage: typically plasma 1D6x10 or Armor Piercing 1D4x10 per mini missile
Rate of Fire: 1 at a time or in volleys of up to 12 mini missiles
Range: 1 mile double in space
Payload 12 per launcher 96 mini missiles total
4. Wing Hard Points (4): There are two hard points for mounting additional ordnance on the ventral surface of each wing. While any type of missile up to LRMS can be mounted it should be noted that the ventral mini missile launchers cannot fire while additional ordnance is mounted on the wings.
Purpose: Bombardment
Secondary Purpose: Anti-ship
Mega Damage: Varies with missile type
Rate of fire: Varies with missile type when a hard point is used all ordance on that point fire thus Mini missiles fire in multiples of 12, short range missiles 5 medium range 3 and Long range 1
Range: Varies with Missile Type
Payload: 12 mini missiles, or 5 short range missiles or 3 medium range missiles, or 1 long range missile per point it is possible to mount more then one type of missile but the points must be balanced thus each wing has to carry the same load and only two different types can be carried at once.
5. Bonuses
4 attacks per melee (plus those of the pilot).
Add one additional action/attack at levels two, five, seven, and ten.
+2 on initiative
+3 to strike
+7 to dodge.
TYRFENG Dreadnought
The Tyrfeng is by far the most powerful vessel Sentinel Defense Werks has ever produced and ultimately may be its undoing. Though only six have been sold so far the major powers of the Three Galaxies are reacting with alarm to this classes launch. The release of the Tyrfeng has made a super-capital vessel available to anyone with a big enough bank account. The Kreeghor find it particularly disturbing that the first of these vessels to be sold was to the Free Worlds Council. On the other hand Consortium Intelligence services are baffled by Sentinels build rates; it takes the CAF’s shipyards around 18 months to produce a single Emancipation where as Sentinel seems to be able to crank these monsters out in a matter of weeks! Unknown by anyone is that literally hundreds of these vessels are under construction at Sentinels various yards throughout the Three Galaxies never more than one or two in any one place, but enough that if someone were to make a hard count it would be truly alarming.
From a design stand point the Tyrfeng is a true ship of the line completely forgoing the massive marine and fighter forces found on other super-capitals in favor of sheer massive fire power. In a straight up fight a single Tyrfeng could probably take two of any other vessel short of a Dominator Planetoid. Its strength is also its greatest weakness though as its total lack of mobile forces leaves it vulnerable to fighter strikes. The Dreadnoughts hull is comparatively sleek three sided design that swells slightly in the middle and tapers toward the bow, 3 pods near the stern house the engines, the ships massive armament is distributed evenly between all three flanks ensuring that at least two thirds of the ships weapons can engage any given target.
CLASS: Dreadnought
CREW: 3,000
TROOPS: 640 marines
M.D.C. By Location:
100cm X-Ray Lasers (6)- 5000 each
60cm X-Ray Lasers (12) – 2000 each
20cm X-Ray Lasers (15)-1500 each
Cruise Missile Launchers (21)- 2500 each
Long Range Missile Launchers (30)- 1000 each
5cm X-Ray Lasers (42) – 300 each
Mini-Missile Launchers (42) – 500 each
Engines (6) – 10,000 each
Variable Force Field – 20,000 per side 80,000 total
Main Body -450,000
SPEED:
Sublight: Mach 7 maximum
FTL: 5 light years per hour
Height: 1,000 meters
Width: 1,000 meters
Length: 5,000 meters
Weight: 200 million tons
Cargo: No more than a couple hundred tons of extraneous cargo this is a ship of the line not a freighter
Power System: Anti-Matter 50 year life
Market Cost: 75 billion Credits. With a wait list currently two years long!
WEAPONS
100 cm X-Ray Lasers (6) These massive cannons are the Tyrfengs primary offensive armament distributed two per side they are capable of blowing cruiser size vessels to scrap with a couple of shots and not even capitalo ships can with stand their fire for long
Damage: 3D6x1000 per blast
Rate of Fire: Each cannon can fire twice per melee
Range: 200 miles
Payload: Unlimited
60 cm X-Ray Lasers (12) These cruiser grade weapons play second string to the larger 100 com weapons but are still highly formidable.
