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==Ship Information== ===Current Stats=== Crew: 24/51 (+Captain) You are an octahedron with one point elongated. 800 meter beam 2700 meter length 576,000,000 m^3 volume, and that's a rough estimate since the beam length is actually the hypotenuse and the volume of a pyramid needs base area. ===Systems and Capabilities=== '''Singularity Reactor''' - Integrity: 45%. Output: 25%. '''Planetary Landing''' - ''Absolutely not.'' The ''Harbinger'' was constructed in the shipyards of Sol, like any other large ship, and was never intended to land planetside. Crashing into a planet, however... '''Drones''' - Hovering drones are about half the size of a person. You have mini-drones to go into small spaces, about a foot tall. You also have human-sized drones that walk, both bipedal and quadrapedal, as well as a few heavy quad-drones twice to three times as tall as a man for heavy lifting. Units: 5439/6000 Autonomous: 223/300 '''Disabling the ''Harbinger''''' - As a warship expected to be in battle and the key to said warship, you have a large number of redundant systems and were made as hard to disable as possible. No, it's not realistically possible, though in theory yes like 10 people working together at the same time could if you didn't interfere. This was one of the BIG reasons cited by the anti-AI faction for having EIs on warships... What if an AI goes crazy and tries to kill all humans? The crew couldn't destroy it. Therefore the obvious solution was to put EIs in them instead. The opposing faction tried to point out that an EI could go just as rebel, but hey... human xenophobia eh? What are you gonna do? '''Interstellar Sensors''' - Requires extreme amounts of energy, specifically, 60% power drain at least for minimal readings. Maybe 80% for full sweep. Interstellar sensors would do things like give you system layout, composition of stellar and planetary bodies, any large power sources or stations, transmissions and signals within the system, ect. all in real time. 9% effectiveness. '''Local Sensors''' - 77% effectiveness. '''Interstellar Communications''' - For all intents and purposes, our comms are instant anywhere within the galaxy. Civvie comms had various levels of speed, clarity, and transmission rate. The transmissions are directed tightbeam. They only go where they are sent. That means if you move you won't get return messages until you transmit again or designate where you are going to be exactly. '''Jumpdrive''' - Teleportation, more or less. Should be 30-35% for the jump, 3-4% more if you want to keep everything running while doing it. 1-2% more on that if you get all 6000 repair bots up and have them running. 4-5k ly range. In general, jumping via jumpdrive is undetectable until the ship actually pops up next to you. Jumpdrive is unique in this way. Other methods of FTL, such as all alien methods and your own engine-FTL are detectable with interstellar sensors. The only way to detect an incoming jump is to already be focusing sensors (either local or interstellar) on the ship and watching it power up for the jump. Even then, it can't be stopped, unlike the other FTL methods which can be interdicted. '''Main Engines''' - Capable of FTL at maximum output, just not fast enough to get between starsystems in a reasonable length of time. Speed: 60%. Efficiency: 50%. '''Shields''' - 4 shield layers. Only fitted hull shield is still active and running at 50% integrity, with 25% dissipation. '''Specialized Warfare Components''' - Jump Interdiction System, etc. '''EWAR Suite''' - Intrusion defenses are bleeding edge next generation stuff, best available. Your intrusion packages are extremely good, top of the line. Only the most advanced automated counter-intrusion suites or other AIs/EIs would generally be able to stop you. Note: There are EIs in intelligence that are specially designed and picked from base personas to be intrusion specialists. These are highly dangerous even to you. '''ECM''' - Apparently very effective, at max output would be enough to make Geordi LaForge see it. '''Planet Sterilization''' - It takes time to do so, but it is within our capabilities and has been done. Would take weeks to complete in a damaged state. '''Brig''' - Five very secure cells. '''Medicines''' - Antidepressants, combat stress stuff, etc. Military issue psych indoctros: get rid of the crewโs emotions for a few weeks but long term use is heavily inadvisable. ===Smaller Craft=== Contained in eight launch bays. The space-to-space interceptors are in the worst condition, whereas the space/atmo hybrids, while smaller in number overall, have a higher ratio of operating vessels. Likely because they were made to withstand punishing reentries in addition to the high-gโs of their brethren. Likewise, both the drone and piloted shuttles are both in a relatively good state. Both types of combat drones have active targeting scanners, a light railgun, missile launchers, and two rapid firing light energy cannons. Also a light shield projector. They operate on a plasma drive. Fuel is a non-issue, they get recharged/refueled from the singularity reactor every time they dock. You can control them across perhaps one light day without interference. Within a solar system with moderate interference. Combat ECM reduces range to around five light minutes. Heavy shuttles capable of carrying hovertanks. '''Drone Interceptors''' - (Space-to-Space, no atmo capability) '''Drone Fighters''' - (Atmospheric capable, less effective than interceptors in space) '''Drone Shuttles''' - (can transport things, light weaponry) '''Piloted Shuttles''' - (can transport things, midrange weaponry, must have a human pilot) '''Hovertanks''' - 9 commandeered from Orrin's base. Apparently they are shielded? They are tanks, what else do you want. Require a human pilot. ===Weaponry=== '''Heavy Energy Cannons''' - 3/32 Turrets. 4/64 guns. Any one of these is at least 5 times stronger than a medium. '''Medium Energy Cannons''' - 11/64 Turrets. 23/192 guns. '''Missile complements''' - Fully Operational after minor repairs. '''Point Defense Lasers''' - Point Defense Lasers: 44% coverage online. Simple and generally easy to repair. '''Missile Launchers''' - 9/10 Batteries. 809/1000 Tubes. '''Rail Cannons''' - 6/8 (2 cannibalized). Railguns are moderately terrible against shields, fire slower, and the projectiles travel slower. Against completely unshielded things they're highly effective and pretty efficient. And they still do damage to shields, especially unshaped shields or certain other exotic types.
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