Date: Wed, 6 Dec 95 18:35:52 +0100
From: Oliver Albrecht <ollichid@sp.zrz.TU-Berlin.DE>

2) SDB-Gepard
=============
 
This one was supposed to be really *FAST*.
 
************************************************************************************************
* TL 14 - Fast Rider Corvette / SDB    GEPARD-Class                                            *
************************************************************************************************
 
 
GENERAL DATA
Displacement:	1,000 tons		Hull Armor: 	112
Length:		83 m			Volume:		14,000 m3
Price:		MCr 683.106 		Target Size:	M
Configuration:	Slab AF			Tech Level:	14
Mass(loaded/empty): 13,391/12,731 tonnes 
 
ENGINEERING DATA
Power Plant:	4,500 MW Fusion Power Plant (150 MW/hit), 1 year duration
Jump Perform.:	none
G-Rating:	8 Gs (500 MW/G), Contra-Grav (100 MW)
G-Hours:	50, 125 kl fuel each
Maint: 		558
 
ELECTRONICS
Computer:	3xTL14 Mod Std Computers (0.5 MW ea.)
Commo:		3x1000 AU Maser (*; 0.6 MW ea.), 3x1000 AU Laser (*; 0.3 MW ea.)
Avionics:	none
Sensors:	Passive EMS 210,000km folding array (7 hexes; 0.25 MW),
                Passive EMS 120,000km fixed array ( 4 hexes; 0.1 MW),
		Active EMS 480,000km (16 hexes; 25 MW),
ECM/ECCM:	EMM Package (14 MW)
Controls: 	Bridge with 17 Bridge Workstations plus 40 Normal Workstations
 
ARMAMENT	
Offensive:	2x300Mj Laser Barbette (Loc: 10,11; Arcs: All; 41.5 MW ea.; -1 DiffMod; 1 Crew ea.),
                2xMissle Barbette (Loc: 8,9; 5 Rdy Msl ea.; 0.15 MW ea.; 1 Crew ea.),
                1280 Mj Spinal PAW (Loc: All; Arcs: 1; 177.778 MW; -1 DiffMod; 2 Crew)
Defensive:      2xSandcaster Turret (Loc:10,11; Arcs: All; 50 Cann ea.; 1MW ea.; 1 Crew ea.)
MFDs:           2xTL14 MFD 300,000km (5 DiffMods; Beam/Msl 10 hexes; 0.12 MW ea.; 1 Crew ea.)
 
ACCOMMODATIONS
Life Support:	Extended (2.8 MW), Gravitic Compensation (5G; 70 MW)
Crew:		80 (38xEngineering, 3xElectronics, 1xManeuver, 10xGunnery, 6xMaintenance,
                10xTroops, 11xCommand, 1xSteward)
Crew Accommod.:	23xBunk (Crew; 3 in 24 hours),
                5xSmallStateroom (Command, double-occupancy, 0.0005 MW ea.),
                1xSmallStateroom (Captain, single-occupancy, 0.0005 MW)
Cargo:		240 kl with one large Cargo Hatch  
AirLocks:	10
 
Notes:
	6,000 m3 of LHYD fuel. Fuel Scoops need 30 min to refuel.
        No fuel purification machinery.
 
*)	Infinity for game purposes.		
 
 
 
 
300 Mj Laser Barbette ( -1 DiffMod )
 
TL  Effect    MW       Short       Medium       Long         Extreme
------------------------------------------------------------------------
14   300Mj    41.5     10:1/14-43  20:1/14-43   40:1/8-26    80:1/4-13
 
 
1280 Mj 80m Spinal Particle Accelarator (-1 DiffMod )
 
TL  Effect    MW       Short       Medium       Long         Extreme
------------------------------------------------------------------------
14  1280Mj   177.8     10:179      20:179       40:179       80:119
 
 
 
Damage Tables:
 
D20	Surface Hits		Internal Explosions			Systems
-----------------------------------------------------------------------------------------------
1	Ant			1-3:PA, 4-20:Elec			PP-30H	SandT-1H
2,3	Ant			1-3:PA, 4-7:Elec, 8-20:Qtrs		MD-4H	SSR-(2h)
4,5	1-8:Ant,9:AL,10:CH	1-3:PA, 4-20:Hold			CG-2H	PA-45H
6,7				1-3:PA, 4-20:Hold			AG-3H	AEMS-(2h)
8,9	0-5:EMMRad		1-3:PA,	4-5:MB, 6-20:Hold		LS-23H	FoldPEMSAnt-1H
10,11				1-3:PA, 4-5:LB, 6:SandT, 7-20:Hold	ELS-11	EMMRad-(14h)
12-16				1-3:PA, 4-20:Hold			LB-1H
17,18				1-3:PA, 4-16:Hold, 17-20:Eng		MB-1H
18-20				1-3:PA, 4-20:Eng 			All others - (1h)
-----------------------------------------------------------------------------------------------
 
NOTES:
 
