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Author Topic: A Chronological Catalog of Aerospace Designs, Reworks and New (house rules)  (Read 492 times)

NathanKell

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Over in Fan Rules, I've posted about my (20-year) attempt to rework aerospace design rules. Here, I'll be posting the fruits of that labor, in chronological order; featured will be both reworks of existing canon designs as well as new designs to fill in gaps or stat vessels only described. (Note that I reserve the right to go back and fill in more designs later; Liam's Ghost has definitely inspired me in regards to Primitive JumpShips, and I've borrowed that worthy's conceit of making the Aquilla class derive from the Chargers.)

This will also serve to demonstrate (and put to the test!) the reworked design rules and the design spreadsheet/webapp/whatever.

Note that early vessels will appear particularly confusing, since they by and large make use exclusively of primitive weapons rather than the equipment you've come to know and love (or hate).

So without further ado, let's stretch our memories far, far back. So far back we reach the first interstellar warship ever designed and constructed: TAS CHARGER and her sisters.

Complete spreadsheet, including more detailed technical readout entry with complete mass and cost breakdowns.

Code: [Select]
          Aerospace Vessel Technical Readout
                 VALIDATED
Charger class Cruiser
Type: Military Primitive JumpShip, Non-Atmospheric
Tech: Primitive (2100+)
Introduced:          2122
Design Tonnage:    100,000.0 tons
  Light Ship:       80,479.5 tons
  Standard:         85,978.5 tons
  Full Load:       114,593.5 tons
Length:                305.0 meters
Width:                  53.0 meters
Height:                 45.0 meters
Hull:                Primitive
K-F Drive System:    Primitive (15 LY)
Maneuvering Drive:   Primitive Fusion
Safe Thrust:             0.50G
Maximum Thrust:          0.75G
Armor Type:          Primitive
Armament:
    12 Thomson DAC/4
    24 Siemens DL/2
    12 Rockwell Lance Anti-Ship Missile Launcher
    72 Hoplite PDWS Machine Gun
Equipment:
    Small Flag Bridge
    Power Amplifiers
    Primitive Heat Sinks
    Additional Fire Control
Manufacturer:        Boeing Interstellar
    Location:        Terra (Lunar orbit)
Comm. System:       
Targeting System:    Local Control FCS
Cost:            965,431,124 C-Bills
Battle Value:         27,430

==Overview==
A predecessor of the AQUILLA class JumpShip, TAS CHARGER was the first combat JumpShip. It was the first of six vessels ordered by the Terran Alliance to protect and control the exodus of humanity. The CHARGER class was outwardly quite similar to the later AQUILLAS, though the latter lacked the heavy armor plating and most of the weapons fit.

Inside, the CHARGERS were also different. They were built to military standard and as such carried redundant systems, strengthened structural members, and had considerable provision for damage control. This meant the CHARGERS required far larger crews than the civilian AQUILLAS, and had a price to match.

The CHARGERS were more colonial cruiser than pure warship. They carried, in addition to their weapons and armor, a full marine company and a set of six light vehicles with a focus on both combat and disaster relief. These marines and vehicles could be delivered to a new colony's surface with the vehicle transport shuttles, or the combat shuttles could send a boarding party to quickly capture any vessel in space.

==Capabilities==
Accounting for hyperdrive, maneuvering drive, small craft and vehicles bays, and fuel bunkers, the CHARGERS had only a quarter of their design tonnage to spend on protection and weaponry.  The class carried just over 11,000t of armor plating and reinforced structural members, providing considerable protection in its day. For weaponry, the Alliance tried many different systems and settled on a combined loadout of lasers, missiles, and guns.

CHARGERS carried twelve Thomson railguns; much smaller than the railguns common to the early Age of War, these were DropShip-class weapons equivalent in performance to a DAC/4. They were suitable only for close-range engagements, the last line of defense before the point-defense mounts. At medium range, the CHARGERS used their two dozen primitive laser weapons, ultimately derived from those used by Crippen Station. These generated a great deal of heat, and the CHARGER class's primitive system of radiators and heat sinks was far more massive than even Age of War systems. They also required a similar set of capacitors and power amplifiers to those which modern lasers do on chemically-powered vehicles.

The long range punch of the class, however, came from its twelve Rockwell Lance anti-ship missile tubes. These missiles were broadly equivalent to the MRBMs still fielded by the Alliance Global Militia, massing eight tons each with about 5.5km/sec delta V and capable of carrying a 350kg conventional or nuclear warhead. The CHARGERS carried a total of 240 missiles in ready magazines of 20 per launch tube.

