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#1 |
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Join Date: Jun 2006
Location: On the road again...
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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.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 11-12-2008 at 03:26 PM. |
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#2 |
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Join Date: Aug 2007
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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.
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#3 |
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Join Date: May 2008
Location: CA
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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.
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#4 |
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Banned
Join Date: Oct 2007
Location: Europe
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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. |
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#5 | ||
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Join Date: Jun 2006
Location: On the road again...
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Quote:
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:
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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#6 |
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Join Date: Jun 2006
Location: On the road again...
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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.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 11-12-2008 at 03:33 PM. |
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#7 |
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Join Date: Aug 2004
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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. |
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