Players will probably never command a capital ship, never mind a dreadnought, unless the GM decides that he wants his campaign to center on one and freely hands it over to the players. Psi Wars focuses
more on plucky heroes who defeat dreadnoughts, or they act as set-pieces, the stage for action, or allies in the background. The dominate the sky and impact the setting, but they're not a day-to-day concern for most players (or most characters of the setting). As such, they're all effectively outside of the price-range of the typical player character. Still, a variety of capital ships and dreadnoughts certainly serves a role in providing varied opposition, or to assist the GM with world-building.
The Sword-Class Heavy Cruiser
The Sword-Class cruiser isn't a bad warship. It's heavy, on the
high-end of capital ships. It typically deals ~140(5) damage with
its main cannons, which is just enough damage to penetrate its own
shields and armor, which means it'll do a pretty good job of killing
most corvettes or capital ships. It's secondary battery is only at
-3 to hit fighters, gains a +7 to hit thanks to high RoF, and deals
about as much damage as a Starhawk's lasers, making it exceptionally
well-defended against fighters (though they can still still slip
beneath its shields if they get close). The Sword-Class heavy
cruiser is a solid escort vessel and a decent capital-killer. It will
fail, though, against the Empire-class dreadnought, as it lacks the
necessary punch to even penetrate its shields
The Claymore Model
I find the design of the rear, fixed missile mounts to be an odd
choice. Perhaps Pulver was modeling the Sword-Class Heavy Cruiser on
a specific ship? In any case, it reminds me of the frigates and
cruisers of Strike Suit Zero, which focus their fire power on
torpedoes as much as they focus on beam weapons. We can rework the
Sword to bring its missile front-and-center so its opponents are
forced to deal with volleys of torpedoes every turn! We'll further
multiply its fire power by trading out its central major battery for
a medium battery: That's even less likely to defeat an Empire-class
dreadnought, but we have torpedoes for that. These cannots fire on
corvettes and lighter capital ships. Finally, we replace the rear
missile launchers with another set of 10 rapid fire x-ray laser
turrets, to prevent fighters from getting the drop on it by getting
behind it, and to cover its retreat. This version lacks a stealth
hull (as an escort, it expects people to see it coming)
Front Hull |
System |
[1-2]
|
Hardened Streamlined Diamondoid Armor (total dDR 140) ($1,200m) |
[3]
|
Secondary Battery (10 fixed mounts with 40cm missile launchers)
($150m) |
[4]
|
Defensive ECM ($300m) |
[5]
|
Multipurpose Array Array (Comm/Sensor 13) ($600m) |
[6]
|
Habitat ($30m) |
Central Hull |
System |
[1-2]
|
Hardened Streamlined Diamondoid Armor (total dDR 140) ($1,200m) |
[3!]
|
Medium Battery (three 3GJ x-ray laser turret) ($150m) |
[4!]
|
Secondary Battery (10 very rapid fire 10mj x-ray laser turrets)
($150m) |
[5-6!]
|
Stardrive Engines (FTL-1 each) ($600m) |
[core]
|
Control Room (C10 computer, comm/sensor 11, 15 control
stations) ($60m) |
Rear Hull |
System |
[1]
|
Hardened Streamlined Diamondoid Armor (total dDR 70) ($600m) |
[2-3!]
|
Super Reactionless Engines (12.5G acceleration each) ($400m) |
[4!!]
|
Heavy Force Screen (dDR 200 or dDR 400) ($1,500m) |
[5!]
|
Secondary Battery (10 very rapid fire 10mj x-ray laser turrets)
($150m) |
[6]
|
Fusion Reactor (two Power Points) ($300m) |
[core]
|
Super Fusion Reactor (four Power Points) ($1,000m) |
The claymore has gravitic compensation
($30m), Artificial Gravity ($30m). 10 Automeds cost $1m
TL |
Spacecraft |
dST
|
Hnd/SR
|
HT
|
Move
|
Lwt
|
Load
|
SM
|
Occ
|
dDR
|
Range
|
Cost
|
11^ |
Claymore |
200
|
+0/5
|
13
|
25G
|
30000
|
228
|
11
|
130ASV
|
140/140/70*
|
x2
|
$8.45B
|
*Hardened, with an
additional 200 DR (400 with two power points)
The Rapier Model
The description of the Sword-Class Heavy Cruiser describes it as
“Fast,” only none of the capital ships, when pulled from the
examples, are particularly fast
in our rules.
This partly deliberate. Pulver didn't want capital ships out
running fighters, so most of his TL 11^ cruisers and dreadnoughts
have less engines than necessary. This is compounded by our solution
of halving reactionless drives
twice.
The result is that a Sword-class cruiser can only get +1
acceleration per turn on a full burn of all of its engines. Slow
indeed! We could certainly double its speed, though, making it a
frighteningly quick warship that can keep up with some corvettes!
The Rapier's design is more
power-hungry, as it'll consume far more energy as it pushes its
envelope with reactionless drives. It's also smaller, both to
reflect a more refined model, and to escape the Heavy Capital Ship
rules, if those are in place. The ship has far less fire-power, but
worries more about how it applies that fire power. With its
combination of rapid fire x-ray lasers and its forward-mounted major
battery, it makes an excellent corvette/fighter killer, making it a
terrifying opponent for most PCs.
Front Hull |
System |
[1-2]
|
Hardened Streamlined Diamondoid Armor (total dDR 100) ($400m) |
[3!]
|
Major Battery (fixed mount 3 GJ antiparticle beam) ($60m) |
[4]
|
Defensive ECM ($100m) |
[5]
|
Multi Array Array (Comm/Sensor 13) ($200m) |
[6]
|
Habitat ($10m) (3 luxury cabins, 20 cabins, 10-bed automed
clinic, two fabricator minifacs, briefing room, gym, lab, 100 tons
of cargo) |
Central Hull |
System |
[1-2]
|
Hardened Streamlined Diamondoid Armor (total dDR 100) ($400m) |
[3]
|
Medium Battery (three 10 mj very rapid fire x-ray laser
turrets) ($60m) |
[4!]
|
Heavy Force Screen (dDR 150 or dDR 300) ($500m) |
[5-6!]
|
Stardrive Engines (FTL-1 each) ($200m) |
[core]
|
Control Room (C10 computer, comm/sensor 10, 10 control
stations) ($20m) |
Rear Hull |
System |
[1]
|
Hardened Streamlined Diamondoid Armor (total dDR 50) ($400m) |
[2-5!]
|
Super Reactionless Engines (12.5G acceleration each) ($240m) |
[6, core]
|
Super Fusion Reactor (four Power Points each) ($1,200m) |
The Manticore has gravitic compensation
($10m), Artificial Gravity ($10m), and Stealth hull ($10m) Automeds
cost $1m
TL |
Spacecraft |
dST
|
Hnd/SR
|
HT
|
Move
|
Lwt
|
Load
|
SM
|
Occ
|
dDR
|
Range
|
Cost
|
11^ |
Rapier |
150
|
+0/5
|
13
|
50G
|
10000
|
108.5
|
10
|
85ASV
|
60/30/30*
|
x2
|
$3,82B
|
The Gladius Model
The Claymore is a pretty good model, but we could make a
worse
model. Similar to the Starhawk Regal, we could design an “inferior”
Sword-class heavy cruiser, representing an archaic version from
previous wars that might remain in service primarily until superior
ones can replace them. This model replaces Diamonoid armor with
nanocomposite, x-ray lasers with improved UV lasers, and removes
sophisticated electronics. It slims down on some of its weapons,
because its weaker weapons need greater power to do as much damage as
a Claymore or Sword. It also has fewer power points, so needs to more
carefully manage its systems: It'll typically have its shields, and
either two engines and one battery active, or one engine and two
batteries active.
The result is a capital ship nearly
half the cost of its successor. It would also probably lose against
a Rapier, which costs less. Obsolete indeed.
Front Hull |
System |
[1-3]
|
Hardened Streamlined Nanocomposite Armor (total dDR 150)
($900m) |
[4]
|
Secondary Battery (10 fixed mounts with 40cm missile launchers)
($150m) |
[5]
|
Tactical Array Array (Comm/Sensor 13) ($300m) |
[6]
|
Habitat ($30m) |
Central Hull |
System |
[1-3]
|
Hardened Streamlined Nanocomposite Armor (total dDR 150)
($900m) |
[4!]
|
Major Battery (10GJ improved uv laser turret) ($150m) |
[5!]
|
Medium Battery (three 300MJ rapid fire improved uv laser
turret) ($150m) |
[6!]
|
Stardrive Engines (FTL-1 each) ($300m) |
[core]
|
Control Room (C10 computer, comm/sensor 11, 15 control
stations) ($60m) |
Rear Hull |
System |
[1-2]
|
Hardened Streamlined Nanocomposite Armor (total dDR 100)
($600m) |
[3-4!]
|
Super Reactionless Engines (12.5G acceleration) ($400m) |
[5!]
