General
Class / Title: HMS Unicorn‑Prime (Flagship / Light Carrier‑Battlecruiser hybrid)
Displacement (loaded): ~18,200 tonnes
Length / Beam: 210 m / 28 m
Complement: 180 (shipgirls + core crew) + air wing + drone contingent
Propulsion: Integrated turbine/energy hybrid (gas‑turbine primary; energy cores for Rigging / System bursts)
Max speed (waterborne flight mode): 34 knots equivalent (with Rigging bursts up to short sprints ~90 knots equiv for flight maneuvers)
Endurance: 45 days standard logistics / modular supply bays for extended ops
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Hull & Survivability
Armor: Composite layered plating with shock‑absorbent substructure (reinforced around engine, magazines, core rigging mounts)
Damage control: Automated sealant arrays, nanofiber patchers, emergency buoyancy compartments
Redundancy: Dual main generators; isolated backup power for the Fairy Wand and Rigging systems
Shielding: Energy Shield Matrix (Fairy Shield Network) — multiple concentric layers:
Primary Barrier: absorptive field (handles high‑energy pulses) — recharge via Fairy Wand energy redistribution
Secondary Kinetic Dampener: reduces incoming kinetic damage by 30–60% depending on rigging support
Shock absorption: Prototype Rigging Gamma provides shock redistribution to allied units (transfers a fraction of incoming energy to fleet capacitors)
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Core Systems (the System)
Name: Royal Vanguard System (RVS) — integrated AI + user interface (the "System" you show as alerts/XP)
Modules:
Command Suite: Fleet synchronization, multi‑target command protocols, formation optimization.
Tactical AI: Predictive strike modeling, enemy behavior heuristics (learns in real time), success probability scoring (displayed as %)
Energy Management: Balances energy between guns, rigging, shield, drones, and Fairy Wand. Provides recommended allocation prompts.
Crew Interface: HUD for Unicorn, fleet telemetry, morale tracking, and training module.
Stats & mechanics (in‑universe/gameplay style):
Fleet Synchronization: measured 0–100% (affects reaction time and combined salvo efficiency).
Combat XP pool: accrues from engagements; thresholds unlock system evolution states (e.g., Mk IV Beta → Mk IV Stable).
Predictive Algorithms: give ±X% bonus to hit/avoid when enabled (scales with synchronization and XP).
Display elements you'll show in chapters: status lines (e.g., "Fleet Synchronization: 63% | Combat Readiness: 96%"), evolution notices ("Evolution Potential Detected — Requirements: XP 1500, Sync 75%"), and recommended actions.
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Main Armament (kinetic + hybrid energy)
1) Dual‑Purpose Main Batteries — 4.5 in / 114 mm DP Turrets (x6 single turrets or 3 twin mounts depending on layout)
Caliber: 114 mm (4.5 in) dual‑purpose
Mounts: Powered, stabilized turrets with automated fire control and energy assist for muzzle velocity.
Rate of Fire: ~12–16 rounds per minute per barrel (ROF enhanced by rigging energy bursts)
Effective surface range: 18–22 km (effective firing envelope), anti‑air effective ceiling to ~10 km with proximity AA fuse rounds
Ammo types:
HE‑AA (High‑explosive, proximity fused) — anti‑air and soft targets
AP‑KE (Armor‑piercing kinetic enhanced) — hardened targets and light armored vessels
Guided HE (shells with micro‑guided fins for increased terminal accuracy against agile targets)
Role: Main anti‑ship, shore bombardment, medium‑altitude anti‑air.
2) Medium Dual‑Purpose Batteries — 5.25 in / 133 mm Heavy DP (optional upper battery for flagship variants)
Caliber: 133 mm (if present, used for heavier strikes)
Role: Heavy support, longer‑range artillery.
3) Medium AA — 40 mm Bofors (Twin) / 2‑pdr Pom‑pom equivalents (x6 twin mounts)
Caliber: 40 mm
ROF: ~120 rpm per gun barrel (cyclic)
Ammo: Proximity‑fused HE, tracer smart rounds (improved interception)
4) Close‑In Weapon System (CIWS) — 20 mm/30 mm Auto‑CIW + Energy Point Defense
Caliber/Types: Mixed kinetic Gatling (20–30 mm) plus short‑range energy point defense (phased microbeam projectors)
Role: last‑ditch interception of missiles, small craft, and energy bolts. Integrated with System auto‑targeting.
