Monday, October 25, 2010

[Future Perfect] Bruin Command Carrier

Expanding upon the designs of the old Imperial Juggernaut, the Regency’s Bruin-Class Command Carrier bears much in common with that venerable class of ship – however, the Regency made everything bigger and more potent. The Bruin is tougher, larger, faster to accelerate, and capable of dealing vastly increased damage output when compared to its predecessor. The Bruin is a mainstay on any Regency fleet battle, with one or more of these intimidating ships coordinating fleet movements and assaults. It is meant to battle at a distance, since it bears only a pair of scattergun arrays for attacks against nearby targets. Instead, several compliments of fighters and gunships are kept ready for instant deployment to engage any vessels that venture too lose; additionally, several other ships from fighters and gunships to heavier frigates (like the Bison or Gallardo) almost always are found flying as part of a Bruin’s larger command group.

Bruin Command Carrier

Manufacture: Regency
Size: Colossal
Power: 370
Acc: 60 Top: 240 Handling: -4
FTL: Gate Key, Regency H-Space Drive
Crew: 190 Hull: 145 (63) (Armor 63)

Ship Systems:
  • Starship
  • Computer with AI: (Bulldog-Class; d8 Smarts, Power 14, Spaces 12*): Piloting d8, Shooting d8, Knowledge (Astrogation) d8, Knowledge (Battle) d8, Repair d8, Notice d8, Stealth d8, Medical d8; Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition, SysNet Link, SysNet Core
  • Enhanced Crew Facilities
  • Regency H-Space Drive (5 Spaces, 36 Power)
  • Gate Key (1 Space, 1 Power)
  • Large Mechanical Shop (Repair Facility; 4 Spaces, 4 Power)
  • Ship Launch Bay (15 Small/Medium Each) [30 Spaces]
  • (20) Exterior Docking Clamps (10 Space; 5 Power))
  • (18) Bed Sickbay (6 Spaces, 6 Power)
  • (80) Marines (8 Spaces, 8 Power)
  • (10) Cargo Holds (10 Spaces)
  • (15) Cell Security Brig (5 Spaces, 5 Power)
  • (2) Science Stations (Biosciences, Physical Sciences)
  • MKI Deflector Screen (-1; 6 Spaces, 6 Power)
  • AGS (Advanced Guidance System)
Weapons:
  • (1) Colossal Spinal Mounted Cannon [42 Spaces, *Power]: 12d10 AP185*
  • (2) Dual Scatter Cannon (Light) Arrays [Turret; 1 Space, 3 Power each]: 80/160/320; 4d8 AP4; Small Burst Template; RoF1
  • (4) Predator Torpedo Launchers (4 Spaces total, 1 Power to launch any number): 300/600/1200; Tracking (Range 4800); Speed 1200; 5d10 AP50; Medium Burst
  • (24) Additional Predator Torpedoes (4 Spaces)
  • (4) AMCM (4 Spaces)

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

Tuesday, October 12, 2010

[Future Perfect] Hyperion Command Carrier

The newest capital ship in the Alliance armada, the Hyperion Command Carrier is considered by many experts to be the most advanced starship serving in any Fleet in Faction Space. Though it has relatively light armament compared to other ships of its class (especially it’s “predecessor”, the Star Crab), the Hyperion is an extremely durable starship defensively and is by no means weak in its offense. The Alliance has spared neither effort nor expense on these ships, incorporating Defensive Screen Technology intended for use on Orbital Stations as well as the bleeding-edge Sentinel AI system. The integrated Sentinel class intelligence makes the Hyperion Carrier a superior tactical ship, with the AI managing and/or assisting its crew in everything from piloting and astrogation to gunnery and battle-strategy. Its tractor beam cannon makes this ship an excellent interdictor as well, and paired with its large compliment of Predator Torpedoes, a superior player at the game of Grab and Smash.

