Because I recently got back on an anime kick, and re watched a few of my favorite episodes of Space Battleship Yamato, I figure that I should post these. Also up front is a possible hook for putting these ships in a Star Wars setting.

Backstory:
Recently the Empire (CIS, Chiss, depends on who your bad guy is and what time you are playing in) found something on one of their archeological expeditions. A planet was found, showing signs of a mid level civilization that had died out, but inside a building of some relative importance was found several power sources, still active as well as advanced plans for starship drive systems. As of yet, the Empire has not found a way to duplicate the power sources, but they have constructed several ships to take advantage of the advanced and different properties of the power sources. The first of these is a carrier, constructed to test the power source and the starship FTL drive system found on the plans. This FTL system possesses the advantage of much faster transitions between any points, however, it then has to spend a very long amount of time recharging. The Carrier also carries new weapons, a conbination energy weapon and projectile cannon where the output can be switched between the two. A second ship, for lack of a better term, a space submarine that can submerge into an alternate dimension similar to hyperspace, and launch attacks from there, has also been constructed. Both ships carry a regular hyperdrive just in case.

NOTES: Per the Wookieepedia, the Rimma Trade Route from the core to the Outer Rim takes about 6 weeks with a class two hyperdrive. One of these drives can do it in about 5 hours, but would then spend about 300 hours, or 12.5 days recovering from the jump.

I also put some links in to pictures of the origionals.

Space Carrier

Type: Prototype Space Carrier
Scale: Captial
Length: 410m
Crew: 3,400; gunners:14, fighter pilots 72:, Skeleton:1,500/+10
Passengers: 300
Cargo Capacity:150 Mt
Consumables: 1.5 years
Costriceless
Hyperdrive Multiplier: X1
Hyperdrive Backup: N/A (Uses “Jump” drive, roughly equivalent in speed to a X0.01 hyperdrive, but each minute of travel time requires one hour of recovery time)
Maneuverability: 1D
Space units: 4
Atmosphere: 280;800kmh
Hull: 4D
Wave Motion Shields: 1D*
Sensors:
Passive: 6km/1D
Scan: 12km/2D
Search: 20km/3D
Focus: 2km/4D

Weapons:
2 Double Shock Cannons:
Fire Arc:1 Left, 1 Right
Crew:3
Skill: Cap Ship Gunnery
Fire Control: 3D
Space Range:1-5/20/50
Damage: 5D (Energy), 4D (Projectile)

8 Pulse Cannons:
Scale: Starfighter
Fire Arc:4 Left, 4 Right
Crew:1
Fire Control: 1D
Space Range:1-3/10/20
Damage: 5D

Hanger: 3 Squadrons of 12 each.

Notes:
The ship can't deploy the shields in the same round that they have just used the jump drive as they pull from the same power source. The shields cover all arcs and should they be blow or drop, the jump drive can't be used until the power sources comes back online.

Space Sub UX-01

Craft: Space Submarine
Type: Prototype
Scale: Captial
Length: 144m
Crew:110; gunners:11, Skeleton:3 /+5
Passengers: 5
Cargo Capacity:100 Mt
Consumables: 3 months
Costriceless
Hyperdrive Multiplier: X1
Hyperdrive Backup: N/A (Uses “Jump” drive, roughly equivalent in speed to a X0.01 hyperdrive, but each minute of travel time requires one hour of recovery time)
Maneuverability: 2D
Space units: 4
Atmosphere: 280;800kmh
Hull: 3D
Shields: 1D (only when not “submerged”)
Sensors:
Passive: 6/1D
Scan: 12/2D
Search: 20/3D
Focus: 2/4D

Weapons:
1 Deck Gun:
Fire Arc:Front/left/right
Crew:2
Skill: Cap Ship Gunnery
Fire Control: 1D
Space Range:1-5/20/50
Damage: 4D

1 Anti-Starfighter Gun:
Scale: Starfighter
Fire Arc:Back/Left/Right
Crew:1
Fire Control: 2D
Space Range:1-3/10/20
Damage: 5D

8 Torpedo Launchers:
Fire Arc: 6 Front, 2 rear
Crew:1
Skill: Cap Ship Gunnery
Fire Control: 1D
Space Range:1-6/12/18 (subspace: 2-6/12/18)
Damage: 9D

NOTE:
The ship can't deploy the shields in the same round that they have just used the jump drive or “submerged” as they pull from the same power source. The shields cover all arcs and should they be blow or drop, the jump drive or "submerge drive" can't be used until the power sources comes back online.

This ship does not cloak per say in order to hide, but rather translates into a seperate parallel dimension, similar to hyperspace. This dimension can be used to travel large distances in dimensional jumps, however, with proper modifications to a drive, the effect can be stretched out until a ship will stay in the same area of local space relative to both dimensions. On this ship, the effect can be controlled to the point of having parts of the ship in realspace, while the rest of the ship is in this, “subspace.” This is useful as most sensors do not work well between dimensions. Active sensors loose half their range between dimensions (but their use will instantly give away the position of the ship making the broadcast), and passive sensors loose any bonuses to their use. Most operators tend to put their sensor sets in an audio visual mode to track down any hint of the ship. However, the precise ability to have part of the ship in realspace with the rest hidden in subspace allows the use of a visual and sensor probe to be “raised” in order to locate targets. This is a miniscule target (very difficult to detect and hit) and even if detected, the ship itself in subspace can not be harmed by most conventional weapons. If necessary, more of thew ship can be moved to realspace in order to bring the deck gun into play.

Weapons can not pass from real space to subspace, however, in order to stay in subspace, a working engine must be maintained at all times. Therefor, large torpedoes such as on this ship and other physical weapons can be launched from the ship and will then translate by themselves back to realspace. However, an attack can only be made with the targeting data gathered by a direct realspace observation, passive or even active sensors can not make the necessary targeting observations between the realspace/subspace interface unless firing mostly blind (-3D to target, and no bonus from fire control, minimum 1D). Energy weapons of any type do not work in subspace.

Also, these torpedo attacks can be shoot down, as they emerge into realspace 1 space unit after leaving the submarine, and require 1 more space unit to be able to target and explode (no subspace to realspace attack can be made at lest than 2 space unit distance, and 1 space unit will also be in realspace (torpedoes travel at 6 space units per round, but if the distance is less than 6 SU, you still get the full round to attack. After 18 SU, three rounds, the torpedo self destructs as it runs out of power) Very Hard roll to hit but any hit will kill the torpedo.