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Thread: Star Trek Online: Orion ships

  1. #1
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    Lightbulb Star Trek Online: Orion ships

    If there is any interest, I plan on working on the Orion ships from the Star Trek online game.

    As a sample, here is the Orion Interceptor, with fluff:

    Orion Interceptor
    Approached by the Orions to develop a simple and reliable fighter craft that could be launched from their ships in large numbers, many think the designer went too far outside of the box. Designed to be a cheap and easily replaceable small fighter, designed for attacking freighters, attacking/defending planets, and little more, the Interceptor is considered a very unique platform.

    The pilots are personally chosen by the Orion women to train in these craft, and none have complained yet about any shortcomings. Even with the losses endured in fights, new volunteers are quick to step forward to pilot them. Orion security personnel brag that the Interceptor has never been stolen even when internal issues (slave revolts) arise, while critics point out that nobody would want to steal the ship.

    Its lack of warp capability is countered by pointing out that it is a defensive craft for protecting the mothership and associated fleet, rather than an offensive platform. Others comment that there is no desire to waste resources for an obviously expendable platform.

    The Interceptor has been designed to be easy for the pilot to use. Since the pilot merely sits in a seat, there are no internal transit mechanisms, and gravity is included merely to help organize things in the cockpit. There is a primary sump where anything dropped will wind up, allowing the pilot to easily find lost items. Consumables consist of basic field rations, while the small cargo locker allows the pilot to store anything they feel they could use. The escape pod allows the pilot to survive for several hours after launch, and the self-inflating structure gives the pilot a chance to stretch his arms and legs, after being strapped in the cockpit of an Interceptor.

    Endurance is strictly limited to no more than 24 hrs in the cockpit, per Orion pilot quality regulations. After such a long ordeal, the Orion female in charge of the ship will personally interview the pilots to ensure they are feeling all right, before letting them head off to recover.

    Maneuverability and acceleration are prized on the Interceptor. The Impulse engine and the associated Impulse Thrusters allow the fighter to reach relative speeds of .95c in combat, while the Gamma uprating and RCS ensure that its acceleration and maneuverability are similarly excellent. These are done likely out of concern for the limited firing arc of its main phaser. The manual steering column provides for manual feedback on the Interceptor's maneuvers, reducing the need to look at the displays vs at the enemy.

    Without the ability to travel FTL, there is no need for LRS, as the command personnel on the carrier (or space station or planetary base) relay the necessary data to the pilots. This saves additional mass, needed for communication security so enemy forces are not listening in or sending false messages.

    The tractor beam allows an Interceptor to tow another escape pod back to the carrier, as long as the pilot is careful. The EPS relay system allows powering the tractor beam up to half a trillion tons, but is most often used in the 100 ton setting, to tow back escape pods (allied and enemy) and damaged components. Allied escape pods have their data transponders read to review flight performance, while enemy POWs are segregated, with half of those POWs being interviewed by the Orion female in charge of the vessel.

    Piloting an Interceptor in combat is relatively simple. Phaser strikes are performed at long range, getting more accurate as the pilot closes. A simple switch allows the pilot to swap between standard mode and wide-beam, avoiding the need for complex power flow issues. When the pilot is at point-blank range, a secondary firing control is used to fire off all the microtorps at the target. Before the Interceptor is in range, pressing this button does nothing, to avoid using the microtorps on empty space. After the volley fire and while the microtorps are loading, the pilot is performing evasive maneuvers and bringing his weapons around for another pass. Internal stores allow for up to ten attacks in this manner, after which the phaser is the only offensive weapon left.

    Shields have been toughened and are sufficient to handle a pair of photon torpedo impacts on each of the four facings (one torpedo at a time). A control on the thrust handle allows the pilot to direct where any extra energy is diverted. Normal settings are for shields or weapons, while a selection in the secondary menu allows diverting the power to the tractor beam. The secondary menu is due to the tractor beam being disabled when weapons are powered up, to avoid power allocation issues.

    The vessel uses 83% of the planned volume, allowing for a variety of after-market refits. One popular item is a 50 SU pod that carries multiple Barracks class accommodations, biological containment cells, and associated ground equipment when an Orion commander needs to mount an Offensive Pacification mission in neighboring space. Attempts to modify the Interceptor for FTL travel have failed, as the structure is not designed for the associated stress. Suggested ideas have all involved essentially taking the Interceptor's components and building it over a new frame, making it a brand new craft in the process.

    Overall, the craft is rated as a class 5 vessel under the RRR Value format, primarily due to the encryption technology used. It is also sold freely on the open market, with the Encryption technology removed. This reduces it to a class 4 Value, making it a more affordable design compared to the Federation's Attack Fighter being classified as a 8, due to it being a Large Vessel with Superb Resources+1 (its beam weapons are stronger than the ones used for Superb Resources) put into its construction. As the value of the craft is not strictly additive, this means that a force can field far more Interceptors for the same amount of resources and effort as a single Federation Attack Fighter. The lower Resources level means lower levels of technology are needed to construct and maintain, allowing more potential customers that would not be able to maintain a Federation Attack Fighter.

    The Orion salesman did not seem concerned about the craft being sold to other groups, saying that no other purchasers have used it against the Orions. When asked about hidden programming that would cause the Auto-destruct to trigger if it was used, the saleswoman next to him advised our questioner that other matters should be discussed instead.

    Orion Interceptor:
    Size: 1
    SU Maximum: 300
    SU used: 250.5

    Hull-Structure:
     
    Outer Hull 4 SU
    Inner Hull 4 SU

    Resistance
    Outer Hull Rating 4 3 SU
    Inner Hull Rating 4 3 SU

    Structural Integrity Field
    Main Rating: 1 13 SU 4 Power
    Backup 7 SU

    Atmospheric Capability 1 SU
    Planetfall Capability 1 SU


    Life Support & Crew Support:
     
    Basic Life Support 4 SU
    Crew Support 2 Crew 1 Power
    Gravity 1 SU 1 Power
    Consumables (stored food) 1.5 SU
    Replicators None
    Medical Facilities None
    Recreation facilities None
    Jeffries Tubes/Turbolifts None
    Fire Suppression system 1 SU 1 Power
    Cargo Holds (a small closet) 1 1 SU
    Escape Pods 1 SU


    Power, engines, and Computers
     
    Warp Reactor 42 SU 220 Power produced
    Impulse Engine 4B 23 SU 29 Power Net
    Gamma Uprating 8 SU 4 Power
    RCS 1 SU 2 Power
    Impulse Thrusters 2 SU 2 Power
    EPS (50 Power transfer per turn) 10 SU

    Bridge 5 SU
    Computer 1 2 SU 5 Power
    ODN 3


    Sensors:
     
    Nav Deflector Main 1 4 SU 5 Power
    LRS None
    Lateral Sensors Class 4: 8 SU 5 Power
    Navigational Sensors Class 4: 8 SU 5 Power
    Probes None


    Steering through internal defenses:
     
    Flight Control
    Autopilot None
    Inertial Dampener Main 1 2 SU 3 Power
    Backup 1 SU
    Attitude Control 1 SU 1 Power
    Manual Steering Column 1 SU 1 Power
    Communications Class 2 4 SU 2 Power
    Security 2 4 SU
    Emergency Communications 1 SU
    Tractor Beams
    Alpha 1 3 SU
    Transporters None
    Security None
    Anti-Intruder System None
    Internal Force Fields None
    Science Systems None


    Weapons & Defenses:
     
    Phasers Number 1 Class VII Phaser, 80 Emitters (2 shots/turn), 180 degree arc, 12 SU, 28 Power
    Interlock Standard
    Firing Modes: Standard, Widebeam 1 SU
    Microtorp launcher * 2 11 SU 2 Power
    Ammo 100 1 SU
    Targeting System Alpha 6 SU

    Shields Protection 400 6 SU 40 Power
    Threshold 200 2.5 SU
    Recharge 1 0.5 SU (9 turns)
    Backup generator 1 SU
    3 additional sets 30 SU 120 Power total

    Auto-Destruct Yes 1 SU


    If there is sufficient interest, I'll try to do the rest of the Orion ships in Spacedock format.

  2. #2
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    Orion Slaver

    Based on the Orion Slavers. Hardly any data is provided, so I treated it as a way to make up my own ideas. Enjoy the nightmare.

    Known as the Thief of Lives, the Slaver class shuttle is feared and hated throughout the frontier regions in various sectors. Capable of rapidly arriving over a planet after being deployed from its mothership, the shuttle can grab hundreds of people in a matter of minutes, and ensuring that those grabbed have no potential for rebellion. If the local planet is defended, its defenses have to deal with the armed warship in orbit first, before it has a chance to deal with the shuttles.

    Against undefended planets, the shuttle is even more effective. It will sit in orbit around the planet, beaming up locals that are isolated from the others, and grabbing whatever is being monitored. Starfleet INtelligence suspects that these shuttles and the motherships that transport them are responsible for a number of disappearences that have occurred on colony planets over the decades.

    Applying the same transporter settings the Ferengi have used (see Menage a Troi), the shuttle is capable of grabbing people from a colony, separating the appropriate patterns in transit, and beaming the new slaves directly into the Barracks Quarters. Equipment acquired in this fashion is stored in the cargo bay, kept separate from the prisoners. Known equipment is broken down for useful materials, while unknown equipment is stored separately, for later analysis.

    The Barracks quarters only open to outside the shuttle and have their own separate life support system (whose passages are deliberately made too small to crawl through, so there is no physical method to escape). The Quarters are also often filled with anesthezine gas, so as prisoners are beamed in, they are rendered unconscious within seconds. To handle prisoners with potentially dangerous physical characteristics (Vulcans, Klingons, shapechangers, etc) the shuttle can merely beam them out into prepared cells, preventing potential escapes.

    The Crew Quarters are allocated using the Barracks to store future slaves, providing little more than flat surfaces to sleep on. Gravity is lowered in this area, so as the slaves are rendered unconscious, they do not injure themselves when they fall. Excess injuries would require additional medical expenses at the receiving end. Some crews prefer to leave the gravity on full for the final group beamed on board, to ensure there are a few non-serious injuries in the gathered slaves. This is primarily done on worlds where the locals will attempt to care for the injured, and is a very useful mechanism to keep them under control. The Spartan and Basic Quarters are primarily used for when the crew needs to freshen up, and allow for extra crew to be carried, just in case. A single Expanded Quarters is present in case an Orion female chooses to accompany the shuttle. The primary purpose of the extra Crew is to serve as ground troops when securing a colony.

    Basic Life support is produced in two sections of the ship. The first section is for the crew, and is easily maintainable. The second Basic Life Support is for the slaves. This life support is completely separate, allowing the crew to maintain a steady supply of anesthazine in the atmosphere, while ensuring that the slaves cannot affect the crew. The good part is that if something happens to the atmosphere of the main crew, that it won't affect the slaves. The bad part is that if something happens to the main crew, the shuttle will go out of control, likely killing everyone on board anyway.

    Consumables are stored in the ship before heading out, so there is no need for Food Replicators. The relatively short duration of the shuttle's missions means that pre-packed foods are standard procedure. Medical Facilities are limited to basic treatments, as the shuttle is not supposed to be more than an hour away from its Mothership.

    Cargo holds are kept small, as their purpose is to store items that have been taken from the slaves, for future evaluation. This also serves to keep the slaves separate from anything that could be used to fashion a weapon, communicator, tool, or anything else that could be used to escape. A variant has been constructed that replaces the Barracks Quarters and personnel transporters with larger holds and cargo transporters. From outside the two versions are initially identical, but after the Slaver has a full load, the number of life forms will easily give the Slaver away. Emergency transporters are not used, due to the sheet size of the crew.

    Sufficient Escape pods are provided for the crew, but not for the slaves. Crew cost resources to train, while slaves can always be gathered elsewhere.

    The Power supply system and Sensors are the same as the Interceptor to allow for commonality of parts, making maintenance easier.

    10 Probes are loaded, to allow the Slaver ship a way to spot hidden ambushes without being shot down in the process. Several groups will often shoot these shuttles down preferentially even if it means revealing their presence to the rest of the raiding force. Although the loss of the shuttle merely delays the harvest, the paperwork is annoying.

    The Transporter bays are the black heart of the ship. Capable of transporting up to two dozen people at a time, they can fill the Slave Holds of the shuttle in four minutes, along with forty tons of loot. The extra time is required because the transporters operate via site to site, rather than site to pad, effectively doubling the time needed to transport each person. Additional time is only needed if the shuttle beamed its ground forces down, and now needs to beam them back up. Standard procedure is to beam down the ground forces on approach, so they can start securing the cargo before the shuttle arrives. After the Barracks Quarters are full of loot, the ground troops are beamed back aboard the shuttle. The whole time this is going on, the cargo transporter officer is busy beaming more loot on board. The shuttle can operate either from orbit, or on the planet's surface. Orbital operation is preferred, as it prevents any ground forces from engaging the shuttle direct
    ly. Operating on the planet's surface allows the shuttle to use the phaser to clear obstacles and other problems that might occur, but mean taking longer to accomplish the raid.

    The Security is only used in the rare case that an unusual humanoid is grabbed by mistake, and needs to be dealt with. This is one of the few areas where a captive has the potential to affect the shuttle's mission, but since the Brigs open to the outside, it is easy to deal with a hostile captive once the shuttle is a few hundred feet above a solid surface. The brig floor surface is designed to be a solid layer of metal, so there are no loose panels for the prisoner to pry loose and try to escape. The lights can be turned off inside the individual cells, and the gravity generators set to keep the prisoner in the center with nothing to touch, as a mild form of sensory deprivation.

