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Thread: A revised Version of the Gene Roddenberry’s Andromeda

  1. #1

    A revised Version of the Gene Roddenberry’s Andromeda

    A revised Version of the Gene Roddenberry’s Andromeda

    I was looking at the Andromeda Ascendant I generated for Gene Roddenberry’s Andromeda and the notes from the series and the Notes from RPGgammer.com that much of the Andromeda below has been generated out of. I made some changes and thought that I would share them with you. The TV version of the Andromeda has forty missile launchers capable of firing eight missile each per second, where I limited the ships to firing only five per round.

    In this my latest version of the Andromeda, that is generated to be as close to the version of the ship, that can be generated in combat. In this version in a single round can fire enough missiles to cause damage to a large target the size of the Second Death Star Battle Station from Star Wars the Return of the Jedi that I have generated for the Spacedock crossovers and cause just a hair over 2% damage to an unshielded Death Star. The ship can launch 54.5% of its missile payload in one full minute on a target. In a scenario of attacking the Death Star the Andromeda could inflict over 27% damage to the Death Star less if the station has its shields up. Yet a Siege Perilous class Atmospheric Attack Carrier can cause devastating attack destroying the Death Star in a full minute. However the Glorious Heritage-class Heavy Cruiser can take out Darth Vaders fleet (one Super Star Destroyer and six Imperial II Star Destroyer with shields) by firing only 610 Offensive Kinetic Kill Missiles and for the 576 tie fighter that would be launched in defense of the Star Destroyers the High Guards Defensive Kinetic Kill Missiles or Slip fighters would make short work of them. This makes the Glorious Heritage-class a starship killer in the spacedock designs. This attack would take the Andromeda a half minute to a minute to destroy the fleet and fighters with a round to reload the launchers after depletion.

    I figure the average missile load would be 500 - 1000 missile per type more of one than the other and forty Nova Bomb weapons, the average is 726 each type of weapon minus forty Nova Bombs that I guess standard on the Glorious Heritage-class. The number of missiles are designated by the command need and predetermined the number and composition of missiles carried by the ship. I personally would say 60% missiles for anti-starship and 39% offensive missiles the rest would be anti-fighter missiles and 1% Nova weapons unless payload is specifically designated by the mission but I have a good composition listed below.

    When the Glorious Heritage-class needs to restock with missiles, smart bullets and mines the ship seeks out an asteroid field and pulls in asteroids and then generates new the missiles, smart bullets and mines in 3.75 days once the production has started. Nova Bomb weapons take about a month to generate just one weapon.

    A Federation Galaxy-class can dish Phaser and Photon Torpedoes out 10,400 in damage in an all out barrage but they need to run basic systems only. Here as the Glorious Heritage-class can dish out 39,115 damage in the same amount of time without dropping many systems to minimum. The High Guard starship out guns the Federation starship more than three to one. Yet the Siege Perilous class Atmospheric Attack Carrier with missile alone can cause 153,000 damage, not that it needs to, however it out guns the Galaxy-class starship 14.7 to one in favor to the High Guard Ships and Siege Perilous class against 3.9 times against the Glorious Heritage class. Remember there is always a bigger and baddest starship out there. However a Glorious Heritage class can take down a Galaxy class starships shields in 13 missiles and then take out the ship with an additional 18 missiles fired in a second barrage not that it needed to fire in barrages as the ship clearly has enough launchers.


