Re: [Spaceships] New carrier design
SF-17 Dragonfly Fleet Defense Interceptor
When the Colonial Defense Alliance was created, a number of problems were encountered when it came time to create the Starfighter Corps. First, the various missiles used by several of the member nations were incompatable with the some of the fighters used by other nations. Second, the pilots and technicians would have to be cross-trained in non-native fighters, a prospect which made some of the member nations uneasy, especially as some of the technologies used were classified. To correct these problems, a few options were considered: refitting the craft to handle incompatable technologies, using only craft supplied by one member nation, or developing unique fighters and armaments specifically for the CDA military. In the end, the last and most politically viable option was chosen. Three fighters and one bomber design were developed specifically for the Colonial Defense Alliance, while an additional fighter design was purchased from the K'Hissh Imperium, modified for human pilots. The SF-17 Dragonfly was one of the craft developed specifically for the Colonian Defense Alliance, designed as a fast interceptor. It is a single-person craft, designed to be fast and agile. It is currently the fastest craft in the fleet, with an acceleration of 10G. Its armaments are designed for fast interception: it uses its large payload of missiles at range to eliminate incoming attack fighters and bombers, and switches to its particle beam and electromag cannon when combat closes to close range. TL: 11^ dST/HP: 20 Hnd/SR: +1/4 HT: 12 Move: 10G/c LWt: 30 Load: 0.1 SM: +5 (45 ft) Occ: 1SV dDR: 7 Cost: $5.57M Notes: Light Force Screen gives dDR 40 Streamlined: Yes Nationality of Origin: Colonial Defense Alliance Air Performance: Speed: 7,900 mph Move: 100/4,000 Hnd/SR: +1/4 Front: [1] Armor, Diamondoid; dDR 7, $300K [2!] Weapon, Major Battery; 0 Workspaces, $150K [3!] Weapon, Major Battery; 0 Workspaces, $150K [4] Weapon, Medium Battery; 0 Workspaces, $150K [5] Weapon, Medium Battery; 0 Workspaces, $150K [6] Weapon, Medium Battery; 0 Workspaces, $150K Middle: [1] Armor, Diamondoid; dDR 7, $300K [2] Control Room; Complexity 7, Comm/Sensor 5, 1 Control Station, 0 Workspaces, $60K [3] Enhanced Comm/Sensor Array; Level 7, 0 Workspaces, $60K [4!] Light Force Screen; dDR 20, $500K [5!] Light Force Screen; dDR 20, $500K [6] Power Plant, Antimatter; 4 PP, 20 year endurance, 0 Workspaces, $600K [core] Power Plant, Antimatter; 4 PP, 20 year endurance, 0 Workspaces, $600K Rear: [1] Armor, Diamondoid; dDR 7, $300K [2!] Hot Reactionless Engine; 2G accel, $100K [3!] Hot Reactionless Engine; 2G accel, $100K [4!] Hot Reactionless Engine; 2G accel, $100K [5!] Hot Reactionless Engine; 2G accel, $100K [6!] Hot Reactionless Engine; 2G accel, $100K [core] Power Plant, Antimatter; 4 PP, 20 year endurance, 0 Workspaces, $600K Design Features: Emergency Ejection; $500K Gravatic Compensation; $30K Design Switches: Adjustable Force Screen Forward Major Battery 1 Breakdown: Fixed-Mount 10MJ Particle Beam Cannon Option: Improved dDmg: 4d (5) burn rad sur Range: Close/Short sAcc: -3 (Acc 15) Rcl: 1 Forward Major Battery 2 Breakdown: