(this ship should be posted last, but it's ready now so I'll post it now)
Fleet Colonial Frigate, Irkhuar Class
While the Imperial Fleet defends the Imperium from external threats, the Irkhuar deal with internal less-than-warfare threats that do not warrant full naval attention. Where regions are too poor or backward to provide their own naval patrols or police the Imperial Navy steps in with Irkhuar, conducting show-the-flag and freedom-of-navigation patrols to suppress piracy and other hazards to free trade. While Irkhuar have fixed patrol routes and regions of primary concern they also are tasked with going everywhere they can, and while not omnipresent Irkhuar may show up in any system at any time. Tech 12, Jump 3 capable, Maneuver/Agility 4, mounting a Factor 8 Beam Laser battery, a pair of Factor 2 Missile batteries, and a Factor 9 Sand battery, Armor 4, and deploying a Factor 1 Nuclear Damper screen, they are adequate for this role. Irkhuar are always deployed at least in pairs, and frequenly operate in squadrons of four.
Bridge crew is overmanned, and hull crew is overmanned in engineering and gunnery departments, to foster officer development and crew training and to reinforce operational reliability and damage control capabilities. Engineering department includes a dedicated damage Chief who oversee training of enlisted men. Logistics endurance is the standard two months, plus cargo space for four months, for a total of six months self-supporting deployment capability. Tier 1 medical services, expanded living conditions, and hotel services further enhance ship operational independence and crew deployment endurance. Fuel scoops and fuel purification facilities allow wilderness refueling. The Irkhuar carries a full ship's boat and flight crew complement, along with lifeboats for the entire crew.
Irkhuar make contact with planetary systems, landing and discharging liberty parties for significant lengths of time, somewhat more frequently than regular fleet elements. Consequently, while an Irkhuar in a high-activity patrol region is the first command of many an up-and-coming naval line officer, many vilani-heritage officers of high and low status readily accept Irkhuar command even in low-activity patrol regions as a way of meeting planetary officials and building up their post-service retirement social networks, and many crew view Irkhuar as the way to "join the navy and see the universe". In addition an Irkhuar's ship's troops see considerably more action than most, and some captains will fill their spare staterooms and lowberths with extra soldiers for the inevitable inspections and ground actions.
Most new Irkhuar are constructed at the Iderati and Karin yards to build up those worlds' ship building capabilities, but many were built at Jewell and Fornice. A few unfortunate incidents have lead to consideration of equiping Irkhuar with tech 13 weapons suites, but to date there is no imperial yardspace available for such upgrades, though the space yard at Collace has inquired as to acquiring a contract to do so, and there is talk of presenting the work to Yori.
"Irkhuar" is a Vilani word referring to a minor official who, because of proximity to a significant decision event, takes on more power and authority than his rank normally would warrant. Most Irkhuar are named after prominent geological features.
Fleet Colonial Frigate, Irkhuar Class
While the Imperial Fleet defends the Imperium from external threats, the Irkhuar deal with internal less-than-warfare threats that do not warrant full naval attention. Where regions are too poor or backward to provide their own naval patrols or police the Imperial Navy steps in with Irkhuar, conducting show-the-flag and freedom-of-navigation patrols to suppress piracy and other hazards to free trade. While Irkhuar have fixed patrol routes and regions of primary concern they also are tasked with going everywhere they can, and while not omnipresent Irkhuar may show up in any system at any time. Tech 12, Jump 3 capable, Maneuver/Agility 4, mounting a Factor 8 Beam Laser battery, a pair of Factor 2 Missile batteries, and a Factor 9 Sand battery, Armor 4, and deploying a Factor 1 Nuclear Damper screen, they are adequate for this role. Irkhuar are always deployed at least in pairs, and frequenly operate in squadrons of four.
Bridge crew is overmanned, and hull crew is overmanned in engineering and gunnery departments, to foster officer development and crew training and to reinforce operational reliability and damage control capabilities. Engineering department includes a dedicated damage Chief who oversee training of enlisted men. Logistics endurance is the standard two months, plus cargo space for four months, for a total of six months self-supporting deployment capability. Tier 1 medical services, expanded living conditions, and hotel services further enhance ship operational independence and crew deployment endurance. Fuel scoops and fuel purification facilities allow wilderness refueling. The Irkhuar carries a full ship's boat and flight crew complement, along with lifeboats for the entire crew.
