Starship designs...
Moderators: Immortals, Supreme Beings, Old Ones
- azazel1024
- Champion
- Posts: 2550
- Joined: Thu Jul 23, 2009 9:43 am
- Comment: So an ogre, an orc and a gnome walk in to a bar...
- Location: Columbia, MD
Re: Starship designs...
Speaking of robots, well actual robots. I mean Triax has the Dynabot and other anthrapomorphic androids. I can understand why the CCW doesn't because of their whole fear of AI and to me something in human form with basic logic abilities probably would scare the willies out of some of the CCW folks (well the human alliance anyway). What about other powers though? I'd love to see a Naruni Bodyguard bot or something like that. Or heck, a whole robot book for the three galaxies. Everything from valet/servant bots, to security guard bots to worker bots, doctor bots, foot soldier bots, Sportsman bots, Sparing bots, etc.
Hmmm...I am feeling a writing inspiration coming on...must keep from opening MS word...must, to late.
-Matt
Hmmm...I am feeling a writing inspiration coming on...must keep from opening MS word...must, to late.
-Matt
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Re: Starship designs...
Anything new since I've been missing?
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
Aramanthus wrote:Anything new since I've been missing?
Been slow without yah....new job treating you right so far?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- shiiv-a
- Adventurer
- Posts: 789
- Joined: Sun Jun 06, 2004 2:55 pm
- Comment: I see people as people first, anything else is secondary
- Location: BC, Canada
Re: Starship designs...
i just got as far as reading that the 'rules have changed' for ship creation
hmm .... too bad for me then
i was relying on the Rifter to build ny ships. sure it might be for 'Tracer' ships only .. but hey .. one could have expand from that.
now how to build and explain those Dusters i was thinking of.
hmm .... too bad for me then
i was relying on the Rifter to build ny ships. sure it might be for 'Tracer' ships only .. but hey .. one could have expand from that.
now how to build and explain those Dusters i was thinking of.
Creator of the Chi grenade. Used in game by Kevarin [GM] and self as Mai - Civilian Martial artist that got amped via experiment. Ghost weapons and shirts rule.
Nano Missiles - used once and GM banned further use. They weren't THAT bad. and did stop a demon scout ship from returning with valuable info.
Nano Missiles - used once and GM banned further use. They weren't THAT bad. and did stop a demon scout ship from returning with valuable info.
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
shiiv-a wrote:i just got as far as reading that the 'rules have changed' for ship creation
hmm .... too bad for me then
i was relying on the Rifter to build ny ships. sure it might be for 'Tracer' ships only .. but hey .. one could have expand from that.
now how to build and explain those Dusters i was thinking of.
I'd say 'Rules only apply for THree Galaxies ships'....other universes and other technologies may(and can be expected to) differ'...so write what and how you will....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- shiiv-a
- Adventurer
- Posts: 789
- Joined: Sun Jun 06, 2004 2:55 pm
- Comment: I see people as people first, anything else is secondary
- Location: BC, Canada
Re: Starship designs...
thanks Taalismn
preciate the vote of confidence.
may bounce it off you later, cause you got an inquisitive mind open to possibilities
preciate the vote of confidence.
may bounce it off you later, cause you got an inquisitive mind open to possibilities
Creator of the Chi grenade. Used in game by Kevarin [GM] and self as Mai - Civilian Martial artist that got amped via experiment. Ghost weapons and shirts rule.
Nano Missiles - used once and GM banned further use. They weren't THAT bad. and did stop a demon scout ship from returning with valuable info.
Nano Missiles - used once and GM banned further use. They weren't THAT bad. and did stop a demon scout ship from returning with valuable info.
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
shiiv-a wrote:thanks Taalismn
preciate the vote of confidence.
may bounce it off you later, cause you got an inquisitive mind open to possibilities
If my mind were any more open, I'd be called a bleeding heart liberal by the conservative pundits...or suspected of having a lobotomy...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- shiiv-a
- Adventurer
- Posts: 789
- Joined: Sun Jun 06, 2004 2:55 pm
- Comment: I see people as people first, anything else is secondary
- Location: BC, Canada
Re: Starship designs...
well .. in my book .. an open mind = creativeness not yet squashed into dry paste.
too much of the latter about. that aside ..
new ships = new 'systems' of planets and civilizations .. among some things
just how to fully develope the ships to work fully as a whole is the trick ...
too much of the latter about. that aside ..
new ships = new 'systems' of planets and civilizations .. among some things
just how to fully develope the ships to work fully as a whole is the trick ...
Creator of the Chi grenade. Used in game by Kevarin [GM] and self as Mai - Civilian Martial artist that got amped via experiment. Ghost weapons and shirts rule.
Nano Missiles - used once and GM banned further use. They weren't THAT bad. and did stop a demon scout ship from returning with valuable info.
Nano Missiles - used once and GM banned further use. They weren't THAT bad. and did stop a demon scout ship from returning with valuable info.
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Re: Starship designs...
LOL It's treating me pretty good. I'm just totally beat by the time I get home generally. I'm trying to post again on a much more regualr basis.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
Re: Starship designs...
Have a couple of ideas bouncing around in my skull, but I have a paying gig comming up so I need to keep my muse focused on THAT instead of on gaming schtuffen. I'll see what I can do in the next week or so.
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
Ghendii Aerospace ‘Khunnutti’ Starshuttle
“Ya know, if you can’t get the engine started on this thing, I could get out and just THROW this toy into orbit?”
The Khunnutti-class starshuttle is one out of thousands of simple, small, aerospace craft with short-range FTL capabilities, that keep the majority of stellar civilizations connected. These craft are among the types most likely to be encountered(and owned)by the semi-serious adventurer. Larger and more capable than the average stellacommutta, but not as robust or versatile as the iconic light freighter or star-tramper, starshuttles are the prime, on-demand, people-movers between star systems. Ghendii Aerospace, a steady, if hardly distinguished, aerospace firm operating out of the Human Alliance worlds, manufactures the Khunnutti and other plain-vanilla craft for the ever-hungry market.
The Khunnutti looks like the front and tail ends of an old-fashioned intercontinental air-breathing commercial airliner were merged, with the main body and wings removed altogether. The result is a pod-like aircraft with a three fin tail that strikes some observers as looking particularly toy-like. Extendable tricycle landing gear only add to the image. The single mount Ghendii-Tulsan 900 PusherJet drive is a reliable, efficient engine that has been around for over a century, with only minor changes, and acquits itself well pushing the stubby Khunnutti about the Three Galaxies. The Khunnutti mounts a Class CG-B FTL drive; not the fastest available, but modest in performance, and good enough for commutes in the more crowded stellar clusters. The Tulsan 84 stardrive is another steady performer that has been in service fro over a century, with only a few production changes over the decades; spare parts are readily available at most main lane transit hubs. However, the drives require regular maintenance and adjustments every eight months or so(six months is standard) so long duration sojourns in the stellar wilderness away from civilization are not advised.
The Khunnutti is typically unarmed; there isn’t a whole heck of a lot of space to cram any weaponry into, so few buyers bother refitting with armaments. Armor protection is modest, comprised of light alloys and reinforced composites. A slightly upgraded standard navigational deflector system provides additional protection(seeing variable forcefields on a Khunnutti is a sure sign that there’s something suspicious about the spacecraft). All in all, though, a Khunnutti’s best chance for survival in a combat situation is to stay well away from where the shooting’s taking place, or to hide behind an escort.
Accommodations aboard a Khunnutti are modest and comfortable for short duration flights; for longer trips, halving the crew capacity to make way for sleeper bunks and additional life support is advised.
Khunnuttis and their variants are a common sight throught the CCW and many bordering star nations, and can be seen crowding the tarmacs of spaceports and smaller corporate landing fields all over. The ships are also seen in government service as low-end couriers and inspection craft. Few serious adventurers bother with the design, though, unless they have no other choices, or are trying to blend into standard traffic, owing to the design’s low combat profile.
Type: GA-FTL/TAV-0225 Khunnutti
Class: FTL-capable Starshuttle
Crew: 2+12 passengers
MDC/Armor by Location:
Main Body 1,800
Cockpit 500
Engine Pod 900
Fins(3) 300 each
Forcefield 900
Height: 45 ft
Width: 60 ft
Length: 60 ft
Weight: 120 tons
Cargo: 2 tons
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 3
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.3% of light speed per melee)
(FTL) 2 light years per hour
(Underwater) Can land and take off from water, but cannot operate underwater
Market Cost: 18 million credits
Systems of Note:
Standard Starship Systems
Weapons Systems: None standard; at best a light weapons turret/mount or two can be added(one dorsal, one ventral) and a few missile racks attached to the fins, but most ships of this type go unarmed
Variants:
*GA-FTL/TAV-0225C---Cargo variant of the standard Khunnutti; the -C model weighs in at 150 tons, can only carry a maximum of 4 people, but can carry 20 tons of cargo in its enlarged fuselage. Access is through a hatch in the nose, with a ‘visor’ hatch openning up and over the cockpit to reveal either an airlocked bay or a ramped cargo area. Nicknamed the ‘Pregnant-Khun’ or ‘Poddie’, these ships are nearly as common as the standard Khunnutti, being popular short-run delivery craft.
*GA-FTL/TAV-0225G---A less common variant produced to meet a government contract for a faster craft for use as a courier and a TVIA inspection vessel. Both sublight and FTL drives have been upgraded(Mach 6 and 4 light years per hour respectively), and a set of universal docking clamps added to allow the ship to cling to the outside of other starships, but the upgrades haven’t been nearly as successful as purpose-built craft. Still, the price couldn’t be beat, so the CCW has bought several hundred of the ships and put them into service.
Ghendi Aerospace ‘Troldi’ Courier
“Back when I was piloting Troldis for the Universal Courier Service, we learned on the long hauls out on the outer Arms where stellar gases were less dense to dip out of tachspace and drop into a desert system, like a red dwarf star, and skim close to pick up the outgassing for our ramscoops, and get a gravity assist back out of the well to speed departure point for our FTL.....If we did it right, the skipping in and out of FTL wouldn’t take any longer than if we’d flown the path straight under lower powered, fuel-saving FTL mode...and we’d show up at the target system with full tanks, easing turnaround rate, and giving us extra local space maneuvering capability if the local territory turned out to be hostile.”
The GA Troldi is a commercial star-courier that’s been around for over a century, having been introduced back in the day by once-great Ghendi Aerospace. The Troldi is built for raw brute speed, not comfort, and the design, built around an oversized fusion torch and contra-gravity propulsion unit, leaves little room for much of anything else. The bulk of the Troldi’s fuselage is the massive ram-scooped Chelter-Schonin fusion drive, powering a CG drive node in the rear of the craft. Mounted aft and dorsally, seemingly as an afterthought, is the small crew cabin. Two stub wings and a high tail serve to give the courier some in-atmospheric agility, but also serve as radiators and antennae. Most Troldis are unarmed, speed being their primary defense, though they do mount respectable virtual shielding(at the speeds Troldis commonly hit, they need the protection from stellar debris encounters). Troldis tend to be tempermental beasts however, the hot-running propulsion systems tend to deplete the reactor systems more quickly than slower ships, and the stellar ramjets with their magnetic gathering fields aren’t always welcome in inner systems, where a glancing pass with them can wreak havoc with electronics and life support systems. Troldis are not very stealthy either; their drive radiation wakes are easily detected at twice the range of normal commercial drive systems.
Troldis are fairly common, having sold well in the last century when they were cutting edge, but they are getting long in the tooth and beginning to lose marketshare to more modern anti-matter powered designs, and military-surplus scoutships, from the larger designers, like General Galactic. However, Troldis enjoy some popularity as stock racing craft on the race circuit; the prestigious Galan-Tor Trans-Nebulonic has been dominated for the last twenty years by Troldi variants.
Type: GdAs-IFTLC07 Troldi
Class: Interstellar Courier
Crew: 1+ 1 passenger
MDC/Armor by Location:
Main Body 1,900
Crew Compartment 900
Main Engine 1,000
Wings(2) 400 each
Tail Assembly 400
Forcefield 1,000
Height: 55 ft
Width: 80 ft(160 ft w/ wings at maximum outward sweep)
Length: 164 ft
Weight: 100 tons
Cargo: 1 ton of cargo in a small compartment immediately aft of the crew compartment
Powerplant: Nuclear Fusion w/ 20 year energy life
Typically has enough onboard fuel tankage for 28 days of continuous drive operation between refuelings; this can be extended through use of the ramscoop.
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 11
(Kitsune Values: 45 % of light speed; Accelerates/decelerates at 1.1% of light speed per melee)
(FTL) 6.5 light years per hour
(Underwater) Not possible
Market Cost: 31 million credits
Systems of Note:
Standard Starship Systems, plus:
*Ejectable Crew Compartment---The entire crew capsule can be blown free of the rest of the ship in an emergency
*Ramscoop----In this way, on long range missions, the ship can replenish its hydrogen fuel supplies, ‘grazing’ off of hydrogen rich patches of space, cometary gas tails, or the upper atmosphere of gas giants, and extend its fuel supply by as much as 30%. Note that this system is not as efficient as tanking up from a dedicated tanker and fuel processing plant, as due to contaminants also scooped up, which diminish the efficiency of the fusion process.
*Variable Sweep Wings---The Troldi features variable geometry wings; full outsweep for landing and low-speed maneuvering in-atmo, and swept back 45-degrees for hypersonic take-off.
Weapons Systems: None standard; the best that can be mounted to a Troldi is a light weapon fore and aft(for a total of two weapons stations)
“Ya know, if you can’t get the engine started on this thing, I could get out and just THROW this toy into orbit?”
The Khunnutti-class starshuttle is one out of thousands of simple, small, aerospace craft with short-range FTL capabilities, that keep the majority of stellar civilizations connected. These craft are among the types most likely to be encountered(and owned)by the semi-serious adventurer. Larger and more capable than the average stellacommutta, but not as robust or versatile as the iconic light freighter or star-tramper, starshuttles are the prime, on-demand, people-movers between star systems. Ghendii Aerospace, a steady, if hardly distinguished, aerospace firm operating out of the Human Alliance worlds, manufactures the Khunnutti and other plain-vanilla craft for the ever-hungry market.
The Khunnutti looks like the front and tail ends of an old-fashioned intercontinental air-breathing commercial airliner were merged, with the main body and wings removed altogether. The result is a pod-like aircraft with a three fin tail that strikes some observers as looking particularly toy-like. Extendable tricycle landing gear only add to the image. The single mount Ghendii-Tulsan 900 PusherJet drive is a reliable, efficient engine that has been around for over a century, with only minor changes, and acquits itself well pushing the stubby Khunnutti about the Three Galaxies. The Khunnutti mounts a Class CG-B FTL drive; not the fastest available, but modest in performance, and good enough for commutes in the more crowded stellar clusters. The Tulsan 84 stardrive is another steady performer that has been in service fro over a century, with only a few production changes over the decades; spare parts are readily available at most main lane transit hubs. However, the drives require regular maintenance and adjustments every eight months or so(six months is standard) so long duration sojourns in the stellar wilderness away from civilization are not advised.
The Khunnutti is typically unarmed; there isn’t a whole heck of a lot of space to cram any weaponry into, so few buyers bother refitting with armaments. Armor protection is modest, comprised of light alloys and reinforced composites. A slightly upgraded standard navigational deflector system provides additional protection(seeing variable forcefields on a Khunnutti is a sure sign that there’s something suspicious about the spacecraft). All in all, though, a Khunnutti’s best chance for survival in a combat situation is to stay well away from where the shooting’s taking place, or to hide behind an escort.
Accommodations aboard a Khunnutti are modest and comfortable for short duration flights; for longer trips, halving the crew capacity to make way for sleeper bunks and additional life support is advised.
Khunnuttis and their variants are a common sight throught the CCW and many bordering star nations, and can be seen crowding the tarmacs of spaceports and smaller corporate landing fields all over. The ships are also seen in government service as low-end couriers and inspection craft. Few serious adventurers bother with the design, though, unless they have no other choices, or are trying to blend into standard traffic, owing to the design’s low combat profile.
Type: GA-FTL/TAV-0225 Khunnutti
Class: FTL-capable Starshuttle
Crew: 2+12 passengers
MDC/Armor by Location:
Main Body 1,800
Cockpit 500
Engine Pod 900
Fins(3) 300 each
Forcefield 900
Height: 45 ft
Width: 60 ft
Length: 60 ft
Weight: 120 tons
Cargo: 2 tons
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 3
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.3% of light speed per melee)
(FTL) 2 light years per hour
(Underwater) Can land and take off from water, but cannot operate underwater
Market Cost: 18 million credits
Systems of Note:
Standard Starship Systems
Weapons Systems: None standard; at best a light weapons turret/mount or two can be added(one dorsal, one ventral) and a few missile racks attached to the fins, but most ships of this type go unarmed
Variants:
*GA-FTL/TAV-0225C---Cargo variant of the standard Khunnutti; the -C model weighs in at 150 tons, can only carry a maximum of 4 people, but can carry 20 tons of cargo in its enlarged fuselage. Access is through a hatch in the nose, with a ‘visor’ hatch openning up and over the cockpit to reveal either an airlocked bay or a ramped cargo area. Nicknamed the ‘Pregnant-Khun’ or ‘Poddie’, these ships are nearly as common as the standard Khunnutti, being popular short-run delivery craft.
*GA-FTL/TAV-0225G---A less common variant produced to meet a government contract for a faster craft for use as a courier and a TVIA inspection vessel. Both sublight and FTL drives have been upgraded(Mach 6 and 4 light years per hour respectively), and a set of universal docking clamps added to allow the ship to cling to the outside of other starships, but the upgrades haven’t been nearly as successful as purpose-built craft. Still, the price couldn’t be beat, so the CCW has bought several hundred of the ships and put them into service.
Ghendi Aerospace ‘Troldi’ Courier
“Back when I was piloting Troldis for the Universal Courier Service, we learned on the long hauls out on the outer Arms where stellar gases were less dense to dip out of tachspace and drop into a desert system, like a red dwarf star, and skim close to pick up the outgassing for our ramscoops, and get a gravity assist back out of the well to speed departure point for our FTL.....If we did it right, the skipping in and out of FTL wouldn’t take any longer than if we’d flown the path straight under lower powered, fuel-saving FTL mode...and we’d show up at the target system with full tanks, easing turnaround rate, and giving us extra local space maneuvering capability if the local territory turned out to be hostile.”
The GA Troldi is a commercial star-courier that’s been around for over a century, having been introduced back in the day by once-great Ghendi Aerospace. The Troldi is built for raw brute speed, not comfort, and the design, built around an oversized fusion torch and contra-gravity propulsion unit, leaves little room for much of anything else. The bulk of the Troldi’s fuselage is the massive ram-scooped Chelter-Schonin fusion drive, powering a CG drive node in the rear of the craft. Mounted aft and dorsally, seemingly as an afterthought, is the small crew cabin. Two stub wings and a high tail serve to give the courier some in-atmospheric agility, but also serve as radiators and antennae. Most Troldis are unarmed, speed being their primary defense, though they do mount respectable virtual shielding(at the speeds Troldis commonly hit, they need the protection from stellar debris encounters). Troldis tend to be tempermental beasts however, the hot-running propulsion systems tend to deplete the reactor systems more quickly than slower ships, and the stellar ramjets with their magnetic gathering fields aren’t always welcome in inner systems, where a glancing pass with them can wreak havoc with electronics and life support systems. Troldis are not very stealthy either; their drive radiation wakes are easily detected at twice the range of normal commercial drive systems.
Troldis are fairly common, having sold well in the last century when they were cutting edge, but they are getting long in the tooth and beginning to lose marketshare to more modern anti-matter powered designs, and military-surplus scoutships, from the larger designers, like General Galactic. However, Troldis enjoy some popularity as stock racing craft on the race circuit; the prestigious Galan-Tor Trans-Nebulonic has been dominated for the last twenty years by Troldi variants.
Type: GdAs-IFTLC07 Troldi
Class: Interstellar Courier
Crew: 1+ 1 passenger
MDC/Armor by Location:
Main Body 1,900
Crew Compartment 900
Main Engine 1,000
Wings(2) 400 each
Tail Assembly 400
Forcefield 1,000
Height: 55 ft
Width: 80 ft(160 ft w/ wings at maximum outward sweep)
Length: 164 ft
Weight: 100 tons
Cargo: 1 ton of cargo in a small compartment immediately aft of the crew compartment
Powerplant: Nuclear Fusion w/ 20 year energy life
Typically has enough onboard fuel tankage for 28 days of continuous drive operation between refuelings; this can be extended through use of the ramscoop.
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 11
(Kitsune Values: 45 % of light speed; Accelerates/decelerates at 1.1% of light speed per melee)
(FTL) 6.5 light years per hour
(Underwater) Not possible
Market Cost: 31 million credits
Systems of Note:
Standard Starship Systems, plus:
*Ejectable Crew Compartment---The entire crew capsule can be blown free of the rest of the ship in an emergency
*Ramscoop----In this way, on long range missions, the ship can replenish its hydrogen fuel supplies, ‘grazing’ off of hydrogen rich patches of space, cometary gas tails, or the upper atmosphere of gas giants, and extend its fuel supply by as much as 30%. Note that this system is not as efficient as tanking up from a dedicated tanker and fuel processing plant, as due to contaminants also scooped up, which diminish the efficiency of the fusion process.
*Variable Sweep Wings---The Troldi features variable geometry wings; full outsweep for landing and low-speed maneuvering in-atmo, and swept back 45-degrees for hypersonic take-off.
Weapons Systems: None standard; the best that can be mounted to a Troldi is a light weapon fore and aft(for a total of two weapons stations)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Starship designs...
Nice ones.
Could you throw in a few, really cheap shuttles?
Adios
KLM
Could you throw in a few, really cheap shuttles?
Adios
KLM
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
How about a really expensive yacht?
Kurza-Desani Triant Star-Yacht
“I don’t care whose daughter she is, how many charities and committees she sits on or manages...With a ship like that, she’s GOT to be doing something illegal.”
Kurza-Desani is a small spacecraft design house and manufacturer with a reputation for creating effective and elegant starships with both civilian and military applications. The company was the brainchild of Ocsi Kurza, a successful and notorious pirate and mercenary, famed for his daring raids on several well-fortified worlds. including several Altess planets. Kurza was a much feared celebrity rogue on the Periphery, commanding no small attention from the tabloid screamsheets, until the Altess finally caught up to him...and rather than have him killed or imprisoned, bought him off for a rather boggling sum of credits and a writ of amnesty, in return for his ceasing of operations against Altess interests...Taking the hint that turning down the offer would result in an even bigger sum being offered for his head(body not attached), the pragmatic Kurza ‘retired’ from piracy to the humble little world of Treskin. There he started a business specializing in modifying spacecraft, for anyone who could afford it, to the same standards as his own highly customized raiders. This included many customers who had been his former victims, now eager to see their ships upgraded to the same performance standard that they’d seen in the ships that had hit them. In due time, Kurza began applying his experience to designing wholly new ships, mainly yachts and military vessels...though, often, the designs blur that distinction.
The Kurza-Desani Triant is KD’s flagship design; an elegant, extremely maneuverable vessel that seems equally at home sedately cruising the spacelanes, racing hell-bent through the expanses of the Rim, or coursing through a battlezone or blockade. Larger than a Hunter-class destroyer, and more expensive than many system warships, the KD Triant is the sort of glitter the serious wages of sin can afford.
The Triant has a broad, crescent-shaped hull that is wider than it is long, with the crescent horns flaring out into long, fine, appendages. The hull is constructed of expensive trylonite alloy, giving the ship a pearly-gray sheen(and incidentally; superior laser-resistant properties). Though legally registered only to equip its ships with only ‘defensive’ armaments, KD has more than once skirted that legal distinction with custom configurations, citing the need to accommodate their clients’ logistical concerns and access to parts not readily available in their respective regions of space. The drive systems are top of the line models, shipped out to Treskin under heavy security, then painstakingly fine-tuned by Kurza’s engineering staff to even better performace; the result being yachts that handle like bandits, and able to turn on bandits like a hider-zrat turning on a pursuing pseudo-feline.
The order books for Triants are filled for some twenty years in advance; even the Altess have to wait in line(though with their nigh-immortal lifespans, a mere twenty year wait is nothing at all). The Triant has had publicity several times in connection with several economic scandals; corporate executives sinking fortunes(not of their own money) into acquiring one of these vessels; this publicity has only increased the interest in the design.
