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Paladin_Tim

Starship Gallery

Oct 30th, 2017
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  1. Here is a list of the ships you have encountered so far, listed by size from smallest to largest.
  2.  
  3. STANDARD TRANSPORT: The minnows of the Solar System, and in common use across the galaxy, these are the smallest multirole ships in production and are so common that different manufacturers have little real difference between them.
  4. Stats:
  5. Weaponry:
  6. Subassemblies:
  7. Maneuverability:
  8.  
  9. PANGASSIUS-CLASS CRUISER (Jovian): The backbone of the UJCIDF fleet and the first omnirole ship built by Bahamutcorp for the Jovian forces after the Great Sidereal War, it marked a radical change from the previous doctrine of large specialist ships that excelled at a single task. Small, sleek, with a rather unprepossessing brick-like shape, the Pangassius looks just like what it is. Namely a no-frills platform to project Jovian might, capable both for individual patrol and group maneuvers.
  10. Stats:
  11. Heavy Striker Hull (1000 Kills, 10 spaces all occupied)
  12. Heavy Striker Armor (50 SP)
  13. Weaponry:
  14. Fore Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Forward 180-degree Arc only)
  15. Aft Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Rear 180-degree Arc only)
  16. Deluxe CIWS (WA +0, 650m range, 10K, Space 1, All-Around Arc, automatically attacks any hostile mech that enters range with no penalty and the equivalent of an infinite burst weapon effect)
  17. Subassemblies:
  18. 2 Mecha Bays (can support 50 mecha, 2 Spaces)
  19. 1 Cargo Hold (1800 tons, 1 Space)
  20. 1 Passenger Space (360 people, 1 Space)
  21. Maneuverability:
  22. Takes 250 meters forward travel to change heading 60 degrees.
  23. Takes a -8 to hit mecha (except with CIWS)
  24. Mecha get +8 to hit it.
  25. Can fly 800m per turn, not counting the Microgate Projector.
  26. Complement: A Pangassius can store 50 mecha in readiness for launch, and launch 5 per turn
  27.  
  28.  
  29. JANNI-CLASS CRUISER (Martian): These ubiquitous Martian ships swarm around the red planet, and are frequently modified for cargo or passenger use, trading out one mechbay and reducing the beam batteries to Light for for up to 3 additional cargo or passenger spaces. They have wide, flat wings, with the beam cannons slung underneath, and a long neck leading to a bulbous fore section creating an impression like a bird in flight. "Janni" is the designation Ifrit Millenium Incorporated gives to the ones it makes for the Holy Militia, leading to this nickname for the class.
  30. Stats:
  31. Heavy Striker Hull (1000 Kills, 10 spaces all occupied)
  32. Heavy Striker Armor (50 SP)
  33. Weaponry:
  34. Port Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Left 180-degree Arc only)
  35. Starboard Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Right 180-degree Arc only)
  36. Deluxe CIWS (WA +0, 650m range, 10K, Space 1, All-Around Arc, automatically attacks any hostile mech that enters range with no penalty and the equivalent of an infinite burst weapon effect)
  37. Subassemblies:
  38. 2 Mecha Bays (can support 50 mecha, 2 Spaces)
  39. 1 Cargo Hold (1800 tons, 1 Space)
  40. 1 Passenger Space (360 people, 1 Space)
  41. Maneuverability:
  42. Takes 250 meters forward travel to change heading 60 degrees.
  43. Takes a -8 to hit mecha (except with CIWS)
  44. Mecha get +8 to hit it.
  45. Can fly 800m per turn, not counting the Microgate Projector.
  46. Complement: A Janni can store 50 mecha in readiness for launch, and launch 5 per turn
  47.  
  48. CHANNEL-CLASS HEAVY CRUISER, GUNSHIP VARIANT (Jovian): Following the success of the Pangassius, Bahamutcorp sought to produce a more robust warship for the Jovian military, leading to the creation of the Channel-Class. Despite bitter accusations of plagiarism leveled at emerging Martian developers who released the Martian Efreet-Pattern Cruiser, the fact that the MHM and UJCIDF both buy domestic and there was never any real market to compete for outside of that averted any possibility of a trade war. At least, until now. The Channel-class heavily resembles the Pangassius, but larger, long and with rectangular planes, comms equipment on an island at the rear, with the bridge near the rear of the vessel at the most heavily armored part. This is the Gunship version, with more powerful cannons for sustained long-range bombardment, making them more popular as patrol and solo vessels.
