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.