[STGOD] New OOB Thread

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Sea Skimmer
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Post by Sea Skimmer »

SirNitram wrote: A Corvette, something often mentioned as being 'barely a capital ship', is a heavy warship?
Never said their heavy warships, I said there heavily armed. Just take a look at modern fleet trains, two Phalanx mounts and Sea Sparrow is a heavy armament for a modern AOE, most have less and bulk haulers are rarely armed.

Mean while you've got 200 offensive missile tubes on each one. That's more tubes then my frigates, and one salvo would be the same size as more then half my frigates total loadouts.
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Post by Sea Skimmer »

Bah, I've added shielding and weapons specifications for all to review
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Post by Arthur_Tuxedo »

phongn wrote:
Pablo Sanchez wrote:OOC: Phong, if people have unbalanced fleets, is it alright if my fighters beat their heavies unmercifully?
Yes. No screen means easy prey, no matter how many ILMS/PDMS and CIWS they've shoved on the things.
Excellent. Seeing as how my entire fleet is based around carriers that carry thousands of bombers with heavy torpedoes that run the entire length of the ships (bigger than US ICBMs), I look forward to my first conflict with powers that have almost nothing but gigantic ships with jack squat for fighter screens :)
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Post by Seggybop »

OOC:
I'm wondering how long it takes to develop new technologies/ships RL time.
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Post by Arthur_Tuxedo »

I beg to differ. Each carrier contains 4,000 bombers, and most major battles are likely to involve 3 or more carrier groups. Each bomber carries 8 medium torpedos and 1 heavy. Also, fighters can carry 1 medium torp on the underbelly and each carrier has 25,000. For a huge warship, there's likely to be 2,000 bombers and perhaps 10,000 fighters attacking it. Can you deal with 28,000 simultaneous inbound torpedoes fired from relatively point blanke range?

My navy doesn't use large capships because they're just a big fucking target, and a screen of fast interceptors is better at shooting down missiles and torpedoes than any CIWS system will ever be.
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Post by Darksider »

Arthur_Tuxedo wrote:I beg to differ. Each carrier contains 4,000 bombers, and most major battles are likely to involve 3 or more carrier groups. Each bomber carries 8 medium torpedos and 1 heavy. Also, fighters can carry 1 medium torp on the underbelly and each carrier has 25,000. For a huge warship, there's likely to be 2,000 bombers and perhaps 10,000 fighters attacking it. Can you deal with 28,000 simultaneous inbound torpedoes fired from relatively point blanke range?

My navy doesn't use large capships because they're just a big fucking target, and a screen of fast interceptors is better at shooting down missiles and torpedoes than any CIWS system will ever be.
Good thing we have fighters too then.
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Post by Sea Skimmer »

Arthur_Tuxedo wrote:Can you deal with 28,000 simultaneous inbound torpedoes fired from relatively point blanke range?
If that ever actually happened I'd go to hyperspace and come back out on the other side of the battlefield. Though with clusters of nukes making nice holes in your formations it wouldn't be as much of an issue. A close range star fighter attack could be quite devastating, however without FTL they're somewhat lacking in flexibility on the field of battle.
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Post by Thirdfain »

If that ever actually happened I'd go to hyperspace and come back out on the other side of the battlefield. Though with clusters of nukes making nice holes in your formations it wouldn't be as much of an issue. A close range star fighter attack could be quite devastating, however without FTL they're somewhat lacking in flexibility on the field of battle.
We are going to have to put some limits on tactical FTL. I think any admiral that is able to maneuver his ships such that his fighters are able to fire off a volley of torpedoes of that magnitude at asingle target deserves to get the kill.

BTW, in reading my ORBAT, (page one) does anyone notice any glaring holes or problems? I want to pull my fleet together.
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Post by Arthur_Tuxedo »

The United Pirate Kingdom maintains 12 carrier battle groups. 10 are on permanent patrol throughout UPK space. Group 4 is currently docked at the main shipyards orbiting Betelgeuse Prime's moon, and will finish its modernization and upgrade program within the coming months, and join the others on permanent patrol. Group 12 is on reserve over Betelgeuse Prime. Used primarily for training and prototype purposes, it is nonetheless ready to be called into action with 48 hours notice.

Legend:
Ship system stats are in comparison to other ship systems of the UPK navy, capship to capship, fighter to fighter. Exception is that yield for torpedoes is given in comparison to capship weapons. Order is:
Highest
Very High
High
Medium
Low
Very Low
Lowest

Highest and lowest are given only to the best and worst in the fleet, although there can be ties. Weapon speed can be lightspeed for beam weapons. Accuracy for missiles is the difficulty to spoof, evade, or hit them with CIWS. Refire rate can be given as continuous for beam weapons, although the more powerful varieties fire intermittantly so as not to melt the barrel or fry the power grid. Stats for weapons will only be listed the first time they are seen.

EDIT 4/31/03: Added more space to make easier to read

Each battle group consists of:
1 "Leviathan" carrier

Length: 6 km
Width: 2 km
Depth: 2 km

Shielding: Highest
Armor: Lowest. 4 flight decks makes armor relatively impossible.

Sub-light speed: Lowest
Maneuverability: Lowest
FTL speed: Lowest

Armament:

8 xasers (2 on each deck):
Accuracy: Highest
Speed: Lightspeed
Turret maneuverability: Medium
Power/Yield: Medium
Refire rate: Continuous
Purpose: Shooting down cruise missiles or exceptionally large bombers. Generally not useful against cap ships.

