List of spaceships in The History of the Galaxy: Wikis

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This is a list of fictional spacecraft and starships mentioned in The History of the Galaxy series of novels by Russian science fiction writer Andrey Livadny. This list is taken from the writer's official website.

Note: Some data given here may not match what is listed in novels. For example, the Cruiser is listed as having a maximum of 100 crewmembers. However, the novel Bridge over the Chasm describes the cruiser Dion as having a crew of 2000, which makes more sense, considering the ship's length is 5 kilometers. It is also possible that the other 1900 persons are mission-specific personnel temporarily assigned to the Dion.

Contents

Extra-Small Craft

  • Escape iPod — size: 3-5 meters; usually, an automated system, integrated into most small ships, rarely - separate specialized modules of medium- and large-sized ships of a fleet. Has no armor, but can perform a single hypersphere jump. Maximum life-support time - 1 year, with the use of suspended animation.
  • Dragonfly-class Fighter — length: 7-10 meters; purpose: attack of ground and/or space targets. Used during the First Galactic War. No armor, manual controls. Consists of three sections: hyperdrive (rechargeable), bombing compartment (or two launch platforms for heavy space-to-space missiles), and pilot cabin. Crew: 1-2 persons.

Small Craft

  • Fighter — length: up to 20 meters; armament: electromagnetic weapons, short-range missiles, pulse lasers (alternative to EM weapons). Can switch certain controls to automatic mode without loss of functionality. Hyperdrive is a must. Can be piloted by a human or a "Loner" AI module. High maneuverability. Armor - ceramic alloy, plus various external covering: "chameleon", "reflective" (anti-laser), etc. Based on convoy carriers, frigates, and cruisers.
  • Heavy Fighter — length: up to 30 meters; armambent: mid-range missiles, short-range plasma throwers, automated EM turrets. Plasma throwers can be replaced with point-defense and offensive laser weapons. Equipped with a one-shot hyperdrive. Can be switched to automated offensive and defensive mode. Can be piloted by a human or a "Loner" AI module. Lower maneuverability than a fighter. Armor - ceramic alloy, plus various external covering: "chameleon", "reflective" (anti-laser), etc.
  • ASC (Automated Scout Craft) — length: 5-10 meters; purpose: unmanned scouting missions away from the main fleet. Completely automated, highly-maneuverable craft with extremely-sensitive scanning equipment. Minimal defensive armament. Equipped with a one-shot hyperdrive. Capable of sending hyper-frequency messages back to the fleet. Redundant cybernetic system. Can collect and send data even during critical hull and drive damage. Armor - titanium-ceramic alloy, plus "chameleon" external covering.
  • MAM (Marine Assault Module) — length: 40 meters; purpose: delivery of marine troops or automated strike robots to large-capacity spaceborne targets and deploying of troops on planetary surface. Armament - EM and laser weapons (the latter used to cut through the armor of enemy spacecraft before deploying marines). Some models are equipped with short-range plasma throwers. Redundant cybernetic system. Flight crew - 2 persons (capable of being replaced with a "Loner" AI module). Can clamp itself to a spaceborne target and launch marine drop pods (through EM catapults on the sides). Rechargeable hyperdrive. Armor - double-layer of titanium-ceramic alloy. Suspensor field emitters located in-between armor layers to automatically cover up any hull breaches. Can be equipped with separatable containers for deploying armored vehicles.
  • Assault Carrier — length: up to 100 meters; launched from large ships exclusively through vacuum-docks. Purpose: delivery of heavy equipment to the planetary surface, such as PCMs (Planetary Combat Machines) and servo-machines (i.e. mechs). Armament - missile and laser weapons, plasma throwers, assault missile batteries (lower section), cluster bomb compartments. Networked cybernetic system with redundant fire-control, navigation, and astro-piloting modules. Can drop phantom-generators. Rechargeable hyperdrive; can sent hyper-frequency messages. Equipped with mid-range scanners, capable of penetrating planetary crust. Crew - 4 persons or androids with "Loner" AI modules. Armor - multi-layered, with suspensor field emitters in-between layers.
  • Transport Ship — length: 50-200 meters; purpose: delivery of fleet supplies. Minimal defensive weapons - 4 point-defense batteries. Rechargeable hyperdrive. Centralized cybernetic system, with simple redundancies for critical nodes. Equipped with mid-range scanners. Crew: 1-4 persons.

