Friday, October 22, 2010

[Future Perfect] Star Crab Assault Carrier

An early Alliance vessel, the Star Crab was developed during the time of increased tensions that caused the Alliance and Coalition to split apart. Intended as both an all-purpose command vessel and a long-range explorer, the Star Crab combines excellent offensive capabilities with carrier functions and a large number of support systems. For decades this ship has been the symbol of Alliance military power on the larger strategic theater, with several dozen Star Crabs providing a constant presence on the Alliance/Regency DMZ near Oceana and coordinating the regional fleet. Similarly, the Alliance has a handful of these vessels in the Frontier, not only holding their position to defend their ships during Gateway access, but to defend their colonies. Even with the newer Hyperion capitol ships becoming an ever more common sight, the Star Crab's superior weaponry and greater Carrier capabilities makes it unlikely this design will go away any time soon, especially when used for heavy assaults.

Star Crab, Alliance Command Carrier

Manufacture: Alliance
Size: Colossal
Power: 292
Acc: 45 Top: 240 Handling: -4
FTL: Gate Key, Alliance H-Space Drive
Crew: 168 Hull: 130 (60) (Armor 60)

Ship Systems:
  • Starship
  • Non-Atmospheric
  • Computer with AI: (d6 Smarts, Power 12, Spaces 12*): Piloting d6, Shooting d6, Knowledge (Astrogation) d16, Knowledge (Battle) d6, Repair d6, Notice d6, Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition, SysNet Link, SysNet Core
  • Enhanced Crew Facilities
  • Alliance H-Space Drive (5 Spaces, 36 Power)
  • Gate Key (1 Space, 1 Power)
  • Alliance Sensors (+2 Notice)
  • Large Mechanical Shops (Repair Facility; 4 Spaces, 4 Power)
  • (2) Ship Launch Bays (12 Small/Medium Each) [48 Spaces]
  • (12) Exterior Docking Clamps (6 Space; 3 Power))
  • (24) Bed Sickbay (8 Spaces, 8 Power)
  • (70) Marines (7 Spaces, 7 Power)
  • (10) Cargo Holds (10 Spaces)
  • (24) Cell Security Brig (8 Spaces, 8 Power)
  • (2) Science Stations (Biosciences, Physical Sciences)
  • AGS (Advanced Guidance System)
Weapons:
  • (10) Twilight Gunworks, Dual Medium Pulse Cannon Arrays: [2 Spaces, 3 Power]: 125/250/500, 3d10 AP8, RoF2
  • (2) Dual Superheavy Polyphase Beam Cannon Arrays [6 Spaces, 12 Power]: 100/200/400, 8d12 AP15, RoF1 [12]
  • (3) Heavy Missile Racks [2 Spaces; 1 Power; 4 Shots; Each] 250/500/1000; 6d6 AP12; RoF1-4 [6]
  • (48) Additional Heavy Missiles [6 Spaces]
  • (2) Huge Tractor Beams (8 Spaces, 10 Power) [12d6] [16]
  • (2) AMCM

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