CHARGERS were large, expensive ships, massing as much as the supercarriers of the previous century. But they were as much on a different level compared to the small insystem craft of the early colonies as the cruisers of the 1890s were on colonial station. As the Outer Reaches Rebellion showed, however, they were little better loved.

==Variants / Notable Vessels and Crews==
Classmates to TAS CHARGER carried minor improvements to the nameship's weapons fit and electronic systems. ARMSTRONG featured early barrage rocket packs instead of a portion of the railgun array, while KONGO exchanged a few laser turrets for early attempts at large autocannon. After a decade of service, each ship's electronics fit was brought up to the latest standard but the experimental weapons fits were returned to the standard loadout of CHARGER.


Code: [Select]
Class/Model/Name:            Charger
Construction Options:        Standard

Mass:                  100,000.0 tons
Fuel:                   10,834.0 tons (5,492)
Tons/burn-day:             270.84 (40 days)
Days Food and Water:       120
Safe Thrust:                 1
Maximum Thrust:              1.5
                             
K-F Drive Integrity:         4
Jump Range:                 15 Light Years
Heat Sinks:              1,164
Structural Integrity:      138 DropShip (x10)

Armor:                     366 (Primitive)
  Fore:                     61
  Fore sides:               61
  Aft sides:                61
  Aft:                      61

Cargo:
  Bay 1:  8 Small Craft                                                 4 Doors
  Bay 2:  6 Light vehicles
  Bay 3:  149 Marines
  Bay 4:  Cargo (3,187.5 tons)                                          1 Door

Ammunition:
  600 rounds of DAC/4 ammunition (600.0 tons), 50 per
  240 rounds of ASh Missile ammunition (1,920.0 tons), 20 per
  3,600 rounds of Machine Gun ammunition (18.0 tons), 50 per

Docking Collars:     0 (Lacks KF Booms, incapable of FTL with DropShips)
Grav Decks:       None
Escape Pods:        65
Lifeboats:           0
Crew: 24 officers, 117 enlisted, 149 marines, 79 bay personnel
    Bay personnel in steerage quarters
    Can meet maintenance needs with standard (60 hour) work week

Notes: Equipped with Low automation, Local Control fire control system (+2 TN),
  Sm Flag Bridge, Power Amplifiers, Primitive Heat Sinks, Additional Fire Control,
  and 9,583.0 tons of Primitive armor.
  Probe Value: 1, ECM Value: 1.

Weapons:
Arc (Heat)                 Heat  Damage   (Standard)            Range Mod Type
Nose (188 Heat)
    2 DAC/4                  28       8         (80)          1/2/3/7  +4 Ballistic PD
    4 DL/2                  160       8         (80)        4/8/12/14  +4 Laser
   12 Machine Gun             0       2         (24)          0/-/-/1  +2 Ballistic PD
FL/FR (197 Heat)
    2 DAC/4                  28       8         (80)          1/2/3/7  +4 Ballistic PD
    4 DL/2                  160       8         (80)        4/8/12/14  +4 Laser
    3 ASh Missile Ln          9      30        (300)        5/10/15/M  +0 Missile
   12 Machine Gun             0       2         (24)          0/-/-/1  +2 Ballistic PD
AL/AR (197 Heat)
    2 DAC/4                  28       8         (80)          1/2/3/7  +4 Ballistic PD
    4 DL/2                  160       8         (80)        4/8/12/14  +4 Laser
    3 ASh Missile Ln          9      30        (300)        5/10/15/M  +0 Missile
   12 Machine Gun             0       2         (24)          0/-/-/1  +2 Ballistic PD
Aft (188 Heat)
    2 DAC/4                  28       8         (80)          1/2/3/7  +4 Ballistic PD
    4 DL/2                  160       8         (80)        4/8/12/14  +4 Laser
   12 Machine Gun             0       2         (24)          0/-/-/1  +2 Ballistic PD

Red Pins

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Ooooh!  Me want!  Thank you!
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

NathanKell

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Next up: the famous Aquilla class transport. I present two versions, the original 2148 civilian model and a militarized, refitted version archetypical of those used during the Reunification War.