Fixed-Mount 25mm Electromag Gun Option: Very Rapid Fire dDmg: 3d+2 (2) pi++ Range: Short sAcc: -8 (Acc 10) Rcl: 2 Gun Shots: 1,400 Forward Medium Battery 1 Breakdown: Three Fixed-Mount 16cm Missile Launchers dDmg: 6d x 4 (2) cr ex Range: Long sAcc: 3 (Acc 21) Rcl: 1 Missile Shots: 5 per launcher (15 total) Forward Medium Battery 2 Breakdown: Three Fixed-Mount 16cm Missile Launchers dDmg: 6d x 4 (2) cr ex Range: Long sAcc: 3 (Acc 21) Rcl: 1 Missile Shots: 5 per launcher (15 total) Forward Medium Battery 3 Breakdown: Three Fixed-Mount 16cm Missile Launchers dDmg: 6d x 4 (2) cr ex Range: Long sAcc: 3 (Acc 21) Rcl: 1 Missile Shots: 5 per launcher (15 total) Crew: Control Room: 1 |
Re: [Spaceships] New carrier design
SF-11 Slipjack Aerospace Superiority Fighter
The SF-11 Slipjack was developed at the same time as the SF-17 Dragonfly for much of the same reasons, but with a different role in mind. The Slipjack was intended to be the primary space superiority fighter in the CDA Navy's Starfighter Corps. The fighter is designed as an aerospace fighter, being able to operate equally in atmosphere and in space. The Slipjack is designed with a forward-swept wing design, giving it additional agility in atmosphere. TL: 11^ dST/HP: 20 Hnd/SR: 0/4 HT: 12 Move: 8G/c LWt: 30 Load: 0.1 SM: +5 (45 ft) Occ: 1SV dDR: 14 Cost: $5.84M Notes: Light Force Screen gives dDR 20 Streamlined: Yes Nationality of Origin: Colonial Defense Alliance. Air Performance: Speed: 7,100 mph Move: 80/3,500 Hnd/SR: +5/5 Front: [1] Armor, Diamondoid; dDR 7, $300K [2] Armor, Diamondoid; dDR 7, $300K [3!] Weapon, Major Battery; 0 Workspaces, $150K [4!] Weapon, Major Battery; 0 Workspaces, $150K [5] Weapon, Medium Battery; 0 Workspaces, $150K [6] Weapon, Medium Battery; 0 Workspaces, $150K Middle: [1] Armor, Diamondoid; dDR 7, $300K [2] Armor, Diamondoid; dDR 7, $300K [3!] Contragrav Lifter; 0 Workspaces, $300K [4] Control Room; Complexity 7, Comm/Sensor 5, 1 Control Station, 0 Workspaces, $60K [5] Tactical Comm/Sensor Array; Level 7, 0 Workspaces, $300K [6!] Light Force Screen, dDR 20; 0 Workspaces, $500K [core] Power Plant, Antimatter; 4 PP, 20 year endurance, 0 Workspaces, $600K Rear: [1] Armor, Diamondoid; dDR 7, $300K [2] Armor, Diamondoid; dDR 7, $300K [3!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $100K [4!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $100K [5!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $100K [6!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $100K [core] Power Plant, Antimatter; 4 PP, 20 year endurance, 0 Workspaces, $600K Design Features: Emergency Ejection; $500K Gravatic Compensation; $30K Winged; $150K Design Switches: Adjustable Force Screen Forward Major Battery 1 Breakdown: Fixed-Mount 10MJ Particle Beam Cannon Option: Improved dDmg: 4d (5) burn rad sur Range: Close/Short sAcc: -3 (Acc 15) Rcl: 1 Forward Major Battery 2 Breakdown: Fixed-Mount 25mm Electromag Cannon Option: Very Rapid Fire dDmg: 3d+2 (2) pi++ Range: Short sAcc: -8 (Acc 10) Rcl: 2 Gun Shots: 1,400 Forward Medium Battery 1 Breakdown: Three Fixed-Mount 16cm Missile Launchers dDmg: 6d x 4 (2) cr ex Range: Long sAcc: 3 (Acc 21) Rcl: 1 Missile Shots: 5 per launcher (15 total) Forward Medium Battery 2 Breakdown: Three Fixed-Mount 16cm Missile Launchers dDmg: 6d x 4 (2) cr ex Range: Long sAcc: 3 (Acc 21) Rcl: 1 Missile Shots: 5 per launcher (15 total) Crew: Control Room: 1 |
