Other

Battlewagon (Raider) This is a light cruiser equivalent ship (first appearing in 2242) that is built on the hull of a large bulk ore carrier. The shipyard creating this conversion has not yet been identified and the search is ongoing, though hampered by lack of personnel and resources to spare. The ship has mainly Narn type weapons, other than the standard Particle Beams, and it has a weapons array that concentrates firepower forward while allowing defensive fire at all arcs. It carries 2 full squadrons of fighters, has a 5.9G acceleration and a 3 month endurance. The ships retain limited cargo capacity, have crews in excess of 100, and are very rare. Additionally, due to the circumstances of privately operated warships, they are seldom identical to other members of the same class. Weapons and other features are customized to take advantage of strengths, or remove weaknesses, due to supply and skill availability.

Strike Carrier (Raider) This is another rare ship, and is also a conversion, in this case, of a luxury liner. The changes are extensive enough that close examination of the plans is required to prove this. Though cheaper than the battlewagon in an absolute sense, the high cost of theQ40 in the jump engine is enough to make the difference of little importance to a typical raider band. The ship first appeared in 2247, and though armed for 360 degree offensive and defensive fire, there is reason to believe some versions are unarmed. The main armament of the ship is the flight group of 21 Delta-V fighters on external rails. Occasionally other fighters can be used, by raiders, but typically only obsolescent fighters will find their way into raider hands. The ship has a 13.2G acceleration, and has a cargo capability.

Dragonship (Mercenary) the Dragonship was first observed in 2245, and has shown itself as a relatively powerful example of its type, a non-military warship. It has a powerful, though heterogeneous weapons array, and a full squadron of fighters can be deployed, in internal bays. The ship can sustain an 8.8G acceleration, and has offensive and defensive weapons to bear on all arcs, though the heaviest weaponry, the Plasma Accelerator and Heavy Plasma, bear forward. Despite its power, it should not be expected to duel with actual cruisers, though it can easily handle most police and patrol ships. The ship is occasionally called the Drakkar, from an old Terran class of ship used for raiding. The fighter bays are designed to operate as wide a variety of fighters as possible, though exactly what type is present will depend on the support the organization has, and from whom. The ships are not cost-effective, and cost approximately 133% of an equivalent military hull, though some nations feel this is acceptable for the deniability thus purchased.

Delta-V (Raider) Extremely maneuverable, but obsolescent in every other respect. The fighter is too fragile for all but the lowest threat environments, being an obsolete atmospheric design from 2190. At least some raiders have access to missile supplies, greatly increasing the lethality of this class. These fighters have also been found operating with Narn Particle Cannons, ultra-light particle beams, and light bolters. This fighter can sustain a 19.8G acceleration, and has an endurance of 6 hours. The Gaim also operate this class in a slightly modified form as the Reska.

Kneale Class Freighter This is a typical merchantman first built in 2160 and is only equipped for limited amounts of self-defense. If this class is to be used for fleet support, it will require escorts. This ship can sustain a 2.2G acceleration. Versions that have limited fighter support capabilities, or which are operating as Q-Ships are known to be in operation, as are versions that delete the shuttle capacity. The unmodified version has an endurance of 2 months.

Asimov Class Luxury Liner This ship is suitable for conversion into a troop transport, and can provide a limited amount of self defense, but should still be escorted if carrying friendly personnel. It is not possible to effectively combat-load this class. The ship can sustain a 2.2G acceleration and has a 3 month endurance.

Jump Gate This standard jump gate is useful for the strategic mobility provided, but the system is not capable of any degree of self defense, so if it is expected to be a target, it must either be defended or sacrificed. The system can open for approximately 40 seconds, and will then require 3-4 minutes to recharge.

Common Weapon Systems

Weapon
Hyperion

target
White Star

target
Star Fury

target
Rate of Fire

per minute
Weapon Effect
Medium Laser Cannon
30.1km
21.5km
-34.4km
2
Laser
Medium Pulse Cannon
17.6km
15.4km
-2.2km
3
Energy
Plasma Accelerator
15.05km
8.6km
-19.35kn
2*
Plasma
Heavy Plasma Cannon
22.575km
12.9km
-32.25km
2
Plasma
Particle Cannon
38.7km
30.1km
-12.9km
3
Particle
Twin Array
17.6km
15.4km
4.4km
12
Particle
Standard Particle Beam
22km
15.4km
4.4km
6
Particle
Light Bolter
4.4km
3.3km
-2.2km
6
Energy


The Hyperion, White Star and Star Fury targets are normalized to eliminate active defenses, including ECM. Weapons are normalized to remove the effects of ECCM. Ranges are effective ranges in kilometers, defined as the distance where the weapon has a 50% chance to hit, and rate of fire is the number of shots or bursts per minute, taken under normal circumstances for the weapon's operation. The process to normalize weapons effects against fighters tends to result in less than 50% chances to hit at any range, so the analysis formula tends to produce negative numbers. These are reproduced for comparison purposes, so differences in degree can be seen, not because it is possible to achieve negative ranges. Some weapons are incapable of physically hitting or hurting some targets, and this is shown in the tables as "no effect."

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