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Galactic Citizen

Banshee (SCE R&D)

Name: Banshee

Manufacturer: IDTech

Designation: Anti-Capital Ship Destroyer

Length: 1,000 meters

Crew: 1,000 (650 Crew, 350 Techs)

Cargo Capacity: 150 metric tons

Comsumables: 1 year

Hyperdrive Multiplier: x1

Hyperdrive Backup: x10

Speed: 25 MGLT

Troops: 750 ship occupation troops

Hull: 1,200 RU

Shields: 4,500 SBD

Weapons:
45 Fusion Beam Cannons
35 Ion Cannons
1 Screamer System
1 Dark Matter Gravitator

Special:
Refractive Shield Matrix
Ablative Armor Matrix
Ghost Sensor Stealth System
Gravimetric Engine


[url="http://www.matmice.com/home/rak/hunter_of_tosk1.jpg"]Image Side[/url]
[url="http://www.matmice.com/home/rak/hunter_of_tosk2.jpg"]Image Top[/url]


In an age of massed fleets of capital sized ships, a solution to fleeting actions was accepted upon by IDTechs command comitee. Most ships being designed with multi task roles in mind are lacking in certain areas a singularly tasked ship could surpass in. Thus the Banshee was born. Designed to surpass other medium sized ships in anti capital ship abilities, Its IDTechs solution to the SD and Carrack. Due to its smaller role, it carries less crew accomidations as well as stock, intended to be used seldomly and only in fleet engagements, thus the Banshee isnt designed for long term space flight.


Gravimetric Engine

Zero Point Field's (ZPF) have been explained as being a three dimensional representation of the dimensional objects known as superstrings, believed to be the key building blocks of both matter and energy in our universe. Zero Point Energy is essentially a 'leakage', on the quantum scale, of energy in process of being translated into this reality. Normally, this leakage involves the creation and dissipation of energy such that the result is an almost zero increase of energy. However, it is possible to use the potential of the ZPF as a power source of enormous implications. As Cal Tech physicist Richard Feynman once noted, the energy inherent in the space defined by a single coffee cup- anywhere in the universe- is enough to boil all of the oceans on planet Earth.

There are other implications of the ZPF fields and superstrings, in addition to that of an enormous power source. It has been discovered that inertia - the propensity of an object when at rest to stay at rest, and when in motion to in motion - is a manifestation of that objects electromagnetic interaction with the ZPF. Thus gravity and a lowering of inertia are both capable of being manipulated through the use of controlled electric interaction with the ZPF produced by superstrings.

By manipulating and "bending" these superstrings, advanced ships are able to create distortions in space/time that can be used to push and pull a ship in any given direction. An important byproduct of this means of propulsion is that the effect of inertia is also negated, allowing ships to accelerate, stop and maneuver at velocities that would crush a person using conventional ion propulsion.

Fusion Beam Cannon

This weapon is used in slicing and piercing of ships armor as well as anything else in the path of the beam. The beam is composed of directed neutrons and effects matter on a molecular level. In operation, a fired FBC will appear as a green line across the space between the target and the cannon itself, depending on its intended use. Firing time usually lasts around 5-7 seconds before the cannon itself overheats and automaticly enters a 6 second cooldown period. Volume vaporized is approximately 50 meters in diameter in contrast to the 8 meter diameter of the beam itself. 1,400,000 Terawatts are needed to operate at full strength.

Ablative Armor Matrix

This layer of armor over the hull and vital areas of the ship is meant to absorb energy from weapon as it is disintegrated. Unlike deuranium/tritanium alloys, this version employs a neutronium/tritanium based protection. Highly experimental, neutronium it is not used in this form by itself, but offers enough that ablative plates do not have to be replaced as often. This is because it includes neutronium reinforcement filaments and is able to enhance energy absorption at a lower dissipation rate. It gives complete ship coverage, and for this reason a ship with this armor does not have windows.

Ghost Sensor Stealth System

A ship equipped with an ghost sensor stealth system is capable of reducing sensor detection and lock to near zero. A new sensor array which actually "ghosts" the ship, but unlike a cloaking device which wraps space around the vessel, the ships ghosting array actually produces ripples in the space around the ship. This causes the sensors of enemy ships to misjudge the location of the ship, making targeting solutions all but impossible. The drawback to this device is that it consumes vast amounts of energy and emits high levels of radiation. For these reasons, the array was left up front away from engineering and cannot be powered up in conjunction with a cloaking system.

Screamer

in its simplest form is basically nothing more than a sensor jammer, except far more powerful. The Screamer is hooked up to 4 massive capacitors, which take 30 minutes to charge fully. The Screamer is wired into the hull of the ship its installed in and when fired utilizes the entire ship as a massive antenna to broadcast an immense power spike which would initially damage only active sensor suites. Passive sensors or powered down ones are safe. This damage quickly sets up a feedback loop devastating unshielded systems, if a group of ships is flying in close formation the energy can arc from one to the next inflicting more damage. The Screamer itself is extremely maintence intensive, requiring replacement of all cables connecting it to the ships hull after every shot, a complete rebuild of its cooling systems every two, and replacement of the capacitors every 5 as to utilize the Screamer effectively with its long carge time, they muct be powered at all times. Due to these limitations the Screamer can only be fired once during even the most extensive fleet engagements. However, often one shot is all thats needed to turn the tide.

