The ISBA (and the Third Imperium) step aside this month, and a hard-pressed pocket empire somewhere on the fringes of Imperial space takes center stage...[Excerpted from an official document released to Kaneshi shipbuilding concerns by the Kanesh Chartered Guild of Shipwrights (KCGS), local date Makan IV:33 Upper (Imperial 117-23). The document carried the Autarch's personal seal.]
Brave companions in our shared triumph!
We, the Council of Nine of the Shipwright's Guild, salute you! Your perseverence and dedication, your ceaseless toil on behalf of our beloved Empire, are the shield and the sword which stand between our precious realm and the barbarians beyond, eager to tear down all we have built, all we hold most dear.
[19k omitted.]
Thus, at the personal command of our beloved Autarch Zomaiir III, we request your proposals for a vessel meeting the following requirements.
The vessel will form the cornerstone of permanent in-system defense in the key systems of our Empire. Its size must be in the range 500 to 1000 displacement tons, and it should not be jump-capable. It must be capable of independent and covert 'guerrilla' operation (e.g., lurking in a gas giant's atmosphere and pouncing on refueling vessels); it must also have superior sensor capabilities in order to serve in an 'early warning' picket role. Maneuver capability and armaments should be consistent with the vessel's role as a last line of defense against invading fleets.
All components must be of Kaneshi manufacture, in order to ensure spare parts are available locally in the event of war.
[The Kaneshi Empire is at TL 10.]
Noble colleagues, skilled shipwrights, honored citizens of our Empire -- heed our Autarch's call! The rewards of success will be great.
FFS2 will be a valid design system for this THUDDD, along with all the earlier systems. Judges should take into account differences (especially in sensor performance) between FFS2 and the earlier systems.
| Name | Manufacturer | Designer | Design System |
|---|---|---|---|
| Wraith class SDB | Seraphim Industries, Inc. | Andrew Akins igor@ames.net | SSDS with additions |
| Balboa class SDB | (not supplied) | Douglas E. Berry dberry@hooked.net | FFS1/SSDS |
| Type 88621-A SDB | Generica Shipyards | Mark Clark clarkm@OIT.EDU | QSDS, HTH |
| Unicorn class SDB | New Victoria Naval Architects | Idiot/Savant idiot@sans.vuw.ac.nz | QSDS 1.5 |
| Kukri class SDB | Ashkha Star Command | Chris Cox chriscox@ix.netcom.com | QSDS 1.5 |
| KE-SD/10b "Predator" System Defense Craft | Kor-El Shipyards | Bill Prankard BPRANKARD@theiia.org | QSDS, SSDS, HTH |
| Eman SDB | Vulkan Werft | Michael Koehne kraehe@bakunin.hb.north.de | FFS |
| "Scenic View" class Close Defense Vessel | Rosencrantz & Guildenstern Naval Architects, Inc., Sylea | Martin F C Pickett ceemfcp@cee.hw.ac.uk | SSDS |
| P-500SD SDB | Phoenix Corp. | Andrew Moffatt-Vallance a.vallance@netaccess.co.nz | QSDS 1.5 |
| Argenaugh class SDB | Goodenuf Construction Company | Peter H. Brenton brenton@psfc.mit.edu | SSDS |
| Archer SDB | (not supplied) | Lewis Roberts lewis@chara.gsu.edu | FFS |
| Darkstar class SDB | His Majesty's Royal Shipwrights College | John Macpherson john35@wharton.upenn.edu | FFS2 |
Tons: 700Std (SL Cyl) Volume: 9,800 Cost: 1,068.090MCr (961.281MCr)
Crew: 16 (/Hi) Pass Hi/Med: 0/0 Pass Low: 16
Cargo: 0 Controls: Mil (/Br/Fib) Tech Level: 10
8 Size rating 0 Jump Drive
2 Maneuver Drive
(HEPlAR,700MW)
1xLaser Array (+3) 1/4-2-0-0 5 Power Planet (7x250)
2xMissile Salvos (+3) 4/4 206 Fuel (/Sc:5 /Rf:4.1/G-Hr:15)
-- with 60 Guided DetLaster A10 P4 J10 Sensors
1d6/2 6G12 60 Armor, 33 Structure
2xRemote Workstations (6std each)
2xSL Grapples (10std drones)
Crew Details: 2 Command, 1 Maneuver, 4 Electronics, 3 Gunnery,
2 Engineering, 1 Maintenance, 2 Remote Pilots, 1 Medic
When the Taneis Covenant was formed, it immediately was swept up into the
conflict between the K'Kree and the Community. Recognizing the need to
protect their new homeworld, the Taneians began two projects. The first was
a refitting of the Archangel class colony ships into large planetoid
monitors. The second was the creation of a large fleet of small yet powerful
defence craft.
The Taneis Covenant was still essentially at tech level 9, and designing a craft to meet the performance requirements proved to be impossible. Thus, a crash technology improvement program was begun, with the intention of reaching tech level 12 to match the Krahz/Chk. With the assistance of the Krahz/Chk, the technology uplift was started. However, going from tech level 9 to tech level 12 cannot happen overnight, even with help. Thus, it was determined that a interim system defence boat would be built. With assistance from the Bugs (Krahz/Chk), the Wraith class SDB was designed.
In many ways, the Wraith resembles an old SSBN submarine from Terra's history (indeed, many of the Taneian's on the design team used SSBNs as a conceptual model). The key aspects of the design are stealth, and the reliance on missile weaponry.
Since the limitations of HEPlAR prevented a high speed craft (fuel consumption being the greatest problem), the Wraith relies on armor and stealth for survivability. Since it's primary weapon is capable of operating in a independant, stand-off mode, the Wraith spends most of its time hiding. The ship can loiter in a Gas Giant or planetoid belt, lurking and waiting for a target. The ship is highly armored and structurally reinforced (the hull can withstand 30Gs without compensation, nearly 32Gs with), not only to absorb battle damage, but to allow the ship to descend deep into a Gas Giant and wait. An advanced EMM radiation system allows the ship to be invisible while lurking. One of the problems with stealth is sensor use - any use of active sensors effectively invalidates the stealth. To deal with this problem, the Wraith carries 2 10ton Oracle class sensor drones. These advanced vehicles are little more than drives, sensors, and tight-beam communicators. The Oracles become the eyes and ears of the mothership - leaving the gas giant and seeking out targets. The Oracles can also act as communications repeaters - stretching the control range of the Wraith's missiles (with appropriate communication delays). In dire circumstances, the Oracles can be used as weapons, as each carries a single high power detonation laser. This use is frowned up, as it destroys the drone (and they are quite expensive ).
