Hakurabi
17-05-2005, 10:54
I'm just using this so I have an easy reference to point people to when RP'ing with my mainstay units. Note that most ships have but a single crew member, due to the nature of the Hakurabites. Theoretically immortal, centuries of training and service are typical of the somewhat insubstantial Hakurabi Navy.
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"Broadside" Class Artillery Battlecruiser
The Broadside is the mainstay, and the largest ship of the Hakurabi Starnavy. Only veterans are chosen to command these vessels, and several years of training after selection only improves upon the decades of experience their pilots have. In more recent times, due to the pressures of war with the Cassiopeians, some less experienced pilots have been retrained for battlecruiser command. However, this has but caused the creation of an 'elite' class of battlecruiser pilots, those who have centuries of experience behind them. Currently, only thirty of the two hundred battlecruisers in service qualify for elite status. Even being a regular battlecruiser pilot is the dream of many hopeful young students at the academy.
Weaponry:
Whilst the Broadside is perfectly customisable by their respective pilots, several items are always present. However, as a result of the freedom to modify the starship, many pilots have chosen to add a variety of sensors, and some even small point-defence weapons. However, major deviation is rare, for newly inducted pilots, eager to exercise their newfound control over their vessel, quickly find that the vital maneuverability of the ship is rapidly compromised when not carefully changed. Nevertheless, Those who have had time to tweak their ships have, at times, found ways of drastically improving their typical fare without substantial mass gain. One such example is the addition of twenty heavy anti-matter torpedoes.
The weapons usually comprising the battleship's weaponry are the signature long range plasma cannons, and the Anti-matter torpedoes. The four three-barreled long range plasma cannons are no longer the fearsome weapons once employed against the space pirates threatening the colony, however, it is impossible to admit they have become any less useful. Their long range, along with their somewhat rapid fire, are the ideal tools for bombarding less maneuverable ships from outside their range.
When facing truly massive ships, battlecruiser pilots are known for their deadly torpedo barrages, followed then by streams of heavy plasma fire. The anti-matter torpedoes themselves are wholly unremarkable, however the jamming fire from the plasma cannons causes them to become more dangerous than if fired alone.
Defensive Mechanisms:
The Battlecruiser is more lightly armoured than some pilots would enjoy, however the much reduced mass allows it to handle just a bit better than your typical destroyer. Of course, it comes at a cost: The ship has but twenty metres of carbon fullerene armour. The sturdy, if outdated armour is sound defence against smaller ships, such as sloops, and fighters, but will rapidly be broken through when heavy weapons are brought into play. On the other hand, its shields are above average, given the lesser mass required to protect such a ship. Employment of both Anti-Gravity/Gravity shields, which force kinetic weapons to move several times faster than normal to penetrate, and the Energy Converters, which convert energy waves into harmless visible light.
Internal Workings:
The Battlecruiser, like most Hakurabine ships, employs a simple fusion reactor and hydrogen scoops, which allows both a simple method of resupply and an effective source of ammunition for the plasma cannons. Whilst not initially installed, Faster-than-light interdictors are almost a compulsory addition. Anti-Gravity Launch mechanisms are used to allow escape from most gravitiational fields, whilst regular retroboosters allow for smooth landings. All battlecruisers are fitted with a large assortment of various energy-based scanners, though most of them do not come into play until active scanning. The scanners are powerful in their own right, but these ships are typically dispatched with a specialised scanning vessel, capable of 'spotting' ships from almost half a light year away.
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Well that one took me almost an hour! Well... what do you think? I sure hope I've not overexplained it.
To finish, here are the stats:
Length: 500m
Height: 200m
Beam: 200m
1,000Tt Kinetic Shield
5000Mw Energy Shield
20m Carbon Fullerene Armour
4 3-barreled 750Mw Long-Range Plasma Turrets
20 Heavy Antimatter Torpedoes
Fusion Reactor
Of course, the stats won't affect much, so I'm leaning on the description. The fact that these guys are piloted only by veterans means that I can use 'Calm under Pressure, but not too much Pressure' psychology.
The fact that I have but two planets in a somewhat insignificant system kinda stops my ability to field massive armies of thousands of dreadnoughts, but I'm fine with that, because then I can micromanage my ships and lose a lot less overall. I've found when you bring any more than around fifteen individual ships, you are expected to take multi-ship losses, but when you have under, you can graduate damage and take somewhat repairable damage.
