Starship designs...
Moderators: Immortals, Supreme Beings, Old Ones
Well, as for the kreeghor, I guess the "standard" exploration cruiser
is likely to be a Smasher, loaded up with sensors, some FTL capable
fighter/scout vessels, probes (launched from the cruise missile launcher)
and of course extended life support.
Also, IMO subjugation of newly contacted civilisations is rarely
done by raw power (at least, not nowadays, when the TGE's
resources are tied by the cold war with the CCW), but more like
gunboat diplomacy.
However... Well consider that a Smasher gets into orbit of our
Earth - and offers "membership" in the great and glorious TGE
(this means the trading of some tech too...). Would anyone
oppose them seriously?
Adios
KLM
is likely to be a Smasher, loaded up with sensors, some FTL capable
fighter/scout vessels, probes (launched from the cruise missile launcher)
and of course extended life support.
Also, IMO subjugation of newly contacted civilisations is rarely
done by raw power (at least, not nowadays, when the TGE's
resources are tied by the cold war with the CCW), but more like
gunboat diplomacy.
However... Well consider that a Smasher gets into orbit of our
Earth - and offers "membership" in the great and glorious TGE
(this means the trading of some tech too...). Would anyone
oppose them seriously?
Adios
KLM
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
There are too many governments who'd be more than happy to get into bed with people like that KLM! My own government would probably be one of the first too.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
And honestly, I would not blame them for it.
Adios
KLM
Adios
KLM
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
- taalismn
- Priest
- Posts: 48642
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Aramanthus wrote:Yeah, all of that firepower would be intoxicating to them!
More like intimidating....
Sounds like a basis for an 'Outer Limits' episode...You're the president, facing the certainty that aliens with superior firepower are 'negotiating' the incorporation of your nation, and your world, into a galactic organization that acts and behaves in such a way that you KNOW your people are going to be second class citizens, and likely worse in time...However, teh alternative is severe damage, maybe even outright annihilation....So do you sell out and give in, risking being labelled by history a quisling, in hopes that my capitulating now, you're at least buying time for some future when Earth-people will have a better chance of winning back their freedom, or resist now and take huge losses, for uncertain victor, in order to establish your peoples' freedom NOW?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
As a matter of fact, we have several races strucking such
a deal in the Megaverse - and doing fine, since then.
Kydians, Kittani, Machine People, Silhouettes... You name it.
Adios
KLM
a deal in the Megaverse - and doing fine, since then.
Kydians, Kittani, Machine People, Silhouettes... You name it.
Adios
KLM
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
I think the Western powers will be the ones to make a deal,seeing the Aliens Tech Advantage as too big for now.
they Negotiate to get Fusion reactors and fix other problems.
I think the first Resistance will come from radical muslin,they have problems just accepting non-muslins have a right to exist,so living as subjets to alien No-Way.
The Alien may Genocide muslins as a example of ther power.
I am planing to make a game on this too,
they Negotiate to get Fusion reactors and fix other problems.
I think the first Resistance will come from radical muslin,they have problems just accepting non-muslins have a right to exist,so living as subjets to alien No-Way.
The Alien may Genocide muslins as a example of ther power.
I am planing to make a game on this too,
Hmm...
More like that the opposing countries would be left out of
development or they are developed such a way, that education
shifts to less radical wievs.
This of course presumes, that the aliens do not have (or do
not want to tie down) a rather large occupation force...
Adios
KLM
More like that the opposing countries would be left out of
development or they are developed such a way, that education
shifts to less radical wievs.
This of course presumes, that the aliens do not have (or do
not want to tie down) a rather large occupation force...
Adios
KLM
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
- taalismn
- Priest
- Posts: 48642
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Aramanthus wrote:Knowing the TGE there would probably be an occupying force.
And TGE INtelligence would quickly identify and recruit quislings and their own terrorist muscle to the cause...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Just like the Red menace did it after WW2. I'm not trying to upset any one about my reference to communist. So please forgive me.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
True.
But basically "Winning the hearts and minds" is the same stuff.
Just a grim history lesson: Vidkun Quisling's name became the
synonim for traitor. However, at the time of the 3rd Reich's invasion,
the British seemed to be just a bit less hostile, the Soviets were
not considered an option and the USA was strickly neutral at
the time.
So... Was it a really bad decision?
Adios
KLM
But basically "Winning the hearts and minds" is the same stuff.
Just a grim history lesson: Vidkun Quisling's name became the
synonim for traitor. However, at the time of the 3rd Reich's invasion,
the British seemed to be just a bit less hostile, the Soviets were
not considered an option and the USA was strickly neutral at
the time.
So... Was it a really bad decision?
Adios
KLM
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
I just looked him up KLM! Very interesting. I've heard the word before, but not the man. Now that I've read the information the origin makes a lot of sense! Thank you for sharing the historical significants of it.
Last edited by Aramanthus on Sat Sep 01, 2007 4:15 pm, edited 1 time in total.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
- taalismn
- Priest
- Posts: 48642
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Just making use of the language...I'm sure the TGE would find its share of Benedict Arnolds as well....
Just watched the anime 'Big Wars', which also deals with alien invasions and traitors...kinda disappointing actually...starts out with a good premise, but they never really explain about the spread of the 'sedition', plus the ending seemed oddly abbreviated....were we supposed to believe that 'Hell' was somehow the aliens' mothership all along and not just one among several ships they possessed for pressing their invasion?
Just watched the anime 'Big Wars', which also deals with alien invasions and traitors...kinda disappointing actually...starts out with a good premise, but they never really explain about the spread of the 'sedition', plus the ending seemed oddly abbreviated....were we supposed to believe that 'Hell' was somehow the aliens' mothership all along and not just one among several ships they possessed for pressing their invasion?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
That is an interesting anime. I saw it years ago. I should dig up my copy and watch it again. Maybe it'll create new ideas.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
- taalismn
- Priest
- Posts: 48642
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
...I wonder if they were hoping to stir enough interest for a sequel that never materialized....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48642
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
*WZ-LF-203 Angel Light Fighter
“So beautiful---so dangerous. To be mesmerized by the angel’s wings is to be blinded to your true peril.”
-----Airman Gwendros Chalamar, Golgan Frontier Force Pilot, and later ‘Poet Laureate’ of Compound B, Remozzar #10 Prisoner Detention Facility, Central Alliance.
Screw stealth; when the Divinity’s on your side, you may as well flaunt it. This seems to be the design philosophy behind the Angel Light Fighter...With its broad wings. light hull, and high-albedo and high sensor signature airfoil design, the Angel would seem destined to send itself and its pilot to an early appointment with the Maker. However, WZTechYards has built a ringer in this ship; far from being a defenseless target, the Angel makes a virtue of being a skeet-projectile by being able to absorb enemy weapons fire and use it to bolster its own performance. The hotter the combat, the better this little ship gets. The Angel introduces a new energy-absorption technology that allows the ship to soak up energy attacks and then re-direct the energy to be retasked for other purposes; boosting speed, reinforcing shields, and/or pumping up the laser armaments. The fragile-looking wings that make such bright and tempting targets for hotshot gunners and advanced gunnery computers are actually soaking up the energy fire and turning it back on the Angel’s attackers.
The Angel carries only light armament, but its ability to use enemy energy attacks to boost both its shield strength and weapons power compensates for this. The Angel is one of the few ships that actually performs better as it heats up in combat.
Of course, the novel new energy-absorbant plating isn’t totally foolproof, and pilots who mistake the relative immunity from energy weapons fire for true invincibility are well-advised to reread the operator’s manual or buy some other model of ship. Without its cutting edge defense system, the Angel is otherwise a light fighter, small and lightweight, and would make an admirable low-end escort or escort fighter in its own right, especially with its low cost. Its streamlined design and responsive controls, based on both the ARZ-1014 ‘Averon’ atmofighter and the Gr’TA755 Shuttle-Evader(both produced by sub-member companies of WZ) makes for a quick, agile small ship can perform acrobatically both in atmosphere and in deep space.
The Angel made a splash when it first became available on the galactic market. Even though the major powers quickly caught on to the Angel’s vulnerabilities, sales of the light fighter have remained brisk, as energy weapons continue to be the weapons of choice for point defense and combat among most militaries. Both the Angel’s energy-retasking capabilities and its admittedly photogenic appearance have made it as popular with PR-conscious private security and corporate buyers, as with planetary militias and mercenary units.
