Date: Wed, 6 Dec 95 18:35:52 +0100 From: Oliver Albrecht 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 ========================================================================================= -------------------------------------------------------------------------------------------- 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!