    The Reconfigured Ultimate Version Of The Glorious Heritage-Class
    Revised: Thursday, September 11, 2014
    Class and Type: Glorious Heritage-class Heavy Cruiser
    Commissioning Date: CY 9768 (4848 AD)

    Hull Systems
    Size: 11
    Length: 1301 meters
    Beams: 976 meters
    Height: 325 meters
    Decks: 63 (50 inhabitable, 13 uninhabitable)
    Mass: 8,000,000 metric tons
    SU’s Available: 4000
    SU’s Used: 6047

    Hull Outer <44>
    Hull Inner <44>
    Resistance Outer Hull: 14 <12>
    Resistance Inner Hull: 9 <12>
    High Tension Armor +5 outer hull resistance only <15>
    Ablative/Reactive Armor: 1500 <300>
    Battle Blades (to armor and outer hull Resistance) +500 (3 rounds to deploy) [10 power/round] <22>

    Structural Integrity field [1 power/10 Protection/round]
    Main: Class 5 (Protection 80/120) <35>
    Backup: Class 5 (Protection 40) <18>
    Backup: Class 5 (Protection 40) <18>
    Specialized hull: Atmospheric Capability <11>
    Planetfall Capability <11>

    PERSONNEL SYSTEMS
    Crew/Passengers/Evac: 4132/500/30,990
    Crew Quarters
    Barracks: Houses 695 crewmembers <12>
    Spartan: 927 <47>
    Basic: 1853 <186>
    Expanded: 834 <167>
    Luxury: 232 <232>
    Unusual: 93 <93>

    Environmental Systems
    Basic Life Support [13 Power/round] <44>
    Reserve Life Support [7 Power/round] <22>
    Emergency Life Support (66 emergency shelters) <22>
    Gravity [6 Power/round] <11>
    Consumable: 4 years worth <44>
    Food Replicators [11 Power/round] <11>
    Machine Shops [11 power/round of use] <22>
    Asteroid Ore Processing and Kinetic Weapons Production (generates one missile or 1 SU of smart bullet per minute) [33 power/round] <33>
    Medical Facilities: 10 (+2) [10 Power/round] <50>
    Recreation Facilities: 4 [8 Power/round] <32>
    Personal Transport: Jefferies tubes [0 Power/round] <11>
    Fire Suppression System [1 Power/round when active] <11>
    Cargo hold: 500,000 cubic meters <15>
    Locations: 50 Cargo Bays
    Escape Pods <40>
    Number: 780
    Capacity: 10 persons per pod

    Propulsion Systems
    Quantum Slipstream [120 power/round] <80>
    Impulse Engine Type: 4 Class (.5c/.5c) [5/5 Power/round] <10 x 4 = 40>
    Location: aft port, aft starboard A
    AG Generators [11 power/round] <28>
    Reaction Control System (.025c) [2 Power/ round when in use] <11>

    Power Systems
    Warp Engine Type: 1 Class 13/S (generates 3000 Power/round) <374>
    Locations: Amidship
    Impulse Engine[s]: 4 Class 2 (generate 16 power/engine/round)
    Auxiliary Power: 10 reactors (generate 5 Power/reactor/round) <30>
    Emergency Power: Type F (generates 50 Power/round) <50>
    EPS: Standard Power flow, +200 Power transfer/round <75>
    Standard Usable Power: 2224

    Operations systems
    Bridge: Command Deck <55>

    Computer
    Cores: [5 Power/round] <22>
    Cores: [5 Power/round] <22>
    Cores: [5 Power/round] <22>
    Cores: [5 Power/round] <22>
    Uprating: Class Beta (+2) [2 Power/computer round] <8>
    AI processor [11 power/round] <11>
    Ship wide Integral Holographic Coverage AI (See notes) [22 power/round] <21>
    ODN <33>

    Self-Repair Systems [66 power/round] <44>

    Navigational Deflector [5 Power/round] <44>
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: forward

    Sensor Systems
    Long-range Sensors [5 Power/round] <30>
    Range package: Type 1 (Accuracy 3/4/7/10)
    High Resolution: 4 Light-years (.5/.6-1.0/1.1-3.0/3.1-4.0)
    Low Resolution: 10 Light-years (1/1.1-3.0/3.1-7.0/7.1-10.0)
    Strength Package: Class 5 (strength 5)
    Gain Package: Class Beta (+2)
    Coverage: Standard

    Lateral Sensors [5 Power/round] <16>
    Strength Package: Class 5 (strength 5)
    Gain Package: Class Beta (+2)
    Coverage: Standard

