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 BioAndronian Standard ShipBuilding Protocol Vr2.1

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Ocean Seven
S3 Studios Founder
S3 Studios Founder
Ocean Seven

Posts : 121
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Join date : 2010-10-07
Age : 26
Location : Torabotic World

BioAndronian Standard ShipBuilding Protocol Vr2.1 Empty
PostSubject: BioAndronian Standard ShipBuilding Protocol Vr2.1   BioAndronian Standard ShipBuilding Protocol Vr2.1 EmptyTue Nov 09, 2010 10:38 am

This is the BioAndronian Standard ShipBuilding Protocol Vr.2 Guideline, the format to which I have created dozens of Aerospace Vessels. (Fancy name for spacecraft.) For anyone who enjoys the sci-fi genre, or just as a hobby, here is the SSBP-2, in the 'textless' version. (The true BA SSBP-2 is actually nine pages long, and is still undergoing editing. It started out as a 29-page long largely irrelevant piece written in 2004, and has had several edits. The Vr2, this one, is a complete rewrite, something that was a little tough because I really, really hate to give up ideas, and doing away with most of the in-depth description was heartbreaking- it felt as if I was setting up whoever used it to fall by my wrath.)

Some very bare-bones info: as a standard for all my designs, non-missile weapons fall into three broad classes: Physical, Optical, and Plasma. Physical is, of course, based on real-world weapon design for the most part, and an extremely rare find in the sci-fi genre because of typical writings. As a part of the physics in my personal sci-fi universe, these are abundant, because Optical weapons are not powerful enough to breech a hull. (Because they consist only of physical energy, and a bit of heat. Essentially zero mass, so they cannot even dent a hull. The Death Star would be a huge waste of money if it were under my physics.) These range from little Vulcan Cannons/Gatling Guns, primarily anticraft weapons, (Craft= fighters and bombers, and other little low-crew vessels like fleet tenders and observation ships. A true Vessel is one with a large crew, and almost always impossible to operate with no less then four people.) to cannons that surpass the largest calibre weapons ever invented. There is a small equation to change a Normal Cannon into a Space Weapon for existing weapons- simply multiply the exiting weapon's muzzle size one and a half times. (The Kreigsmarine Battleship H44 Class was to load eight 14.95'' guns in four dual mounts. The muzzle size in this case is 14.95'', so its Space Calibre would be 14.95 x 1.5= 14.95 + 7.475 = 22.425'', or 22.4'', if it were used on an Aerospace Vessel. Typically, though, one creates a 'generic' cannon, and doesn't have to do this. It's purely for cosmetic purposes.)

Optical weapons are, of course, lasers. (Ok maybe Optical=laser is hard to connect if you think too hard about optics being like sights, which in turn would be like ironsights, aka a gun. But whatever, we're here to learn! Very Happy) These range from the simple Paladin Point Defense System, a system commonly found on Naval-Type hulls to protect the undefended underside from missile and physical weaponry. A small-calibre laser build to focus power into a fine point in order to overheat explosive weapons. As a result, it is almost useless against Armour-Piercing warheads, although it can fuse the trigger to the shell, making the shell little more then a wayward object, easily bounced off a shield. (If the shield is down however, it is up to the bridge to take appropriate action, evasive or offensive in nature, against the object, because given enough dull impacts, hull will break.) to massive shield-killing orbital lasers. Generally speaking, Optics are formed primarily around the mid-range calibres, which are classified into four families:

Laser Gun: The weakest family, these are almost exclusively used in anticraft roles, boasting extremely high rate of fire, like the ShvAK Laser Gun, with a cyclic rate of over 3,000 bolts per minute. (Based off the real-life Russian gun of the name Super ShvAK.) Fairly weak, they fail to do much against shields of anything bigger then a scout craft. However, in great numbers they can be quite lethal- because they don't do much damage, the respective defensive shield on large ships is not very strong, built to take a full-on assault by a suicidal frigate or destroyer, not a Battleship-sized Vessel pouring a main battery of these weapons into it.

Because of their small size, the mountings typically are quad-mounts, and all fighters and bombers use these.

Laser Battery: A step up from the Gun, the Battery boasts more power for a reduced rate of fire. While its RoF is nowhere near that of the Gun, usually topping out at a low 240rpm, it is capable of destroying a small fighter in one or two direct hits. These typically mounted in dual mounts because of their larger size, and thus larger recoil. These mounts are almost identical in appearance to contemporary 5'' AAA guns of the USS Oakland and her sister ships. because of their larger size, only dedicated bombers and larger crafts use this kind of weapon, and usually only one or two at that. (The recoil forces on a small craft can be enough to tear the thing apart on the spot.)

