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Post by lowell on Sept 26, 2010 9:28:39 GMT -7
The following is a classification system for ships, engine drives and designs designation for space worthy vessels in the StarScapes Universe. As a database this is not a mandatory list of ships and craft to pull from when creating and building your own universe, but merely a frame of reference to pull from, and hopefully build upon.
All players are absolutely free to create and develop their oven designs for ships, design functions engine drives and power sources so long as they function within the rules of the StarScapes' concepts.
As mentioned before the rules regarding Faster Than Light Travel, and the speed limits of space travel are subject to change, and always opened to debate.
Enjoy.
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STARSCAPES SHIP GUIDE
The following designation of ships covers Civilian, Cargo, Merchant and Military class vessels. Classifications are ordered from smallest to largest in size. Ships are measured in both power - Standard shipyard built engine drive, and cargo tonnage capacity.
A ship’s speed and power is measured in the number of engine drives it employs. STS engines – Ship to Surface, are designed for landing and take off operations on celestial bodies – planets, moons, asteroids, etc. FTL – Faster Than Light engines allow a ship to travel at twice the speed of light. With each additional engine drive added this speed goes up by a factor or two.
For example a ship with two FTL engines can travel at a speed of four times the speed of light. Many ship’s engineers have learned to outfit and enhance their engine outputs to allow for faster speeds in various degrees. For example ships with two FTL engines have been observed to travel at speeds of Gate Factor (or Gate) 4.8.
A Gate Factor is equal to twice the speed of light. Only military vessels employ FTL drive numbers higher than five, however, as the number approaches eight vessels reach a point of diminishing returns. A Gate Factor of 16.5 or higher has the potential of creating an unstable Hyper-Gate. A body moving while creating a Hyper-Gate implodes upon itself in the creation of a flux wormhole.
However, the power output of eight or higher FTL engines is potentially hazardous to a living crew, due to energy leeching, and the additional power need to shield the crew is a drain on the engine’s power-plant. Furthermore, calibrated sensors such as navigation, communications, weapons and environment systems experience a feedback warping effect degrading their accuracy and efficiency. Only the watchers possess the technology to create a stable Hyper-Gate.
CIVILIAN CLASS
Civilian class ships are those owned by individuals for personal transportation, or pleasure. They range from small single person crafts to cruise ships. Ownership of a space worthy ship takes considerable skill and expense. In some Empires it is considered an individual sentient’s salient right, while in others it is merely a privilege, earned by mastering piloting and ship operations regulations and procedures.
CAIQUE - Small, personal craft employing a flight crew of 1-2 and passenger capacity of 3-4 max. Caiques employ one engine drive and are used for Ship-to-Surface (STS) travel. Cargo capacity - 1 ton.
SHUTTLE - The shuttle is the most common vessel to be owned by a civilian, or a company. Employing generally one engine drive below FTL capability, and or solar sails, shuttles are able to work as Ship-to-Surface vessels, but may be modified to higher class- ification types as planet hoppers, or for deep space voyages. Many are equipped with at least one weapons banks. Passenger capacity - 10. Cargo capacity - 10-15 tons.
STELLAR SHUTTLE - Stellar Shuttles are equipped with at least two engine drives, sub-light and FTL. One employed for surface body take off and landing operations, while the other is an FTL capable engine drive. For designation pur- poses, Stellar Shuttles are used for solar system wide travel, while Interstellar Shuttles are essentially the same shape but with larger fuel banks and engine drives for Interstellar – cross system - wide voyages between star systems. Passenger capacity - 20. Cargo capacity - 15-20 tons.
CROSS SYSTEM SHUTTLE - The largest shuttle class ship, the XS Shuttle employs three engine drives with one generally being employed for lift off and landing operations, with two banks of FTL drives. Both may be employed in tandem, or individually with one as a back-up for the first. A civilian is required to have a Master Pilots license to pilot and own a XS Shuttle. 1-2 weapon banks. Passenger capacity - 30. Cargo capacity - 20-30 tons.