    A smaller phaser system is included in case the shuttle crew need to drill or cut using its standard mode, or use its wide-angle mode to stun groups of people.

    The rear section of the shuttle contains a small mine bay to discourage pursuit by larger starships. The slaves are kept near the hull, so normal firing will tend to kill everyone they are trying to rescue. Attempting to get in close to do precision fire reduces the amount of time available to dodge, and having several mines go off will cause most ships to break off pursuit. Only the heaviest shielded vessels will maintain a close pursuit, and even they will be having to be careful. This also serves to help the Slaver to escape, or even allow its mothership a chance to capture the local defense ship as well.

    The shield grid is the same as the Interceptor, again for using the same parts.

    Overall, the Slaver shuttle is considered a target by any species that is able to recognize it. Amazingly, several Orion groups sell the shuttle as a cheap form of surface to orbit transport capacity, allowing many Intelligence services to look inside it to see how it works. They have alternately praised its simple effectiveness, and cursed its efficiency. Romulan personnel were observed taking notes, while Cardassians observing it had their focused stare as usual, but were typing on portable PADDs soon after. Glin Tar'san was especially attentive, and remarked that his former commander (later found out to be Gul Darhe'el) would have appreciated the design.

    Hull: 1
    SU Used: 308.9

    Hull Options
     

    Outer Hull (4 SU)
    Inner Hull (4 SU)

    Resistance:
    Outer Hull: 4 (3 SU)
    Inner Hull: 6 (3 SU)

    SIF:
    Main: (13 SU) (4 Power)
    Backup: (7 SU)

    Atmospheric Capability (1 SU)
    Planetfall (1 SU)


    Quarters through Life support and support internals
     
    Crew/Slave Quarters:
    Barracks: 480 (8 SU)
    Spartan: 180 (9 SU)
    Basic: 15 (2 SU)
    Expanded: 1 (1 SU)

    Basic Life Support: (4 SU)
    Reserve Life Support: (2 SU)
    Slave Quarters Life Support (4 SU)
    Crew: 750 (7 Power)
    Gravity (1 SU) (1 Power)
    Consumables: (1.5 SU)
    Medical Facilities: Rating 2 (10 SU)
    Jeffries Tubes & Turbolifts (3 SU) (2 Power)
    Fire Suppression system (1 SU) (1 Power)
    Cargo Holds: 2000 m^3 (1 SU)
    Escape Pods (3 SU)


    Power
     
    Warp Reactor: 220 Power (42 SU) (220 Power produced)
    Impulse Engine: 4B (23 SU) (29 Power net)
    RCS (1 SU) (2 Power)
    EPS: 50 power Transfer capacity (10 SU)


    Bridge through Transporters
     
    Bridge (5 SU)
    Computer (2 SU) (5 Power)
    ODN (3 SU)
    Nav Deflector (4 SU) (5 Power)
    Lateral Sensors (8 SU) (5 Power)
    Probes: 10 (1 SU)

    Autopilot (1 Power)
    Inertial Dampeners (2 SU) (3 Power)
    Backup ID (1 SU)
    Communications: Class 2 (4 SU) (2 Power)
    Security (4 SU)
    Emergency Comms (1 SU)
    Alpha Tractor Beam (3 SU)

    Transporters:
    Personnel: 24 (12 SU) (12 Power)
    E/R Coils: Class 1 (1 SU) (1 Power)
    E/T Coils: Class 5 (5 SU)
    Cargo: 1000 kg (5 SU) (5 Power)
    E/R Coils: Class 1 (1 SU) (1 Power)
    E/T Coils: Class 5 (5 SU)
    Security: Rating 2 (8 SU)
    Anti-intruder System (1 SU) (1 Power)
    Internal Force Fields (1 SU)


    Weapons & Defenses:
     
    Typer 7 Phaser (40 emitters) (6 SU) (14 Power)
    Standard & wide-beam mode (1 SU)
    180 degree arc
    Targeting System: Alpha (6 SU)
    Mines: 60 (3 SU)

    Shields:
    Per Shield:
    Protection: 400 (6 SU) (40 Power)
    Threshold: 200 (2.5 SU)
    Recharge: (.5 SU)
    Total = 10 SU
    3 extra sets: (30 SU)

    Auto-Destruct: Yes (1 SU)

  3. #3
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    The Orion corvette is designed to be able to pursue enemy ships and support a quick raid on a planet. It is designed to process the cargo captured by the Slaver class shuttles, where the Orion women on board will convert half of the captured people to working for them. The cargo bays will take in any exceptional items that have been found by the Slavers, for sorting en route back to the base. Well-suited to coordinating a small raid against an isolated colony, these vessels are found everywhere in Orion space.

    However, its limited design means the Orion Captain has to be very careful with power demands. If an enemy ship is being tractored, and the Orion Captain has to shift power to weapons and defenses, it is possible for the forward tractor beam to lose power, and the prey vessel will escape. Although this is a minor inconvenience to recapturing a freighter, against a well-armed Federation vessel this is a mistake the Orion Captain will only make once.

    In areas where these vessels occur, several civilian vessels have taken to equipping their ships with small minelayers. When they are tractored by an Orion vessel, the freighter releases the mines into the tractor's beam, and let the tractor pull them against the enemy ship's hull or shields. As a result the Orion Corvette is equipped with a higher Threshold than an equivalent Federation vessel. Some Orion Captains have started performing the same maneuver when being caught by Federation ships as well, and there have been a few unwary Federation Captains that were surprised, and wound up the Corvette Captain's prize.

    The higher speed of these vessels, compared to a Romulan D'Deridex, has allowed several Captains to be particularly daring, and raid Romulan colonies. This is especially tricky, as the Orions often do not know if the harmless colony below is unprotected, or if there is a Romulan warship floating in orbit, waiting to pounce. The energy sheath makes detecting the Corvette harder, but if the Tal'Shiar can penetrate Orion security, the ships can be detected. As a result, Orion vessels are frequently in shipyards, making modifications to the Energy Sheath as a matter of procedure. This means any operation to get energy sheath data out will be limited in scope as the ships have different configurations, but also time-limited as the Captains change out their sheath for a different pattern.

    The Spartan Quarters provide slightly higher comfort and security for the prisoners, but they are only assigned here after they have been 'processed' by the Orion security crew. The Corvette is capable of handling up to a full load from its Slaver shuttles in these Spartan Quarters. The reguar crew shares these quarters as well, due to their devotion to the Orion Maiden in charge of the ship. The Basic Quarters are for the favored of the Orion females, while the six women in charge of the vessel occupy the Expanded and Luxury Quarters.

    The Medical Facilities are higher in quality, to allow for various treatments that might be needed after gathering all the people that are desired. Immediate care is not needed, and the doctors will check on each person according to a set schedule. By the time the Corvette has returned to Orion space, all the slaves have been checked over and cured of disease, parasites, and other illnesses. Some doctors have even left Orion service and taken jobs on Federation colonies, providing valuable medical expertise. Their fellow colonists still look at them suspiciously.

    Recreation facilities are lower than average, as the slaves are there to provide entertainment for the crew.

    The Nacelles give the ship a good cruising speed, allowing it to outrun most other races' ships.

    Power supply is decent as well, but the lower EPS transfer rate means the Orion Captain is often stuck with existing equipment, and unable to make full use of extra power as necessary. A well-trained crew opposing an Orion Captain is often able to move power around as needed, countering strengths and exploiting weaknesses as they are spotted. A crew that merely thinks it is well-trained will still be defeated, as Orions value quality personnel on their ship.

    The Tractor beams are designed solely around the shuttle launches. The Alpha grade tractors are uses to either launch or recover a shuttle, allowing up to three shuttles to be launched or recovered at a time. The Captain does not mix launches and recoveries at the same time, after the infamous pancake incident. Needing the most pull at the most range, a Delta tractor beam was installed in the bow. The aft Gamma Tractor beam is there to hold prey in place, or tow the vessel into a distant orbit for later recovery, then tow the resulting hulk into a local star to hide evidence.

    The transporters are focused less on slave taking, and more on cargo movement. Capable of transferring up to 2 tons of cargo at a time, the Corvette is well-equipped for gathering material from an unsuspecting colony.

    Security is much higher, with internal force fields and anti-intruder systesm in abundance, to make sure a slave revolt soon becomes a put-down.

    The Science facilities are there for the crew or the Maiden in charge to examine and of the loot that has been picked up at the colony, living or otherwise. Most Maidens consider it a fun way to pass the time. The people put into these labs would disagree, if they were still capable of thinking for themselves. A Vulcan psychologist who viewed one of the sessions said she would need at least a year to put the person back together, even with mind melding. Part of that would be herself needing to calm down after helping the person.

    The phaser weaponry is arranged to overlap in the front. There is a 45 degree cone in front of the ship where both phaser strips can target, with a small photon torpedo launcher available to back them up. The microtorps and mines are present to restock the Slaver shuttles after a mission.

    The shields provide decent protection on their own, but there are no enhancement grids to boost them. The Threshold has been raised so it will take more than a single photon torpedo to bypass the shields, but the overall shield strength is not as high as other ships.

    The shuttle bay normal complement is:
    6 Slaver shuttles (Hull 1 each)
    6 Interceptor shuttles (Hull 1 each)
    1 Maiden transport (Hull 2)


    Size: 4
    SU Max: 1300
    SU used: 1144

    Hull:
     
    Outer Hull: (16 SU)
    Inner Hull: (16 SU)

    Resistance:
    Outer Hull: 8 (9 SU)
    Inner Hull: 8 (9 SU)

    SIF: Class 3 (22 SU, 6 Power)
    Backups: 2 (22 SU total)

    Atmospheric Capable (4 SU)
    Planetfall (4 SU)
    Energy Sheath (12 SU)


    Crew Quarters - Cargo holds:
     
    Crew Quarters:
    Spartan: 1800 (90 SU)
    Basic: 30 (3 SU)
    Expanded: 5 (1 SU)
    Luxury: 1 (1 SU)
    Basic Life Support Equipment (16 SU)
    Reserve Life Support Equipment (8 SU)
    Life Support Power (9 Power)
    Gravity (4 SU) (2 Power)
    Consumables (Replicated food) (4 SU)
    Food Replicators (4 SU) (4 power)
    Small Network Replicators (4 SU) (2 Power)
    Medical Facilities: Class 6 (30 SU) (6 Power)
    Recreation Facilities: Class 4 (32 SU) (8 Power)
    Jeffries Tubes & Turbolifts (12 SU) (2 Power)
    Fire Suppression System (4 SU) (1 Power)
    Cargo Holds: 40,000 m^3 (2 SU)
    Escape Pods: 100 (5 SU)


    Engines & Power
     
    Movement Systems:
    Nacelles: 6E (WF 6/9.2/9.6) (115 SU)
    Plasma Injector: Class 9 (18 SU) (13-24 hrs max warp)
    Impulse Engine: Class 5 (25 SU) (40 Power produced gross, 31 Power net at top speed)
    RCS (4 SU) (2 Power)

    Power Systems:
    Warp Reactor: Rating 390 (74 SU) (390 Power produced)
    Auxiliary Reactors: 5 (15 SU) (25 Power Produced)
    Emergency Power: 25 (25 SU) (25 Power in an emergency)
    EPS Relay: +200 Power Transfer rate (40 SU)


    Bridge, Comms Sensors
     
    Bridge (20 SU)
    Computers: 2 (16 SU) (10 Power)
    ODN (12 SU)
    Nav Deflector (16 SU) (5 Power)
    LRS Class 5 (20 SU) (5 Power)
    - Strength 5 (10 SU)
    Lateral Sensors Class 5 (10 SU) (5 Power)
    Navigational Sensors Class 4 (8 SU) (5 Power)
    Probes: 20 (2 SU)

    Flight Control:
    Autopilot: Skill 2, Coordination 2 (8 SU) (1 Power)
    Navigational Computer: Class 2 (2 SU) (1 Power)
    Inertial Dampeners: Main (8 SU) (3 Power)
    - Backups: 2 (4 SU total)
    Attitude Control (1 SU) (1 Power)
    Communications: Class 5 (10 SU) (2 Power)
    - Security: Delta (4 SU)
    Emergency Comms (1 SU)


    Tractor beams, Transporters, Security, Science
     
    Tractor Beams:
    Alpha Tractor Beams (3, all in the Hangar Bay) (9 SU)
    Gamma (1, aft) (9 SU)
    Delta (1 Fore) (12 SU)

    Personnel Transporter (12 people) (6 SU) (6 Power)
    - Emitter/Receiver: 10,000 km range (1 SU) (1 Power)
    - E/T Coils: Class E (5 SU)
    Emergency Transporters (none)
    Cargo Transporter (2,000 kg) (10 SU) (10 Power)
    - Emitter/Receiver: 10,000 km range (1 SU) (1 Power)
    - E/T Coils: Class E (5 SU)

    Security Rating; 5 (20 SU)
    Anti-Intruder system (4 SU) (1 Power)
    Internal Force Fields (4 SU)
    Science Systems: Rating 5 (29 SU)
    - Labs: 5 (2 SU)


    Weapons, Shields & shuttle bay
     

    Weapons:
    Port Phaser:
    Type 8, 80 emitters (13 SU) (32 Power)
    - Standard Mode, Sustained mode
    - Arc: 405 degrees (from 6 o'clock clockwise around) (1 SU)
    Starboard Phaser:
    Type 8, 80 emitters (13 SU) (32 Power)
    - Standard Mode, Sustained mode
    - Arc: 405 degrees (from 6 o'clock counterclockwise around) (1 SU)
    Photon torpedo launcher - spread 4 (Fore) (7 SU) (40 Power)
    Torpedoes: 30 (3 SU)
    Microtorpedoes: 300 (3 SU)
    Targeting System: Alpha (6 SU)
    Mines: 240 (12 SU)

    Shields:
    Fore Shield: Protection: 600 (16 SU) (60 Power)
    - Threshold: 250 (12 SU)
    - Recharge: Class 1 (2 SU)
    - Backup Generator (1 SU)
    3 other shields: (93 SU) (180 Power)

    Autodestruct: Yes (4 SU)

    Shuttle Bay: 14 Capacity (28 SU)
    - Standard complement: 6 Slaver Shuttles, 6 Interceptors, 1 Maiden Transport)

  4. #4
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    Orion Corsair

    Originally designed and capable of operating by itself but now trained to operate in packs of three, the Orion Corsair is meant to prey upon target shipping, and has been retrofit over the decades to deal with changes in prey vessels. The current version of the Corsair is capable (in partner with its pack-mates) of completely gathering all the cargo of a fully loaded Deneva transport. Versions that are designed to prey upon Klingon, Romulan, Cardassian, and other empires' shipping also exist, but the sheer number of weakly-armed freighters in the Federation means that this variation is among the most common.