Description:This massive ship is the center of any fleet. It carries thousands of bombers and tens of thousands of fighters and interceptors. Its weapons are few and generally geared toward missile defense, but its shielding is immense. It is shaped like four modern carriers glued together, giving it 4 decks to take advantage of Space's 3-dimensional nature. Attack craft are stored on and below the flight decks, while the inner core of the ship houses the massive fusion reactors, the gigantic engine, and the shield generators. This ship's shielding is heavier than all other ships in the carrier group combined. Approximately one third of the carrier's complement of fighters and bombers are kept launched and patrolling during normal circumstances. During wartime, two thirds are kept launched, and all are launched when battle is imminent. The ship is capable of launching 100 bombers and 600 fighters per minute.

2 "Great White" cruisers

Length: 800 m
Width: 150 m
Depth: 200 m

Shielding: Very High
Armor: Very High

Sub-light speed: Low
Maneuverability: Low
FTL speed: Medium

Armament:

1 Supergun
Accuracy: Very High
Projectile speed: Medium
Turret maneuverability: None
Power/Yield: Highest
Refire rate: Lowest
Purpose: To destroy large capships or installations.

6 Heavy Particle Beams
Accuracy: Highest
Projectile speed: Lightspeed
Turret maneuverability: Medium
Power/Yield: Very High
Refire rate: Low
Purpose: To inflict harm against any target larger and slower than a gunboat.

30 Medium Particle Beams
Accuracy: Highest
Projectile speed: Lightspeed
Turret maneuverability: High
Power/Yield: Medium
Refire rate: Medium
Purpose: To inflict harm against any target larger and slower than a figher.

2 50-cell RF missile launchers
Accuracy: Very High
Projectile speed: Very High
Turret maneuverability: None
Power/Yield: Very Low
Refire rate: Very High
Purpose: To shoot down enemy fighters and torpedoes.

200 Lasers
Accuracy: Highest
Projectile speed: Lightspeed
Turret maneuverability: Highest
Power/Yield: Lowest
Refire rate: Continuous
Purpose: Small fighter/missile interception. Worthless against anything larger than a fighter.

Description: These 2 ships are charged with protecting the carrier from large capital ships. To do this, they are equipped with 6 powerful, high energy particle beams mounted on limited turrets, 30 medium strength beams on ball turrets, a pair of 50-cell rapid fire missile launchers for anti-fighter and anti-cruise missile work, 100 CIWS lasers, and its main weapon, a forward facing mass driver whose support and recoil-absorption fixtures run the entire length of the ship. This weapon is capable of obliterating another Great White cruiser in a single hit.

10 "Killer Whale" destroyers

Length: 400 m
Width: 80 m
Depth: 100 m

Shielding: Medium
Armor: Low

Sub-light speed: High
Maneuverability: Medium
FTL speed: High

Armament:
2 Heavy Particle Beams
24 Medium Particle Beams
6 50-cell RF Missile Launchers
40 Lasers

Description: These fast, multi-role ships are designed to fill any role they are called for. They mount a pair of high strength particle beams identical to the ones on the Great White cruisers on forward-facing limited turrets, along with 24 medium strength beams on ball turrets, 40 lasers, and 6 50-cell rapid-fire missile launchers. While lacking strength against much larger ships, these destroyers can be difficult to target and hit by those ships and present a dire threat to attack craft and other destroyers alike.

18 "Hammerhead" frigates

Length: 200 m
Width: 50 m
Depth: 60 m

Shielding: Low
Armor: Very Low

Sub-light speed: Highest
Maneuverability: Highest
FTL speed: Highest

Armament:
4 Medium Particle Beams

16 Light Particle Beams
Accuracy: Highest
Projectile speed: Lightspeed
Turret maneuverability: Highest
Power/Yield: Very Low
Refire rate: Continuous
Purpose: Same as lasers but more powerful.

4 20-cell RF missile launchers
Refire rate: High

Description: Relying on their speed, stealth, small size, and larger brethren to protect them from other capital ships, the purpose of these frigates is to intercept and destroy heavy bombers or light attack craft that would otherwise be too much for one-man fighters to handle. These frigates mount 4 medium strength beams, 16 light strength beams, and 4 20-cell RF missile launchers.

Added 4/25/03
2 "Sonar" sensor ships

Length: 400 m
Width: 200 m
Depth: 150 m

Shielding: Medium
Armor: Low

Sub-light speed: Low
Maneuverability: Low
FTL speed: Medium

Armament:
None

Description: These vulnerable but heavily protected ships sit near the carrier in the center of the battle group. Weaponless and with minimal shielding, they mount powerful supercomputers, sensory and other equipment that serve five main purposes:
1. To cut through enemy jamming.
2. Produce powerful jamming of their own.
3. Compute firing solutions for friendly vessels.
4. Detect cloaked ships.
5. Interdict FTL travel.

5,000 "Barracuda" interceptors

Length: 12 m
Width: 2 m (Wingspan 8 m)
Depth: 4 m

Shielding: Lowest
Armor: Lowest

Sub-light speed: Highest
Maneuverability: Highest
FTL speed: Not FTL capable

Armament:

2 Fighter Particle Beams
Accuracy: Highest
Projectile speed: Lightspeed
Turret maneuverability: None
Power/Yield: Very Low
Refire rate: Very High
Purpose: Dogfighting, missile interception.

