“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
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)|
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|
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|
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|
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|
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|
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|
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
Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.