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Kaski Class Destroyer - TechSheet

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I'm on fire! Commissions are open I'm on fire!



Part of the original story: Der Fall Der Blauen Sonne(GER only, sry)

Original model:

www.deviantart.com/nikitatarso…


Concept

The Kaski-class destroyer is a modern approach to its class, and a worthy addition in the Sillrag navy and the whole fleet of the allied races. As a brawler in fleet formation, it supports the fiurepower of formations or crack enemy formations with courageous advances. 

Build after the last data from the failed invasion on enemy space and ground, this class is a way radical design. A massive body structure and huge engines should grant better chances against enemys gravitation-weapons, and in case of this not working, the ship should be solid enough to cut deep into the enemys ship strucure. A jump drive equiped ram, some might say, armored with several layers of ablative armor to increase combat durability.

The ships bodys are armored and weaponised unbalanced - even ther is no up or down in space, there are limits of energy and ammunition, so the Kaski-class will fire from medium to short range with all it has and then tip the body with downside heavy armor to make a hard target, while other ships in formation keep on bombarding the enemy. The plan is to split up enemy prime damage and bring the high survivability of the fleets crew and tech to play.

For sure the class is also a test to trick enemys main and not fully understood weapon systems - the gravitation weapons. Here its smaller virtual mass halps to minimise attack surface.
If all this fail, the ships bodys have another advantage - it can enter atmosphere. For enemys are suspected to not fire at will on ther own atmospheres, ther could be another tactical option to engange and disengage, as well as ther may be some targets on the ground worth to eliminate it.

In the Ra´an academys ther is a flying word about Sillrag commanders thinking of ther capital ships more as some kind of accidently supersized jetfighters, and the Kaski-class reflects all this. Massive acceleration/deceleration and manouverability, made for dogfights and heroic last moves. Even the painting shows this spirit. For Ra´an evaluated that optical camouflage is completley insufficient, the Sillrag turned this into an statement and camouflaged ther capital ships individualy. Every camouflage-style, even if modern, tracks back to the Sillrag tradition of clan-patterns and shemes, while the exact painting within one clan style tell about the most influencial family within the clan, commanding and crewing the ship.

The Kaski-class is 256,5meters long, 86,5m width and 55m high, plus 6m for extendet antennas.


Crew

With 180 there is a relativly big crew, specialised in damage control to increase the Kaskis spirit of being a tough target. Due to its thick armor, there is less focus on marines and anti-bording taskw ill be executed by engeneers and more focus on explosives and other 'technical' solutions. Minimum crew is about 3 if all automised systems work propperly. The ships design also include two light and one heavy citadel which can be defended more easily and grand small isles of safety even if the ship is far beyond being a mission kill.

There are nine escape pods. In general all personal is equiped with space capable suits, for the safety meassures makes it unlikely for a ship to detonate, even it falls dead.

Due to relativly low and isolated automatisation (to harden the ship against A.I. intrusion and sabotage), the crew is highly trained and educated, often in multible aspects. If the Ra' an are known for perfect design, the Sillrag are similar for keep stuff running. So this engineer spirit is widley found on sillrag crews and often there will be more solutions than problems. 


Weaponary

In opposite to older adaptations of Ra'an magnetic accelerator cannons, the Kaski fields new particle projector cannons - the PTK (Particle Tunneling Cannon). Roughly those weapons get inspired by black hole jets. Those projectors fire a very close to lightspeed bulge of energetic radiation which creates a medium in which accelerated particles can flow on similar speed without getting disturbed. This way the weapons reach a short time to impact - what increase reaction fire capability and precision - as well as an EM disturbance effect to enemy shields and a physical stressing due to particle impact. Once targets shields are down and the hull coating scraped off, radiation should reach deep into the vital parts and inflict havoc to complex systems or lifes - if there where any. The particle bundles are pulsed, so there are visibly just the pulses of pure white energy creating the impression of classic 'automatic' fire.
In atmosphere conditions all gasses would pushed aside so there isen't much critical reaction but dispersion of radiation and marginal lost of some precision and range. Otherwise more ciritcal reactions might have been an welcome additional damaging effect, the particles wouldn't keep ther energy without propper shielding from the enviroment.

There is no superfiring position of the main armament for several reasons. One is that it would feature attacks in flight direction, but hinder defense in the rear about 140° angle, which would invite the way more flexible enemy to focus on this achilles heel. As brawling and defensive taks are the main objective, there is no classical attack direction in a three dimensional space. Also the high mobility in the lower end of combat speeds make it able to direct the ships body in every way the combat demands it.

7 heavy turrets carry two heavy PTK of 70mm lenses with +90° elevation and -5° depression. Also it held 40 x 310mm missile-launcher with nuclear warhehads, distracting enemy shields and sensors as well as stress shields. The missiles can reloadet when the turret retract ther weapon bays, which also is a methid to protect the PTK weapons if the ship enters atmosphere. They have a autonomous smaller laser based CIWS.