|
Light Force Screen (dDR 200) ($500m) |
[6]
|
Fusion Reactor (two Power Points) ($300m) |
[core]
|
Fusion Reactor (two Power Points) ($300m) |
The Gladius has gravitic compensation
($30m), Artificial Gravity ($30m). 10 Automeds cost $1m
TL |
Spacecraft |
dST
|
Hnd/SR
|
HT
|
Move
|
Lwt
|
Load
|
SM
|
Occ
|
dDR
|
Range
|
Cost
|
11^ |
Gladius |
200
|
+0/5
|
13
|
25G
|
30000
|
228
|
11
|
130ASV
|
150/150/100*
|
x2
|
$5.1B
|
*Hardened, with an
additional 200 DR
The Tarot-Class Light Carrier
The Tarot-Class Light Carrier is a nice enough ship. With 4,000
tons of hangar-space, it can carry 400 typhoon fighters, ~125
starhawks, or 40 Wyverns. It can only launch 800 tons per minutes: 80
typhoons, ~25 Starhawks, or 8 wyverns, though it's unlikely to have
more than 50 pilots aboard. The ship is cheaper than any Sword-class
heavy cruiser except the Gladius, which means a fleet of Tarots and
Swords can support one another: the Tarot providing fighter cover
while the Sword deals with heavier threats.
Note that the Tarot can repair or fabricate $1.5m per hour. This
gives you a new Typhoon in about 3 hours, or a new Starhawk in about
7. In fact, SS7 suggests that these might be too quick and recommends
reducing that value from
per hour
to
per day. Still, a
new Starhawk in a week isn't too shabby from a non-dedicated vessel.
The Minor Arcana Model
The Tarot is perfect for its job... but it has a lot of
unnecessary bells and whistles. What if we want nothing but a
forward projection craft, small and light and cheap, that could take
our fighters to the enemy, destroy them, and then return to base?
With the speeds that Psi-Wars has, the Tarot's fabrication capacity
is a nice-to-have, rather than a necessity, because one can get back
from the front lines in a few days, rather than a few years.
The Minor Arcana is smaller, cheaper, with less range, no
fabricator, and has less fire-power, but still manages to sport a
total hangar capacity of 2100 tons, with a launch capacity of 700
tons... nearly as much per turn as the standard model! It can carry
~200 typhoons, 70 starhawks, or ~20 wyverns. It also reduced cargo
where possible, rather than habitats, and thus can still field ~50
pilots. The net result is a solid “on the cheap” carrier, for
minor empires or factions with a budget.
Front Hull |
System |
[1]
|
Nanocomposite Armor (total dDR 50) ($50m) |
[2!]
|
Light Force Screen (dDR 150) ($100m) |
[3]
|
Tactical Array (Comm/Sensor 13) ($100m) |
[4-6]
|
Hangar Bay (300 tons each) ($3m) |
Central Hull |
System |
[1]
|
Nanocomposite Armor (total dDR 50) ($50m) |
[2!]
|
Secondary Battery (Ten 300 MJ x-ray laser turrets) ($60m) |
[3-6]
|
Hangar Bay (300 tons each) ($4m) |
[core]
|
Control Room (C10 computer, comm/sensor 10, 10 control
stations) ($20m) |
Rear Hull |
System |
[1]
|
Nanocomposite Armor (total dDR 50) ($50m) |
[2]
|
Habitat ($10m) (25 cabins, 15 bunkroms, 10-bed automed clinic,
2 minifabricators, 40 tons of cargo) |
[3-4!]
|
Super Reactionless Engines (12.5G acceleration each) ($120m) |
[5-6!]
|
Stardrive Engines (FTL-1 each) ($200m) |
[core]
|
Super Fusion Reactor (four Power Points each) ($600m) |
The Minor Arcana has gravitic
compensation ($10m), Artificial Gravity ($10m), Automeds cost $1m
TL |
Spacecraft |
dST
|
Hnd/SR
|
HT
|
Move
|
Lwt
|
Load
|
SM
|
Occ
|
dDR
|
Range
|
Cost
|
11^ |
Minor Arcana |
150
|
+0/5
|
13
|
25G
|
10000
|
62
|
10
|
120ASV
|
50*
|
x2
|
$1,4B
|
*Hardened, with an
additional 200 DR (400 with two power points)
The Empire-Class Dreadnought
The Empire-Class Dreadnought joins the Typhoon and the Starhawk as
iconic for Psi-Wars, and as has been shown in the playtests, they
work perfectly fine
as written.
A standard Dreadnought has sufficient secondary and tertiary cannons
to deal with starfighters, and their secondary batteries deal an
average of 200(5) damage, which is sufficient to seriously damage or
destroy most corvettes. The spinal cannon deals 1400(3) damage,
which is sufficient to simply destroy even a Sword-Class Cruiser.
