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Barekdoldin class Darrian Patrol Cruiser

Designed by: Scott White (based on a TNE design)
T20 Statistics:
500-ton Hull (Cylinder) - Streamlined, T16
AC: 19 (16 vs. Meson Guns)   AR: 3 (TL-14)   SI: 160   Initiative: 6
Starship Size: Medium   Cost: 325.019 MCr (406.274 MCr without discount)
Model/5 Fib (PP: 49/13) Computer   Avionics: Less than 1,000-ton  
Sensors: Very Long Range -5  Communications: Very Long Range -5
Cargo: 16.5-tons   (12dt jumping with gig, including gig cargo)
Standard Stores 2 weeks (.0425dt, .022140MCr)
Extra Ship's Stores (24 weeks, 5.1dt, .26568MCr):
        24 person/weeks of Luxury Stores, 360 person/weeks of Standard Stores, 24 person/weeks of Low Stores
Annual Maintenance = 32.502 KCr (16.251 KCr if routinely maintained)
Routine Maintenance = 8.125 KCr/Month (81.255 KCr per year)
Performance:
Jump-4 (enough fuel for 1x Jump-4) J1=20.6, J4=102.8dt fuel  (see below)
Acceleration: 6-G   Agility: 6
Power Plant: TL-16 Fusion (90 EP output, enough fuel for 4 weeks)  30dt fuel
Fuel Scoops, Fuel Purification Plant (TL-16, 4hrs per 140 tons of fuel)
Atmospheric Speeds:   NOE = 1,175kph   Cruising = 3,525kph   Maximum = 4,700kph
Active Defenses:
 none
Weapons:
Hardpoints: 4
1x Triple Fixed, High Speed Autoloader, Missile Bay TL-16 (18 missile magazines) ROF3
                    Ammo: 360 missiles (16.5dt, 1.8MCr)
     Nuclear Missile +4 To Hit, 9d6 + 4d12 Radiation (17/x2), Range: 90,000km,
                    Ammo: 30 missiles (1.5dt, 1.5MCr)
2x Triple Beam Laser Turret TL-16, +5 To Hit, 5d8 (20/x1), Range: 30,000km
1x Single Particle Accelerator Turret TL-16, +3 To Hit, 3d12 (17/x1), Range: 30,000km
1x 50-ton Repulsor Bay TL-16, USP: 4
      (1G of force on a 4G object at 1hex)
Ship's Vehicles:
1x 20-ton small craft (External Dock - Streamlined)     -  20dt Gig (9.5dt extra cargo)
Launch facilities for 1 Craft per turn
Accomodations & Fittings:
16x Double Occupancy Stateroom (32 People)
1x Standalone Fresher
1x Sickbay (2 Patients)
1x Autodoc
1x lowberth (1patient)
1x Airlock
Crew Details:
1x Pilot
1x Astrogator
10x Engineer
6x Gunner
13x Ship's Troops

Regency Intelligence Brief - Depot Deneb Branch

Overview
Archduke Norris has informed the RQS and Regency Navy that we will be purchasing, under license, over 150 units of the Barekdoldin Darrian Patrol Cruiser.  This is quite the challenge for Depot Deneb design teams to match.  This analysis assumes that both the Aslan and Humaniti design teams will counter with other options for improving border protection against Virus incursions.  We have several initial version of the vessel that have provided amazing test results.  The improvements in basic technology provide a vessel capable of demolishing enemy forces.

Contractor Performance Scenario Results
In an effort to sell the Regency on the purchase of the Barekdoldin, Darian Naval forces assaulted the Sworld Worlds refueling station assets near Jewel. This assault was retribution for the destruction of a Darrian Heavy Cruiser in neutral territory four month ago.  Six Darrian Patrol Cruisers obliterated 14 Swords World Patrol Cruisers and destroyed their objective with pinpoint atomic, missile barrage.

Strategic Assumption
Regency Intelligence assumes a significant failure in the Sword Worlds exansion as a result of the technological superiority and a probable collapse of the existing borders.    To date, Sword Worlds did not only rely on its ruthless cunning but its alliance with the Zhodani.  We anticipate forces replying to violent expansion could be assembled within six months.

Initial Design Analysis
The Barekdoldin, meaning "Lighting Wind" in native Darrian, is a TL16 design with advances in weaponry, engines and electronics. It  is perhaps one of the best things to come out of the new Darrian space. Their TL16 "know-how" has been assimulated into a crash program resulting in an efficient challenge to Depot Deneb design philosophy.  This should also be considered one of the most dangerous vessels available for its tonnage and twice as effective as the TL15 Patrol Cruiser. As with many other designs it is designated as a duty-specialized cruiser.  Although, the Darrians have mastered Anti-matter it was not used in this design. It is assumed that this is intended to improve Regency maintenance
and therefore improve the marketability of the Barekdoldin.

The standard triple missile turret is expanded into a high speed, autoloader, fixed-tubed 10dt bay.  Missiles can be
fired at a terrifying rate of 30% faster than normal performance. The ship has a 50dt repulsor that allows for 1G of force, at 1hex on a 4dt target or any appropriate variation on those statistics.  Darrian Patrol Cruisers do not appear to fail under the strain of excessive weapons like other vessels, essentially improving crew morale.  But it is not intended to use all of its resources every combat turn.
The original Darrian design allowed for 10dt gig but this is upgrade for the Regency to included a 20dt gig. It results in utilizing 14dt of cargo when jumping but the gig's 9.5dt of cargo is not affected.  A .02dt safe is in the captain's office/cabin.

The Darrian Patrol Cruiser is maintained by double the engineering crew for lighter work schedules and support for cutting edge technology, and supports a Ship's Troop of 13 strong.

Adventure Seed
1. Regency Team:  Depot Deneb design staffs have requested that one of the three ships be tested against Virus and/or Vargr units.  The vessel will need to be tested in a 1-on-1 "fair tonnage" combat assignment, and an "out gunned" 2-to-1 combat assignment. Sufficient effort should be made to assure the survival of the test vessel in "real" combat.  A specialized, mercenary consultant crew is recommended for this assignment.
2. Pocket Empire (Zho, Sword Worlds, Vargr, or other) Naval Headquarters has a primary threat alert on the a new
Darrian Patrol Cruiser design. If introduced to the field it could sway military engagements in favor of the Darrian and
Regency Alliance.  A team will be assembled to capture, intact, a Barekdoldin Darrian Patrol Cruiser. The Navy will pay 10% of the value of the vessel to the Mercenary team that can capture one.  Should the project be managed by the
Navy a force of 1000dt will be assembled to carry out the mission. Mercenaries will be payed normal wages plus a
success fee of 50% should the vessel be captured.  The mission must be completed within 3 months for the Navy to be
able to successfully plan counter tactics to the new vessel.

Designer's Notes
This ship is using the 1/2 fuel rule. Use drop tanks if your not implementing that rule in your campaign.  Being a T20: THB design it lacks some of the niceties of TNE and would be considered over gunned.  This is compensated for by
higher cost, some new toys, and extra support staff. It is expected that continued over utilization of weapons in combat is within the EP level capability of the vessel but might result in structural issues at the referees' preference.  Beyond the original design this version has a standardized repulsor and a smaller missile bay with highspeed autoloader (increasing rate of fire from 2 per turn to 3 per turn) and more missiles. The other Regency designs are available on my campaign website.