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Phantasm 07-21-2008 04:11 PM

[Spaceships] New carrier design
 
Andromeda-class Carrier
The flagship design of the Colonial Defense Force, the Andromeda-class carrier was designed for two reasons. The first was to provide the CDF with a carrier capable of housing multiple wings of fighters, providing the area in which these carriers were assigned much greater air cover than would otherwise have been provided.

The second reason was purely political: By fielding a carrier of its size, the CDF intended to prove that it was superior to any force prior to its inception as well as superior to many of its contemporaries.

While the Andromeda-class does meet both demands, much has been remarked - behind closed doors, at any rate - of its giant price tag, which is equal to or greater than the GDP of many of the CDF's member nations! Because of this price tag, only six of these craft have been built: Andromeda, Cassiopeia, Athene, Artemis, Kali, and Parvati. Each of the six has been adopted by a System Admiral as hir flagship.

The Andromeda is capable of carrying between 6,000 and 20,000 fighters of varying designs; its normal complement is around 3,000 fighters and additional support craft. Once, however, one of the System Admirals tested the capacity of the hangar bays by permitting his ship to carry six Xia-class light carriers on board, one per hangar bay system, each with its own full complement of fighters!

TL: 11^
dST/HP: 1,000
Hnd/SR: -3/5
HT: 13
Move: 2G/c
LWt: 3,000,000
Load: 794,928
SM: +15 (2,000 ft)
Occ: 33,280ASV
dDR: 500
Range: 1x
Cost: $278.8B
Notes:
Streamlined: No
Nationality of Origin: Colonial Defense Alliance

Front:
[1] Armor, Diamondoid; dDR 500, $30B
[2] Control Room; C12 Complexity, Comm/Sensor 15, 60 Control Stations, 300 Workspaces, $6B
[3] Habitat; 20,000 Cabins, 300 Workspaces, $3B
[4!] Weapons, Secondary Battery; 300 Workspaces, $15B
[5!] Weapons, Tertiary Battery; 300 Workspaces, $15B
[6] Hangar Bay; 100 kt Capacity, Launch Rate 5kt, 300 Workspaces, $300M

Middle:
[1] Armor, Diamondoid; dDR 500, $30B
[2] Hangar Bay; 100 kt Capacity, Launch Rate 5kt, 300 Workspaces, $300M
[3] Hangar Bay; 100 kt Capacity, Launch Rate 5kt, 300 Workspaces, $300M
[4] Hangar Bay; 100 kt Capacity, Launch Rate 5kt, 300 Workspaces, $300M
[5] Cargo Hold; 150 kt Capacity
[6!] Weapons, Tertiary Battery; 300 Workspaces, $15B
[core] Power Plant: Antimatter; 1 PP, 35 year endurance, 300 Workspaces, $15B

Rear:
[1] Armor, Diamondoid; dDR 500, $30B
[2] Hangar Bay; 100 kt Capacity, Launch Rate 5kt, 300 Workspaces, $300M
[3] Hangar Bay; 100 kt Capacity, Launch Rate 5kt, 300 Workspaces, $300M
[4!] Hot Reactionless Engine; 2G accel, 300 Workspaces, $10B
[5!] Stardrive Engine; 300 Workspaces, $30B
[6!] Weapons, Tertiary Battery; 300 Workspaces, $15B
[core] Power Plant: Antimatter; 4 PP, 20 year endurance, 300 Workspaces, $60B

Design Features:
Artificial Gravity; $3B

Forward Secondary Battery Breakdown:
5 100GJ Particle Beam Turrets
Option: Improved
dDmg: 2d x 50 (5) burn rad sur
Range: Long
sAcc: -2
Rcl: 1

5 Fixed-Mount 80cm Launchers
Option: 10MT Nuclear
dDmg: 8d x 10,000 burn ex rad sur (plus 6d x 20,000 cr ex in atmosphere)
Missile Shots: 150
sAcc: 4
Range: Extreme
Rcl: 1

Forward Tertiary Battery Breakdown:
30 300MJ Particle Beam Turrets
Option: Improved
Option: Very Rapid Fire
dDmg: 3d x 5 (5) burn rad sur
Range: Short
sAcc: -3
Rcl: 1

Middle Tertiary Battery Breakdown:
30 300MJ Particle Beam Turrets
Option: Improved
Option: Very Rapid Fire
dDmg: 3d x 5 (5) burn rad sur
Range: Short
sAcc: -3
Rcl: 1

Aft Tertiary Battery Breakdown:
30 300MJ Particle Beam Turrets
Option: Improved
Option: Very Rapid Fire
dDmg: 3d x 5 (5) burn rad sur
Range: Short
sAcc: -3
Rcl: 1

Habitat Breakdown:
Bunkrooms: 7,500 (7,500), full life support
Cabins: 800 (800), full life support
Luxury Cabins: 40 (80), full life support
Cells: 400 (400), full life support
Briefing Rooms: 200 (200)
Establishments: 400 (800)
Labs:
Science!: 200 (400), $6B
Offices: 500 (500)
Sickbays: 1,000 (1,000)
Steerage Cargo: 41,600 tons (8,320)

Minimum Crew:
Control Room: 60
Turret Gunners: 95
Ship Technicians: 3,000
Hangar Technicians: 1,800
Medics: 100
-------------------------
Total: 5,055

Luxury Cabins:
Admiral
Captain
First Officer
Second Officer
Chief Medical Officer
Chief Engineer
Quartermaster
Commander Air Group
Marine Commander

So, please critique.

Edit: Reworked the Habitat layout, and adjusted the Load to account for the steerage cargo. A ship like this may also use one of the hangars for cargo space.

Edit: Added in details on the Secondary (Main) and Tertiary (Point-Defense) Batteries. Adjusted Crew for turret gunners. Altered the Occ and Load to account for reworked math on the accomodations capacity.

Edit: Separated the Weapons and Habitat breakdowns from the sections.

Sanity 07-21-2008 11:36 PM

Re: [Spaceships] New carrier design
 
UNused bunk space? Hm - some reserve, little vegas for the admiral (or: you miss a flag bridge etc.). or f anything fails just storage. With that amount of people you may need a lot more storage - armor, uniforms, stuff here and there. I also miss something like a meeting / conference center. Yes, this is a warship, but where do you do larger planning things? With that amount of people you will have some larger meetings very regularly.

Langy 07-22-2008 04:29 AM

Re: [Spaceships] New carrier design
 
You should probably give the bunkrooms and cabins total life support - that doubles their size. Also, you seem to have an awful lot of cells for the crew size.

Peter Knutsen 07-22-2008 09:17 AM

Re: [Spaceships] New carrier design
 
Why so much point defence? You could probably drop all weapon modules except one tertiary battery in the MID section. That frees up a lot of modules, since you can also drop one power plant.


Also, what kinds of ships is the carrier carrying?

I favour the distinction of transport craft (for cargo and passengers - not something that a carrier specializes in, although it should have some - and possibly also dedicated tanker craft to move fuel or reaction mass), fighter craft and scout craft, with carriers usually carrying a mix of scouts and fighters, plus a few transports and tankers.

Phantasm 07-22-2008 09:55 AM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by Peter Knutsen
Why so much point defence? You could probably drop all weapon modules except one tertiary battery in the MID section. That frees up a lot of modules, since you can also drop one power plant.

ICly, it was designed by committee, and someone decided that a ton of point-defense is better for a carrier than massive offensive weaponry.

My personal reasons (OOCly) for giving it a lot of point-defense lays along the same lines. A carrier relies on its smaller craft to provide the majority of its offense, and while it can and does rely on smaller escort craft to provide defense, I'm of the mind that a carrier should have defensive weapons of its own. I kinda got carried away with this craft's point-defense, but better more defense than a dead ship.

Quote:

Originally Posted by Peter Knutsen
Also, what kinds of ships is the carrier carrying?

I favour the distinction of transport craft (for cargo and passengers - not something that a carrier specializes in, although it should have some - and possibly also dedicated tanker craft to move fuel or reaction mass), fighter craft and scout craft, with carriers usually carrying a mix of scouts and fighters, plus a few transports and tankers.

I haven't statted out all of the smaller craft yet, but I have a few ideas to work from. I see it as carrying a large number of fighters, a squadron of bombers, a few SWACS craft, probably a long-range patrol boat or two for scouting missions, and a number of assault shuttles and dropships for any marines on board, as well as shuttles for the flag officer's staff. It probably can have smaller transports and tankers land on its flight deck.

Phantasm 07-22-2008 10:07 AM

Re: [Spaceships] New carrier design
 
Black Widow-class Battleship
The Black Widow-class Battleship is the longest, most heavily-armored, and most heavily-armed ship ever built for the Colonial Defense Force. The ship is designed in such a way that one is never sure when viewing it which side is "up"; only the numbers on the side give it away.

The Black Widow was originally designed as a destroyer, but kept growing as more and larger guns and requisite crew were added to it, to the point where its price tag per ship grew to higher than the GDP of many of the CDF's member states. Currently, there are five Black Widows in the CDF Navy: Black Widow, Tarantula, Arachne, Mantis, and Venom. Like the Andromeda-class carriers, each Black Widow has been adopted by a System Admiral as hir flagship.

TL: 11^
dST/HP: 1,000
Hnd/SR: -3/5
HT: 13
Move: 2G/c
LWt: 3,000,000
Load: 294,928
SM: +15 (2,100 ft)
Occ: 33,280ASV
dDR: 1,000
Range: 1x
Cost: $448.3B
Notes:
Streamlined: No
Nationality of Origin: Colonial Defense Alliance

Front:
[1] Armor, Diamondoid; dDR 500, $30B
[2] Armor, Diamondoid; dDR 500, $30B
[3] Control Room; Complexity 12, Comm/Sensor 15, 60 Control Stations, 300 Workspaces, $6B
[4] Habitat; 20,000 cabins, 300 Workspaces, $3B
[5!] Weapon, Secondary Battery; 300 Workspaces, $15B
[6!] Cargo Hold; 150 kt

Middle:
[1] Armor, Diamondoid; dDR 500, $30B
[2] Armor, Diamondoid; dDR 500, $30B
[3!] Weapon, Medium Battery; 300 Workspaces, $15B
[4!] Weapon, Medium Battery; 300 Workspaces, $15B
[5!] Weapon, Secondary Battery; 300 Workspaces, $15B
[6!] Weapon, Tertiary Battery; 300 Workspaces, $15B
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 300 Workspaces, $60B

Rear:
[1] Armor, Diamondoid; dDR 500, $30B
[2] Armor, Diamondoid; dDR 500, $30B
[3] Hangar Bay; 100 kt Capacity, Launch Rate 5 kt, 300 Workspaces, $300M
[4!] Hot Reactionless Engine; 2G accel, 300 Workspaces, $10B
[5!] Stardrive; 300 Workspaces, $30B
[6!] Weapon, Secondary Battery; 300 Workspaces, $15B
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 300 Workspaces, $60B

Design Features:
Artificial Gravity; $3B

Forward Secondary Battery 1 Breakdown:
7 100GJ Particle Beam Turrets
Option: Improved
dDmg: 2d x 50 (5) burn rad sur
Range: Long
sAcc: -2
Rcl: 1

3 Fixed-Mount 80cm Launchers
Option: 10MT Nuclear
dDmg: 8d x 10,000 burn ex rad sur (plus 6d x 20,000 cr ex in atmosphere)
Missile Shots: 150
sAcc: 4
Range: Extreme
Rcl: 1

Mid-Section Medium Battery 1 Breakdown:
3 300GJ Particle Beam Turrets
Option: Improved
dDmg: 3d x 50 (5) burn rad sur
Range: Long
sAcc: -2
Rcl: 1

Mid-Section Medium Battery 2 Breakdown:
3 300GJ Particle Beam Turrets
Option: Improved
dDmg: 3d x 50 (5) burn rad sur
Range: Long
sAcc: -2
Rcl: 1

Mid-Section Secondary Battery Breakdown:
10 100GJ Particle Beam Turrets
Option: Improved
dDmg: 2d x 50 (5) burn rad sur
Range: Long
sAcc: -2
Rcl: 1

Mid-Section Tertiary Battery Breakdown:
30 300MJ Particle Beam Turrets
Option: Improved
Option: Very Rapid Fire
dDmg: 3d x 5 (5) burn rad sur
Range: Short
sAcc: -3
Rcl: 1

Aft Secondary Battery Breakdown:
7 100 GJ Particle Beam Turrets
Option: Improved
dDmg: 2d x 50 (5) burn rad sur
Range: Long
sAcc: -2
Rcl: 1

3 Fixed-Mount 80cm Launchers
Option: 10MT Nuclear
dDmg: 8d x 10,000 burn ex rad sur (plus 6d x 20,000 cr ex in atmosphere)
Missile Shots: 150
sAcc: 4
Range: Extreme
Rcl: 1

Habitat Breakdown:
Bunkrooms: 7,500 (7,500), full life support
Cabins: 800 (800), full life support
Luxury Cabins: 40 (80), full life support
Cells: 400 (400), full life support
Briefing Rooms: 200 (200)
Establishments: 400 (800)
Labs:
Science!: 200 (400), $6B
Offices: 500 (500)
Sickbays: 1,000 (1,000)
Steerage Cargo: 41,600 tons (8,320)

Minimum Crew:
Control Room: 60
Turret Gunners: 70
Technicians: 3,900
Medics: 100
---------------------
Total: 4,130

Luxury Cabins:
Admiral
Captain
First Officer
Second Officer
Chief Medical Officer
Chief Engineer
Quartermaster
Artillery Chief


Two massive ship designs in two days. People might think I'm planning a game or something. Or at least a setting. ;)

I admit I copied the habitat section from the Andromeda into the Black Widow, but for both ships I could not figure out how to actually split the habitats. I've got enough people space in both ships for six times the skeleton crew, or as much as twice the amount of crew a ship with three duty shifts would require. It's probably overkill.