The primary weapon load of the Wraith are 60 ADL-67 guided missiles. These compact, powerful weapons provide superior standoff attack performance, and are more than capable of delivering a terminal attack against capital class ships. The Wraith can launch 8 missiles at a time, and can normally control 8 missiles in flight (in two groups of 4). However, if a larger salvo is required, the Oracle controllers can place their sensor drones into loiter mode ( a semi-independent mode freeing up the control channels ) and each Oracle station can control 4 missiles - thus allowing for 16 missiles in flight ( in four groups of 4 ). Note that even if the Oracle controllers switch to ordnance control mode, only 8 missiles can be launched at one time. The normal mode of operation would be as follows:
The Wraith is a comfortable design - each crewmember has his own stateroom the (Captain and Executive Officer have large rooms). To facilitate long missions, sixteen low berths are provided. The ships computer is capable of operating the ship in "prowling" mode, while the crew hibernates. When a threat is detected, the ship auto-wakes the medic, who then monitors the waking of the rest of the crew. Each crew member is provided a G-Tank to provide a bit more compensation against high-gravity maneuvers and environments.
Critics of the Wraith tend to attack three aspects: low speed, fuel endurance, and lack of long range beam weaponry.
With its reliance on HEPlAR technology, it was difficult to provide maneuver performance. The decision was made to rely on stealth rather than speed for defensive actions.
Since the Wraith is designed to loiter in a gas giant, the 15 G-hour endurance was deemed acceptable. The designers also provided "immediate refueling" capability - the ship can refine fuel as it scoops.
The limited usefulness of small beam weapons at tech level 10 prompted the decision for missile weaponry. The Wraith carries a large magazine of weapons (enough for 15 salvos), it is considered unlikely that any conflict would last that long.
For transport to other systems, the Wraith can be mated to a Brute class tender.
The ship has a web page which includes a image of the craft (deckplans are forthcoming). The web page is http://www.ames.net/igor/trav/ships/wraith.htm
Tons: 400 (Sphere USL) Volume: 5600 m3 Cost: 337.179 MCr
Crew: 12 High/Mid Pass: 0 Low Pass: 0
Cargo: 20 tons Controls: Std TL: 10
8 Size 0 Jump drive
3 Fire Control 1 Maneuver (Fusion Rocket, 200 G-hours
3x TL10 Missile Barbette 1.5 Power Plant (291 MW) Fission plant
7.9 Fuel
0 Meson Screen (0 MW)
0 Sandcasters (0 cans)
1xdocking ring (20-ton) 0 Nuclear Damper
4A 4P 4J Sensors/EM Masking
100 Armor, 9 Structure
Crew: 1 Maneuver, 3 Electronics, 1 Engineer, 4 Gunnery, 2 Maintenance,
1 Command
Accom: 12 small staterooms,
The Balboa class SDB is intended to provide a long term threat to any
invading force. The system's main selling point is its long term endurance
and incredible toughness.
The Balboa is not intended to stand alone. It requires support in the form of missile reloads and fueling stations, and is limited to vacuum operations.
The Balboa is a small, unstreamlined sphere. First thing a viewer notes is the large fusion rocket assembly. This was chosen deliberately for both economic reasons, and for the nuisance value the hazardous blackblast plays with any attempt at pursuit. The three missile barbettes are spacing around the ship’s waist, and draw from a 300 missile magazine at the center of the ship.
Inside, the Balboa is surprisingly luxurious, with all crew members receiving a private room. Since the Balboa is intended to operate for months at a time in the deepest reaches of the system’s hinterlands, this level of privacy and comfort was deemed a very necessary design feature.
The Balboa has huge fuel tanks, enough to provide maneuver capabilities for many weeks at combat tempo. In addition, the McGee Power 291Mw Fission plant has sufficient fuel for several years of operation at modest loads. Sensor operations are provided by a modest suite of military sensors, the thought being that an invader will be making enough noise to be found with relative ease.
It is the design bureau's vision that Balboas would operate in groups of three, trading sensor information and fire solutions. A tender is in the planning stages, as one is clearly needed to support extended combat ops. It is humbly suggested that the Defense Board consider pre-placing fuel and missile cache at strategic points throughout our system.
Tons: 800 (Cylinder AF) Cost: 909.1 MCr
Crew: 29 High/Mid Pass: 0 Low Pass: 0
Cargo: 71 tons Controls: Military TL: 10
8 Size 0 Jump drive
5x TL10 MFD (+3) 6 Maneuver (HEPLAR, 18 G-hours)
3x Missile Barbette 5,000 Mw Fusion plant (2x2,000; 1x1,000)
1x PA-Gun (+2)2/5-4-2-0 188.5 Fuel (Scoop 320, Refine 3)
0 Meson Screen
5 Sandcasters (20 cans)
0 Nuclear Damper
Engineering Shop (6T) 16A 5P 8J Sensors/EM Masking
20 Armor, 21 Structure
Crew: 5 Engineers, 5 Electronics, 1 Manuever, 13 Gunners, 1 Steward,
4 Command, 1 Medical
The Type 88621-A is a lower-tech version of the popular Type 88621-C SDB
in Imperial service. Designed around proven Sylean Industry Norm (SIN)
modular components, this vessal can be built rapidly in any commercial or
military shipyard. The resulting cost savings are considerable, allowing
a capable ship to be built at a low price. Since it is built to SIN
Tech-A standards, it can be serviced and repaired by clients without
advanced dockyard facilities outside the Imperium.
The design philosphy of the Type 88621-A places highest priority on operational flexibility. In practical terms, this means a high-quality sensor system to search out the enemy, an airframe hull that allows operations in all environments (including gas giant atmospheres), high acceleration to avoid superior forces, and a mix of missile and gun armament to suit a variety of targets. What this ship cannot destroy, it can run away from, aided by the large array of sandcasters to protect from enemy fire.
The Type 88621-A is also designed to operate for prolonged periods with little outside support. The large 71 ton cargo bay is designed for missile storage to reload firing tubes, allowing multiple volleys. A large MFD array allows the crew to control and target a mass launch of all 15 missiles at once. For smaller, weaker targets (and for finishing off larger ones), the PA gun allows economical fire that does not expend expensive missiles, allowing for longer time between resupply. Finally, the onboard mechanical shop and fuel refining system mean that the Type 88621-A is independant of base support.
Crew accomadations are standard, with a large stateroom for the Captain, small staterooms for the other command crew and the pilot, and bunks for the other crew members.
Please contact your nearest Generica sales office for more information about the Type 88621-A and other fine Generica ships.
Tons: 500 Std (Slab S) Volume: 7000 m^3 Cost: 300.2 MCr
Crew: 19 High/Mid Pass: None Low: 0
Cargo: 8 Std Controls: Military (Bridge) TL: 10
08 Size 00 Jump Drive (00 Std/Pc Fuel)
02 Maneuver (HEPLaR, 560 Mw) {*1}
01x MilLaser Bay (+3) 1/02-00-00-00 04 Power Plant (1000Mw)
03x Missile Barbette (+3) 03/06 261 Fuel (Scoop 200, Refine 5)
w/ 45 Missiles 00 Meson Screen
02 Sandcasters (40 Cans)
00 Nuclear Damper
A4 P4 J0 Sensors
20 Armor, 16 Structure
Crew Detail: 3 Command, 3 Sensors, 8 Gunners, 2 Engineer, 1 Steward,
2 Maneuver.
Notes: {*1} 25 hours (100 G-turns) of maneuver fuel carried.