Type: KD -T01B Triant
Class: Yacht(Corvette)
Crew: 8 + 36 passengers(typically carries only HALF that number of actual passengers, and an equal number of servents)
MDC/Armor by Location:
Main Body 3,600
Bridge 900
PDS Particle Cannon Nodes(10) 100 each
Variable Forcefields 1,000 each side(6,000 total)
Height: 75 ft
Width: 360 ft
Length: 90 ft
Weight: 7,000 tons
Cargo: 700 tons
Powerplant: Advanced Nuclear Fusion w/ 60 year energy life
Speed:
(Atmosphere) Hover to Mach 7; transatmospheric.
(Sublight) Mach 13
(Kitsune Values: 62% of light speed; Accelerates/decelerates at 1.3% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) Not Possible
Bonuses: +1 to Initiative,+3 to Dodge, +2 to Roll
Market Cost: 450 million credits for the basic ship(interior fittings can as much as DOUBLE the price, depending on how opulent the buyer goes)
Systems of Note:
Standard Starship Systems, plus:
*Laser-Reflective Armor---The Triant is sheathed in laser resistant armor that reduces the damage done by lasers by HALF. Variable Frequency lasers CANNOT adjust to compensate for the unique properties of the trylonite alloy.
*Hull-Scrub DeBonder---A low-power hull-surface energy field that is used to break the molecular bondings of hull oxidizing agents, and incidentally, molecular adhesion pads and hull grippers, allowing the ship to retain that well-polished, unfettered, look. Ideal for removing unsightly molecules of space-waste(like sulphur, free oxygen), pirate raiders, bountyhunters, and port docking clamps.
*Jettisonable Bridge Lifepod---The bridge can serve as an emergency lifeboat, ejecting from the rest of the ship.
*Long Range Sensors---Hyperaccurate navigation, easy identification of incoming threats, and knowing where the peasants are all the time; the Triant’s distinctive outswept sensor armatures give it the sort of long range sensor abilities seen only on dedicated military craft and exploration vessels. Can pick up incoming ships in normal space at 300,000 miles, and FTL craft at 10 light years
*FTL Communications---The Triant comes standard with the latest G-Comm systems, able to tap into commerical hypercasts just about anywhere in the galaxy. Industrial signal encryption is standard. KD and its primary supplier, GcTec-Conel, denies that the system can tap and crack other encrypted hypercasts and military frequencies, but rumors persist that the systems are easily upgraded to such purposes.
Weapons Systems:
1) Point Defense Particle Net(10 nodes)---The Triant comes standard with a rather high-powered ‘point defense’ PBC array firing from multiple concealed nodes/ball turrets, providing all-around coverage. However, the PBCs, effectively naval-rated light cannons, can quickly strip the armor off a pirate raider, fighter, or customs cutter at short range.
Range: 2 miles in atmosphere, 5 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: EGCHH, or six shots per melee under computer control
Payload: Effectively Unlimited
2) (Optional)----Additional weapons are neither standard, nor advertised, but the Triant has five internal compartments adjacent to the exterior of the hull, on the specs as ‘storage space’ or additional cabin space,but which are conveniently placed close to power couplings and controm trunks to be easily converted into weapons bays(able to accommodate up to a medium laser array, 10-shot long range missile launcher, tractor beam projector, or heavy-duty sensor jammer)
Auxiliary Craft:
1 Shuttle(or two small fighters)
Kurza-Desani Triant Star-Yacht
“I don’t care whose daughter she is, how many charities and committees she sits on or manages...With a ship like that, she’s GOT to be doing something illegal.”
Kurza-Desani is a small spacecraft design house and manufacturer with a reputation for creating effective and elegant starships with both civilian and military applications. The company was the brainchild of Ocsi Kurza, a successful and notorious pirate and mercenary, famed for his daring raids on several well-fortified worlds. including several Altess planets. Kurza was a much feared celebrity rogue on the Periphery, commanding no small attention from the tabloid screamsheets, until the Altess finally caught up to him...and rather than have him killed or imprisoned, bought him off for a rather boggling sum of credits and a writ of amnesty, in return for his ceasing of operations against Altess interests...Taking the hint that turning down the offer would result in an even bigger sum being offered for his head(body not attached), the pragmatic Kurza ‘retired’ from piracy to the humble little world of Treskin. There he started a business specializing in modifying spacecraft, for anyone who could afford it, to the same standards as his own highly customized raiders. This included many customers who had been his former victims, now eager to see their ships upgraded to the same performance standard that they’d seen in the ships that had hit them. In due time, Kurza began applying his experience to designing wholly new ships, mainly yachts and military vessels...though, often, the designs blur that distinction.
The Kurza-Desani Triant is KD’s flagship design; an elegant, extremely maneuverable vessel that seems equally at home sedately cruising the spacelanes, racing hell-bent through the expanses of the Rim, or coursing through a battlezone or blockade. Larger than a Hunter-class destroyer, and more expensive than many system warships, the KD Triant is the sort of glitter the serious wages of sin can afford.
The Triant has a broad, crescent-shaped hull that is wider than it is long, with the crescent horns flaring out into long, fine, appendages. The hull is constructed of expensive trylonite alloy, giving the ship a pearly-gray sheen(and incidentally; superior laser-resistant properties). Though legally registered only to equip its ships with only ‘defensive’ armaments, KD has more than once skirted that legal distinction with custom configurations, citing the need to accommodate their clients’ logistical concerns and access to parts not readily available in their respective regions of space. The drive systems are top of the line models, shipped out to Treskin under heavy security, then painstakingly fine-tuned by Kurza’s engineering staff to even better performace; the result being yachts that handle like bandits, and able to turn on bandits like a hider-zrat turning on a pursuing pseudo-feline.
The order books for Triants are filled for some twenty years in advance; even the Altess have to wait in line(though with their nigh-immortal lifespans, a mere twenty year wait is nothing at all). The Triant has had publicity several times in connection with several economic scandals; corporate executives sinking fortunes(not of their own money) into acquiring one of these vessels; this publicity has only increased the interest in the design.
Type: KD -T01B Triant
Class: Yacht(Corvette)
Crew: 8 + 36 passengers(typically carries only HALF that number of actual passengers, and an equal number of servents)
MDC/Armor by Location:
Main Body 3,600
Bridge 900
PDS Particle Cannon Nodes(10) 100 each
Variable Forcefields 1,000 each side(6,000 total)
Height: 75 ft
Width: 360 ft
Length: 90 ft
Weight: 7,000 tons
Cargo: 700 tons
Powerplant: Advanced Nuclear Fusion w/ 60 year energy life
Speed:
(Atmosphere) Hover to Mach 7; transatmospheric.
(Sublight) Mach 13
(Kitsune Values: 62% of light speed; Accelerates/decelerates at 1.3% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) Not Possible
Bonuses: +1 to Initiative,+3 to Dodge, +2 to Roll
Market Cost: 450 million credits for the basic ship(interior fittings can as much as DOUBLE the price, depending on how opulent the buyer goes)
Systems of Note:
Standard Starship Systems, plus:
*Laser-Reflective Armor---The Triant is sheathed in laser resistant armor that reduces the damage done by lasers by HALF. Variable Frequency lasers CANNOT adjust to compensate for the unique properties of the trylonite alloy.
*Hull-Scrub DeBonder---A low-power hull-surface energy field that is used to break the molecular bondings of hull oxidizing agents, and incidentally, molecular adhesion pads and hull grippers, allowing the ship to retain that well-polished, unfettered, look. Ideal for removing unsightly molecules of space-waste(like sulphur, free oxygen), pirate raiders, bountyhunters, and port docking clamps.
*Jettisonable Bridge Lifepod---The bridge can serve as an emergency lifeboat, ejecting from the rest of the ship.
*Long Range Sensors---Hyperaccurate navigation, easy identification of incoming threats, and knowing where the peasants are all the time; the Triant’s distinctive outswept sensor armatures give it the sort of long range sensor abilities seen only on dedicated military craft and exploration vessels. Can pick up incoming ships in normal space at 300,000 miles, and FTL craft at 10 light years
*FTL Communications---The Triant comes standard with the latest G-Comm systems, able to tap into commerical hypercasts just about anywhere in the galaxy. Industrial signal encryption is standard. KD and its primary supplier, GcTec-Conel, denies that the system can tap and crack other encrypted hypercasts and military frequencies, but rumors persist that the systems are easily upgraded to such purposes.
Weapons Systems:
1) Point Defense Particle Net(10 nodes)---The Triant comes standard with a rather high-powered ‘point defense’ PBC array firing from multiple concealed nodes/ball turrets, providing all-around coverage. However, the PBCs, effectively naval-rated light cannons, can quickly strip the armor off a pirate raider, fighter, or customs cutter at short range.
Range: 2 miles in atmosphere, 5 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: EGCHH, or six shots per melee under computer control
Payload: Effectively Unlimited
2) (Optional)----Additional weapons are neither standard, nor advertised, but the Triant has five internal compartments adjacent to the exterior of the hull, on the specs as ‘storage space’ or additional cabin space,but which are conveniently placed close to power couplings and controm trunks to be easily converted into weapons bays(able to accommodate up to a medium laser array, 10-shot long range missile launcher, tractor beam projector, or heavy-duty sensor jammer)
Auxiliary Craft:
1 Shuttle(or two small fighters)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
Kittani Draldeesh Starliner
“I’ve heard some real horror stories about bookings on Splugorth liners...the usual gas about travel mates being sold into slavery, or eaten, or being witness to mass spacings of steerage...A lot of them are just rumor, some of them are documented fact...I heard one personally from a reliable source of one couple of travellers who took a trip on a Draldessh and one of them came face to face with a deck-slave...shackled, stark naked...who was the spitting image of the passenger....turned out to be another dimensional version of her that the Spluggies had enslaved, and just happened, coincidentally, to assign to the same ship this lady was travelling on...Not sure what happened next; my friend hasn’t gotten me to booze the rest of the story out of her, but incidents like that are part of the fun of taking a chance on riding on a Splug ship...as long as it’s perfectly clear and certain you’re a paying passenger and respected customer.”
‘Starliner’ doesn’t often come to mind when the subject of Splugorth starships is brought up, but the dimension-spanning Splugorth empires do produce what can be thought of as ‘civilian’ craft. Though the Splugorth favor magical means to travel between worlds, and reserve most of their conventional starship production capability for warships and dedicated transports, they do occasionally produce luxury craft and spaceliners for their many clients and better-off minions to excurse around the cosmos(what’s the point of pillaging the megacosmos if you can’t occasionally enjoy the spoils?).
In their heyday as an independent power, the Kittani produced a number of luxury starliner designs for their non-warrior dependents, retirees, and convolescing soldiers to travel in comfort between the conquered worlds of their dominion. With the Mechanoid War, many of these ships were converted to refugee transports, and saw subsequent service with the Kittanis’ Splugorth saviors. As the Splugorth-affiliated Kittanis’ fortunes again waxed and new dominions were established, some of these surviving craft were converted back to starliner opulence and returned to passenger duty. The Splugorth operate these vessels to reward well-performing minions, impress allies, entertain clients, and bring in income from the occasional foolhardy thrillseeker, degenerate playbeings, and paying passenger looking for something a little different. Of course, if they need to, the Splugorth can quickly press these ships back into action as transports for their armies.
The Draldeesh(Ancient Kitta for ‘Comet/Chariot of Conquerors’, after an ancient Kittani omen of good fortune) is a good example of Kittani starliner design. Resembling a cross between a mechanical jellyfish and a comet, with a spheroid forward hull, with an industrial complex-like weave of interwoven structural tubing wrapped around secondary hulls in the rear, the Draldeesh looks more like a baroque factory ship than a luxury spaceliner, but looks can be deceiving. The majority of the luxury living quarters and facilities are in the forward spherical hull, with the engines, , extensive cargo bays, secondary facilities, support staff quarters, and small craft bays in the tangle of hull behind. Being an older design, the giant Draldeeshes cannot enter a planetary atmosphere and land successfully, but must rely on orbital docking facilities or their large complement of shuttlecraft to transfer passengers and cargo.
Draldeeshes are opulently appointed, with great attention paid to recreational facilities, many not found on the starliners of other star-nations. The passenger decks have their own armored protection and power systems, providing for the safety of passengers even in the event of a catastrophic failure of the rest of the ship’s systems. The ships have a very large complement of ‘service personnel’(i.e. slaves) to wait on passengers hand and foot....in some of these vessels, depending on the clientele being carried, the numbers of these ‘auxiliary service personnel’ can decline sharply in the course of a voyage, due to attrition.
As raiders and pirates, Kittani appreciate the vulnerability of commercial starships, especially starliners, so their own starliners are heavily armed and armored against attackers. Draldeeshes mount enough firepower that they are even known to engage in piracy themselves, overwhelming smaller craft they encounter in the course of their travels(part of the unscheduled entertainment). However, they are used mainly in defensive actions, which happen more often than one might think. Anti-Splugorth resistance groups are more than happy to target the craft and the functionaries they carry, as well as liberate the slaves aboard them, while true pirates are drawn by the vast wealth these ships represent. Although the Splugorth starliners are heavily armed, and their passengers more often than not powerhouses in their own right, a successful capture and stripping of a Draldeesh can make a pirate’s career and make them very wealthy.
Type: KSS-HT-20 Draldeesh
Class: Armored Starliner
Crew: 180 +80 security personnel+ 400 service personnel(free)+2,000 passengers+ up to 1,000 ‘auxiliary service personnel’(slaves)
As troop or refugee transports, can carry 8,000 troops/passengers under cramped conditions
MDC/Armor by Location:
Main Body 75,000
Bridge 15,000
Armored Passenger Decks(6) 9,000 each
Observation Decks(4) 4,000 each
Hangar Bays(8) 5,000 each
Main Engines(8) 5,000 each
Auxiliary Engines(4) 1,000 each
Weapons Fins(4) 4,000 each
Point Defense Turrets(20) 250 each
Tractor Beam Turrets(10) 200 each
Variable Forcefields 1,200 each side(7,200 total)
Height: 1,500 ft
Width: 1,500 ft
Length: 3,200 ft
Weight: 9 million tons
Cargo: 200,000 tons
Powerplant: Advanced Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Not possible
(Sublight) Mach 8
(Kitsune Values: 60 % of light speed; Accelerates/decelerates at 0.0% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: 20 billion credits
Systems of Note:
Standard Starship Systems, plus:
*Luxury Accommodations---Draldeshes sport some of the most decadently luxurious cabins outside Altess craft...with individual environmental and gravity controls...though travellers are advised to be wary...It’s said some of the decorations produced by alien hands can drive observers mad if gazed at too long, and the natural coverings of some of the furniture once came from sentient beings...
Since many passengers bring their own servents/slaves, many of the quarters have adjacent slave-kenneling(ranging from a walk-in closet to dog-cage-sized accommodations).
*Grav Arena---A large variable gravity force-shielded(900 MDC) arena complex that provides an environment for high-power sporting events, including gladitorial combat.
*Internal Surveillance and Security System---This is mainly to keep track of the auxiliary service personnel aboard ship(slaves are all microchipped), but it can also be used to keep tabs on passengers’ activities(obstensively to keep them out of danger and trouble, but it’s been rumored that the system is also used to gather blackmail material on clients).
*Tractor Beam Projectors(10)---The Draldeesh mounts no less than ten tractor beam projectors for handling cargo pods and recovering small craft. Each tractor beam projector can handle 1,500 tons, and has a range of 12 miles.
Weapons Systems:
1) Particle Beam Cannons(4)---Mounted on four forward-curved fin-like projections midway along the outer hull are four powerful particle beam cannons
Range:miles in atmosphere, miles in space
(Kitsune Values: miles in atmosphere, miles in space)
Damage: 2d4x100 MD per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
2) Point Defense Laser Clusters(20)
Range: 3 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere, 100 miles in space)
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
3) Short Range Missile Launchers(6)
Range:Varies by Missile Type
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-10 each launcher
Payload: 100 per launcher. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 48 missiles)
Auxiliary Craft:
12 heavy shuttles
10-20 Kittani Robofighters
Typically has a security contingent of 30-100 troopers in space-capable Kittani power armors and/or TW Body Armor suits
“I’ve heard some real horror stories about bookings on Splugorth liners...the usual gas about travel mates being sold into slavery, or eaten, or being witness to mass spacings of steerage...A lot of them are just rumor, some of them are documented fact...I heard one personally from a reliable source of one couple of travellers who took a trip on a Draldessh and one of them came face to face with a deck-slave...shackled, stark naked...who was the spitting image of the passenger....turned out to be another dimensional version of her that the Spluggies had enslaved, and just happened, coincidentally, to assign to the same ship this lady was travelling on...Not sure what happened next; my friend hasn’t gotten me to booze the rest of the story out of her, but incidents like that are part of the fun of taking a chance on riding on a Splug ship...as long as it’s perfectly clear and certain you’re a paying passenger and respected customer.”
‘Starliner’ doesn’t often come to mind when the subject of Splugorth starships is brought up, but the dimension-spanning Splugorth empires do produce what can be thought of as ‘civilian’ craft. Though the Splugorth favor magical means to travel between worlds, and reserve most of their conventional starship production capability for warships and dedicated transports, they do occasionally produce luxury craft and spaceliners for their many clients and better-off minions to excurse around the cosmos(what’s the point of pillaging the megacosmos if you can’t occasionally enjoy the spoils?).
In their heyday as an independent power, the Kittani produced a number of luxury starliner designs for their non-warrior dependents, retirees, and convolescing soldiers to travel in comfort between the conquered worlds of their dominion. With the Mechanoid War, many of these ships were converted to refugee transports, and saw subsequent service with the Kittanis’ Splugorth saviors. As the Splugorth-affiliated Kittanis’ fortunes again waxed and new dominions were established, some of these surviving craft were converted back to starliner opulence and returned to passenger duty. The Splugorth operate these vessels to reward well-performing minions, impress allies, entertain clients, and bring in income from the occasional foolhardy thrillseeker, degenerate playbeings, and paying passenger looking for something a little different. Of course, if they need to, the Splugorth can quickly press these ships back into action as transports for their armies.
The Draldeesh(Ancient Kitta for ‘Comet/Chariot of Conquerors’, after an ancient Kittani omen of good fortune) is a good example of Kittani starliner design. Resembling a cross between a mechanical jellyfish and a comet, with a spheroid forward hull, with an industrial complex-like weave of interwoven structural tubing wrapped around secondary hulls in the rear, the Draldeesh looks more like a baroque factory ship than a luxury spaceliner, but looks can be deceiving. The majority of the luxury living quarters and facilities are in the forward spherical hull, with the engines, , extensive cargo bays, secondary facilities, support staff quarters, and small craft bays in the tangle of hull behind. Being an older design, the giant Draldeeshes cannot enter a planetary atmosphere and land successfully, but must rely on orbital docking facilities or their large complement of shuttlecraft to transfer passengers and cargo.
Draldeeshes are opulently appointed, with great attention paid to recreational facilities, many not found on the starliners of other star-nations. The passenger decks have their own armored protection and power systems, providing for the safety of passengers even in the event of a catastrophic failure of the rest of the ship’s systems. The ships have a very large complement of ‘service personnel’(i.e. slaves) to wait on passengers hand and foot....in some of these vessels, depending on the clientele being carried, the numbers of these ‘auxiliary service personnel’ can decline sharply in the course of a voyage, due to attrition.
As raiders and pirates, Kittani appreciate the vulnerability of commercial starships, especially starliners, so their own starliners are heavily armed and armored against attackers. Draldeeshes mount enough firepower that they are even known to engage in piracy themselves, overwhelming smaller craft they encounter in the course of their travels(part of the unscheduled entertainment). However, they are used mainly in defensive actions, which happen more often than one might think. Anti-Splugorth resistance groups are more than happy to target the craft and the functionaries they carry, as well as liberate the slaves aboard them, while true pirates are drawn by the vast wealth these ships represent. Although the Splugorth starliners are heavily armed, and their passengers more often than not powerhouses in their own right, a successful capture and stripping of a Draldeesh can make a pirate’s career and make them very wealthy.
Type: KSS-HT-20 Draldeesh
Class: Armored Starliner
Crew: 180 +80 security personnel+ 400 service personnel(free)+2,000 passengers+ up to 1,000 ‘auxiliary service personnel’(slaves)
As troop or refugee transports, can carry 8,000 troops/passengers under cramped conditions
MDC/Armor by Location:
Main Body 75,000
Bridge 15,000
Armored Passenger Decks(6) 9,000 each
Observation Decks(4) 4,000 each
Hangar Bays(8) 5,000 each
Main Engines(8) 5,000 each
Auxiliary Engines(4) 1,000 each
Weapons Fins(4) 4,000 each
Point Defense Turrets(20) 250 each
Tractor Beam Turrets(10) 200 each
Variable Forcefields 1,200 each side(7,200 total)
Height: 1,500 ft
Width: 1,500 ft
Length: 3,200 ft
Weight: 9 million tons
Cargo: 200,000 tons
Powerplant: Advanced Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Not possible
(Sublight) Mach 8
(Kitsune Values: 60 % of light speed; Accelerates/decelerates at 0.0% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: 20 billion credits
Systems of Note:
Standard Starship Systems, plus:
*Luxury Accommodations---Draldeshes sport some of the most decadently luxurious cabins outside Altess craft...with individual environmental and gravity controls...though travellers are advised to be wary...It’s said some of the decorations produced by alien hands can drive observers mad if gazed at too long, and the natural coverings of some of the furniture once came from sentient beings...
Since many passengers bring their own servents/slaves, many of the quarters have adjacent slave-kenneling(ranging from a walk-in closet to dog-cage-sized accommodations).
*Grav Arena---A large variable gravity force-shielded(900 MDC) arena complex that provides an environment for high-power sporting events, including gladitorial combat.
*Internal Surveillance and Security System---This is mainly to keep track of the auxiliary service personnel aboard ship(slaves are all microchipped), but it can also be used to keep tabs on passengers’ activities(obstensively to keep them out of danger and trouble, but it’s been rumored that the system is also used to gather blackmail material on clients).
*Tractor Beam Projectors(10)---The Draldeesh mounts no less than ten tractor beam projectors for handling cargo pods and recovering small craft. Each tractor beam projector can handle 1,500 tons, and has a range of 12 miles.
Weapons Systems:
1) Particle Beam Cannons(4)---Mounted on four forward-curved fin-like projections midway along the outer hull are four powerful particle beam cannons
Range:miles in atmosphere, miles in space
(Kitsune Values: miles in atmosphere, miles in space)
Damage: 2d4x100 MD per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
2) Point Defense Laser Clusters(20)
Range: 3 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere, 100 miles in space)
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
3) Short Range Missile Launchers(6)
Range:Varies by Missile Type
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-10 each launcher
Payload: 100 per launcher. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 48 missiles)
Auxiliary Craft:
12 heavy shuttles
10-20 Kittani Robofighters
Typically has a security contingent of 30-100 troopers in space-capable Kittani power armors and/or TW Body Armor suits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Starship designs...
A little sumpin' I've had in my files for the last few years. Decided to update and upgrade. sorry guys, but due to "no image files allowed" y'can't see what the baby looks like
--------------------------------------------------------------------------------------------------------------------
Model Type: EX-V Mk.3 Void-Runner
Class: Light Battlecruiser
Crew: 20, but with accommodations for up to 300. The Void-Runner was designed to operate efficiently with a small crew.
M.D.C. By Location:
*^Rear (engineering) =24,000
^^Bridge =13,500 *Observation Blister = 10,000 (Dedicated Armour of Ithan spell adds additional 2000 MDC)
Fore (spinal-weapons & sensors) =18,000
Launch-bays (2) =4000e + 200e door
*PDLaser turrets (12) = 100e
*GR-100 Gravgun turrets (6) =150e
Rift-cannon = 1500
Antiship Laser batteries (4) =800e
10cm Spinalmount Massdriver =1000
Heavy Long Range Prism-Cannon =800
LRM / Torpedo launchers (2) =500e
Stern MRM launcher =300
Variable Shields =5000e facing (30,000 total)
**Main-Body =40,000
*^If destroyed, the vessel will only have stationkeeping drives (700mph) and minimal power for life support and sensors (no shields).
^^If the bridge is destroyed, the vessel can still be commanded from secondary stations, but all sensors and combat bonuses are at 50%.