1 Missile Launcher
Accuracy: Very High
Projectile speed: Very High
Turret maneuverability: None
Power/Yield: Medium
Refire rate: Low
Purpose: Dogfighting, bomber interception, torpedo interception.

Description: These fast and agile fighters are designed to take out enemy bombs, torpedoes, and the ships that carry them. Mounting a pair of light strength particle beams, 2 fission missile magazines with 4 missiles each, and a light shielding system, these fighters are highly effective in their role. Capable of atmospheric entry and flight.

25,000 "Piranha" attack fighters

Length: 16 m
Width: 3 m (Wingspan 10 m)
Depth: 5 m

Shielding: Medium
Armor: Medium

Sub-light speed: High
Maneuverability: High
FTL speed: Not FTL capable

Armament:

Heavy Fighter Particle Beam
Accuracy: Highest
Projectile speed: Lightspeed
Turret maneuverability: None
Power/Yield: Medium
Refire rate: High
Purpose: Dogfighting, bomber interception, torpedo interception

3 Turreted Fighter Particle Beams
Turret maneuverability: Highest

2 missile launchers

1 Light Torpedo (optional)
Accuracy: Medium
Projectile speed: Medium
Turret maneuverability: None
Power/Yield: Low (capship standards)
Refire rate: N/A
Purpose: Anti-cap ship, anti-heavy bomber, anti-cruise missile. Not overly dangerous to large cap ships individually, they are generally fired simultaneously by tens of thousands of fighters at point blanke range for maximum effect.

Description: Lacking the astounding speed and tiny size of the Barracuda class, these 2 man multi-role fighters more than make up for it with increased firepower, shielding, and versatility. Their armament consists of 1 medium particle beam, 3 turreted light particle beams, 2 fission missile magazines with 6 missiles each, and the optional ability to carry a medium torpedo that is carried on the underside of the ship and runs along its entire length. Capable of atmospheric entry and flight.

4,000 "Tiger Shark" attack bombers

Length: 60 m
Width: 20 m
Depth: 15 m

Shielding: Highest
Armor: Highest

Sub-light speed: Low
Maneuverability: Low
FTL speed: Very low (microhops only, 2 seconds worth of fuel)

Armament:
2 Turreted Heavy Fighter Particle Beams
Turret maneuverability: Medium

12 Turreted Light Fighter Particle Beams
2 Rapid Fire missile launchers
Refire rate: High

8 Light Torpedoes (16 more optional)

1 Heavy Torpedo (1 more optional)
Accuracy: Low
Projectile speed: Low
Turret maneuverability: None
Power/Yield: Very High (Capship standards)
Refire rate: N/A
Purpose: Anti-large capship. As with light torpedoes, generally fired from point blanke range to defeat CIWS systems. Incredibly dangerous, especially in massive numbers.

Description: These large, versatile craft are designed to fill many roles, from destroying enemy capital ships to planetary assault. They have 2 medium particle beams in turrets, 12 turreted light beams, 2 RF missile launchers with 50 missiles each, 8 medium torpedoes under the wings, and 1 heavy torpedo along the underside of the ship. Inside the bomb hatch there is room for one of the following: another heavy torpedo, 16 medium torpedoes, 300 missiles, a variety of ground attack bombs, or 20 ( EDIT : was 100, realized this was excessive in light of what each platoon consisted of) landing capsules, each carrying 1 platoon of soldiers and their vehicles and equipment. Capable of atmospheric entry and flight.

EDIT: Sorry, don't have a long enough attention span to do this whole thing in one sitting :)

In addition to this, battle groups 1 and 12 have battleships with them, the "Child of Chaos" and the "Fury", respectively. Battleships were already considered out-dated before the war had any end in sight, and these were the only two to survive it. The Fury has been retrofitted within the last 10 years, while the Child of Chaos' technology is over 50 years old, and is slated for decommisioning within the year. No hulls for new battleships have been laid down.

"Child of Chaos" Battleship

Length: 4 km
Width: 1 km
Depth: 900 m

Shielding: Very High
Armor: Very High

Sub-light speed: Very Low
Maneuverability: Very Low
FTL speed: Very Low

Armament:
600 Gatling Railguns
Accuracy: Very High
Projectile speed: Highest
Turret maneuverability: Very High
Power/Yield: Low
Refire rate: Highest
Purpose: All-purpose weaponry.

5,000 High Energy Lasers
Accuracy: Highest
Projectile speed: Lightspeed
Turret maneuverability: Highest
Power/Yield: Very Low
Refire rate: Continuous
Purpose: All-purpose weaponry.

Description: This ship is something of a paper tiger. Its mammoth size, almost approaching that of a "Leviathan" carrier, is not indicative of its level of power. Although its guns are powerful and its armor is thick, its outdaded targeting system has trouble with modern jamming techniques, and its shielding is no stronger at any point than that of a far smaller "Great White" cruiser. Instead of the particle beams and RF missile systems now in use by the UPK, this ship mounts high-energy lasers and rotating-barrel mass drivers. While each weapon may not possess as much firepower individually, the ship is absolutely bristling with them. Its full firepower, when it can be fully utilized, is awesome.