So popular has the Angel been in sales that when Ulna sucessionists and Golgan-hired Amean Rizul security forces clashed over the contested world of Barkos XI in the Kos’Ulnu system, both sides were equipped with squadrons of recently-acquired Angel fighters. The resulting ‘Battle of Angels’ lasted approximately three hours and resulted in no substantial damage or casualties to either side, and no clear winner, before both forces retired from the field, unable to score a decisive victory against each other.
Type:WZ-LF-203 Angel
Class:Light Fighter
Crew: 1
MDC/Armor by Location:
Main Body 400
Reinforced Crew Compartment 100
Wings(2) 200 each
Laser Cannons(2) 120 each
Forcefield* 1,000
*Shield Refresh Rate is 10% per melee
Height: 6 ft(2 m)
Width: 18 ft (6 m)
Length: 21 ft (7 m)
Weight: 4 tons
Cargo: Small space in cockpit for a survival pack and sidearm.
Powerplant: Lucerin-fueled Fusion Nuclear w/ 18 year energy life.
Speed:
(Atmosphere) Hover to Mach 6, transatmospheric
(Sublight) Mach 11
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) The Angel is NOT equipped with an FTL drive
(Underwater) The Angel is NOT designed for underwater operations
Bonuses: +3 to Dodge
Market Cost: 22 million credits
Systems of Note:
Standard Spacecraft Systems, plus:
*Energy Absorber Panels----These massive wing panels are composed of a crystalline matrix and conformal forcefield that actually absorbs and diverts weapons energy into retasked energy for the fighter’s own systems. This system actually ABSORBS incoming enemy laser, ion, and particle beam weapons fire and reduces its damage by 75%...the next melee, HALF of the damage initially rolled is applied to one of the following: Forcefield MDC(point to point increase, and the additional MDC can be retained for 4 melees/1 minute), energy weapons(increase damage by 1 MD per 2 MD inflicted/absorbed and/or range by 100 ft per 1 MD of damage inflicted/absorbed...energy can only be held for 4 melees/1 minute or else retasked ), or speed(boost base speed by 10% per 50 MD of energy weapon damage; effects are sustained only for 4 melees/1 minute). The system is ineffective against plasma, rail guns, and projectile weaponry, as well as magic(does FULL damage). The only other limitation is that it cannot handle more than 600 MD per melee(so a main battle cannon doing 1d6x1,000 MD per blast would do full damage).
Weapons Systems:
1) Pulse Laser Cannons(2)---The Angel mounts only a pair of high-powered lasers for offense/defense, but the weapons can be power-pumped by the energy absorber wings, allowing for upward performance improvements in range and damage, as overseen by an advanced power management computer(which can alter range/damage settings in response to pre-set settings, or vocal inputs by the pilot).
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 2d6x10 MD per single blast, 4d6x10 MD for both cannons firing simultaneously on one target(counts as one attack)
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Variants:
A few variants of the Angel have been attempted in the field, typically to increase the ship’s striking power, but such changes to the ship’s airframe have almost always resulted in a degrading of the ship’s agility.
The three most successful improvements to the Angel have been modifying the fighter to be compatible with the FTL Booster packs available from a variety of manufacturers, the addition of two single-shot medium range missile launch pylons, and the fitting of the ship’s hull with laser reflective armor(any laser energy not being absorbed by the panels doing only HALF damage)...All of these modifications are available as upgrade kits from WZ.
“So beautiful---so dangerous. To be mesmerized by the angel’s wings is to be blinded to your true peril.”
-----Airman Gwendros Chalamar, Golgan Frontier Force Pilot, and later ‘Poet Laureate’ of Compound B, Remozzar #10 Prisoner Detention Facility, Central Alliance.
Screw stealth; when the Divinity’s on your side, you may as well flaunt it. This seems to be the design philosophy behind the Angel Light Fighter...With its broad wings. light hull, and high-albedo and high sensor signature airfoil design, the Angel would seem destined to send itself and its pilot to an early appointment with the Maker. However, WZTechYards has built a ringer in this ship; far from being a defenseless target, the Angel makes a virtue of being a skeet-projectile by being able to absorb enemy weapons fire and use it to bolster its own performance. The hotter the combat, the better this little ship gets. The Angel introduces a new energy-absorption technology that allows the ship to soak up energy attacks and then re-direct the energy to be retasked for other purposes; boosting speed, reinforcing shields, and/or pumping up the laser armaments. The fragile-looking wings that make such bright and tempting targets for hotshot gunners and advanced gunnery computers are actually soaking up the energy fire and turning it back on the Angel’s attackers.
The Angel carries only light armament, but its ability to use enemy energy attacks to boost both its shield strength and weapons power compensates for this. The Angel is one of the few ships that actually performs better as it heats up in combat.
Of course, the novel new energy-absorbant plating isn’t totally foolproof, and pilots who mistake the relative immunity from energy weapons fire for true invincibility are well-advised to reread the operator’s manual or buy some other model of ship. Without its cutting edge defense system, the Angel is otherwise a light fighter, small and lightweight, and would make an admirable low-end escort or escort fighter in its own right, especially with its low cost. Its streamlined design and responsive controls, based on both the ARZ-1014 ‘Averon’ atmofighter and the Gr’TA755 Shuttle-Evader(both produced by sub-member companies of WZ) makes for a quick, agile small ship can perform acrobatically both in atmosphere and in deep space.
The Angel made a splash when it first became available on the galactic market. Even though the major powers quickly caught on to the Angel’s vulnerabilities, sales of the light fighter have remained brisk, as energy weapons continue to be the weapons of choice for point defense and combat among most militaries. Both the Angel’s energy-retasking capabilities and its admittedly photogenic appearance have made it as popular with PR-conscious private security and corporate buyers, as with planetary militias and mercenary units.
So popular has the Angel been in sales that when Ulna sucessionists and Golgan-hired Amean Rizul security forces clashed over the contested world of Barkos XI in the Kos’Ulnu system, both sides were equipped with squadrons of recently-acquired Angel fighters. The resulting ‘Battle of Angels’ lasted approximately three hours and resulted in no substantial damage or casualties to either side, and no clear winner, before both forces retired from the field, unable to score a decisive victory against each other.
Type:WZ-LF-203 Angel
Class:Light Fighter
Crew: 1
MDC/Armor by Location:
Main Body 400
Reinforced Crew Compartment 100
Wings(2) 200 each
Laser Cannons(2) 120 each
Forcefield* 1,000
*Shield Refresh Rate is 10% per melee
Height: 6 ft(2 m)
Width: 18 ft (6 m)
Length: 21 ft (7 m)
Weight: 4 tons
Cargo: Small space in cockpit for a survival pack and sidearm.
Powerplant: Lucerin-fueled Fusion Nuclear w/ 18 year energy life.
Speed:
(Atmosphere) Hover to Mach 6, transatmospheric
(Sublight) Mach 11
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) The Angel is NOT equipped with an FTL drive
(Underwater) The Angel is NOT designed for underwater operations
Bonuses: +3 to Dodge
Market Cost: 22 million credits
Systems of Note:
Standard Spacecraft Systems, plus:
*Energy Absorber Panels----These massive wing panels are composed of a crystalline matrix and conformal forcefield that actually absorbs and diverts weapons energy into retasked energy for the fighter’s own systems. This system actually ABSORBS incoming enemy laser, ion, and particle beam weapons fire and reduces its damage by 75%...the next melee, HALF of the damage initially rolled is applied to one of the following: Forcefield MDC(point to point increase, and the additional MDC can be retained for 4 melees/1 minute), energy weapons(increase damage by 1 MD per 2 MD inflicted/absorbed and/or range by 100 ft per 1 MD of damage inflicted/absorbed...energy can only be held for 4 melees/1 minute or else retasked ), or speed(boost base speed by 10% per 50 MD of energy weapon damage; effects are sustained only for 4 melees/1 minute). The system is ineffective against plasma, rail guns, and projectile weaponry, as well as magic(does FULL damage). The only other limitation is that it cannot handle more than 600 MD per melee(so a main battle cannon doing 1d6x1,000 MD per blast would do full damage).
Weapons Systems:
1) Pulse Laser Cannons(2)---The Angel mounts only a pair of high-powered lasers for offense/defense, but the weapons can be power-pumped by the energy absorber wings, allowing for upward performance improvements in range and damage, as overseen by an advanced power management computer(which can alter range/damage settings in response to pre-set settings, or vocal inputs by the pilot).
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 2d6x10 MD per single blast, 4d6x10 MD for both cannons firing simultaneously on one target(counts as one attack)
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Variants:
A few variants of the Angel have been attempted in the field, typically to increase the ship’s striking power, but such changes to the ship’s airframe have almost always resulted in a degrading of the ship’s agility.