XS CLASS - Any vessel with a XS-designation is designed for cross-system journeys, allowing for round-trip voyages without refueling, and replenishing supplies. This also means that they can withstand the forces of a Hyper-Gate jump, or to make the journey on their own. This is an important requirement in the event of a Paralax Uncertainty, or a Miss-Jump. Though extremely rare, a Miss-Jump occurs when a ship’s arrival coordinates are far dfferent than the ones they plotted. Often stranded far from another jump gate, XS class ships still have the capacity to make the long journey back to the closet port. All XS designated ships require the Captain to have a Master's Pilot's license, while the First Officer must have an Apprentice Master Pilot's license.
STAR YACHT - Yachts are essentially luxury shuttles designed and built for pleasure cruising and racing. A typical Star Yacht employs one engine and/or solar sail capable of STS operations, and solar system wide travel. 1 weapons bank. Passenger capacity - 40. Cargo capacity - 18-25 tons
AUXILIARY STAR YACHT - X Yachts are slightly larger in scale and luxurious accessories than the average Star Yacht. They are also designed for cross-System travel. Employing three or more engine drives, one used for STS operations, along with a solar sail, they are also capable of hosting 20 -50 passengers in pampered accommodations. like a XS Shuttles, a Master Pilot’s and Apprentice Pilot's licenses are required of the Captain and First Officer to own and operate the most expensive of civilian owned ships. 2-3 weapons banks. Cargo capacity - 25-35 tons.
CRUISE SHIP - Cruise ships are essentially luxurious Ferries. Built with lavish accommodations, they provide the ideal way for the private civilian to travel about ones empire. Cruise ships are built for Stellar to Interstellar travel and therefore employ 1-2 FTL engine drives, and back up solar sail. Generally, they are not designed for STS operations.
Stellar Cruise Ships - passenger capacity 1000. 2 weapon banks. Cargo capacity - 80 kilotons.
Interstellar Cruise Ships - passenger capacity 1500. 3 weapon banks. Cargo Capacity - 100 kilotons.
XS CRUISE SHIP - The absolute best way to travel throughout the galaxy. XS Cruise ships use FTL 3-4 engines drives and back up solar sail, allowing them to cross through several star systems while conducting their passengers in the lap of luxury. Perhaps the best know XS Cruise ships are those used by StarScapes Cruise Lines. As with all system crossing ships a XS Master Pilot’s license is required by the commanding Captain and First officers, and an Apprentice XS Master Pilot’s license for the Second Officer. Passenger capacity 5000. 3 weapon banks. Cargo capacity 500 kilotons.
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Post by lowell on Sept 26, 2010 9:42:44 GMT -7
CARGO CLASS
Cargo Class ships are those used for the transport of materials, fuel, construction machinery, loading equipment, trash, and
some- times passengers. Though most are designed for relatively short journeys, some are built for deep space salvaging missions, or cross system journeys. Due to the size and expense’s related to their larger size, Cargo Class ships are generally employed and used by single Empires as the means of providing imports and exports for sovereign states. Smaller class CC vessels are often run by single to mutli-conglomerates or independent contractors.
PRAM (PRAHM, PRAAM) - Prams are the smallest class of cargo ships and are generally owned by independent contractors
for Ship-to-Surface (STS) transportation of small cargo jobs. One sub-light engine drive. 500 tons.
SAMPAN - Small cargo ships slightly bigger and more powerful than a Pram. Sampans employ two sub-light engine drives and a back up solar sail. They are designed for small cargo jobs for short distant journeys from planet to planet, or planets to moons.
Sampans are also ships that tend to have families on board as their homes.
Caravans travel form planet to planet, shipyard to shipyard, or are docked with Ore Carriers for interstellar travel. Passenger capacity -10. 1 weapons bank. Cargo capacity 2 kilotons.
BARGE - Ships employing one sub-light and one FTL engine drive used to transport cargo and passengers to and from orbit to terrestrial areas. Passenger capacity - 80-100. Cargo capacity - 10 kilotons.
