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[HG] Charlemagne-class Carrier (TL12)

Golan2072

SOC-14 1K
Admin Award
Marquis
Ship: Charlemagne
Class: Charlemagne
Type: Heavy Carrier
Architect: StellarDream Inc
Tech Level: 12
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">USP
CV-R7334F4-091106-08806-Z MCr198,072.6 199 KTons
Bat Bear 2 X A4 E Crew: 3245
Bat 3 Y F6 L TL: 12</pre>[/QUOTE]Cargo: 4,675 Frozen Watch (x3) Fuel: 67,660 EP: 7,960 Agility: 3 Shipboard Security Detail: 199 Marines: 465
Craft: 700 x 80T Blizzard-class Missile Boats, 15 x 95T Talon-class Dropships, 5 x 50T Modular Cutters (w/ fuel modules)
Fuel Treatment: On Board Fuel Purification
Substitutions: X = 35 Y = 50 Z = 70

Architects Fee: MCr1,261.1 Cost in Quantity: MCr172,851.5


Detailed Description

HULL
199,000 tons standard, 2,786,000 cubic meters, Dispersed Structure Configuration

CREW
115 Officers, 2665 Ratings, 465 Marines (3 Companies)

ENGINEERING
Jump-3, 3G Manuever, Power plant-4, 7,960 EP, Agility 3

AVIONICS
Bridge, Model/6fib Computer

HARDPOINTS
- 56x 100-ton bays
- 380x Hardpoints

ARMAMENT
- 6x 100-ton Particle Accelerator Bays (Factor-8)
- 200x Triple Missile Turrets organised into 20 Batteries (Factor-6)
- 150x Dual Fusion Gun Turrets organised into 15 Batteries (Factor-8)

DEFENCES
- 50x 100-ton Repulsor Bays (Factor-6),
- 30x Triple Sandcaster Turrets organised into 3 Batteries (Factor-9)
- Nuclear Damper (Factor-1),
- Meson Screen (Factor-1)

CRAFT
- 700x 80-ton Blizzard-class Missile Boats (Crew of 1, Cost of MCr101.200)
- 15x 95-ton Talon-class Dropships (Crew of 1, Cost of MCr65.8)
- 5x 50-ton Modular Cutters (w/ fuel modules) (Crew of 2, Cost of MCr28)

FUEL
67,660 Tons Fuel (3 parsecs jump and 28 days endurance)
No Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
1,625.5 Staterooms, 4868 Low Berths, 4,675 Tons Cargo

COST
MCr127,366.7 Singly (incl. Architects fees of MCr1,261.1), MCr100,884.5 in Quantity, plus MCr71,967 of Carried Craft

CONSTRUCTION TIME
212 Weeks Singly, 170 Weeks in Quantity

---

Ship: Blizzard
Class: Blizzard
Type: Missile Boat
Architect: StellarDream Inc
Tech Level: 12
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">USP
FM-0606941-800000-00002-0 MCr126.5 80 Tons
Bat Bear 1 Crew: 1
Bat 1 TL: 12</pre>[/QUOTE]Cargo: 2.2 Fuel: 7.2 EP: 7.2 Agility: 6
Fuel Treatment: Fuel Scoops

Architects Fee: MCr1.3 Cost in Quantity: MCr101.2


Detailed Description

HULL
80 tons standard, 1,120 cubic meters, Flattened Sphere Configuration

CREW
Pilot

ENGINEERING
6G Manuever, Power plant-9, 7.2 EP, Agility 6

AVIONICS
Bridge, Model/4 Computer

HARDPOINTS
1 Hardpoint

ARMAMENT
1 Triple Missile Turret organised into 1 Battery (Factor-2)

DEFENCES
Armoured Hull (Factor-8)

CRAFT
None

FUEL
7.2 Tons Fuel (28 days endurance)
On Board Fuel Scoops, No Fuel Purification Plant