"Fury" Battleship

Length: 2.2 km
Width: 600 m
Depth: 750 m

Shielding: Very High
Armor: Highest

Sub-light speed: Low
Maneuverability: Very Low
FTL speed: Low

Armament:
3 Superguns
18 Heavy Particle Beams
100 Medium Particle Beams
10 50-cell RF missile launchers
4,000 lasers

Description: While displacing less than half the Child of Chaos' massive bulk, the Fury is the strongest single ship in the fleet. Mounting 18 high energy particle beams, 100 medium strength beams, 10 50-cell RF missile launchers, and a trio of mass drivers of equal size and strength to the ones carried by "Great White" cruisers, the withering firepower of this Battleship is capable of destroying a Leviathan carrier in under a minute. Its shielding is second only to a Leviathan carrier, and then only by a small amount, while its armor and double-hull keeps it in viable fighting shape even after shielding has been lost. Unfortunately, a warship of its size is a juicy target for heavy torpedo attacks, and no countermeasure is distracting enough to spoof incoming missiles. Without the swarms of fighters and interceptors carriers enjoy, other, just as impressive battleships perished in flames. In light of this vulnerability, both battleships are used in a supporting role at long range.

EDIT 4/25/03 : Removed stealth destroyers due to general insistence that cloaks are useless.

Ground attack :
Ground attack platoons are generally of three types: Mechanized infantry, armored, and artillery. Air support is provided by the carrier's fighters and bombers and orbital support is filled by the capital ships.

EDIT 4/29/03: Revamped the equipment of infantry as it occured to me that laser weapons would be too weak to penetrate my own troops' body armor.

Mechanized infantry platoon:
3 squads of 12 soldiers each, plus officer, mortar team, and spotter team
Each squad has 8 riflemen, 2 anti-vehicle support units, 1 anti-infantry support unit, 1 leader

Rifles fire 9 x 63 mm Depleted Uranium cartridges, accelerated by electromagnetism. Drum-fed magazines supply 35 round capacity. Inertial dampener technology used to eliminate recoil and transporter technology in platoon ammo boxes allow for effectively limitless ammo during optimum conditions. They come equipped with computerized fire control system linked to soldiers' helmet. Underslung 40mm high velocity grenade launcher capable of precise air- burst. Grenades are usually fragmentation, but can be nerve gas, tear gas, or nuclear (5 ton yield).

Anti-vehicle launchers use a small shaped-charge fission device carrying approximately 50 TNT-tons of power

Anti-infantry machine gun is a continuous-fire phaser weapon with a large energy reserve

Mortar is a fission device of approximately 250 tons of power. Alternatively, nerve gas can be used.

Each soldier is armored with full body armor made of advanced plastics and ceramics, coated in a layer of smart material whose color changes to match the background. The helmet incorporates the standard suite of features, including a HUD, zoom, radio, amplified audio, night vision, auto-dimming vision to prevent blindness, and others. The armor is thick and encompassing enough to protect from near misses from high-powered weapons and shrapnel, but not direct hits. It is light and flexible enough to leave mobility and agility intact. Needless to say, the armor offers full NBC protection.

The squads travel in IFVs (Infantry Fighting Vehicles) that mount a turreted phaser weapon, a missile launcher firing the same ordnance as the man- portable version, and a 75 mm railgun. It is a tracked vehicle with medium-armor. Other than the driver, 3 gunners, and commander, it holds 8 occupants.

Armored Platoon :
An armored platoon consists of 4 main battle tanks and their crew. Each tank is a tracked vehicle equipped with a 150 mm railgun, two turreted phaser weapons, a missile launcher, heavy armor, and a small shield generator.

Artillery Platoon :
Each platoon carries 1 heavy and 4 light artillery pieces. Heavies have a range of over 30 miles, while lights have a range of 10. They carry a variety of ordnance, from illuminating flares, to chemical weapons, to kiloton-yield thermonuclear ordnance. All come in normal and shaped-charge varieties for destroying so-called "super tanks" and other large vehicles. Artillery uses a variety of integral sensor equipment, as well as feed from orbiting starships and soldiers' helmets, and is easily accurate enough to score direct hits on exposed tank-sized vehicles.

Planets
Each homeworld is protected by a shielding system generated by vast underground powerplants, 2 main particle beam cannons (1 at each pole), and a plethora of smaller guns, including the superguns found on the "Great White" class cruisers. The airbases scattered across the surface of the planets carry a number of fighters and bombers equal to five times the complement of a "Leviathan" carrier.

Each colony is protected by theatre shields around the main cities, a few superguns and heavy particle beams, and half the complement of a "Leviathan" carrier.
Last edited by Arthur_Tuxedo on 2003-05-04 04:42pm, edited 5 times in total.
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Post by Sea Skimmer »

Thirdfain wrote:
We are going to have to put some limits on tactical FTL. I think any admiral that is able to maneuver his ships such that his fighters are able to fire off a volley of torpedoes of that magnitude at asingle target deserves to get the kill.
Perhaps, however reaching that point is not going to be a cakewalk regardless. Massive hoard attacks ring too much of STGOD mk1 for my liking.

We are not allowing one dimensional heavy capital ship forces to sweep everything smaller from the field with minimal effort, the same is going to hold true for one-dimensional fighter hoards.
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Post by Arthur_Tuxedo »

Sea Skimmer wrote:
Thirdfain wrote: We are going to have to put some limits on tactical FTL. I think any admiral that is able to maneuver his ships such that his fighters are able to fire off a volley of torpedoes of that magnitude at asingle target deserves to get the kill.
Perhaps, however reaching that point is not going to be a cakewalk regardless. Massive hoard attacks ring too much of STGOD mk1 for my liking.