* These targets are relatively small; a called shot of 15+ is needed to strike them.
** When reduced to zero MDC, the ship is caused to drift in space, but missile systems and point defense still can operate. If reduced to -1000 MDC, the reactor will be breached and explode, inflicting 4D6X1000 MDC to a 3km radius.
Speed:
Flying: Mach 15 combat speed. 0.5 sublight speed FTL: 5 LY / Hr. using negative matter drive (see later for void-drive).
Range: 117 days with 100 crew/ passengers. May be extended with Sustain magic systems.
Statistical Data:
Height: 100m / 333ft. Length: 350m / 1165.5ft. Width: 105m / 346.5ft.
Weight: 116.5 kilotonnes with 500 tonnes of fighters and / or shuttlecraft.
Cargo: 318.21 modules of cargo space / modification space; roughly 4.75 kilotonnes of cargo can be carried / stored.
Drive Type(s): Primary; Negative-matter energy wave generators rated for factor 500.
Secondary; Astral Void-Drive for point-to-point travel (see later for description).
Power System: Dynamic mass-reactor with 20 years at maximum output. Cosmic ley-line PPE siphons for techno-wizard devices; 500 PPE/hr. and crystal storage cells with 10,000 PPE capacity.
Market Cost: Unknown; estimated at several billion Tri-galactic credits if ever sold.
Weapon Systems
1) Antiship Concealed Laser Batteries (4): Located port and starboard, and covered by folding armour plates are concealed heavy laser batteries. Each battery has a 90 arc of fire to either side. Only called shots may damage the guns, and they are -25% to detect closed.
Mega-Damage: 3D6X100 per laser battery shot. R.O.F.: 2 shots per battery / rnd. Range: 88km (55miles) in space.
Payload: Effectively unlimited. Capitol Ship scale= -10 to strike small targets.
2) 10cm Anti-ship Massdriver: Located along the top centerline of the Voidrunner, is a powerful massdriver cannon.
Mega-Damage: 4D4X100 per shot. R.O.F.: 1 per gunners action. Range: 43.2km (27miles) in space. Payload: 300 projectiles. Capitol Ship scale= -10 to strike small targets. Note: projectiles are considered armour piercing.
3) Bow-Mounted Rift Cannon: Located on the bottom nose of the Voidrunner, is a Rift Projector Cannon.
Mega-Damage: 2D6X10-1D4X1000 plus other effects (see Pg. 156 Phaseworld). R.O.F.: once per minute. Range: 80km (50miles).
Payload: 1000 PPE per shot. Capitol Ship scale= -10 to strike small targets.
4) Heavy Long Range Prism-Cannon: A powerful TW laser cannon placed ventrally, just forward and under the vehicle bays.
Mega-Damage: 1D6X100 per shot. R.O.F.: 1 per gunners action. Range: 224km (140miles) in space. Payload: Effectively unlimited; draws off the mystic & conventional generator 1000 PPE for 24 hours use. Heavy Ship scale= -6 to strike small targets. Notes: These beams can damage any object or being that is only vulnerable to magical attacks. Finally, range is X2 on cosmic ley-lines or nexus points and damage is X1.5 to X2 depending on line or nexus proximity. The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses).
5) Med. PPC Turret: Just above the bridge is a pop-up medium particle beam gun on a rotating turret (-25% to detect).
Mega-Damage: 5D6X10 per shot. R.O.F.: 1 per gunners action. Range: 19.2km (12miles) in space. Payload: Unlimited.
Med. Ship scale= -3 to strike small targets. Note: The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses) with a 360° rotation, 30° depression and 90° elevation. MDC of the gun when exposed is 200.
6) Dual-Laser Point Defense turrets (12): These point defense lasers are spaced evenly across the Voidrunners' hull to protect from enemy fighters and incoming missile strikes. The turrets may be manually operated or set to auto-fire.
Mega-Damage: 1D6X10 per twin shot (5D6 per barrel). R.O.F.: 1 per gunners action or 3 attacks automated. Range: 3.6km (12k ft.). Payload: Unlimited. Light Ship scale= No penalties. Note: The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses). If set for auto-fire, the guns are +4 to strike (+6 if lock on has been achieved).
7) GR-100 Grav Autocannon turrets (6): These point defense gravity-guns are spaced evenly across the Voidrunners' hull to protect from enemy fighters and incoming missile strikes. The turrets may be manually operated or set to auto-fire.
Mega-Damage: 1D6X10 per 10 round burst. R.O.F.: 1 bursts per action or 3 attacks automated. Range: 4.8km (3miles).
Payload: 1000 bursts each. Light Ship scale= No penalties. Note: The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses). If set for auto-fire, the guns are +4 to strike (+6 if lock on has been achieved).
8 ) Foreward LRM / Torpedo Launchers (2): On either side of the central main body are single-tube LR missile & torpedo launchers facing forward. Typically these launchers are loaded with plasma or gravitic warheads.
Mega-Damage: As per LRM / Torpedo type.
R.O.F.: Individually or in volleys of two per launcher (total volley of 4 warheads). Each volley counts as 1 gunner action. Once 10 warheads have been launched, it takes 3 actions (1/2 a melee) for the auto-loading system to reload another 10 from the magazine. Range: as per warhead type.
Payload: 10 per launch system plus an additional magazine of 60 per twin-launcher, for a total 140
9) Aft MRM Launcher : Behind the bridge tower is a standard 10 tubes medium range missile launcher.
Mega-Damage: As per MRM warhead. R.O.F.: Individually or in volleys of 5. Each volley counts as 1 gunner action. Once 10 warheads have been launched, it takes 3 actions (1/2 a melee) for the auto-loading system to reload another 10 from the magazine. Range: as per warhead type. Payload: 10 plus an additional magazine of 50, for a total 60.
Other Systems
Laser Reflective armour (50% damage from lasers). ECM generators. Advanced Sensor Package. Geologic Sensors. Targeting and combat computer (+2 to strike, +1 to dodge). Auto-pilot & Supernavigation computer (50% skill). Atmosphere & Water recycling system. Crew automation (96 units / positions). 20 staterooms & 40 basic accommodations. 2 Launch-bays (@250 tonne capacity each). Artificial gravity. 2 Recreation facilities. 100 Stasis pod facilities. 6 FTL life-boats. FCE pod (bridge unit). Auto-Breach sealing. FTL communications system. Teleporter (1000km / 620miles).
Void Drive (Special)
This unique (to the Tri-galactic system anyways) techno-wizard engine, is capable of transferring a space-craft into the border Astral-plane, then into the 'Astral void'. There, the techno-wizard engineer, in conjunction with a psionic navigator (must have Astral navigation psi power) can use the unusual properties of the void to travel to any point charted within the Tri-galactic system or even other dimensions.
Notes: The actual transference into the border Astral uses 1800 PPE plus 60 PPE/hr.; there, FTL speed is doubled for as long as the vessel is in Astral-space. The Psi-navigator then must make a successful Astral-navigation skill roll to enter the Void. Next, all but the techno-wizard and navigator are placed into cryo-stasis (to avoid attracting shadow-mantis) and the TW protection fields specifically for the void come into play. Finally, both engineer and navigator link minds and concentrate on the final destination, depleting their PPE / ISP reserves as well as the PPE batteries (see Pg. 40 of 'Between the Shadows' for success rate; IQ bonuses do apply).
TW Systems
Impervious to energy: 20 PPE / 20 minutes. Draws directly from the storage batteries, but can be activated by others from the bridge.
Invisibility superior: 20 PPE / 30 minutes. Draws directly from the storage batteries, but can be activated by others from the bridge.
Sustain: 12 PPE / 10 days. Draws directly from the storage batteries, but can be activated by others from the bridge.
Stateroom Cleansing Booths: 6 PPE / use. TW shower stalls; works exactly as the spell of the same name, and can clean up to 3 people at a time.
Multi-Dimensional Compartments: Certain areas (Dining hall, Captain and Navigators’ quarters, Recreation deck #2 / Garden) are actually located in dimensional pockets fixed to the Void-Runner MK3. This effectively gives those areas the internal volume of a small mansion; Roughly 100x50x50metres volume! Each multi-D “room” is of course lavishly furnished and appointed. Requires 60 PPE to create a door lasting 10 minutes for entrance / exit & is magicaly warded and secured against intruders.
Renegerative Hull: Restores 4D6X100 MDC per hour to damaged hull plating (does not restore internal systems or weaponry). If over 75% damage is taken, the enchantment will need to be repowered; 3500 PPE to renew the regeneration.
Void-Shields: 55 PPE / hour. Draws directly from the storage batteries and can only be activated by the techno-wizard engineer. This system combines Protection circle superior, Armour of Ithan, and Invulnerability. If anything in the void inflicts more than 125 damage, the field will need to be reactivated.
--------------------------------------------------------------------------------------------------------------------
Model Type: EX-V Mk.3 Void-Runner
Class: Light Battlecruiser
Crew: 20, but with accommodations for up to 300. The Void-Runner was designed to operate efficiently with a small crew.
M.D.C. By Location:
*^Rear (engineering) =24,000
^^Bridge =13,500 *Observation Blister = 10,000 (Dedicated Armour of Ithan spell adds additional 2000 MDC)
Fore (spinal-weapons & sensors) =18,000
Launch-bays (2) =4000e + 200e door
*PDLaser turrets (12) = 100e
*GR-100 Gravgun turrets (6) =150e
Rift-cannon = 1500
Antiship Laser batteries (4) =800e
10cm Spinalmount Massdriver =1000
Heavy Long Range Prism-Cannon =800
LRM / Torpedo launchers (2) =500e
Stern MRM launcher =300
Variable Shields =5000e facing (30,000 total)
**Main-Body =40,000
*^If destroyed, the vessel will only have stationkeeping drives (700mph) and minimal power for life support and sensors (no shields).
^^If the bridge is destroyed, the vessel can still be commanded from secondary stations, but all sensors and combat bonuses are at 50%.
* These targets are relatively small; a called shot of 15+ is needed to strike them.
** When reduced to zero MDC, the ship is caused to drift in space, but missile systems and point defense still can operate. If reduced to -1000 MDC, the reactor will be breached and explode, inflicting 4D6X1000 MDC to a 3km radius.
Speed:
Flying: Mach 15 combat speed. 0.5 sublight speed FTL: 5 LY / Hr. using negative matter drive (see later for void-drive).
Range: 117 days with 100 crew/ passengers. May be extended with Sustain magic systems.
Statistical Data:
Height: 100m / 333ft. Length: 350m / 1165.5ft. Width: 105m / 346.5ft.
Weight: 116.5 kilotonnes with 500 tonnes of fighters and / or shuttlecraft.
Cargo: 318.21 modules of cargo space / modification space; roughly 4.75 kilotonnes of cargo can be carried / stored.
Drive Type(s): Primary; Negative-matter energy wave generators rated for factor 500.
Secondary; Astral Void-Drive for point-to-point travel (see later for description).
Power System: Dynamic mass-reactor with 20 years at maximum output. Cosmic ley-line PPE siphons for techno-wizard devices; 500 PPE/hr. and crystal storage cells with 10,000 PPE capacity.
Market Cost: Unknown; estimated at several billion Tri-galactic credits if ever sold.
Weapon Systems
1) Antiship Concealed Laser Batteries (4): Located port and starboard, and covered by folding armour plates are concealed heavy laser batteries. Each battery has a 90 arc of fire to either side. Only called shots may damage the guns, and they are -25% to detect closed.
Mega-Damage: 3D6X100 per laser battery shot. R.O.F.: 2 shots per battery / rnd. Range: 88km (55miles) in space.
Payload: Effectively unlimited. Capitol Ship scale= -10 to strike small targets.
2) 10cm Anti-ship Massdriver: Located along the top centerline of the Voidrunner, is a powerful massdriver cannon.
Mega-Damage: 4D4X100 per shot. R.O.F.: 1 per gunners action. Range: 43.2km (27miles) in space. Payload: 300 projectiles. Capitol Ship scale= -10 to strike small targets. Note: projectiles are considered armour piercing.
3) Bow-Mounted Rift Cannon: Located on the bottom nose of the Voidrunner, is a Rift Projector Cannon.
Mega-Damage: 2D6X10-1D4X1000 plus other effects (see Pg. 156 Phaseworld). R.O.F.: once per minute. Range: 80km (50miles).
Payload: 1000 PPE per shot. Capitol Ship scale= -10 to strike small targets.
4) Heavy Long Range Prism-Cannon: A powerful TW laser cannon placed ventrally, just forward and under the vehicle bays.
Mega-Damage: 1D6X100 per shot. R.O.F.: 1 per gunners action. Range: 224km (140miles) in space. Payload: Effectively unlimited; draws off the mystic & conventional generator 1000 PPE for 24 hours use. Heavy Ship scale= -6 to strike small targets. Notes: These beams can damage any object or being that is only vulnerable to magical attacks. Finally, range is X2 on cosmic ley-lines or nexus points and damage is X1.5 to X2 depending on line or nexus proximity. The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses).
5) Med. PPC Turret: Just above the bridge is a pop-up medium particle beam gun on a rotating turret (-25% to detect).
Mega-Damage: 5D6X10 per shot. R.O.F.: 1 per gunners action. Range: 19.2km (12miles) in space. Payload: Unlimited.
Med. Ship scale= -3 to strike small targets. Note: The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses) with a 360° rotation, 30° depression and 90° elevation. MDC of the gun when exposed is 200.
6) Dual-Laser Point Defense turrets (12): These point defense lasers are spaced evenly across the Voidrunners' hull to protect from enemy fighters and incoming missile strikes. The turrets may be manually operated or set to auto-fire.
Mega-Damage: 1D6X10 per twin shot (5D6 per barrel). R.O.F.: 1 per gunners action or 3 attacks automated. Range: 3.6km (12k ft.). Payload: Unlimited. Light Ship scale= No penalties. Note: The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses). If set for auto-fire, the guns are +4 to strike (+6 if lock on has been achieved).
7) GR-100 Grav Autocannon turrets (6): These point defense gravity-guns are spaced evenly across the Voidrunners' hull to protect from enemy fighters and incoming missile strikes. The turrets may be manually operated or set to auto-fire.
Mega-Damage: 1D6X10 per 10 round burst. R.O.F.: 1 bursts per action or 3 attacks automated. Range: 4.8km (3miles).
Payload: 1000 bursts each. Light Ship scale= No penalties. Note: The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses). If set for auto-fire, the guns are +4 to strike (+6 if lock on has been achieved).
8 ) Foreward LRM / Torpedo Launchers (2): On either side of the central main body are single-tube LR missile & torpedo launchers facing forward. Typically these launchers are loaded with plasma or gravitic warheads.
Mega-Damage: As per LRM / Torpedo type.
R.O.F.: Individually or in volleys of two per launcher (total volley of 4 warheads). Each volley counts as 1 gunner action. Once 10 warheads have been launched, it takes 3 actions (1/2 a melee) for the auto-loading system to reload another 10 from the magazine. Range: as per warhead type.
Payload: 10 per launch system plus an additional magazine of 60 per twin-launcher, for a total 140
9) Aft MRM Launcher : Behind the bridge tower is a standard 10 tubes medium range missile launcher.
Mega-Damage: As per MRM warhead. R.O.F.: Individually or in volleys of 5. Each volley counts as 1 gunner action. Once 10 warheads have been launched, it takes 3 actions (1/2 a melee) for the auto-loading system to reload another 10 from the magazine. Range: as per warhead type. Payload: 10 plus an additional magazine of 50, for a total 60.
Other Systems
Laser Reflective armour (50% damage from lasers). ECM generators. Advanced Sensor Package. Geologic Sensors. Targeting and combat computer (+2 to strike, +1 to dodge). Auto-pilot & Supernavigation computer (50% skill). Atmosphere & Water recycling system. Crew automation (96 units / positions). 20 staterooms & 40 basic accommodations. 2 Launch-bays (@250 tonne capacity each). Artificial gravity. 2 Recreation facilities. 100 Stasis pod facilities. 6 FTL life-boats. FCE pod (bridge unit). Auto-Breach sealing. FTL communications system. Teleporter (1000km / 620miles).
Void Drive (Special)
This unique (to the Tri-galactic system anyways) techno-wizard engine, is capable of transferring a space-craft into the border Astral-plane, then into the 'Astral void'. There, the techno-wizard engineer, in conjunction with a psionic navigator (must have Astral navigation psi power) can use the unusual properties of the void to travel to any point charted within the Tri-galactic system or even other dimensions.
Notes: The actual transference into the border Astral uses 1800 PPE plus 60 PPE/hr.; there, FTL speed is doubled for as long as the vessel is in Astral-space. The Psi-navigator then must make a successful Astral-navigation skill roll to enter the Void. Next, all but the techno-wizard and navigator are placed into cryo-stasis (to avoid attracting shadow-mantis) and the TW protection fields specifically for the void come into play. Finally, both engineer and navigator link minds and concentrate on the final destination, depleting their PPE / ISP reserves as well as the PPE batteries (see Pg. 40 of 'Between the Shadows' for success rate; IQ bonuses do apply).
TW Systems
Impervious to energy: 20 PPE / 20 minutes. Draws directly from the storage batteries, but can be activated by others from the bridge.
Invisibility superior: 20 PPE / 30 minutes. Draws directly from the storage batteries, but can be activated by others from the bridge.
Sustain: 12 PPE / 10 days. Draws directly from the storage batteries, but can be activated by others from the bridge.
Stateroom Cleansing Booths: 6 PPE / use. TW shower stalls; works exactly as the spell of the same name, and can clean up to 3 people at a time.
Multi-Dimensional Compartments: Certain areas (Dining hall, Captain and Navigators’ quarters, Recreation deck #2 / Garden) are actually located in dimensional pockets fixed to the Void-Runner MK3. This effectively gives those areas the internal volume of a small mansion; Roughly 100x50x50metres volume! Each multi-D “room” is of course lavishly furnished and appointed. Requires 60 PPE to create a door lasting 10 minutes for entrance / exit & is magicaly warded and secured against intruders.
Renegerative Hull: Restores 4D6X100 MDC per hour to damaged hull plating (does not restore internal systems or weaponry). If over 75% damage is taken, the enchantment will need to be repowered; 3500 PPE to renew the regeneration.
Void-Shields: 55 PPE / hour. Draws directly from the storage batteries and can only be activated by the techno-wizard engineer. This system combines Protection circle superior, Armour of Ithan, and Invulnerability. If anything in the void inflicts more than 125 damage, the field will need to be reactivated.
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
Wow///nasty little monster...got some history/tech fluff for it?
I note it has TW systems...does this mean it's a United Worlds of Warlock design, or is a post-production modification of a production tech-design?
I note it has TW systems...does this mean it's a United Worlds of Warlock design, or is a post-production modification of a production tech-design?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Starship designs...
The Void Runner (Marks 1 through 3) are the brain & love child of Capt. Malkashae K'kanzi-Santh, former Eldar Autrauch and now gentleman privateer for the United Worlds of Warlock and his companion and Magitech engineer, the Enigmatic Lady-Void. The hull and technowizardry systems have been progresseively modified and refined from the begining as a long-haul bulk mega-freighter to its present configuration as a sleek, swift multi-dimensional "Wulf of the void lanes".
I Introduced the Captain and his significant superior ( ) years ago in my IRL campaign as just 'Random NPC spacers' drowning in enuui and boredom on their tramp-frieghter (MUCH smaller) simply named Runner. Malkasahe and Void came across the players' characters after they had been stranded on a outpost station at the very rim of the Corkscrew galaxy...without a ship and little in credit. The PC's had an enterprising technowizard among them who had been wracking his brain on a design for a much faster & effecient FTL drive that didn't rely on Rift-jumping or even ley-line crusing. In payment for passage to the nearest planet with stable rift-gates to Rifts Terra, the Technowizard sold his plans to the Captain (having come to respect and trust each other), and so that group passed into obscurity as they returned to Earth... and consequently the players shipped off to parts of the city unknown without a forwarding adress.
However, in later campaign story arcs, Malkashae and Void had sold their copy of the first generation 'Astral-Plane' booster for FTL to Alfheim and used the funds they recived to build the first Void-Runner; a slightly more armoured and shielded frieghter with minimal TW enhancements. The Mk-1 didn't last long due to overwhelming odds, but again fortune smiled on PC's and NPC's alike; long story short, they used the drive section and the still-intact bridge to make a hollowed out asteroid into a crude vessel. The PC's got what was in the hollowed out section while the NPC's got the mineral rights to the asteroid.
Enter the MK2
Similar to the above MK-3 but with only half the TW systems and only a VERY crude version of the 1st. gen astral-void drive, based on writings Lady Void found about the Gaurdians and their void-ships (See Through the mirror darkly for fluff text).
Only recently has the Void-Runner been refined to its current, third configuration, with a new commision from High King Starlight himself; Assist the Lazloans on 'Eyrth' and their allies in the orbital communites and be aware of rumours / sightings of the re-emergence of the Daemonstar fleet.
I Introduced the Captain and his significant superior ( ) years ago in my IRL campaign as just 'Random NPC spacers' drowning in enuui and boredom on their tramp-frieghter (MUCH smaller) simply named Runner. Malkasahe and Void came across the players' characters after they had been stranded on a outpost station at the very rim of the Corkscrew galaxy...without a ship and little in credit. The PC's had an enterprising technowizard among them who had been wracking his brain on a design for a much faster & effecient FTL drive that didn't rely on Rift-jumping or even ley-line crusing. In payment for passage to the nearest planet with stable rift-gates to Rifts Terra, the Technowizard sold his plans to the Captain (having come to respect and trust each other), and so that group passed into obscurity as they returned to Earth... and consequently the players shipped off to parts of the city unknown without a forwarding adress.
However, in later campaign story arcs, Malkashae and Void had sold their copy of the first generation 'Astral-Plane' booster for FTL to Alfheim and used the funds they recived to build the first Void-Runner; a slightly more armoured and shielded frieghter with minimal TW enhancements. The Mk-1 didn't last long due to overwhelming odds, but again fortune smiled on PC's and NPC's alike; long story short, they used the drive section and the still-intact bridge to make a hollowed out asteroid into a crude vessel. The PC's got what was in the hollowed out section while the NPC's got the mineral rights to the asteroid.
Enter the MK2
Similar to the above MK-3 but with only half the TW systems and only a VERY crude version of the 1st. gen astral-void drive, based on writings Lady Void found about the Gaurdians and their void-ships (See Through the mirror darkly for fluff text).
Only recently has the Void-Runner been refined to its current, third configuration, with a new commision from High King Starlight himself; Assist the Lazloans on 'Eyrth' and their allies in the orbital communites and be aware of rumours / sightings of the re-emergence of the Daemonstar fleet.
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Re: Starship designs...
Hi there!
Not bad at all, thought:
- Speed is a bit to high (I would assign penalties, like slow to accelerate or a magical "afterburner", eating up a
few hundred PPE, or the like for it)
- The ship is too light for its dimensions (ie. for these parameters, the ship would weight about 1.0 to 1.5 MILLION tons
if compared to the Warshield or the Dwarven Iron Ships), except if it is largely "empty" (the Romulan Warbird or the
usual "saucer+nacelles" Starfleet design comes into mind, thought the ships of the 3 Galaxies tend to be more compact)...
which leads us to:
- HOW DOES SHE LOOK LIKE?
Adios
KLM
DhAkael wrote:Model Type: EX-V Mk.3 Void-Runner
(...)
Flying: Mach 15 combat speed.
(...)
Height: 100m / 333ft. Length: 350m / 1165.5ft. Width: 105m / 346.5ft.
Not bad at all, thought:
- Speed is a bit to high (I would assign penalties, like slow to accelerate or a magical "afterburner", eating up a
few hundred PPE, or the like for it)
- The ship is too light for its dimensions (ie. for these parameters, the ship would weight about 1.0 to 1.5 MILLION tons
if compared to the Warshield or the Dwarven Iron Ships), except if it is largely "empty" (the Romulan Warbird or the
usual "saucer+nacelles" Starfleet design comes into mind, thought the ships of the 3 Galaxies tend to be more compact)...
which leads us to:
- HOW DOES SHE LOOK LIKE?
Adios
KLM
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
Re: Starship designs...
As for the combat speed, her acceleration IS that fast. Read up on the negative matter drive in Aliens Unlimmited Galaxy Guide, the damn things are crazy fast for 0-to-60,000 ...turning however?
To quote a line from Ford Prefect; "Looks like a fish, moves like a fish, steers like a cow."
This graceful lady can get into or out of a scrap very fast, HOW-EV-AH... her manuvering ability is quite limmited.
Heck, the best she can do for complex manuvers is 'Attack Pattern Riker-1' (Go watch some olde STtNG.. trust me, Riker, space naval genius? he's not...).
As for the mass *shrug* I'm just going by some of the OOOOOOLLLLD printed weights given in the Phaseworld books; the Dwarven iron ship is only 120 killotonnes
I'm-a jus' tryin' to keep to roughly what's already been done...and REWIRING IT!
To quote a line from Ford Prefect; "Looks like a fish, moves like a fish, steers like a cow."
This graceful lady can get into or out of a scrap very fast, HOW-EV-AH... her manuvering ability is quite limmited.
Heck, the best she can do for complex manuvers is 'Attack Pattern Riker-1' (Go watch some olde STtNG.. trust me, Riker, space naval genius? he's not...).
As for the mass *shrug* I'm just going by some of the OOOOOOLLLLD printed weights given in the Phaseworld books; the Dwarven iron ship is only 120 killotonnes
I'm-a jus' tryin' to keep to roughly what's already been done...and REWIRING IT!
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Re: Starship designs...
DhAkael wrote:As for the mass *shrug* I'm just going by some of the OOOOOOLLLLD printed weights given in the Phaseworld books; the Dwarven iron ship is only 120 killotonnes
Khmm:
EX-V Mk.3 Void-Runner, 100m * 105m * 350 m
Dwarven Iron ship: 24,4m * 24,4m (or 48,8 with bridge) * 244m
Four times by two (actually, closer to 3) times by one-and-a-half times in dimensions, meaning...
more, than twelwe (12) times bigger volume - if it is a "compact design" (euphemism for brick).
So how does she look like?
Adios
KLM
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
Re: Starship designs...
sorry, but I can't POST the images here (PB forums doesn't allow it) and well... I don't own a flicker account.
Also, I'm a-gonna go with "lighter faster stronger better" hull materials a.k.a. Handwavium.
The ORIGINAL weight was using the vaules given in AU:GG.. so it was only 1200 tonnes originally
Quit arguing the not-real physics and appreciate it for what it is... a sweet pimped-out ride for a major NPC and call it a day.
P.S.; read my other posts on bringing in real-world physics arguments into game...this is my last post on the matter DO NOT continue it... thank you with great respect in advance.
Also, I'm a-gonna go with "lighter faster stronger better" hull materials a.k.a. Handwavium.
The ORIGINAL weight was using the vaules given in AU:GG.. so it was only 1200 tonnes originally
Quit arguing the not-real physics and appreciate it for what it is... a sweet pimped-out ride for a major NPC and call it a day.
P.S.; read my other posts on bringing in real-world physics arguments into game...this is my last post on the matter DO NOT continue it... thank you with great respect in advance.
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
DhAkael wrote:The Void Runner (Marks 1 through 3) are the brain & love child of Capt. Malkashae K'kanzi-Santh, former Eldar Autrauch and now gentleman privateer for the United Worlds of Warlock and his companion and Magitech engineer, the Enigmatic Lady-Void. The hull and technowizardry systems have been progresseively modified and refined from the begining as a long-haul bulk mega-freighter to its present configuration as a sleek, swift multi-dimensional "Wulf of the void lanes".
I Introduced the Captain and his significant superior ( ) years ago in my IRL campaign as just 'Random NPC spacers' drowning in enuui and boredom on their tramp-frieghter (MUCH smaller) simply named Runner. Malkasahe and Void came across the players' characters after they had been stranded on a outpost station at the very rim of the Corkscrew galaxy...without a ship and little in credit. The PC's had an enterprising technowizard among them who had been wracking his brain on a design for a much faster & effecient FTL drive that didn't rely on Rift-jumping or even ley-line crusing. In payment for passage to the nearest planet with stable rift-gates to Rifts Terra, the Technowizard sold his plans to the Captain (having come to respect and trust each other), and so that group passed into obscurity as they returned to Earth... and consequently the players shipped off to parts of the city unknown without a forwarding adress.
However, in later campaign story arcs, Malkashae and Void had sold their copy of the first generation 'Astral-Plane' booster for FTL to Alfheim and used the funds they recived to build the first Void-Runner; a slightly more armoured and shielded frieghter with minimal TW enhancements. The Mk-1 didn't last long due to overwhelming odds, but again fortune smiled on PC's and NPC's alike; long story short, they used the drive section and the still-intact bridge to make a hollowed out asteroid into a crude vessel. The PC's got what was in the hollowed out section while the NPC's got the mineral rights to the asteroid.
Enter the MK2
Similar to the above MK-3 but with only half the TW systems and only a VERY crude version of the 1st. gen astral-void drive, based on writings Lady Void found about the Gaurdians and their void-ships (See Through the mirror darkly for fluff text).
Only recently has the Void-Runner been refined to its current, third configuration, with a new commision from High King Starlight himself; Assist the Lazloans on 'Eyrth' and their allies in the orbital communites and be aware of rumours / sightings of the re-emergence of the Daemonstar fleet.
Thanks...gives me more of a 'feel' for this ship...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Starship designs...
DhAkael wrote:sorry, but I can't POST the images here (PB forums doesn't allow it) and well... I don't own a flicker account..
Err... A few lines worth of physical description does not hurt, even if you are allergic to reality
Because - sorry - at the moment I have a grasp like "this is a ship of a major NPC, doing thiiiis much damage".
Adios
KLM
But still, one of the most basic rules for survival on any planet is never to upset someone wearing black leather - This is why protesters against the wearing of animal skins by humans unaccountably fail to throw their paint over Hell's Angels.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
- Terry Prachett
Small font: use ctrl+c and copy it, so you can read. But since it is in small fonts, it is not important. I am not a NE salesperson.
Re: Starship designs...
ask Talisman; I sent him a link to the vessel's pic.
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
Mokai-class Singleship Fighter
“Ship looks like one of those flying robot vacuum cleaners the Altess like to have buzzing around their cities, sucking away stray smoke and dirt...but if you’ve ever faced one ot those Saphian ships in action...I’ll never laugh about being caught in a ‘snowball fight’ in deep space ever again...”
The Mokai is a typical Saphian fighter craft that is commonly found in the hands of wandering Saphian champions. It is a stubby, ugly-looking craft with blocky lines, stub wings, gaping ramjet intake, and giant venturi. It is piloted in the prone position by the single Saphian pilot, who can be in either human or merhuman form. The ship itself is capable of operations in space, in atmosphere, and underwater.
The Mokai is heavily armored, able to take a beating from heavy weapons, as well as survive the crushing depths and pressures of planetary hydrospheres. However, the fighter is only lighty armed with ion and laser weaponry. Its most impressive weapon, however, is a TW cannon integrated into its propulsion system, that allows the fighter to fire tidal waves when underwater, and massive balls of ice or armor-ablating vapor when in space. With an experienced pilot at the controls, and good timing, the tiny Mokai can cripple far heavier craft in combat, though it’s not recommended for anybody who ISN’T an ace pilot or suicidally insane(or both).
This hasn’t stopped Saphian heroes and heroines from going up against insane odds in these small craft. Many are the tales of Spahian eco-warriors assaulting corporate facilities and spacecraft, and even the warships of corporate and governmental tyrannies like Naruni Enterprises and the TransGalactic Empire, in these tiny craft. Of course, the stub-fighters don’t always survive the experience, but the legends continue.
Type: SC-F-Mokai
Class: Light Aerospace Fighter
Crew: One; a single passenger can cram themselves into the baggage bay behind the pilot, but is going to be very uncomfortable.
MDC/Armor by Location:
Main Body 500
Cockpit 100
Wings(3) 100 each
Forcefield 600
Height: 20 ft
Width: 29 ft
Length: 43 ft
Weight: 6.8 tons
Cargo: Small space behind pilot’s seat for survival pack, weapons rack, and a few small personal possessions. Small 3ftx4ftx4 ft cargo bay in the spine of the ship.
Powerplant: Techno-Wizardry with an estimated emergy life of 15 years
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 10
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 1.0% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) 120 MPH, maximum depth 4 miles
Market Cost: 32 million credits
Systems of Note:
Standard Starfighter Systems, plus:
*Sonar----100 mile range
Weapons Systems:
1) Ion Cannon(3)---Mounted on the ends of the three wing/fins are ion projectors.
Range: 4,000 ft underwater, 2.5 miles in atmosphere, 5 miles in space
(Kitsune Values: 2.5 miles undereater, 5 miles in atmosphere, 500 miles in space)
Damage: 5d6 MD per single blast; 1d6x15 MD for all three cannons firing simultaneously.
Rate of Fire: EPCHH
Payload: Effectively Unlimited
2) Blue-Green Lasers(2)---Mounted in the nose are two blue-green laser cannons
Range: 5,000 ft underwater, 3 miles in atmosphere, 6 miles in space
(Kitsune Values: 3 miles underwater, 6 miles in atmosphere, 600 miles in space)
Damage: 2d4x10 MD per single blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
3)Waterbolt Projector---The Mokai’s unique TW ramjet system can be actually reversed to expel a vortice of force and water from the gaping forward intake. Underwater, the weapon has an effectively unlimited payload, drawing in surrounding water. In space, it must draw from onboard liquid reserves, and thus the number of shots it can fire is limited.
Underwater, the mini-vortex produces a ‘knuckle’ in the water that hits like a tidal wave.
In space, the Mokai can fire either a cloud of mist similar to a miniature Death Cloud, or a farther-ranging ball of ice that hits like a heavy rail gun round.
Range:(Vortice)5 miles underwater
(Iceball) 15 miles in space
(Kitsune Values: 1,500 miles in space)
(Vapor Cloud) 10 miles in space
(Kitsune Values: 1,000 miles in space)
Damage:(Underwater)(Vortice) 4d6x10 MD to a 600 ft wide area
(Space)(Vapor Cloud) Covers a 200 ft wide area; any ship flying into it will take 4d6 MDx its Mach speed(x10 if the ship weighs 10,000-40,000 tons, x20 in the 41,000-100,000 ton range, and x100 in the 100,000+ range). Dodging is possible, but smaller ships are -2 to dodge, and the larger ships are -5.
(Iceball) 7d6x10 MD
Rate of Fire:(Tidal Wave/Vortice/Iceball) Once per melee
Payload:(Underwater) Effectively Unlimited
(Space) 12 shots
4)(Optional)Mini-Missiles/Torpedoes---Several racks of multi-environment projectile missiles can be externally mounted on the wings. Saphian Militia ships typically carry air/sea/space torpedoes similar to Kittani designs.
Range:Varies by missile/torpedo type(Mini)
(Kitsune Values: 2 miles in atmosphere, 100 miles in space)
Damage: Varies by missile/torpedo type(Mini)
Rate of Fire: Volleys of 1-4
Payload: 16 total
b) Alternately, the Mokai can carry heavier medium-range air/sea/space weapons:
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1,2, 3, 4, 6, or 8 (all)
Payload: 6(3 under each wing)
5) Ice Cloud Countermeasures----The Mokai can deploy ‘packets’ of densely-packed liquid that quickly evaporate into clouds of icy vapor and reflective crystals in its trail, to dissuade pursuit. These operate like the Vapor Cloud, but on a far smaller scale(the clouds are only 50 wide wide and do only 2d6 MD damage, scaled accordingly) to anybody pursuing, such as missiles. Lasers fired through the vapor clouds do only 1/3 their normal damage, and laser targeting systems are rendered ineffective(no bonuses). The clouds dissipate after 1d6 melees.
The Mokai normally carries 12 such ‘packets’, but can readily recharge them from available water(tapped from a planetary hydrosphere, ice moon, or comet).
Pelagic-class Transport
“One of the most graceful sights you’ll ever see is a convoy of Pelagic-class transports moving through normal space...They move like something alive...as if they were not constructs, but living creatures BORN to the deep reaches--
And the most terrifying sight you may behold is a Berserker attack on a convoy of Pelagics...You will think that you were cast into the depths of some terrible ocean, to catch predators and prey in bloody interaction.”
Few people realize that the popular Pelagic-class transports are in fact a Saphian design, but the ships did originate on a Saphian drawing board, and the design license-manufactured by several prominent shipyards in the Three Galaxies, such as General Galactic and WZT Shipyards.
The signs of Saphian influence are in the Pelagic’s whale-like hull shape, with a broad-blunt prow tapering back to the long tail and broad horizontal wing-stabilizer and propulsion node-flukes. In place of a toothed whale’s lower jaw, however, the Pelagic sports a gondola-like bridge. A large sensory array is mounted on the forward prow on the upward-openning forward cargo bay days.
The Pelagic is designed for both space and underwater operations, but its heavily reinforced hull and supportive forcefield allow the ship to handle extreme pressures, as might be found deep inside the atmospheres of gas giants. This makes the Pelagic ideal for gas harvesting, so it is not uncommon to see the vessels ‘porpoising’ through the cloud layers of gas giants, collecting valuable gases.
The lack of open engine venturis is another plus. Driven by a combination contragravity-and-TW drive, the Pelagic has no vulnerable engines to target from outside, nor open thrust nozzles to compromise its structural integrity. The venturi-free propulsion system remains foul-free in underwater operations. The propulsion systems also allow the Pelagics to move at quite high speed for high-capacity freighters.
Pelagics have become popular heavy transport and industrial vessels, thanks to their large capacity, high speed, great durability, and multi-environment versatility. The Saphian military boasts several military conversions of the class, and the Golgan Republik reportedly is attempting to develop a warship class based on the Pelagic design. Their greatest moment of glory thus far, however, came when the Order of Saint Vuusha collected a fleet of some four hundred Pelagics and converted them into refugee transports, using them to remove the surviving population of Terranoma III from a runaway greenhouse effect that threatened to boil the planet’s oceans and cook the entire ecosystem. Making multiple trips, the fleet removed some 2 billion people and precious gene stocks to safety in neighboring systems and space habitats.
Besides their use in industry and passenger transport, Pelagics are known to be popular as scientific research vessels, and several have been bought and converted into yachts(the Altess like the multi-environment capability and roominess in an excursion craft).
Type: SC-HUS-140 Pelagic
Class: Heavy Multi-Environ FTL Freighter
Crew: 30
Converted for passenger service, the ships can comfortably house 3,000 people(16,000 under emergency cramming conditions).
MDC/Armor by Location:
Main Body 25,000
Bridge 5,000
Shuttle Bay 900
Tail Flukes 7,000
Forward Sensor Array 1,000
Forcefield 9,000
Height: 140 ft
Width: 250 ft
Length: 700 ft
Weight: 230,000 tons
Cargo: 160,000 tons
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 35 % of light speed; Accelerates/decelerates at 0.0% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Fully capable of operating underwater. Maximum speed of 50 MPH, maximum depth of 12,000 ft
Market Cost: 550 million credits
Systems of Note:
Standard Starship Systems, plus:
*Sonar----200 mile range
Weapons Systems: None standard, but most carry several(4-6) small (blue-green) laser turrets for point defense.
Range: 4,000 ft underwater, 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 2 miles underwater, 4 miles in atmosphere, 400 miles in space)
Damage: 4d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Auxiliary Craft:
2-4 shuttles or fighters
Variants:
Military conversion of the Pelagics are equivalent to light cruisers, and can sport as many as 40 point defense guns/systems, or a lesser number of PDS mounts and several heavier weapons systems, including cruise missile launchers.
“Ship looks like one of those flying robot vacuum cleaners the Altess like to have buzzing around their cities, sucking away stray smoke and dirt...but if you’ve ever faced one ot those Saphian ships in action...I’ll never laugh about being caught in a ‘snowball fight’ in deep space ever again...”
The Mokai is a typical Saphian fighter craft that is commonly found in the hands of wandering Saphian champions. It is a stubby, ugly-looking craft with blocky lines, stub wings, gaping ramjet intake, and giant venturi. It is piloted in the prone position by the single Saphian pilot, who can be in either human or merhuman form. The ship itself is capable of operations in space, in atmosphere, and underwater.
The Mokai is heavily armored, able to take a beating from heavy weapons, as well as survive the crushing depths and pressures of planetary hydrospheres. However, the fighter is only lighty armed with ion and laser weaponry. Its most impressive weapon, however, is a TW cannon integrated into its propulsion system, that allows the fighter to fire tidal waves when underwater, and massive balls of ice or armor-ablating vapor when in space. With an experienced pilot at the controls, and good timing, the tiny Mokai can cripple far heavier craft in combat, though it’s not recommended for anybody who ISN’T an ace pilot or suicidally insane(or both).
This hasn’t stopped Saphian heroes and heroines from going up against insane odds in these small craft. Many are the tales of Spahian eco-warriors assaulting corporate facilities and spacecraft, and even the warships of corporate and governmental tyrannies like Naruni Enterprises and the TransGalactic Empire, in these tiny craft. Of course, the stub-fighters don’t always survive the experience, but the legends continue.
Type: SC-F-Mokai
Class: Light Aerospace Fighter
Crew: One; a single passenger can cram themselves into the baggage bay behind the pilot, but is going to be very uncomfortable.
MDC/Armor by Location:
Main Body 500
Cockpit 100
Wings(3) 100 each
Forcefield 600
Height: 20 ft
Width: 29 ft
Length: 43 ft
Weight: 6.8 tons
Cargo: Small space behind pilot’s seat for survival pack, weapons rack, and a few small personal possessions. Small 3ftx4ftx4 ft cargo bay in the spine of the ship.
Powerplant: Techno-Wizardry with an estimated emergy life of 15 years
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 10
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 1.0% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) 120 MPH, maximum depth 4 miles
Market Cost: 32 million credits
Systems of Note:
Standard Starfighter Systems, plus:
*Sonar----100 mile range
Weapons Systems:
1) Ion Cannon(3)---Mounted on the ends of the three wing/fins are ion projectors.
Range: 4,000 ft underwater, 2.5 miles in atmosphere, 5 miles in space
(Kitsune Values: 2.5 miles undereater, 5 miles in atmosphere, 500 miles in space)
Damage: 5d6 MD per single blast; 1d6x15 MD for all three cannons firing simultaneously.
Rate of Fire: EPCHH
Payload: Effectively Unlimited
2) Blue-Green Lasers(2)---Mounted in the nose are two blue-green laser cannons
Range: 5,000 ft underwater, 3 miles in atmosphere, 6 miles in space
(Kitsune Values: 3 miles underwater, 6 miles in atmosphere, 600 miles in space)
Damage: 2d4x10 MD per single blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
3)Waterbolt Projector---The Mokai’s unique TW ramjet system can be actually reversed to expel a vortice of force and water from the gaping forward intake. Underwater, the weapon has an effectively unlimited payload, drawing in surrounding water. In space, it must draw from onboard liquid reserves, and thus the number of shots it can fire is limited.
Underwater, the mini-vortex produces a ‘knuckle’ in the water that hits like a tidal wave.
In space, the Mokai can fire either a cloud of mist similar to a miniature Death Cloud, or a farther-ranging ball of ice that hits like a heavy rail gun round.
Range:(Vortice)5 miles underwater
(Iceball) 15 miles in space
(Kitsune Values: 1,500 miles in space)
(Vapor Cloud) 10 miles in space
(Kitsune Values: 1,000 miles in space)
Damage:(Underwater)(Vortice) 4d6x10 MD to a 600 ft wide area
(Space)(Vapor Cloud) Covers a 200 ft wide area; any ship flying into it will take 4d6 MDx its Mach speed(x10 if the ship weighs 10,000-40,000 tons, x20 in the 41,000-100,000 ton range, and x100 in the 100,000+ range). Dodging is possible, but smaller ships are -2 to dodge, and the larger ships are -5.
(Iceball) 7d6x10 MD
Rate of Fire:(Tidal Wave/Vortice/Iceball) Once per melee
Payload:(Underwater) Effectively Unlimited
(Space) 12 shots
4)(Optional)Mini-Missiles/Torpedoes---Several racks of multi-environment projectile missiles can be externally mounted on the wings. Saphian Militia ships typically carry air/sea/space torpedoes similar to Kittani designs.
Range:Varies by missile/torpedo type(Mini)
(Kitsune Values: 2 miles in atmosphere, 100 miles in space)
Damage: Varies by missile/torpedo type(Mini)
Rate of Fire: Volleys of 1-4
Payload: 16 total
b) Alternately, the Mokai can carry heavier medium-range air/sea/space weapons:
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1,2, 3, 4, 6, or 8 (all)
Payload: 6(3 under each wing)
5) Ice Cloud Countermeasures----The Mokai can deploy ‘packets’ of densely-packed liquid that quickly evaporate into clouds of icy vapor and reflective crystals in its trail, to dissuade pursuit. These operate like the Vapor Cloud, but on a far smaller scale(the clouds are only 50 wide wide and do only 2d6 MD damage, scaled accordingly) to anybody pursuing, such as missiles. Lasers fired through the vapor clouds do only 1/3 their normal damage, and laser targeting systems are rendered ineffective(no bonuses). The clouds dissipate after 1d6 melees.
The Mokai normally carries 12 such ‘packets’, but can readily recharge them from available water(tapped from a planetary hydrosphere, ice moon, or comet).
Pelagic-class Transport
“One of the most graceful sights you’ll ever see is a convoy of Pelagic-class transports moving through normal space...They move like something alive...as if they were not constructs, but living creatures BORN to the deep reaches--
And the most terrifying sight you may behold is a Berserker attack on a convoy of Pelagics...You will think that you were cast into the depths of some terrible ocean, to catch predators and prey in bloody interaction.”
Few people realize that the popular Pelagic-class transports are in fact a Saphian design, but the ships did originate on a Saphian drawing board, and the design license-manufactured by several prominent shipyards in the Three Galaxies, such as General Galactic and WZT Shipyards.
The signs of Saphian influence are in the Pelagic’s whale-like hull shape, with a broad-blunt prow tapering back to the long tail and broad horizontal wing-stabilizer and propulsion node-flukes. In place of a toothed whale’s lower jaw, however, the Pelagic sports a gondola-like bridge. A large sensory array is mounted on the forward prow on the upward-openning forward cargo bay days.
The Pelagic is designed for both space and underwater operations, but its heavily reinforced hull and supportive forcefield allow the ship to handle extreme pressures, as might be found deep inside the atmospheres of gas giants. This makes the Pelagic ideal for gas harvesting, so it is not uncommon to see the vessels ‘porpoising’ through the cloud layers of gas giants, collecting valuable gases.
The lack of open engine venturis is another plus. Driven by a combination contragravity-and-TW drive, the Pelagic has no vulnerable engines to target from outside, nor open thrust nozzles to compromise its structural integrity. The venturi-free propulsion system remains foul-free in underwater operations. The propulsion systems also allow the Pelagics to move at quite high speed for high-capacity freighters.
Pelagics have become popular heavy transport and industrial vessels, thanks to their large capacity, high speed, great durability, and multi-environment versatility. The Saphian military boasts several military conversions of the class, and the Golgan Republik reportedly is attempting to develop a warship class based on the Pelagic design. Their greatest moment of glory thus far, however, came when the Order of Saint Vuusha collected a fleet of some four hundred Pelagics and converted them into refugee transports, using them to remove the surviving population of Terranoma III from a runaway greenhouse effect that threatened to boil the planet’s oceans and cook the entire ecosystem. Making multiple trips, the fleet removed some 2 billion people and precious gene stocks to safety in neighboring systems and space habitats.
Besides their use in industry and passenger transport, Pelagics are known to be popular as scientific research vessels, and several have been bought and converted into yachts(the Altess like the multi-environment capability and roominess in an excursion craft).
Type: SC-HUS-140 Pelagic
Class: Heavy Multi-Environ FTL Freighter
Crew: 30
Converted for passenger service, the ships can comfortably house 3,000 people(16,000 under emergency cramming conditions).
MDC/Armor by Location:
Main Body 25,000
Bridge 5,000
Shuttle Bay 900
Tail Flukes 7,000
Forward Sensor Array 1,000
Forcefield 9,000
Height: 140 ft
Width: 250 ft
Length: 700 ft
Weight: 230,000 tons
Cargo: 160,000 tons
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 35 % of light speed; Accelerates/decelerates at 0.0% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Fully capable of operating underwater. Maximum speed of 50 MPH, maximum depth of 12,000 ft
Market Cost: 550 million credits
Systems of Note:
Standard Starship Systems, plus:
*Sonar----200 mile range
Weapons Systems: None standard, but most carry several(4-6) small (blue-green) laser turrets for point defense.