FERRY - Professional ships used for transporting passengers and cargo over short distances within a solar system. Ferries
employ one sub-light engine drive, and 1.5 powerful FTL engine drives along with a back up solar sail. Generally, Ferries are faster than Barges, and designed more for passenger comfort. Ferries are also used where navigating a larger vessel would prove difficult to impossible, such as
through an asteroid belt, or a nebula. 3 weapons banks. Passenger capacity 100-500. Cargo capacity 50 -70 kilotons.
DEEP BARGE - Large Barge class ship used to carry cargo on deep solar system wide voyages, however, passengers may
book rides at their own risk. Deep Barges are generally run by an AI linked to a Master Helm System, rather than a flight crew,
as these ships nearly always travel along a regular course in caravans. They are also one of the slowest of deep space vessels.
What they lack in speed they generally make up for in security systems, or defensive shielding. Some Deep Barges are even programmed to self-destruct if an unauthorized intruder is detected on board. Caravans of unmanned Deep Barges are often escorted by Cutters or Clippers, and as mentioned before cheap passage can be booked onboard a unman- ned Deep Barges
provided the passenger has a clean ID without any outstanding warrants against them, and that they provide their own food and
drink. Such travel is always at the passengers risk. Internal security systems. Passenger capacity 30-50. Cargo capacity - 100
kilotons.
LIGHTER - Lighters are larger than Ferries, with more powerful engines (1.5-2 FTL engine drives). Though not necessary built for
high speed maneuvers, Lighters are generally employed as salvaging ships and generally carry cargo, fuel, waste products, along with loading/ship maintenance equipment and powerful tractor beams. Generally, Lighters are used within the confines of a single system. 1 weapons bank. Cargo capacity - 100-200 kilotons.
DEEP SCOW (SCHOW) - Larger than a Lighter, Scows are generally used for the same purpose. Along with loading
equipment Scows also carry construction equipment, and are generally used in shipyards, space stations and construction zones -
example - asteroid mines. They are also employed in deep-space Cross-system salvaging missions. If such is the case a Cargo Class Master Pilot’s license is required by the commanding Captain and First Executive officer and an Apprentice Cargo Class Master Pilot’s license from the Second Officer. 2-3 engine FTL drives. 2
weapons banks. Cargo Capacity 200-500 kilotons.
STAR TUG - Strongly built vessels with large engine drives in comparison to their size. Tugs are used for towing disabled ships, or to help maneuver vessels though asteroid belts, nebulas, gravitational fields, etc. 4 Sub-light engine drives. 3 weapons banks.
Heavy tractor beam. Cargo capacity - 20 kilotons.
WRECKING TUG - Large ships designed to carry gear and equipment for rendering assistance to vessels in distress. Wrecking Tug Class ships have also been commissioned by the military branches of several empires as heavy rescues ships, and
it is not unheard of for them to have a compliment of fire-fighting drones, medical facilities and rescue personnel. Wrecking Tugs are also designed for Interstellar as well as Cross System traveling. A Cargo Class Level II Master Pilot’s license is required by the commanding Captain and First Executive officer, and an Apprentice CC-L2 Master Pilot’s license is required of the Second Officer. 4 sublight engine drives, 2 FTL engine drives. 2 weapons banks. Cargo capacity - 100 tons.
ORE CARRIER - Gigantic size cargo class ships. Ore Carriers are built specifically for transporting ore, raw materials (or others forms of cargo) within a given system. Ore Carriers can also have refinery plants on board and are often equipped with docking clamps for Sampan size ships and Lighters. Ore Carriers carry 2-3 sub-light engine banks of the same design, where one is often used as a back up drive, or employed to move the ship if transporting a full cargo. 3 weapons banks. A Cargo Class Level III Master Pilot’s license is required of both the Captain and First offier, while a CC-L2 Master Pilot’s license is required of the Second Officer. Cargo capacity - 3 milaton.
SUPER TRANSPORTS - The Super Transport is perhaps the largest ship one might encounter outside of a Military Carrier class vessel, or a interstellar space station. Like Ore Carriers, Super Transports are designed to haul ore, but have additional compart- ments designed to hold various kinds of cargoes. These compartments are modular in design, allowing their cargo holds
to be reconfigured to accommodate various cargo types, from perishable goods, live stock, fuel, machinery, precious metals, to hazardous materials, or waste.