    The Barracks are for keeping the more troublesome members of captured freighters/colonies, until they have been processed by the onboard crew. The Spartan Quarters are for the 550 regular crew, and up to 300 processed people from ships/planets that have been passed. The Basic Quarters are for the more experienced crew personnel, while the Expanded and one Luxury suite are for the leaders and Captain of the ship. The other Luxury suite is for when the pack commander chooses to make the selected Corsair her flagship.

    Among the smallest ships of the Orion star force, the Industrial Replicators let it manufacture equipment needed to break up captured ships to separate the useful and valuable materials, from regular hull material. This, and the other upgrades over the decades, have steadily eaten away at the vessel's cargo capacity.

    The Warp reactor reactor is smaller than normal for this class of ship, but the three extra Impulse engines allow the Corsair a very effective dash capability. If the ship can bring all four online and devote the energy to thrust, the vessel can easily outpower any pursuers. The Auxiliary reactors have been added over the decades, as more advanced weapons were installed, needing more power from the design. The Warp core is integrated into the ship's hull, so removing the warp core was not possible. This results in the Engine room being a jumble of power and fuel feeds to various Auxiliary Reactors scattered wherever room was found. Future versions of the Corsair have been specified to include larger warp reactors, but the structural issues from changing the engine room around have delayed the project. Several Orion Matriarchs have been looking over lists of susceptible Federation engineers, trying to select a few that could be 'convinced' to work for the Orions, in exch
    ange for various forms of entertainment. The problem is the selected engineers rarely travel from the Core Federation worlds, making a kidnapping currently impossible.

    Twin computers constantly keep the other updated, so if one gets hit by enemy fire and shuts down, the ship and crew will have no loss of function. The LRS, lateral, and Navigation sensors are upgrades from the smaller Orion Corvette, but are still not as effective as sensors on a similar sized Federation ship. The Energy sheath is necessary to hide from Federation ships as a result. Navigational probes are used to extend the ship's sensors, while hopefully avoiding being detected in return.

    The Tractor beams use a similar configuration to the Corvette, with three Alpha tractor beams mounted in the shuttle bay, a Gamma tractor in the rear to tow ships, and a Delta tractor in the front to grab prey.

    Personnel transporters can handle almost twenty people at a time, allowing for larger than normal boarding parties to be sent over. Normal ships of this size will send boarding parties of 4-6 people, an Orion ship can send nine people to each of two locations, allowing them to rapidly overwhelm any defenders. Cargo transporters are designed to move up to 2 tons at a time, allowing the ship to easily transfer large valuable items to its cargo holds, for either storage, shipment, or breaking down. Once broken down the dross can be beamed out just as easily.

    A high Security system is required, to make sure that none of the fresh prizes can cause problem before they are 'converted'. Since there is direct physical access between the Barracks, Steerage, and the rest of the ship, security is more vital than on another dedicated population transport.

    The science section has been upgraded over the years to have better equipment, and more labs available for the Captain and her crew to use. This has also been at the expense of cargo capacity.

    Its weaponry is fairly simple. The large main phaser is designed to hit any target that can be seen from the forward half of the ship. The four other phaser strips around it are far more limited. Mounted in a rough X shape, each one has a roughly 180 degree firing arc as seen from the top, but can only fire to the top or bottom. This makes a cone at the front of the Corsair deadly for any enemy ship caught there, while still providing protection to the sides. If a ship gets in the rear of the Corsair, the Captain immediately shunts all available power to the rear shields, and either waits for her packmates to deal with the target, tries to get the enemy back in front through maneuvers, or both.

    The torpedo launchers are both forward mounted, but aimed to the sides to avoid getting in the way of the forward Delta tractor beam. Thanks to the photon torpedo internal guidance, this installation method has not caused problems. The only concern is the limited number of photon torpedoes normally carried, but since the Corsair is supposed to be engaging lightly protected freighters rather than dedicated Warships, this is not seen as a problem. If it does get into a fight with warships, the pack is expected to deal with the target quickly, then loot it of anything valuable. Photon torpedoes that destroy the target are not wanted for this. Some Captains will refit their ships to have more photon storage capacity, but the retrofitted feeds often have loading issues in combat. The SIF reinforced loading rails designed to move antimatter tipped ordnance safely while performing combat maneuvers are not an easy item to retrofit, compared to hollowing out a few cubic meters f
    or additional cargo capacity. Most retrofits merely use the extra photon storage as after-battle reloads of the primary magazine. The more explosive designs try to fast load from the extended magazine during combat, once.

    Forty mines are kept, to encourage ships to get off the Corsair's rear, and back into the gunsights. The mine bays use to be larger, but the additional Auxiliary Reactors took up the available space. This has resulted in several Captains trying to mount external mine launchers, with often explosive reults when hit by enemy fire.

    A stronger shield grid with Alpha upgrades, but it is still considered inferior to a well-armed Federation ship of similar size. The higher Threshold is installed with the mindset of better taking impacts on the shields, rather than on the resource-intensive ship's hull.

    The shuttlebay is designed around holding six Orion Slavers, and two Maiden-class shuttles. One shuttle for the Corsair's Captain, and one for the pack's Commodore. This allows the Corsair to send out its shuttles to gather loot from widely-spaced areas (or ships), without needing the Corsair itself to make multiple trips. The Maiden-class shuttles are of course, for the Captain and Commodore's own use. Some Maidens will use their shuttle for practical purposes, others turn it into a shrine to their own importance.

    Overall, the Corsair is designed to attack freighters and light escorts, scooping up loot from even the largest freighter, and leaving before enemy ships can get in range. Its current weakness is the outdated design and power deficit, meaning that the Orions will soon commission a new platform. Federation Intelligence is doing its best to keep an eye on known Orion shipyards to prevent this from happening.

    Hull: 6
    SU Used: 1607

    Hull Settings
     
    Outer Hull: 24 SU
    Inner Hull: 24 SU

    Resistance:
    Outer: 8 (9 SU)
    Inner: 8 (9 SU)

    Structural Integrity Field:
    Main: Class 3 (24 SU) (6 Power)
    Backups: 2 (24 SU)

    Atmosphere Capable (6 SU)
    Planetfall Capable (6 SU)
    Energy Sheath (18 SU)


    Crew Quarters - Escape pods
     
    Crew Quarters:
    Barracks: 200 (4 SU)
    Spartan: 850 (43 SU)
    Basic: 54 (6 SU)
    Expanded: 13 (3 SU)
    Luxury: 2 (2 SU)
    Basic Life Support (24 SU)
    Reserve Life Support (12 SU)
    Crew Support: 1250 beings (8 Power)
    Gravity (6 SU) (3 Power)
    Consumables (1 year) (6 SU)
    Food Replicators (6 SU) (6 Power)
    Small Replicators (6 SU) (6 Power)
    Industrial Replicator: 1 (3 SU) (2 Power)
    Medical Facilities: Class 6 (30 SU) (6 Power)
    Recreation Facilities: Class 4 (32 SU) (8 Power)
    Jeffries Tubes & Turbolifts (18 SU) (2 Power)
    Fire Suppression System (6 SU) (1 Power)
    Cargo Hold: 1.3 million m^3 (39 SU)
    Escape Pods (8 SU)


    Engines and Power
     
    Movement:
    Warp Nacelles: Class 6E (115 SU)
    Plasma Injector (18 SU)
    Impulse Engine: Class 5 (25 SU) (40 Power Produced gross)
    Impulse Uprating (4 SU) (2 Power)
    RCS (6 SU) (2 POwer)

    Power:
    Warp Reactor: 430 Power (83 SU) (430 Power Produced)
    Impulse Reactors: 3*Class 5 (75 SU total) (120 Power produced Total)
    Auxiliary Reactors * 10 (30 SU total) (50 Power Produced Total)
    Emergency Power: (40 SU)
    EPS Relayes: 200 Power Transfer (50 SU)


    Bridge - Science Labs
     

    Main Components:
    Bridge (30 SU)
    Computers (2) (24 SU Total) (10 Power used total)
    ODN (18 SU)
    Navigational Deflector (24 SU) (5 Power)
    LRS: Class 6 (24 SU) (5 Power)
    - Strength 7 (14 SU)
    Lateral Sensors: Class 7 (14 SU) (5 Power)
    - Gain 1 (3 SU)
    Navigational Sensors: Class 7 (14 SU) (5 Power)
    - Gain 1 (3 SU)
    Probes: 30 (3 SU)
    Autopilot: Skill 2 (6 SU) (1 Power)
    - Coordination 2 (2 SU)
    Navigational Computer (2 SU) (1 Power)
    - Backups: 2 (2 SU)
    Inertial Dampener (12 SU) (3 Power)
    - Backups: 2 (6 SU total)
    Attitude Control (2 SU) (2 Power)
    Communications: Class 7 (14 SU) (2 Power)
    - Uprating (3 SU)
    - Security (4 SU)
    Emergency Communications (1 SU)
    Tractor Beams:
    - Alpha * 3 (9 SU total)
    - Gamma * 1 (9 SU)
    - Delta * 1 (12 SU)
    Transporters:
    Personnel: 18 People (9 SU) (9 Power)
    - Emitter/Receiver (1 SU) (1 Power)
    - E/T Coils (5 SU)
    Cargo: 2000 kg (10 SU) (10 Power)
    - Emitter/Receiver (1 SU) (1 Power)
    - E/T Coils (5 SU)
    Security: Class 7 (28 SU)
    Anti-Intruder System (6 SU) (1 Power)
    Internal Force Fields (6 SU)
    Science Systems: Class 6 (36 SU)
    - Labs: 8 (2 SU)


    Weapons & Shields
     
    Weapons:
    Phasers:
    Prow Class 8 160 Emitters (26 SU) (84 Power)
    - Alpha Interlock (0 SU)
    - Modes: Standard, Sustained (1 SU)
    - Arc: 360 degrees (2 SU) (Forward half)
    Port Upper Class 8 50 emitters (8 SU) (16 Power)
    - Alpha Interlock (0 SU)
    - Modes: Standard (0 SU)
    - Arc: 180 degrees (0 SU) (back left to forward right half, but upper half only)
    Port Lower Class 8 50 emitters (8 SU) (16 Power)
    - Alpha Interlock (0 SU)
    - Modes: Standard (0 SU)
    - Arc: 180 degrees (0 SU) (back left to forward right half, but lower half only)
    Starboard Upper Class 8 50 emitters (8 SU) (16 Power)
    - Alpha Interlock (0 SU)
    - Modes: Standard (0 SU)
    - Arc: 180 degrees (0 SU) (front left to back right half, but upper half only)
    Port Upper Class 8 50 emitters (8 SU) (16 Power)
    - Alpha Interlock (0 SU)
    - Modes: Standard (0 SU)
    - Arc: 180 degrees (0 SU) (front left to back right half, but lower half only)
    Aft Primary Class 8 120 Emitters (20 SU) (48 Power)
    - Alpha Interlock (0 SU)
    - Modes: Standard (0 SU)
    - Arc: 360 degrees (2 SU) (back half)
    Aft Secondary Class 8 120 Emitters (20 SU) (48 Power)
    - Alpha Interlock (0 SU)
    - Modes: Standard (0 SU)
    - Arc: 360 degrees (2 SU) (back half)
    Port Photon Launcher Spread 4 (12 SU including full targeting) (40 Power)
    - Alpha Interlock (0 SU)
    Starboard Photon Launcher Spread 4 (12 SU including full targeting) (40 Power)
    - Alpha Interlock (0 SU)
    Photon torpedoes: 80 (8 SU)
    Target/Tracking system: Beta (9 SU) (1 Power)
    Mines: 40 (2 SU)

    Prow Shields:
    - Protection: 700 (26 SU) (70 Power)
    - Alpha Grid boost (3 SU) (875 Protection total)
    - Threshold: 300 (21 SU)
    - Recharge (3 SU)
    - Backup Generator (2 SU)
    Other 3 shields the same (165 SU) (210 Power)


    Auto-destruct & shuttlebay
     
    Auto-Destruct: yes (6 SU)

    Shuttle Bay Capacity: 10 HI (20 SU) (6 Size 1 Slavers, plus 2 Size 2 Maiden shuttles)
    Last edited by Coalition; 02-16-2013 at 07:05 AM.