Range: 4,000 ft underwater, 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 2 miles underwater, 4 miles in atmosphere, 400 miles in space)
Damage: 4d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Auxiliary Craft:
2-4 shuttles or fighters
Variants:
Military conversion of the Pelagics are equivalent to light cruisers, and can sport as many as 40 point defense guns/systems, or a lesser number of PDS mounts and several heavier weapons systems, including cruise missile launchers.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Starship designs...
DhAkael wrote:ask Talisman; I sent him a link to the vessel's pic.
You can post it too. Taalisman will just lost it in his pile of things to do someday
May be if we ask him nicely he will post here if you don't... Please...
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
Man, I'll have to see if I still have it somewhere...been awhile...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Starship designs...
Since people have requested it: Behold, the Void-Runner MK3
http://photos-d.ak.fbcdn.net/hphotos-ak-snc3/hs063.snc3/13041_1291213758306_1169109879_30897159_4098210_n.jpg
the image is MUCH smaller than what's on my hardrive but -enh-
http://photos-d.ak.fbcdn.net/hphotos-ak-snc3/hs063.snc3/13041_1291213758306_1169109879_30897159_4098210_n.jpg
the image is MUCH smaller than what's on my hardrive but -enh-
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
It's a good ship...then again, if you're flying across interstellar space, you hardly want a BAD ship...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Starship designs...
taalismn wrote:It's a good ship...then again, if you're flying across interstellar space, you hardly want a BAD ship...
Let's not forget, trans-dimesnional space as well
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
DhAkael wrote:taalismn wrote:It's a good ship...then again, if you're flying across interstellar space, you hardly want a BAD ship...
Let's not forget, trans-dimesnional space as well
Because it's a LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOONNNNNNNNNNNNNNNNNNNGGGGGGGGGG way between service stops!
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Starship designs...
Note: This is a repost for an earlier thread. figured i'd drop it in the pot again, in light of 'Outbreak' being shipped this week
The following is an excerpt from the UWW archives on Alfheim;
In the moments between when this part of the megaverse was born and now, the great war in Hell was already millennia old. The Great Olde Ones had been locked away in their null-space prison, the Elder Gods grew weary and the Archons of Light grew dim. Only in Hell did power flow with vigor.
Among the Demon Lords, two great powers warred for supremacy; Modeus, the newest generation of supernatural intelligences, and The Nameless, an avatar of a still-forming supernatural being called only 'The Voice'. Modeus and The Nameless fought across the inferno of Hades and the layers of Hell, each controlling millions of demons and mortal slaves. Eventually, with the assistance of exceptionally skilled mortal technomancers, Modeus tricked The Nameless into a constraining circle of great power; binding its essence to a massive cold-forged iron ship. Part of the binding ritual called for naming that which had no name, to which Modeus proclaimed;
"As this rival has ground countless armies into dust, I name it 'Soulgrinder' and bind its purpose to my will'
Thus was the first of the Demonstars born. A template of horror to come.
Game Notes:
Soulgrinder is 50% larger (this applies to MDC as well) than most Demonstars, does NOT require sacrifices to power its enchantments or weapons (though it must feed on 10 souls per month or go dormant) and has a few other abilities NOT shared by other Demonstars.
1) Replenish PPE batteries at 100 PPE per hour of inactivity.
2) Impervious to Energy at level 15 equivalent for duration.
3) Invisibility: Superior, at will like greater demons (dispelled when hostilities start but can be reactivated at any time, taking 1 melee.) Used for ambushes and (rare) escapes.
4) Fully sentient; I.Q. 21 and hard to control. Any new "captain" is required to roll Vs. Possession (Soulgrinder is +5 to possess), or be consumed by the infernal vessel.
5) Dimensional Teleportation; 25% skill to arrive at destination (increases by 5% per 100 PPE taken from sacrifices).
6) Sense pain & fear; Soulgrinder can "smell" psychological pain & fear like a shark smells blood. Range is 10,000 KM at 45% to identify prey / track. Empathic transmission; fear attacks Vs. Soulgrinder will only please the damned vessel, and give the ship a 98% to track and a X2 range bonus.
The following is an excerpt from the UWW archives on Alfheim;
In the moments between when this part of the megaverse was born and now, the great war in Hell was already millennia old. The Great Olde Ones had been locked away in their null-space prison, the Elder Gods grew weary and the Archons of Light grew dim. Only in Hell did power flow with vigor.
Among the Demon Lords, two great powers warred for supremacy; Modeus, the newest generation of supernatural intelligences, and The Nameless, an avatar of a still-forming supernatural being called only 'The Voice'. Modeus and The Nameless fought across the inferno of Hades and the layers of Hell, each controlling millions of demons and mortal slaves. Eventually, with the assistance of exceptionally skilled mortal technomancers, Modeus tricked The Nameless into a constraining circle of great power; binding its essence to a massive cold-forged iron ship. Part of the binding ritual called for naming that which had no name, to which Modeus proclaimed;
"As this rival has ground countless armies into dust, I name it 'Soulgrinder' and bind its purpose to my will'
Thus was the first of the Demonstars born. A template of horror to come.
Game Notes:
Soulgrinder is 50% larger (this applies to MDC as well) than most Demonstars, does NOT require sacrifices to power its enchantments or weapons (though it must feed on 10 souls per month or go dormant) and has a few other abilities NOT shared by other Demonstars.
1) Replenish PPE batteries at 100 PPE per hour of inactivity.
2) Impervious to Energy at level 15 equivalent for duration.
3) Invisibility: Superior, at will like greater demons (dispelled when hostilities start but can be reactivated at any time, taking 1 melee.) Used for ambushes and (rare) escapes.
4) Fully sentient; I.Q. 21 and hard to control. Any new "captain" is required to roll Vs. Possession (Soulgrinder is +5 to possess), or be consumed by the infernal vessel.
5) Dimensional Teleportation; 25% skill to arrive at destination (increases by 5% per 100 PPE taken from sacrifices).
6) Sense pain & fear; Soulgrinder can "smell" psychological pain & fear like a shark smells blood. Range is 10,000 KM at 45% to identify prey / track. Empathic transmission; fear attacks Vs. Soulgrinder will only please the damned vessel, and give the ship a 98% to track and a X2 range bonus.
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
Mean little bastard...we'll have to come out with Cathedral-class Cruisaders to counter it...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Starship designs...
A yups...
Soulgrinder; a name that has caused my players on more than one occasion (never mind their PC's) to almost wet themselves, and not in the good way.
Funny though,I've only ever had it show up in-game twice
Captained by THE most scary NPC I've ever concived; a rogue, diabolic, flesh-sculptor
Soulgrinder; a name that has caused my players on more than one occasion (never mind their PC's) to almost wet themselves, and not in the good way.
Funny though,I've only ever had it show up in-game twice
Captained by THE most scary NPC I've ever concived; a rogue, diabolic, flesh-sculptor
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
Wait 'til you see the Demon ships and the new Naruni 'heavies' in Outbreak...
We may need a whole new crop of starship designs to counter the bastards...if they don't overrun all the shipyards first....
We may need a whole new crop of starship designs to counter the bastards...if they don't overrun all the shipyards first....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Starship designs...
sorry. deleted
Last edited by Robroy on Wed Aug 04, 2010 3:50 pm, edited 1 time in total.
"Where ever you go, there you are"-Buckaroo Banzai
"Warfare is the greatest affair of state, the basis of life and death, the Way (Tao) to survival or extinction. It must be thoroughly pondered and analyzed"-Sun Tzu
"Subjugating the enemy's army without fighting is the true pinnacle of excellence"-Sun Tzu
"Warfare is the greatest affair of state, the basis of life and death, the Way (Tao) to survival or extinction. It must be thoroughly pondered and analyzed"-Sun Tzu
"Subjugating the enemy's army without fighting is the true pinnacle of excellence"-Sun Tzu
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
Nice 'little' ship! And as for the UWW? Whatever works for you and your game!
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
Good....with the Minion War heating up, we'll need every ship available and then some to defend the worlds, hold the line, and hopefully carry the fight to the enemy.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Starship designs...
Hmmm...
I should repost the AEther-hawk then; get that birdy outa dry dock and out kickin' daemon heiny.
I should repost the AEther-hawk then; get that birdy outa dry dock and out kickin' daemon heiny.
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Re: Starship designs...
The AEther-Hawk was reversed enginered from a ship-wreck the UWW discovered while exploring the inner rim of the Anvil Galaxy. The original (Code-named the Elindil or sacred star) was therorized to be almost 100,000 years old and created by a 'lost tribe' of Elven kin. Not 'Normal' elf or Asgardian..something else
The material used for the hull was an organic crystal, which channeld & amplified PPE and seemed highly resistant to energy attacks.
To create the Aether-Hawk, the Star-Elf shipwrights first created a skelletal frame work to support the 'standard' ship system (sensors, life-support, engineering, etc.), then they placed clusters of the raw crystal material onto key points and just flooded the dry-dock with raw PPE. Eventually the crystals grew and flowed around the superstructure, creating the hull and internal structures.
The result, an organic looking starship that looks like it was made from mother-of-pearl or opal (colours vary from ship to ship; slightly violet, pink, blue, etc). Even the Starfire Pulse-cannons & anti-ship laser turrets look like they grew from the hull. Each vessel takes up to a year & a half to grow.
--Think a cross between a Whitestar from B5 and an Eldar cruiser.--
There are rumours of newer models that have artificial minds placed into the computer computer network via magic rituals (variation of Friend in the head from 'Through the glass darkly' except permanent), though this has not been confirmed.
only 30 of these ships have been grown so far, and all are stationed with the Alfheim deffense fleet. Crews are 10% Star-Elf, 30% 'normal' Elf, 40% human, and 20% other (Atlanteans, Dwarf, etc).
AEther-Hawk TW Strike Cruiser
Model Type: AEther-Hawk Cruiser Class: Medium Cruiser
Crew: 18 Bridge crew, 90 ship-hands, 124 Warriors.
Can also accommodate up to 120 extra passengers in emergency.
M.D.C. By Location:
*Bridge - 8,000
Wings / Sails (2) - 8,000 each (Sails are only 2000 each)
Warp-Cannon (Bow) - 1,500
Laser Batteries (2) - 1200 each
Flame Cannons (2) - 1,000 each
**Starfire Pulse-Cannon Turrets (10) - 100 each
Variable Shields - 1000 per facing; 6000 total
Outer Hull 40ft. section - 150
Inner Hull 40ft. section - 100
(H)Main Centerline Engine / engineering - 10,000
(I)Main Body - 20,000
Notes: * Destruction of the bridge will reduce sensors and combat bonuses by half.
** These systems are normaly concealed and are - 3 to hit on a called shot, and the outer armour must be destroyed first (150MDC).
(H) Destruction of the main engine will eliminate FTL capabilities, and force the vessel to rely on solar-sails.
(I) Destroying the main body will render the vessel a drifting hulk with no life support or power. If the ship is reduced to -20,000 MDC, it explodes doing 3D6X1,000 MD to anything in a 1.6 km radius.
Speed:
Flying: Mach 18 combat speed & 0.9C sublight , 0.6C using solar-sail wings (used for stealth attacks). Can not eneter atmosphere.
FTL: 3 LY/hr. using Contragravity, 0.5LY/hr using sails (must 'port using CG drive first). Also see Dimension Drive.
Range: 35 months with full crew, using reycylers and hydroponics. 35 days on just atmosphereic recyling systems and ships stores.
Statistical Data:
Height: (at highest point): 95 meters / 313.5ft. Length: 200 meters / 660ft. (+20% with wings)
Width: (At widest point): 95 meters / 313.5ft. (+30% with wings)
Weight: 80,000 tonnes with 200 tonnes of shuttle craft.
Cargo: 371 modules of cargo space / modification space. Also 5 external cargo docks.
Drive Type(s): Primary; Contragravity drive rated for 3 LY/ hr.
: Secondary; Microwave solar-sails rated for factor 50 (drops to factor 25 when greater than 5LY out from a star; requires CG to 'port').
: Dimension Drive for long-range travel.
Power System: Fusion powerplant rated for 30 years at maximum output for conventional systems. Cosmic ley-line PPE syphons for techno-wizard devices; 1,000 PPE/hr. and crystal storage cells with 10,000 PPE capacity.
Market Cost: Approximately 700 million UT credits (minus auxiliary vehicles), for a fully operational vessel. None known to be sold.
Weapon Systems
1) Warp Cannon: The AEther-Hawk carries a devestating variation of the Rift Projector Cannon. Instead of firing a random rift, the Warp-Cannon creates a short lived wormhole at the end-point of the discharge. The effects are quite spectacular as parts of the target are scattered across the universe at a quantumm level and the surrounding area is twisted & broken by tidal stresses. This weapon was reverse engineered, based on studies of the original found on the alien relic, the Elindil.
Mega-Damage: 1D4X1000 per shot and completely ignores shields, while the surrounding 20ft. of hull suffer 1/10th damage on impact. R.O.F.: 1 shot per minute. Range: 160km (100miles) Payload: 1,000 PPE per shot. Battleship Ship scale= -14 to strike small targets. Note: Casuses critical damage results on a modified 20.
2) Antiship Laser Batteries (2): Located on the upper bow of the AEther Hawk are 2 turreted heavy laser batteries (90° field of fire off center).
Mega-Damage: 3D6X100 per laser battery shot, or 6D6X100 for both targeting one ship. R.O.F.: 2 shots per battery / rnd.
Range: 880km (550miles) in space. Payload: Effectively unlimmited (powered by reactor). Captiol Ship scale= -10 to strike small targets.
3) Flame Cannons (2): To back up the AntiShip Laser Cannons, AEther-Hawk cruisers have been equipped with the same heavy TW flame cannons as the Dwarven Iron-ships, mounted side by side under the prow. The AEther-Hawks’ fire blasts are brilliant blue white in colour and almost seem to self-guide towards their targets. This effectively negates the need for missile launchers. The only drawback is the limmited range.
Mega-Damage: 1D4x1000 M.D with Blast Radius of 300 feet (91.5 m). R.O.F.: 2 shots per cannon per melee (4 total).
Range: 32 km (20 miles) in space. Payload: 1,000 PPE per 24 hours to operate , but may fire indefinately durring that time.
Notes: Automatic to-hit of 18 (target vessel must dodge or parry with shields), and is captiol ship scaled (can NOT target fighters).
4) Starfire Pulse-Cannon Point Defense turrets (10): Based on designs found on the Elindil, these pop-up TW point defense guns are spaced evenly across the AEther-Hawks' hull to protect from enemy fighters and incoming missile strikes. The turrets may be manually operated or set to auto-fire.
Mega-Damage: 2D6X10 per burst. R.O.F.: 1 per gunners action or 3 attacks automated. Range: 1.83 km (6000ft.).
Payload: 100 PPE per gun, per hour (1,000 total). Light Ship scale= No penalties. Note: The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses). If set for auto-fire, the guns are +4 to strike (+6 if lock on has been achieved). Due to their magical nature, the bursts from these guns will damage objects & creatures normaly immune to energy.
5) Disruption Field: The entire hull of the AEther-Hawk is composed of a magic conductive crystaline substance (cultured from samples off the alien relic Elindil), which enables the PPE batteries to constantly replenish if near cosmic ley-lines. This also allows for a unique deffenive field to be used. A massive lightning-like discharge of mystic energy can be targeted against an enemy vessels’ electronc systems. In effect, a mysticaly powered EMP weapon. There is no one location for this system, as it is in effect the entire hull of the ship. The disadvantages of this ‘weapon’ are the extreme close range aspect, PPE cost, and need to hit the actual hull of the target.
Mega-Damage: 1D6X10 damage per hit, plus disruption effect (see notes). R.O.F.: 2 discharges per melee. Range: 1.6km (1mile).
Payload: 100 PPE per discharge. Light Ship scale= No penalties. Note: 360° sphere around the AEther-Hawk. In addition to the phsyical damage, the disruption field has the same effect as the negate mecahnics TW mini-missiles from the 3-Galaxies dimension Book (Pg. 131). Durration is 1D4 melees per hit and can even effect capitol ships.
Defensive Systems
ECM Suite (Anti-EM & Holo-fields); on a successful 'electronic warfare' skill roll, the ship becomes +4 to dodge all incomming attacks, and all homing missles are +6 to dodge. The Ship visibly seems to blur and distort and go transparrent.
Crystallis Armour; The outer hull &/ armour plating is a bio-metalic crystal matrix. First, all energy weapons will do only 50% damage. Secondly; one minute (4 melees), after combat has ended, all damage to the armour will begin to regenerate spontaneously, using the energy diffracted to heal its crystaline latice. This applies to coherent energy weapons only (Lasers, particle beams, etc); kinetic weapons will still do full damage.
Manoeuvre Enhancement Package; See below for bonuses (2 Lvls. above normal). Manoeuvres almost like a shuttle or heavy interceptor. The AEther-Hawk resmbles the bird it’s named after while in motion & combat.
Sensors
Advanced & Military Sensors; Can track and identify up to 500 targets with a 2000 mile range (3200km), and track an additional 25 objects out to 4000 miles (6400km); 1/2 range Inatmo. Objects as small as a golf ball can be seen at a distance of 300 miles Inatmo, or 26,000 miles in space (41,600km). Communications range is 200,000 miles (32,000km) in space. See later for combat bonuses.
Scientific Sensor Array; Full I.R., U.V, and Thermographic optical sensors with a range of 4LY and computer programs to sort and enhance incoming data. Adds +15% to navigation rolls. Can detect objects as small as a battleship from 4LY away, but takes 5D4 minutes to complete the scan.
Super-navigation Computer & Auto-pilot; 50% skill for FTL and Sublight navigation, and 50% Skill for piloting.
Other Systems
Recreation Areas; Mediation garden and lounge.
Artificial Gravity; Provides standard 1g environment within the ship.
Crew Quarters; Each crew member has their own private room with; bed, footlocker, computer unit & Bathroom.
Type 2 Recycling system (Atmosphere & consumables); Can continuously provide recycled, breathable air for 35 days for the crew plus passengers; other consumables can be recycled for up to 350 days.
Hull Breach Auto-Repair; Triple redundancy system, prevents catastrophic loss of atmosphere from hull breaches.
FTL Life-boats (17); See "AU; Galaxy Guide" Pg. 181 for details.
FTL Accelerators; This system allows the ship to go from Speed 0 (relative) to factor 1 in less than 5 seconds, eleiminating the acceleration time needed to "port" into FTL.
TW Systems
TW Sensors: Ley-line sensor, Sense Magic, Sense Dimensional Anomaly, See Dimensional Anomaly. Draws directly from the storage batteries. See Carl Gleba’s ‘Rifts: Three Galaxies’ Pg. 108-109 for descriptions, though ranges are based on the ’normal’ sensor suite (tied directly normal sensors).
Impervious to energy: 20 PPE / 20 minutes. Draws directly from the storage batteries, but can be activated by others from the bridge. Equal to 8th level power.
Invisibility superior: 20 PPE / 30 minutes. Draws directly from the storage batteries, but can be activated by others from the bridge. Equal to 8th level power.
Sustain: 12 PPE / 8 days. Draws directly from the storage batteries, but can be activated by others from the bridge. Equal to 8th level power.
Spaceflight superior: 38 PPE / 10 hours. Draws directly from the storrage batteries, but can be activated by others from the bridge. Used when / if primary power is disrupted to the main engines. Equal to 8th level power = 24,000mph (38,400 km/h).
Pin-point deflectors: 70 PPE / 2 minutes per deflector (up to 10). Same effect as Targeted-Deflection spell, but cover a 10ft. area per barrier. Draws directly from the storage batteries, but can be activated by others from the bridge. Must be manually controlled. Equal to 8th level power.
Dimension Drive (Special)
This techno-wizard engine creates a stable wormhole that enables the Aether-Hawk to travel enormous distances in a single jump. This system is a three part device. The first (and most important) component of the D-Drive is the ‘navigational cogitator’. Consisting of a series of massive parallel-processors programmed with navigationl charts, linked to a TW cloud chamber resembling a 30ft. ‘plasma-globe’ made of black crystal located deep in the center of the ship. The second part is the navigators chair, which connects the navigator mage to the sensor systems of the ship via TW neural links (a modified noro psi-helm). Finally, the drive system (located in the wings) which create the actual wormhole effect.
When activated, a glowing ring of bluish energy projects from the wing tips to encircle the ship. Also, lines of glowing blue vein the surface of the Aether-Hawk; each line composed of moving msytic sigils and glyphs. 1-6 minutes later, the ring shoots forwards opening the transit wormhole, drawing the ship along behind it.
Though capable of going ten times further than even the most advanced ‘Rift’ drive, and able to create relatively stable wormholes, the D-Drive is still subject to fluctuating travel ranges, and may take up to 6 minutes for the navigator and the ‘NC’ to calculate the safest endpoint for the wormhole. However, the D-Drive is still a marvel of TW spce technology.
Range: 1D6X100 light years. Payload: 1 Jump per 5 hours. PPE: 3000 per jump! Takes 1D6 minutes for the navigator & ‘navigational cogitator’ to calculate the wormhole endpoint (requires skill Navigation: Space/FTL).
*Spells used in this design: Create wormhole, Stabalize Wormhole (Rifter #10). Teleport: Superior (Rifts RPG).
Attack Craft
Up to 200 tonnes of vehicles may be carried. Also shuttlecraft and / or sattelites may be carried depending on mission. Also 5 external docking collars can be used to carry additional attack shuttles, Hvy. Fighter-bombers and / or cargo pods. Typically carries 18 Shadowbolt TW Fighters in the vehihicle bays, and 4 MKXV Arcane Assault Shuttles (with full crew) durring combat missions.
Bonuses
+4 Intiative, +5 to dodge (-1 using sails), +1 to strike with all weapons and +35% to combat piloting rolls and +10% to weapon systems lock-ons. When using solar-sails, the vessel is -15% to detect (or +15% to 'prowl') when at extreme hostile sensor range and when rigged for silent running.
Notes
Vessels auto-repair / regrow damage done at 10% per location every 24hrs. Completely destroyed systems require time in drydock to replace.
The material used for the hull was an organic crystal, which channeld & amplified PPE and seemed highly resistant to energy attacks.
To create the Aether-Hawk, the Star-Elf shipwrights first created a skelletal frame work to support the 'standard' ship system (sensors, life-support, engineering, etc.), then they placed clusters of the raw crystal material onto key points and just flooded the dry-dock with raw PPE. Eventually the crystals grew and flowed around the superstructure, creating the hull and internal structures.
The result, an organic looking starship that looks like it was made from mother-of-pearl or opal (colours vary from ship to ship; slightly violet, pink, blue, etc). Even the Starfire Pulse-cannons & anti-ship laser turrets look like they grew from the hull. Each vessel takes up to a year & a half to grow.
--Think a cross between a Whitestar from B5 and an Eldar cruiser.--
There are rumours of newer models that have artificial minds placed into the computer computer network via magic rituals (variation of Friend in the head from 'Through the glass darkly' except permanent), though this has not been confirmed.
only 30 of these ships have been grown so far, and all are stationed with the Alfheim deffense fleet. Crews are 10% Star-Elf, 30% 'normal' Elf, 40% human, and 20% other (Atlanteans, Dwarf, etc).
AEther-Hawk TW Strike Cruiser
Model Type: AEther-Hawk Cruiser Class: Medium Cruiser
Crew: 18 Bridge crew, 90 ship-hands, 124 Warriors.
Can also accommodate up to 120 extra passengers in emergency.
M.D.C. By Location:
*Bridge - 8,000
Wings / Sails (2) - 8,000 each (Sails are only 2000 each)
Warp-Cannon (Bow) - 1,500
Laser Batteries (2) - 1200 each
Flame Cannons (2) - 1,000 each
**Starfire Pulse-Cannon Turrets (10) - 100 each
Variable Shields - 1000 per facing; 6000 total
Outer Hull 40ft. section - 150
Inner Hull 40ft. section - 100
(H)Main Centerline Engine / engineering - 10,000
(I)Main Body - 20,000
Notes: * Destruction of the bridge will reduce sensors and combat bonuses by half.
** These systems are normaly concealed and are - 3 to hit on a called shot, and the outer armour must be destroyed first (150MDC).
