Well, currently at a complete lack of technology, we would probably be looking more at human-eque technology than
Xinderi...
So, what do we need for a picket ship? Engines(and perhaps boilers), drive system, communications, sensors, some form of weapon, small craft and/or spacesuits... personal weapons?
Components
This is a return to the dark ages of technology, a water-tube boiler using phlog-enhanced oils to produce steam, a bash-valve steam engine to convert that steam into rotational energy(with the steam of course being captured for reuse), and an electrical generator to convert that energy into usable form. Several different sizes of boilers, engines and generators exist for different size requirements, and can be used for anything from portable power generation to powering great skytowers.
These are, well, ducted propellers utilizing electric motors, designed to be capable of rotation in atleast one direction on a vessel, based on existent designs.
One method occasionally utilized by parasite craft is a device to change direction without applying external force, by applying
internal force. Large spinning masses are mounted in sealed capsules containing nothing but the masses, and this capsule is mounted on motorized gimbals that when rotating the mass, changes the rotors angular momentum, producing torque to change the altitude of the craft it is mounted within. While these rotational motivators(or, as some like to call them,
Control Moment Gyroscopes) are incapable of providing thrust, they would allow our vessels to change orientation far faster than relying only on external thrust.
The Aether is a liquid, and if we can get the Phlog out of it its a compressible liquid. Well, separate out the phlog, compress the remaining aetherstuff, perhaps heat it up, and expel it with force out of the craft, you have a handy method of providing thrust without having to bring fuel along with you(except perhaps what goes into the powerplant powering all this). Useless, perhaps, for any form of serious propulsion, but for altitude control, well, quite useful.
Aethersails are archaic, but still useful. By improving the materials used in construction of the sails, rigging, and masts, we can provide much the same thrust with a smaller profile, allowing us to equip our ships with auxiliary methods of propulsion or a handy backup system.
This is a family in three parts: simple communications systems, wireless detection systems, and gun laying systems.
The first element, the communications system, is a superheterodyne receiver(or set thereof) pared with transmitting circuits using vacuum tubes for amplification, with antennas of the whip-type for small sets, loop antennas for high-frequency transmission, and random-line antennas for general receiving, with radio sets using random-line antenna and whips being fitted with so-called T-R switches to allow receiving while transmitting.
The second element of the set is the Wireless Detection system, using so-called slot antennas to send out their signal in the microwave range and being received by the same antenna, with displays showing the results aboard the vessel. Three of these sets(offset at 120° form eachother) allow for triangulation in the vertical, alwell as minimizing blindspots.
The third and final element of these systems is the gun laying system, which is very similar to the wireless detection system, differing mainly in type of antenna and location; the gun laying system is slaved to a gun turret(or turrets) and automatically allows for adjustment of the weapon(s) as the target moves, with offsets capable of being selected by the gunnery officer.
This is a family of three weapons and their ammunition, which are intended to allow our troops to protect themselves and the Queens with confidence.
The first weapon is the Rapid Fire Weapon, a twin-barreled gas-operated weapon using the gasses of one barrel's chamber firing to allow the other to have its action worked. While this may not be as fast as some other methods(such as the externally driven systems present on some Xinderi vessels) this weapon does allow for instant readiness and reaction. The RFW is small in caliber (~25mm) and is very high rate of fire, with a belt feed being utilized to supply ammunition. This weapon may be mounted in the open on manual mounts, or in a powered turret. Projectiles are often of solid type, but may contain small quantities of explosive fillers should production suffice.
Turrets for the RFW may be manned or remote, may be for single or two guns, and may have integrated sensors such as infared-focused Electronic Eyes(for use against missiles), Bio-Eye cameras, and/or gun laying wireless systems.
The second weapon of this family is a fairly low-pressure launcher of utility ordinance known as the Light Automatic Cannon, with a bore of some (~80mm). This weapon is breach-loaded and feeds from a chute holding four rounds, and a large variety of rounds have been developed for it, including high-explosive, smoke, incendiary, and
chemical-effect-penetrator. This weapon may be found in open mounts or in manned turrets(as the loading mechanism requires crew at the weapon). On-mount sensors are rare, but do sometimes exist, and are mentioned when used.
