 |
Class and
Type: Shadowskimmer-Class Assault Shuttle
Commissioning Date: 715 |
| Sections/Items |
SU Cost |
Silver Cost |
|
SU Cost |
Silver Cost |
| Hull Systems |
|
|
Tactical Systems |
|
|
| Size: 2 |
|
|
Forward Pulse Cannon (2) |
32 |
174,000 |
|
Length: 9.144 Meters/ 30 Feet 435 |
|
91,440 |
Type: 3 |
|
|
|
Width: 6.096 Meters/ 20 Feet 526 |
|
121,920 |
Damage: 80 [8 Power] |
|
|
|
Height: 3.048 Meters/ 10 Feet 526 |
|
91,440 |
Shots per Round: 2 |
|
|
|
Decks: 1 |
|
|
Targeting System: Class 3 |
|
|
|
Mass: 77.5 metric tonnes/ 6 Airship Tonnage |
|
|
Accuracy: 3/4/6/9 |
|
|
| SU's Available: 496 |
|
|
Range: 50/1,500/3,000/4,900 |
|
|
| SU's Used: 410.5 |
|
|
Location: Forward |
|
|
| Closed Hull Design |
-10 |
+5% |
Firing Arc: Forward |
|
|
|
Hull |
|
|
Targeting/Tactical
Sensors: Class 1 |
6 |
50,000 |
| Outer |
8 |
|
Strength: 7 |
|
|
| Inner |
8 |
|
Shields (Forward, Aft,
Port, Starboard) |
|
|
| Resistance |
|
|
Shield Generator: Class 3
(Protection 410) [41 Power/Round |
24 |
300,000 |
| Outer Hull: 4 |
3 |
50,000 |
Shield Grid: Type 0 |
0 |
400,000 |
| Inner Hull: 4 |
3 |
50,000 |
Threshold Generator: Class 3
(Threshold 136) |
16 |
800,000 |
| Hull Reinforcement
Generator |
|
|
Recharging System: Class 1
(75 seconds) |
4 |
300,000 |
| Main: HRG-01 (Protection
40/60) [1 Power/10 Protection/round] |
14 |
100,000 |
Backup Shield Generators: 0 |
0 |
0 |
| Specialized Hull: Landing
Gears, High Altitude Capability |
2 |
10,000 |
Auto-Destruct System |
2 |
10,000 |
| Personnel Systems |
|
|
Transit Drives |
|
|
| Crew/Passengers/Evac 4/Special/Special |
|
|
None |
|
|
| No Crew Quarters |
|
|
Additional Systems |
|
|
| Environmental Systems |
|
|
Pulse Cannon Control Room |
2 |
- |
| Basic Life Support [3
Power/Round] |
8 |
100,000 |
Module Attachment System |
10 |
100,000 |
| Reserve Life Support [1
Power/Round] |
4 |
25,000 |
|
|
|
| Emergency Life Support |
4 |
25,000 |
|
|
|
| Consumables: 1 Week's Worth |
1 |
- |
|
|
|
| Personnel Transportation
System: Access Crawlways |
2 |
5,000 |
|
|
|
| Fire Suppression System: [1
Power/Round when Active] |
4 |
20,000 |
|
|
|
| Cargo Holds System: Special |
- |
- |
|
|
|
| Engine Systems |
|
|
|
|
|
| Mana Propulsion System |
|
|
|
|
|
Engines: DEC-VTOL-SKM1
Speed: 128/170/204 MPH [1 Power/2 mph]
Altitude: 11,625/15,500/19,375 ft.
Upratings: 3% (Closed Hull)
*SEE BELOW* |
75 |
900,000 |
|
|
|
| MIS: Type I (13-24 Hours of
Maximum Speed) |
18 |
90,000 |
|
|
|
| Maneuvering Thrusters |
|
|
|
|
|
| Type: DEC-VTOL-SKM1 (.75)
(155 mph) |
- |
- |
|
|
|
| Power Systems |
|
|
|
|
|
| Airship Power Core |
|
|
|
|
|
Type: Class 5 Central Core
(generates 299 Power/Round)
Location: Aft section |
65 |
75,000 |
|
|
|
| Mana Flow System: Standard
power flow, +50 Power Transfer/round |
15 |
16,000 |
|
|
|
| Standard Useable Power:
299 |
|
|
|
|
|
| Operations Systems |
|
|
|
|
|
| Cockpit: Forward Section |
10 |
150,000 |
|
|
|
| Archive/Informational
Access Crystal |
|
|
|
|
|
| Crystal 1: [5 Power/Round] |
4 |
70,000 |
|
|
|
| Crystal Informational Relays |
6 |
78,000 |
|
|
|
| Sensor Systems |
|
|
|
|
|
| Long Range Sensors [5
Power/Round] |
26 |
|
|
|
|
| Range Package: Mark VI
(Accuracy 3/4/7/10) |
|
700,000 |
|
|
|
| High Resolution: ? Miles
(.5/.6-1.0/1.1-3.5/3.6-5.0)? |
|
|
|
|
|
| Low Resolution: ? Miles
(1/1.1-3.0/3.1-8.0/8.1-12)? |
|
|
|
|
|
| Strength Package: Class 4
(Strength 4) |
|
25,000 |
|
|
|
| Gain Package: Standard |
|
10,000 |
|
|
|
| Lateral Sensors [5
Power/Round] |
8 |
|
|
|
|
| Strength Package: Class 4
(Strength 4) |
|
25,000 |
|
|
|
| Gain Package: Standard |
|
1,000 |
|
|
|
| Navigational Sensors [5
Power/Round] |
8 |
|
|
|
|
| Strength Package: Class 4
(Strength 4) |
|
25,000 |
|
|
|
| Gain Package: Standard |
|
1,000 |
|
|
|
| Flight Control Systems |
|
|
|
|
|
| Autopilot: None |
- |
- |
|
|
|
| Cartographic Archive
Crystal |
|
|
|
|
|
| None |
- |
- |
|
|
|
| Kinetic Buffers |
|
|
|
|
|
| Main |
4 |
18,000 |
|
|
|
| Strength: 21 [3 Power/Round] |
|
|
|
|
|
| Number: 1 |
|
|
|
|
|
| Backup |
1 |
9,000 |
|
|
|
| Strength: 14 [2 Power/Round] |
|
|
|
|
|
| Number: 1 |
|
|
|
|
|
| Attitude Control [1
Power/Round] |
.5 |
2,000 |
|
|
|
| Communications Systems |
|
|
|
|
|
| Type: Class 5 [2 Power/Round] |
10 |
400,000 |
|
|
|
| Strength: 5 |
|
|
|
|
|
| Security: -2 |
|
|
|
|
|
| Booster: None |
0 |
0 |
|
|
|
| Security Enhancements: None |
|
0 |
|
|
|
| Emergency Communications: Yes
[2 Power/Round when Active] |
1 |
5,000 |
|
|
|
| Teleporters |
|
|
|
|
|
| Type: Emergency [1
Power/Round] |
8 |
|
|
|
|
| Pads: 4 [1 Power
Expended/Full use] |
|
20,000 |
|
|
|
| Emitter/Receiver: Type 3
(2,000 ft range) |
|
30,000 |
|
|
|
| Teleport Crystals: Class D
(Strength 4) |
|
40,000 |
|
|
|
| Number and Location: Built
into the ship. |
|
|
|
|
|
| Security Systems |
|
|
|
|
|
| Rating: N/A |
- |
- |
|
|
|
| Anti-Intruder Systems: Yes [1
Power/Round] |
2 |
12,000 |
|
|
|
| Internal Force Fields [1
Power/ 3 Strength] |
2 |
5,400 |