Another product of the New Victoria Naval Architects design
bureau, the "Unicorn"-class SDB is purpose-built for the export
market. Targetted at Imperial client-states and low-tech NonImperial
worlds, the Unicorn is capable of performing patrol, customs,
piracy-supression and light system-defence duties.
Like NVNA's other commercial designs, the Unicorn is constructed entirely from ISDP components. Not only does this reduce costs, it is also hoped that the demand for spares will help bring outside worlds closer to the Imperium. [Note to PR Rep: Leave this bit out of the export-market advertising, OK?]
The Unicorn is based around a 500 DspT streamlined slab hullform and the smallest possible TL-10 ISDP fusion power-plant - which still produces a healthy surplus of 40 Mw. Acceleration of two standard gravities is provided by a 560 Mw HEPLaR drive system. While this acceleration may seem low, the limited G-compensation technology available at this tech level make it the best that can be done without adversely affecting crew performance. The fuel tanks hold fifty G-hours worth of reaction mass, and the ship is fitted with fuel scoops and a small purification plant to allow wilderness refuelling and prolonged operations.
Like most other SDBs, the Unicorn relies on missiles for its primary armament; however, it mounts a single forward-mounted laser as a backup and for those occasions where the deadly force of a missile is unnecessary or not deemed cost-effective. Fire-control is provided by two MFDs, each of which is capable of controlling three missiles, as well as a dedicated MFD on the laser. The hull is lightly armoured, but is backed by twin sandcaster turrets. Controls, communications and sensor arrays are all military grade; however, because of the sensor's limited range we recommend that the Unicorn be deployed in groups or be equipped with sensor drones.
Crew accomodations follow the standard Imperial pattern; the Captain and other officers each have individual staterooms (the Captain's being larger, of course), while the crew share small staterooms. Finally, 8 tons of cargo space is provided, which can be used to carry extra stores for long-duration missions or as an extra missile magazine (16 rounds capacity).
Crew Volume Cost Surface Power
Hull - Slab S (500) <469.3> 21.9 <1996.0> 136.2
2G HEPLaR 0.1 4.0 0.6 56.0 560.0 Eng
Fuel (25 hrs / 100 GT) 250.0
TL-10 Mil Controls 2.6 6.2 0.4 1.9
TL-10 Small Mil Sensors 1.4 1.9 67.0 154.4 82.7 Elc A4 P4 J0
TL-10 Advanced Commo 1.8 0.0 2.0 203.0 21.5 Elc
TL-10 Laser Bay 1.0 50.0 104.0 91.6 125.0 Gun
3 * TL-8 Missile Bbbt 3.0 18.0 0.3 60.0 0.6 Gun
Magazine (30 Msls) 15.0
2 * TL-10 MFD 2.0 7.8 96.2 12.4 26.8 Gun
2 * TL-10 Sandcaster 2.0 6.0 1.4 20.0 2.0 Gun
Purification Plant (5/Hr) 17.0 0.1 3.4
TL-10 1000 MW PP 1.2 35.7 100.0 <1000.0> Eng
Reactor Fuel 11.0
Bridge w/ 18 WS 18.0 0.0
1 * Lg SR 4.0 0.1
10 * Sml SR 20.0 0.4
Cargo 8.0
Waste Space 0.3
Totals: 469.3 400.2 597.8 960.1
300.15
Crew:
Eng 1.3 2
Elc 3.2 3
Man 2.0 2
Gun 8.0 8
Scr 0.0 0
Sml 0.0 0
Com 2.5 3
Stw/Gen 1.0 1
19
Tons: 800 Std (Sphere S) Volume: 11200 m3 Cost: 933.4Mcr 700.1 w/discount
Crew: 33 Hi/Md P: 3 Low P: 0
Cargo: 18.5 Std Controls: Fib/Bridge TL: 10
Size: 8 0 Jump
2 Maneuver (HEPlaR, 25G-hours)
Lsr bay x 4 (+3) 1/2-0-0-0 7.5 Power Plant (3000 MW)
Msl barb x 8 (40x msl all ready) 219.6 Fuel (S 320 R 3)
(2 x batteries, 4 barb. ea.) 2 Sandcasters (40 cans)
MFD 2x(+3) (6 ctrld) A4 P4 J0 Sensors (0 Stealth/Cloak)
30 Armor 18 Structure
28 Length (m)
Crew: 33 (1xCommander, 1xSub Commander, 1xMaster-at-Arms, 1xPilot,
4xLaser Gunners, 2xMissile Gunners, 2xSand Gunners,
3xEngineers, 2xSensor Operators, 1xCommunications Operator,
1xDoctor, 1xLeader, 1xSub Leader, 12xTroopers)
Facilities: 1 x sickbay, 32xSmall Staterooms, 8xLarge Staterooms
The complete version of this boat (http://users.aol.com/ogerdude/sdb.htm) is on-line at the Draconis Cluster (http://users.aol.com/yanbeck/trav.htm). It include stats for both T4 and TNE, an illustration and a set of deckplans.Option:Bruce Alan Macintosh posted his list of QSDS sensors design with FF&S2. If those sensors are used in place of the current QSDS sensor the Kukri's sensors would be: Small Mil: Power 7.0MW, Cost 135.0MCr, Area 26.5m2, Vol 5.1dton, Minimum Hull size 40dton, Rating A11.5 P13.5 L14.5 JA11 JP0, Crew 2.0. With these sensors the Kukri cargo would be reduced to 15.3dton.
The ship's cost would be increased to 1000.4MCr and the discounted cost would be 750.3MCr if the sensors are considered standard QSDS components or 784.8MCr if not.
[Less than two years later only two Kukri class System Defense Boats would survive the Invasion of Ashkha by the People's Assembly of Luurin Uugluu.]
While for the most part they seem the same the turrets in SSDS include workstations for gunners, while QSDS makes no mention of this. Also QSDS requires bridge workstations for all gunners, while SSDS requires bridge workstations only for MFD operators. In these cases I chose go use the SSDS rulings over the QSDS ones.
