Board index » MDC Worlds » Rifts®: Dimension Books

 


Post new topic Reply to topic
Author Message
 Post subject: Re: Starship designs...
Unread postPosted: Sun Mar 21, 2021 5:27 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
Good bushcraft are something the USA needs in large quantities, and this delivers. I can't see a specific flight bonus though, so you might want to put that in.


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Sun Mar 21, 2021 7:54 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
Good bushcraft are something the USA needs in large quantities, and this delivers. I can't see a specific flight bonus though, so you might want to put that in.

Right under Speed:
(+4 dodge, and +15% to Piloting in atmo). It doesn't get a piloting bonus in space(neither did the Angon), so atmospheric flight is where it really delivers. :bandit:

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Tue Mar 23, 2021 5:35 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
Suraflite Corp. Model 590 Cargo Flier
“Hull protection may be light on the old five-nine-zeroes, but it’s durable. Suraflite didn’t stint on the military-grade environmental-proofing on the skinning. You can leave one of these ships out to rust in the back lot for a few decades, exposed to the elements, and then with a little tune-up and new fuses, get them flying again in no time.”

One of Suraflite Corp’s better long-term sellers, the excitment-charged-named Model 590 was based on a late Automaton War design for a light multipurpose interstellar tactical transport that several of the company’s engineers were working on. The war ended before the transport design could be finalized, and the project was canceled, but the demobbed shipwrights who worked on the design thought it was perfect for the recovering postwar economies. They were right; while the larger corporations focused on big transports for moving large amounts of reconstruction material and jump-start trade goods. smaller colonies and economies were left with the dregs, and new smaller ships that could service them were snapped up like hot cakes, replacing whatever military surplus hulls the outliers had as they wore out.
The Model 590 has an elongated shovel-shape, with a flattened wedge forward hull, with raised conning tower bridge/sensor blister, slender central shaft section, and a flaring rear drive section. The forward hull holds the bridge, living quarters, auxiliary drives, and pressurized internal cargo bay. The midsection is pylon’ed for the attachment of external modules; either cargo ‘cans’ or extra drive mass tanks, further protected by light mag-locked ‘shade’ plates. Access to the engineering systems was easy from both inside and out, maintenance simple, and upgrades easy to perform, so the Model 590 became quite popular. It was also durable, made initially using recycled warship armor, and later using materials of equal quality.
The Model 590 remained in production for over 200 years before the frontier moved far enough out that it no longer became economical for the now coreworld-based Suraflite to keep shipping them out over ever-increasing ranges to the main customer base for the design. Rather than move out with the demand, enough, Suraflite allowed itself to be enfolded into the Supralumatronics group. However, during the long production run of the -590, the quality of materials was never shorted, and the ships tended to have long first, second, and even third careers. Thousands still fly, and Supralumatronics still produces spare parts for the -590 and its related marks.
The Model 590 is common enough and easily modified enough that it is still quite popular with small operators and runners.

Type: Suraflite Model 590
Class: Light Supra-Light Freighter(Runner)
Crew: Can be effectively be operated by one person(but six are recommended); has crew/passenger accommodations for 20.
MDC/Armor by Location:
Main Body 2,000
Bridge/Life Capsule 600+90
Communications/Sensor Array 300 +45
Cargo Pod Shields(2) 300 each
Engine Pod 1,500+45
Tail Fins(2, retractable) 200 each
Landing Gear(4) 90 each
Forcefield(Heavy Commercial) 1200
Height: 45 ft
Length: 200 ft
Width: 50 ft
Weight: 600 tons
Cargo: Internal Cargo Bay(equiv. Super Cargo Can)
External Cargo Clamps can accommodate up to 4 Type 3(Large) Cargo Cans
Powerplant: Advanced Nuclear Fusion w/ energy life of 30 years between refueling(though the ship typically needs to tank up on reaction mass for the propulsion every few months, depending on engine usage)
Speed:
(Atmosphere) Hover to Mach 6 (escape velocity boost mode), Mach 1 cruise
(Normal Space) Mach 5
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 0.5% of light speed per melee)
(FTL) 4 Light Years/Hour
Bonuses: +1 dodge
Market Cost: 47 million credits
Systems of Note:
*Extensive Automation
*Detachable Bridge Pod/Lifeboat
*External Cargo Clamps
*Extendable Airlock Tube
*Airfoil Brakes

Weapons Systems: None standard, but has provision for 1-4 light weapons

Variants:
The ‘spine and pod’ design of the engine mounting and external cargo clamps make replacing the drive units very simple, and a vast number of post-market variants sporting different engines, including both less- and more-advanced powerplants, can be found amongst -590s. Some long-range scout/prospector conversions even sport ion engines, along with extendable solar wings/radiators, and external extra fuel tankage.
Though its standard turrets are only capable of mounting light weaponry, a few more-extensively chopped vessels of this type have been seen sporting medium-class weapons, and accessory missile pods on the external clamps.
Another popular modification is a ‘barge clamp’ that would allow the -590 to attach itself to a larger powered barge that had its own FTL drive pod. The -590 can serve as the command module for the combo, piloting the linked vessels to the barge’s intended destination. The -590 could detach once they’d reached the endpoint, or if the crew had to escape a bad situation.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Tue Mar 30, 2021 5:27 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
How about some fighters?

WZ-HSI-950 Starstreak Light Fighter
    ('Streaker')

"The Starsteak definitely isn’t a copycat design, and while the spaceframe is completely different the family relation to the Starcross are visible if you know how to look. I’ll admit that it’s nice that the Badger hasn’t been trumped by those maniacs, but it's still a quite capable fighter. It’ll clobber the Sharktooth, but that’s not a tremendous challenge considering how ‘budget conscious’ the TGE is for its light platforms. The best guestimate for the effective price for the Sharktooth is around 30 mil after all their various industrial cost savings, which still leaves them in the dust from an effectiveness standpoint."
---Captain Harriet McKenna, CAF, Director of Project Prominence

Intended as a replacement for the Starcross-A, the Starstreak program gained considerable emphasis after the release of the CAF’s Badger. While still distinctly inferior to that craft, it remains well ahead of the rest of the competition, prompting the AJC to begin switching over. Contractual arrangements have the AJC monopolizing production for years, but the older Starcross remains in production for the mass market and has seen its price decrease to 30 million. With the effective cessation of Scorpion production, this makes the Starcross the most commonly available factory fresh Light Fighter in the Three Galaxies, although the Bushido Industries Chokuto is widely regarded as being more capable.

As a clean sheet design, the Starstreak heavily benefits from improved technology, and is far smaller than its predecessor. Now resembling a widened arrowhead, the lifting body design has less raw durability, but the improved field more than compensates for the difference. The craft is also substantially more responsive, almost matching the Badger in raw agility. Internal armaments remain the same, but the over/underwing hardpoints have been greatly strengthened and can hold any of the options of the Super Tanto.
Spoiler:
Type: WZ-LF-950 Starstreak

Class: Light Fighter

Crew: 1

MDC/Armor by Location:
    Main Body--------------500
    Engines-----------------150
    Heavy Hardpoint--------150
    Reinforced Cockpit------125
    Variable Forcefield-------200 per side (1200 total)

Statistics
    Height: 11 feet (3.4 meters)
    Width: 30 ft(10 m)
    Length: 30 ft(10 m)
    Weight: 8 tons

Cargo: Small space behind crew seating for a survival pack

Powerplant: Advanced Lucerin-Fuelled Nuclear Fusion w/ 25 year energy life

Speed:
    (Atmosphere) Hover to Mach 7
    (Sublight) Mach 19 w/o wing hardpoints, Mach 17.5 w/ wing hardpoints
      (Kitsune Values: 40 PSL. Accel at 1.9 PSL per melee)
    (FTL) None standard; can be fitted with an FTL Drive sled

Bonuses: +3 Dodge, +1 Initiative, +1 to Strike

Market Cost: 35 million credits, but has so far been monopolized by the AJC.

Systems of Note:
    Standard (PW) Starfighter Systems, plus;

    *Cyberlink: +1 to init and dodge, in addition to the normal cyberlink bonuses.

Weapons Systems:
    1) Heavy Hardpoint (1): WZT/ASI Standard.

    2) Light Hardpoints (2): WZT/ASI Standard.

    3) Wing Pylons (4): See the Super Tanto.

    4) Countermeasure Launchers (2): WZT/ASI Standard

Consortium Armed Forces CSF-7-TW ‘Panther’ Fighter-Bomber
    (Wiz-Cat)

”The Panther on the other hand IS the sort of super-fighter that people hoped for. We collaborated with TI due to being so overstretched, and Lady Asyribis is one of the greatest engineers active in the Three Galaxies. You can tell where we poached ideas from WZT and ASI, but that’s not exactly a rare thing these days, and they really helped us narrow down what we wanted out of the design. I don’t know where the GSA and Asyribis set up the production facility for them, but its honestly none of my business. Once we’ve finished with the War Hawk I’m going to downgrade the Panther into something conventional, and half the work is already done thanks to all the development notes we kept.”

The Panther is a covert joint project between the CAF’s Project Prominence and Thoth Industries. Inspired by the Mommatan II, Wasp II, and Crystal Shard Fighter, the Panther is a Super-Fighter meant to give as great of an edge to the CAF’s most elite pilots in critical missions. The funds for it were acquired through the recovery of some of the more egregious ‘pork barrel’ projects of the CCW, and operational expenses are disguised under a number of bottom priority sector maintenance budgets with inflated hull counts. Pushing the envelope as far as possible with modern technology, it costs almost five times as much as a War Hawk, but in the right hands it can be worth it. Above all else, it is intended as a counter to the Bloodrinkers and Bloodthirsters of the TGE, which have an effect on the battlefield far beyond their relative numbers.
Spoiler:
Type: CSF-7-TW

Class: Heavy Fighter-Bomber

Crew: 2 (Pilot, System Specialist)

MDC/Armor by Location:
    Main Body-------------1200
    Engine-----------------800
    Wings (2)--------------550 each
    Hi-Lasers (4)----------100 each
    GR-1000 (2)-----------150 each
    Underwing Bays (2)----300 each
    Reinforced Cockpit-----200
    Variable Forcefield-----500 per side (3000 total)

    Forcefields regenerate at 20% (80/480) per melee

Statistics
    Length: 60 feet (20 m)
    Width: 60 feet (20 m)
    Height: 20 feet (6.2 m)
    Weight: 100 tons (- metric tons) empty, but makes extensive use of the Dimensional Pocket enchantment to hide things.

Cargo: Utility closet (4 x 2 x 2 feet / 1.2 x .6 x .6 m) for personal effects. Utility closet is in a permanent dimensional pocket, and is often at least partially filled with ‘PPE Clips’.

Powerplant: Anti-matter w/ 50 year energy life, and housed in a Dimensional Pocket enchantment. The fighter also has a P.P.E generator that produces 40 P.P.E per hour and can hold up to 600 P.P.E in storage. This P.P.E can be used to power the spells cast by the fighter’s crew and enchantments on the fighter, and can be quickly refilled by using various forms of ‘PPE Clip’.

Speed:
    (Atmosphere) Hover to Mach 7, transatmospheric
    (Sublight) Mach 18
      (Kitsune: 50 PSL Accel/decel at 1.8 PSL per melee)
    (FTL) The Panther can reach 7 light years an hour
    (Underwater) 60 MPH at depths up to 500 ft

Bonuses: +4 to Strike, +3 to Dodge, +1 to Initiative, and +5% to piloting skill

Market Cost: 300 million credits to produce.

Systems of Note:
    Standard Spacecraft Systems, as well as the following;

    *Cyberlink: Provides a +1 to Init and Dodge, in addition to the normal cyberlink bonuses.

    *EWAR Suite: -6 to strike for enemy sensor guided weapons.

    *Stealth: 90% chance of eluding detection by enemy sensors at all ranges.

    *Thermo-Kinetic Armor: As in DB: 8. Half damage from Kinetic and Heat based weapons. Does not show up on IR sensors.

    *Ecotfiber Insulation Grid: Magic Attacks do half damage.

    *Magic Sensors: Globe of Daylight, Presence Sense, See the Invisible, Sense Magic, Sense Evil, and See Aura. Permanently active

    *Circles of Protection: +3 to save against magic (including anti-magic cloud and other forms of dispelling magic), +1 save against psychic attacks and a bonus of +2 to save vs Horror Factor. Permanently active.

    *Extensive Dimensional Pockets: Any effect that would result in the fighter’s reactor or weapons to catastrophically fail instead results in them being disabled. Additionally, the first normal disabling effect to any critical system is ignored, and is reset upon repairs.

Weapons Systems:
    1) HI-Lasers (4): As on Black Eagle.

    3) GR-1000s (2): Mounted in the wing roots, with 750 bursts each. Triple the normal payload due to the Dimensional Pocket enchantment.

    4) Underwing Bays (2): Triple the normal payload due to the Dimensional Pocket enchantment.
      a) 228 SRMs
      b) 114 MRMs
      c) 54 LRMs
      d) 24 CMs
      e) 2 GR-1000s (750 bursts each)
      f) 1 Medium Ship Mount (no small target penalty)
      g) 1 Covert Insertion Pod
      h) Reconnaissance Equipment

    5) Heavy Countermeasure Launchers (2): Each may hold one of the following; triple the normal payload due to the Dimensional Pocket enchantment
      a) Flare/Chaff: 108 per launcher, 216 total
      b) NanoPods: 54 swarm packs per launcher, 108 total
      c) Grav-Pods: 45 decoys per launcher, 90 total.

Active Techno-Wizard Features: 7th level equivalents
    *Spell Card System: Can equip 8 different cards, with the most common being Hide in Space, Sustain, Tend the Whole, Repair System, Expel Demons, Improvise Critical System, Negate Magic, and Superluminal Speed.

    *Shadow Meld: 20 PPE to activate, 3 minutes/level duration. Other craft are -6 to strike and -4 to dodge the Panther unless it is directly illuminated against something. This is nullified by See the Invisible and similar.

    *Impervious to Energy: 40 PPE to activate, 2 minutes/level per activation.

    *Invisibility Superior: 30 PPE to activate, 3 minutes/level per activation.

Variants: A conventional version is all but certain (tentatively designated the Lion), but it will be much less capable in most aspects. It would lack all of the magic and stealth features, have less bonuses, reach Mach 15 and 5 ly/h, and have weaker shields. Production cost would be around 130 million.

Trans-Galactic Empire TGE-BL-145A ‘Bloodletter’ Patrol Ship
“The results are in, and it looks like the TGE is serious about using the Bloodletter as an effective patrol ship. The new armaments are ripped off the Bloodthirster, which is to say mostly copied from the Black Eagle, but they’re much more effective than the Flying Fang and Dark Slayer cast offs that were on it previously. Relative cost is about five Sharkteeth, which is about par with what we expected once they put the grunt behind it. A pair of them is nominally more expensive than the Berzerker, but cost far less to outfit and operate, which is where the real money goes. The lower crew can be a double edged sword, but the ISB has to know how to deal with it from experience.”

After a few years of teething and industrial realignment, the TGE’s Bloodletter was finalized. Beyond a massive decrease in price, the problematic weapon suite has been greatly upgraded. While technically just copying the far more capable Bloodthirster, it is still a massive improvement, and allows it to serve as an adequate interior patrol vessel. Normally operating in pairs, the operating cost is far lower than a Berzerker, and its ability to land on planets simplifies maintenance. Naturally, production is split between the Imperial Navy and the Imperial Security Bureau, but as its purpose is to be a cost effective law enforcement platform the Warlords have little problem with this.
Spoiler:
Market Cost: The nominal production price has settled at around $150 million, with slave labor savings improving it further.

Weapons Systems:
    1) Medium Laser Cannon: Fixed forward.
      Range: (Palladium) 6 miles in atmosphere, 12 miles in space
        (Kitsune Values) 12 miles in atmosphere, 1200 miles in space
      MD: 1d4x100
      RoF: Three shots per melee
      Payload: Effectively unlimited

    2) Super Horn Lasers (2): As on the Black Eagle. Fixed forward.

    3) Super Gravity Autocannon (2): As on the Black Eagle. Fixed forward.

    4) Dual Super Horn Laser Turret: As on the Black Eagle, 360/+90/-35 degrees of movement.

    5) Medium Range Missile Launchers (2):
      RoF: 1, 2, 4, 8
      Payload: 12 MRMs each, for a total of 24

    6) Forward SRM Launchers (2): As 5), but holds SRMs.

    7) Rear SRM Launchers (2): As 6)

    8) Missile Pylons (8): May hold 1 CM, 2 LRM, or 4 MRM

    9) Heavy Countermeasure Launchers (2): Equivalent to WZT/ASI standard, but triple the payload.


Last edited by Omegasgundam on Wed Mar 31, 2021 3:54 pm, edited 4 times in total.

          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Tue Mar 30, 2021 5:55 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
And here I go quibbling over taalismn's work again. I'm trying out a new way of formatting the MDC listings, so tell me if you like it.

PS/ASI-ACST-FTL-4B NightHawk-B Light FTL Transport
    (aka ‘Hawk II’)

The original NightHawk would perform well for several years, but a number of technological improvements prompted the design to be upgraded. Refinements in stealth armor technology grant it substantially greater durability, although it necessitated the removal of the reentry plates. The weapons were considered perfectly fine as they were, with only some minor changes (mostly administrative) to the countermeasure launcher needed. The primary gains are the internal systems, with an EWAR array granting improved penetration capabilities, and refinements to the emisitions baffling and stealth coatings helping further it as well. This does mandate the addition of two extra crewmen, but those that are cleared to purchase it also have access to Paladin Steel’s advanced robotic substitutes.

The most dramatic change was the inclusion of a Ross Aerospace inspired Auxiliary Thruster Array, which allows the craft to keep pace with most modern medium ASFs for half an hour. While it obviously nullifies the stealth capabilities while in use, it is intended for messy extractions where it has already been detected. Both Paladin Steel and WZT are working on how to best use this concept, but many of their smaller offerings have gained aftermarket options.
Spoiler:
Type: PS/ASI-ACST-FTL-4B Nighthawk

Class: Medium Aerospace Covert Transport

Crew: Six (Pilot, Copilot, Engineer, Weapons Officer, and two EWAR Operators)

MDC/Armor by Location:
    Main Body------------1,200
    Engine Nacelles (2)---400 each
    Tail Assembly---------500
    Nose Turret----------150
    Laser Turrets (5)-----90 each
    Landing Gear (4)-----50 each
    Variable Forcefield----400 per facing (2,400 total)

Market Cost: Internal accounting has it at around 110 million, with the Lucerin using -4S-Mod being pegged at 220 million due to its improved systems. The older versions cost 100 and 140 respectively.

Systems of Note:
    Standard (PW) Shuttle Systems, as well as the following.

    *ORACLE Mrk IVF

    *Auxiliary Thruster Array: Increases the craft’s sublight speed to Mach 15 (17 for the -4S-Mod) for up to 30 minutes, but must be refueled afterwards. It nullifies the stealth systems while in use.

    *Cyberlink: +1 to init and dodge, in addition to the normal cyberlink bonuses.

    *ECM Suite: Guided weapons are -5 to strike the craft.

    *ECCM Suite: +15% to counter ECM rolls

    *Emissions Baffling: Reduces all forms of energy emissions by 60%.

    *Stealth Configuration: 60% chance of going undetected by sensors at all ranges.

Variants:
    *AASTFTL-4S-Mod: As the original -4S, the Lucerin using model can reach speeds of Mach 12 and has expanded systems. The most important is that the FLT speed has been increased to 6 light years per hour, but there are other significant changes. The sensor suite is now corvette grade the Oni-designed stealth system improves the non-detection chance to 95%, and the ECM has been improved to -7 to strike. Beyond the Office of Positive Outcomes, they are available to the USA’s intelligence agencies and top level law enforcement.

PS/ASI-SCV25-A “Goupillon” Light Patrol Carrier
(Mostly just formatting changes to make the entry look nicer, as well as weapon quibbles.)
Spoiler:
Type: PS/ASI-SCV25-A Goupillon

Class: Light Patrol Carrier

Crew: 125, +45 aerospace complement

MDC/Armor by Location:
    Combined Main Hull---------------17,500
      Main Body---------------------5,000
      Bridge/Forward Hull------------2,000
      Engines (3)--------------------3,500 each
    Systems and Components
      Comms/Sensor Array----------700
      Hangar Bays (4)---------------900 each
    Weapons
      LR Heavy Laser Batteries (2)---800 each
      Triple Medium Turrets (3x2)----950 each
      Point Defense Turrets (8)------150 each
    Variable Forcefield----------------1,000 per side, 6,000 total

Statistics
    Height: 100 ft
    Width: 250 ft
    Length: 550 ft
    Weight: 23,000 tons

Cargo: 900 tons internally in the main hull

Powerplant: Nuclear Fusion w/ 50 year energy life

Speed:
    (Atmosphere) Hover to Mach 3; transatmospheric.
    (Sublight) Mach 9.5
      (Kitsune Values: 60 PSL; Accel/decel at 0.95 PSL per melee)
    (FTL) 5 light years per hour
    (Underwater) Not possible

Market Cost: 500 million credits

Systems of Note:
    Standard (PW) Frigate Systems, as well as the following;

    *Enhanced Sensors: +25% greater than typical for the class (320,000 miles by DB: 13 standards)

    *ORACLE Mk V: As normal

    *ECM Systems: Missiles and sensor-guided weapons are -4 to strike.

    *Comm Jamming Systems: 10,000 mile range, 90% against civilian systems, 65% effective against more sophisticated channel-jumping military communications suites.

    *Passive Stealth Systems: Reduces sensor signature by 45% when running cold.

    *Tractor Beam Emitters (4): 1,000 tons out to 25,000 ft. Space use only.

Weapons Systems:
    1) Intermediary Batteries (2): As on the Blackjack, and almost always equipped with Lasser Lasers.

    2) Triple Medium Turrets (2): Originally mounted on two external pylons, they are now placed in less vulnerable turrets. They are almost always equipped with KKRCs due to their utility in defeating energy resistant opponents and flak shell capability.

    3) PD Turrets (8): May be filled with any WZT/ASI standard mount, usually CAF style Laser/MM turrets.

    4) Modular Weapons Turrets (4): As on the Sunchaser.

Auxiliary Craft:
    *24 Medium Aerospace Fighters (Usually Tanto Mods to save on Lucerin)
    *4 Shuttles

PSS/ASI-FGMS-41-A ‘Oyumi’ System Defense Missile Frigate
(Really just formatting changes to make the entry look nicer)
Spoiler:
Type: PSS/ASI-FGMS-41 Oyumi

Class: System Defense Missile Frigate

Crew: 56 +optional 10 man Stelmarine security contingent.

MDC/Armor by Location:
    Combined Main Hull------------51,000
      Main Body------------------35,000
      Main Engine Bloc------------9,000
      Auxiliary Engines(2)---------3,500 each
    Systems and Components
      Bridge----------------------10,000
      Hangar Bay-----------------1,000
    Weapons
      Missile Launcher Wings (4)---2,000 each
      Medium Turrets (4)----------500 each
      PD Turrets (12)-------------150 each
    Variable Forcefield-------------3,000 per side, 18,000 total

Statistics
    Height: 120 ft
    Width: 220 ft
    Length: 350 ft
    Weight: 90,000 tons

Cargo: 1,000 tons

Powerplant: Nuclear Fusion, w/ 50 year energy life

Speed:
    (Atmosphere) Hover to Mach 3; transatmospheric
    (Sublight) Mach 12
      (Kitsune Values: 60 PSL; Accel/decel at 1.2 PSL per melee)
    (FTL) 4 light years per hour (FTL capability is typically removed once on station)

Market Cost: 700 million credits

Systems of Note:
    Standard (PW) Frigate Systems, as well as the following;

    *ECM Systems: Missiles and sensor-guided weapons are -4 to strike.

    *Comm Jamming Systems: 10,000 mile range, 90% against civilian systems, 65% effective against more sophisticated channel-jumping military communications suites.

    *Passive Stealth Systems: Reduces sensor signature by 40% when running cold.

Weapons Systems:
    1) Heavy Missile Launchers (4): Rather than a fixed weapons configuration as with the Javelin, each of the Oyumi’s four ‘arms’ or ‘wings’ holds space for a heavy missile launcher and a capacious supply of ammunition for it. The Oyumi doubles, or triples in some cases, the missile capacity of each launcher type, allowing the ship to stay in combat longer without having to retreat to reload(since, in its role as a systems defense ship, its logistics would be nearby and vulnerable).
      a) Cruise Missiles: 80 per launcher, and volleys up to 10.

      b) Long Range Missiles: 320 per launcher, and volleys up to 32. May also fire Decoy or ‘noisemaker’ warheads.

      c) Heavy Nuclear Missile Launcher: 24 per launcher, and volleys up to 6. May be equipped with and equal number of Long Lance IV or Heavy Nuclear ‘SunBombs’

      d) X-Ray Laser/Plasma Jet Bombs: 36 per launcher, and volleys up to 6.

    2) Medium Weapons Turrets (4): At the tips of the wings, and use WZT/ASI Medium Starship Mounts. The positioning of the turrets gives them a wide arc of fire around the frigate.

    3) Point Defense Turrets (12): 2 on each wing, 4 around the stern. Any target approaching the monitor can be targeted by at least two, perhaps as many as four, turrets simultaneously.
      a) Pulse Lasers (LC-3x)
      b) Slayer -D Quad-Laser Cannon (PS-RFL-40D)
      c) Laser/Mini-Missile PDS
      d) 30mm Anti-Aircraft Flak Cannon
      e) Rail Gun PDS
      f) Particle Beam PDS
      g) Ion Cannon PDS
      h) Pulse Laser PDS

Auxiliary Craft: 2 Shuttles

Variants:
    *PSS/ASI-FGMS-41B:(aka ‘Boom-Flower’, ‘Plasma-Rose’) This variant apes the Javelin’s -07D in mounting heavy plasma torpedo launchers in place of the missile launchers.
      1) Tractor Beam Projectors (8, two on each wing): 500 tons, 5 miles in space.

      2) Medium Plasma Torpedo Launchers (8, two on each wing):
        Range: 20 miles in atmosphere, 80 miles in space
          (Kitsune Values: 80 miles in atmo, 80,000 miles in space)
        Damage: 1d6x100 MD per blast to 100 ft blast radius
        Rate of Fire: Each array can launch volleys of 1-8 torpedoes, twice per melee
        Payload: Effectively unlimited

    A mine warfare/battle tender variant of the Oyumi is also supposedly under consideration.

PSS/ASI-CGG-08M-A ‘Makrigga’ Medium Patrol Cruiser
(aka ‘finback’, ‘sharky’, ‘Kasera’)

The first few Makriggas were of fixed weapon configurations, and had a number of teething issues that needed to be worked out before mass conversion and production began. The most important problem was that the armor distribution and associated framework was found to be counter productive, with the main hull being a bit too armored, the engines having nowhere near enough, and the weapon mounts being relatively fragile. The last was solved by using newer turret mantlets from the LaFayette line, but the main body had to undergo a net decrease in protection to better cover the mobility systems. However, this granted greater access to a number of high maintenance systems, so it was considered a tolerable loss for a frontier patrol vessel. Additionally, the new shield generator was found to be too ambitious for the available power grid when combined with the heavy energy weapons, so the older Warshield grade model was reinstalled.

Interestingly, the Makrigga are being used as the testing grounds for ASI’s attempts at heavier capital energy weapons. While having less concentrated damage than the old mount, the rate of fire is thought to compensate, and it is far less maintenance intensive due to many technological developments. Just why they decided to fit them onto a fusion rather than Lucerin or Antimatter powered vessel is a difficult question to answer though. It's inarguable that their installation prevents the use of the WZT’s ‘Quad-Regen’ technology however, but the Makrigga is still quite heavily protected for a cruiser sized patrol ship. Other changes consist of the medium turrets being replaced with the common modular mounts, and the LRM bays being replaced with CAF-pattern equivalents. The ability to fire Long Lances was not thought to be particularly useful on a patrol craft, and if need be such capabilities were easily available on smaller platforms.

