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spacecraft:chelti:merchantman [2017/03/11 23:29] – ↷ Page moved and renamed from guide:starships:merchantman-class to spacecraft:chelti:merchantman luca | spacecraft:chelti:merchantman [2018/06/23 00:32] – new weapons format jimmy | ||
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====== Merchantman-class Voidship ====== | ====== Merchantman-class Voidship ====== | ||
- | The Merchantman is an auxillary | + | The Merchantman is an auxiliary |
+ | |||
+ | * [[https:// | ||
===== Characteristics ===== | ===== Characteristics ===== | ||
+ | |||
+ | * Can be converted to War and Cargo configurations. | ||
+ | * High mass and armor in War mode. | ||
+ | * High cargo capacity or close-range firepower. | ||
+ | |||
+ | ^Mass | | | ||
+ | ^Beam | | | ||
+ | ^Height | | | ||
+ | ^Width | | | ||
==== Mission Profile ==== | ==== Mission Profile ==== | ||
- | Considered | + | Considered |
The armor of a fully activated Merchant man is formidable to any smaller starship, but only qualifies it as battlecruiser rather than a full-fledged battleship, even then the extra mass of the added armor makes evasive action naturally difficult even for the powerful maneuvering thrusters on the ship. | The armor of a fully activated Merchant man is formidable to any smaller starship, but only qualifies it as battlecruiser rather than a full-fledged battleship, even then the extra mass of the added armor makes evasive action naturally difficult even for the powerful maneuvering thrusters on the ship. | ||
- | Merchantman warships are often used as part of strike groups to tear through defensive formations of enemy capital groups before retreating, allowing the rest of the chelti fleet to engage the enemy fleet directly. Some merchantmen are also used as armed freighters within the fleet nucleus, appearing | + | Merchantman warships are often used as part of strike groups to tear through defensive formations of enemy capital groups before retreating, allowing the rest of the chelti fleet to engage the enemy fleet directly. Some merchantmen are also used as armed freighters within the fleet nucleus, appearing |
When not called to arms, the Merchantman is often deactivated, | When not called to arms, the Merchantman is often deactivated, | ||
- | Due to its nature as an auxillary | + | Due to its nature as an auxiliary |
==== History ==== | ==== History ==== | ||
- | After the first generation of FTL capable chelti voidships, the needs of the merchants and the military found themselves at harsh odds as colonies sprung up all over the first sphere. With the first round of colonial wars going on, and the logistic demands of supplying and making colonies profitable were competing for the limited number of FTL drives that could be manufactured by the fledgling | + | After the first generation of FTL capable chelti voidships, the needs of the merchants and the military found themselves at harsh odds as colonies sprung up all over the first sphere. With the first round of colonial wars going on, and the logistic demands of supplying and making colonies profitable were competing for the limited number of FTL drives that could be manufactured by the fledgling |
The situation in some systems were so dire that pre-generation 1 ships were deployed to slowboat supplies within some systems to let the massive and expensive jumpships and smaller warp-capable ships move around the system with maximum speed, barely staying in front of the demand growing demand. | The situation in some systems were so dire that pre-generation 1 ships were deployed to slowboat supplies within some systems to let the massive and expensive jumpships and smaller warp-capable ships move around the system with maximum speed, barely staying in front of the demand growing demand. | ||
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With such massive growing pains, the chelti fleet was forced to cooperate with civilian interests requiring military engineers to develop freighters that could be quickly converted into warships while being effective transports. While being officially on the void register, these auxiliary ships are not counted as part of the order of battle until activated from reserves. Meaning that covert intelligence on chelti fleet sizes are often underestimated until well after initial engagements. | With such massive growing pains, the chelti fleet was forced to cooperate with civilian interests requiring military engineers to develop freighters that could be quickly converted into warships while being effective transports. While being officially on the void register, these auxiliary ships are not counted as part of the order of battle until activated from reserves. Meaning that covert intelligence on chelti fleet sizes are often underestimated until well after initial engagements. | ||
- | While these auxillary | + | While these auxiliary |
+ | |||
+ | Merchantman ships can often be used as disguised warships, pretending to be freighters to lure pirates in high-risk trade zones with the intent to capture of destroy the would be plunderers. While these ships are operating in trade missions, the fleet itself receives a share of the profits from its missions, making these ships are renewable investment, if not a permanent one. | ||
+ | |||
+ | ==== Capabilities ==== | ||
+ | |||
+ | === Propulsion === | ||
+ | ^ Travel Type ^ Capability ^ Notes ^ | ||
+ | | High Impulse | Yes | Able to build up speed | | ||
+ | | Evasive Action | Marginal | Heavy armor | | ||
+ | | System Cruise | Yes | Can fly between planets at supercruise | | ||
+ | | Interstellar FTL | No? | Requires Jumpship | | ||
+ | |||
+ | When fully armored the Merchantman is able to maneuver adequately, but finds evasive action naturally difficult as a large ship. When activated it has a fleet-spec Intrasystem FTL drive unless earmarked for planetary protection duties. Like most warships it has no Interstellar FTL system and requires the use of a jumpship to travel between systems. | ||
+ | |||
+ | === Ships Complement === | ||
+ | |||
+ | 10 Officers, 54 Crew | ||
+ | |||
+ | === Armament === | ||
+ | |||
+ | == 24x Low-Impulse Guided Rocket Tubes == | ||
+ | |||
+ | The primary anti-ship weapon of the Merchantman, | ||
+ | |||
+ | == 12x2 Navy " | ||
+ | |||
+ | Considered a secondary armament, the Navy 400 is often used on frigate sized ships and below. Acting as a second weapon system against more agile targets. | ||
- | Merchantman ships can often be used as disguised warships, pretending to be freighters to lure pirates in high-risk tradezones with the intent to capture of destroy the would be plunderers. While these ships are operating in trade missions, the fleet itself recieves a share of the profits from its missions, making these ships are renewable investment, if not a permanent one. | + | === Active Protection === |
+ | >Point defense systems, electronic warfare, reactive shields. If it's proactive defense, it goes here. | ||
- | === Capabilities === | + | == Point Defense System |
+ | > | ||
+ | === Passive Protection === | ||
+ | >Ships armor, damage control, and other systems that deal with after a strike connects the ship and how it deals with it. | ||
+ | == Protective Equipment == | ||
+ | >The ships armor, secondary protection, damage control measures, and anti-boarding measures, a sub-header for each. | ||
+ | ===== OOC ===== | ||
+ | === Inspirations === | ||
+ | * [[http:// | ||
+ | * [[http:// | ||