500Std Box SL Cost 250Mcr (40 for 10Gcr) Crew:18 High: 6(Senior Officers) Mid: 12(Crew) Cargo:40 Controls: TL-10 Dynalink-Military Fb w/ Command Bridge 0 Jump Drive 2g Manuever Drive TL-10 HePlaR(560Mw) 120Std Fuel (24g/hours, 10Td/hr@2g) 1 x 100Std TL-10 Missile Bays (+3) w/ 1dmg 6g12 (Std TL-10 HE Missile) 8 Launchers w/ 13 reloads per launcher per bay 2 extra Missile MFD's(contol up to 9 missiles, 2MFD+BayMFD) 4 x TL-10 Sandcasters, Deflect 2USD each (Sandcaster USD: 8 total) 4 x TL-10 67Mj Laser Turrets, (+0) 0-0-0-0(Point Defence range only, 1 USD each) 1000MW TL-10 Fusion PP Rate: 4 Scoops: Yes Refinery: Yes (10tons/hrs) Power Plant Fuel 10.7 Tons Total Fuel Rate 50.7 Sensors A0 2P 0J EMMasking Armour: 20 Structure: 18=0D=0A Crew: 18 2Command, 2Engineer, 2electronics, 1Manuever, 11 GunnersKor-El is X-TEK's Low Tech Shipyard Branch, just recently made a partner in the corporation. The KE-SD/10a "Predator" is Kor-El's First Attempt at a purely military craft, using available TL-10 technology and X-TEK military strategy. The 'target saturation' tactic (common in low tech navies) was incorporated into the Predator by the use of a 100ton missile bay. With thise bay the Predator can launch up to 8 missiles in the space around it per combat round, therefore confusing the enemy with multiple inbounds. The bay comes equiped with an MFD control systems, but 2 more Missile MFD's were installed so a full spread be guided to the target with pinpoint accuracy. Although origonaly designed with the Standard TL-10 HE Missile in mind (about 0.1Mcr each) X-Ray Nuke Pulsed Warhead missiles could be installed in the bay as well, but the cost of such missiles is significantly higher. (about 0.9Mcr each). Defence was addressed by giving the Predator 4 Sandcasters for beam deflection, and 4 Point Defence Lasers to deal with possible inbound missiles. Also so that it may hide in it's 'lair' and strike without warning, the Preditor is equiped with EM Masking. The Predator having no J drive is a strictly systembound craft, with the added room, more fuel has been added for the HePLaR Engines, up to 12 hours duration at a constant 2g velocity, this does not limit the craft however as it is also capable of gas giant refueling. The fuel processor insures that only clean H2 gets pumped into the HePlaR, maximizing effecency and reducing wear on the HePlaR. The Predator was designed for long duration patrols in mind and therefore the crew was given attention with 6 Large Staterooms for the Senior Officers(Captain, 1st officer, Electronics Chief, Chief Engineer, Chief Pilot, and Gunnery Sergeant) and 12 Smaller staterooms for the remaining crew.
Another variant in the works is the KE-SD/10a. This variant forgoes the Missile bay by replacing it with a TL-10 100ton bay laser. Although a bay sized laser is the most efective laser weapon at this tech level, it does tend to be very expensive and consumes enormous amounts of power. This was X-TEK/Kor-El's first concept, but price concerns cancelled that project at the last minuite. The missile configuration above being prefered for the mission specs of the PE issuing the order.
Eman System Defence Boat
Tons: 300 Volume: 4200 Cost in MCr: 480
Crew: 14/25 Controls: adv/bridge/Fib Tech Level: 10
8 Size 4 G / HEPlaR
3*Fire Control FC3/5clicks 7 Power Plant
1*PD Fire Control FC3/2clicks 107 Fuel / Scope / Refine
1*L - 1*250 Mj Luerssen - 3,3,2,0 2 (40) Sandcaster
1*L - 2* 65 Mj Luerssen - 4,0,0,0 2 decoy dispenser
1*L - 1* 65 Mj Luerssen - 2,0,0,0 0A 5P 5J Sensor / Masking
1*M - 2*auto launcher - 6(18) 80 Armor / 13 Structure
Maechti Battle Tender
Tons: 900 Volume: 12600 Cost in MCr: 1080
Crew: 30/45 Controls: adv/bridge/Fib Tech Level: 10
Cargo: 0 Passenger: Medium 20/40 Low: 12
8 Size 2 G / HEPlaR
6*Fire Control FC3/5clicks 4 Power Plant
2*PD Fire Control FC3/2clicks 276 Fuel / Scope / Refine
1 (1800) Jump
3*L - 1*250 Mj Luerssen - 3,3,2,0 4 (80) Sandcaster
3*L - 2* 65 Mj Luerssen - 4,0,0,0 4 decoy dispenser
1*M - 2*fast launcher - 12(48) 10A 5P 5J Sensor / Masking
repair shop/sick bay 80 Armor /16 Structure
Luerssen Class Fleet Escord
Tons: 600 Volume: 8400 Cost in MCr: 1020
Crew: 25/42 Controls: adv/bridge/Fib Tech Level: 10
Cargo: 0 Passenger: Medium 4/8 Low: 6
8 Size 3 G / HEPlaR
6*Fire Control FC3/5clicks 6 Power Plant
2*PD Fire Control FC3/2clicks 152 Fuel / Scope / Refine
2 *1 parsec Jump
4*L - 1*250 Mj Luerssen - 3,3,2,0 4 (80) Sandcaster
3*L - 2* 65 Mj Luerssen - 4,0,0,0 4 decoy dispenser
1*M - 2*fast launcher - 12(18) 10A 5P 5J Sensor / Masking
repair shop/sick bay 80 Armor /16 Structure
|
Dear Lord Byron,
Vulkan Werft is most interested to hear that Autarch Zomaiir III is planning to invest in System Defense Boats. Security of our glorious Kaneshi Empire is paramount. We laud the plans to use local ship builders which will strengthen the Empire's industry and development. As you know, Vulkan Werft has had a long history in building civilian ships such as small armed freighters (the so-called 'Rock'n'Rollers'). Less well known is the fact that our sister company, Luerssen (manufacturers of the Luerssen class Fleet Escort), have had a design for an SDB on the board for several years. This design is based on their well known Fleet Escort which is widely feared by Vargrs and pirates alike as it capitalizes on the best of recorded Solomani technologies. Your suggested purchase order of 10,000 MCr would allow us to produce twelve 300 dt Eman SDBs and 2 Maechti 900 dt Battle Tenders capable of transferring three Emans two parsecs. The budget would also cover two additional 600 dt Luerssen Fleet Escorts. All the craft are streamlined wedges with an armor factor of 80, fuel scoops and purification plants capable of cracking their hydrogen requirements in three hours. This makes it possible to run a secure frontier refueling operation in some 6-9 hours. Our well known 250 MW ultra heavy Luerssen laser (3-3-2-0) provides fire power in long range fights. Two missile auto launchers are able to fire six missiles per round, an impact even larger ships should fear. Two sandcasters and three 65 Mj point defense lasers (2:1/6-20 rof 200) serve as active defense. EMM masking, AEMS-5 jamming and decoy dispensers ensure that a typical corsair will not even get a fire control lock. Combat history shows that quality of sensors and the number of fire controls make the difference between victory and defeat. Thus, the Eman SDB is equipped with an A0-P5-J5 suite and 3 fire controls of that calibre. A dedicated 4th point defense fire control is able to shoot six missiles point blank per round, but is also able to combine two 65Mj lasers as a 4-0-0-0 battery in dog fights. A crew of 14 is recommended for battle stations and, of course, the damage control team has own contra-grav beds as the Eman is capable of 4G evasion. A second