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Galactic Citizen

Lance-class Gunship



Name/Type: Lance-class Gunship
Designers: Killian Holmes and Sol Nyhammer
Manufacturer: Commonwealth Technologies and Industries
Purpose: Large-scale rail gun with fighter refueling ports
Length: 400 meters
Crew: 370 crewmen – 20 gunners - 15 pilots
Speed: 20 MGLT
Hyperdrive: 1x
Shield Rating: 3205 SBD
Hull Rating: 1550 RU
Weapons: 1 Electromagnectic Force Projectile Launcher, 16 point defense laser canon batteries
Fighter Compliment: One squadron held on external racks
Other Components: Defender System, Automated Interior Turrets

Description: The Lance-class Gunship is designed to be a support ship to travel with fleet for the sole purpose of knocking out the bridges of enemy vessels with their large rail guns. In so doing they can effectively cripple enemy vessels. The large majority of the ship, mainly the entire middle of the chassis, is the bore and launcher of the rail gun which launches projectiles at high speeds towards the enemy ships. It travels along with major fleets as it is mostly unable to defend itself, making up for that fact with strong shields and strong armoring.

R&D Explanations:

Electromagnetic Force Projectile Launcher: This is, essentially, a more technical name for a rail gun. A rail gun is a form of gun that converts electrical energy rather than the more conventional chemical energy from an explosive propellant into projectile kinetic energy. In so doing, it launches a five meter long, two meter diameter slug capable of lancing through space towards an enemy target. It carries 30 slugs and everytime the weapon is fired the ship shakes quite a bit. This is compensated for by the crew strapping in when the weapon is in use. (written with the help of wikipedia)

Projectiles: Thirty slugs of varying strength are packed into the ship, some for different purposes than others.
*Regular Slugs - The standard solid metal slug also happens to be the heaviest of all of them. It's typical use is for firing directly into an enemies bridge and through it to cause maximum damage by forcing vacuum into the ship from an entry and exit point.
*Hollow-points - These are the slugs designed to cause maximum damage to an enemy ship regardless of location of hit. Hollow points explode outwards upon impact, causing more widespread damage than simply a hold from one side of the ship to another.
*Explosive Slugs - For causing extreme amounts of damage to an enemy vessel or a target on the ground of a planet. This slug is loaded with high power explosives with a detonator on the edge of the slud near the tip but closer to where it tappers into its thickest point. When the detonator contacts something solid a large explosion is triggered.
*Proximity slugs - When it comes down to it, those pesky fighter squadrons swarming towards your fleet are a real nuisance. A proximity slug is an effective way to take out multiple squadrons with a single highly explosive shell set to explode near enemy vessels. Reaks havoc on enemy fighters and can turn the tables in the battle.

Defender System: The defender system is designed as a defense for information carried within the date that is held inside of the ships main computers. In the event of boarding by an enemy force, the information systems can be purged through the use of a high active virus which moves as fast as possible through the system, corrupting data and then destroying it upon the second pass. The reason the virus works this way is so that it can at least corrupt the data before someone starts fighting against it. Then is destroys what’s left before being stopped. This virus is unleashed by a retinal scan from either the Captain of the vessel, the Admiral of the fleet it is assigned to, or the communications officer.

Automated Interior Turrets: Without having the benefit of troops onboard the vessel to repel enemy invaders, something had to be designed to defend from invasion by enemy naval troops. Automated Interior Turrets, designed to be turned on individually at local command stations, are mounted on the ceiling and only extend down upon being activated. The tiny turrets house a single heavy blaster capable of piercing most armor. The stations placed all around the ship can be activated with the simple push of a button, but once activated they can only be shut off by a code that is input from the bridge of the ship.

Shields: The ships poor speed and maneuverability prompted designers to equip the Lance with heavy shields.The shield generator is powered by a small, yet high yield reactor. This allows the Lance heavier shielding than most ships of its size.

Engines: The Lance has a trio of pylon mounted ion engines. Though powerful, the incredible mass of the ship's main gun give the Lance a slow speed. Maneuverability has also suffered. Small ion maneuverability jets were included around the tip of the main gun. These, working in tandem with the ship's main engines allow the main gun to be aimed quickly and easily.

