Chrysanthemum-class Fleet Escort. The Chrysanthemum class escort is intended for fleet and squadron escort duties. The design has served the Imperial Navy for over a century. Chrysanthemums are ubiquitous, being encountered with larger fleet elements as well as working alone.
The 1,000-ton hull is fitted with the LSP V/4 Starpoint jump drive, the LSP Impulse Z6 maneuver drive, and the Zf-6 Cold Sun power plant, giving performance of Jump-4 and 6G acceleration. Fuel tankage of 513 tons supports one Jump-4 and up to 3 weeks' normal operations. The ship is unstreamlined.
The Chrysanthemum is well-armored and features a military armament mix: a fusion barbette, two particle accelerator barbettes, two quad turret missile launchers, three quad turret sandcasters, one quad turret commcaster and one quad turret datacaster.
The ship requires a crew of 14: two astrogators, three pilots (one for the cutter), three engineers, five gunners, and one medic. Nine additional staterooms are reserved for up to 18 troops. There are 51 tons of cargo space (sometimes reallocated to support a full platoon of troops).
Duties include:
Squadron escort
Orbital patrol
Police operations
Garrison duty
Limited strike missions
Fer-de-lance Convoy Escort. During the height of the Third Frontier War (979 to 986), high losses in civilian shipping and among transport vessels impressed into Imperial service resulted in the issuance of an Admiralty specification for a mid-sized escort vessel expressly for close protection of unarmed transport craft. The design which was finally accepted was the Fer-de-lance class destroyer escort.
Performance characteristics for this class make it capable of staying with most Imperial fleets (jump-4, 6-G acceleration), and thus this type of vessel can be found escorting most squadrons as well as more typical convoys.
Duties include:
Convoy escort
Squadron escort
Orbital patrol
Blockade runner
Operationally, what are the differences? One is fleet and one is detached? Or what? I keep forgetting their differences, when really they ought to be quite distinctive.
[...]Chryssie has a slight defensive edge, Ferdie has more offensive punch.
[...] both are hard to hit, which makes them both decent escorts for covering a disengagement or buying time [...]
one quad turret commcaster and one quad turret datacaster.
What the heck is a commcaster? Datacaster? New weapons from T5?
The CommCaster allows naval ships to use the total sensor data for battery fire, the DataCaster is a cyber-information weapon that spoofs sensors and is used for an anti-msissile role or against enemy ships' computers and sensors.What the heck is a commcaster? Datacaster? New weapons from T5?
What the heck is a commcaster? Datacaster? New weapons from T5?
I've always liked the Chrysanthemum. If flykiller's stats are accurate for inclusion of the cutter, it probably uses that for fuel runs, though now that I want to design it using MgT I would rewrite it to either be streamlined or partially so.
And I would use my house-rule about fuel efficiency - the one that appears in Compendium 1. So even with a TL 10, TL 12 and TL 15 variant it'd have more than 3 weeks of plant fuel.
From T5 Core Rules, p. 388:COMMCASTER
CommCasters are dedicated information and communications links between the ships.
Sensor Data. Two ships, each with CommCasters can share Sensor Data, and each may attack targets sensed by the other.
Virtual Battery Fire. Ships (each equipped with CommCaster) can attack the same target with weapons of the same Type (but not necessarily the same TL or Mount). The hits inflicted by the weapons are summed. ...
...DATACASTER
DataCasters are offensive weapons broadcasting or beamcasting petabytes of information at or against enemy sensors and communicators. DataCasters pursue three strategies: they attempt to spook or overload sensors, they attempt to introduce viruses into onboard systems through flaws in sensor inputs, and they transmit tailored psychological messages and propaganda.
Sensor Overload. Successful DataCaster Attacks on Sensors or Comms inflict Damage on a specific Sensor or Comm.
Virus. Successful DataCaster attacks on non-Sensor, non-Comm locations insert a Virus. A Virus successfully introduced onto a ship disables the Component at the Hit Location. In each successive Combat Round, the Virus may attack an adjacent Hit Location and succeeds if 1D < Computer + Virus. For example, a Virus is assigned a value = 1D = 3. It attacks an adjacent Hit Location Power Plant controlled by Computer/2. It must roll 1D for 2+3 or less = 5. If successful, that location is disabled. A Virus is isolated if all computer connections are cut between the Virus disabled locations and all other hit locations. The computers can operate independently; but this step prevents use of batteries and commcasters, and restricts the use of weapons to R=7 or less.
Psychological Attacks. Datacaster attacks provide a shifting series of morale attacks, false messages, appeals to a variety of cultural and social fears. Psychological attacks challenge the Sanity of crew, passengers, staff, and troops. A successful Datacaster attack requires each individual in the affected area to Check SAN.
Hi,
Yes I preferred the Chrysanthemum as well, it didn't look unstreamlined to me,
I would assume the Cutter had fuel and boarding modules to enable the marines to board pirates.
Virus. Successful DataCaster attacks on non-Sensor, non-Comm locations insert a Virus. A Virus successfully introduced onto a ship disables the Component at the Hit Location. In each successive Combat Round, the Virus may attack an adjacent Hit Location and succeeds if 1D < Computer + Virus. For example, a Virus is assigned a value = 1D = 3. It attacks an adjacent Hit Location Power Plant controlled by Computer/2. It must roll 1D for 2+3 or less = 5. If successful, that location is disabled. A Virus is isolated if all computer connections are cut between the Virus disabled locations and all other hit locations. The computers can operate independently; but this step prevents use of batteries and commcasters, and restricts the use of weapons to R=7 or less.
It attacks an adjacent Hit Location Power Plant controlled by Computer/2. It must roll 1D for 2+3 or less = 5
Me, I'd consolidate the sandcasters as one Factor 7 battery of four triples to deal with the odd missile that gets past agility, then add a Factor 4 triple laser turret ('cause there's some unused power going to waste otherwise). Reduces the number of anti-missile batteries but makes it much more certain that the battery will be useful, adds a bit more depth in terms of weapon hits the escort can absorb, adds an attack, and reduces crew to 17, which means there's room for an alternate cutter module.
(Actually, I'm not a fan of the cutter. I'd prefer a pair of armed 30dT ship's boats: one with seats, one cargo/fueler. Covers the needs and provides more and higher-agility fire support for commerce raiding or attacking surface targets. Then the extra tonnage can be taken as a couple of factors of additional armor.)
So the BETTER the computer is, the GREATER the chance is that the virus succeeds?
Therefore:
Computer/9. It must roll 1D for 9+3 or less = 12![]()