A0-P4-J0 sensor suite and avionics package at the chief's control desk serve as a backup. So it always possible to bring the Eman home as long as the power plant is running. The Plant is our well known 1000MW Wendelstein C-N-O Fusion. Eman's HEPlaR and jumpdrive for the Maechti Tender are also compatible with our civilian products. Thus maintainance should not be a problem at any reasonably equipped starport. The Maechti Battle Tender is a warship in its own right. Three Luerssen lasers, two fast missile launchers, four sandcasters and six point defense lasers (with 6+2 fire controls) bolster the Emans' weapons whilst still leaving accomodation room. For the sensor suite, an A10-P5-J5 has been chosen for high performance and to drive opponents between the silently lurking Emans. The 1750 MW Wendelstein power plant (from our well known 2999er bulk carrier) and the Niehlsboah jump drive (from our 1799er wilds Rock'n'Roller) form the backbone of the ship's manoevrability. Both are reliable and have been fully tested in civilian roles. The Maechti also provides repair and recreation facilities for the Emans and their crews in longer fleet operations. A large repair shop, two fabrication facilities, as well as a sickbay with 12 low berths are included. The Maechti has a crew of 50 including five officers. Full scale operations can include up to 92 warriors, 14 of them noble officers. The officer's wardroom is naturally kept separate from the enlisted crew's messdeck. Vulkan Werft understand that our beloved Autarch Zomaiir III specified cheap missile bulk carriers when requesting an SDB proposal. However, in our most humble opinion, an SDB/Tender/Escort combination will cover many more areas of operation and be far more versatile than twenty SDBs alone. Your dear son, Sir van Werschenrege, understood to be the next fleet commander, would have a strong fleet with the Maechtis, capable of not only defending our borders but able to counterstrike at will. With Kindly Regards, kraehe@bakunin.north.de ( technical design )Addendum: For a first review we include T4 classification for further information refer to http://www.is-bremen.de/~kraehe/traveller/shipyard/kaneshicontaining deckplan and FFS classifications. |
The Eman SDB and Maechti Battle Tender from Vulkan Werft are state of the art TL10 warships. The Maechti is capable of carrying three Eman SDBs. It provides repair facilties for the three craft and recreation areas for their crews.
As the Emans carry fuel it is possible for the Battle Tender to make a two parsec jump by deep space refuelling. A frontier refuelling takes three hours per ship. Jump preparation is 30 minutes with Emans attached or 15 without.
Unlike backwater shipyards common elsewere in the wilds, Vulkan Werft use sophisticated sensors and fire controls in conjunction with specially designed weapons.
The most noticeable features of both the SDB and it's tender are the huge 250 Mj Luerssen lasers with a diameter of 11.6 metres and the 40 meter passive EMS sensor array.
Visitors to Emans often wonder why there are bunks filling almost all available free bulkheads. They're soon told that these are contra-grav beds for the damage control teams so they can avoid the enormous acceleration the Eman is capable of.
On the bridge, a modern dynamically linked installation can be seen, surrounded by 19" racks for fire controls and computers. Warriors who have served on an Eman say that it's a nice enough ship as long as it's only used for short term operations (with 14 people in single occupation) or attached to a Maechti. However, it is really cramped with double occupancy. Some mention that even with the contra-grav beds at crew stations, 4G is not acceptable for more than half an hour or so. A typical officer will respond: "this is a warship, not a yacht. You're a soldier not here on holiday - if 4G evasion'll keep us alive - we'll take it and like it." The main problem with Emans is that first line crews prefer the jump capable Maechti or Luerssen and often officers feel degraded when they get a commission to serve on an Eman. The Kaneshi Empire is working to ameliorate this by offering landgrants to nobles who serve on Emans and faster promotions for enlisted warriors.
Tons:900 std (SL Needle) Volume:12,600 m^3 Cost:1,689.289 MCr (1,520.360 MCr)
Crew:35/35 Pass H/M:0/0 Pass Low:0
Cargo: 4.0 std Controls: Mil Std(/Br /Fib) TL:10
8 Size Rating
0 Jump Drive
3 Maneuver (HEPlaR, 1,350Mw, 30 GHrs)
6 Power Plant Rating (1x2,500Mw)
268 Fuel (/Scoop:5.0 /Refine:5.4)
4 Sandcaster (40 cans)
0 Nuclear Damper
0 Meson Screen
0 Black Globe
A10 P4 J10 Sensors (/EMM)
50 Armor, 19 Structure
1x 'LongArcher' Missile Salvo (+3) 8/8
w/ 104 Guided DetLaser 1d6/2 6G12
1x 'HedgehogMiniTwin' Missile Launcher (+3) 6/6
w/ 12 Guided DetLaser 1d6/2 6G12
2x 'HedgehogMaxi' Missile Cells (+3) 5/6
w/ 5 Guided DetLaser 1d6/2 6G12
1x 'HullBusterLight' Particle Cannon (+3) 2/5-3-2-1
1xSick Bay (8 std)
Crew Details: 4 command, 1 maneuver, 4 electronics, 12 gunners,
10 engineers, 2 maintenance, 1 steward, 1 medic
Notes:
Cargo space is used as multi-purpose recreation/meeting/gym
area for crew
It is with proud hearts and eager orderbooks that RGNA unveils the
newest revolution in system-wide Close Defense Vessels, the Scenic
View class CDV.
Conforming in its entirety to the specifications laid down by the great Autarch Zomaiir III on Makan IV:33 Upper, the Scenic View class redefines the capabilities of system defense vessels, and pushes the price:performance ratio to an all-new high. Coming equipped with weaponry to give even the most expansionist enemy pause for thought, the Scenic View makes no comprises when the defense of the realm is at stake - and neither should you!
Due to an almost unbelievable program of cost-cutting and fat-trimming, RGNA can now offer the Scenic View to interested governments and other RGNA-approved purchasers at the amazing price of 1,520 MCr each, enabling a run of 6 vessels for a mere 9,122.16 MCr (6.58 vessels per 10 GCr).
Remember - when there is something rotten in your neighbourhood, don't worry about 'alas' - just call on Rosencrantz & Guildenstern NA, Inc., and all your problems will sail away.
The Scenic View class provides for all your planetary defense needs:
Tons: 500dT (Slab S) Volume: 7000m^3 Cost: Mcr 736.4
Crew: 32 High/Mid Psg: 0/0 Low: 0
Cargo: 0 Controls: TL 10 fib (bridge) TL: 10
8 Size 0 Jump Drive
3 x Missile barbette 4G Maneuver (HEPLaR, 10 G hr)
5 x MFD (+3) 8 Power Plant (1 x 2000Mw)
Fuel 207.8dT (S200, R5)
0 Meson Screen
4 Sandcaster (4 x 20)
0 Nuclear Damper
A16 P5 J8 Sensors
20 Armour 16 Structure
Crew: 2 Engineer, 2 Electronics, 2 Maneuver, 5 Gunnery, 4 Screens,
8 Troops, 4 Command, 1 Steward, 1 Medic
The Phoenix Corporation takes great pleasure in unveiling it's latest design
the P-500SD system defence boat.
