• If you were supposed to get an email from the forum but didn't (e.g. to verify your account for registration), email Wes at stararmy@gmail.com or talk to me on Discord for help. Sometimes the server hits our limit of emails we can send per hour.
  • Get in our Discord chat! Discord.gg/stararmy

Old Ship Pages, and Missing Information

DocTomoe

Inactive Member
So, I've found myself looking at old things again, and have been getting around to writing a custom ship design for a plot using an old Ki-F5 as a base. Unfortunately, I can't quite push through with the design process because there seems to be a lot of missing information regarding the design, with much of the blanks being deferred to the Ki-F8, which is far more bare-bones than I recall the old article on the html page being. I'm left wondering though; what happened to all those old goodies from the html pages from back in the day? They were so well presented, far better than the pale shadow of a presentation which is how the old designs are presented on the Wiki now.

On a more specific note; I'm needing those specifics on the Ki-F5 Light Escort type, and I'm really hoping for a more detailed description of the appearance of the ship from a profile, the overhead is nice, but I do see mentions of an 'upper module' which I'm quite curious about.

I suppose, this thread from here could also be for other people interested in old ship things that seem to have been pruned or gone missing over the years.
 
The Ke-F8 page has essentially the same stats and info as the Ki-F2 and Ki-F5. there's not really much of a difference, and none of those ships exist anymore anyway (there were only about a hundred and the Star Army scrapped them long, long ago IIRC), so I don't think it's worth my time to upload duplicate content or to create common pages for the systems.
 
Question remains; why scrap them?

The F-Series was an excellent design, especially for plotships. On top of that, the design is very stable in regard to stats and could even see action again if production rights were given to one of Yamatai's new allies. I imagine the Nepleslians could like them for ferrying fireteams to target locations, the Lorath would love them for much the same as well as serving as a scout ship. There is also the fact that they're a rare hot-ticket item in the fact that they are not readily classified as a warship, so, they can be the ever-so-rare support ship that every faction in 'DATASS' could use.
 
He kind of has a point, Wes.

One way to embrace the concept of alliance could be joint-use of certain vessels. If people like them, why not preserve something that's still serviceable.

It wouldn't be farfetched to say that some are still around. After all, KFY did sell off a lot of military surplus to the public (often ending up with Nepleslian buyers). I wouldn't be surprised to still see a market for this in the Democratic Imperium of Nepleslia and then distributable from there.

Perhaps it'd no longer be in production, but it could still exist. Heck, someone could even decide to do a restoration project and revive the ship for limited on-demand production.

I personally like how it's a little cozy ship that's been all mapped out. Sure, the art shows its age, but it was obviously done with great care by then and it shows. If there's a flaw I can find for this ship... it's really that there's no internal space dedicated to engine/power.

I actually did try, awhile ago, tocreate a new ship inspired off this one, that I called "Kikushi-class". I was shot down early on, but I figured it was mostly due to the lackluster 3d model I had for it (even I agree on that much, though I don't think it was a wasted venture).
 
Last edited:
Basically the issue with using one in the RP is that they were all named and numbered instead of being faceless ships. So if a Fuushigi no Umi type ship appears in the RP, I want to know which one it is.

The number of the Ki-F2/Ki-F5 ships made was very limited (IIRC there were 100 total; for example, YF-104 is a Ketsueki-class). The last of these that weren't scrapped or lost in combat were sold from 2004 to 2007 (more on where they ended up below).

From an old backup of the site, I found that most of them were lost in battle and only a limited number were actually scrapped:

Tthe following ones were listed as destroyed in the Battle of Kennewes:

YSS Water Moccasin (YF-15)
YSS Ghost (YF-17)
YSS Unseen (YF-08)
YSS Illusion (YF-09)
YSS Invisibility (YF-11)
YSS Assassin (YF-13)
YSS Copperhead (YF-14)
YSS Fushigi no Umi (YF-00)
Listed as destroyed in other battles:

YSS Kaihi (YF-80)
YSS Penetrator (YF-81)
YSS Touch (YF-83)
YSS Zai (YF-71)
YSS Batsu (YF-72)
YSS Seki (YF-73)
YSS Tainai (YF-74)
YSS Getsu (YF-51)
YSS Mei (YF-52)
YSS Wan (YF-70)
YSS Shin (YF-67)
YSS To (YF-68)
YSS Koshi (YF-69)
YSS Ji (YF-64)
YSS Sei (YF-65)
YSS Mimi (YF-66)
YSS Sen (YF-60)
YSS San (YF-61)
YSS Setsu (YF-63)
YSS Hon (YF-57)
YSS Fu (YF-58)
YSS Ghost II (YF-32)
YSS Illusion II (YF-33)
YSS Unseen II (YF-34)
YSS Wee Wolf (YF-35)
YSS Kris (YF-36)
YSS Dagger (YF-37)
YSS Arrival (YF-42)
YSS Long Patrol (YF-43)
YSS Jin (YF-50)
YSS Darkness (YF-23)
YSS Undiscovered (YF-24)
YSS Unknown (YF-25)
YSS Spook (YF-26)
YSS Infiltrator (YF-27)
YSS Covert (YF-28)
YSS Shrew (YF-29)
YSS Shivers (YF-30)
YSS Assassin II (YF-31)
YSS U (YF-59)
YSS Sui(YF-54)
YSS Kin (YF-55)
YSS Do (YF-56)
YSS Ka (YF-53)
YSS Kuroshi (YF-02)
YSS Megumi (YF-01)
Listed as disassembled for Spare Parts (scrapped):

YSS Spirit (YF-18)
YSS Poltergeist (YF-19)
YSS Ripper (YF-20)
YSS Subterfuge (YF-21)
YSS Specialist (YF-22)
YSS Knife (YF-38)
YSS Blade (YF-40)
YSS Joker (YF-41)
YSS Horatio Harrison (YF-48)
YSS Tarantino(YF-89)
YSS Zulu (YF-90)
YSS Hero (YF-91)
YSS Ransom (YF-49)
YSS Orwell (YF-84)
YSS Mitnick (YF-85)
YSS Siembieda (YF-86)
YSS Scythe (YF-87)
YSS Bumpimov (YF-88)​

These are the survivors, which were listed in the Fleet Depot (fleet zero) and were later sold:

YSS Hidden (YF-07)
YSS Mirage (YF-10)
YSS Black Widow (YF-03)
YSS Brown Recluse (YF-05)
YSS Kokoro (YF-76)
YSS Kikite (YF-77)
YSS Sashikorosu (YF-79)
YSS Cappuccino (YF-98)
YSS Hacker (YF-99)
YSS Shadowdancer (YF-12)
YSS Aka (YF-44)
YSS Hideto (YF-45)
YSS Inoue (YF-47)
YSS Hamasaki (YF-94)
YSS Wraith (YF-16)
YSS Shinada (YF-93)
YSS Black Sands (YF-95)
YSS Chino Yushi (YF-82)​

As observed, they ended up in many hands, which I list below. You might be able to get one of these ships by buying them from these parties.

During my research, I found...
Unclear if 100% canon:
This is the oldest Star Army of Yamatai ship class to be used in SARP. It first appeared in 2002. That's almost 13 full years ago!

Edit: Using the above info, I've tried to put everything in a chart here.
 
Last edited:
I'm glad my efforts are appreciated.

Here's the original stats for the Ki-F2 and Ki-F5. If you want to add these to the wiki page, be my guest.

Statistical Data for
Ki-F2 Special Operations Frigate


Top view

Background and History

The Ki-F2 was once the most common model of GSA's current field of modular starship designs. The advantage of modular starships are their ease of upgrade and reconfigurability to meet a wide variety of situations. The production capabilities of the Geshrin starship yards are high in numbers, but not necessarily in variety at this time. Thus the result is a small series of similar configurations, including the venerable Ki-F2. It is a small ship, but nevertheless contains all a starship needs. Holding a crew of only 10, this little craft maintains its superiority in travel and stealth, but lacks any large or special weaponry. For this reason it is mainly used as a transport or base for small special operations units or diplomats. While manufactured primarily on Yamatai, the powerful and unusual teleportation drive results in the Ki-F5 appearing in a wide variety of conflicts and locations.