(H) Destruction of the main engine will eliminate FTL capabilities, and force the vessel to rely on solar-sails.
(I) Destroying the main body will render the vessel a drifting hulk with no life support or power. If the ship is reduced to -20,000 MDC, it explodes doing 3D6X1,000 MD to anything in a 1.6 km radius.
Speed:
Flying: Mach 18 combat speed & 0.9C sublight , 0.6C using solar-sail wings (used for stealth attacks). Can not eneter atmosphere.
FTL: 3 LY/hr. using Contragravity, 0.5LY/hr using sails (must 'port using CG drive first). Also see Dimension Drive.
Range: 35 months with full crew, using reycylers and hydroponics. 35 days on just atmosphereic recyling systems and ships stores.
Statistical Data:
Height: (at highest point): 95 meters / 313.5ft. Length: 200 meters / 660ft. (+20% with wings)
Width: (At widest point): 95 meters / 313.5ft. (+30% with wings)
Weight: 80,000 tonnes with 200 tonnes of shuttle craft.
Cargo: 371 modules of cargo space / modification space. Also 5 external cargo docks.
Drive Type(s): Primary; Contragravity drive rated for 3 LY/ hr.
: Secondary; Microwave solar-sails rated for factor 50 (drops to factor 25 when greater than 5LY out from a star; requires CG to 'port').
: Dimension Drive for long-range travel.
Power System: Fusion powerplant rated for 30 years at maximum output for conventional systems. Cosmic ley-line PPE syphons for techno-wizard devices; 1,000 PPE/hr. and crystal storage cells with 10,000 PPE capacity.
Market Cost: Approximately 700 million UT credits (minus auxiliary vehicles), for a fully operational vessel. None known to be sold.
Weapon Systems
1) Warp Cannon: The AEther-Hawk carries a devestating variation of the Rift Projector Cannon. Instead of firing a random rift, the Warp-Cannon creates a short lived wormhole at the end-point of the discharge. The effects are quite spectacular as parts of the target are scattered across the universe at a quantumm level and the surrounding area is twisted & broken by tidal stresses. This weapon was reverse engineered, based on studies of the original found on the alien relic, the Elindil.
Mega-Damage: 1D4X1000 per shot and completely ignores shields, while the surrounding 20ft. of hull suffer 1/10th damage on impact. R.O.F.: 1 shot per minute. Range: 160km (100miles) Payload: 1,000 PPE per shot. Battleship Ship scale= -14 to strike small targets. Note: Casuses critical damage results on a modified 20.
2) Antiship Laser Batteries (2): Located on the upper bow of the AEther Hawk are 2 turreted heavy laser batteries (90° field of fire off center).
Mega-Damage: 3D6X100 per laser battery shot, or 6D6X100 for both targeting one ship. R.O.F.: 2 shots per battery / rnd.
Range: 880km (550miles) in space. Payload: Effectively unlimmited (powered by reactor). Captiol Ship scale= -10 to strike small targets.
3) Flame Cannons (2): To back up the AntiShip Laser Cannons, AEther-Hawk cruisers have been equipped with the same heavy TW flame cannons as the Dwarven Iron-ships, mounted side by side under the prow. The AEther-Hawks’ fire blasts are brilliant blue white in colour and almost seem to self-guide towards their targets. This effectively negates the need for missile launchers. The only drawback is the limmited range.
Mega-Damage: 1D4x1000 M.D with Blast Radius of 300 feet (91.5 m). R.O.F.: 2 shots per cannon per melee (4 total).
Range: 32 km (20 miles) in space. Payload: 1,000 PPE per 24 hours to operate , but may fire indefinately durring that time.
Notes: Automatic to-hit of 18 (target vessel must dodge or parry with shields), and is captiol ship scaled (can NOT target fighters).
4) Starfire Pulse-Cannon Point Defense turrets (10): Based on designs found on the Elindil, these pop-up TW point defense guns are spaced evenly across the AEther-Hawks' hull to protect from enemy fighters and incoming missile strikes. The turrets may be manually operated or set to auto-fire.
Mega-Damage: 2D6X10 per burst. R.O.F.: 1 per gunners action or 3 attacks automated. Range: 1.83 km (6000ft.).
Payload: 100 PPE per gun, per hour (1,000 total). Light Ship scale= No penalties. Note: The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses). If set for auto-fire, the guns are +4 to strike (+6 if lock on has been achieved). Due to their magical nature, the bursts from these guns will damage objects & creatures normaly immune to energy.
5) Disruption Field: The entire hull of the AEther-Hawk is composed of a magic conductive crystaline substance (cultured from samples off the alien relic Elindil), which enables the PPE batteries to constantly replenish if near cosmic ley-lines. This also allows for a unique deffenive field to be used. A massive lightning-like discharge of mystic energy can be targeted against an enemy vessels’ electronc systems. In effect, a mysticaly powered EMP weapon. There is no one location for this system, as it is in effect the entire hull of the ship. The disadvantages of this ‘weapon’ are the extreme close range aspect, PPE cost, and need to hit the actual hull of the target.
Mega-Damage: 1D6X10 damage per hit, plus disruption effect (see notes). R.O.F.: 2 discharges per melee. Range: 1.6km (1mile).
Payload: 100 PPE per discharge. Light Ship scale= No penalties. Note: 360° sphere around the AEther-Hawk. In addition to the phsyical damage, the disruption field has the same effect as the negate mecahnics TW mini-missiles from the 3-Galaxies dimension Book (Pg. 131). Durration is 1D4 melees per hit and can even effect capitol ships.
Defensive Systems
ECM Suite (Anti-EM & Holo-fields); on a successful 'electronic warfare' skill roll, the ship becomes +4 to dodge all incomming attacks, and all homing missles are +6 to dodge. The Ship visibly seems to blur and distort and go transparrent.
Crystallis Armour; The outer hull &/ armour plating is a bio-metalic crystal matrix. First, all energy weapons will do only 50% damage. Secondly; one minute (4 melees), after combat has ended, all damage to the armour will begin to regenerate spontaneously, using the energy diffracted to heal its crystaline latice. This applies to coherent energy weapons only (Lasers, particle beams, etc); kinetic weapons will still do full damage.
Manoeuvre Enhancement Package; See below for bonuses (2 Lvls. above normal). Manoeuvres almost like a shuttle or heavy interceptor. The AEther-Hawk resmbles the bird it’s named after while in motion & combat.
Sensors
Advanced & Military Sensors; Can track and identify up to 500 targets with a 2000 mile range (3200km), and track an additional 25 objects out to 4000 miles (6400km); 1/2 range Inatmo. Objects as small as a golf ball can be seen at a distance of 300 miles Inatmo, or 26,000 miles in space (41,600km). Communications range is 200,000 miles (32,000km) in space. See later for combat bonuses.
Scientific Sensor Array; Full I.R., U.V, and Thermographic optical sensors with a range of 4LY and computer programs to sort and enhance incoming data. Adds +15% to navigation rolls. Can detect objects as small as a battleship from 4LY away, but takes 5D4 minutes to complete the scan.
Super-navigation Computer & Auto-pilot; 50% skill for FTL and Sublight navigation, and 50% Skill for piloting.
Other Systems
Recreation Areas; Mediation garden and lounge.
Artificial Gravity; Provides standard 1g environment within the ship.
Crew Quarters; Each crew member has their own private room with; bed, footlocker, computer unit & Bathroom.
Type 2 Recycling system (Atmosphere & consumables); Can continuously provide recycled, breathable air for 35 days for the crew plus passengers; other consumables can be recycled for up to 350 days.
Hull Breach Auto-Repair; Triple redundancy system, prevents catastrophic loss of atmosphere from hull breaches.
FTL Life-boats (17); See "AU; Galaxy Guide" Pg. 181 for details.
FTL Accelerators; This system allows the ship to go from Speed 0 (relative) to factor 1 in less than 5 seconds, eleiminating the acceleration time needed to "port" into FTL.
TW Systems
TW Sensors: Ley-line sensor, Sense Magic, Sense Dimensional Anomaly, See Dimensional Anomaly. Draws directly from the storage batteries. See Carl Gleba’s ‘Rifts: Three Galaxies’ Pg. 108-109 for descriptions, though ranges are based on the ’normal’ sensor suite (tied directly normal sensors).
Impervious to energy: 20 PPE / 20 minutes. Draws directly from the storage batteries, but can be activated by others from the bridge. Equal to 8th level power.
Invisibility superior: 20 PPE / 30 minutes. Draws directly from the storage batteries, but can be activated by others from the bridge. Equal to 8th level power.
Sustain: 12 PPE / 8 days. Draws directly from the storage batteries, but can be activated by others from the bridge. Equal to 8th level power.
Spaceflight superior: 38 PPE / 10 hours. Draws directly from the storrage batteries, but can be activated by others from the bridge. Used when / if primary power is disrupted to the main engines. Equal to 8th level power = 24,000mph (38,400 km/h).
Pin-point deflectors: 70 PPE / 2 minutes per deflector (up to 10). Same effect as Targeted-Deflection spell, but cover a 10ft. area per barrier. Draws directly from the storage batteries, but can be activated by others from the bridge. Must be manually controlled. Equal to 8th level power.
Dimension Drive (Special)
This techno-wizard engine creates a stable wormhole that enables the Aether-Hawk to travel enormous distances in a single jump. This system is a three part device. The first (and most important) component of the D-Drive is the ‘navigational cogitator’. Consisting of a series of massive parallel-processors programmed with navigationl charts, linked to a TW cloud chamber resembling a 30ft. ‘plasma-globe’ made of black crystal located deep in the center of the ship. The second part is the navigators chair, which connects the navigator mage to the sensor systems of the ship via TW neural links (a modified noro psi-helm). Finally, the drive system (located in the wings) which create the actual wormhole effect.
When activated, a glowing ring of bluish energy projects from the wing tips to encircle the ship. Also, lines of glowing blue vein the surface of the Aether-Hawk; each line composed of moving msytic sigils and glyphs. 1-6 minutes later, the ring shoots forwards opening the transit wormhole, drawing the ship along behind it.
Though capable of going ten times further than even the most advanced ‘Rift’ drive, and able to create relatively stable wormholes, the D-Drive is still subject to fluctuating travel ranges, and may take up to 6 minutes for the navigator and the ‘NC’ to calculate the safest endpoint for the wormhole. However, the D-Drive is still a marvel of TW spce technology.
Range: 1D6X100 light years. Payload: 1 Jump per 5 hours. PPE: 3000 per jump! Takes 1D6 minutes for the navigator & ‘navigational cogitator’ to calculate the wormhole endpoint (requires skill Navigation: Space/FTL).
*Spells used in this design: Create wormhole, Stabalize Wormhole (Rifter #10). Teleport: Superior (Rifts RPG).
Attack Craft
Up to 200 tonnes of vehicles may be carried. Also shuttlecraft and / or sattelites may be carried depending on mission. Also 5 external docking collars can be used to carry additional attack shuttles, Hvy. Fighter-bombers and / or cargo pods. Typically carries 18 Shadowbolt TW Fighters in the vehihicle bays, and 4 MKXV Arcane Assault Shuttles (with full crew) durring combat missions.
Bonuses
+4 Intiative, +5 to dodge (-1 using sails), +1 to strike with all weapons and +35% to combat piloting rolls and +10% to weapon systems lock-ons. When using solar-sails, the vessel is -15% to detect (or +15% to 'prowl') when at extreme hostile sensor range and when rigged for silent running.
Notes
Vessels auto-repair / regrow damage done at 10% per location every 24hrs. Completely destroyed systems require time in drydock to replace.
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
Ninjapuppy wrote:It's alot of work. Don't know where you get all the time to put this stuff together!? I usually stick to NPCs, but couldn't resist trying. Also, I noticed in your Paladin Steel posts your currently doing old WWII stuff. Any chance of Getting a B-52? Perhaps techno wizardry or just amped up with modern weapons capable of space flight?
Considering it...I already have a shuttle/spaceplane in the works based on the old B-36 'Peacemaker'
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
DhAkael wrote:The AEther-Hawk .
Dang....a-Demon hunting we go!
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Starship designs...
taalismn wrote:DhAkael wrote:The AEther-Hawk .
Dang....a-Demon hunting we go!
One problem; only 30 created so far
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
I didn't say SUCCESSFUL demon hunting...More like 'see 'em and run away!'
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Starship designs...
Ninjapuppy wrote:Citadel Class Destroyer
Don't forget your Munchkins!
Hehehehehehe.
tee-hee.
Well, it'll at least give Cormal heart-burn
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
Aegis Stellar Industries ‘Frontera’ Medium Transport
(aka ‘Braun/Model 1952’, ‘Collier’, ‘Klep’)
“Traveling the Star Road is to Taste the Universe’s Many Splendors, but also to Face its Many Dangers....Chose Your Ride Well.”
Newcomer Aegis Stellar Industries’ entrant into the field of commercial transport is the Frontera, a multi-component modular spacecraft system.
The Frontera resembles early Human concepts of an orbital multistage rocket, with a large cylindrical, upright booster stage topped by a small winged shuttle rocket, but the design is thoroughly modern. Instead of a massive disposable(or semi-disposable) liquid-fuel tank array taking up the bulk of the lower body, the ship saves space and material with a modern fusion drive powering modern high-velocity accelerator jets and a dual-purpose contragravity propulsion unit.
The Frontera is actually two ships in one; the rear ‘Utility Hull’ and a forward spaceplane/command module.
The forward spaceplane is generally used as the living quarters and command portion of the ship, and can detach to escape in event of a disaster, fight off more agile attackers, scout ahead, or travel independently about a planet, while the rear portion of the hull remains in orbit or parked someplace. A variety of different spaceplanes can be fitted, but all must have a rear personnel access connection through the back of the fuselage to mate with the rear portion of the Frontera. The main Frontera-compatible foresections marketed are the Type 1-3 Spaceplanes: the T-1 being a widespan winged canard design with a bullet-like fuselage, that is considered to be a general purpose all-around type, the T-2 with high T-tail and swept delta wing, optimized for maneuverability and combat, and is considered to be a heavy fighter or cutter, and the T-3, which is a larger, more elongated version of the T-1, with wing-mounted engine nacelles for greater speed and lift. All versions can be mated to the rear utility hull(though re-docking takes longer than disengaging, and can sometimes be tricky for novice pilots when attempting to re-dock on a planetary surface, with the composite vessel in its upright vertical position). The ‘tail-sitter’ configuration of the composite craft also requires that items and fittings inside the forward portion of the craft be secured, lest they fall loose during the ninety-degree reorientation of positioning. This doesn’t always sit well with crews more familiar with horizontally-oriented craft.
The rear ‘booster’ portion of the ship holds the main drives and cargo payload, and can operate independently, but is typically slaved to the control of the forward portion of the dual-ship. While most short-run transports and mercantile operators use the rear portion of the ship entirely for cargo transport, long range scouts and most private owners/adventurers take advantage of the room afforded by the utility hull to convert one or more of the cargo holds into accommodations, using the spaceplane for surface excursions while leaving the main hull in orbit, thus avoiding the problems of the varying orientation when grounded.
ASI is marketing the Frontera as a ‘classically lined multipurpose transport with near-infinite modification possibilities’, though some critics are leery of the ships’ antiquated high-profiled tail-sitting design, which they contend won’t sit well with potential buyers. However, for starter companies looking for a good, solid, reliable ride with hauling capacity and a low cost, the Frontera is very attractive.
Recently, Aegis SI was served with a lawsuit by the Golgan firm of Tasko Industria, who claims that the Frontera design is a copy of their existing Ergant Transport. However, significant differences in the two designs preclude that possibility, and the case is spinning its gears through the labyrinthine Golgan and Galactic legal system.
Type: PSG-ASI-018 Frontera
Class: Medium Multi-Component Interstellar Transport
Crew:(Utility Hull) 2(+1-200 passengers, depending on configuration)
(Type 1 Spaceplane) 2+10 passengers
(Type 2 Spaceplane) 4+6 passengers
(Type 3 Spaceplane)2+20 passengers
MDC/Armor by Location:
(Utility Hull)
Main Body 3,000
Crew Compartment 900
Engines 2,000
Forcefield 1,200
(Type 1 Spaceplane)
Main Body 1, 200
Crew Compartment 500
Nose Canards(2) 200 each
Wings(2) 400 each
Engines 800
Forcefield 500
(Type 2 Spaceplane)
Main Body 2,000
Crew Compartment 800
Wings(2) 460 each
T-Tail 400
Engines 1,200
Variable Forcefield---- 200 per side, 1,200 total
(Type 3 Spaceplane)
Main Body 2,000
Crew Compartment 600
Nose Canards(2) 300 each
Wings(2) 500 each
Engines 1,000
Variable Forcefield---- 300 per side, 1,800 total
Height:(Utility Hull)tapers from 65 ft to 19 ft
(Type 1 Spaceplane) 19 ft
(Type 2 Spaceplane) 22 ft(tail)
(Type 3 Spaceplane) 25 ft(tail)
Width:(Utility Hull) tapers from 65 ft to 19 ft
(Type 1 Spaceplane) 19 ft+130 ft wingspan
(Type 2 Spaceplane) 19 ft +84 ft wingspan
(Type 3 Spaceplane) 19 ft +180 ft wingspan
Length:(Utility Hull) 318 ft
(Type 1 Spaceplane)76 ft
(Type 2 Spaceplane) 130 ft
(Type 3 Spaceplane)160 ft
Weight:(Utility Hull) 7,000 tons
(Type 1 Spaceplane) 110 tons
(Type 2 Spaceplane) 120 tons
(Type 3 Spaceplane) 190 tons
Cargo:(Utility Hull) 3,000 tons
(Type 1 Spaceplane) 25 tons
(Type 2 Spaceplane) 20 tons
(Type 3 Spaceplane) 50 tons
Powerplant: (Both Sections)Nuclear Fusion w/ 30 year energy life
Speed:(Utility Hull)
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 6
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.6% of light speed per melee)
(FTL) 3 light years per hour
(Underwater) Not Possible
(Type 1 Spaceplane)
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 5
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.5% of light speed per melee)
(FTL) Not Possible
(Underwater) Not Possible
(Type 2 Spaceplane)
(Atmosphere) Hover to Mach 6; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 50 % of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) Not Possible
(Underwater) Not Possible
(Type 3 Spaceplane)
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 7
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 0.7% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Not Possible
Market Cost:(Utility Hull) 110 million credits
(Type 1 Spaceplane)36 million credits
(Type 2 Spaceplane)90 million credits
(Type 3 Spaceplane) 75 million credits
Systems of Note:
(All) Standard Starship Systems
Weapons Systems:
(Utility Hull) None Standard, but up to 8 light retractable PDS turrets can be fitted
(Type 1 Spaceplane)None Standard, but 2 light weapons turrets can be fitted to the hull, 1-4 forward firing cannon can be fitted to the nose, and missiles(up to 12 long range missiles) can be carried externally under the wings
(Type 2 Spaceplane)
1) Nose Lasers(4)--Fixed forward arc of fire
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 1d6 x10 MD single cannon fire, 4d6x10 MD for all four lasers firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Wing Root 80mm Rail Cannon(2)--Fixed forward arc of fire
Range: 4 miles in atmosphere, 8 miles in space
(Kitsune Values: 8 miles in atmosphere, 800 miles in space)
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 100 rds per cannon
3) Wing Missile Launchers(4)---The wings carry four modular pallets for missile launchers
a) Mini-Missiles---64 per launcher
b) Short Range Missiles---32 per launcher
c) Medium Range Missiles---16 per launcher
d) Long Range Missiles---8 per launcher
4) Wing Cannon(4)---Similar to the missile launchers, these are flush-set modular trays with power and targeting system connections for weapon pallets.
a) Laser Cannon
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 5d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
b) Particle Beam Cannon
Range: 2 miles in atmosphere, 5 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage:2d6x10 MD per pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
c) Rail Guns
Range: 10,000 ft in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage: 3d6x10 MD per 40 rd burst
Rate of Fire: EGCHH
Payload: 200 bursts
4) Point Defense Laser Turrets(2)---These are mounted at the base of the tail on either side of the vertical stabilizer, covering the rear arcs of the ship, though they can also rotate to cover the forward arcs as well.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 1d6x10 MD per burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
(Type 3 Spaceplane)
1) Weapons Turrets(8)---The Type-3 carries a nose turret, tail turret, and three lateral bays with twin retractable PDS turrets. Each PDS turret mounts a rail gun and a pulse laser
a)20mm Rail Gun
Range:1.5 miles in atmosphere, 4.5 miles in space
(Kitsune Values: 4.5 miles in atmosphere, 450 miles in space)
Damage: 2d4x10 MD per 40 rd burst
Rate of Fire: EGCHH
Payload: 2000 rds
b)Pulse Laser
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 4d6 MD per single shot, 2d6x10 MD per burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
2) Missile Launchers(2)---2 bay-style rotary launchers, each of which can hold either 64 mini-missiles, 32 SRMs, 16 MRMs, 8 LRMs, or 4 Cruise Missiles.
Auxiliary Craft: None, except for the forward spaceplane(see options)
Options:
The Frontera was designed to be able to take advantage of other available systems, and is tolerant of modification.
*Retractable Fins(4, 400 MDC each)---The Utility Hull can be fitted with wide-span tail fins that increase its stability in atmosphere(+5% to piloting rolls in atmosphere) and act as extra landing jacks. Cost: 9 million credits
*Lifepods(1-4)---Lifeboats can be mounted in the Utility Hull behind ejectable panels. Each lifeboat masses 10 tons and can accommodate 10 people. Perfect when the forward hull spaceplane isn’t available for service as a lifeboat, or cannot accommodate all passengers. Cost: 5 million credits each for lifepod and launch module.
*Docking Collars(1-2)---Provision can be made for semi-externally docking up to two fighters or small scoutships on the outer Utility Hull. While these docking points will not allow for the reloading of externally carried ordnance, they WILL allow the pilots of the smaller craft to be able to exit/board their fighters, allowing for flight rotations. Cost: 3 million credits each
Variants:
Aegis Stellar Industries has produced three major variants of the Frontera, all armed military models
*PSG-ASI-DDS10 ’Adarga’---An effort to create a light/escort destroyer on the Frontera hull. The Adarga carries the Type-2 cutter as its standard forward component. The main engines have been upgraded for greater combat speed, and to carry a heavier weight of armor and ordnance. The Ultility Hull’s forcefield has been upgraded to a variable type with 400 MDC per side/1,600 MDC total. The Utility Hull also mounts a number of heavy weapons:
1)Kinetic Kill Rail Cannons(4, 2x2)---Mounted in two twin-mount turrets, these weapons can pivot for maximum arc of fire.
Range: 20 miles in atmosphere, 40 miles in space
(Kitsune Values: 40 miles in atmosphere, 40,000 miles in space)
Damage:1d4x100 MD per 80 rd burst
Rate of Fire:ECHH
Payload: 32,000 rds(400 bursts) per cannon
2)Heavy Long Range Missile Launchers(4)---Two launchers are mounted equidistant between the two KKRCs, while the other two are mounted aft, further back down the hull.
Range: Varies by Missile Type(Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type(Long Range)
Rate of Fire: Volleys of 1-6
Payload: 30 missiles each launcher, 60 total
*PSG-ASI-DDS11 ‘Pilum’---The ‘Pilum’ is a light combat/troop transport intended to carry a company of Marines...160 troops and 10 light vehicles. Like the Adarga, the Pilum carries the Type-2 cutter as its standard forward component and upgraded shields(400 MDC per side/1,600 MDC total). An improved performance main propulsion array allows for normal space speeds of up to Mach 6.7
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.67% of light speed per melee). Instead of Kinetic Kill Guns or long range missile launchers, the Pilum mounts several laser cannons, point defense turrets, and a set of short range missile launchers for close support.
1) Point Defense Turrets(6)
a)20mm Rail Gun
Range:1.5 miles in atmosphere, 4.5 miles in space
(Kitsune Values: 4.5 miles in atmosphere, 450 miles in space)
Damage: 2d4x10 MD per 40 rd burst
Rate of Fire: EGCHH
Payload: 2000 rds
b)Pulse Laser
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 4d6 MD per single shot, 2d6x10 MD per burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
2)Light Lasers(4)
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 4,000 miles in space)
Damage: 1d4x100 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
3) Short Range Missile Launchers(4)
Range:Varies by Missile Type
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 100 missiles per launcher, 400 total
*PSG-ASI-DDS12 ‘Mazule’---Named for a medieval hafted mace, the Mazule is a ‘missile boat’ conversion of the Utility Hull that dispenses with the ability to carry a SpacePlane, instead fitting the forward connector with a large cylindrical forebody(1,800 MDC) holding several large-capacity missile launchers and torpedo bays. Meant as an inexpensive, easily-produced, stopgap attack ship and defense boat. The Mazule mounts a standard forcefield: 1,600 MDC.
