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Thread: Threat Vessel: Fireblossom

  1. #1
    Join Date
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    Post Threat Vessel: Fireblossom

    The following is a Raider which I have recently re-created with the Spacedock rules. The original concept of this design was for a race used in one of my game sessions, the Zarians.


    ‘FIREBLOSSOM’ RAIDER
    Class and Type: Zarian Fast Attack Ship, UFP Threat Designation: Fireblossom
    Commissioning Date: Unknown

    HULL SYSTEMS
    Size: 3
    Length: 75 meters
    Beam: 25 meters
    Height: 15 meters
    Decks: 3
    Mass: 58000 metric tonnes
    SUs Available: 1000
    SUs Used: 973
    Hull
    Outer Hull <12>
    Inner Hull <12>
    Resistance
    Outer Hull: 10 <12>
    Inner Hull: 10 <12>

    Structural Integrity Field
    Main: Class 4 (Protection 70/110)
    [7 Power/10 Protection/round] <24>
    Backup: Class 1 (Protection 20)
    [2 Power/10 Protection/round] <8>
    Backup: Class 1 (Protection 20)
    [2 Power/10 Protection/round] <8>
    Specialized Hull
    Atmospheric Capability <3>
    Planetfall Capability <3>
    Ramming Hull <3>

    PERSONNEL SYSTEMS
    Crew / Passengers / Evac: 20/15/60
    Crew Quarters
    Spartan: 20 <1>
    Basic: 10 <1>
    Expanded: 5 <1>
    Environmental Systems
    Basic Life Support [5 Power/round] <12>
    Reserve Life Support [3 Power/round] <6>
    Emergency Life Support [0 Power/round] <6>
    Gravity [2 Power/round] <3>
    Consumables: 1 year's worth <3>
    No Replicator Systems
    Medical Facilities: 4 (+1) [4 Power/round] <20>
    No Recreation Facilities <0>

    Personnel Transportation Systems:
    Jefferies tubes [0 Power/round] <3>
    Fire Suppression System
    [1 Power/round when active] <3>
    Cargo Holds: 18000 cubic meters <1>
    Location: Single cargo bay accessed from mid-center ventral bay
    Escape Pods <1>
    Number: 10
    Capacity: 4

    PROPULSION SYSTEMS
    Warp Drive
    Nacelles: Type 4.9 <29>
    Speed: 4.0/6.0/8.5 [1 Power/.2 warp speed]
    PIS: Type J <20> (42 hours of Maximum warp)
    Embedded <12>
    Standard Warp Upgrading Package 1 <2>
    Sustainable Warp Upgrading Package 1 <2>

    Impulse Engines
    Primary Type: Class 8 (0.75c/0.95c) <40>
    [7/9 Power/round]
    Location: Aft Central
    Secondary Type: Class 2 (0.5c/0.5c) <10>
    Location: Aft Dorsal
    Tertiary Type: Class 2 (0.5c/0.5c) <10>
    Location: Aft Ventral

    Reaction Control System (.025c) <3>
    [2 Power/round when in use]
    Auxiliary Reaction Control System (.025c) <2>
    [2 Power/round when in use]

    POWER SYSTEMS
    Warp Engine
    Type: Class 3/E (generates 175 Power/round) <43>
    Location: Amidships, Central Shaft

    Primary Impulse Engine: 8 (generates 64 Power/round)
    Secondary Impulse Engine: 2 (generates 16 Power/round)
    Tertiary Impulse Engine: 2 (generates 16 Power/round)
    “Auxiliary” Power: 35 reactors <105> (generates 175 Power/reactor/round)

    Emergency Power: Type A (generates 25 Power/round) <25>

    EPS: Standard Power Flow <35> +200 Power transfer/round

    Standard Usable Power: 239 (without the Auxiliary power)
    Max. Usable Power: 446 (with All Fusion Generators in full operation, the Zarians refer to this as ‘Combat Mode’)
    471 (with Emergency Power)

    OPERATIONS SYSTEMS
    Bridge: Dorsal Nose <15>
    Computers
    Core 1: Central shaft Forward <6>
    [5 Power/round]
    ODN <9>

    Navigational Deflector [5 Power/round] <12>
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: Forward Nose

