Deviant Login Shop  Join deviantART for FREE Take the Tour
×



Details

Submitted on
July 26, 2008
Image Size
76.8 KB
Resolution
1280×853
Link
Thumb
Embed

Stats

Views
11,954 (6 today)
Favourites
91 (who?)
Comments
17
Downloads
231

License

Creative Commons License
Some rights reserved. This work is licensed under a
Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.
×
ARCANGEL-class Battleship by TheOrangeGuy ARCANGEL-class Battleship by TheOrangeGuy
The Arcangel-class of battleships serve as the heavy artillery of UESF, with incredible firepower and armor plating.

Front View: [link]
Back View: [link]
Engine Detail: [link]
Bridge Detail: [link]

The Arcangel's 13 'Warhammer' turrets, standard for a ship of its class, can deliver devestating broadsides, but its the ships' missile bays that really set it apart. The Arcangel design features more missiles than any previous UESF battleship design. Coupled with powerful, high-definition sensor arrays, they can make destructive long range volleys before combat even begins in full, or tear other capital ships to shred with barrages of massive close-range torpedos.

Unlike most large capital ships, the Arcangel is also relatively well defended against smaller targets. While its CIWS (anti-fighter and anti-missile) turrets are not as numerous or deadly as those carried by a dedicated fighter screening ship, such as a destroyer, they are still fairly powerful. Coupled with several racks of high-powered 'Hellfire' anti-fighter missiles, they offer enough anti-fighter firepower to make it difficult for fighter squadrons to take on even a lone Arcangel without backup.

The Arcangels main disadvantage is their restrictively low speed and manuverability, as well as the platforms high cost. But with such power and versatility at its disposal, the Arcangel is sure to remain a common sight on the UESF front lines.

Length:
-1,180ft (360m) or 1,345ft (410m) w/bow sensor array

Armament:
-13 dual-barrel 'Warhammer' 812mm cannon turrets
[link]

-28 quad-barrel 'Scimitar' 45mm CIWS/AFS turrets
[link]

-4 ' Phalanx' point-defense turret mounts for
--80 'Warden' anti-missile missiles
[link]

-6 twin-rack launchers for:
--96 Hellfire precision missiles (8 per rack)
[link]

-18 tube launchers for:
--54 Cronus anti-capital torpedoes
--108 Thanatos cruise missiles

Smallcraft/Fighters:
-2 SP-22 Peregrine shuttle/boarding craft
-22 Emergency evacuation launches (escape pods)

Crew Compliment:
-670 ships company

Designer
-Terrandris Space Works

Manufacturer
-Terrandris Space Works
-United Earth Republic Space Yards

Contracts/Commonly Used By
-Exclusive Contract with the UESF
Add a Comment:
 
:iconmoriturimax:
MorituriMax Featured By Owner Dec 3, 2013
Antialiasing would be nice.
Reply
:iconsokolniki:
Sokolniki Featured By Owner Aug 11, 2012
The top side "Tiered" orientation of the forward main guns seems counteracted by the random structure jutting out from the top of the vessel's bow. I understand that the structures jutting out from the back are the engines, but the considerable "Blind Spot" resulting from the engine set up could have been easily counteracted by raising the platforms of the rear mounted turrets. So those are my two major beefs with this design.
Reply
:icontorislacroix:
TorisLaCroix Featured By Owner Mar 19, 2009
I like it. How did you done it?
Reply
:icontyphyr:
Typhyr Featured By Owner Sep 18, 2008
cool, back to the ship again, is there any story background and such to your ships
Reply
:icontyphyr:
Typhyr Featured By Owner Sep 18, 2008
I just was thinking, in space there is no real speed restriction since there is no drag and very low counterforce from gravety (only deep space gravity from prociment stars and if close enough planets, the only real restriction in space to speed is acceleration, deceleration and amount of fuel to support those
Reply
:icontheorangeguy:
TheOrangeGuy Featured By Owner Sep 18, 2008
Well, there are several problems with that (especially in my world). For one, while its true that there are no low-end limits on acceleration, (we're ignoring relativistic speeds here) at high speeds maneuverability quickly becomes an issue. Turning quickly pulls a LOT of gs, planetary gravity or no. Turning a big ship is even more awkward. Additionally, in my world theres a thing called a "grav bomb" or "grav mine", which creates a stable field of random high-gravity. Inertial stabilizers and on-board gravity do a lot to compensate for these fields effects on ships, but not enough. If a large ship is going too fast through one of these fields, the sudden (and intense) gravity can rip it off course violently, slamming crew members into walls and damaging machinery. Bigger ships can even be torn apart.

Couple that with my universe's FTL drive tech (a network of node-gates which enable point-to-point teleportation of ships with FTL drives, but must be a certain minimum distance away from each other, forcing ships to make 30 minute + drives across open space with sublight drives) ships are effectively limited in their tactical and effective speeds, even though their theoretical speeds are higher.
Reply
:icontyphyr:
Typhyr Featured By Owner Sep 19, 2008
Gravity bombs/Mines sound cool and very effective

about the turning at high speed i totaly aggree, I was talking about speed in a direct forward movement, the faster you go the slower you can (safely) turn and seemed a bit obvious

about the FTL drive, that's beyond my knowledge.
Reply
:icontyphyr:
Typhyr Featured By Owner Sep 18, 2008
sorry if it's bad english
Reply
:icontyphyr:
Typhyr Featured By Owner Sep 16, 2008
is this from some game, movie or series or something, i'm more of the space battleships fan without the knowledge but with the love for them.
Reply
:icontheorangeguy:
TheOrangeGuy Featured By Owner Sep 16, 2008
100% original creation.
Reply
Add a Comment: