rally

(o˘◡˘o)

Posting short character vignettes and making a little starship universe.


Titan Garden standalone website (this will continue updating after the shutdown)
titan.garden/
All my other work (includes last-updated timestamps to make tracking stuff easy)
luckyraven.cc/
Bluesky (this is where I'll post more regularly, including art updates)
staging.bsky.app/profile/rally.luckyraven.cc

posts from @rally tagged #hardware

also:

The Tardigrade is an agile starship of Neptunian design currently in service of Salamander Search & Rescue, one of the emergency service teams dispatched from Titan Garden. The primary role of the Tardigrade is to quickly respond to deep space distress calls, locate and recover starfarers before emergency services like Red Raven's Jackrabbit II arrive. Unlike many other mid-sized starships the interior of the Tardigrade is built for comfort, with spacious guest accommodations, allowing distressed starfarers a gentle place to unwind on their return trip from the dangers of space. In lieu of a large cargo capacity the Tardigrade sports a clean and well-stocked on-board medical bay, allowing the Salamander team to administer care immediately on site and stabilize a harrowing situation.

In order to arrive quickly at the scene of an emergency call the Tardigrade comes equipped with a bank of seven engines- four small, two mid-size and one large central thruster, giving it a high top speed once it has a course set. On each side of its main body are a set of wide balconies, allowing for easy delivery of injured starfarers into the ship's central cabin area. A retractable top fin allows the Tardigrade to maintain stability while traversing thick planetary atmospheres, and a buoyant design allows for safe landing in liquid environments. A bank of front-mounted floodlights allows Salamander Search & Rescue to easily illuminate the site of an emergency, and a dorsal tether line enables crew to attach a lifeline to themselves if they need to navigate labyrinthine ship hulls and find their way out easily without drifting off into space.

Like many ships the Tardigrade's bridge is separated into a main top deck- its domed window giving crew excellent view of an emergency site- and a separate gunnery deck below it. From the gunnery deck crew can operate a ball-turret precision laser cutter intended to cut away bulkhead or other dangerous obstructions, or use a pair of pneumatic cannons to safely knock down or break up hard surfaces without the use of heated energy; these pneumatic cannons fire dense gobs of concentrated gases to allow a firm impact without risking the ignition of flammable hazards. An array of forcefield generators ensure debris stays safely away from the Tardigrade's hull and doesn't disrupt the recovering crew inside.

The most novel feature of the Tardigrade's design is its retractable wings. Beneath its hemicylindrical hull are a set of four foot-like wings which can be arranged in a number of configurations to allow the ship to adapt to a variety of emergency situations. When fully retracted the Tardigrade can make easy aquatic landings. The back wings can be extended fully to the sides with the front wings retracted to give the Tardigrade better control in atmosphere. All four wings can be fully extended on an angle below the Tardigrade to provide a stable landing on uneven terrain. Each wing has an articulated magnetic foot at the end of it, which allows the Tardigrade to arrive at space stations or large starships and attach directly to the side of their hull, enabling the use of a bottom-side connecting bridge to link straight from the site of an emergency to the ship's medical facilities.

The Salamander Search & Rescue crew have special clearance to dock inside Titan Garden's Dockyard ring, where radio dispatchers like Carol will coordinate to arrange a pickup by ambulance services. Flying vehicles are prohibited in Titan's central city area except for emergency services like those ferrying starfarers from Salamander's dock to Titan General Hospital. The Salamander crew enjoy a good reputation around the Dockyards and the B-District, as they want to do good by their fellow starfarers, and the Tardigrade helps them ensure as many people as possible can survive the cold, irradiated depths of space.



The flagship of the mythical Devil's Fang Pirates, the Coelacanth is a Terran battleship extensively modified with bigger engines and a bristling compliment of turrets and cannons. Rumored to carry a crew of 999 pirates, the first surprise most bounty hunters encounter upon seeking out the Devil's Fang is the sheer magnitude of the Coelacanth, many expecting at most a large-sized cargo hauler or a repurposed gunship, not a full-on Terran warship. Terra had not been forthcoming with this information, as the Coelacanth had been liberated from the Grand Admiral himself some twenty years ago and has been a black eye for the Star Navy ever since. True to its name, the Coelacanth is ancient and elusive, and a formidable sight for those who find themselves on the business end of its many guns. While many believed the Devil's Fang to be dead or disbanded, or a fabrication of the Terran military to explain the failure of its inner world terraforming project, no wreckage has ever been found of the Coelacanth, and spotty rumors of its sighting and of chance encounters with it has peppered the tongues of starfarers for two Terran decades.