While more expensive than the LaFayette, the Makrigga has less logistical issues, allowing it to be fielded by more tenuous USA members. The modifications needed to reinstall the old KKRCs and Medium Lasers are considered minor, allowing the use of older stores without much issue. The vessel is inarguably more capable than a Warshield in nearly all aspects, and the lack of CMLs is seen as a negligible problem given its expected users, the far greater gun power and physical durability more than compensates. The entirety of production has been bought up by USA members, but it is hoped that it will soon be available on the commercial market.
Spoiler:
Type: PSS/ASI-CGG-08M-A

Class: Medium Patrol Cruiser

Crew: 120, +40 man Stelmarine security contingent

MDC/Armor by Location:
    Combined Main Hull-------------70,000
      Main Body-------------------60,000
      Main Engine-----------------10,000
    Systems and Components
      Bridge----------------------10,000
      Hanger Bay------------------3000
    Weapons
      Heavy Capital Lasers (2)-----1200 each
      Triple Medium Turrets (5)----800 each
      Dual Medium Turret (8)-------800 each
      LRM Launchers (2)-----------600 each
      PD Turrets (18)--------------150 each
    Variable Forcefield--------------5,000 per side (30,000 total)

Statistics
    Height: 140 ft
    Width: 220 ft
    Length: 550 ft
    Weight: 135,000 tons

Cargo: 7,500 tons

Powerplant: Advanced Nuclear Fusion, w/ 50 year energy life

Speed:
    (Atmosphere) Hover to Mach 3; transatmospheric.
    (Sublight) Mach 9
      (Kitsune Values: 60 PSL; Accel/decel at 0.9 PSL per melee)
    (FTL) 5 light years per hour

Market Cost: 3 billion credits new to USA Members, but will have the common Cruiser surcharge of 100% (6 billion) to outsiders. Refit of an older vessel comes to 1.5 billion credits due to the number of system changes.

Systems of Note:
    Standard (PW) Cruiser Systems, plus:

    *ORACLE Mk V: As normal

    *ECM Systems: Missiles and sensor-guided weapons are -4 to strike.

    *Comm Jamming Systems: 10,000 mile range, 90% against civilian systems, 65% effective against more sophisticated channel-jumping military communications suites.

    *Passive Stealth Systems: Reduces sensor signature by 40% when running cold.

Weapons Systems:
    1) Single Heavy Capital Lasers (2):
      Range: 30 miles in atmosphere, 100 miles in space
        (Kitsune: 100 miles in atmosphere, 100,000 miles in space)
      Damage: 2d4x1,000 MD per Shot
      Rate of Fire: Twice per melee
      Payload: Effectively Unlimited

    2) Triple Medium Turrets (5): 2 ventral, 2 dorsal, and 1 on the fantail. Usually equipped with the original KKRCs.

    3) Twin Medium Turrets (8): Usually equipped with the original medium lasers.

    4) LRM Launchers (2): These have been replaced with CAF pattern 32-silo autoloading models, with 9 reloads.

    5) Point Defense Turrets (18):
      a) Pulse Lasers (LC-3x)
      b) Slayer -D Quad-Laser Cannon (PS-RFL-40D)
      c) Laser/Mini-Missile PDS
      d) 30mm Anti-Aircraft Flak Cannon
      e) Rail Gun PDS
      f) Particle Beam PDS
      g) Ion Cannon PDS
      h) Pulse Laser PDS

    6) Weapons Module: Mounted ahead of the new dorsal heavy weapons turret is a slot for an additional modular weapons mount, typically a missile launcher or KEW turret.
      a) Medium Range Missiles: 180 MRMs, volleys of 1-10.
      b) Long Range Missiles: 180 LRMs, volleys of 1-10.
      c) Cruise Missiles: 70 CMs, volleys of 1-10.
      d) Triple Medium Turret: See 2)
      e) Single Heavy Tachyon ScatterGun
      f) Forcefield Generator Booster: Increases shields to 7,000 per side (42,000 total)
      g) Multiplexor: Can carry up to 6 different cards, typically high level space spells.
      h) Ion Cannon: (ionization rules courtesy of Henning Rogge)
        Range: (Palladium) 4 miles in atmosphere, 12 miles in space
          (Kitsune) 12 miles in atmosphere, 12,000 miles in space
        Damage: 1d4x100 MD per blast, and has the Rogge ionization rules.
        Rate of Fire: Five times per melee
        Payload: Effectively unlimited

Auxiliary Craft:
    12 Medium Aerospace Fighters
    4 Shuttles

PS/ASI-CG-18-A ‘Kamayari’-class Heavy Cruiser
(aka ‘Greenblade’, ‘Stoneblade’, ‘Knightstick’ )

The test fitted Kamayari was perfectly functional, but it still had some issues. The overall sustained firepower on the Capital PBC was lacking, but the supporting infrastructure had been overbuilt with the hopes of being able to field more powerful weapons. It would be several years before they were available, but the mountings were sufficiently finalized for planning purposes, and promised to triple the effective output. Simultaneously, a number of design improvements in available Intermediary weapons allowed the current mounts to be made modular, although the original configuration was considered the most practical. It did allow for more expedite replacements however, and the conversion of older stores to the new standard was going quite quickly.

Additionally, the CM and LRM launchers were converted to more capable CAF models, which greatly increased the sustained rate of fire, and the MRM mounts saw similar improvements in reloading speed. The PD turrets were almost an afterthought in comparison, but the frequently lost nature of their mountings made it a good idea to make it easier to source replacements. Finally, there were a number of changes to turret protection, making the heavy weapons a bit harder to knock out, and the now expected EWAR array forces opponents to use ECCM warheads to retain effectiveness.

The primary failing remains economic, with the USA still lacking in the industrial infrastructure to produce such large ships in a cost effective manner. The CAF’s smaller Champion costs less than a third the price, and has more than half the effective capabilities. As it stands, the Kamayari costs as much to construct as an Aegis battlecruiser, which places it in an awkward spot to say the least. Thankfully, the polity’s industrial expansion is continuing at its rapid pace, so the issue will be brought under control within a decade, which will make it fully competitive with major power designs.
Spoiler:
Type: PS/ASI-CG-18-A Kamayari

Class: Heavy Cruiser

Crew: 390 crew, 60 marines, 50 person aerospace group

MDC/Armor by Location:
    Combined Hull----------------------------170,000
      Main Body-----------------------------80,000
      Secondary Hulls (2)-------------------15,000 each
      Main Engines--------------------------40,000
      Secondary Engines (2)----------------10,000 each
    Systems and Components
      Bridge---------------------------------10,000
      Axi Bridge-----------------------------10,000
      Hangar Bays (2)-----------------------12,000 each
      Sensor/Radiator Wings (3)-------------6,000 each
      Secondary Sensor Arrays (2)----------1,200 each
    Weapons
      Single Heavy Capital Turrets (3)-------1,600 each
      Triple Intermediary Turrets (6)---------1,600 each
      Single Intermediary Turrets (10)-------900 each
      Cruise Missile Launchers (4)-----------1,200 each
      LRM Launchers (4)--------------------600 each
      MRM Launchers (10)------------------300 each
      Point Defense Turrets (14)------------150 each
    Variable Forcefield-----------------------8,000 per side, 48,000 total

    Shield Refresh Rate is 20% per melee

Statistics
    Height: 210 ft
    Width: 480 ft
    Length: 1,100 ft
    Weight: 400,000 tons

Cargo: 10,000 tons

Powerplant: Lucerin-Fuelled Nuclear Fusion, w/ 50 year energy life, Auxiliary Fusion System.

Speed:
    (Atmosphere) Hover to Mach 3; transatmospheric.
    (Sublight) Mach 11 ( Mach 9 w/Secondary Hulls attached), Mach 7 under auxiliary
      (Kitsune: 60 PSL; Accels/decel at 1.1 PSL per melee)
    (FTL) 5.2 light years per hour

Market Cost: 11 billion to produce for the USA, and is nominally offered at 32 billion thanks to the current premium on large capital ships. Infrastructure improvements are on track to reduce it to 6 billion.

Systems of Note:
    Standard (PW) Cruiser Systems, plus:

    *Long Range Sensors: Detects FTL travel up to 25 ly, and sublight vessels up to .9 ly.

    *ORACLE Mk V: As normal

    *ECM Systems: Missiles and sensor-guided weapons are -5 to strike.

    *Comm Jamming Systems: 10,000 mile range, 90% against civilian systems, 65% effective against more sophisticated channel-jumping military communications suites.

    *Tractor Beams (4): 1,500 tons, 10 mile range in space.

Weapons Systems:
    1) Single Heavy Capital Laser Turrets (3):
      Range: 30 miles in atmosphere, 100 miles in space
        (Kitsune: 100 miles in atmosphere, 100,000 miles in space)
      Damage: 2d4x1,000 MD per Shot
      Rate of Fire: Twice per melee
      Payload: Effectively Unlimited

    2) Triple Intermediary Turrets (6): Optimized for Heavy Gauss Cannon.

    3) Single Intermediary Turrets (10, 3 each side, 4 rear): Optimized for Lasser Lasers.

    4) Cruise Missile Launcher (4): CAF pattern, 32-silo, 9 reloads each

    5) Long Range Missile Launchers (4): CAF pattern, 32-silo, 9 reloads each

    6) Medium Range Missile Launchers (10): 20-silo, 60 missiles, 1 melee autoloading, 15 reloads available.

    7) Point Defense Turrets (22): Usually Tachyons and GR-1000s

Auxiliary Craft:
    24 Medium Fighters (usually Star Tiger II)
    20-60 Power Armors
    8 shuttles

Secondary Hull Options: Like the Pillara, it can mount two LaFayette style pods at the expense of some speed. (reduce to Mach 10 if one is carried, but piloting skill is at -5%, and down to Mach 9 if two are carried, but no skill penalty).
    *’D’-Drive Pod: Additional engine section, boosting the ship’s sublight speed; if one is carried, it’s possible to carefully balance the thrust to boost the speed back up to 11, even with another secondary hull attached, but maneuvering/piloting skill is at -10% because of the off-balance). If TWO D-Pods are mounted, boost speed to Mach 13.

Variants:
    *PS/ASI-CG-18-AD(x): It is rumored that several Kamayaris have been refitted with the same advanced hull plating as the Tmelain/WZT WZ-LS-003-TA(advanced) Cachalot Landing/Battleships. Supposedly, even beyond this added protection, ASI/WZT engineers have mounted an advanced energy absorption/repurposing system based on the Angel fighter, allowing the cruisers to absorb incoming fire, then use it to enhance their own defense fields of energy weapons.

    Reports of the -CG-18D(x) project differ; while most agree that the Syzite-hulled Kamayaris certainly are possible and exist, most likely deployed to special Expeditionary Force Reserve squadrons, the energy-redirection refits are less certain, but if they DID exist, such ships would be truly fearsome against rank and file energy weapon-dependent opponents. The per melee damage limit of the panels would be 12K MD per melee.


Last edited by Omegasgundam on Wed Mar 31, 2021 6:42 pm, edited 3 times in total.

          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Tue Mar 30, 2021 10:28 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
And here I go quibbling over taalismn's work again. I'm trying out a new way of formatting the MDC listings, so tell me if you like it
PSS/ASI-FGMS-41-A ‘Oyumi’ System Defense Missile Frigate
(Really just formatting changes to make the entry look nicer)
[spoiler]Type: PSS/ASI-FGMS-41 Oyumi


Cosmic irony in that the Oyumi is one of the aesthetically UGLIEST spacecraft I've ever sketched out.
Now we can add the disclaimer 'so ugly somebody else had to reformat the DESCRIPTION so at least SOME part of the ship was easy on the eyes."
Omegasgundam wrote:
PS/ASI-CG-18-A ‘Kamayari’-class Heavy Cruiser

(snip_)
...and the quest for top of the line domestically-produced heavy iron goes on....

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


Last edited by taalismn on Wed Mar 31, 2021 1:24 am, edited 1 time in total.

          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Tue Mar 30, 2021 10:32 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
taalismn wrote:
...and the quest for top of the line domestically-produced heavy iron goes on....

Give it a few years and you can try again when making the power plant, drive, and guns won't break the bank. That's the core problem I have with ASI pushing big capital ships so hard. A decade later and they would make perfect sense. I'm currently going over you're Altess post, so I'll be the one with reaction commentary for once.


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Wed Mar 31, 2021 2:23 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
As the last things I post for the night, here's my long relayed revision of the Mogami and Carrier conversion for the comically oversized Blade.

Let's start off by saying that the original Mogami was simply too much ship into too small a hull to be believable. It comically outclassed the Hunter, with far too much firepower and guns. It being so much faster and cheaper didn’t help things. As such, I’m pretending it's much more in line.
WZ-CRZ-014R Mogami II Destroyer
”The original Mogami was the default Hunter alternative in the areas around Golgan space since the moment it was released. Garbage as an independent patrol craft, but it worked wonders as part of a group if you could deal with the lack of crew space. FDF formations have been phasing them out for more flexible designs, but it really amounts to shifting them to the MDF, and most of them are being picked up by Smallkin crews. The new version is a near peer to the Hauberk, and the normal fusion powered version is selling extremely well to minor powers. It being usable by people that aren’t near monks helps with that.”
---- Captain-General Vicen Trancluw, CAF

The original Mogami was something of a confused mess, but it was popular regardless due to its relatively high capabilities and low cost. It had soldiered on for numerous years, but like nearly all escorts of its nominal generation it needed revisions after the Minion War. Having gained a domestic rival in the form of ASI’s Hauberk, the designers on Rebliss decided to develop a more practical design for both domestic and mass market purposes. The overall intent was to be a more capable alternative to the contemporary Super Hunter, and for the relative price tag the Mogami II did exactly that.

The first change was to lengthen the hull to provide more volume. The interior was rearranged to be more comfortable for galactic standard sized crew, and Rebliss’s increasing use of light exoskeletons had led to their personal becoming effectively taller as well. Overall hull protection has increased, and the shield is abnormally powerful for its mass. The only remaining weapons of the oritional suite are the lateral MRM launchers, with the rear set being replaced with dual LRM versions. The heavy turrets have been repositioned and replaced with WZT module mounts, and the overall barrel count has increased. Finally, a number of badly needed PD turrets were installed, and a basic ECM suite provides additional protection against missiles.

Beyond these obvious changes, a large number of quality of life improvements were included. While the Rebliss had little need for them, it was recognised that the original crew facilities were far too spartan for most other races, and thus a secondary cargo bay was added that could be reconfigured to provide these services. Overall crew count has also decreased, as more the refined and less overstressed systems need less maintenance to keep running. The ship remains capable of underwater operation, and many operators have gone to the trouble of establishing hidden port facilities to take advantage of it.

The Mogami’s greatest problem remains its lack of parasites. As a defensive or escort craft this is less of an issue, but it greatly hinders patrol capability. Direct combat potential is equal to that of the Hauberk, but the AJC needs more flexible craft. The Mogami sells quite well to member worlds and other lesser polities however, and is a very popular ship among mercenary commands.
Spoiler:
Type: WZ-CRZ-014R Mogami

Class: Destroyer

Crew: 30, up to 10 troops/passengers

MDC/Armor by Location:
    Main Body----------------5,000
    Bridge--------------------1,200
    Dual Medium Turrets (4)---800 each
    PD Mounts (6)------------150 each
    LRM Launchers (2)--------600 each
    MRM Launchers (2)-------400 each
    Variable Forcefields--------1,500 each side (9,000 total)
    *Shield Refresh Rate is 20% per melee

Statistics
    Height: 120 ft (40 m)
    Width: 60 ft main hull/ 120 ft with pylons(20 m/40 m)
    Length: 330 ft (110 m)
    Weight: 6,000 tons

Cargo: 200 tons, 100 tons with crew facilities

Powerplant: Advanced Lucerin-Fuelled Nuclear-Fusion w/ 25 year energy life

Speed:
    (Atmosphere) Hover to Mach 4, transatmospheric
    (Sublight) Mach 13
      (Kitsune Values: 60% PSL; Accel at 1.3 PSL per melee)
    (FTL) 5 light years per hour
    (Underwater) 60 MPH, and can handle depths up to 800 ft.

Market Cost: 400 million credits for the full Lucerin version.

Systems of Note:
    Standard (PW) Destroyer Systems, plus:

    *ECM Systems: Missiles and sensor-guided weapons are -4 to strike.

Weapons Systems:
    1) Dual Medium Turrets (4): 2 Forward, 1 Aft, 1 Ventral

    2) PD Mounts (6) WZT/ASI Standard.

    3) Lateral MRM Launchers (2): 20 silo, 160 missiles each, 1d6 minute reload.

    4) Rear LRM Launchers (2): 8-silo, 80 missiles each

Auxiliary Craft: 1 shuttle

Variants:
    *WZ-CRZ-014R: Downgrading the Lucerin reactor to normal fusion, the effective rate of fire for the primary turrets is halved, sublight speed is reduced to Mach 11, FTL is limited to 4 light years per hour, and the shield is reduced to 1000 MDC per facing with the normal 5% regeneration. However, the cost is reduced to 320 million, and it is still considered a peer to the Super Hunter, at least as long as the latter's parasites are discounted.

As I don't have the art that was used for the Blade, if there was any, I'm pulling this out of my ass. The shear side of the things has to make it viable as a carrier basis though.
WZ-CV-018 'Harpe' Light Carrier
“The only real surprise with the Harpe is that it took so long for them to do it. The Blade’s status as a near balloon gave it more volume than it knew what to do with, and it didn’t have the power generation to be a gun boat. While the deck-to-mass ratio isn’t quite as good as the Dauntless, the Dauntless is also an outright freak of engineering for it, so the Harpe is likely the second best in the Three Galaxies. It's still fusion powered, so it doesn’t have an enormous energy budget, but the relative price is still exceptionally low for what you get. The airwing is more than eight times the cost, so you know it's a good carrier.”
---- Captain Jacky Kelson, CAF

An unexpected addition to the USA’s fleet, the Kai’Shem produced Harpe uses components from the Blade class Missile ‘Destroyer’ to produce a viable carrier platform. The Blade is infamous for its excessively large volume, ever for its light cruiser sized mass, so it makes sense that it would be used to host a large number of parasites. Unlike the related Tungi however, it could not use the same spaceframe, as the engineering tricks used to grant the ship its durability became a hindrance in creating the large open spaces needed to hold a substantial air wing. The overall mass increased by a full 25% to fit all the desired systems, but Kai’Shem’s infamously low density architecture easily took the changes. The overall dimensions remain similar however, allowing it to be produced in the same construction slips.

While the Harpe remains fragile for its volume (if not mass), its rock bottom procurement and operation price means that it competes in a far different bracket than that of full Fleet Carriers. Protection is high for a Carrier, with the Blade’s armor and fast regenerating shield system retained. Defensive armaments are relatively sparse, and are primarily intended to counter strike craft and missiles. The unusual SRM launchers have been replaced with additional PD turrets however, and the remaining LRMs are of CAF autoloading models. The true offensive punch is its three squadrons of fighters, which is a phenomenal amount even given the ship’s mass. The sheer volume of its bays allows it to casually field the USA’s larger heavy fighters, usually grouped into 12-craft ‘heavy squadrons’.

The USA uses the Harpe primarily to host its various heavy fighters, being far better able to handle them than its various other Light Carriers. Thanks to its relative durability, it is far better able to risk being present on the battlefield than most other equivalent designs, and most opponents have more pressing concerns when facing down a full 36 Derecho ‘pocket corvettes’. It also commonly fields the Jatar, having similarly low infrastructure needs. The Harpe also sees use as a tender craft for more advanced designs such as the Archangel-A and the Raiju II, and the USA Marshals Service have seen success in fielding it as a mobile depot for the Haizam-B.
Spoiler:
Type: WZ-CV-018 Harpe

Class: Light Carrier

Crew: 150 crew, 200 man aerospace complement, up to 100 troops, and up to 350 passengers.

MDC/Armor by Location:
    Combined Main Hull-------------------77,000
      Main Body----------------------------65,000
      Engines (2)---------------------------6,000 each
    Systems and Components
      Bridge -------------------------------3,000
      Flag Bridge---------------------------3,000
      Forward Launch Bays (2)-------------8,000
      Rear Recovery Bay-------------------10,000
    Weapons
      Single Medium Turrets (2)------------600 each
      LRM Launchers (4)-------------------600 each
      Point Defense Turrets (24)-----------150 each
    Variable Forcefield*---------------------5,000 each side (30,000 total)

    Shield regenerate at 20% per melee

Statistics
    Height: 375 feet (125 m)
    Width: 660 feet (220 m)
    Length: 1500 feet (500 m)
    Weight: 100,000 tons

Cargo: 20,000 tons

Powerplant: Nuclear Fusion w/ 30 year energy life

Speed:
    (Atmosphere) Hover to Mach 3; transatmospheric
    (Sublight) Mach 10
      (Kitsune Values: 60 PSL; Accel/decel at 1 PSL per melee)
    (FTL) 5 light years per hour
    (Underwater) 60 MPH, and handle depths up to 1,800 ft

Market Cost: 1 billion credits for the USA, often goes for more than 2 billion on the open market due to the demand for effective carrier platforms.

Systems of Note:
    Standard (PW) Cruiser Systems, as well as the following.

    *Enhanced Sensors: +25% greater than typical for the class (320,000 miles by DB: 13 standards)

    *ORACLE Mk V: As normal.

    *ECM Systems: Missiles and sensor-guided weapons are -4 to strike.

    *Comm Jamming Systems: 10,000 mile range, 90% against civilian systems, 65% effective against more sophisticated channel-jumping military communications suites.

    *Tractor Beams (6): 1,500 tons dead weight. 10 miles in space.

Weapons Systems:
    1) Long Range Missile Launchers (4): CAF-pattern, 9 reloads.

    2) Single Medium Turrets (2): Wing pylon mounts, 360 by 90 degree firing arc.

    3) PD Mounts (24): WZT/ASI standard.

Aux Craft:
    *up to 36 Heavy Fighters (usually Derechos)
    -OR-
    *up to 72 Light or Medium Aerospace Fighters
    *60 Space Power Armor
    *2-6 Shuttles

Variants:
    WZ-AD-018 Corvette Tender: The -AD model replaces the hangers with berthing space and support infrastructure for up to 18 Blackbird or Meteor Storm corvettes.

    WZ-LPD-018-AL Assault Transport: While still waiting on a good heavy dropship design, the -LPD variant looks to be the AJC’s first purpose built troop transport. Troop load is expected to be a mechanized regiment.


Last edited by Omegasgundam on Sun Apr 04, 2021 3:22 am, edited 3 times in total.

          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Wed Mar 31, 2021 6:06 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
....and printed to hardcopy for my ever-expanding bedside reading files. 8)

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Wed Mar 31, 2021 7:34 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
taalismn wrote:
....and printed to hardcopy for my ever-expanding bedside reading files. 8)

And here's some more. I will put header quotes in later, and have already added them to the earlier ones.

DDES-14R Larna-Pe II class Heavy Destroyer
(aka ‘Gun Forrest’)

“The Larna-Pe is a source of immense frustration for me, as while it is hideous, it is hideous with thought and purpose behind it. Intent is a key part behind the most successful creations, and the intent of the Larna-Pe was to get as many shipyard workers getting a steady paycheck as fast as possible. The people I’ve had looking into the matter say it was something of a coin toss if Thelheim would be able to prevent its own implosion long enough to line up new contracts, so it is quite understandable that ASI cut every corner they could to speed the development along. As such, I have to give them leeway for ‘political demands’, and they’ve thankfully gone back to the drawing board now that the recent fires have been put out and they have time to catch their breath. The redesign is still a bit aesthetically challenged, but the improved visual coherency makes it merely mediocre, although the weapon pylons have a tendency to attract the eye more than it strictly warrants. Unfortunately, they just pushed out that abomination they call the Oyumi, but at least that eye sore’s SOP is to be forgotten about in backwaters.”
---Jelko Rodula

A dramatic revision of the original Larna-Pe, the -14R is a redesign once again hailing from the Thelheim Yards. Applying a great deal more engineering work to the basic concept, the original configuration and components have been further rationalized, becoming a far less ungainly and visually offensive design. The layout has been rationalised to better suit the ‘doubled up’ configuration, reducing frame stress and maintenance demands, and the components have been refined to be better suited for fringe and frontier operation. Visually, the largest differences are that the forward hull has lost its shrinking ‘neck’, widening out to provide additional internal space, and that the armatures have been altered to all have the same effective length. The aft armatures retain the ‘X’ arrangement of the old Ex1 variant, maximizing forward firepower.

An important part of the changes was a rationalization of the weapon systems. Thelheim has recently managed to upgrade their weapons manufacturing capabilities, and large numbers of the more modern and faster firing models of anti-ship weapons are entering the USA’s logistics system. As such, while the overall barrel count has been reduced, the consolidated dual mounts have the same net firepower, which opens a substantial amount of volume to work with. This was used to consolidate the parasite slips into a small hanger bay, providing some organic fighter cover. Point Defense mounts were replaced with modern equivalents, almost doubling in durability and becoming much more flexible. The ship’s reactor has sufficient power to operate all of these systems to their full potential, including the improved force field, and is the reason for the ship’s relatively high mass and price tag.

As the original Larna-Pe had won the respect of its users, the improved and less aesthetically challenged model was eagerly welcomed. The slight price increase was easily compensated by the various improvements, and the ship is found to be less problematic to operate. It remains exceptional at customs duties and swarm suppression, and often serves as the flagship for small CDF formations. The overall success would result in an improved version of the similar vintage DDES-13 Godendag.
Spoiler:
Type: PSS-DDES-14R Larna-Pe II

Class: Heavy Space Destroyer

Crew: 64, up to 24 marines, and up to 15 passengers

MDC/Armor by Location:
    Combined Main Body----------20,000
      Main Body--------------------12,000
      Main Engines (2)--------------4,000 each
    Systems and Components
      Bridge------------------------2,000
      Armatures (8)----------------1,750 each
      Hangar Bays------------------2000
    Weapons
      Dual Medium Mounts (8)------600 each
      Missile Launchers (4)---------200 each
      Point Defense Turrets (18)---150 each
    Variable Forcefield--------------2,000 per side, (9,000 total)

    *Shield Refresh Rate is 20% per melee

Statistics
    Height: 150 ft
    Width: 150 ft
    Length: 820 ft
    Weight: 24,000 tons

Cargo: 500 tons

Powerplant: Nuclear Fusion, w/ 50 year energy life

Speed:
    (Atmosphere) Hover to Mach 3; transatmospheric.
      (Note: Will be damaged if it lands as Brandestoc)
    (Sublight) Mach 15
      (Kitsune Values: 60 PSL; Accel/decel at 1.5 PSL per melee)
    (FTL) 5 light years per hour

Market Cost: 900 million credits

Systems of Note:
    Standard (PW) Destroyer Systems, plus:

    *ORACLE Mk V: As normal

    *ECM Systems: Missiles and sensor-guided weapons are -5 to strike.

    *Comm Jamming Systems: 8,000 mile range, 95% against civilian systems, 75% effective against more sophisticated channel-jumping military communications suites.

    *Passive Stealth Systems: Reduces sensor signature by 70% when running cold.

Weapons Systems:
    1) Dual Medium Mounts (8): WZT/ASI standard.

    3) Ion “TKO” Cannon (2): See Brandestoc.