Along with having docking clamps for Sampans and Lighters, Super Transports also have independent shuttle bays large enough to accommodate Shuttles to Pram class ships. When transporting goods they generally have 1-3 Tugs assigned to them and at least one military class escort ship. Unlike Ore carriers, Super Transports are designed for Cross-System travel. Because
of their size and expense, Super Transports are generally employed as the trading vessel of a sovereign empire, rather than an independent merchant, and are considered some Empire’s most prized possessions. However, prosperous Merchant Fleets such as the Trade Union have been known to have two dozen in their possession. 3-6 FTL engine drives, where 1-3 may be of the same type, to serve as a back up, or to add additional power if traveling under full cargo. A Cargo Class Level V Master Pilot’s license is required by the commanding Captain, CC-L4 of the First Executive Officer, and a CC-L3 Master Pilot’s license of the Second Officer. 10 weapons banks. Cargo capacity – 50 – 100 milatons.
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Post by lowell on Sept 26, 2010 10:04:35 GMT -7
MERCHANT CLASS
Merchant Class ships are those owned by individuals or corporations involved in the business of Stellar, Interstellar or Cross-System commerce. At times merchants are commissioned by their empires to conduct trade on their behalf, or they may trade and conduct business independently, provided they follow all commercial shipping laws and procedures of foreign Empires they are working in. Typical merchant ships are built with minimal to luxurious crew accommodations, along with a medical facility (sick bay), engineering staff, security and a licensed bridge crew. Merchant class ships are also rated by their cargo size, trade route zone, and number of engine drives:
CARGO SIZE Small 30-100 kilotons.
Medium 100-200 kilotons
Large 200-1000 kilotons
TRADE ZONE Terrestrial - Planet to planet trade
Stellar - System wide trade.
Interstellar or Deep Space - Cross-system trade
Generally the class of a merchant vessel is also recognized by the number of engine drives it employs. The following is a list of Merchant Class ships beginning from small to large, as well as Terrestrial to Deep Space vessels.
GALLEY CLASS - Small Terrestrial merchant ships employing 1-2 engine drives, or one engine drive and a solar sail. Galley class ships tend to be the most ancient ships employed in the galaxy. Many border on being dangerous due to the archaic technology or mystic components employed to keep them star worthy, while others have been superbly maintained, or expertly refitted as state of the art trading vessel, and could even give some modern military vessels a run for their money.
SHALLOP - Small, light vessel using one sub-light engine drive, and one bank of weapons. Cargo capacity - 30 kilotons.
GALLEY - Standard size Terrestrial merchant vessel. Slightly larger than a Shallop, but employing one sub-light engine drive, a back up solar sail and 3 bank of weapons. Cargo capacity - 30-50 kilotons.
SLOOP – Two sub-light engine drive ship designed for traveling through calm space lanes. Sloops are faster than Galleys, and are
shipyard built with one modular deck of weapons. Part of the weapon's deck can be removed and replaced with a solar sail.
Cargo capacity - 50-80 kilotons.
CUTTER - Cutters are the fastest of Terrestrial merchant ships. They are slightly larger than a Sloop and come with one deck of
shipyard built weapons and an auxiliary solar sail. In many empires the military have often commissioned and refit Cutter class
ships as planetary patrol vessels. Cargo capacity - 80-100 kilotons.
STELLAR CLASS - Stellar Class Merchant ships generally employ two engine drives, one for planetary lift-off and landing, or
strong enough to escape the gravitational pull of planets and other stellar bodies, while the other is combined to give it FTL capability for continuous high speed travel through a solar system. Many Stellar Class ships also employ backup solar sails.
BIREME - Galley class ship refitted with two FTL engine drives, and a larger cargo hold, for solar-system wide trading. 3 weapons
banks. Cargo capacity - 50-6- kilotons.
FELUCCA - Fast Merchant ship, bigger than a Bireme, employing two FTL engine drives, and an auxiliary solar sail. 3 banks of
weapons. Cargo capacity - 100 kilotons.