5) Beam Arrays (Fairy Wand/Energy Batteries)
Type: Fairy Beam Arrays (integrated with Fairy Wand Mk IV)
Modes:
Cutting Beam: high‑intensity single‑target, armor‑piercing (short to medium range)
Spread Volley: multi‑target sweeping beams (suppress small fast targets)
Convergent Pierce: multiple beams converge on a small point to overload strong armor (high energy cost)
Output: measured in "Wand Units" (fictional) — outputs scale with XP and Rigging assistance
Cooldown / Energy Demand: high; System recommends bursts and redistributes energy from ship generators or fleet capacitors.
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Aircraft & Air Wing
HMS Unicorn‑Prime operates a mixed air wing (organic fighters, bombers, recon) modified to integrate with the Fairy Squadron & System.
1) Sea Fury Mk II — Carrier Fighter (Fighter / CAP)
Role: Fleet air superiority, CAP (Combat Air Patrol), close fighter support.
Propulsion: Turbofan with short‑burst assisted flight mode (rigging compatibility)
Armament:
2 × 20 mm wing cannons (high‑velocity) — primary air combat
6 × Rocket pods (2.75 in / 70 mm FFAR style rockets) — anti‑surface/anti‑armor
Optional: 2 × lightweight guided air‑to‑surface missiles (for heavy targets)
Typical loadout: cannon + 4 rockets / 2 guided missiles.
Max range (combat): ~900 km ferry less in high‑tempo ops.
2) Swordfish Mk II (or Torpedo Recon) — Recon / Torpedo Bomber
Role: Recon, torpedo runs, electronic warfare pods. (If you want a modern analogue, think light torpedo bomber with stealth recon mods.)
Armament:
1 × Aerial Torpedo (Mark XIII style profile) — ~800 lb class aerial torpedo (legacy style) or modern guided torpedo variant.
1 × 800 lb (360 kg) general‑purpose bomb or anti‑ship glide bomb
Recon pod / sonobouy pack / EW suite
Typical mission: torpedo runs escorted by fighters; maritime strike.
3) Falcon Recon — Carrier Recon / EW
Role: long‑range recon, ECM, datalink extender
Equipment: phased array recon radar, signal intercept, jammer pods, tether relay to Fairy Squadron.
Airwing Integration: Aircraft are launched and controlled through the System. Unicorn can issue squadron‑level commands (flanking, pincer torpedo runs, decoy runs) and use predictive strikes to maximize hit probability.
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Drone Contingent (Fairy Squadron + Drones)
Unicorn's drones are modular and integral to her combat style: shielding, interception, strikes, recon.
1) Fairy Guardian (Shield Drone) — x6
Role: Project localized shield bubbles (radius ~30 m each), can chain to form corridors of protection for ships or aircraft.
Armament: None (defensive), but can fire short‑range pulse to disrupt enemy electronics.
Duration: active for ~6–12 minutes per burst (energy dependent); recharges at mothership or via Fleet Capacitor.
2) Fairy Striker (Offensive Drone) — x4
Role: Fast attack drone with twin 30 mm auto‑cannons or micro‑beam emitter.
Armament: Dual 30 mm kinetic cannons or mini‑beam projector; small rocket/tandem charge option.
Behavior: flanking, boarding harassment, anti‑air pickets.
3) Fairy Scout (Recon Drone) — x8
Role: Long‑range scouting, data relays, micro‑sonar deploy.
Equipment: Micro radar, thermal cameras, passive sonar, decoy flares.
4) Heavy Drone (Striker II) — x2 (new unlocks)
Role: Heavier armaments — missile pods / guided micro‑torpedoes plus shielding emitter. Used in synchronized strikes.
Drone Mechanics:
Each drone has energy budget; the System allocates power. Drones can form swarm attacks (Swarm Mode) for combined damage or merge shields for larger protective bubbles.
Upgrades: dual‑tasking (offense + shield) is unlocked at higher evolution stages (Prototype Rigging Gamma assists).