1) Point Defense Turrets(6)
a)20mm Rail Gun
Range:1.5 miles in atmosphere, 4.5 miles in space
(Kitsune Values: 4.5 miles in atmosphere, 450 miles in space)
Damage: 2d4x10 MD per 40 rd burst
Rate of Fire: EGCHH
Payload: 2000 rds
b)Pulse Laser
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 4d6 MD per single shot, 2d6x10 MD per burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
2) Heavy Long Range Missile Launchers(4)
Range: Varies by Missile Type(Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type(Long Range)
Rate of Fire: Volleys of 1-10
Payload: 60 missiles each launcher, 240 total
3)Medium Range Missile Launchers(2)---Mid-range defense against fighters, robots, and cruise missiles, these VLS-style launch cell batteries can throw out massive barrages of MRMs at once.
Range:Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-40
Payload: 120 missiles each launcher; 240 total. Additional missiles may be stored in the cargo holds and reloaded within 10 minutes(1 ton of cargo per 24 missiles)
(aka ‘Braun/Model 1952’, ‘Collier’, ‘Klep’)
“Traveling the Star Road is to Taste the Universe’s Many Splendors, but also to Face its Many Dangers....Chose Your Ride Well.”
Newcomer Aegis Stellar Industries’ entrant into the field of commercial transport is the Frontera, a multi-component modular spacecraft system.
The Frontera resembles early Human concepts of an orbital multistage rocket, with a large cylindrical, upright booster stage topped by a small winged shuttle rocket, but the design is thoroughly modern. Instead of a massive disposable(or semi-disposable) liquid-fuel tank array taking up the bulk of the lower body, the ship saves space and material with a modern fusion drive powering modern high-velocity accelerator jets and a dual-purpose contragravity propulsion unit.
The Frontera is actually two ships in one; the rear ‘Utility Hull’ and a forward spaceplane/command module.
The forward spaceplane is generally used as the living quarters and command portion of the ship, and can detach to escape in event of a disaster, fight off more agile attackers, scout ahead, or travel independently about a planet, while the rear portion of the hull remains in orbit or parked someplace. A variety of different spaceplanes can be fitted, but all must have a rear personnel access connection through the back of the fuselage to mate with the rear portion of the Frontera. The main Frontera-compatible foresections marketed are the Type 1-3 Spaceplanes: the T-1 being a widespan winged canard design with a bullet-like fuselage, that is considered to be a general purpose all-around type, the T-2 with high T-tail and swept delta wing, optimized for maneuverability and combat, and is considered to be a heavy fighter or cutter, and the T-3, which is a larger, more elongated version of the T-1, with wing-mounted engine nacelles for greater speed and lift. All versions can be mated to the rear utility hull(though re-docking takes longer than disengaging, and can sometimes be tricky for novice pilots when attempting to re-dock on a planetary surface, with the composite vessel in its upright vertical position). The ‘tail-sitter’ configuration of the composite craft also requires that items and fittings inside the forward portion of the craft be secured, lest they fall loose during the ninety-degree reorientation of positioning. This doesn’t always sit well with crews more familiar with horizontally-oriented craft.
The rear ‘booster’ portion of the ship holds the main drives and cargo payload, and can operate independently, but is typically slaved to the control of the forward portion of the dual-ship. While most short-run transports and mercantile operators use the rear portion of the ship entirely for cargo transport, long range scouts and most private owners/adventurers take advantage of the room afforded by the utility hull to convert one or more of the cargo holds into accommodations, using the spaceplane for surface excursions while leaving the main hull in orbit, thus avoiding the problems of the varying orientation when grounded.
ASI is marketing the Frontera as a ‘classically lined multipurpose transport with near-infinite modification possibilities’, though some critics are leery of the ships’ antiquated high-profiled tail-sitting design, which they contend won’t sit well with potential buyers. However, for starter companies looking for a good, solid, reliable ride with hauling capacity and a low cost, the Frontera is very attractive.
Recently, Aegis SI was served with a lawsuit by the Golgan firm of Tasko Industria, who claims that the Frontera design is a copy of their existing Ergant Transport. However, significant differences in the two designs preclude that possibility, and the case is spinning its gears through the labyrinthine Golgan and Galactic legal system.
Type: PSG-ASI-018 Frontera
Class: Medium Multi-Component Interstellar Transport
Crew:(Utility Hull) 2(+1-200 passengers, depending on configuration)
(Type 1 Spaceplane) 2+10 passengers
(Type 2 Spaceplane) 4+6 passengers
(Type 3 Spaceplane)2+20 passengers
MDC/Armor by Location:
(Utility Hull)
Main Body 3,000
Crew Compartment 900
Engines 2,000
Forcefield 1,200
(Type 1 Spaceplane)
Main Body 1, 200
Crew Compartment 500
Nose Canards(2) 200 each
Wings(2) 400 each
Engines 800
Forcefield 500
(Type 2 Spaceplane)
Main Body 2,000
Crew Compartment 800
Wings(2) 460 each
T-Tail 400
Engines 1,200
Variable Forcefield---- 200 per side, 1,200 total
(Type 3 Spaceplane)
Main Body 2,000
Crew Compartment 600
Nose Canards(2) 300 each
Wings(2) 500 each
Engines 1,000
Variable Forcefield---- 300 per side, 1,800 total
Height:(Utility Hull)tapers from 65 ft to 19 ft
(Type 1 Spaceplane) 19 ft
(Type 2 Spaceplane) 22 ft(tail)
(Type 3 Spaceplane) 25 ft(tail)
Width:(Utility Hull) tapers from 65 ft to 19 ft
(Type 1 Spaceplane) 19 ft+130 ft wingspan
(Type 2 Spaceplane) 19 ft +84 ft wingspan
(Type 3 Spaceplane) 19 ft +180 ft wingspan
Length:(Utility Hull) 318 ft
(Type 1 Spaceplane)76 ft
(Type 2 Spaceplane) 130 ft
(Type 3 Spaceplane)160 ft
Weight:(Utility Hull) 7,000 tons
(Type 1 Spaceplane) 110 tons
(Type 2 Spaceplane) 120 tons
(Type 3 Spaceplane) 190 tons
Cargo:(Utility Hull) 3,000 tons
(Type 1 Spaceplane) 25 tons
(Type 2 Spaceplane) 20 tons
(Type 3 Spaceplane) 50 tons
Powerplant: (Both Sections)Nuclear Fusion w/ 30 year energy life
Speed:(Utility Hull)
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 6
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.6% of light speed per melee)
(FTL) 3 light years per hour
(Underwater) Not Possible
(Type 1 Spaceplane)
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 5
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.5% of light speed per melee)
(FTL) Not Possible
(Underwater) Not Possible
(Type 2 Spaceplane)
(Atmosphere) Hover to Mach 6; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 50 % of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) Not Possible
(Underwater) Not Possible
(Type 3 Spaceplane)
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 7
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 0.7% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Not Possible
Market Cost:(Utility Hull) 110 million credits
(Type 1 Spaceplane)36 million credits
(Type 2 Spaceplane)90 million credits
(Type 3 Spaceplane) 75 million credits
Systems of Note:
(All) Standard Starship Systems
Weapons Systems:
(Utility Hull) None Standard, but up to 8 light retractable PDS turrets can be fitted
(Type 1 Spaceplane)None Standard, but 2 light weapons turrets can be fitted to the hull, 1-4 forward firing cannon can be fitted to the nose, and missiles(up to 12 long range missiles) can be carried externally under the wings
(Type 2 Spaceplane)
1) Nose Lasers(4)--Fixed forward arc of fire
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 1d6 x10 MD single cannon fire, 4d6x10 MD for all four lasers firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Wing Root 80mm Rail Cannon(2)--Fixed forward arc of fire
Range: 4 miles in atmosphere, 8 miles in space
(Kitsune Values: 8 miles in atmosphere, 800 miles in space)
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 100 rds per cannon
3) Wing Missile Launchers(4)---The wings carry four modular pallets for missile launchers
a) Mini-Missiles---64 per launcher
b) Short Range Missiles---32 per launcher
c) Medium Range Missiles---16 per launcher
d) Long Range Missiles---8 per launcher
4) Wing Cannon(4)---Similar to the missile launchers, these are flush-set modular trays with power and targeting system connections for weapon pallets.
a) Laser Cannon
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 5d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
b) Particle Beam Cannon
Range: 2 miles in atmosphere, 5 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage:2d6x10 MD per pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
c) Rail Guns
Range: 10,000 ft in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage: 3d6x10 MD per 40 rd burst
Rate of Fire: EGCHH
Payload: 200 bursts
4) Point Defense Laser Turrets(2)---These are mounted at the base of the tail on either side of the vertical stabilizer, covering the rear arcs of the ship, though they can also rotate to cover the forward arcs as well.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 1d6x10 MD per burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
(Type 3 Spaceplane)
1) Weapons Turrets(8)---The Type-3 carries a nose turret, tail turret, and three lateral bays with twin retractable PDS turrets. Each PDS turret mounts a rail gun and a pulse laser
a)20mm Rail Gun
Range:1.5 miles in atmosphere, 4.5 miles in space
(Kitsune Values: 4.5 miles in atmosphere, 450 miles in space)
Damage: 2d4x10 MD per 40 rd burst
Rate of Fire: EGCHH
Payload: 2000 rds
b)Pulse Laser
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 4d6 MD per single shot, 2d6x10 MD per burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
2) Missile Launchers(2)---2 bay-style rotary launchers, each of which can hold either 64 mini-missiles, 32 SRMs, 16 MRMs, 8 LRMs, or 4 Cruise Missiles.
Auxiliary Craft: None, except for the forward spaceplane(see options)
Options:
The Frontera was designed to be able to take advantage of other available systems, and is tolerant of modification.
*Retractable Fins(4, 400 MDC each)---The Utility Hull can be fitted with wide-span tail fins that increase its stability in atmosphere(+5% to piloting rolls in atmosphere) and act as extra landing jacks. Cost: 9 million credits
*Lifepods(1-4)---Lifeboats can be mounted in the Utility Hull behind ejectable panels. Each lifeboat masses 10 tons and can accommodate 10 people. Perfect when the forward hull spaceplane isn’t available for service as a lifeboat, or cannot accommodate all passengers. Cost: 5 million credits each for lifepod and launch module.
*Docking Collars(1-2)---Provision can be made for semi-externally docking up to two fighters or small scoutships on the outer Utility Hull. While these docking points will not allow for the reloading of externally carried ordnance, they WILL allow the pilots of the smaller craft to be able to exit/board their fighters, allowing for flight rotations. Cost: 3 million credits each
Variants:
Aegis Stellar Industries has produced three major variants of the Frontera, all armed military models
*PSG-ASI-DDS10 ’Adarga’---An effort to create a light/escort destroyer on the Frontera hull. The Adarga carries the Type-2 cutter as its standard forward component. The main engines have been upgraded for greater combat speed, and to carry a heavier weight of armor and ordnance. The Ultility Hull’s forcefield has been upgraded to a variable type with 400 MDC per side/1,600 MDC total. The Utility Hull also mounts a number of heavy weapons:
1)Kinetic Kill Rail Cannons(4, 2x2)---Mounted in two twin-mount turrets, these weapons can pivot for maximum arc of fire.
Range: 20 miles in atmosphere, 40 miles in space
(Kitsune Values: 40 miles in atmosphere, 40,000 miles in space)
Damage:1d4x100 MD per 80 rd burst
Rate of Fire:ECHH
Payload: 32,000 rds(400 bursts) per cannon
2)Heavy Long Range Missile Launchers(4)---Two launchers are mounted equidistant between the two KKRCs, while the other two are mounted aft, further back down the hull.
Range: Varies by Missile Type(Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type(Long Range)
Rate of Fire: Volleys of 1-6
Payload: 30 missiles each launcher, 60 total
*PSG-ASI-DDS11 ‘Pilum’---The ‘Pilum’ is a light combat/troop transport intended to carry a company of Marines...160 troops and 10 light vehicles. Like the Adarga, the Pilum carries the Type-2 cutter as its standard forward component and upgraded shields(400 MDC per side/1,600 MDC total). An improved performance main propulsion array allows for normal space speeds of up to Mach 6.7
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.67% of light speed per melee). Instead of Kinetic Kill Guns or long range missile launchers, the Pilum mounts several laser cannons, point defense turrets, and a set of short range missile launchers for close support.
1) Point Defense Turrets(6)
a)20mm Rail Gun
Range:1.5 miles in atmosphere, 4.5 miles in space
(Kitsune Values: 4.5 miles in atmosphere, 450 miles in space)
Damage: 2d4x10 MD per 40 rd burst
Rate of Fire: EGCHH
Payload: 2000 rds
b)Pulse Laser
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 4d6 MD per single shot, 2d6x10 MD per burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
2)Light Lasers(4)
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 4,000 miles in space)
Damage: 1d4x100 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
3) Short Range Missile Launchers(4)
Range:Varies by Missile Type
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 100 missiles per launcher, 400 total
*PSG-ASI-DDS12 ‘Mazule’---Named for a medieval hafted mace, the Mazule is a ‘missile boat’ conversion of the Utility Hull that dispenses with the ability to carry a SpacePlane, instead fitting the forward connector with a large cylindrical forebody(1,800 MDC) holding several large-capacity missile launchers and torpedo bays. Meant as an inexpensive, easily-produced, stopgap attack ship and defense boat. The Mazule mounts a standard forcefield: 1,600 MDC.
1) Point Defense Turrets(6)
a)20mm Rail Gun
Range:1.5 miles in atmosphere, 4.5 miles in space
(Kitsune Values: 4.5 miles in atmosphere, 450 miles in space)
Damage: 2d4x10 MD per 40 rd burst
Rate of Fire: EGCHH
Payload: 2000 rds
b)Pulse Laser
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 4d6 MD per single shot, 2d6x10 MD per burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
2) Heavy Long Range Missile Launchers(4)
Range: Varies by Missile Type(Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type(Long Range)
Rate of Fire: Volleys of 1-10
Payload: 60 missiles each launcher, 240 total
3)Medium Range Missile Launchers(2)---Mid-range defense against fighters, robots, and cruise missiles, these VLS-style launch cell batteries can throw out massive barrages of MRMs at once.
Range:Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-40
Payload: 120 missiles each launcher; 240 total. Additional missiles may be stored in the cargo holds and reloaded within 10 minutes(1 ton of cargo per 24 missiles)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Re: Starship designs...
Nice to see this thread is still going! I hope they keep on coming!
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
Glad to see you're still breathing...you dropped out of it there for a while...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
One of several designs I hope to launch this weekend as part of the 'Shemarrians in Space' idea; also posted in the Rifts Shemarrians thread...
Shemar Unipelta Transport Cruiser
“Yeah, Two of those Shrimps just set down on our pads, with little or no forewarning, so we were understandably alarmed. What with the pods on those things, you can’t tell what they’re carrying. They might unleash a broadside of missiles, a barrage of those wild plasma firefries of theirs, a howling horde of warrior-women on their war-monsters, or they might be dumping their garbage off. This time they just showed up, demanded we have medical personnel come out to greet them, and popped their bay hatches. Next thing we know, there’s about two thousand or so stark naked people wandering out on the field, looking dazed and confused. Seemed the Shemar had popped a Splugorth cruiser and liberated its ‘cargo’, and they were now dropping them off on us.”
It is difficult to classify these ships; they are certainly capable light combatants, but their primary role seems to be personnel transports and salvage craft.
Unipelta(from Unipeltata, the suborder of Mantis-Shrimp. It is unknown what the Shemarrians call this design) bear some resemblance to Kittani ‘Mantis’ destroyers(further evidence, in the eyes of many, to some sort of Shemmarian-Splugorth connection), and to terrestrial mantis-shrimp in general, with a long, lean fuselage, prominent sensory clusters and armature-like weapons/tool mounts forward, multi-segmented midsection, and a flared tail aft.
The central section is actually a series of modular hull sections that be swapped out and reconfigured depending on the desired role of the craft. It is has been speculated that the Unipelta was originally developed as a more narrow-focused craft, but the addition of these modular bays has altered the original purpose of the design, giving it a greater versatility and thus, larger production than originally planned.
A common module is an armored bloc containing multiple cells, each capable of holding a fully armed and armored Shemar Warrior in stasis. Though this certainly saves on life support and entertainment of bored soldiers on long transits, many analysts question the state of preparedness ‘cold-stored’ troops would have entering a battlefield without time to respond to updated information. It is likely, though, given the observed bionic nature of the Shemarrians that they use some sort of linked Virtual Reality system to keep their warriors up to date, even trained in VR sim, while their bodies are asleep. The cells are equally capable of holding most humanoids in stasis; Unipelta have been known to transport liberated slaves, or scavenged bodies, in stasis.
Additional midsection modules include cargo bays, autofac pods, hangar space, and drop-pod bays.
The Unipelta is quite heavily armored for its class, and well-armed, in keeping with apparent Shemarrian tactical doctrine. These features come in very handy when the Unipelta is making troop drops or shifting through still-hot battlefields for salvage. Though not considered to be a front-line combat ship by the Shemarrians, the Unipelta comes armed for trouble, and can serve quite ably as a light combatant, especially if outfitted with the right modular bays. They are also extremely fast vessels, and can get in and out of trouble in a hurry on the power of their engines alone.
It is interesting to note that most Unipelta thus far encountered have been crewed by Male Shemmarrians. It has been speculated that given the assigned roles of these vessels as second-echelon ships, the matriarchal Shemarrians assign the transports to the socially lower-ranking males. However, Unipeltas also seem to be the favored personal transport starships of the ‘Spinster’ caste, and it is not unusual to encounter Unipeltas outfitted as traveling workshops for the technician-healers.
Unipeltas are primarily used for moving personnel and cargo about the unknowable limits of the SheMar realms. They are also encountered lurking around battle sites, salvaging useful items, and around resource-rich regions such as asteroids, mining them for metals and other minerals. They are also used to deploy troops to the field, though usually under the escort of heavier combat units. Occasionally they can be found acting as escorts themselves, or picket ships for the larger SheMar vessels. However, some clans assign particular tasks to these ships. The Blood Riders use their crimson-painted Unipeltas more heavily in combat roles, while the Wolf’s Path deploys more Unipeltas in a ‘missile boat’ configuration than other clans. The GhostRider clan in particular, seems to like using these ships to scavenge corpses(for whatever reason) from battlefields, earning them the nickname ‘Valkyries’.
Dark Waters clan Unipeltas have been observed sporting more EW countermeasure gear and operating with more stealth systems, when they can be detected and observed at all.
Type: ESheMar-LC-01-Unipelta
Class: Light Cruiser/Transport
Crew: 45(typically 70% Male Shemrrians, 30% ‘NeShemar’(including Re’Mar))
MDC/Armor by Location:
Main Body 4,500
Bridge 900
Weapons Armatures(2) 1,200 each
Sensor Spikes/fins(12) 100 each
Midsection Modules(6) 500 each
Engines(3) 2,000 each
Point Defense Rail Gun/Laser Turrets(4) 160 each
Variable Forcefields---1,500 per side(6,000 total)
Height: 110 ft
Width: 150 ft
Length: 620 ft
Weight: 50,000 tons
Cargo: 1,200 tons
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 16
(Kitsune Values: 65% of light speed; Accelerates/decelerates at 1.6% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: Unique to the Shemarrians and not for sale. If made available, a fully-equipped and functional Unipelta might bring 650 million credits or more
Systems of Note:
Standard Starship Systems, plus:
*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-70% to detect while stationary, -30% when moving)
*Tractor Beams(3)----Effectively each rated for 1,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. One emitter is mounted in each claw, and the third is mounted in the tail.
Range: 5 miles in space(NOT usable in atmosphere)(Kitsune Values: 5,000 miles in space).
Weapons Systems:
1) Modular Weapons Armatures(2)--The two claw-like armature pylons tucked to either side of the bow are modular weapons mounts with two slots(4 total) each for mounting heavy weapons. Each slot (unless otherwise noted) can hold ONE of the following:
a)Medium Laser Cannon
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d6x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited
b) Plasma Cannon
Range: 6 miles in atmosphere, 12 miles in space
(Kitsune Values: 12 miles in atmosphere, 12,000 miles in space)
Damage: 2d4x100 MD per blast
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited
c) Plasma Torpedo Launcher
Range: 10 miles in atmosphere, 50 miles in space
(Kitsune Values: 50 miles in atmosphere, 50,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-4 plasma bolts per pod. Three volleys per melee
Payload: Effectively Unlimited
d) Particle Beam Cannon
Range: 4 miles in atmosphere, 8 miles in space
(Kitsune Values: 8 miles in atmosphere, 8,000 miles in space)
Damage: 2d46x100 MD per shot
Rate of Fire: Three shots per melee
Payload: Effectively Unlimited
e) Heavy G-Cannon
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x00 MD per burst
Rate of Fire: EGCHH(4-6)
Payload: 2,000 bursts per cannon
f) Short-Range Missile Launcher
Range: Varies by Missile Type
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-30
Payload: 300 missiles per launcher
g) Medium-Range Missile Launcher
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 220 missiles each launcher
h) Long-Range Missile Launcher
Range: Varies by Missile Type (Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 60 missiles per launcher
i) Cruise Missile Launcher
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-5 each launcher
Payload: 10 each launcher
j) Robot Armature---A giant folding robotic arm, typically used in mining work, but occasionally in boarding actions. It can extend 100 ft, has a Robotic P.S. of 65, and can do 2d6x10 MD on a punch/claw.
2) Medium Range Missile Launcher(1) ----Mounted just behind the ‘head’ is a dorsal missile launcher, typically used for self-defense/antimissile counterfire.
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 200 missiles
3)Point Defense Rail Gun/Laser Turrets(4)---Standard Shemarrian-pattern rail gun/pulse laser combo. One turret is mounted in front just under the ‘head’, one is mounted on each dorsal ‘shoulder blade’, and the last is mounted under the tail.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 M.D. per blast
(Laser) 3D6x10 M.D. per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited
Auxiliary Craft:
*2 small shuttles
Options:
The modular cargo bays and outrigger weapons arms give the Unipelta a degree of modularity that few other Shemarrian(or even other Three Galaxies) ships enjoy.
Modular Bays:
-Passenger Module---This is a sleeper car-style module with fairly comfortable accommodations(bathroom, diner/kitchenette, airliner-style seating, small lounge/recreational area) for 40 awake and moving passengers.
-Hiber Transport---Filled with hiber-cubicles, each pod can hold 80 fully armed Shemarrian warriors, or 30 with Warsteeds, or 80 human-sized passengers in cold sleep(320 if stacked four to a hibercell---not advised unless special precautions are taken)
-Cargo Pod---Can hold 200 tons of materials each
-Drop Pod---This specialized module holds conventional cargo ‘cans’ and the equipment needed to eject them from the ship for low-space/high-atmo drop missions. The cans are held upright and ejected along their long axis. Each pod can hold four ‘Giant’ cans ready to drop, or 40 ‘Standard’ cans.
-Hangar Pod---Each pod has a hatch port/starboard, and can hold 4 small shuttles/light fighters, or 2 larger fighters(Black Eagle-sized)
-Missile/Mine Pod---Each pod can hold 300 short range missiles (volleys of 1-10 each launcher), OR 160 medium range missiles (volleys of 1-8 each launcher), OR 80 long range missiles (volleys of 1-4 each launcher), OR 60 cruise missiles(if available). Double those numbers if conventional space mines instead.
-Plasma Torpedo Pod---Features port and starboard plasma ejectors. ---A cross between a missile launcher in terms of volley capability and area of effect, and energy weapons in terms of range and recharge capability, these weapons fire veritable storms of plasma pulses similar to ball lightning. Against massed fighters and larger ships, these weapons can prove particularly devastating.