Edit: Overhauled the layout to split the Weapons and Habitat breakdowns away from the sections.

Langy 07-22-2008 11:45 AM

Re: [Spaceships] New carrier design
 
For your habitats, you're missing the life support requirements. You should really consider giving the ships total life support - this doubles the size of all cabins/bunkrooms and will help with your excess-cabins problem.

Diomedes 07-22-2008 12:49 PM

Re: [Spaceships] New carrier design
 
The Andromeda's secondary battery, and all of the Black Widow's particle beams, should have -2 for sAcc, not -3 (+1 for greater than 300MJ). Also, I think you meant Cassiopeia as Andromeda's sister ship.

Phantasm 07-22-2008 05:00 PM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by Langy
For your habitats, you're missing the life support requirements. You should really consider giving the ships total life support - this doubles the size of all cabins/bunkrooms and will help with your excess-cabins problem.

*checks page 17 for the life support kits*

Yes, "total life support" doubles the space of all cabins and bunks, but it also pretty much indicates that the food is grown or manufactured on board the ship. Which is good if the ships were "stand-alone" vessels like one would find in Star Trek, complete with food replicators. The standard "full life support" that comes with the habitat suits my needs.

I probably should point out that I intended these vessels to be flagships of fleets which could have as high as fifty ships, once the tenders are included, not stand-alone craft. When you face off against an Andromeda or Black Widow, you don't just face off against these ships; you face off against these ships, three to six cruisers, a pair of strike carriers, eight to ten destroyers, a dozen or so frigates, and assorted other craft.

For those who may not know, tenders are supplementary craft which provide additional logistics support, such as storing food, fuel, ammunition, spare parts, and other sundry items that the ships may not have the cargo space for. No modern-day fleet operates without them.

And besides, in the setting I'm designing these ships for, they don't have replicator technology, nor are there any places on board these warships to actually grow the food - I'm planning on additional ships dedicated to hydroponics farms and stem-cell meat plants - a so adding the "total life support" isn't actually supported or even desired.

Peter Knutsen 07-23-2008 07:41 PM

Re: [Spaceships] New carrier design
 
I think that in general, it is best to start with a "compact"-style writeup of the ship where each module gets a maximum of 2-3 lines, and then any modules needing further detail are detailed after the "compact" writeup.

Like this

Stats
(SM, DR, cost, and so forth)

Modules
FRONT
1 stuff
2 stuff
3 stuff
4 stuff
5 stuff
6 stuff
C stuff

MID
1 stuff
2 stuff
3 Weapons
4 Habitat
5 stuff
6 stuff

READ
1 Weapons
2 stuff
3 stuff
4 stuff
5 stuff
6 stuff
7 stuff

Weapons module 3/MID breakdown:
details
details
details
details
details

Habitat module 4/MID breakdown:
details
details
details
details
details


That way, it is much easier to see at-a-glance what the ship is about.

Ideally, only one line should be used per module, in the "compact" writeup, but I never followed that rule myself in those writeups that I have posted.

Phantasm 11-12-2008 11:28 AM

Re: [Spaceships] New carrier design
 
Baghdad-class Cruiser
Prior to the formation of the Colonial Defense Alliance, the Arabian Empire's space fleet was regarded as the most powerful of the human fleets operating in and around the Sol system. The power of Arabia's fleet was due in no small part to their cruisers, which prior to the development of the Black Widow and Andromeda classes were the most heavily armed and armored ships in existance.

TL: 11^
dST/HP: 700
Hnd/SR: -3/5
HT: 13
Move: 2G/c
LWt: 1,000,000
Load: 92,813
SM: +14 (1,500 ft)
Occ: 11,130ASV
dDR: 300
Range: 1x
Cost: $126.9B
Notes:
Streamlined: No
Nationality of Origin: Arabian Empire

Front:
[1] Armor, Advanced Metallic Laminate; dDR 150, $6B
[2] Armor, Advanced Metallic Laminate; dDR 150, $6B
[3] Control Room; Complexity 12, Comm/Sensor 14, Control Stations 40, 100 Workspaces, $2B
[4] Tactical Array; Level 16, 100 Workspaces, $2B
[5] Habitat; 6,000 cabins, 100 Workspaces, $1B
[6!] Weapon, Secondary Battery; 100 Workspaces, $6B

Middle:
[1] Armor, Advanced Metallic Laminate; dDR 150, $6B
[2] Armor, Advanced Metallic Laminate; dDR 150, $6B
[3] Cargo Hold; 50 kt
[4] Weapons, Medium Battery; 100 Workspaces, $6B
[5] Weapons, Medium Battery; 100 Workspaces, $6B
[6!] Weapons, Secondary Battery; 100 Workspaces, $6B
[core] Power Plant, Antimatter; 4PP, 20 years endurance, 100 Workspaces, $20B

Rear:
[1] Armor, Advanced Metallic Laminate; dDR 150, $6B
[2] Armor, Advanced Metallic Laminate; dDR 150, $6B
[3] Hangar Bay; 30 kt Capacity, Launch Rate 2kt; 100 Workspaces, $100M
[4!] Hot Reactionless Engine; 2G accel, 100 Workspaces, $3B
[5!] Stardrive; 100 Workspaces, $10B
[6!] Weapons, Tertiary Battery; 100 Workspaces, $6B
[core] Power Plant, Antimatter; 4PP, 20 years endurance, 100 Workspaces, $20B

Design Features:
Artificial Gravity; $1B

Forward Secondary Battery Breakdown:
10 30GJ Particle Beam Turrets
Option: Improved
dDmg: 6d x 10 (5) burn rad sur
Range: Short/Long
sAcc: -2
Rcl: 1

Mid-Section Medium Battery 1 Breakdown:
3 Fixed-Mount 80cm Launchers
Option: 10MT Nuclear
dDmg: 8d x 10,000 burn ex rad sur (plus 6d x 20,000 cr ex in atmosphere)
Range: Extreme
sAcc: 4
Rcl: 1
Missile Shots: 150

Mid-Section Medium Battery 2 Breakdown:
3 Fixed-Mount 80cm Launchers
Option: 10MT Nuclear
Missile Shots: 150
dDmg: 8d x 10,000 burn ex rad sur (plus 6d x 20,000 cr ex in atmosphere)
Range: Extreme
sAcc: 4
Rcl: 1
Missile Shots: 150

Mid-Section Secondary Battery Breakdown:
10 30GJ Particle Beam Turrets
Option: Improved
dDmg: 6d x 10 (5) burn rad sur
Range: Short/Long
sAcc: -2
Rcl: 1

Aft Tertiary Battery Breakdown:
30 100MJ Particle Beam Turrets
Option: Improved
Option: Very Rapid Fire
dDmg: 2d x 5 (5) burn rad sur
Range: Short
sAcc: -3
Rcl: 1

Habitat Breakdown:
Bunkrooms: 2,500 (2,500), full life support
Cabins: 250 (250), full life support
Luxury Cabins: 15 (30), full life support
Cells: 150 (150), full life support
Briefing Rooms: 60 (60)
Establishments: 130 (260)
Labs:
Science!: 60 (120); $1.8B
Offices: 150 (150)
Sickbays: 350 (350)
Steerage Cargo: 11,700 tons (2,340)

Minimum Crew:
Control Room: 40
Turret Gunners: 50
Technicians: 1,300
Medics: 35
---------------------
Total: 1,425

Luxury Cabins:
Commodore
Captain
First Officer
Second Officer
Chief Medical Officer
Chief Engineer
Quartermaster

Phantasm 11-12-2008 11:33 AM

Re: [Spaceships] New carrier design
 
Korolev-class Strike Carrier
The Korolev-class strike carrier was Russia's premier carrier design during the Glrrü War. While designed to carry 50 kilotons worth of smaller craft, the carrier also boasts powerful weaponry capable of damaging much larger ships and stations.

The Korolev can carry between 500 and 1,660 fighters; its usual complement is around 250 fighters, with the rest of the bay reserved for additional larger support craft.

Russia also uses the Korolev-class carrier as a marine transport. In this role, the majority of the fighters are replaced by larger dropships and assault transports, not counting the armored vehicles used by the marines.

TL: 11^
dST/HP: 500
Hnd/SR: -3/5
HT: 13
Move: 2G/c
LWt: 300,000
Load: 69,212
SM: +13 (900 ft)
Occ: 3,620ASV
dDR: 100
Range: 1x
Cost: $27.25B
Notes:
Streamlined: No
Nationality of Origin: Russia

Front:
[1] Armor, Advanced Metallic Laminate; dDR 100, $600M
[2] Control Room; Complexity C11, Comm/Sensor 13, 30 Control Stations, 30 Workspaces, $600M
[3] Habitat; 2,000 Cabins, 30 Workspaces, $300M
[4] Hangar Bay; 10 kt Capacity, Launch Rate 1 kt, 30 Workspaces, $30M
[5!] Weapon, Medium Battery; 30 Workspaces, $1.5B
[6!] Weapon, Medium Battery; 30 Workspaces, $1.5B

Middle:
[1] Armor, Advanced Metallic Laminate; dDR 100, $600M
[2] Hangar Bay; 10 kt Capacity, Launch Rate 1 kt, 30 Workspaces, $30M
[3] Hangar Bay; 10 kt Capacity, Launch Rate 1 kt, 30 Workspaces, $30M
[4] Hangar Bay; 10 kt Capacity, Launch Rate 1 kt, 30 Workspaces, $30M
[5!] Weapon, Secondary Battery; 30 Workspaces, $1.5B
[6!] Weapon, Tertiary Battery; 30 Workspaces, $1.5B
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 30 Workspaces, $6B

Rear:
[1] Armor, Advanced Metallic Laminate; dDR 100, $600M
[2] Cargo Hold; 15 kt
[3] Hangar Bay; 10 kt Capacity, Launch Rate 1 kt, 30 Workspaces, $30M
[4!] Hot Reactionless Engine; 2G accel, 30 Workspaces, $1B
[5!] Stardrive; 30 Workspaces, $3B
[6!] Weapon, Tertiary Battery; 30 Workspaces, $1.5B
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 30 Workspaces, $6B

Design Features:
Artificial Gravity, $300M

Forward Medium Battery 1 Breakdown:
3 30GJ Particle Beam Turrets
Option: Improved
dDmg: 6d x 10 (5) burn rad sur
Range: Short/Long
sAcc: -2
Rcl: 1

Forward Medium Battery 2 Breakdown:
2 30GJ Particle Beam Turrets
Option: Improved
dDmg: 6d x 10 (5) burn rad sur
Range: Short/Long
sAcc: -2
Rcl: 1

1 Fixed-Mount 64cm Launcher
Option: 2.5MT Nuclear
dDmg: 8d x 5,000 burn ex rad sur (plus 6d x 5,000 cr ex in atmosphere)
Range: Extreme
sAcc: 4
Rcl: 1

Mid-Section Secondary Battery Breakdown:
8 10GJ Particle Beam Turrets
Option: Improved
dDmg: 4d x 10 (5) burn rad sur
Range: Short/Long
sAcc: -2
Rcl: 1

2 Fixed-Mount 56cm Launchers
Option: 100KT Nuclear
dDmg: 8d x 1,000 burn ex rad sur (plus 6d x 2,000 cr ex in atmosphere)
Range: Extreme
sAcc: 4
Rcl: 1

Mid-Section Tertiary Battery Breakdown:
30 30MJ Particle Beam Turrets
Option: Improved
Option: Very Rapid Fire
dDmg: 6d (5) burn rad sur
Range: Close/Short
Rcl: 1

Aft Tertiary Battery Breakdown:
30 30MJ Particle Beam Turrets
Option: Improved
Option: Very Rapid Fire
dDmg: 6d (5) burn rad sur
Range: Close/Short
Rcl: 1

Habitat Breakdown:
Bunkrooms: 750 (750), full life support
Cabins: 200 (200), full life support
Luxury Cabins: 10 (20), full life support
Cells: 50 (50), full life support
Briefing Rooms: 20 (20)
Labs:
Science!: 20 (40), $600M
Offices: 50 (50)
Sickbays: 100 (100)
Steerage Cargo: 3,850 tons (770)

Minimum Crew:
Control Room: 30
Turret Gunners: 73
Ship Technicians: 330
Hangar Technicians: 150
Medics: 10
-----------------------
Total: 613

Luxury Cabins:
Captain
First Officer
Second Officer
Chief Medical Officer
Chief Engineer
Commander Air Group
Marine Commander

Phantasm 11-12-2008 11:37 AM

Re: [Spaceships] New carrier design
 
Xia-class Escort Carrier
Unlike several other nations, China did not donate their best ships to the Colonial Defense Force. The craft they did donate, however, has proven its worth in the role it has been given: providing a rapid response fighter cover screen in an escort role.

The bulk of the Xia-class carrier has been dedicated to supporting the flight wing. The standard complement is around 240 fighters, supplemented by various larger craft; it can carry between 270 and 900 fighters of various sizes.