The three most successful improvements to the Angel have been modifying the fighter to be compatible with the FTL Booster packs available from a variety of manufacturers, the addition of two single-shot medium range missile launch pylons, and the fitting of the ship’s hull with laser reflective armor(any laser energy not being absorbed by the panels doing only HALF damage)...All of these modifications are available as upgrade kits from WZ.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48642
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
*WZ-HF-901-LR Archangel Heavy Fighter
“Even if you get caught in the crosshairs of a main battery, my falcons, lock your own particle beam on them and leave the fire button open....That way, if you DO get Called by way of Final Fire, you may not survive, but your ship may hold together a few micro-seconds longer...Long enough for some of what killed you to bleed into your main cannon’s power banks and discharge back in one final shot at the ones who got you...”
----Daimyo-Astral Rumiko Shagani, Oni, CAG-BFSDF, Takahara Sector.
With the incredible success of the Angel Light Fighter, the mad techs at WZTechYards decided to improve on a good thing and scaled up the Angel to produce the Archangel, a much larger craft designed for heavy combat.
While the diminutive Angel was simplicity, the Archangel tries to cram as much weaponry into a small space between two large wings. The ship seems wrapped around a heavy particle beam cannon, but that’s simply the beginning; the Archangel adds four synchronized gravity cannons, dual-mode plasma-laser projectors, and three seperate missile systems for all-around combat versatility. The energy-absoption/retasking system has been improved, and armor has been upgraded. Finally, no less than three counter-measure systems have been added with expendable decoy systems, to improve the ship’s chances of cloing through enemy point-defense grids and missile systems to do damage to capital ships and installations. Overall agility has suffered, but the Archangel is still more maneuverable than many other ships in its weight class. Its three-man crew means that overall workload is distributed, and the ship can function more effectively between its three-person crew and its A.I. expert systems.
The Archangel’s first production runs for the mass-market, after the initial orders for WZ’s own affiliates, were immediately snapped up by a number of prominent paramilitary services, most notably the Order of the Sandusu Templar. Though more inclined to pursue their own cyborg-interface fighter programs, the Central Alliance has also purchased several squadrons of the ships.
Type:WZ-HF-901-LR Archangel
Class:Heavy Fighter
Crew: 3
MDC/Armor by Location:
Main Body 900
Reinforced Crew Compartment 200
Wings(2) 400 each
Particle Cannon(1) 120
Grav Cannons(4) 80 each
MRM Launchers(2) 80 each
Mini-Missile Launchers(2) 60 each
Variable Forcefield* 1200(200 per side)
*Shield Refresh Rate is 10% per melee
Height:19.5 feet (6.5 m)
Width:69 feet (23 m)
Length:75 feet (25 m)
Weight: 400 tons
Cargo: Small 8 ft x10 ft hold behind cockpit for additional gear/supplies.
Powerplant:Advanced Lucerin-Fuelled Nuclear Fusion w/ 50 year energy life.
Speed:
(Atmosphere) Hover to Mach 6, transatmospheric.
(Sublight) Mach 10
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 1.0% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) The Archangel is NOT designed for underwater operations
Bonuses: +1 to Dodge
Market Cost: 260 million credits
Systems of Note:
Standard Spacecraft Systems, plus:
*Energy Absorber Panels----These massive wing panels are composed of a crystalline matrix and conformal forcefield that actually absorbs and diverts weapons energy into retasked energy for the fighter’s own systems. This system actually ABSORBS incoming enemy laser, ion, and particle beam weapons fire and reduces its damage by 75%...the next melee, HALF of the damage initially rolled is applied to one of the following: Forcefield MDC(point to point increase, and the additional MDC can be retained for 4 melees/1 minute), energy weapons(increase damage by 1 MD per 2 MD inflicted/absorbed and/or range by 100 ft per 1 MD of damage inflicted/absorbed...energy can only be held for 4 melees/1 minute or else retasked ), or speed(boost base speed by 10% per 50 MD of energy weapon damage; effects are sustained only for 4 melees/1 minute). The system is ineffective against plasma, rail guns, and projectile weaponry, as well as magic(does FULL damage). The only other limitation is that it cannot handle more than 600 MD per melee(so a main battle cannon doing 1d6x1,000 MD per blast would do full damage).
Weapons Systems:
1) Particle Beam Cannon(1)---Designed to maul capital warships, this heavy PBC gives the Archangel some SERIOUS single-shot kill capability. However, its slow rate of fire (relatively speaking) means fighter crews must be inclined to fly slow and steady to insure shot accuracy, not always possible when dodging enemy counter-fire.
Range: 3.5 miles in atmosphere, 7 miles in space
(Kitsune Values: 7 miles in atmosphere, 7,000 miles in space)
Damage: 2d4x100 MD per blast
Rate of Fire: Three times per melee
Payload:Effectively Unlimited
2) Four Grav Rail Guns(4)---These ‘shredders’ throw out a hail of hypervelocity projectiles for kinetic kills.
Range: 2.5 miles in atmosphere, 5 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 1d6x10 MD per burst
4d6x10 MD per four-cannon simultaneous burst
Rate of Fire: EGCHH
Payload: 200 bursts per cannon
3) Plasma-Laser Cannon(2)-----The Plasma-Laser Cannon is a unique WZTechYard development for a dual mode weapon that can fire both long range photonic pulses and short-range plasma bursts thanks to an ‘open barrel’ design. In laser mode, the cannon fires a focused stream of coherent light like any other laser, but in plasma mode, a mini-forcefield containment field is established around the end of the barrel, and deuterium gas introduced. The laser switches modes to become a plasma-excitor, superheating the gas into a plasma, then magnetic expulsion and photonic pressure are used to expel the plasma at high speed towards the target. The result is a wide-aperature, short-ranged, plasma blast, effective for area of effect attacks and anti-missile work.
Range:(Laser)3 miles in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
(Plasma) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage:(Laser) 3d6x10 MD per shot
(Plasma) 1d4x10 MD per blast, affects a 50 ft-wide blast area.
Rate of Fire:(Laser) EGCHH
(Plasma) 4 times per melee
Payload: (Laser)Effectively Unlimited
(Plasma)Has enough deuterium for 100 bursts per gun.
4) Cruise Missiles---A pair of cruise missiles are carried, under the main hull, for decisive shots against capital ships.
Range:Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-2
Payload: 2
5) Medium Range Missiles(2)---Mounted outboard of the cental fuselage are two MRM launchers for anti-spacecraft and surface attack.
Range:Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-4
Payload: 16
6) Short Range Missiles(2 launchers)---Hidden in the ‘air intakes’ are SRM launchers, typically used for missile defense and close-in anti-fighter work.
Range:Varies by Missile Type
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-8
Payload: 32 (16 per launcher)
7) Decoy Launchers(3)
The Archangel mounts three separate sorts of countermeasure launchers.
The first is simple sensor-reflective chaff and thermo-flares. These countermeasures are inexpensive and very effective against lower-end targeting systems and sensor equipment(such as that used by nations equivalent to the Coalition States on Rifts Earth), but are ineffectual against more advanced technology.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 36
The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range:25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs
The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a pre-set pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. Theyare also +2 for enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 15 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.
“Even if you get caught in the crosshairs of a main battery, my falcons, lock your own particle beam on them and leave the fire button open....That way, if you DO get Called by way of Final Fire, you may not survive, but your ship may hold together a few micro-seconds longer...Long enough for some of what killed you to bleed into your main cannon’s power banks and discharge back in one final shot at the ones who got you...”
----Daimyo-Astral Rumiko Shagani, Oni, CAG-BFSDF, Takahara Sector.
With the incredible success of the Angel Light Fighter, the mad techs at WZTechYards decided to improve on a good thing and scaled up the Angel to produce the Archangel, a much larger craft designed for heavy combat.
While the diminutive Angel was simplicity, the Archangel tries to cram as much weaponry into a small space between two large wings. The ship seems wrapped around a heavy particle beam cannon, but that’s simply the beginning; the Archangel adds four synchronized gravity cannons, dual-mode plasma-laser projectors, and three seperate missile systems for all-around combat versatility. The energy-absoption/retasking system has been improved, and armor has been upgraded. Finally, no less than three counter-measure systems have been added with expendable decoy systems, to improve the ship’s chances of cloing through enemy point-defense grids and missile systems to do damage to capital ships and installations. Overall agility has suffered, but the Archangel is still more maneuverable than many other ships in its weight class. Its three-man crew means that overall workload is distributed, and the ship can function more effectively between its three-person crew and its A.I. expert systems.
