Solomani666
Mongoose
This is a rough draft of a 40 ton Terellian TL-16 fighter.
I am interested in your input.
The Terellians are derived from a lost colony of pre-Maghiz Darrians that have since interbreed with other species of Humaniti. They are located in a sector Spinward of the Foreven sector.
They are a hard TL-16 society on there way to TL-17.
Experts in all forms of laser technology and very advanced with fusion weapons.
(Thank you for the super laser spinal mount!!!)
The do not have an economy based on a monetary currency, their only real currencies with respect to building anything is time, materials, manpower, and the will to build it.
Their most important resource are their people and their survival. Their ship construction reflects this principle.
All warships have the following:
* Level 20 armor (15 being the bare minimum)
* Escape pods or shuttles for every crew member.
* No frozen watch.
* A manual backup for everything.
(Airlocks can be hand cranked and pumped, Turrets have backup optical targeting, etc.)
Their ship construction doctrine is as follows:
* They are designed so they can operate independently in enemy territory for extended periods of time.
* They do not use missiles or torpedoes except on system defense craft and fighters.
* They do not use sandcasters.
* All computers are Computer/35/fib or Core/100/fib build to a standard modular configuration.
* All ships have radiation shielding
* All ships are built with reinforced hulls.
* All ships are streamlined and capable of landing on a planet. (This includes battleships!)
* Multiple meson and nuclear dampners
* They use Type IV point defense.
* Computers come with all software up to TL-16 pre-loaded
Now for the fighter...
When the jump sled is docked, it is capable of providing all power to both ships.
Ground landings can be made with the sled attached, but the aerofin bonus is lost.
After the fighter detaches, the sled is capable of performing basic navigation and maneuvers.
It may, for instance, be programmed to rendezvous with the fighter at a specific location or to retrieve a disabled fighter.
An airlock behind the fighter cockpit leads down into a stateroom in the sled for use during jump travel.
Terellian Fighter (TL-16)
Component Description Tons Power Cost
Hull Streamlined, Reinforced 40.0 8 3.6
Aerofins (+2 Pilot in atmo) 2.0 0.2
Superior Stealth 40.0
Emissions Absorption grid 0.8 1.6
Radiation Shielding 1.0
Armour Molecular 20 10.0 4.8
Bulkheads Sensors 0.5 0.1
Power Plant 0.4 0.08
Fuel Tanks 0.16 0.032
Weapons 0.1 0.02
Maneuver Drive 0.4 0.08
Cockpit 0.3 0.06
M-Drive Thrust 10 (Thrust 4 with sled) 4.0 40 8.0
Power Plant Fusion TL15 88 (EE) 4.0 8.8
Emergency Power (5 rnds) 0.4 0.8
Fuel Tanks 8 Weeks 0.8
Bridge Dual Cockpit (Bridge) 4.0 0.5
Detatchable 0.5
Holographic Controls (+2 Init) 0.25
Computer Computer/35 (fib) 45.0
Sensors Advanced 5.0 6 5.3
Weapons Plasma-Pulse Cannon x2 (A, HY) 1.0 15 9.0
Torpedoes x4 (internal bay) 2.0
FGMP-16 x4 1.0 2.0
Systems Breakaway Hull Connection 1.5 2.0
Repair drones 1.0 0.2
Tow Cable 0.4 0.005
Fuel Scoop
Cargo 2.0
40.0
Hull Points = 18
=============================================
Terellian Fighter Jump Sled
Component Description Tons Power Cost
Hull Streamlined, Reinforced 60.0 12 5.4
Superior Stealth 60.0
Emissions Absorption grid 1.6 3.2
Armour Molecular 10 7.5 3.6
M-Drive Thrust 1 0.6 6 0.4
Jump Drive Jump 2 (stealth, early jump) 10.0 20 11.25
Power Plant Fusion TL15 110 (EE) 5.0 10.0
(Powers fighter and sled)
Fuel Tanks 8 Weeks, Jump 2 21.2
(Fuel for fighter and sled)
Bridge Extended Bridge Controls 6.0 0.3
Computer Computer/35 (fib) 45.0
Systems Breakaway Hull Connection 0.5 2.0
Fuel Processor 1.0 1 0.1
Stateroom (Double Occupancy) 4.0 0.5
60.0
Hull Points = 27
I am interested in your input.