Dark Matter Gravitator

The Dark Matter Gravitator Achieves a effect similar to the Gravity Wells onboard Interdictors but without the limitations of that technology as demonstraded by Luke Skywalkers escape from one. The Dark Matter Gravitator operates by attracting dark matter, which is an abundant quantity being that it makes up 80% of the universe, and directing large quantites towards the target surrounding it and rendering it unable to move.

The Gravitator is hardwired into the Hyperradio array and works by broadcasting a High energy High frequency pulse through this array. This pulse polarizes the WIMPs, (Weakly interacting massive particles) which comprise a portion of the "dark Matter", the pulse's effective broadcast range is about half a parsec. The WIMPs will remain polarized for exactly 25 min, during that time the array emits a second positively charged wave which draws in the newly polarized Dark Matter. When the wimps have enveloped the ship armed with the Gravitator, temorarily rendering it unable to move, A third and fourth pulse is emitted. The third is a negative omni-directional wave, which forces the dark matter away from the hull of the ship equipped with the Gravitator, and the Fourth is another positively charged wave directed at the Opposing ship which causes the Dark Matter to envelope it. The Sheer volume of WIMPs (dark matter) directed to surround the ship takes up space around it. forming a sort of cocoon. The Process from initial pulse to opposition immobilization takes 5 minutes, which leaves them stranded unable to maneuver or jump to Hyperspace for 20 minutes, at which time the WIMPs lose their charge and disperse. Weapons, of ray or particle types, have no effect on the "WIMP cocoon" the same is true of shields. Due to the fact that the generator projects a cloud of the WIMPs and not a rigidly defined bubble, it is possible for very small objects to pass through it, such as weapons fire. Whereas larger items, escape pods, starfighters and up are contained within this netlike cocoon. Thereby trapping the ship while not granting it temporary invulnerability

The Gravitator must remain on during the entire process and generates a tremendous amount of heat energy. It requires 30 minutes of cool down time between operations, even with advanced cryocooling tubes surrounding it. While this process is going on the opposing ship has no clue anything is amiss untill they are unable to move, since the pulses from the Gravitator are broadcast through the hyperradio array like so many other messages during battle.

Refractive Shields

Refractive Shields decreases overall effectiveness of Energy-Class weapons used against the ship. A series of crystalized outputs project a three dimensional shield angular system around the ship. Energy weapons hiting the shield are fragmented into smaller blasts, spreading the total damage out over a wider area on the ships hull, reducing the total amount of damage taken on any one part of the hull.

EDIT: Lowered Sheild rating along with reduced weapons

Comments

Avatar
#14 5:24pm 23/03/03

No man, take off the other weapons.

At least make some of them Turbolasers, not FBCs.

#13 11:49am 23/03/03

I did two days ago

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#12 8:27am 23/03/03

I call you gue all the time, mainly because i'm too lazy to type raktus.

Also, don't argue, just do.

#11 7:45am 20/03/03

I dont know whats up with people using my real name as an insult, but its not cool. Reduce weapons and remove them are the same thing.

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#10 6:56am 20/03/03

Refractory sheilding doesn't increase a sheilds power, but rather makes each single SBD last longer compared to normal shields. Hence, you shouldn't increase it to reflect the effects, but rather suffer less per energy attack. Missiles would still @#%$ on the ship, and do equivilent, if not more, damage to shields regardless of the system, hence no shield boost.

And i didn't say reduce weapons gue, i said [i]remove[/i] weapons. I'll look over it again once thats done and decide on the size.

#9 8:42pm 19/03/03

The shield increase is supposed to reflect the effects of refractory sheilding. If I reduce weapons do I still need to increase size?

The ship is supposed to be slightly overpowered for itself and thus burns out fast and not intended for continous use, just specific engagements. Its a specialty anti cap ship...

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#8 7:09pm 19/03/03

Heavily decrease shields, remove all secondary armament (meaning all but the special things), lower speed and increase size.

#7 7:01am 19/03/03

No, the Banshee was never approved, the Ghost was, the ghost used most of the same techs. I had a reduced number of weapons placements becuase of my intent with the weapon. But then I recall an LFX design that was exactly like mine but they put as many slots of them in their ship as a regular weapons mount. So I added as many normal mounts to the same weapon as possible, if need be ill increase the ship size or lower the weapons count, just waiting on either another mods opinion or your suggestion...

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#6 6:27am 19/03/03

I also believe the banshee only used the 2 banshee weapons, not them with 150 other emplacements.

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#5 6:17am 19/03/03

I believe Kanbal said no to the engines as he didn't like it based off a theory.

#4 11:02pm 18/03/03

I ment the technology, as for the ship stats I expect you to tell me what needs to be changed so we can get this dance party a dancin

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#3 3:42pm 18/03/03

Heh, just wanted to see your reaction.

And no they weren't unless you bribed Kanbal. He used a uniform system for ships weaponary, and a 1000m ship with all that crap would have been laughed off stage.

I'll look over it later for a more concise answer on those stats.

#2 4:10am 18/03/03

Most of the techs were accepted by Kanbal previously...

but could I get a little more description than no?

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#1 3:35am 18/03/03

No...

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