The Archangel’s first production runs for the mass-market, after the initial orders for WZ’s own affiliates, were immediately snapped up by a number of prominent paramilitary services, most notably the Order of the Sandusu Templar. Though more inclined to pursue their own cyborg-interface fighter programs, the Central Alliance has also purchased several squadrons of the ships.
Type:WZ-HF-901-LR Archangel
Class:Heavy Fighter
Crew: 3
MDC/Armor by Location:
Main Body 900
Reinforced Crew Compartment 200
Wings(2) 400 each
Particle Cannon(1) 120
Grav Cannons(4) 80 each
MRM Launchers(2) 80 each
Mini-Missile Launchers(2) 60 each
Variable Forcefield* 1200(200 per side)
*Shield Refresh Rate is 10% per melee
Height:19.5 feet (6.5 m)
Width:69 feet (23 m)
Length:75 feet (25 m)
Weight: 400 tons
Cargo: Small 8 ft x10 ft hold behind cockpit for additional gear/supplies.
Powerplant:Advanced Lucerin-Fuelled Nuclear Fusion w/ 50 year energy life.
Speed:
(Atmosphere) Hover to Mach 6, transatmospheric.
(Sublight) Mach 10
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 1.0% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) The Archangel is NOT designed for underwater operations
Bonuses: +1 to Dodge
Market Cost: 260 million credits
Systems of Note:
Standard Spacecraft Systems, plus:
*Energy Absorber Panels----These massive wing panels are composed of a crystalline matrix and conformal forcefield that actually absorbs and diverts weapons energy into retasked energy for the fighter’s own systems. This system actually ABSORBS incoming enemy laser, ion, and particle beam weapons fire and reduces its damage by 75%...the next melee, HALF of the damage initially rolled is applied to one of the following: Forcefield MDC(point to point increase, and the additional MDC can be retained for 4 melees/1 minute), energy weapons(increase damage by 1 MD per 2 MD inflicted/absorbed and/or range by 100 ft per 1 MD of damage inflicted/absorbed...energy can only be held for 4 melees/1 minute or else retasked ), or speed(boost base speed by 10% per 50 MD of energy weapon damage; effects are sustained only for 4 melees/1 minute). The system is ineffective against plasma, rail guns, and projectile weaponry, as well as magic(does FULL damage). The only other limitation is that it cannot handle more than 600 MD per melee(so a main battle cannon doing 1d6x1,000 MD per blast would do full damage).
Weapons Systems:
1) Particle Beam Cannon(1)---Designed to maul capital warships, this heavy PBC gives the Archangel some SERIOUS single-shot kill capability. However, its slow rate of fire (relatively speaking) means fighter crews must be inclined to fly slow and steady to insure shot accuracy, not always possible when dodging enemy counter-fire.
Range: 3.5 miles in atmosphere, 7 miles in space
(Kitsune Values: 7 miles in atmosphere, 7,000 miles in space)
Damage: 2d4x100 MD per blast
Rate of Fire: Three times per melee
Payload:Effectively Unlimited
2) Four Grav Rail Guns(4)---These ‘shredders’ throw out a hail of hypervelocity projectiles for kinetic kills.
Range: 2.5 miles in atmosphere, 5 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 1d6x10 MD per burst
4d6x10 MD per four-cannon simultaneous burst
Rate of Fire: EGCHH
Payload: 200 bursts per cannon
3) Plasma-Laser Cannon(2)-----The Plasma-Laser Cannon is a unique WZTechYard development for a dual mode weapon that can fire both long range photonic pulses and short-range plasma bursts thanks to an ‘open barrel’ design. In laser mode, the cannon fires a focused stream of coherent light like any other laser, but in plasma mode, a mini-forcefield containment field is established around the end of the barrel, and deuterium gas introduced. The laser switches modes to become a plasma-excitor, superheating the gas into a plasma, then magnetic expulsion and photonic pressure are used to expel the plasma at high speed towards the target. The result is a wide-aperature, short-ranged, plasma blast, effective for area of effect attacks and anti-missile work.
Range:(Laser)3 miles in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
(Plasma) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage:(Laser) 3d6x10 MD per shot
(Plasma) 1d4x10 MD per blast, affects a 50 ft-wide blast area.
Rate of Fire:(Laser) EGCHH
(Plasma) 4 times per melee
Payload: (Laser)Effectively Unlimited
(Plasma)Has enough deuterium for 100 bursts per gun.
4) Cruise Missiles---A pair of cruise missiles are carried, under the main hull, for decisive shots against capital ships.
Range:Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-2
Payload: 2
5) Medium Range Missiles(2)---Mounted outboard of the cental fuselage are two MRM launchers for anti-spacecraft and surface attack.
Range:Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-4
Payload: 16
6) Short Range Missiles(2 launchers)---Hidden in the ‘air intakes’ are SRM launchers, typically used for missile defense and close-in anti-fighter work.
Range:Varies by Missile Type
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-8
Payload: 32 (16 per launcher)
7) Decoy Launchers(3)
The Archangel mounts three separate sorts of countermeasure launchers.
The first is simple sensor-reflective chaff and thermo-flares. These countermeasures are inexpensive and very effective against lower-end targeting systems and sensor equipment(such as that used by nations equivalent to the Coalition States on Rifts Earth), but are ineffectual against more advanced technology.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 36
The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range:25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs
The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a pre-set pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. Theyare also +2 for enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 15 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
- taalismn
- Priest
- Posts: 48642
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Thanks...I should have more on the way as I turn my lastest unexpected block of free time(courtesy of my account troubles) to use writing....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
- taalismn
- Priest
- Posts: 48642
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
They do tend to snowball like a cometary nuclei...several hundred megatonnes of slowly moving mass colder than Dante's hell...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
- taalismn
- Priest
- Posts: 48642
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Hmmm....Hyperspace wormhole travel by subscription...you pay a monthly fee for a valid code you transmit into space on a certain frequency, and it summons up a wormhole that will take you...elsewhere...No payment on your fee? You're walking...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Have they straightened out your account? I hope it doesn't take too long.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
- taalismn
- Priest
- Posts: 48642
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Not yet...I can't even check my account with them via other means because they screwed that up too(my log-in, that is)....I guess I'll know for certain when my check clears with them(and I'll have added ammo if they don't restore my service)...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
I'd prepare to launch a flurry of complaints at their service. I'd threaten to talk to their president.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
- taalismn
- Priest
- Posts: 48642
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Big company, small guy...I don't represent any large corporate contracts I could threaten with....and, alas, my battlecruisers are all paper(THAT would be a heckuva a negotiation lever!).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
But still your complaints can help correct the problems others might experience in dealing with a similiar problem you are suffering now.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
- taalismn
- Priest
- Posts: 48642
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Service restored...back in action...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
That is great to hear! I know how things that disrupt life can such a pain in the ###.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
- taalismn
- Priest
- Posts: 48642
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Now all we need is DM back and we can get back to churning out ships...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
That and I need to climb out of another depression. Sorry to go off on a tangent. Its just one of those bad ones! I'm trying to climb out of it!
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
Aramanthus wrote:That and I need to climb out of another depression. Sorry to go off on a tangent. Its just one of those bad ones! I'm trying to climb out of it!
I'll take your black dog and trade you my 'contolled panic falling into exausted unconcsiousness with no rest'.
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
taalismn wrote:*WZ-HF-901-LR Archangel Heavy Fighter
“Even if you get caught in the crosshairs of a main battery, my falcons, lock your own particle beam on them and leave the fire button open....That way, if you DO get Called by way of Final Fire, you may not survive, but your ship may hold together a few micro-seconds longer...Long enough for some of what killed you to bleed into your main cannon’s power banks and discharge back in one final shot at the ones who got you...”
----Daimyo-Astral Rumiko Shagani, Oni, CAG-BFSDF, Takahara Sector.
Dude!!!!!!!!!
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
- taalismn
- Priest
- Posts: 48642
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Raise you a 'mounting frustration bordering on midlife crisis'....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
taalismn wrote:Raise you a 'mounting frustration bordering on midlife crisis'....
I'll fold
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
LOL I love the way this thread has its moments! I've tamed my black dog. I've got to get moving on a design. I just need something for inspiration. I'll have to look for it..........on the net.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
- taalismn
- Priest
- Posts: 48642
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Look at aircraft books...see an interesting aircraft..take dimensions, chop, cut, paste on appriopriate systems...bingo, instant shuttle, light freighter, or fighter...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
No, actually I've got a couple of ideas coming along. Just thinking about them. Working on the Golgan merc fleet.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
Got a couple of OLD designs I should post up in here.
