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Thread: Merlin Class Multi Role Fighter

  1. #1
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    Lightbulb Merlin Class Multi Role Fighter

    We here on the USS Vanguard crew all contributed to this idea . . . what do you think OOG?



    Multi Role Fighter (MERLIN)

    Class and Type: Merlin Class Multi Role Fighter
    Commissioning Date: 2376

    HULL SYSTEMS
    Size: 2
    Length: 25.75 meters
    Beam: 20.4 meters (9 meters with Folded Wings)
    Height: 5 meters
    Decks: 1
    Mass: 29 metric tonnes
    SUs Available: 625
    SUs Used: 619

    Hull
    Outer 8
    Inner 8
    Resistance
    Outer Hull: 8 10
    Inner Hull: 6 6
    Structural Integrity Field
    Main: Class 2 (Protection 50/80) [1 Power/10 Protection/round] 17
    Backup: Class 1 (Protection 20) [1 Power/10 Protection/round] 5
    Specialized Hull: Atmospheric Capability, Planetfall 4

    PERSONNEL SYSTEMS
    Crew/Passengers/Evac: 2/0/0
    Crew Quarters
    Spartan: 1 1
    Environmental Systems
    Basic Life Support [2 Power/round] 8
    Reserve Life Support [2 Power/round] 4
    Emergency Life Support (2) 4
    Gravity [1 Power/round] 2
    Consumables: 1 Week’s worth
    Replicator Systems: None
    Medical Facilities: None
    Recreation Facilities: None
    Personnel Transport: Jefferies tubes [0 Power/round] 2
    Fire Suppression System [1 Power/round when active] 2
    Cargo Holds: None
    Escape Pods: 1
    Number: 1
    Capacity: 2
    Location: Cockpit (see notes)

    PROPULSION SYSTEMS
    Warp Drive
    Nacelles: Type 4.92 31
    Speed: 4.0/6/9.15 [1 Power/.2 warp speed]
    Upgrade Standard Warp: +0.1 2
    Upgrade Standard Warp: +0.15 2
    PIS: Type C (6 hours of Maximum warp) 6
    Special Configuration: Embedded Nacelles 8
    Impulse Engine Type: Class 6 (.7c/.95c) [7/9 Power/round] 30
    Acceleration Uprating: Class Gamma (100% acceleration) [4 Power/round when active] 8
    Location: Dorsal aft, port and starboard
    Reaction Control System (.025c) [2 Power/round when in use] 2
    Impulse Thrusters [2 Power/round when in use] 4

    POWER SYSTEMS
    Warp Engine
    Type: Class 7/M (generates 390 Power/round) 84
    Location: Aft amidships
    Impulse Engine[s]: 1 Class 6 (generate 48 Power/engine/round)
    Auxiliary Power: 2 reactors (generate 5 Power/reactor/round) 6
    Emergency Power: Type B (generates 30 Power/round) 30
    EPS: Standard Power flow, +100 Power transfer/round 20
    Standard Usable Power: 438+40(Emergency Power)

    OPERATIONS SYSTEMS
    Bridge: Forward dorsal 10
    Computers
    1Core: Amidships, forward of Warp Core [5 Power/round] 4
    ODN 6
    Navigational Deflector [5 Power/round] 8
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: Ventral
    Sensor Systems
    Long-range Sensors [5 Power/round] 18
    Range Package: Type 2 (Accuracy 3/4/7/10)
    High Resolution: 5 light-years (.5/.6-1.0/1.1-3.5/3.6-5.0)
    Low Resolution: 12 light-years (1/1.1-3.0/3.1-8.0/8.1-12)
    Strength Package: Class 5 (Strength 5)
    Gain Package: Standard
    Coverage: Standard
    Lateral Sensors [5 Power/round] 20
    Strength Package: Class 7 (Strength 7)
    Gain Package: Class Beta (+2)
    Coverage: Standard
    Navigational Sensors: [5 Power/round] 10
    Strength Package: Class 5 (Strength 5)
    Gain Package: Standard
    Probes: None
    Sensors Skill: 3