The Ki-F2's notoriety stems from its uncanny ability to deliver powerful blows and then get away from other starships and star fleets using their teleportation drive. They are often compared to submarines by other space forces. One Captain noted "They might surface, and you can give them a good whap, but they'll scurry off with that teleportation drive and then hide somewhere". As far as the tactical strike ability of the craft, it is limited to short guerilla strikes and special operations like drop-offs, pick-ups, and moving important figures from place to place. The other part of the Ki-F2's humorous reputation comes from its small crews. The ships are sometimes staffed with one captain and three sets of clones, but more often the ships are staffed with a bunch of new recruits and/or grizzled old veterans with suspicious records. The little ships are not highly monitored and the rules of the ships all depend on the Captain. This results in a lot of ships turning into disorganized party yachts and harems. The Ki-F2 rarely sees other ships, and almost never goes back to port, and the occupants often lose contact with the outside world, and current events. The insides were often modified by bored starnekovalkyrja and are usually warm and slightly foggy in some areas, and often the hallways are dirty with oil and ashes (no cleaning supplies left onboard). The operating rooms have a self-cleaning and sterilization system. Larger Star Army ships use drones and sprites to clean themselves, but chances are, if the ship doesn't have an avatar, it's a mess.

Because of its modular design, the ship can be downgraded by removing the KS-2c lower section and replacing it with another lower section such as the KS-3 (resulting in the Ki-F5 configuration), or upgraded with other components. The primary component of the Ki-F2 is the KC-2mg top section. The Ki-F2, specifically, entered service in the Geshrin year YE 21. The Ki-F2a is the avatarial version with a KC-2ma. Ki-F2 frigates served with distinction during the battle of Kennewes and the battle of Ayenee Capital City. The Ki-F2 were produced by Ketsurui Fleet Yards, Melanchol, at a rate of several a month, as well as being heavily produced on orbital factory starships of Ketsurui Fleet Yards.

Statistical Data

Government: Yamatai Star Empire
Ship Type: Long-Range Medical and Special Operations Support Frigate
Class: "Fuushigi no Umi" Class (Geshrin Modular Starship Configuration)
Manufacturer: Ketsurui Fleet Yards

Crew: 10 total
1 Captain
3 Operators
3 Security
3 Technicians

Propulsion Data

Main Power System: Avanet Superuniversal Energy Generator (230 TW)
Auxiliary Power System: KG-671 aetheric Energy Generator (100 TW)
Emergency power: KG-262 Supersolenoid Reactor
Sublight Engines: KE-109 Spatial Displacement Drive
Auxiliary Engines (lower): KE-22 Heavy Ion/Graviton Engines
Auxiliary Engines (top): KE-25 Ion/Graviton Engines
Maneuvering Thrusters: 3 KMT-52 thruster clusters
Anti-Gravity System: KEDS-08 Distributed Hull Inertial Redirection System
Anti-Gravity System, Internal: KIG-4 Force Stabilizer
Transuniversal Teleportation Drive: Avanet TTD Type F2 (Removed on civilian model)
Note: Some frigates are modified to include fold drives and alternate engine systems. The engines themselves are interchangeable.

Speed Data

Speed (Sublight): 0.65 light speed
Transuniversal Teleportation: Effectively unlimited.
Planet-Bound: Mach 2.5 in atmosphere. Also, the ship has landing gear.
Maximum Range: Effectively unlimited.
Lifespan: The vessel is rated at 20+ years, not including upgrades.

Length: 108 feet (32.9 meters)
Width: 54 feet (16.5 meters)
Height: 11 feet (3.4 meters)
Weight: 63.9 tons (58,000 kg)

Weapons Data

Torpedo Tubes (2): Some simple yet effective weapons of the Ki-F2 are two forward torpedo tubes. The railgun-like tubes are manually loaded, and don't carry a lot of ammunition. Later models were supposed to see replacement of these weapons with energy weapons, but attention was diverted to add-on sections, and the torpedoes were usually teleported, resulting in increased effectiveness.

Primary Purpose: Anti-starship
Secondary Purpose: Assault
Damage: Usually pretty heavy.
Range: Depends on the torpedo used.
Warheads: Tritium, Plasma and Antimatter. (Or sometimes more primitive)
Rate of Fire: Manually loaded, usually about 15 sec. to reload (with 2 trained crewmen)
Payload: 9 torpedoes each for a total of 18. Sometimes a few extra are stashed around the ships, but this can be dangerous.


Variable Weapons (12): The ship's hull has 7 panels on the upper hull and 5 on the lower hull that can form custom weapon arrays to fight specific enemies. The weapons take about five minutes to form and usually fire some sort of phased energy pulses. The weapons are generally in a default configuration if used at all, and are not revealed (via the panels opening) unless combat is imminent.

Primary Purpose: Anti-starship
Secondary Purpose: Anti-mecha/Anti-fighter
Damage: Light/Moderate
Range: Generally 1,200,000 miles
Rate of Fire: 3 times a second
Payload: Effectively unlimited, so long as the ship provides power.