MISCELLANEOUS
2 Acceleration Couches, 2.2 Tons Cargo (contains 44 missiles in addition to the 9 stored in the turret)

COST
MCr127.8 Singly (incl. Architects fees of MCr 1.3), MCr101.2 in Quantity

CONSTRUCTION TIME
33 Weeks Singly, 26 Weeks in Quantity

Using The Oz's Squadron Rules, each Squadron would have the following stats:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">VF-0606962-800000-00006-0
Batteries Bearing 1
Batteries 1
Agility=6</pre>[/QUOTE]---

Ship: Thetis
Class: Thetis
Type: Heavy Tanker
Architect: StellarDream Inc
Tech Level: 12

USP
ZZ-R432364-090006-60000-0 MCr106,702.7 199 KTons
Bat Bear 4 X 4 Crew: 1167
Bat 5 Y 5 TL: 12

Cargo: 680 Fuel: 146,670 EP: 5,970 Agility: 2 Shipboard Security Detail: 199 Pulse Lasers
Fuel Treatment: Fuel Scoops and On Board Fuel Purification
Substitutions: X = 35 Y = 50 Z = 70

Architects Fee: MCr1,067 Cost in Quantity: MCr85,362.2


Detailed Description

HULL
199,000 tons standard, 2,786,000 cubic meters, Close Structure Configuration

CREW
98 Officers, 1069 Ratings

ENGINEERING
Jump-3, 2G Manuever, Power plant-3, 5,970 EP, Agility 2

AVIONICS
Bridge, Model/6 Computer

HARDPOINTS
- 50x 100-ton bays
- 100x Hardpoints

ARMAMENT
50x Triple Pulse Laser Turrets organised into 5 Batteries (Factor-6)

DEFENCES
- 50x 100-ton Repulsor Bays (Factor-6)
- 50x Triple Sandcaster Turrets organised into 5 Batteries (Factor-9)

CRAFT
None

FUEL
146,670 Tons Fuel (3 parsecs jump and 28 days endurance, plus 81,000 tons of additional fuel)
On Board Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
585.5 Staterooms, 680 Tons Cargo

COST
MCr107,769.7 Singly (incl. Architects fees of MCr1,067), MCr85,362.2 in Quantity

CONSTRUCTION TIME
212 Weeks Singly, 170 Weeks in Quantity
 
Minor nitpick:

If you are intending to name this class for the great Franco-German king who founded the Holy Roman Empire, in English his name is spelled:

Charlemagne
 
Originally posted by The Oz:
Minor nitpick:

If you are intending to name this class for the great Franco-German king who founded the Holy Roman Empire, in English his name is spelled:

Charlemagne
But, Oz, this is named after that famed Vargr General....

Originally posted by 2-4601:
Cargo: 4,675 Frozen Watch (x3)
When I first saw that, I thought it meant 4,675 were in the frozen watch! :eek:
 
Goodness sakes! :eek: You obviously have an employment problem in the private sector, don't you?! Advancement is also kinda slow in your Navy, isn't it? :D
 
No, that ship, being in the well-defended reserve and all, serves as the frozen manpower reserve for the entire fleet...
 
Hmm, interesting concept, put the frozen reserves on dedicated ships in the rear. I like it. Ships have to cycle out of the line of battle to cycle to frozen reserves anyway and this allows your frozen reserves to be safe from combat damage and means more room on the combat ships for combat items. And you can run the defrost as soon as a ship is slated for falling back so they'll be all warm and toasty. All you need is a way to make the transfer quickly so you can put your ship back on the line and/or do damage control asap. I'd even make the lowberths doubly useful by including recharges, fresh crew come out and injured crew go in. Once one of your "sleepers" is fully cycled it can jump out to the hospital ship in a safe system (or deep space).
 
Oops, seems I was remembering wrongly, you can defrost the watch in the line, but you can only do DC in the reserve (well by the rules anyway) and with a full crew rating.

And it takes two turns to restore the crew from the watch. I guess one turn to actually defrost and another to get to stations.
 
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