I'll get back to you all later on when I have time to post properly
I'll get back to you all later on when I have time to post properly
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
- taalismn
- Priest
- Posts: 48642
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
I'm thinking about a variation on my Haunted Vehicles....maybe a culture whose shipwrights take the idea of personifying vessels(as we call ships 'she') and shipbuilding as an art a step farther with elaborate rituals culminating in a 'ShipBirthing' ceremony where shipyard workers and crew contribute PPE to endow their ship with a 'soul' to complement its AI systems...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
A typical trans-atmospheric strike ship used by the TMC, the Coyote is employed in quick lightning raids on pirate bases and smuggling ports.
Resembles an oversized 20th. century NASA shuttle in design, but much more triangular in profile.
Model Type: Coyote Class: Light Destroyer / Strike ship
Crew: 5 Bridge crew, 20 ship-hands, 30 troops, 5 fighter pilots
M.D.C. By Location:
*Bridge - 800
Wings (2) - 700 each
Upper Launch-bay Doors (2) - 200 each
Heavy Ion-Beams (2; 1 each wing) - 350 each
Ventral Anti-Ship Laser turret - 800
**Forward Hvy Rail-guns (2) - 500 each
**Twin Ion-Gun Turrets (3) - 300 each
**LRM Launchers (2) - 500 each
Variable Shields (6 facings) - 550 per facing; 3,300 total.
Pin-point barriers (10) - 400 each
Outer Hull 20ft. section - 150
†Ion-Engines (2) - 1,050 each
‡Main Body - 2,800
Notes: * Destruction of the bridge will reduce sensors and combat bonuses by half.
** These systems are normally concealed and are - 3 to hit on a called shot, and the outer armour must be destroyed first (150MDC)
† Destruction of the one engine will reduce Speed by 50% and eliminate FTL capabilities.
‡ Destroying the main body will render the vessel a drifting hulk with no life support or power. If the ship is reduced to -2,000 MDC, it explodes doing 3D6X1,000 MD to anything in a 1.6 km radius.
Speed:
Flying: Inatmo; Mach 6.5 (can SCRAM-Jet to Mach 8.7) Exatmo; Mach 12 combat speed & 0.3C sublight
FTL: 0.3LY/hr. on Ion drive alone, 4.3LY/hr using CG boosters. Also has hypergravtic activator.
Range: 8 months with full crew, using recyclers and hydroponics. 80 days on just atmospheric recycling systems and ships stores.
Statistical Data:
Height: (at highest point): 36.5 meters / 120ft. Length: 120 meters / 400ft.
Width: (At widest point): 45 meters / 150ft. Wing Span is 70% of length
Weight: 400 tonnes with 100 tonnes fighter / shuttlebay
Cargo: 30modules of cargo space / modification space.
Drive Type(s): Primary; 2 Ion engines rated @ factor 30 with CG-FTL boosters.
: Secondary; AG-coil assisted jet engines rated for planetary landings and lift-offs and Inatmo manoeuvring.
: Hypergravitc activator coils for long-range travel.
Power System: Anti-matter reactor with 25yr. life-span at nominal output.
Market Cost: Approximately 75 million credits (minus auxiliary vehicles), for a fully operational vessel.
Weapon Systems
1) Heavy Ion-Guns (2): 1 Hvy. Ion gun is mounted on either wing (2 total), used primarily in assaults and ship-to-ship dog fights.
Mega-Damage: 1D6X100 per single blast, or 2D6X100 fire linked. R.O.F.: as per gunners /pilots attacks per melee.
Range: 46.4km (29 miles) in space. 4.64km Inatmo. Payload: Effectively unlimited.
Capitol Ship scale= -6 to strike small targets.
2) Anti-ship Laser Turret (2): Placed under the nose of the Coyote is a ball-turreted anti-ship laser. The turret has a 60º cone of fire.
Mega-Damage: 2D6X100 per shot. R.O.F.: as per gunners attacks per melee.
Range: 88km (55 miles) in space. 8.8km Inatmo. Payload: Effectively unlimited. Capitol Ship scale= -10 to strike small targets.
3) Heavy Railguns (2): 2 Hvy. railguns are mounted on either side of the nose section, used primarily in assault and ship-to-ship combat.
Mega-Damage: 1D6X100 AP per single blast, or 2D6X100fire linked. R.O.F.: as per gunners /pilots attacks per melee.
Range: 35.2km (22 miles) in space. 3.52km Inatmo. Payload: 100 shots per gun (200 shots total)
Capitol Ship scale= -6 to strike small targets.
4) Forward LRM / Torpedo Launchers (2): Under the main body are single-tube LR missile launchers facing forward. Typically these launchers are loaded with plasma or proton warheads.
Mega-Damage: As per LRM / Torpedo type.
R.O.F.: Individually or in volleys of two. Each volley counts as 1 gunners action. Once 10 warheads have been launched, it takes 3 actions (1/2 a melee) for the auto-loading system to reload another 10 from the magazine.
Range: as per warhead type. Payload: 10 per launch system plus an additional magazine of 20 per twin-launcher, for a total 60
5) Dual-Ion Point Defense turrets (3): These pop-up point defense lasers are placed aft, starboard and port to protect from enemy fighters and incoming missile strikes. The turrets may be manually operated or set to auto-fire.
Mega-Damage: 4D4X10 per twin shot (2D4X10 per barrel). R.O.F.: 1 per gunners action or 3 attacks automated. Range: 11.2km (7miles) Payload: Unlimited. Light Ship scale= No penalties. Note: The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses). If set for auto-fire, the guns are +4 to strike (+6 if lock on has been achieved).
Defensive Systems
Anti-missile Chaff Ejector; Installed into the aft of the Coyote is a chaff ejector. A crew member may use a parry to launch a chaff globe, which has a +8 'parry' to attract incoming missiles / volleys; if effective, the missile(s) impact against the chaff. Useless against LRM's. Payload of 30 globes.
ECM Suite; on a successful 'electronic warfare' skill roll, the ship becomes +4 to dodge all incoming attacks, and all homing missiles are +6 to dodge.
Magnetic Shields & Laser reflective: Ion & Particle beam weapons only inflict 50% damage when this system is active, as well as having a 30% of disrupting missiles targeting computers (ineffective against LRM's & Cap-ship missiles) including ones fired from the protected ship. Laser based weapons also inflict only ½ damage. Variable frequency lasers take 1D4 successful strikes to counteract the hull plating resistance.
Pin-Point Barriers (10); These are last-ditch defensive shields used to 'parry' fighter attacks and medium missile strikes. Up to 4 may be active at any time, and recharge 4 MDC/min. See below for bonuses to parry. 2 may be automated at any one time (+3 to parry).
Sensors
Advanced & Military Sensors; Can track and identify up to 500 targets with a 2000 mile range (3200km), and track an additional 25 objects out to 4000 miles (6400km); ½ range Inatmo. Objects as small as a golf ball can be seen at a distance of 300 miles Inatmo, or 26,000 miles in space (41,600km). Communications range is 200,000 miles (32,000km) in space. See later for combat bonuses.
Satellite Up-link Computer; Used for sending and receiving information from civilian and military satellites.
Super-navigation Computer & Auto-pilot; 50% skill for FTL and Sublight navigation, and 50% Skill for piloting.
Other Systems
Artificial Gravity; Provides standard 1g environment within the ship.
Crew Quarters; Each crew member (50) has their own private room with; bed, footlocker and computer unit. Bathrooms are communal.
Type 1 Recycling system (Atmosphere); Can continuously provide recycled, breathable air for 80 days for the crew plus passengers.
Trans-Atmospheric Capabilities; Design elements allow the Coyote to enter and leave planetary atmospheres. Thermal shielding only takes ½ damage from plasma and heat based weapons. See later for bonuses.
Hull Breach Auto-Repair; Triple redundancy system, prevents catastrophic loss of atmosphere from hull breaches.
External Cargo Docks; 3 external docking systems are standard on the Coyote; one by the bridge section, one ventral and a force-dock tube dorsal & amid-ships.
Grapple System; Rated for towing / grappling 6,000 tonnes.
FTL Life-boats (5); See "AU; Galaxy Guide" Pg. 181 for details.
FTL Accelerators; This system allows the ship to go from Speed 0 (relative) to factor 1 in less than 5 seconds, eliminating the acceleration time needed to "port" into FTL.
Self Destruct; To prevent capture of sensitive intelligence, prevention of ship theft, or as a last ditch retributive attack.