We are not allowing one dimensional heavy capital ship forces to sweep everything smaller from the field with minimal effort, the same is going to hold true for one-dimensional fighter hoards.
My force is not a one-dimensional fighter hoard. It's not my fault if people are designing top-heavy forces centered around big, slow battleships with no fighter screen and open themselves up to those kinds of easy kills. If they had better fighter screens or more anti-bomber frigates like a sensible navy it would be different.

EDIT: and I designed my OOB before looking at everyone else's, so don't accuse me of powergaming to try and bring everyone down.
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Post by Arthur_Tuxedo »

Sea Skimmer wrote:If that ever actually happened I'd go to hyperspace and come back out on the other side of the battlefield.
Did you not read the words "point blanke range"?
Though with clusters of nukes making nice holes in your formations it wouldn't be as much of an issue.
Shooting down large missiles is what interceptors are for.
A close range star fighter attack could be quite devastating, however without FTL they're somewhat lacking in flexibility on the field of battle.
Seeing as how even SW powers don't use FTL in battle, and our tech level is orders of magnitude less than theirs, I would question heavy FTL use.
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Post by Sea Skimmer »

Arthur_Tuxedo wrote:

My force is not a one-dimensional fighter hoard. It's not my fault if people are designing top-heavy forces centered around big, slow battleships with no fighter screen and open themselves up to those kinds of easy kills. If they had better fighter screens or more anti-bomber frigates like a sensible navy it would be different.

EDIT: and I designed my OOB before looking at everyone else's, so don't accuse me of powergaming to try and bring everyone down.
So basically "I decided that this would work without examining other orders of battle as I should have and you all have to live with it" no I think not. With such undefined tech as "DS9" you should have looked ato ther orders of battle.

Real fleets don't get designed in a vacuum
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Post by Sea Skimmer »

Arthur_Tuxedo wrote: Did you not read the words "point blanke range"?
Shooting down large missiles is what interceptors are for.
Good thing there quite small
Seeing as how even SW powers don't use FTL in battle, and our tech level is orders of magnitude less than theirs, I would question heavy FTL use.
Except Star Wars powers do use FTL in battle and DS9 powers have shown themselves to be massively incompetent and unaware of they're own abilities.
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Post by Arthur_Tuxedo »

Sea Skimmer wrote:So basically "I decided that this would work without examining other orders of battle as I should have and you all have to live with it" no I think not. With such undefined tech as "DS9" you should have looked ato ther orders of battle.

Real fleets don't get designed in a vacuum
I said before looking at everyone elses', not before looking at anyone elses'! Of course I looked at other people's OOBs first, I just didn't look at everyone's and try to decide how best to counter it.
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Post by Arthur_Tuxedo »

Look, how about we just come to an agreement? You treat my fighters and bombers fairly and I'll treat your capships farily.
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Post by Sea Skimmer »

Arthur_Tuxedo wrote:Look, how about we just come to an agreement? You treat my fighters and bombers fairly and I'll treat your capships farily.
That is what I expect; people to honor the fucking threat. And if that fails I'll just start nuking planets and wait for you to run out of fuel. :twisted:
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Post by Seggybop »

Soirehtyiaz now prepares new technologies based on information provided by Durandal Empire and Floater Republic Zarathrustra.

Allies, please comment if there are any feasability problems.

4x Naiyurles Supercarrier -testtype
Based on Ebon Blade Dreadnought
Currently in construction.

Mass: 2,500,000 tons
Fighter Capacity: 1,024x Carrier Fighter variant2
Armament:
48x antifighter/antimissile turret (25kt/pulse, 10 pulses per second)
24x medium beam cannon (256kt/sec)
12x shock cannon (512kt/pulse, 1.5 pulses per second)
1x axial negative weapon mobile type (destroys 24-36kg per pulse, .2 pulses per second)
Defense:
shielding 384mt/sec
armor 8mt
interceptor missile launchers firing 64/second


8,192x Carrier Fighter variant2
Using new power generation technology
Currently under construction

Armament:
2x light beam turret (27kt/sec)
1x shock cannon (32kt/pulse, 1 pulse/second)
Defense:
shielding 48kt
armor .2kt
my heart is a shell of depleted uranium
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SirNitram
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Post by SirNitram »

Arthur_Tuxedo wrote: My force is not a one-dimensional fighter hoard. It's not my fault if people are designing top-heavy forces centered around big, slow battleships with no fighter screen and open themselves up to those kinds of easy kills. If they had better fighter screens or more anti-bomber frigates like a sensible navy it would be different.

EDIT: and I designed my OOB before looking at everyone else's, so don't accuse me of powergaming to try and bring everyone down.
I want to see this fighter horde shit themselves when one of the 'big, heavy, defenseless' capital ships vomits out a missile horde at them. :twisted:
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Post by Raxmei »

I tried to be different when I designed my fleet. That's the reason why some parts of it are so insane.

*NEW*
Quick & Dirty guide to the fleet, for people who don't want to worry about real numbers:
Missiles - Comparable to capital ship missiles of other races. Launchers are slow, firing only a couple times a minute. Big ships have 20, smaller ones much less. Long range.

Railguns- Are slightly weaker than missiles but more than make up for it with firing rate. All major ships should have a fair number. Short range.

Lasers- Weak compared to other people's beamers. Continuous fire, long range, and accuracy keep them from being completely useless. All ships have a few, but not very many.

General: The fleet is designed for close combat. Missiles and lasers are used for distracting the enemy until the ships can close the range. Only our heavy ships are really competent at slugging it out from a distance.

Light are very resilient to get to their preferred range, being able to take one or two major hits to the frontal armor without getting killed. Flank hits are deadlier, but that only matters when the'yre upon you.

Ramming in not unheard of and is in fact common. Skaven ships are designed to survive ramming other vessels.

Carriers are lumbering beasts. Cruisers can move if they have to but not very well. Galleys are fast but not maneuverable.

Please excuse the hackjob editing.

Skaven fleet:

Recent Changes:
halved paper strength of missiles (disregard is you don't read numbers)
doubled missile launchers on large ships (previously had revised it too low)
Made reference to regular army
increased small craft numbers
Added preliminary stats for size and crew
added fuzzy propulsion stats
Increased numbers of FTL transports


OoB:
The Imperial Skaven Navy is the core of the fleet. It carries out the grand strategic goals of the empire. The task of imperial defense is delegated to individual clan militias. Imperial forces are generally of higher quality, having better crews and being more likely to have all equipment in working order.
The Skaven Imperial battle fleet consists of the following:

3 Cephalon-class Carriers (4 more under construction)
10 Cranion-class Carriers
2 Cestus-class Cruisers (2 more under construction)
15 Cataphract-class Galleons
100 Chaperon-class galleys
18 Clithrons (8 for Skavenblight, 4 for each moon and 2 for Nachbar)
2000 Cenobites
2000 Choristers

In addition to the main fleet each clan has its own militia forces. The combined space forces are as follows:

32 Clithron stations (4 per planet)
200 Chaperon galleys
3000 Cenobites
3000 Choristers


Total combatants : 380 major combatants, 10,000 fighters/bombers

There are also innumerable armed freighters.
At present 90 FTL freighters exist, half under direct government control
Armed freighters have nothing heavy, just a light laser or two and sidearms for the crew

Ship stats:
Use armor thicknesses as relative values. The due to special nature of Skaven defenses (see below) the armor is much stronger than normal armor of that thickness.
Rules of intuitive damage:
Against thick armor, shaped nukes penetrate on square hits, area effect nukes are stopped with some ablation and direct hits by large nukes cause massive but survivable damage.
Thinner armor lets more damage through. Shaped nukes go straight through except on oblique hits, area burns off much of the surface and direct destroy outright.
Just like everyone else, I use advanced armor composed of cool-sounding materials that provides excellent protection against kinetic and energy attack.

Cephalon-class fleet carrier
Length: 1250 meters
Crew: 7500
The Cephalon was designed to make up for the fact that so much of the Skaven battlefleet is confined to STL travel. Its purpose is to carry smaller ships through the warp. Carriers also have large cargo spaces for extra fuel, ammunition, and spare parts.
Weapons:
4 heavy lasers
100 point defense laser
12 missile launchers
20 autocannon
4992 missiles (208 volleys)
36140 shells (1807 volleys)
Only half of this ammo is in the magazines. The rest is standard cargo for use by accompanying ships
10816 marines
13 warp gates
Carries:
208 shuttles and
2 Galleons or
1 Centinel or
30 galleys
Armor:
75cm belt, 10 cm gunports
Propulsion: Slow, prefers to hover around the system's periphery rather than actually go anywhere.

Cranion-class escort carrier
Developed as a supplement to the fleet carriers, escort carriers are less capable but more available.
Length: 1000 meters
Crew: 5000
1 heavy laser
25 light lasers
4 missile launchers
4 autocannon
556 missiles (139 volleys)
7728 shells (1807 volleys)
Carries:
104 shuttles
1 galleon or 15 galleys
50 cm belt, 10 cm gunports
Propulsion: Faster than fleet carriers, but still damn slow.

Cestus
The Cestus class is a an upgraded Cataphract. Warp engines are the most notable of the added features.
Length: 800 meters
Crew: 5500
6 heavy lasers
150 point defense lasers
40 missile launchers
30 autocannon
4160 missiles (104 volleys)
8340 shells (278 volleys)
2397 marines
5 warp gates
Carries:
13 Shuttles
Armor:
200cm belt, 15cm gunports
Propulsion:Medium slow. Is capable of sluggish tactical maneuvers

Cataphract
Only the central fleet has Cataphracts. The Cataphract class is designed to give the Imperial authority supremacy in space. These ships can easily overpower fleets of galleys. Unlike smaller vessels, Galleons are designed to do battle at range instead of closing to ram. Although they are not designed to ram, the Cataphract class has an armor belt as thick as heavy galley frontal armor, making it quite safe from ramming attacks itself.
Length: 750 meters
Crew: 5,000
6 heavy lasers
150 point defense lasers
40 missile launchers
30 autocannon
4160 missiles (104 volleys)
8340 shells (278 volleys)
2397 marines
4 warp gates
Carries:
13 Shuttles
Armor:
200cm belt, 15cm gunports
Propulsion:Medium slow. Is capable of sluggish tactical maneuvers

Chaperon
The Chaperon is the mainstay of the Skaven fleet. Cheap and effective the Chaperons are capable of covering the enire Empire with capable military assets.In addition to the expected ranged attacks, Chaperons will often fight by ram and board. Skaven are typically unwilling to blow themselves up with their ship, so scuttling charges are rare enough to justify the risk.
Length: 150 meters
Crew: 500
2 heavy laser turrets
4 light laser turrets
4 missile launchers, forward facing
12 autocannon, 4 each facing left, right, and forward
32 missiles (8 volleys)
3336 shells (278 volleys)
676 marines
2 warp gates
1 shuttle
Armor
50cm armor belt, 200cm ram plate, 5cm gunports
Propulsion:Fast. Really, really good at straghtaway acceleration- chases, running up for rams, etc. Less good at maneuvers like dogfighting.


