Just a little 'thing' I created when I was bored, using the Rifter #34 'Tracer' ship creation chart.
All rights reserved for the artist; 'Delagris' @ deviantart.com
http://fc01.deviantart.com/images3/i/2004/177/b/c/Ancient_wisdom.jpg
MG-077 Hawkwind
Model Type: Silver Talon
Class: Scoutship
Crew: 4;1 pilot, co-pilot & 2 gunners. 3 extra passengers can be berthed.
M.D.C. by Location:
Main Body - 1500
Pilots Compartment - 600
*Sensor & Com unit - 300
Wings (2) - 900 each
*CG-Enigines (2) - 900 each
*Particle Cannons - 100 each
*Point Defense Rail Guns (3) - 150 each
*Missile Launchers (2; wings) - 100 per tube
Variable shields (6 facings)- 300 each / facing
Note: '*' marks targets that require a called shot of 15 plus to hit.
Speed:
Flying: Inatmo; Mach 1/ Exatmo; Mach 5 combat speed or 5.5G / second acceleration.
FTL: Type-B CG drive; rated for 2LY / Hr.
Range: 120 days of atmosphere & consumables
Statistical Data:
Height: 30ft. Length: 100ft.
Width: 30ft..; Wingspan of 43ft.
Weight: 225 tonnes full combat weight.
Cargo: 1.5 tonnes in 6x5x5 ft area.
Drive Type(s): Primary; Dual gravitic impellers.
Power System: Fusion reactor with 30yr. life-span.
Weapon Systems
1)Praticle Beam Cannons: one pair of fire-linked particle cannons are mounted either side of the nose.
Damage: 1D6X10+5 per shot, 2D6X10+10 for both fire-linked.
R.O.F.: As per pilots combined actions per round.
Range: 5 miles in space, approx. 1.5 miles Inatmo. Payload: Effectively unlimmited.
2) G-Railgun point deffense turrets (3): Light G-railgun point defense systems in pop-up turrets. 2 are placed either side of the cockpit / bridge while the third is placed lower aft. Can be automatic or manualy opperated.
Damage: 1D4X10 per 10 round burst, 2D4X10 for 2 firing at same target.
R.O.F.: As per gunners actions per round, or 3 bursts per melee per gun if automated.
Range: 2 miles in space, approx. 6000ft. Inatmo.
Payload: 2000 rounds per gun = 200 bursts per gun.
Note: +2 to strike if automated
2) MRM Launch System (2): An internal missile luanch system is loacted in the forward part of the wings When not in use, armoured panels cover the launch rails. Typically AP or High-Explosive are loaded with LIDAR or active radar seeking guidance.
Mega-Damage: As per MRM type. R.O.F.: Individually or in volleys of two. Range: as per warhead type
Payload: 5 per tube (10 total).
Other Systems
Defensive:
Variable-shields; Standard light Mil-Spec shiled generators. Typicaly found on most mid-range interceptors and Runner ships.
Oni Phantom; The Oni have always had a fetish for the art of stealth. The Phantom Array is a combination of sensor shielding, baffling arrays, electronic countermeasures, and a light bending polymer that coats the hull.
Oni Sensor Shielding - Opposing ship sensor range is limited to 2,500 miles when trying to detect the Tracer's ship.
Baffling Array - Used to obscure the functions of close-range systems that estimate the capabilities of the ship they're scanning. With this device, the ship can be scanned BUT the enemy's sensors will get a false reading. Just what the reading is CAN be programmed into the Baffling Array, though it is beneficial to keep the lies within reason.
Phantom Busters - A series of advanced electronic countermeasures that produce pulses of static, which confuse an enemy's sensor systems. The static bursts have an 80% chance of creating 1d4 duplicates of the ship that appear on the enemy radar. These duplicates last for one melee round but during that time, they are as real as the ship (at least according to sensor and targeting software). The PB can be used once every two minutes (8 melee rounds).
Star Glow - A synthetic, light bending polymer, developed by the Oni, which makes the ship difficult to detect visually. The ship basically becomes a chameleon and there is a 60% chance that it will be visually undetectable by other vessels even at extremely close distances. Gunners firing at a target using this polymer suffer a -1 to strike.
Sensors & Computer:
Millitary Sensors & Combat Computer; The sensor package includes Radar, Sonar, Radiation, motion, and gravity wave sensors, which can detect ships a far away as 240,000 miles if they are traveling at sub light speeds. Ships in FTL can be detected at distances of up to 10 light years away, due to the disturbances that they make when travelling faster than light. Additionally, it boasts short-range scanners that give details on the capabilities and attributes of another ship. The sensors record weapons (exterior mounted, not recessed), engine power (based on power core readings), ship's mass, estimated MDC and estimated crew number. When the scanned ship is a recognizable model, the known specs of said model are posted next to the data being gleaned from the target for comparison.
Engineering Systems:
Type 2 Recycling system (Atmosphere & Consumables); Can continuously provide recycled, breathable air & water for 120 days for the crew and passengers.
Trans-Atmospheric Capabilities; Design elements allow the ship to enter and leave planetary atmospheres.
Refresher Units (4): Combination bunk-bed and bathing units (waterless). Shaped like 8ft. long 'coffins;.
Modular Docking System: The tunnel extends out from an air lock at the bottom of the ship. It has 300 MDC and can extend 50 feet away from the hull. Once it has reached another ship's air lock, it locks on using magnetic locks. For the rare occasions in which the other ship's hull is not metal, the head of the tunnel will use a mechanical locking system that bores in and holds fast. Once the connection is made, the tunnel is pressurized, further strengthening the seal. The ring at the head of the tunnel is flexible and capable of assuming any shape required in order to fir another ship's air lock. This is naturally a very great advantage to spacer and bounty hunter alike. Additionally, the tunnel has six points along its length where it can from force field bulkheads in the event of a breach, which seal the tunnel automatically with 10 MDC force fields. Not only can the tunnel link up with any airlock configuration in the Three Galaxies, but it can seal against a ship's hull and provide a place to cut through using high-powered laser torches.
Combat Bonuses
All bonuses are in addition to the pilots P.P. stat and combat skills.
+1 to strike with weapon systems, +1 to dodge Inatmo & space, +15% to all combat