    3) MRM/LRM Missile Launchers (4): Dorsal and ventral of the forward armatures.
      Rate of Fire: Volleys of 1-10
      Payload: 30/60 LRMs/MRMs per launcher, up to 120/240 total

    4) Point Defense Turrets (18): One on each weapons armature, two flanking the main engines, eight on the forward main hull
      a) Pulse Lasers (LC-3x)
      b) Slayer-D Quad-Laser Cannon (PS-RFL-40D)
      c) Laser/Mini-Missile PDS
      d) 30mm Anti-Aircraft Flak Cannon
      e) Rail Gun PDS
      f) Particle Beam PDS
      g) Ion Cannon PDS
      h) Pulse Laser PDS
      i) Tachyon PDS

Auxiliary Craft:
    *4 Light Fighters
    *1 (Medium) Shuttle
    *Up to 24 Power Armor

The Perdition suffers from early installment weirdness, with too much firepower and not enough armor and fighters. This is my attempt to fix it.
WZ-CAC-3100 Perdition II Fleet Carrier
“To say that the Perdition changes are extensive is putting it mildly. They essentially scrapped everything beyond the core structural framework and built a new ship around it, which would normally be cost prohibitive. In this case, the real high ticket items could be easily transplanted and most of the original exteriors had a number of various mid to high priority problems, so the program likely cost as much refurbishing them to their original specifications. The split bay makes it slightly less efficient than single bay design, but with this many craft the advantages of operational redundancy will make themselves felt regardless of any enemy action. As a brawler, it's now at least passable against meaningfully modern Heavy Cruisers, and the AJC’s stretched deployments make it quite plausible that it will actually be relevant.”
--- Captain-General Vicen Trancluw, CAF

While capable, the Perdition class suffered from a number of problems. While the ‘Battle-Carrier’ concept always has its issues, the Perdition had more than most, having not enough protection and not enough strike craft for its mass and volume. A number of other engineering problems also plagued the class, but prior to the Minion War WZT lacked the ability to properly address them, and during it they were too busy to undergo the lengthy rebuilding process. But once the last of the major fires was put out the vessels returned to their original construction yards and spent several years in extensive ship surgery, which saw them be reconstructed from the frame out and gain more than 80 ft in width.

Constantly compared to the Packmaster, the Perdition shared its problematic armor protection. The Perdition II on the other arguably takes cues from the CAF’s Saratoga in this regard, with high armor and dispersed hangar bays, although it is entirely possible it's actually the other way around. To save volume and to improve effectiveness, the weapon mounts were consolidated into multi turret arrangements, and many believe this to result in a net increase in firepower. The Cruise Missile Launchers were found to be of relatively little value, and they were removed to open up even more volume. These space savings were used to expand the all important hanger facilities, and is now able to host up to five full Wings of mixed aerospace fighters. Those that cannot afford to fill the bays with manned craft usually replace them with Enryu drones on a two-to-one basis.

Internally, a laundry list of faults and design problems were solved, with the craft becoming more reliable and easier to maintain. A number of important support systems were added, such as long range FTL sensors and EWAR systems, and the somewhat vulnerable engines were replaced with a more armored dual arrangement. Command facilities were also greatly expanded, with a proper flag bridge allowing fleet level coordination without the previous headaches. The level of work also enabled the shield generator to be replaced with a 20% stronger model. Crew accommodations were naturally expanded to keep up with the increased load.

With the design problems effectively solved, the Perdition II is a far more capable ship, likened to a Saratoga that trades raw durability for more firepower. Its greatest issue is that the construction cycle is exceptionally lengthy, with the still developing nature of the USA’s industry resulting in it having a far higher price tag than a core world firm. This should be resolved within the next decade, and all experts believe that the USA will go on a capital construction spree once the capability is truly in their hands. In the meantime, the Perdition II remains the largest warship the USA has outside of the TME Regulators, and usually fills them with Starstreaks, Star Tiger IIs, and Archangel-As.
Spoiler:
Type: WZ-CAC-3100 Perdition II

Class: Fleet Carrier

Crew: 1,650 (30 bridge crew, 120 engineering, 1,500 mechanical/technical, assuming 3 shifts), up to 1500 pilots and aerospace techs, up to 800 marines, and up to 200 passengers

MDC/Armor by Location:
    Combined Main Hull---------210,000
      Main Body-----------------------140,000
      Engines (2)----------------------35,000
    Systems and Components
      Bridge---------------------------20,000
      Secondary Bridge----------------20,000
      Flag Bridge-----------------------20,000
      Lateral Hangar Bays (6)----------20,000 each
    Weapons
      Triple Capital Turrets (2)---------5,000 each
      Dual Intermediary Batteries (4)--1200 each
      Triple Medium Mounts (8)--------900 each
      MRM Launchers (8)--------------400 each
      PD Mounts (30)-----------------200 each
    Variable Forcefields*---------------12,000 each side (72,000 total)
    *Shield Refresh Rate is 20% per melee

Statistics
    Height: 1,312 ft (400 m)
    Width: 1,312 ft (400 m)
    Length: 5,280 ft (1,609 m/1 mile)
    Weight: 54 million tons

Cargo: 6 million tons

Powerplant: Advanced Lucerin-fuelled fusion nuclear powerplant(s) w/ 50 year energy life.

Speed:
    (Atmosphere) Hover to 200 MPH, transatmospheric
    (Space) Mach 9
      (Kitsune Values: 60 PSL; Accelat 0.9% PSL per melee)
    (FTL) 5 light years per hour

Market Cost: 52 billion credits to build, will be reduced to 32 billion once industrial expansion is concluded.

Systems of Note:
    Standard (PW) Battleship Systems, plus;

    *Long Range Sensors: Detects FTL travel up to 25 ly, and sublight vessels up to .9 ly.

    *ORACLE Mk V: As normal

    *ECM Systems: Missiles and sensor-guided weapons are -5 to strike.

    *Comm Jamming Systems: 60,000 mile range, 95% against civilian systems, 75% effective against more sophisticated channel-jumping military communications suites.

    *Tractor Beams (20): 1,500 tons dead weight. 10 miles

Weapons Systems:
    1) Triple Capital Turrets (2): Usually Lasers

    2) Dual Intermediary Mounts (4): Usually HGCs

    3) Triple Medium Mounts (8): WZT/ASI standard. Usually Lasers.

    4) Medium Range Missile Launchers (8): 20-silo, 60 missiles, 1 melee autoloading, 15 reloads available.

    5) PD Mounts (30): WZT/ASI standard.
      a) Pulse Lasers (LC-3x)
      b) Slayer -D Quad-Laser Cannon (PS-RFL-40D)
      c) Laser/Mini-Missile PDS
      d) 30mm Anti-Aircraft Flak Cannon
      e) Rail Gun PDS
      f) Particle Beam PDS
      g) Ion Cannon PDS
      h) Pulse Laser PDS
      i) Tachyon PDS

Aux. Craft:
    *240 Light Fighters (2 Wings)
    *240 Medium Fighters (2 Wings)
    *60 Heavy Fighters (1 Heavy Wing)
    *up to 600 Flying Power Armors
    *8 Shuttles


Last edited by Omegasgundam on Sun May 02, 2021 12:40 am, edited 5 times in total.

          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Wed Mar 31, 2021 9:50 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
The Perdition suffers from early installment weirdness, with too much firepower and not enough armor and fighters. This is my attempt to fix it.
WZ-CAC-3100 Perdition II Fleet Carrier]


"$#!+, you mean those fighter-wagons just got MORE efficient? Fringe-navy combat cruisers spewing fighter types we'd never seen before were bad enough, but they -Improved- them, and shoehorned in more of them missileboats?! There goes the Board's plans for this sector; forget about squeezing the dirt-turners for gild or percentages, 'cause I have no intention of running into the new cops out here in the wilds."
---Anonymous corp-merc officer.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Sun Apr 04, 2021 3:53 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
And here's moar revisions. I'm still working on some fluff quotes for the previous two though. I'll add them when I finish with the Demas and Cachalot. Which will be out when I can put down Evil Genius II, which is still a bug filled mess.

WZ-HF-920-LR Archangel-AR Heavy Fighter
“The Triple-A felt like it got dated really quickly. While objectively one of the better contemporary designs, it simply had too much crowding in the AJC’s inventory, and the improved Wasp and Raiju clowned all over it like they do everything else. But there would never be enough of those super craft to even dream of meeting demand, so the Archangel-A became the default heavy fighter for the frontline part of the Aerospace Corps. The -AR felt like a breath of fresh air to those that were overly familiar with it.”

During the later parts of the post-Minion War rebuilding period, WZSpiral released an updated model of their popular Archangel. The war-era -A configuration had become dated by modern standards, and was lacking in overall firepower compared to its peers produced by ASI. Additionally, it lacked the now popular EWAR systems, which became a major strike against it due to tactical shifts. Thus, the new -920 model saw major frame changes to facilitate equipment changes, post obviously shown by the expansion of the crew cabin. Now a five man craft, it promises to remain a staple of the AJC for years to come.

Of the two crewmen gained, the EWAR operator is the easiest to explain. While not the absolute bleeding edge, the array in the -AR is considered fully military spec, and does wonders to increase its ability to handle massed salvoes. The installation position mandated the removal of the marginally useful pylon mounts, but this was a minor price to pay. The additional engineer is there to handle the greatly boosted power systems, as the guns have been upscaled in size. Now featuring three Super Heavy mounts and a quad set of Medium mounds, more than doubling the firepower. The changes make them incompatible with the EAP system, but this is also considered an acceptable price. A final surprise is an auxiliary booster, greatly changing tactical considerations.
Spoiler:
Type: WZ-HF-920-LR Archangel-AR

Class: Heavy Fighter

Crew: 5 (Pilot, Copilot/Weapons Officer, 2 Engineers, EWAR Officer)

MDC/Armor by Location:
    Main Body-----------------------1500
    Wings (2)-----------------------600 each
    Reinforced Crew Compartment--200
    Primary Gun Mounts (3)---------300 each
    Secondary Gun Mounts (4)------100 each
    MRM Launchers (2)--------------160 each
    SRM Launchers(2)---------------90 each
    Variable Forcefield*--------------400 per side (2400)

    *Shield Refresh Rate is 10% per melee

Statistics
    Height:19.5 feet (6.5 m)
    Width: 69 feet (23 m)
    Length: 75 feet (25 m)
    Weight: 500 tons

Cargo: Small 8 ft x10 ft hold behind the cockpit for additional gear/supplies.

Powerplant: Advanced Lucerin-Fuelled Nuclear Fusion w/ 50 year energy life.

Speed:
    (Atmosphere) Hover to Mach 6, transatmospheric.
    (Sublight) Mach 10
      (Kitsune Values: 40 PSL; Accel/decel at 1 PSL per melee)
    (FTL) 5 light years per hour

Bonuses: +1 to Dodge

Market Cost: 400 million. The AJC pays less than 300 million.

Systems of Note:
    Standard (PW) Heavy Fighter/Combat Shuttle Systems, plus:

    *Energy Absorber Panels: ABSORBS incoming enemy laser, ion, and particle beam weapons fire and reduces its damage by 75%. The next melee, HALF of the damage initially rolled is applied to one of the following, and can be held for 4 melees. Ineffective against plasma, projectiles, and magic. Cannot handle more than 1200 MD per melee.

      Forcefield MDC: 1-to-1 increase.

      Speed: Boost base speed by 10% per 100 MD absorbed.

    *Reflective Plate: Normal lasers only inflict half damage after going through the EAP

    *Cyberlink: +1 to init and dodge, in addition to the normal cyberlink bonuses.

    *ECM Suite: Imposes a -5 to hit against enemy guided weapons

    *ECCM system:

    *Ejectable Crew Cabin

    *Auxiliary Thruster: Increases speeds up to Mach 15 for 30 minutes.

Weapons Systems:
    1) Super-Heavy Gun Mounts (3): WZT/ASI standard.

    2) Medium Gun Mounts (4): WZT/ASI standard.

    3) MRM Launchers (2): 4-Silo, 8 missiles each

    4) SRM Launchers (2): 8-Silo, 16 missiles each

    5) Heavy Countermeasure Launchers (3): WZT/ASI standard, but triple payload.

FB-27D ‘Derecho-D’ Heavy Attack Ship
“Let's be honest, the Raiju was always going to win the slot for ‘top dog’ for the AJC’s heavy ASFs. It's simply ******** for a great many reasons, and there’s no way a normal fusion powered craft can keep up with it. But that’s the thing isn’t it. The Raiju’s AM dependence makes it hard to use in the less developed regions, and it's a headache and a half to keep operational due to all the complexity. That means there’s a massive hole where the Raiju is simply too much to warrant, and that’s where the Derecho shines. The only real competition is the Jater, which is honestly in a different niche all together due to its size and operational profile, and the Derecho has more firepower than many fusion powered corvettes.”

Inspired by the Mammatan II, the Derecho-D changes the wing design to make the weapon bays better able to fit alternative equipment, effectively merging most of the previous variants into one craft. As the first craft that ASI reworked after looking into Ross Aerospace’s offerings, the -D was their first use of reusable auxiliary booster technology, which helps tremendously in bringing its firepower to bear quickly. The forward lasers were made fully modular, but the wing mounts were trickier. Power and cooling conduits to the gun bays were insufficient to use full Super Heavy mounts, but they were able to equip provisions for the lesser Heavy pattern while still being able to mount GR-1000s. Space was found for the now expected EWAR systems, which fill the room that was nominally able to hold passengers.

With some clever engineering, the bays are close enough to the propulsion system to allow for them to host CG FTL drives. While not having the shear speed of the -C model, said variant is also considered to be overspecialized, which the -D is most definitely not. On the other hand the EWAR configuration is considered superior to that which it replaced, although it's usually best to have a few escorts with missile heavy loadouts. For ground attack missions, the newly developed deployable mass drivers provide accurate explosive firepower, and their gimbal mounting allows for a substantially larger range of attack profiles. All it needed was a rehabilitation of its reputation.

The AJC High Command, despite the objections from the more impressionable levels of the aerospace wing, decided to standardize on the Derecho-D as the primary fusion powered heavy attack craft for logistically challenged regions. Taking advantage of the sheer volume available of the Kai’Shem produced Harpe, these massed formations proved to have immense firepower, and by simple exposure its troubled beginnings were worn away. Now pilots remember the ‘Devil Dorito’ for its incredible firepower rather than its rushed development, although it will always suffer from the fate of simply not being the Raiju.
Spoiler:
Type: PS/ASI-FB-27D Derecho

Class: Patrol Ship/Atmospheric Strike Ship

Crew: 5; (Pilot, Co-pilot, Engineer, Weapons Officer, EWAR Operator)

MDC/Armor by Location:
    Main Body------------------------2,000
    Engines (2)-----------------------600 each
    Reinforced Crew Compartment---600
    Variable Forcefield----------------400 per side (2,400 total)

Statistics
    Height: 20 ft
    Width: 106 ft
    Length: 95 ft
    Weight: 560 tons

Cargo: Small 4 ft x4 ft space behind the crew seats

Powerplant: Nuclear Fusion w/ 30 year energy life

Speed:
    (Atmosphere) Hover to Mach 4; transatmospheric.
    (Sublight) Mach 10
      (Kitsune Values: 50 PSL; Accel/decel at 1 PSL per melee)
    (FTL) None standard

Market Cost: 260 million credits, 230 without the EWAR (but considered quite foolish).

Bonuses: Counts as being less than 500 tons for targeting purposes, +10% to Piloting rolls when operating in an atmosphere.

Systems of Note:
    Standard (PW) Heavy Fighter/Combat Shuttle Systems, plus:

    *Cyberlink: +1 to init and dodge, in addition to the normal cyberlink bonuses.

    *ECM Suite: Imposes a -5 to hit against enemy guided weapons

    *ECCM system:

    *Ejectable Crew Cabin

    *Auxiliary Thruster: Increases speeds up to Mach 15 for 30 minutes.

Weapons Systems:
    1) Super Heavy Fighter Nose Mount (2): WZT/ASI standard. Also count as medium ship mounts.

    2) Triple Heavy Wing Mounts: WZT/ASI standard, but can also mount GR-1000s with 500 bursts each.

    3) Wing Ordinance Bays (2):
      a) MMs/“S-Sting”: 80 MMs per launcher
      b) SRMs: 50 SRMs per launcher
      c) MRMs: 30 MRMs per launcher
      d) LRMs: 15 LRMs per launcher
      e) CMs: 8 CMs per launcher
      f) Dual 100mm Mass Drivers: 100 rounds per gun, 45 degree swivel mount. Both bays must be equipped if used, but comes with a full quad set of guns.
      g) Expanded Jamming/EW Suite: Blanket-jams enemy communications and command-directed munitions with 80% effectiveness, Civilian comms 98%, military comms 80%. Radar systems are similarly degraded, but cannot pinpoint the exact location of the source within the area of disruption. 90 mile radius in atmo, 90K miles in space. Increases ECM to -8. Uses both bays.
      h) FTL Generators: 4 ly/h. Uses both bays.

    4) Rear-mounted Laser Cannons (4): Two in the fantail, and one in each wingtip. Uses the PS-RFL-25.
      Range: 6,000 ft in atmosphere/2.1 miles in space
        (Kitsune Values: 2.1 miles in atmosphere /210 miles in space)
      Damage: 2d4x10 MD per blast
      Rate of Fire: EGCHH, or auto-fire; 6 attacks per melee

    5) Heavy Countermeasure Launchers (2): WZT/ASI standard, but triple the payload.

Variants:
    *PS/ASI-FB-27DS: As previous -27S

    *PS/ASI-FB-27D TW: As previous version, +20 million credits

DDES-13R Godendag II Fast Heavy Destroyer
“Considering it’s basically a fusion torch with a ship wrapped around it, the Gody II is a damn fine design. The sheer mass of the power plant allows them to run its systems at full power without having to use Lucerin, which is one of the better arguments I’ve seen for making an escort this size. Overall firepower isn’t any better than the Hauberk, but considering it keeps up with Scorpions that’s an acceptable trade off.
---- Captain Jacky Kelson, CAF

With the Larna-Pe II being a complete success, the Thelheim design team turned their eyes to the related Godendag. Naturally, the majority of changes are identical to those done to its sister ship, with the exception of the engines. Said engine cluster has been greatly refined, becoming substantially less maintenance intensive, as well as having an improved mounting for reduced hull stress. The shield isn’t quite as powerful for a number of complex reasons, but it remains above the ‘typical’ rating for escort ships. Like the Larna-Pe, it has a small hanger on the underside, allowing it to carry a boarding craft and a flight of relatively compact light starfighters such as the Atom-D or Angel-C.

While such high speed craft always have higher logistical demands, the Godendag II has become one of the less painful to deal with. Arguably replacing the near extinct Sangu as the AJC’s high speed escort, its heritage makes it extremely capable at law enforcement duties. To compensate for their relative lack of numbers, AJC marines are almost always issued with Ramza exoskeletons (or equivalent), which allows them to easily deal with mundane defenders. Other than its nominal lack of firepower for its mass, the ship’s only ‘problem’ is its lack of high gain sensors, forcing it to work as part of a team to intercept Runner craft.
Spoiler:
Type: PSS-DDES-13R Godendag II

Class: Fast Heavy Space Destroyer

Crew: 48, up to 24 marines, and up to 10 passengers

MDC/Armor by Location:
    Combined Main Body----13,000
      Main Body------------------9,000
      Engine----------------------4,000
    Systems and Components
      Bridge----------------------2,000
      Armatures (4)--------------1,750 each
      Hangar Bay-----------------2000
    Weapons
      Dual Medium Mounts (4)----600 each
      Missile Launchers (4)--------200 each
      Point Defense Turrets (14)--150 each
    Variable Forcefield-------------1,500 per side (7,200 total)

    *Shield Refresh Rate is 20% per melee

Statistics
    Height: 150 ft
    Width: 150 ft
    Length: 600 ft
    Weight: 15,000 tons

Cargo: 500 tons

Powerplant: Nuclear Fusion, w/ 50 year energy life

Speed:
    (Atmosphere) Hover to Mach 3; transatmospheric.
      (Note: Will be damaged if it lands as Brandestoc)
    (Sublight) Mach 18
      (Kitsune Values: 60 PSL; Accel/decel at 1.8 PSL per melee)
    (FTL) 6 light years per hour

Market Cost: 600 million credits

Systems of Note:
    Standard (PW) Destroyer Systems, plus:

    *ORACLE Mk V: As normal

    *ECM Systems: Missiles and sensor-guided weapons are -5 to strike.

    *Comm Jamming Systems: 8,000 mile range, 95% civilian, 75% military.

Weapons Systems:
    1) Dual Medium Mounts (4): WZT/ASI standard, but can also mount a 1K ton rated tractor beam (25 miles Palladium scale).

    3) Ion “TKO” Cannon (2): See Brandestoc.

    3) MRM/LRM Missile Launchers (4): Dorsal and ventral of the armatures.
      Rate of Fire: Volleys of 1-10
      Payload: 30/60 LRMs/MRMs per launcher, up to 120/240 total

    4) Point Defense Turrets (14): One on each weapons armature, two flanking the main engines, eight on the forward main hull
      a) Pulse Lasers (LC-3x)
      b) Slayer -D Quad-Laser Cannon (PS-RFL-40D)
      c) Laser/Mini-Missile PDS
      d) 30mm Anti-Aircraft Flak Cannon
      e) Rail Gun PDS
      f) Particle Beam PDS
      g) Ion Cannon PDS
      h) Pulse Laser PDS
      i) Tachyon PDS

Auxiliary Craft:
    *4 Light Fighters
    *1 (Medium) Shuttle
    *Up to 24 Power Armor


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Sun Apr 04, 2021 10:35 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
Good salvaging of the Derecho...though I'm now going to have to work harder on coming up with a proper larger Wasp(imaginatively and predictably named the Hornet) that doesn't re-Invent the wheel.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Mon Apr 05, 2021 4:14 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
taalismn wrote:
Good salvaging of the Derecho...though I'm now going to have to work harder on coming up with a proper larger Wasp(imaginatively and predictably named the Hornet) that doesn't re-Invent the wheel.

For the 'Lucerin is not a guaranty' regions, the Dorito is as good as you can count on.

Also, the USA needs a good (non-oversized) dropships to fill platoon and company level deployments. Basically a more volume efficient Gannet that can fit in plausibly sized launch bays. A Lucerin powered version of the Concord troop transport could work if sped up to stay with the fleet, although passenger accommodations will have to be looked at.


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Mon Apr 05, 2021 8:35 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
[
Also, the USA needs a good (non-oversized) dropships to fill platoon and company level deployments. Basically a more volume efficient Gannet that can fit in plausibly sized launch bays. A Lucerin powered version of the Concord troop transport could work if sped up to stay with the fleet, although passenger accommodations will have to be looked at.



Up-engining the Concord's easy enough. I figure there's even more variation in the 'civilian' ships, especially after-market, with smaller shipyards doing customization work. I wouldn't be surprised to see Concords with upgraded engines, or even TW or AM drives, and some of those mod-jobs might be headhunted as regular production models if it can be determined that the added work is economically and logistically sustainable on a fleet-wide basis. Though WW2 demonstrated why trying to build fighter planes out of racing planes was NOT a good idea(The Italians had the Lince, a twin-engined bomber that broke speed records, but fully loaded for war, was actually slower than contemporaries. The Germans had the Me-209 which established a thirty-year speed record for piston-powered planes, but had nasty handling, and a specialized engine that had a lifespan of 30 minutes, and the Americans tried making a light fighter out of a commercial design...and ended up with a poorly handling peashooter that the pilot couldn't see the landing strip over the engine).

Damn....had the idea of fitting an up-engined troop transport Goethals with docking collars for Concords...keep the equipment on the Concords, and the troops can enjoy the facilities on the larger mothership until ready to deploy near the war zone...

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Mon Apr 05, 2021 9:05 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
taalismn wrote:
Omegasgundam wrote:
[
Damn....had the idea of fitting an up-engined troop transport Goethals with docking collars for Concords...keep the equipment on the Concords, and the troops can enjoy the facilities on the larger mothership until ready to deploy near the war zone...

That was almost exactly what I was thinking.


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Tue Apr 06, 2021 12:05 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
Shepard-class Escort Cruiser could also serve in a pinch...they're equipped to dock/carry-assist merchant ships.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Tue Apr 06, 2021 3:34 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
taalismn wrote:
Shepard-class Escort Cruiser could also serve in a pinch...they're equipped to dock/carry-assist merchant ships.

They'll need some layout changes to handle the influx of bodies for the duration expected, but that's relatively simple.


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Sat Apr 10, 2021 12:42 pm
  

User avatar
Champion

Joined: Wed Nov 26, 2003 4:59 pm
Posts: 2191
Location: Canada
taalismn wrote:
Shepard-class Escort Cruiser could also serve in a pinch...they're equipped to dock/carry-assist merchant ships.


Does it have a multi-species crew, a hot-shot pilot with brittle bone disease, and regularly face up against ancient AIs?

_________________
Fnord

Cool...I've been FAQed... atleast twice!

.sig count to date: 2

"May your day be as eventful as you wish, and may your life only hurt as much as it has to." - Me...

Normality is Relative, Sanity is Conceptual, and I am neither.


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Sat Apr 10, 2021 8:12 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
Borast wrote:
taalismn wrote:
Shepard-class Escort Cruiser could also serve in a pinch...they're equipped to dock/carry-assist merchant ships.


Does it have a multi-species crew, a hot-shot pilot with brittle bone disease, and regularly face up against ancient AIs?


Those that don't, there's a good chance of them having blue-in-blue-eyed security contingents, a navigator addicted to mutagenic psychotropic drugs, and regularly face up against conniving galactic aristocracies and ancient AIs.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Tue Apr 13, 2021 2:45 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
WZ-CGS-306 Reaper Moth Light Transatmospheric Gunship/Strike Ship
(aka ‘Death Moth II’)

“The ‘Death Moth ‘ lived up to its name once it started running into real opposition. Those gun-flitters flew like insects into a bug-zapper, and they met death by the dozens before we pulled them out of the front lines. And some of the warloads that they were supposed to carry? Putting two cruise missiles on a Death Moth and expecting it to act like a torpedo boat in retrospect reeks of hard desperation. I for one am glad that there were enough ground attack conversion Hespies and airbreathing Fangs to take up the reigns to allow us to finally pull back the Mothies to traffic police duties.”

“I LOVE the Reaper; they kept all the good points about the ol’ DM, and did away with all the sins!”

