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JTAS Contest 26 Entry 2

snrdg082102

SOC-14 1K
Original material in this post may be employed for personal
non-profit use with the origin noted. Any other use is subject
to permission from the author.

Ormen hin Lange class Battleship - a CT design by Daniel Burns

The Ormen hin Lange began a long tradition in the fleets of
the Sword Worlds with what would now be considered a rather
insignificant vessel, the first ship for which the rest of the
class are named. There is only ever one serving ship of this
name at a time but there have been 13 since the first went
missing in action.

The original Ormen hin Lange was a ship of power for its time,
but that was several centuries ago. It served the then
fledgling polity well until it failed to return from patrol.
The official records to this day report it only as "overdue on
patrol" in the long tradition of Terran naval ships missing in
action.

USP - LB-A2212E2-B00000-1000-0 MCr 1,000 tons MCr929.500
TLB A Crew x30

Tons Description MCr cost

1000.0 Hull - Cone - Fully Streamlined 110.000

+ 105.0 Drives section (note 1)
- 55.0 Jump Drive - K module - J2 100.000
- 17.0 Maneuver Drive - J module - 1G 36.000
- 31.0 Power Plant - K module - P2 72.000
- 2.0 upgrade option (note 2)

+ 895.0 Main section
- 20.0 Bridge - primary 5.000
- 10.0 Computer model/5 fib 68.000
- 20.0 Bridge - auxiliary 5.000

- 360.0 Armor factor 11 (note 3) 504.000
- 10.0 Hardpoints x10 1.000
Single Turrets x10 2.000
Beam Laser f1 x10 (note 4) 10.000

- 120.0 Staterooms x30 single capacity 15.000
- 7.5 FW Lowberths x15 capacity 0.750
- 7.5 Emergency Lowberths x30 capacity 0.750

- 320.0 Fuel - 6 months and 1J2 (note 5)

- 11.0 Ship's stores x5 months life support
- 15.0 Miscellaneous cargo and common space

note 1 - while a HG design it uses LBB2 drives and so benefits
works with those rules, including fuel, cost, size, and the
double-fire option, as well as ignoring EP concerns which
means among other things no agility

note 2 - this space will allow upgrade to 2G maneuver at the
sacrifice of the double-fire option

note 3 - if using CT book 2 combat rules treat as a Defender
DM -1 per factor for any attacks that get by defensive
laser fire but degrade it by one factor for any miss that
would have hit otherwise

note 4 - if using HG combat rules it may fire as f2 by using
the double-fire program package and applying the overload
rule from book 2

note 5 - while the ship is designed for long duration patrols
it is limited in jump ability without refueling, and it
does not have fuel scoops as they would detract from the
armoring, so it also does not have purifiers


Light Battleship (type LB): Built at TL11 using a custom
1,000-ton hull this small battleship is still meant to fight
independently as often as a part of a larger fleet. It is
designed for long patrols of systems close to a base or with a
fuel tender.

It mounts jump drive-K, maneuver drive-J and power plant-K,
giving a performance of jump-2 and 1-G. The fuel tankage of
320tons allows up to 6 months of patrol operations and one
jump-2. The slightly oversized power plant allows for an
increased energy weapons fire rate at a small chance of
overloading the power plant.

Adjacent to the primary bridge is a model/5 fib computer. A
full auxiliary bridge stands by for use if the main bridge
suffers damage. The computer is capable of processing 12
packages at a time and the following program packages are all
available in the 25 package storage limit:

Package Size - Program Description

1 - Jump 1
2 - Jump 2
1 - Navigation
2 - Generate
1 - Library

2 - Maneuver/Evade 5
1 - Return Fire
2 - Anti-Missile
3 - ECM

1 - Target
1 - Gunner Interact
4 - Double Fire
1 - Predict 3
2 - Multi-Target 3
1 - Selective 1


The battleship has an impressive amount of armor, making it
very hard to damage and its 10 batteries of beam lasers,
capable of double fire if required, give it a good punch. It is
however the extensive offensive and defensive programming
noted above that really make a difference and mark this as a
leading warship of its era.

