The BAMF-DS1 class force recon destroyer also known by the Astolfo Nega class of destroyers is a stealth-capabole destroyer manufactured at the Gorgon Spire shipyyards by the Remnant Conglomerate and fielded by the Babel Armed Military Force - 'BAMF'.
Built around a major in stealth and a minor in EWAR/ECM capabilities the DS1 class is suited to carefully exploiting holes in enemies' sensors in their ships or in their star systems before delivering either a sucker-punch of medium-yield nuclear cruise missiles from afar or lingering undetected to deposit specialized saboteurs such as those belonging to the BAMF Special Projects Group - 'SPG' before just as silently withdrawing from a system; Leaving a few suprises behind.
Vessel Overview | |
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Nation | Remnant Conglomerate |
Manufacturer | Babel Technology Solutions |
General Characteristics | |
Class | Destroyer |
Role | Force recon destroyer |
Length | “200m” |
Width | “33m” |
Complement | 150 |
Armament | Light+ |
The ship contains a small, externally located bridge on the top of the ship. Its walls are lined with vidscreens and monitors and has several armored windows to view out into space. As such, the crew stations are usually simply a desk with a semi chair set up against the station, with workspace being set aside on demand by whoever happens to be working. The floors are carpeted in the standard black/gray of the conglomerate, with the tower of babel emblem stamped in the middle of the lower section of the room.
The higher section contains the captain's seat overlooking all stations, with a posh leather seat.
There are stations for the captain, XO, gunnery/weapons, communications/ECM/EWAR and engineering.
The ship features a centralized brig sectioned off from the ship by a security department with armed BAMF marines manning it at all times. There is a private armory in the security department with pistols and shotguns with both live and less than lethal ammunition.
Standard on most BAMF warships; The brig is a standard section of any starship used for housing prisoners of war, rowdy drunks, insubordinate crewmen, or violent persons considered too dangerous or violent to simply be confined to crew quarters.
The brigs' size differs depending on the size and type of starship but all have a number of cells with the same features so as to keep general consistency. Such features include:
Finally, each brig contains a number cryo-sleep pods in a separately locked corridor separate from the main cells that can only be accessed with authorization from the ships command staff such as the captain or executive officer. These pods are armored and locked remotely by the ships officers and are used to house prisoners too dangerous to be kept in normal cells or who need to be kept under extreme and secure conditions and sequestered for security reasons from the rest of the prisoners such as those being transported by the Office of Internal Affairs - 'OIA', or valuable prisoners of war.
Behind the bridge are two rooms dedicated to the captain and his/her XO. The captains' suite is the premium room on any ship. It is akin to a small suite-style apartment with two to three rooms depending on the size of the ship. These rooms come stocked with many amenities
Upon entering, one comes into the captain's private office. This is where the captain meets with crew members privately and does office work. It comes with an ornate wooden desk with several drawers, a desk lamp, a luxurious rolling chair, and two regular chairs. Simple wall hangings and decorations are provided. These can all be replaced if the officer has sufficient personal funds.
Behind this office is a door that leads to the captain's bedchamber. It is a grand room, usually lined with gaudy decorations and cheap purchased imitations of famous artwork from either the old world or Ereshkigal. All bedrooms come with wooden flooring as well as a few simple rugs and carpets. The main highlight of the bedchamber is the large, four-poster bed that could easily accommodate two or more occupants.
These decorations can all be replaced at the captain's personal expense.
A small weapons locker is provided for the often expensive personal weapons and armor of a high ranking captain.
Off to one side of the bedroom, usually, the far right corner is a small private bathroom. A shower, sink, mirror, and toilet are all that is provided.
There is a large cargo space in the ship, each one can hold a enough food, supplies, spare parts, equipment, materials, etc. worth of cargo. This space is usually given over to food and other perishable supplies. To keep food fresh, all of these cargo holds are refrigerated and kept in a vacuum until they are needed. Replacement parts and mechanical components are also stored in airtight containers.
There is enough stored materials and supplies to keep the crew sustained on rationing for at most one full year.
The ship has enough crew cabins for its crew. Crew berths are separated between the crew and marines for discipline reasons and two officers' quarters off the bridge for the CO/XO.
The standard BAMF crew cabin houses two crewmen. However, if there are more than two sailors in the cabin who need to sleep, there are hooks on the wall to allow sailors to sling a hammock.
In the remaining space, there is a pair of large closets and drawers to allow the crew to store their clothing. There are no private terminals or private bathrooms in these cabins. All crewmembers, aside from senior officers, use communal bathrooms located throughout the ship. This is to encourage interaction between enlisted and commissioned personnel.
While these spartan quarters are meant only for sleeping and dressing, sailors and Marines alike have also attached a third, unofficial, use for them. Most crewmembers extensively decorate the interiors of these small cabins to make them as homely as possible.