The Reaper/Death Moth II is a development(some would say redesign) of the original Death Moth Compact Gunship. The Death Moth’s main draw was its easy handling and low cost, which meant it sold quickly to low end PMCs and planetary militias. As one of WZT’s earliest joint designs, the Death Moth showed that numerous small shipyards could collaborate to retool and produce common-design inexpensive combat craft. Despite good initial reviews and some spectacular early actions that spurred brisk sales to various backbrush worlds, the Death Moth was unfortunately proven to be exactly that: cheap. Organizationally a triumph, technically the Death Moth proved a flop.
Later combat showed a number of glaring flaws in the Death Moth. Against more sophisticated opposition with weapons capabilities closer to those fielded by the major power blocs in the Three Galaxies, the Death Moth was lacking, and was easily murdered by advanced SAD(surface to air defense) systems and aerospacecraft. The main problems were a lack of armor and a fit-out of short-range weaponry; the Death Moth having to close to virtually knife-fighting range to engage opponents, ranges that also allowed the enemy to flame the gunships with even massed infantry weapons fire.
With WZT now supplying the United Systems Alliance with military hardware, the thought of supplying its own planetary guard units and Irregulars with shoddy equipment mortified the company heads, let alone saddling customers who were sold on the ‘USA aura’ that came to surround many of its products. War games with USA combat units using PS/ASI-supplied gear confirmed that even pre-starflight hardware(like PS/ASI’s airbreathing Fangs and GMR Morningstars) could take out the Death Moth, let alone even second-tier starfighters like the Hesperia(and the TGE’s older-model Flying Fangs).
WZT set out to refit its Death Moths, but found that a redesign was what was really called for. WZT’s now-greater resources and talent pool led to a shorter design turnaround; just four months after the project was assigned, the first prototype Death Moth II rolled out for flight tests.
The Reaper Moth resembles a slightly-scaled up Death Moth, with redesigned wings and a lengthened forward structure. The upgrade and proliferation of quality powerplant production across the Fringe allowed WZT to replace , for little extra cost, the Death Moth’s original engine with a more powerful type. to power the larger propulsion units, shield generators, and weapons systems. This allowed for an immediate replacement of the pathetically short-ranged particle beam cannon with superior models that more than tripled the range and damage. More refined materials and stress analysis from the Death Moths resulted in a stronger, better-armored airframe. WZT’s growing expertise with compact forcefield generators led to another upgrade, this time to the Death Moth’s defense field, strengthening it slightly(a monoplanar field is retained, rather than switched to a variable type, to keep costs and maintenance down), and the freed-up space used for additional avionics. Better use of airframe space allowed for several avionics systems to be imported over from the much-more capable single-seat WZ-CGS-0161 Pteropus(which had increasingly filled in for the Death Moth). The problematic mission pod was repositioned, allowing for the deployment of more efficient rotary launchers and a greater variety of module types, allowing the Reaper Moth to replicate the strengths of the various Death Moth variants. Finally, a pair of standardized WZT/ASI Light Hardpoints were grafted to the sides of the hull, allowing for further customization of weapons fit-out, sensors, and avionics.
The result is a much more effective, and still cost-efficient, ground attack CAS(close air support) craft with limited space combat capabilities. With the Reaper Moth now entering service, older Death Moths are being withdrawn and refitted as police security craft.
Ironically, the Reaper Moth would see its baptism of fire against the same enemy that had seen the Death Moth earn its initial(and arguably undeserved) reputation, with the first Reaper Moths involved in crushing the last field armies of the Broctile Hegemony. The Reaper Moth has since spread across the USA territories and is proving popular with other uses as well, such as the Central Alliance.

Type: WZ-CGS-306 Reaper Moth
Class: Compact Gunship
Crew: 3 (1 pilot, 2 gunners)
MDC/Armor by Location:
Main Body 600
Reinforced Crew Compartment 225
Particle Cannons(6) 90 each
Particle Cannon Turrets(2) 120 each
Missile Pod(rear) 200
Forcefield 1,000
Height: 15 ft(5m)
Width: 39 ft(13 m)
Length: 58 ft (16 m)
Weight: 35 tons
Cargo: Small space in cockpit for a survival pack and sidearm.
Powerplant: Advanced Lucerin-fuelled fusion nuclear powerplant w/ 20 year energy life.
Speed:
(Atmosphere) Hover to Mach 3, transatmospheric.
(Space) Mach 9
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) Not Possible
(Underwater) Not Possible
Bonuses: +1 to Dodge(+2 in atmosphere) and +1 to Strike
Market Cost: 55 million credits
Systems of Note:
Standard Spacecraft Systems, plus:

*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

*ECM Suite----- The Reaper Moth has a standard ECM suite for confusing sensor-guided weapons; -5 to strike

*Cyberlink(optional): This advanced cybernetic control system allows the pilot 'jack in', if so equipped, to the plane, linking him with the plane as if by telemechanics. The pilot is so in tune with the plane and their environment that he instantly knows everything involving their plane and its operations. A series of tiny external cameras normally used for Virtual Environment Cockpits is tied into the cyberlink, giving them an uncanny 360 degree view around the craft, providing them a +1 to init and dodge, in addition to the normal cyberlink bonuses .

Weapons Systems:
1) PS-HPBC-20 Particle Beam Cannons(6, 2 fixed forward, 2x2 ventral/dorsal turrets with 360-degree rotation, 60-degree elevation). The original short-ranged PBCs which caused so much trouble have been replaced with a more powerful PS/ASI design, itself based on the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon, giving the Reaper Moth a much farther-reaching and harder-hitting ‘sting’.
Range: (PBC) 11,000 ft(double in space)
Damage: (PBC) 4d6x 10 MD single blast, 8d6x 10 MD dual blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 4.2 million credits

2) Missile/Ordnance Pod(1, rear)--- Studies of the combat recorders of the Death Moth showed that the most successful and surviving of the ship crews relied on the munitions carried in the rear pod. Unfortunately, the positioning of the pod limited the amount of munitions that could be deployed, and some of the weapons choices were arguable. The redesign into the Reaper Moth allowed these faults to be remedied and a greater degree of versatility built in.
a) Micro-Missile Cannon---Underslung belly turret holding a T-410 Micro-Missile Cannon
Range:(T-410)Gun launcher fires the micromissile out to about 8,200 ft, where after the rocket propulsion takes over.
(Micromissiles)8,000 ft for all types

Damage/Bonuses:(T-410)
Pattern-2a---4d4 MD to 2 ft blast radius
Pattern-2b----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-2c----(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees

Bonuses:(T-410)
(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, infrared Sensing Chip.

Rate of Fire: Bursts of 3-40 rds per melee
Payload: 250 micromissiles

b) Mini-Missiles----New rotary launcher holds 128 MMs

c) Short Range Missiles---New rotary launcher holds 60 SRMs

d) Medium Range Missiles----New rotary launcher holds 30 MRMs

e) Long Range Missiles---3

f) Cruise Missiles---2. Much as some people wanted to exclude this holdover from the Death Moth, the capability was retained after it was pointed out that an anti-ship capability, using all available platforms, was useful against planetary invasions.

g) Bombs----Can carry ‘iron’ or ‘smart’ bombs; either take the equivalent missile warhead and DOUBLE the blast radius, or can carry TWICE the number of warhead equivalents as missiles
*Slammer Concussion Missiles/Bombs---Knockoff Triax Weapon, acquired through industrial espionage.
Range:(Missiles) 6,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
(Bombs) 1d4x10 MD to 90 ft blast radius.
88% chance of knockdown(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)

h) *SAW---Stand-off Attack Weapon, for ground attack. Basically, this is a large LRM-sized pod with maneuvering thrusters, autopilot guidance system, and fold-out glide wings, that is designed to overfly a target zone and launch cluster munitions over it, in a bombing pattern. These submunitions can range from golf-ball-sized antipersonnel grenades, runway cratering shells, area denial mines, chemical shells, or even carbon-fiber ‘angel hair’ electrical disruption spools. PS is also working on using SAWs to deploy Kera-Tech style EMP weapons and other specialized munitions.
One SAW can be carried per LRM hardpoint
Weight: 1,100 lbs
Range: SAW has an effective range of 20 miles in atmosphere Submunitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
400 AP/Chemical grenades
OR
100 HE/anti-vehicle grenades
OR
100 Fragmentation Mines
OR
50 Incendiary Bombs
OR
500 spools of wire, each spool holding up to 4,000 ft of aluminum-coated filament
The Reaper Moth can carry 5 SAWs.


i)* ‘Tacit Rainbow’ Drones----These are LRM-sized mini-cruise missiles/reentry vehicles configured as ‘smart’ decoys that can be deployed from the craft, then fly off on their own power, emitting false sensor signatures, and their own ECM. Adding to the confusion, the drones can be programmed to behave in appropriately evasive ‘stealthy’ fashion, to give the impression that they are in reality a real target attempting to evade detection...only to pop up again later to confuse enemy observers.
When their fuel/power is exhausted, the drones then activate a self-destruct device that destroys them completely( destroys drone and does 3d6x10 MD to everything in a 10 ft radius)
MDC of Drone: 50
Size: 15 ft long, 3 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 1.4
Range: 1,000 miles
Damage: None, aside from self-destruct
ECM: Jams enemy sensors and radio transmissions with 50% effectiveness (range: 25 mile radius). Can also be programmed to pump out misleading radar signatures conforming to other craft, including larger aircraft. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targeted on the mothership(must be within 10 miles of each other to be effective) will be +4 to strike the drone, and will lose target lock on the SR-100.
Bonuses: Drones are +4 to dodge attacks
Payload: The Reaper Moth can carry 3 drones

j) *TW ‘Breaker’ Missile--- TW forcefield-penetration aide device that can be fitted to to MRMs and LRMs---it is not considered to be cost effective to employ it on SRMs and mini-missiles. This addition allows the weapon to penetrate enemy forcefields to deliver its warhead to the target within. The PPE cost is actually less for the missiles than for the original EDM system, owing to the much smaller size of the projectile.
Currently, this technology is still rather expensive and bulky...despite hopes of being able to install a Sphere of Annihilation device inside the warhead, the ‘Breaker’ is limited to conventional warheads. The missiles are also prohibitively expensive and complex to manufacture, limiting their numbers and distribution. However, breakthroughs in magic material synthesis and TW mass production in the USA and the UWW mean that these weapons are expected to become much more readily available to the respective forces of those star polities.
Range: Varies by Missile Type--MRM or LRM
Damage: Varies by Missile Type--MRM or LRM, but typically the heaviest warhead available.
Special: Can punch through forcefields and magical barriers, but only those larger than 12 ft or more(will not work on personal forcefields)
PPE Cost to Create: 300 PPE to enchant the crystal ‘initiator’ crystal.
Payload: 30 MRMs or 3 LRMs.

k) G-Cannon---Drop-down ball turret with 360-degree traverse, 90-degree depression Same as that carried by the Pteropus Compact Gunship.
Range: 3 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere,1,000 miles in space)
Damage: 4d6x10 per 40 round burst
Rate of Fire: ECHH
Payload: 200 bursts

l) Personnel Carrier ----Can carry 6 drop commandoes or two power armors

m) Cargo Pod---2 tons

n) Forcefield Generator---Carries ts own powerplant with 5 year energy life. Can be dropped to act as a field defense generator. +1,000 MDC.

o) EW Jammer Module Jams enemy communications(radio band) in a 5,000 mile radius in space, 50 mile radius in atmosphere, civilian band communications with 80% effectiveness, military bands with 50% effectiveness. 45% chance of confusing guided missiles (especially ‘beam riders’ or radar-guided types). A single ECP adds +15% chance of eluding sensor detection(or -15% to enemy Read Sensory Instrument rolls).

p) Heavy Plasma Cannon----Similar to the standard light hardpoint, only more powerful and able to use deuterium ‘hotshotting’*(injection of deuterium into the plasma stream). Sometimes mistaken for a plasma drive(and indeed, some Reaper Moth pilots have been known to use it as a plasma booster; Increase speed to Mach 5 in atmosphere, and mach 11 in space, but piloting rolls are at -15%, and can only maintain this for 10 melees before needing 30 minutes to cool the system down(trying to push it beyond this limit causes the plasma cannon to over-stress and malfunction; 01-75% melts down and ceases working, 76-00% explodes, doing 1d6x10 MD to the gunship.
Range: (Palladium) 2 miles in atmosphere, 4 miles in space
(Kitsune Values) 3 miles in atmosphere, 400 miles in space
Damage: 5d6x10 MD per blast to a 10 ft wide area.
Rate of Fire: ECHH
Payload: Effectively unlimited
Option: “Hot Shotting”---This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). The gunship has enough deuterium tankage for 200 shots.


3) Light Aerospace Fighter Hardpoints(2)----These were added to allow the Reaper Moth to take advantage of the standardized Hardpoint system armaments being distributed throughout USA space.
a) Pulse Laser
• Range: (Palladium) 2.5 miles it atmosphere, 5 in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
• Damage: 1d4x10 MD per pulse burst
• Rate of Fire: EPCHH
• Payload: Effectively Unlimited

b) Particle Beam Cannon
• Range: (Palladium) 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
• Damage: 1d6x10 MD single blast
• Rate of Fire: EGCHH
• Payload: Effectively Unlimited

c) Plasma Cannon
• Range: (Palladium) 2 miles in atmosphere, 4 miles in space
(Kitsune Values) 3 miles in atmosphere, 400 miles in space
• Damage: 2d6x10 MD per blast
• Rate of Fire: ECHH
• Payload: Effectively unlimited

d) Gravity Railgun:
• Range: 2.5 miles in atmosphere, 5 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
• Damage: 1d6x10 MD per burst
• Rate of Fire: EGCHH
• Payload: 200 bursts per cannon




Variants: None, as the modular modifications embody the previous Death Moth variants.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Wed Apr 14, 2021 6:31 pm
  

User avatar
Champion

Joined: Wed Nov 26, 2003 4:59 pm
Posts: 2191
Location: Canada
taalismn wrote:
Borast wrote:
taalismn wrote:
Shepard-class Escort Cruiser could also serve in a pinch...they're equipped to dock/carry-assist merchant ships.


Does it have a multi-species crew, a hot-shot pilot with brittle bone disease, and regularly face up against ancient AIs?


Those that don't, there's a good chance of them having blue-in-blue-eyed security contingents, a navigator addicted to mutagenic psychotropic drugs, and regularly face up against conniving galactic aristocracies and ancient AIs.


Ah... SPICE IS LIFE!!!
(I actually have the last two books he wrote with his son before passing, and the "final" book in the series too.)

_________________
Fnord

Cool...I've been FAQed... atleast twice!

.sig count to date: 2

"May your day be as eventful as you wish, and may your life only hurt as much as it has to." - Me...

Normality is Relative, Sanity is Conceptual, and I am neither.


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Sat Apr 17, 2021 11:38 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
Borast wrote:

Ah... SPICE IS LIFE!!!



Wish I'd added that when the Starship Flaws thread was still going strong:

*Drug Dependency----In order to operate the starship successfully, the pilot or entire crew must be under the influence of a drug that is likely to be a) rare/expensive/controlled/illegal, b) induces short-term debilitative effects in areas or performance not directly related to the ship's operation, c) has detrimental long term effects(highly addictive, physically mutating, sanity-eroding, causes those under its effect to lose their individuality and merge into a group mind. etc..)....

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Sat Apr 17, 2021 8:11 pm
  

User avatar
Champion

Joined: Wed Nov 26, 2003 4:59 pm
Posts: 2191
Location: Canada
taalisman...here's one for you.

Read C.S. Friedman's "This Alien Shore."
https://www.thriftbooks.com/w/this-alien-shore_cs-friedman/560833/#edition=710248&idiq=5232742

Turns out FTL is possible...but dangerous.
The alternative is also dangerous - deadly even - but faster in it's own way.

_________________
Fnord

Cool...I've been FAQed... atleast twice!

.sig count to date: 2

"May your day be as eventful as you wish, and may your life only hurt as much as it has to." - Me...

Normality is Relative, Sanity is Conceptual, and I am neither.


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Sun May 02, 2021 12:43 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
I've put some quotes up for the Larna-Pe and Perdition if anybody cares. Going though the my other stuff to see what I can add.


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Sun May 02, 2021 1:11 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
I've put some quotes up for the Larna-Pe and Perdition if anybody cares. Going though the my other stuff to see what I can add.



And I'm revisiting some of the worlds mentioned as shipyards to flesh them out..while still working on wholly new worlds(or at least ones that got only passing mention in old posts). Going over old fluff quotes and Network Omni News stories, I've discovered quite a few that merit more attention, rather than create new one-offs. :D

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Sun May 02, 2021 11:39 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
Something to fill what I perceive to be a hole in the current line ups. That hole being 'blander and not as good Hunter' for no-name independents and mercs, but I think its something. The other projects I have are converting Kitsune's Kitten and derived fighters, the Sharlin tender, the Cheetah (as an emergency war contingency design), and converting surplus Packmasters into support craft.

Independent ‘Fusillade’ class Destroyer
“In what's considered ‘civilized’ space, the Fusillade derivatives are the most common warship larger than a corvette, and can be considered a direct fire companion to the Harrier. That’s not a compliment, and it was considered second line even back in the First Great War. It's basically a step above outright garbage nowadays, with even the original Hunter being seen as lackluster on the modern battlefield. Any of ASI’s offerings are better, even the old Sangu, but some people just have to make their own stuff, so the class isn’t going to die anytime soon.”
----Captain-General Vicen Trancluw, CAF

The name ‘Fusillade’ has been given to a vast range of small warships patterned off of a pre-Automaton War HAF design, with locally sourced materials and components resulting in an equally diverse range of overall capabilities and build quality. Similar to the Harrier, they are built by local concerns that wish to be responsible for their own equipment, and they are just as frequently acquired by secondary operators. For mercenaries and pirates, its biggest advantage is that it's almost always available, and unlike the Harrier is not dependent on munitions to threaten other vessels.

The original Fusillade lost to near equivalent Wolfen Hunter due to its lesser durability and speed, but some of the recent examples manage to reach those benchmarks. However, the lack of parasites is fundamental to the core design, and the utility of such are considered to more than compensate for the Hunter’s long standing lack of gun power. The low density of the LRM salvoes makes them near useless against even similarly sized ships, forcing them to be used in closer range ‘knife fights’ similar to the Hunter’s much derided single tube CML. Overall capabilities are limited by the use of a fusion power plant, but this also simplifies operation and technical burden.

In addition to the varying quality of material and systems, the Fusillade is infamous for its wide range of ascetics. The core design is a simple tubular arrangement with the main turrets being on the top and bottom, with and everything else is subject to the builder’s preferences. Dimensions frequently fluctuate up to 10% of the base design, and it's rare to find two different patterns that share the majority of systems. As such, Fusillades almost always become something of a bodge job after long periods of service, and their crews acquire a knack for improvised repairs.

Tactically, the Fusillade is considered barely capable by modern standards, and is almost helpless against anything that has been designed by a modern yard in the last three centuries. Its operators are usually barely above the pre-CCW Human Alliance in terms of technology, so this is not unexpected. In terms of pure combat ability, the TGE Berzerker can almost always come out ahead in a one on one engagement, which means that the Imperial Navy as destroyed no small number of these over the course of their minor conquests. The primary draw over the Harrier is that its larger size and more complete systems make it capable of assignments that do not solely involve combat, such as customs inspection and over stellar guard duties.
Spoiler:
Type: DDE-04 “Fusillade” class

Class: Destroyer

Crew: 24 (4 Officers)

MDC/Armor by Location:
    Main Body------------------3,500 to 4,500
    Engine Cluster--------------1,000 to 1,500
    Bridge----------------------1,000
    Dual Medium Lasers (2)-----500 to 800 each
    LRM Launchers (2)----------400 to 600 each
    Point Defense Turrets (8)---150 to 200 each
    MRM Launchers (2)---------350 to 450 each
    Variable Force Field:--------1000 per facing (6,000 total)

Statistics:
    Height: ~70 feet (31.3 meters).
    Width: ~80 feet (24.4 meters).
    Length: ~300 feet (91.4 meters).
    Weight: ~5,000 tons (- metric tons).

Cargo: 150 tons (- metric tons) of cargo in addition to standard compliment of supplies and ammunition.

Powerplant: Advanced Fusion with a 20 year life span

Speed:
    (Atmosphere) Mach 1 and is fully transatmospheric.
    (Sublight) Mach 8 to Mach 9 in space.
      (Kitsune: 60% of light speed; Accel/decel at .8% to .9% of light speed per melee)
    (FTL) 3.5 to 4.5 light years per hour

Market Cost: The typical construction price is between $250 million and $300 million, and goes between $450 million and $550 million when available. Variants with better systems naturally cost more.

Systems of Note:
    Standard Starship Systems

Weapons Systems:
    1) Dual Medium Hi-Laser Turrets (2):
      Range: 6 miles in atmosphere, 12 in space.
        (Kitsune Values: 12 miles in atmosphere, 12K miles in space)
      Damage: 1d4x100 MD per barrel, 2d4x100 per dual blast
      Rate of Fire: 2 per melee per barrel
      Payload: Effectively Unlimited

    2) PD Turrets (8): Usually as on the Hunter, but Variable PBC and CAF dual Laser/MM mounts are also common.

    3) LRM Launchers (2): 4 silo, 9 reloads each.

    4) MRM Launchers (2): As on the Hunter

Auxiliary Craft:
    1 Light Shuttle.

Variants:
    Beyond the various hull differences, a large portion of those produced replace the only mildly useful LRMs with additional MRMs, tripling the effective defensive throw weight. The main turrets can also be replaced with any number of equivalent mounts, although lasers are the preferred choice due to simplicity and effectiveness.


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Mon May 03, 2021 5:40 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
And news a new low end bird for those that want to actually matter against the big boys.

Ross Aerospace MSX-135 ‘Bearcat’ Light Fighter
“The specs that have crossed my desk place the Bearcat as being the future replacement for the Hyena as the bottom end light fighter, crossing critical thresholds to be relevant against front line designs while still coming in at less than 30 million on the market. They’re pushing normal fusion as far as it can economically go, so it's going to be the last stop for defense forces that are unable to make the leap to high grade power sources. It’s clearly a work in progress, with the frame still prone to early stress cracks, but they’re putting in the time to get them ironed out before it hits the production lines. ”
---- Captain Harriet McKenna, CAF, Director of Project Prominence

While still developmental, the Bearcat is Ross Aerospace’s intended replacement for the I.C.E Hyena. The company’s explosive growth has given it far greater engineering and manufacturing resources, resulting in it being practical to advance their production capacity to within a few generations of the current state of the art. While the Pacalva sector is still on the bottom half of the CCW’s internal development indexes, it is finally on the upwards trend, and Ross is eager to keep it going. The Bearcat will likely never be more than the budget buy for low end forces, but it will remain relevant for generations and keel the production lines going full tilt.

Much of the work amounts to lightening and shrinking the old design, cutting overall mass by a fifth while still improving overall hull strength. The power plant is of a more refined model, with half again the energy life for relatively little cost. Propulsion is provided by an equally more refined contragravity suite, being both slightly power powerful and far more agile. The famous auxiliary booster array used higher quality propellants to last a third longer, and when active can propel the craft at speed equal to that of a Cruise Missile. The one thing unchanged was weaponry, with the twin lasers and quad hard points being thought of as adequate for its size.
Spoiler:
Type: MSX-135

Class: Light Starfighter

Crew: 1

MDC/Armor by Location:
    Wing Lasers (2)-------50
    Wings (2)-------------250 each
    Main Body------------430
    Reinforced Cockpit----100
    Variable Force Field---200 per side (1200 total)

Statistics:
    Length: 27.5 feet (8.4 meters)
    Height: 10 feet (3.0 meters)
    Width: 25 feet (7.6 meters)
    Weight: 6.0 tons (5.4 metric tons) empty and 7.9 tons (7.2 metric tons) fully loaded with cruise missiles

Cargo: Small space in the cockpit for a survival pack and sidearm.

Powerplant: Advanced fusion power supply with a 6 year duration.

Speed:
    (Atmosphere) Hover to Mach 9 w/o pylons, Mach Mach 3 with, transatmospheric
    (Sublight) Mach 15 w/o pylons, Mach 13 with pylons, more with the booster
      (Kitsune: 40% of light speed; Accel/decel at 1.5%/1.3% of light speed per melee)
    (FTL) The Bearcat is NOT equipped with an FTL drive
    (Underwater) The Bearcat is NOT designed for underwater operations

Bonuses: +2 to Dodge, +5% to Piloting Skill

Market Cost: 28.5 million credits.

Systems of Note:
    Standard Spacecraft Systems

    *Auxiliary Booster: Increases the Sublight speed to Mach 20 unloaded, or Mach 18 fully loaded, for up 20 minutes. It must be refueled once depleted.

Weapons Systems:
    1) Wing Lasers (2): Improved focusing for improved range
      Range: 1.5 miles (2.4 km) in an atmosphere, 3 miles (4.8 km) in space
      Mega-Damage: 2D4x10+10 per single blast, or 4D4x10+20 per double blast
      Rate of Fire: ECHH.
      Payload: Effectively Unlimited.

    2) Missile Pylons (4): May hold 1 CM, 2 LRM, 4 MRM, 8 SRMs, or 16 MMs


Last edited by Omegasgundam on Tue May 04, 2021 1:00 am, edited 1 time in total.

          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Mon May 03, 2021 5:43 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
I’m once again raiding Kitsune’s work and repurposing it. I'll be working on CAF logistical designs next.
Consortium Armed Forces ‘Cheetah’ class Missile Corvette
“If we ever have to field these, it will be too soon.”
----CAF Admiral of the Fleet Janice Nikola

“There's been a few mock ups made of the things over the years, and they’ve naturally proved to be a mix of good and bad news. Crew accommodations are almost as atrocious as the TGE, but the overall maintenance load is surprisingly modest even for its small compliment. You can likely run it with five people in combat, and the hull is just large enough to allow for a small externally docked shuttle that can get the others to safety. Once you think of it as a Proctor replacement, it makes a lot more sense, and due to using a different logistical chain it can be built without any disruption. It's likely going to trade with Berserkers, but it could survive if it plays its cards right.“
---- Senior Shipwright ------, Goldilox Yards.

““One of the reasons that MM launchers have stuck around as defensive mounts on smaller vessels is that there’s an important trick you can play with them. Extremely close range CM launches from full sized ships don’t have the time to spread out enough to prevent fratricide if they get blasted, and its possible to fire a stream of Minis down the throat of the incoming launcher. With the right proximity settings, the minis can knock out the CMs right as they leave the attacker’s forcefield, and if they’re firing AM it can turn it back on them. It takes a great deal of training to pull it off, but it can outright neuter a Berserker’s charge. Railguns can also do it, but it's harder.”
---- Captain Jacky Kelson, CAF

A CAF design that the service hopes that it will never have to build, the Cheetah is nothing more than the Consortium’s equivalent to the Berserker. An update of the same Human Alliance design that became the Harrier, the Cheetah is intended to be acquired as an emergency measure in the event of full scale war against the TGE, inflating hull numbers as fast as possible and providing attrition assets to take the place of more capable craft. The Consortium Assembly committees have rarely paid attention to these branches of contingency planning, and the minor development costs have proven easy to tie into much larger funding bills. While the losses of the Minion War gave the Admiralty some thought into bringing them into production, the Demon fleets were not a true threat to the CCW’s existence after the initial shock wore off, and the multitude of campaigns that were waged during it often required ships that were capable of more than pure combat. And if they can keep the Cheetah in the archives, they’re all too happy to do so.

As you would expect, the Cheetah is quite similar to the Harrier due to its lineage. While the CAF uses higher quality materials and systems by default, those slated to be fitted in the Cheetah consist of those that are either extremely widespread in service or older legacy inventory that has never been liquidated. Thus, while it meets current military standards, it is unspectacular in performance. Other than its slightly above average sublight speed, there are few notable power demands, allowing a simple and low maintenance fusion reactor to be used in place of a more complicated antimatter system. The overriding concern is ease of production and low crew requirements, as even the computer-phobic Human Alliance of old balked at the thought of putting substantial numbers of trained personnel out in near death traps.

Like the Harrier, the Cheetah is arguably a missile launcher with a ship wrapped around it. The core of the vessel is the autoloading 32-silo CAF standard Cruise Missile Launcher, dominating the forward aspect. Defensive mounts consist of a mere four PD turrets and four MM launchers, but this is the limit of what is considered practical to mount on a hull this small. Hull strength is considered respectable for its mass and the forcefield is taken from the ubiquitous Hunter, so it is not considered particularly fragile for its type. The engine components also draw heavily from the Hunter, with clever engineering allowing for most of the sublight and FTL drives to be constructed from the more powerful assemblies that go into the larger craft. Crew comfort and operational endurance are frankly poor to outright pathetic, but considered acceptable given its intended operational profile.