Sheet link
Code: [Select]
          Aerospace Vessel Technical Readout
                 VALIDATED
Aquilla class Transport
Type: Civilian Primitive JumpShip, Non-Atmospheric
Tech: Primitive (2150+)
Introduced:          2148
Design Tonnage:    100,000.0 tons
  Light Ship:       67,584.0 tons
  Standard:         69,568.5 tons
  Full Load:       109,086.5 tons
Length:                305.0 meters
Width:                  53.0 meters
Height:                 45.0 meters
Hull:                Primitive
K-F Drive System:    Primitive (15 LY)
Maneuvering Drive:   Primitive Fusion
Safe Thrust:             0.50G
Maximum Thrust:          0.75G
Armor Type:          Primitive
Armament:
    24 Stormshield Machine Gun
Manufacturer:        Boeing Interstellar
    Location:        Terra (Lunar orbit)
Comm. System:       
Targeting System:    Local Control FCS
Cost:            617,557,478 C-Bills
Battle Value:            656

==Overview==
The Kearny-Fuchida Drive opened the door to the universe for humanity and during the period known as The Exodus thousands would flee the confines of Terra in search of freedom, adventure, or opportunity. Born of the demand for interstellar transports, the AQUILLA class vessel came out of Boeing Interstellar's shipyards. At that time the technique of manipulating the KF-field was still in its infancy. Later improvements in drive core construction and control of higher energy charge levels would ultimately increase the size of the drive core and push jump ranges up to today's levels, but the AQUILLA and other contemporary designs were limited to a maximum of fifteen light-years per jump. Also, the now-familiar DropShip/JumpShip combination had yet to be developed, requiring the vessel to mount far more powerful drive systems than the simple stationkeeping systems used in modern JumpShips. Finally, the introduction of the Jump Sail was still five decades in the future. As a result, the Aqulla was dependent on its fusion reactor and internal fuel bunkers to charge its primitive drive core.

The AQUILLA class became one of the workhorses of mankind's colonization of the stars. Those operating in the core systems around Terra hauled low bulk/high value cargo, but many others were refitted with basic passenger accommodations and were used to carry a veritable tidal wave of humanity to the stars. Samantha Calderon led a flotilla of converted AQUILLA class transports into uncharted space, penetrating the Hades Cluster and ultimately founding the Taurian Concordat.

On many occasions the AQUILLA was pressed into service as a naval auxiliary. During the Outer Reaches Rebellion the vessel was used to mine the jump points in the Ryde system and destroy several Terran Alliance troop transports. The Periphery states employed up-gunned versions of the AQUILLA class during the Reunification War. Lacking the heavy shipbuilding industrial base required to build up a war fleet, the Magistracy of Canopus depended heavily on such armed merchants in its struggle with the powerful Star League navy.

Ultimately, the improved performance and economics of the JumpShip/DropShip combination killed off the aging AQUILLA class.

==Capabilities==
The AQUILLA managed to set aside an impressive quarter of its design tonnage for cargo, with a further eight percent devoted to its bunkerage. The standard model carried eight cubicles for small craft, though variants decreased that number and used some of the free tonnage to mount DropShuttle bays.

Built to civilian standards and mounting only thirteen hundred tons of civilian-grade armor--barely enough to guard against micrometeorite strikes--and a small point defense array to protect it from debris and the like, the standard Aquilla was anything but combat-capable. It was, however, easy to refit, easy to maintain, and very, very cheap.

==Variants / Notable Vessels and Crews==
AQUILLAS were often retrofitted by their users, and some survived for centuries in the Periphery in heavy use. Many were even refitted with armament to serve as merchant cruisers. Two common variants were offered for sale by Boeing, however. One replaced the cavernous cargo hold with DropShuttle bays, either a single bay for two DropShuttles in addition to the eight small craft cubicles or four DropShuttles in exchange for the removal of the cubicles. The other kept the small craft but carried 1,750 passengers--1,000 steerage, 500 regular, and 250 first class cabins. This necessitated a crew triple the size in order to maintain the larger life support system and keep order amongst the passengers.


Code: [Select]
Class/Model/Name:            Aquilla
Construction Options:        Standard

Mass:                  100,000.0 tons
Fuel:                    8,002.5 tons (4,121)
Tons/burn-day:             266.74 (30 days)
Days Food and Water:        90
Safe Thrust:                 1
Maximum Thrust:              1.5
                             
K-F Drive Integrity:         4
Jump Range:                 15 Light Years
Heat Sinks:                 29
Structural Integrity:       14 DropShip (x10)

Armor:                      30 (Primitive)
  Fore:                      5
  Fore sides:                5
  Aft sides:                 5
  Aft:                       5

Cargo:
  Bay 1:  8 Small Craft                                                 4 Doors
  Bay 2:  Cargo (22,429.0 tons)                                         1 Door

Ammunition:
  4,800 rounds of Machine Gun ammunition (24.0 tons), 200 per

Docking Collars:     0 (Lacks KF Booms, incapable of FTL with DropShips)
Grav Decks:       None
Escape Pods:        24
Lifeboats:           0
Crew: 10 officers, 48 enlisted, 45 bay personnel, 30 regular passengers
    Bay personnel in full crew quarters
    Can meet maintenance needs with light (50 hour) work week

Notes: Equipped with Low automation, Local Control fire control system (+2 TN),
  and 1,318.0 tons of Primitive armor. Probe Value: 1.