While its been heavily modified, the layout of the Coelacanth remains fairly simple. At the fore of the ship is her hangar, accessed by a plate-armored ramp which lowers below the top deck, allowing small- and mid-sized ships to dock safely. Beneath the hangar is the magazine, where much of her ammunition is stored. The mid deck is her gunnery deck, where topside turrets and broadside cannons can be easily accessed, repaired and fired. At the aft of the ship, far from the magazine, is the command and residential section- the Coelacanth has become something of a floating outlaw town in its years, like the Nassau of old Terra, where members and trusted affiliates of the Devil's Fang can gather, plan, maintain their gear and make merry after a successful run. Moving up and down the decks and in between building clusters can be disorienting at first but once you know your way around the Coelacanth it is like a small slice of a city, with room enough to meet the crew's every need. Being a Terran military ship she is equipped to be self-sustaining, allowing for the pirates to remain in hiding until their recent return to the theater of the Sol system.

Any force looking to take on the Coelacanth would be wise to take note of her armaments. She has twelve broadside laser turrets with three plasma variants on her top deck, poised to engage with harassment from buzzing small craft. A pair of mid-sized pulse cannons sit on her mid deck, ready to fire heavy photon bursts into larger adversaries. Forward of the pulse cannons are the disruptor turrets, firing a blend of six electromagnetic waves designed to soften forcefield projections and fry starship electronics. Forward of the disruptors sit two missile arrays capable of deploying salvos of guided missiles, illuminating flares, radar-scrambling "dazzle" rockets and more, helpfully seated just above the ship's magazine. Sitting front and center on the top deck are The Hounds, a pair of extra-large proton cannons originally designed for large-scale mining operations, capable of channeling large beams of destructive energy into asteroids and equally capable of blowing holes into other battleships. The centerpiece of the Coelacanth's armament are its twin paired 6660mm Hell Cannons, firing enormous solid kinetic shells capable of punching through ships rivaling the Coelacanth's own size. The 6660mm shells are so large and cumbersome that when one is fired, its shell is simply ejected out a side port into space, making room for the next round to be loaded from the magazine. Recovered shells from the aftermath of an encounter with the Devil's Fang reveal they are built from the fuselages of other starships. Meeting the Coelacanth head-on is a grim fate for Terran and Neptunian commanders alike.

While her compliment of guns may be intimidating to behold, the true workhorse of the Coelacanth is her broadside cannons. These are fixed cannons designed to fire solid kinetic shells in rapid succession, each side bearing four short-range cannons and three long-range cannons, but all fourteen are capable of pounding the doors off a battleship at mid-range. It is a simple enough business to hammer a ship until it explodes, but being as they are pirates the Devil's Fang are not interested in blowing up a bunch of grunt workers, they want what a ship is carrying or they want the ship itself, so an encounter with the pirates will often end with the pirates boarding the target starship. Teleportation is a thing of fiction and fantasy, if you want to board a ship you need to physically leave your ship and land on theirs. It used to be one would need to fly a small craft, land on a larger ship and find a way to breach their hull to get your crew inside, but the ever-inventive Devil's Fang have developed an innovative way to streamline this process: they created the Boarding Round. The Boarding Round A horrifying invention and the fabric of legends woven by men who survive an encounter with the Devil's Fang, the Boarding Round is a subway car sized shell the pirates will load into before being fired out of the broadside cannons into large ships they want to board. In order to ensure the survival of the crew inside, a Boarding Round consists of several key components illustrated above. They are:
A) A hull-breaching spearhead tip designed to pre-drill bulkhead and minimize entry hole expansion.
B) Spiraling force-wave emitters meant to soften and disrupt projected forcefields.
C) Four-side interior paneling, allowing the crew inside to exit the boarding round regardless of what angle it lands in.
D) Subway-style hand loops, for the comfort of the crew while in transit.
E) A thick outer shell protecting the crew cabin.
F) A layer of electro-reactive shaped charge plates, designed to blow outward through E) to allow crew to exit the round via C).
G) Known by the crew as "The Brakes", this section releases a rapid-expansion quick- hardening epoxy to seal up the entry hole behind a boarding round, preventing the vacuum of space from ruining such a grand entrance.
H) A stabilization ring meant to ensure the Boarding Round goes where it's pointed.

Once on board a ship the Devil's Fang will dig in, fight from deck to deck and work their way towards the bridge. Stories told by old starfarers say the Devil's Fang won't draw the blood of regular crew if they do not raise a weapon against their own. Their interest is captains, commanders and officers of rank, who are never spared. As their bounties and their reputation grew, men would tell tales of meeting the Coelacanth, of being boarded and being ordered to fight. The stories had gone around- if you don't raise a weapon they won't bring you harm, but their bounties are substantial and the reward and promotion for bagging the Devil's Fang are even more substantial- are the rumors even true? Is it worth not fighting back? Needless to say, the Devil's Fang meet resistance every time, but when they fight to the bridge, dispatch command and take over a ship, they always issue the men who fought them a choice: Join us of your own free will, return home to the scorn of your planet's courts or reload your guns and come retake your ship. The fates fill the sails of men with many winds, but enough have gone home, their safety guaranteed, that the rumors of the Devil's Fang have spread from one starport to the next.

