Bardicheart wrote: ↑
Sat Nov 24, 2018 10:02 am
So, here's my ship specs for the 2000 dT TL 15 (nearly TL 16) Voshtar, the briefly former flagship of the Rheinhardt Huscarle Fleet (when they had one). I'm still making some final tweaks, some of it I won't be able to finalize until I draft the deck plans,
12 Bonded Superdense 192 dT
Jump - 3, TL 15 (15% less fuel usage), (600 PP to jump), 155 dT
Maneuver - 7 Gs, TL 15 (75% less power), (350 PP, 50 PP per G of thrust), 140 dT
Fusion TL 15 1,600 PP, 80 dT
Emergency Power, 8 dT
One Jump 3, 510 dT
8 weeks operation, 16 dT
Small Craft Reserve Fuel, 2 dT
Bridge, 40 dT
Extra sensor stations x4, 4 dT
Advanced, 6 PP, 5 dT
Countermeasures, 1 PP, 2 dT
Enhanced Signal Processing, 2 PP, 2 dT
Life Scanner Analysis Suite, 1 PP, 1 dT
Computer -- Haven't gotten to this part yet, will depend on final decisions about software.
Virtual Gunner/2, Bandwidth/6, 15 MCr
*** Normally the VG software only handles the targeting and firing of the 4 missile barbettes under the direction of the Weapon's Officer (or the XO or the Captain). But is actually capable of handling all the ship's weapons simultaneously. This allows it to take over for injured or killed gunnery crew where necessary and keep those systems firing. (Originally I was only going to use VG/0 for the missiles, but since we can't slave multiple turrets into batteries anymore, this was my work-around.)
Weapons (20 Hardpoints)
Missile Barbettes x4, 20 dT
Particle Beam Barbettes x4, 60 PP, 20 dT
Triple Pulse Laser Turrets x 11, 143 PP, 11 dT
*** The laser turrets are arranged in three batteries, 4 turrets starboard, 4 turrets port, and 3 aft. Their primary role is anti-fighter defense, then missile defense, then target small ships / escorts, and lastly any other available target.
Point Defense Battery (Type III) x1, 30 PP, 20
Missiles (100+300) 400, 25 dT
Exact load outs would vary but would likely be a mix of advanced, mult-warhead, fragmentation, shockwave and some ortillery depending on the mission. Nuclear missiles are never used, those are forbidden to huscarle fleets.
Nuclear Damper Screens x2, 40 PP, dT14
*** I've debated about removing these in favor of armored bulkheads around the M-drives, but on the other hand it does mean his Excellency wouldn't have had to worry about going sterile from radiation.
Power, 8.8 dT
Bridge, 4.4 dT
Sensors, 1 dT
Okay from here we go to the ship compartments. To help me organize my thoughts I groups them into "sections" that actually evolved into physical sections in the deckplans (which I have just same basic conceptual sketches done so far). But this is also the area I've done most of my tinkering. I've put a lot of thought into how the ship would function, how it would perform its missions, what daily life aboard her would be like and tried to reflect that in design choices. Most sections connect to the Crew Section directly, and these connections include an special internal airlock. The airlocks are part of the 20 the ship is allowed as part of its hull, but each has larger pressure doors and is designed to be normally "deactivated". What this means is that under normal circumstance you have two bulkheads next to each other in a connecting hallway that allow normal traffic. But, during alerts pressure doors in the bulkheads close and the space between becomes a 2 man airlock. This does two things, in the event of a hull breach it prevents the entire ship from being depressurized, and secondly it hampers boarders who either have to cycle through 2 at a time or cut their way through both bulkhead doors.