Weapons:
Arc (Heat)                 Heat  Damage   (Standard)            Range Mod Type
Nose (0 Heat)
    4 Machine Gun*            0       0          (8)          0/-/-/1  +2 Ballistic PD
FL/FR (0 Heat)
    4 Machine Gun*            0       0          (8)          0/-/-/1  +2 Ballistic PD
AL/AR (0 Heat)
    4 Machine Gun*            0       0          (8)          0/-/-/1  +2 Ballistic PD
Aft (0 Heat)
    4 Machine Gun*            0       0          (8)          0/-/-/1  +2 Ballistic PD
*In sponson turrets, 180deg. arc


And the Armed Merchant Cruiser variant
Code: [Select]
          Aerospace Vessel Technical Readout
                 VALIDATED
Cormoran class Auxiliary Cruiser (Aquilla refit)
Type: Military Primitive JumpShip, Non-Atmospheric
Tech: Primitive (2150+)
  Refit to Age of War (2450+): Full Refit
Introduced:          2571 refit of 2148 original
Design Tonnage:    100,000.0 tons
  Light Ship:       82,259.5 tons
  Standard:         87,018.0 tons
  Full Load:       115,427.5 tons
Length:                305.0 meters
Width:                  53.0 meters
Sail Diameter:          45.0 meters
Hull:                Primitive
K-F Drive System:    Primitive (15 LY)
Maneuvering Drive:   Primitive Fusion
Safe Thrust:             1.33G
Maximum Thrust:          2.00G
Armor Type:          Standard
Armament:
    4 NL25
    4 Railgun/4
    3 Walleye Launcher
    12 DL/5
    48 Stormshield Machine Gun
    18 Large Laser
Manufacturer:        Boeing Interstellar
    Location:        Terra (Lunar orbit)
Comm. System:       
Targeting System:    Early FCS
Cost:          1,343,297,839 C-Bills
Battle Value:         99,010

==Overview==
Born of the demand for interstellar transports, the AQUILLA class vessel came out of Boeing Interstellar's shipyards. The AQUILLA class became one of the workhorses of mankind's colonization of the stars. On many occasions the AQUILLA was pressed into service as a naval auxiliary, and the Periphery states employed up-gunned versions of the AQUILLA class during the Reunification War. Lacking the heavy shipbuilding industrial base required to build up a war fleet, the Magistracy of Canopus depended heavily on such armed merchants in its struggle with the powerful Star League navy. This represents one such rebuild the Magistracy and the other Periphery states undertook to produce auxiliary cruisers and raiders out of the AQUILLA spaceframe.

While most of these refits were individual, often idiosyncratic, endeavors, the five ships grouped together as the CORMORAN class were quite similar. All involved a keel-up refit of an AQUILLA: replacing its engine and electronics, reinforcing its structure and applying considerable armor, and adding fighter bays, heavy weaponry, and reasonably modern fire control.

The resulting vessels were given large crews and a platoon of marines to allow taking prizes; they were armored as well as the Hegemony's early destroyers, though not up to the standards of current escorts; thanks to their new engines they were as fast as most member-state WarShips and the Star League Navy's MONSOON rebuilds, as well as the old LOLAS, although they were still slower than most DropShips; and while they lacked the punch of even modern corvettes, they were more than capable of dispatching or capturing merchants.

==Capabilities==
The CORMORAN class carried a similar, albeit lighter, weapons fit to the old LOLA cruisers, lacking only the capital lasers. The CORMORANS carried four NL25s for long range fire as well as three nuclear-capable Walleye tubes with 20 ready rounds each. For closer in work they carried four 4-class railguns, dual-purpose weapons that were effective against both large craft and DropShips, and finally twelve DL/5s and eighteen large lasers to deal with small craft and fighters. Point defense consisted of double the AQUILLA class's fit of miniguns.

