u/General_Present_4551

Image 1 — Ship Design - WIP - Berserker-class Super-Carrier (UPDATES)
Image 2 — Ship Design - WIP - Berserker-class Super-Carrier (UPDATES)
Image 3 — Ship Design - WIP - Berserker-class Super-Carrier (UPDATES)
Image 4 — Ship Design - WIP - Berserker-class Super-Carrier (UPDATES)
Image 5 — Ship Design - WIP - Berserker-class Super-Carrier (UPDATES)
▲ 11 r/SWN

Ship Design - WIP - Berserker-class Super-Carrier (UPDATES)

Made the fighters vertically-stacked, meaning capacity is now: 4272 fighters.

This is very possibly a one-off ship, manufactured by a rather wealthy faction.

But, what's interesting is...

I looked into the average cost of an aircraft carrier, which is less than a third the length of this ship, and it's 'Just' 13.1 BILLION dollars. This, utilizing the following multiplier (on items, fittings, upgrades and mods with a modifier based on hull size)

-Cost: Capitol ship x 100
-Power: Capitol ship x 2
-Mass: Capitol ship x 2

Also, I've added flight-deck crew quarters right next to the fighter bays. (Probably 4 levels much like the fighter bays themselves.)

The tram system will go down the spine of the ship on all levels.

I added the rear hangar bay, currently housing a pair of frigates, with the intention of using that for either moving cargo or for later use as a bay to house shuttles.

▲ 9 r/SWN

Ship Design - a small Cruiser-class Heavy Freighter

339.5 Meters long. 101.5 Meters wide, (Est) 65 Meters tall.

Level 1: (Bottom Deck)
- Crew Quarters for 48 crew
- Med bays for 24 infirm.
- Galley
- Pantry
- Mess Hall
- Rec room.
- Life support / ship stores
- Cargo Hold
- Ships Locker
- Comms Locker (coms gear, coms system backup. kept locked.)
- Engineering (backups, diagnostics, HVAC / water treatment.)
- Armory
- Advanced Lab

Level 2:
- Forward Observation deck (w/ blast shutters)
- Crew lounge
- Luxury cabins
- Cargo hold (2 levels high)

Level 3:
- Cargo hold observation deck
- Engineering (topside systems console)

Level 4: Bridge

▲ 14 r/SWN

Final (hopefully) size increase for the carrier.

I changed the fighter count from 40 to 720. (Also made the fighter smaller, as before, it was 40 feet wide, which was way excessive.)
I also upped the frigate count to 20.
Might be able to further increase the fighter count, but...
As it sits... here are the specs:

27,252,150,000cr (I made the assumption that since this is bigger than a capitol ship, it's price increases by 100x due to the sheer size of the required manufacturing facility)

317 power consumption (Assumed it would be double that of a standard carrier)
1769 Mass used. (Assumed it would be double that of a standard carrier)
18 used weapons hardpoints

170 Hitpoints
AC of 30
Max crew ~6000
Min. Crew ~1200

But... there's more tweaks, mods and such I can do if I utilize other resources (expansions and add-ons)

u/General_Present_4551 — 2 days ago
▲ 50 r/SWN

Progress on the carrier... it Doubled in size... Not sure SWN has anything this big... but, I'm the GM, Dammit...

Yes, those are 'Football' pitches near the center of the ship.
(I'm not really a fan of the sport, but it stands to reason that, in 3200, it'll still be the international / intersector sport?)

Other than the length, I changed / Added:
-Greatly increased the number of fighters and frigates the ship can hold.
-Greatly increased the cargo hold capacity.
-Added more power reactors.
-Added extended cooling systems.
-Added Flight control observation decks
-Added weapons control decks
-Increased the fuel capacity.
-Added a med facility (Just fore of the Football pitches)
-Upped the crew capacity to 2,432. (Just on the lower deck.
-Added lab facilities in the fore section
-Added a forward observation deck with closeable blast shield shutters.
-Added spare parts storage for both the carrier and the ships it carries.

This will be, essentially, a mobile HQ. My games version of Vader's Super Star Destroyer.
But, this one will be better armed, and better outfitted.

After I finish this level, I'll do the next few levels.

-The Frigate hangar bays will be 5 levels high.
-The fighter hangar bays will be 3 levels high.
-The cargo holds will be 3 levels high.
-There will be a sub-level under this one shown, where the main ship fuel tanks, and most of the mechanical systems for Water processing, system controls and the detention level.
-The top-most level will be the bridge and executive quarters.