|
|
|
| Science Systems |
|
|
|
|
|
| Rating: N/A |
- |
- |
|
|
|
|
|
|
|
|
|
| Module #1:
Personnel Drop/Evac Module |
|
|
|
| Able to Hold 30
People. Resistance of 10/10, Landing Gears & Docking Thrusters for
Landing & Takeoff. Contains small Armory of 5 Quadbows, 10
Spellfires, 15 Quadbow Ammo Crystals, 30 Spellfire Ammo Crystals & 7
Suits of Army Combat Armor. In an emergency Evac situation, it can hold
45 people. |
| SU Cost: 35 |
Silver Value:
596,250 |
|
|
| Module Weight
(Can be Stored in Cargo Hold): 7 Tons |
|
|
|
|
|
|
|
|
| Module #2:
Cargo Module |
|
|
|
| Able to Hold
29,500 Pounds (Or 14.75 Tons/13.3 metric tonnes) of Cargo. |
|
|
| SU Cost: 85.5 |
Silver Value:
0 |
|
|
| Module Weight
(Can be Stored in Cargo Hold): 15 Tons |
|
|
|
|
|
|
|
|
| Module #3: Grappler Module |
|
|
|
|
|
| Contains 6
Grapplers & 15 Auxiliary Battery Crystals. Combined Grappler System
can easily carry most fighter craft, Warhammers, Quartz Knights and some
downed airships to a maximum of 600 metric tonnes. Battery Crystals can
be tapped for Grappler Power, and recharge any depletions in the main
Core. |
| SU Cost: 63 |
Silver Value:
49,500 |
|
|
| Module Weight
(Can be Stored in Cargo Hold): 11 Tons |
|
|
|
|
|
|
|
|
| Module #4:
V.I.P. Passenger Module |
|
|
|
| Contains 5
Luxury Quarters & 10 Expanded Quarters with FCS. Used to ferry
important ambassadors, dignitaries and command staff on long trips. Also
has a Recreation Rating of 6. Draws 11 Additional Power when in use. |
| SU Cost: 51 |
Silver Value:
222,000 |
|
|
| Module Weight
(Can be Stored in Cargo Hold): 9 Tons |
|
|
|
|
|
|
|
|
| Module #5:
Passenger Module |
|
|
|
| Contains 50
Basic Quarters with FCS. Used to ferry replacement crew. Draws 5
Additional Power when in use. |
| SU Cost: 14 |
Silver Value:
150,000 |
|
|
| Module Weight
(Can be Stored in Cargo Hold): 3 Tons |
|
|
|
|
|
|
|
|
| Module #6:
Medical Triage Module |
|
|
|
| Contains Medical
Facilities of a Rating of 7, Room for 15 Patients, FCS, Emergency
Communications Device, Landing Gears & Docking Thrusters. Used to
drop down Medical Facilities into Warzones. Draws
13 Additional Power when in use. |
| SU Cost: 50 |
Silver Value:
222,000 |
|
|
| Module Weight
(Can be Stored in Cargo Hold): 9 Tons |
|
|
|
|
|
|
|
|
| Module #7:
Combat Module |
|
|
|
| Contains 3
Torpedo Tubes, with a spread of 2 each, forward aiming & Self
Guiding and possessing a compliment of 170 Torpedoes & 30 Probes
(Class V Combat Drones). For power it has a Class 2 Core, generating 100
Power, which can power the module and boost the Shadowskimmer's
available power supply. Class 1 Accuracy Ratings on the Torpedo Tubes.