Range: 10 miles in atmosphere, 50 miles in space
(Kitsune Values: 50 miles in atmosphere, 50,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-4 plasma bolts per pod. Three volleys per melee
Payload: Effectively Unlimited
-Other observed/inferred modules have included dedicated EW/Countermeasure/Jamming modules, autofac asteroid mining pods, laboratory/science modules, prison/big cell blocs, and sensor pods.
Variants:
Aside from the configurations possible with the main armaments and modular midsection, the only variants of note of this class are cosmetic; individual Shemarrian clans tend to give the ships in their fleet(s) individual touches that identify clans and even individual ships. The Hawkmoon fleet Unipeltas have had their various fins and sensor appendages made to look like feathered wings or outstretched talons, the Silvermoon clan favors fins in the shapes of crescents and half-crescents, the Skullcrushers favor hull colors akin to bleached or yellowed bone, etc. However, just as many Unipeltas have been observed in ‘generic’ hull livery, giving no clue as to their clan affiliation/registry.
Shemar Unipelta Transport Cruiser
“Yeah, Two of those Shrimps just set down on our pads, with little or no forewarning, so we were understandably alarmed. What with the pods on those things, you can’t tell what they’re carrying. They might unleash a broadside of missiles, a barrage of those wild plasma firefries of theirs, a howling horde of warrior-women on their war-monsters, or they might be dumping their garbage off. This time they just showed up, demanded we have medical personnel come out to greet them, and popped their bay hatches. Next thing we know, there’s about two thousand or so stark naked people wandering out on the field, looking dazed and confused. Seemed the Shemar had popped a Splugorth cruiser and liberated its ‘cargo’, and they were now dropping them off on us.”
It is difficult to classify these ships; they are certainly capable light combatants, but their primary role seems to be personnel transports and salvage craft.
Unipelta(from Unipeltata, the suborder of Mantis-Shrimp. It is unknown what the Shemarrians call this design) bear some resemblance to Kittani ‘Mantis’ destroyers(further evidence, in the eyes of many, to some sort of Shemmarian-Splugorth connection), and to terrestrial mantis-shrimp in general, with a long, lean fuselage, prominent sensory clusters and armature-like weapons/tool mounts forward, multi-segmented midsection, and a flared tail aft.
The central section is actually a series of modular hull sections that be swapped out and reconfigured depending on the desired role of the craft. It is has been speculated that the Unipelta was originally developed as a more narrow-focused craft, but the addition of these modular bays has altered the original purpose of the design, giving it a greater versatility and thus, larger production than originally planned.
A common module is an armored bloc containing multiple cells, each capable of holding a fully armed and armored Shemar Warrior in stasis. Though this certainly saves on life support and entertainment of bored soldiers on long transits, many analysts question the state of preparedness ‘cold-stored’ troops would have entering a battlefield without time to respond to updated information. It is likely, though, given the observed bionic nature of the Shemarrians that they use some sort of linked Virtual Reality system to keep their warriors up to date, even trained in VR sim, while their bodies are asleep. The cells are equally capable of holding most humanoids in stasis; Unipelta have been known to transport liberated slaves, or scavenged bodies, in stasis.
Additional midsection modules include cargo bays, autofac pods, hangar space, and drop-pod bays.
The Unipelta is quite heavily armored for its class, and well-armed, in keeping with apparent Shemarrian tactical doctrine. These features come in very handy when the Unipelta is making troop drops or shifting through still-hot battlefields for salvage. Though not considered to be a front-line combat ship by the Shemarrians, the Unipelta comes armed for trouble, and can serve quite ably as a light combatant, especially if outfitted with the right modular bays. They are also extremely fast vessels, and can get in and out of trouble in a hurry on the power of their engines alone.
It is interesting to note that most Unipelta thus far encountered have been crewed by Male Shemmarrians. It has been speculated that given the assigned roles of these vessels as second-echelon ships, the matriarchal Shemarrians assign the transports to the socially lower-ranking males. However, Unipeltas also seem to be the favored personal transport starships of the ‘Spinster’ caste, and it is not unusual to encounter Unipeltas outfitted as traveling workshops for the technician-healers.
Unipeltas are primarily used for moving personnel and cargo about the unknowable limits of the SheMar realms. They are also encountered lurking around battle sites, salvaging useful items, and around resource-rich regions such as asteroids, mining them for metals and other minerals. They are also used to deploy troops to the field, though usually under the escort of heavier combat units. Occasionally they can be found acting as escorts themselves, or picket ships for the larger SheMar vessels. However, some clans assign particular tasks to these ships. The Blood Riders use their crimson-painted Unipeltas more heavily in combat roles, while the Wolf’s Path deploys more Unipeltas in a ‘missile boat’ configuration than other clans. The GhostRider clan in particular, seems to like using these ships to scavenge corpses(for whatever reason) from battlefields, earning them the nickname ‘Valkyries’.
Dark Waters clan Unipeltas have been observed sporting more EW countermeasure gear and operating with more stealth systems, when they can be detected and observed at all.
Type: ESheMar-LC-01-Unipelta
Class: Light Cruiser/Transport
Crew: 45(typically 70% Male Shemrrians, 30% ‘NeShemar’(including Re’Mar))
MDC/Armor by Location:
Main Body 4,500
Bridge 900
Weapons Armatures(2) 1,200 each
Sensor Spikes/fins(12) 100 each
Midsection Modules(6) 500 each
Engines(3) 2,000 each
Point Defense Rail Gun/Laser Turrets(4) 160 each
Variable Forcefields---1,500 per side(6,000 total)
Height: 110 ft
Width: 150 ft
Length: 620 ft
Weight: 50,000 tons
Cargo: 1,200 tons
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 16
(Kitsune Values: 65% of light speed; Accelerates/decelerates at 1.6% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: Unique to the Shemarrians and not for sale. If made available, a fully-equipped and functional Unipelta might bring 650 million credits or more
Systems of Note:
Standard Starship Systems, plus:
*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-70% to detect while stationary, -30% when moving)
*Tractor Beams(3)----Effectively each rated for 1,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. One emitter is mounted in each claw, and the third is mounted in the tail.
Range: 5 miles in space(NOT usable in atmosphere)(Kitsune Values: 5,000 miles in space).
Weapons Systems:
1) Modular Weapons Armatures(2)--The two claw-like armature pylons tucked to either side of the bow are modular weapons mounts with two slots(4 total) each for mounting heavy weapons. Each slot (unless otherwise noted) can hold ONE of the following:
a)Medium Laser Cannon
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d6x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited
b) Plasma Cannon
Range: 6 miles in atmosphere, 12 miles in space
(Kitsune Values: 12 miles in atmosphere, 12,000 miles in space)
Damage: 2d4x100 MD per blast
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited
c) Plasma Torpedo Launcher
Range: 10 miles in atmosphere, 50 miles in space
(Kitsune Values: 50 miles in atmosphere, 50,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-4 plasma bolts per pod. Three volleys per melee
Payload: Effectively Unlimited
d) Particle Beam Cannon
Range: 4 miles in atmosphere, 8 miles in space
(Kitsune Values: 8 miles in atmosphere, 8,000 miles in space)
Damage: 2d46x100 MD per shot
Rate of Fire: Three shots per melee
Payload: Effectively Unlimited
e) Heavy G-Cannon
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x00 MD per burst
Rate of Fire: EGCHH(4-6)
Payload: 2,000 bursts per cannon
f) Short-Range Missile Launcher
Range: Varies by Missile Type
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-30
Payload: 300 missiles per launcher
g) Medium-Range Missile Launcher
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 220 missiles each launcher
h) Long-Range Missile Launcher
Range: Varies by Missile Type (Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 60 missiles per launcher
i) Cruise Missile Launcher
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-5 each launcher
Payload: 10 each launcher
j) Robot Armature---A giant folding robotic arm, typically used in mining work, but occasionally in boarding actions. It can extend 100 ft, has a Robotic P.S. of 65, and can do 2d6x10 MD on a punch/claw.
2) Medium Range Missile Launcher(1) ----Mounted just behind the ‘head’ is a dorsal missile launcher, typically used for self-defense/antimissile counterfire.
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 200 missiles
3)Point Defense Rail Gun/Laser Turrets(4)---Standard Shemarrian-pattern rail gun/pulse laser combo. One turret is mounted in front just under the ‘head’, one is mounted on each dorsal ‘shoulder blade’, and the last is mounted under the tail.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 M.D. per blast
(Laser) 3D6x10 M.D. per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited
Auxiliary Craft:
*2 small shuttles
Options:
The modular cargo bays and outrigger weapons arms give the Unipelta a degree of modularity that few other Shemarrian(or even other Three Galaxies) ships enjoy.
Modular Bays:
-Passenger Module---This is a sleeper car-style module with fairly comfortable accommodations(bathroom, diner/kitchenette, airliner-style seating, small lounge/recreational area) for 40 awake and moving passengers.
-Hiber Transport---Filled with hiber-cubicles, each pod can hold 80 fully armed Shemarrian warriors, or 30 with Warsteeds, or 80 human-sized passengers in cold sleep(320 if stacked four to a hibercell---not advised unless special precautions are taken)
-Cargo Pod---Can hold 200 tons of materials each
-Drop Pod---This specialized module holds conventional cargo ‘cans’ and the equipment needed to eject them from the ship for low-space/high-atmo drop missions. The cans are held upright and ejected along their long axis. Each pod can hold four ‘Giant’ cans ready to drop, or 40 ‘Standard’ cans.
-Hangar Pod---Each pod has a hatch port/starboard, and can hold 4 small shuttles/light fighters, or 2 larger fighters(Black Eagle-sized)
-Missile/Mine Pod---Each pod can hold 300 short range missiles (volleys of 1-10 each launcher), OR 160 medium range missiles (volleys of 1-8 each launcher), OR 80 long range missiles (volleys of 1-4 each launcher), OR 60 cruise missiles(if available). Double those numbers if conventional space mines instead.
-Plasma Torpedo Pod---Features port and starboard plasma ejectors. ---A cross between a missile launcher in terms of volley capability and area of effect, and energy weapons in terms of range and recharge capability, these weapons fire veritable storms of plasma pulses similar to ball lightning. Against massed fighters and larger ships, these weapons can prove particularly devastating.
Range: 10 miles in atmosphere, 50 miles in space
(Kitsune Values: 50 miles in atmosphere, 50,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-4 plasma bolts per pod. Three volleys per melee
Payload: Effectively Unlimited
-Other observed/inferred modules have included dedicated EW/Countermeasure/Jamming modules, autofac asteroid mining pods, laboratory/science modules, prison/big cell blocs, and sensor pods.
Variants:
Aside from the configurations possible with the main armaments and modular midsection, the only variants of note of this class are cosmetic; individual Shemarrian clans tend to give the ships in their fleet(s) individual touches that identify clans and even individual ships. The Hawkmoon fleet Unipeltas have had their various fins and sensor appendages made to look like feathered wings or outstretched talons, the Silvermoon clan favors fins in the shapes of crescents and half-crescents, the Skullcrushers favor hull colors akin to bleached or yellowed bone, etc. However, just as many Unipeltas have been observed in ‘generic’ hull livery, giving no clue as to their clan affiliation/registry.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Starship designs...
EShemarrian Scarab-class Assault Shuttle
“Sir? We got a bug problem...as in six giant Scarabs on the base roof, and they’re looking to get in.”
The Scarab-class ASAV is a combination of high performance assault shuttle and robot vehicle used by the Shemarrians for deploying ground troops.
True to its name, the Scarab resembles a giant beetle; tech-analysts see a number of features that led them to believe it is based in part on the Kittani Insecton-crawler. Two thick, heavily armored carapace plates/airfoils cover two sets of retractable atmospheric maneuvering wings. Six landing legs double as fully articulated and functional robotic crawling legs. A set of mandibles in the front can be used to latch on to a ship, clear ground cover, and chew through obstacles.
Armor is extremely heavy for the vessel’s size, and a powerful complement of ranged weaponry, concentrated primarily in the nose, gives the Scarab a serious punch in securing a landing zone. A rear troop compartment can hold a mixed complement of cyborg infantry or cavalry, with the means to quickly disembark them via lowered ramp on the ground, or ejection-jump while still airborne.
Though smaller and carrying a less numerous complement of troops than the shuttles of othe powers, the Scarab is by size more heavily armored and armed, and its cyborg passengers are inarguably superior to an equal weight or number of other species’ infantry. The downside of this design is that, unless other larger shuttles or means of transport are available, a Scarab must make multiple trips to deploy a Shemarrian ship’s complement of troops to a planetary surface; not always desireable or possible in a hot war zone.
Several variants of the Scarab have been observed, mainly taking advantage of the rear compartment to outfit the shuttle with heavy armaments. This has led to more than a few nasty surprises for opponents bracing themselves for a troop landing, only to discover themselves under intense missile or plasma bombardment.
Note: The Scarab is NOT known to be inhabited/possessed by an Ecotroz Intelligence; it’s a vehicle, not an autonomous robot.
Type:ESheMar-ASV01
Class: Assault Shuttle
Crew: 4+1-20 passengers/troops
MDC/Armor by Location:
Main Body 2,900
Cockpit 200
Pincers(2) 150 each
Horn Rail Guns(4) 100 each
Horn Laser Cannon(2) 110 each
Laser Turrets(2) 100 each
Wing Shields(2) 800 each
Retractable Atmo-Wings/Airbrakes(4) 250 each
Rear Ramp 400
Legs(6) 200 each
Height: 25 ft
Width: 20 ft
Length: 70 ft
Weight: 700 tons
Cargo: Can carry 20 Shemarrian Warriors, OR 6 w/ Warsteeds
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Ground) Can crawl along at 60 MPH
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 25% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) Not possible
(Underwater) CAN operate underwater, ‘swimming’ at 25 MPH, or crawling along the bottom at 12 MPH. Maximum depth: 1,000 ft.
Market Cost: Exclusive to the SheMar. Would cost 250 million credits or more if made available on the market
Systems of Note:
Standard Aerospace Shuttle/Robot Systems, plus:
*Laser Reflective Armor---The Scarab’s iridescent hull-shell does more than just look pretty; it’s a composite of laser-ablative and -reflective long-chain polymers and ceramics. Lasers do HALF damage to it.
*EW Scrambler---80 mile range. Scrambles radio signals in that area of effect and has a 45% chance of deflecting/decoying enemy missiles.
Weapons Systems:
1) Heavy Rail Guns(4)---These are mounted firing forward in what look like ‘antlers’ emerging from the Scarab’s head. They have a limited 30-degree arc of fire.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 4D6x10 M.D. per blast
Rate of Fire:EGCHH(4-6)
Payload:1,000 rd drum.
2) Pulse Lasers(2) ---Like the HRGs described above, these are mounted firing forward in what look like ‘antlers’ emerging from the Scarab’s head. They have a limited 30-degree arc of fire.
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 3D6x10 M.D. per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
3) Pulse-Turrets(2, one dorsal atop the thorax, the other ventral just under the tip of the tail)---These are not as powerful as those in the nose, but have a greater play of fire (360 degree rotation, 90-degree elevation)
Range: 1 mile in atmosphere, 3 miles in space
Damage: 2D6x10 M.D. per pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
4)Hand to Hand Combat---The Scarab is actually capable of limited close quarters combat with its robotics.
Stomp (objects 12 feet tall of smaller) 2d4x10 MD
Kick 1d4x10 MD
Body Block/Ram 2d4x10 MD
Pincer Crush 2d6x10 MD
Variants:
*ESheMar-ASV01B---’Bombardier Beetle’. This variant replaces the troop compartment with a modular missile/bomb bay, turning the Scarab into a bomber. The outer wing covers have to open up to reveal the launchers, which resemble the hexagonal hatches on the original Kittani Insecton, and the launchers deploy their ordnance port and starboard.
a) MIni-Missiles--- 384, volleys of 1-48
b) Short Range Missiles---192, volleys of 1-24
c) Medium Range Missiles--- 96, volleys of 1-24
d) Long Range Missiles--- 48, volleys of 1-12
e) Bombs----Freefall ‘dumb’ or ‘smart’ munitions.
Range: Up to 5 miles from the drop site, either side of the flight path
Damage: Varies, same types and damage as the missiles of the same weight class, but triple the blast radius.
Rate of Fire: Volleys of 1, 2, 4, 6, or 12 bombs at a time(or up to 60 mini-bombs).
Payload: 72 Heavy Bombs, OR 144 Medium Bombs, OR 200 Light Bombs, or 360 Mini-Bombs
Bonuses for ‘Smart’ munitions: Hitting a large stationary target like a buiilding, bridge, or large immobile vessel/vehicle is automatic! To hit a moving target, roll to strike(with a +6 to strike), A volley can target one target, or separate to attack several targets.
*ESheMar-ASV01C---’Lightning Bug’. Like the ‘B’ variant, the ‘C’-variant replaces the troop compartment with a weapons pod; in this case a powerful plasma torpedo launcher that, firing at maximum rate of fire, almost melts the shuttle from power demand.
Range: 10 miles in atmosphere, 50 miles in space
(Kitsune Values: 50 miles in atmosphere, 5,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Single shot. Three volleys per melee
Payload: Effectively Unlimited
*ESheMar-ASV01EW---’Black Beetle’. A stealth version fitted with radar-invisible armor in place of the laser-resistant version, and with sensor baffling gear. It also has provision for carrying a squad of ten Male Shemarrians, and is intended for covert recon and commando deployments.
An ASV01E/C version of this is also suspected of existing---instead of troops, the stealth craft carries a plasma torpedo launcher similar to the ASV01C(described above).
-Radar Invisible Armor---Outfitted with this cutting edge material, augmented by other passive stealth enhancements, the Scarab has only a 10% chance of being detected by enemy radar.
-Sensor Jammers--100 mile range. Jams radars and radar targetting systems with 75% effectiveness. Radar- and laser-guided weapons are -6 to strike.
“Sir? We got a bug problem...as in six giant Scarabs on the base roof, and they’re looking to get in.”
The Scarab-class ASAV is a combination of high performance assault shuttle and robot vehicle used by the Shemarrians for deploying ground troops.
True to its name, the Scarab resembles a giant beetle; tech-analysts see a number of features that led them to believe it is based in part on the Kittani Insecton-crawler. Two thick, heavily armored carapace plates/airfoils cover two sets of retractable atmospheric maneuvering wings. Six landing legs double as fully articulated and functional robotic crawling legs. A set of mandibles in the front can be used to latch on to a ship, clear ground cover, and chew through obstacles.
Armor is extremely heavy for the vessel’s size, and a powerful complement of ranged weaponry, concentrated primarily in the nose, gives the Scarab a serious punch in securing a landing zone. A rear troop compartment can hold a mixed complement of cyborg infantry or cavalry, with the means to quickly disembark them via lowered ramp on the ground, or ejection-jump while still airborne.
Though smaller and carrying a less numerous complement of troops than the shuttles of othe powers, the Scarab is by size more heavily armored and armed, and its cyborg passengers are inarguably superior to an equal weight or number of other species’ infantry. The downside of this design is that, unless other larger shuttles or means of transport are available, a Scarab must make multiple trips to deploy a Shemarrian ship’s complement of troops to a planetary surface; not always desireable or possible in a hot war zone.
Several variants of the Scarab have been observed, mainly taking advantage of the rear compartment to outfit the shuttle with heavy armaments. This has led to more than a few nasty surprises for opponents bracing themselves for a troop landing, only to discover themselves under intense missile or plasma bombardment.
Note: The Scarab is NOT known to be inhabited/possessed by an Ecotroz Intelligence; it’s a vehicle, not an autonomous robot.
Type:ESheMar-ASV01
Class: Assault Shuttle
Crew: 4+1-20 passengers/troops
MDC/Armor by Location:
Main Body 2,900
Cockpit 200
Pincers(2) 150 each
Horn Rail Guns(4) 100 each
Horn Laser Cannon(2) 110 each
Laser Turrets(2) 100 each
Wing Shields(2) 800 each
Retractable Atmo-Wings/Airbrakes(4) 250 each
Rear Ramp 400
Legs(6) 200 each
Height: 25 ft
Width: 20 ft
Length: 70 ft
Weight: 700 tons
Cargo: Can carry 20 Shemarrian Warriors, OR 6 w/ Warsteeds
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Ground) Can crawl along at 60 MPH
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 8
(Kitsune Values: 25% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) Not possible
(Underwater) CAN operate underwater, ‘swimming’ at 25 MPH, or crawling along the bottom at 12 MPH. Maximum depth: 1,000 ft.
Market Cost: Exclusive to the SheMar. Would cost 250 million credits or more if made available on the market
Systems of Note:
Standard Aerospace Shuttle/Robot Systems, plus:
*Laser Reflective Armor---The Scarab’s iridescent hull-shell does more than just look pretty; it’s a composite of laser-ablative and -reflective long-chain polymers and ceramics. Lasers do HALF damage to it.
*EW Scrambler---80 mile range. Scrambles radio signals in that area of effect and has a 45% chance of deflecting/decoying enemy missiles.
Weapons Systems:
1) Heavy Rail Guns(4)---These are mounted firing forward in what look like ‘antlers’ emerging from the Scarab’s head. They have a limited 30-degree arc of fire.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 4D6x10 M.D. per blast
Rate of Fire:EGCHH(4-6)
Payload:1,000 rd drum.
2) Pulse Lasers(2) ---Like the HRGs described above, these are mounted firing forward in what look like ‘antlers’ emerging from the Scarab’s head. They have a limited 30-degree arc of fire.
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 3D6x10 M.D. per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
3) Pulse-Turrets(2, one dorsal atop the thorax, the other ventral just under the tip of the tail)---These are not as powerful as those in the nose, but have a greater play of fire (360 degree rotation, 90-degree elevation)
Range: 1 mile in atmosphere, 3 miles in space
Damage: 2D6x10 M.D. per pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
4)Hand to Hand Combat---The Scarab is actually capable of limited close quarters combat with its robotics.
Stomp (objects 12 feet tall of smaller) 2d4x10 MD
Kick 1d4x10 MD
Body Block/Ram 2d4x10 MD
Pincer Crush 2d6x10 MD
Variants:
*ESheMar-ASV01B---’Bombardier Beetle’. This variant replaces the troop compartment with a modular missile/bomb bay, turning the Scarab into a bomber. The outer wing covers have to open up to reveal the launchers, which resemble the hexagonal hatches on the original Kittani Insecton, and the launchers deploy their ordnance port and starboard.
a) MIni-Missiles--- 384, volleys of 1-48
b) Short Range Missiles---192, volleys of 1-24
c) Medium Range Missiles--- 96, volleys of 1-24
d) Long Range Missiles--- 48, volleys of 1-12
e) Bombs----Freefall ‘dumb’ or ‘smart’ munitions.
Range: Up to 5 miles from the drop site, either side of the flight path
Damage: Varies, same types and damage as the missiles of the same weight class, but triple the blast radius.
Rate of Fire: Volleys of 1, 2, 4, 6, or 12 bombs at a time(or up to 60 mini-bombs).
Payload: 72 Heavy Bombs, OR 144 Medium Bombs, OR 200 Light Bombs, or 360 Mini-Bombs
Bonuses for ‘Smart’ munitions: Hitting a large stationary target like a buiilding, bridge, or large immobile vessel/vehicle is automatic! To hit a moving target, roll to strike(with a +6 to strike), A volley can target one target, or separate to attack several targets.
*ESheMar-ASV01C---’Lightning Bug’. Like the ‘B’ variant, the ‘C’-variant replaces the troop compartment with a weapons pod; in this case a powerful plasma torpedo launcher that, firing at maximum rate of fire, almost melts the shuttle from power demand.
Range: 10 miles in atmosphere, 50 miles in space
(Kitsune Values: 50 miles in atmosphere, 5,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Single shot. Three volleys per melee
Payload: Effectively Unlimited
*ESheMar-ASV01EW---’Black Beetle’. A stealth version fitted with radar-invisible armor in place of the laser-resistant version, and with sensor baffling gear. It also has provision for carrying a squad of ten Male Shemarrians, and is intended for covert recon and commando deployments.
An ASV01E/C version of this is also suspected of existing---instead of troops, the stealth craft carries a plasma torpedo launcher similar to the ASV01C(described above).
-Radar Invisible Armor---Outfitted with this cutting edge material, augmented by other passive stealth enhancements, the Scarab has only a 10% chance of being detected by enemy radar.
-Sensor Jammers--100 mile range. Jams radars and radar targetting systems with 75% effectiveness. Radar- and laser-guided weapons are -6 to strike.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------