While the design has few true fans, it is quite familiar in engineering circles. One of the common make-work projects for less experienced design staff is to update the original design to modern standards, and a number of minor improvements have resulted from them over the centuries. The sheer simplicity of the craft makes it quite easy to fabricate, and the established construction procedures are well thought out to make best use of the existing yard infrastructure. Current estimates state that it would only take a matter or weeks for the relevant yards to tool up and begin assembly, with the first batch of hulls being finished before the two month mark. This is reliant on being able to use the CAF’s pre-existing stockpiles of semi-modern components, but this can be safely treated as a given due to the production numbers of these items.
Spoiler:
Type: FFL-12 “Cheetah” class

Class: Missile Corvette.

Crew: 14 (2 Officers)

MDC/Armor by Location:
    Main Body-----------------3,200
    Engine Cluster-------------900
    Bridge---------------------1,000
    Cruise Missile Launcher-----800
    Point Defense Turrets (4)--150 each
    MM Launchers (2)---------100 each
    Variable Force Field:-------1000 per facing (6,000 total)

Statistics:
    Height: 235 feet (71.6 meters).
    Width: 84 feet (25.6 meters).
    Length: 122 feet (37.2 meters).
    Weight: 2,100 tons (1,905.1 metric tons).

Cargo: 20 tons (18.1 metric tons) of cargo in addition to standard compliment of supplies and ammunition.

Powerplant: Fusion with a 50 year life span.

Speed:
    (Atmosphere) Mach 2 (1,522.4 mph / 2450.1 kph) and is fully transatmospheric.
    (Sublight) Mach 11 in space.
      (Kitsune: 50% of light speed; Accel/decel at 1.1% of light speed per melee)
    (FTL) 4.5 light years per hour

Market Cost: Due to using older components that exist in vast numbers in the CAF’s labyrinthian inventories, the exact construction cost is difficult to estimate. The best estimate is around $280 million without those stockpiles, and just above $180 million with them. No serious estimate has been given to a sales price.

Systems of Note:
    Standard Starship Systems

Weapons Systems:
    1) Cruise Missile Launcher: Similar to than on the Warshield, but it only has two reloads. The smaller size of the ship means that they are reloaded before the next melee round however.

    2) PD Turrets (4): Expected to be a mix of twin GR-1000s and twin Variable PBCs.

    3) MM Launchers (4): As on the Warshield

Auxiliary Craft:
    None

Variants:
    An escort focused version replaces the CML with twin LRMLs identical to those on the Kestrel.


Last edited by Omegasgundam on Tue May 04, 2021 11:43 pm, edited 1 time in total.

          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Tue May 04, 2021 2:32 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
Moar Kitsune reworks. As an aside, I’m really worried about him, as he hasn’t posted anything in almost two years.
Consortium Armed Forces ‘Sharlin’ class Fast Tender/Repair Ship
“One of the many lessons that the Minion War reminded us of is that relying on established depots isn’t practical in mobile campaigns. Wars are rarely won by staying on the defensive, and if we are to take the initiative then our logistical elements must be able to keep pace with the front line. If we are to defeat the TGE in the next war, we must be able to strike back into their territory and exploit opportunities that arise. This is why the budget increase for the ‘Fleet Train’ is the proportionally largest of the reconstruction bills, and their non-combat utility made it an even easier sell to the Assembly.”
----CAF Admiral of the Fleet Janice Nikola

“The yard dogs we send out on the Sharlins mostly fall into the middle of the experience curve, with newbies being too much of a liability and senior veterans in too high demand leading construction efforts. Assuming they have enough skill to matter, Sharlin duty exposes them to a lot of ‘growth opportunities’, which among other things provides feedback for how it is on the pointy end of the stick. A large portion of the senior engineering teams of the more successful yards have served tours, and the experience of knowing first hand how their bright ideas actually work in the field is invaluable.“
---- Senior Shipwright ------, Goldilox Yards.

“One of the riskier things that Sharlins do is directly pick up crippled ships from an active battlefield. They can stress their drives way more than normal due due to taking optimal tuning as a given, which really cuts down how long they have to wait until they can jump out. This is why they’re so well armed and armored; civilian grade just doesn’t cut it.”
---- Captain Jacky Kelson, CAF

A relatively modern design, the Sharlin was introduced almost a century ago to provide mobile repair services to the CAF’s light assets. Much larger and faster than the preceding Button class, the Sharlin is intended to keep pace with its attached formation, becoming far less of a load-stone across their collective neck. Today, it remains capable of servicing any of the CAF’s mainstay escorts, and a substantial number of the Long Bow conversions for the Scimitar have been conducted in their bays. The CCW is greatly expanding its roster of both these ships and related logistical elements as of late, showing that the CAF is moving to a more proactive philosophy.

The core of the ship are the twin internal repair bays, both rated to be able to fit and service a Scimitar class patrol ship. Multiple smaller ships can also be held, such as pairs of Hunter class destroyers. Combined with the extensive industrial systems, the Sharlin is arguably a small mobile spacedock, and in a few occasions have actually constructed full ships from their stores. Secondary bays consist of hangers for up to two squadrons of light or medium aerospace fighters, and with the ships facilities can conduct full rebuild procedures. If need be, the Sharlin can conduct heavy repairs and refits to cruiser sized vessels, but this usually amounts to making good system failure to let it reach a proper yard.

Naturally, ships that are heavily damaged have high demand for medical support, so the Sharlin’s surgical suite is on par with a small hospital ship. The six operation rooms are kept the CCW’s cutting edge, with advanced regeneration equipment, cloning banks for replacement limbs and organs, eight hundred medical beds, and one hundred and sixty stasis chambers. Larger scale ships require greater numbers, but this is more than adequate to cover a number of escort designs.

As a logistic ship, the Sharlin is not overly well armed, but it is sufficient to ward off casual light elements. Protection is on par with a Heavy Cruiser, and their crews easily find the time needed to optimize their FTL drives for the shortest possible cycle time. Still, the CAF does assign escorts if there is the potential of actually coming under attack, with the minimum being a group of four Long Bow refitted Scimitars. A Warshield is also frequently assigned; usually a ship that has been suffering from a greater than normal number of engineering problems and requires outside assistance.
Spoiler:
Type: Tender / Repair Ship.

Class: AR-1200.

Crew: 1670 total (250 (35 Officers and 215 Ordinary Crew) for ship operation, 1,200 repair personnel, and 220 medical personnel).

MDC/Armor by Location:
    Combined Hull Total------------95,000
      Main Body-----------------------65,000
      Engines (2)----------------------15,000 each
    Systems and Components
      Bridge---------------------------10,000
      Repair Bays (2)------------------15,000 each
      ASF Hangers (2)-----------------12,000 each
    Weapons
      LRM Missile Launchers (2):-------600 each
      PD GR-1000 Turrets (4):---------200 each
      PD PBC Turrets (4):-------------200 each
      MM Launchers (8):--------------200 each
    Variable Forcefield:---------------5,000 per facing (30,000 total)

Statistics:
    Height: 500 feet (152.4 meters).
    Width: 820 feet (249.9 meters).
    Length: 1,650 feet (502.9 meters).
    Weight: 1.21 million tons (1.1 million metric tons).

Cargo: 250,000 tons (226,800 metric tons) of cargo in addition to crew’s supplies.

Powerplant: Anti-Matter with a 50 year life span.

Speed:
    (Atmosphere) 250 mph (402 kph) and is fully transatmospheric.
    (Sublight) Mach 6.5 in space.
      (Kitsune: 60% of light speed; Accel/decel at .65% of light speed per melee)
    (FTL) 5 light years per hour

Market Cost: 12.5 billion credits to manufacture, and usually offered for half that again.

Systems of Note:
    Standard Starship Systems

    *Dry Dock Facilities: Full construction capability

    *Extensive Machine Shops/Fabrication Bays: Has 140 Workshops and 8 Heavy Industrial Facilities. Autofac capabilities are on par with a minor fleet depot.

    *Emergency Medical Facilities:

    *Tractor Beams (4): 4,000 tons dead weight. Not usable in atmosphere. Up to 10 miles in space (Kitsune 10K miles)

Weapons Systems:
    1) LRM Launchers (2): As on the Warshield.

    2) PD Turrets (8): Mix of GR-1000s and Variable PBCs.

    3) MM Launchers (8): As on the Warshield.

Auxiliary Craft:
    24 Mini-Tugs
    Up to 48 Light or Medium Fighters (usually transient)
    6 Passenger Shuttles (usually used for medical emergencies)
    10 Cargo Shuttles
    800 Repair Drones

Variants:
    The basic hull has been used for a number of other support platforms, such as dedicated medical ships and munitions transports. During the Minion War a specialist sub-variant was fitted out with the equipment needed to rebuild the Scorpion to the much improved Super configuration.


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Tue May 04, 2021 5:29 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
I’m once again raiding Kitsune’s work and repurposing it. I'll be working on CAF logistical designs next.
Consortium Armed Forces ‘Cheetah’ class Missile Corvette
“If we ever have to field these, it will be too soon.”
----CAF Admiral of the Fleet Janice Nikola


A CAF design that the service hopes that it will never have to build, the Cheetah is nothing more than the Consortium’s equivalent to the Berserker. .[/list][/spoiler]



Wanna bet somebody leaks the design template and it starts popping up wherever people(including the wrong sorts of people) have access to piles of old CAF spare parts?

(Hides the plans for a PS/ASI Berserker/Amok clone equivalent using old Barong hulls and wrap-around missile packs).

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Tue May 04, 2021 6:03 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
Consortium Armed Forces ‘Packmule’ Logistics Ship
”One of the political arrangements that have been set up is that most of the Packmules are manned and operated by the IDF’s of various worlds who have notable specialties in the task in question. This allows them to fulfill whatever commitments they need to the collective defense without actually being involved in combat. A not particularly subtle part of it is that it lets the CAF not take responsibility for what goes on in the Havens, which allows us to say with a strait face that we do not operate state sponsored brothels.”
----CAF Admiral of the Fleet Janice Nikola

With the CAF’s shift to the Saratoga as its primary carrier platform, it found itself with no small amount of legacy production infrastructure for the old Packmaster. In all honesty, the Wolven workhorse was outright archaic in engineering terms, with tremendous inefficiencies due to its more than a millennia old design. A number of nominally civilian grade technologies had overtaken it, particularly it's incredibly inefficient first generation antimatter power plant. CAF shipwrights decided to make a virtue out of this situation, and repurposed the hull to serve as the basis for a number of logistical support ships

After removing the hanger and troop bays in their entirety, the most significant change was the switch to a far simpler fusion power plant. Overall efficiency of such systems had improved significantly since the time of the Packmaster’s development, resulting in the overall mass and volume difference being negligible. Armaments were then notably reduced, with the Capital Lasers and Cruise Missile Launchers being omitted, but the defensive weapons of the most recent revision were retained. The space frame and hull were then altered to use more contemporary materials, saving several megatons of mass and increasing the ship’s maximum displacement up to the 60 megaton line. Overall production cost has been reduced to a mere $12 billion credits, and left a good 30 megatons of room to install whatever support features the CAF desires.

Rockhound Material Processing Ship: The primary bay features a 25 megaton particle maul, which reduces whatever is fed into it to its base elements. The ship has a small wing of prospecting and salvage shuttles to keep it fed, and to salvage whatever material is worth removing.

Bessemer Foundry Ship: Replaces the above’s particle maul with a variable grav-foundry, turning base elements into useful feedstock. For most materials, two Rockhounds are needed to keep it running at full capacity.

Yarddog Mobile Dock: While it only has half the slip space of an Artisan class, it has substantially more in depth support facilities. Thus, it can conduct repairs and refits faster.

Dirac Antimatter Refinement Ship: The full 30 megatons are used to hold an antimatter generator and its needed power sources, sufficient to keep a mid sized fleet topped off. For safety reasons, the ship does not store the fuel, instead transferring it to a specialist tanker that is far more expendable. Hydrogen harvesting is usually done by a number of much smaller support ships, although it can enter the atmosphere of a gas giant to fill its bays if need be.

Haven Personal Ship: Taking the ‘city in space’ analogy literally, the Haven is a mobile R&R platform, able to host and entertain up to 20,000 individuals. Its furnishings are more appropriate for the typical soldier than the Three Galaxy’s elite, but they are not intended for use as luxury liners. Additionally, it features full medical ship facilities to tread long term casualties. In operation, they are constantly surrounded by a small cloud of Assault Shuttles being used to carry soldiers on leave to and from other ships.

Consortium Armed Forces 'Alchemist’ Fast Mobile Factory Ship
”In the old days, the Megas would have thrown a fit over the CAF being able to make its missile without paying them a cent, and that would have led to political pressure to bog it down. But the Minion War saw almost all of their lobbying groups and preferred shrills being permanently silenced, and Logistics Command leapt on the opportunity to get more leverage. With the amount of industrial grunt that’s been essentially nationalized, we’re now negotiating from a position of strength, and the amount of graft we need to deal with has plummeted.”
----CAF Admiral of the Fleet Janice Nikola

The most recent logistics design of the CAF, the Alchemist takes advantage of the classified Balance Hammond Drive to make an entire factory complex mobile. Capable of producing all but the most complicated items, the Alchemist can provide a mid sized fleet with everything it needs to stay operational other than antimatter. The Consortium plans to have at least one Alchemist attached to every major fleet element, accompanied by a number of Packmule Logistics Ships. Beyond the military requirements, they are also used to help establish developing colonies and to provide emergency disaster relief supplies.

Almost half of the ship's mass is devoted to the highly automated fabrication bays, and even then it still needs over two thousand personnel to operate at full capacity. Given enough time, the ship can tool up to produce anything short of Battleship grade FTL drives and power plants, and they usually carry spare dies for the most commonly needed items. Production rates are dependent on the complexity of the item in question, and is most efficient when focused on a single item. This is most often X-Ray Cruise Missiles, with the sprawling lines finishing a batch of two dozen every five minutes once running at full steam. Other common requests include Grav-Gun projectiles, lesser missile bodies and associated warheads, and replacement armor plates of all kinds.

In addition to the factory lines, the Alchemist has a number of more flexible Autofacs for immediate demands of smaller items and to produce the specific tooling needed by the main factory. While naturally far more time consuming than a proper dedicated facility, they allow the Alchemist to keep up with demands for replacement components and specialty equipment.

To keep the lines fed, the Alchemist also hosts a quite capable refining and smelting array. While it can harvest asteroids for raw material, it is far more expedient to recycle salvage. The Three Galaxies are littered with abandoned wrecks, stations, and generally unwanted debris, and the factory cares little if its feedstock was recovered from a garbage dump. When running full tilt, resource expenditures are still far greater than what it can provide itself, leading to the need for the Rockhounds and Bessemers. To coordinate the Fleet Train’s activities, and due to the sheer scale of the task, the Alchemist is equipped with full Flag facilities, leading to the novel situation of Logistics Command personnel having a legitimate field need to be Captain-Generals. Due to the Fleet Train’s value, escorts are heavy, with multiple cruisers and destroyer groups assigned to them.
Spoiler:
Type: Fast Mobile Factory Ship

Class: AF-1500.

Crew: 3,090 total (1010 (150 Officers and 960 Enlisted Crew) for ship operation, 2080 factory facility personnel)

MDC/Armor by Location:
    Combined Hull Total-----------120,000
    Main Body-----------------------80,000
    Engines (2)----------------------20,000 each
    Systems and Components
    Bridge---------------------------10,000
    Flag Bridge----------------------10,000
    Hangers (2)---------------------15,000 each
    Weapons
    Lasser Lasers (2)----------------800 each
    LRM Missile Launchers (4):-------800 each
    PD GR-1000 Turrets (12):--------200 each
    PD PBC Turrets (12):------------200 each
    PD Tachyon Guns (12):----------200 each
    Variable Forcefield:--------------6,000 per facing (36,000 total)

Statistics:
    Height: 1,000 feet (304.80 meters).
    Width: 1,400 feet (426.72 meters).
    Length: 6,500 feet (1,981.20 meters).
    Weight: 70 million tons (- million metric tons)

Cargo: 30 million tons (- million metric tons) of cargo in addition to crew’s supplies.

Powerplant: Anti-Matter with a 50 year life span.

Speed:
    (Atmosphere) 100 mph (161 kph), but not meant for it. Cannot land without major damage without a specially built cradle.
    (Sublight) Mach 7 in space.
      (Kitsune: 60% of light speed; Accel/decel at .7% of light speed per melee)
    (FTL) 5 light years per hour

Market Cost: 55 billion credits to manufacture, and its drives are considered a state secret. The CAF believes that they will pay for themselves within a decade due to munition production.

Systems of Note:
    Standard (Capital Ship) Starship Systems

    *45 Megaton Industrial Factory

    *Refining/Smelting Facilities

    *Tractor Beams (8): 4,000 tons dead weight. Not usable in atmosphere. Up to 10 miles in space (Kitsune 10K miles)

Weapons Systems:
    1) Lasser Heavy Lasers (2): As on the Lasser and ASI derivatives.
      Range: 10 miles in atmosphere, 20 miles in space
        (Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
      Damage: 4d6x100 MD per single blast
      Rate of Fire: 4 times per melee
      Payload: Effectively Unlimited

    2) LRM Launchers (4): As on the Warshield.

    4) PD GR-1000 Turrets (12): As on the Scorpion.

    5) PD Particle Beam Turrets (12): As on the Assault Shuttle

    6) PD Tachyon Scatterguns (12):
      Range: 3 mile in atmosphere, 12 miles in space w/ 6 mile wide arc.
        (Kitsune Values: 12 miles in atmosphere, 120 miles in space)
        *Range and width are reduced to 1/4th in atmosphere
      Damage: 2D4x10 M.D.C. each.
      Rate of Fire: 4 shots per melee each
      Payload: Effectively Unlimited

Auxiliary Craft:
    12 Mini-Tugs
    24 Mining/Salvage Shuttles
    12 Cargo Shuttles


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Fri May 07, 2021 8:58 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
Something ‘original’, here’s a bland Hover Tonk to throw at people without having to think of an explanation for where it came from.
Independent ‘Barivel’ Medium Hover Tank

”One of the worst kept secrets in the CCW is that even among IDFs that have the budget to burn, the Barivel is vastly preferred to the old Phalanx. The Pisswall’s biggest problem was the simple lack of range on its original weapons, which let Dark Slayers kite them to death due to their inability to retaliate. The Barivel is basically a shrunken Dark Slayer, but that makes it more practical in several ways. One of the really bad bits that’s been sprayed all over the holo channels is the last round of joint training exercises, which had IDF tank groups regularly trouncing CAF formations. Losing out to multiple cheaper tanks is one thing, but failing to take on an equal number of militia grade trash blowers is completely unacceptable. Things got even worse when they dug through older exercises, which were basically custom built so that the CAF was always going to come out on top regardless of the actual battlefield performance.”
----Major Philip Fredette, CAF

‘Barivel’ is the catch all term used to describe a massive family of air blowing hover tanks that are derived from an ancient Human Alliance design, and have widely proliferated across the Three Galaxies. Often compared to the Dark Slayer, the Barivel is usually thought of as being its smaller and more generic cousin. It being a third the mass while having most of the useful capabilities of the older models of the Slayer only emphasize this. Overall tech level is considered quite crude, particularly in regards to material, but it is nowhere near as bad as the Dark Slayer. While modest in capabilities, it’s effectiveness is considered exceptional for its price tag, and is thought to be very effective when in competent hands.

Armaments consist of a HI-Laser Cannon, a coaxial CG-gun, and side mounted missile pods. While considered quite modest (and honestly lacking in overall range), the hull’s ability to handle recoil is poor at best (-25% to piloting skill when firing a large kinetic cannon) and the reactor is pressed to power the current HI-Laser. Protection is equally modest, but is considered sufficient to deal with older generation equipment. Most patterns can be equipped with a meaningful forcefield, although its overall recovery rate is poor. The crew compartment for the Barivel is in the rear, with the turret being operated by remote. While this does present some visibility problems, the various remote cameras are more than sufficient in battlefield conditions.

With a few exceptions, ground forces are generally seen as the second or even third string of a stellar power’s military, and it is generally difficult to get the resources needed for something substantially better. Thus, simple and effective Barivel gets reused by developing powers as the starting point for their own designs, and rarely stray too far from it. In operation, the 3 man crew is sufficient to conduct all of the various maintenance tasks needed to keep the vehicle operational in the field, and heavy sustained fighting is quietly likely to result in the vehicle’s neutralization before more sustained wear and tear becomes an issue.
Spoiler:
Type: Various

Class: Medium Hovertank

Crew: 3; Commander, Driver, Gunner.

MDC/Armor by Location:
    Main Body-------------------------600
    Fan Skirt---------------------------200
    Reinforced Crew Compartment------150
    Main Turret------------------------250
    HI-Laser Cannon-------------------120
    Missile Pods (2)--------------------50 each
    Force Field (Optional)---------------200

    The Forcefield has regeneration and overload rules as a Naruni model.

Statistics:
    Length: 30 feet
    Height: 10 feet
    Width: 12 feet
    Weight: 45 tons

Cargo: Small space in the crew compartment for survival packs, sidearms, and a few personal possessions.

Powerplant: Advanced Fusion, 25 years energy endurance.

Speed: Roughly equal to the Dark Slayer in performance.

Market Cost: ~$25 Million Credits on average without the force field, ~$30 Million with.

Systems of Note:
    Standard (Phase World) Robot Vehicle Systems

Weapons Systems:
    1) HI-Laser Cannon: Equivalent to the one on the Dark Slayer, but up to 4 shots per melee. +2 to strike while stationary, no penalty while moving.

    2) Coaxial Mounted Railgun: Equivalent to the Phalanx’s cupola mini turret, but an EM model.

    3) Side Missile Launcher Racks (2): Most commonly fitting with SRMs or MRMs.
      Range: varies by munition
      MD: varies by munition
      Rate of Fire: 1, 2, 3, 4 each. May combine
      Payload: each has up to 16 MMs, 8 SRMs, 4 MRMs, or 2 LRMs

Variants:
    The sheer number of local patterns makes the overall number ‘Yes’, but most of them stick to the same general layout. The most common changes are the addition of paired Mini-Missile launchers on the sides of the turret and mini-turret on top for the commander. Some operators replace the main cannon with a Naruni PBC, but this is uncommon at best. Armor strength and overall weight can fluctuate by as much as 50%.


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Sat May 08, 2021 3:03 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
So here's something I've finally gotten around to finishing.
Lothrain Mageworks/WZT ‘Oakenheart’ Light Cruiser
“I first laid my eyes on an Oakenheart at an industrial conference in USA space. My original intent was to get the measure of the leadership of ASI and WZT, but the proceedings were disrupted by a substantial Dark Cult attack. The defenders had things well in hand, but for safety we were evacuated until they could ensure that the grounds were truly safe. It was essentially luck that I ended up with the UWW contingent, who were a mix of Dawi and Lothrain Druids. The wooden ship simply fascinated me, with the still living hull having been turned into a work of true art by the artisans who did the spell inscriptions. When I was informed of the relative M-Factor I was astonished, for the strength to mass ratio was on par with the cutting edge of materials that are economically viable. This was clearly something special, and I needed to investigate.

I’m quite certain that at least some of the leadership managed to identify me, which would explain why I had substantial access to the ship. The pure technology sections are understandably low tech, but they were far ahead of what we generally think of UWW ‘rust buckets’. For what they were, the overall quality was high, and the fact that all of it was domestically produced is not a trivial concern. They took great advantage that they only needed them to run most of the weaponry and the sublight drives, which made their use of a fusion plant completely understandable. While I am unable to reasonably judge the magic systems, the Guild Masters that I talked to had no sustained complaints about them, which I am informed means that they were somewhat impressed. The passenger accommodations were up to my standards, which places them on a truly high level.

My more in depth investigation of Lothrain would be quite enlightening for a number of reasons. While I was aware that Veletsia’s spouse had established their company there, I had underestimated just how engaged they were with their hosts. Asyribis is near worshipped by some subfactions of the Druid cults, and their influence on their expansion is obvious if you know what to look for. Lothrain’s influence on the web of trade and favors that is the UWW economy is simply breathtaking for how long they have been relevant, and they are in turn enabling the greatest expansion of magic industry in the current galactic era. I’m honestly embarrassed to have missed it happening, but I am sure that those back home have as well. I look forward to their future endeavors.”

----Jelko Rodula

Lothrain’s ectofibre fueled economic growth gives them no shortage of prospective enemies, which has naturally prompted the planet’s Elders to place a great deal of time and effort into improving its defenses. While their sheer economic importance ensures that the vastly expanded UWW garrison fleet will remain permanently stationed there, it was felt desirable that the planet’s native forces have their own capital ships to patrol their claimed territory. The surrounding systems have proven reasonably wealthy in economically significant gems and industrial materials, and thus mining efforts have sprouted up at a rapid pace. Thus, to defend their claims, Lothrain needed an actual fleet, and their recent industrial expansion efforts put them in an excellent position to build one themselves.

Extrapolating from the developmental efforts that went into the Heartwood corvette, they took the art of inosculation to new heights. Using dozens of fully grown Great Banner Oaks, the master biomancer Millennium Druids created the hull of a modern Light Cruiser around the needed internal systems, with months of painstaking work resulting in one of the most non-conventional warships in the modern Three Galaxies.

As a Light Cruiser, the Oakenheart is natural compared to the venerable Warshield. The raw hull strength is considerably less, but the various magical advantages are considered to more than compensate. In particular, the still living ectofibre infused Great Banner Oaks can actually regenerate quite rapidly with a PPE expenditure, leading most to think of the ship being far more durable than it technically is. Overall speed is up to modern standards, allowing it to keep up with the rebuilding Warlock Fleet designs. Firepower is not lacking either, nearly matching the Warshield in terms of gun strength. Missile power is less on paper, but the UWW’s increasingly casual use of Shadow Meld and Impervious to Energy talismans on their heavy munitions means that they are far more likely to get through than those of other nations.

The ship’s parasites consist of a squadron of fighters, a squad of space use power armor, and a reinforced platoon of light exoskeletons for the marines. As Lothrain is the home of Thoth Industry’s primary factories, they are the only organization that can acquire Crystal Ray Fighters before they are snatched up by the Warlock Fleet, leading to the Oakenheart’s hanger commonly hosting a flight of those advanced craft in addition to the planet’s domestically produced Boomerangs. Thoth Industries also provides the power armor and exoskeletons, giving Lothrain some of the best in the Three Galaxies.
Spoiler:
Type: ‘Oakenheart’ class Light Cruiser.

Class: Space Cruiser (Conventional / Techno-Wizard).

Crew: 146, usually including a magic team of 15 techno-wizards (levels 2-6), 40 Marines, 12 Space PA Pilots, 36 Fighter Pilots, and up to 60 VIPs.

MDC/Armor by Location:
    Main Body------------------------35,000
    Bridge-----------------------------10,000
    Hanger----------------------------5,000
    Capital PBCs (2)---------------1,200 each
    Annihilate Cannons (6)-------800 each
    CM Launchers (4)-------------1,000 each
    MRM Launchers (6)-----------300 each
    Heavy PD Turrets (6)---------300 each
    Point Defense Turrets (4)----225 each
    ‘IA’ Mystic Forcefield----------10,000 (3/day for 30 minutes)

    The IA Forcefield takes half damage from energy attacks. It may be restored after it’s third use of the day for 1000 P.P.E. and 1 minute of focus.

Statistics
    Height: 76.4 feet (23.29 meters) main body; 142.2 feet (43.34 meters) from the bottom of the main body to the top of the superstructure.
    Width: 84 feet (25.60 meters).
    Length: 580 feet (176.78 meters).
    Weight: 75,000 tons (68,040 metric tons).

Cargo: 2500 tons

Powerplant: Advanced Nuclear Fusion w/ 25 year energy life with Techno-Wizard Augmentations. The cruiser also has a P.P.E. generator that produces 1,000 P.P.E. per hour / 16.6 P.P.E. per melee (Activating the Rifts Jump Drive costs 4,000 P.P.E.) and can hold up to 16,000 P.P.E. in storage. This P.P.E. can be used to power the Rifts Jump Drive or can be used to power spells cast by the cruiser’s crew.