No standard occupancy policy exists in the BAMF, though certain practices are generally observed. Officers bunk with fellow officers of close or equivalent rank. Marines and sailors do not share a cabin; Ever. Besides these unwritten rules, it is usually up to the ship's captain to decide on how to distribute personnel.
The wardroom is a large space used for a variety of activities. Consisting of open space with a dais and podium on the opposite side of the entryway, the wardroom has a storage space built into the wall to store tables. The floor also contains hidden storage spaces for folding chairs, which fold out into an auditorium setting. This allows the wardroom to be used as a briefing room for crewmen and marines. Other folding chairs can be found under the dias and can be pulled out and moved around (rather than staying in their assigned spot). This allows the wardroom to be used as an instructional area or a private dining area for VIPs and guests.
Each wardroom has a large viewing screen, couches, games, a bar, and other activities to keep crew and marines sane and entertained.
A single mess hall borders a small and spartan galley on this ship. The mess hall contains several screens showing relevant data and information. There is a normal mess hall for the crew and marines, and a separate officers mess for officers and VIPs.
A sizable and impressive kitchen is present in this ship for its size and is able to house individuals trained in the culinary field at numbers no more than five. Large island tables for work surfaces, Entire walls of ovens, steamers, kettles, tilt skillets, fryers, stoves, and other such culinary devices are present with dishwashing and sanitary spaces enough for a number of washers to keep up with the pace of a half hundred hungry souls daily. As well as the utensils required to cook and prepare them.
In addition, several freezers and coolers are present and labeled for their purposes from deep freezing perishable rations to coolers and produce chillers to even a wine cooler for officers and enlisted alcohols.
Finally, a deep berthing space is allotted under the kitchen for emergency rations and storage and is temperature-controlled. In case of disaster or emergency, this space and those of the other temperature-controlled spaces in the galley can be used to store the dead until they can be cloned in the medical bay.
The ship features a large engineering section located in the rear of the ship with quick and easy access to all parts of the ship's main corridors and thoroughfares through passageways and elevators. The ship's engineers are responsible for the maintenance of the ship's mechanical and electrical systems as well as damage control. Damage control teams also congregate here for assignments during battle.
Maintenance conduits run through the ship and are only accessible through sealable bulkheads. These conduits can either be really hot and stuffy or extremely cold and possibly airless. As a result, most of the engineering crew have acess to EVA suits where possible into the cold areas. However, for access to the hot and humid areas, most crewmen choose to strip down.
The ships medbay is located in the center of the ship for the convenience of the crew. It borders on the main mess-hall in case of emergencies to hold and triage wounded and use the tables for operating theaters.
Inset into the door are nozzles that spray people down with a fine mist of special chemicals that cleanse them of impurities and kill bacteria, viruses, ect. The side walls of the medbay are lined with bunk beds and painted white like the rest of the medbay. Each is padded with memory foam and contains automated systems to aid medical personnel in performing first aid, defibrillation of the heart, and suspended animation functions such as a nearby cryo-pod bay in the event that the automated surgery tables and medical staff are overwhelmed. Small drains in the beds are capable of gathering lost blood, cleaning it, and disposing of it or storing it in a quartenined contained in the ships lab.
The center of the room contains a number of tables, each with a spider-like machine above them that has a variety of arms filled with drug dispensers, flesh fabricators, and other implements of surgery. These robots are capable of performing complex surgery on a patient quickly and efficiently under the operation of a trained surgeon. Like the beds on the side walls these tables are capable of blood transfusions and collecting blood lost, cleaning it, and returning it to a patient. Below these tables are cabinets with various pieces of medical equipment for the medical staff to use.
The rear wall contains a diagnosis area. Using inbuilt sensors any patient can be scanned and their vitals displayed upon the flat white wall. Tox screens and brain chemistry checks can also be performed through the stations located on this wall. Additional equipment storage is built flush against the wall and is opened by a verbal command given to the ship’s computer by the medical staff.
The ceiling contains high-powered lights that operate in a variety of spectrums for all conditions as well as four deployable, spherical, bots that float in the air. These bots use magnetic grappling technology to levitate and bring equipment from the storage areas to the medical staff that makes a request for additional equipment. Several hemispherical bots levitate small equipment trays that are 2×4 feet in size beside the medical staff to hold equipment for them.
When not in use the computer will automatically seal the medbay and sterilize the entire room with hot water sprayed from the floor, cleaning chemicals, and microwave radiation. Water drains out through a drain in the floor when the cleaning process is completed.
The ship boasts an ablative layering of reinforced titanium armor with some exterior add-on armor plating over much of the vital areas with angled armor plating on its exterior over critical sections of the ship that has been treated to absorb damage. And below all that; the ship's superstructure is reinforced by a framework that runs through the ship. This frame allows the ship to absorb more kinetic force and gives it more durability under fire as compared to other armor layouts and enables it to resist blunt kinetic force such as suicidal ramming charges that may otherwise tear through the ship.