Hyperion Command Carrier

Manufacture: Alliance
Size: Colossal
Power: 350
Acc: 50 Top: 265 Handling: -4
FTL: Gate Key, Alliance H-Space Drive
Crew: 130 Hull: 165 (75) (Armor 75)

Ship Systems:
  • Starship
  • Non-Atmospheric
  • Computer with Experimental AI [Sentinel-Class] (d12 Smarts, Power 18, Spaces 12): Piloting d12, Shooting d12, Hacking d12, Investigation d12, Knowledge (Astrogation) d12, Knowledge (Battle) d12, Repair d12, Medical d12, Notice d12, Stealth d12, Security d12, 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 Shop (Repair Facility; 4 Spaces, 4 Power)
  • Ship Launch Bay (12 Small/Medium) (24 Spaces)
  • (12) Exterior Docking Clamps (6 Space; 3 Power))
  • (15) Bed Sickbay (5 Spaces, 5 Power)
  • (60) Marines (6 Spaces, 6 Power)
  • (12) Cargo Holds (12 Spaces)
  • (24) Cell Security Brig (8 Spaces, 8 Power)
  • (2) Science Stations (Biosciences, Physical Sciences)
  • AGS (Advanced Guidance System)
  • MKV Deflector Screen (30 Spaces, 30 Power)
Weapons:
  • (4) Twilight Gunworks Quad Heavy Beam Cannon [6 Spaces, 9 Power each]: 125/250/500, 4d12+8 AP10
  • (2) Twilight Gunworks Ultraheavy Pulse Cannons (6 Spaces, 6 Power): 125/250/500, 8d8 AP15, RoF2
  • (4) Predator Medium Torpedo Launchers [1 Space; 1 Power to Fire any number of torpedoes]: 300/600/1200; Tracking (Range 4800); Speed 1200; 5d10 AP50; Medium Burst
  • (30) Additional Predator Torpedoes (5 Spaces)
  • (1) Colossal Tractor Beam (12 Spaces, 14 Power)
  • (2) AMCM


-[ SUBNET Engaged... ]-

>>[Ajax Stone, Sergeant - Greyjackets]->> Watch out for these ships, they may not pack the fire power of a Star Crab, but they don’t need it! They have a seriously nasty bite, and that Sentinel system is downright scary. We lost a light battlecruiser because we got too close; the Hyperion’s Sentinel used its SysNet links to hack into our ship’s AI and turn it against us. Nearly two dozen men were lost in that engagement, including a couple of our best pilots.
>>[Gavin Dace, Meat Popsicle]->> Your pilots couldn’t have been that smart in the first place, Ajax, to get so close to a ship with such nasty interdiction capabilities. A Class-VI tractor beam should never be disregarded so flagrantly.
>>[61TO, Romanov-Ikura Financial Union]->> Burn!

-[ SUBNET Disengaged ]-

Sunday, October 10, 2010

[Future Perfect] Imp Heavy Fighter

One of Zero-G's earlier fighter designs, the Imp is a two-man heavy fighter intended for light escort missions (often for Corporate-owned freighters) and short engagement hit-and-run assaults. Despite its comparably slow speed in relation to many other fighters, the Imp's superior handling capabilities makes it easy to pilot and still a viable contender in dogfights. One of the Imp's strengths is its capability for attacks at multiple ranges – not just a short range fighter, the Imp can launch missiles ate long distance, even as it closes the gap to fire its devastating twin double cannon arrays.


Imp Heavy Fighter

Manufacture: Corporate (Zero-G)
Size: Small, Heavy
Power: 15
Acc: 180 Top: 1080 Handling: +2
FTL: None
Crew: 2 Hull: 18 (6) [Armor 6]

Ship Systems:
  • Starship
  • Atmospheric
  • Basic Computer with Autopilot, Target Acquisition/Control, Fire Control
Weapons:
  • (2) Medium Double Beam Cannon Arrays [2 Spaces, 3 Power]: 4d10 AP8, 100/200/400, RoF1
  • (2) Light Missile Racks [1 Space; 1 Power; 4 Shots each]: 4d6 AP6; 250/500/1000; RoF1-4

Saturday, October 09, 2010

[Future Perfect] Harpy Heavy Fighter

One of the heavy hitters among the Collective's fighter craft, the Harpy is one of the few designs not intended for Drone flight or remote operation. A heavy, two man starfighter, with a pilot and a dedicated gunner to manage the full turret mounted Heavy Pulse Cannon on the ship's underside. Often used to fly escort during fast actions involving one or more quick H-Space jumps, the Harpy has a Lock System for riding a larger vessel's H-Space wake. Thus, the Harpy can strike immediately, without pause... and without mercy.