Cost of 13 examples = MCr 9,573.2
The Phoenix P-500SD is designed as a cost effective patrol and defence unit for customers unwilling to utilise current Imperial standard equipment. Built around a standard 500dT streamlined slab hull, the P-500SD is constucted using only tested componentry which can be produced and maintained in a wide variety of frontier locations. The modular nature of the P-500SD allows for the replacement of damaged component with the minimum of difficulty.
The P-500SD is propelled by 8 standard MCI EF-74 HEPLaR thrusters each capable of producing up to 3500 tons of thrust providing up to 4G's of acceleration. The internal fuel tankage allows for over 10 hours operations at full thrust. Power for this and all other onboard systems is provided by a single Simmens LT-F12/r 2000Mw fusion reactor, fuel for which is drawn from the 207.8 tons of L-Hyd carried aboard (the reactors consume 5.35 tons of fuel per 3 months at full power, whilst the thrusters consume 20 tons per hour of full thrust). The onboard Mitre ADR fuel refinery can process a full load of fuel in 41.56 hours at a throughput rate of 5 tons per hour. The P-500SD utilises a transverse layout allowing the thrusters to operate at 90 degrees to the decks, neutralising 1G of thrust, greatly improving the efficency of it's gravitic compensators.
The P-500SD carries a formidable electronics suite. The Matsui CtM-21 package includes hardened military standard avionics, long range AEMS and PEMS sensors, a LADAR range finder/target designator, a 1000AU radio, two 1000AU tight beam maser commuinicators and a 1000AU tight beam laser communicator. The suite is fully integrated and any individual component can be removed and replaced in the event of damage. The P-500SD centralises all non-engineering control postions on a heavily protected brigde located at the centre of the vessel.
The P-500SD is armed with 3 missile barbettes located amidships, each armed with 5 standard ship combat missiles. These missiles are controlled by no less than 5 Matsui R7d(c) Master Fire Directors, allowing for the P-500SD's full missile compliment to be fired and controlled at once. Defence is provided by 4 standard PS-C(3) sandcaster turrets. It is envisinged that the P-500SD would utilise time tested "shoot'n'scoot" tactics; emerging from suitably concealed locations to fire off a devestating missile volley and then retreating to rearm at prepositioned depots hidden throughout the system.
The standard crew roster of the P-500SD is as follows (by department):
Command Commander First Officer Gunnery Officer Operations Officer Manuever Pilot Astrogator Gunnery 5 x missile gunners 4 x sandcaster gunners Engineering Chief Engineer Assistant Engineer Electronics Communictions Officer Sensor Officer 3 x Electronics Technicians Security Master at Arms 7 x Security personnel Service Medical Officer PurserThe Commander, First Officer and Chief Engineer are all provided with large staterooms, all other crew are provided with individual small staterooms. The P-500SD additionally has a fully equiped sickbay and carries a qualified Medical Officer to handle battle casualties without resort to outside facilities.
The streamlined hull of the P-500SD allows for it to lurk at minimal power levels in virtually any location within a system, for virtually indefinite periods. This makes the P-500SD a potent threat to any invading force attempting to gain control of a system. However the P-500SD is fully capable of handling the many duties of required of such craft in peacetime. It's onboard sickbay and excellant sensor suite makes it ideal for search and rescue operations and its large compliment of security personnel, with it's impressive acceleration and endurance makes it well suited to routine in system patrol and law enforcement. It's sophisticated electronics suite also makes it an ideal vessel for long range scientific operations and in system survey duties.
The P-500SD comes at the modest cost of MCr 736.4 and required 56 weeks to construct. The Phoenix Corporation encourages licence production of the P-500SD utilising local resources; and a technical assistance program is available for clients wishing to pursue this option.
Tons: 700 std ( SL Needle ) Volume: 9,800 m^3 Cost: 1,558.133 MCr ( 1,402.320 MCr )
Crew: 31/31 ( /HighAuto ) Passengers High/Medium: 0/0 Passengers Low: 0
Cargo: 25.0 std Controls: Military Std ( /Bridge /Fib )
Tech Level: 10
8 Size Rating 0 Jump Drive
6 Maneuver ( Thruster, 1,050 Mw /No CG )
2xLaser Emitters (+3) 1/0-0-0-0 5 Power Plant Rating ( 7x250Mw 1x10Mw )
1xLaser Battery (+3) 1/2-1-0-0 9 Fuel ( /Scoop:5.0 /Refine:0.2 )
1xMissile Cell (+3) 5/6 2 Sandcaster ( 20 cans )
w/ 40 Guided DetLaser 1d6/2 6G12 0 Nuclear Damper
1xParticle Cannon (+3) 2/5-3-2-1 0 Meson Screen
0 Black Globe
A10 P4 J10 Sensors ( /EMM )
60 Armor, 22 Structure
12xDocking Rings ( 5 std capacity )
1xVehicle Bay ( 4 std craft )
Crew Details: 4 cmd, 1 mvr, 4 elc, 10 gun, 0 scr, 10 eng, 2 mtn, 0 crf,
0 trp, 0 sci, 0 stw, 0 brk, 0 med
10 Gigacredits (10,000 Mcr) would purchase 6 of these, 7 if the "quantity"
cost is used.
Price does not include External Ordinance (see below) or subcraft (4 ton
enclosed air/raft is the usual standard).
Note; Individual units are given numbers, typically, instead of names.
To the Council of Nine of the Kaneshi Chartered Guild of Shipwrights,
Please find, enclosed, the official entry of the Goodenuf Construction Company for your consideration as an in-system defense craft for the Kaneshi Empire. I think you will find this craft uniquely suited to your needs and well within the parameters of your Request for Proposals.
The Argenaugh System Defense Craft is all about force multipliers. The first and most obvious of these is its main armament; a powerful Particle Cannon able to "reach out and touch someone" at extreme range. This weapon makes the craft capable of affecting invading capital ships and allows response to long-range spinal mount fire which a craft with lesser weapons would have to endure until it was in range with lesser weapons. This also allows the Argenaugh to use 'hit and run' tactics against escorts and pickets which do not have long range weapons, striking without allowing the enemy to strike back.
The same philosophy is behind a well stocked missile launcher. With a standard load of 40 guided detonation-laser missiles, long patrols or extended defensive actions won't find the magazine empty. And if that's not enough, a sizable 25 ton cargo bay is available for additional reloads.
And you'll find the hefty laser battery for real nose-to-nose combat, and point defense lasers and a pair of sandcasters round out the active defenses quite nicely.
