Categorizing combat vehicles for sci-fantasy space setting
Posted: Wed Jun 21, 2017 9:23 pm
Some notes I've taken while jammin' out a not-40k/not-Star Wars/not-Cowboy Bebop kind of setting. I listed a bunch of scifi ships I like, general size and combat role.
https://www.youtube.com/watch?v=irGOgzhu1lA
I like the Gundam idea of AMBAC, where some kind of moveable 'limbs' and thrusters on them are used for zero-g maneuverability to flip around and change directions.
So the lighter ships resemble these:
Here's a neat ship from Strikesuit Zero:

So some of them have limited ability to walk in low gravity environments like a space colony port or particularly large asteroid/small moon.
Heat dissipation is a big question that most settings ignore, could present 'wings' on ships as heatsinks or an advanced scifi tech for it. An idea I've got for close range weaponry is venting heat, or venting ship heat into a blade for charging attacks (still a scifantasy setting after all).
Notes on weaponry:
I'll update whenever I build up on this setting.
There will be some magically convenient tech to make visual range combat the norm and guided weapons unreliable so it resembles grunt vs grunt Gundam space combat:Fighter/Cutter- 8m-20m. One to two man craft built for air superiority.
Light: nimble to outmaneuver larger ships
Ex: Spike’s Swordfish II, R-Type
Heavy Fighter: Heavier armament for larger targets, bombing runs.
Ex: Jet’s Hammerhead, Silpheed
Boat- 20m-50m. Has space to walk around in. From civilian trawlers and freighters to government pursuit craft and military gunships.
Gun/missile/torpedo boat/ship: Armed with rapid firing autocannons to take out nimble targets or a few torpedoes for taking on larger targets.
Ex: Boba Fett’s Firespray
Shuttle: primarily for transporting personnel or cargo
Ex: Millennium Falcon, space shuttle orbiter
Mobile Armor: Fighter-like cockpit, all space dedicated to combat
Ex: Bigro, Silpheed
Corvette/Frigate- 50-150m. Has the endurance for patrolling and long range travel. Room for specialized equipment for detection, minesweeping, or carrying a few fighters, and the speed for pursuit. Often the largest ship an individual can sustain/pilot.
Corvette- On the smaller end of the scale
Ex: The Bebop, Zinnerman’s Garancieres
Heavy Mobile Armor: Fighter-like cockpit, all space dedicated to combat
Ex: Neue Ziel, Val Walo
Light Cruiser- 150m-250m. Capable of long range independent operations, requires a large crew. Designed to attack anything lighter and outmaneuver anything slower.
Ex: Musai, Salamis
Destroyer: Dedicated to destroying smaller vessels, fighters, escorting larger ships in a fleet
Ex: Musai, Salamis
Heavy Cruiser- 250m-500m. Often the capital ship for a battle fleet.
Battleship: Heavily armored, slower, lots of firepower
Yamato, Earth Federation’s Magellan
Carrier: Space dedicated to transporting and deploying fighters
Zeon’s Dolos Heavy Carrier
Assault Carrier: Hybrid between carrier and battleship
Earth Federation’s White Base, Zeon’s Gwazine
Dreadnought- 500+. Fantastically large, heavily armed and armored ships, the flagship of nations, a mobile fortress. Designed more for sieges against static targets due to low mobility.
Leviathan: exceeding 1km in size, sometimes an asteroid is part of the design
Station Usually made of asteroids
Fortress
https://www.youtube.com/watch?v=irGOgzhu1lA
I like the Gundam idea of AMBAC, where some kind of moveable 'limbs' and thrusters on them are used for zero-g maneuverability to flip around and change directions.
So the lighter ships resemble these:

Here's a neat ship from Strikesuit Zero:

So some of them have limited ability to walk in low gravity environments like a space colony port or particularly large asteroid/small moon.
Heat dissipation is a big question that most settings ignore, could present 'wings' on ships as heatsinks or an advanced scifi tech for it. An idea I've got for close range weaponry is venting heat, or venting ship heat into a blade for charging attacks (still a scifantasy setting after all).
Notes on weaponry:
Flashy bright energy beam weaponry is already done well in various settings so I think a focus on solid munitions adds to the setting.Weaponry
Guided Weapons:
-Missile: Smaller and agile for taking out fighters, Macross Iteno circus type attacks.
-Torpedo: Large with high payload, for taking out cruisers and above. Tends to be less maneuverable than a missile. A heavy fighter can carry one of the smaller ones.
Direct Fire Solid Weapons: Due to lack of atmosphere they'll be hard to see visually, but will show up on heat sensors.
-Gunpowder: use chemical explosion to launch shells, slow muzzle velocity but versatile shells possible. Low energy requirements make it popular on small drones
-Railgun: Optimized for firing small, accurate projectiles at high speed, projectile often becomes plasma on contact with armor that also turns into plasma on contact.
-Coilgun: Optimized for firing larger mass projectiles at high speed. Cruiser primary weapon.
Energy Weapons: tends to be shorter ranged than projectile weapons due to diffusion. Would they show up on the visual spectrum?
-Pulse Laser: Laser fires in pulses to chip through target and send shockwaves
-Heat ray: A continuous energy laser that focuses on target, damages by heat transfer, needs to ‘stay on target’ so more likely to be used against large less maneuverable ships.
I'll update whenever I build up on this setting.