Each crew member has a full stateroom and a full frozen watch is
standard for the class. In addition the ship has emergency
low berths sufficient to hold the full crew until rescue.

At the time the ship went missing the crew is recorded as:

Captain Roald Ostheim (m) - Commanding Officer
Commander Humphrey Diefendorf (m) - Executive Officer
Lt. Cmdr. Ordella Eberly (f) - Computer Officer
Lt. Cmdr. Darrick Abendroth (m) - Communications Officer
Lieutenant Elbert Maynard (m) - Pilot
Lieutenant Aliki Baldwin (f) - Navigator
Lieutenant Malkin Raymond (f) - Ship's Doctor

Ensign Binga Albert (f) - Command Aide
Ensign Rudelle Ingram (f) - Helms Aide
Ensign Arne Werden (m) - Electronics Aide
Ensign Isa Amery (f) - Medical Aide

CPO Walfred Anselm (m) - Chief Engineer
PO Algis Dodd (m) - Assistant Engineer
Spacehand Archard Falke (m) - Assistant Engineer

CPO Deiter Vibbard (m) - Gunnery Chief
PO Friedel Bartul (m) - Gunner
PO Valda Marmaduke (f) - Gunner
Spacehand Bogart Archibald (m) - Gunner
Spacehand Marelda Haff (f) - Gunner
Spacehand Aimery Emma (m) - Gunner
Spacehand Hubert Vibbard (m) - Gunner
Spacehand Edwige Arnold (f) - Gunner
Spacehand Verrill Wilhelmina (m) - Gunner
Spacehand Albreda Claget (f) - Gunner
Spacehand Wonnda Albert (f) - Gunner

PO Arnault Schenck (m) - Chief Services
Spacehand Adriane Reynard (f) - Services

Sergeant Sigfryda Eberly (f) - Trooper
Corporal Renilde Roger (f) - Trooper
Corporal Ettie Haswell (f) - Trooper

Lt. Cmdr. Humbert Baum (m) - FW Electronics Officer
Lieutenant Gerald Reinard (m) - FW Helmsman
Lieutenant Ilka William (f) - FW Ship's Doctor

Ensign Ulbrecht Stryker (m) - FW Bridge Aide
Ensign Tybault Putzkammer (m) - FW Medical Aide

PO Delyne Ferdinand (f) - FW Assistant Engineer
Spacehand Oberon Marsh (m) - FW Assistant Engineer

PO Fritzi Becker (f) - FW Gunner
Spacehand Melicent Yager (f) - FW Gunner
Spacehand Hildemar Cuyler (f) - FW Gunner
Spacehand Valther Blauvelt (m) - FW Gunner
Spacehand Hulbard Segur (m) - FW Gunner

Spacehand Imalda Stemme (f) - FW Services

Corporal Archer Frisby (m) - FW Trooper
Corporal Ritter Gerard (m) - FW Trooper

-------

The loss of the Ormen hin Lange:

When the ship went missing it had been on deep patrol during
the war. It was surprised by an enemy fleet attempting to build
a forward staging area in the outer system. After an initial
flurry of fire from both sides, with the Ormen hin Lange being
lucky enough to avoid damage, it made a desperate jump.

Attempting to flee before taking damage, and report to the
base further in system the ship was surrounded by massive
explosions as it tumbled, causing a huge energy flux to follow
the ship into jump. The resulting mis-jump has only now,
several centuries late, precipitated the battleship from jump
space. While the universe has gone on, time aboard the Ormen
hin Lange has barely advanced. In fact to the crew only a week
has passed since their escape. They still believe they are at
war, and what's more the mis-jump seems to have dropped them
deep behind enemy lines.

-------

The Ghost of the Ormen hin Lange:

The ship has finally returned to normal space but it is still
charged with a phase shift that has some interesting effects.