Multipliers, that's what you'll find in the best EM Masking package available on Kanesh. And the high quality military sensors and jammers, which provide the best electronic intelligence possible, and allow the ships of the squadron to remain in contact via near-impossible-to-intercept laser communicators.
Multipliers are why each Argenaugh SDB to carry additional external ordinance in Ten 5-ton external grapples (SSDS Docking Ring). Our design team is working on several options for carrying on these racks;
A fuel purification plant, and 6 month fuel supply allow long patrols and time on station away from base facilities.
There are those who would tell you to "go cheap" and buy many SDBs. Let me tell you that, time and again throughout history, quality has ruled over quantity in military engagements. What good is a ship at half this price if this vessel can destroy 3 of them without a scratch? We offer a full operations and tactics training course for your local instructors (for a modest fee) which can aid you in bringing your forces up to the highest readiness standard money can buy.
Long range weapons, plenty of reloads, mission flexibility, the ability to absorb damage, low detectability, and a powerful sensor package, these are the force multipliers you are buying when you choose the Argenaugh System Defense craft. We at Goodenuf have been thinking about system defense for a long time now, and we think this combination is what you'll need to keep your planets safe.
This craft is a weapons platform, pure and simple. I looked for a weapon which does some damage at max range, and built the rest around that (the PA). Missiles are an obvious addition. With any luck she can "dance" around at max range taking pot shots with missiles and the PA and stay out of range of most of her enemy's primary armament. In action I would fill the cargo bay with missile reloads (reloading would have to be done in deep space somewhere probably...there are no facilities installed for moving missiles inside the ship from cargo bay to missile bay)
Technically, adding anything to the outside of the vessel should reduce the accelleration. Practically, since accelleration is based on volume rather than mass and the max volume of any external payload is (5 tons X 12 docking rings) 60 tons, I would reduce accelleration by (60/700=) 8.6% to 5.5Gs. This assumes full loads in all docking rings. Note that any layout should take into account that the docking rings need to be carefully distributed around the vessel at balanced points so that any attached propulsion would work properly.
I used a ring instead of grapples (my intent was grapples) because a "Ring" took much less volume and surface area. There was once a discussion of what each was, but having neglected to save it I'm not going to dig for it now. It makes no sense to me that a ring is smaller than a grapple, so I assume the definitions are not what I imagined.
I have yet to design payloads. I think the"sensor drone", "mine" and "boosters" are the most practical, since they are generally jettisoned before combat. I imagine (although there is plenty of surface area left over) that anything attached to the vessel would block some line of fire somewhere, which would be a Bad Thing. In play I would make it mandatory to jettison any external payload before combat.
The sensor drone deserves a little more attention. They can go active and get sensor locks without revealing the location of the main vessel. This is a pretty big advantage, and if they worked as I describe, then all ships would have these. Since they don't, then there is probably some basic flaw with the whole concept.
Incidentially, the idea (for externally mounted missiles) came from David Weber and Steven White's _Insurrection_ Wherein large ships would always fire big "capital" missiles from "external ordinance" racks just prior to joining combat. The bigger the ship, the bigger the missiles it carried.
Crew requirements shown are for Medium automation, but the vessel is equipped with high automation. In peacetime much monthly expense can be saved by manning this ship with the minimum required crew, incidentially making a lot more room aboard. I believe this is similar to the manner that some naval vessels today (or perhaps around WWII) are manned. Crew are at double occupancy of large staterooms and officers at single occupancy of small staterooms when fully manned. When short-manned the crew is 19 instead of 31.
I also felt that a steward and medical officer were unnecessary for an insystem, military vessel, and omitted them intentionally in the interest of space and money.
Notice fuel is for 1/2 a year rather than a year. I though 1 year's worth of fuel was a bit extreme, but 6 months is not too unreasonable. and I could use the space better.
Tons: 990 (Sphere SL) Volume: 13860 m3 Cost: 606.499 MCr
Crew: 35 High/Mid Pass: 0 Low Pass: 0
Cargo: 9.4 tons Controls: Fib (Bridge) TL: 10
8 Size 0 Jump drive
3 Fire Control 1 Maneuver (HEPlaR, 918.7101 MW) (55 GTurns)
4.3 Power Plant (Fusion) (2133.2 MW)
5xPDL:SR=2:2-2-0-0 456.9 Fuel (Scoop 1584, Refine 16.7)
1xLLL:11-11-6-6 0 Meson Screen (0 MW)
7 Sandcasters (140 cans)
0 Nuclear Damper
10A 4P 0J Sensors
60 Armor, 11 Structure
(LLC = Linked Laser Lances)
(PDL = Point Defense Lasers)
Crew: 1 Maneuver, 3 Electronics, 1 Engineer, 17 Gunnery, 8 Maintenance,
5 Command
Accom: 17 small staterooms,
Average density: 1.3257 ton/m3.
16 ARCHERS can be bought for 10 billion credits. This will leave 296
million credits left over. It is suggested that these be used to purchase
long range AEMS to be placed on the main homeworld, to provide better
sensor coverage of the system.
If the Kaneshi Empire is forced into a fight with the Imperium, it will lose. There is no way that one small world can hope to defeat the combined might of hundreds of worlds with higher tech level weapons and ships. If the Kaneshi Empire is to survive it has to make the possibility of a fight with the Imperium so costly that the Imperium will choose to ignore the Kaneshi Empire and go find someone weaker to pick on. The Archer will make the battle costly to the Imperium, by destroying their large capital ships.
Initial intelligence suggests that Imperial forces consist of 10,000 to 25,000 ton ships escorted by the highly touted Imperial Fighters. While Imperial Fighters do cost significant amounts, to discourage Imperial attack, their capital ships have to be in danger. The Archer SDB was developed to do this.
The Archer was given 5 of the biggest laser cannons, that the Kaneshi Empire can build, to save money these lasers were made to be non-steerable. These lasers are over 8meters in diameter and fire 100 500Mj laser pulses per half hour. (in game terms ROF=100) These lasers are controlled by a state of the art Master Fire Director. Only one MFD was chosen, both because MFDs are very expensive and also the tactic behind the Archer is for it to close with the enemy and to concentrate all of its firepower on the capital ships of the enemy fleet. Fighters and escorts will be ignored until the capital ships are destroyed. To protect the Archer against the fire from the Fighters, the ship was given a thick armored hull, it was also given 7 sandcaster turrets. These sandcasters can protect the ship against the laser stings of fighters, as well as the capital ship's PAW spinal mounts. In addition 5 point defense lasers are mounted, these can shoot down incoming missiles, and any fighters that are in range. Also 200 AEMS decoys and 200 PEMS decoys are installed, these can reduce the chance of a sensor lock on by a hostile craft. EMM was looked at but the 70 MCr price tag was thought to be too expensive.
The Archer's laser cannons should outrange or at the worst be equal to many of the weapons, found on Imperial ships. (The TL-12 Meson guns found in Starships only range up to 40 hexes, while the Archer's laser ranges out to 80 hexes. The only meson guns capable of doing significant damage at 80 hexes are extremely big, especially at TL-12) The typical turret laser, while being able to reach 80 hexes, will be unable to penetrate the Archer's armor plating at those ranges.)
