Ship Information 


 

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Ursa class Stealth Patrol Boat

 

Ÿ         Hull: a 120,000 cubic feet (or 3398 m3) cylinder with 3 turrets (one light rail gun and two double light missile mounts).

Ÿ         Armor: Usually strong enough to survive one direct hit by Hegemony missile. Don’t get hit twice. Rail Guns and Shot Clouds (see below) survivanility will be hit or miss… could take a battering all day, could get split open, best not to find out.

Ÿ         Sensor Masking: Our ships are capable of radical new levels of Stealth (anti-active scans) and Emissions Cloaking (anti-passive). Our ships are designed to run silent; however, to do so some measures must be taken. For example: Firing the High Thrust fission drive totally negates  stealth. (Why bother putting on a hat if they can see your knickers?) Firing the Rail Gun takes a large amount of electric power which, when output, cannot be dampened by the systems in the hull, and so on. Heavy Missiles (Torpedoes) can be fired stealthily or quickly, but just like the ship's engines, you can only do one or the other.

Ÿ         Our ships have a medium sized bridge, with room for 4 stations and 1 watch officer.

Ÿ         Our ships have Top-of-the-Line sensor package, and a standard sensor package on back up.

Ÿ         Our ships have a first generation ship-based fusion drive which they can fire while running silent, and a much more powerful fission drive which generates 3x the thrust and burns fuel 6.5x faster.

Ÿ         Approx. 1/3 of the space inside the hull is reserved for fuel tanks of hydrogen and water.

Ÿ         Power Plant is also a first-generation shipboard fusion reactor, rated for 100 years of service before refueling.

Ÿ         Crew quarters for max. crew 65 – standard compliment is 54 – in 10x single occupancy cabins and 11x 5 occupancy bunk rooms. Mess hall seats 24. With full compliment, sets three 8 hour watches, or six 4 hour watches. Rated for a skeleton crew of 5 to 8, although not recommended.

Ÿ         Captain

Ÿ         XO

Ÿ         2nd Officer (doubles as Small Arms Armory Officer)

Ÿ         Pilot x3

Ÿ         Navigation Specialist x3

Ÿ         Engineer x3

Ÿ         Sensor Specialist x3

Ÿ         Emissions Cloaking Specialist x3

Ÿ         Munitions Specialist  x3

Ÿ         Communications Specialist x3

Ÿ         Life Support Specialist x3

Ÿ         Maintenance & Damage Control x6 (also Repels Boarders)

Ÿ         Turret Gunners (double as Engineer's assistants) x6

Ÿ         Munitions Crew x12

Ÿ         Cook x2

Ÿ         Medic

 

Ÿ         Ship has Full Life Support, not Total (which means: Air, Heat and Water, but no food). Food is stored in the “ample” cargo hold and anywhere else it will fit.  In an emergency, the cargo hold can be converted to hydroponics bays within 3 days. These are rated to provide a crew of 50 with food for up to 3.2 years.

Ÿ         Emergency solar panels can be deployed.

Ÿ         Turret Weapons: One Aft Dorsal Light Rail Gun and Two Side-Mounted Double Light Missile Systems

Ÿ         Main Weapons: 8x Fore Heavy Missile Tubes and 3x Aft Heavy Missile Tubes

Ÿ         Rail Gun Ammo: 16 tons, good for 450 shots

Ÿ         Light Missile Ammo: 22 tons, good for 83 shots

Ÿ         Heavy Missiles: 22 tons, 16 shots

Ÿ         Equipped with various defensive systems: ECM Missile Blinders, Tetsudo buckshot launchers etc. etc.

Ÿ         Equipped with a ship’s boat which can carry 24 passengers or equivalent in cargo with a crew of 3. Ship’s boat cannot land on a planet with atmosphere or with more than .3G gravity.

Ÿ         Also has a complete workshop large enough for three people to work at one time.

Ÿ         One small airlock, rated for 4 people. All supplies are loaded through the single airlock. This means that to get heavy missiles aboard, the ship must lock both airlock doors open. This procedure can only be done in dry dock for now, although designing equipment to allow milchcow crews  to do this is a high priority.  In an emergency, its possible to use Fore Heavy Missile Launch tubes numbers 1 and 5, and Aft tube number 1 as airlocks. Crew can also use the ship's boat egress hatch as an airlock if the boat is undocked or jettisoned.

Weapons: 

Let's stick with projectile and explosive weapons: Rail Guns, Mines, Explosive (or Concussion or Flechette or Nuclear) Missiles, and good old fashioned shells.

Missiles can be homing, provided the target is emitting or detectable by active sensors, depending on your missile type. This means Ursas will be hard to hit! However, I don’t want to devolve into a type of fire-and-forget warfare here, we are trying to keep things close and personal. 