Equipped with Damocles Type III Torpedoes (230 Damage). Module Draws 60
Additional Power when in use & expends 5 per Torpedo Fired. Usually
a Shadowskimmer deployed with this Module acts as either Anti-Fighter
Defense by Deploying the Drones or Anti-Ship Defense with it's Torpedo
Tubes. |
| SU Cost: 83 |
Silver Value:
115,000 |
|
|
| Module Weight
(Can be Stored in Cargo Hold): 15 Tons |
|
|
|
|
|
|
|
|
| Module #8:
Warhammer Drop Module |
|
|
|
| Essentially,
this Module is a Warhammer Tank strapped onto it's belly. The
Shadowskimmer lowers to within several feet, drops the Warhammer and
takes off. Can also retrieve a Warhammer by locking onto it's hatch. |
| SU Cost: 232 |
Silver Value:
<Warhammer Cost> |
|
|
| Module Weight
(Can be Stored in Cargo Hold): 40 Tons |
|
|
|
|
|
|
|
|
| Add-On:
Groundskimmer |
|
|
| This is not so
much a Module, but more an additional option. The Groundskimmer are six
deployable wheels, allowing a Shadowskimmer to land and be able to
traverse nearly any type of terrain at a speed 1/3rd of it's propulsion
speed, but using the same power as if it was normal. The wheels are
added onto the side, a process which retrofitting takes three hours, and
consumes 6 SU. Use of this Add-On does not take up the Module Slot. |
| SU Cost: 6 |
Silver Value:
60,000 |
|
|
| Module Weight
(Can be Stored in Cargo Hold): 2 Tons |
|
|
|
|
|
|
|
|
| Add-On:
Annihilator Air Support |
|
|
|
| This Add-On,
works in conjunction with the Personnel/Evac Troop Module, taking
advantage of the side hatch. Instead of dropping the Module, the troops
are instead rushed out and the Module kept onboard. Placed at the
doorway, for one soldier to man, is an Annihilator Rapid Fire Quadbow,
expanded to be able to hold ten 100-shot Ammo Crystals at once, able to
lay down suppression fire at ground targets as the Annihilator Circles
overhead. Fifty more Ammo Crystals are also kept on hand, but an
additional crewmen is needed to reload the weapon This works best when
moving troops into a hostile zone, and air support is needed. This takes
up 3 SU additional, and takes five hours to alter a Personnel/Evac Troop
Module to contain this enchancement. Use of this Add-On does not take up
the Module Slot. |
| SU Cost: 3 |
Silver Value:
75,000 |
|
|
| Module Weight
(Can be Stored in Cargo Hold): 1 Ton |
|
|
|
|
|
|
|
|
| Shadowskimmer
Speed/Altitudes |
|
|
| With No
Modules Loaded (17% Boost): Speed:
149/199/239 Altitude: 13,601/18,135/21,762 |
|
|
| With Modules
1-7 Loaded: Normal Speed and
Altitude |
|
|
| With Module
#8 Loaded (30% Reduction): Speed:
89/119/143 Altitude: 9,765/10,850/13,020 |
|
|
|
|
|
|
|
|
| Crew
Breakdown: 4 Officers & Crewmen |
|
|
| Command: 1 |
|
|
|
|
|
| Engineering/Technical: 1 |
|
|
|
|
|
| Operations/General: 1 |
|
|
|
|
|
| Security/Tactical: 1 |
|
|
|
|
|
| Medical/Support: 0 |
|
|
|
|
|
| Science/Research: 0 |
|
|
|
|
|
| |
|
|
|
|
|
| 1 Officers/3 Enlisted |
|
|
|
|
|
|
|
|
|
|
|
| Power Usage |
|
|
|
|
|
| Available
Power: 299 |
|
|
|
|
|
 |
|
|
| Basic Systems |
|
|
| HRG: 4 |
|
|
|
|
|
| Life Support: 4 |
|
|
|
|
|
| Archive Crystal: 5 |
|
|
|
|
|
| Sensors (Long, Lateral,
Navigation): 15 |
|
|
|
| Kinetic
Buffers: 5 |
|
|
|
|
|
| Attitude
Control: 1 |
|
|
|
|
|
| Communications:
2 |
|
|
|
|
|
| Teleporters: 1 |
|
|
|
|
|
| Security: 1 |
|
|
|
|
| Basic
Systems Power Demand: 38 |
|
|
|
 |
|
|
| Available
Power: 38/261 |
|
|
|
|
|
  |
|
|
| Propulsion
Systems |
|
|
|
|
|
| Mana
Propulsion System (Cruising/Max Sustain/Max): 64/85/102 |
|
|
| Propulsion
Power Demand (Cruising): 64 |
|
|
|
 |
|
|
| Available
Power: 102/197 |
