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Ship RP ship/tech database


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flyingvirtual
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Ship RP ship/tech database
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PostPosted: Sat Jun 02, 2007 5:22 pm Rate Post

RULES:

1. NO WAFFLING

2. use common sense

3. no Instakill ships

4. make a detailed description of your ship and tech if you're not using a ship from a commonly known scifi series
actually I'd like to challenge people not just take a Star Trek ship
and if you like make a crew manifest with your main officers (optional)



TECH

* Plasma drive: makes use of the handy concept of using the generated by-products of the fusion core and vents them out to gain a momentum (part(s) of the actual plasma supply could be vented in case of emergencies)

* FTL-drive: the theory behind this engine is that it allows to fold space between two places allowing for fast travel between two points. However the method is not without risk and is generally avoided when possible

* Deflectors: emitters to deflect particles in space, needed for space travel, but also offers some form of defence against weapon grade particles

* Polarised armour: main defence of the ship, can take the equivalent of several photon torpedoes before being ruptured

* Flak guns: fire small exploding shells, they contain an EMP micro core, they can be used effectively against fighters or missiles as the EMP blast (1 cubical metre) can destroy the targeting sensor of a missile or knock out the controls of an enemy fighter

* Artillery batteries: a battery consists of several guns; a gun being a large calibre rail gun firing shells with a plasma core (which upon impact burns its way through nearly any sort of hull/armour, their range varies on calibre but standard guns have a range equal to that of phasers (without energy dissipation)

* Missile launchers: These launch the most devastating weapons ever used by mankind … nuclear missiles. Capable of vast destruction, their destructiveness ranges from simple anti-ship missiles to planet busters of several Gigatons



SHIP

HSS (= Human Space Ship) Leviathan (Leviathan class battle carrier)
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dimensions:
o Length: 2143 metres
o Width: 443 metres
o Height: 493 metres

armament:
o 13 four barrel batteries[17 inch]
o 47 triple barrel batteries[17 inch]
o 170 flak emplacements
o 20 missile launchers

support craft:
o 7 shuttles
o 3 fighter divisions (sentinel – defence, swordfish – anti-ship, vanguard – space superiority)

ground units:
o 1 company of heavy armoured vehicles
o 2 companies of mechanised infantry
o support troops including snipers, engineers, commandoes, …

ship background:
Orginally intended as the core of entire battle fleets. These huge mastodonts are capable of supporting an entire fleet with food, fuel and ammunitions which can all be made onboard thanks to a hydrophonics bay, ammo factory and fuel processing unit (deuterium can be mined directly from suns or certain gas giants). However now the Leviathan is the last in her class. In fact she's assumed to be the only ship to have escaped the Last battle of Earth. Now its crew and her families have fled their galaxy on a journey for the one place where they could find help. The last city of the Builders ... Lantia



CREW

Captain Jim Carter (CO)
Lt. Commander Sam O'Neill (XO)
Doctor Sarah Anderson (head of science/medical)
Chief Dash Fallin (chief engineer)
Lieutenant Mathew Becket (helm/tactical)
Colonel Harry Granger (troop commander)
Wing Officer Nancy Harris (CAG)
Last edited by flyingvirtual on Mon Jun 18, 2007 5:01 pm; edited 2 times in total
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Growler67
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Re: Ship RP ship/tech database
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PostPosted: Sat Jun 02, 2007 9:37 pm Rate Post

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IKS QIJ JAJLO’ (Black Dawn)
K’Vort-Class Frigate

Compliment: 1 Commander, 8 Officers, 12 Crew, and up to 5 “Guests”

Dimensions: Length, 357.6 feet (109 meters); Maximum Width, 418.4 feet (127.5 meters); Hull Height, 48 feet (14.6 meters)

Engines: 1 Qo’noS Type V Engine core, Impulse (percentage) settings for other than FTL travel to a maximum velocities of 2000Kph (atmospheric) and 200 Mmh (interstellar). FTL (Warp factor) = Normal Cruise : 5, Maximum Cruise : 7.4, Maximum Rated: 8.5 for 16 hours. Reaction Control Thrusters (RCT type 4) add increased maneuverability (especially when coupled with the reduced mass due to improved hull and armor technologies).