CARAVEL - Caravels are slightly larger and faster than a Felucca, but in addition to being outfitted with two FTL engine drives, a solar sail and 4 banks of
weapons, they also have Sub-light engines for STS operations. Cargo capacity - 110 - 130 kilotons.
BRIGENTINE - One of the largest Stellar Class merchant ships. Brigentines come equipped with
three FLT engine drives, a solar sail and one shipyard built deck of weapons. In many empires Brigentines are often refitted by the military as small, but powerful sub-Frigate class ships. Cargo capacity - 130-150 kilotons.
SKOONER (SCHOONER) - Largest class of Stellar class Merchant ships, employing three FTL engine drives, a solar sail and two ship-yard built deck of guns. Skooners are fast trading ships in calm space, but are too large for quick maneuvers. They are built for speed and a large cargo capacity. For this reason they make easy targets and have generally been avoided as commissioned
military vessels. Cargo capacity - 150-200 kilotons.
XS MERCHANT CLASS - Ships of these designations are designed to travel through Hyper-Gates, or if not, then along trade routes in the large distances between
neighboring star systems. As such they are at the mercies of stellar storms, meteor showers, and pirates. Because of this, many XS-Class ships are designed with redundant engineering systems to make they as self-sufficient as possible. Many standard
features include 1-2 physical plants, multiple shield generators, hibernation chambers, medical facilities, three engine drives,
auxiliary solar sail, and several weapons banks, or decks.
TRIREME - Galley class ship refit with four FLT engine drives and a larger cargo hold. 3 weapons banks. Cargo capacity - 80-100
kilotons.
CLIPPER - Fast XS-class ship built with four FTL engine drives, solar sail and one shipyard built deck of guns. XS-class Clipper ships
are also commissioned as military vessels. Cargo capacity - 100-130 kilotons.
GALLEON - Heavily built merchant ship employing five FTL engine drives, one shipyard built deck of guns and two modular
decks of guns, one which may be replaced by an auxiliary solar sail. The Military version of a Galleon is slightly under a Frigate
class ship in size and speed, but they may make up for those faults in hull or shield strength. Cargo capacity - 130-150 kilotons.
CARRACK - Galleon class ship, slower but slightly larger in size and strength to a standard Galleon. Three FTL engine drives, back
up solar sail, two and a half decks of weapons. cargo capacity - 150-250 kilotons.
BARKENTINE (BARQUENTINE, BARQ) - The largest and fastest of the XS-class merchant ships, the Barq employs six FTL engine
drives, one auxiliary solar sail and three decks of weapons. Barqs also have mooring clamps for Lighters, and a small shuttle
bay. Cargo capacity - 250 - 500 kilotons.
MULTI-OPERATION CROSS SYSTEM CLASS - (MOXS ) These vessels ships are perhaps the ultimate in space worthy ships. Moxs are employed in Terrestrial to Cross-system trade routes, and can employ a handful to a small army of crew members, depending on their size
and the magic and or technology used in its design. Like XS-class ships, Moxs are also armed against the threats of pirates and the hazards of deep space travel. Standard features include 1-4 physical plants, hibernation chambers, medical facilities,
shield generators, and a Master AI. Because they are designed for deepspace travel theses ships are often adapted and refitted as research, exploration and emergency relief
vessels.
XEBEC (ZEBEC) - The smallest of Moxs Merchants ships ‘Becs employ 2 STS engine drives – to be used in tandem or as a backup, 3 FTL engine drives, along with an auxiliary solar sail, and
two decks of guns. Though small, they are quite fast, and highly maneuverable in rough space lanes. They are often the choice of warships for pirates. Cargo capacity - 200 kilotons.
MOXS BARQENTINES - Barqentine class ships refitted with 1-2 STS engine drives and 4 FTL engines for cross system travel. Though armed
with three decks of weapons, they lack an auxiliary solar sail which
has been removed to make way for the addition engine drive(s). Their refit has also included an expanded cargo hold. When
traveling trade routes they may be accompanied by 1-3 armed escorts. Cargo capacity - 200 - 500 Kilotons.