The AQUILLA's eight small craft cubicles were reduced to two, and in exchange each hangar gained three fighter cubicles. The small craft were usually reserved for use as boarding shuttles for the onboard marines.

Finally the CORMORANS devoted over ten percent of their design tonnage to fuel. This gave them deep bunkers, useful both for operations away from replenishment and to take occasional advantage of their 2G sprint capability. These large bunkers and their generous cargo bays made the CORMORANS excellent raiders.


Code: [Select]
Class/Model/Name:            Cormoran
Construction Options:        Standard

Mass:                  100,000.0 tons
Fuel:                   10,834.0 tons (8,233)
Tons/burn-day:             361.12 (30 days)
Days Food and Water:        90
Safe Thrust:                 2.7
Maximum Thrust:              4
Sail Integrity:              5
K-F Drive Integrity:         4
Jump Range:                 15 Light Years
Heat Sinks:              2,384
Structural Integrity:      129 DropShip (x10)

Armor:                   1,206 (Standard)
  Fore:                    201
  Fore sides:              201
  Aft sides:               201
  Aft:                     201

Cargo:
  Bay 1:  6 Fighters / 2 Small Craft                                    4 Doors
  Bay 2:  35 Marines
  Bay 3:  Cargo (2,148.0 tons)                                          1 Door

Ammunition:
  160 rounds of Railgun/4 ammunition (512.0 tons), 40 per
  60 rounds of Walleye ammunition (3,000.0 tons), 20 per
  4,800 rounds of Machine Gun ammunition (24.0 tons), 100 per

Docking Collars:     0
Grav Decks:       None
Escape Pods:        23
Lifeboats:           0
Crew: 12 officers, 58 enlisted, 35 marines, 22 bay personnel
    Bay personnel in full crew quarters
    Can meet maintenance needs with light (50 hour) work week

Notes: Equipped with Standard automation, Early fire control system,
  and 11,854.0 tons of Standard armor. Probe Value: 8, ECM Value: 11.

Weapons:
Arc (Heat)                 Heat  Damage   (Standard)            Range Mod Type
Turrets, 360deg. (1,000 Heat)
    4 NL25                1,000     100      (1,000)       8/16/24/63  +5 Laser
Nose (384 Heat)
    1 Walleye Lnchr         120      60        (600)        7/14/22/M  +4 Missile
    4 DL/5*                 240      20        (200)       6/12/19/30  +2 Laser
    8 Machine Gun*            0       1         (16)          0/-/-/1  +0 Ballistic PD
    3 Lg Laser*              24       2         (24)         4/8/9/10  +0 Laser
FL/FR (24 Heat)
    8 Machine Gun*            0       1         (16)          0/-/-/1  +0 Ballistic PD
    3 Lg Laser*              24       2         (24)         4/8/9/10  +0 Laser
LBS/RBS (320 Heat)
    2 Railgun/4*             80      80        (800)        3/6/10/22  +4 DP Ballistic
    1 Walleye Lnchr         120      60        (600)        7/14/22/M  +4 Missile
    2 DL/5*                 120      10        (100)       6/12/19/30  +2 Laser
AL/AR (24 Heat)
    8 Machine Gun*            0       1         (16)          0/-/-/1  +0 Ballistic PD
    3 Lg Laser*              24       2         (24)         4/8/9/10  +0 Laser
Aft (264 Heat)
    4 DL/5*                 240      20        (200)       6/12/19/30  +2 Laser
    8 Machine Gun*            0       1         (16)          0/-/-/1  +0 Ballistic PD
    3 Lg Laser*              24       2         (24)         4/8/9/10  +0 Laser
*In sponson turrets, 180deg. arc
« Last Edit: 24 November 2020, 05:12:41 by NathanKell »

NathanKell

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Now for an original design, inspired by Liam's Ghost's work on primitive JumpShips, namely the Ganymede class cruiser.

Ganymede class Design Sheet

Code: [Select]
          Aerospace Vessel Technical Readout
                 VALIDATED
Ganymede class Colonial Cruiser
Type: Military Primitive JumpShip, Non-Atmospheric
Tech: Primitive (2200+)
Introduced:          2228
Design Tonnage:    407,000.0 tons
  Light Ship:      315,890.0 tons
  Standard:        334,732.0 tons
  Full Load:       480,672.5 tons
Length:                510.0 meters
Width:                  74.0 meters
Sail Diameter:         920.0 meters
Hull:                Primitive
K-F Drive System:    Primitive (15 LY)
Maneuvering Drive:   Primitive Fusion
Safe Thrust:             1.00G
Maximum Thrust:          1.50G
Armor Type:          Primitive
Armament:
    16 Rheinmetall Railgun/2
    32 Rockwell Anti-Ship Missile Launcher
    48 Siemens DL/2
    96 Hoplite IV Machine Gun
Equipment:
    Small Flag Bridge
    Power Amplifiers
    Primitive Heat Sinks
Manufacturer:       
    Location:        Terra
Comm. System:       
Targeting System:    Local Control FCS
Cost:          2,606,088,586 C-Bills
Battle Value:         95,439

