“Ah, Captain, we might wanna consider relocating ourselves to the next solar system...or preferably the next galactic arm....There’s a BIG starship that just dropped out behind us and it doesn’t look very friendly.”
Illo: A Drepanaspis-class Heavy Cruiser in rendezvous with two Wayfinder Delphin-class Scout Sloops
- 1 EShemar Drepanaspis Heavy Cruiser
- 2 Abilities
- 2.1 Special Systems
- 2.2 Weapons Systems
EShemar Drepanaspis Heavy Cruiser
The Drepanaspis-class is an expansion on the concept of the Astrapade, writ larger and meaner. Drepanaspis (or ‘Drepas’ as they are more commonly known) are meant for killing ships of equal or larger size, and their configuration of armor and armament reflects this. The huge spade-like main hull is practically encrusted in armor and armaments.
Like most Shemarrian starships, the Drepanaspis sacrifices creature comforts for power and armor. Main armament consists of several batteries of enhanced range particle beam cannons, backed by cruise missile launchers and tachyon sprayer cannons. A fearsome secondary array of medium range missile launchers and point defense turrets provide protection against missile and fighter attacks, and a small complement of fighters and warmounts allows for recon work and boarding actions.
Despite the added mass of armor and armament, however, the Drepanaspises retain the fearsome speed and stealth that are the hallmark of Darkwater engineering. Like many Darkwaters starship designs, the Drepanaspis is fully amphibious, allowing the ship to use Deep Watch bases and conceal itself in a planet’s hydrosphere.
Since the introduction of the Drepa, the Skullcrushers have reportedly been petitioning the Darkwaters for license to the ship, appreciating its menacing looks, heavy armament, and hardened armor. Thus far, however, the Darkwaters have employed all Drepas produced in their own fleets.
|Number of Warmounts||30|
|Number of Shuttles||8|
|Number of Fighters||48|
MDC By Location
|Medium Range Missile Launcher||300 (8)|
|Cruise Missile Launcher||900 (4)|
|Heavy Particle Beam Cannon (10)||700|
|Gravitic Slicer Beam (10)||700|
|Tachyon Cannon (6)||600|
|Heavy G-Cannon (6)||600|
|Point Defense Turret (20)||250|
|Powerplant||Nuclear 40 year|
|Atmospheric Speed||Hover-Mach 3|
|Sublight Speed||Mach 15|
|FTL Speed||8 LYH|
|Underwater Speed||55 mph|
|Maximum Depth||2 mile|
|Special System 1||Sensor Baffling|
|Special System 2||Sensor Jamming|
|Special System 3||Tractor Beams (4)|
|Special System 4||Command Linkage|
|Primary Weapon||Heavy Particle Beam Cannons (10)|
|Secondary Weapon||Gravitic Slicer Beams (10)|
|Third Weapon||Tachyon Cannons (6)|
|Fourth Weapon||Heavy G-Cannons (6)|
|Fifth Weapon||Cruise Missile Launchers (4)|
|Sixth Weapon||Medium Range Missile Launchers (8)|
|Seventh Weapon||Point Defense Turrets (20)|
As a heavy combat ship, the Drepas is well armed and fitted with systems to aid in its role to destroy other capital ships.
The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth (-75% to detect while stationary, -35% when moving).
Active sensor jamming can be employed at shorter ranges to jam and confuse enemy sensors, as well as interfere with communications. The downside is that the amount of interference pumped out will alert EW-savvy opponents of the presence of a jamming platform. Effective Range: 800 miles. -6 to target the ship with active sensors
Tractor Beams (4)
Effectively each rated for 3,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 5 miles in space (NOT usable in atmosphere)
The cyber-psionic command and control exercised by the EShemar give them faster response times: +1 to Initiative and +1 to strike.
Heavy Particle Beam Cannons (10)
|Range||21 miles atmo|
|Range2||105 miles space|
|Rate of Fire||4 shots/melee|
The main armament of the Drepanaspis are batteries of powerful PBCs.
Note: Darkwater expertise with particle projection technology has given their weapons 25-50% greater range than their CCW/TGE equivalents.
Up to five cannons can be brought to bear on the same target in the broadside/lateral arcs, six in the forward arc, and four to the rear.
Gravitic Slicer Beams (10)
|Range||9 miles atmo|
|Range2||18 miles space|
|Rate of Fire||4 / melee|
The DarkWaters have been quick to blatantly knockoff the designs of their Kittani rivals in adopting Slicer Beams into their arsenal.
Does critical (DOUBLE) damage on an unmodified Natural 19-20.
Tachyon Cannon (6)
|Range||15 miles atmo|
|Range2||60 miles space w/ 6 mile wide arc|
|Rate of Fire||EPCHH|
The exotic nature of tachyon weaponry immediately attracted the attention of the DarkWaters, and the Drepanaspis mounts six of the heaviest practical tachyon projectors that the Tribe’s industry could produce.
Scatter width is reduced to 1/4th in atmosphere.
Heavy G-Cannons (6)
|Range||20 miles atmo|
|Range2||3000 miles space|
|Damage||6d6x100 MD Slug|
|Damage2||1d6x100 MD 1000 ft wide Scattershot|
|Rate of Fire||ECHH / 5/melee automated|
|Payload||180 rds magazine|
Though better known for their affinity for energy weapons, the DarkWaters realize that it’s fairly easy to shield against DEWs, so they haven’t neglected kinetic energy weaponry, and the Drepanaspis mounts the latest fruit of their research. Besides having greater acceleration and range, DarkWater g-cannon have also adopted the idea of being used as projectile launchers, firing warloads that can be proximity-fused to ‘scatter’, producing area of effect ‘buckshot’ or ‘sandblaster’attacks. This adds to the versatility of the weapons, allowing them to be used for anti-fighter and anti-missile work.
Additional shells can be reloaded from cargo holds within 45 minutes (1 ton of cargo per 6 shells).
Cruise Missile Launchers (4)
|Range||varies by type|
|Damage||varies by type|
|Rate of Fire||Volleys 1-12/launcher|
|Payload||60 / launcher 240 total|
Standard rapid fire cruise missile launchers found throughout the Shemarrian Star Nation.
Additional missiles may be stored in the cargo holds and reloaded within 30 minutes (1 ton of cargo per 6 missiles).
Medium Range Missile Launchers (8)
|Range||varies by type|
|Damage||varies by type|
|Rate of Fire||Volleys 1-20|
|Payload||80 / launcher|
Mounted laterally, typically used for self-defense/antimissile counterfire. As with the cruise missiles, the Darkwaters are working on a variety of instrumented probes, decoys, and stealth missiles.
Additional missiles can be carried as cargo and reloaded within 30 minutes.
These launchers can also fire dual-mode rocket-propelled sea-air projectiles (a concept copied from the Kittani).
Point Defense Turrets (20)
|Range||Railgun 2mile atmo 4 space|
|Range2||Laser 1 mile atmo 3 mile space|
|Damage||Railgun 4d6x10 MD|
|Damage2||Laser 3d6x10 MD|
|Rate of Fire||EGCHH (4-6)|
|Payload||Railgun 2000 rd drum ea
Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret.
Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.