Damage: 1D6x1000 per blast
Rate of Fire: each cannon can fire 4 times per melee
Range: 150 miles
Payload: Unlimited
20 cm X-Ray Lasers (15) These weapons are used primarily against light combatants (I.e. frigates and destroyers) unworthy of the larger guns attenttion
Damage: 3D6x100 per blast
Rate of Fire: Each Cannon can fire 4 times per melee
Range: 150 miles
Payload: Unlimited
Cruise Missile Launchers (21) seven of these luanchers are distributed across each of the dreadnought’s flanks
Damage: 4D6x100 per missile
Rate of Fire: each launcher can fire volleys of up to 10 missiles
Range: 2,000 miles
Payload: 100 Missiles per launcher reloading takes 5 minutes with 2 full reloads per launcher
Long Range Missile Launchers (30) The dreadnoughts first line of defense these launchers are typically loaded with a mix of anti-matter multi warhead and heavy armor piercing missiles for use against energy resistant foes
Damage: 4D4x100 per missile or 6D6x10 per missile
Rate of Fire: in volleys of up to 10 missiles per launcher
Range: 3,600 miles (multi warhead) or 2400 miles (proton torpedo)
Payload: 200 per launcher reloading takes 5 minutes 4 full reloads are carried
3cm X-Ray Lasers (42) Fourteen of these light energy weapons are scattered across each of the dreadnoughts sides for close in anti fighter/missile fire
Damage: 4D6x10 per blast
Rate of Fire: Each gun Can fire 5 times per melee
Range: 5 Miles
Payload: Unlimited
Mini-Missile Launchers (42) The dreadnoughts last line of defense these launchers are loaded with either fragmentation or armor piercing war heads
Damage: 5D6 or 1D4x10 per missile
Rate of Fire: in volleys of up to 20 missiles per launcher
Range: 2 miles
Payload: 500 missiles per launcher reloading takes 2 minutes with 10 full reloads on hand
Some notes on Sentinel Space Craft:
Older designs primarily used particle beam weaponry with lasers and GR cannons used in a point defense role. The newer designs use X-ray lasers almost exclusively. X-ray lasers are much more destructive than conventional or even HI Lasers on both a by mass and energy consumption basis. (Authors Note traditionally in science fiction X-ray lasers have required the detonation of a nuclear device, which would make a ship board weapon tantamount to suicide. This has been proven to be unnecessary however, scientists in the Eu have developed a X-ray laser that uses a flash from a conventional laser which is amplified by focusing mirrors to generate the intense burst of light necessary to create X-rays it’s massive and it’s ‘barrel’ is over a mile long but it’s a technology still in its infancy.)
Almost without exception Sentinel Designs never mount cruise missiles. There are many reasons for this but the largest factors are cost, and flexibility. Long Range Missiles cost less than half as much as cruise missiles and are tactically much more flexible. A multi war head LRM has 45% greater range than a cruise missile with 60% the destructive power. Additionally it excels in anti-fighter/point defense roles something cruise missiles are useless for. Finally nearly twice the number of LRMs can be carried as cruise missiles for the same volume of magazine space.
Razor Fang Space Superiority Fighter
The introduction of the Razor Fang was the opening salvo in Sentinels new line up. A Dedicated dog fighting platform the Razor Fang is incredibly agile, with massively overpowered engines that make it one of the fastest fighters in the three galaxies. The Razor Fang carries a diverse and powerful armament ranging from dual on board X-ray lasers to long Range Missiles. This devastating combination of speed and fire power has made the Razor Fang an instant favorite with IDFs, mercenaries and adventurers alike, in a very short period of time it has become one of the best selling star fighters in the three galaxies totally eclipsing the sales of Naruni Enterprises entire line up, a turn of events that has greatly upset Naruni’s board of directors.