TL: 11^
dST/HP: 300
Hnd/SR: -2/5
HT: 13
Move: 2G/c
LWt: 100,000
Load: 32,649
SM: +12 (600 ft)
Occ: 1,490ASV
dDR: 100
Range: 1x
Cost: $7.39B
Notes: Light Force Screen provides dDR 300
Streamlined: No
Nationality of Origin: China

Front:
[1] Armor, Nanocomposite; dDR 100, $500M
[2] Control Room; Complexity 11, Comm/Sensor 12, 20 Control Stations, 10 Workspaces, $200M
[3] Hangar Bay; 3 kt Capacity, Launch Rate 500 t, 10 Workspaces, $10M
[4] Hangar Bay; 3 kt Capacity, Launch Rate 500 t, 10 Workspaces, $10M
[5] Hangar Bay; 3 kt Capacity, Launch Rate 500 t, 10 Workspaces, $10M
[6] Hangar Bay; 3 kt Capacity, Launch Rate 500 t, 10 Workspaces, $10M

Middle:
[1] Armor, Nanocomposite; dDR 100, $500M
[2] Habitat; 600 cabins, 10 Workspaces, $100M
[3] Hangar Bay; 3 kt Capacity, Launch Rate 500 t, 10 Workspaces, $10M
[4] Hangar Bay; 3 kt Capacity, Launch Rate 500 t, 10 Workspaces, $10M
[5] Hangar Bay; 3 kt Capacity, Launch Rate 500 t, 10 Workspaces, $10M
[6!] Weapons, Secondary Battery; 10 Workspaces, $600M
[core] Cargo Hold; 5kt

Rear:
[1] Armor, Nanocomposite; dDR 100, $500M
[2] Hangar Bay; 3 kt Capacity, Launch Rate 500 t, 10 Workspaces, $10M
[3] Hangar Bay; 3 kt Capacity, Launch Rate 500 t, 10 Workspaces, $10M
[4!] Light Force Screen; dDR 300, 10 Workspaces, $1.5B
[5!] Hot Reactionless Engine; 2G accel, 10 Workspaces, $300M
[6!] Stardrive; 10 Workspaces, $1B
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 10 Workspaces, $2B

Design Features:
Artificial Gravity; $100M

Design Switches:
Adjustable Force Screen

Mid-Section Secondary Battery Breakdown:
10 30MJ Particle Beam Turrets
Option: Improved
Option: Very Rapid Fire
dDmg: 6d (5) burn rad sur
Range: Close/Short
sAcc: -3
Rcl: 1

Habitat Breakdown:
Bunkrooms: 300 (300), full life support
Cabins: 100 (100), full life support
Luxury Cabins: 5 (10), full life support
Cells: 20 (20), full life support
Briefing Rooms: 30 (30)
Offices: 10 (10)
Sickbays: 30 (30)
Steerage Cargo: 500 tons (100)

Minimum Crew:
Control Room: 20
Turret Gunners: 10
Ship Technicians: 70
Hangar Technicians: 90
Medics: 3
----------------------
Total: 190

Luxury Cabins:
Captain
First Officer
Chief Engineer
Chief Medical Officer
Commander Air Group

Phantasm 11-12-2008 11:40 AM

Re: [Spaceships] New carrier design
 
Gada-class Destroyer
India has long prefered to build larger numbers of smaller ships to protect their colonial interests, as opposed to the larger vessels favored by the other nations. Due to this school of thought, the Gada-class was originally designated a cruiser; those donated to the Colonial Defense Forces have been reclassified as destroyers.

The Gada-class destroyer possesses a mix of long- and short-ranged weaponry, enabling it to hold its own against the cruisers and carriers fielded by rival nations. Furthermore, the craft is one of the few designs intended to operate inside an atmosphere, possessing both a streamlined frame and flight-stabilizing wings.

TL: 11^
dST/HP: 300
Hnd/SR: -2/5
HT: 13
Move: 2G/c
LWt: 100,000
Load: 5,000
SM: +12 (600 ft)
Occ: 1,490ASV
dDR: 100
Range: 1x
Cost: $16.31B
Notes: Force Shield gives dDR 300
Streamlined: Yes
Nationality of Origin: India

Air Performance:
Speed: 3,500 mph
Move: 20/1,750
Hnd/SR: +4/5

Front:
[1] Armor, Diamondoid; dDR 100, $1B
[2] Control Room; Complexity 11, Comm/Sensor 12, 20 Control Stations, 10 Workspaces, $200M
[3] Tactical Array; Level 14, 10 Workspaces, $1B
[4!] Weapons, Major Battery; 10 Workspaces, $600M
[5!] Weapons, Medium Battery; 10 Workspaces, $600M
[6] Weapons, Medium Battery; 10 Workspaces, $600M

Middle:
[1] Armor, Diamondoid; dDR 100, $1B
[2] Cargo Hold; 5kt
[3] Habitat; 600 cabins, 10 Workspaces, $100M
[4!] Weapons, Medium Battery; 10 Workspaces, $600M
[5!] Weapons, Secondary Battery; 10 Workspaces, $600M
[6] Weapons, Secondary Battery; 10 Workspaces, $600M
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 10 Workspaces, $2B

Rear:
[1] Armor, Diamondoid; dDR 100, $1B
[2!] Contragrav Lifter; 10 Workspaces, $1B
[3!] Light Force Screen; dDR 300, 10 Workspaces, $1.5
[4] Hangar Bay; 3 kt Capacity, Launch Rate 500 t, 10 Workspaces, $10M
[5!] Hot Reactionless Engine; 2G accel, 10 Workspaces, $300M
[6!] Stardrive; 10 Workspaces, $1B
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 10 Workspaces, $2B

Design Features:
Artificial Gravity; $100M
Winged; $500M

Design Switches:
Adjustable Force Screen

Forward Major Battery Breakdown:
Single 30GJ Particle Beam Turret
Option: Improved
dDmg: 6d x 10 (5) burn rad sur
Range: Short/Long
sAcc: -2
Rcl: 1

Forward Medium Battery 1 Breakdown:
3 10GJ Particle Beam Turrets
Option: Improved
dDmg: 4d x 10 (5) burn rad sur
Range: Short/Long
sAcc: -2
Rcl: 1

Forward Medium Battery 2 Breakdown:
3 Fixed-Mount 56cm Missile Launchers
Option: 100KT Nuclear
dDmg: 8d x 1,000 burn ex rad sur (plus 6d x 2,000 cr ex in atmosphere)
Range: Extreme
sAcc: 4
Rcl: 1

Mid-Section Medium Battery Breakdown:
3 1GJ Particle Beam Turrets
Option: Improved
Option: Rapid-Fire
dDmg: 4d x 5 (5) burn rad sur
Range: Short
sAcc: -2
Rcl: 1

Mid-Section Secondary Battery 1 Breakdown:
10 30MJ Particle Beam Turrets
Option: Improved
Option: Very Rapid Fire
dDmg: 6d (5) burn rad sur
Range: Close/Short
sAcc: -3
Rcl: 1

Mid-Section Secondary Battery 2 Breakdown:
10 Fixed-Mount 48cm Missile Launchers
Option: 25KT Nuclear
dDmg: 4d x 1,000 burn rad sur (plus 3d x 1,000 cr ex)
Range: Extreme
sAcc: 4
Rcl: 1

Habitat Breakdown:
Bunkrooms: 300 (300), full life support
Cabins: 100 (100), full life support
Luxury Cabins: 5 (10), full life support
Cells: 20 (20), full life support
Briefing Rooms: 10 (10)
Offices: 10 (10)
Sickbays: 30 (30)
Steerage Cargo: 600 tons (120)

Minimum Crew:
Control Room: 20
Turret Gunners: 17
Technicians: 150
Medics: 3
------------------
Total: 190

Phantasm 11-12-2008 11:42 AM

Re: [Spaceships] New carrier design
 
Einherjar-class Marine Transport
In the past, marine transports were generally other ships, commonly carriers, that had been refitted to perform as a base ship from which marines could operate. The Generals of the Colonial Defense Force Marine Corps pushed for ships designed specifically for the marine transport role. The European Union ultimately provided the ideal ship: a carrier design which could operate in atmosphere as needed.

The Einherjar-class marine transport was named after those Norse warriors slain in battle who were chosen to dwell in Valhalla, spending their days fighting and their nights partying, all in preparation for Ragnarok, the final battle between good and evil. The Marine Corps found the name quite fitting.

TL: 11^
dST/HP: 300
Hnd/SR: -2/5
HT: 13
Move: 2G/c
LWt: 100,000
Load: 23,379
SM: +12 (600 ft)
Occ: 1,790ASV
dDR: 100
Range: 1x
Cost: $16.86B
Notes: Force Screen grants dDR 300
Streamlined: Yes
Nationality of Origin: European Union

Air Performance:
Speed: 3,500
Move: 20/1,750
Hnd/SR: +4/5

Front:
[1] Armor, Diamondoid; dDR 100, $1B
[2] Control Room; Complexity 11, Comm/Sensor 12, 20 Control Stations, 10 Workspaces, $200M
[3] Tactical Array; Level 14, 10 Workspaces, $1B
[4] Habitat; 600 cabins, 10 Workspaces, $100M
[5] Hangar Bay; 3 kt Capacity, Launch Rate 500 t, 10 Workspaces, $10M
[6] Hangar Bay; 3 kt Capacity, Launch Rate 500 t, 10 Workspaces, $10M

Middle:
[1] Armor, Diamondoid; dDR 100, $1B
[2] Hangar Bay; 3 kt Capacity, Launch Rate 500 t, 10 Workspaces, $10M
[3] Hangar Bay; 3 kt Capacity, Launch Rate 500 t, 10 Workspaces, $10M
[4] Hangar Bay; 3 kt Capacity, Launch Rate 500 t, 10 Workspaces, $10M
[5] Hangar Bay; 3 kt Capacity, Launch Rate 500 t, 10 Workspaces, $10M
[6!] Tertiary Battery; 10 Workspaces, $600M
[core] Cargo Hold; 5 kt

Rear:
[1] Armor, Diamondoid; dDR 100, $1B
[2!] Contragrav Lifter; 10 Workspaces, $1B
[3] Defensive ECM; 10 Workspaces, $1B
[4!] Light Force Screen; dDR 300, 10 Workspaces, $5B
[5!] Hot Reactionless Engine; 2G accel, $300M
[6!] Stardrive Engine; 10 Workspaces, $2B
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 10 Workspaces, $2B

Design Features:
Artificial Gravity; $100M
Winged; $500M

Design Switches:
Adjustable Force Screen

Mid-Section Tertiary Battery Breakdown:
30 10MJ Particle Beam Turrets
Option: Improved
Option: Very Rapid Fire
dDmg: 4d (5) burn rad sur
Range: Close/Short
sAcc: -3
Rcl: 1

Habitat Breakdown:
Bunkrooms: 400 (400), full life support
Cabins: 50 (50), full life support
Luxury Cabins: 5 (10), full life support
Cells: 20 (10), full life support
Briefing Rooms: 40 (40)
Offices: 20 (20)
Sickbays: 30 (30)
Steerage Cargo: 200 tons (40)

Minimum Crew:
Control Room: 20
Ship Technicians: 100
Hangar Technicians: 60
Medics: 3
----------------------
Total: 183

Phantasm 11-12-2008 11:47 AM

Re: [Spaceships] New carrier design
 
Roswell-class Frigate
Some have called the Roswell-class frigate an unsightly craft. It is a blocky ship designed strictly for escort purposes; it possesses a number of weapons along all sides, including its underside, which are designed to provide point-defense around larger craft. Some have stated that it lacks design aesthetics, resembling in many ways a brick with engines and gun turrets; it is not capable of maneuvering in atmosphere.

The Roswell-class frigate is an older design, easily mass-produced and possessing a very small crew when compared to other ships in the fleet. Its small crew generally means that it is commanded by a Commander rather than a Captain.

TL: 11^
dST/HP: 200
Hnd/SR: -2/5
HT: 13
Move: 2G/c
LWt: 30,000
Load: 2,776.2
SM: +11 (450 ft)
Occ: 362ASV
dDR: 100
Range: 1X
Cost: $4,443M
Notes: Force Screen grants dDR 200
Streamlined: No
Nationality of Origin: United States of America

Front:
[1] Armor, Nanocomposite; dDR 70, $150M
[2] Control Room; Complexity 10, Comm/Sensor 11, 15 Control Stations, 3 Workspaces, $60M
[3] Habitat; 200 cabins, 3 Workspaces, $30M
[4!] Weapon, Medium Battery; 3 Workspaces, $150M
[5!] Weapon, Secondary Battery; 3 Workspaces, $150M
[6!] Weapon, Secondary Battery; 3 Workspaces, $150M

Middle:
[1] Armor, Nanocomposite; dDR 70, $150M
[2] Cargo Hold; 1.5 kt
[3] Hangar Bay; 1 kt Capacity, Launch Rate 200 t, 3 Workspaces, $3M
[4!] Weapon, Secondary Battery; 3 Workspaces, $150M
[5!] Weapon, Secondary Battery; 3 Workspaces, $150M
[6!] Weapon, Secondary Battery; 3 Workspaces, $150M
[core] Power Plant, Antimatter; 4 PP, 3 Workspaces, $600M

Rear:
[1] Armor, Nanocomposite; dDR 70, $150M
[2] Defensive ECM; 3 Workspaces, #300M
[3!] Light Force Screen; dDR 200, 3 Workspaces, $500M
[4!] Hot Reactionless Engine; 2G accel, 3 Workspaces, $100M
[5!] Stardrive; 3 Workspaces, $300M
[6] Power Plant, Antimatter; 4 PP, 3 Workspaces, $600M
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 3 Workspaces, $600M

Design Features:
Artificial Gravity; $30M

Design Switches:
Adjustable Force Screen

Forward Medium Battery Breakdown:
1 3GJ Particle Beam Turret
Option: Improved
dDmg: 3d x 10 (5) burn rad sur
Range: Short/Long
sAcc: -2
Rcl: 1

2 Fixed-Mount 48cm Launchers
Missile Shots: 50
Option: 25KT Nuclear
dDmg: 4d x 1,000 burn rad sur (plus 3d x 1,000 cr ex in atmosphere)
Range: Extreme
sAcc: 4
Rcl: 1

Forward Secondary Battery 1 Breakdown:
10 1GJ Particle Beam Turrets
Option: Improved
dDmg: 4d x 5 (5) burn rad sur
Range: Short
sAcc: -2
Rcl: 1

Forward Secondary Battery 2 Breakdown:
10 100MJ Particle Beam Turrets
Option: Improved
Option: Rapid Fire
dDmg: 2d x 5 (5) burn rad sur
Range: Short
sAcc: -3
Rcl: 1

Mid-Section Secondary Battery 1 Breakdown:
10 1GJ Particle Beam Turrets
Option: Improved
dDmg: 4d x 5 (5) burn rad sur
Range: Short
sAcc: -2
Rcl: 1

Mid-Section Secondary Battery 2 Breakdown:
10 100MJ Particle Beam Turrets
Option: Improved
Option: Rapid Fire
dDmg: 2d x 5 (5) burn rad sur
Range: Short
sAcc: -3
Rcl: 1

Mid-Section Secondary Battery 3 Breakdown:
10 10MJ Particle Beam Turrets
Option: Improved
Option: Very Rapid Fire
dDmg: 4d (5) burn rad sur
Range: Close/Short
sAcc: -3
Rcl: 1

Habitat Breakdown:
Bunkrooms: 75 (75), full life support
Cabins: 20 (20), full life support
Luxury Cabins: 1 (2), full life support
Cells: 5 (5), full life support
Briefing Rooms: 10 (10)
Labs:
Science!: 5 (10); $300M
Offices: 10 (10)
Sickbays: 20 (20)
Steerage Cargo: 240 tons (48)

Minimum Crew:
Control Room: 15
Turret Gunners: 51
Technicians: 48
Medics: 2
------------------
Total: 116

Phantasm 11-12-2008 12:04 PM

Re: [Spaceships] New carrier design
 
Valkyrie-class Racker
The racker is a ship design which first saw use during the brief conflict which became known as the Glrrü War. Faced with the problems of rapidly launching fighters from a hangar deck at the start of a conflict, one enterprising captain came to the conclusion that a craft which could carry fighters on its hull would cut the time of launching the craft significantly. The first racker was simply a modified cargo tug; the term "racker" comes from the idea that it would be carrying "racks" of fighters on the outside.

