Prometheus

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Prometheus.jpg

SDV Promethrus

  • Length: 450 m
  • Width: 250 m
  • Height: 95 m
  • Classification: Battlecruiser
  • Registration: Spindizzy
  • Owners: Ember and Mia White

Loadout

  • Weapons
    • 8 Fixed Forward Heavy Cannons
    • 6 Fixed Broadsides
    • 8 Heavy Turrets - top and bottom of main hull
    • 4 Light Turrets - Mounted on engine foils
    • DefendPlex AF-7000 Multi-layer shield units
    • 1 Magic-powered ramming shield
  • Support Craft
    • 3 Light shuttles or 3-4 fighters
  • Crew
    • Minimal Crew: Ember or Mina
    • Maximum crew: Up to 500.
  • Non-Combat Systems
    • Twin MEM assembly beams
    • Advanced medical bays: 30 patient capacity
    • 6 large cargo bays for carrying materials including aid to remote locations
  • Power and Engines
    • 1 Elemental Combustion Engine with cross-dimensional capabilities

SDV Prometheus

After having nearly died off-world and then having her home destroyed by hostile entities, Ember decided she needed something both as a deterrent as well as something she could use to aid Spindizzy in an emergency because she hated feeling helpless in the wake of disasters. The hull she found was slated as low-grade scrap because it didn't contain much for salvageable metals. Ember could sense its receptive nature in terms of fire magic, and so purchased the stripped down hull using her company top fund it.

Since then, the ship has been restored and outfitted with advanced Spindizzy space-faring and space combat technology. Many of her employees at her repair shop were also trained to work on a ship in space on a volunteer basis. The result is a vessel bristling with some of the best weapons Spindizzy has to offer that occupy hot swap weapons bays in the event they need to change weapon types.

Prometheus sports a powerful engine and many guns and was thus declared to be a battlecruiser class. Half the size of most small TNV capital shops, SDV Prometheus is still a massive ship that can dole out humanitarian aid and pain in equal measures.

Perhaps the most unusual device on Prometheus is the ramming shield that is sometimes called The Wedge. This magic-powered shield can allow Prometheus to act as a projectile when properly deployed. The shield needs a bard to power it, so Mina or Ember have to be present to make it work. Even with them present, it it generally considered a one-shot weapon. Then again, if your one shot is coring out a much larger ship or a blockade, it could be worth it.

Prometheus can carry a relatively large crew, and based on the internal layout, they are not intended to be military personnel. Instead it seems Ember fashioned most of the internal regions to be comfortable living spaces to serve as a transport or a rescue vessel. This is a very common theme for Ember: extend hospitality first and ass-kicking second.


Major Regions

Exterior Appearance

Garden Decks

The core of the ship and the great chamber around which the passenger cabins are situated, the internal gardens are more than that. The density of growth and the type of plants not only serves as a decorative function, but it also aids in recycling the atmosphere and providing food. The gardens are also inhabited with what appear4 to be sprites or small spirits of some kind that tend to the garden and little else. Openings are sufficient in the canopy at places to allow one to enjoy the artificial sunlight that has been made to provide a sense of warmth as well as light for those journeys deep into the cold black of space.

Broadsides

This area of the ship is even more heavily armored than most areas and with good reason. The massive tri-port broadside cannon arrays not only have the capacity to generate massive matter slugs or unleash devastating particle beams, but they can also launch missiles. These decks house a vast array of projectiles that range from custom probes to deadly guides weapons that have no other purpose but to put very large holes in other ships or even entities. Thankfully these weapons are kept locked down and reserved only for special circumstances when diplomacy is no longer an option.

Shuttle Bay

The shuttle bay is a large facility not only for parking a shuttle but also to tear them down and repair them. Ember's old combat shuttle is here and accompanied by two more Spindizzy derived ships purchased from sellers in Neopolis and bearing far better armaments and engines than her original vessel.

Passenger Rooms

Each room here offers a window to the garden and ample room for couples to sleep, eat, and work. Rather than being simple rooms, they are much more like small apartments with all furnishings provided.

A secondary set of residences exists on a tier outside the main room, and these are reserved for times when the ship has to carry a large number of people such as times when soldiers are needed or, more likely, when refugees need to be housed. While simpler in design with common areas linking them, they are no less comfortable than the main cabins.

Bridge

The bridge is unusual for a vessel of this type. Consoles set into the walls with seating control a number of tasks including communications, engineering, helm, and sensors. However, all of these can be operated from two main consoles set to left and right of an open region in the bridge. The region flanked by the two stations is open and bears a number of instruments including violin, guitar, drums, and keyboards. The room itself has baffles to prevent echoes, but more importantly, it is sensitive to bardic magic. In the right hands, this ship can summon up capabilities for fantastic inter-dimensional flight, mount impressive defenses against incoming weapons, and even ram into other ships at high speed.

This is a place where Mina and Ember do their magic and where their ship responds to it. Despite all the teeth the ship has, its primary purpose is defensive. Magic here enhances engines and shields more than anything else, and the ship's weapons, except for its ramming shield, are not typically affected by magic cast from the bridge.

Engineering Sections

Offensive System Design

The Prometheus bears a vast array of turreted weapons. The purpose of these systems is not so much to take out ships of her class or larger, but to eliminate fighters and incoming projectiles. After Spindizzy was attacked with magnetically accelerated slugs capable of damaging the Spindizzy field itself, she wanted to make sure she could defend her home against any new assault of incoming projectiles. Prometheus's shields provide the most protection against fighter scale attacks. Against attacks from larger vessels, her engine is the most vulnerable with forward and side shields being resilient.

Against larger vessels, the primary tactic to turn the broadsides towards the enemy where the tri-port weapon array can be unleashed. The ship carries a number of disabling as well as lethal projectile systems included self-guided missile arrays. These and mass-driver weapons are usually held until it is obvious they must be used. Against installations, the tri-port particle beam and mass driver weapons are usually deployed.