------------------
"Broadside" Class Artillery Battlecruiser
The Broadside is the mainstay, and the largest ship of the Hakurabi Starnavy. Only veterans are chosen to command these vessels, and several years of training after selection only improves upon the decades of experience their pilots have. In more recent times, due to the pressures of war with the Cassiopeians, some less experienced pilots have been retrained for battlecruiser command. However, this has but caused the creation of an 'elite' class of battlecruiser pilots, those who have centuries of experience behind them. Currently, only thirty of the two hundred battlecruisers in service qualify for elite status. Even being a regular battlecruiser pilot is the dream of many hopeful young students at the academy.
Weaponry:
Whilst the Broadside is perfectly customisable by their respective pilots, several items are always present. However, as a result of the freedom to modify the starship, many pilots have chosen to add a variety of sensors, and some even small point-defence weapons. However, major deviation is rare, for newly inducted pilots, eager to exercise their newfound control over their vessel, quickly find that the vital maneuverability of the ship is rapidly compromised when not carefully changed. Nevertheless, Those who have had time to tweak their ships have, at times, found ways of drastically improving their typical fare without substantial mass gain. One such example is the addition of twenty heavy anti-matter torpedoes.
The weapons usually comprising the battleship's weaponry are the signature long range plasma cannons, and the Anti-matter torpedoes. The four three-barreled long range plasma cannons are no longer the fearsome weapons once employed against the space pirates threatening the colony, however, it is impossible to admit they have become any less useful. Their long range, along with their somewhat rapid fire, are the ideal tools for bombarding less maneuverable ships from outside their range.
When facing truly massive ships, battlecruiser pilots are known for their deadly torpedo barrages, followed then by streams of heavy plasma fire. The anti-matter torpedoes themselves are wholly unremarkable, however the jamming fire from the plasma cannons causes them to become more dangerous than if fired alone.
Defensive Mechanisms:
The Battlecruiser is more lightly armoured than some pilots would enjoy, however the much reduced mass allows it to handle just a bit better than your typical destroyer. Of course, it comes at a cost: The ship has but twenty metres of carbon fullerene armour. The sturdy, if outdated armour is sound defence against smaller ships, such as sloops, and fighters, but will rapidly be broken through when heavy weapons are brought into play. On the other hand, its shields are above average, given the lesser mass required to protect such a ship. Employment of both Anti-Gravity/Gravity shields, which force kinetic weapons to move several times faster than normal to penetrate, and the Energy Converters, which convert energy waves into harmless visible light.
Internal Workings:
The Battlecruiser, like most Hakurabine ships, employs a simple fusion reactor and hydrogen scoops, which allows both a simple method of resupply and an effective source of ammunition for the plasma cannons. Whilst not initially installed, Faster-than-light interdictors are almost a compulsory addition. Anti-Gravity Launch mechanisms are used to allow escape from most gravitiational fields, whilst regular retroboosters allow for smooth landings. All battlecruisers are fitted with a large assortment of various energy-based scanners, though most of them do not come into play until active scanning. The scanners are powerful in their own right, but these ships are typically dispatched with a specialised scanning vessel, capable of 'spotting' ships from almost half a light year away.
---------------
Well that one took me almost an hour! Well... what do you think? I sure hope I've not overexplained it.
To finish, here are the stats:
Length: 500m
Height: 200m
Beam: 200m
1,000Tt Kinetic Shield
5000Mw Energy Shield
20m Carbon Fullerene Armour
4 3-barreled 750Mw Long-Range Plasma Turrets
20 Heavy Antimatter Torpedoes
Fusion Reactor
Of course, the stats won't affect much, so I'm leaning on the description. The fact that these guys are piloted only by veterans means that I can use 'Calm under Pressure, but not too much Pressure' psychology.
The fact that I have but two planets in a somewhat insignificant system kinda stops my ability to field massive armies of thousands of dreadnoughts, but I'm fine with that, because then I can micromanage my ships and lose a lot less overall. I've found when you bring any more than around fifteen individual ships, you are expected to take multi-ship losses, but when you have under, you can graduate damage and take somewhat repairable damage.