Attack Craft
Up to 100 tonnes of fighters and / or vehicles may be carried by the Coyote. The Vehicle bay is the box-like area in the aft of the Coyote.
Bonuses
+2 Initiative, +3 to dodge Exatmo & Inatmo, +2 to strike with all weapons and +15% to combat piloting rolls and +10% to weapon systems lock-ons. Pin-point barriers are +2 to parry, unless a successful E-warfare or weapon systems skill roll is made, then they are +4 to parry including P.P. bonuses (if any).
Resembles an oversized 20th. century NASA shuttle in design, but much more triangular in profile.
Model Type: Coyote Class: Light Destroyer / Strike ship
Crew: 5 Bridge crew, 20 ship-hands, 30 troops, 5 fighter pilots
M.D.C. By Location:
*Bridge - 800
Wings (2) - 700 each
Upper Launch-bay Doors (2) - 200 each
Heavy Ion-Beams (2; 1 each wing) - 350 each
Ventral Anti-Ship Laser turret - 800
**Forward Hvy Rail-guns (2) - 500 each
**Twin Ion-Gun Turrets (3) - 300 each
**LRM Launchers (2) - 500 each
Variable Shields (6 facings) - 550 per facing; 3,300 total.
Pin-point barriers (10) - 400 each
Outer Hull 20ft. section - 150
†Ion-Engines (2) - 1,050 each
‡Main Body - 2,800
Notes: * Destruction of the bridge will reduce sensors and combat bonuses by half.
** These systems are normally concealed and are - 3 to hit on a called shot, and the outer armour must be destroyed first (150MDC)
† Destruction of the one engine will reduce Speed by 50% and eliminate FTL capabilities.
‡ Destroying the main body will render the vessel a drifting hulk with no life support or power. If the ship is reduced to -2,000 MDC, it explodes doing 3D6X1,000 MD to anything in a 1.6 km radius.
Speed:
Flying: Inatmo; Mach 6.5 (can SCRAM-Jet to Mach 8.7) Exatmo; Mach 12 combat speed & 0.3C sublight
FTL: 0.3LY/hr. on Ion drive alone, 4.3LY/hr using CG boosters. Also has hypergravtic activator.
Range: 8 months with full crew, using recyclers and hydroponics. 80 days on just atmospheric recycling systems and ships stores.
Statistical Data:
Height: (at highest point): 36.5 meters / 120ft. Length: 120 meters / 400ft.
Width: (At widest point): 45 meters / 150ft. Wing Span is 70% of length
Weight: 400 tonnes with 100 tonnes fighter / shuttlebay
Cargo: 30modules of cargo space / modification space.
Drive Type(s): Primary; 2 Ion engines rated @ factor 30 with CG-FTL boosters.
: Secondary; AG-coil assisted jet engines rated for planetary landings and lift-offs and Inatmo manoeuvring.
: Hypergravitc activator coils for long-range travel.
Power System: Anti-matter reactor with 25yr. life-span at nominal output.
Market Cost: Approximately 75 million credits (minus auxiliary vehicles), for a fully operational vessel.
Weapon Systems
1) Heavy Ion-Guns (2): 1 Hvy. Ion gun is mounted on either wing (2 total), used primarily in assaults and ship-to-ship dog fights.
Mega-Damage: 1D6X100 per single blast, or 2D6X100 fire linked. R.O.F.: as per gunners /pilots attacks per melee.
Range: 46.4km (29 miles) in space. 4.64km Inatmo. Payload: Effectively unlimited.
Capitol Ship scale= -6 to strike small targets.
2) Anti-ship Laser Turret (2): Placed under the nose of the Coyote is a ball-turreted anti-ship laser. The turret has a 60º cone of fire.
Mega-Damage: 2D6X100 per shot. R.O.F.: as per gunners attacks per melee.
Range: 88km (55 miles) in space. 8.8km Inatmo. Payload: Effectively unlimited. Capitol Ship scale= -10 to strike small targets.
3) Heavy Railguns (2): 2 Hvy. railguns are mounted on either side of the nose section, used primarily in assault and ship-to-ship combat.
Mega-Damage: 1D6X100 AP per single blast, or 2D6X100fire linked. R.O.F.: as per gunners /pilots attacks per melee.
Range: 35.2km (22 miles) in space. 3.52km Inatmo. Payload: 100 shots per gun (200 shots total)
Capitol Ship scale= -6 to strike small targets.
4) Forward LRM / Torpedo Launchers (2): Under the main body are single-tube LR missile launchers facing forward. Typically these launchers are loaded with plasma or proton warheads.
Mega-Damage: As per LRM / Torpedo type.
R.O.F.: Individually or in volleys of two. Each volley counts as 1 gunners action. Once 10 warheads have been launched, it takes 3 actions (1/2 a melee) for the auto-loading system to reload another 10 from the magazine.
Range: as per warhead type. Payload: 10 per launch system plus an additional magazine of 20 per twin-launcher, for a total 60
5) Dual-Ion Point Defense turrets (3): These pop-up point defense lasers are placed aft, starboard and port to protect from enemy fighters and incoming missile strikes. The turrets may be manually operated or set to auto-fire.
Mega-Damage: 4D4X10 per twin shot (2D4X10 per barrel). R.O.F.: 1 per gunners action or 3 attacks automated. Range: 11.2km (7miles) Payload: Unlimited. Light Ship scale= No penalties. Note: The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses). If set for auto-fire, the guns are +4 to strike (+6 if lock on has been achieved).
Defensive Systems
Anti-missile Chaff Ejector; Installed into the aft of the Coyote is a chaff ejector. A crew member may use a parry to launch a chaff globe, which has a +8 'parry' to attract incoming missiles / volleys; if effective, the missile(s) impact against the chaff. Useless against LRM's. Payload of 30 globes.
ECM Suite; on a successful 'electronic warfare' skill roll, the ship becomes +4 to dodge all incoming attacks, and all homing missiles are +6 to dodge.
Magnetic Shields & Laser reflective: Ion & Particle beam weapons only inflict 50% damage when this system is active, as well as having a 30% of disrupting missiles targeting computers (ineffective against LRM's & Cap-ship missiles) including ones fired from the protected ship. Laser based weapons also inflict only ½ damage. Variable frequency lasers take 1D4 successful strikes to counteract the hull plating resistance.
Pin-Point Barriers (10); These are last-ditch defensive shields used to 'parry' fighter attacks and medium missile strikes. Up to 4 may be active at any time, and recharge 4 MDC/min. See below for bonuses to parry. 2 may be automated at any one time (+3 to parry).
Sensors
Advanced & Military Sensors; Can track and identify up to 500 targets with a 2000 mile range (3200km), and track an additional 25 objects out to 4000 miles (6400km); ½ range Inatmo. Objects as small as a golf ball can be seen at a distance of 300 miles Inatmo, or 26,000 miles in space (41,600km). Communications range is 200,000 miles (32,000km) in space. See later for combat bonuses.
Satellite Up-link Computer; Used for sending and receiving information from civilian and military satellites.
Super-navigation Computer & Auto-pilot; 50% skill for FTL and Sublight navigation, and 50% Skill for piloting.
Other Systems
Artificial Gravity; Provides standard 1g environment within the ship.
Crew Quarters; Each crew member (50) has their own private room with; bed, footlocker and computer unit. Bathrooms are communal.
Type 1 Recycling system (Atmosphere); Can continuously provide recycled, breathable air for 80 days for the crew plus passengers.
Trans-Atmospheric Capabilities; Design elements allow the Coyote to enter and leave planetary atmospheres. Thermal shielding only takes ½ damage from plasma and heat based weapons. See later for bonuses.
Hull Breach Auto-Repair; Triple redundancy system, prevents catastrophic loss of atmosphere from hull breaches.
External Cargo Docks; 3 external docking systems are standard on the Coyote; one by the bridge section, one ventral and a force-dock tube dorsal & amid-ships.
Grapple System; Rated for towing / grappling 6,000 tonnes.
FTL Life-boats (5); See "AU; Galaxy Guide" Pg. 181 for details.
FTL Accelerators; This system allows the ship to go from Speed 0 (relative) to factor 1 in less than 5 seconds, eliminating the acceleration time needed to "port" into FTL.
Self Destruct; To prevent capture of sensitive intelligence, prevention of ship theft, or as a last ditch retributive attack.
Attack Craft
Up to 100 tonnes of fighters and / or vehicles may be carried by the Coyote. The Vehicle bay is the box-like area in the aft of the Coyote.
