My fleet's flagship, and probably the only one that'll be getting involved in any outer space fights (if you don't count fighter support) due to other circumstances. I've been using this ship for the past twelve years (for random stories and the like), so it's had a lot of improvements in that time span.
NAME: Wild Saturn YXZ
CLASSIFICATION: Saturn Assault Craft
LENGTH: 4 kilometers
CREW: 1,200
AFFILIATION: Super-Cats' Infinite Defense
Regarding the above, most of the ship's crew have some sort of special ability revolving around their speed (S.I.D. originally started out as a crime-fighting organization, so superpowers are to be expected). Anything that can't be covered by the ship's Kittenoan crew is taken care of by replica droids.
Yeah, it's a lousy picture. That's all I can do, though; the ship's design isn't based on anything that already exists.
SUBLIGHT DRIVES: 8 Hyperion-15 S-L Engines
HYPERDRIVES: 6 Class 0.15 Hyperdrives
As regards the above, we found it helps to have multiple drives in case one fails or gets blasted off the ship. Besides, it really helps with the ship's speed.
MANUEVERABILITY
The
Wild Saturn's more manueverable than it seems upon first glance. It's capable of sliding in any direction---albeit slowly---to avoid large-scale weaponry. To a limited degree, it's capable of rotating in a (counter)clockwise direction without using the main engines.
WEAPONRY
16 Helix Cannons,
16 Gauss Cannons, 10 Fusion Cannons, 5 Cold Fusion Cannons, 4 Smart Missile Launchers (with 15 missiles each), 10 Smart Bombs, 4 Mega Missile Launchers (with 5 missiles each), 50 heavy turbolaser batteries,
50 Level 10 laser cannons, 20 ion cannons, 1 Super Ion Cannon
All weapons marked in italics are considered anti-fighter/warhead defenses. Gauss Cannons have limited ammunition compared to the other defenses.
The Helix Cannons, Gauss Cannons, Fusion Cannons, Smart Missiles, Smart Bombs, and Mega Missiles are the same weapons found in the
Descent series of games. The Level 10 laser cannons are loosely based on the series' laser system.
Cold Fusion Cannons: Instead of nuclear energy, these modified Fusion Cannons quite literally use
cold fusion power. The weapon's internal workings allow it to chill and condense energy from the ship's reactor, out-doing the Fusion Cannon power-wise up to 20 times over.
Super Ion Cannon: Created in the midst of repeated combat against the Infinite Defense's greatest opponent and rival. A single blast at 100% power can completely disable a Super Star Destroyer (as well as anything right next to it) if the shields are even part-way drained. The major downside is that---if our intention is to capture the ship intact---it's a major pain to repair.
SPECIAL WEAPONRY
Mean Green Beam (MGB), Lava Laser, Strobe Beam, 1 Final Exodus Missile (for use only in special situations)
Due to recent developments in subspace storage, the
Wild Saturn's capable of firing any one of these four weapons from the same cannon. Two minutes of cooldown are required in-between shots (five minutes in the case of the Lava Laser, due to the extreme heat).
Mean Green Beam (MGB): Essentially a "homing beam". This snake-like blast, which can curve around obstacles and untargeted ships, has half the power of the Lava Laser and is the weakest of the
Wild Saturn's special weapons.
The Lava Laser: An ultra-hot, fire-elemental beam of volcanic proportions. Capable of being self-sustained, even in a vacuum. Greatly effective against shields, but even more so against a target's hull. One of Callista and Zapana's favorite pasttimes involves using this to overheat opposing superweapons.
The Strobe Beam: Named for its 'strobe light' effect. When the cannon flickers repeatedly on/off, the illumination reflects off any opposing ships that are facing it. After several minutes, any ships that are still illuminated by this effect are attacked with intensified light. Ships with highly reflective surfaces can stave off maximum damage. Callista's fleet did not come up with this weapon's design.
Final Exodus Missile: By far the
Wild Saturn's strongest weapon. Originally created by an alien fleet for two reasons: to overwhelm a planet's defenses all at once, and to counter an existing weapon already in use by a local fleet (mentioned below). To keep the aliens from using it against S.I.D., one of then-Wildcat's officers swiped the original Exodus weapon and the accompanying blueprints (although this didn't stop the aliens from rebuilding the weapon later). This weapon is actually the 2nd-weakest in the five-missile series, but it's potent enough. The ship can only carry one of these at a time.
Like the Final Genesis series (mentioned below), the weapon is capable of damage on a galactic basis (and is also used to cancel a Final Genesis weapon's effects). When programmed to do so, the Final Exodus can also completely regenerate any lost, damaged or destroyed object(s) at its point of impact (up to the size of a small planet), much like the Save/Restore State function on a console emulator. The energy that fuels this weapon can restore lives, and it's consistently used to bring Callista back in the event that catastrophe befalls her while in Spamville.
SPACESHIP CAPACITY
4 large hangar bays (or 2 huge ones, if you want to be technical)
Storage for up to several hundred small fighters and shuttles (presently stores around 200 ships)
4 docking units on ship's hull; meant for heavy cargo transfer
Most of the ship's fighter capacity consists of "Star Wars" ships, from around "Return of the Jedi" and prior. The stronger fighters are currently in use in Callista's home universe, so at present she has mostly modified A-Wings and X-Wings at her command. In addition to these, there is also 1 Pyro-GX that Callista uses as her personal fighter; more info listed a few posts down.
The modified fighters have significantly stronger shields, as well as an upgraded power system for quicker recharge time.
SHIELDING
Regular shield 'layers', with each layer capable of being placed directly below another in case of failure or attack, are roughly equivalent to 94,000 SBD altogether.
Enhanced versions of these, called "Blast" shield layers (originally "Blasto"), total an additional 235,000 SBD. Weapons with a yield equal to standard proton torpedoes or less won't faze it, so heavy weaponry is pretty much required to punch on through.
Hulk shield layers, designed to deflect heavy radiation and firepower (but mostly radiation, such as gamma rays and the like), equal an extra 120,000 SBD.
The Krypton shield layers are equal to an extra 200,000 SBD, but these are not designed to deflect standard firepower. In Callista's universe, there exists a fleet which acts as an amalgam of Starfleet Command and the Shin-Ra Corporation. The Final Genesis series of weapons that they produced not only were capable of restoring and creating life, but could also cause mass destruction on a galactic basis with only one attack. The Krpyton shields, in short, defend against not only weapons of a similar nature, but also against some minor magic-based attacks as well.
The
I-Shield: Covers the ship in a transparent bubble and allows up to one full minute of complete freedom, letting the
Wild Saturn ram opposing targets. It takes a weapon of Centerpoint proportions to crack the shield, and something at least 5-6 times stronger to destroy the shield completely. Once all 60 seconds are up, it requires a full 24 hours to completely recharge.
(Yeah, I know it seems obscene to put shielding like this on something only 4 km long. Something I thought I'd say, though: from mid-7th grade until graduation, I used to have this in-school RPG of sorts with several classmates; the strongest fleet in the game was capable of shredding most of my ships with a single blast, my flagship included (it had to have gotten destroyed at least fifteen times over the course of the RPG). The more shielding I could get my hands on at the time, the better, and even then it didn't always help.)
HULL
Inner and outer hull strength is roughly equal to 49,815 RU altogether.
EDIT: 08-15-07. Updated post to reflect Wildcat's change into Callista. Added information on the Final Exodus Missile.
EDIT: 09-22-07. Edited Wildcat's presence in instances where I'd missed it previously. Added information on the ship's remaining weapons.
EDIT: 09-23-07. Added a piece of shielding that I forgot to list earlier.