One advantage of the racker is that it is able to speed rearming; by docking with a racker, whose crew manage the rearmament via servos, the fighter is able to return to the fray that much quicker.

The Valkyrie-class Racker is the newest racker design to emerge. The Valkyrie is able to carry six small or three medium-sized fighters on her hull. The design does have a few drawbacks. First, to save costs the designers used inferior armor plating; some craft have had the armor upgraded with more modern alloys. Second, the craft is unarmed, relying on its speed, ECM, and force screen for defense.

The Valkyrie is a sub-light craft, usually operating from larger carriers and space stations. Other racker models may sacrifice engine power to permit them to enter hyperspace, although CDA regulations forbid this practice among its own forces due to the effects that traveling through hyperspace may have on the fighter pilots' minds. (There normally isn't enough room on board racker designs for the fighter pilots to sit during hyperspace transits, unlike on board the larger carrier designs, leaving them to experience the unsettling visual effects of hyperspace from their fighter cockpits.)

TL: 11^
dST/HP: 50
Hnd/SR: -1/5
HT: 12
Move: 6G/c
LWt: 1,000
Load: 150.4
SM: +8 (150 ft)
Occ: 4SV
dDR: 7
Cost: $56.6M
Notes: Force Screen gives dDR 70
Streamlined: Yes
Nationality of Origin: European Union

Front:
[1] Armor, Metallic Laminate; dDR 7, $1M
[2] Cargo Hold; 50 tons
[3] Defensive ECM; 0 Workspaces, $10M
[4] External Clamp; $100K
[5] External Clamp; $100K
[6] External Clamp; $100K
[core] Control Room; Complexity 9, Comm/Sensor 8, 4 Control Stations, 0 Workspaces, $2M

Middle:
[1] Armor, Metallic Laminate; dDR 7, $1M
[2] Cargo Hold; 50 tons
[3] Cargo Hold; 50 tons
[4] External Clamp; $100K
[5] External Clamp; $100K
[6] External Clamp; $100K

Rear:
[1] Armor, Metallic Laminate; dDR 7, $1M
[2] Defensive ECM; 0 Workspaces, $10M
[3!] Light Force Screen; dDR 70, $15M
[4!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $3M
[5!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $3M
[6!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $3M
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 0 Workspaces, $6M

Design Features:
Gravatic Compensation; $1M

Design Switches:
Adjustable Force Screen

Crew:
Control Room: 4

Phantasm 11-12-2008 12:08 PM

Re: [Spaceships] New carrier design
 
Merciful Angel-class Medical Ship
The Merciful Angel-class ship is a medium-sized ship designed as a mobile hospital. Interstellar treaties protect medical ships from being targeted during combat; however, ships without escorts are often targeted by pirates because of their light armor and lack of weaponry.

TL: 11^
dST/HP: 150
Hnd/SR: -2/5
HT: 13
Move: 2G/c
LWt: 10,000
Load: 1,018
SM: +10 (300 ft)
Occ: 280ASV+400SV
dDR: 15
Range: x1
Cost: $566M
Notes: Light Force Screen grants dDR 150.
Streamlined: No.
Nationality of Origin:

Front:
[1] Armor, Light Alloy; dDR 15, $5M
[2] Habitat; 60 Cabins, 1 Workspace, $10M
[3] Habitat; 60 Cabins, 1 Workspace, $10M
[4] Habitat; 60 Cabins, 1 Workspace, $10M
[5] Habitat; 60 Cabins, 1 Workspace, $10M
[6] Habitat; 60 Cabins, 1 Workspace, $10M
[core] Control Room; Complexity 10, Comm/Sensor 10, 10 Control Stations, 1 Workspace, $20M

Middle:
[1] Armor, Light Alloy; dDR 15, $5M
[2] Habitat; 60 Cabins, 1 Workspace, $10M
[3] Habitat; 60 Cabins, 1 Workspace, $10M
[4] Habitat; 60 Cabins, 1 Workspace, $10M
[5] Habitat; 60 Cabins, 1 Workspace, $10M
[6] Habitat; 60 Cabins, 1 Workspace, $10M

Rear:
[1] Armor, Light Alloy; dDR 15, $5M
[2!] Light Force Screen; dDR 150, 1 Workspace, $150M
[3] Cargo Hold; 500 tons
[4] Hangar Bay; Capacity 300 tons, Launch Rate 100 tons, 1 Workspace, $1M
[5!] Hot Reactionless Engine; 2G accel, 1 Workspace, $30M
[6!] Stardrive Engine; 1 Workspace, $100M
[core] Power Plant, Antimatter; 2 PP, 30 year endurance, 1 Workspace, $100M

Design Features:
Artificial Gravity; $10M

Design Switches:
Adjustable Force Screen

Habitat Breakdown:
Cabins: 120 (120)
Luxury Cabins: 20 (40)
Briefing Rooms: 5 (5)
Labs: 20 (20)
Biology: 5
Chemistry: 5
Pharmacy: 10
Offices: 10 (10)
Sickbays: 400 (400), $40M
Steerage Cargo: 25 tons (5)

Minimum Crew:
Control Room: 10
Technicians: 16
Medics: 40
----------------
Total: 66

Luxury Cabins:
Captain
First Officer
Second Officer
Chief Engineer
Chief Medical Officer

Phantasm 11-12-2008 12:11 PM

Re: [Spaceships] New carrier design
 
Apollo-class Research Vessel
While the Greek god Apollo is primarily known as the "god of light" (and often mistakenly called the "sun god"), he was also the god of science and medicine, among other duties. The Apollo-class science vessel is designed for research and development in both science and medicine. For the fifty years that the Apollo-class has been on the market, more scientific and medical breakthroughs have come from their research than from planet-side or even station-based research facilities.

In addition to the scientific laboratories on board the vessels, the vessels are also used to explore outside of the Sol Sector, scouting out possible colony worlds, and studying the universe in general. They often operate alone, but can be found in a limited number among the Colonian Defense Alliance fleet.

TL: 11^
dST/HP: 200
Hnd/SR: -2/5
HT: 13
Move: 2G/c
LWt: 30,000
Load: 3,110
SM: +11 (450 ft)
Occ: 1,600ASV
dDR: 20
Range: x1
Cost: $4.538B
Notes: Light Force Screen grants dDR 200
Streamlined: No
Nationality of Origin: Greece

Front:
[1] Armor, Light Alloy; dDR 20, $15M
[2] Science Comm/Sensor Array; Level 13, 3 Workspaces, $60M
[3] Nanofactory; $1.5M/hr, 150 lbs/hr, 3 Workspaces, $1.5B
[4] Habitat; 200 cabins, 3 Workspaces, $30M
[5] Habitat; 200 cabins, 3 Workspaces, $30M
[6] Habitat; 200 cabins, 3 Workspaces, $30M
[core] Control Room; Complexity 10, Comm/Sensor 11, 15 Control Stations, 3 Workspaces, $60M

Middle:
[1] Armor, Light Alloy; dDR 20, $15M
[2] Habitat; 200 cabins, 3 Workspaces, $30M
[3] Habitat; 200 cabins, 3 Workspaces, $30M
[4] Habitat; 200 cabins, 3 Workspaces, $30M
[5] Habitat; 200 cabins, 3 Workspaces, $30M
[6] Habitat; 200 cabins, 3 Workspaces, $30M

Rear:
[1] Armor, Light Alloy; dDR 20, $15M
[2] Cargo Bay; 1.5 kt
[3!] Light Force Screen; dDR 200, 3 Workspaces, $500M
[4] Hangar Bay; Capacity 1,000 tons, Launch Rate 200 tons, 3 Workspaces, $3M
[5!] Hot Reactionless Engine; 2G accel, 3 Workspaces, $100M
[6!] Stardrive Engine; 3 Workspaces, $300M
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 3 Workspaces, $200M

Design Features:
Artificial Gravity; $30M

Design Switches:
Adjustable Force Screen

Habitat Breakdown:
Bunkrooms: 50 (50), full life support
Cabins: 600 (600), full life support
Luxury Cabins: 100 (200), full life support
Labs: 600 (600)
Biology: 100, $100M
Chemistry: 100, $100M
Geology: 100, $100M
Metallurgy: 100, $100M
Pharmacy: 100, $100M
Physics: 100, $1B
Offices: 10 (10)
Sickbays: 50 (50)
Steerage Cargo: 450 tons (90)

Minimum Crew:
Control Room: 15
Technicians: 48
Scientists: 600
Medics: 5
-----------------
Total: 668

Phantasm 11-12-2008 12:16 PM

Re: [Spaceships] New carrier design
 
Hephaestus-class Factory Ship
The Hephaestus-class factory ship is a craft designed to provide spare parts and the occasional custom-built item using high-performance nanotechnology while operating away from resupply bases.

These craft are generally unarmed and lightly armored, relying primarily on its force screen for protection; some militaries replace some of the factory modules with batteries of point-defense weaponry, while others increase the quality of the armor to much stronger materials - often using the ship itself to manufacture its armor.

These craft are often paired with bulk freighters to provide additional raw materials, with light freighters handling the transfer of goods between the factory ship and the other ships in the vicinity.

TL: 11^
dST/HP: 300
Hnd/SR: -2/5
HT: 14
Move: 2G/c
LWt: 100,000
Load: 14,446
SM: +12 (600 ft)
Occ: 960ASV
dDR: 20
Range: x1
Cost: $39.36B
Notes: Light Force Screen grants dDR 300.
Streamlined: No
Nationality of Origin: Greece

Front:
[1] Armor, Light Alloy; dDR 20, $50M
[2] Control Room; Complexity 11, Comm/Sensor 12, 20 Control Stations, 10 Workspaces, $200M
[3] Habitat; 600 cabins, 10 Workspaces, $100M
[4] Cargo Hold; 5 kt
[5!] Factory, Nanofactory; $5M/hr, 500 lbs/hr, 10 Workspaces, $5B
[6!] Factory, Nanofactory; $5M/hr, 500 lbs/hr, 10 Workspaces, $5B

Middle:
[1] Armor, Light Alloy; dDR 20, $50M
[2] Cargo Hold; 5 kt
[3!] Factory, Nanofactory; $5M/hr, 500 lbs/hr, 10 Workspaces, $5B
[4!] Factory, Nanofactory; $5M/hr, 500 lbs/hr, 10 Workspaces, $5B
[5!] Factory, Nanofactory; $5M/hr, 500 lbs/hr, 10 Workspaces, $5B
[6!] Factory, Nanofactory; $5M/hr, 500 lbs/hr, 10 Workspaces, $5B
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 10 Workspaces, $2B

Rear:
[1] Armor, Light Alloy; dDR 20, $50M
[2!] Light Force Screen; dDR 300, 10 Workspaces, $1.5B
[3] Hangar Bay; Capacity 3,000 t, Launch Rate 500 t, 10 Workspaces, $10M
[4!] Hot Reactionless Engine; 2G accel, 10 Workspaces, $300M
[5!] Stardrive Engine; 10 Workspaces, $1B
[6] Power Plant, Antimatter; 4 PP, 20 year endurance, 10 Workspaces, $2B
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 10 Workspaces, $2B

Design Features:
Artificial Gravity; $100M

Design Switches:
Adjustable Force Screen

Habitat Breakdown:
Bunkrooms: 200 (200), full life support
Cabins: 50 (50), full life support
Luxury Cabins: 10 (20), full life support
Cells: 10 (10), full life support
Offices: 20 (20)
Sickbays: 30 (30)
Steerage Cargo: 1,350 tons (270)

Minimum Crew:
Control Room: 20
Technicians: 150
Medics: 3
----------------
Total: 175

Phantasm 11-12-2008 12:18 PM

Re: [Spaceships] New carrier design
 
Alchemist-class Refinery Ship
Some would call this ship poorly named; others would say the name is fitting, given its profile. These are ships intended to turn organic waste products into crude petroleum so the factory ships can use it for plastics, and to process breathable air (mainly nitrogen and oxygen) from ice and other chemicals mined from smaller asteroids and comets.