==Overview==
The GANYMEDE class cruiser was the state of the art Terran Alliance warship by the time of the Outer Reaches Rebellion, the next step in a series of colonial cruisers dating back to the CHARGER class. Named after Alliance colonies in the Terran system and elsewhere, the GANYMEDES were well equipped to deal with any disaster, large or small, and any raider, pirate, or otherwise hostile vessel. What they could not do, however, was support Colonial Marines on the ground. Though each GANYMEDE carried a full Marine company, along with six small craft for pinpoint assaults and two DropShuttles to land heavy equipment, a company of Marines was a drop in the bucket compared to a rebellious continent.

Whenever they did engage rebel craft, GANYMEDES gave a good accounting for themselves; the vessels were sturdy, with considerable firepower and a decent turn of speed for a jump-capable vessel. They also did not lack for fuel or supplies, carrying more of both than later combat-focused WarShips during the Age of War--or the Alliance's own post-Rebellion DUNKERQUE class battleships.

With both their hulls and their role obsolete by the end of the 23rd century, the GANYMEDES saw minimal refits to keep their computer and FCS up to date and their systems from being at risk of failure. James McKenna relegated the class to the reserve fleet during his naval buildup, though once he began his invasions of surrounding systems after overthrowing the Alliance he pressed them back into service, needing every possible hull. By McKenna's third Campaign of Persuasion, however, fleet assets had been built up to the point that the GANYMEDES were now more trouble than they were worth, and they were again laid up in reserve. Utterly outclassed by current Hegemony technology, Michael Cameron sold them off to the surrounding states during his first decade as Director-General.

==Capabilities==
The GANYMEDES stuck to the tried-and-true pattern set by the CHARGER class: strong hulls, decent acceleration, a weapons fit made up of railguns, missiles, and DropShuttle-class lasers, and a large complement of onboard forces for colonial policing. While more advanced than those of the CHARGERS, the GANYMEDE class vessels still featured primitive power and cooling systems, requiring heavier and more expensive heat sinks and the mounting of power amplifiers to support their lasers and railguns.

A GANYMEDE's principle firepower came from its Rockwell Polearm missiles. These missiles were much more advanced than their Lance predecessors, featuring smarter seeker heads and more maneuverable spaceframes. They provided standoff firepower against non-maneuvering targets as well as the ability to track and destroy smaller craft. Backing up these missiles were a battery of sixteen prototype heavy railguns mounted in four rings of four around the hull. In later years considered the smallest caliber of naval railgun, at the time these were massive weapons, with a single slug-hit almost capable of breaching a GANYMEDE's own armor and perfectly able to punch through the weaker hulls of enemy craft. The solitary energy weapon carried by the GANYMEDE class was the venerable DL/2. This weapon provided excellent defense against small craft, though it threatened DropShuttles only in numbers. Since GANYMEDE class vessels carried seventy-two of them, however, numbers were on the cruiser's side. Finally, the cruisers mounted the famous Hoplite point defense weapons system to protect against debris or incoming missiles.

==Variants / Notable Vessels and Crews==
The most infamous member of the class, TAS NEW EARTH, was also the most short-lived. Commissioned in 2232, it first rose to prominence during the Battle of Summit when it launched a missile strike in support of the 23rd Striker fighting outside the capital city. The missiles lost lock due to rebel jamming and struck the city center; over one thousand civilians were killed instantly. Retaliation from the other citizens of Summit turned an already bloody fight much darker, providing General Van Dome all the excuse he needed to "take the gloves off." By the time NEW EARTH departed the Summit system, over 10,000 inhabitants of the colony had been killed.

While escorting the 23rd Striker during their redeployment to Freedom, TAS NEW EARTH was destroyed by mines on arrival in the Kirkcaldy system in late 2236.