  5. #5
    Join Date
    Jun 2008
    Location
    USA
    Posts
    51
    A Warship. The Orions actually built a warship. The Brigand cruiser is one of the few recent builds of the Orion pirate navy that is roughly equal to modern Federation and Klingon ships in terms of weaponry and protection. As usual, it suffers in terms of science and deep space detection, but with its role of hunting down enemy ships, or protecting Orion operations against similar sized vessels, these are considered acceptable losses. The only concern the Orions have is ships of this size are almost the limit of what can be built to survive landing on a planet. As a result, the Brigand cruiser can be constructed and maintained on a planet, but when it comes to repairing massive battle damage, it can only be done in orbit to avoid making Crater Lake.

    The Crew Quarters have been changed to reflect the new purpose for the vessel. A small Barracks is used to handle any transfers acquired from target vessels, while a larger number of Basic and Expanded Quarters reflect the need for better Trained crews compared to older vessels. The two Luxury Quarters have a door that connects directly, allowing the Orion Captain to entertain guests both in style and in privacy, whichever she chooses. A private turbolift connects the Captain's quarters with one of the Spartan Quarters bays, for the Captain to select her evening's entertainment. The Personnel Officer (in one of the Expanded Quarters) is responsible for keeping that particular Spartan Bay properly stocked.

    The large number of Crew Quarters is a reflection that the six Slaver shuttles cannot hold their crew for a long time. The Slaver shuttles need 196 crew each to operate at full capacity, with one shuttle Maiden, fifteen Trained personnel, and 180 Non/assault troops. These are normally bunked on the Brigand, meaning 1080 of the Spartan Quarters, 90 of the Basic Quarters, and 6 of the Expanded Quarters are just for the small craft crew. The Barracks Quarters are expanded by 1800 to allow for slaves collected by the shuttles to be processed.

    The other part of the Barracks quarters is that they are divided into individual 50-60 person compartments. The Orions will sort the slaves into categories, ranging from keep at all costs, to worthless. They are kept separate, so if a Brigand with full Barracks finds useful people, the Captain can dump the Barracks containing the least useful and shove in fresh stock to be resorted. There have been cases where frozen desiccated bodies are found in orbit around a dead system, and all of the people found were ordinary laborers who had retired from farming and were writing their novels, before being picked up.

    The Medical Facilities are split among three locations in the ship. A pair of Class two facilities, one near Engineering, and one near the forward weapons, are used to Triage and rapidly stabilize casualties. Serious cases are then diverted to the Class 7 facility in the center of the ship. This allows for the saving of experienced crew from battle damage, allowing the better trained crew to be kept alive longer. Crew are usually divided into two categories; Trained and non. Trained crew have priority in medical care, access to escape pods, and entertainment. Non-trained crew are all to aware of their status, and will often try to get trained. Since there is often an abundance of work needing to be done, Trained crew have a suitable incentive to train their replacements, so they can get a decent night's sleep.

    The larger number of escape pods is a reflection by the Orion Navy that Trained crews are necessary for a military to operate, and as such a larger fraction of the ship's crew can be rescued in this manner. There are more escape pods than there are trained crew to fill them, so Trained crew don't have to worry about being bumped out of an escape pod due to training their replacement. As a crew gets close to 90% capacity in escape pods, the Orion Navy siphons off roughly 1/3 of them (plus 1/3 the Trained crew from another Brigand ship) to form the core of a new Brigand ship.

    The warp nacelles are among the same items kept from the older vessel, so maintenance personnel can work on that part even as the rest of the crew is retrained. Part of this is from the changeover needed to make the new nacelle cooking plants, part of this is because the Orion administrator in charge of engine research and development had not allocated the resources to making the replacements for the class 6E nacelles. She is currently serving as the aide to the new administrator's tertiary assistant, and her sumptuously equipped and customized shuttle was accepted as a gracious gift.

    The Warp Reactor is among the larger designs that the Orions are starting to produce. Starfleet Intelligence suspect the larger reactors are being designed by a rogue engineering officer who disappeared five years earlier when on vacation at Risa. Current estimate is that he was kidnapped/convinced by the Orions to join them, and has spent one year designing the new reactor, two years working on the prototypes, one year to set up the assembly line, and another year for working models to be produced. This is twice as long as a Federation engineering study would take to manufacture a similar reactor, but the assembly line nature means the Orions will be able to produce four to five times as many reactors per year in comparison. The Assembly line nature also means that less training will be needed for the assembly workers, meaning there will be many of these reactors will be available to power Brigand Cruisers.

    Even so, the sheer power demands of the Brigand required a total of five Impulse engines, plus fifteen auxiliary reactors to be added in order to avoid the ship losing all power when the Captain orders shields up. These items are placed near the external hull, so in case of battle damage they are hit before the vulnerable M/AM reactor. The EPS system has been upgraded as well, allowing slightly better peak performance that the older Corsair model.

    The Bridge, computers, and ODN are simple transfers from the older Corsair. This has allowed for easy familiarity with the bridge layout, and several influential Orion Captains have merely had their old bridge cut out and installed in a new Brigand to keep the 'atmosphere'. This has resulted in several older Corsair vessels being sold without a bridge, and complaining from the buyer. There have also been cases of weak points in the ship's hull from cutting out and poorly welding the hull back together. Most of these weak points are on the dorsal plating of the ship, but a couple models have had weakened ventral sides instead.

    The Sensors have all been upgraded to nearly current Starfleet standards. The Communications array has been upgraded slightly, but the Security has been increased to its maximum. This is because, in the words of the training instructor, "you will aim to misbehave". To misbehave properly, it is important that the other person not know what you are talking about.

    From the Corsair, a second Gamma tractor beam has been added pointing aft, so the Brigand can tow two ships at once, for whatever purpose the Captain desires. Two extra Alpha tractor beams have been added, but to the internal cargo bay instead of the hangar bay. This allows the Corsair to pull in cargo from space directly, rather than taking the time to beam it in and out. Instead of taking a multi-kiloton starship component apart a couple tons at a time, the Brigand merely tractors a large mass inside, and sends the crew in to disassemble it directly. Since this can be done even while at warp, it will speed up the Brigand's ability to loot a target ship by minimizing the time needed to stay at one location.

    In terms of Transporters, the Brigand can send over two dozen people at a time, able to easily overwhelm local defenses on an enemy ship with a rush of troops. This is considered one of the relatively few weak points, as a dedicated defense against the numbers being sent over mean a Brigand can soon run out of boarding parties, leaving the Captain with the choice of either continuing to send over personnel (including non-combat troops and Trained personnel), or offering to negotiate with the remaining crew on the target vessel. If negotiating in person, the captain of the target vessel is advised to wear an environmental suit, with medical monitoring active. A remote-detonated nuclear warhead is optional.

    The cargo transporter has been downgraded to only one ton of capacity, as the external opening of the cargo bay means cargo, components, and similar material can be tractored inside, without trying to get a transporter lock on them. If items are found that cannot be tractored or transported, non crew are sent out with a few Trained to oversee the loading operation. Transporter locks are kept on the Trained crew in case of trouble. This is considered part of the Orion motivation program, to encourage non-Trained personnel to learn a useful skill.

    The Security system is split among four parts. The Primary is a class 7 near the center of the hull, but also located near the Barracks Quarters in case there is a slave uprising. Being near the center of the hull allows the personnel there to coordinate anti-boarding operations, while enemy boarding operations will take longer to get there. A pair of Class 3 Security stations at the fore and aft of the ship handle local protection, plus aiding the central Security station as needed. The fourth location is a specialized console in the Captain's quarters, also linked to the Captain's chair on the Bridge. At any time the Captain can scan the ship to look for her evening's entertainment. This ranges from personal quarters, to a Trained crewmember who is relaxing after making sure a job is done, to a prisoner that has unfortunately caught the Captain's attention. She can then use the security system to beam that person to wherever she chooses (usually either her quarters or the bridge) for her entertainment. This is considered merely another feature to Orion motivation, and was added towards the end of construction by one Captain, and hastily demanded by others once they heard about it.

    The science labs are better than normal, and the larger number means that some of the Trained can perform actual scientific research on a Brigand ship. The Captain has her own chair that overlooks the various labs, plus copies of their displays as she chooses, allowing her to enjoy the thrill of scientific research, while not getting too close in case something explodes.

    The weaponry has been upgraded and expanded, as is to be expected in a modern warship. The forward phasers have been upgraded to class 9, while the other phasers of the X-frame have been upgraded to be able to handle combat damage, and to deliver an extra shot if power and aim is available. The photon launchers have been upgraded to handle two more torpedoes in the ready queue, while the torpedo storage has been massively increased. This allows a Brigand cruiser to stay out in hostile regions for longer than the Corsair (due to running out of ammunition). The removal of the mine launcher was initially frowned upon by the potential Brigand Captains, but the Fleet Admiral of the Orion Navy explained that she wanted her Captains to attack the enemy, not wait for them to get behind. With her support, the minelayer removal was accepted. Some Captains have done retrofits that added the minelayer back, but this required removing one or more of the Auxiliary reactors to free up sufficient space in the aft of the ship.

    The shield protection plus the associated grid have been improved as well, to where it is almost as strong as a Bradbury class Frigate. The key is the Threshold is actually higher, again insisting that the shields take the impacts, rather than the hull. Starfleet Intelligence suggests that this is due to a lack of repair facilities among the Orion Navy, caused both by a lack of resources, and by Federation efforts to stamp out the Orion pirates wherever they are found.

    The shuttle bay is again designed to carry 6 Orion Slaver shuttles, plus a pair of Size 2 shuttles. One of the Size 2 shuttles is for the Brigand's Captain, and the other is for whoever is the guest (this location is often empty) that will be staying in the Luxury Quarters next to the Captain's quarters.

    An Auto-destruct is included in case the Brigand's database is about to be captured. The Orion Navy does not want its critical data falling into enemy hands, and this can often include rival Orion factions.

  6. #6
    Join Date
    Jun 2008
    Location
    USA
    Posts
    51
    Fluff was too long, so here is a post with the stats:

    Size: 6
    Hull used: 2038

    Hull
     

    Outer Hull (24 SU)
    Inner Hull (24 SU)

    Resistance:
    Outer Hull: 8 (9 SU)
    Inner Hull: 8 (9 SU)

    SIF:
    Main: Class 4 (27 SU) (7 Power)
    Backups: 2 (28 SU)

    Atmospheric Capability (6 SU)
    Planetfall (6 SU)
    Energy Sheath (18 SU)


    Crew Quarters - Escape pods
     

    Crew Quarters:
    Barracks: 2000 (34 SU)
    Spartan: 1850 (93 SU)
    Basic: 196 (11 SU)
    Expanded: 34 (6 SU)
    Luxury: 2 (2 SU)
    Basic Life Support (24 SU)
    Reserve Life Support (12 SU)
    Emergency Life Support (12 SU, capable of providing for up to 2340 humanoids)
    Crew Support (4491 humanoids) (10 Power)
    Gravity (6 SU) (3 Power)
    Replicated consumables (6 SU)
    Food Replicators (6 SU) (6 Power)
    Small item replicators (6 SU) (2 Power)
    Industrial Replicator (3 SU) (2 Power)
    Medical Facilities: Primary: 7 (35 SU) (7 Power)
    - Forward: 2 (10 SU) (2 Power)
    - Engineering: 2 (10 SU) (2 Power)
    Recreation Facilities: Class 4 (32 SU) (8 Power)
    Jeffries Tubes & Turbolifts (18 SU) (2 power)
    Fire Suppression System (6 SU) (1 Power)
    Cargo holds: 1.4 million m^3 (42 SU)
    Escape pods (10 SU)


    Movement - power
     
    Nacelles: 6E (115 SU)
    Plasma Injector: Class 9 (18 SU)
    Impulse Engine: Class 5 (25 SU) (40 Power Produced gross)
    Impulse Uprating: Class 2 (4 SU) (2 Power)
    RCS (6 SU) (2 Power)

    Warp Reactor: 540 Power (104 SU) (540 Power Produced)
    Impulse Reactors: 4@ Class 5 (100 SU) (160 Power produced)
    Auxiliary Reactors: 15 (45 SU) (75 Power Produced)
    Energency Power (60 SU)
    EPS: 250 power transfer (55 SU)


    Bridge - Labs
     
    Bridge (30 SU)
    Computer: 2 (24 SU total) (10 power used total)
    ODN (18 SU)
    Nav Deflector (24 SU) (5 Power)
    LRS: Class 7 (28 SU) (5 Power)
    - Strength 8 (16 SU)
    Lateral Sensors: Class 8 (16 SU) (5 Power)
    - Gain: Class 1 (3 SU)
    Navigational Sensors: Class 8 (16 SU) (5 Power)
    - Gain: Class 1 (3 SU)
    Probes: 30 (3 SU)
    Autopilot: Skill 2 (6 SU) (1 Power)
    - Coordination: 2 (2 SU)
    Navigational Computer (2 SU) (1 Power)
    - Backups * 2 (2 SU)
    Inertial Dampeners (12 SU) (3 Power)
    - Backups * 2 (6 SU total)
    Attitude Control (2 SU) (2 Power)
    Communications: Class 7 (14 SU) (2 power)
    - Uprating: Class 1 (3 SU)
    - Security: Class 3 (6 SU)
    Emergency Communications (1 SU)
    Tractor Beams:
    - Alpha * 3 in Hangar Bay (9 SU)
    - Alpha * 2 in Cargo Bay (6 SU)
    - Gamma * 2 aft (18 SU total)
    - Delta * 1 forward (12 SU)
    Personnel Transporters: 24 people (12 SU) (12 power)
    - E/R: Class 1 (1 SU) (1 Power)
    - E/T Coils: Class 5 (5 SU)
    Emergency: none
    Cargo Transporter: 1000 kg (5 SU) (5 Power)
    - E/R: Class 1 (1 SU) (1 Power)
    - E/T Coils: Class 5 (5 SU)
    Security: Primary: 6 @ Central (24 SU)
    - Forward: Class 3 (12 SU)
    - Aft: Class 3 (12 SU)
    - Captain's private use: Class 1 (4 SU)
    Anti-Intruder System (6 SU) (1 Power)
    Internal Force Fields (6 SU)
    Science: Class 6 (36 SU)
    - Labs: 13 (4 SU)