    Navigational Sensors: [5 Power/round] <15>
    Strength Package: Class 5 (strength 5)
    Gain Package: Class Beta (+2)

    Probes: 100 <10>
    Sensor Skill: 4

    Flight Control Systems
    Autopilot: Shipboard systems (flight control) 4, Coordination 3 [1 Power/round in use] <15>

    Navigational Computer
    Main: Class 3 (+2) [2 Power/round] <4>
    Backups: 2 <2>

    Inertial Damping Field
    Main <88>
    Strength: 10 [3 Power/round]
    Number: 4
    Backup <22>
    Strength: 7 [2 Power/round]
    Number: 4
    Attitude Control [3 Power/round] <3>

    Communications Systems
    Type: Class 2 [2 Power/round] <2>
    Strength: 2
    Security: -1
    Emergency Communications: [2 Power/round] <1>

    Bucking Cables
    10 Emitter: Class Beta [3 Power/Strength used/round] <60>
    Accuracy 5/6/8/11
    Location: 6 aft and 4 forward

    Security Systems Rating: 3 <12>
    Anti-Intruder System: Yes [1 Power/round] <11>
    Bulkhead doors [1 Power/round] <11>
    Science Systems Rating: 2 (+1) [2 Power/round] <21>
    Specialized Systems: 2 <10>
    Hydroponics: 100,000 Cubic meters of [11 power/round] <11>
    Botanical Garden [11 power/round] <11>
    Laboratories: 30 <6>

  2. #2
    Tactical Systems
    24 Kinetic Projectile Weapons (Smart Bullets) <8 x 24 = 192>
    Type (Equal to a Type V Phaser Array)
    Damage: 8 [1 Power]
    Number of Emitters: 200 (up to 5 shots per round)
    Targeting Systems: Class Beta (Accuracy 4/5/7/10)
    Range: 30,000/90,000/360,000/720,000 (any distance beyond this the weapon losses accuracy and the damage drops damage effectiveness by half)
    Location: All partial turrets; 6 right/front/left; 6 rear/right/front; 6 rear/left/front; 6 right/rear/left
    Firing arc: 180 degrees
    Firing Modes: Standard
    Ammo: 500 (smart bullets, bursts per gun turret)
    Ammo Storage: 12,000 <12>
    Kinetic Projectile Weapons Control <11>

    12 Point Defense Laser 50Mw Turrets <10 x 12 = 120>
    Type (Equal to a Type V Phaser Array)
    Damage: 9 [1 Power]
    Number of Emitters: 200 (up to 5 shots per round)
    Targeting Systems: Class Alpha (Accuracy 5/6/8/11
    Range: 10/30,000/100,000/300,000
    Location: All Partial Turrets; 3 right, front, left; 3 front, left, rear; 3 front, right, rear; 3 right, rear, left.
    Firing arc: 360 degrees
    Firing Modes: Standard
    Point Defense Laser Weapons Control <11>

    12 AP Cannons <28 x 12 = 336>
    Type Equal to a type 6 Disruptor Array
    Damage: 130 [13 Power]
    Number of Emitters: (up to 3 shots per round)
    Targeting Systems: Class Alpha (Accuracy 5/6/8/11
    Range: 10/30,000/100,000/300,000
    Location: 3 front; 3 right; 3 left; 3 rear
    Firing arc: turret bases 360 degrees
    Firing Modes: Standard
    Anti-Proton Cannons Weapons Control <11>

    30 Standard ELS Missile Tubes (Torpedo Launcher) <17 x 30 = 510>
    Standard Load: Various types of the Missiles (ten missiles per launcher ready (one round to reload) and 100 in storage) See missile notes
    Spread: 5
    Range: See notes
    Targeting Systems: See notes
    Power: [20 + 5 per torpedo fired]
    Location: six port, six starboard, six ventral, six dorsal, six aft
    Firing Arc: port or starboard or ventral or dorsal or aft, but are self-guided
    ELS Missile Weapons Control <11>