    Flight Control Systems
    Autopilot: Shipboard Systems (Flight Control) 3, Coordination 2 [1
    Power/round in use] 11
    Navigational Computer
    Main: Class 2 (+1) [1 Power/round] 2
    Backups: 2 2
    Inertial Damping Field
    Main 4
    Strength: 9 [3 Power/round]
    Number: 2
    Backup 1
    Strength: 5 [2 Power/round]
    Number: 3
    Attitude Control [1 Power/round] 1
    Manual Steering Column 1
    Communications Systems
    Type: Class 5 [2 Power/round] 10
    Strength: 5
    Security: -4
    Basic Uprating: None
    Security Uprating: Class Gamma 2
    Tractor Beam
    Emitter: Class Beta [3 Power/Strength used/round] 6
    Accuracy: 5/6/8/11
    Location: Amidships Ventral
    Transporters: None
    Cloaking Device: None
    Security Systems
    Rating: 1 4
    Anti-Intruder System: Yes [1 Power/round] 2
    Internal Force Fields [1 Power/3 Strength] 2
    Science Systems
    Rating: 1 7
    Specialized Systems: None
    Laboratories: None


    TACTICAL SYSTEMS
    Linked Nacelle Pulse Phaser Arrays 23
    Type: IX Pulse Phaser Cannon
    Damage: 230 [23 Pwr]
    Number of Emitters: 80 (2 Shots Max/Rnd)
    Auto-Phaser Interlock: Class Gamma
    Accuracy: 3/4/6/9
    Range: 10/30k/100k/300k
    Location: Just inward of Port & Starboard Nacelles, Facing Forward
    Firing Arc: 270 Degrees Forward
    Firing Modes: Standard, Pulse
    Aft Phaser Array 8
    Type: V Phaser Array
    Damage: 100 [10 Pwr]
    Number of Emitters: 40 (1 Shot/Rnd)
    Auto-Phaser Interlock: Class Beta
    Accuracy: 4/5/7/10
    Range: 10/30k/100k/300k
    Location: Aft
    Firing Arc: 360 Degrees Aft
    Firing Mode: Standard
    Port Forward Torpedo Launcher 15
    Standard Load: Mk1 Quantum Torpedoes
    Damage: 400, Spread: 5
    Range 15/350k/1.5m/4.05m
    Targeting Systems: Accuracy 3/4/6/9
    Power: [20+5 per Torpedo in Spread fired]
    Location: Forward Port Ventral behind Cockpit
    Firing Arc: Forward, but are self-guided
    Starboard Forward Torpedo Launcher 15
    Standard Load: Mk1 Quantum Torpedoes
    Damage: 400, Spread 5
    Range: 15/350k/1.5m/4.05m
    Targeting Systems: Accuracy 3/4/6/9
    Power: [20+5 per Torpedo in Spread fired]
    Location: Forward Starboard Ventral behind Cockpit
    Firing Arc: Forward, but are self-guided
    Torpedoes Carried: 90 9
    TA/T/TS: Class Delta [4 Power/round] 15
    Strength: 10
    Bonus: +3
    Weapons Skill: 4

    Shields (Forward, Aft, Port, Starboard) 21
    (x4)
    Shield Generator: Class 4 (Protection 760+100 for Embedded Nacelles = 860) [76 Power/shield/round]
    Shield Grid: Type C (50% increase to 1290 Protection)
    Subspace Field Distortion Amplifiers: Class Epsilon (Threshold 250 + 10 for Embedded Nacelles= 260)
    Recharging System: Class 1 (45 seconds)
    Backup Shield Generators: 4 (1 per shield) 4
    Auto-Destruct System 2

    AUXILIARY SPACECRAFT SYSTEMS
    Shuttlebay(s): None
    Captain's Yacht: No


    Description and Notes
    The Merlin is a multi role fighter designed to supplement the venerable Peregrine in the Attack Fighter role. Less hospitable for long ranged missions (the one Spartan crew quarter is actually two bunk beds opposite of each other on either side of the Jefferies tube just aft of the cockpit), and lighter armed compared to the Peregrine, it resolved a major survivability flaw that was plainly made apparent during the dominion war. Furthermore, unlike the Peregrine the Merlin has the capability of carrying out multiple types of non-combat missions due to different types of pods that can be attached underneath the wings.
    The body of the Merlin was based on that of the far larger Banzai Heavy Fighter, however the differences are plainly apparent.. The Merlin without pods is smaller then the Banzai in all aspects. The cockpit also differs from most Starfleet designs as the Pilot and ‘RIO’ are seated in a tandem formation, with the ‘RIO’ slightly elevated giving the ‘RIO’ a 360 degree visual line of sight dorsal as well as a 450 degree view forward. Furthermore, like the Peregrine, the cockpit of the Merlin can also separate from the rest of the fighter, acting for all extensive purposes as an escape pod.
    The supplement pods fit underneath the wings, and can either come by themselves or a set of two and are normally are 5 meters in length, 2 meters in beam, and can range from 1.5 meters to 2.5 meters in height depending on the type of supplement pod. Some types can be accessed by via Jefferies tube connections. They are designed to fit in with the Merlin and thus when attached seemingly mold into the overall appearance. Following is a description of several pods currently designed for the Merlin:
    · Evacuation pod (3 SU per pod)
    Contains a Spartan crew quarter and enough consumables to extend the endurance of the Merlin by 2 week per pod. Can be accessed via Jefferies tubes. (This Pod can serve as a Escape Pod, but lacks impulse engines)
    · Electronic Warfare pod (2 SU per pod)
    Containing sensor-jamming equipment. Treat as a Class 3 clocking device, visual detection not effected of course. Consumes 25 power per round while in use.
    · Power Pod (2 SU per pod)
    Increase standard usable power by 30 per pod. Add 1 Week’s consumables to Merlin.
    · Cargo Pod (2 SU per pod)
    Can hold up to 25 cubic meters of cargo
    · Sensor Pod (2 SU per pod)
    Increase strength of all sensors by 1 Per pod.
    · Torpedo pod (3 SU per pod)
    Add one forward firing torpedo launcher per launcher. Torpedo loads from Merlin via connection with torpedo magazine.
    · Phaser pod (2 SU per pod)
    Add one type V Phaser array( 40 emitter, Class Beta Auto-Phaser interlock) per pod. Firing arc is 450 forward and the side that it is loaded on.
    (Power cost of using any of this equipment is considered extra of normal shipboard operations. Any power required therefore is extra of Standard Power flow, and is treated as such during game play)
    One notable feature possessed by the Merlin is the fact that, without the supplement pods, the wings can fold towards the center body, greatly reducing the room it takes when parked. However, the Merlin cannot operate (Are not Impulse, Warp, Atmospheric flight Capable) with the wings folded. Although heavy, the wings can be folded, or unfolded manually although for normal operations the wings will unfold/fold by them selves mechanically, taking 1 minute requiring 4 power points.

  2. #2
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    Very nice

    I like the idea of a Modular fighter

    Karg

  3. #3
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    Originally posted by Karg
    I like the idea of a Modular fighter
    Also much more likely for a Federation craft - that way they can get some scientific (and other) use out of it as well. For example, you could replace the weapons with a scientific payload and upgrade the shielding, and you have a fairly good manned probe (for better control).
    Jon

    "There are worlds out there where the sky is burning, where the sea is asleep and the rivers dream; people made of smoke and cities made of song.
    Somewhere there's danger, somewhere there's injustice, and somewhere else the tea is getting cold. Come on, Ace, we've got work to do."
    THE DOCTOR, "Survival" (Doctor Who)

  4. #4
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    Re: Merlin Class Multi Role Fighter

    Originally posted by JALU3
    Multi Role Fighter (MERLIN)

    <snip>

    The cockpit also differs from most Starfleet designs as the Pilot and ‘RIO’ are seated in a tandem formation, with the ‘RIO’ slightly elevated giving the ‘RIO’ a 360 degree visual line of sight dorsal as well as a 450 degree view forward. Furthermore, like the Peregrine, the cockpit of the Merlin can also separate from the rest of the fighter, acting for all extensive purposes as an escape pod.
    Okay, one question: what's a RIO?
    ~~~randy~~>

    "Our supreme task and duty is to guard the homes of the common people from the horrors and miseries of another war." Winston Churchill, March 5, 1946

  5. #5
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    Re: Re: Merlin Class Multi Role Fighter

    Originally posted by Sawyer


    Okay, one question: what's a RIO?

    The Radar Interception Officer, as its called today manages the sensors jointly with the pilot. They also fire all weapons and handle power management.

    In essence, the RIO is the Ops and Tactical officer combined.
    -------------------------
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    "In time of war, the law falls silent"

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  6. #6
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    Question: If the pilot dies, is the RIO qualified/able to fly the plane/spacefighter home?

    Another question: There are still one-seat fighter planes today, right?
    The darkness inside me is a lot scarier than the darkness out there....

  7. #7
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    [QUOTE]Originally posted by Robbert Raets

    Question: If the pilot dies, is the RIO qualified/able to fly the plane/spacefighter home?

    If the pilot is incapacitated, the RIO can take over control of the craft and fly it. Using their Ship Systems skill (and flight control spec if they have it). The Merlin uses the standard SF multi configurable control consoles. Unfortunatly the RIO does not have the use of the flight stick so they have to fly using standard controls.


    Another question: There are still one-seat fighter planes today, right?


    Yes there are still single seat fighters today, such as the F/A-18 Hornet for example.

    Does that help?

    And yes I did help design the Merlin so I'm qualified to answer your questions.

    I just have to find the time to build the damn things aboard Vanguard
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    Inter Arma Enim Silent Leges

    "In time of war, the law falls silent"

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  8. #8
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    Okay, a few comments on this design (from someone who had a small part in the design process):

    On the up side:

    > Escape pod - compared to your original idea of having neither an escape pod, nor an emergency transporter that's a good thing.

    > Lateral sensors - glad you didn't go with the +3 bonus. That looked a tad out of place on a fighter.

    > Cockpit design - a nice touch to give a description for that, and the description of the fighter is well wirtten and has some interesting touches as well.

    On the down side:

    > Quantum torpedos - not even all of the most combat oriented capital ships have them. IMHO they look a little out of place on a fighter.

    > Shield strength - Again something that looks just too powerfull for a fighter to be realistic from my point of view. It's certainly understandable that you want this craft to have good survivability, but outfitting a fighter with stronger shields than some cruisers seems a bit too much IMO.

    > Standard usable power - full shields (304), 2 shots from the pulse cannon (46) and a full spread from each torp launcher (45x2) will consume almost all the power you have. Add 2 power for life support and with standard power the Merlin can only use its full attack and defense capabilities while sitting dead in space with no sensor use.

    Modular systems:

    Now these are something to behold!

    Having a system that produces 30 power per round but takes only 1/15 the SU of a comparable emergency power generator? And the same goes for almost all the pods.

    It looks like you just took the difference in SU between a system you had in the basic design and a better version of the same system and then placed these SU into a pod. That seems almost abusive of the modularity concept IMO.

    What you did in the end is split a system between different locations and then rule that the same system can function without some of these components in place or not in place (those that you remove when you remove the pod). These pods just add too much for the SU used.

    If you want to stick to this as it is I would suggest you add at least some drawbacks to the system for the sake of game balance.
    For example: Make the pods larger, so they don't fit seemlessly into the fighter design. That way they would lead to a little instability in the shields and warp fields, i.e. reduce warp speed and shield strength when the pods are in place.


    As always feel free to disagree with my 0.02$ worth.

  9. #9
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    modular systems

    as far as the SU cost goes, what you really are paying for is the connection cost to the vessel . . . note the SU3 modular systems would need SIF, ODN, & another connection (either Torpedo or Jefferies).

    Thus I designed them as quazi-vessels, minus their own power source, save the power pod, and the other things a true vessel would have.

    Yes, I know the power cost is cutting it . . . and believe me, she can barely do it, however she can.

    Quantum Torpedo's . . . they are torpedo launchers, and this can still fire standard Type II Photon torpedo's. However, in an ideal situation the carry Quantums. Note, the Peregrines during the last battle carried a couple Quantums, and used them rather effectively.

    As for the shield strength, that's one part where you got me, she is over shielded for something her size, but that's what made the Peregrine a sitting duck when hit . . . her lack there off . . . lets run this thing through a field test and see what we get.

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    Re: modular systems

    Originally posted by JALU3
    as far as the SU cost goes, what you really are paying for is the connection cost to the vessel . . . note the SU3 modular systems would need SIF, ODN, & another connection (either Torpedo or Jefferies).

    Thus I designed them as quazi-vessels, minus their own power source, save the power pod, and the other things a true vessel would have.
    Now let me see if I got this right:
    The cost listed for the pods is just for the connection and the cost for the pod system is separate from that.

    If that's what you meant to say, then where are the SU costs for the pods?

    If I am not very mistaken some of the pods would cost enough SU to push the Merlin over the maximum SU for a size 2 vessel.
    If you just want versatility for this craft, then why not set aside some SUs as space for modular systems and just design the modules using the SU you have available, like it is done with the Danube-class runabout?

    If I am totaly off the mark here please correct me. It would be helpfull if you could provide a list of SUs for the pods and the systems in those pods. Maybe that clarifies things for me.

  11. #11
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    Lancer, I know I have had this debate with you before, but I'm willing to take it up again.

    As previously stated I have designed the pods as size 1 vessels, and then just considered the cost of attatching them to a type 2 vessel. Thus when I call them quazi vessels, they are just that, quazi vessels. However, since they are designed to be just attatchments rather then full fledged independently operating vessels, why would they need their own power source, warp drive, etc. etc. etc.

    Thus I considered the cost of connecting these pods/quazi-size 1-vessels, to the Merlins. Now if I'm not mistaken there is nothing in Spacedock that doesn't allow me for doing that . . . and there is nothing that says there is a cost for docking. If I am wrong, I'd like to be corrected, as to help me in the future in designing a better fighter.

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  12. #12
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    Originally posted by JALU3
    Lancer, I know I have had this debate with you before, but I'm willing to take it up again.
    ...

    Thus I considered the cost of connecting these pods/quazi-size 1-vessels, to the Merlins. Now if I'm not mistaken there is nothing in Spacedock that doesn't allow me for doing that . . . and there is nothing that says there is a cost for docking. If I am wrong, I'd like to be corrected, as to help me in the future in designing a better fighter.
    As to the cost of docking: You might consider the Merlin including modules as a complete vessel and buy the docking system as a separation system. While this wasn't meant to represent a docking system AFAICT, but it is close enough to represent one in game terms IMHO.

    And it seems you are right... I couldn't find anything in Spacedock that says you can't dock one vessel with another, or how to treat this in game terms if you do it. So it may be possible to do it.
    My major objections are:
    [list=1][*]Only because something isn't forbidden you are not automaticaly allowed to do it. [*]You are throwing game balance out the window here. If you push this to the limit you could just dock two size 1 vessels (each with the maximum SU of 325) to a size 2 fighter (625 SU max.) and create a ship with 1,275 SU that you would still treat as Size 2. That you call them pods or quasi-vessels and that they lack some vital systems of a fully functional vessel doesn't change that one little bit IMO. [/list=1]

    Sorry James, but from where I sit this looks like you are abusing a hole in the rules to build a vessel that would never be possible if you stayed within the bounds of the rules.

    And I know we had this debate before and from now on I'll keep my mouth shut, cause it seems our opinions here might be just a bit too different.

  13. #13
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    IMO, if you dock two size 1 vessels with a size 2 vessel, you'll end up with a size 4 vessel. That's going to cost you a lot of maneuverability.
    + &lt;&lt;&lt;&lt;<

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  14. #14
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    Not at all. What if you look at the size scale . . . size 10 is not size 1 times ten, rather it's a exponential explonation of size. Furthermore, each size # has a range of actual sizes it would fall into.

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  15. #15
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    Physical dimensions of spacecraft are realy not that important in Spacedock IMNSHO, even if the book says:
    "Perhaps the most important characteristic of a hull is its size,...
    This is simply not true! (sorry Mr. Long)

    What's realy important about the Spacedock construction rules are the SU. They, and they alone, are the mechanism that ensures game balance in spacecraft design.

    There are a lot of cases where you could just argue with length and width and volume and throw the rules out the window if you look at it in a 'realistic' fashion, but SUs (and the rules that use them) were only meant to build vessels that would be 'realistic' in the context of the StarTrek setting and not in and of themselves.

    And the Merlin-class, combined with its modules, uses a lot more SU than are allowed for any Size 2 ship. If you hadn't bent the rules your way you would have needed a Size 3 fighter to carry all these systems.
    Not only would that decrease maneuverability of the Merlin but it would increase the SU cost for many of the ship's systems as well.

    What you are doing here is getting around the SU restrictions for a size 2 fighter simply by the way you describe it. I just don't think that's the right way to go.


    In the end you would be better of (IMO), building a size 3 ship with maybe 750-800 SU, including 2 modules at about 50 SU each and 20 or so SU set asside in the main craft to represent the module docking-system.

    That shold be well within the rules and give you the capabilities and flexibility you were striving for with the Merlin design.

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