The last and most crucial detail about the Coelacanth is the feature which has allowed it to return from hiding and bite the reaching hand of Quasar Galactic. Back on Titan Garden, a little thief plies her trade, a rumored associate of a mythical band of pirates. Mitsuko is the eyes and ears of the Coelacanth on Titan, and she'd stumbled into a friendship with the Red Raven Towing & Salvage Company. Amongst their ranks is a talented warp drive engineer, the serpentine Terran called Lydia. Lydia has a distributed network of brains that allows her to carry many abstract thoughts at once, and she used this aspect to develop the Pocket Drive, a piece of technology allowing a starship to access a theoretical subspace in between dimensional planes. Her notes are encrypted and her designs obtuse, she does not believe commercial distribution of Pocket Drive technology is good for the universe, meaning the only instance of a working Pocket Drive has, until recently, been on the Jackrabbit II. Mitsuko is a friend of Red Raven, but she is a thief and a pirate, and her crew needs a way to elude the whole Star Patrol if they're to fully return from their long hibernation.

Unbeknownst to the Red Raven crew, somewhere in the Outer Belt the enormous Coelacanth emerges from the inky void of space, seemingly from nowhere, taking a Neptunian Skyguard starship carrier by surprise. They'd been escorting a large Quasar Galactic research vessel, setting out to study the redirection of warp currents with the hope of creating a faster direct route from Neptune to Terra. This research would have a catastrophic impact on the worlds in between the two planets. The Coelacanth's cannons set the dark alight; this research is not fated to find its way back home to the Patriarch.



The Grand Elk is a Venusian-made long-haul freightliner formerly belonging to Grizzly John. Built around a large interior loading space and two fold-out tow hitch arms, the Grand Elk is designed to move a large volume of cargo across great distances as quickly and safely as possible. While there are many ships like it hauling goods across the Sol system, the Grand Elk was the ship Grizzly John hired both Red Raven's Amy and Timberwolf's Bryce onto, giving the helmsman and navigator, respectively, their first real jobs in the starship business.

Like many other long-haul freighters, the Grand Elk has been modified to give it more thrust, shaving valuable time off what can be very long flights through space. Factory-standard freighters are built with two top-set engines in order to keep them distant from underslung cargo chains, but savvy starfarers have found that they can stack a third engine in the space above and between the standard two to get a big easy boost out of their ships. Since cargo chains aren't able to withstand prolonged rides in warp drive, many long-haul freighters practice what is known as "warp skipping", where they will dip briefly into the Sol system's warp currents, get a boost of speed and then exit warp to carry that momentum in regular space. Warp-skipping is dangerous and not recommended by freightline safety commissions but basically every freightliner with a good helmsman and navigator team does it, since the alternative involves spending very long times in deep space with minimal defenses and a bellyful of valuables.

The key to moving freight from world to world is "volume". If you're going to make the trip, make as much of it as you possibly can, because it might be a long time before someone can begin making another long journey to your planet. The Solar standard that has emerged for hauling cargo is the Grav Chain: large companies load industrial-scale shipments into very long, very large containers which are bundled into clusters and delivered all at once. The standard shipping container is warehouse-sized, with a ballasted exterior and segmented interior "rooms" in order to minimize freight loss to deep space crate damage. These crates are then lifted and fitted onto grav chains, which are long square-housed cylindrical gravity wells designed to be the same length and width as a shipping container. A loading platform will affix and then rotate shipping crates to allow other crates to be loaded and banded together with metal brackets; a completed segment carries four containers, each stabilized by having its interior cargo held "down" by the same central gravity well. These segments are then linked together end-to-end in a dockyard, where a freighter positions itself at the lead segment, latches on with its tow hitch arms and carries the train off into space. Liquid cargo can be affixed to a grav chain in special reinforced spherical containers designed to link up with standard cargo units.

As one would expect, a freightliner is a ripe target for space bandits looking to make an easy score. Bandits tend to attack freightliners in one of two ways: they'll either land someone on a freight train, decouple the grav chain, let the freightliner carry on their way and then see what they got inside the now-freefloating crates. Or the bold ones will attack the freightliner itself with intent to stop it and board it, as most freighters' interior cargo holds carry personal cargo rather than the industrial goods hauled in the crates, and this can often be more valuable. Freighters rely more on having excellent radar antenna arrays to detect incoming threats and warp skipping to defend themselves than they do their weapons turrets or shield arrays.