Bonuses
+2 Initiative, +3 to dodge Exatmo & Inatmo, +2 to strike with all weapons and +15% to combat piloting rolls and +10% to weapon systems lock-ons. Pin-point barriers are +2 to parry, unless a successful E-warfare or weapon systems skill roll is made, then they are +4 to parry including P.P. bonuses (if any).
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
A realtively old design, the Geirath Crusier resembles it's immediate predecessor, the Warshield; a cylindrical main hull with 4 out-rigger cannon mounts (the Railcannons) forwards of the main engine block, with two railcannons rear facing on the dorsal and ventral hull, behind the sensor tower. Though old, many independant planetary defense navies still use this venerable design.
Model Type: Geirath Cruiser Class: Strike Cruiser
Crew: 8 Bridge crew, 57 crew (gunners, engineers, etc.), and can accommodate 10 extra passengers (20 with cramping).
M.D.C. By Location:
Ventral Hanger - 2200
Anti-Ship EM-Railcannons (6) - 1300 each
*Hvy. Particle Beam Turrets (14) - 700 each when open
*LRM Launchers (4) - 500 each
Medium Pulse Laser Turrets (4) - 500 each
**Point Defense Railgun Turrets (16) - 150 each
Variable Shields - 1250 per facing; 7500 total
Outer Hull 40ft. section - 150
Inner Hull 40ft. section - 100
†Engine Pods (4) - 3500 each
‡Main Body - 25000
Notes: * These systems are normaly concealed and are - 3 to hit on a called shot, and the outer armour must be destroyed first (150MDC).
† Destruction of an engine will reduce Speed by 25% and eliminate FTL capabilities if more than 2 are destroyed.
‡ Destroying the main body will render the vessel a drifting hulk with no life support or power. If the ship is reduced to -10,000 MDC, it explodes doing 3D6X1,000 MD to anything in a 1.6 km radius.
Speed:
Flying: Inatmo; N/A Exatmo; Mach 12 combat speed & 0.75C sublight
FTL: 0.75 LY/hr. on M / AM drive. Also has hypergravtic activator.
Range: 38 months with full crew, using reycylers and hydroponics. 115 days on just atmosphereic recyling systems and ships stores.
Statistical Data:
Height: (at highest point): 70.6 meters / 235ft. Length: 227.3 meters / 750ft. Width: (At widest point): 61 meters / 200ft.
[Note: All measurements do not include railcannons]
Weight: 75000 tonnes with 400 tonnes of fighetrs and / or shuttlecraft.
Cargo: 411.4 modules of cargo space / modification space.
Drive Type(s): Primary; 8 Matter / Anti-Matter drives (4 pairs in each pod) rated for factor 75.
: Hypergarvitc activator coils for long-range travel.
Power System: Anti-matter reactor with 25yr. life-span at nominal output.
Market Cost: Approximately 100 million credits (minus auxiliary vehicles), for a fully operational vessel.
Weapon Systems
1) 60cm Anti-Ship Railcannons (6): The out-rigger pods are the Geirath class cruisers' main weapon system; 60cm EM-Cannons, each one capable of crippling any comparable sized vessel in one or two shots. Though the cannons can only fire forward (4) or aft (2), the cone of fire is about 30º from the centerline. Various ammunition types are available, and are loaded onto the sabot 'sled' just prior to launch.
Mega-Damage: 4D4X100 per shot, or 1D6X1000+400 for all forward guns targeting one ship. The aft cannons do 4D8X100 for a dual volley. Unless specified, assume all damage is AP. R.O.F.: 3 shots per gun / rnd. Range: 43.2km (27miles) in space.
Payload: 200 rounds per gun, 1200 total. Note: Ammo types are; High-density AP (+2 for AP), flechette cluster (damage÷10 but only -3 to hit small craft) and time-delayed anti-matter warheads (explode inside targets, doing critical damage reagrdless of roll-to-hit on a successful strike). Captiol Ship scale= -10 to strike small targets.
2) Hvy. Particle Beam Cannons (14; 7 per side): On either side of ship are 7 concealed, roatating ball- turrets. Each turret is a heavy particle beam cannon, used for broadside actions against other warships or enemy space stations. The cannons may either fire independently, or synchronize attacks. The Turrets can rotate 45º in all directions, and may move independent of each other, though the guns can not fire directly down, forward or aft.
Mega-Damage: 2D4X100 per cannon, or 7D8X100 for a full broadside of 7 guns. R.O.F.: As per gunners # of actions, or 2 full broadsides per melee. Range: 38.4km (24miles). Payload: Effctively unlimmited. Heavy scale= -5 to strike small targets.
3) Med. Variable Pulse-Lasers (4; 1 per engine): On each engine pod, is a roatating pulse-laser turret. Each laser turret is variable frequencyweapon, able to counteract reflective armour in 1D4 attacks. The cannons may either fire independently, or synchronize attacks. The Turrets can rotate 360º, elevate 90º, and may move independent of each other. These weapons are primarily used for anti- missile & fighter deffense.
Mega-Damage: 4D6X10 per cannon. R.O.F.: As per gunners # of actions. Range: 20.8km (13miles). Payload: Effctively unlimmited. Med. scale= -2 to strike small targets.
4) VLS LRM Launchers (4): Located back along the dorsal hull, is a vertical launch LRM system. This system fires long-range missiles and is used primarily to destroy large warships and stationary targets in orbit or planet-side.
Mega-Damage: As per warhead; typically proton or nuclear. R.O.F.: Individualy or in volleys of 2-4. Range: as per warhead type. Payload: 30 per launcher, 120 total. Note: All LRM's are smart-bomb type.
5) Pin-Point Sheilds (10): In case of main sheild failure, up to 10 pin-point energy barriers can be activated. These mobile sheilds actively parry incomming attacks, and each barrier can be manually or computer operated.
Mega-Damage: 400 before being shutdown (recharges 10 MDC / minute). Actions.: N/A; Parry as normal Note: The barriers are +2 to parry if manned (+4, plus any PP & combat bonuses if Weapon systems or E/W skill is taken). If set for auto-deffense, the guns are +4 to parry.
6) Anti-Missle Chaff : For deffense against fighter / Pwr.Suit launched misslies.
Effect: +8 to 'parry' missile attacks (including volleys). R.O.F.: N/A; used like a parry. Payload: 30 chaff globes.
Note: Chaff is useless against LRM, Ballistic, and Cap-ship missiles. Each 'parry' is used againt one strike or volley, multiple volleys require multiple chaff. Typically controlled by the Tactical Officer.
Defensive Systems
ECM Suite; on a successful 'electronic warfare' skill roll, the ship becomes +4 to dodge all incomming attacks, and all homing missles are +6 to dodge.
Sensors
Advanced & Military Sensors; Can track and identify up to 500 targets with a 2000 mile range (3200km), and track an additional 25 objects out to 4000 miles (6400km); ½ range Inatmo. Objects as small as a golf ball can be seen at a distance of 300 miles Inatmo, or 26,000 miles in space (41,600km). Communications range is 200,000 miles (32,000km) in space. See later for combat bonuses.
Scientific Sensor Array; Full I.R., U.V, and Thermographic optical sensors with a range of 4LY and computer programs to sort and enhance incoming data. Adds +15% to navigation rolls. Can detect objects as small as a battleship from 4LY away, but takes 5D4 minutes to complete the scan.
Super-navigation Computer & Auto-pilot; 50% skill for FTL and Sublight navigation, and 50% Skill for piloting.
Other Systems
Artificial Gravity; Provides standard 1g environment within the ship.
Crew Quarters; Each crew member has their own private room with; bed, footlocker and computer unit. Bathrooms are communal.
Type 1 Recycling system (Atmosphere); Can continuously provide recycled, breathable air for 35 days for the crew plus passengers.
Hull Breach Auto-Repair; Triple redundancy system, prevents catastrophic loss of atmosphere from hull breaches.
F.C.E.Craft; The entire bridge is a large escape shuttle with FTL capabilities @ factor 5. See "AU; Galaxy Guide" Pg. 181 for details.
FTL Life-boats (17); See "AU; Galaxy Guide" Pg. 181 for details.
FTL Accelerators; This system allows the ship to go from Speed 0 (relative) to factor 1 in less than 5 seconds, eleiminating the acceleration time needed to "port" into FTL.
Attack Craft
Up to 1000 tonnes of fighters and vehicles may be carried by the Kularis class. Typical complement includes:
Also shuttlecraft and / or sattelites may be carried depending on mission.