Model: RFS-003
Class: Space Superiority Fighter
Crew: One Pilot
M.D.C. by Location:
Wings (2) – 150 each
Dorsal Turret -50
Engines (2) -100 each
Pilots Compartment - 100
*Main Body – 400
**Force Field -600
*Depleting the M.D.C. of the Main Body Destroys the fighter
** This is a standard non variable Force Field
Speed: Mach 23 (15410 mph/24656 KPH) in space atmospheric flight is limited by friction to approximately Mach 8 (5360 MPH/8576 KPH)
Range: Effectivly Unlimited, however the razor fang carries enough Life support for approximately two weeks constant use
Statistical Data:
Height: 13 ft (4m)
Width: 45 ft from wing tip to wing tip
Length: 60 ft (19m)
Wieght: 22,000 lbs fully loaded
Power System: Nuclear with a ten year life
Cargo: A small Storage compartment behind the pilots seat
Market Cost: 60 million credits
Weapons:
1. Defensive X-ray laser (1) A small caliber X-ray laser is mounted in a rear facing dorsal turret to ward off pursuing attackers and to shoot down incoming missiles.
Purpose: Anti Missile
Secondary Purpose: Defense
Mega-Damage: 4d6 per blast
Rate of Fire: equal to the pilots number of attacks per melee
Range: 4000ft double in space
Payload: Unlimited
2. 15mm X-ray Lasers (2): Two X ray lasers are mounted in the base of the fighters wings. They have a semi fixed arc of fire up to 20 degrees off center line and can either be fired individually or simultaneously.
Purpose: Anti Fighter
Secondary Purpose: Assault
Mega Damage: 2D6x10 per blast a dual simultaneous blast does 4D6x10
Rate of Fire: Equal to the Pilots number of attacks per melee
Range: 4 miles double in space
Payload: Effectively Unlimited
3. Mini Missile Launchers (8): The Razor Fang posses Eight internal mini missile launchers concealed in the fighters wings. Each wing has two launchers on both the dorsal and ventral surfaces.
Purpose: Assault
Secondary Purpose: Anti-fighter
Mega Damage: typically plasma 1D6x10 or Armor Piercing 1D4x10 per mini missile
Rate of Fire: 1 at a time or in volleys of up to 12 mini missiles
Range: 1 mile double in space
Payload 12 per launcher 96 mini missiles total
4. Wing Hard Points (4): There are two hard points for mounting additional ordnance on the ventral surface of each wing. While any type of missile up to LRMS can be mounted it should be noted that the ventral mini missile launchers cannot fire while additional ordnance is mounted on the wings.
Purpose: Bombardment
Secondary Purpose: Anti-ship
Mega Damage: Varies with missile type
Rate of fire: Varies with missile type when a hard point is used all ordance on that point fire thus Mini missiles fire in multiples of 12, short range missiles 5 medium range 3 and Long range 1
Range: Varies with Missile Type
Payload: 12 mini missiles, or 5 short range missiles or 3 medium range missiles, or 1 long range missile per point it is possible to mount more then one type of missile but the points must be balanced thus each wing has to carry the same load and only two different types can be carried at once.
5. Bonuses
4 attacks per melee (plus those of the pilot).
Add one additional action/attack at levels two, five, seven, and ten.
+2 on initiative
+3 to strike
+7 to dodge.
TYRFENG Dreadnought
The Tyrfeng is by far the most powerful vessel Sentinel Defense Werks has ever produced and ultimately may be its undoing. Though only six have been sold so far the major powers of the Three Galaxies are reacting with alarm to this classes launch. The release of the Tyrfeng has made a super-capital vessel available to anyone with a big enough bank account. The Kreeghor find it particularly disturbing that the first of these vessels to be sold was to the Free Worlds Council. On the other hand Consortium Intelligence services are baffled by Sentinels build rates; it takes the CAF’s shipyards around 18 months to produce a single Emancipation where as Sentinel seems to be able to crank these monsters out in a matter of weeks! Unknown by anyone is that literally hundreds of these vessels are under construction at Sentinels various yards throughout the Three Galaxies never more than one or two in any one place, but enough that if someone were to make a hard count it would be truly alarming.