    Weapons - Shields - Shuttlebay
     
    Weapons:
    Forward Phasers: Class 9 @ 160 emitters (29 SU) (72 Power)
    - Modes: Standard, sustained (1 SU)
    - arc: Forward half (2 SU)
    Port Upper Phaser: Class 9 @ 90 emitters (17 SU) (36 Power)
    - Mode: Standard
    - Arc: back left to forward right, upper half only (0 SU)
    Port Lower Phaser: Class 9 @ 90 emitters (17 SU) (36 Power)
    - Mode: Standard
    - Arc: back left to forward right, lower half only (0 SU)
    Starboard Upper Phaser: Class 9 @ 90 emitters (17 SU) (36 Power)
    - Mode: Standard
    - Arc: back right to forward left, upper half only (0 SU)
    Starboard Lower Phaser: Class 9 @ 90 emitters (17 SU) (36 Power)
    - Mode: Standard
    - Arc: back right to forward left, lower half only (0 SU)
    After Phaser #1: Class 9 @ 160 emitters (29 SU) (72 Power)
    - Mode: Standard
    - Arc: back half (0 SU)
    After Phaser #2: Class 9 @ 50 emitters (9 SU) (18 Power)
    - Mode: Standard
    - Arc: back half (0 SU)
    Port Photorp launcher: Spread 6 (13 SU) (50 Power)
    Starboard Photorp launcher: Spread 6 (13 SU) (50 Power)
    Torpedoes carried: 400 (40 SU)
    Targeting System: Beta (9 SU) (1 Power)

    Prow Shields:
    Protection: 900 (32 SU) (90 Power)
    Grid: Beta (+33% capacity) (6 SU)
    Threshold: 300 (21 SU)
    Recharge (6 SU)
    Backup generator (2 SU)
    3 other shields itentical to above (201 SU total) (270 power total)

    Autodestruct (6 SU)

    Shuttle Bay (10 capacity: 6 * Size 1 + 2 * Size 2) (20 SU) (Normal complement is 6 Slaver shuttles, one custom shuttle for the Captain, and room for a visiting shuttle)

  7. #7
    Join Date
    Jun 2008
    Location
    USA
    Posts
    51
    The Marauder Battleship is designed to engage larger ships and colonies, gathering whatever it wants from them. A large cargo bay with internal tractor beams allows for gathering fragments or even smaller ships in to be taken apart while in transit. This is dangerous due to potentially having antimatter containment in the target ship failing, and boom.

    he larger ship has needed a larger Structural Integrity Field, and the backups have been similarly reinforced. Although the vessel is atmospheric capable, this is mainly for hiding in gas giants and other relatively high-density atmospheres. Unfortunately, the Battleship's size meant that planetary landing ability would impose too many compromises due to the structural requirements and landing gear. Since the Battleship was expected to operate in space, planetary capabilities were deemed non-essential and that part of the design was not selected. The standard Energy sheath ws included, to make the Battleship harder to track.

    The standard allocation for Quarters on the battleship is:
    Barracks: 600 slaves + 2800 expendable troops
    Spartan: 1320 Non-trained Crew + 400 Squad leaders
    Basic: 840 Trained Crew + 300 Bodyguard/Specialist
    Expanded: 120 Officers (a mix of Orion females and well-Trained specialists) + 100 Orion Female ground combat leaders + 20 next level Orion female ground leaders, + 4 next level Orion female leaders
    Luxury: 8 Ship's Officers (XO, CE, CSO, Supply, Weapons officer, Military infantry forces commander, Navigation, Doctor, )

    Ship's Marines (100 platoons)
    2800 generic
    700 command/bodyguard
    100 Orion Female ground specialist (platoon leaders)
    20 Company Leaders (each commansing 5 platoons)
    4 Battalion commanders (each commanding 5 companies)

    A Standard assault platoon is composed of 1 Orion female, 3 Bodyguard/Specialist personnel, 4 Squad leaders, 28 expendable troops. As the number of expendable troops is lost, they can be replaced by slaves captured from the target. The Orion females in charge of the ground combat platoons are trained in rapidly converting enemy personnel into loyal troops. This allows them to keep their platoons up to strength, and gather skilled personnel from a target.

    At the start of a mission a Marauder Battleship only has 550 Trained crew on board. They are expected to train the remaining ~300 people while on their mission. As a result, the ship may carry 1650 Non-trained crew, but roughly one fifth of them are expected to be Trained by the time the ship finishes its mission. Promotion from Non to Trained includes moving from Spartan to Basic Quarters, a significant step up in terms of creature comforts.

    The Expanded Quarters are for a mixture of Orion females, special Trained personnel, and other such VIPs. If a Trained crewmember can get promoted into these quarters, they are considered senior and can disagree with Orion females (in private, in public they have to make sure the Orion female is seen as in charge). Smart Orion females listen to their subordinates in technical matters, and only override them based on political or supply issues that are outside the Trained area of expertise.

    As per usual in Orion ships, higher ranking personnel can enter the quarters of anyone junior to them. For Orion females, this is effectively anyone on the ship, while for Trained they can only enter if at least one person in the Quarters is in their chain of command. Moving around personnel is done by accepting the person into another room, with no vote allowed for the room they are moving from. Since the room being moved to will get more crowded, this limits the ability of Non-trained personnel to move freely. The people in the room that the transfer is moved from get more space to stretch out, so their vote/desire is not considered.

    This change of access can be used as a subtle political tool against Trained personnel that abuse their privilege, but is considered a strong motivating factor for Non-trained personnel to learn a skill and be under someone else's command. The Non-Trained personnel will actually help each other learn skills to prevent a particular Trained from being able to access their quarters. Again, Orion motivation is different, but effective.

    The eight Luxury Quarters are for the senior Orion females on board. This reflects both their practical knowledge, and also their command authority.

    The Royal Chamber is for the Captain of the ship. This chamber is to Luxury as Luxury is to Expanded. It is a dedicated throne room, has holodeck projectors, an attached medical triage station, communications access, security views, and rapid (but locked) access to the slave quarters, bridge, holodeck, and the Captain's Yacht. When she is not on the Bridge the ship's Captain is in here, making strategic decisions for her ship, or just being entertained. The holoprojectors allow her to swotch from viewing a detailed economic and political breakdown of systems within range and hostile ships patrolling, then switch over to display what one of her subordinates is enjoying in a 'private' fantasy, then change over to form a stage for musicions to play. Holographic actors are considered in low quality entertainment, as they are mere programs. A single skilled musicion playing for his Captain is far more impressive to other Orion females than having a full piece holo-orchestra with associated holodancers. The key is skill from a living being is valued, while easily copied items are not. Kivas Fajo was considered to be an honorary Orion for a few years.

    Attached to the Royal Chamber are a guest chamber, and her own bedroom/closet/jacuzzi/shower. The guest quarters have their own bedroom, closet, and shower, and the two entrances from the bedroom lead to the Royal Court, and the jacuzzi. This allows them easy access to the Royal chamber when the ship's Captain invites them, or when the Captain wants them to join her to relax. It allows the Captain to have guests over that she can keep prisoner in relative comfort, or easy access if she wants to entertain them, often both at the same time.

    The larger amount of emergency shelters allows the Captain to keep more of her people alive, but even so it can only hold just over 6000 people, meaning several hundred of the crew cannot fit in. It is expected that in the case of a disaster that requires the Emergency Life Support, that those crew will not be alive anyway.

    The Battleship is one of the few ships designed for long-range missons, capable of traveling for two years using internal replicated supplies. This allows it to serve as a remote supply station for nearby Orion ships, or a long-term support platform for Orion planetary conversion programs. These conversion programs are designed to place Orion-friendly governments in charge of the system, both to provide a supply of slaves, and to serve as a resupply/repair location. The four Industrial Replicators are used to provide key technological items to upgrade the planet's technology base, to increase the power of the selected government faction. Several Orion Captains have managed to upgrade the planet enough that they take over control of the planet, and their Executive officer is promoted to Captain of the Battleship.

    The five medical facilities are divided into a central medical, one for the fore half of the ship, one for the Engineering section (specializing in burns and other issues that are often caused by engineering accidents, one for ground combat injuries (and general health of the ground forces), and one for the Royal Chamber to deal with small issues caused by the Captain playing a bit rough.

    The recreation facilities are higher in quality to provide sufficient entertainment options to a much larger crew. The Orions have learned through several incidents that having a well-armed and bored group as a large fraction of the crew is not a good idea. Higher ranking members have first access to holodecks, can override, cancel, or enter any junior's session as either an observer or participant. Junior personnel know this, and are careful to keep their holodeck sessions within proscribed Orion norms to avoid providing a superior with potential blackmail. Several senior officers will schedule holodeck sessions for lower ranking crew, to avoid any frustration from lack of access to entertainment.

    The Escape pods are each an 8-person pod, and the total is capable of supporting up to 2400 people, not counting anyone who manages to make it into a shuttle. This will allow everyone in luxury, Expanded, and Basic to make it off the ship, plus some from the Spartan quarters. Barracks personnel are never included in this number, as they are considered easily replaceable. The only fortunate part for the Barracks class people is that if the ship takes enough damage to require evacuation, there might be enough room due to other people dying.

    The twin reactor system was designed to use the smaller reactor available at the time, but has had side effects in terms of power distribution. Although the EPs is officially rated at being able to transfer 300 power, due to the dual reactor setup this is reduced to 150 power to any single system. A prior version tried to make use of quad 220 rated reactors for more total power, but could only transfer up to 75 power to a single system. This was quickly dropped due to the limited power transfer rate, and the excess space needed for the four reactors.

    The bridge, sensors, and ODN are considered to be standard for its size, but the Autopilot is not as good as the newer Brigand class Cruiser.

    The tractor beams are designed to either launch or recover up to six Interceptors or Slavers at a time, while the cargo bay tractors are capable of handling the large loads used to grab more valuable items.

    The transporter system is designed to beam aboard a full platoon of troops per cycle, allowing the Orions to rapidly transfer troops onto the target location. Even so, it will still take over eight minutes to transfer all of the combat troops off the ship. Normal procedure is to leave one of the four Battalions on board the Marauder, and lt the other three engage. The stay-behind battalion is randomly chosen each time, and the four battalions compete to avoid it, as they lose the chance to gather choice loot when on a mission. The standard methods to choose the battalion are via simulated combat drills on board, or borrowing spare terrain on a nearby planet to simulate an attack or defense. This ensures that the Battalions are all skilled in combat drills, while sending the best off to attack the enemy. There are some theories from Starfleet Intelligence that since the worst of the four is on board that it could be possible to take over the Marauder, but the remaining battalion is still seven hundred people, almost the full crew capacity of a Galaxy class starship. Only a planet or dedicated troopship would have the necessary number of bodies to throw at a Marauder, once they get through the transporter deflectors set up to prevent just such a counter-assault.

    All four battalions also cycle through the Security setups on board as well. This is a central Security station that is designed to monitor the whole ship and any ground deployments, with two smaller security setups, one focusing on the rear of the ship, and one on the forward. A smaller security station allows the Royal chamber access to the ship's transporters, plus a few guards and hidden force fields in case a guest gets rough in the court without the Captain's permission. On the bright side, anyone captured in such a manner can be explored quite well in the science systems, with sufficient labs to hold over two dozen such guests in uncomfortable surroundings.

    The weapons are the standard class 8 phasers, but the number of auxiliary phasers has been increased. The forward phaser is the standard that has been almost a signature weapon for the Orion fleet, while the aft phaser has been boosted to be capable of multiple shots against a single target. The auxiliary phasers have been mounted to provide support, with eight capable of supporting forward firepower, and four supporting aft. Their mounting locations limit them to only half the side of the ship, and only upper or lower halves. However, any opponent that gets within the forward quarter arc can be targeted by the primary phaser array, and the eight smaller phasers. An aft target has to deal with the aft phaser, and four auxiliary phasers.

    The photon torpedo launchers are mounted as a pair on each side. Since the photons have a full circle firing arc, their mounting location doesn't matter as much, so the Orions decided to minimize loss of firepower to enemy ships in the fore or aft arcs.

    The Microtorps and Mines are stored as cargo only, and are for rearming the Interceptors and Slavers carried in the shuttle bay. There are a total of three full reloads carried on board, but losses to the Slavers and Interceptors mean the ordnance will last longer than three battles. The Marauder cannot launch the mines or microtorps itself, but storing them securely and safely is better than shoving them into a cargo bay.

    The shield grid is only an Alpha enhancement on a smaller than normal shield system, so in a long fight the Marauder will steadily lose its shields to enemy fire. The Threshold means that small targets will take a long time to burn through its shields, but the Marauder will burn through their first. This means the Marauder is very effective at dealing with small in-system defenses above colony worlds and developing civilizations. When reinforcements arrive, if they arrive piecemeal, the Marauder can engage them with decent chances of success against single reinforcements, while multiple ships will require time to assemble. If the Marauder can leave before that happens, the Energy Sheath will allow it to evade capture far better, while using its sensors to track its pursuers. If they split apart too much to try and track the Marauder down, it has the potential to engage them singly, an defeat them as well.