    10 Forward ELS Missile Tubes (High Yield/Torpedo Launcher) <24 x 10 = 240>
    Standard Load: Various types of the Missiles (ten missiles per launcher ready (one round to reload) and 100 in storage) See missile notes (the only launchers that can fire Nova Bombs)
    Spread: 5 (only one Nova bomb in launcher at a time)
    Range: See notes
    Targeting Systems: See notes
    Power: [20 + 5 per torpedo fired]
    Location: Ten Forward Ventral
    Firing Arc: forward, but are self-guided
    ELS Missile Weapons Control (High Yield launcher) <11>
    Missiles Carried: 4400 (800 Offensive Kinetic Kill Missiles, 800 Defensive Kinetic Kill Missiles, 800 Smart anti-ship Missiles, 800 Strategic Smart Anti-ship Missiles, 800 Strategic Multiple Warhead Kinetic Missiles, 360 Surface Attack Missiles, 40 Nova Bomb) <440>

    Six Aft Mine Laying <13 x 6 = 78>
    Standard Load: Class 2 Mine (100 damage)
    Spread: 12
    Range: 1
    Targeting System: Class Beta (Accuracy 4/5/7/10)
    Power: [5 + 1 mines released]
    Location: Aft hull
    Firing arc: Aft drift
    Mines in storage 1000 <100>

    TA/T/TS: Class Gamma [2 Power/round] <12>
    Strength: 9
    Bonus: +2
    Weapon Skill: 4

    Plasma Armor Shields (Forward, Aft, Port, Starboard) <103 x 4 = 412>
    Shield Generator: Class 3 (Protection 600) [60 Power/shield/round]
    Shield grid: Type C (50 % increase to 900 Protection)
    Subspace Field Distortion Amplifiers: Class Delta (Threshold 200)
    Recharging System: Class 3 (35 seconds)
    Backup Shield Generators: 4 (1 per shield) <11>
    Auto-Destruct System <11>

    Auxiliary Spacecraft systems
    Standard Shuttlebay(s): Capacity for 300 Size worth of ships <600>
    Standard Complement: 112 fighters (36 RF-42 Centaur Tactical Fighters, 76 RA-26 Shrike Strike Fighters), 12 assault Shuttles, 24 combat & sensor drones (12 AF/A-29 Phoenix Atmospheric Attack Craft and 16 ES-115 Oracle Heavy Sensor/Attack Drones)
    Location(s): two Large fighter Hangers Port/Starbaord, Several small standard shuttle bays port/starboard

    Revised Ultimate Missiles
    The Missiles of the era is different than the Star Trek world as they have their own targeting system and the launcher only are part of the programming of the missile. Although the High Guard Missiles are the most powerful in the known worlds they are the only one’s to use them.

    HIGH GUARD STANDARDS MISSILE NOTES
    Redefined Wednesday, September 10, 2014

    Offensive Kinetic Kill Missiles (starship scale)
    Range: 10/300,000/1,000,000/3,000,000
    Targeting Systems: Class Gamma (Accuracy: 3/4/6/9)
    Damage 170
    Notes: used as starship killers

    Defensive Kinetic Kill Missiles (fighter scale)
    Range: 5/150,000/500,000/1,500,000
    Targeting Systems: Class Gamma (Accuracy: 3/4/6/9)
    Damage 170
    Note: used as interceptors for fighters and incoming missiles

    Smart anti-ship Missiles (starship scale)
    Range: 10/300,000/1,000,000/3,000,000
    Targeting Systems: Class Gamma (Accuracy: 3/4/6/9)
    Damage 150
    Notes:

    Strategic Smart Anti-ship Missiles (starship scale)
    Range: 10/30,000/100,000/300,000
    Targeting Systems: Class Beta (Accuracy: 4/5/7/10)
    Damage 150
    Notes: used as starship killers, but can also be able to cause specific damage to a certain system

    Strategic Multiple Warhead Kinetic Missiles (starship scale)
    Range: 10/30,000/100,000/300,000
    Targeting Systems: Class Beta (Accuracy: 4/5/7/10)
    Damage 100 (or 6 separate impacts and the main missile body of 14 damage each)
    Notes: Used as starship killers causing random damage. The missile separates into six smaller missiles causing separate damage per impact.