  49. Stats:
  50. Medium Weight Hull (1200 Kills, 12 Spaces all occupied)
  51. Medium Weight Armor (60SP)
  52. Weaponry:
  53. Fore Heavy Beam Battery (WA 0, 5550m range, 200K, 3 Spaces, Forward 180-degree Arc only)
  54. Aft Heavy Beam Battery (WA 0, 5550m range, 200K, 3 Spaces, Rear 180-degree Arc only)
  55. Deluxe CIWS (WA +0, 650m range, 10K, Space 1, All-Around Arc, automatically attacks any hostile mech that enters range with no penalty and the equivalent of an infinite burst weapon effect)
  56. Subassemblies:
  57. 2 Mecha Bays (can support 70 mecha, 2 Spaces)
  58. 1 Cargo Hold (1800 tons, 1 Space)
  59. 1 Passenger Space (360 people, 1 Space)
  60. Maneuverability:
  61. Takes 300 meters forward travel to change heading 60 degrees.
  62. Takes a -8 to hit mecha (except with CIWS)
  63. Mecha get +8 to hit it.
  64. Can fly 600m per turn, not counting the Microgate Projector.
  65. Complement: A Channel can store 70 mecha in readiness for launch, and can launch 7 per turn
  66.  
  67. CHANNEL-CLASS HEAVY CRUISER, MISSILE VARIANT (Jovian): Following the success of the Pangassius, Bahamutcorp sought to produce a more robust warship for the Jovian military, leading to the creation of the Channel-Class. Despite bitter accusations of plagiarism leveled at emerging Martian developers who released the Martian Efreet-Pattern Cruiser, the fact that the MHM and UJCIDF both buy domestic and there was never any real market to compete for outside of that averted any possibility of a trade war. At least, until now. The Channel-class heavily resembles the Pangassius, but larger, long and with rectangular planes, comms equipment on an island at the rear, with the bridge near the rear of the vessel at the most heavily armored part. This is the Missile Boat variant, with significant burst power in the form of carrying several high-intensity missiles, making them more popular as garrison and group assault vessels.
  68. Stats:
  69. Medium Weight Hull (1200 Kills, 12 Spaces all occupied)
  70. Medium Weight Armor (60SP)
  71. Weaponry:
  72. Fore Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Forward 180-degree Arc only)
  73. Aft Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Rear 180-degree Arc only)
  74. Deluxe CIWS (WA +0, 650m range, 10K, Space 1, All-Around Arc, automatically attacks any hostile mech that enters range with no penalty and the equivalent of an infinite burst weapon effect)
  75. Multi-Missile Pod (WA +2, 4250m range, 150K per missile, 10 Missiles that can be fired singly or in a salvo, 2 Spaces, can fire in any direction)
  76. Subassemblies:
  77. 2 Mecha Bays (can support 70 mecha, 2 Spaces)
  78. 1 Cargo Hold (1800 tons, 1 Space)
  79. 1 Passenger Space (360 people, 1 Space)
  80. Maneuverability:
  81. Takes 300 meters forward travel to change heading 60 degrees.
  82. Takes a -8 to hit mecha (except with CIWS)
  83. Mecha get +8 to hit it.
  84. Can fly 600m per turn, not counting the Microgate Projector.
  85. Complement: A Channel can store 70 mecha in readiness for launch, and can launch 7 per turn
  86.  
  87. EFREET-CLASS COMMAND CRUISER (Martian): Mars, after the Great Sidereal War, was at a distinct disadvantage in terms of starships. Where Jupiter had an established and storied fleet, Mars was plagued by only having small cruisers and transports rigged for war and piloted by clannish captains, even if it had quite a few of them. Ifrit Millenium Incorporated, a merger of six starship manufacturers, celebrated their union by producing the Efreet-Class Command Cruiser as an answer to Avalonian aggression. Thicker and with two sets of wings, it's a bit less aesthetically pleasing than the Janni, but boasts impressive armor. The fruits of Project Skywalker have been incorporated into the Efreet's design, and it boasts a defensive screen to give it additional survivability. Due to their popularity as troopships and a difference in combat doctrine that sees very few Efreets working solo in the way a Channel-class might, a common modification is to convert the Cargo Hold into a tertiary Mecha Bay ("A champion warhorse does not carry packs", their proud captains are fond of boasting), while supplies are foisted onto the Efreet's escort ships. Such modified Efreets can store 105 mecha in readiness for launch, and can launch 10 per turn.