Code: [Select]
Class/Model/Name:            Ganymede
Construction Options:        Standard

Mass:                  407,000.0 tons
Fuel:                   63,132.5 tons (8,207)
Tons/burn-day:           2,104.41 (30 days)
Days Food and Water:        90
Safe Thrust:                 2
Maximum Thrust:              3
Sail Integrity:              6
K-F Drive Integrity:        10
Jump Range:                 15 Light Years
Heat Sinks:              2,096
Structural Integrity:      314 DropShip (x10)

Armor:                   1,206 (Primitive)
  Fore:                    201
  Fore sides:              201
  Aft sides:               201
  Aft:                     201

Cargo:
  Bay 1:  6 Small Craft                                                 3 Doors
  Bay 2:  140 Marines
  Bay 3:  Cargo (9,135.5 tons)                                          1 Door
  DropShuttles: 2 (10,000 tons total)                                   1 Door

Ammunition:
  480 rounds of Railgun/2 ammunition (1,056.0 tons), 30 per
  640 rounds of ASh Missile ammunition (5,120.0 tons), 20 per
  9,600 rounds of Machine Gun ammunition (48.0 tons), 100 per

Docking Collars:     0 (Lacks KF Booms, incapable of FTL with DropShips)
Grav Decks:          2 of 70 m
Escape Pods:        96
Lifeboats:           0
Crew: 54 officers, 268 enlisted, 140 marines, 34 bay personnel, 20 first class, 30 regular passengers
    Bay personnel in full crew quarters
    Can meet maintenance needs with standard (60 hour) work week

Notes: Equipped with Low automation, Local Control fire control system (+2 TN), Sm Flag Bridge, Power Amplifiers, Primitive Heat Sinks, and 38,421.5 tons of Primitive armor. Probe Value: 2, ECM Value: 3.

Weapons:
Arc (Heat)                 Heat  Damage   (Standard)            Range Mod Type
Nose (360 Heat)
    4 Railgun/2              40      80        (800)         2/4/7/16  +6 DP Ballistic
    8 DL/2*                 320      16        (160)        4/8/12/14  +4 Laser
   16 Machine Gun*            0       3         (32)          0/-/-/1  +2 Ballistic PD
FL/FR (344 Heat)
    8 ASh Missile Ln         24      80        (800)        5/10/15/M  +0 Missile
    8 DL/2*                 320      16        (160)        4/8/12/14  +4 Laser
   16 Machine Gun*            0       3         (32)          0/-/-/1  +2 Ballistic PD
LBS/RBS (40 Heat)
    4 Railgun/2              40      80        (800)         2/4/7/16  +6 DP Ballistic
AL/AR (344 Heat)
    8 ASh Missile Ln         24      80        (800)        5/10/15/M  +0 Missile
    8 DL/2*                 320      16        (160)        4/8/12/14  +4 Laser
   16 Machine Gun*            0       3         (32)          0/-/-/1  +2 Ballistic PD
Aft (360 Heat)
    4 Railgun/2              40      80        (800)         2/4/7/16  +6 DP Ballistic
    8 DL/2*                 320      16        (160)        4/8/12/14  +4 Laser
   16 Machine Gun*            0       3         (32)          0/-/-/1  +2 Ballistic PD
*In sponson turrets, 180deg. arc

==Notes==
A truly primitive design, the GANYMEDE, like the CHARGER, devotes extra tonnage for its (super-)primitive heat sinks and for power amplifiers. However, unlike CHARGER these heat sinks merely mass 50% more than single heat sinks (rather than 2x), and the power amplifiers are just 7.5% of total laser and railgun tonnage rather than 10%. GANYMEDE also does not devote extra mass to super-primitive FCS.
« Last Edit: 24 November 2020, 05:27:44 by NathanKell »

NathanKell

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After a Thanksgiving interruption, here is the Saturn class Patrol Ship (sheet) from XTRO Primitives V.

Code: [Select]
          Aerospace Vessel Technical Readout
                 VALIDATED
Saturn class Patrol Craft
Type: Military Spheroid DropShuttle, Atmosphere Capable
Tech: Primitive (2250+)
Introduced:          2243
Design Tonnage:      1,200.0 tons
  Light Ship:          805.5 tons
  Standard:            948.0 tons
  Full Load:         1,472.0 tons
Length:                 18.0 meters
Width:                  18.0 meters
Height:                 22.0 meters
Hull:                Primitive
Maneuvering Drive:   Primitive Fusion
Safe Thrust:             2.00G
Maximum Thrust:          3.00G
Armor Type:          Primitive
Armament:
    6 Autocannon/6
    24 Machine Gun
Manufacturer:        Dramm-Chance Interstellar Tech
    Location:        Terra (Jupiter)
Comm. System:       
Targeting System:    Local Control FCS
Cost:             36,133,892 C-Bills
Battle Value:          1,556