Engineering Section (total 92 dT + power and drives) -- located aft ventral
Workshops x2, 12 dT
Repair Drones, 20 dT
Advanced Probe Drones x5, 1
Fuel Processors, 100 dT per day, 5 PP, 5 dT
Chief Engineer Quarters, Stateroom, 4 dT
2nd Engineer Quarters, Stateroom, 4 dT
Engineers Quarters, Stateroom (double bunk) x5, 20 dT
Maintenance Quarters, Stateroom (double bunk) x2, 8 dT
Common Space (Break room, engineers lounge, rec area), 9 dT
Re-entry Capsules x 16, 8 dT
Includes a double sized airlock (no extra tonnage)
*** The engineering section has its own small armory allowing the engineers to arm themselves with small weapons and basic body armor in the event the ship is boarded. It is normally kept locked and the Chief Engineer and 2nd Engineer have the accesses codes (along with the Captian, XO, Weapons Officer and marine N/COs). The double sized airlock allows four people to exit to the exterior for repairs and maintenance. The airlock is boobytrapped to prevent boarders using it to enter the ship. The probe drones are also kept and launched from engineering, although used by the science department, its the engineers who maintain and repair the drones. The common space includes a break room (coffee makers, microwaves, snacks, etc), a small lounge with tables that are often variously covered in ship components, magazines, and an assortment of coffee mugs; if you aren't part of the engineering staff do NOT touch anything here! There is also a small rec space with hologames, weights and so forth. Anyone not part of the engineering section showing up here will get odd looks and questions about what their business is, and if they have no business being there they'd better be an officer!
Cargo -- currently 84.8 dT but this is subject to change as I make final tweaks. My target was to have around 100 dT which I'm currently below. The cargo bay is planned to be located ventral just forward of engineering. Both sections may end up being "double decks" 6m high instead of 3m elsewhere in the ship (3m with 2.5m open space and 0.5m taken up by "various ship systems")
Marine Section (32 total) total 115 dT
CO, Stateroom, 4 dT
Sergeants x3, Stateroom x3, 12 dT
Marines x28, Barracks, 56 dT
Armory, 8 dT
Briefing Room, 4 dT
Common Space, 15 dT
Training Space, Room for 8, 16 PP, 16 dT
Two 8 man airlocks, Airlocks x8 (no tonnage)
The marine barracks are arranged as 4 barracks of one squad each, each barracks contains bunks for 7 marines, a stateroom for the N/CO, and 2 dT of armory. The armories ensure all marines have full battledress and an assortment of weapons depending to mission with plenty of spare ammo. The armories can be secured by the N/COs to restrict access if necessary. The common space includes their own mess with auto-galley. Between the common space and training gym (with room for a full squad to train together) the marine section has a fairly generous amount of space available making the barracks unusually comfortable. The two 8 man airlocks are located on either side of the marine pinnace docking bay and allow two full squads at a time to exit the ship for boarding actions if necessary (the entire platoon could be in space in under 6 min). The marines are not provided escape capsules, instead on alert status the pilot of the marine pinnace readies it for launch and maintains that until alert status is canceled. In the event the pinnace is needed for either boarding operations or escape, the marines will pile in and it will then launch. In extreme situations the pinnace may launch and the marines would exit through the airlocks to be picked up by the pinnace later.
Medical Section -- total 36 dT
Medbay x2, Beds for 10 patients, 8 dT
Lowberths x20, 2 PP, 10 dT
Medlab, 4 dT
Surgery, 4 dT
Office, 2 dT
Medical Officer's Quarters, Stateroom, 4 dT
Nurses Quarters, Stateroom (doublebunk), 4 dT
The medical section is set up to handle virtually any medical emergency from a splinter to the flu to delivering a baby to open heart surgery to combat casualties. It has beds for up to 10 patients and 20 lowberths for preserving critical patients that cannot be immediately treated. Additionally, the medlab is set up to do everything from pregnancy tests, full blood work ups, screen for infectious diseases, genetic tests (to among other things determine ancestry or hereditary defects), and even do some research into unidentified ailments. I'm not saying if you have an alien organism hugging your face they can save you, but they'll give it a good hard try! There is also a full surgical ward, an office space for the medical officer and quarters for the medical officer and two nurses. The medical section also comes with several medical droids (like autodocs but they can move around). So rest easy, even if the entire crew comes down with the Rigellian Flu the medical section has it covered!
Science Section -- total 31 dT
Lab x3, 12 dT
Containment Lab x1, 4 dT
Offices, 3 dT
Scientist x3, Staterooms x3, 12 dT
Adjacent to the Medical Section, the Science section is composed of 3 labs. Generally one is set up for Life Sciences, one for Physical Sciences, and the third for Electronics / Cybernetics. The first two labs are used to study and collate data on visited worlds, identifying factors that have an economic value (be that mineral deposits, plants or animals of value, or conditions that create economic opportunity). The chief science officer then presents this information to the patron noble and any diplomatic envoys before any trade talks begin in an effort to give them every negotiating advantage. The third lab is generally used to help maintain, repair and even construct cybernetic augments often used by the nobility or crew. Get an arm blown off in combat, between the science section and medical they'll fix you right up! The containment lab has two cells (2m x 3m) secured like brigs but with multi-environmental equipment to allow them to approximate a variety of atmospheres, gravities, temperatures, etc. These can be used to study alien life forms when necessary.