    Sensor Systems

    Long-range Sensors [5 Power/round] <30>
    Range Package: Type 5 (Accuracy 3 / 4 / 7 / 10)
    High Resolution: .5/.6-1.0/1.1-3.7/3.8-5.0
    Low Resolution: 1/1.1-4.0/4.1-12.0/12.1-15.0
    Strength Package: Class 5 (Strength 5)
    Gain Package: Class Standard (+0)

    Lateral Sensors [5 Power/round] <10>
    Strength Package: Class 5 (Strength 5)
    Gain Package: Class Standard (+0)

    Navigational Sensors [5 Power/round] <10>
    Strength Package: Class 5 (Strength 5)
    Gain Package: Class Standard (+0)

    Probes: 20 <2>

    Sensor Skills: 4

    Flight Control Systems

    Autopilot [1 Power/round in use] <9>
    Shipboard Systems (Flight Control) 2
    Coordination 3

    Navigational Computer
    Main: Downgrade (-1) [0 Power/round] -1
    Backups: None

    Inertial Damping Field
    Main <24>
    Strength: 8 [12 Power/round]
    Number: 4
    Backups <8>
    Strength: 6 [8 Power/round]
    Number: 4

    Attitude Control [1 Power/round] <1>

    Communications Systems
    Type: Class 5 [2 Power/round] <10>
    Strength: 5
    Security: -2

    Tractor Beams
    Emitter: Class Gamma [3 Power/Strength used/round] <9>
    Accuracy: 4/5/7/10
    Location: Forward
    Emitter: Class Alpha [3 Power/Strength used/round] <3>
    Accuracy: 5/6/8/11
    Location: Aft near Cargo bay doors

    Transporter Systems

    Type: Personnel [8 Power/use] <17>
    Pads: 15
    Emitter/Receiver Array: Personnel Type 4 (30000 km range)
    Energizing/Transition Coils: Class E (Strength 5)
    Number and Location: 1, Amid-ships, Central Shaft

    Type: Cargo [10 Power/use] <26>
    Pads: 1000
    Emitter/Receiver Array: Cargo Type 3
    (40000 km range)
    Energizing/Transition Coils: Class E (Strength 5)
    Number and Location: 2, Aft Central Shaft

    Cloaking Device: Class 5 [200 Power/round] <21>

    Security Systems
    Rating: 2 <8>
    Anti-Intruder System: Yes [1 Power/round] <3>
    Internal Force Fields: No

    Science Systems
    Rating: 0 () [0 Power/round]

    TACTICAL SYSTEMS

    Beam Weapons

    Forward Beam-Cutters <35>
    Type: I/J
    Damage: 180 [18 Power]
    Number of Plasma Vent Barrel Assemblies: 4 (up to 4 shots per round)
    Auto-Phaser Interlock: Accuracy 4/5/7/10
    Range: 10/30,000/100,000/300,000
    ACB Jacketing: No
    Location: Forward Nose
    Firing Arc: 180 degrees Forward
    Firing Modes: Standard, Continuous, Pulse, Wide-Beam
    Top Turret Plasma Cutters <20>
    Type: H
    Damage: 160 [16 Power]
    Number of Plasma Vent Barrel Assemblies: 2 (up to 2 shots per round)
    Auto-Phaser Interlock: Accuracy 4/5/7/10
    Range: 10/30,000/100,000/300,000
    ACB Jacketing: No
    Location: Forward Dorsal Turret
    Firing Arc: 360 degrees Dorsal
    Firing Modes: Standard, Continuous, Pulse, Wide-Beam
    Lower Turret Plasma Cutters <20>
    Type: H
    Damage: 160 [16 Power]
    Number of Plasma Vent Barrel Assemblies: 2 (up to 2 shots per round)
    Auto-Phaser Interlock: Accuracy 4/5/7/10
    Range: 10/30,000/100,000/300,000
    ACB Jacketing: No
    Location: Forward Ventral Turret
    Firing Arc: 360 degrees Ventral
    Firing Modes: Standard, Continuous, Pulse, Wide-Beam
    Rear Dorsal Turret Plasma Cutters <18>
    Type: G
    Damage: 140 [14 Power]
    Number of Plasma Vent Barrel Assemblies: 2 (up to 2 shots per round)
    Auto-Phaser Interlock: Accuracy 4/5/7/10
    Range: 10/30,000/100,000/300,000
    ACB Jacketing: No
    Location: Aft Dorsal Turret
    Firing Arc: 270 degrees Dorsal
    Firing Modes: Standard, Continuous, Pulse, Wide-Beam
    Rear Ventral Turret Plasma Cutters <18>
    Type: G
    Damage: 140 [14 Power]
    Number of Plasma Vent Barrel Assemblies: 2 (up to 2 shots per round)
    Auto-Phaser Interlock: Accuracy 4/5/7/10
    Range: 10/30,000/100,000/300,000
    ACB Jacketing: No
    Location: Aft Ventral
    Firing Arc: 270 degrees Ventral
    Firing Modes: Standard, Continuous, Pulse, Wide-Beam