Medium-Capacity Craft

  • Corvette — length: up to 500 meters; purpose: defense of the main fleet from enemy fighters, clearing spacial mine fields, conducting active short-range reconnaissance missions, set up of covering fire. Armament - plasma throwers, anti-fighter missiles, point-defense lasers. Networked cybernetic system, with modules for automatic fire-control, navigation and astro-piloting, self-sustaining systems, and damage control. Equipped with long-range scanners. Rechargaeble hyperdrive for series of jumps; can send hyper-frequency messages. Crew: 10 persons. Subsystems can be turned over to "Loner" AI module control. Armor - double-layered with suspensor field emitters in-between layers (can cover up hull breaches up to a 50 centimeter diameter, plus "chameleon" external covering. Additional atmospheric engines allow planetary landing.
  • Marine Raider — length: up to 200 meters; purpose: specialized autonomous fleet craft for penetrating deep behind enemy "lines", scouting of remote star systems, covert marine deployment, and organizing temporary planetary support points. Armament - medium-power lasers, anti-fighter and point-defense missile batteries, main pulse guns. Additionally, equipped with a Marine Assault Module, two fighters in side hangar bays, five Automated Scout Craft, Planetary Combat Machines, defense perimeter devices, and temporary base set-up. Crew: 10 persons, with a 30-person marine squad. Piloting can be completely turned over to the computer. Marines squads can be increased with combat droids. Cybernetic system based on the "Loner" AI module. Equipped with extremely-long-range scanners. Built-in phantom-generators, masking the raider from enemy sensors. Rechargeable hyperdrive; can send hyper-frequency messages.
  • Missile Carrier — length: up to 700 meters; purpose: massive missile strikes to enemy capital ships, planetary bases, and orbital stations. Armed with heavy long-range missiles and medium mid-range missiles. Capable of simultaneously launching 50-100 missiles of various caliber. Also equipped with advanced point-defense batteries. Equipped with medium-range scanners. Cybernetic system distributed over all decks. Rechargeable hyperdrive; can send hyper-frequency messages. Crew: 1-20 persons in automatic mode, 50 persons in manual mode, and/or command "Loner" AI modules (one per deck). Engines have two modes: combat (slow, maneuverable, highly-effective fire-control) and cruise (leaving the battle at high speed, limited maneuverability). Armor - heavy double-layer with suspensor field emitters in-between layers. Ammo stores equipped with a third armor layer. Unable to enter planetary atmosphere on its own.
  • Convoy Carrier — length: up to 1 kilometer; purpose: delivery and technical support of fighters, which are launched from internal hangar bays through EM catapults. Fighters return through vacuum-docks. Up to 50 small craft can be supported by the carrier. Armament - anti-fighter and point-defense missile batteries, short-range plasma throwers. Lasers can be added for covering fire. Cybernetic system distributed over all decks, redundant. Separate specialized cybernetic system for technical support and rearming of small craft. Crew: 20 persons (70 with fighter pilots). Can function in fully-automated mode with small craft controlled by "Loner" AI modules. Rechargeable hyperdrive; can send hyper-frequency messages. Equipped with medium-range scanners. Armor - medium double-layer. Ammo stores equipped with a third armor layer. Unable to enter planetary atmosphere on its own.
  • TRB (Technical Repair Base) — built on large space platforms. Equipped with engines and attitude thrusters. Moved in modules by technical carriers, which are then put together on location. Completely automated, no hyperdrive. Equipped with external landing pads using artificial gravity generators. Can repair most types of damage to ships of any class. Equipped with navigation beacons, as well as landing and tractor beams. Armament - anti-fighter and point-defense missile or laser batteries. Cybernetic system destributed and specialized. Low maneuverability and speed. Armor - medium. Unable to enter planetary atmosphere on its own.
  • Technical Carrier — specialized ships for transporting through planetary atmosphere large- and medium-capacity ships. No armor or weapons. Crew: 2 persons. Equipped with docking and magnetic clamps and powerful planetary engines. Also used to deliver large cargo containers to planets from orbit. Cybernetic system centralized and specialized. Rechargeable hyperdrive.