  88. Stats:
  89. Medium Weight Hull (1200 Kills, 12 Spaces all occupied)
  90. Light Heavy Armor (70SP)
  91. Weaponry:
  92. Fore Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Forward 180-degree Arc only)
  93. Aft Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Rear 180-degree Arc only)
  94. Deluxe CIWS (WA +0, 650m range, 10K, Space 1, All-Around Arc, automatically attacks any hostile mech that enters range with no penalty and the equivalent of an infinite burst weapon effect)
  95. Light Defensive Screen: (1000 SP lowered on a one-to-one basis by damage, takes 1 Action to put up but can be dropped instantly, while active no mecha can enter or exit the vessel, 2 Spaces)
  96. Subassemblies:
  97. 2 Mecha Bays (can support 70 mecha, 2 Spaces)
  98. 1 Cargo Hold (1800 tons, 1 Space)
  99. 1 Passenger Space (360 people, 1 Space)
  100. Maneuverability:
  101. Takes 300 meters forward travel to change heading 60 degrees.
  102. Takes a -8 to hit mecha (except with CIWS)
  103. Mecha get +8 to hit it.
  104. Can fly 600m per turn, not counting the Microgate Projector.
  105. Complement: An Efreet can store 70 mecha in readiness for launch, and can launch 7 per turn
  106.  
  107. AVALONIAN TROOPSHIP (Avalon): Despite the unassuming name, these massive machines are extremely dangerous warships. With all guns situated to fore, using missiles for all-around defense, they serve as a reminder of the head-first ideal of Avalonian gallantry. They have long, slender, lance-like bodies, and despite being relatively fragile for their size can carry more mecha, individually, than even a SSL battleship. This is likely because of the Avalonian combat doctrine of keeping space open beyond the active pilots the ship carries, frequently to distribute spare mecha to sympathetic partisans on worlds they intend to subvert, as well as the Avalonian philosophy of small numbers of large, powerful ships.
  108. Stats:
  109. Light Heavy Hull (1400 Kills, 14 Spaces all occupied)
  110. Light Heavy Armor (70 SP)
  111. Weaponry:
  112. Fore Superheavy Beam Battery: (WA 0, 9000m range, 500K, 5 Spaces, Forward 180-degree Arc only)
  113. Deluxe CIWS: (WA +0, 650m range, 10K, Space 1, All-Around Arc, automatically attacks any hostile mech that enters range with no penalty and the equivalent of an infinite burst weapon effect)
  114. Multi-Missile Pod (WA +2, 4250m range, 150K per missile, 10 Missiles that can be fired singly or in a salvo, 2 Spaces, can fire in any direction)
  115. Subassemblies:
  116. 3 Mecha Bays (can support 150 mecha, 3 Spaces)
  117. 1 Cargo Hold (2450 tons, 1 Space)
  118. 1 Passenger Space (490 people, 1 Space)
  119. Maneuverability:
  120. Takes 350 meters forward travel to change heading 60 degrees.
  121. Takes a -8 to hit mecha (except with CIWS)
  122. Mecha get +8 to hit it.
  123. Can fly 600m per turn, not counting the Microgate Projector.
  124. Complement: An Avalonian Troopship can store a whopping 150 mecha in readiness for launch, and can launch 15 per turn.
  125.  
  126. WELS-CLASS BATTLESHIP (Jovian): These mighty warships, replacing earlier, more specialized models such as the Goonch-class planetary bombardment ship, are the pride of the UJCIDF. Typically, they are commanded by the Generals in charge of a system fleet, although at least one is commanded by a Colonel involved with SOUL. The final work of shipwright Melanie Jaburo, the Wels-class represents an aesthetic divorce from the blocky designs of smaller Jovian cruisers. It has a wide, flat head reminiscent of a horseshoe crab, and a slender tail full of engine nacelles. Very few ships can withstand a sustained barrage from a Wels-class' mighty superheavy battery, which has sufficient force to even crack the hull armor of a colony.