From a design stand point the Tyrfeng is a true ship of the line completely forgoing the massive marine and fighter forces found on other super-capitals in favor of sheer massive fire power. In a straight up fight a single Tyrfeng could probably take two of any other vessel short of a Dominator Planetoid. Its strength is also its greatest weakness though as its total lack of mobile forces leaves it vulnerable to fighter strikes. The Dreadnoughts hull is comparatively sleek three sided design that swells slightly in the middle and tapers toward the bow, 3 pods near the stern house the engines, the ships massive armament is distributed evenly between all three flanks ensuring that at least two thirds of the ships weapons can engage any given target.
CLASS: Dreadnought
CREW: 3,000
TROOPS: 640 marines
M.D.C. By Location:
100cm X-Ray Lasers (6)- 5000 each
60cm X-Ray Lasers (12) – 2000 each
20cm X-Ray Lasers (15)-1500 each
Cruise Missile Launchers (21)- 2500 each
Long Range Missile Launchers (30)- 1000 each
5cm X-Ray Lasers (42) – 300 each
Mini-Missile Launchers (42) – 500 each
Engines (6) – 10,000 each
Variable Force Field – 20,000 per side 80,000 total
Main Body -450,000
SPEED:
Sublight: Mach 7 maximum
FTL: 5 light years per hour
Height: 1,000 meters
Width: 1,000 meters
Length: 5,000 meters
Weight: 200 million tons
Cargo: No more than a couple hundred tons of extraneous cargo this is a ship of the line not a freighter
Power System: Anti-Matter 50 year life
Market Cost: 75 billion Credits. With a wait list currently two years long!
WEAPONS
100 cm X-Ray Lasers (6) These massive cannons are the Tyrfengs primary offensive armament distributed two per side they are capable of blowing cruiser size vessels to scrap with a couple of shots and not even capitalo ships can with stand their fire for long
Damage: 3D6x1000 per blast
Rate of Fire: Each cannon can fire twice per melee
Range: 200 miles
Payload: Unlimited
60 cm X-Ray Lasers (12) These cruiser grade weapons play second string to the larger 100 com weapons but are still highly formidable.
Damage: 1D6x1000 per blast
Rate of Fire: each cannon can fire 4 times per melee
Range: 150 miles
Payload: Unlimited
20 cm X-Ray Lasers (15) These weapons are used primarily against light combatants (I.e. frigates and destroyers) unworthy of the larger guns attenttion
Damage: 3D6x100 per blast
Rate of Fire: Each Cannon can fire 4 times per melee
Range: 150 miles
Payload: Unlimited
Cruise Missile Launchers (21) seven of these luanchers are distributed across each of the dreadnought’s flanks
Damage: 4D6x100 per missile
Rate of Fire: each launcher can fire volleys of up to 10 missiles
Range: 2,000 miles
Payload: 100 Missiles per launcher reloading takes 5 minutes with 2 full reloads per launcher
Long Range Missile Launchers (30) The dreadnoughts first line of defense these launchers are typically loaded with a mix of anti-matter multi warhead and heavy armor piercing missiles for use against energy resistant foes
Damage: 4D4x100 per missile or 6D6x10 per missile
Rate of Fire: in volleys of up to 10 missiles per launcher
Range: 3,600 miles (multi warhead) or 2400 miles (proton torpedo)
Payload: 200 per launcher reloading takes 5 minutes 4 full reloads are carried
3cm X-Ray Lasers (42) Fourteen of these light energy weapons are scattered across each of the dreadnoughts sides for close in anti fighter/missile fire
Damage: 4D6x10 per blast
Rate of Fire: Each gun Can fire 5 times per melee
Range: 5 Miles
Payload: Unlimited
Mini-Missile Launchers (42) The dreadnoughts last line of defense these launchers are loaded with either fragmentation or armor piercing war heads
Damage: 5D6 or 1D4x10 per missile
Rate of Fire: in volleys of up to 20 missiles per launcher
Range: 2 miles
Payload: 500 missiles per launcher reloading takes 2 minutes with 10 full reloads on hand