The third weapon, known simply as the Medium Cannon, is a semi-automatic weapon with an externally powered autoloader designed to throw projectiles of some (~130mm), including solid shot, high-explosive, smoke, flare rounds to blind optical sensors, and Wireless; a type of high-explosive round using a small radio transmitter and receiver to detonate in proximity to the target. This weapon is designed exclusively for use in powered turrets mounting between one and two guns, and almost always with sensor systems integrated into the turret.
The fourth and final weapon, the Heavy Cannon, lives up to its name and is of a concept nearly obsolete among the Xinderi, a large-bore gun firing massive shells. In this case, rounds some (~300mm) in diameter, and massing as much as a small runabout. Other than their immense size and weight, these weapons are most similar to the Medium Cannon, firing much the same type of shells and with similar reloading systems. One thing to note is that these cannon are not always mounted in a turret, with some uses instead involving fixed examples of this weapon. Indeed, turret-mounted versions are extremely rare.
This is, simply put, an electronic computer using far toomany vacuum tubes to compute(in binary) the needed corrections to a guns aiming point to hit a target while accounting for dozens of factors, including shell velocity, aether density, speed of both the targeting platform and the one being targeted, angle of both, and so on.
These are a family of rockets, typically solid fuel, in several sizes, with some being capable of being fitted with (extremely limited) guidance systems(mostly in the form of "after launch come to this bearing and if traveled for this long, self destruct"). Weapon sizes include ~50mm, ~300mm, ~500mm, and ~850mm, hence referred to as groups A-D, in order.
Group A are small solid-fuel rockets, typically fired en-mass from box launchers or pods, and are currently never guided. Group A rockets may have one of a number of warhead types, including smoke, illumination, HE and chemical-effect-penetrator. Launching systems include: 16-round pods; 32 round pods.
Group B are larger weapons, still single-stage, still solid fuel, fired from box launchers, and are guided about 1/4 of the time(with guidance systems typically being "fire and forget", such as electronic eyes(with or without a target-illuminating light on the target) or bio eyes). Warheads are almost always HE, although smoke, chemical-effect-penetrator, and proximity-kinetic(which are designed to explode when close to the target, creating a cloud of sharp, dense shrapnel) versions are developed. Launchers for this system include 2-round boxes(used almost always only in small craft), 7-round clusters(sometimes mounted two to a mount), 16 round boxes, or 32 round boxes(for particularly large mounts)
Group C are single-stage liquid fuel weapons some (~6.5m) long, designed for medium range(but still line-of-sight) engagements. These weapons are universally guided(often with wireless guidance guidance sets), and carry large high-explosive warheads or proximity-kinetic warheads. These weapons are launched from tubes or from pylons, where the tubes may be embedded vertically or horizontally in a vessel(often with an adjacent magazine capable of containing eight additional missiles), or in open mounts on a deck, often in groups of rounds(2 or 5 tube "gangs" are most common). Pylon mounts are nearly always reserved for use with parasite craft, such as Toenails.
Group D are massive weapons that weigh as much as some parasite craft, some (~10m) in length. These weapons are multi-stage, using solid boosters for the first stage, liquid fuel rockets for cruising, and a "boost" stage of further rockets for final run. These weapons have HE warheads that operate like a cannon's HE shell against armor(penetrating into the target and then exploding), and are guided by specialized wireless sets giving course corrections. These guidance sets can be mounted on parasite craft, and are what control the "boost" stage. These weapons also have a fail safe, in that if they receive no signal with the code they are expecting within 10 minutes of last contact they self-destruct, in addition to the standard "I have no fuel and (five minutes) has passed" present on all rockets of this family.