ARGOSY - The largest and most glorified of all MOXS Merchant Class ships. Argos are the crowning glory of any Empire’s merchant fleet, and often the prized target of any patrolling pirates. Argos employ 2 STS engines, and 6 FTL engine drives, four deck of weapons, and an auxiliary solar sail. They have mooring clamps for Lighters and a shuttle bay
large enough to hold 3 S-class shuttles or 1 Sampan. Cargo capacity -
500 - 1000 kilotons.
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Post by lowell on Sept 26, 2010 10:19:44 GMT -7
MILITARY CLASS - Military class ships represent the state of the art of ship building technology or magic generation. Military ships are designed for speed, maneuverability, stealth, to take punishment and to dish it out as well. Due to the nearly endless variety of ship types - tech base, magic base, organic, botanical, etc... this guide will attempt to classify Military ships by their mission purpose. The structure of any Empire’s military designation may fall into these classes, while others will employ
unique and innovative classifications suited for their home system and military doctrine.
MILITARY CUTTER - Military Cutters are refit Cutter Terrestrial Merchant ships used traditionally as planetary patrol vessels due to their speed and maneuver- ability. They come with one deck of shipyard built weapons, and a short to medium range weapons payload (energy weapons, missiles and/or torpedoes).
MILITARY BRIGENTINE - Refit Stellar class Brigentine merchant ship used as a Solar System wide patrol ships. In size and
strength they are sometimes considered very small Military Frigates
and are idea as defensive vessels against star system invaders. One deck of shipyard built weapons. Short to Medium range
weapons.
MILITARY CLIPPER - Refit XS-class Clipper merchant vessels. Military Clippers are often used as fast attack/patrol vessels between star systems within a single Empire. For Empires employing only a Defensive force, Military Clippers are often the offensive spearhead of their fleet. Weapons include one shipyard built deck of guns. Medium range weapons.
MILITARY GALLEON - Refit XS-class Galleon merchant vessels. Military Galleons are between Military Brigs and Military Frigates in terms of size and strength. Because of their XS engine drives, Military Galleons are often used as defensive vessels within a single Empire. Their size and hull strength allows them to take considerable punishments, as well as deliver
powerful payloads of firepower with two modular decks of weapons. Medium to long range weapons.
MAN-OF-WAR - The Man-Of-War is the center of gravity for any empire’s defensive fleet. Essentially, a Man-Of-War is an Argosy class merchant ship refit for military use. Employing five decks of guns, and a shuttle bay housing 1-3 squadrons of single to two person fighter ships. Encountering a Man-of-War in enemy territory is sure to be a one sided battled.
FLEET SQUADRON - A battle group made up of two Military Clippers, two Military Galleons, and one Man-Of-War. Fleet Squadrons are often used as a ‘Presence of Force’, especially if they are in orbit around a planet, space station, nebula or asteroid belt, or parked on their side of their Empire’s border facing down enemy ships on the other.
FLOTILLA - A Flotilla constitutes three or more Fleet Squadrons, accompanied by a small group of Lighters as supply vessels. Flotillas are assembled for one thing, and one thing only - war, or more specifically, as the defensive front against any foreign attacks to their home Empire or system.
EXPEDICTIONARY MULTI-OPERATION CROSS SYSTEM MILITARY SHIPS - X Class Military ships are designed for Terrestrial and Cross-System missions, and are undoubtedly the most powerful warships anyone can encounter in the Greater Galaxy. Employing anywhere from 6 to 8 engine drives, Xs are also designed with multiple decks of guns/missile launchers, shield generators/ defensive screen generators, 1-4
physical plants, hibernation chambers, medical facilities, and for some Empires a few AI/Possession Spirit and/or weapons of mass destruction. Crews and Officers operating such vessels often represent the elite members of an empires military force. Commanding officers often are graduates from their empire’s military academies, or have received the equivalent training thereof. Nearly every trained officer on a Xs vessel, along with high ranking NCOs hold the equivalent of a Master Pilot’s license.
X CLASS MILITARY CUTTER - Military Cutters refit for Cross-system travel and used as scout/patrol vessels. Cutters are often loaded with sophisticated sensor, and sensor jamming technology/magic, and in some cases, with stealth technology. One deck of shipyard built weapons. Short to medium range weapons payload.
