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#1 |
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Join Date: Jul 2007
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Arcturus-class Battleship (TL10)
dST/HP: 150 (Threshold 15) HT: 13 Hnd/SR: -4/5 Move: 0.015G/144 mps SM+10 Lwt: 10,000 Tons dDR: 100H/100H/50H Occ: 90ASV Load: 494 tons Cost: $1,030,200,000 Front Hull [1-2] Nanocomposite Armor (dDR 50 each, Hardened) [3!] Major Battery (1x 3GJ UV Laser, 1x workspace) [4] Quarternary Battery
Central Hull [1-2] Nanocomposite Armor (dDR 50 each, Hardened) [3!] Quaternary Battery
[1] Nanocomposite Armor (dDR 50 each, Hardened) [2] Fusion Reactor
Design Notes: Exposed Radiators This is just my attempt to make a non-superscience TL10 battleship. I did some extrapolating with the Quarternary Batteries, and got some ideas for the habitat makeup from jmurrel's Patrol Frigate. Ship names would likely be those of Red Giant stars. EDIT: The shoddy formatting on the top near the [3!] Major Battery just seems to keep adding itself every time I try to fix it. Oh well. EDIT 2: And it seems to get worse with every edit... Last edited by Adelus; 08-16-2008 at 11:59 AM. |
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#2 | ||
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Join Date: Sep 2004
Location: Manchester, UK
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Quote:
Quote:
Great minds think alike and all that - here is my Transhuman Space TL10 SM+10 Space Dominance Vehicle :-) http://www.transhuman.talktalk.net/ts/4eSDV.htm
__________________
Always challenge the assumptions |
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#3 | ||
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Join Date: Jul 2007
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Quote:
Quote:
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#4 |
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Join Date: Jul 2007
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I noticed a problem with the design strategy after running through some numbers.
As it is, even two layers of armor, hardened, is inefficient to deal with the firepower a major laser battery can dish out. Given that this will probably have space combat turns of 10 minutes, each major battery will have a RoF of 30 if UV Laser, and 60 if normal laser (due to being improved). Given another SM+10 craft, each major battery cannon will do 6d6*5 dDamage. Against two layers of nanocomposite armor, hardened, with a total dDR of 100H, any roll greater than 20 will cause damage to go through. +10 for the SM of a like-sized battleship 0 for sAcc -12 for long range +5 for the rate of fire. +3 total. Assuming a gunner with a skill of 14 or so, or a similar A.I. targeting system, that gives us a skill of 17. With a Rcl of 1, an average roll of 10 or 11 will mean 6-7 shots hitting the target. Big ships don't have much incentive to use missiles then; they do have incentive to have great numbers of point defense, though, and a greater number of large cannon to maximize the barrage on the enemy. Smaller ships, however, have a definite benefit to using missiles, as they are sort of an equalizer: What your normal cannons can't do, the missiles can attempt to do. If even one streaks past the point defenses, you are looking at your big, expensive battleship being ripped apart. Taking this into account, I think I might try redesigning the template to take this into account; maybe replace some of the missile batteries with another major battery. |
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#5 | |
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Join Date: Mar 2005
Location: Stockholm, Sweden
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Quote:
+10 target SM 0 for sAcc +1 for GJ+ beam +2 for fixed +5 for rof +12 for skill (most crew will not be veteran) For 18 at long or 22 at short. Most likely ~6 or ~10 hits (halve that if using the +1 rcl option p. 59). Now your target can have 3 ECM for -3 and we are down to 3/7 hits. It can also dodge with a dodge of say (12 +1 (tactical naviagtion))/2 +1 (combat reflexes) + -4 (handling) +3 (turn length) + 3 (defensive ECM) = 10 Not nearly enough :) |
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