(Ship is shown with turrets and cooling vanes retracted - note that the radiator strips which can be seen glowing)
Ship Name: Vigilance
Ship Class: Vigilance class war cruiser
Role: While it is the largest warship the Skaarj have produced to date, in galactic terms it is classified as a heavy cruiser. The Skaarj have plans for an even bigger ship which will replace the traditional railguns and missiles with nuclear powered casaba howitzers. This would truly elevate the Skaarj's military place on the galactic playing field, but the design is currently stalled at concept stage due to an ongoing debate among the Kel'Cyre as to its legality.
Primary armament: One dorsal and one ventral turret, each mounting two 13 MW railguns. The turrets are retracted within the hull outside of combat (taking approximately 60 seconds to deploy) and have a 360 degree firing arc with 90 degrees vertical traverse. Thus they can be brought to bear in any direction, though the preferred tactic is to align on a plane with the target to allow both turrets to shoot simultaneously. Each railgun accelerates a 10 kg penetrator to 3.43 km per second. Given standard starship manoeuvring speeds, this limits its effective range to approximately 100 km, but a single hit is capable of blasting through over 60 m of tungsten - sufficient to core out a frigate or to do significant damage to a ship of a similar size and class to itself.
Secondary armament: Four flank missile tubes, firing long-range anti-ship missiles. The missiles have an optimum range of 75 km or less, and are designed to defeat the CIWS-heavy defences of enemy ships by breaking into 12 separate warheads as they approach the target. Each warhead has its own guidance system and manoeuvring thrusters, and carries a shaped charge equivalent to 500 kg of TNT. These missiles pack a fierce punch, but are statistically less likely to hit the target than a railgun round, hence their relegation to secondary weapons. The
Vigilance carries 40 of these missiles and can fire a volley every 20 s.
Defences: Boron carbide armour playing, an aggressive ECM / ECCM and jamming suite (although this is used judiciously, usually against fighter-heavy enemy fleets, as ECM beaming presents an excellent target lock to a capital ship's passive sensors).
Vulnerabilities: The preference for missiles over conventional autocannon renders the
Vigilance susceptible to fires and explosions if a magazine is targeted.
Craft: As a rule, the Skaarj don't field void fighters or mechs, electing instead to bypass the fuel, life support and range issues by equipping missiles. However, the
Vigilance does carry a number of shuttles for crew transfer, EVA rigs for outer hull repairs, and unmanned sensor drones which it deploys to increase its AEWAC net before and during combat. The drones are vulnerable to attack, but are rarely considered priority targets. It also carries 240 orbit-to-surface lifeboats.
Power plant: Two tarydium-lined fusion cores, one of which is generally idle outside of combat. The core plasma provides direct thrust for the ship's engines, as well as producing power for the ship through a number of steam turbines.
Engine: Core plasma can be ejected through the main vents at the back of the vessel, or routed through a series of jets running down either flank. As well as allowing fast "sidestep" evasive manoeuvres, this also provides a somewhat effective close-in defence, washing any missiles or fighter craft within a 3km radius with several GW of nuclear fire.
Manoeuvring: Chemical retro rockets.
Cooling: During normal flight, the ship can extend radiator vanes to manage its energy output more or less indefinitely. In combat these vanes must be retracted to prevent damage to the large, fragile arrays, and in these cases the ship relies on radiative hull stripes and heat sinks containing aluminium-tarydium composite. These heat sinks are generally good for about 3 hours of combat level energy output before the ship must disengage or suffer damage, although in extremis the overheating composite can be vented overboard, buying a little more time at the cost of permanently affecting the ship's performance.
Crew: 5,100 - large for a ship of its size. This is partially down to a Skaarj aversion to large, centralised computer control, and partially due to a significant marine complement consisting of Skaarj, Krall and Brute warriors.
Notable characters: Queen Es'Rakei (ambassador), First Eye Susja'Rath (captain), First Talon Taji'Jaar (marine commander)
Notes: Railgun calc from
https://www.5596.org/cgi-bin/kinetic.php - assumes 10 cm radius, 1 s burst and 1 shot in 20 s.
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