Harpy, Collective Heavy Fighter

Manufacture: Collective
Size: Small, Heavy
Power: 15
Acc: 180 Top: 1080 Handling: +1
FTL: H-Space Lock
Crew: 2 Hull: 20 (6) [Armor 6]

Ship Systems:
  • Starship
  • Atmospheric
  • Basic Computer with Autopilot, Target Acquisition/Control, Fire Control
  • H-Space Lock (1 Power)
Weapons:
  • (1) Medium Double Beam Cannon Array [2 Spaces, 3 Power, Fixed Mount]: 4d10 AP8, 100/200/400, RoF1
  • (1) Turret Mounted Heavy Pulse Cannon [3 Spaces, 3 Power, Turret Mount]: 4d8 AP10, 100/200/400, RoF2

Thursday, October 07, 2010

[Future Perfect] Ragnarok Arms Predator

Ragnarok Arms’ general purpose starfighter, the Predator is often considered this corporation's attempt to make their own ASP design. However, this ship is essentially little more than a flying cannon. It’s Valkyrie Particle Cannon can devastate other ships of its class as well as larger gunships, and its Advanced AMCM System provided a welcomed defensive touch. Many experts are of split opinions regarding this design. Some critics argue that while the Valkyrie cannon is indeed a dangerous weapon, it is also energy inefficient. Others praise the weapon, and indeed, replace the single cannon with a dual-cannon array, remove the AMCM, and tweak the power plant efficiency to better handle the added load. No matter what your opinion, this ship’s “under the nose” hard point makes the Valkyrie cannon easy to replace with other weapons. Ragnarok Arms offers a “Stealth Paint” version of the Predator, the Predator-S, as a standard option. The Predator-S sees regular use on many Interzone Black-Ops teams.

Predator, Medium Fighter

Manufacture: Ragnarok Arms
Size: Small
Power: 12
Acc: 200 Top: 1200 Handling: +1
FTL: None
Crew: 1 Hull: 16 (4) [Armor 4]

Ship Systems:
  • Basic Computer with Target Acquisition/Recognition, Fire Control, Pattern Recognition, and Autopilot
  • Starship
  • Atmospheric
  • [Optional] “Stealth Paint”: +2 to Stealth rolls with vehicle
Weapons:
  • (1) Ragnarok Arms Valkyrie Particle Projection Cannon: [3 Spaces, 4 Power]: 100/200/400; 4d10+4 AP12; RoF1
  • (1) Ragnarok Arms AMCM System (+1 to Rolls; 1 Space)

Tuesday, October 05, 2010

[Future Perfect] Bison Ship-of-the-Line

The Bison was a heavy frigate in development by the Imperial Government at the time of the Regents’ ascendance to power. Due to increasing pressure from Alliance incursions, especially along the Frontier, the Bison’s designs were completed per the Regency’s adjusted specifications. Some of these adjustments included increased thrust and a standard AI system (nearly identical to the type integrated into the Gallardo Battlecruiser, considered by some to be the Bison’s sister ship). Capable of existing independently for extended campaigns, the Bison often holds its own as a support vessel for ground assault operations, maintaining a low-orbit while Dropships hit a world’s surface. But where the Bison really shines is along a defensible line, often being used as the final word against blockade runners and illicit freight rushers needing to reach a fixed destination. Put the Bison where it needs to be and leave it there; once in place, this Ship-of-the-line can handle itself.