Large-Capacity Craft

  • Frigate — length: up to 3 kilometers; purpose: attack of enemy capital ships, suppressing enemy planetary defenses. Main strike force of a fleet. Armament - "Pride-12" main guns, point-defense batteries, mid-range plasma throwers, launchers for medium space-to-space and space-to-surface missiles. Precise targeting system for low orbit bombing. Additionally, equipped with 3 Marine Assault Modules, 2 Assault Carriers, 5 Automated Scout Craft, and 10 fighters. Cybernetic system distributed by decks. Capability to link a group of frigates into one cohesive fighting unit. Equipped with long-range scanners. Crew: 10-50 persons. Can be partially or completely automated. High maneuverability but medium speed. Rechargeable hyperdrive; can send hyper-frequency messages. Capable of dropping phantom-generators to fool enemy sensors. Armor - heavy triple-layered with suspensor field emitters in-between layers, plus reflective (anti-laser) external covering. EM defense against plasma throwers. Unable to enter planetary atmosphere on its own.
  • Cruiser — length: up to 5 kilometers; divided into light and heavy cruisers with different capacity. Fleet strike units, often acting autonomously. Capable of performing long-term raids without support ships. Decks and sections can be turned into autonomous modules to increase survivability. Equipped with phantom-generators for masking ship's sensor signature. Cybernetic system distributed by decks, all modules have redundancies and are protected against EMP attacks. Can turn ships of any class into cohesive fighting units. Armament - main plasma throwers, heavy missile tubes, carpet bombing systems, point-defense batteries "Pride-12". Equipped with long-range scanners with capability to penetrate planetary crust. Additionally, equipped with 1 Marine Raider, 5 Marine Assault Modules (attached externally), 5 Assault Carriers, 15 fighters, and 10 Automated Scout Craft. Rechargeable hyperdrive; can send hyper-frequency messages. Armor - heavy triple-layered with suspensor field emitters in-between layers (can cover up hull breaches up to 1 meter in diameter), plus reflective (anti-laser) external covering. Medium maneuverability and low speed. Crew: up to 100 persons. Unable to enter planetary atmosphere on its own.
  • Flagship Cruiser — length: up to 7 kilometers; fleet strike units, often acting autonomously. Capable of performing long-term raids without support ships. Decks and sections can be turned into autonomous modules to increase survivability. Equipped with phantom-generators for masking ship's sensor signature. Cybernetic system distributed by decks, all modules have redundancies and are protected against EMP attacks. Can turn ships of any class into cohesive fighting units. Armament - "LIGHT" anti-matter devices, heavy plasma throwers, heavy missile tubes, carpet bombing systems, point-defense batteries "Pride-12". Equipped with long-range scanners with capability to penetrate planetary crust. Additionally, equipped with 1 Marine Raider, 5 Marine Assault Modules (attached externally), 5 Assault Carriers, 15 fighters, and 10 Automated Scout Craft. Rechargeable hyperdrive; can send hyper-frequency messages. Armor - heavy triple-layered with suspensor field emitters in-between layers (can cover up hull breaches up to 1 meter in diameter), plus reflective (anti-laser) external covering. Low maneuverability and speed. Crew: up to 150 persons. Unable to enter planetary atmosphere on its own.

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