Cenobite-class Shuttles
Assault shuttles are multipurpose vehicles, being able to attack various sizes of craft, perform point defense, fly ground support, and shuttle around people and small cargoes.
Crew:2
Passengers:15
2 light lasers, ventral turret
2 heavy bolters, chin turret
2 missiles (mounted externally, same as ship missiles)
light armor
Fast and maneuverable, though a bit slow as fighters go.

Chorister fighters
Pure fighters, meant to intercept bombers and protect bombers from interception. Also capable of targeting missiles. It is much faster than the Cenobite due to its smaller size)
Crew:2
4 light lasers (dorsal and ventral turrets)
2 heavy bolters (chin mount) (soft targets only)
light armor
Exceptionally fast and responsive, making up for its somewhat light weapons loadout.


Clithron-class battlestation
Battlestations guard planets, making many types of assault difficult. Stations have noly stationkeeping thrusters, relying on galleys to tow them where they are needed. Battle stations do double duty as customs ckeckpoints. Planets also have a satellite weapons platforms, but those are not as versatile.
Size: 1500 meters
Crew: 7500
30 heavy lasers
500 light lasers
100 missile launchers
250 railguns
more ammunition than you can shake a stick at
52 shuttles
300 cm armor belt
Propulsion: Stationkeeping only

Power comes from warpstone reactors. The reactor processes warpstone in some arcane way that produces massive amounts of energy comparable to nuclear reactions. By association, Skaven energy weapons count as magical weapons. This usually doesn't matter and has not mattered since the third civil war, which saw extensive use of beam weapons and warpstone munitions against the forces of Chaos. Stores of warpstone warheads and bolts still exist in nearly forgotten vaults distributed throughout the Empire. The main facilities for creating warpstone are located at Skavenblight's north and south poles, which are legendary chaos nodes. The Council of Seers controls the northern site and the state controls the southern one.
Civilian ships will often use conventional fusion instead because it's cheaper.

Weapon details:
Lasers- Exactly what you think they are, generic beam weapons. Skaven doctrine calls for laser use as suppression fire and point defense. The lasers currently in use by the Skaven battle fleet are not powerful enough to cause significant hull damage to Skaven ships. Light lasers are useful as point defense and fighter weapons
Firepower is around this level:
Light:1-2 KT per second, fast aiming
Heavy:10-20 MT per second


Gauss Autocannon- Short range, rapid fire weapon systems. Railguns are used to overwhelm defenses in a strafing run. Rate of fire is four shots per second. Cannon have off-axis firing capability. Treat as limited turret.

Missile Launchers- Fire missiles. They're about 60 times slower than autocannon but have a longer range and higher yield. RoF is 4 RPM.



Missiles:
1.Nuclear shaped charges. The missile carries 13, which scatter just before impact. These are lighter nukes but make up for it by the narrow focus of the explosion. The Skaven have not yet perfected larger nuclear shaped charges, but that is, as they say, an engineering problem. Yields 10 kilotons per warhead, focused in one direction
2.Large fusion bomb. Useful as area-effect against lights or hitting hard against heavies 25 MT
3.Soldier. A missile is just barely big enough that after adding the necessary extra armor, SIF, and inertial compensation, there is enough room to cram in five soldiers and their equipment. The additional space and loading demands of the warhead cause the missile's performance to suffer. This type of missile is almost never used, and is rarely carried.


Railgun shells:
1. Atomic shaped charge, unitary warhead. Such a warhead can reliably cause damage even on frontal hits. The shell has a small rocket motor attached for terminal guidance. 10 KT
2. Shrapnel warheads contain a hundred 3cm steel balls scattered by a chemical explosive. The spray of high-speed metal is used to scour off exposed equipment. Shrapnel attacks are used to disable a ship prior to boarding. It is also of some use against fighters.
3. Mines. Nuclear bombs set to detonate when a ship passes near. Stealthed, 10 MT
4.Medium-sized nuke. Exactly what you think it is. 10 MT



Special defenses:
Skaven ships are equipped with advanced structural integrity fields. These fields increase a material's strength many times. The field extends to the hull and interior walls but not the doors or nonstructural material. As is implied by the widespread use of ramming, Skaven ships have excellent inertial control.
Due to the peculiarities of Skaven defenses, exposed equipment on Skaven ships is especially vulnerable. For that reason weapons on Skaven ships are retractable. They can be pulled behind gunports to prevent damage in transit or from area attacks. Large volumes of fire can force a ship to retract its guns, drastically reducing its combat ability. Armor thicknesses given for gunports are also the degree to which interior walls are armored.


Warp gates allow cargoes to be moved from gate to gate all over the system. The system is used by both civilians and the military. On warships, warp gates are used to transfer troops and ammunition from ship to ship. Gates greatly prolong endurance in protracted battles, especially if a planetary base is providing support. Gate transport requires both a sending and a receiving gate, so ships can not just beam troops directly to opposing vessels. In one minute a warp gate can transport 52 marines, four shells, or one missile.