|
|
|
   |
|
|
| Tactical
Systems |
|
|
|
|
|
| Shields: 164 |
|
|
|
|
|
| Tactical
Systems Power Demand: 164 |
|
|
 |
|
|
| Available
Power: 266/33 |
|
|
|
|
|
    |
|
|
|
|
|
|
|
|
| Tactical
Report |
|
|
|
| Total Shield
Protection: 410/Grid |
|
|
|
| Damage
"Soak" (Max Threshold + Hull Resistance): 144 |
|
|
| Impervious
Damage (1/4th Threshold + Hull Resistance): 42 |
|
|
| Maximum
Forward Weapon Damage Potential: 140 |
|
|
| Weapon Power
Consumption: 32 |
|
|
|
|
|
|
|
|
|
| Financial
Report |
|
|
|
| Airship Value
(Before Open/Closed Hull Adjustment): 5,531,200 Silver |
|
|
| Airship Value
(After Open/Closed Hull Adjustment): 5,807,760 Silver |
|
|
| |
|
|
|
|
|
| Description and Notes |
|
|
| Fleet Data: Inspired
by the Modular Technology concept used by the Krarthians, and needing a
replacement to the old Finch concept, the Fleet designed the
Shadowskimmer, a VTOL Shuttle using a modular unit near the center of
the Shadowskimmer. Over eight units were initially designed, and can be
interchanged by the Shadowskimmer either hovering down over the module
or a flight crew loading it before take off. The Shadowskimmer is a
simple shuttle design, with side mounted Vertical Take Off & Landing
(VTOL) Engines, an exterior docking hatch near the forward compartment,
and the Core kept in the rear compartment. When no module is loaded,
only way to reach the rear compartment is by climbing through an access
crawlway that moves up, then along the top of the modular unit, then
down into the small engineering compartment which is big enough for one
to three people to work, however the Shadowskimmer is automated so only
one person could fly it. Four people are needed for effectiveness in a
combat situation.
The Shadowskimmer is best for deploying
it's Module by moving in quickly to it's destination, lowering to a
landing position, dropping the Module then taking off. Without it's
module, the Shadowskimmer gains an impressive speed boost, allowing it
to flee a scene quickly. The Shadowskimmer's mission profiles really
depend on what modules it has loaded.
Personnel/Evac Drop Module Mission
Profile: Used to carry a strike force into the field, these modules
are usually loaded with soldiers of the Damocles Army or Fleet Security
Officers, then dropped down as the Shadowskimmer Evacs from the site.
The dropped down Module can also serve as a small base of operations for
the troop base, with a small Armory storage of weapons and a cache of
ammo crystals. It's own armor resistance allows it to absorb basic
Spellfire and light arms fire, and it can use it's Docking Thrusters for
basic flight upwards at 2.5 miles per hour if needed, at which point the
Shadowskimmer usually grabs it and departs with the Module. This Module
can also be launched from a Shadowskimmer, and float over and dock with
a stationary Airship for boarding operations as well. Shadowskimmer's
equipped with this Module are given troop deployment and dropship
missions. Sometimes a Shadowskimmer, in a lengthy army deployment, will
drop down a Module, then return to a carrier, load a new one, deploy
that Module and repeat as needed. This is the default Module a
Shadowskimmer is usually loaded with.
Cargo Module Mission Profile:
This is the default Module used when the Personnel/Evac one is not
available. Also used for supply drops, as the Shadowskimmer speeds down,
drops the Cargo Module then takes off, where a ground team recovers the
Module and the Cargo inside. This cargo is usually parts, repair gear,
food or additional weapons, dependent on the mission it is partaking of.