Speed:
    (Atmosphere) Hover to 120 mph (193.1 kph); transatmospheric.
    (Sublight) Mach 9
      (Kitsune Values: 60% of light speed; Accel/decel at .96% of light speed per melee)
    (FTL) Rift Jump Drive; maximum safe jump distance of 20 light years every four hours (Jump costs 4,000 P.P.E. per activation.)
    (Underwater) 45 knots (83.3 km/51.8 mph) on the surface.

Market Cost: Estimated at around $4.2 billion credits each.

Systems of Note:
    Standard (PW) Starship Systems, plus:

    *Ectofiber Insulation Grid: Magical Attacks do HALF damage/effect.

    *UWW Standard Shipboard Mystic Sensors: +20% greater range than ASI models due to far greater experience.

    *Circles of Protection: +3 to save against magic (including anti-magic cloud and other forms of dispelling magic), +1 save against psychic attacks and a bonus of +2 to save vs Horror Factor. Permanently active.

Weapons Systems:
    1) Forward Capital Laser Cannons (2): These can be fired forward and can be angled up to 120 degrees aft (can only fire one cannon at a target at that angle but can spin to be able to bring both batteries to bear) and can fire at a 30 degree angle up or down

    2) “Annihilate” Cannon Turrets (6): Mounted in turrets on the sides, the barrels can be fired either forward or behind and can be rotated 60 degrees horizontally or vertically.
      Range: 5 mile in atmosphere, 10 miles in space
        (Kitsune Values: 10 miles in atmosphere, 10K miles in space)
      Damage: 2D4x100 MD each, may be combined to do 4D4x100
      Rate of Fire: Four per Melee
      Payload: Needs 300 P.P.E. per day to function.
      Bonus: Half small target penalties.

    3) Cruise Missile Launchers Launchers (4): Mounted in the Sides. They are explicitly designed to allow for loading alternative munitions as fast as possible.
      Rate of Fire: Salvos of 1-8 each, Maximum of 32
      Payload: 320 total, 80 missiles per launcher

    4) Medium Range Missile Launchers (5): Have half again the payload of those on the Hauberk.
      Rate of Fire: Volleys of 1, 2, 4, 5, 8, or 10
      Payload: 240 total, 120 missiles per launcher

    5) Heavy PD Turret (5): Mounted on the sides of the frigate, they have 360 degree rotation and can angle up to 85 degrees. They may be equipped with any WZT/ASI Heavy Fighter Mount option.

    6) Point Defense Hardpoints (4): Uses WZT/ASI standard PD mounts, almost always Tachyon Scatterguns.

Active TW Enchantments: 10th level equivalent
    *Expel Demons: 35 PPE per activation, Instant Duration, affects the interior of the ship. As spell.

    *Shadow Meld: 40 PPE to activate, 3 minutes/level duration. Other craft are -6 to strike and -4 to dodge the Oakheart unless it is directly illuminated against something. This is nullified by See the Invisible and similar.

    *Invisibility Superior: 80 PPE to activate, 3 minutes/level per activation. As spell.

    *Impervious to Energy: 80 PPR per activation, 2 minutes/level Duration. As spell.

    *(Improved) Hull Regeneration: 280/840 PPE to activate, 10 hours or permanent. The use of Ectofibre in the fully-organic hull allows for the regenerated MDC to be at full strength, but still only recovers 5% of the overall total per cast. It still does not replace systems or weapons

    If not needing to charge the battery, it has the power generation to maintain Shadow Meld and Impervious to Energy indefinitely.

    Non-combat ‘internal’ backup-systems are powered by the main systems and emergency PPE-Batteries, and include the following: Sheltering Force (ideal for emergency vac-shelters), Air Bubble, Globe of Daylight, Breath Without Air, Extinguish Fire, Ice (great for temporarily sealing hull breeches), and Mend the Broken.

Auxiliary Craft:
    *24 QF-1 Boomerang or Crystal Ray Fighters
    *12 Crystal Hawk
    *40 Light Marine Armors


Last edited by Omegasgundam on Mon May 10, 2021 2:30 am, edited 3 times in total.

          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Sat May 08, 2021 11:50 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
Gotta love wooden starships, treeships, magically-enhanced magic spacecraft(I always seem to hear Gary Wright's 'Dreamweaver' in the background....)

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Mon May 10, 2021 1:13 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
Moar Kitsune, and I’ve slightly repurposed it to be a generic ‘ok’ fighter. There’s art for it, but it's really dated.
Naruni ‘Kinjal’ Light Starfighter
“The biggest reason Naruni was able to sell so many fighters over the centuries is that they were often the only ones offering something semi-modern to the public. Most of the time, the only plausible competition was the Hyena, and somebody local with the industrial infrastructure to build them. The explosion in manufacturers over the past decade has murdered their order numbers, so they’ve been playing catch up. The Kinjal itself isn’t anything special, with the advanced technology going into making it as cheap to produce for its performance as possible. I have no idea how much it actually costs them to make it, but it's likely less than 11 mil.”
---Captain Harriet McKenna, CAF, Director of Project Prominence

In an effort to save their bulk sales of aerospace fighters, Naruni has produced a surprisingly low cost interceptor. Competing with WZT’s Starcross-A, the Kinjal is the new budget buy for those looking for something to serve as an alternative to a Scorpion. Most experts believe that this is a delaying action to buy them time to finish their redesign of the Broadsword and Fire Eater, which have suffered severe decreases in reputation. While having excellent performance, it suffers from being a pure dog-fighter, having limited range on its weapons and no underwing ordinance capabilities. However, its rock bottom price means that it will see strong sales due to the near endless thirst for new ASFs, and it gives Naruni something to work from in rebuilding their product line.
Spoiler:
Type: NE-SF-20

Class: Light Fighter / Interceptor

Crew: 1

MDC/Armor by Location:
    Autocannons (2)-----------100 each
    Mini Missile Launchers (2)---75 each
    Main Body------------------500
    Reinforced Cockpit---------150
    Fixed Forcefield-------------400

Statistics:
    Length: 35 feet (10.7 meters)
    Height: 9 feet (2.7 meters)
    Width: 28 feet (8.5 meters)
    Weight: 5.5 tons (5 metric tons)

Cargo: Small space in the cockpit for a survival pack and sidearm.

Powerplant: Advanced fusion power supply with a 20 year duration.

Speed:
    (Atmosphere) Hover to Mach 7.5 (5,560.9 mph / 8,949.4 kph), transatmospheric
    (Sublight) Mach 18
      (Kitsune: 40% of light speed; Accel/decel at 1.8% of light speed per melee)
    (FTL) The Kinjal is NOT equipped with an FTL drive
    (Underwater) The Kinjal is NOT designed for underwater operations

Bonuses: +3 to Dodge, +1 on Initiative, +1 to Strike, +10% to Piloting Skill

Market Cost: 30 million credits. Prior to the Minion War they would have tried to get double that, but that isn’t possible these days.

Systems of Note:
    Standard PW Fighter Systems

Weapons Systems:
    1) Plasma Cartridge Autocannons (2):
      Range: 1 miles (2.6 km) in an atmosphere, 2 miles (3.2 km) in space
      Mega-Damage: 2D6x10 per 4 Shot burst (4D6x10 for both cannons combined).
      Rate of Fire: ECHH.
      Payload: 400 rounds per cannon (100 bursts)

    2) Mini Missile Launchers (2):
      Range: varies by munition
      MD: varies by munition
      Rate of Fire: 1, 2, 4, 8, 12. May combine
      Payload: 24 each, 48 total


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Mon May 10, 2021 10:18 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
Forraker Aerospace /WZTechyards ’Beltan’-class Long Range Scout Frigate
(aka ‘Beltrack’, ‘Skinny-B’)

“If you’re willing to lose some of the elbow room in the life section, you can fit in some lab space, cargo, and sensory gear that might allow you to compete with the big gov and corporate research ships, but then you gotta have somebody to run the extra equipment, and you’ll find that extra hands need extra space. Then you have to be rather more careful selecting crew, because if you’re cruising the Deep, you want a stable team that can work together and overlook each others’ faults and peculiarities. The gov and the corps got whole offices full of psych evaluators to select crew; freelancers generally got only their gut instincts to tell them if their new crew members will fit in smoothly, or show a surprise predilection for cutting throats after a year in the Dark.”
---Captain Gelric Newsome, System Survey Ship Meraldah

“You’d be surprised at how many pirates go after survey ships; even if they’re not looking to claim-jump rich rocks and work them themselves, they can always sell data, or find out what rocks AREN’T worth attention so they can hide out there. It’s nice to have a good turn of speed and some heavy firepower if a ‘friendly neighbor’ starts target-locking on you.”

The Beltan-class was an effort by FA to cash in on the explosion of exploration that took place in Human Alliance space after the Automaton War.
Forraker used major structural components of their then-in production ‘Medin’ freighter to produce a stripped-down, lighter, faster corvette-style craft with good range and better speed. The Beltan, as it emerged, retained the forward ‘scallop pod’ bridge/lifepod, twin sensory towers, and long connecting neck of the Medin, while aft a life section was slung between two large engine pods. Mounted underneath was a large swappable modular sensor/equipment pallet, typically holding planetary survey or asteroid assaying gear. Cargo pods could also be hung from the same attachment pylon, though the Beltan was not considered to be economical for use as a freighter. Forraker, uncharacteristically for the time, sprung for a more expensive(if more powerful) M/AM powerplant to power the Beltan, though this required them outsourcing the power system from another company, Annihil Dynamics. Forraker defended the choice as being more compact, more powerful, and better suited for long range travel, and weight-savings in onboard fuel-harvesting gear, though some scouts preferred to have the ability to ‘live off the land’ as they could with hydrogen-fusion powerplants.
For a niche function design, the Beltan did modestly well in its designed task as a survey vessel, but the freelance scouts that the Beltan was marketed towards were nowhere near as successful as the larger, better equipped missions sponsored by the resurgent government programs of the Human Alliance. The Beltan saw its most successful use in asteroid surveying, where its speed and efficiency allowed its operators to chase down rocks, assay them, and stake claims before others could get there. Almost all of the surviving Beltans are in the service of Belter rockhounds, and their ships are heavily modified with a variety of factory-nonstandard systems. Though popular with the belter communities, with demand resulting in several thousand ships being produced, the Beltan ultimately was judged a modest commercial failure, and after years of rising costs versus declining sales, the line was discontinued several decades before Forraker made its final slump into insolvency.
As with the rest of the Forraker portfolio, WZTechyards retains the specifications for the Beltan and occasionally produces commissioned copies, updated with appropriate equipment, for customers. The recent colonial land rushes in the Thundercloud Galaxy have led to increased orders for scout vessels of all types for both exploration and system security, and the Beltan is enjoying a spike in sales interest, enough that WZT is considering restarting full-time production of the type.
The updated Beltan features updated electronics and sensory systems, and upgraded defense shielding.

Type: WZT/FA-29 Beltan
Class: Deep Space Scout
Crew: 24(but can operate with a skeleton crew of 7)
MDC/Armor by Location:
Main Body 4,000
Bridge 3,000
Communications/Sensor Tower Array 700
Engines(2) 3,000 each
Hangar Deck 1,200
Forcefield 4,000
Payload Pod 2,000

Height: 80 ft
Width: 220 ft
Length: 400 ft
Weight: 65,000 tons
Cargo: 1,000 tons carried internally, plus 4,000 tons in the external pod if dedicated entirely to cargo.
Powerplant: Matter/Antimatter w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 10
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 1% of light speed per melee)
(FTL) 5 light years per hour
Market Cost: 190 million credits
Systems of Note:
Standard Starship Systems, plus:
*Scoutship-Grade Sensors----Military-grade sensors w/ a 240,000 mile normal space range and FTL detection range of 6 light years(primary focus of the sensors is on cosmic survey and asteroid detection/assaying). Long range radar range of 6 million miles.

*Detachable Bridge---The entire forward section of the Beltan can detach to become a large lifeboat. The forward hull has accommodation(under cramped conditions) for up to 30 people, and has separate propulsion capable of pushing the section up to Mach 6.

*Heavy Modular Hardpoint----The underside of the Beltan carries a single large pylon hardpoint which is usually used to carry a large sensor module or automated laboratory pod for cosmic surveying and planetary scans. This pod can be replaced easily enough with other module types, including other sensor types, cargo(5,000 ton capacity), extra fuel tankage, booster pods(up to Mach 16), automated repair/mini-fac units, or even extra habitation. The most popular option carries a mini automated asteroid mining rig and an inflatable habitat module.
The hardpoint can also be fitted with a tug-clamp, allowing the Beltan to carry smaller craft through FTL, or stevedore larger masses in real-space.
Weapons Systems:
The Beltan has provision for carrying one medium-class starship weapon(usually a laser) and six light/point defense-rating weapons. While it has been suggested that the sensor pod hardpoint could be used to carry a weapons pod(and indeed, it is rumored that WZT/ASI has explored the idea) it has never been seen in practice.
Auxiliary Craft:
2 small shuttles

Options:
As noted, post-market Beltans have seen extensive modification, and some of these home-brewed modifications have become showroom options, especially different sensor fitouts and engine types. Other popular options include extra hull hardpoints(1-4) that allow up to an additional 1,600 tons of cargo or extra sensor gear to be carried externally. Military-grade decoy pods and variable forcefield generators are also popular add-ons, especially in regions known for pirate activity.

*Bridge Section FTL---Some buyers, especially those operating in the Thundercloud, outfit the bridge lifeboat section with its own FTL drive(usually with a 3-4 light year/hour capability), giving a crew a better chance of reaching civilization in event of a bailout situation. Cost: 47 million credits.


Variants:
*WZT/FA-29D---This variant of the Beltan reverted back to a stellar-fusion powerplant system during a brief time when Annihil Dynamics looked like it was going to have economic problems, such that it might be unable to keep delivering the M/AM systems the Beltan used. As a hedge against AD defaulting on contract, Forraker drew up plans to convert the Beltan to use fusion powerplants already being produced in-house by Forraker. The FA-29D came in at 25% more mass and was only capable of Mach 7.6 in normal space, and had a main reactor power life of only 35 years, but it also cost 30% less. When Annihil Dynamics’ fiscal crisis blew over, Forraker decided to keep the FA-29D in limited production.
WZT continues to produce FA-29Ds at about the same rate as it produces the standard antimatter-fueled WZT/FA-29A.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Tue May 11, 2021 2:03 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
It has it's purpose, and for its price its hard to get a better sensor suite. FTL is also very good for a civilian craft, but it makes sense for its role. I feel it could use more berthing space for various purposes, such as maintenance and additional experts. The crew is likely stretched doing all the needed tasks.


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Tue May 11, 2021 2:21 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
It has it's purpose, and for its price its hard to get a better sensor suite. FTL is also very good for a civilian craft, but it makes sense for its role. I feel it could use more berthing space for various purposes, such as maintenance and additional experts. The crew is likely stretched doing all the needed tasks.


WZT can probably fix that problem by grafting on a larger bridge section and life section, now that it has even more shipyards to play with(like Taakulum). Could even do it as a refit to existing ships at the cost of some normal space speed/acceleration.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Thu May 13, 2021 9:28 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
PS/ASI-U17 Kratos Heavy Lifter
(aka’Bulk-Lifter’, ‘Liftmat’, ‘Lift-scow’, ‘Egg-wagon’, ‘Up-crate’, ‘Plate-Lifters’)

“Okay, we got over a hundred Kratos deployed on this one contract to clear the continental shorelines of washed-up garbage and toxic waste. Modified the barges to pull the stuff up, filter and clean it, then dump the immediately recyclables for the locals to use, and box up the rest to be lifted to orbit. There we set up several spacestations to centrifuge the gunk, plasma-vaporize and separate it, then either crate the material up for the free-frame starfreighters to carry off someplace else to be used, or dumped into the local star. It’s not glamorous work, but it is necessary, steady, and we get a hefty percentage of the recyclable material, plus we’re helping an entire planet clean up its ecosystem. And the job pays well, did I mention that?”

These massive ships are ‘lifter barges’, local-space heavy lift vessels equipped with powerful contra-gravity systems to enter and exit planetary gravity wells while carrying heavy payloads. The PS/ASI Kratos is one of the larger types available on the market, and on of the few manufactured on the Fringe, where it is gaining in popularity among users, though piloting a lifter barge is considered amongst the least glamorous jobs in aerospace piloting. Lifter-scows are slow, ponderous, are ‘flying bricks’ in almost every sense of the phrase, and are very necessary to galactic trade and industry.
The Kratos has a large, flat, squared-off appearance that resembles the barge it essentially is. Its stout and rugged construction allows it to make repeated atmospheric reentry and takeoffs while heavily loaded, and the ventral plates of long-service lifters typically show the thermal scoring of repeated atmospheric reentry. Large side hatches allow access to the massive internal cargo bay(though this can be divided ito smaller compartments if desired), though the crew accommodations tend to be small and spartan(few lifter-barge crews spend more than work shift or two aboard their ships, and only private contractors tend to have more kitted-out quarters on their ships). They are heavily armored for civilian ships, on account of the heavy hull reinforcement, but carry little, if any, in the way of more advanced defenses(though they can be fitted with commercial forceshielding and basic point defense armaments if needed).
Kratos are not equipped for FTL operations, and must be carried between solar systems by FTL-capable tugs or heavy haulers. While rated for interplanetary travel, most Kratos don’t make long range in-system flights either, and most are simply involved in surface-orbit flight operations, transferring their payloads to and from orbiting long-hauler spacecraft.
Lifter barges are not combat-rated, though there’s plenty of anecdotal accounts of barges being pressed into service as troop transports, both for orbital drops and in-atmo intercontinental hops. Lifter barges have been used to quickly deploy orbital minefields and battle-satellite networks, and in one incident tossed several hundred tons of junk in the path of incoming attack craft, destroying at least one of the invaders as they flew into the shrapnel cloud. There have also been numerous accounts of lifter barges being hijacked, especially if they were carrying valuable cargoes, hence the point defense weaponry some barges carry.
Paladin Steel/Aegis Stellar Industries both manufactures and operates a large fleet of Kratos barges; PS Resource makes use of a number of modified variants to harvest and package various materials for transport. A variety of similar models are produced by WZT, especially by the Rebliss, Tme, and Kai-Shem yards.

Type: PS/ASI-U17 Kratos
Class: Heavy Transatmospheric Cargo Transport
Crew: 12
MDC/Armor by Location:
Main Body 8,000
Bridge 900
Cargo Hatches(6) 400 each
Height: 35 ft
Width: 360 ft
Length: 450 ft
Weight: 15,000 tons
Cargo: 8,000 tons
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:(Atmosphere) Hover to Mach 2; transatmospheric
(Space) Mach 6
(Kitsune Values: 18% of light speed; Accelerates/decelerates at 0.6% of light speed per melee)
(FTL) Not possible
Market Cost: 25 million credits
Systems of Note:
Standard Shuttle Systems, plus:

*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage. Note that this applies only to the underside and leading edges of the airframe.

Weapons Systems: The stock Kratos is unarmed, but has provision to be fitted with basic point defense weaponry if so desired. Can be fitted with up to eight PDS -grade weapons.

Options:
Few lift-barges go unmodified post-market, owing to the needs of their jobs. Most add extra or specialized shielding, such as radiation or thermal shielding, or commercial grade forcefields. Other options include loading cranes and oversized manipulator arms for handling cargo.

Variants:
Depending on the sort of cargoes being carried, there are a variety of Kratos configurations, including radiation-shielded containment, liquid and gas tankers, amphibious carriers, and livestock transports. PS Resource has also fitted a number to directly harvest various materials, such as water, minerals, and dirt from a planet’s surface, partially process it, and carry it into orbit to be transferred to other transport vessels.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Thu May 13, 2021 9:53 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
The cost effective mud-to-orbit trash hauler everybody needs. I imagine that PS usually runs them with mostly bot crews to save on manpower.


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Thu May 13, 2021 10:38 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
The cost effective mud-to-orbit trash hauler everybody needs. I imagine that PS usually runs them with mostly bot crews to save on manpower.


Or trainee crews on the refugee and lower-tech worlds that need familiarization with space operations. And some of those trainee ships likely/ironically have free-willed AIs acting as instructors for the meatbags. Your first big ship assignment is likely a lifter scow carrying materials to your planet's space platforms, like supplies for the true deep space ship you'll do your next training phase or duty rotation on.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Fri May 14, 2021 1:20 am
  

User avatar
Megaversal® Ambassador

Joined: Tue Mar 01, 2011 1:23 am
Posts: 3020
Location: Houston, TX
Comment: "I will not be silenced. I will not submit. I will find the truth and shout it to the world. "
taalismn wrote:
Omegasgundam wrote:
The cost effective mud-to-orbit trash hauler everybody needs. I imagine that PS usually runs them with mostly bot crews to save on manpower.


Or trainee crews on the refugee and lower-tech worlds that need familiarization with space operations. And some of those trainee ships likely/ironically have free-willed AIs acting as instructors for the meatbags. Your first big ship assignment is likely a lifter scow carrying materials to your planet's space platforms, like supplies for the true deep space ship you'll do your next training phase or duty rotation on.

If you have a free AI running the ship why bother with the meatbags? Use battery powered robots to handle the cargo and just forget about provisions and life support.

_________________
Northern Gun Chief of Robotics
Designer of NG-X40 Storm Hammer Power Armor & NG-HC1000 Dragonfly Hover Chopper
Big game hunter, explorer extra ordinaire and expert on the Aegis Buffalo
Ultimate Insider for WB 32: Lemuria, WB 33: Northern Gun 1, WB 34: Northern Gun 2
Showdown Backer Robotech RPG Tactics
Benefactor Insider Rifts Bestiary: Vol 1, Rifts Bestiary: Vol 2


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Fri May 14, 2021 1:25 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
Warshield73 wrote:
taalismn wrote:
Omegasgundam wrote:
The cost effective mud-to-orbit trash hauler everybody needs. I imagine that PS usually runs them with mostly bot crews to save on manpower.


Or trainee crews on the refugee and lower-tech worlds that need familiarization with space operations. And some of those trainee ships likely/ironically have free-willed AIs acting as instructors for the meatbags. Your first big ship assignment is likely a lifter scow carrying materials to your planet's space platforms, like supplies for the true deep space ship you'll do your next training phase or duty rotation on.

If you have a free AI running the ship why bother with the meatbags? Use battery powered robots to handle the cargo and just forget about provisions and life support.

To get the local economy/industry running by itself.


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Fri May 14, 2021 1:42 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44496
Location: Somewhere between Heaven, Hell, and New England
Warshield73 wrote:
If you have a free AI running the ship why bother with the meatbags? Use battery powered robots to handle the cargo and just forget about provisions and life support.


Employment and educational opportunities. Get people trained and familiar with aerospace operations. Sure there's going to be wholly automated ships, especially around hell systems or worlds with more demand for transport than manpower, but other worlds need to employ people, even under AI bosses, until the people are sufficiently proficient.

Besides, some of the free A.I.s LIKE having meatbags around(insert AI N/PC who either be the Taskmaster From Hell or the Pet Owner, with regards to how they see organics)

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Wed Jun 09, 2021 1:55 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
And my first conversion of Kitsune's Kittani spacecraft, here's the one most likely to be encountered.
Splugorth Kittani Starfighter
Kittani technology is generally held to be a bit above that of the TGE in most fields, but there are a number in which they exceed the CCW, primarily in regards to smaller scale platforms. Spacecraft are one of the areas where they are weaker, with the Splugorth preferring to concur via Rift travel, but the needs of the Three Galaxies demands that they have something. The Transforming Robot Fighter is in all honesty a compromise design, being focused on atmospheric performance at the cost of void capability. However, its small size, mass, and above all cost meant that corners had to be cut somewhere, and it remained fast enough to escort most of the Kittani’s larger ship designs.

But to be a legitimate combatant, something much more was needed. Enter the Kittani Starfighter, a fixed form design which is half again the mass and 5 times the cost, but still a bargain in several ways. While not as agile than the old Flying Fang, it is faster, better armed, and notably cheaper. It is also commonly available from Phase World outlets, which has resulted in it being the traditional arch-competitor to Naruni products, and often the victor among those that can stomach the thought of paying the Splugorth.
Spoiler:
Type: K-SF-M

Class: Medium Starfighter.

Crew: 1

MDC/Armor by Location:
    Pulse Laser Cannons (2)---150 each
    EM Railgun-----------------200
    MRM Launchers (2)--------160
    MM Launchers (2)----------100
    Cockpit--------------------200
    Main Body-----------------520
    VFF------------------------200/side (1,200 total)

Statistics
    Height: 12.5 feet (3.81 meters).
    Width: 44.6 feet (13.59 meters).
    Length: 46.4 feet (14.14 meters).
    Weight: 12.5 tons (11.34 metric tons) unloaded and 14.5 tons (13.15 metric tons) fully loaded with cruise missiles.

Cargo: Utility storage (3x3x3 feet /0.9x0.9x0.9 meters) for personal effects / emergency supplies.

Powerplant: Advanced Fusion with 25 year life span

Speed:
    (Atmosphere) Hover to Mach 5.5 (4,187.1 mph /6,737.9 kph), Transatmospheric
    (Sublight) Mach 12
      (Kitsune Value: 40% of light speed. Accel at 1.2% of light speed per melee)
    (FTL) Not possible

Market Cost: 40 million credits. Unlike most larger craft, the Kittani Starfighter is considered reasonably available and is sold on Center.

Systems of Note:
    Standard (PW) Starfighter Systems

Weapons Systems:
    1) Pulse Laser Cannons (2, ‘wings’): As Robot Fighter

    2) EM Railgun (Centerline): The Kittani engineers seem to prefer electromagnetic rail gun mounts over gravity rail guns due to being lower maintenance.
      Range: 5 miles in atmosphere, 20 miles in space
        (Kitsune Values: 20 miles in atmosphere, 1000 miles in space)
      Damage: 3D6x10 M.D.C. for an 20 round burst
      Rate of Fire: ECHH
      Payload: 2,000 rounds (100 bursts)

    4) MRM Launchers (2, sides): 12 MRMs each (24 total), Volley 2-6

    5) MM Launchers (2, above cockpit): 18 MMs each (36 total), Volley 2-12

    6) Hardpoints (4): 4 CMs or equivalent.

Variants:
    In all likelihood, the remaining Splugorth Kingdoms are working on an upgrade, bringing its speed up to that of the Black Eagle (Mach 15).

    TW enchantments are not common, but many fleet officers have a few in each squadron equipped with magic sensors to prevent ambushes.


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Wed Jun 09, 2021 10:57 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
And some smaller ships. The Cruisers and above are going to take awhile, because I'm working on how to factor in taalismn's old contributions.

Here’s Kitsune’s attempt at salvaging the Raider into something plausible, with some alterations to not make it as large a divergence.
Splugorth ‘Marauder’ Assault Shuttle
Being a ruthless slavers who consider the fear and torment inflicted on their victims the primary point of the exercise, the Splugorth have a large need for landing forces to take fresh stock from subjugated worlds. The Marauder is their goto method of doing so, able to brutally suppress less advanced air defenses and haul off a substantial number of slaves. The overall troop complement is on the light side by Three Galaxy standards, but if heavier forces are needed they are often teleported directly to the surface or Rifted in.
Spoiler:
Type: KS-AS-2.

Class: Assault Shuttle.

Crew: Twenty-Four (24 - Includes four officers but does not normally include a High Lord.)