Re: [Spaceships] New carrier design
SF-15 Starduster Multi-Role Space Fighter
The SF-15 Starduster was part of the program which introduced the Dragonfly and the Slipjack. It is a multi-role fighter, capable of performing space superiority missions one day, and being outfitted for an attack role the next. TL: 11^ dST/HP: 20 Hnd/SR: 0/4 HT: 12 Move: 6G/c LWt: 30 Load: 0.1 SM: +5 (45 ft) Occ: 1SV dDR: 20 Cost: $5.89M Notes: Light Force Screen grants dDR 20 Streamlined: No Nationality of Origin: Colonial Defense Alliance Front: [1] Armor, Diamondoid; dDR 10, $300K [2] Armor, Diamondoid; dDR 10, $300K [3!] Weapon, Major Battery; 0 Workspaces, $150K [4] Weapon, Major Battery; 0 Workspaces, $150K [5] Weapon, Medium Battery; 0 Workspaces, $150K [6] Weapon, Medium Battery; 0 Workspaces, $150K Middle: [1] Armor, Diamondoid; dDR 10, $300K [2] Armor, Diamondoid; dDR 10, $300K [3!] Contragrav Lifter; 0 Workspaces, $300K [4] Control Room; Complexity 7, Comm/Sensor 5, 1 Control Station, 0 Workspaces, $60K [5] Tactical Comm/Sensor Array; Level 8, 0 Workspaces, $300K [6!] Light Force Screen; dDR 20, 0 Workspaces, $500K [core] Power Plant, Antimatter; 4 PP, 20 year endurance, 0 Workspaces, $600K Rear: [1] Armor, Diamondoid; dDR 10, $300K [2] Armor, Diamondoid; dDR 10, $300K [3] Defensive ECM; 0 Workspaces, $300K [4!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $100K [5!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $100K [6!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $100K [core] Power Plant, Antimatter; 4 PP, 20 year endurance, 0 Workspaces, $600K Design Features: Emergency Ejection; $500K Gravatic Compensation; $30K Design Switches: Adjustable Force Screen Forward Major Battery Breakdown: Fixed-Mount 10MJ Particle-Beam Cannon Option: Improved dDmg: 4d (5) burn rad sur Range: Close/Short sAcc: -3 (Acc 15) Rcl: 1 Forward Major Battery 2 Breakdown: Fixed-Mount 20cm Missile Launcher dDmg: 6d x 5 (2) cr ex Range: Long sAcc: 3 (Acc 21) Rcl: 1 Missile Shots: 7 Forward Medium Battery 1 Breakdown: Three Fixed-Mount 16cm Missile Launchers dDmg: 6d x 4 (2) cr ex Range: Long sAcc: 3 (Acc 21) Rcl: 1 Missile Shots: 5 per launcher (15 total) Forward Medium Battery 2 Breakdown: Three Fixed-Mount 16cm Missile Launchers dDmg: 6d x 4 (2) cr ex Range: Long sAcc: 3 (Acc 21) Rcl: 1 Missile Shots: 5 per launcher (15 total) Crew: Control Room: 1 |
Re: [Spaceships] New carrier design
SF-21 Hrrok'tar Attack Fighter
The SF-21 Hrrok'tar Attack Fighter is a fighter originally designed for the K'Hissh Imperium. The Admirals and Generals who were in charge of procuring equipment for the fledgling Colonial Defense Force were so impressed with the craft's performance that they purchased a large number of the fighters directly from the Imperium... only to discover that the controls needed to be completely overhauled for the human body! (Among other considerations, the human frame lacks the K'Hissh's tail, which is used to help steer the craft.) Several back-alley deals later, and the