Mass: 27,000 metric tons

# of Decks: 5, 3 main and 2 maintenance/storage

Equipment: Standard Duranium/Tritanium Single hull plus 3 cm High density armor and Tritanium/Kelvinite alloy ablative armor panels. Kelvinite ore has EM dispersing properties that enhance the cloaking devices effectiveness.

Upgraded shield system, total capacity 450,000 TeraJoules, with an upgraded level 3 Structural Integrity Field

4 Countermeasure Stations (hull mounted, 2 topside and 2 keel)

2 ECM/ECCM generators (hull mounted, 1 topside and 1 keel)

1 Tractor beam comprised of 2 emitters (keel mounted near each wing root)

2 Transporters, 1 - 4 pad for personnel and 1 - cargo configuration

16 sensor arrays (8 of which are long range types) both active and passive

Special Capabilities: Advanced Cloaking device, capable of deploying only projectile type munitions while cloaked (i.e. Torpedoes, mines, probes)

Shuttles: Not capable

Strength Indices: Based on a Federation Galaxy Class Starship=1000(Daystrom Institute Technical Library)

Beam Firepower : 500
Torpedo Firepower : 150
Weapon Range and Accuracy : 310
Shield Strength : 278
Hull Armor : 725
Speed : 610
Combat Maneuverability : 14,000

Armament:
2 Wingtip Pulse Disruptor {1} canons
1 Rail/Ion Projectile Cannon {2} (hull mounted mid fuselage on the keel)
1 Fore Torpedo Tube {3} (twin magazine fed, capacity is 50 each)
1 Aft Mine Layer {4} (Magazine capacity is 10**)

{1} = Pulse Disruptor Cannon: Also known as a Phase Disruptor, these weapons are in common use throughout the alpha quadrant. They follow the same basic principle as the Federation Phaser in that they cause the target to transition violently out of this continuum through a process of heat conduction. Like phasers, disruptor weapons can fire sustained beams or pulses depending on the exact configuration of the hardware. Capable of single discharge or multiple (up to 3, though at lower than maximum strength) discharges per firing interval. The designed discharge of a disruptor delivers a compression/decompression effect. This means that instead of a single impact, a pulsed or vibrating effect is created. The advantage of a “pulsed” discharge is that it is generally more effective against energy based shielding due to the nature of the multiple compressions/decompressions of a variable frequency energy burst. The basic nature of a disruptor impact is magnified by a pulsed discharge. However, like most energy beam type weapons, the amount of actual damage is mitigated by distance to target. The shorter the distance from weapon to target, the higher the potential damage inflicted. The maximum effective range for this weapon is 9000 meters.

{2} = Rail/Ion Projectile Cannon: This weapon is capable of infinite range in interstellar space. Requiring slightly more energy than the wingtip disruptors per firing interval, a projectile of duranium alloy is accelerated to 4500 m/s (14,763 ft/s). Though it fires a projectile, this weapon cannot be fired while cloaked due its energy requirements. When fired, it is contained within an ion beam. Upon impact the ion beam discharges creating a temporary disruption of localized EM devices/sensors and circuitry (generally approximately 15 meter radius depending on type and strength of shielding and/or armor). The mass/density of the projectile and ion beam discharge are capable of penetrating most know forms of generated shielding. Though considerable momentum is “scrubbed off” as it comes into contact with shielding, the projectile can still damage hull panels and cause penetrative damage. It is most effective against targets with weakened or disabled shielding.

{3} = Torpedo Tube: An improved loading mechanism allows for one torpedo from each magazine to be simultaneously loaded for firing two torpedoes in quick succession. The reload time has been improved to 25 seconds per reloading cycle from the 40 seconds of the previous type. Though the load out can change due to mission specifics, the typical GP (General Purpose) load consists of 90 devices (70 Polaron Torpedoes* and 20 configurable sensor probes). More can be stored in the cargo bays as required for special missions, maximum total capacity is 130 devices.