  127. Stats:
  128. Medium Heavy Hull (1600 Kills, 16 Spaces all occupied)
  129. Armored Heavy Armor (90 SP)
  130. Weaponry:
  131. Fore Superheavy Beam Battery: (WA 0, 9000m range, 500K, 5 Spaces, Forward 180-degree Arc only)
  132. Aft Heavy Beam Battery: (WA 0, 5550m range, 200K, 3 Spaces, Rear 180-degree Arc only)
  133. Deluxe CIWS: (WA +0, 650m range, 10K, Space 1, All-Around Arc, automatically attacks any hostile mech that enters range with no penalty and the equivalent of an infinite burst weapon effect)
  134. Light Defensive Screen: (1000 SP lowered on a one-to-one basis by damage, takes 1 Action to put up but can be dropped instantly, while active no mecha can enter or exit the vessel, 2 Spaces)
  135. Subassemblies:
  136. 2 Mecha Bays (can support 130 mecha, 2 Spaces)
  137. 1 Cargo Hold (3200 tons)
  138. 1 Passenger Space (640 people)
  139. Maneuverability:
  140. Takes 400 meters forward travel to change heading 60 degrees.
  141. Takes a -8 to hit mecha (except with CIWS)
  142. Mecha get +8 to hit it.
  143. Can fly 800m per turn, not counting the Microgate Projector.
  144. Complement: A Wels can have up to 130 mecha in readiness for launch, and can launch 13 per turn
  145.  
  146. RHINEHAWK-CLASS BATTLESHIP (Phaeton): For the most part, the fledgling Belt pirate kingdom of Phaeton uses Jovian and Martian ships, although it numbers at least two stolen Avalonian frigates among its ranks. The dread Rhinehawk is the sole exception. A gift of love from one of the Pirate King's six Pirate Queens, this massive pirate ship, as large as a Wels-class, is as beautiful as it is deadly. A long central protrusion hints at its origins, many of its pieces still come from the original souped-up Janni the first Iron Kestrels called home, while six wings with their supporting struts contain its beam batteries and mecha catapults around sensory equipment and a bridge reminiscent of the Jovian vessels torn to pieces by the Pirate King and reforged into his personal starship. Multiple shield generators sympathetically synched cover dense hull armor to provide unsurpassed defense, while an experimental engine array tuned by one of the minds behind Project Skywalker using an A-Particle sleeve for greater efficiency gives the Rhinehawk peerless speed and maneuverability. Although not quite as powerful in terms of raw fire as other battleships, speed and survivability complement the profusion of aces on board (most notably, the Pirate King's Knuckle Kaiser itself) and the supporting fire from the fleet's lesser pirate ships.
  147. Stats:
  148. Medium Heavy Hull (1600 Kills, 16 Spaces all occupied)
  149. Armored Heavy Armor (90 SP),
  150. Crew:
  151. B-Grade: 1d10+14 for all skill rolls, representing an experienced but not ultra-elite crew. Your non-Ace pilots use this value too, modified by the penalties from their machine's weight.
  152. Weaponry:
  153. Port Heavy Beam Battery: (WA 0, 5550m range, 200K, 3 Spaces, Port 180-degree Arc only)
  154. Starboard Heavy Beam Battery: (WA 0, 5550m range, 200K, 3 Spaces, Starboard 180-degree Arc only)
  155. Deluxe CIWS: (WA +0, 650m range, 10K, Space 1, All-Around Arc, automatically attacks any hostile mech that enters range with no penalty and the equivalent of an infinite burst weapon effect)
  156. Medium Defensive Screen: (2000 SP lowered on a one-to-one basis by damage, takes 1 Action to put up but can be dropped instantly, while active no mecha can enter or exit the vessel, 4 Spaces)
  157. Pirate King's Throne: (Special system, an override protocol that allows the defensive guns of any Phaeton colony within range to act on the Rhinehawk's initiative and with the Rhinehawk's crew modifiers, as fire control is transferred automatically to the Rhinehawk's helmsman, 0 Spaces)
  158. Subassemblies:
  159. 2 Mecha Bays (can support 130 mecha, 2 Spaces)
  160. 1 Cargo Hold (3200 tons)
  161. 1 Passenger Space (640 people)
  162. Maneuverability:
  163. Takes 400 meters forward travel to change heading 60 degrees.
  164. Takes a -8 to hit mecha (except with CIWS)
  165. Mecha get +8 to hit it.
  166. Can fly 1200m per turn, not counting the Microgate Projector.
  167. Complement: The Rhinehawk can store 130 mecha in readiness for launch, and can launch 13 per turn
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