Fighter Compliment: The fighters rest upon the ship on an exterior rack similar to older modeled ships. The ship is designed to carry extra fuel for the vessels as the fighters are its only real source of protection other than the fleet the ship travels with. The rack serves for refueling only, it doesn't house the fighters.

Comments

#21 10:04pm 23/09/06

So just do it in terms of destroying this or that and with these limitations?

#20 9:16pm 23/09/06

If you want more loss for more advantage, consider the following example.

Such and such a canon can destroy such and such in one blast. No questions. The trade-off. Such and such a ship mounting such and such a canon may only fire once every four rounds and cannot defend itself while reloading.

Formalize with an OOC/IC point form ( such as the Guass Gun and Hypervelocity Canon ).

Just a suggestion.

#19 7:28pm 23/09/06

Well, even it was then scaled down from the Intimidator, the rating would 350 RU, which is about right. It only takes two shots from your gunship to destroy a corvette.

#18 6:15pm 23/09/06

It doesn't really have fighters. Just refueling ports.

#17 5:49pm 23/09/06

What would have been better to compare it to than a land based weapon would have been ORS's Intimidator Cruiser (which I think Kach forgot to add to his R&D list under the GC section, but its on the old one).

[url="http://pub33.ezboard.com/fswalliancefrm24.showMessage?topicID=151.topic"]http://pub33.ezboard.com/fswalliancefrm24.showMessage?topicID=151.topic[/url]

Made back when we had to get these things approved, it was not allowed any fighters, crew, troops, etc.

Its longer (600m) has around the same shields, weaker hull and same speed. Its damage ratios are 900 SBD or 700 RUs for the Standard Shell and 600 SBD or 900 RU for the Explosive Shell.

So I don't think your damage ratios are really out of wack due to your being smaller, but you probably shouldn't have the other stuff on it like the fighters.

#16 4:33am 23/09/06

Yeah. The only thing it has besides good shields is a giant rail-gun. And some point defense lasers but they don't draw a lot of power.

#15 4:30am 23/09/06

I wouldn't really call it overgunned. I mean...

It's a just a giant railgun that has some engines attached to it...

#14 4:25am 23/09/06

It's still actually overgunned in terms of power; just make sure to rp it fine and no-one will have any problems.

#13 4:08am 23/09/06

It's still good. I think the original strengths for attack were better though. *shakes fist at Corise for complaining*

#12 3:22am 23/09/06

Wow... this R&D is now officially pointless.

#11 3:09am 23/09/06

I editted it down considerably. Should be decent now, I think.

#10 2:56am 23/09/06

The problem is that those weapons are planetary-based rather than space-based. That probably doesn't sound like a big deal, but it is.

Did you notice the power source used by the said weapon? Sure, it only takes a single turbine to run the weapon, but the said turbine is rather large. That R&D state's that the turbine is "absolutely" huge. All planetary-scale weapons require massive reactors to meet their power need. But remember, your ship also has to split it's power supply between the shielding and the engines as well.

Perhaps the best way to state the objects power and damage rating would be to compare it in those terms to a type of turbolaser. That allows direct power translation from existing craft which ensures that the damage rating inflicted by the weapon is balanced as well as ensuring that the power it is using is represented well.

I think that your weapon is probably worth 10 Heavy turbolasers in terms of power and usage based on comparison with the Carrack-class, but that's just my two cents.

#9 2:39am 23/09/06

[url]http://therebelfaction.com/forums/showthread.php?t=2033[/url]

I used that for an example.

#8 2:25am 23/09/06

Yeah. A little bit. Consider the [URL=http://therebelfaction.com/forums/showthread.php?t=2326]Anthos Republic Gauss Cannon[/URL]. That's a larger weapon that only does 300 RU.

But like Beff said, numbers don't mean a lot any more.

#7 2:09am 23/09/06

I added some damage numbers, probably excessive, I don't know. If they are, someone tell me.

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