Grappler Module Mission Profile:
Used for salvage missions and towing of Fighter craft or Warhammers, and
emergency towing when a suitable Tow Ship is not available. Also used
for emergency pullouts and deployments of Warhammers. This Module also
contains several Auxiliary Battery Crystals, which when their power is
not needed for Grapplers, can be dumped directly into the Core to
recharge it.
Passenger Module Mission Profile:
The V.I.P. Module is used to ferry Ambassadors, special operatives, high
ranking officers and guests to their destinations. The Passenger Module
is used to ferry replacement crew when an Airship is unable to reach
Port. Note these Modules are only used for long trips exceeding 2 hours
in duration. For trips under that time, The default Module is used.
Shadowskimmers assigned to Shipyards normally have this Module loaded as
their default Module.
Medical Triage Module Mission
Profile: A small
field hospital, able to be deployed into a warzone or emergency area as
needed. It's usually staffed by medical officers from the airship this
was launched from, flown to the scene be it the site of an airship
crash, an epidemic or some other disaster with high casualties and
wounded, given a small burst of power to sustain it then dropped. One of
these modules can care for 15 patients at any given time, and is a
short-term medical supplement only. When manpower is short, usually an
Emergency Medical Ultimax is placed inside to act as the Chief Medical
Officer on the scene.
Combat Module Mission Profile: In emergencies
when an Airship needs all the help it can get, or an airship's presence
is required but the airship itself cannot go there, a Shadowskimmer is
armed with this Module. The additional Core doesn't do much to solve the
Shadowskimmer's problem of limited energy, but it's able to fire off
enough cannon shots and torpedo salvos before energy becomes a concern.
One Shadowskimmer is never deployed alone like this, and then only in
emergency situations such as the main airship itself either being badly
damaged, weapons disabled or outnumbered. Shadowskimmers that fight
Fighter crafts like this can fight on their level, and can also fight on
the Airship Level as well.
Warhammer Drop Module Mission Profile:
Simply, to ferry Warhammers in and out as needed. This module comes with
a Warhammer, already installed and costs the price of a Warhammer Tank.
Army Officers & Crew are needed to operate it.
Add-Ons: As of this moment, there
are two add-ons to modify the Shadowskimmer. The first is the
Groundskimmer, being six wheels giving a Shadowskimmer capability to
drive over land at speeds faster than that of a Warhammer Tank. Using
the Groundskimmer Wheels Add-On, a Shadowskimmer with a Module can
cruise at 41 mph, have a maximum safe of 55 mph and reach a maximum
speed of 69 mph. A Shadowskimmer in Groundmode, with no Module, can
reach higher speeds of 48 at cruise, 64 at maximum safe and can attain a
maximum speed of 77 miles per hour. The second add-on is the inclusion
of a modified Annihilator Quadbow into the doorway of the Personnel/Evac
Drop Module, giving a Shadowskimmer the ability to lay down cover fire
for troops on the ground.
More Add-Ons and Modules will be
developed, and will be posted in the Damocles Guide.
In a battle, the Shadowskimmer doesn't
fare too well in the offensive field with it's two frontal cannons. They
can get off one full salvo before power becomes a critical concern. Also
the power demand on the engines when exceeding cruise velocity cuts into
the shield power, thus lowering effectiveness. At maximum speed, the
power draw from her engines places shield effectiveness at 240 and
Threshold at 80, a reduction to 60% Effectiveness with no spare power to
put into weapons. Shadowskimmers were not meant for long term battle or
even tactical use period.
The Shadowskimmer has effectively
replaced the Finch, but there is still the need for a small
Shuttlecraft, so Damocles is working on the Weasel class which will
replace the Shadowskimmer the main Shuttle of the Fleet, but the
Shadowskimmer will still be depended on for her versatility.
Shadowskimmers are not given names, but
numerical designations instead.
Noteworthy vessels/service
records/encounters: No Shadowskimmers effectively stand out.
|
|
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|
 |