Hrrok'tar fighters were arriving from the factory with a control setup for a crew of two humans. One feature unique to the Hrrok'tar among the CDF fighters is its hyperdrive, which comes standard from the factory. Because of the nature of hyperspace, human minds (and to a lesser extent, bodies) cannot handle transit through hyperspace without detriment. CDA regulations call for using the hyperdrive only in emergencies. Interestingly enough, the K'Hissh consider the fighter to be a "multi-role" craft, operated by a single pilot. The name of the craft comes from a savage herbivore on the K'Hissh homeworld used in a manner similar to cattle. TL: 11^ dST/HP: 30 Hnd/SR: 0/4 HT: 12 Move: 8G/c LWt: 100 Load: 0.2 SM: +6 (60 ft) Occ: 2SV dDR: 30 Range: 1x Cost: $21.4M Notes: Light Force Screen gives dDR 30 Streamlined: No Nationality of Origin: K'Hissh Imperium Front: [1] Armor, Diamondoid; dDR 15, $1M [2] Armor, Diamondoid; dDR 15, $1M [3!] Weapons, Medium Battery; 0 workspaces, $600K [4] Weapons, Major Battery; 0 workspaces, $600K [5] Weapons, Medium Battery; 0 workspaces, $600K [6] Weapons, Secondary Battery; 0 workspaces, $600K Middle: [1] Armor, Diamondoid; dDR 15, $1M [2] Armor, Diamondoid; dDR 15, $1M [3] Control Room; Complexity 8, Comm/Sensor 6, 2 Control Stations, 0 Workspaces, $200K [4] Tactical Comm/Sensor Array; Level 8, 0 Workspaces, $1M [5!] Light Force Screen; dDR 30, 0 Workspaces, $5M [6!] Stardrive; 0 Workspaces, $1M [core] Power Plant, Antimatter; 4 PP, 20 year endurance, 0 Workspaces $2M Rear: [1] Armor, Diamondoid; dDR 15, $1M [2] Armor, Diamondoid; dDR 15, $1M [3!] Reactionless Engine; 2G accel, 0 Workspaces, $300K [4!] Reactionless Engine; 2G accel, 0 Workspaces, $300K [5!] Reactionless Engine; 2G accel, 0 Workspaces, $300K [6!] Reactionless Engine; 2G accel, 0 Workspaces, $300K [core] Power Plant, Antimatter; 4 PP, 20 year endurance, 0 Workspaces $2M Design Features: Emergency Ejection; $500K Gravatic Compensation; $100K Design Switches: Adjustable Force Screen Forward Medium Battery 1 Breakdown: Three Fixed-Mount 10MJ Particle Beam Cannon Option: Improved dDmg: 4d (5) burn rad sur Range: Close/Short sAcc: -3 (Acc 15) Rcl: 1 Forward Major Battery Breakdown: Fixed-Mount 24cm Missile Launcher dDmg: 6d x 6 (2) cr ex Range: Long sAcc: 3 (Acc 21) Rcl: 1 Missile Shots: 7 Forward Medium Battery 2 Breakdown: Three Fixed-Mount 20cm Missile Launchers dDmg: 6d x 5 (2) cr ex Range: Long sAcc: 3 (Acc 21) Rcl: 1 Missile Shots: 5 per launcher (15 total) Forward Secondary Battery Breakdown: Ten Fixed-Mount 16cm Missile Launchers dDmg: 6d x 4 (2) cr ex Range: Long sAcc: 3 (Acc 21) Rcl: 1 Missile Shots: 5 per launcher (50 total) Crew: Control Room: 2 |
Re: [Spaceships] New carrier design
SB-19 Vindicator Bomber