Bonuses
+2 Intiative, +3 to dodge exatmo & inatmo, +1 to strike with all weapons and +15% to combat piloting rolls and =10% to weapon systems lock-ons.
Model Type: Geirath Cruiser Class: Strike Cruiser
Crew: 8 Bridge crew, 57 crew (gunners, engineers, etc.), and can accommodate 10 extra passengers (20 with cramping).
M.D.C. By Location:
Ventral Hanger - 2200
Anti-Ship EM-Railcannons (6) - 1300 each
*Hvy. Particle Beam Turrets (14) - 700 each when open
*LRM Launchers (4) - 500 each
Medium Pulse Laser Turrets (4) - 500 each
**Point Defense Railgun Turrets (16) - 150 each
Variable Shields - 1250 per facing; 7500 total
Outer Hull 40ft. section - 150
Inner Hull 40ft. section - 100
†Engine Pods (4) - 3500 each
‡Main Body - 25000
Notes: * These systems are normaly concealed and are - 3 to hit on a called shot, and the outer armour must be destroyed first (150MDC).
† Destruction of an engine will reduce Speed by 25% and eliminate FTL capabilities if more than 2 are destroyed.
‡ Destroying the main body will render the vessel a drifting hulk with no life support or power. If the ship is reduced to -10,000 MDC, it explodes doing 3D6X1,000 MD to anything in a 1.6 km radius.
Speed:
Flying: Inatmo; N/A Exatmo; Mach 12 combat speed & 0.75C sublight
FTL: 0.75 LY/hr. on M / AM drive. Also has hypergravtic activator.
Range: 38 months with full crew, using reycylers and hydroponics. 115 days on just atmosphereic recyling systems and ships stores.
Statistical Data:
Height: (at highest point): 70.6 meters / 235ft. Length: 227.3 meters / 750ft. Width: (At widest point): 61 meters / 200ft.
[Note: All measurements do not include railcannons]
Weight: 75000 tonnes with 400 tonnes of fighetrs and / or shuttlecraft.
Cargo: 411.4 modules of cargo space / modification space.
Drive Type(s): Primary; 8 Matter / Anti-Matter drives (4 pairs in each pod) rated for factor 75.
: Hypergarvitc activator coils for long-range travel.
Power System: Anti-matter reactor with 25yr. life-span at nominal output.
Market Cost: Approximately 100 million credits (minus auxiliary vehicles), for a fully operational vessel.
Weapon Systems
1) 60cm Anti-Ship Railcannons (6): The out-rigger pods are the Geirath class cruisers' main weapon system; 60cm EM-Cannons, each one capable of crippling any comparable sized vessel in one or two shots. Though the cannons can only fire forward (4) or aft (2), the cone of fire is about 30º from the centerline. Various ammunition types are available, and are loaded onto the sabot 'sled' just prior to launch.
Mega-Damage: 4D4X100 per shot, or 1D6X1000+400 for all forward guns targeting one ship. The aft cannons do 4D8X100 for a dual volley. Unless specified, assume all damage is AP. R.O.F.: 3 shots per gun / rnd. Range: 43.2km (27miles) in space.
Payload: 200 rounds per gun, 1200 total. Note: Ammo types are; High-density AP (+2 for AP), flechette cluster (damage÷10 but only -3 to hit small craft) and time-delayed anti-matter warheads (explode inside targets, doing critical damage reagrdless of roll-to-hit on a successful strike). Captiol Ship scale= -10 to strike small targets.
2) Hvy. Particle Beam Cannons (14; 7 per side): On either side of ship are 7 concealed, roatating ball- turrets. Each turret is a heavy particle beam cannon, used for broadside actions against other warships or enemy space stations. The cannons may either fire independently, or synchronize attacks. The Turrets can rotate 45º in all directions, and may move independent of each other, though the guns can not fire directly down, forward or aft.
Mega-Damage: 2D4X100 per cannon, or 7D8X100 for a full broadside of 7 guns. R.O.F.: As per gunners # of actions, or 2 full broadsides per melee. Range: 38.4km (24miles). Payload: Effctively unlimmited. Heavy scale= -5 to strike small targets.
3) Med. Variable Pulse-Lasers (4; 1 per engine): On each engine pod, is a roatating pulse-laser turret. Each laser turret is variable frequencyweapon, able to counteract reflective armour in 1D4 attacks. The cannons may either fire independently, or synchronize attacks. The Turrets can rotate 360º, elevate 90º, and may move independent of each other. These weapons are primarily used for anti- missile & fighter deffense.
Mega-Damage: 4D6X10 per cannon. R.O.F.: As per gunners # of actions. Range: 20.8km (13miles). Payload: Effctively unlimmited. Med. scale= -2 to strike small targets.
4) VLS LRM Launchers (4): Located back along the dorsal hull, is a vertical launch LRM system. This system fires long-range missiles and is used primarily to destroy large warships and stationary targets in orbit or planet-side.
Mega-Damage: As per warhead; typically proton or nuclear. R.O.F.: Individualy or in volleys of 2-4. Range: as per warhead type. Payload: 30 per launcher, 120 total. Note: All LRM's are smart-bomb type.
5) Pin-Point Sheilds (10): In case of main sheild failure, up to 10 pin-point energy barriers can be activated. These mobile sheilds actively parry incomming attacks, and each barrier can be manually or computer operated.
Mega-Damage: 400 before being shutdown (recharges 10 MDC / minute). Actions.: N/A; Parry as normal Note: The barriers are +2 to parry if manned (+4, plus any PP & combat bonuses if Weapon systems or E/W skill is taken). If set for auto-deffense, the guns are +4 to parry.
6) Anti-Missle Chaff : For deffense against fighter / Pwr.Suit launched misslies.
Effect: +8 to 'parry' missile attacks (including volleys). R.O.F.: N/A; used like a parry. Payload: 30 chaff globes.
Note: Chaff is useless against LRM, Ballistic, and Cap-ship missiles. Each 'parry' is used againt one strike or volley, multiple volleys require multiple chaff. Typically controlled by the Tactical Officer.
Defensive Systems
ECM Suite; on a successful 'electronic warfare' skill roll, the ship becomes +4 to dodge all incomming attacks, and all homing missles are +6 to dodge.
Sensors
Advanced & Military Sensors; Can track and identify up to 500 targets with a 2000 mile range (3200km), and track an additional 25 objects out to 4000 miles (6400km); ½ range Inatmo. Objects as small as a golf ball can be seen at a distance of 300 miles Inatmo, or 26,000 miles in space (41,600km). Communications range is 200,000 miles (32,000km) in space. See later for combat bonuses.
Scientific Sensor Array; Full I.R., U.V, and Thermographic optical sensors with a range of 4LY and computer programs to sort and enhance incoming data. Adds +15% to navigation rolls. Can detect objects as small as a battleship from 4LY away, but takes 5D4 minutes to complete the scan.
Super-navigation Computer & Auto-pilot; 50% skill for FTL and Sublight navigation, and 50% Skill for piloting.
Other Systems
Artificial Gravity; Provides standard 1g environment within the ship.
Crew Quarters; Each crew member has their own private room with; bed, footlocker and computer unit. Bathrooms are communal.
Type 1 Recycling system (Atmosphere); Can continuously provide recycled, breathable air for 35 days for the crew plus passengers.
Hull Breach Auto-Repair; Triple redundancy system, prevents catastrophic loss of atmosphere from hull breaches.
F.C.E.Craft; The entire bridge is a large escape shuttle with FTL capabilities @ factor 5. See "AU; Galaxy Guide" Pg. 181 for details.
FTL Life-boats (17); See "AU; Galaxy Guide" Pg. 181 for details.
FTL Accelerators; This system allows the ship to go from Speed 0 (relative) to factor 1 in less than 5 seconds, eleiminating the acceleration time needed to "port" into FTL.
Attack Craft
Up to 1000 tonnes of fighters and vehicles may be carried by the Kularis class. Typical complement includes:
Also shuttlecraft and / or sattelites may be carried depending on mission.
Bonuses
+2 Intiative, +3 to dodge exatmo & inatmo, +1 to strike with all weapons and +15% to combat piloting rolls and =10% to weapon systems lock-ons.
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
- taalismn
- Priest
- Posts: 48642
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Impressive-looking beastie....and a welcome addition to (and revival of) this thread
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Those look very sharp DhAkael! Thank you for posting them! Pleaase keep posting starships here on this thread.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
Aramanthus wrote:Those look very sharp DhAkael! Thank you for posting them! Pleaase keep posting starships here on this thread.
Those I can legally post that is
I have quite a few that are the "C" word that the Gestapo frown upon
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound