Post by MikDaTv on Jan 26, 2014 17:52:56 GMT -5
Name:
Homeworld-Class Fleet Carrier
Information:
Length: 1,000 Meters
Max Width: 150 Meters (From starboard side hull to the tip of the Repair Control Center)
Min Width: 97.6 Meters (From starboard landing bay to port landing bay.)
Picture:
Weapon Payload:
As she is a carrier, her fighter compliment is her primary means of self defense, however she does have a few defensive weaponry to help her be combat effective. She has a Point Defense System for intercepting incoming missiles and fighters which uses a seriese of fast firing laser cannons which us Radar targets, computer controlled targting system to track and fire on incoming missiles.
For anti-capitol ship defense she has a series of Proton Torpeodo turrets which can target larger capitol ships at long range and engage them accurately with very good damage. One launcher has enough firepower to cripple most corvettes if not downright destroy them and cause a lot of damage to larger ships if they hit a vital area.
For long range anti-fighter defense she uses concussion missile launchers which fire fast and maneuverable missiles which are suited for engaging fast moving ships like fighters, shuttles and gunboats. They can be used to engage larger ships but don't do enough damage to be the first choice for ship to ship engagements.
----- 20 Vulcan Point Defense Laser Systems -----
The Vulcan Point Defense Laser System has replaced the ACP Repeater Point Defense System on the original Homeworld Design from the Jedi civil war. It is essentially three laser cannons mounted in a computer controlled turret. It’s power is sequenced so that only one of the canon’s fires at a time and power is constantly applied so when one canon fires, it’s power sequence jumps to the next which then fires and then the next which fires and then back to the first canon again. This firing in sequence increases rate of fire three fold and allows for the liquid cooling system to keep the weapon temp down. Firing in sequence like that it can achieve a firing rate of 700 rounds per minute.
It's used to attack incoming ordinance like missiles or torpedo's and can also engage close range fighters to cause fairly sever damage. The guns can only fire for about 10 seconds before they need to cease fire and let the water cooling system lower the weapons temperature. increased use at high temp can cause the weapon to malfunction and misfire. Safety systems will shut the weapon down and flood it with coolant if it reaches a temperature high enough to cause a catastrophic failure.
They're mounted all over the hull so that every angle is covered by at least two turrets.
----- 6 Proton Torpedo Launchers -----
Each launcher is turret mounted with two pods of ten missiles each. With 6 launchers in total, that brings the total up to 120 Torpedoes total. More than enough to kill another capitol ship. The proton torpedo's are the Homeworlds primary means of engaging enemy ships that have gotten through it's escorts. The Torpedo's themselves are shielded slightly to allow them to pass through the atmosphere of most planets for orbit to surface strikes.
Two are mounted port, two are mounted starboard and two are mounted on the bow. They are computer controlled and all of them are mounted on the dorsal surface of the ship.
----- 8 Concussion Missile Launchers -----
For anti fighter capabilities, the Homeworld is equipped with several concussion missile pods mounted on turrets. If enemy fighters make it through the Homeworld's fighter screen, the ship can target them with it's concussion missiles to attempt and destroy the threat before they get too close. The missiles can also be used to engage larger ships but they aren't powerful enough to cause major damage unless the Homeworld engages in a massive missile strike. Each turret has a single missile pod loaded with 21 missiles. With eight launchers total that makes 168 missiles.
Defensive Systems:
Armor
The outer hull is solid durasteel armor with a series of honeycombed bracers between it and the inner hull making it especially resistant to hard impacts. The armor adds a lot of weight sacrificing speed, but it can take a lot of damage.
Electronic Warfare
The Homeworld is equipped with several Electronic countermeasures. To confuse incoming missiles it has bays of decoy flares which it can deploy in large clouds to disrupt mass missile attacks. To prevent enemy locking to begin with it utilizes chaff guns. Each gun fires a shell which bursts at a preset distance from the ship in a shower of metal shavings, magnetic dust and reflective confetti which confuses sensors and prevents a solid lock for incoming missiles.
Shields
In keeping with it's heavy armor, the shields on the Homeworld are heavy and thick. Multiple generators provide overlapping layers of shielding. Unlike most warships which can dedicate most of their power to weapon systems, the Homeworld can dedicated up to 75% of its power reserves into it's shields. combined with hit's armor and it's ECM systems it is one tough nut to crack.
Sensor Systems:
The Sensor systems aboard the Homeworld consist of many different detectors. It has a radio telescope array for long range passive detection. Radar and Lidar systems as active sensors. visual scanners search the skies more uncharacteristic movement which might be caused by ships and com sensors scan active communications frequencies and triangulate the transmissions back to their source.
To aid with it's command and control purpose, the ship is also equipped with a series of ground scanning radar array's laser detection grids and thermal sensors so it can monitor troop deployments from orbit.
Engines:
She has 10 High efficiency Ion engine systems clustered at her rear to provide propulsion for the ship. Even with that many engines however the ship is slow. She was built to haul a large number of fighters into an engagement and protect them, so speed wasn't on the Design teams mind. each engine also generates electrical power for the ship. everything from the lights to the PDS is powered by the engines turning over.
For maneuvering, the ship is dotted with clusters of ion engines which can shift the ship in pretty much any direction and at any speed so long as it's slow. moving that much mass, especially when the ship is fully loaded, takes a lot of effort so the maneuvering thrusters need some time in order to produce enough thrust to get the bulk of the ship moving. The best way to get the ship to move quickly is using it's main engines but without the maneuvering thrusters it's movements aren't precise. it's for this reason that you generally don't find Homeworlds at the center of fleet battles. They hold at the edge of battle and let their escorts and fighters do most of the fighting while they command the theater from a distance.
Compliment:
The primary hanger bay can hold up to 140 fighters on multiple decks but it usually only carries 3 wings of fighters making 108 total. The extra space is taken up by shuttles and support craft. It's bow hanger is used for diplomatic and flag officer traffic, holding room for up to 8 shuttles at a time or sometimes even larger crafts. Fighters can deploy from the hanger bays or alternately from one of 12 fighter launch tubes which can load a multitude of fighters and launch them using a hydraulic catapult device. The tubes give the fighters the advantage of speed at launch making them less vulnerable during takeoff.
For ground troops it can carry up to 2,000 Marines normally however for dedicated ground deployments she can carry 5,000 troops over the short term. In addition to ground troops the Homeworld can carry a multitude of ground vehicles for deployment as well. It keeps these vehicles in storage facilities until such time as they are dropped on deployment.
Ground troops are deployed using either shuttles or Drop Pods. The drop pods carry a fireteam of 4 troops from the ship to the surface. They are held in bays on the ventral side of the ship. Troops load up, the pods close and are lowered into drop position. The pods literally dangle under the ship until they're dropped. The pods launch and fall towards the planet. navigation shields protect the pod from heat until it reaches a few hundred yards off the surface of the planet. Retro rockets fire, slowing the pod until it lands on the surface. Charges dislodge the pod doors and the troops deploy. Larger pods held in the aft section of the ship can hold vehicles.
Repair Bay:
Almost a third of the entire port side of the ship is dedicated to a repair facility. Used to repair ships and orbital facilities after a battle, ships as large as corvettes and even some small frigates can fit almost entirely within the repair bay. The repair facility uses an army of repair drones. Once the ship is locked into the repair bay, the drones swarm the damaged vessel, asses the damage and begin repairing it.
Repair Drone
When the repair facilities are active, the ship has to dedicated all it's systems to it. The engines go to pure power production mode so it can't really move anywhere except under maneuvering thrusters. This makes is extremely vulnerable while a ship is docked in the repair facility.
Homeworld-Class Fleet Carrier
Information:
Length: 1,000 Meters
Max Width: 150 Meters (From starboard side hull to the tip of the Repair Control Center)
Min Width: 97.6 Meters (From starboard landing bay to port landing bay.)
Picture:
Weapon Payload:
As she is a carrier, her fighter compliment is her primary means of self defense, however she does have a few defensive weaponry to help her be combat effective. She has a Point Defense System for intercepting incoming missiles and fighters which uses a seriese of fast firing laser cannons which us Radar targets, computer controlled targting system to track and fire on incoming missiles.
For anti-capitol ship defense she has a series of Proton Torpeodo turrets which can target larger capitol ships at long range and engage them accurately with very good damage. One launcher has enough firepower to cripple most corvettes if not downright destroy them and cause a lot of damage to larger ships if they hit a vital area.
For long range anti-fighter defense she uses concussion missile launchers which fire fast and maneuverable missiles which are suited for engaging fast moving ships like fighters, shuttles and gunboats. They can be used to engage larger ships but don't do enough damage to be the first choice for ship to ship engagements.
----- 20 Vulcan Point Defense Laser Systems -----
The Vulcan Point Defense Laser System has replaced the ACP Repeater Point Defense System on the original Homeworld Design from the Jedi civil war. It is essentially three laser cannons mounted in a computer controlled turret. It’s power is sequenced so that only one of the canon’s fires at a time and power is constantly applied so when one canon fires, it’s power sequence jumps to the next which then fires and then the next which fires and then back to the first canon again. This firing in sequence increases rate of fire three fold and allows for the liquid cooling system to keep the weapon temp down. Firing in sequence like that it can achieve a firing rate of 700 rounds per minute.
It's used to attack incoming ordinance like missiles or torpedo's and can also engage close range fighters to cause fairly sever damage. The guns can only fire for about 10 seconds before they need to cease fire and let the water cooling system lower the weapons temperature. increased use at high temp can cause the weapon to malfunction and misfire. Safety systems will shut the weapon down and flood it with coolant if it reaches a temperature high enough to cause a catastrophic failure.
They're mounted all over the hull so that every angle is covered by at least two turrets.
----- 6 Proton Torpedo Launchers -----
Each launcher is turret mounted with two pods of ten missiles each. With 6 launchers in total, that brings the total up to 120 Torpedoes total. More than enough to kill another capitol ship. The proton torpedo's are the Homeworlds primary means of engaging enemy ships that have gotten through it's escorts. The Torpedo's themselves are shielded slightly to allow them to pass through the atmosphere of most planets for orbit to surface strikes.
Two are mounted port, two are mounted starboard and two are mounted on the bow. They are computer controlled and all of them are mounted on the dorsal surface of the ship.
----- 8 Concussion Missile Launchers -----
For anti fighter capabilities, the Homeworld is equipped with several concussion missile pods mounted on turrets. If enemy fighters make it through the Homeworld's fighter screen, the ship can target them with it's concussion missiles to attempt and destroy the threat before they get too close. The missiles can also be used to engage larger ships but they aren't powerful enough to cause major damage unless the Homeworld engages in a massive missile strike. Each turret has a single missile pod loaded with 21 missiles. With eight launchers total that makes 168 missiles.
Defensive Systems:
Armor
The outer hull is solid durasteel armor with a series of honeycombed bracers between it and the inner hull making it especially resistant to hard impacts. The armor adds a lot of weight sacrificing speed, but it can take a lot of damage.
Electronic Warfare
The Homeworld is equipped with several Electronic countermeasures. To confuse incoming missiles it has bays of decoy flares which it can deploy in large clouds to disrupt mass missile attacks. To prevent enemy locking to begin with it utilizes chaff guns. Each gun fires a shell which bursts at a preset distance from the ship in a shower of metal shavings, magnetic dust and reflective confetti which confuses sensors and prevents a solid lock for incoming missiles.
Shields
In keeping with it's heavy armor, the shields on the Homeworld are heavy and thick. Multiple generators provide overlapping layers of shielding. Unlike most warships which can dedicate most of their power to weapon systems, the Homeworld can dedicated up to 75% of its power reserves into it's shields. combined with hit's armor and it's ECM systems it is one tough nut to crack.
Sensor Systems:
The Sensor systems aboard the Homeworld consist of many different detectors. It has a radio telescope array for long range passive detection. Radar and Lidar systems as active sensors. visual scanners search the skies more uncharacteristic movement which might be caused by ships and com sensors scan active communications frequencies and triangulate the transmissions back to their source.
To aid with it's command and control purpose, the ship is also equipped with a series of ground scanning radar array's laser detection grids and thermal sensors so it can monitor troop deployments from orbit.
Engines:
She has 10 High efficiency Ion engine systems clustered at her rear to provide propulsion for the ship. Even with that many engines however the ship is slow. She was built to haul a large number of fighters into an engagement and protect them, so speed wasn't on the Design teams mind. each engine also generates electrical power for the ship. everything from the lights to the PDS is powered by the engines turning over.
For maneuvering, the ship is dotted with clusters of ion engines which can shift the ship in pretty much any direction and at any speed so long as it's slow. moving that much mass, especially when the ship is fully loaded, takes a lot of effort so the maneuvering thrusters need some time in order to produce enough thrust to get the bulk of the ship moving. The best way to get the ship to move quickly is using it's main engines but without the maneuvering thrusters it's movements aren't precise. it's for this reason that you generally don't find Homeworlds at the center of fleet battles. They hold at the edge of battle and let their escorts and fighters do most of the fighting while they command the theater from a distance.
Compliment:
The primary hanger bay can hold up to 140 fighters on multiple decks but it usually only carries 3 wings of fighters making 108 total. The extra space is taken up by shuttles and support craft. It's bow hanger is used for diplomatic and flag officer traffic, holding room for up to 8 shuttles at a time or sometimes even larger crafts. Fighters can deploy from the hanger bays or alternately from one of 12 fighter launch tubes which can load a multitude of fighters and launch them using a hydraulic catapult device. The tubes give the fighters the advantage of speed at launch making them less vulnerable during takeoff.
For ground troops it can carry up to 2,000 Marines normally however for dedicated ground deployments she can carry 5,000 troops over the short term. In addition to ground troops the Homeworld can carry a multitude of ground vehicles for deployment as well. It keeps these vehicles in storage facilities until such time as they are dropped on deployment.
Ground troops are deployed using either shuttles or Drop Pods. The drop pods carry a fireteam of 4 troops from the ship to the surface. They are held in bays on the ventral side of the ship. Troops load up, the pods close and are lowered into drop position. The pods literally dangle under the ship until they're dropped. The pods launch and fall towards the planet. navigation shields protect the pod from heat until it reaches a few hundred yards off the surface of the planet. Retro rockets fire, slowing the pod until it lands on the surface. Charges dislodge the pod doors and the troops deploy. Larger pods held in the aft section of the ship can hold vehicles.
Repair Bay:
Almost a third of the entire port side of the ship is dedicated to a repair facility. Used to repair ships and orbital facilities after a battle, ships as large as corvettes and even some small frigates can fit almost entirely within the repair bay. The repair facility uses an army of repair drones. Once the ship is locked into the repair bay, the drones swarm the damaged vessel, asses the damage and begin repairing it.
Repair Drone
When the repair facilities are active, the ship has to dedicated all it's systems to it. The engines go to pure power production mode so it can't really move anywhere except under maneuvering thrusters. This makes is extremely vulnerable while a ship is docked in the repair facility.