TL: 11^
dST/HP: 200
Hnd/SR: -2/5
HT: 13
Move: 2G/c
LWt: 30,000
Load: 8,979
SM: +11 (450 ft)
Occ: 290ASV
dDR: 20
Range: x1
Cost: $2.693B
Notes: Light Force Screen provides dDR 200
Streamlined: No
Nationality of Origin: Canada

Front:
[1] Armor, Light Alloy; dDR 20, $50M
[2] Control Room; Complexity 10, Comm/Sensor 11, 15 Control Stations, 3 Workspaces, $60M
[3] Habitat; 200 cabins, 3 Workspaces, $30M
[4] Cargo Hold; 1.5 kt
[5] Cargo Hold; 1.5 kt
[6] Cargo Hold; 1.5 kt

Middle:
[1] Armor, Light Alloy; dDR 20, $50M
[2!] Refinery; 500 t/hr, 3 Workspaces, $30M
[3!] Refinery; 500 t/hr, 3 Workspaces, $30M
[4!] Refinery; 500 t/hr, 3 Workspaces, $30M
[5!] Refinery; 500 t/hr, 3 Workspaces, $30M
[6] Cargo Hold; 1.5 kt
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 3 Workspaces, $200M

Rear:
[1] Armor, Light Alloy; dDR 20, $50M
[2] Cargo Hold; 1.5 kt
[3!] Light Force Screen; dDR 200, 3 Workspaces, $1.5B
[4] Hangar Bay; Capacity 1000 t, Launch Rate 300 t, 3 Workspaces, $3M
[5!] Hot Reactionless Engine; 2G accel, 3 Workspaces, $100M
[6!] Stardrive Engine; 3 Workspaces, $300M
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 3 Workspaces, $200M

Design Features:
Artificial Gravity; $30M

Design Switches:
Adjustable Force Screen

Habitat Breakdown:
Bunkrooms: 50 (50), full life support
Cabins: 25 (25), full life support
Cells: 10 (10), full life support
Offices: 10 (10)
Sickbays: 15 (15)
Steerage Cargo: 450 tons (90)

Minimum Crew:
Control Room: 15
Technicians: 36
Medics: 2
----------------
Total: 53

Phantasm 11-12-2008 12:20 PM

Re: [Spaceships] New carrier design
 
Ceres-class Hydroponics Vessel
Named after the Roman goddess of agriculture, this craft is used to grow fresh grains, fruits, and vegetables for fleets of other ships, military and civilian, that don't have the capacity to do so themselves. This craft is among the largest of the hydroponics vessels in existance; others exist that are smaller. (In game terms, scale dDR, crew, and price proportionate to the lesser SM.)

TL: 11^
dST/HP: 500
Hnd/SR: -3/5
HT: 13
Move: 2G/c
LWt: 300,000
Load: 46,420
SM: +13 (900 ft)
Occ: 2200ASV
dDR: 50
Range: x1
Cost: $7.225B
Notes:
Streamlined: No
Nationality of Origin: Italy

Front:
[1] Armor, Light Alloy; dDR 50, $150M
[2] Habitat; 2,000 cabins, 30 Workspaces, $300M
[3] Open Space; 50 areas, 30 technicians, $5M
[4] Open Space; 50 areas, 30 technicians, $5M
[5] Open Space; 50 areas, 30 technicians, $5M
[6] Open Space; 50 areas, 30 technicians, $5M
[core] Control Room; Complexity 11, Comm/Sensor 13, 30 Control Stations, 30 Workspaces, $600M

Middle:
[1] Armor, Light Alloy; dDR 50, $150M
[2] Open Space; 50 areas, 30 technicians, $5M
[3] Open Space; 50 areas, 30 technicians, $5M
[4] Open Space; 50 areas, 30 technicians, $5M
[5] Open Space; 50 areas, 30 technicians, $5M
[6] Open Space; 50 areas, 30 technicians, $5M

Rear:
[1] Armor, Light Alloy; dDR 50, $150M
[2] Cargo Hold; 15 kt
[3] Cargo Hold; 15 kt
[4] Hangar Bay; Capacity 10 kt, Launch Rate 1 kt, 30 Workspaces, $30M
[5!] Hot Reactionless Engine; 2G accel, 30 Workspaces, $1B
[6!] Stardrive Engine; 30 Workspaces, $3B
[core] Power Plant, Antimatter; 1 PP, 35 year endurance, 30 Workspaces, $1.5B

Design Features:
Artificial Gravity; $300M

Habitat Breakdown:
Bunkrooms: 500 (500), full life support
Cabins: 50 (50), full life support
Luxury Cabins: 10 (20), full life support
Cells: 20 (20), full life support
Offices: 20 (20)
Sickbays: 150 (150)
Steerage Cargo: 6,200 tons (1,240)

Minimum Crew:
Control Room: 30
Technicians: 450
Medics: 15
----------------
Total: 495

Phantasm 11-12-2008 12:25 PM

Re: [Spaceships] New carrier design
 
Botany Bay-class Sleeper Ship
The Botany Bay-class is an older colony ship design no longer produced but still occasionally encountered beyond the settled 20 lightyear radius around Sol. Many of these ships are still not accounted for, and are believed to still be drifting at slow FTL speeds towards their target stars to create new settlements. Some of these trips are expected to last at least 100 years, even at faster-than-light speeds.

The ships are sleeper ships, with the colonists stored in cryogenic capsules, aging very slowly if at all. Most are programmed to wake up the crew once the ship drops out of hyperspace around their target star; the colonists will be woken up once the ship is in orbit around a suitable planet. In the event that no suitable planet is detected in the system, a new course is set and the craft re-enters hyperspace.

TL: 10^
dST/HP: 150
Hnd/SR: -1/5
HT: 13
Move: 1G/c
LWt: 10,000
Load: 2,871
SM: +10 (300 ft)
Occ: 60ASV
dDR: 20
Range: x0.5
Cost: $968M
Notes: 800 sleeper capsules
Streamlined: No.
Nationality of Origin: Australia

Front:
[1] Armor, Metallic Laminate; dDR 20, $10M
[2] Control Room; Complexity 9, Comm/Sensor 9, 10 Control Stations, 1 Workspace, $20M
[3] Science Comm/Sensor Array; Level 11, 1 Workspace, $100M
[4!] Factory, Robofac; $500K/hr, 50 lbs/hr, 1 Workspace, $500M
[5] Habitat; 60 cabins, 1 Workspace, $10M
[6] Habitat; 60 cabins, 1 Workspace, $10M

Middle:
[1] Armor, Metallic Laminate; dDR 20, $10M
[2] Habitat; 60 cabins, 1 Workspace, $10M
[3] Habitat; 60 cabins, 1 Workspace, $10M
[4] Habitat; 60 cabins, 1 Workspace, $10M
[5] Cargo Hold; 500 tons
[6] Cargo Hold; 500 tons
[core] Cargo Hold; 500 tons

Rear:
[1] Armor, Metallic Laminate; dDR 20, $10M
[2!] Hot Reactionless Engine; 1G accel, 1 Workspace, $10M
[3!] Stardrive Engine; 1 Workspace, $100M
[4] Cargo Hold; 500 tons
[5] Cargo Hold; 500 tons
[6] Cargo Hold; 500 tons
[core] Power Plant, Fusion; 2 PP, 200 year endurance, 1 Workspace, $100M

Design Features:
Artificial Gravity; $3M
Total Automation; $55M

Habitat Breakdown:
Cabins: 30 (30), full life support
Briefing Rooms: 10 (10)
Sickbays: 3 (3)
Sleeper Capsules: 800 (200)
Steerage Cargo: 285 tons (57)

Minimum Crew:
Control Room: 10
Medics: 1
----------------
Total: 11


I admit, I stole the name from ST:TOS. I figure that whoever the in-universe designer that named this ship had a sense of irony.

Phantasm 11-12-2008 12:36 PM

Re: [Spaceships] New carrier design
 
Okay, other than the bulk freighter and light freighter designs, this concludes my listing of "capital" ships. (The racker shouldn't qualify, but I threw it in anyways.)

Up next, once I get them hammered out, are my fighter designs, dropship, assault shuttle, personnel shuttle, SWACS craft, bomber, and cargo tug designs.

I'm holding off on the freighter designs for now, as I just picked up Spaceships 2, and wanted to compare them before finalizing things.

Thoughts on the ships I've posted so far?

fredtheobviouspseudonym 11-13-2008 11:28 PM

Cool! and thanks for the work done . . .
 
I always like seeing designers work on what in wet navies are called "yard" craft -- the runabouts, small tugs & minesweepers, the Harbour Defence Motor Launches, etc.

Why?

One, they're important to keeping the big ships going. Two, for any RPG, it's much more likely that Joe & Jane Player Character can scrounge up one small craft for a special mission than borrow the Admiral's flagship.

Read the late Edward <?> Stafford's book "Subchaser" for an example of the kinds of odd duties such a ship gets. IIRC the only thing he WASN'T doing was chasing subs.

Phantasm 11-14-2008 11:49 AM

Re: Cool! and thanks for the work done . . .
 
Quote:

Originally Posted by fredtheobviouspseudonym
I always like seeing designers work on what in wet navies are called "yard" craft -- the runabouts, small tugs & minesweepers, the Harbour Defence Motor Launches, etc.

Why?

One, they're important to keeping the big ships going. Two, for any RPG, it's much more likely that Joe & Jane Player Character can scrounge up one small craft for a special mission than borrow the Admiral's flagship.

Read the late Edward <?> Stafford's book "Subchaser" for an example of the kinds of odd duties such a ship gets. IIRC the only thing he WASN'T doing was chasing subs.

Those are coming, don't worry about it. I've actually had to look into some things for reducing craft to below SM +5 (I've got an SM +4 cargo tug in the works); I know I'd seen some on this forum, but my search-fu is weak.

Phantasm 11-14-2008 01:58 PM

Re: [Spaceships] New carrier design
 
And here are a few of the small craft I've come up with. This first one should be somewhat familiar, as I tried to develop a TL 9 version of it.

Novosibirsk-class Patrol Boat
The Nobosibirsk-class Patrol Boat is an ancient design, having been used continuously since the Human-Pondrur Wars of the 22nd and early 23rd Centuries. As technologies have advanced, the design has been upgraded. There are even rumors that some of the patrol boats donated to the CDA Fleet saw service in those ancient wars. Due to advances in propulsion, the fuel tanks that were prevalent in older models are no longer required; this permits the application of additional armor.

The CDA has adopted the Russian policy of requiring at least one crewman on duty at all times on board the craft. This requirement means that the crew must share bunks in the one bunkroom; the officer in charge of the craft, usually a Lt. Commander, does not get separate quarters from the rest of the crew. An automed is provided in case of injuries sustained while on patrol.

TL: 11^
dST/HP: 50
Hnd/SR: -1/5
HT: 13
Move: 4G/c
LWt: 300
Load: 15.5
SM: +7 (90 ft)
Occ: 4ASV+1SV
dDR: 60
Cost: $42.2M
Notes: Light Force Screen grants dDR 50
Streamlined: No
Nationality of Origin: Russia

Front:
[1] Armor, Diamoindoid; dDR 20, $3M
[2] Armor, Diamoindoid; dDR 20, $3M
[3] Armor, Diamoindoid; dDR 20, $3M
[4] Enhanced Array; Comm/Sensor 9, 0 Workspaces, $600K
[5] Habitat; 2 cabins, 0 Workspaces, $300K
[6] Weapons, Medium Battery; 0 Workspaces, $1.5M
[core] Control Room; Complexity 8, Comm/Sensor 7, 3 Control Stations, 0 Workspaces, $600K

Middle:
[1] Armor, Diamoindoid; dDR 20, $3M
[2] Armor, Diamoindoid; dDR 20, $3M
[3] Armor, Diamoindoid; dDR 20, $3M
[4] Cargo Hold; 15 tons
[5!] Light Force Screen; dDR 50; 0 Workspaces, $5M
[6] Weapons, Medium Battery; 0 Workspaces, $1.5M

Rear:
[1] Armor, Diamoindoid; dDR 20, $3M
[2] Armor, Diamoindoid; dDR 20, $3M
[2] Armor, Diamoindoid; dDR 20, $3M
[3] Engine Room; 1 Workspace, $100K
[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, $6M

Design Features:
Artificial Gravity; $300K
Gravatic Compensation; $300K

Design Switches:
Adjustable Force Screen

Forward Medium Battery Breakdown:
1 Fixed-Mount 30MJ Particle Beam Cannon
Option: Improved
dDmg: 6d (5) burn rad sur
Range: Close/Short
sAcc: -3
Rcl: 1

2 Fixed-Mount 24cm Missile Launchers
Missile Shots: 10
dDmg 6d x 6 (2) cr ex
Range: Long
sAcc: 3
Rcl: 1

Mid-Section Medium Battery Breakdown:
1 Turret with 3 3MJ Particle Beam Cannon
Option: Improved
Option: Rapid Fire
dDmg: 3d (5) burn rad sur
Range: Close/Short
sAcc: -3
Rcl: 1

Habitat Breakdown:
Bunkrooms: 1 (1), full life support
Sickbays: 1 (1); automed; $100K

Crew:
Control Room: 3
Turret Gunners: 1
Technicians: 1
-----------------
Total: 5

Phantasm 11-14-2008 02:00 PM

Re: [Spaceships] New carrier design
 
ATR-4 Assault Shuttle
The ATR-4 Assault Shuttle was designed specifically for the Colonial Defense Alliance Marine Corps. It is intended to get a platoon of Marines close to a larger craft so they can board it and ferry them away once the boarding operations have been concluded.