*Polaron Torpedo is an improved heavy weapon of the Imperial Klingon Empire. A self guided munition carrying a matter/anti-matter warhead with a frequency discharge timer that creates an effect similar to the phase disruptor fire. The frequency burst pattern of the detonation gives this weapon a shaped charge effect. Area damage is traded off in favor of more penetrative damage whether shielding or structural. It is capable of penetrating shielding and delivering hull damage simultaneously.

{4} = Mine Layer: Capable of deploying a single device every 10 seconds. Mines are standard matter/anti-matter warhead with a sensor proximity fuse detonator. The effective range settings of the sensor fuse is 150 meters in 10 meter increments, but can be set for contact detonation. Standard compliment of 10 devices, though more can be stored in the cargo and storage areas of the ship.



Manifest:

Commander: Captain Korvis
KDF Commander: General Tong
Chief Engineer: Lieutenant Ko’Vol
Science Officer: Lieutenant Ch’ToK (female)
Tactical Officer: Lieutenant ToR
Weapons Officer: Lieutenant MO’jeK
Navigation Officer: Lieutenant KrellaH
2nd Tactical Officer: Lieutenant Karlis


Officers: One Tactical, Science, Weapons and Communications officer per shift (2). Plus 1
each Chief Medical and Chief Engineering officers assigned.

Crew: Enlisted ranks consisting of one NCO (Non Commissioned Officer) per shift. All are
trained as Imperial Marines with qualifications in: Ground Assault tactics, Boarding procedures/tactics, Martial Arts/Self Defense, Planetary Survey Operations (scientific), Planetary Reconnaissance (military), Security and Confinement.



*edited to make corrections and for spacing*
Last edited by Growler67 on Thu Jun 07, 2007 9:43 pm; edited 4 times in total
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PostPosted: Mon Jun 04, 2007 4:55 pm Rate Post

Ship:

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Osiris Class Battlestar - Chaos
Dimensions: Length - 1846m, Beam - 577m, Height - 225m

Drive Systems:
Main Power and Drive: Twin Solium energizers - max acceleration classified - max sublight velocity 0.83C
FTL Drive: Twin Olympus MkIII linear accelerator drives - max speed classified
Maneuvering: Reaction thrusters

Hull: 73.5 cm thick reinforced energy dissipating/absorbing armour - highly effective at spreading incoming energy over a larger area of the hull, therefore significantly decreasing its damage power
Shield: Additional 63cm plate deployable about Core Command

Weapons systems:
- 15 Point Defense laser batteries (twin barrel rapid fire)
These are "low" yield anti fighter batteries, more than capable of taking out incoming projectile fire and small unshielded foes in single hits.

- 12 Solonite torpedo tubes
These are “medium” yield torpedoes tipped with solonite – a highly reactive substance, generating enough energy when reacted to ordinarily send a ship past Light speed. These prove effective against fighter craft and capital ships.

- 4 Heavy fixed axis forward mount lancer cannons.
These are extremely powerful particle cannons fixed on forward facing mounts. They are extremely effective against capital ships, and able to take out a basestar in a handful of shots. They are however slow firing and utterly useless against fighters. They also have mammoth power requirements to fire so are seldom used.

- 5 Heavy laser batteries (twin mount heavy anti capital ship caliber)
These are the most commonly used anti capital ship weapons in a battlstars armoury – high end slow firing twin mounted laser cannons. These are like their smaller counterparts dotted other the battlestar and again provide a near full 360x360x360 fire cover.

- 1 Heavy Mega Pulsar Cannon.
This is an experimental weapon fitted to all battlestars, and again is fixed on a forward facing. It has but one purpose – to annihilate anything in front of it. A single shot is more than sufficient to destroy a basestar. It has been theorized that it could possibly rip through a pair of basestars in a single shot, should the firing solution present itself. The one downside to the weapon is that a single shot has a nasty tendency to knock the batlestar offline for a short time, as the system compensates for the huge power consumption. Due to this power consumption, the cannon may never actually be used in the entire life time of a battlestar.