The goal is to add:
-outfitters and stores for crew to get personal items, snacks, etc.
-Several bars and places to eat.
-An armory with gunsmithing services.
-A full machine shop
-A couple of gyms
-Guard stations
-Mess hall and galley.
-a large, indoor park spanning 3 levels, used for recreation and training excersises.
-A Theater
-Hydroponic grow operations
-Lifeboats (probably going to use multi-occupancy boats. 20-ish per boat.)
-a tram system
-weapons stations.

-Eventually, I want to have a side view, top view, front view and rear view, as well as a cutaway showing relative level height.

-Some features you might not be able to see at this scale:
--All exterior walls, and those meant to contain atmosphere are at least 10ft thick.
--All corridors are, at a minimum, 10ft wide.
--All doors are sliding pocket doors, some are pressure-sealed, some are just security doors.
--The walls around the reactors are 20 feet thick.
--The primary method of loading cargo when at a dock is from the side, though, some stations can only load from the rear. So, a cargo ramp and double pressure doors are present at the rear.

u/General_Present_4551 — 3 days ago
▲ 31 r/SWN

First game session tonight... was hilarious fun.

For my first session as GM, this could have gone WAY better, but it could have gone worse...
The bad:
-Deviated from the script too many times.
-Forgot small details.

The good:
-One PC decided the 'space barnacles' we scraped off the bottom of the ship at the docking bay looked tasty, ate some... and decided they are delicious, and is begging for more.
-The same PC wasn't paying attention and took a header every time the ship came out of Drill.
-When we first got to the ship, another PC decided it would be good to utilize the low gravity of the moon to jump up onto the top of the ship, but rolled poorly, and smashed headlong into the side of the ship.
-The pilot rolled horribly the whole session.
-The Navigator rolled mid.
-Before we could set off, we had to clear out an infestation of critters in the ship. I called them 'Nibblers', due to their tendency to chew through everything. They are the size of house-cats, they resemble rabbits, they have six legs and so dense, you'd think they were made of tungsten. One PC (the barnacle-eater) decided he wanted to keep one as a pet, but we got attacked by them first. (They all have 1HP and no armor.) shot at them... they explode when hit. We finally killed them all, save for 2 babies. he tried to keep both, but the captain came in and put an end to it. (Also, turns out, these creatures work very well as fuel for the ship when tossed into the reactor.)
-One character ended up taking lots of damage from the little creatures (mostly due to being hit by these creatures when they were thrown through the air by someone who failed their 'Throw' check. she grabbed a stimpack without reading the label, and ended up injecting herself with a powerful medicine that put her right to sleep for the rest of the session.

All in all... hilarious.

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u/General_Present_4551 — 5 days ago
▲ 12 r/SWN

Odd question: PC just asked if it's possible to miniaturize cruiser-level weapons for a fighter?

He wants to miniaturize a spinal cannon to put on a fighter... In theory... maybe?
What do you all think?

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u/General_Present_4551 — 6 days ago
▲ 14 r/SWN

all three views I have (so far) of the frigate.
Based on a Xunsu-class, but fudged to have more power and free-mass points to use.

u/General_Present_4551 — 7 days ago
▲ 33 r/SWN

4,772ft long, 2,000ft wide.
It can carry 6 Corvettes or heavy frigates and 20 fighters, 600+ tons of cargo, and will have a crew capacity of 3-4,000.
I know SWN has its chars and recommendations, but... none of them really fit my purposes.

The densely drawn portion in the front is part of the crew cabins. That section contains 4 blocks of single-occupancy cabins, bathrooms, and showers for 76 crew each (304 just in the space shown). This would be the lowest (or second-to-lowest) deck.
The very lowest deck would be for things like waste and refuse management. I had toyed around with the idea of all waste and refuse being fed into the reactors as fuel rather than having to deal with it as solid waste.

u/General_Present_4551 — 7 days ago
▲ 34 r/SWN

I'm working on putting things together to GM my first-ever TTRPG game. I've plated DnD, Pathfinder, D20 modern and a couple others, and decided I wanted to try my hand. And, I wanted to do Sci-Fi. SWN seemed to fit the bill. But, I am taking creative liberties and bringing in tech from other media. Mostly Sci-Fi book series I've read and enjoyed.

For example, I'm bringing in concepts from the 'Undying Mercenaries' series by B.V. Larson.
Specifically, the revival machines, and a character very similar to the Antagonist, known as 'Claver'. though, in my game, he's not an antagonist, so much as he is the shady captain and leader of the whole adventure.

Anyone else done this?
Any suggestions as a new GM? Any suggestions on how to make it an enjoyable experience for two kids in their early teens , as it'll be their first EVER TTRPG experience.

I've also been watching the SWN series that the Roll4it YT channel did about 8 years ago.

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u/General_Present_4551 — 8 days ago