First the ship appears ghostly to outside observers, in fact
objects may even be seen to pass through the "ghost ship" and
sensors only detect it at about 10% there initially, with
readings of objects behind it suffering a like percent loss of
data. This affects all systems and is played as if the ship
has a flickering Black Globe (BG) that is always on at full
flicker rate. Sensors aboard the Ormen hin Lange are also
affected, being snowed by an unknown interference, at first
attributed to enemy jamming. They can only see 10% of the time
when they first return, though objects will be seen normally.

An object passing through the ship will almost certainly trip
the jump threshold (see below) and the crew aboard the Ormen
hin Lange will not see the collision in this case while those
aboard the other ship will see the "ghosts" as they pass
through them. If the Ormen hin Lange does not jump due to such a
collision there is a chance they will notice it equal to the
current BG factor.

This secondary effect begins as a factor 9 flickering BG
caused by the phase difference and it can be slowly
neutralized by energy directed at the ship's field, either
from weapons fire of other ships or its own weapons. Whenever
the BG effect absorbs 20 EP of energy it will fade out
completely and disappear. Aboard the Ormen hin Lange this will
be experienced as a mis-jump, and the first time it will be
quite unexpected. A week later the ship will reappear 1d6-1
parsecs distant and the effect will have been reduced by 1
factor. When the BG effect is reduced to a factor 0 the phase
differential will have been negated and the ship and crew will
finally be able to fully interact with the current time. At
this time the mis-jumps due to the energy charge will also
stop.

The BG effect also makes communication difficult if not
impossible. To the crew aboard the Ormen hin Lange it appears
enemy ships are scrambling comms, at least at first.

Attempts to communicate with the ship require an 8+ roll on 2d6
with the BG factor as a negative DM. It will be impossible
to establish meaningful communications before the BG factor is
reduced to 4 or less. This is partly because of the screening
and partly because of the paranoia of the crew. Only one attempt
may be made per encounter.

-------

Encountering the Ormen hin Lange:

The PC's may first encounter the Ormen hin Lange upon its
first appearance or a subsequent one. If it is the first time,
when the BG effect is still factor 9, the encounter will likely
be short. It is most probable the PC's will spot the ship first,
reading as just a 100 ton ship, probably a Scout, soon after a
visual of a very close and much larger ship will present the
PC's with a much different encounter.

The Ormen hin Lange will open fire as soon as the PC's detect
it, and the PC's will witness the "ghost" ship firing all its
lasers, but the lances of energy will fade out before going far
and the ship itself will likewise fade. It will have made
its first phase charge jump and be on its way.

Attempts at communication will raise only static, punctuated
with short syllables. If the players spend a week of heavy
computer analysis they may come up with a couple words and
maybe a name or two. This may lead, if a Library program
search is used, to a couple references to the first ship of
the Ormen hin Lange class. A comparison of the "ghost" ship
image to the records will show a match.

Subsequent to this first encounter there may be news reports
of other sightings, with varying details.

The PC's might instead or additionally be part of one of the
subsequent encounters.

The PC's might be hired by skeptics to disprove the mass
hallucination, or by believers hoping to catch a glimpse of
this modern day "Flying Dutchman".

As the truth becomes clearer, probably not till after the ship
is successfully told that the war is over, long over, and that
the date is actually several centuries later, other concerns
will take an interest.

Many will be interested in this possible new jump technology,
some will just want a living, breathing museum piece. Or,
perhaps there are rumors of a valuable treasure in the ship's
cargo hold.

The crew of the Ormen hin Lange of course will probably just
want to finally go home, quite the opposite of all these other
interests.

The PC's could be approached by these concerns to find the Ormen
hin Lange. Or the crew of the ship could ask the PC's
for help getting home as their ship will be low on supplies
and fuel, and be unable to resupply or fuel itself, unless
they resort to piracy, taking what they need. A whole world
of more adventure possibility there. Perhaps the crew of the
Ormen hin Lange, cast adrift from their own time and loved
ones will have little choice or desire but for a roaming life
of piracy.

For the truly ambitious referee you could even make the PC's
members of the crew of the Ormen hin Lange and let them see
it from that side.
 
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