Bison, Regency Ship-of-the-Line

Manufacture: Regency
Size: Huge, Heavy
Power: 86
Acc: 75 Top: 450 Handling: -2
FTL: Gate Key, H-Space Lock
Crew: 38 Hull: 80 (40) (Armor 40)

Ship Systems:
  • Starship
  • Non-Atmospheric
  • Computer with Basic AI (d6 Smarts, Power 8, Spaces 8):
  • Piloting d6, Shooting d6, Knowledge (Battle) d6, Repair d6, Notice d6, Stealth d6, Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition, SysNet Link
  • Enhanced Crew Facilities
  • H-Space Lock (1 Power)
  • Gate Key (1 Space, 1 Power)
  • Large Mechanical Shop (Repair Facility; 4 Spaces, 4 Power)
  • Ship Launch Bay (4 Small/Medium) (8 Spaces)
  • (8) Exterior Docking Clamps (4 Space; 2 Power))
  • (15) Bed Sickbay (5 Spaces, 5 Power)
  • (60) Marines (6 Spaces, 6 Power)
  • (12) Cargo Holds (12 Spaces)
  • AGS (Advanced Guidance System)
Weapons:
  • (2) Superheavy Scatter Cannons [5 Space, 5 Power]: 6d10 AP8; 80/160/320; Small Burst Template; RoF1
  • (2) Predator Medium Torpedo Launchers [1 Space; 1 Power to Fire any number of torpedoes]: 300/600/1200; Tracking (Range 4800); Speed 1200; 5d10 AP50; Medium Burst
  • (18) Additional Predator Torpedoes (3 Spaces)
  • (2) Hunter Medium Torpedo Launchers [1 Space each; 1 Power to Fire any number of torpedoes]: 275/550/1100; Tracking (Range 6600); Speed 1100; 4d10 AP40; Medium Burst
  • (18) Additional Hunter Torpedoes (3 Spaces)
  • (2) AMCM Systems

Saturday, October 02, 2010

[Future Perfect] Gallardo Battlecruiser

The Brutish Gallardo Battlecruiser is the standard Regency frigate deployed into battle. Extremely heavy ordinance makes the Gallardo a force to be reckoned with; its Ultrarack Missiles and Torpedoes own most long-range assaults, while its massive pulse cannons can be devastating at shorter ranges. Indeed, the Gallardo has the capacity to blanket a battlefield in missiles and blaster fire all at once, and its AGS ensures that most of those missiles count. With a standard AI handling many ship functions, this vessel runs with a very small crew and is capable of holding several fighters and gunships in its hanger bay and on exterior mounts. Hyperspace and Gate Capable, the Gallardo is intended to maneuver into a battle, then depart. Its lack of Marines and storage facilities, even a sickbay, indicate this Battlecruiser's inability to perform long term police actions or engage in extended, unsupported campaigns. For such missions, the heavier Bison-Class Ship of the Line often is considered the better choice.

Gallardo Class Battlecruiser

Manufacture: Regency
Size: Huge
Power: 59
Acc: 85 Top: 450 Handling: -2
FTL: Gate Key, H-Space Drive
Crew: 18 Hull: 61 (30) (Armor 30)

Ship Systems:
  • Starship
  • Non-Atmospheric
  • Computer with Basic AI (d6 Smarts, Power 8, Spaces 8):Piloting d6, Shooting d6, Knowledge (Astrogation) d6, Knowledge (Battle) d6, Repair d6, Notice d6, Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition, SysNet Link
  • Enhanced Crew Facilities
  • H-Space Drive (4 Spaces, 16 Power)
  • Gate Key (1 Space, 1 Power)
  • Repair Facility (2 Spaces)
  • Ship Launch Bay (4 Small/Medium) (8 Spaces)
  • Exterior Docking Clamps (4) (2 Space; 1 Power)
  • AGS (Advanced Guidance System)
Weapons:
  • (2) Imperial Armories Ultraheavy Pulse Cannons (6 Spaces, 6 Power each): 100/200/400, 8d8 AP15, RoF3
  • (4) Heavy Missile Ultrarack [3 Spaces; 1 Power; 10 Shots; Each]: 250/500/1000; 6d6 AP12; RoF1-10
  • (6) Predator Medium Torpedo [1 Space; 1 Power to Fire any number of torpedoes]: 300/600/1200; Tracking (Range 4800); Speed 1200; 5d10 AP50; Medium Burst
  • (6) Additional Torpedoes (1 Space)
  • (2) AMCM Systems



By the way, this was the 100th Post for Abunchofsavages!