    The shuttlebay is capable of handling all the small craft, plus room for a visiting Royal shuttle. The Captain's Yacht bay has a turbolift that goes directly to the Royal Chamber, so the Captain can easily get to and from her shuttle, allowing her to travel in style when she chooses.

  8. #8
    Join Date
    Jun 2008
    Location
    USA
    Posts
    51
    (I apparently have put in too much fluff again, and had to split the ship stats here.)

    Hull: 8
    SU Used: 3119

    Hull:
     
    Outer Hull (32 SU)
    Inner Hull (32 SU)

    Resistance:
    Outer Hull: 8 (9 SU)
    Inner Hull: 8 (9 SU)

    Structural Integrity Field:
    Main: Class 5 (32 SU) (8 Power)
    Backups: 2 (32 SU total)

    Atmospheric Capable (8 SU)
    Energy Sheath (24 SU)


    Crew Quarters - Escape pods
     
    Crew Quarters:
    Barracks: 3400 humanoids (57 SU)
    Spartan: 2050 humanoids (103 SU)
    Basic: 1140 humanoids (114 SU)
    Expanded: 364 humanoids (73 SU)
    Luxury: 8 (8 SU)
    Royal Chamber: 1 (4 SU)

    Basic Life support (32 SU)
    Reserve Life Support: 2 (32 SU total)
    Emergency Life support: 2 sets (32 SU total) (capacity for 6240 people, excess are either casualties, or soon to be casualties)
    Crew Support: 7700 humanoids (10 Power)
    Gravity (8 SU) (4 Power)
    Consumables (2 years worth) (16 SU)
    Food Replicators (8 SU) (8 Power)
    Material Replicators (8 SU) (2 Power)
    Industrial Replicators: 4 (12 SU) (8 Power)
    Medical Facilities:
    - Primary: Class 8 (40 SU) (8 Power)
    - Forward: Class 4 (20 SU) (4 Power)
    - Engineering: Class 4 (20 SU) (4 Power)
    - Military: Class 4 (20 SU) (4 Power)
    - Royal: Class 1 (4 SU) (1 Power)
    Recreation Facilities: Class 7 (56 SU) (14 Power)
    - Personal holodeck is actually placed in the Royal Chamber
    Jeffries Tubes & Turbolifts (24 SU) (2 Power)
    Fire Suppression System (8 SU) (1 Power)
    Cargo Holds: 3 million m^3 (90 SU)
    Escape pods: 8-person capacity (16 SU) (2400 escape capacity, Luxury, Expanded, Basic, and some Spartan)


    Engines - Power Supply
     
    Nacelles: 6C6 (103 SU)
    Plasma Injector: Class 9 (18 SU)
    Warp Uprating: 4 (8 SU)
    Impulse Engine: 4B (23 SU) (38 Power produced)
    RCS (8 U) (2 Power)

    Warp Reactor: 2 * 390 Rating (148 SU total) (780 Power produced total)
    Impulse Reactors: 2 * 4B (46 SU total) (76 Power produced total)
    Auxiliary Reactors: 20 (60 SU) (100 Power Produced)
    Emergency Power (100 SU)
    EPS: 300 transfer rate (70 SU) (Cannot transfer more than 150 to a specific system, due to the dual reactor setup)


    Bridge - Science Labs
     

    Bridge (40 SU)
    Computer: Main: (16 SU) (5 Power)
    Backup * 2 (32 SU total) (10 Power used total)
    ODN (24 SU)
    Nav Deflector * 2 (64 SU total) (5 Power per when active)
    LRS: Class 8 (32 SU) (5 Power)
    - Strength 8 (16 SU)
    - Gain 1 (3 SU)
    Lateral Sensors: Class 9 (18 SU) (5 Power)
    - Gain 1 (3 SU)
    Navigational Sensors: Class 8 (16 SU) (5 Power)
    - Gain: 2 (4 SU)
    Probes: 40 (4 sU)

    Autopilot Skill: 2 (6 SU) (1 Power)
    - Coordination: 2 (2 SU)
    Navigational Computer: Class 3 (4 SU) (3 Power)
    - Backup * 2 (2 SU total)
    Inertial Dampener (16 SU) (3 Power)
    - Backup * 2 (8 sU)
    Attitude Control (2 SU) (2 Power)
    Communications: Class 9 (18 SU) (2 Power)
    - Uprating: 2 (6 SU)
    - Security: 3 (6 SU)
    Emergency Communications (1 SU)

    Tractor Beams
    Hangar Bay: Alpha * 6 (18 sU)
    Cargo Bay: Alpha * 6 (18 sU)
    Forward: Delta (12 SU)
    Aft: Gamma * 2 (18 SU)

    Transporters:
    Personnel: 36 People (18 SU) (18 Power)
    - E/R: 3 (3 SU) (1 Power)
    - E/T coils: 6 (6 SU)
    Emergency: 30 People (8 SU)
    - E/R: 3 (3 SU) (1 Power)
    - E/T coils: 6 (6 SU)
    Cargo: 4000 kg (20 SU) (20 Power)
    - E/R: 3 (3 SU) (1 Power)
    - E/T coils: 6 (6 SU)
    Security:
    Central: Class 8 (32 SU)
    Forward: Class 4 (16 SU)
    Aft: Class 4 (16 SU)
    Royal: Class 1 (4 SU)
    Anti-Intruder System (8 sU) (1 Power)
    Internal Force Fields (8 SU)
    Science Systems: Class 7 (43 SU)
    - Labs: 32 (8 SU)


    Weapons & Shields
     

    Phasers
    Forward: Class 8 160 emitters (26 SU) (64 Power)
    - Alpha Interlock (0 SU)
    - Modes: Standard, Sustained (1 SU)
    - Arc: 360 (2 SU) (Front half
    12 Individual quarter firing Phaser 8 @ 50 emitters/ (8 SU/, 96 SU total) (16 Power/, 192 total power)
    - Alpha Interlock (0 SU)
    - Modes: Standard (0 SU)
    - Arc: 180 (0 SU) (each is aimed at 45 degrees off centerline, either forward or aft)
    - Locations:
    - * two firing upper left forward, providing 360 degree coverage, but only fore, port, and upper side.
    - * two firing lower left forward, providing 360 degree coverage, but only fore, port, and lower side.
    - * two firing upper right forward, providing 360 degree coverage, but only fore, starboard, and upper side.
    - * two firing upper right forward, providing 360 degree coverage, but only fore, starboard, and lower side.
    - * one firing upper left aft, providing 360 degree coverage, but only aft, port, and upper side.
    - * one firing lower left aft, providing 360 degree coverage, but only aft, port, and lower side.
    - * one firing upper right aft, providing 360 degree coverage, but only aft, starboard, and upper side.
    - * one firing upper right aft, providing 360 degree coverage, but only aft, starboard, and lower side.
    Aft Phaser: Class 8 160 emitters (26 SU) (64 Power)
    - Alpha Interlock (0 SU)
    - Modes: Standard (0 SU)
    - Arc: 360 (2 SU) (back half)
    Photon Torpedo Launchers 4 @ Spread 4/ (12 SU/, 48 SU total) (40 Power/, 160 Power total)
    - Alpha Interlock (0 SU)
    - 2 port, 2 starboard
    Torpedoes: 800 (80 SU)
    Microtorps: 7200 (stored as cargo only) (72 SU)
    Targeting System: Beta (9 SU) (1 Power)
    Mines: 2160 (stored as cargo only) (108 SU)

    Shields:
    Forward:
    Protection 1000 (44 SU) (100 Power)
    Beta Grid (+33.33% protection) (8 SU)
    Threshold: 300 (28 SU)
    Recharge: Class 1 (4 SU)
    Backup generator (2 SU)
    3 more identical: 86 SU/, 258 SU total) (100 Power/, 300 Power total)


    Auto-destruct - Shuttle Bay
     
    Autodestruct (8 SU)

    Shuttle Bay Capacity: 51 Hull (102 SU)

    Captain's Yacht (10 SU)

    Standard hangar complement:
    24 Interceptors
    12 Slaver shuttles
    6 Maiden shuttles (Hull 2/)
    Capacity for 1 Royal Shuttle (Hull 3)

  9. #9
    Join Date
    Jun 2008
    Location
    USA
    Posts
    51
    The Slavemaster Battleship is built on the same hull as the Marauder, but it is designed for a far worse purpose than mere looting. It is designed to gather almost a thousand people from a colony, process them into semi-loyal members of the Orion Syndicate, and bring the profitable ones back for sale. The unprofitable ones are often left behind on the planet to serve as hidden reinforcements for the next set of Orion raiders. Until the next set of Orion raiders arrives, they will do their best to improve the planet's wealth and the quality of its inhabitants, until either they are arrested for treason, the next set of Orions arrive, or the conditioning wears off. Stealthy insertion of Orion agents can extend the conditioning effect. Some symptoms of hidden Orion conditioning have masqueraded as a 'colonial improvement bureau', 'resource management study group', or just a simple 'planetary mapping division'. All of these have been prior examples of Orion conditioning groups that have a hidden Orion at the center, providing updated instructions to the group to prepare for the next attacker.

    The only differences that a standard Slavemaster Battleship has from a Marauder Battleship in construction are the Crew Quarters, cargo bay, and transporter systems. This allows the shipyards and repair centers to be able to easily repair either of these two capital ships for when they get into trouble, and manage to get out intact. It also allows crews from one ship to be easily assigned to the other, improving Orion fleet flexibility. A brand new Captain also knows the capabilities of a Battleship class, and can modify her plans based on the sub-type slightly to take advantage of its special abilities. Compared to other races having extremely different designs between their capital ships, this gives the Orion Navy a strategic advantage. The tactical disadvantage is that other empires know the capabilities as well, meaning their tactics don't need to change, merely a respect for the larger number of boarding parties that can be sent over in case shields drop.

    The Quarters feature an extra 800 capacity for people in additional Barracks Quarters. When grabbing additional personnel, extra locations to store them are always useful. Several Orion groups will deliberately travel with understrength boarding troops and only a minimum of nonTrained crew, simply to be able to gather more cargo in its bays (the record is only traveling with 200 of its expendable troops, allowing for 1600 people to be gathered). Since the Orion women can convert several of the locals to the Orion side, it is fairly easy for the ship to arrive over a colony, beam aboard a few people from isolated areas, and convert them. As the Orion force builds up its military using the local colony, the ship changes its focus to more populated areas, until finally they are able to assault the planetary government headquarters.

    The Slavemaster has to be very careful to avoid depopulating the colony too severely. If it takes away too many people, the colony will not be able to repopulate in time for the next Orion force. This is why the Orions will often leave behind a sleeper force to steadily upgrade the colony and improve its standard of living. With more resources available, the population can grow faster than if they are struggling to survive. A few small changes in planetary philosophy will encourage greater numbers of children per couple, while better technology allows for more skilled people that produce higher quality goods. There have even been cases where a Slavemaster will arrive over a colony, and use its own Industrial Replicators to uplift the colony to a higher capability, without taking anything. Although this does provide good relations for the Orions initially, the Slavemaster will soon stop by there again, taking payment in the form of whoever is available.

    The cargo holds have been reduced, and are mainly for providing sufficient food to feed an expeditionary force, or trade at an Orion colony. Some Orion ships have managed to make extra profit from their missions, either gathering valuable minerals, beaming up precious tech, or even honest trade.

    The Personnel and cargo transporters were modified. The Personnel transporter system was changed to be able to send over 2 platoons of 36 people each at a time, while the cargo transporters were downsized to make the necessary room. The larger numbers of personnel transporters also allow a Slavemaster Battleship to rapidly transport up candidate cargo, for the Orion women to judge its value. Kept cargo is then moved to the Barracks Quarters, while discarded cargo is either beamed back to the planet, or converted to the Orion cause and used as expendable ground forces. The smaller cargo transporters with smaller cargo holds mean that the operators have to be far more picky about what is beamed up.

    Everything else has practically been kept the same. There have been retrofits over the decades that the Slavemaster ship has been in service, ranging from reduced weapons, changing the Quarters allocation, removing some, most or all of the ammunition, reduced recreational facilities, all with the plan of carrying more people at a time. No matter what the changes were for, the Captains remembered that this was a ship designed to attack the enemy, and kidnap as many quality people as possible. The Captains remembered that, and so did everyone who fought one of these vessels.