Plating on the roof of the ship when charged emits a psuedo-gravitational field that is attracted to the plates on the floor pushing everything on the ship 'down'. This creates a false sense of gravity that permeates the ship.
The ship contains very easy-to-produce communications systems. While not the most sophisticated communications system out there, they cover the basics (subspace and radio) and provide an acceptable amount of security. In an emergency, the communications system can act as a low-resolution sensor system by using the receiver to pinpoint radio or subspace transmitters much in the same way that human ears pinpoint sounds.
Communications | |||
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System | Transmission Type | Range | Interceptable |
Radio | EM | 230,000 KM | Yes |
Laser | EM | 1.25 AU | No |
Subspace | Subspace | 1 LY | Difficult |
S-Transceiver | Subspace | 5 ly | Very Difficult |
The ship boasts a single, powerful zero-point reaction-based power source. The ZPR extracts vacuum energy from a small artificially-created region of space in order to produce powerful energy from an efficient source.
The majority of zero-point reactors are large, roughly semi-cylindrical hollow chambers, with a sort of pedestal in the middle with a pillar-like rotating group of cylinders. This object extracted the energy itself from the region of space, which the surrounding chamber collected it and was necessary for containment of various exotic particles created during the process, which were then shunted back into the region of space and collected as energy.
Their basic function was to extract zero-point energy from an artificially-created region of space. In physics, zero-point energy was the lowest possible energy that a quantum mechanical physical system may possess and was the energy of the ground state of the system.
Besides the ZRP there are three smaller and less powerful fusion-based generators for backup. These generators can keep the ship operating at the bare minimum performance for a short period of time.
The ships ECM suites are robust and capable and based around multi-spectrum electromagnetic and subspace-based jamming equipment, capable of jamming communications, detection, and target acquisition systems out to 100 kilometers while remaining undetected, or up to 200 kilometers while not being subtle.
Archives and databases of cyberspace attack software and methods used to bring the fight to the enemy electronically are used in ECM as a series of improved firewall and cybersecurity systems to defeat incoming cyberwarfare. While an active and passive dual-mode system which have different functions based on the needs of the unit use passive mode monitors digital and electronic traffic to move to and from the target and sneaks its attacks in by way of piggybacking on legitimate data or by disguising attacks as legitimate traffic. Passive Mode is slow, but stealthy and runs a lessened risk of detection.
An active mode is also possible and uses full brute force style that does away with any sort of stealth or subtlety to launch open, full force attacks on target systems and electronics with as many different attack vectors as possible. Active mode is very overt, but acts fast and has a chance to overwhelm targets with the sheer number of attacks.
the EWAR/ECM package includes a complete suite of active defenses to protect a target platform from incoming sensor-guided fire and autonomous guided munitions. These systems are physically integrated into a unit.
The ship has access to a trio of defensive, stealth-oriented systems that are intended to protect the platform from detection and provide cover in combat situations: all of these technologies are preexisting technologies that have been miniaturized for use on all platforms. Cycling through these systems regularly masks the ship from most detection systems as electronic, radion, laser, heat, radiation, and other systems simply glide over and ignore the vessel so long as it maintains a slow cruising speed.
The SD1 is lightly armed for a destroyer by design to fit more crew and storage spaces to endure longer undetected in hostile space but is far from a pushover. With a single primary canon and four forwards torpedo tubes match it at a frigate level of armament; But the DS1 carriers additional weapons with the added punch of not only considerable anti-fighter and missile defenses to ensure it does not get chased down by nimble fighters, but the main punch of this vessel are six medium-yield nuclear cruise missiles able to strike at over a thousand kilomiters away and is capable of breaking the backs of unawares capital ships, devastate large space installations, or strike at groundside targets.
Beyond all that the DS1 has a healthy complement of space-oriented anti-ship mines.
Weapon | Range | ROF |
205mm MD | 12km +/- | 30rpm |
76mm MD | 5km +/- | 120rpm |
Light Anti-ship Torpedo | 500km +/- | N/a |
5mt Nuclear Cruise Missile | 1,000km +/- | N/a |
FLIR SRM | 20km +/- | N/a |
More of a piloted vehicle and less of a traditional torpedo the ship contains four boarding torpedoes that can be deployed from the underside of the ship. Boarding torpedoes are larger and faster than normal torpedoes due to needing to be lighter despite their size and have been gutted to accept two prone marines each that flies it from inside to quickly close the distance to target enemy ships. An powerful breaching drill often powerful enough to breach the outer layer of a ship's hull and insert the pilot into the vulnerable insides.
Each torpedo contains active flare and chaff countermeasures to protect it from point defense as well but relies mostly on low signature radius compared to other torpedoes to go undetected until it's too late to effectively counter them.
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