Irkhuar make contact with planetary systems, landing and discharging liberty parties for significant lengths of time, somewhat more frequently than regular fleet elements. Consequently, while an Irkhuar in a high-activity patrol region is the first command of many an up-and-coming naval line officer, many vilani-heritage officers of high and low status readily accept Irkhuar command even in low-activity patrol regions as a way of meeting planetary officials and building up their post-service retirement social networks, and many crew view Irkhuar as the way to "join the navy and see the universe". In addition an Irkhuar's ship's troops see considerably more action than most, and some captains will fill their spare staterooms and lowberths with extra soldiers for the inevitable inspections and ground actions.
Most new Irkhuar are constructed at the Iderati and Karin yards to build up those worlds' ship building capabilities, but many were built at Jewell and Fornice. A few unfortunate incidents have lead to consideration of equiping Irkhuar with tech 13 weapons suites, but to date there is no imperial yardspace available for such upgrades, though the space yard at Collace has inquired as to acquiring a contract to do so, and there is talk of presenting the work to Yori.
"Irkhuar" is a Vilani word referring to a minor official who, because of proximity to a significant decision event, takes on more power and authority than his rank normally would warrant. Most Irkhuar are named after prominent geological features.
Code:
HULL
Tech 12 in all components, Spheroid, Streamlined, Landing-Capable
1900 dtons displacement
(3084 dtons construction yardspace)
MANNING
Command 16
Captain
Executive Officer
Operations Officer
Chief Engineer
Gunnery Officer
Senior Pilot, 3 pilots
Senior Navigator, 2 navigators
Computer Officer
Comms Officer
Flight Officer
Ship's Surgeon
Engineering 22
(Computer Officer), 2 Chiefs
(Comms Officer), 1 Chief, 2 enlisted
Jump Drive Division - 1 Chief, 2 enlisted
Maneuver Drive Division - 1 Chief, 3 enlisted
Power Plant Division - 1 Chief, 4 enlisted
Fuel Systems Division - 1 Chief, 3 enlisted
Damage Control Chief
Gunnery 13
(Gunnery Officer)
Laser Battery - 1 Chief, 1 enlisted
Missile Batteries - 1 Chief, 2 enlisted
Sand Caster - 1 Chief, 1 enlisted
Nuclear Damper Division - 1 Chief, 5 enlisted
Service 4
(Operations Officer)
1 Chief, 3 enlisted
Flight 4
(Operations Officer)
2 Pilots, 2 Chiefs
Troops 13
(Executive Officer)
1 Lieutenant, 1 Staff Sergeant, 2 corporals, 9 marines
or
1 Lieutenant, 1 Chief, 2 Petty Officers, 9 troops
TOTAL 72
COMPUTER/SENSOR/COUNTER-SENSOR
Model 6fib Sensor Suite (5 energy points required)
ENGINEERING
J3 Jump Drive (57 energy points required)
4G/Agility Maneuver Drive (76 energy points required)
Power Plant (121 energy points generated)
Fuel Purifier
FUEL TANKAGE CAPACITY
570 dtons (one Jump 1)
121 dtons (4 weeks power plant ops)
ENDURANCE
25 dtons Cargo for 6 Months Endurance
WEAPONS
1 Factor 8 Beam Laser Battery (30 energy points required)
Backup Power for each turret - 3 Shots
1 Gunnery Station
2 Factor 2 Turret Missile Batteries - 3 Salvos ea
Backup Power for each turret
Reload Magazine for each turret - 3 Reloads of 3 Salvos ea
2 Gunnery Stations
DEFENSES
Factor 1 Nuclear Damper Screen (10 energy points required)
1 Factor 9 Sand Caster Battery - 3 Salvos
Backup Power for each turret
Reload Magazine for each turret - 3 Reloads of 3 Salvos ea
1 Gunnery Station
Armor 4 (4 factors for tech 12 hull, 0 factors added)
2 Damage Control Stations
CREW ACCOMODATIONS
40 Crew Staterooms
Medical Facility - 20 dtons
Brig - 10 dtons
Recreation - 12 dtons
CARRIED CRAFT
3 Lifeboats (in standard boat bays)
2 Ship's Gigs (in standard boat bays)
2 Air Rafts
CARGO
0
MISCELLANEOUS
2 Extra Staterooms
8 Lowberths
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