   This vessel was constructed in the early 970's as part of a Imperial Navy contest for a 
fast and very offensive little rider on TL-14 basis. Delta Rhombus Yards' contribution was
the GEPARD-Class rider. In the final jury decision it made the 8th place in the ranking
and Delta Rhombus settled into a financial crisis. Years later however many smaller systems
showed interest in the ship and in the following years the GEPARD found its way into many
system defense squadrons. Around 1000ti over 300 were (mostly under license) constructed
throughout the imperium. Since then it has gained a reputation as a formidable craft
against more lightly armed opponents, such as pirate vesseles typically are.
   The IMPERIAL SPACETECHNOLOGY OBSERVER has written the following about the GEPARD:
   "...a surprisingly agile craft. And once the engineer kicks the throttle open, few things
are more impressive than the 8 Geeeees that really hurt with only 5 of them compensated...
Usual tactics is the ship lies silent in the void, waiting for its prey. Once its formidable
passive sensor array has detected the foe, just a little burn, and the GEPARD closes in with
tremendous speed... The particle accelerator is a smashing hazard to all enemies within 2.3 
light seconds. It maintains its punch up to 4 lsecs and does enough damage to render small
targets completely inoperable with 2 or 3 hits... All in all nothing you would like 
to be against!"
 
 
================================================================================================
                                                                                                                            Page 1
 
 Description                     Power [Mw] Volume [m^3]   Mass [t]  Area [m^2] Price[MCr] 
 ----------------------------- ------------ ------------ ---------- ----------- ---------- 
 1. Hull                                                                                   
 Disp=1000; TL-14                     0.000  -14,000.000      0.000       0.000      0.000 
 Config=Slab AF, 4cm BSD              0.000      218.000  3,276.000  -5,460.000      9.173 
 Internal Structure (8G)              0.000       11.200    168.000       0.000      0.314 
                                                                                           
 2. Electronics                                                                            
 HoloLinked Controls                  1.000       14.000      1.400       0.000      1.500 
 3xTL14 Std Computer                  1.500       24.000      4.800       0.000     15.000 
 3xLaserComm-1000AU                   0.900        0.150      0.300       3.000      0.540 
 3xMaserComm-1000AU                   1.800        0.300      0.600       3.000      0.540 
 AEMS-480.000km                      25.000        5.000     10.000      10.000     10.000 
 Fixed PEMS-120,000km CPU             0.100        1.000      2.000       0.000      2.000 
                   "                  0.000        0.450      0.045       9.000      0.045 
 Folding PEMS-210,000km CPU           0.250        2.500      5.000       0.000      5.000 
                   "                  0.000       90.000     90.000     900.000     90.000 
 EMMasking                           14.000      280.000    140.000     140.000     70.000 
                                                                                           
 3. Weapons                                                                                
 2xMissile Barbette                   0.300      168.000    140.500      32.000      0.220 
 2xMFD-14 (300,000km B/Msl)           0.240       24.000     24.000       2.000     24.000 
 2x300 Mj Laser Brb (-1 DM)          83.000      168.000    262.000      32.000      4.320 
 Spinal 1280 Mj-PA  (-1 DM) C:2     177.778    2,726.000  4,446.000      10.000     99.800 
 2xSandcaster Turret-14               2.000       84.000    100.000      20.000      1.800 
                                                                                           
 4. Engineering                                                                            
 HEPlaR (8G; 80,000 TT; 125 kl)   4,000.000      400.000    400.000     400.000      4.000 
 Contra Grav Lifters (HiEff)        100.000      300.000    200.000     420.000     30.000 
 FuelScoops (11,200 kl/h)             0.000        0.000      0.000     840.000      0.315 
 Fusion Power Plant              -4,500.000    1,500.000  3,000.000       0.000    300.000 
 Fusion Fuel (1 Year )                0.000      450.000     31.500       0.000      0.000 
                                                                                           
 5. Accommodations                                                                         
 10xAirLock                           0.010       30.000      2.000      20.000      0.050 
 AG / GComps                         70.000      140.000    280.000       0.000      7.000 
 Extended Life Support                2.800      112.000    112.000       0.000      7.000 
 23xBunks (Crew,hot: 3 in 24h)        0.000      322.000     11.500       0.000      0.115 
 6xSSR (Cc, 5xdouble,1xsingle)        0.003      168.000     12.000       0.000      0.240 
 17xBridge Workstation                0.000      238.000      3.400       0.000      0.034 
 40xNormal Workstation                0.000      280.000      8.000       0.000      0.080 
                                                                                           
 6. Miscellaneous                                                                          
 Cargo+1xLarge CH                     0.000      240.000    240.000      20.000      0.020 
 Fuel (50 Gh)                         0.000    6,000.000    420.000       0.000      0.000 
                                                                                           
 ============================= ============ ============ ========== =========== ========== 
                                    -19.319       -3.400 13,391.045  -2,599.000    683.106 
 =========================================================================================
 
--------------------------------------------------------------------------------------------
 
3) Sandcasters vs. 50*TL Mj Limit
=================================
 
This is an older article, that was getting dusty on my HD since summer `95.
I recently rejoined the TML and found that the TL*50 limit was still used
by many, so I figured that I should mail it now, even if it`s a bit late:
 
Hi everybody!
 