This is how missiles will work:

Guidable missiles of any kind are possible with current technology, but anything which might even marginally add to our detectability is outside of design specs. Therefore: we aim the missile to within (given random but realistic distance) then - if we do our jobs right - the missile can begin homing when it gets nearby. This would encourage attacks from oblique angles as the missile turns and starts homing ; this  means the enemy can't fire strait down a missile's flight path to hit a stealthed ship.

“Depth Charges” could work like this: 

Destroyer/Sub Hunter comes upon a 10,000 cubic km region of space where they suspect a stealth boat to be hiding. Working alone, or in concert with other ships, they launch:

            Depth Charge A: Detection Charge, or Screamers.  A suite of these are fired out to a chosen distance and pattern (hopefully beyond the suspected location of our heroes), at which point they start wailing away on multiple frequencies and emitting radar waves, hoping to help the Destroyer detect the ship’s shadow, or “silence silhouette.”

            or

            Depth Charge B: Shot Cloud, or Boomers. A suite of charges are fired into the area to a chosen distance and pattern, at which point they explode – emitting a massive cloud of high density buckshot. For the environmentally conscious warlord (and those who think they will ever be back in the area) a popular option is to purchase shot embedded with short-release short-lifespan nanites which will erode the shot after a set period of hours. (Thus keeping the solar system free of deadly projectiles. Not to mention abiding by the Deimos Conventions.)

            or

            Depth Charge C: Your nefarious and/or brutal invention will be added here in the future.

 

Enemy ships

 

Would like to keep the types and methods of propulsion as wide as possible for our tech level, but that’s in the civilian sphere.

I think the courier and military ships of the line of the inner planets would either run some sort of high thrust nuclear pulse drive or a high thrust fission drive. Both would be fast, but would need refueling often if used to capacity.  This could be one reason for their designs on the gas giants… that’s a lot of hydrogen for a society addicted to fuel! Also I’m sure Earth would not allow any (Earth) water to be converted for any fuel purposes by this date. Whatever is left of the environment, they will be preserving with draconian efficiency. This doesn’t go for Luna and the other planets, of course.



Stealth

The main  length of the cylinder MUST be as uninterrupted by protrusions and junk as possible, for stealth reasons. This means that all the ways we need to break the hull silhouette will be for the most part concentrated near the ends. This also means no windows! The covering of the ship needs to be as uninterrupted as possible, this means only the captain (or watch officer of course) can take a star reading or get a visual fix on an enemy using his “periscope.” We’ve got turrets, airlocks, mooring clamps, missile tubes, sensor arrays, (not antennae, the ship’s hull covering is one big antenna, more on that later!) and of course our big Fission torch. The fore and aft of our ship will not be rounded as in a sub, but will look more like a cross between the SR-71 stealth fighter, and Knight Ryder… erhm, or something. Not that we’ll have one sticking out the front, but that we need some crazy planes to reduce radar (or ANY active scanning method) signature.  [EDIT: see  images in sidebar for examples!]

The ship’s stealth coating (or Skin) will serve many purposes, the main one of course will be to hide the ship from active and passive scanning. The ship’s Skin (not the hull! the coating on the hull) will be a half meter thick bio-memetic gel with a solution of Rochelle Salt (potassium sodium tartrate), iron crystals Fe111-(1.3-2.0), and ceramic Barium Titanate (BaTiO3). This solution uses the differing piezoelectricity of the salt and ceramics and the magnetostriction of the iron crystals in concert with the biological nature of the gel for various effects.

Impact: If the Skin is hit hard by kinetic force, the piezoelectricity of the ceramics will naturally react with the magnetostrictive properties of the iron to harden the area effected – to a converse amount of the force applied. Hit it hard - it becomes hard, hit it soft… your hand could probably feel a little give if you touched the side slowly.

Healing: Conversely, by applying electricity to the gel at differing frequencies the piezoelectrical elements of the salt can induce electrostriction, or the reverse piezoelectric effect, to change dimension. This works to activate the bio-memetic elements in the gel to heal wounds in the surface skin of the ship, provided they are not too large. The only side effect is that activating the Rochelle Salt with a 60Hz current to heal the skin causes the iron in the gel (see above) to hum at 120Hz, the vibration aids the healing process but your ship turns from a dark sponge in the sky into an amplifier. Don’t start memetic repairs if the enemy is nearby! You can use this in emergencies to emit distress signals if all communications are down, by cutting power to the gel in a pattern. I recommend something along the lines of: dot dot dot dash dash dash dot dot dot.

Passive Cloaking: The skin needs a functioning ship within it to maintain its liquid state, it will absorb heat at a steady rate calibrated to the normal functioning of the ship; as heat is not radiated normally from the surface of the ship, excess heat is shunted to the stealth drive exhaust baffles where its emissions are mostly undetectable. The skin will do this naturally, although the emission cloaking specialist can fine tune the process constantly. Firing the fission drive will stress the normal functioning of this system and temperature within the ship will markedly increase based upon length of burn. The specialist can increase heat radiation from vents at the rear of the ship, but a long burn will always make the ship very hot inside.