TENDER – X Class Military supply ship assigned to carry food, cargo, ammunition, weapons and fuel. Two decks of weapons. Medium range firepower.
CORVETTE - Fast attack ships used in convoy escort missions, or as pursuit vessels. Corvettes are often refitted as Stellar and XS ships. Due to their speed and maneuverability, Corvettes are also used as planetary expeditionary (invasion) vessels and troop transports. Two decks of weapons. Medium range firepower.
MILITARY FRIGATES - Frigates are among the most widely used vessels in any military fleet. Fast, and formidable, Frigates are often called defensive Corvettes, or small Destroyers. In Battle Groups they take on several duties - mindsweeping, ASW - Anti-stealth warfare (Frigate captains love to hunt and destroy stealth ships), attacking fixed defensive positions - Satellites, weapons platforms, to providing supporting or covering fire for Corvettes, or planetary invasions missions. Three decks
of weapons. Medium range firepower.
CRUISER - Class of war ships used for High speed and long ranging attacks. Cruisers are essentially designed for offensive missions. Their speed and maneuverability makes them ideal ships for attacks against larger and slower vessels such as
Destroyers, Carriers or space stations. Cruisers often carry medium to long range missiles/torpedoes, have four decks of guns
and often weapons of mass destruction. Medium to Long range firepower.
DESTROYER - Formidable warships armed mainly with weapons and tracking sensory equipment. Destroyers form the
defensive shield of a military force, and are mainly used for Defensive missions. In combat they can track the position of enemy ships, incoming missiles and other weapons. Offensively they are quite formidable, and pose and intimidating presence to those seeing their approach. Destroyers may act
as limited Carriers, troop transporters, but essentially they are
assigned to the protection of a Battle Group, borders, trade route, etc. 8 decks of guns. Long range firepower.
DREADNOUGHT - Destroyers designed as attack ships. A Dreadnought can be one of the most formidable ships in a military fleet. Designed to carry weapons of mass destruction as well as the equivalent of an entire garrison (eight thousand, or more) of troops. A typical mission of Dreadnoughts is to rain down destruction onto a planet, then to invade it with its troop reserves. 6 decks of guns, launch bay for weapon(s) of mass destruction. Long range firepower.
CARRIER - Carriers are often the largest, and most powerful ships in a military fleet. Some Minor Empires employ Carriers which are refit Ore Carriers, while others custom designed their vessels as state of the art warships. The threat of a Carrier depends on what they are carrying. Some are used to transport 1 to a dozen fighter wings of single to two man Fighter ships. Others carry smaller military vessels not equipped for Cross-quantum travel, such as Cutters to Galleons, while others serve as stationing, repair and refueling platforms for Corvettes, Cruisers and Military Frigates. In essence, a Carrier is designed to carry an empire’s fleet and arsenal to battle. They are also the HQ for a Battle Group, commanded by an Admiral, or the military equivalent of. Conventional Carriers carry anywhere from 3 to 6 decks of guns, and perhaps one launch bay for weapons of mass destruction. Long range firepower.
BATTLE GROUP - A Battle Group will consist of a Carrier class ship, escorted by 2-4 Destroyers, and half a dozen fast attack/defensive ships - Corvettes, Cruisers, and Military Frigates. Many Empires (those who have the technology/magic levels) also employ stealth vessels as an surprise member in their group. In addition, a Battle Group will have a number of Tenders as support
vessels.
ARMADA - (TASK FORCE, STRIKE FORCE) An Armada consist of two or more Battle Group. It is collection of enormous military force. Large Armada formations (three or higher Battle Groups) are considered risky operations, especially in the face of an enemy’s weapon of mass destruction.
FIGHTER CLASS SHIPS - Fighters Class ships are those vessels operated by a flight crew of one to a dozen individuals. They are short to medium range ships, and are almost never designed for Cross-quantum travel (save for XS Bombers). They can be anywhere from a single pilot attack ship, to long range bombers armed with projectile weapons (slug throwers to plasma cannons) missiles/ torpedoes, to warheads (weapons of mass destruction). For the sake of simplicity this guide will list Fighter ships in three categories - Terrestrial, Stellar, and XS.