   I`ve recently been skimming the big pile of e-mail I have amassed
in the past two weeks or so. While browsing through the TML, I found
that a large portion of those mails just dealt with one topic:
BigLasers(tm).
 
   While all sorts of arguments were given for or against a Mj-limit, I am
missing the creative part in this discussion.
   
   I agree with Cynthia, that introducing a TL limit like the proposed 
50*TL limit would be a pretty abitrary decision, something that shouldn't
be done in a hard-sf game (IMHO). Many of you argued however, that allowing
big lasers would destroy the game balance. But does it really do?
 
   I actually wondered why noone has proposed defences against BigLasers(tm).
Sandcasters for example reduce a lasers _DAMAGE_-value by the given reduction.
Even monster lasers do have comparatively small DVs, so by pumping enough sand
into the air (err sorry... space that is), most ships should be able to 
protect themselves against all sorts of laser fire by building walls of sand:)
This consequently leads to the development of Sandcaster Barbettes, Bays or 
even Sandscreens!!!
   I find that using such game-world appropriate anti-measures is *much* better
than using abitrary limits.
   I shall however notice, that I`m not a particular frequent BL-gamer, and most
of the values were just made up to occupy a certain volume for complete
protection (so that installation of weapons and protection compete against each
other to make designing a more interesting thing-You`ll always need trade-offs in
real design sequences!).
 
   So here is my answer to Gj- and Tj-Lasers (see the GALAXIA-BBH):
 
Sandcaster Barbettes
 
TL   Power[Mw]  Weight[t]  Price[MCr]   Cannisters     BeamReduction
---------------------------------------------------------------------
 8     2.0        180         1.1           60            1D6 x8
 9     2.1        150         1.2           65            1D6 x9
10     2.4        130         1.3           70            1D10x8
11     2.6        120         1.4           75            1D10x9
12     2.8        110         1.5           80            2D6 x7 
13     2.9        100         1.7           85            2D6 x8
14     3.0         90         1.9           90            2D10x7
15     3.3         80         2.0           95            2D10x9
---------------------------------------------------------------------
 
 
Sandcaster Bays
 
Bay  TL     Power[Mw]  Weight[t]  Price[MCr]   Cannisters     BeamReduction 
----------------------------------------------------------------------------
 50t 10        10         1000        6.8          80           2D10x15
 50t 12        12          900        7.0         100           2D10x18
 50t 14        14          800        7.5         120           2D10x20
100t 10        20         2000       11.5          50           2D10x20
100t 12        25         1800       12.3          80           2D10x25
100t 14        30         1500       13.8         100           2D20x30
----------------------------------------------------------------------------
 
 
SandScreens
 
Select the Reduction Value RV you wish to install. Field manipulation
hardware is then obtained by the following formula.
 
 
Volume:
 
     MHV = RV x TLM x SA
 
MHV: Volume of field manipulation hardware in m^3.
RV:  Reduction Value.
TLM: Tech-Level modifier from table below.
SA:  Surface Area in m^2.
 
TL    TLM
-----------
10   .0022
11   .0018
12   .0014
13   .0010
14   .0008
15   .0006
16   .0005
-----------
 
Mass: Mass of sandscreens in metric tonnes equals volume in m^3.
Power: Power usage in Mw equals volume in m^3 x 0.05.
Price: Price in MCr equals RV x 0.15.
 
   Sandscreens need a sand storage to replace burned up sand. This is
proportional to the maximum number of damage value absorbed, not in one
shot but as a whole.
   The designer selects the total amount of damage value to be absorbed and
the type of sand to be used be the screen.
The table shows weight, volume and price per absorbed damage point.
 
 TL  Sand Type             Vol[m^3]  Weight[t]  Price[MCr]
----------------------------------------------------------
 10  Ablative               0.020
 11  Enhanced Ablative      0.015
 12  Prismatic              0.010
 13  Prismatic/Reflective   0.008
 14  Reactive               0.004
 15  Enhanced Reactive      0.003
----------------------------------------------------------
 
Explanation:
------------
   Ablative: This sand is made to dissipate the beam by simply evaporating and
dispersing the beam in the process.
   Enhanced Ablative: This type of sand is an enhancement on ablative sand. The
material uses up more in chemical reactions and disperses the beam with slight
prismatic capabilities.
   Prismatic: As the same says, this sand disperses the beam by its prismatic
properties while offering as little as possible optical resistance to the beam
as the sand sand looses its prismatic properties when molten.
   Prismatic/Reflective: In order to be able to treat with all possible 
wavelengths, this sand has both prismatic and reflective properties, trying to
slow overheating.
   Reactive: This sand is basically prismatic, but when molten the surface 
becomes almost totally reflective. If not evaporated the sand will become solid
after cooling down and regain its prismatic properties.
   Enhanced Reactive: Improvement in so far as the sand will use up energy in 
very energy consuming chemical processes when evaporation begins.
 
 
 
Well I guess that's it. Comments, criticism, flames and flowers are welcome!