    Barracks: 1600 slaves + 2800 expendable troops
    Spartan: 1320 Non-trained Crew + 400 Squad leaders
    Basic: 840 Trained Crew + 300 Bodyguard/Specialist
    Expanded: 120 Officers (a mix of Orion females and well-Trained specialists) + 100 Orion Female ground combat leaders + 20 next level Orion female ground leaders, + 4 next level Orion female leaders
    Luxury: 8 Ship's Officers (XO, CE, CSO, Supply, Weapons officer, Military infantry forces commander, Navigation, Doctor, )

    Ship's Marines
    2800 generic
    700 command/bodyguard
    100 Orion Female ground specialist

    Standard assault platoon
    1 Orion female, 3 Bodyguard/Specialist, 4 Squad leader, 28 expendable

    Stores 3 reloads of microtorps for its Interceptors and of mines for its Slaver shuttles

    Hull: 8
    SU Used: 3112

    Hull & Options
     

    Outer Hull (32 SU)
    Inner Hull (32 SU)

    Resistance:
    Outer Hull: 8 (9 SU)
    Inner Hull: 8 (9 SU)

    Structural Integrity Field:
    Main: Class 5 (32 SU) (8 Power)
    Backups: 2 (32 SU total)

    Atmospheric Capable (8 SU)
    Energy Sheath (24 SU)


    Crew Quarters - Escape pods
     

    Crew Quarters:
    Barracks: 4400 humanoids (74 SU)
    Spartan: 2050 humanoids (103 SU)
    Basic: 1140 humanoids (114 SU)
    Expanded: 364 humanoids (73 SU)
    Luxury: 13 (13 SU)
    Royal Chamber: 1 (5 SU)

    Basic Life support (32 SU)
    Reserve Life Support: 2 sets (32 SU total)
    Emergency Life support: 2 sets (32 SU total) (capacity for 6240 people, excess are either casualties, or soon to be casualties)
    Crew Support: 8764 humanoids (11 Power)
    Gravity (8 SU) (4 Power)
    Consumables (2 years worth) (16 SU)
    Food Replicators (8 SU) (8 Power)
    Material Replicators (8 SU) (2 Power)
    Industrial Replicators: 4 (12 SU) (8 Power)
    Medical Facilities:
    Primary: Class 8 (40 SU) (8 Power)
    Forward: Class 4 (20 SU) (4 Power)
    Engineering: Class 4 (20 SU) (4 Power)
    Military: Class 4 (20 SU) (4 Power)
    Royal: Class 1 (4 SU) (1 Power)
    Recreation Facilities: Class 7 (56 SU) (14 Power)
    - Personal holodeck is actually placed in the Royal Chamber
    Jeffries Tubes & Turbolifts (24 SU) (2 Power)
    Fire Suppression System (8 SU) (1 Power)
    Cargo Holds: 2 million m^3 (60 SU)
    Escape pods: 8-person capacity (16 SU) (2400 escape capacity, Luxury, Expanded, Basic, and some Spartan)


    Engines - Power
     

    Nacelles: 6C6 (103 SU)
    Plasma Injector: Class 9 (18 SU)
    Warp Uprating: 4 (8 SU)
    Impulse Engine: 4B (23 SU) (38 Power produced)
    RCS (8 U) (2 Power)

    Warp Reactor: 2 * 390 Rating (148 SU total) (780 Power produced total)
    Impulse Reactors: 2 * 4B (46 SU total) (76 Power produced total)
    Auxiliary Reactors: 20 (60 SU) (100 Power Produced)
    Emergency Power (100 SU)
    EPS: 300 transfer rate (70 SU) (Cannot transfer more than 150 to a specific system, due to the dual reactor setup)


    Bridge - Tractors - Transporters - Labs
     

    Bridge (40 SU)
    Computer: Main: (16 SU) (5 Power)
    Backup * 2 (32 SU total) (10 Power used total)
    ODN (24 SU)
    Nav Deflector * 2 (64 SU total) (5 Power per when active)
    LRS: Class 8 (32 SU) (5 Power)
    - Strength 8 (16 SU)
    - Gain 1 (3 SU)
    Lateral Sensors: Class 9 (18 SU) (5 Power)
    - Gain 1 (3 SU)
    Navigational Sensors: Class 8 (16 SU) (5 Power)
    - Gain: 2 (4 SU)
    Probes: 40 (4 sU)

    Autopilot Skill: 2 (6 SU) (1 Power)
    - Coordination: 2 (2 SU)
    Navigational Computer: Class 3 (4 SU) (3 Power)
    - Backup * 2 (2 SU total)
    Inertial Dampener (16 SU) (3 Power)
    - Backup * 2 (8 sU)
    Attitude Control (2 SU) (2 Power)
    Communications: Class 9 (18 SU) (2 Power)
    - Uprating: 2 (6 SU)
    - Security: 3 (6 SU)
    Emergency Communications (1 SU)

    Tractor Beams
    Hangar Bay: Alpha * 6 (18 sU)
    Cargo Bay: Alpha * 6 (18 sU)
    Forward: Delta (12 SU)
    Aft: Gamma * 2 (18 SU)

    Transporters:
    Personnel: 72 People (36 SU) (36 Power)
    - E/R: 3 (3 SU) (1 Power)
    - E/T coils: 6 (6 SU)
    Emergency: 30 People (8 SU)
    - E/R: 3 (3 SU) (1 Power)
    - E/T coils: 6 (6 SU)
    Cargo: 3000 kg (15 SU) (15 Power)
    - E/R: 3 (3 SU) (1 Power)
    - E/T coils: 6 (6 SU)
    Security:
    Central: Class 8 (32 SU)
    Forward: Class 4 (16 SU)
    Aft: Class 4 (16 SU)
    Royal: Class 1 (4 SU)
    Anti-Intruder System (8 sU) (1 Power)
    Internal Force Fields (8 SU)
    Science Systems: Class 7 (43 SU)
    - Labs: 32 (8 SU)


    Weapons - Shields
     

    Phasers
    Forward: Class 8 160 emitters (26 SU) (64 Power)
    - Alpha Interlock (0 SU)
    - Modes: Standard, Sustained (1 SU)
    - Arc: 360 (2 SU)
    12 Individual quarter firing Phaser 8 @ 50 emitters/ (8 SU/, 96 SU total) (16 Power/, 192 total power)
    - Alpha Interlock (0 SU)
    - Modes: Standard (0 SU)
    - Arc: 180 (0 SU)
    Aft Phaser: Class 8 160 emitters (26 SU) (64 Power)
    - Alpha Interlock (0 SU)
    - Modes: Standard (0 SU)
    - Arc: 360 (2 SU)
    Photon Torpedo Launchers 4 @ Spread 4/ (12 SU/, 48 SU total) (40 Power/, 160 Power total)
    - Alpha Interlock (0 SU)
    Torpedoes: 800 (80 SU)
    Microtorps: 7200 (stored as cargo only) (72 SU)
    Targeting System: Beta (9 SU) (1 Power)
    Mines: 2160 (stored as cargo only) (108 SU)

    Shields:
    Forward:
    Protection 1000 (44 SU) (100 Power)
    Beta Grid (+33.33% protection) (8 SU)
    Threshold: 300 (28 SU)
    Recharge: Class 1 (4 SU)
    Backup generator (2 SU)
    3 more identical: 86 SU/, 258 SU total) (100 Power/, 300 Power total)


    Autodestruct - shuttle
     

    Autodestruct (8 SU)

    Shuttle Bay Capacity: 47 Hull (94 SU)

    Captain's Yacht (10 SU)

    Standard hangar complement:
    24 Interceptors (Hull 1/)
    12 Slaver shuttles (Hull 1/)
    4 Maiden shuttles (Hull 2/)
    Capacity for 1 Royal Shuttle (Hull 3)

  10. #10
    Join Date
    Jun 2008
    Location
    USA
    Posts
    51
    The Warbarge Dreadnought. A simple and steady name, it does not imply speed, or stealth, or cunning, just raw brute force. The largest vessel fielded by the Orion Navy, they are only built in a handful of yards, and even then take 3-4 years to construct. Custom outfitted to the Captain's specifications, each Dreadnought is an extension of the owner's personality, but the same solid hull is beneath the fancy patterns, and Dreadnought Captains know they can rely on its strength.

    At least, when it was first designed.

    Today, the Dreadnought design is showing its age. Its protection and structural integrity are weaker than other Orion ships, though still capable of holding the large hull together.

    The Crew Quarters are larger than even those on the Slavemaster Battleship, and the Life Support includes sufficient capacity to handle visitors on board. As always, the Emergency Life Support is enough to handle the Royalty through Standard Quarters, with a little extra in case there are visitors that need to be kept safe.

    Its original missions were years in length, and the storage has kept pace. The vessel has three years of replicator material for food, and to allow for remote operations it has a total of ten Industrial Replicators on board. This is an impressive amount of industrial potential for a single ship. The amount of foodstock and replicator capacity allows the vessel to serve as the deep space resupply and repair depot for several smaller Orion ships, or for uplifting a planet. Uplift can be accomplished by the ship hanging around in orbit to use all of its capacity, or by dropping off an Industrial Replicator or two for the planet to use. Federation diplomats have protested this interference in the planet's development, but the Orion Captain explained that she had no intention of watching the inhabitants die from a preventable plague. Of course, her price later on was more than the planet had anticipated, but they did survive the plague.

    The Medical facilities have reached the limit of their capabilities, as they are simply running out of room to improve the Sickbays on board the ship. The same issue was reached with the Recreation capabilities, and as a result the crew often has to find its own forms of recreation, often at the expense of whatever planet or space station they get to next.

    The Cargo Bays are a leftover from its days as a raider, and have been kept over the decades to allow for spare parts, salvage, and outright stolen products to be traded or used for repairs and maintenance. The Escape pods are the same restricted amount, and only capable of taking all the Royal, Luxury, Extended, Basic, the Spartan Quarters, and even some in the Barracks. The expendable crew in the Barracks class quarters are mostly left to die, and if there are VIPs that need to be evacuated, the excess Barracks personnel will be left behind as well. Their only hope is that the damage has killed enough of the senior personnel for there to be room. There have been cases where someone in the Barracks made sure there ws enough room, but such motivated people seldom stay at Barracks level for long. Those motivated people learn to watch their back, in case there are other similarly motivated people around them.

    The nacelles selected when the Warbarge was first designed were the Class 5. The smallest engine capable of cruising at warp 5, it was incorporated into the design of the Warbarge to ensure that the Dreadnought would be capable of catching up with any merchant traffic around. Attempts by merchant vessels to get away meant their systems would fail before the Warbarge, allowing it to catch and prey upon them. Discussions about how class 4 engines still had potential, and other engines might even be devloped were dismissed at the time due to the cruise factor being among the highest around. The designers predicted that the integrated engine and hull would serve the Orion Navy very well.

    That was over a century ago.

    The problem was that the design worked too well. The nacelles are an inherent part of the Warbarge design, and attempting refits or other methods to change them caused unavoidable weaknesses or other structural issues in the ship's hull. As a result, auxiliary warp upratings have been added to the Warbarge's FTl systems over the centuries that this ship class has been in service. Every Orion Admiral that has looked at the Warbarge has seen a vessel that is past its prime, but due to the lack of any competing design is still being built. The number of upgrades has increased as well, increasing steadily over the decades to allow the Warbarge to catch the faster freighters that have started to appear.

    The current engine design can barely maintain its top speed for more than four hours, and the number of upgrades has made engineering maintenance a critical factor when the ship has to go to warp. The skilled engineers on the ship have a much louder voice in ship operations than would be the case in other Orion vessels, and it is a skilled Captain that can balance the voice of the engineers against the other demands on her time. One common strategy is to park the ship in orbit around a planet for several months, so the lesser-trained engineers can catch up on maintenance, and only use the warp engines for relatively short hops. This way an Orion Captain can use lesser trained Engineers, without giving up most of her strategic flexibility. The better method is keeping the key senior engineers on her side, and rotating out the lesser engineers so they never get a chance to properly organize.

    The EPS relays are older designs as well. They were capable when the ship was first built, but their lack of capacity has led to them being among the choke points of the ship's design. As with other designs, the twin reactors mean no more than half the EPS capacity can be applied to a single system. This need to keep the two reactors from interfering with each other has been one of the main drawbacks of multi-reactor designs. Orion R&D personnel are working on various EPS and reactor designs themselves, along with keeping an eye on promising Federation engineers to 'borrow' the engineer that manages to succeed in such a design.

    The sensors were cutting edge when first developed, and were the pattern for many other Orion sensor systems over the decades. They have been refitted and refined over the decades, into what is currently known as the 'Orion standard' sensor package. This has made it easier for other races to track Orion vessels using the default scan package, but frequent changes in scan protocols have made it possible for Orion vessels to sneak by ships over and over. A large number of probes allows the ship to discretely explore systems, where two probes are launched, one to scan the planet and dive into the local star to hide evidence, and the other to relay the data back to the mothership and hopefully be recovered after.

    The Tractor beams have been increased in number, to allow for safely handling large cargos around the Dreadnought, for underway replenishment of vessels near it. The cargo transporters allow for transferring cargo that should not be transported by shuttle, but are stable enough for a transporter beam. The Science systems are older in design, but there was enough elbow room available for bringing them up to class 6 standards.

    Originally there were more phasers mounted, but as the technology advanced, fewer but more powerful phasers were the result. It currently has less armament than a modern Battleship, so the Dreadnought is very careful when full-sized warships are nearby. On the bright side, if the Captain can trust them, smaller warship are allowed nearby, and trade is encouraged. First, this gives the other race a reason to keep the Orion dreadnought around, and second, the Orion ship gets the spare components it needs to keep operating. Several Orion Captains have gone into the industrial merchant path, traveling around some empires, trading industrial capacity in exchange for whatever the planet produces in excess. Even though their weapons are not the most powerful, against smaller raiders the Dreadnought's weaponry is quite sufficient to keep them honest.

    When another Orion Raider arrives, the two Captains will often throw a party on the planet, and offering entertainments that are often not Federation approved. This provides good will with the local planet, and gives the Orions a useful tactical picture of the colony's layout, hidden areas, secret information, etc for the next set of Raiders to use (when the Dreadnought is not around).

    The torpedo launchers were originally Spread 4, but were upgraded over the years to Spread 6, as there was not enough room in the right configuration (including power runs, bracing girders, and cooling grid) to add extra launchers. To make up for this, and the extra long missions, the Dreadnought carries enough torpedoes to reload both launchers 75 times. Most of these are selected for the Dreadnought's use, but some are for supporting other Orion ships.

    The Microtorps and Mines are for its internal Interceptors and Slavers, plus supporting other vessels again.