    Torpedo Weapons
    Torpedos Carried: 60 <6>
    Forward Torpedo Launcher (High-Yield) <22>
    Standard Load: Plasma Torpedo
    Spread: 1
    Range: 15/350,000/1,500,000/4,050,000
    Targeting System Accuracy: 3/4/6/9
    Power: [20 + 5 per torpedo fired]
    Location: Forward Nose
    Firing Arc: Forward, but self guided
    Aft Torpedo Launcher (High-Yield) <20>
    Standard Load: Plasma Torpedo
    Spread: 1
    Range: 15/350,000/1,500,000/4,000,000
    Targeting System Accuracy: 3/4/6/9
    Power: [20 + 5 per torpedo fired]
    Location: Aft
    Firing Arc: Aft, but self guided

    TA/T/TS: Class Alpha [0 Power/round] <6>
    Strength: 7
    Bonus: +0
    Backup TA/T/TS: No

    Weapons Skill: 4

    Shields (Forward, Aft, Port, Starboard) <78 total>
    Shield Generator: Class 3 (Protection [500+100] 600)
    [200 Power/round]
    Shield Grid: Type A (25% increase to 750 Protection)
    Subspace Field Distortion Amplifiers: Class Beta (Threshhold 100)
    Recharging System: Class 1 (45 seconds)
    Backup Shield Generators: 4 (1 per shield) <3>

    Auto-Destruct System <3>

    Auxiliary Spacecraft Systems
    Shuttlebay(s): Capacity for 2 Size worth of ships <4>
    Standard Compliment: 2 Assault Boats
    Location(s): Access from docking clamps, Boats situated mid-ships port and starboard of the Cargo Bay doors.

    Captain's Yacht: No


    DESCRIPTION AND NOTES:

    The “Fireblossom” is a Zarian “Fast Attack Ship” which represents the state of the art in the Kassigan Federation zone where the Zarians are located. The “Fireblossom” vessels are commonly used in Zarian raiding efforts sporting Romulan Cloaking devices which the Zarian’s close allies, the Moque (MOK), have obtained for them from agents of the Tal Shiar.

    The Plasma Cutters used by the Zarian vessels are frighteningly effective weapons, even if they lack the versatility and efficiency of Federation-style Phasers. It is from the firing action of the Plasma cutters where the ‘Fireblossom’ took its UFP-threat designation. Among the Zarians, the vessel is designated simply as a Type IIA Raider, but upon seeing them for the first time, a Centauran Attaché of the Federation Ambassador to the Kassigan Confederation, was amazed at the beauty of the Zarian vessel in full attack mode and referred to it in a communiqué as a ‘Fireblossom’.

    The overall technological level of the Kassigan Confederation, as well as the Zarians themselves, generally trails behind that of the Federation and other major Quadrant powers by roughly 100-150 years. Of course in some areas, such as embedded nacelles, they appear to be more advanced, this is largely a result of their higher tolerance to radiation and their acceptance of the potential safety The hazards of these designs. Nevertheless, the Fireblossom is a much more technologically advanced design than standard Kassigan-space vessels. The one outstanding aspect of the vessel is the heavy reliance made upon Fusion reactors rather than Matter/Anti-Matter Reactors. While the vessel does sport a small Warp Core, it derives much more energy from the relatively small and efficient fussion reactor which run along the central shaft of the vessel.

    VESSEL APPEARANCE:

    From the outside, the ship is a flattened cylinder-shaped craft, with various fins near the aft edge (where the Impulse engines are located) and a heavily built-up (i.e. rounded) nose-section. There are no pylons or exterior nacelles for the vessel, and the various plasma turrets bristle across the skin of the ship on ball turrets. The nose of the vessel contains the small navigational deflector and the four-barreled main Plasma Cutters in fixed mounts along with the primary plasma torpedo tube which extends like a stubby proboscis from the vessel.