==Overview==
The heady days of the twenty-third century are rife with tales of daring, intrigue and horror. Thousands upon thousands of DropShuttles and JumpShips were constructed to transport millions upon millions of colonists to the stars. Given the inherently peaceful nature of those missions, few ships were armed at all, and most of those that were carried only minimal armaments intended for defense against space debris rather than any determined attack. Soon enough, unfortunately, pirate and outlaw activity rose to the point that Terra was forced to provide its new colonies with some modicum of protection. A number of up-armed and up-armored variants of common transport vessels appeared in short order, but the first DropShuttle that the Terran Alliance built specifically for deep space combat and escort was the SATURN Patrol Ship.

==Capabilities==
The SATURN class were simple but effective craft. Massing just 1,200 tons, the SATURNS were compact enough to fit within the same JumpShip holds as the transports they were designed to protect, yet possessed powerful engines that gave them an acceleration profile better than most other spacecraft of the era. Meanwhile, every quarter of the ship mounted an arsenal of the Alliance's brand-new autocannon weapon systems, backed up by a cluster of machine guns in semiautonomous blister turrets. This enabled a SATURN's gunners to effectively and decisively engage even those targets that managed to outmaneuver the ship. As the class's secondary duties involved curtailing illegal activities, the SATURN was also equipped with facilities to house a dedicated, fifteen-man contingent of armed marines who could be deployed for any manner of operations from routine customs inspections, to deep-space rescue, to hostile boarding actions.

==Variants / Notable Vessels and Crews==
Throughout the twenty-third century, the Terran Alliance built thousands of SATURNS, assigning all but a handful to patrol and defense duties within Alliance-colonized systems across known space. SATURNS played key roles on both sides of the Outer Reaches Rebellion, but after the Alliance's Demarcation Declaration, the numbers in service beyond Alliance boundaries steadily declined as supplies of replacement parts dried up. The Alliance kept the SATURNS in service through the end of the twenty-third century, by which time they were largely replaced by more modern and capable designs. Those surviving vessels not redeployed to secondary roles in less-important star systems were either sold off in military surplus auctions, or were used in training exercises.


Code: [Select]
Class/Model/Name:            Saturn
Construction Options:        Standard

Mass:                    1,200.0 tons
Fuel:                      189.5 tons (8,254)
Tons/burn-day:               6.31 (30 days)
Days Food and Water:        60
Safe Thrust:                 4
Maximum Thrust:              6
Heat Sinks:                 17
Structural Integrity:        5 DropShip (x10)

Armor:                      39 (Primitive)
  Nose:                     11
  Sides:                    10
  Aft:                       8

Cargo:
  Bay 1:  15 Marines                                                    1 Door
  Bay 2:  Cargo (62.5 tons)                                             1 Door

Ammunition:
  180 rounds of Autocannon/6 ammunition (9.0 tons), 30 per
  2,400 rounds of Machine Gun ammunition (12.0 tons), 100 per

Escape Pods:         2
Lifeboats:           4
Crew: 3 officers, 9 enlisted, 15 marines, 2 steerage passengers
    Bay personnel in their bays
    Can meet maintenance needs with standard (60 hour) work week

Notes: Equipped with Low automation, Local Control fire control system (+2 TN), and 107.0 tons of Primitive armor.

Weapons:
Arc (Heat)                 Heat  Damage   (Standard)            Range Mod Type
Nose (1 Heat)
    1 Autocannon/6*           1       0          (6)          0/1/2/5  +2 Ballistic
    4 Machine Gun*            0       0          (8)          0/-/-/1  +2 Ballistic PD
FL/FR (1 Heat)
    1 Autocannon/6*           1       0          (6)          0/1/2/5  +2 Ballistic
    4 Machine Gun*            0       0          (8)          0/-/-/1  +2 Ballistic PD
AL/AR (1 Heat)
    1 Autocannon/6*           1       0          (6)          0/1/2/5  +2 Ballistic
    4 Machine Gun*            0       0          (8)          0/-/-/1  +2 Ballistic PD
Aft (1 Heat)
    1 Autocannon/6*           1       0          (6)          0/1/2/5  +2 Ballistic
    4 Machine Gun*            0       0          (8)          0/-/-/1  +2 Ballistic PD
*In sponson turrets, 180deg. arc

DOC_Agren

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interesting
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"