TERRESTRIAL FIGHTERS - The best pilots in a militaries fleet are often Terrestrial pilots. Terrestrial pilots have the
harrowing job of entering into a planet from its outer orbit, or to leave the safety of their world and confront invading enemy
ships. Not only do pilots have to deal with enemy ground/ or orbital fire, and attacking fighter craft, but also the dangers of
atmospheric flight. Where Stellar and XS ships may not be built in an aerodynamic form, due to (in most systems) the frictionless nature of space, Terrestrial fighters must be able to fly, an more - maneuver under atmospheric conditions. To do this
- fight and fly, requires enormous skills, and a pilot of the highest caliber. Traditionally, Terrestrial Fighters are not built with strong
hulls in order to keep them light and maneuverable. For protection, their light frames are generally supported by powerful shield generators, maneuvering engines, and sensor and sensor jamming equipment. A weapons package consist of 1-4 power weapons (2 fore, and 2 aft), or in replace of
those, torpedoes or missiles. Flight crew - 1-2 persons. Short to medium range flight radius.
TERRESTRIAL BOMBER - Like their Terrestrial Fighter counter parts, Terrestrial Bombers have the difficult job of entering a planet’s atmosphere, search, acquire and bomb targets - Laser canons, power plants, communications centers, cities, starports, etc. Like Terrestrial Fighters, T-Bombers are built light to fly in atmospheric conditions, but are protected by 1-2 shield generators, sensors/sensor jammers, and supported by a weapons package of 6 weapons - fore, aft, top and bottom mounted weapons. Flight crew - pilot, co-pilot, navigator, 1-2 engineers, and 2 weapons officers. Medium to long range flight radius.
STELLAR FIGHTER - Fighter ships designed to fight within the confines of a single system. S-Fighters may have a
flight crew of 1-2 people. A pilot and a weapons /navigational officer. 1-4 power weapons (2 fore and 2 aft). Stellar Fighters preferred targets are Tenders, Cutters, Clippers, Brigs, Galleons, Corvettes, and Cruisers. Medium range flight radius.
CROSS SYSTEM HEAVY FIGHTERS - Unlike S-Fighters, XS Heavy fighters have a flight crew of 2-3 officers: a
pilot, co-pilot and a gunner/weapons officer. Slightly slower than an average S-Fighter in atmospheric conditions, Heavy Fighters make up for their reduced speed with heavier shields, long range power weapons and one FTL engine drive. As fighters they are designed for long range flights and are
essentially escorts for bombers. Some consider them small bombers themselves as they may carry 1-2 weapons of mass
destruction. XS-Fighters are also used as scout/spy ships for reconning enemy territory.
CROSS SYSTEM BOMBER - Heavy fighter ships designed to carry 3-9 torpedo/missile weapons for attacks against Brigs, Galleons, Man-of-Wars, Frigates, Destroyers, and Dreadnoughts. Flight crews may consist of a pilot, co-pilot, weapons officer, navigator
and 1-2 engineers. 1-4 weapons Officers/gunners, 3-9 torpedoes/missiles. Medium to long flight radius.
XS STEALTH BOMBERS - The XSS bomber is often a stealth ship (or one armed with sensor jamming abilities) designed to cross over into enemy territory and reek havoc on targets - space stations, ships, senory-bouys, asteroid mines, etc. Due to their small size XXS-Bombers are difficult detect. Inside they are often crammed with sensor/sensor jamming or stealth equipment,
1-2 shield generators, torpedoes or missiles, leaving little room for its flight crew of 1 pilot, one co-pilot/navigator, 1 engineer,
and 2 weapons officers. 1-2 power weapons, 12-24 torpedoes/missiles. One FTL Engine. Long flight radius.
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Post by Jason on Oct 10, 2010 17:47:02 GMT -7
Ship size chart. This is by no means the only sizes these ships come in. Some destroyers are as big as battleships, some carriers are as small as frigates, so on.
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