    The assault boats, which are essentially heavily armored shuttlepods, are nestled on either side of the mid-ventral portion of the vessel near the Cargo Bay doors, there is no ‘shuttle bay’ as the boats attach and detach by way of docking clamps to the interior of the ship. After the boarding crews are loaded into the boats, the smaller ships drop out and away from the ‘Fireblossom’ leaving an assault boat shaped depression behind them.

    DESIGN NOTES:

    Befitting their generally lower technology level, the Zarian ship depicted here has few creature comforts and advanced tech: no replicators, very weak transporter coils, low-powered sensors and the like. Only in the a few areas, like combat technology (especially their shields), does the Zarian ship approximate the newer style Starfleet vessels. Some other things that were left out, like Science capabilities and Emergency Transporters, were done quite deliberately. The Zarians are a raiding culture, and thus do not employ scientific equipment on raiding vessels. Similarly, unlike many races, there is hardly any emphasis on the survival of the crew, Zarian design philosophy generally figures that if you are dumb enough to get caught in a ship that is in the process of turning into a fireball you deserve your fate; additionally the 15-pad transporter is designed to accommodate boarding actions, therefore they are used — if available — as emergency transporters when needed. If they are not available, see above comment on Zarian design philosophy.

    In order to enhance that “something-other-than-Starfleet” feel, I decided to give the Zarians Plasma-based technology. Part of this was also to de-emphasize the Warp Care and instead use Fusion reactors to generate over half of the ship‘s power. The Ferengi use Plasma Arrays as weapons, but I thought that a more limited technology race like this (my original perspective was that they and their neighboring worlds were on the TOS-scale for a TNG set series) would still be using more clunky turret and fixed-emplacement design, so I came up with the Plasma Cutters. These weapons are not as efficient (power-wise) as disruptors, but takes up the same amount of space (SU) and rather than having a ROF of 2 like Disrupters, can only fire once per “Plasma Vent Barrel Assembly”, so multiple Barrel Assemblies are placed together in a turret in order to fire multiple shots. Of course when the ship is doing so, firing off salvos of coruscating plasma bolts and spinning about, it also helps the vessel to live up to the name ‘Fireblossom’. The following stats are what I used for the weapons…

    Plasma Cutter Table (per Plasma Vent Barrel Assembly)

    Type SU Dmg Power
    A 2 20 2
    B 4 40 4
    C 8 60 6
    D 16 80 8
    E 20 100 10
    F 24 120 12
    G 28 140 14
    H 32 160 16
    I/J 36 180 18
    K 40 200 20
    L 44 220 22
    M 48 240 24

    John D. Lees
    Mad Political Scientist


  2. #2

    Post

    Kudos!

    I don't have time at the moment to read it in depth, but this is a really stonking design! Great fluff text & nice tech balance IMO. Major thumbs up.

    How about more of the same?

    Swampy

  3. #3
    Join Date
    Mar 2000
    Location
    Bremerton,WA
    Posts
    119

    Post

    This is a FANTASTIC example of both ship and race design. I love this, if you do not mind I would like to use this in my game. To that end if you have a Species template for the race, please post it or E-Mail me. I like the low tech feel and the retro design elements. Great Work!! Please keep it up.

    Doug Odell

    doug_odell@hotmail.com

  4. #4
    Join Date
    Jan 2000
    Location
    Flint, Michigan, USA
    Posts
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    Post

    Originally posted by Sevekk:
    ... if you do not mind I would like to use this in my game. To that end if you have a Species template for the race, please post it or E-Mail me....

    Doug Odell

    No problem Doug, one of the things I think that this board is really great for is to share with others and I am happy to contribute. It will have to wait for just a bit for me to get home though as I am presently at work and do not have any of those files handy. When I do though, I'll post it to you by email and then on the boards to the Narrator's section so that it will be in the appropriate forum. I mention this so that anyone else who is interested can look for the followup there.

    John D. Lees
    Mad Political Scientist

  5. #5
    Join Date
    Mar 2000
    Location
    Bremerton,WA
    Posts
    119

    Post

    Thanks John,

    I really think you have some wonderful ideas, please keep them comming. I look forward to the E-mail.

    Doug Odell

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