- 6 High yield nuclear torpedo launchers (fixed vertical launch axis with tracking ability, non- replaceable with out a base of operations)
These are the top end projectile on a battlestar, of which they house 6. These gargantuan weapons are powerful enough to wipe all life off a planet. They are highly adept at removing any size of capitalship, but are however slow moving. Another downside is that a battlestar does not have the facilities required to reproduce such weapons – requiring highly specialized stations. Due to this they are only deployed as a very last resort, followed swiftly by a reactor over load of both solium energizers on said battlestar – Due to the blast radius and the relatively low movement of a battlestar they are almost as likely to get caught as the target.

Support craft:
- 150 Colonial Vipers (assorted mix of Foxhound, Starhound and Mk II Strike Vipers - with 2-4 rapid fire laser cannons, 2-6 solium tipped air to air missiles. FTL capacity)
- 20 Cobra bombers (solonite warhead bombs and one 360 rotating twin mount anti fighter laser cannon, unable to travel FTL)
- 6 Shuttles (Unarmed, no FTL drive)
- 12 LandRAMs (single top twin mount laser cannon)

Crew: 998 persons

History:
The Chaos is a relatively new battle star, aging only 473 yahrens old in comparison to the eight great Columbia Class battlestars which age from midway and earlier in the great 1000 yahren war. The Osiris class is a sub-form of the older Columbia design, incorporating slightly newer technologies as well as a redesigned profile, enabling the Osiris class to accelerate substantially faster than her older predecessor. Her exact top sub light speed is not known, but the class’s name-sake was clocked achieving 0.83C during trial testing. The Osiris also features the "newest" in the line of FTL drives - the Olympus MkII linear accelerators allowing her to ascertain far greater FTL speeds for ar longer periods of time than her older counterparts, however it should be noted that the Rycon subclass can out match both the Columbia and Osiris Class Battlestars in every field related to speed and acceleration - something achieved by greatly reducing the overall size and mass of the ship.
These improvements in the Osiris class come at little penalty to her size, although she is admittedly slightly smaller than the Columbia, her flight pods have remained the same, and can house a maximum complement of 150 assorted Vipers and other support craft.
Originally five ships were supposed to be built in the Osiris line. Unfortunately two were ever completed, with the third taken by the Cylons whilst her shipyard was attacked. This third Osiris class battletar (Nyx) was successfully destroyed by colonial forces five tears later in an ambush. The Nyx had gone extensive modifications by the Cylon Alliance and dealt significant damage to both colonial battlestars that partook in the ambush (Acropolys and Atlantia).
At the time of the battle of Cimitar, the Chaos was dispatched with the remainder of the 7th fleet to Elinos to investigate undetermined rumours of a growing fleet. A fleet they did find - the largest single Cylon battle group in recorded history - Elinos had acted as the staging point for the Cylon Cimitar battle fleet. The ensuing battle was over in minutes, the small group of battlestars were simply overwhelmed by vastly superior Cylon forces. The Colonial forces however managed to critically damage several of the basestars - one of which was taken out by the Chaos during a close point blank run and deploying a pair of ultra-high yield nuclear war headed anti ship missiles. In order to escape the blast she activated her FTL engines, uncertain of what could transfer from the huge amounts of ambient radiation that floated around moments before...

Command Crew:
Captain: Drafus
First officer: Tolinar
Officer of the watch: Trillian
Operations officer: Aria
Lead tactical officer: Hood
Flight officer: Maxis
Chief Engineer: Orion
Lead pilot: Onyx
Last edited by Gray on Mon Jun 04, 2007 4:57 pm; edited 1 time in total
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trek68
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Re: Ship RP ship/tech database
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PostPosted: Tue Jun 24, 2008 1:14 pm Rate Post

Hello everybody, I have been a fan of ST since the 70s and look forward to chatting ang talking everything trek with you guys. I am a family man with two kids so I may not be on here as much as others.

Just a friendly hello to everybody!
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