The Terellians are derived from a lost colony of pre-Maghiz Darrians that have since interbreed with other species of Humaniti. They are located in a sector Spinward of the Foreven sector.
They are a hard TL-16 society on there way to TL-17.
Experts in all forms of laser technology and very advanced with fusion weapons.
(Thank you for the super laser spinal mount!!!)
The do not have an economy based on a monetary currency, their only real currencies with respect to building anything is time, materials, manpower, and the will to build it.
Their most important resource are their people and their survival. Their ship construction reflects this principle.
All warships have the following:
* Level 20 armor (15 being the bare minimum)
* Escape pods or shuttles for every crew member.
* No frozen watch.
* A manual backup for everything.
(Airlocks can be hand cranked and pumped, Turrets have backup optical targeting, etc.)
Their ship construction doctrine is as follows:
* They are designed so they can operate independently in enemy territory for extended periods of time.
* They do not use missiles or torpedoes except on system defense craft and fighters.
* They do not use sandcasters.
* All computers are Computer/35/fib or Core/100/fib build to a standard modular configuration.
* All ships have radiation shielding
* All ships are built with reinforced hulls.
* All ships are streamlined and capable of landing on a planet. (This includes battleships!)
* Multiple meson and nuclear dampners
* They use Type IV point defense.
* Computers come with all software up to TL-16 pre-loaded
Now for the fighter...
When the jump sled is docked, it is capable of providing all power to both ships.
Ground landings can be made with the sled attached, but the aerofin bonus is lost.
After the fighter detaches, the sled is capable of performing basic navigation and maneuvers.
It may, for instance, be programmed to rendezvous with the fighter at a specific location or to retrieve a disabled fighter.
An airlock behind the fighter cockpit leads down into a stateroom in the sled for use during jump travel.
Terellian Fighter (TL-16)
Component Description Tons Power Cost
Hull Streamlined, Reinforced 40.0 8 3.6
Aerofins (+2 Pilot in atmo) 2.0 0.2
Superior Stealth 40.0
Emissions Absorption grid 0.8 1.6
Radiation Shielding 1.0
Armour Molecular 20 10.0 4.8
Bulkheads Sensors 0.5 0.1
Power Plant 0.4 0.08
Fuel Tanks 0.16 0.032
Weapons 0.1 0.02
Maneuver Drive 0.4 0.08
Cockpit 0.3 0.06
M-Drive Thrust 10 (Thrust 4 with sled) 4.0 40 8.0
Power Plant Fusion TL15 88 (EE) 4.0 8.8
Emergency Power (5 rnds) 0.4 0.8
Fuel Tanks 8 Weeks 0.8
Bridge Dual Cockpit (Bridge) 4.0 0.5
Detatchable 0.5
Holographic Controls (+2 Init) 0.25
Computer Computer/35 (fib) 45.0
Sensors Advanced 5.0 6 5.3
Weapons Plasma-Pulse Cannon x2 (A, HY) 1.0 15 9.0
Torpedoes x4 (internal bay) 2.0
FGMP-16 x4 1.0 2.0
Systems Breakaway Hull Connection 1.5 2.0
Repair drones 1.0 0.2
Tow Cable 0.4 0.005
Fuel Scoop
Cargo 2.0
40.0
Hull Points = 18
=============================================
Terellian Fighter Jump Sled
Component Description Tons Power Cost
Hull Streamlined, Reinforced 60.0 12 5.4
Superior Stealth 60.0
Emissions Absorption grid 1.6 3.2
Armour Molecular 10 7.5 3.6
M-Drive Thrust 1 0.6 6 0.4
Jump Drive Jump 2 (stealth, early jump) 10.0 20 11.25
Power Plant Fusion TL15 110 (EE) 5.0 10.0
(Powers fighter and sled)
Fuel Tanks 8 Weeks, Jump 2 21.2
(Fuel for fighter and sled)
Bridge Extended Bridge Controls 6.0 0.3
Computer Computer/35 (fib) 45.0
Systems Breakaway Hull Connection 0.5 2.0
Fuel Processor 1.0 1 0.1
Stateroom (Double Occupancy) 4.0 0.5
60.0
Hull Points = 27