    A higher level of shield protection allows the Dreadnought to survive just a bit longer in combat, but again, modern warships are capable of easily matching if not exceeding its protection.

    The Shuttle Bay is designed to be able to handle 6 Interceptors, 6 Slavers, 7 personal shuttles, and one Royal shuttle.

    More and more it is obvious to the Orion Navy that the warbarge is an obsolete design. The current hulls are used as either remote space stations, orbital defense platforms, or fleet support vessels. In direct combat, a Warbarge is currently ill-suited. They are still considered a prime command location, due to the sheer size and capability of a Warbarge, and Captains placed in such a position are given a large amount of flexibility in interpreting their orders, along with options for changing the orders as they see fit.

    The Dreadnoughts have been modified over the decades, and while the below is considered its normal stats, there is 500 SU worth of space. This space is not modifiable rapidly, but is a fact caused by different Captains wanting different options for the Dreadnought when it is constructed, plus retrofits to tweak performance. What one Captain considers important one year might be extraneous 20-30 years later. Each Dreadnought can almost be considered a separate design as a result, and except for a very few locations, the internal layouts between ships are different.

  11. #11
    Join Date
    Jun 2008
    Location
    USA
    Posts
    51
    Here are some examples of what can be stored in that space.
    100 SU Sections:
    Cargo Improvement: Add 3,200,000 m^3 of cargo capacity, 1 Alpha Tractor Beam @ 3 SU (needs power when active), 1 Inventory Computer @ 1 SU

    Slave Package: A single Class 4 security setup (20 SU), 3 SU of Basic Quarters, 2 SU of kitchen/food, and 75 SU of Barracks Quarters. Total is 30 Security troops, 4500 slaves. Power is provided by the Dreadnought for life support inherently, and will need up to 32 Power if all the Brigs are full.

    Troop module: Each platoon is 1 Orion female (Expanded Quarters), 3 Bodyguards (Basic Quarters), 4 Squad leaders (Spartan Quarters), and 28 disposable (Barracks Quarters), for 7/6 SU per platoon. Has 36 Personnel transporter pads (capable of transporting 1 platoon at a time): 18 SU (links with ship's E/R and E/T), Cargo Bay: 33,000 m^3 (1 SU), Class 4 Recreation (32 SU), Class 3 Medical (15 SU), 24 platoons: 28 SU, 5 extra Expanded Quarters (1 SU), 1 Auxiliary Reactor to charge the weapons (3 SU), Escape pods (20 pods, 8 people per); Needs 8 power for Recreation, and 4 Power for Medical

    Growth Tank module: This is the reason the Orions put so little value on Non or Low trained life. This module includes a single computer dedicated to designing new DNA strands, running the growth tanks, and direct interface training of the occupants. All the annoying details for raising a child (potty training, language skills, basic social customs, etc) are handled by a computer feeding the appropriate information to the growing being inside the tube. The interface circuitry is designed to either disintegrate upon full growth, or it can remain, to allow for future mental training programs to be included. The power system is dedicated to these functions as well, separate from te rest of the ship, to avoid loss of power during the maturation process. An attached set of Labs allows the Orions in charge to perform genetic tweaks, or to extract sample DNA from candidate individuals. Some Orions use this candidate DNA to create better soldiers (i.e. Nausicaan traits), others to improve themselves (telepathy). It is composed of:
    - Computer - 4 SU, 5 Power
    - Fire Suppression - 1 Power
    - Growth Tubes: 5 per SU, 60 SU, 300 people-equivalents, 7 power needed
    - Extra Science equipment: 5 SU (increases DN's Science Rating by 1)
    - Specialized Science Equipment: 5 SU (+1 to Science skill ivolving Biology)
    - 8 Labs: 2 SU
    - 3 Auxiliary Reactors - 9 SU, 15 Power provided (2 Power net)
    - Cargo Bay: 60,000 m^3 - 2 SU
    - 30 Expanded Quarters (for Orion females grown this way) - 6 SU
    - 300 Barracks Quarters (for non-Trained grown this way) - 5 SU
    - 20 Escape pods (8 people/) - 2 SU
    - To prevent potential power siphoning during stress situations, the Auxiliary Reactors are not tied into the rest of the ship normally. A Routine Engineering test is necessary to do so, but at double the normal time. After they are tied in, any power relay system hit has a chance to damage active Growth tubes (exact amounts determined by Narrator).

    Entertainment Center:
    - Class 10 Recreation (80 SU)
    - Class 3 Security system (keep guests safe) (12 SU)
    - Medical Rating 1 (onsite medics) (5 SU)
    - 10 Basic Quarters (so partiers can sleep it off in some comfort) (1 SU)
    - 40 Spartan Quarters (so broke partiers can sleep it off) (2 SU)
    Needs 20 Power for Recreation, 1 Power for Medical, plus up to 24 Power for the Brigs

    Passenger Quarters:
    - 250 Basic Quarters (25 SU)
    - 125 Expanded Quarters (25 SU)
    - 25 Luxury Quarters (25 SU)
    - 20 Unusual Quarters (20 SU)
    - 160 m^3 Luggage storage (5 SU)
    - Food and Powerprovided by the Dreadnought.

    Shipyard:
    - 10 Industrial Replicators (30 SU) (20 Power Needed)
    - 40 SU Extendable Shipyard arms (treated as Hangar Bay, can handle up to 20 Size of ships under construction)
    - 200,000 m^3 storage (components delivered in just-in-time format)

    Hangar Bay:
    - 40 Size worth of Shuttles (80 SU)
    - 4 Alpha Tractors (12 SU)
    - 20 Basic Quarters (2 SU)
    - 20 Expanded Quarters (4 SU)
    - 50,000 m^3 cargo (2 SU)

    Shield Boost:
    (Upgrades base shields to 1200 pts protection, after boosting it is 1600 pts protection, Threshold is upped to 400, and the recharge time is dropped to 8 rounds for 10 SU [1*Ship Size]. Requires 80 additional points of power.)

    Power Enhancement:
    - 1 Luxury Quarters (Orion in charge) - 1 SU
    - 10 Expanded Quarters (Trained personnel) - 2 SU
    - 20 Spartan Quarters (trained entertainment for Engineers) - 1 SU
    - 3 Class 6 Impulse Reactors (generate 48 Power per, total 144 Power) - 90 SU
    - Class 1 Medical Facility (on-site medical packs for triage before sending to main Sickbay) (uses 1 Power) (5 SU)
    - 20,000 m^3 (spare parts) - 1 SU

    Weapons package:
    - 4 additional phaser strips, each with the following characteristics:
    Type 8 @ 120 emitters, Alpha Interlock, 360 arc (22 SU per, total of 88 SU) (locations & firing arcs TBD by Ship's Captain
    - Spread 4 Photon torpedo launcher


    Size: 10
    SU Used: 3250
    SU available: 500 (see variable modules above)

    Hull:
     

    Outer Hull (40 SU)
    Inner Hull (40 SU)

    Resistance:
    Outer Hull: 6 (6 SU)
    Inner Hull: 6 (6 SU)

    Structural Integrity Field:
    Main: Class 4 (31 SU) (8 Power)
    Backups: 2 (32 SU total)

    Energy Sheath (24 SU)

    Crew Quarters - Escape pods
     
    Crew Quarters:
    Barracks: 7150 humanoids (120 SU)
    Spartan: 2500 humanoids (125 SU)
    Basic: 1280 humanoids (128 SU)
    Expanded: 400 humanoids (80 SU)
    Luxury: 18 (18 SU)
    Royal Chamber: 1 (5 SU)

    Basic Life support (40 SU)
    Reserve Life Support: 1 set (20 SU total)
    Emergency Life support: 2 sets (40 SU total) (capacity for 7800 people, excess are either casualties, or soon to be casualties)
    Crew Support: 13619 humanoids (11 Power)
    Gravity (10 SU) (5 Power)
    Consumables (3 years worth) (30 SU)
    Food Replicators (10 SU) (10 Power)
    Material Replicators (10 SU) (2 Power)
    Industrial Replicators: 10 (30 SU) (20 Power)
    Medical Facilities:
    Primary: Class 7 (35 SU) (7 Power)
    Forward: Class 3 (15 SU) (3 Power)
    Engineering: Class 3 (15 SU) (3 Power)
    Military: Class 3 (15 SU) (3 Power)
    Royal: Class 1 (4 SU) (1 Power)
    Recreation Facilities: Class 6 (48 SU) (12 Power)
    - Personal holodeck is actually placed in the Royal Chamber
    Jeffries Tubes & Turbolifts (30 SU) (2 Power)
    Fire Suppression System (10 SU) (1 Power)
    Cargo Holds: 3 million m^3 (90 SU)
    Escape pods: 8-person capacity (30 SU) (4640 escape capacity, Luxury, Expanded, Basic, and some Spartan)


    Engines - Power
     
    Nacelles: Class 5 (50 SU)
    Plasma Injector: Class 2 (4 SU)
    Warp Uprating: 50 (100 SU) (Can add a total of 5 Warp factors to any of the three categories, amount is determined by Orion Captain)
    Impulse Engine: 4B (23 SU) (38 Power produced)
    RCS (10 U) (2 Power)

    Warp Reactor: 2 * 390 Rating (148 SU total) (780 Power produced total)
    Impulse Reactors: 2 * 4B (46 SU total) (76 Power produced total)
    Auxiliary Reactors: 10 (30 SU) (50 Power Produced)
    Emergency Power (100 SU)
    EPS: 200 transfer rate (70 SU) (Cannot transfer more than 100 to a specific system, due to the dual reactor setup)


    Bridge - Labs
     

    Bridge (50 SU)
    Computer: Main: (20 SU) (5 Power)
    Backup * 2 (40 SU total) (10 Power used total)
    ODN (30 SU)
    Nav Deflector * 2 (80 SU total) (5 Power per when active)
    LRS: Class 8 (32 SU) (5 Power)
    - Strength 8 (16 SU)
    - Gain 1 (3 SU)
    Lateral Sensors: Class 9 (18 SU) (5 Power)
    - Gain 1 (3 SU)
    Navigational Sensors: Class 8 (16 SU) (5 Power)
    - Gain: 2 (4 SU)
    Probes: 150 (15 SU)

    Autopilot Skill: 1 (3 SU) (1 Power)
    - Coordination: 1 (1 SU)
    Navigational Computer: Class 2 (2 SU) (1 Power)
    - Backup * 2 (2 SU total)
    Inertial Dampener (20 SU) (3 Power)
    - Backup * 2 (10 SU)
    Attitude Control (3 SU) (3 Power)
    Communications: Class 9 (18 SU) (2 Power)
    - Uprating: 2 (6 SU)
    - Security: 3 (6 SU)
    Emergency Communications (1 SU)

    Tractor Beams
    Hangar Bay: Alpha * 6 (18 SU)
    Cargo Bay: Alpha * 6 (18 SU)
    Forward: Delta (12 SU)
    Aft: Gamma * 2 (18 SU)

    Transporters:
    Personnel: 72 People (36 SU) (36 Power)
    - E/R: 3 (3 SU) (1 Power)
    - E/T coils: 6 (6 SU)
    Emergency: 30 People (8 SU)
    - E/R: 3 (3 SU) (1 Power)
    - E/T coils: 6 (6 SU)
    Cargo: 5000 kg (25 SU) (25 Power)
    - E/R: 3 (3 SU) (1 Power)
    - E/T coils: 6 (6 SU)
    Security:
    Central: Class 8 (32 SU)
    Forward: Class 4 (16 SU)
    Aft: Class 4 (16 SU)
    Royal: Class 1 (4 SU)
    Anti-Intruder System (10 SU) (1 Power)
    Internal Force Fields (10 SU)
    Science Systems: Class 6 (40 SU)
    - Labs: 37 (8 SU)


    Weapons & Shields
     
    Phasers
    Forward: Class 8 160 emitters (26 SU) (64 Power)
    - Alpha Interlock (0 SU)
    - Modes: Standard, Sustained (1 SU)
    - Arc: 360 (2 SU)
    8 Individual quarter firing Phaser 8 @ 50 emitters/ (8 SU/, 64 SU total) (16 Power/, 128 total power)
    - Alpha Interlock (0 SU)
    - Modes: Standard (0 SU)
    - Arc: 180 (0 SU)
    Aft Phaser: Class 8 160 emitters (26 SU) (64 Power)
    - Alpha Interlock (0 SU)
    - Modes: Standard (0 SU)
    - Arc: 360 (2 SU)
    Photon Torpedo Launchers 2 @ Spread 6/ (13 SU/, 26 SU total) (50 Power/, 100 Power total)
    - Alpha Interlock (0 SU)
    Torpedoes: 900 (90 SU)
    Microtorps: 3600 (stored as cargo only) (36 SU)
    Targeting System: Beta (9 SU) (1 Power)
    Mines: 1080 (stored as cargo only) (54 SU)

    Shields:
    Forward:
    Protection 1000 (54 SU) (100 Power)
    Beta Grid (+33.33% protection) (10 SU)
    Threshold: 300 (35 SU)
    Recharge: Class 1 (5 SU)
    Backup generator (3 SU)
    3 more identical: 107 SU/, 321 SU total) (100 Power/, 300 Power total)


    Autodestruct - Hangar
     
    Autodestruct (10 SU)

    Shuttle Bay Capacity: 29 Hull (58 SU)

    Captain's Yacht (10 SU)

    Standard hangar complement:
    12 Interceptors (Hull 1/)
    6 Slaver shuttles (Hull 1/)
    4 Maiden shuttles (Hull 2/)
    Capacity for 1 Royal Shuttle (Hull 3)

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