As well, this is the primary anticraft weapon on larger Battlecruisers and above. (A few larger Heavy Cruisers utilize these mounts, but typically load far less then they could with Laser Guns.)

Laser Cannon: The mother of the basic Laser-Class family, this large mid-class Optical weapon is the bane of every boarding ship captain. Typically defending vulnerable openings and external structures from large demolition craft, these cannons can blow most any craft up in no more then three shots- if one could hit a fighter with a Laser Cannon, the fight would be over in an instant. While the RoF is diminished, usually topping 120rpm on a brand-new, picture-perfect model, the power more then bridges the gap. On larger Battleships, these weapons can be seen in fair numbers, and have enough power to be somewhat useful against the shields of Frigates and Destroyers in small numbers.

The primary weakness of a Laser Cannon is its horrible traverse rate- the engineering that went into the weapon was geared towards instant firepower, and thus was not altered to allow for the sort of ease of mounting as a Laser Gun. As such, it is horrible against fast-moving targets, and may only get a shot or two off on one if it was in the right position at the right time.

Turbolaser: A family in itself, the Turbolaser comes in two distinct flavours- Fast-Traversal and High-Power. The former version looks identical to the weapon of the same name found in Star Wars, but the weapon turret can rapidly rotate through 360/180 (360 horizontal plane rotation/180 vertical plane traversal) to track fast-movers. The power is between a Laser Cannon and a Laser Battery though, so it's little more then a glorified Laser Battery, but on the plus side, it is much more durable. The latter version is usually a large dual turret on a limited-traversal mounting, build to fire upon larger ship shields, along the side of a vessel, so the need for a 360 degree mount is unnecessary. The RoF of these guns typically max out at 90rpm

Often found on Naval-Type vessels as main weapons, they are mounted on 270-degree mountings in this case. The traversal speed is truly horrendous, but the power output is enough to be a natural electro-magnetic generator, allowing it to have worth against the hull of a vessel. The RoF for these monsters is an abysmal 30rpm on a good day, but the huge power increase is well worth the low fire rate. These are the only cannons in the midrange Optical family to sport variable calibres, although they typically operate at 14.95'' and 16''. The largest mainstream High-Power Turbolaser is 20.8''

As for Plasma weaponry, these come in two kinds- Plasma Cannons and Plasma Artillery. The Cannon versions usually look like gigantic high-class Optical weapons, but with a hell of a lot more tubing, and often give off a purple haze after firing. While not widely used, these monsters pack a wallop, and can hit a shield and shrug it off. Plasma Weapons, unlike contemporary Laser Weapons, are actually solid, tangible energy, and as such as useful against bare hull.

As for Plasma Artillery... These humongous brutes were only seen on planets due to their recoil, until the BioAndronian Empire actually stuck one on an Alpha-Class BAAES Armoured Barge and fired it with an experimental counter-recoil unit. Giving off a signature blue haze as a result of dumping of the special coolant systems, these are truly rare. Capable of penetrating through most any shield and usually the hull behind it, when one rears its butt-ugly head on the battlefield, everyone scrambles for home. Very, very few ships use it, although this only includes normal ships- the Imperial BioAndronian Navy’s BAAES SSBCV-77 D-Class MWP “SwarmCarrier” is the prime user of Plasma Artillery, in massive numbers. Most standard users are gigantic, but lack other weaponry because they don’t have the technology to negate structural strain from firing the PA and the Counter-Recoil engine- while the SwarmCarriers do, allowing them to be not only smaller, but armed as well.

The SSBP-2 also adapts a standard set of Shields, falling in three general categories; you can name a shield whatever, but do include what type of shield it is, so one can know what kind of weaponry it defeats.

Standard Shield Types

Phase: Defends against Laser-class weaponry. Marginally effective against Turbolasers.
Particle: Defends against High power Optical weapons, including Turbolasers and above.
Kinetic: Protects the vessel against physical impacts such as asteroids, and direct missile damage. Heavily negates missile explosions, but cannot fully dissipate explosive damage, especially directed damage focused on a single spot. Thoroughly unable to stop Armour Piercing Shells.

Special Shield Types (These will replace Standard Shield Types)
Phase (Shift): An advanced version of the Phase shield, this tiny ball, varying in size from 3 feet to 21 feet square, is a passive shield, deployed when sensors detect an incoming bolt. The computer assesses the bolt’s composition and determines if it is Laser-class. If it is, it raises a hexagonal shield in the path of the bolt a split second before it passes the shield barrier. It is extremely energy efficient, but requires sensors to operate, which is its weakness.

Triton: An advanced Particle Shield, it can absorb much more power, meaning one can keep it active for longer during a battle before being forced to shunt power to keep it online. However, it reduces maneuverability to a point.

Impact: An advanced Kinetic Shield, which can take much more punishment. Identical operation to the Triton, and as well, reduces maneuverability.

Titan: An experimental Particle Shield for Shieldships, this incredibly powerful shield, when activated, cuts speed and maneuverability to a minimum, but allows for an almost invincible defense. Unlike the other Special Shields, it does not replace the existing Standard Particle Shield.

Turmoil: An advanced Phase/Particle combo, it replaced both shields, but allows for operation at high-gee forces. While only ¾’s as powerful as the Standard versions, this is the only shield a fighter or light bomber can equip, other then the Kinetic Shield.

HEAT Shield: Dampens heat-based damage (reducing energy weapon damage on hull), and completely negates radioactivity damage, protecting against nuclear missiles. Does not replace any shield, and does not hamper maneuverability by much.

Stealth Shield: Reduces maneuverability while active (all the other ones reduce by default) but provides a near-identical image of what is behind it. Works on 360 degrees, but the ship will have to load cameras (you don’t have to mention it) which can be disabled, shorting out the star-generating properties and defaulting the shield to flat black with a few artificial stars. (Still hard to detect, but useless in space against a pure black backdrop, and a good commander can spot a defaulted stealth shield from afar.) Weakness is it reduces the power of the other shields by default, and negates all other shields while active. As well, the cameras cannot update the shield in real-time, so it is ill-advised to sneak past as point blank range, as a noticeable jump will be witnessed in stars, broadcasting your position.

Hull types come in a few types: HEAT Coat (antiradiation), Static Coat(dampens effects of EMPs) and Granite Mesh. (same as HEAT but is inserted into the hull, allowing it full usefulness so long as there is still hull there. Typically it is placed every three feet in the hull wall. Please mention how many meshes are there, and how far apart they are placed (no less then two feet; also note that a 30 foot thick wall would only have 9 meshes- mesh is directly inside the hull wall, not on either side of it.)

Missile Types: Missiles are Vertical launch silos (Missile Silos) and Torpedoes are Horizontal launch tubes (Torpedo Tubes). They come in: HE (HE Torpedoes are larger, while HE Missiles are very small, and can be loaded in huge numbers. HE Missiles are typically used as a local-defense maneuver.) Nuclear Lo/Med/Hi, (Lo/Med are loadable on most ships, Frigates can only load Lo. Hi is only available on Missile Frigates/Destoryers/Cruisers, not on standard ships. Also available on ‘Submarines’.) Antiproton/Antimatter (Antiproton loadable on Destroyer and up, Antimatter on Light Cruiser and up. AP is better against shields, while AM is better against hull and swarms of fighters. AP can be negated by HEAT Shields and Granite Mesh. (It can weaken armour, but can’t kill people. (For the purposes of making it still useful against ships.) and Quantum. (Only available on Battleships, ‘Submarines’ and all Missile Ship types. Extremly large, so Silos can only hold a few.)

All Missiles/Torpedoes have Super Versions, except HE. Super versions are only available on Ballistic Submarines and all Missile Ship Types. Super Quantum is limited to no more then 4, if even that. (Note: All Juggernaut/WMD-class ships, restricted to S3 Studios Designers, can load a lot of crap. This is because they are exclusive to the Imperial BioAndronian Empire, which is the de facto ruler of over 80% of the universe.)

Anyways enough of my ranting. (OMG LOOK! SIX PAGES! An improvement.)
Primary Arm.: Big Guns.
Secondary Arm.: Smaller Guns.
Aux. Arm.: Usually Laser Guns if anything, or a Paladin Point Defense System.


Ship Name:
Ship Class:
Ship Type:


Crew Size:

Crew Types-


Engine Placements:


Hull Composition:

Hull Specials:

Armour Thickness:

Shield Types:

Shield Specials:


Primary Armaments:

Secondary Armaments:

Auxiliary Armaments:



BioAndronian Standard ShipBuilding Protocol Vr2.1 27478612
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