22 medium turrets carry two medium PTK of 40mm lenses. Ther missiles are similar in number to the bigger ones, but of a 190mm caliber and an also a bit smaller laser CIWS.

For close range defense 16 light turrets - focused on the belly - serve as last line of defense. They consist of pulsed radiation based harming. All these have autonoumous and connected sensor units to optimise tracking on close range.

Six heavy magnetic accelerator launcher with reinforcing inertia dampers are pointing in flight direction as heavy first strike weapons. Those use one-way 'sub-jump' capable torpedos with no warhead, but a critical mass of - in real space physics very stabile - materials, reacting with a destructive effect of a railgun, fourtysix times faster as a normal RG, and a massiv nuclear reaction that can't be covert to megatons for the fact its effect emitts less in 'real' radiation than in graviton-shockwaves.
Another four 1020mm torpedo tubes aim backward, but hold just 'normal', but rather massive, nuclear- and IRE-warhehads on stealth-shielded frames.

14 starter for stealth superheavy anti-capital-ship missiles caliber 1060 x 3000mm with nuclear, or more modern IRES (infrasound resonance warheads, to scatter massive armor like glass) are placed in the ships neck to adress more heavy enemy capitol ships.


Armor & Design

With durability in mind, the Kaski destroyers are build of s sturdy combination of monohull superstructures, able to compensate many single strinkes as well as massive blows from gravitational weapons or ship collisions. So the set of layers consists of the noticeable spaced armor that protects the bulge and the ring behind it, as well as the sensor turret neck and the engines. These are integrity field hardent layers of classical armor. The uncovered frontal part is covered with hex fields of replacable armor, while the middle section is protected by bigger panels of such armor. All those could hypothetically make the Kaski very quick to re-armor after a fight, if this would be in range of the fleets doctrine yet.

Beneth these layers ther is regular ship armor of a homogenous construction, less easy to repair than on bigger cruiser classes.

The spine held the smaller gravitational rollers, creating artifical gravity beside further tasks in manouvering and jumping.

The upper tower is only for sensors, s well as an EM sink for signaure reducing and sensor deception.


Engines

The heart is a twin reactor of a spherical dense plasma, often refered as artifical sun. Three dimensional shockwaves can be shaped the way energy output is needed. If a reactor gets damaged enough, the reactors can ther magentic plasma container is opend, so the core can melt through the ship and escape in to the vaccum outside without harming internals. Critical fail of all systems can - even if not likely - extend the plasma and burn the ship from the inside to remain only a burned hull. For such a compact but energy relyant ship both reactors are covered deep in teh hull where the're most secure, but also most dangerous for the ship itselfe in case of destabilisation.

All jum capable ships are to a degree build around two massive gravitational rollers that generate virtual mass for the jump engine. These are the only propulsion that work within the shielding from normal space enviroment and its restrains. Also the spindles are the best way of virtually increasing the ships mass so (in interaction with the gravitational matrix of space) it can derive speed a.k.a. break. Such manouvers are following a long list of regulations and tactical evaluation, as the artifical gravitational shockwaves are extremly 'loud' and can be detected very far and easy be identified as a artifical source.

In atmospherical operations directed graviational propulsion is the only thing that keep the Kaski levitating. Its normal engines would cause massive damage to the regional atmosphere and harm even the own manouver stability.

For traveling in real space it has a number of massive IPG (Ion-Phonon(-Puls)-Grid) thrustert that generate pairs of particles and antiparticles, organise and anihilate them in a controled explosion, shielded form the ship by the engines construction. This propulsion consumes no fuel and allow the ship to be theroretically operational as long as no major parts wear. So the ship need no close in defense on teh rear radiation cage that protects the engines - or the outside from the engines. Instead of smaller versions of these engines are installed for manouvering at angle points, the Kaski rely on both forward and backward directed engines to alter motion. Acceleration and deceleration of this class is so massive, it is mostly limited by the amount of momentuum absorbers that protect the crew from the exponential acceleration, and combat speeds are middled so that avoiding manouvers can be peformed without killing crew and material by the additional forces of inertia.

The massive engines are put outside the heavily armored main body, so the're supernumerary and can use more instabile processes as they not threaten the ships integritiy anymore.


Coat of Arms

The ring symbol is the coat of arms of the united military of the Ra´an, Sillrag and ther colonys. The 'saw' symbols are the number markings of the division and individual ship(decimal, inward/outward related, a bit like our roman numbers, not the casual numbers used in regular. The're related to the old traditional markings on woodsticks as tribes tradet with others - the Sillrag had s similar system and adoptet the Ra'an system for simplification).

The allready exlained pattern are distinctive for the specific ships and can be taken as individual as the name and number to make it identifiable within the fleets structure.



Its mine, you´re not allowed to use it in any way. I see - you know the text.
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Comments12
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LipsterLeo's avatar

Those projectors fire a very close to lightspeed bulge of energetic radiation which creates a medium in which accelerated particles can flow on similar speed without getting disturbed.

Oh, wow. A close to light speed shot gun. Good imagination, and well thought out.