While the laser lances of the Archer are a powerful weapon, the Archer is two tech levels behind that of their Imperial foes. This does effect the design, the Archer can only accelerate at 1G, this will allow the Imperial forces to dictate the range at which the combat is fought. While this is unfortunate, it is not fatal, because of the long range of the Archer's laser lance. Many of the systems are not as effective as their TL-12, which means that TL-12 ships will be able to put more and better equipment in their ships.
The ship has a AEMS with a short range of 300,000km, and a PEMS with a short range of 120,000 km. A bigger PEMS would have been useful, but it would have required a folding array, and the prices of folding arrays are much too high. The ship will probably be easily found by the Imperials TL-12 sensors, so once it is found it will probably turn on its AEMS sensor to allow it to fire at the enemy.
Many weapon systems were looked at while designing the Archer. The three major weapon systems are spinal PAWS, missile bays and large lasers. Missiles are the most effective weapon at TL-10, but they are extremely expensive. A 1000 ship can easily carry 100-200 ton missile bay capable of firing a huge missile volley. Missile bays are very cheap, but missiles require a MFD for each 3 missiles fire, as each MFD costs about 50 MCr the price for the ship would sky rocket. Adding still more expense the missiles cost just under a million credits each. As the Kaneshi Empire desires an effective yet inexpensive ship, missiles were not selected. It was felt that large laser lances can do more damage, with better penetration than PAWS, so linked laser lances were selected.
The ship is egg shaped, the laser lances are mounted around the pointed end of the egg, while the HEPlaR engines point out the fat end of the egg. The sandcasters and point defense lasers are mounted evenly around the middle of the egg. Most of the fuel, is mounted directly behind the armor, to act as extra protection. The bridge and engine room are located in the center of the ship. It was felt that the most essential systems should be put behind as many barriers as possible.
The ship has an extensive electronics suite, it has 2 laser communicators, one maser communicator and a broadband radio receiver and transmitter, all with a range of 1000AU. This will allow the ship to communicate with all friendly forces in the area, and to hail potentially hostile ships. It has two state of the art military grade fiber optic computers, these are more than capable of meeting the computing needs of the ship.
Inside the ship is fairly spartan. Pipes and wiring weren't hidden behind false panels, as that makes damage control more difficult. The ship is fairly cramped, the captain gets a single, as it he is expected to use it as an office as well as a stateroom. The rest of the command staff double bunks as well as most of the crew. The engineering staff are forced to triple bunk. The ship does have an extensive video library, and several video game stations. This allows the crew to have some recreation, but most of the time they are on duty, ever vigilant to the Imperial threat.
Tons: 1000Std (Asteroid) Volume:14000 m^3 Cost:458.74 MCr
Crew: 33 High/Mid Pass: 0 Low: 16
Cargo: 15.5 Controls: Fib/Bridge TL: 10
Size: 9 0 Jump Drive
2xLaser (+0) 1/1-0-0-0 1 Maneuver (Heplar, 500MW, 53 G-turns)
1xPAW (+2) 2/11-9-6-3 2.8 Power Plant (1x1413MW)
(+3) 2/11-8-5-3 236.6 Fuel (Scoop 0, Refine 4.65)
(+4) 2/10-7-4-2 0 Meson Screen
2 Sandcasters (40 Cans)
1xDocking Ring (Fuel Shuttle) 0 Nuclear Damper
*A11 P13x2 J0 Sensors, Sig:.5, 0 (-2),0
40 Armor, 1000 Structure
Crew Detail: 4 Engineers, 4 Electronics, 5 Maneuver, 9 Gunners,
2 Screens, 2 AuxCraft Crew, 0 Troops/Marines, 5 Command,
1 Stewards, 0 Medical
* This is the FF&S2 rating. Sensors are listed by sensitivity and
Signature is listed Sig: Visible, IR(powered down), Active
The Darkstar is so named because it has the ability to disguise itself as a common metallic asteroid and then strike with its massive particle accelerator from ambush. The Fellowes of the Royal Shipwrights College believe that this ability solves a common problem with SDB tactical deployment. Most SDBs are designed to hide in the atmospheres of gas giants or in the depths of oceans. While these tactics are quite successful in concealing the ship from invaders, they also blind the SDBs sensors in equal measure.
To overcome this problem, the Darkstar is designed to hide in plain sight. With its drives and weapons powered down, the Darkstar is indistinguishable from a normal metallic asteroid. From this position, the Darkstar can observe approaching enemies without being detected and rally His Majestys space fleet. This remarkable capability is made possible by placing the Darkstar inside the shell of an asteroid and concealing its thermal emissions with advanced thermal masking technology developed by our faculty.
The Darkstar is not merely an early detection platform. It is also equipped with the most powerful Particle Accelerator Weapon ever constructed for a ship other than a Ship-of-the-Line. This is accomplished by another Royal Shipwrights College breakthrough. While traditional particle beam weapons are constructed as linear accelerators, the Darkstar's weapon is a circular accelerator, or cyclotron. Cyclotrons can continously accelerate their particle beams in a circle and achieve very high particle energies without the need for exceedingly long accelerator tunnels. The Darkstar's cyclotron can vary its rate of fire and release many less energetic shots or a few very powerful blasts.
The Darkstar's combat capabilities are completed by a pair of laser barbettes for point defense and supplementary fire. The Darkstar is defended by its outer mettallic asteroid shell as well as an inner hull of standard crystaliron armor plate. A brace of sandcaster turrets provide another layer of protection.
The Darkstar is made to be able to remain on station in the remotest parts of his Kingdom for extended periods. It carries 3 months of provisions, a life support system of unlimited endurance, and a galley and extensive exercise facilities to maintain the morale of the crew on long deployments. It also is equipped with emergency low berths so that His Majesty's highly trained naval crewmen can be preserved until they reach medical help.
Since the systems of His Majesty's kingdom contain numerous planetoid belts, gas giant ring systems, and LaGrange point industrial asteroids near the mainworlds, the Fellowes believe that the Darkstar will have many mundane asteroids amongst which it can hide. The strategic beauty of this ship is that once the existence of the Darkstars are known to His Majesty's enemies, they will never be able to enter one of His systems without worrying that any of the countless asteroids in it could be a Darkstar quietly stalking him. The effort of making an intensive, close-range sensor scan of any asteroid near a gas giant or other strategically significant point will provide an enormous deterrant against invasion. This deterent will be magnified ad infinitum by the suspiscious minds of His Majesty's enemies, who will see Darkstars everywhere. This effect can be increased by placing asteroids of the approximate displacement of the Darkstar in various locations as scarecrows.
URL: http://www.cinenet.net/users/cberry/thuddd6.html
Last modified: Thursday, 01-Jan-98 19:12:45 PST
Author: Craig Berry
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