Crew Section -- 163 dT
Captain, High Stateroom, 6 dT
Exec Officer, Stateroom, 4 dT
Operations Officer, Stateroom, dT
Pilots x3, Stateroom. 12 dT
Astrogator, Stateroom, 4 dT
Sensor Techs x6, Stateroom (double bunk) x3, 12 dT
Pinnace crews x2, Stateroom (double bunk), 4 dT
Weapons Officer, Stateroom, 4 dT
Gunners x16, Stateroom (double bunk) x8, 32 dT
Supply Officer, Stateroom, 4 dT
Chief Steward, Stateroom, 4 dT
Stewards x2, Stateroom (double bunk), 4 dT
Briefing Room, 4 dT
Common Space, 35 dT
Armory, 2 dT
Brig, 8 dT
Re-entry Capsules x 40, 20 dT
The crew section is the largest deck area on the ship. It includes the escape capsule bay for most of the crew (crew, medical and science section) which is located at a junction between the 3 and is almost its own section. The crew space includes both an officers and crew mess, galley and food locker, laundry, a rec area, offices for the captain, XO, weapons officers and operations officer (shared), and the supply officer and chief steward (shared). There is even a NEX (naval exchange) with POD magazines and books, misc. items, and also serves as a post office for physical mail (electronic mail gets sent directly to personal devices). The armory allows the crew to equip themselves with small arms and basic body armor in the event the ship is boarded and can be secured by any ship officer. The brig is large enough to hold up 12 prisoners (24 if you cram them in) for occasions when the ship is operating on patrols (customs inspections where the owning noble has jurisdiction) or for captured crew of other ships after combat. This may include prisoners taken by escorts and transferred here temporarily (the Voshtar was the intended command ship of a huscarle fleet).
Noble Section -- 109 dT total, upper most dorsal deck.
Noble, Luxury Stateroom, 10 dT
High Stateroom x4, 24 dT
Stateroom x4, 16 dT
Common Space, 40 dT
Library, 4 dT
Biosphere, 5 PP, 5 dT
Training Space, Room for 2 , 4 PP, 4 dT
Armory, 1 dT
Re-entry Capsules x 10, 5 dT
This includes the counts personal quarters (with a bed big enough for 2... or more). There are four other high passage staterooms for various noble guests, these might be diplomatic envoys or noble "prisoners" taken in combat (in which case marine guards would be posted). The remaining four staterooms are for aids, functionaries, personal chefs, bodyguards, etc. Whatever staff the count or his guest might care to bring along. The Armory and training space are built as a single area with much of the armor and weaponry on display (including the count's personal battledress armor, included as much for show as anything else), which includes a fine selection of swords, rapiers, fencing foils and dueling pistols and a space just large enough to host duels. The biosphere is a hydroponic garden providing both beauty, fresh air and fresh fruit for the count's table. The whole common space, which includes rooms, a bar, a lounge, formal dinning hall and a spa is richly appointed and furnished more resembling a planetary estate than what one would expect to find on a starship.
That leaves 88 dT for the two custom pinnace carried. One is the marine pinnace located just forward of the marine section and the other is a luxury pinnace located just aft of the noble section. I'm still working on both of these though the marine pinnace is mostly done and the luxury pinnace shouldn't be much more than a variant of the standard specs. Both are wedge shapes though, not the typical pinnace shape and so would not fit into other pinnace bays on other ships.
That's the Voshtar according to her schematics and surviving ship manuals. Going forward I want to do full deck plans for her and then a 3D model with some nice artistic renders. Eventually I want to do several such cruisers ranging from TL 12 to 15 (though none so advanced as the Voshtar) to represent a mix of older and newer designs and different design philosophies employed by various "noble houses", mainly just as a way to give each more individual character and make them seem less "cookie cutter" designs.
So, have at it, comments and thoughts welcome. If you want to use her in your campaigns, feel free, I'd be kinda flattered.