Space travel is WH40K Warp. Speed is about 7000c (can cross playing field in 3-4 months, circumnavigate in a year). Warp jumps can only occur outside the system. Navigation require psychics capable of receiving signal from the Morrslieb beacon (range 10,000 light years). Seers of the cult of the Horned Rat are he only qualified personnel in the Empire. They are also the main source of FTL communications, being able to send and receive telepathic messages across light years. Astrotelepathy has a 10,000 light year range and has a 50% fail rate. Now you know why I was asking to but comm gear.

In-system propulsion is done by high-power fusion drive. Galleys are capable of using the retro torches to burn holes in ships they have grappled with.

A note on ram & board tactics: All ships have grapnels for use in securing itself to a rammed or docked ship. Grapnels have gripping surfaces that work like powerful short-range tractor beams. If there is not already a hull breach the ship's fusion torches can make one. Marines can then step out of the ship, climb over to the other vessel, and do battle with its crew.

(you can ignore the description of my marines if you want. In short, they're equipped just like Space Marines but without the biological enhancements.)
Skaven marines are equipped with power armor that provides excellent protection against chemical agents and even vacuum. The armor's actuators are very fast and sensitive, so experienced soldiers have next to no loss of dexterity. Main weaponry is bolters, which fire high explosive armor piercing rounds and are tipped with power bayonets. A power bayonet is surrounded by a highly destructive energy field that can make a mess of even heavy armor (marine armor is considered light). Secondary weaponry for marines and sidearms for the crew are bolt pistols. Space armor boots are force normal enhanced, allowing high traction even in microgravity environments. Space armor will reliably stop rifle bullets, but anything heavier has a chance at penetrating. Bolter shells will penetrate except on glancing hits.
In full armor, a Skaven space marine stands at about five feet in height. Ceilings on Skaven spacecraft are five and a half feet high to accommodate. Taller races may find this inconvenient.
Support weapons include flamethrowers, heavy bolters, lascannons, and tactical missile launchers. Flamethrowers are incendiary devices. In space they came equipped with liquid oxygen in insulated flasks to support the combustion. The fuel may be boosted with warpstone. Heavy bolters are bigger bolters with faster rates of fire. Lascannon are really big lasers that easily punch through light and even heavy armor. Missiles are maneverable enough to turn corners and can kill a room full of armored marines. There are a variety of missiles available, principally antipersonnel, antitank, and surface-to-air. Fire rate 30 RPM.
Heavy bolters are HMG/light autocannon equivalent. They can't do much against heavy armor, but they can take out soft targets in a big hurry.

Regular army troops are equipeed a bit differently. The armor is lighter, and though it is NBC-capable standard gear does not protect from vacuum. The army is much more likely to fight engagements in open air, so artillery and tanks are more common.
The Skaven have a number of armored vehicles at their disposal.


Rind hoversled
1 heavy bolter (optional)
open vehicle, no armor
#Note:Small enough to negotiate corridors

Maus combat drone
1 bolter (some variants have lasguns)
Sensors
Locomotion by wheels or repulsors
Remote-control possible by radio or by cable (50m)

Kaninchen Light truck
1 heavy bolter -optional
1 flamethrower - optional
serves as a staff car and light freight
no armor

Esel APC
2 heavy bolters
1 missile launer X16 missiles
26 troops
light armor

Maultier IFV
heavy bolter
1 lascannon
13 troops
light armor

Dachs Tank
3 heavy bolters
1 lascannon
1 missile launcher X25 missiles
tracked
heavy armor



Holes:
-My ground forces are not as well-fleshed as some others.
-I have neglected to provide acceleration figures for my ships, a situation that I will remedy when I find some plausible figures.
-I still haven't bothered figureing out exactly what multiplyer my SIF would use to get that level of protection. It's probably very big.
-Some of my numbers might be out of whack. Do not hesitate to tell me if they are.
-I don't know how my firepower compares. Sanity check requested.
-I have no idea how big my ships are or how much crew they need.
-If anybody is invulnerable to things starting with the letter C, I am completely screwed.
Last edited by Raxmei on 2003-05-04 07:33pm, edited 8 times in total.
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Cpt_Frank
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Post by Cpt_Frank »

Added and changed some numbers. Please tell me if you think my ships are too weak or too strong.
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FBHthelizardmage
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Post by FBHthelizardmage »

I jst put number on my OOB.
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Post by Alyrium Denryle »

We are of course still helping Soirehtyiaz with their weapons development. They are comming along rather quickly.
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Alyrium Denryle
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Post by Alyrium Denryle »

We are pleased to unviel the newest ship in our fleet.

Indominable Class Torpedoe Bomber

Length: 30 meters
FTL capable: Yes
Sublight: Uses a gravitic drive system, somewhat(but not horribly) slower and less manuveralbe than our Godless Class fighters
Shields: Yes( Heavy shielding, for a shipof its size) Capable of withstanding an antifighter missile, or a glancing hit from 1 of our particle beams(the way the shields work, they are hit by something they cannot stop, and go down...the next hit does hull damage...They can of course take numerous hits from smaller weapons

Arms:
3x2 Kiloton gattling lasers
2 computer controlled point defense gun(1 kiloton 8x/sec)
1 forward firing laser(10 kiloton)
2 Topedoe tubes(magazine of 8 torps each)
4 wing mounted anti fighter missiles

These will begin mass production immediatly.
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Raxmei
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Post by Raxmei »

The shield stats on the Indomitable are pretty vague. Can you give us a ballpark figure of how much it would take to bring one down? All you've told us is it's less then 64 megatons.
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