The SB-19 Vindicator is the bomber that was developed for the Colonial Defense Alliance at the same time as the Dragonfly, Slipjack, and Starduster. The Vindicator has one job: deliver a heavy payload of nuclear warhead missiles to eliminate enemy ships. The Vindicator was built around a single spinal-mount launcher. As it is not able to accelerate as quickly as the smaller fighters, it is equipped with a trio of turrets in the rear to provide cover fire. TL: 11^ dST/HP: 50 Hnd/SR: -1/5 HT: 12 Move: 4G/c LWt: 300 Load: 0.6 SM: +7 (90 ft) Occ: 6SV dDR: 40 Cost: $50.9M Notes: Light Force Screen gives dDR 50 Streamlined: No Nationality of Origin: Colonial Defence Alliance Front: [1] Armor, Diamondoid; dDR 20, $3M [2] Armor, Diamondoid; dDR 20, $3M [3] Weapon, Spinal Battery, $5M [4] Defensive ECM; 0 Workspaces, $3M [5] Weapon, Secondary Battery; 0 Workspaces, $1.5M [6] Weapon, Secondary Battery; 0 Workspaces, $1.5M Middle: [1] Armor, Diamondoid; dDR 20, $3M [2] Armor, Diamondoid; dDR 20, $3M [3] Control Room; Complexity 8, Comm/Sensor 7, 3 Control Stations, 0 Workspaces, $600K [4] Defensive ECM; 0 Workspaces, $3M [5] Defensive ECM; 0 Workspaces, $3M [6!] Force Screen, dDR 50, 0 Workspaces, $5M [core] Weapon, Spinal Battery Rear: [1] Armor, Diamondoid; dDR 20, $3M [2] Armor, Diamondoid; dDR 20, $3M [3] Weapon, Spinal Battery; [4!] Weapon, Medium Battery; 0 Workspaces, $1.5 [5!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $1M [6!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $1M [core] Power Plant, Antimatter; 4 PP, 20 year endurance, 0 Workspaces, $6M Design Features: Emergency Ejection; $500K Gravatic Compensation; $300K Design Switches: Adjustable Force Screen Spinal Battery Breakdown: One 32cm Missile Launcher Option: 25KT Nuclear dDmg: 4d x 1,000 burn ex rad sur (plus 3d x 1,000 cr ex in atmosphere) Range: Extreme sAcc: 4 (Acc 22) Rcl: 1 Shots: 15 Forward Secondary Battery 1 Breakdown: Three Fixed-Mount 25mm Conventional Guns Option: Very Rapid-Fire dDmg: 6d (2) pi++ Range: Close sAcc: -10 (Acc 8) Rcl: 3 Gun Shots: 1,400 each (4,200 total) Seven Fixed-Mount 20cm Missile Launchers dDmg: 6d x 5 (2) cr ex Range: Long sAcc: 3 (Acc 21) Rcl: 1 Missile Shots: 7 each (49 total) Forward Secondary Battery 2 Breakdown: Ten Fixed-Mount 20cm Missile Launchers dDmg: 6d x 5 (2) cr ex Range: Long sAcc: 3 (Acc 21) Rcl: 1 Missile Shots: 7 each (49 total) Aft Medium Battery Breakdown Three 300KJ Particle Beam Turrets Option: Improved Option: Very Rapid Fire dDmg: 1d+2 (5) burn rad sur Range: Close sAcc: -3 (Acc 15) Rcl: 1 Crew: Control Room: 3 Turret Gunners: 3 ----------------- Total: 6 |
Re: [Spaceships] New carrier design
E-10 SWACS
The term "SWACS" stands for "Spacebased Warning and Control Systems". The craft possesses an enhanced communications and sensor package intended to provide identification of friendly, neutral, and hostile craft beyond a larger ship's sensor range prior to and during combat. It has also been pressed into service as a seach-and-rescue craft and as an advance scout to uncharted systems. TL: 11^ dST/HP: 70 Hnd/SR: -1/5 HT: 13 Move: 2G/c LWt: 1,000 Load: 3.5 SM: +8 (150 ft) Occ: 5+30SV dDR: 20 Range: 2x Cost: $151.3M Notes: Light Force Screen provides dDR 70 Streamlined: No Nationality of Origin: Various Front: [1] Armor, Nanocomposite; dDR 20, $5M [2] Multipurpose Comm/Sensor Array; Level 10, 0 Workspaces, $20M [3] Multipurpose Comm/Sensor Array; Level 10, 0 Workspaces, $20M [4] Defensive ECM; 0 Workspaces, $10M [5] Defensive ECM; 0 Workspaces, $10M [6] Defensive ECM; 0 Workspaces, $10M [core] Control Room; Complexity 9, Comm/Sensor 8, 4 Control Stations, 0 Workspaces, $2M Middle: [1] Armor, Nanocomposite; dDR 20, $5M [2-6] Habitat; total 30 cabins, 0 Workspaces, total $5M Rear: [1] Armor, Nanocomposite; dDR 20, $5M [2] Engine Room; 1 Workspace, $300K [3!] Light Force Screen; dDR 70, 0 Workspaces, $15M [4!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $3M [5!] Stardrive; 0 Workspaces, $10M [6!] Stardrive; 0 Workspaces, $10M [core] Power Plant, Antimatter; 4 PP, 20 year endurance, 0 Workspaces, $20M Design Features: Artificial Gravity; $1M Design Switches: Adjustable Force Screen Habitat Breakdown: Offices: 30 (30). Essentially an Ops Center Crew: Control Room: 4 Ops Center: 30 Technicians: 1 --------------- Total: 35 |
Re: [Spaceships] New carrier design
Cargo Tug
These tiny craft are ubiquitous across the settled 20 lightyear radius around Sol. A simple and inexpensive design, the craft consists of a single control station, two robot arms for manipulating smaller cargo containers, an external clamp for moving larger containers, and a single liquid fuel rocket; the rest of the craft is a series of fuel tanks for the rocket. In game terms, these craft are best used in I-scale situations, as they are barely paper targets when using D-scale combat. TL: 11 ST/HP: 150 Hnd/SR: +1/4 HT: 13 Move: 3G/2.31 mps LWt: 10 Load: 0.1 SM: +4 (30 ft) Occ: 1SV DR: 7 Range: -- Cost: $300K Notes: Streamlined: No Nationality of Origin: Various Front: [1] Armor, Steel; DR 7, $2K [2] Robot Arm; 0 Workspaces, $100K [3] Robot Arm; 0 Workspaces, $100K [4-5] Control Room; Complexity 7, Comm/Sensor 4, Control Stations 1, $40K [6] Fuel Tank; 0.5 tons, $3K Middle: [1] Armor, Steel; DR 7, $2K [2] External Clamp; $1K [3] Fuel Tank; 0.5 tons, $3K [4] Fuel Tank; 0.5 tons, $3K [5] Fuel Tank; 0.5 tons, $3K [6] Fuel Tank; 0.5 tons, $3K [core] Fuel Tank; 0.5 tons, $3K Rear: [1] Armor, Steel; DR 7, $2K [2] Chemical Engine; 3G accel, 0 Workspaces, $20K [3] Fuel Tank; 0.5 tons, $3K [4] Fuel Tank; 0.5 tons, $3K [5] Fuel Tank; 0.5 tons, $3K [6] Fuel Tank; 0.5 tons, $3K [core] Fuel Tank; 0.5 tons, $3K Design Features: Design Switches: Crew: Control Room: 1 I'm especially interested in getting feedback on this little worker. |
Re: [Spaceships] New carrier design
TF-220 Light Freighter
The TF-220 Light Freighter is a typical freighter design intended for private use and small business. While Pony Express, Inc., owns the largest fleet of these for transporting mail between systems, many more are in the hands of individual owners. It is not the only light frieghter on the market, nor is it the most common. Most of the other light freighters, however, share similar statistics. The statistics listed are for a TF-220 direct from the factory. Most owners, however, alter these considerably. Many have ugraded the armor, and some sacrifice cargo space for additional power and weapons as defense against pirates - or to engage in piracy themselves! Smugglers often convert the steerage cargo into hidden cargo. Unlike larger craft able to operate in an atmosphere, the TF-220 relies primarily on its thrust and streamlined shape for operating in an atmosphere. TL: 11^ dST/HP: 70 Hnd/SR: -1/5 HT: 13 Move: 2G/c LWt: 1,000 Load: 460.6 SM: +8 (150 ft) Occ: 6ASV dDR: 3 Range: x1 Cost: $41.9M Notes: Light Force Screen gives dDR 70 Streamlined: Yes. Nationality of Origin: Demeter Air Performance: Speed: 3,500 mph Move: 20/1,750 Hnd/SR: +1/5 Front: [1] Armor, Steel; dDR 3, $200K [2] Control Room; Complexity 9, Comm/Sensor 8, 4 Control Stations, 0 Workspaces, $2M [3] Habitat; 6 cabins, 0 Workspaces, $1M [4] Cargo Hold; 50 tons [5] Cargo Hold; 50 tons [6] Cargo Hold; 50 tons Middle: [1] Armor, Steel; dDR 3, $200K [2] Cargo Hold; 50 tons [3] Cargo Hold; 50 tons [4] Cargo Hold; 50 tons [5] Cargo Hold; 50 tons [6] Cargo Hold; 50 tons [core] Cargo Hold; 50 tons Rear: [1] Armor, Steel; dDR 3, $200K [2] Cargo Hold; 50 tons [3] Engine Room; 1 Workspace, $300K [4!] Light Force Screen; dDR 70, 0 Workspaces, $15M [5!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $3M [6!] Stardrive Engine; 0 Workspaces, $10M [core] Power Plant, Antimatter; 2 PP, 30 year endurance, 0 Workspaces, $10M Design Features: Artificial Gravity; $1M Design Switches: Adjustable Force Screen Habitat Breakdown: Bunkrooms: 2 (2), full life support Cabins: 1 (1), full life support Sickbays: 1 (1), with automed, $100K Steerage Cargo: 10 tons (2) Minimum Crew: Control Room: 4 Technicians: 1 --------------- Total: 5 |
Re: [Spaceships] New carrier design
Santa Maria-class Bulk Freighter
The Santa Maria is a common sight along the spacelanes. It is a large vessel dedicated to carrying cargo between systems. It is unarmed and lightly armored, so it relies on various military craft to provide escort, protecting it from pirates and hostile national forces. The Santa Maria's large size and several billion dollar price tag ensure that only the large corporations and the most affluent nations can afford them. Smaller bulk freighters exist; scale down the relevant statistics proportionately for the SM. TL: 11^ dST/HP: 500 Hnd/SR: -3/5 HT: 13 Move: 2G/c LWt: 300,000 Load: 189,224 SM: +13 (900 ft) Occ: 240ASV dDR: 50 Range: 1x Cost: $6.45B Streamlined: No Nationality of Origin: Argentina Front: [1] Armor, Light Alloy; dDR 50, $150M [2] Cargo Hold; 15 kt [3] Cargo Hold; 15 kt [4] Cargo Hold; 15 kt [5] Cargo Hold; 15 kt [6] Cargo Hold; 15 kt [core] Control Room; Complexity 11, Comm/Sensor 13, 30 Control Stations, 30 Workspaces, $600M Middle: [1] Armor, Light Alloy; dDR 50, $150M [2] Cargo Hold; 15 kt [3] Cargo Hold; 15 kt [4] Cargo Hold; 15 kt [5] Cargo Hold; 15 kt [6] Cargo Hold; 15 kt Rear: [1] Armor, Light Alloy; dDR 50, $150M [2] Cargo Hold; 15 kt [3] Cargo Hold; 15 kt [4] Habitat; 2,000 cabins, 30 Workspaces, $100M [5!] Hot Reactionless Drive; 2G accel, 30 Workspaces, $1B [6!] Stardrive; 30 Workspaces, $3B [core] Power Plant, Fission; 1 PP, 75 year endurance, 30 Workspaces, $1B Design Features: Artificial Gravity; $300M Design Switches: Habitat Breakdown: Cabins: 100 (100), full life support Luxury Cabins: 20 (40), full life support Sickbays: 20 (20) Steerage Cargo: 9,200 tons (1,840) Minimum Crew: Control Room: 30 Technicians: 150 Medics: 2 ----------------- Total: 182 And this pretty much rounds out all the ships I've done for this setting. |
Re: [Spaceships] New carrier design
Frankly this is all very impressive. What setting is this?
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