The large cannon is inaccurate (-3), and spinal cannons suffer
heavily against smaller ships, but with the current rules, it only
suffers another -3 against a capital ship, and that it's fixed gives
is a +2, so against a capital vessel (+6), they have a +2 total to
hit, which is fairly effective from Close range and certainly from
Long. The hangar can support 3,000
typhoon fighters, 1,000 starhawks or 300 wyverns, and it can launch
200 typhoons, 70 starhawks or 20 wyverns
per minute.
The result is a strategic dominance vessel, a warship capable of
defeating fleets of starfighters (with its own starfighters),
corvettes, and other capital ships, though sufficient enemy
fire-power, skill and determination can certainly defeat one.
The Legacy Model
The prequel trilogy feature the proto-star destroyer, the “Jedi
Cruiser,” which is a concept I enjoy. Such a powerful vessel would
probably have existed for decades, and its model changed, updated and
improved. As with my previous vessels, we can apply the same
concept, creating a non-optimal TL 11^ design that draws heavily on
TL 10 elements, representing an “early TL 11^ design.”
The Legacy is a
size smaller than the Empire-class. It replaces its spinal battery
with a fixed mount particle beam, and it reduces its tertiary battery
to a secondary battery. It retains a (smaller, though still
respectable) hangar with a capacity for 1000 typhoon, ~300 starhawks,
or 100 wyverns, and downgrades to fusion reactors and nanocomposite
armor. The result is still a ship that can destroy most corvettes
and capital ships, carries a respectable fighter cover with it, and
it's effectively immune to most capital ship fire (barring a good
torpedo hit), all for a fraction of the cost. The legacy is an
excellent ship, to the point where one wonders what threat the
creators of the Empire-class dreadnought had in mind when they
created it.
Front Hull |
System |
[1-3]
|
Hardened Nanocomposite Armor (total dDR 450) ($9b) |
[4]
|
Major Battery (Fixed mount with 100 GJ improved particle beam)
($1.5b) |
[5]
|
Tactical Array (Comm/Sensor 16) ($0.6b) |
[6]
|
Hangar Bay (10k tons, 1k launch rate) ($0.03b) |
[core]
|
Control Room (Comm/Sensor 14, C12) ($2b) |
Central Hull |
System |
[1-2]
|
Hardened Nanocomposite Armor (total dDR 300) ($6b) |
[3]
|
Secondary Battery (10 turrets with 10 GJ improved uv lasers)
($1.5b) |
[4!]
|
Light Force Screen (dDR 700) ($5b) |
[5-6!]
|
Stardrive Engines (FTL-1 each) ($6b) |
[core!]
|
Habitats ($0.3b) |
Rear Hull |
System |
[1-2]
|
Hardened Nanocomposite Armor (total dDR 300) ($9b) |
[3-4!]
|
Super Reactionless Engines (12.5G acceleration each) ($4b) |
[5-6]
|
Fusion Reactor (two Power Points each) ($6b) |
The Legacy has gravitic compensation
($0.3b), Artificial Gravity ($0.3b)
TL |
Spacecraft |
dST
|
Hnd/SR
|
HT
|
Move
|
Lwt
|
Load
|
SM
|
Occ
|
dDR
|
Range
|
Cost
|
11^ |
Empire Legacy |
500
|
-1/5
|
13
|
25G
|
300k
|
13k
|
13
|
3500ASV
|
450/300/300*
|
x2
|
$51.83B
|
*Hardened, with an
additional 500 DR
The Mythic Model
What's even scarier and more imposing than an Empire-Class
dreadnought?
A bigger Empire-Class dreadnought.
That's the idea behind the “Super Star Destroyer,” Darth Vader's
flag-ship. We can do the same with an Empire-Class dreadnought, and
create
an even bigger dreadnought.
The problem with this approach is
that the Empire-Class Dreadnought is arguably too big already. The
Legacy-model is already sufficiently powerful to defeat any ship I've
described over the past week, including the Viking-Class assault
carrier, below. The standard model is
even more powerful,
with a spinal cannon that will vaporize a Sword-class heavy cruiser
in a hit. It's already a super-weapon. Why would you need
an
even bigger super-weapon? Well,
anyone who has an Empire-class dreadnought is probably more worried
about prestige than sense in any case, and I've made the
corresponding design more about intimidation than about battlefield
supremacy.