Troops: 100 (Normally includes 8 Splugorth Slavers, 48 Altara Blind Warrior Women, and 48 Kittani or Kydian troops)

MDC/Armor by Location:
    Main Body------------------3,000
    Bridge (Internal)------------500
    Troop Hatches (8)----------250 each
    Prisoner Cells (20)----------500 each
    Point Defense Turrets (6)---200 each
    LRM Launchers (2)----------400 each
    MM Launchers (4)---------160 each

Statistics
    Height: 45 feet (13.72 meters)
    Width: 85 feet (25.91 meters)
    Length: 225 feet (68.58 meters
    Weight: 2,500 tons (2,268.0 metric tons).

Cargo: In addition to troops, these assault shuttles are designed to be able to carry 500 tons (450 metric tons) or cargo and up to 400 prisoners (in 20 cells). The assault shuttle also has storage for equipment and weapons for troops.

Powerplant: Advanced Fusion with 25 year life span.

Speed:
    (Atmosphere) Hover to Mach 5.0 (3,806.5 mph / 6,125.4 kph); transatmospheric
    (Sublight) Mach 12
      (Kitsune Values: 40 PSL; Accels at 1.2 PSL per melee)

Market Cost: Not for generally for sale and would likely cost 400 million if available. Cost to built is around 200 million credits. Cost does not include embarked power armors.

Systems of Note:
    Standard Starship Systems, as well as the following;

    TW Sensors: See the Invisible, See Aura, Sense Magic, and Sense Rifts

    Alchemical Stealth Coating: As the Raider, but FTL capable powers rarely use Radar or Lidar as their primary detection method.

    Atmospheric Agility: +10% to piloting rolls and +2 to dodge in an atmosphere

Weapons Systems:
    1) PD EM Railgun (2): The Kittani engineers seem to prefer electromagnetic rail gun mounts over gravity rail guns due to being lower maintenance.
      Range: 5 miles in atmosphere, 20 miles in space
        (Kitsune Values: 20 miles in atmosphere, 1000 miles in space)
      Damage: 3D6x10 M.D.C. for an 20 round burst
      Rate of Fire: ECHH
      Payload: 2,000 rounds (100 bursts)

    2) Neutron Cannons (4): As on the Raider
      Range: 1 mile in atmosphere, 2 miles in space
        (Kitsune Values: 2 miles in atmosphere, 200 miles in space)
      Damage: 3D6x10 M.D. per cannon blast
      Rate of Fire: ECHH
      Payload: Effectively Unlimited

    3) LRM Launchers (2): 64 LRMs each (128 total), Volley 2-16.

    4) MM Launchers (4): 96 MMs per launcher (384), Volley 2-16.

Aux. Craft:
    Up to 44 Kittani Power Armors
    8 Slaver Barges

Because they need a ship smaller than the Servitude, Kitsune came up with this Scimitar equivalent.
Splugorth ‘Tormentor’ Destroyer
One of the more common escort designs in Splugorth service, the Tormentor is more ‘conventional’ than the alternative Chat’Nol, although it still has its quirks. Compared to the Chat’Not, the Tormentor is much slower in sublight but has substantially greater anti-ship firepower and is more durable, making it something of a ‘brawler’ design. However, it has a competing primary purpose as a commercial raiding ship, with notable slave holding cells and a very large complement of boarding forces, allowing it to take more prizes in a given cruise. Its low speed is something of a liability in the post-Minion War environment, particularly with the shorter range on its primary weapons, so an upgrade is likely being worked on.
Spoiler:
Type: KS-TD

Class:

Crew: 145 (Includes at least 2 High Lords, and has more Kydians than normal)

Troops: 100 Marines [Includes at least 1 Conservator (or High Lord)].

MDC/Armor by Location:
    Combined Hull-------------------7,750
      Main Body-----------------5,250
      Engines (2)----------------1,250
    Systems and Components
      Bridge (Internal)-----------500
      Prisoner Cells (20)---------500 each
    Weapons
      Fusion Beam Cannons (2)---800 each
      Point Defense Turrets (8)--200 each
      CM Launchers (2)----------400 each
      MM Launchers (4)---------160 each
    Variable Force Field----------1000/side (6,000 total)

Statistics
    Height: 68 feet (20.73 meters)
    Width: 285 feet (86.87 meters
    Length: 480 feet (146.30 meters)
    Weight: 13,200 tons (11,974.8 metric tons).

Cargo: Vessel has a cargo hold which can carry up to 2000 tons (725 metric tons) of cargo and also has the ability to carry up to 200 captives. Otherwise, the ship’s crew has small lockers for personal items and uniforms. Each high lord and officer has more space for personal items. Most of the ship’s spaces are taken up by extra ammunition, armor, troops, weapons, engine, and other equipment.

Powerplant: Anti-Matter with a 30 year life span

Speed:
    (Atmosphere) Hover to Mach 2.5 (1,903 mph / 3,060 kph); transatmospheric
    (Sublight) Mach 8.5
      (Kitsune Values: 60 PSL; Accels at .85 PSL per melee)
    (FTL) 5 light years per hour

Market Cost: Not generally for sale and would likely cost 800 million if available. Cost to build is around 400 million credits. Cost does not include embarked power armors.

Systems of Note:
    Standard Starship Systems, as well as the following;

    TW Sensors: See the Invisible, See Aura, Sense Magic, and Sense Rifts

    Displacement Warding: As on the Servitude

    *ECM/ECCM Cloaking and Jamming Suites
      85% chance of concealment from most Rifts-Earth/Orbital sensors.
      60% chance of fooling Galactic -type sensor systems
      Long Range Missiles are -6 to strike
      Long Range ‘Smart’ Missiles are -4 to strike

Weapons Systems:
    1) Fusion Beam Cannons (2): As on the Servitude

    2) PD EM Railgun (4): The Kittani engineers seem to prefer electromagnetic rail gun mounts over gravity rail guns due to being lower maintenance.
      Range: 2.5 miles in atmosphere, 10 miles in space
        (Kitsune Values: 20 miles in atmosphere, 1000 miles in space)
      Damage: 3D6x10 M.D.C. for an 20 round burst
      Rate of Fire: ECHH
      Payload: 2,000 rounds (100 bursts)

    3) Neutron Cannons (4): As on the Raider
      Range: 1 mile in atmosphere, 2 miles in space
        (Kitsune Values: 2 miles in atmosphere, 200 miles in space)
      Damage: 3D6x10 M.D. per cannon blast
      Rate of Fire: ECHH
      Payload: Effectively Unlimited

    3) CM Launchers (2): 60 CMs each (120 total), Volley 2-12. Can fire Splinter Missiles with 4 sub-munitions.

    4) MM Launchers (4): 96 MMs per launcher (384), Volley 2-16.

Aux. Craft:
    Up to 100 K-Universal Power Armors


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Thu Jun 10, 2021 9:40 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
And I've gone over some of taalismn's older stuff and updated them. After this I'm going to finish off the upgraded Deman and Cachalot.

Revised version of something taalismn posted back in 2007.
Revised Kittani ‘Flenser’ Chat’Nol-class Frigate
(Aka ‘Buzzard’)
(Just bringing it in line with other Splug ships in regards to weapons and stuff.)
Spoiler:
Type: KS-FF

Class: Frigate, Combat and Patrol Ship

Crew: 1

Troops: 90, plus 60 troops

M.D.C By Location:
    Combined Main Hull------------7,000 total
      Main Body--------------------4,500
      Main Engines (2)-------------1,250 each
    Systems and Components
      Bridge-----------------------1500
      Wing Aerial Arrays (2)--------300 each
      Rear Landing Bay Door-------600
      Bomb-Bay Hatch-------------600
      Prisoner Cells (5)-------------500 each
    Weapons
      Fusion Beam Cannons (2)----800 ech
      Dual Heavy G-Cannons (2)---800 each
      Point Defense Turrets (4)----200 each
      MM Launchers (3)-----------160 each
    Variable Forcefield--------------1,000 each side, (6,000 total)

Statistical Data:
    Height: 90 ft
    Width: 100 ft, 260 ft wingspan
    Length: 550 ft
    Weight: 12,000 tons
    Power Source: Anti-Matter with a 30 year life span
    Cargo: 1,000 tons, plus holding cells for 50 slaves

Speed:
    Atmosphere: Hover to Mach 1
    Sublight Mach 10
      (Kitsune Values: 60 PSL; Accels at 1 PSL per melee)
    FTL 5 Light Years per hour

Cost: Not generally for sale and would likely cost 800 million if available. Cost to build it is around 400 million credits. Cost does not include embarked power armors.

Systems of Note:
    Standard (PW) Capital Starship Systems

    TW Sensors: See the Invisible, See Aura, Sense Magic, and Sense Rifts

    Displacement Warding: As on the Servitude

    Electronic Cloaking System: The elongated tail array holds a powerful long range jamming system, intended to mask the ship’s EM signature and drive radiation.
      85% chance of concealment from most Rifts-Earth/Orbital sensors.
      60% chance of fooling Galactic -type sensor systems
      Long Range Missiles are -6 to strike
      Long Range ‘Smart’ Missiles are -4 to strike

Weapons Systems:
    1) Fusion Beam Cannons (2): Two lance-like Fusion Beam cannon protrude from the top of the main body ‘hump’, projecting forward over the ‘head’

    2) Dual Heavy G-Cannons (2): Located in twin turrets on the outside of the engine ’wings’ are sets of high-powered projectile cannons, each identical to those on the CAF Scimitar, with each barrel having 400 bursts.

    4) Neutron Cannons (4): The ‘Flenser’ mounts four smaller Nautron turrets for close-in defense, two on the upper rear of the twin engine wings and two on either side of the main body hunch.

    3) Mini-Missile Launchers (3, 1 each engine wing, 1 rear): 128 MM per launcher, Volley 2-8.

Auxiliary Vehicle Compliment:
    4 K-TRF-M Robot Fighters
    12 Modified Fox-Bat Power Armors
    Will also have a contingent of 60 troops, at least 50% of which will be in Serpent or Manling Power Armors

Variants:
    A number of variants on the Chat’Nol hull have been seen in operation. Most of these variants seek to expand the range and utility of the design by giving it more internal space for cargo, passengers, and prisoners. This is most often accomplished by converting the hangar bay bomb-hatches to a modular connector, and mating a large secondary full pod to the underside of the ship, giving it a bulging ‘pregnant’ look. Available modules can add the capacity to carry up to 1,000 tons of additional cargo, or 100 troops, and have about 1,000 MDC (added to main body), but decrease top speed/acceleration by 15%.

    Another variant replaces the large upper wing sensor and EW arrays with additional engine pods or weapons pods, sacrificing EW and stealth for speed or firepower. One pod can hold up to 20 Cruise Missiles or 60 LRMs, for example, or a heavy laser cannon doing 2d4x100 MD per blast, with a base range of 8 miles.

    This modification is reportedly unpopular with many crews, though, and is usually applied only to older hulls being re-modelled for system garrisons, or assigned to dead-assignment Kittani crews intent on making a ‘glory bid’....an attempt to gain back honor and restore their tainted reputations by engaging in combat, most often achieved by sacrificing stealth and speed for the ability to soak up and deal out punishment at close range

Splugorth ‘Fleet Servitude’ Heavy Cruiser

Ship losses amongst the Splugorth Kingdoms have been near catastrophic in recent years, with the Minion War only giving a temporary reprieve. The venerable Servitude Heavy Cruiser was frankly not at all suited for dealing with mainstream galactic ship’s whose designs are less than 6 centuries old, and the decline in effectiveness shows. The naval situation has grown sufficiently dire that raiding activities have been dramatically cut back in favor of outright territorial defense, and they were still failing at stemming the tide. Clearly something more substantial was needed, and the most expedient solution was to turn the Servitude into a dedicated combat vessel.

The ship’s core flaws had been known for centuries, with the Invidious being developed as a response to them. But Splugorth ship construction capabilities are sufficiently anemic that they would never be able to replace the older ship on the slipways, so the Servitude remained in production. The new upgrade program consists of tearing out the older weapon and troop complement and filling the space with modern equivalents, more armor, and a useful ASF detachment. Removing the slave cells alone provided enough volume to install enough fusion generators to replace the forward Slicers with the far more capable Mega-Slicers, and the saved mass from removing the legs was invested into thicker hull armor. Other changes include replacing the problematic single tube Splitter Missile launchers with a quad array of modern CM launchers from the Invidious, replacing half the point defense with kinetic weapons, and adding an additional pair of Fusion Beams to the upper surface to cover the blind spot.

The Servitudes are being converted as fast as possible, and they are proving much more effective against modern warships. For the foreseeable future, all Servitudes being constructed will be of the Fleet variant, with raiding duties being handled by the Invidious if any are available. For the time being, the Splugorth Kingdoms can handle their slave pens being filled by independents and breeding planets, but they cannot survive being driven out of the Three Galaxies.
Spoiler:
Type: KS-CH2

Class: Heavy Cruiser

Crew: 360

Troops: 100 Kydian Overlords/Power Lords and 80 Kittani pilots.

MDC/Armor by Location:
    Combined Hull-------------------90,000
      Main Body--------------------60,000
      Engines-----------------------30,000
    Systems and Components
      Bridge------------------------8,000
      Auxi Bridge-------------------8,000
      Hangar Bays (2)--------------5,000 each
    Weapons
      Mega-Slicers (4)--------------5,000
      Fusion Beam Cannons (6)----800 ech
      Point Defense Turrets (16)---200 each
      CM Launchers (4)------------800 each
    Variable Force Field-------------9,000/side (54,000 total)

Cargo: Vessel has a cargo hold which can carry up to 20,000 tons (- metric tons) of cargo.

Powerplant: Anti-Matter with a 30 year life span

Speed:
    (FTL) 5 light years per hour

Market Cost: Unknown, but the relative cost is irrelevant compared to the other bottlenecks involved in its production.

Systems of Note:
    Standard Starship Systems, as well as the following;

    TW Sensors: See the Invisible, See Aura, Sense Magic, and Sense Rifts

    Displacement Warding: As before

    ECM/ECCM Cloaking and Jamming Suites
      85% chance of concealment from most Rifts-Earth/Orbital sensors.
      60% chance of fooling Galactic -type sensor systems
      Long Range Missiles are -6 to strike
      Long Range ‘Smart’ Missiles are -4 to strike

Weapons Systems:
    1) Mega Slicers (4): Replacing the old forward support legs, these greatly improved models have 4x the range, twice the rate of fire, and have a 45 degree firing arc in all directions.

    3) Fusion Beam Cannons (6): An additional pair have been added to the forward dorsal hull.

    4) PD EM Railgun (8): Replace half the old Neutron Cannons.
      Range: 5 miles in atmosphere, 20 miles in space
        (Kitsune Values: 20 miles in atmosphere, 1000 miles in space)
      Damage: 3D6x10 M.D.C. for an 20 round burst
      Rate of Fire: ECHH
      Payload: 2,000 rounds (100 bursts)

    5) Neutron Cannons (8): As before

    6) CM Launchers (4): 60 CMs each (240 total), Volley 2-12. Can fire Splinter Missiles with 4 sub-munitions.

Aux. Craft:
    40 Kittani K-TRF-M Transformable Robot-Fighters.
    40 Kittani K-SF-M Starfighters.
    2 Medium Utility Shuttles.

What Kitsune intended to replace the Servitude (for being nonsense), I’ve made it a bit more in line.
Splugorth ‘Invidious’ Mega-Cruiser
The newest design in the Splugorth fleets, the Invidious is an odd duck by Three Galaxy reckoning, being far larger than what is considered Heavy Cruiser territory but operated as such. This is due to it, like many other Splugorth ships, pulling double duty as an assault and slaving ship. Add in the sheer extent of the weapon suite, the size the aerospace complement, and the fact that it has appreciable atmospheric mobility, and you end up with a single large ship trying to fill the roles of several smaller ones. This also comes with an exorbitant projected price tag, as even Kittani miniaturization struggles to shoe horn in every system. Many would argue that it would be far more practical to use a number of normal sized cruisers, but for the Splugorth the sheer size is often a major factor in procurement.

At 15 times the mass of the Servitude class, the Invidious’ primary advantage is simply range. The Slicer canons of the Servitude are widely diride for their short range and abysmal recharge time, demanding that it manage to take out its opponent in the first or second volley. While this would be acceptable on a secondary weapon, the abysmal throw weight of the ship’s missile batteries makes them extremely ‘hit-or-miss’ in terms of effectiveness. The Invidious on the other hand has faster firing Mega-Slicers, with several times the range and are backed up by a far denser CM salvo. Additionally, the ship has a pair of heavy mass drivers built into the keel, which have been altered to be far more useful in naval engagements by using much more ‘conventional’ shells that can be loaded faster. Secondary and defensive weapons remain underwhelming for its size however.

As stated before, the Invidious is also used as an assault ship, with planetary raiding composing the majority of its operations. While 1456 troops may not sound like much, it is more than enough to overrun most mid-sized colonies and terrorized primitive civilizations. Backed up by the Mass Drivers firing anti-city rounds, a single Invidious can easily annihilate orbital defenses and force entire planets to surrender, after which the Splugorth’s large fleets of dedicated slaving ships come into play. The ship is equipped with holding cells for no less than 8,000 individuals, which is more than the planetary populations of many starting colonies. Conquered primitive civilizations require the use of a fleet of transports or Rift transportation, both of which are straightforward for the Splugorth.

Invidious is a relatively new design, having only been introduced in the last century or so, while the Servitude has been in use for over 3000. Historical attrition of the latter has been relatively low and Splugorth production numbers sufficiently anemic that as little as 20 years ago there were more than 15 Servitudes for every Invidious. Recent pressure from both the TGE and the Shemarians are quickly gutting the Servitude numbers however, and the larger Invidious has tended not to be sent out on the sorts of speculative raids that see them ambushed or hunted down. The remaining Splugorth Kingdoms are frantically trying to rebuild their fleets, but the relative lack of infrastructure is biting them in the rear constantly, and the Shemarians have proven to be particularly adept at crippling what they do have.
Spoiler:
Type: KS-IMC

Class: Heavy Cruiser / Light Battlecruiser

Crew: 1,028 (Includes at least 16 High Lords), and 240 pilots and shuttle crews.

Troops: 1456
    800 Kittani Power Armor Troops
    300 Kydian Overlords/Power Lords.
    300 Altara Blind Warrior Women
    50 Splugoth Slavers
    8 High Lords
    8 Conservators

MDC/Armor by Location:
    Combined Hull---------------180,000
      Main Body-------------------120,000
      Engines (4)------------------15,000
    Systems and Components
      Bridge-----------------------16,000
      Auxi Bridge------------------16,000
      Hangar Bays (4)-------------5,000 each
      Prisoner Cells (400)----------500 each
    Weapons
      Heavy Mass Drivers (2)-------4,000 each
      Mega-Slicers (4)--------------5,000
      Fusion Beam Cannons (6)----800 ech
      Point Defense Turrets (16)---200 each
      CM Launchers (4)------------1,200 each
      LRM Launchers (6)-----------600 each
      MM Launchers (8)------------160 each
    Variable Force Field--------------10,000/side (60,000 total)

Statistics
    Height: 420.2 feet (128.08 meters).
    Width: 785.5 feet (239.42 meters).
    Length: 1,680.4 feet (512.19 meters).
    Weight: 4.5 million tons (4.08 million metric tons).

Cargo: Vessel has a cargo hold which can carry up to 200,000 tons (181,400 metric tons) of cargo and also has the ability to carry up to 8,000 captives. Otherwise, the ship’s crew has small lockers for personal items and uniforms. Each high lord and officer has more space for personal items. Most of the ship’s spaces are taken up by extra ammunition, armor, troops, weapons, engine, and other equipment.

Powerplant: Anti-Matter with a 30 year life span

Speed:
    (Atmosphere) Hover to Mach 1.5 (1,141.9 mph / 1,837.6 kph); transatmospheric
    (Sublight) Mach 8
      (Kitsune Values: 60 PSL; Accels at .8 PSL per melee)
    (FTL) 5 light years per hour

Market Cost: 25 billion to construct, and is thought to be around 3x the cost of a Servitude. No ships of this design have ever been put on sale on the market.

Systems of Note:
    Standard Starship Systems, as well as the following;

    TW Sensors: See the Invisible, See Aura, Sense Magic, and Sense Rifts

Weapons Systems:
    1) ‘Death Lance’ Heavy Mass Drivers (2, fixed forward): Has anti-ship (below) and anti-planet (normal) firing modes
      Range: 8 miles in atmosphere, 80 miles in space
        (Kitsune Values: 100 miles in atmosphere, 80,000 miles in space)
      Damage: 1D6x1000 M.D.C. each (critical on natural 18+ due to its high penetration.)
      Rate of Fire: 2 per melee
      Penalty: -4 to strike beyond 1/4th maximum range
      Payload: 80 projectiles per rail gun for 160 projectiles total. Usually has 6 anti-planet shells total due to infrequent use.

    2) Mega Slicers (4): As on the Servitude, but 4x the range and twice the rate of fire. No more than half can be pointed at a single target. They can be fired forward and can be angled up to 120 degrees aft (can only fire 2 cannons at a target at that angle but can spin to be able to bring all of them to bear) and can fire at a 30 degree angle up or down.

    3) Fusion Beam Cannons (6): As on the Servitude

    4) PD EM Railgun (8): The Kittani engineers seem to prefer electromagnetic rail gun mounts over gravity rail guns due to being lower maintenance.
      Range: 5 miles in atmosphere, 20 miles in space
        (Kitsune Values: 20 miles in atmosphere, 1000 miles in space)
      Damage: 3D6x10 M.D.C. for an 20 round burst
      Rate of Fire: ECHH
      Payload: 2,000 rounds (100 bursts)

    5) Neutron Cannons (8): As on the Raider
      Range: 1 mile in atmosphere, 2 miles in space
        (Kitsune Values: 2 miles in atmosphere, 200 miles in space)
      Damage: 3D6x10 M.D. per cannon blast
      Rate of Fire: ECHH
      Payload: Effectively Unlimited

    6) CM Launchers (4): 120 CMs each (480 total), Volley 2-12. Can fire Splinter Missiles with 4 sub-munitions.

    7) LRM Launchers (6): 128 LRMs each (728 total), Volley 2-16.

    8) MM Launchers (8): 96 MMs per launcher (768), Volley 2-16.

Aux. Craft:
    80 Kittani K-EPA Equestrian Power Armors.
    80 Kittani K-SEP Serpent Power Armors.
    160 Kittani K-FPA Flying Fox Power Armors.
    240 Kittani K-MPA Manling Power Armors.
    240 Kittani K-Universal Light Power Armors.
    20 Kittani K-TRF-M Transformable Robot-Fighters.
    20 Kittani K-SF-M Starfighters.
    8 Splugorth / Kittani KS-AS-2 “Marauder” Assault Shuttles.
    50 Slaver Barges

Variants
    Recent naval pressure has resulted in the Splugorth Kingdoms focusing more on defending their remaining territory than raiding. A number of new construction Invidious have had their mass drivers and troop compliments removed for more efficient anti-ship weapons and fighter craft. The Kittani are also begrudgingly working on a more economical and conventional design, but they also acknowledge the strategic necessity.

Revised version of something taalismn posted back in 2007.
Revised Kittani K’Norr (‘Hydra’) class Troop Carrier
(Something more easily produced than the Viceroy, but still able to land a large number of troops. And can land and try to run away. I've also made it 20% bigger to justify the mass)
Spoiler:
Type: KS-TCV

Class: Troop Carrier/Light Cruiser

Crew: 1,028 (Includes at least 16 High Lords)

Troops: 4098
    1440 Kittani Power Armor Troops
    1440 Kydian Overlords/Power Lords.
    384 Kittani “Marauder” Assault Shuttle Pilots / Crew.
    80 Kittani Starfighter / Transformable Robot-Fighters Pilots.
    300 Altara Blind Warrior Women
    50 Splugoth Slavers
    8 High Lords
    8 Conservators
    400 Additional Troops (Optional - May include Tattoo or Bio-Wizard Troops)

M.D.C By Location:
    Combined Main Hull------------210,000
      Main Body--------------------150,000
      Main Engines (2)-------------40,000 each
    Systems and Components
      Bridge-----------------------10,000
      ECM Wings (2)--------------10,000 each
      Tractor Beam Turrets (4)----450 each
      Hangar Bays (4)-------------20,000 each
      Prisoner Cells (800)----------500 each
    Weapons
      Weapons Heads (2)----------4,000 each
      Fusion Beam Cannons (5)----800 ech
      Point Defense Turrets (6)----200 each
      LRM Launchers (4)-----------600 each
      MM Launchers (3)------------160 each
    Variable Forcefields--------------10,000 each (60,000 total)

Statistical Data:
    Height: 380 ft
    Width: 1,000 ft
    Length: 2,500 ft
    Weight: 9.2 million tons
    Power Source: Anti-Matter with a 30 year life span
    Cargo: 350,000 tons, plus up to 16,000 slaves.

Speed:
    Atmosphere: Hover to Mach 1
    Sublight Mach 10
      (Kitsune Values: 60 PSL; Accels at 1 PSL per melee)
    FTL 5 Light Years per hour

Cost: Believed to cost around 10 billion to construct.

Systems of Note:
    Standard (PW) Starship Systems, as well as the following;

    TW Sensors: See the Invisible, See Aura, Sense Magic, and Sense Rifts

    *Electronic Cloaking System: The elongated tail array holds a powerful long range jamming system, intended to mask the ship’s EM signature and drive radiation.
      85% chance of concealment from most Rifts-Earth/Orbital sensors.
      60% chance of fooling Galactic -type sensor systems
      Long Range Missiles are -6 to strike
      Long Range ‘Smart’ Missiles are -4 to strike

    *Tractor Beams (4, 2 belly, 1 each head): 9,000 tons, 25 miles range in space.

Weapons Systems:
    1) Weapons Heads (2): Each Boarding Head has two Fusion Beam Cannon ‘eyes’, a set of close-combat cutting lasers, and a set of powerful clamps that can clamp down on a target’s hull and crack lesser vessels, opening them to vacuum.
      Range: Varies
        (Dual Fusion Beams) As normal
        (Breaching Lasers) 100 ft
        (Jaw Clamp) Melee/Close Contact
      Damage: Varies
        (Dual Fusion Beams) 6d6x100 MD per dual shot
        (Breaching Lasers) 2d6x100 per full melee of cutting
        (Jaw Clamp) 6d6x10 MD per melee of pressure
      Rate of Fire:
        (Dual Fusion Beams) 4 per melee
        (Breaching Lasers) 1 per melee
        (Jaw Clamp) 1 per melee
      Payload: Effectively Unlimited

    2) Single Fusion Beam Cannon (5, 2 in forward head, 2 in main body lateral mounts, 1 to rear quarter):

    3) Dual LR Neutron Cannons (4): The ‘K’Norr’ mounts 4 dual Long Range (3x normal) Neutron Cannons for close-in point defense, one outboard of each boarding head on the end of the flattened main body wing, one in the middle of the central head’s ‘forehead’, and a fourth on a raised ridge-body above the rear engines, between the two ECM projector wings.

