FFS designs
TL14.1kt.Corvette-SDB.txt
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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
=========================================================================================
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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!