Directed Fold Cannon (1): This powerful weapon distorts space in much the same way as a hyperspace fold generator does. However, the fold cannon instead of warping the target to another location, it warps the target into a star, a black hole, or perhaps each molecule of the target will warp to a different locale. The cannon has a wide variety of alternative uses, such as capturing and moving large quantities of plasma or anti-matter. It is can even be used to transport other vessels and the firing vessel itself safely. The DFC CANNOT function if the TTD is disabled, except to transport the frigate. The DFC is removed on the civilian model.

Primary Purpose: Anti-starship
Secondary Purpose: Transportation
Damage: Variable (Zero to Total) over a 5-mile spherical radius.
Range: Effectively unlimited (However, the sensors only see so far).
Rate of Fire: Once every fifteen seconds.
Payload: Effectively Unlimited.



Interior Data (First Floor Only)

Avatar Room: Although the mast majority of Star Army ships do not carry an avatar onboard, this room is still generally referred to as the avatar room. It contains the ships's core computer systems and 2 control stations for astronavigation, computer, and science functions. The center of the room is a large holographic display of the ship (or a personification of her) or star maps. The avatar room con only be entered through the bridge. Its odd lighting, telepathic radiation, and strange interior can be a most disturbing and psychoactive experience, and is known to alter consciousness. Extra generators, microwave ovens, and hooch distilleries are often added inside.

Barracks Room: The barracks contain three triple-stacked beds, a chair, and a desk with a flexible-arm halogen lamp. Sometimes crew members also add a table for playing cards. Fore of the main barracks room is a storage area for the crew's clothing. This area also doubles as an extra sleeping area if there are no beds left available. Walls often decorated with pictures (of friends and memories), paintings (of various subjects), and sagely writing like "54,966th Starborne Infantry will lick you any day" and "Space Insertion-Assume the Position!" (ofteninnuendo).
Bridge: The control center of the ship, the bridge has five stations in it: Tactical, Defense, Navigation, Engineering, and Operations (the Captain's). indented into the floor is the pilot's pit, a totally immersive omnidirectional control environment. Pilots fly the ships using an advanced neural interface. The cockpit is usually reserved for combat situations, as the ship's computer handles most flight ops.

Cargo Storage Area: These rooms in the read of the ship are used for storing perishable supplies for the ship, and for small cargoes the ship may be assigned to get from point A to point B (like mail).

Escape Pod Alcoves: There is a little alcove in which reside two escape pods. Across is a closet with various survival items and spacesuits. If you are leaving the ship and are likely to be out for a long time, it would be a good idea to grab something out of here.

Galley: The galley is labeled as M12 on the map above. It contains a refrigerator, a freezer, a modest electric stove and oven, a coffeemaker, and a food replication device for making food from recycled materials if the stores are depleted. The ship has enough room to carry about two weeks worth of food, and is often supplemented by extra food being stashed around the ship.

Intensive Care Unit: Contains 5 beds and tables, separated by hung curtains. Each bed has under it, a large selection of advanced medical equipment.

Lab: The ship contains a well-equipped lab capable of biochemistry, xenobiology, and hemosynthesis. Using this lab, the crew is able to create (and program) new life forms, or to reproduce advanced ones such as the NH-7.

Latrine: The latrine contains 6 stalls, each with a toilet inside. The toilets also convert into showers (the bowl lowers into the floor and a grating is placed over it), there is also a sink over each unit. An additional large sink is in the center of the latrine, for laundry and heavy washing purposes. The stalls are often another spot where the crew will get creative and decorate the walls.

Operating Rooms: These two rooms are designed primarily for saving lives, but have many other uses as well, such as other medical procedures, torture, and experimentation. However, most of the time they remain empty. The rooms can clean themselves and sterilize their equipment automatically.

Synthesis/Stasis Rooms: There are two stasis rooms, each containing four tubes and racks for OW storage. The tubes are each capable of maintaining a body in stasis indefinitely. These same tubes also have hemosynthetic functions, and can also be used instead for creating people or objects.

Torpedo Rooms: 3 torpedoes, on either side of the torpedo tubes, and another three on one side behind, for a total of nine torpedo spots in each. The tubes have trays for "quick loading" (lol, it's manual).

Weapons Storage: A small room with a series of weapons racks on the walls. The ships usually contain ten GP-5 MASER rifles, 5 energy machine guns, 5 conventional automatic rifles, and heavier equipment, such as mortars, missile launchers and grenades. The armory also carries radio sets, body armor, and helmets, as well as about 50 pistols and 18 bayonets. The armory is protected by an armored door, and cannot be opened by anyone but the Captain.
Systems Data
ADN Device:
The ADN (A carryover from the Alpha/Delta wave Neutralizer) is a form of psionic protection, capable of nullifying all such activity. The ADN has been in use for over 4500 years, without a great deal of change. Modern ADN devices can selectively allow channels to permit secure telepathic operation and to maintain communication even under psionic attack. The ADN is usually on standby, and activates after sensing an attack or unfamiliar signal. Activated ADN's are known for causing weird psychological effects on the ship's crew, and older models are notorious for malfunctioning (but are often used anyway).

Cloaking Devices: The ship is equipped with a cloaking device, which renders it invisible to scalar radar, aetheric-energy sensors, subspace mass detectors, other forms of detection by using the TTD to keep the ship in an alternate plane of existence. Some ships also use cloaking devices based on alien technology.

Escape Pods: Four escape pods, each able to hold up to three people, are located onboard, near the engine docks. They are capable of sustaining life for 48 hours and contain 18 standard Star Army rations, a survival kit, a medical kit, and usually some weaponry. The pods also have a stasis function, and can support it occupants in stasis for over a century. The pod contains a homing device, but it must be manually activated.

Lift: The lift is generally for transporting crew from one deck to another, or from ship to ship. The lift is capable of matching with other Star Army lifts, and this ability is used when ships link together (most Star Army ships have standard gauges of lift systems, allowing lift cars to move from ship to ship). The Ki-F2 comes with one lift car.

Shield Systems: Indeed, the Ki-F2 has an excellent shielding system, relying on an elliptical spatial-distortion to warp space around it and alter the course of laser, missiles, etc. that are headed for the ship. A second system, called "the spike" only protects the front of the ship, acting as a giant cone. It protects the ship from collisions during high-speed space flight. A third system, the GDF (ground defense field) protects the ship in the atmosphere, using the KEDS-08 Distributed Hull Inertial Redirection System's field to shield the craft from projectile weapons and rain and the like. Everything that comes in contact with the GDF is forced along the shield downward, until it is on the ground. The GDF performs poorly, but notably, against energy attacks. All of the the shields can take a lot of damage, able to withstand hits from multiple dimensions and types and but are not infallible, and fail after a few good hits.

Temporal-Spatial Distortion System: Using its TTD and shield systems, the ship generates its own time-space distortion field. This field serves many purposes, mainly keeping the ship safe from spatiogravitational and temporal attacks. It operates as a time/space anchor. The DR device (dimensional retriever) is also built into this system.
Transuniversal Teleportation Drive: A very mysterious piece of technology bestowed upon the GSA's troops by the godlike beings known as Avatars. TTD's first appeared an estimated 4500 years ago, before the beginning of the Geshrin universe, first used by their predecessors, the Old Empire, in their ships such as ISS Tania. Although few such ancient preuniversal craft exist today, the technology has been used in the creation of the new Star Army (formerly UES) fleet ships, including small ships like the Ki-F series modular starships. The technology is understood well enough to make adjustments and repairs, but not completely. It relies on "linked" space, where particles and energy in different locations react simultaneously. The TTD apparently causes such quantum links and transports the ship instantly to the desired location. The range of the TTD is unlimited, although teleporting into unknown space is somewhat dangerous. In addition, the farther the ship is to travel, the more it must charge. Safe travel over distances over ~3141.5926535898 light years usually requires the formation of additional external capacitors. The teleportation drive is known to have unusual effects, including reverse time travel, and is not used when safer alternatives are available (such as a hyperspace gate).

Content ©2002 Wes Davis. For private RP use only.
Any comments, suggestions, or questions may be posted on the StarArmy.com message board.

As for the Ki-F5, it's basically a Ki-F2 with the bottom floor removed.


 

Attachments

  • ki-f5.webp
    12.4 KB · Views: 2
Oh! So that's the sublevel I saw references to in the Ke-F8 page! Sweeeeet!

All of the thanks.
 
Reactions: Wes
Picture me going "Oooo" and "Aaaaaah" at the newly revealed detail of the subdeck.

Because that's what doing about this thread right now. Ooooo... Aaaaaah...

edit: and there's the engines I wasn't seeing before!
 
Cookies are required to use this site. You must accept them to continue using the site. Learn more…