Launchers for Group D missiles come in two forms; single-shot box launchers often aligned horizontally in the direction of the vessel's bow; or from internal tubes with adjacent magazines, akin to Group C instillations writ large.
Potential ship ideas
Toenails are small craft, based on a design developed for more... technically minded Queens to shine their wingcovers on the basics of aetherflight. Using stored electricity for power and compressed aether-stuff jets for propulsion, these typically unarmed vessels are for utility work, with every long-range vessel playing host to atleast one. For the bloodyminded, weapons may be mounted, such as missiles(with a pod of Group A, a pair of Group B, or a single Group C) or a RFW pod being carried. Likewise, these vessels can also be configured for a number of roles other than direct combat, such as a SAR version equipped with bioeyes, an extra airlock, and a specialist stretcher-lock; wireless detection systems; wireless guidance systems(for directing Group C and D missiles), or any number of other, lesser sorts.
This is a orbital guard craft, with its main role acting as a tripwire and keeping the queens from killing themselves in accidents. To this end, these vessels are lightly armed(one LAC turret forward ventral, two RFW in open mounts with one aft ventral and one dorsal, and sometimes Group A rocket pods to lay smokescreens), with their main concern being their playing host for three parasite craft, with three docking pylons being equipped for fueling attached parasites linked directly to the sickbay in addition to another three for visitors. Armor is non-existent, power is provided by Basics systems, propulsion is ducted propellers and compressed-aetherstuff for changing orientation; and power is provided such to provide signifigant acceleration for an independent aethercraft, the better to respond to accidents. Sensors consist of optical wireless detection and a fairly large number of bio-eyes, but no gun laying systems or fire control are provided.
These are the kitchen sink of vessel and the first to be able to be said to be true warships. Three Medium Cannon turrets are present, each holding two guns(ventral has one fore and one aft, dorsal has one forward), four LAC(one per broadside per deck), eight RFW turrets(two per broadside per deck), several mounting points for self-defense Group A rockets, and a Group C battery(ten tubes total, one set of five per broadside, aft, dorsal) round out its weapons, and there is support for two "organically attached"(i.e., treated as standard vessel equipment) of two parasites. Due to the long duration of the Foot's intended missions, the three docking ports are supplemented by a small internal wetdock for maintenance of these organic parasites. These vessels have every form of propulsion in the book, are lightly armored, and possess every electronic goodie and sensor we have, all to better suit their main roles of long-distance scouting and a light combatant.
Rock-Class Monitors is what one gets if they look at an aether-fortress and decides that it would be a good idea to have a smaller version. Nearly immobile, Rocks are heavily armed and armored(atleast, on one direction). Due to mass distribution, these vessels have a comparatively small dorsal section notable for its extremely heavy armor, three vertically-aligned heavy cannon in limited-traverse mounts, a large number of redundant sensor systems carefully arrayed so as to not be lost all at once, and no less than ten remotely-operated and retractable RFW turrets per broadside. Meanwhile, the much larger ventral section plays host to large quantities of wireless antennas for communicating with parasites or supporting units, two twin-gun medium cannon turrets per broadside, a quartet of Light Automatic Cannon turrets per broadside, a further selection of ten twin-gun RFW turrets per broadside, a pair of Group D missile launchers(with nine missiles each) in what on a more mobile vessel would be called fore and aft, four Type C missile launchers(nine missiles each) mounted with two flanking each Group D launcher, and two large wetdock "hangars", with each sized to hold atleast two hands(i.e., eight) of parasites. Provisions for docking a further four hands(16) externally are also present. Light armor covers the ventral section, in an effort to reduce damage from blast effects.
Finally, propulsion. Being designed to keep the dorsal face of the vessel towards the enemy at all times, the Rocks have a large number of Rotational Motivators to align itself and track targets, while a compressed aetherstuff jet system works to provide some limited, minor, mobility, with its main use being to counteract the recoil of the heavy cannons mounted on the vessel.
Initial deployment of these vessels is necessarily via tugs, often civilian vessels hired for the purpose.