The Mythic has superior shields
and sufficient armor to ignore most attacks. It doesn't need more
hangar space, and barely doesn't need more habitat space (though it
has far more workspaces and still needs to carry an army around),
thus it has a larger habitat, but it's control room, tactical array
and hangar space are all smaller and in a single slot, making is
slower and less stable than the smaller Empire-class vessel. What it
has instead is fire-power. Endless fire-power. It replaces the
spinal mount with a single beam weapon as powerful as the entire
Empire-Class's spinal mount, and then layers on additional missile
launchers (for planetary bombardment), medium batteries (for
destruction of capital ships), secondary cannons (to destroy
corvettes) and loads of all sorts of tertiary batteries (for point
defense and the defeat of fighters). The result is a fleet
center-piece, slow, but capable of single-handedly wiping out the
enemy fleet… which one would hope it could do, as it costs as much
as most fleets.
Note that it lacks sufficient
power to run all systems, and that it retains its rear vulnerability
to fighters.
Front Hull |
System |
[1-2]
|
Hardened Diamondoid Armor (total dDR 1000) ($120b) |
[3!]
|
Major Battery (Fixed mount with 1TJ antiparticle beam) ($15b) |
[4!]
|
Medium Battery (three 300 GJ X-ray laser turrets) ($15b) |
[5!]
|
Tertiary Battery (10 very rapid fire 300 MJ x-ray laser
turrets, 10 30gj x-ray laser turrets, 10 64cm (medium) missile
turrets) ($15b) |
[6]
|
Secondary Battery (ten 80cm Missile Launchers turrets) ($15b) |
[core!!]
|
Heavy Force Screen (dDR 1000 or 2000) ($150b) |
Central Hull |
System |
[1]
|
Hardened Diamondoid Armor (total dDR 500) ($60b) |
[2!]
|
Secondary Battery (10 turrets with 100 GJ x-ray lasers) ($15b) |
[3!]
|
Tertiary Battery ( 10 very rapid fire 300 MJ x-ray laser
turrets, 10 30gj x-ray laser turrets, 10 64cm (medium) missile
turrets) ($15b) |
[4]
|
Control Room (Comm/Sensor 14, C12), ($2b) Tactical Array
(Comm/Sensor 17) ($10b), Hangar Bay (30k tons, 2k launch rate)
($0.1b) |
[5-6!]
|
Stardrive Engines (FTL-1 each) ($60b) |
[core!]
|
Habitats ($3b) |
Rear Hull |
System |
[1]
|
Hardened Diamondoid Armor (total dDR 500) ($60b) |
[3-4!]
|
Super Reactionless Engines (12.5G acceleration each) ($40b) |
[5-6]
|
Super Fusion Reactor (four Power Points each) ($60b) |
The Mythic has gravitic compensation
($3b), Artificial Gravity ($3b)
TL |
Spacecraft |
dST
|
Hnd/SR
|
HT
|
Move
|
Lwt
|
Load
|
SM
|
Occ
|
dDR
|
Range
|
Cost
|
11^ |
Empire Mythic |
1000
|
-2/4
|
13
|
25G
|
1m
|
13k
|
15
|
35kASV
|
450/300/300*
|
x2
|
$661.1B
|
*Hardened, with an
additional 1000 DR for 1 power point or 2000 for 2 power points.
Viking-Class Assault Carrier
GURPS Spaceships 4 includes a variety of carriers, including the
Tarot listed above, but for the “mega-carrier,” I prefer the
Viking, as it's a touch less ridiculously epic than the Continent.
The Viking-Class Assault Carrier can carry up to 200,000 tons, which
is a mind-blowing number of fighters (it is, in fact, meant to carry
an entire invasion fleet) and approximately 5 divisions of soldiers.
A single Viking-Class Assault Carrier, backed by a couple of
Empire-Class dreadnoughts, would almost certainly bring nearly any
world to its knees (one would hope so, of course, as it's over a
trillion GURPS dollars worth of military hardware, not even
accounting for the fighters, bombers, shuttles, soldiers and military
hardware). The only problem with the Viking-Class Assault Carrier is
that it has a few things in it that don't quite fit the given model
of gameplay: It includes total life support systems (unnecessary for
the speed at which ships travel in Psi-Wars), grav guns (not a
present technology) and 64mm missiles (which means it can only fire
medium missiles and torpedoes).
The Devastator Model
The devastator model is
identical
to the Viking Class except for the following changes: Replace the
tertiary missile battery with a secondary missile battery, giving it
ten 80cm missile launchers (thus, heavy missiles and torpedoes).
Replace the ten grav guns in
the central Tertiary Battery with ten 300gj x-ray laser turrets, and
remove the total life support,
doubling
the carry-capacity of the ship (it can carry 100,000 soldiers, rather
than 50,000). Price remains the same.