    Surface Attack Missiles
    Range: 10/30,000/100,000/300,000
    Targeting Systems: Class Beta (Accuracy: 4/5/7/10)
    Damage 160
    Notes: the weapons are capable of causing as much damage on a ship that it does on a planets surface.

    Nova Bomb
    Range: 10/300,000/1,000,000/3,000,000
    Targeting Systems: Class Gamma (Accuracy: 3/4/6/9)
    Damage: ?-? 16,000 ?-? (see note)
    Nova bombs are the single most powerful weapon in the Commonwealth arsenal. A single Nova bomb into the sun can easily devastate an entire star system. The damage is devastating to any starship with in the sector. This is the ultimate kill weapon of mass destruction.

    “Rosanne” Nova Bomb
    Range: 10/125,000/400,000/1,200,000
    Targeting Systems: Class Gamma (Accuracy: 3/4/6/9)
    Damage: ?-? 32,000 ?-? (see note)
    This is a modified Nova Bomb that is twice as powerful as the standard Nova weapon with a greatly shortened weapons range. Shamus Harper under Captain Dylan Hunts directions and the guidance of the ships computer avatar constructed the weapon to combat the Magog world ship but it is far more devastating of a weapon in space combat.

    Here are some optional launchers

    30 Standard ELS Missile Tubes (Torpedo Launcher) <19 x 30 = 570>
    Standard Load: Various types of the Missiles (ten missiles per launcher ready (one round to reload) and 100 in storage) See missile notes
    Spread: 8 (No Nova weapon capability)
    Range: See notes
    Targeting Systems: See notes
    Power: [20 + 5 per torpedo fired]
    Location: six port, six starboard, six ventral, six dorsal, six aft
    Firing Arc: port or starboard or ventral or dorsal or aft, but are self-guided

    10 Forward ELS Missile Tubes (High Yield/Torpedo Launcher) <29 x 10 = 290>
    Standard Load: Various types of the Missiles (ten missiles per launcher ready (one round to reload) and 100 in storage) See missile notes (the only launchers that can fire Nova Bombs)
    Spread: 8 (only one Nova bomb in launcher at a time)
    Range: See notes
    Targeting Systems: See notes
    Power: [20 + 5 per torpedo fired]
    Location: Ten Forward Ventral
    Firing Arc: forward, but are self-guided

    Here are optional launchers technically accurate Launchers

    30 Standard ELS Missile Tubes (Torpedo Launcher) <35 x 30 = 1050>
    Standard Load: Various types of the Missiles (ten missiles per launcher ready (one round to reload) and 100 in storage) See missile notes
    Spread: 40 (No Nova weapon capability)
    Range: See notes
    Targeting Systems: See notes
    Power: [20 + 5 per torpedo fired]
    Location: six port, six starboard, six ventral, six dorsal, six aft
    Firing Arc: port or starboard or ventral or dorsal or aft, but are self-guided

    10 Forward ELS Missile Tubes (High Yield/Torpedo Launcher) <59 x 10 = 590>
    Standard Load: Various types of the Missiles (ten missiles per launcher ready (one round to reload) and 100 in storage) See missile notes (the only launchers that can fire Nova Bombs)
    Spread: 40 (only one Nova bomb in launcher at a time)
    Range: See notes
    Targeting Systems: See notes
    Power: [20 + 5 per torpedo fired]
    Location: Ten Forward Ventral
    Firing Arc: forward, but are self-guided

    I hope that this ship peek’s your interest. Let me know you thoughts. Oh the new appearance of the forum looks great.

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