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Electronic & Sensor Suite
Air Search Radar: long‑range phased array (detection >250 km depending on ECM conditions).
Surface Search: High fidelity, aided by drone recon.
Sonar: Towed array capability for anti‑sub operations (limited by carrier design but effective).
ECM / ECCM: Electronic countermeasure pods, digital deception arrays, anti‑jamming.
System Datalink: Encrypted links between shipgirls and allied units; fairy drones act as relays to extend range or bypass jamming.
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Munitions & Ammo Types (detailed)
HE‑AA Prox: Proximity‑fused high‑explosive shell — anti‑air optimized.
HE‑Frag (guided): High‑explosive with micro‑guidance, used for precise strikes at medium range.
AP‑KE: Armor‑piercing kinetic enhanced rounds for heavier targets.
Smart Rocket: Small guided FFAR variants for aircraft and small vessels.
Guided Aerial Torpedo: Modernized torpedo with inertial + terminal guidance — used by Swordfish Mk II.
Energy Charges (Wand Rounds): Short bursts of concentrated energy fired by Beam Arrays — consume System/Energy core charge.
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Auxiliary Combat Gear (used by Unicorn herself)
Fairy Wand Mk IV (Beta) — core:
Modes: Multi‑beam, converge, spread, shield boost, predictive strike link.
Energy Cost: high for convergent pierce; moderate for spread; low for shield redistribution.
XP/Growth: learns enemy signatures, lowers energy cost over time, unlocks optimized beam patterns.
Prototype Rigging Gamma — core flight & coordination rig:
Provides flight bursts, micro‑maneuvering, G‑tolerance boost, and fleet energy redistribution protocol (shares part of shield load with nearby ships/drones).
Upgrades: faster burst recharge, higher transfer ratio, improved structural integrity.
Command Staff (for physically issuing commands): integrates with the System; emits local control field to reduce latency for drone/squad commands.
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Logistics & Support Modules
Repair Bay: field repair drones and med bays for shipgirls.
Supply Bay: modular weapon and ammunition stores; aircraft spare parts.
Fleet Capacitor: stores excess energy to be shared across synchronized fleet (used to perform mass shield bursts or synchronized beam volleys).
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Example Combat Loadouts (scenes you can use)
Anti‑Surface Strike (Long Range)
Main 4.5″ DP fire to suppress escorts (HE‑AA prox to break air cover).
Fighters (Sea Fury) clear CAP.
Swordfish Mk II launches guided torpedo from ~2–3 km release (with nacelle assist from Rigging burst to increase launch velocity).
Drones (Striker II) provide supporting strikes to jam enemy sensors.
Unicorn fires Convergent Pierce at armored point to open a pass for torpedo run.
Abyssal / High‑Energy Swarm Defense
Activate Fairy Guardian chain to form corridor to protect key ships.
Use Spread Volley beams to suppress small fast targets.
CIWS and 40 mm Bofors engage closer targets; System switches to predictive target priority to avoid overkill and save energy.
Rigging Gamma performs emergency redistribution to maintain shields on exposed carrier.
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How the System Presents This in‑Story (UI bites to reuse)
> System Alert: Fairy Wand Mk IV (Beta) — Convergent Pierce unlocked (20% energy cost reduction required for usage).
> Fleet Synchronization: 71% | Combat Readiness: 96%
> Recommended: Divert 15% power from main batteries to shield matrix to withstand barrage.
> Drone Log: Striker II #2 ready (armaments: twin 30 mm + guided micro‑rocket pod).
> Evolution Potential: Prototype Rigging Gamma — Requirements: XP 1200 / Sync 75% / Post‑combat repair <10%
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How I'll use this going forward
I will weave these exact specs into Chapter 12 and subsequent chapters: the System will show the stats and evolution lines, the action sequences will reference ammo types, weapon calibers and aircraft loadouts, and upgrades will match the upgrade progression above (Fairy Wand → Rigging → Drones → Fleet AI).
If you want specific historical model names swapped (e.g., prefer Seafire instead of Sea Fury, or a different torpedo model), tell me and I'll swap them consistently across chapters. Otherwise I'll use the equipment above.
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