Because its mission profile normally requires stealth, the ATR-4 has been outfitted with the latest in stealth technologies. While no CDA member nation has yet been able to produce a true "cloaking device", the craft is designed to simulate the effects with a stealthy hull, no exterior lighting, and the latest in electronic countermeasures. For more aggressive missions, some of its ECM may be sacrificed for weaponry, although it doesn't have the power to operate its engine at full power and operate its weapons at the same time when outfitted as such.

TL: 11^
dST/HP: 30
Hnd/SR: 0/4
HT: 12
Move: 6G/c
LWt: 100
Load: 3
SM: +6 (60 ft)
Occ: 2+28SV
dDR: 30
Cost: $13.26M
Notes: Light Force Screen provides dDR 30
Streamlined: No
Nationality of Origin: Colonial Defense Alliance

Front:
[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] Defensive ECM; $1M
[5] Defensive ECM; $1M
[6] Passenger Seating; 6 seats, $30K

Middle:
[1] Armor, Diamondoid; dDR 15, $1M
[2] Armor, Diamondoid; dDR 15, $1M
[3] External Clamp; $10K
[4] Passenger Seating; 6 seats, $30K
[5] Passenger Seating; 6 seats, $30K
[6] Passenger Seating; 6 seats, $30K
[core] Passenger Seating; 6 seats, $30K

Rear:
[1] Armor, Diamondoid; dDR 15, $1M
[2] Armor, Diamondoid; dDR 15, $1M
[3!] Light Force Screen; dDR 30, 0 Workspaces, $1.5M
[4!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $300K
[5!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $300K
[6!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $300K
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 0 Workspaces, $2M

Design Features:
Stealth Hull; Detection -10, $500K

Design Switches:
Adjustable Force Screen

Crew:
Control Room: 2
Passengers: 28

Phantasm 11-14-2008 02:03 PM

Re: [Spaceships] New carrier design
 
DR-9 Dropship
The DR-9 Dropship is a common design seen throughout the various military forces of the Sol Sector. Its role is simple: rapidly transport infantry, mechanized infantry, armored cavalry, and mobile artillery to a planetary surface under combat conditions.

TL: 11^
dST/HP: 70
Hnd/SR: -1/5
HT: 12
Move: 4G/c
LWt: 1,000
Load: 206.7
SM: +8 (150 ft)
Occ: 7+60SV
dDR: 10
Cost: $123.3M
Notes: Light Force Screen gives dDR 70
Streamlined: Yes
Nationality of Origin: Various

Air Performance:
Speed: 5,000 mph
Move: 40/2,500
Hnd/SR: +5/5

Front:
[1] Armor, Advanced Metallic Laminate; dDR 10, $2M
[2] Control Room; Comlexity 9, Comm/Sensor 7, 4 Control Stations, 0 workspaces, $2M
[3] Defensive ECM; 0 Workspaces, $10M
[4] Cargo Hold; 50 tons
[5!] Weapons, Medium Battery; 0 Workspaces, $6M
[6!] Weapons, Medium Battery; 0 Workspaces, $6M

Middle:
[1] Armor, Advanced Metallic Laminate; dDR 10, $2M
[2] Cargo Hold; 50 tons
[3] Cargo Hold; 50 tons
[4] Cargo Hold; 50 tons
[5] Defensive ECM; 0 Workspaces, $10M
[6] Passenger Seating; 60 seats, $300K
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 0 Workspaces, $20M

Rear:
[1] Armor, Advanced Metallic Laminate; dDR 10, $2M
[2!] Contragrav Lifter; 0 Workspaces, $10M
[3] Defensive ECM; 0 Workspaces, $10M
[4!] Light Force Screen; dDR 70, $15M
[5!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $3M
[6!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $3M
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 0 Workspaces, $20M

Design Features:
Winged; $1M
Gravatic Compensation; $1M

Design Switches:
Adjustable Force Screen

Forward Medium Battery 1 Breakdown:
3 Fixed-Mount 10MJ Particle Beam Cannon
Option: Improved
Option: Rapid Fire
dDmg: 4d (5) burn rad sur
Range: Short
sAcc: -3
Rcl: 1

Forward Medium Battery 2 Breakdown:
3 1MJ Particle Beam Turrets
Option: Improved
Option: Very Rapid Fire
dDmg: 2d (5) burn rad sur
Range: Close/Short
sAcc: -3
Rcl: 1

Minimum Crew:
Control Room: 4
Turret Gunners: 3
Passengers: 60

Phantasm 11-14-2008 02:06 PM

Re: [Spaceships] New carrier design
 
STL-33 Personnel Shuttle
The STL-33 Personnel Shuttle is a small craft designed to ferry people between ships, stations, and planetary surfaces. The craft is not FTL-capable, although some militaries have been known to add a small hyperdrive system, sacrificing personnel space.

The shuttle is designed to be cheaply mass-produced; as such, it doesn't possess much in the way of advanced armor or weapon systems. Most shuttles in military service are escorted by fighters, although many have been refitted with better armor.

TL: 11^
dST/HP: 50
Hnd/SR: 0/4
HT: 12
Move: 6G/c
LWt: 100
Load: 5.6
SM: +6 (60 ft)
Occ: 2+54SV
dDR: 2
Cost: $13.85M
Notes: Light Force Screen gives dDR 30
Streamlined: Yes
Nationality of Origin: Various

Air Performance:
Speed: 6,100
Move: 60/3,050
Hnd/SR: +5/5

Front:
[1] Armor, Light Alloy; dDR 2, $50K
[2] Control Room; Complexity 8, Comm/Sensor 6, 2 Control Stations, 0 Workspaces, $200K
[3] Passenger Seating; 6 seats, $100K
[4] Passenger Seating; 6 seats, $100K
[5] Passenger Seating; 6 seats, $100K
[6] Passenger Seating; 6 seats, $100K

Middle:
[1] Armor, Light Alloy; dDR 2, $50K
[2] Passenger Seating; 6 seats, $100K
[3] Passenger Seating; 6 seats, $100K
[4] Passenger Seating; 6 seats, $100K
[5] Passenger Seating; 6 seats, $100K
[6] Passenger Seating; 6 seats, $100K
[core] Power Plant, Antimatter; 3 PP, 25 year endurance, 0 Workspaces, $4.5M

Rear:
[1] Armor, Light Alloy; dDR 2, $50K
[2!] Contragrav Lifter; 0 Workspaces, $1M
[3!] Light Force Screen; dDR 30, 0 workspaces, $1.5M
[4!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $300K
[5!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $300K
[6!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $300K
[core] Power Plant, Antimatter; 3 PP, 25 year endurance, 0 Workspaces, $4.5M

Design Features:
Artificial Gravity; $100K
Gravatic Compensation; $100K

Design Switches:
Adjustable Force Screen

Crew:
Control Room: 2
Passengers: 54

Phantasm 11-14-2008 02:08 PM

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

Phantasm 11-14-2008 02:11 PM

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

Phantasm 11-14-2008 02:13 PM

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

Phantasm 11-14-2008 02:17 PM

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

Phantasm 11-14-2008 02:20 PM

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

Phantasm 11-14-2008 02:21 PM

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

Phantasm 11-14-2008 02:24 PM

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.

Phantasm 11-14-2008 04:45 PM

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

Phantasm 11-14-2008 04:48 PM

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.

trechriron 11-14-2008 05:09 PM

Re: [Spaceships] New carrier design
 
Frankly this is all very impressive. What setting is this?

Phantasm 11-14-2008 05:22 PM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by trechriron
Frankly this is all very impressive. What setting is this?

This is part of a homebrew space-opera setting of mine. I started working on it about ten years or so ago with an aborted attempt at a novel, and since then I've been filling in bits and pieces here and there. Nothing truly cohesive as yet, though.

trechriron 11-17-2008 12:54 PM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by tbrock1031
This is part of a homebrew space-opera setting of mine. ...

Outstanding. Have you posted any setting details somewhere? Any plans on sharing?

Phantasm 11-17-2008 04:12 PM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by trechriron
Outstanding. Have you posted any setting details somewhere? Any plans on sharing?

Actually, I posted some of the details on this forum in a different thread some time ago.

Until this run of spaceships, I hadn't really done anything else with it. Ideas are welcome.

I do have a few other items for the setting that I haven't mentioned in the other thread:

1. Habitable planets are found in the "comfort zone" around F, G, and K-type stars; these tend to be the second to fourth planets in a system. Habitable moons around gas giants are acceptable, even if increasingly implausible - one of my races hails from a moon of a third-orbit gas giant around Alpha Centauri A. Colonies, however, can be found anywhere, but primarily on larger moons, terrestrial planets, dwarf planets/larger asteroids, and stations (possibly O'Neill colonies) in L4 and L5 Lagrange points.

2. FTL communications don't exist, or are very experimental/power-draining if they do. This means that organizations like UPS, FedEx, Roadway, and similar (one "canon" in-universe company of my own is Pony Express, Inc) do a lot of business hauling letters between systems.

3. Hyperspace acts a lot like an "onion", with "realspace" being the "skin" of the "onion". The farther a ship goes into hyperspace, the shorter its trip. However, the effects of hyperspacial compression on the human body (and, by extension, mind) are detrimental in the long term, and get more severe/acute the farther "into" the "onion" it goes. Unmanned probes are able to go faster than manned ships.

4. The setting is somewhat lacking in "nanotech", particularly the more radical nanotechnology given in Ultra-Tech.

5. As you might have noticed from some of the ship designs, force field technology is not available for extremely large ships due in part to the engineering problems of generating and projecting a shield of those sizes.

Right now, I only have a handful of alien races, none of whom fit the "humanoid" mold. So far, I have a theropod (K'Hissh), a floating crystalline rock (Sekit), a large butterfly (Glrrü), and a race that defies modern biology (Pondrur). My original aborted novel also had two other races, which may or may not be used: a large orb with three legs and three multi-tentacled arms (Hel'Axar) and a reptilian "favored slave" race of theirs (tentatively called "Dracs").

trechriron 11-20-2008 02:44 PM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by tbrock1031
Actually, I posted some of the details on this forum in a different thread some time ago.

...

It all sounds very interesting. I look forward to more (going to book mark the other thread as well).

Thanks!

Phantasm 01-20-2009 10:49 PM

Re: [Spaceships] New carrier design
 
This is the first of a number of craft I intend to build to have in an adversarial and/or private ownership role.

SF-2 Gnat Space Fighter
The SF-2 Gnat is an aging design once fielded by American, Russian, and European Union fleets before and during the Glrrü War. Since being replaced by the Dragonfly and Slipjack in most services, most have been sold to planetary defense forces among the many colonies. While all of the surplus Gnats have been accounted for, pirate and insurrectionist groups across the Sol Sector appear to have near infinite numbers of these small, agile craft. Most people believe that an outside group has either reverse-engineered the craft or somehow obtained the design specs and is mass-producing them for these groups. Colonial Defense Intelligence suspects one of the Pondrur Free Trade Guilds to be responsible.

Often, the cargo hold, intended to hold emergency provisions, has been filled with ECM gear or a hyperdrive. The forward cargo hold has been replaced almost universally with a tractor beam by all parties, so much so that most people believe it came standard from the factory that way (the stats below reflect the "average" Gnat encountered).


TL: 11^
dST/HP: 15
Hnd/SR: +2/4
HT: 12
Move: 10G/c
LWt: 10
Load: 1
SM: +4 (30 ft)
Occ: 1SV
dDR: 3
Range: --
Cost: $1.62M
Notes: Light Force Screen gives dDR 15
Streamlined: Yes
Nationality of Origin: Various

Atmospheric Performance:
Speed:
7,900 mph
Move: 100/4,000
Hnd/SR: +5/5

Front:
[1] Armor, Nanocomposite; dDR 3, $50K
[2] Control Room; Complexity 7, Comm/Sensor 4, Control Stations 1, $20K
[3!] Weapon, Major Battery; 0 Workspaces, $60K
[4!] Weapon, Major Battery; 0 Workspaces, $60K
[5!] Weapon, Major Battery; 0 Workspaces, $60K
[6!] Light Force Screen; dDR 15; 0 Workspaces; $150K

Middle:
[1] Armor, Nanocomposite; dDR 3, $50K
[2] Weapon, Major Battery; 0 Workspaces, $60K
[3] Weapon, Major Battery; 0 Workspaces, $60K
[4] Cargo Hold; 0.3 t
[5] Cargo Hold; 0.3 t
[6] Cargo Hold; 0.3 t
[core] Power Plant: Antimatter; 4 PP, 20 year endurance, 0 Workspaces, $200K

Rear:
[1] Armor, Nanocomposite; dDR 3, $50K
[2!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $30K
[3!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $30K
[4!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $30K
[5!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $30K
[6!] Hot Reactionless Engine; 2G accel, 0 Workspaces, $30K
[core] Power Plant: Antimatter; 4 PP, 20 year endurance, 0 Workspaces, $200K

Design Features:
Gravatic Compensation; $10K
Winged; $50K

Design Switches:
Adjustable Force Screen

Forward Major Battery 1 Breakdown:
Single 3MJ Particle Beam Cannon
Option: Improved
dDam: 3d (5) burn rad sur
Range: Close/Short
sAcc: -3
Rcl: 1

Forward Major Battery 2 Breakdown:
Single 3MJ Particle Beam Cannon
Option: Improved
dDam: 3d (5) burn rad sur
Range: Close/Short
sAcc: -3
Rcl: 1

Forward Major Battery 3 Breakdown:
Single 3MJ Tractor Beam
dDam: spec.
Range: Close/Short
sAcc: 0
Rcl: 1

Mid-Section Major Battery 1 Breakdown:
Single 16cm Missile Launcher
dDam: 6dx4 cr ex
Range: Long
sAcc: 3
Rcl: 1
Missile Shots: 5

Mid-Section Major Battery 2 Breakdown:
Single 16cm Missile Launcher
dDam: 6dx4 cr ex
Range: Long
sAcc: 3
Rcl: 1
Missile Shots: 5

Crew:
Control Room: 1

Edit: Added a tractor beam in the last remaining forward module.

Phantasm 01-23-2009 06:57 PM

Re: [Spaceships] New carrier design
 
In accordance with a recent thread, I've edited my Gnat fighter (see above). However, that's left me with 5% of the craft without a module.

Ideas for what would be suitable?

Langy 01-23-2009 07:51 PM

Re: [Spaceships] New carrier design
 
A tactical array or defensive ECM unit wouldn't be a bad choice for a craft like that. You could also add in some point-defense lasers - a Medium Battery of PD lasers could have 2 PD lasers taking up two mounts and the third mount occupied by an SM+3 fusion reactor or MHD turbine, allowing the Medium Battery to be self-powered.

Phantasm 01-28-2009 01:16 AM

Re: [Spaceships] New carrier design
 
This is kind of a first for me: a luxury passenger liner intended for slow cruises similar to the surface navy liners that tour the South Pacific or Caribbean. The open spaces indicate parks on the upper deck for viewing such sights as Saturn's rings up close.

Gandhi-class Passenger Liner
The Gandhi-class passenger liner is the premier luxury cruiser in the settled regions of the Sol Sector. Its design was intended for long, slow cruises along the more exotic sights of the sector: Saturn's rings, Io's volcanos, the stellar flares of Bernard's Star, etc.

Each ship is named after a famous person; the class is named after the first of the line, the Mahatma Gandhi. Originally, the design was intended to be named the Titanic-class, with ships named after famous ships of Earth's history, until someone remembered that the original Titanic sank on her maiden voyage.

The ship is designed with an "open-air" park atop the whole vessel from which to view the sights. Beneath the park is a shopping mall with hundreds of designer-name stores, along with other recreation facilities.

One of the more controversial design decisions made was the decision to arm the ship. Various scandals, real and imagined, were reported prior to the Mahatma Ghandi's launch concerning this choice. As it happened, the ship proved a very tempting target for pirates during her maiden voyage, but the crew managed to fight them off. A number of civilian witnesses who were on the park deck reported that, "the battle was the most beautiful thing to witness in years, and well worth the price of the voyage." This success has led more than one ship captain to deliberately stray into areas pirates are known to lay in wait just for the show.

TL: 11^
dST/HP: 500
Hnd/SR: -3/5
HT: 13
Move: 1G/c
LWt: 300,000
Load: 50,598
SM: +13
Occ: 13,480ASV
dDR: 50
Range: FTL-1
Cost: $16B
Notes:
Streamlined: Yes
Nationality of Origin: India

Front:
[1] Armor, Metallic Laminate; dDR 50, $600M
[2] Control Room; Complexity 11, Comm/Sensor 13, 30 Control Stations, 30 Workspaces, $600M
[3-5] Habitat; 6,000 cabins, 90 Workspaces, $900M
[6] Open Space; 50 Areas, 30 Workspaces, $5M
[core] Cargo Hold; 15 kt

Middle:
[1] Armor, Metallic Laminate; dDR 50, $600M
[2-4] Habitat; 6,000 cabins, 90 Workspaces, $900M
[5!] Weapons, Tertiary Battery; 30 Workspaces, $1.5B
[6] Open Space; 50 Areas, 30 Workspaces, $5M

Rear:
[1] Armor, Metallic Laminate; dDR 50, $600M
[2] Hangar Bay; Capacity 10 kt, Launch rate 1kt/min, 30 Workspaces, $30M
[3!] Standard Reactionless Engine; 1G accel, 30 Workspaces, $300M
[4!] Stardrive Engine; 30 Workspaces, $3B
[5] Cargo Hold; 15 kt
[6] Open Space; 50 Areas, 30 Workspaces, $5M
[core] Power Plant, Antimatter; 4 PP, 20 year endurance, 30 Workspaces, $6B

Design Features:
Artificial Gravity; $300M
High Automation; $450M

Design Switches:
Standard Reactionless Engine acts like a less powerful Hot Reactionless Engine.

Mid-Section Tertiary Battery Breakdown:
30 30MJ Particle Beam Turrets
Option: Improved
Option: Very Rapid Fire
dDam: 3d (5) burn rad sur
Range: Close/Short
sAcc: -3
Rcl: 1

Habitat Breakdown:
Bunkrooms: 100 (100), full life support
Cabins: 4,500 (4,500), full life support
Luxury Cabins: 2,000 (4,000), full life supprt
Cells: 20 (20), full life support
Establishments: 500 (1,000), full life support
Offices: 30 (30)
Sickbays: 500 (500)
Steerage Cargo: 9,250 tons (1,850)

Minimum Crew:
Control Room: 30
Turret Gunners: 30
Technicians: 45
Medics: 50
Attendants: 1,000
Specialists: 1,000
-----------------------------
Total: 2,155



Note that I have NO idea if the number of attendants and specialists is valid.

Phantasm 06-17-2009 10:52 AM

Re: [Spaceships] New carrier design
 
Edited the Gandhi-class Passenger Liner (above). Thoughts, ideas, suggestions, criticisms, critiques, flames?

David Johnston2 06-17-2009 11:59 AM

Re: [Spaceships] New carrier design
 
It would make a heck of a lot more sense to stage phony pirate attacks as opposed to deliberately inviting the real thing. After all, by this point the pirates would have pretty good idea what the firepower of the "Ghandi" class would be, and would only attack if they thought they had enough juice to make a go of it.

Phantasm 06-19-2009 07:01 AM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by David Johnston2 (Post 807073)
It would make a heck of a lot more sense to stage phony pirate attacks as opposed to deliberately inviting the real thing. After all, by this point the pirates would have pretty good idea what the firepower of the "Ghandi" class would be, and would only attack if they thought they had enough juice to make a go of it.

Fluff text that is easily altered. ;) Any comments on the crunchy parts?

thtraveller 06-19-2009 11:35 AM

Re: [Spaceships] New carrier design
 
Crunch points:

I get _exactly_ the same stats as you apart from the armor cost. Scary.

Quote:

a luxury passenger liner intended for slow cruises
A 1G continuous thrust drive is not slow. Earth to Saturn in 9 days, and that only if it doesn't use the stardrive.

Quote:

Originally Posted by tbrock1031 (Post 730307)
One of the more controversial design decisions made was the decision to arm the ship.

And yet it has a non-core bridge. Conflicting messages from the board room I suspect, or perhaps a change of chief engineer part way through.

A tertiary battery, probably not even a full tertiary battery looks the best choice.

Quote:

This success has led more than one ship captain to deliberately stray into areas pirates are known to lay in wait just for the show.
Perhaps the captain "claims" he strays into pirate areas, or perhaps the company commissions an occasional mock attack?

Quote:

[1] Armor, Metallic Laminate; dDR 50, $600M
Not $300m?

Quote:

[2] Hangar Bay; Capacity 10 kt,
Any color text of what the subcraft are?

Also is the cargo hold just luggage?

Quote:

Establishments: 500 (1,000), full life support
I believe that only accommodations have LS

Quote:

Note that I have NO idea if the number of attendants and specialists is valid.
The number of stewards is defined by passenger type on P34.

Hmm, 13000 people, and probably catering to the older market. Passenger death is probably not uncommon. Serious illness probably common.

You probably want quite a few hibernation capsules for the dead and the "needs specialist help" cases. Plus a bunch of automeds for 24 hour low level care for some passengers. At this TL automeds are probably as good or better than human doctors - it might even be normal for some really old passengers to have their own automed that they sleep in - in some luxury cabins perhaps?

Number of sickbay beds looks in the right ballpark, from checking online stats of beds per head of population.

The number of establishments feels low, particularly as many of them will be bigger things like restaurants that are multiples. Considering there are three "outdoor" modules perhaps a bit more for support services.

Having cells just feels wrong for the target market, but its probably right, even if just for the psychological effect. And besides you wouldn't pack them in four to a cell, they would be "luxury" single occupancy cells ;-)

vierasmarius 12-06-2010 01:47 PM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by tbrock1031 (Post 694372)
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.

I'm especially interested in getting feedback on this little worker.

An interesting craft, though I'm curious why you used a liquid fuel rocket instead of reactionless engines. I decided to run some numbers, and came up with this alternative:

3 x Standard Reactionless Thrusters (3G accel, -3 Power, $30K)
3 x Fuel Cells (3 Power, 24 hours endurance, $15K)

If my numbers are correct, 24 hours @ 3G gives 1582mps delta-V, while consuming less than 10% the fuel you were using for the tug's 2.31mps. It also takes up much less space, and costs somewhat less.

Phantasm 04-26-2011 02:49 PM

Re: [Spaceships] New carrier design
 
Vigilance-class Cruiser
The Vigilance-class cruiser was designed as a somewhat cheaper alternative to the Baghdad-class cruiser. Like its larger sibling, the Vigilance is designed to operate on its own or as part of a task force.

TL: 11^
dST/HP: 500
Hnd/SR: -3/5
HT: 13
Move: 1G/c
LWt: 300,000
Load: 14,710
SM: +13
Occ: 3,100ASV
dDR: 200
FF dDR: 500
Cost: $40.53B
Streamlined: No

Front:
[1] Armor, Diamondoid; dDR 200, $1B
[2] Tactical Sensor Array; Comm/Sensor level 15, 30 Workspaces, $3B
[3] Weapons, Medium Battery, Launchers; 30 workspaces, $1.5B
[4!] Weapons, Medium Battery, Beams; 30 Workspaces, $1.5B
[5!] Weapons, Secondary Battery, Beams; 30 Workspaces, $1.5B
[6!] Weapons, Tertiary Battery, Beams; 30 Workspaces, $1.5B

Middle:
[1] Armor, Diamondoid; dDR 200, $1B
[2-3] Habitat; 4,000 cabins; 60 Workspaces, $600M
[4!] Weapons, Medium Battery, Beams; 30 Workspaces, $1.5B
[5!] Weapons, Secondary Battery, Beams; 30 Workspaces, $1.5B
[6!] Weapons, Tertiary Battery, Beams; 30 Workspaces, $1.5B
[core] Antimatter Reactor; 4PP, 20 yr endurance, 30 Workspaces, $6B

Rear:
[1] Armor, Diamondoid; dDR 200, $1B
[2] Control Room; C11 computer, Comm/Sensor 13, 30 Control Stations, 30 Workspaces, $600M
[3!] Light Force Screen; dDR 500, 30 Workspaces, $5B
[4] Hangar Bay; 10 kt capacity, launch 1 kt/min, 30 Workspaces, $30M
[5!] Standard Reactionless Engine; 1G accel, 30 Workspaces, $1B
[6!] Stardrive Engine; 30 WS, $3B
[core] Antimatter Reactor; 4PP, 20 yr endurance, 30 Workspaces, $6B

Design Features:
Artficial Gravity; $300M
Gravatic Compensator; $300M

Design Switches:
Adjustable Froce Screen; $5B
Waste Heat Signature (the Standard Reactionless Engine gives off a waste heat signature akin to the Hot Reactionless Engine)

Forward Medium Battery 1 Breakdown:
3 Single-Mount 64cm Launchers
dDam: 6d x 16 cr ex
Range: Extreme
sAcc: 4
Rcl: 1

Forward Medium Battery 2 Breakdown:
3 30GJ Particle Beam Turrets
Option: Improved
dDam: 6d x 10 (5) burn rad sur
Range: Short/Long
sAcc: -3
Rcl: 1

Forward Secondary Battery Breakdown:
10 10GJ Particle Beam Turrets
Option: Improved
dDam: 4d x 10 (5) burn rad sur
Range: Short/Long
sAcc: -3
Rcl: 1

Forward Tertiary Battery Breakdown:
30 300MJ Particle Beam Turrets
Option: Improved
Option: Rapid fire
dDam: 3d x 5 (5) burn rad sur
Range: Short
sAcc: -3
Rcl: 1

Mid-Section Medium Battery Breakdown:
3 Single-Mount 30GJ X-Ray Lasers
dDam: 6d x 10 (5) bun sur
Range: Long/Extreme
sAcc: 0
Rcl: 1

Mid-Section Secondary Battery Breakdown:
10 10GJ Particle Beam Turrets
Option: Improved
dDam: 4d x 10 (5) burn rad sur
Range: Short/Long
sAcc: -3
Rcl: 1

Mid-Section Tertiary Battery Breakdown:
30 30MJ Particle Beam Turrets
Option: Improved
Option: Very Rapid fire
dDam: 6d (5) burn rad sur
Range: Close/Short
sAcc: -3
Rcl: 1

Habitat Breakdown:
Luxury Cabins: 5 (10)
Cabins: 100 (100)
Bunkrooms: 700 (700)
Cells: 20 (20)
Briefing Rooms: 10 (10)
Establishments: 20 (40)
Offices: 10 (10)
Labs:
Science!: 10 (20); $300M
Mini-Robofacs: 100 (100); $50M
Offices: 20 (20)
Sickbays: 100 (100)
Steerage Cargo: 4,400 tons (880)

Hangar Complement:
E-10 SWACS: 2
Shuttles: 30
Patrol Boats: 4
Misc: 1 kt (1 SM+8, 3 SM+7, 10 SM+6, 30 SM+5, or 100 MS+4)

Crew:
Control Stations: 30
Technicians: 510
Turret Gunners: 86
Medics: 10
Scientists: 10
--------------------
Total: 646

KevinJ 04-26-2011 03:45 PM

Re: [Spaceships] New carrier design
 
Have you put any of it on the web somewhere not on these forums?

cosmicfish 04-26-2011 05:08 PM

Re: [Spaceships] New carrier design
 
I am not as familiar with 4ED Spaceships rules - does hanger space automatically include berths for the pilots and support personnel? 10kt worth of ships should take at least a few hundred personnel, and I don't see anywhere for them to live.