The Grand Elk had a good track record of staying safe under Grizzly John's command, its crew completing many successful runs from one end of the system to the other before its captain retired and set up his two star crewmen to captain their own ships. Amy and Bryce never knew who Grizzly John had sold the Grand Elk to until the night they were reunited with their first ship again. Word had spread of sightings of a shipwreck just outside Jovian space, a real big one too, scattered in a cluster just off a major trade route. Red Raven arrived at the described location first, with Timberwolf showing up shortly after, and there the two rival salvage companies found the wreck of the Grand Elk, its engines blasted and its grav chain scattered around it. The two captains wouldn't bicker or fight over salvage rights to this job, it was a solemn discovery and a moment where the two agreed it was best to work together to see this one through. Amy and Bryce would suit up to board the Grand Elk one last time to walk through its corridors, see the old quarters and stand on the bridge again, at helm and navigation, just like they used to. The ship's internal cargo space had been raided, whoever hit the Grand Elk wanted something in its belly rather than in its freight train. Keera, Clover, Kollori and Emily would work together to recover the ship's logs, finding out where it was heading in its final moments, while Dr. Lin and Dr. Syff searched for survivors among the crew. Their search wasn't very fruitful.

The end of the Grand Elk's run was handled quietly by two of its own children. The Ermine's robotic arm and laser cutter array would carve up the remaining blasted hull to compact and transport, and the Jackrabbit II would use its magnetic top deck to latch onto the underside of a recoupled grav chain and tow it the rest of the way to its destination, a moonside space port on Callisto. The two crews would meet up again in Titan Garden, at an upscale restaurant called The Trident, to split their respective takes from the salvage job. The two captains, Amy and Bryce, would raise one last toast to The Grand Elk, the ship that brought the whole noisy, motley, surly lot of them together. They all ate well that night.



The Sunfish is a small personal starship belonging to the Neptunian android, EV3R. It is a heavily-modified Martian gunship recovered and refurbished by the Red Raven Towing & Salvage Company. The Sunfish was originally built to be a short-range scouting craft deployed from larger starships to quickly survey areas with its front-mounted flood lights, maneuver around asteroids and break up space rocks with its pair of front-mounted magcasters. It draws energy from a magnetic centrifuge which feeds a set of three primary thrusters, making these starships nimble and very reliable.

EV3R's Sunfish was recovered from the wreck of a Martian warship found heavily-battered just outside the Asteroid Belt. It's been given The Amy Special, where its original design has been heavily modified to go faster and live louder than its base specs would allow. Red Raven's Amy has altered this particular gunship to remove ammunition reserves for its magcasters and replace them with two magnetic centrifuges, doubling the ship's power generation. The rear-central space where the centrifuge originally went has been replaced with a small, very cozy cabin area to make the craft habitable on long voyages. The gunship's outer two thrusters have been moved apart to make room for a pair of salvaged Mercurian "Skipping Imp" racing engines, built to amplify power output through a special reverb-feedback mechanism designed to get more bang out of an engine's buck. These engines are connected directly to the dual centrifuge power houses and route their amplified power to the ship's original thrusters, giving the craft an even burn as it rockets through space. A mid-sized forcefield generator has been mounted above the cabin, and its magcaster cannon array has been routed directly into the twin centrifuges. And to top it all off, the normally-dreary Martian hull has been repainted a bright teal, buffing out and covering up the nicks and scratches that accumulate on all active starships.

The cherry on top of the Sunfish's redesign is its dynamic power allocation system, controlled by a triangular touchscreen Amy installed in the pilot's cockpit. Since the gunship has twice the power generators, its engines, shields and guns have all been wired directly into those power sources, consolidating the ship's original engine-and-ammo reserves into one pool while adding the forcefield as a third route from this wellspring of energy. The three points on the triangular touchscreen represent 100% energy output into thrusters, shields or magcasters, and a simple touch can dynamically reallocate that energy to the three systems in different proportions- for example, dead-center on the touchpad gives the ship a balanced output; setting it close to the gun/shield axis lets it act as a potent fighter punching well above its weight; and placing the array just outside of the thruster corner along the shield axis will disable the cannons while giving the ship a light protective barrier from space debris as it cooks along on its bass-boosted engine array. Amy recommends keeping it in the latter setting by default for a real good time, and mentions that a shift into full-shields can let the Sunfish carry on its thruster momentum and act as a tumbling bowling ball in the event of a sudden debris field encounter. Maximum gunfire mode can be used as an emergency brake in a pinch, and when EV3R is planetside, the Sunfish is balanced to float on water.

There are many choices for discerning starfarers looking to purchase a personal-use starship, but Red Raven has built a reputation for offering unusual ships at affordable prices. By salvaging their parts, Red Raven keeps their overhead costs low and passes the savings on to You! There may be a very small number of ships in their yard at any time compared to traditional used ship dealers, but all Red Raven craft are one-of-a-kind Frankenships built to hot sauce standards- they may require more expert maintenance, but their prices are as hard to beat as their performance. Need a ride? Call Red Raven Towing & Salvage today!