    4) LRM Launchers (4): 160 LRMs each (640 total), Volley 2-32

    5) MM Launchers (3, 1 each head, 1 rear): 400 MMs each (1200 total), Volley 2-20

Auxiliary Vehicle Compliment:
    80 Kittani K-EPA Equestrian Power Armors.
    80 Kittani K-SEP Serpent Power Armors.
    320 Kittani K-FPA Flying Fox Power Armors.
    480 Kittani K-MPA Manling Power Armors.
    480 Kittani K-Universal Light Power Armors.
    40 Kittani K-TRF-M Transformable Robot-Fighters.
    40 Kittani K-SF-M Starfighters.
    16 Splugorth / Kittani KS-AS-2 “Marauder” Assault Shuttles.
    50 Slaver Barges

And here’s my update of taalismn’s Greater Dragon.
Revised Kittani Draconus Superior Dreadnought (‘Greater Dragon’)
The Greater Dragon Dreadnought is a vanishingly rare sight, with at most a dozen believed to currently be in existence across all of the Splugorth domains across the Megaverse. In their home dimension it was the single most powerful direct combatant that they had ever produced, with larger ships being various forms of carrier or troop transport. It is believed that at most one or two of them were among the refugees that Lord Splynncryth discovered, with it is unlikely that they were anything resembling fully functional. Some deep structure components recovered by the GNE during the Dreadnought Crisis suggest that it came from this time period, so the vessel may have been one of the last remaining direct traces of the Kittani’s former glory. Analysis from records gained in the Three Galaxies show that it was distinctly under armed compared to other known examples, so it is quite possible.

With that one exception, the Kittani have been quite vigilant in keeping the Greater Dreadnoughts up to date with the latest technology. During the heyday of the Three Galaxy Splugorth Kingdoms, they were simply wasteful overkill against anything they could have encountered, meaning that there was effectively no need for them. If the Splugorth needed to make a personal statement, the mighty Gortha was even more impressive and intimidating, and carrier/assault ships like the Viceroy were much more practical. The decline of the Kingdoms since then has drastically cut opportunities for Greater Dreadnoughts to be created, and several have been lost as well. In all likelihood, if the Splugorth were to have the Kittani make a battleship in the current circumstances, it would be something much more practical, so it is likely that the design will go extinct sooner rather than later.
Spoiler:
Type: KS-GDD

Class: Space Battleship

Crew: 900

Troops: Up to 1,500 troops may be carried

M.D.C By Location:
    Combined Main Hull----------------------430,000
      Main Body--------------------------350,000
      Main Engine Pods (2)----------------40,000 each
    Systems and Components
      Wings (6)---------------------------30,000 each
      Tail----------------------------------30,000
      Auxiliary Thrusters (4)---------------9,000 each
      Sensor Arrays (6)-------------------500 each
      Directional Thrusters (10)-----------400 each
      Hatches (many)---------------------250 each
      Bridge (Base of the Necks)----------50,000 to get to
    Weapons
      Wing/Tail Mega-Slicers (3)-----------6,000 each
      Dragon Heads (4)-------------------6,000 each
      Heavy Mass Driver Armatures (2)----5,000 each
      Wing Fusion Beam Cannons (12)----800 each
      Missile Launch Bay (1, dorsal)-------5,000
      Point Defense Turrets (24)----------200 each
      Mini-Missile Turrets (9)--------------500 each
    Variable Forcefields-------------------------15,000 each side (90,000 total)

Statistical Data:
    Height: 600 ft
    Width: 840 ft (1,200 ft at end of wingtips)
    Length: 2,400 ft (tail sensor array adds an additional 720 ft)
    Weight: 18 million tons
    Power Source: Anti-Matter with a 30 year life span
    Cargo: 400,000 tons

Speed:
    Underwater Can move at 200 MPH, and survive depths up to 2.5 miles
    Atmosphere: Hover to Mach 1
    Sublight Mach 8
      (Kitsune Values: 60 PSL; Accels at .8 PSL per melee)
    FTL 5 Light Years per hour

Cost: NOT AVAILABLE FOR SALE!!!

Systems of Note:
    Standard (PW) Capital Starship Systems

    TW Sensors: See the Invisible, See Aura, Sense Magic, and Sense Rifts

    *Electronic Cloaking System: The elongated tail array holds a powerful long range jamming system, intended to mask the ship’s EM signature and drive radiation.
      85% chance of concealment from most Rifts-Earth/Orbital sensors.
      60% chance of fooling Galactic -type sensor systems
      Long Range Missiles are -6 to strike
      Long Range ‘Smart’ Missiles are -4 to strike

Weapons Systems:
    1) Mega Slicers (3, 2 forwards, 1 rear): Far larger than those mounted on the Servitude, these massive weapons have 4x the range and twice the rate of fire.

    2) Dragon Heads (4): Each Dragon Head has two Fusion Beam Cannon ‘eyes’, a set of close-combat cutting lasers, and a set of powerful clamps that can clamp down on a target’s hull and crack lesser vessels, opening them to vacuum.
      Range: (Dual Fusion Beams) As normal
        (Breaching Lasers) 100 ft
        (Jaw Clamp) Melee/Close Contact
      Damage: Varies(Dual Fusion Beams) 6d6x100 MD per dual shot
        (Breaching Lasers) 2d6x100 per full melee of cutting
        (Jaw Clamp) 6d6x10 MD per melee of pressure
      Rate of Fire: (Dual Fusion Beams) 4 per melee
        (Breaching Lasers) 1 per melee
        (Jaw Clamp) 1 per melee
      Payload: Effectively Unlimited

    3) ‘Death Lance’ Heavy Mass Drivers (2, ‘arms’): The two ‘arms’ are in reality massive weapons armatures, each holding two massive G-Cannons firing relativistic projectiles. They have limited 90 degree freedom of movement. Has anti-ship (below) and anti-planet (normal) firing modes
      Range: 8 miles in atmosphere, 80 miles in space
        (Kitsune Values: 100 miles in atmosphere, 80,000 miles in space)
      Damage: 1D6x1000 M.D.C. each (critical on natural 18+ due to its high penetration.)
      Rate of Fire: 2 per melee
      Penalty: -4 to strike beyond 1/4th maximum range
      Payload: 80 projectiles per rail gun for 160 projectiles total. Usually has 6 anti-planet shells total due to infrequent use.

    4) Wing Single Fusion Beam Cannon Turrets (12): As on the Servitude.

    5) Point Defense Neutron Cannons (12): As on the Raider.

    6) PD EM Railgun (12): The Kittani engineers seem to prefer electromagnetic rail gun mounts over gravity rail guns due to being lower maintenance.
      Range: 5 miles in atmosphere, 20 miles in space
        (Kitsune Values: 20 miles in atmosphere, 1000 miles in space)
      Damage: 3D6x10 M.D.C. for an 20 round burst
      Rate of Fire: ECHH
      Payload: 2,000 rounds (100 bursts)

    7) Missile Launch Bay (1, dorsal): The dorsal missile launch tube has been replaced with a massive launch bay for LRMs and Cruise Missiles
      Rate of Fire:Volleys of 1-60 LRMs, or 1-20 Cruise Missiles
      Payload: 300 LRMs, and 100 Cruise Missiles. Reloading the launcher from the cargo hold takes 1d6 minutes (1 ton of cargo per 12 LRMs, 6 Cruise Missiles)

    8) Mini-Missile Launchers (9, 3 each side, 3 along underside): 128 MMs per launcher, Volley 2-8

    9) Dragonhead Jaws: The jaws of the dragonheads are fully articulated and able to clamp down with metal-crushing force. The heads are also surprisingly fast, and able to pluck robots and power armor from the Dreadnought’s hull, snatch passing fighters, and chew through ship hulls with relative ease. The necks can also twine around small spacecraft and structures, and slowly squeeze them, crushing them.
      Bite: 1d6x100 MD
      Head Butt: 5d6x10 MD
      Crush w/ Neck Squeeze: 6d6x10 MD per melee
      Rate of Fire: Once per melee

Auxiliary Vehicle Compliment:
    4 Marauder Assault Shuttles
    20 K-TRF-M Robot -Fighters
    500 Manling Armor (space speed 650 MPH)
    200 Space-Adapted Serpent Armor (space speed 670 MPH)
    200 Modified Fox-Bat Power Armors (space speed Mach 6)
    60 Centaur Armors
    Maintenance Contingent of 80 ABW-4 Basic Work Drones

Kitsune’s replacement for the Taskmaster. The Mass Drivers were moved to a smaller and more expendable ship.
Splugorth ‘Viceroy’ Command Carrier
The Viceroy serves as a stately flagship for Repression Fleets, with a notable army and aerospace complement at its disposal to expedite planetary conquest. Its design is something of a Kittani artifact, with its FTL drive being of a unique type with little to no relation with the rest of the Three Galaxies. While the production, maintenance, and operation are understood, the losses the Kittani suffered at the hands of the Mechanoids means that none of the survivors knew exactly how it was developed or how it works. The hull is also mostly legacy, derived from the large command ships in which the Kittani asserted their dominance. As their preferred method of warfare was massed light combatants, its direct firepower is only intended for use against smaller cruisers, but it is always accompanied by dedicated combatants such as the Invidious. Its overall profile is closest to that of an inflated whale, but the Kittani’s options were limited due to the need to have as much internal volume as possible to carry their warriors.

As stated before, the Viceroy is a combination of assault ship and carrier. Hosting over 10,000 troops, it can smash strong points of resistance and terrorize large swaths of a planet’s surface all by itself. The assigned ASF complement is also quite sizable, which allows it to handle small fleets if need be. Protection is considered modest, being better than the Packmaster but well short of the CAF’s new Saratoga. As is to be expected for its mass, sublight acceleration is mediocre at best, but it is not any slower than any other known Dreadnought sized vessels. Interestingly, the ship has few slave holding cells for a Splugorth ship, and they are primarily meant to handle the influx from returning Marauders. As a flagship, it is always accompanied by a fleet, and any conquest or raiding action involving it would require a multitude of dedicated slave transports accompanying it regardless.
Spoiler:
Type: KS-CCV

Class: Command Carrier / Battle Carrier

Crew: 2,400 (Includes at least 24 High Lords).

Troops: 10,312 total
    2000 Kittani Power Armor Troops
    600 Kittani Starfighter / Transformable Robot-Fighters Pilots.
    720 Kittani “Marauder” Assault Shuttle Pilots / Crew.
    6000 Kydian Overlords/Power Lords.
    480 Altara Blind Warrior Women
    80 Splugoth Slavers
    16 High Lords
    16 Conservators
    400 Additional Troops (Optional - May include Tattoo or Bio-Wizard Troops)

MDC/Armor by Location:
    Combined Hull-------------------460,000
      Main Body--------------------300,000
      Engines (4)------------------40,000
    Systems and Components
      Bridge-----------------------40,000
      Auxi Bridge------------------40,000
      Hanger Bays (8)-------------20,000 each
      Prisoner Cells (200)----------500 each
    Weapons
      Mega-Slicers (6)-------------5000 each
      Fusion Beam Cannons (16)--800 each
      Point Defense Turrets (24)---200 each
      CM Launchers (2)------------1,200 each
      LRM Launchers (8)-----------600 each
      MM Launchers (12)----------160 each
    Variable Force Field-----------15,000/side (90,000 total)

Statistics
    Height: 1,125 feet (342.90 meters).
    Width: 1,347 feet (410.57 meters).
    Length: 6,820 feet (2,078.74 meters).
    Weight: 65 million tons (58.97 million metric tons).

Cargo: Vessel has a cargo hold which can carry up to 4.8 million tons (4.35 million metric tons) of cargo and also has the ability to carry up to 4,000 captives. Otherwise, the ship’s crew has small lockers for personal items and uniforms. Each high lord and officer has more space for personal items. Most of the ship’s spaces are taken up by extra ammunition, armor, troops, weapons, engine, and other equipment.

Powerplant: Anti-Matter with a 30 year life span

Speed:
    Atmosphere: Hover to 200 mph (322 kph), can enter an atmosphere and can leave but is not designed for atmospheric flight. There is a real chance of crashing when operating within an atmosphere as well.
    Sublight Mach 8
      (Kitsune Values: 60 PSL; Accels at .8 PSL per melee)
    FTL 6 Light Years per hour (but could be pushed up to 7 with enough power)

Market Cost: Believed to cost around 40 billion to construct.

Systems of Note:
    Standard (PW) Super-Capital Systems, as well as the following;

    TW Sensors: See the Invisible, See Aura, Sense Magic, and Sense Rifts

Weapons Systems:
    1) Mega Slicers (6): As on the Servitude, but 4x the range and twice the rate of fire. No more than half can be pointed at a single target.

    2) Fusion Beam Cannons (18): As on the Servitude.

    3) PD EM Railgun (12): The Kittani engineers seem to prefer electromagnetic rail gun mounts over gravity rail guns due to being lower maintenance.
      Range: 5 miles in atmosphere, 20 miles in space
        (Kitsune Values: 20 miles in atmosphere, 1000 miles in space)
      Damage: 3D6x10 M.D.C. for an 20 round burst
      Rate of Fire: ECHH
      Payload: 2,000 rounds (100 bursts)

    4) Neutron Cannons (12): As on the Raider.
      Range: 1 mile in atmosphere, 2 miles in space
        (Kitsune Values: 2 miles in atmosphere, 200 miles in space)
      Damage: 3D6x10 M.D. per cannon blast
      Rate of Fire: ECHH
      Payload: Effectively Unlimited

    6) CM Launchers (2): 60 CMs each (120 total), Volley 2-12. Can fire Splinter Missiles with 4 sub-munitions.

    7) LRM Launchers (7): 128 LRMs each (1,025 total), Volley 2-16.

    8) MM Launchers (12): 96 MMs per launcher (1,152), Volley 2-16.

Aux. Craft:
    160 Kittani K-EPA Equestrian Power Armors.
    160 Kittani K-SEP Serpent Power Armors.
    320 Kittani K-FPA Flying Fox Power Armors.
    400 Kittani K-MPA Manling Power Armors.
    400 Kittani K-Universal Light Power Armors.
    160 Kittani K-TRF-M Transformable Robot-Fighters.
    320 Kittani K-SF-M Starfighters.
    30 Splugorth / Kittani KS-AS-2 “Marauder” Assault Shuttles.
    80 Slaver Barges

Variants
    The Viceroys were the largest remaining ships of the Kittani refugees, and even at their height there were only a handful of hulls, let alone design classes, that had more mass. Those relics are likely stashed away in some minor dimension due to their likely abysmal condition, but it is unlikely that the Kittani would have had the heart to simply scrap them. Their overall systems would be substantially cruder and less effective, but they would be better laid out of a conventional military campaign.

    A few of the modern Viceroys are fitted out as pure ASF carriers, sacrificing nearly all of the troop capacity to hold a larger strike wing. They host 640 Robot-Fighters and 720 Starfighters, and have had the number of hangar doors increased to compensate. They are built or converted only due to necessity, with neither the Splugorth or the Kittani liking them. The former due to the lack of slave taking, and the later due to lesser honor in void combat compared to the ground.


          Top  
 
 Post subject: Re: Starship designs...
Unread postPosted: Thu Jun 10, 2021 11:18 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 353
An additional decade of infrastructure development is enough time for the USA to warrant making a good battleship at a reasonable cost, so here she is.
WZ-SB-003B ‘Demas’ Battleship
“The intent of the rebuild is clearly to match the Protector using less advanced technology, as seen by it running straight into the 60-meg line and its relative capabilities. The heavy cap guns they’ve managed to start cranking out aren’t bad at all, and the intermediaries are literally the exact same model we use. It's still lacking in raw durability and shear damage output, but the Syzite-Crystals generally compensates for the first and the second could be dealt with if they swap out that monster of an ion gun with something with a better rate of fire. But they mostly use it as a scatter gun against small ships, so it's not a horrible idea, but it's still highly situational.”
----Captain-General Vicen Trancluw, CAF

The Demas was hindered by the need to keep so much from the Cachalot-TA, but it did greatly simplify development and production. Without the Syzite-Crystal Composite Armor it would have been horrifically vulnerable, and even with it their captains were understandably nervous against heavily kinetic armed opponents or when their own defensive screen was light in anti-missile capability. Its flaws were nowhere near as problematic as those of the Perdition however, and it was still a quite capable design, so their rebuilds would have to wait until the carriers were finished. The delay gave them plenty of time to be more thorough and meaningful however, and incorporated the best ideas to come out of other recent super-capital designs.

The Demas-B was greatly helped by the more developed production infrastructure than the USA developed in the decade after the Minion War, most notably in regards to Sub-Dreadnaught grade power plants and weapons. The Heavy Capital Lasers now available were far superior to the old fusion-pumped array due to their more compact and energy efficient nature, allowing 3 of the slightly less powerful weapons to be installed in the same housings, more than doubling the effective damage output. The outer frame was replaced with a much more capable arrangement that could both hold more armor and be carefully reduced to provide the volume needed for the Cachalot update, reducing the production headaches and resulting in effectively double the protection. This process used up the missing 4 megatons that were absent from the original, resulting in it being able to use the same FTL drive. The sublight engines were taken directly from the upgraded Perdition, bringing it up to contemporary standards for Sub-Dreadnaughts.

The changes to the auxiliary systems and secondary weapons were almost banal in comparison. They included the now typical long range sensors, EWAR suite, and ORACLE array, but the AGC had long been making a push for them to be mandatory. The old Single Medium mounts were upgraded to dual Intermediaries, allowing them to host the Heavy Gauss Cannons that have proliferated across the Three Galaxies. The number of Triple Medium mounts has doubled, with the modular system allowing a choice of versatile options. Missile capabilities were greatly improved by using CAF autoloading models, superior in both volley size and reload time. And the PD grid was not forgotten either, with the full range of modern WZT/ASI options being able to be fitted as is logistically appropriate. They even found room to increase the hangar bays, resulting in a larger ASF complement.
Spoiler:
Type: WZ-SB-003B Demas

Class: Space Battleship (Sub-Dreadnought)

Crew: 1650 crew, 400 aerospace complement, up to 360 Marines

MDC/Armor by Location:
    Combined Main Hull----------------280,000
      Main Body-----------------------200,000
      Engines (2)----------------------40,000
    Systems and Components
      Bridge---------------------------40,000
      Secondary Bridge----------------40,000
      Flag Bridge----------------------40,000
      Hangar Decks (4)----------------20,000 each
    Weapons
      Mega Ion Disruptor (1)----------60,000
      Triple Heavy Capital Arrays (2)----8,000 each
      Dual Intermediary Turrets (4)----1,200 each
      Triple Medium Turrets (8)---------900 each
      Cruise Missile Launchers (4)------1,000 each
      LRM Launchers (6)---------------600 each
      Point Defense Mounts (56)-------200 each
    Variable Forcefields*----------------12,000 each side (72,000 total)

    *Shield Refresh Rate is 20% per melee

Statistics:
    Height: 1,500 feet (500 m)
    Width: 1,800 feet (600 m)
    Length: 1 mile (1600 m)
    Weight: 55 million tons

Cargo: 5 million tons

Powerplant: Advanced Lucerin-Fuelled Nuclear Fusion w/ 50 year energy life.

Speed:
    (Atmosphere) Hover to 200 MPH, transatmospheric
    (Space) Mach 9
      (Kitsune Values: 60 PSL; Accelat 0.9% PSL per melee)
    (FTL) 5 light years per hour

Market Cost: 39 billion credits to build after the last round of industrial expansion. They may or may not be sold to trustworthy parties after the AJC has had their fill.

Systems of Note:
    Standard (PW) Battleship Systems, plus;

    *Long Range Sensors: Detects FTL travel up to 25 ly, and sublight vessels up to .9 ly.

    *ORACLE Mk V: As normal

    *ECM Systems: Missiles and sensor-guided weapons are -5 to strike.

    *Comm Jamming Systems: 60,000 mile range, 95% against civilian systems, 75% effective against more sophisticated channel-jumping military communications suites.

    *Syzite-Crystal Composite Armor: Takes half damage from energy weapons, and is immune to EMP effects. Nullified if the hull takes more than 70% damage.

    *Tractor Beams (10): 1,500 tons dead weight. 10 miles

    *Circles of Protection: +3 to save against magic (including anti-magic cloud and other forms of dispelling magic), +1 save against psychic attacks and a bonus of +2 to save vs Horror Factor. Permanently active.

Weapons Systems:
    1) Superheavy Ion MegaCannon: 10 minute recharge

    2) Triple Heavy Capital Arrays (2): Less finicky than the old ones, but with the same damage potential.
      Range: 30 miles in atmosphere, 100 miles in space
        (Kitsune: 100 miles in atmosphere, 100,000 miles in space)
      Damage: 2d4x1,000 MD per Shot, may double and triple.
      Rate of Fire: Twice per melee per barrel
      Payload: Effectively Unlimited

    3) Dual Intermediary Turrets (4): Optimised for HGCs

    4) Triple Medium Turrets (8): WZT/ASI standard.

    6) Cruise Missile Launchers (4): CAF pattern, 32-silo, 9 reloads

    7) LRM Launchers (6): 20-silo, 1 melee reload, 9 reloads

    8) PD Mounts (56): WZT/ASI standard.
      a) Pulse Lasers (LC-3x)
      b) Slayer-D Quad-Laser Cannon (PS-RFL-40D)
      c) Laser/Mini-Missile PDS
      d) 30mm Anti-Aircraft Flak Cannon
      e) Rail Gun PDS (GR-1000)
      f) Particle Beam PDS
      g) Ion Cannon PDS
      h) Pulse Laser PDS
      i) Tachyon PDS

Aux. Craft:
    *120 Light or Medium Fighters (1 Wing)
    *480 Drones (4 Wings, Enryu-Cs)
    *Up to 240 Power Armors (Fury-Gs)
    *4 Shuttles

And the related Cachalot configuration. Starting the design phase of the BB with the assumption that you’re going to also use the same hull design for a carrier helps a lot with effectiveness.
WZ-LS-003-TB Cachalot Landing Ship
“The Cachalot doesn’t hold that many troops from an objective standpoint, but their job is to kick the door open so that others can join in. That means that they’re packing the largest and heaviest gear they can haul, which among other things means that every one of those PA’s is going to be a Minuteman or similar. They secure the beachhead where everybody else lands, and if the enemy is worth using that much force on then they can put up enough of a fight to slaughter anything less. Cachalots are the spear tip, not the whole spear, and we have a lot of platforms that can be used to supply the shaft.”
--- Admiral Soltath, Tmelain Republican Aggression Regulators

The revised Cachalot naturally shares much with the Demas, but removes half of the gained armor and some of the weaponry to host ground forces. Much to the TVIA’s dismay, the Heavy Mass Drivers have been reinstalled, with the recent chaos of the Three Galaxies has provided a great many examples where they have been the optimal tool. The increase in engine strength is most appreciated, as there were several hairy incidents during the Minion War where it had been a severe liability. The aerospace complement has been reduced to the manned wing, and is often composed of more compact designs to save room. If sustained air support is needed, a better suited carrier platform can be called in.

Working under the theory that the ship would only be called in to deal with truly well entrenched opponents, the troop bay is focused on providing as much heavy metal as possible; a full RPA Assault Regiment. Consisting of 80 heavy combat robots (or similarly large tanks such as the Cestus III) and 656 power armor (Glitter Boy equivalents), it serves as a spearhead for more normal infantry forces to follow. To deploy them as fast as possible, the 30 combat dropships are able to transport the entire fighting force in a single load, with the support units consisting of the follow up run. Additionally, a number of spare vehicles are provided in a combat ready state to offset immediate losses. Follow up troops are provided by other (smaller) ships, with the Cachalot being the one to break open the defenses and take the damage.

The remaining original LS-003-T Cachalots are increasingly being declared worn down beyond economical refit, and are slowly being retired. As the Tmelains have much less need to provide ground assault services, only a portion of them are being replaced with the advanced model, and their ground compliments are increasingly drawing from their fellow USA members such as Hadazad and Nettavan.
Spoiler:
Type: WZ-LS-003-TB Cachalot

Class: Landing Ship

Crew: 1150 crew, 400 aerospace compliment, up to 2000 troops

MDC/Armor by Location:
    Combined Main Body------------210,000
      Main Body------------------140,000
      Engines (2)-----------------35,000
    Systems and Components
      Bridge----------------------20,000
      Secondary Bridge-----------20,000
      Flag Bridge-----------------20,000
      Hangar Decks (6)-----------20,000 each
    Weapons
      Mega Ion Disruptor (1)-----60,000
      Heavy Mass Drivers (2)-----8,000 each
      Triple Medium Turrets (8)---900 each
      LRM Launchers (6)---------600 each
      PD Mounts (56)-------------200 each
    Variable Forcefields*-----------12,000 each side (72,000 total)

    *Shield Refresh Rate is 20% per melee

Statistics
    Height: 1500 feet (500 m)
    Width: 1800 feet (600 m)
    Length: 1 mile (1600 m)
    Weight: 55 million tons

Cargo: 5 million tons

Powerplant: Advanced Lucerin-Fuelled Nuclear Fusion w/ 50 year energy life.

Speed:
    (Atmosphere) Hover to 200 MPH, transatmospheric
    (Sublight) Mach 9
      (Kitsune Values: 60% of light speed; Accel at 0.9% of light speed per melee)
    (FTL) 5 light years per hour

Market Cost: 34 billion credits to build after the last round of industrial expansion.

Systems of Note:
    Standard (PW) Battleship Systems, plus;

    *Long Range Sensors: Detects FTL travel up to 25 ly, and sublight vessels up to .9 ly.

    *ORACLE Mk V: As normal

    *ECM Systems: Missiles and sensor-guided weapons are -5 to strike.

    *Comm Jamming Systems: 60,000 mile range, 95% against civilian systems, 75% effective against more sophisticated channel-jumping military communications suites.

    *Syzite-Crystal Composite Armor: Takes half damage from energy weapons, and is immune to EMP effects. Nullified if the hull takes more than 70% damage

    *Tractor Beams (20): 1,500 tons dead weight. 10 miles

    *Circles of Protection: +3 to save against magic (including anti-magic cloud and other forms of dispelling magic), +1 save against psychic attacks and a bonus of +2 to save vs Horror Factor. Permanently active.

Weapons Systems:
    1) Superheavy Ion MegaCannon (1, center body): 10 minute recharge

    2) Heavy Mass Drivers (2, lateral outriggers): As before, but have the faster firing anti-ship mode of Kittani models.
      Range: 8 miles in atmosphere, 80 miles in space
        (Kitsune Values: 100 miles in atmosphere, 80,000 miles in space)
      Damage: 1D6x1000 M.D.C. each (critical on natural 18+ due to its high penetration.)
      Rate of Fire: 2 per melee
      Penalty: -4 to strike beyond 1/4th maximum range
      Payload: 80 projectiles per rail gun for 160 projectiles total. Usually has 6 anti-planet shells total due to infrequent use.

    3) Triple Medium Mounts (8): WZT/ASI standard.

    4) LRM Launchers (6): 20-silo, 1 melee reload, 9 reloads

    5) PD Mounts (56): WZT/ASI standard.
      a) Pulse Lasers (LC-3x)
      b) Slayer -D Quad-Laser Cannon (PS-RFL-40D)
      c) Laser/Mini-Missile PDS
      d) 30mm Anti-Aircraft Flak Cannon
      e) Rail Gun PDS (GR-1000)
      f) Particle Beam PDS
      g) Ion Cannon PDS
      h) Pulse Laser PDS
      i) Tachyon PDS

Aux. Craft:
    *120 Light or Medium Fighters (1 Wing)
    *30 Assault Shuttles

Ground Forces: Armored Assault Regiment (1820+ men)
    *80 Heavy Tanks or Robots
    *680 Heavy Power Armor
    *40 Heavy Support Vehicles
    *160 Light Support Vehicles

Spoiler:
PA Squad: 6 PA
RPA Platoon: 4 Tanks/Robots or 24 PA
RPA Company: 10 Tanks/Robots or 84 PA
RPA Battalion: 20 Tanks/Robots, 168 PA, 4 Heavy Support, 20 Light Support (~330 men)
Support Battalion: 16 Heavy Support, 50 Light Support (~500 men)

4x RPA Battalion +Support Battalion = RPA Regiment
RPA Regiment: 80 Tanks/Robots, 656 PA, 32 Heavy Support, 130 Light Support (~1820 men)


          Top  
 
 
Post new topic Reply to topic



Who is online

Users browsing this forum: No registered users


Display posts from previous:  Sort by  
Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum


Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group