Along the same note, 20 jail cells and 100 hospital beds seems like a heck of a lot for that size crew. Remember that such facilities are only really meant to handle a little more than "daily" occupancy rates - 20 people in jail at once sounds like a mutiny, and 100 people in hospital is an epidemic, especially since many combat casualties are going to die before getting to the sickbay.

I would also caution that your tail is undefended - this would make it very vulnerable to attacks by multiple ships, or by anything noticably more maneuverable.

Crakkerjakk 04-26-2011 05:11 PM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by cosmicfish (Post 1164314)
I would also caution that your tail is undefended - this would make it very vulnerable to attacks by multiple ships, or by anything noticably more maneuverable.

The turrets in the middle can aim fore and aft.

Tzeentch 04-26-2011 05:21 PM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by cosmicfish (Post 1164314)
I am not as familiar with 4ED Spaceships rules - does hanger space automatically include berths for the pilots and support personnel? 10kt worth of ships should take at least a few hundred personnel, and I don't see anywhere for them to live.

-- No, you need to buy them cabins or bunkrooms to stay in, unless they camp out in their ship or in an empty broom closet.

Tzeentch 04-26-2011 05:41 PM

Re: [Spaceships] New carrier design
 
Andromeda-class Carrier

<Snip>
Load: 794,928

-- I get Load 755,528 (mainly because of stowage difference, see below).

SM: +15 (2,000 ft)

-- 2,100 feet I believe (700 yards).

Cost: $278.8B

-- I get different costs but seem to match you for components.
-- $284,800M

Hull Systems $278,800,000,000
Habitation $6,000,000,000

[core] Power Plant: Antimatter; 1 PP, 35 year endurance, 300 Workspaces, $15B

-- Is it a stylistic choice to downrate all the way down to 1 PP instead of using a de-rated fusion plant?

Habitat Breakdown:
Steerage Cargo: 41,600 tons (8,320)

-- I get substantially different steerage numbers. I only had 440 cabin spaces remaining - giving a steerage load of 2,200 tons.

-- Are the sickbays distributed or together? Together they count as a Hospital.

-- Are the offices distributed? They can count as one or more ops centers.

Tzeentch 04-26-2011 05:57 PM

Re: [Spaceships] New carrier design
 
SF-2 Gnat Space Fighter

Hnd/SR: +2/4

-- I get Hnd/SR +1/4
0/4 base, +1 Hnd from 10G accel. What is your other +1 from?

Load: 1

-- Load 1.6
1.5 tons from the cargo, 0.1 tons for the pilot.

Cost: $1.62M

-- I get $1.58M


Front:
[3!] Weapon, Major Battery; 0 Workspaces, $60K
[4!] Weapon, Major Battery; 0 Workspaces, $60K
[5!] Weapon, Major Battery; 0 Workspaces, $60K

-- These are all $100K each.

Middle:
[2] Weapon, Major Battery; 0 Workspaces, $60K
[3] Weapon, Major Battery; 0 Workspaces, $60K

-- $100K each.

[4] Cargo Hold; 0.3 t
[5] Cargo Hold; 0.3 t
[6] Cargo Hold; 0.3 t

-- These are 0.5 tons capacity each.

Design Switches:
Adjustable Force Screen

-- Adjustable is $150K.

Phantasm 04-26-2011 06:46 PM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by KevinJ (Post 1164261)
Have you put any of it on the web somewhere not on these forums?

I'm working on this. I've got a master document - on the other computer. The Andi and many of the other ships are currently undergoing revisions, so some of the numbers (even SMs in a few cases) have changed.

Quote:

Originally Posted by cosmicfish (Post 1164314)
I am not as familiar with 4ED Spaceships rules - does hanger space automatically include berths for the pilots and support personnel? 10kt worth of ships should take at least a few hundred personnel, and I don't see anywhere for them to live.

Pilot and flight crew bunks are all considered - or at least I tried to consider it - under the Habitat breakdown.

Quote:

Originally Posted by cosmicfish (Post 1164314)
Along the same note, 20 jail cells and 100 hospital beds seems like a heck of a lot for that size crew. Remember that such facilities are only really meant to handle a little more than "daily" occupancy rates - 20 people in jail at once sounds like a mutiny, and 100 people in hospital is an epidemic, especially since many combat casualties are going to die before getting to the sickbay.

Not sure about combat casualties myself. What numbers would you recommend?

Quote:

Originally Posted by cosmicfish (Post 1164314)
I would also caution that your tail is undefended - this would make it very vulnerable to attacks by multiple ships, or by anything noticably more maneuverable.

Others have noted that turrets on the central hull can cover the rear. In fact, point defense is pretty much the main reason to have tertiary batteries, isn't it?

Quote:

Originally Posted by Tzeentch (Post 1164349)
Andromeda-class Carrier

<Snip>
Load: 794,928

-- I get Load 755,528 (mainly because of stowage difference, see below).

SM: +15 (2,000 ft)

-- 2,100 feet I believe (700 yards).

Cost: $278.8B

-- I get different costs but seem to match you for components.
-- $284,800M

Hull Systems $278,800,000,000
Habitation $6,000,000,000

[core] Power Plant: Antimatter; 1 PP, 35 year endurance, 300 Workspaces, $15B

-- Is it a stylistic choice to downrate all the way down to 1 PP instead of using a de-rated fusion plant?

Pretty much. Also the endurance at TL11 for fusion plants is in the hundreds of years, and the smaller endurance is what I was shooting for.

Quote:

Habitat Breakdown:
Steerage Cargo: 41,600 tons (8,320)

-- I get substantially different steerage numbers. I only had 440 cabin spaces remaining - giving a steerage load of 2,200 tons.

-- Are the sickbays distributed or together? Together they count as a Hospital.

-- Are the offices distributed? They can count as one or more ops centers.
I have to double-check the notes for the habitat and steerage cargo. Lately I've been redoing the smaller ships and working on a few new designs, so revising the Andi may take a while longer.

The sickbays are all together; it's kind of a weird ship design that wouldn't put the bays such. So yes, they count as a Hospital.

As for the offices, I'd have to say a little of both. Certainly, those that have luxury cabins have individual offices, but the rest could be combined into a kind of CIC (Combat Information Center) - if such a concept isn't already covered under the massive Control Room.

Quote:

Originally Posted by Tzeentch (Post 1164360)
SF-2 Gnat Space Fighter

I've revised this ship in a different thread. The version in this thread was actually made before SS4 came out (or at least before I got hold of it), so I had to do some handwaving of things.

Pragmatic 04-26-2011 08:04 PM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by cosmicfish (Post 1164314)
I am not as familiar with 4ED Spaceships rules - does hanger space automatically include berths for the pilots and support personnel? 10kt worth of ships should take at least a few hundred personnel, and I don't see anywhere for them to live.

To add to this comment:

I'm not that familiar, either. Do hangars have crew for servicing the ships? (E.g., on a modern carrier, example, you'll have aircraft handlers, catapult crew, landing signal officers, fuel suppliers, ordnance suppliers, etc.)

Pragmatic 04-26-2011 08:10 PM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by tbrock1031 (Post 1164390)
Not sure about combat casualties myself. What numbers would you recommend?

Anyone near one of the mothballed carriers serving as a museum (e.g., USS Midway)? That might provide a rough estimate...

The big ships, like our Nimitz class, often serve as emergency trauma wards when large-scale disasters happen (e.g., the tsunami hitting SE Asia, didn't one of our carriers pull in to help out?). So a little top-heavy in the sick bay department on the big ships might not be a bad thing.

Unless you have purpose-built hospital ships, of course.

Crakkerjakk 04-26-2011 08:15 PM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by Pragmatic (Post 1164446)
To add to this comment:

I'm not that familiar, either. Do hangars have crew for servicing the ships? (E.g., on a modern carrier, example, you'll have aircraft handlers, catapult crew, landing signal officers, fuel suppliers, ordnance suppliers, etc.)

Really large hangars do. Smaller than SM+10, no.

cosmicfish 04-26-2011 10:59 PM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by tbrock1031 (Post 1164390)
Pilot and flight crew bunks are all considered - or at least I tried to consider it - under the Habitat breakdown.

You should break them out as a seperate line item then, because I am not sure how you considered them. Of course, I don't know that there are real 4ED rules for support personnel, so you can probably handwave whatever you want.

Quote:

Originally Posted by tbrock1031 (Post 1164390)
Not sure about combat casualties myself. What numbers would you recommend?

The USS Nimitz, toting around 6000 people (including the embarked air wing) has 6 doctors and 80 beds. In combat vessels, this sort of thing is always a trade-off - the more space and mass you spend on "save my ass" resources, the more likely it is that you will need them. A smaller efficient ship may lack extensive repair and hospital facilities, but the saved mass and volume may be the difference that keeps you from getting taken out in the first place.

Quote:

Originally Posted by tbrock1031 (Post 1164390)
Others have noted that turrets on the central hull can cover the rear. In fact, point defense is pretty much the main reason to have tertiary batteries, isn't it?

Good to know - as an engineer I am loathe to make that assumption, but if that's the rules you are fine. As for the reason for Tertiary batteries, it is all about balanced attack and defense - you want to be able to attack/defend against ships larger than your own (perhaps as part of a coordinated attack), against ships about the same size (on your own), and against smaller vessels (en masse), and that gives the need for tiered weapon systems. The smallest order is for point defense, but a large ship may have 4, 5, even 6 different levels of armament.

Phantasm 06-23-2011 08:52 AM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by tbrock1031 (Post 1164241)
Vigilance-class Cruiser
Front:
[4!] Weapons, Medium Battery, Beams; 30 Workspaces, $1.5B
[5!] Weapons, Secondary Battery, Beams; 30 Workspaces, $1.5B
[6!] Weapons, Tertiary Battery, Beams; 30 Workspaces, $1.5B

Middle:
[4!] Weapons, Medium Battery, Beams; 30 Workspaces, $1.5B
[5!] Weapons, Secondary Battery, Beams; 30 Workspaces, $1.5B
[6!] Weapons, Tertiary Battery, Beams; 30 Workspaces, $1.5B
[core] Antimatter Reactor; 4PP, 20 yr endurance, 30 Workspaces, $6B

Rear:
[3!] Light Force Screen; dDR 500, 30 Workspaces, $5B
[5!] Standard Reactionless Engine; 1G accel, 30 Workspaces, $1B
[core] Antimatter Reactor; 4PP, 20 yr endurance, 30 Workspaces, $6B

Summary: 8 power points, with 6 powered weapon systems, a light force screen, and a single reactionless engine all drawing power at the same time.

Question: what would you alter on this design so that the Force Screen is able to be upgraded to Heavy (drawing two power points when active)? Or should I have a "power deficit" requiring juggling of powered systems, leaving one of the weapon systems de-powered while the force screen is at full power? (The last option doesn't sit well with me, for somewhat obvious reasons.)

Phantasm 06-23-2011 09:00 AM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by cosmicfish (Post 1164605)
You should break them out as a seperate line item then, because I am not sure how you considered them. Of course, I don't know that there are real 4ED rules for support personnel, so you can probably handwave whatever you want.

If I'm reading you right on this, you're saying the pilots and fighter mechanics should have separate cabin designations on the Habitat Breakdown? Or are you going by the Minimum Crew line, which doesn't list them? (For reference, I'm using "Minimum Crew" to indicate one shift, or the absolute minimum number of people required to run the ship and man the weapons.)

cosmicfish 06-23-2011 12:08 PM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by tbrock1031 (Post 1198870)
If I'm reading you right on this, you're saying the pilots and fighter mechanics should have separate cabin designations on the Habitat Breakdown? Or are you going by the Minimum Crew line, which doesn't list them? (For reference, I'm using "Minimum Crew" to indicate one shift, or the absolute minimum number of people required to run the ship and man the weapons.)

What I am saying is that it is not clear that you have accounted for the embarked wing in your general calculations. There is no problem with not including them as crew, nor with omitting them from the "Minimum Crew" line, but you should indicate how much space is allotted for them and ensure that this is sufficient.

For example, 10kt of hanger space could mean 10 1kt ships or 100 100t ships. Either way, while it seems that you have plenty of habitat space, you only have 700+100+5 - 646 = 159 available berths. Can 16 men crew and maintain and launch a 1kt ship? Can 8 men do it for 5 100t ships? That seems awfully low to me even for a civilian vessel.

List them seperately, but make sure the numbers make sense. I once designed a 3ED fleet using the vehicles rules, and the that tripped me up the most is that I started by designing the big stuff (battleships, carriers,...) but realized later that I needed to stat the small stuff and design subordinate commands before I could do that and make sense. For example, the current teams working on designing aircraft carriers start with a list of what needs to go on board - they don't just design the ship and then say "what fits, fits - deal with it!"

Phantasm 06-23-2011 12:41 PM

Re: [Spaceships] New carrier design
 
Quote:

Originally Posted by cosmicfish (Post 1198962)
What I am saying is that it is not clear that you have accounted for the embarked wing in your general calculations. There is no problem with not including them as crew, nor with omitting them from the "Minimum Crew" line, but you should indicate how much space is allotted for them and ensure that this is sufficient.

For example, 10kt of hanger space could mean 10 1kt ships or 100 100t ships. Either way, while it seems that you have plenty of habitat space, you only have 700+100+5 - 646 = 159 available berths. Can 16 men crew and maintain and launch a 1kt ship? Can 8 men do it for 5 100t ships? That seems awfully low to me even for a civilian vessel.

Now I see what you're saying. That's one of the reasons I'm going through and editing the ship designs in my master document for my potentially upcoming game, rather than using the current stats. I've started adding "Hangar Complement" to several of the larger ships (destroyer on up for warships, and many larger merchant/civilian vessels such as the bulk freighter, medical ship, and passenger liners).

One day I'll get around to posting all of the designs someplace.


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