Starship designs...

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Colt47
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Re: Starship designs...

Unread post by Colt47 »

Honestly, writers should really note and take advantage of the fact that in space there is no point to "dog fighting" as the ships can simply turn around and keep going in whatever direction they were originally headed and fire as much as they want. Fighters in space are really more like floating turrets than atmospheric fighter jets.
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taalismn
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Re: Starship designs...

Unread post by taalismn »

EShemar Goshawk Attacker
“The Shemar may be fond of big guns, but they’re also terribly fond of fast strikes in numbers, though that’s usually just the opening act for the main event. If you’re getting hit by hit-and-fades from multiple directions by those damned fast little ships of theirs, you can also count on a cruiser or a landed war band sneaking up you, ready to unleash some SERIOUS artillery on your ass. Sometimes they come in the same package; a lot of people forget the line in the tech-profiles about those raiders also carrying troops. So while you’re trying to swat at the half-dozen raiders ripping around your triple-a perimeter, there could be another half-dozen hovering just under sensor range, dropping off commando teams that will come sneaking up under your attention to come knocking on your command bunker door.”

The ‘Goshawk’ is a small starship that seems to fill the role between a heavy fighter and a light transport for the Shemarrian Star Nation. Larger than a Scarab, but much more maneuverable and longer ranged, the Goshawk is typically used as a scout ship and as a light raider. It can carry small amounts of cargo, or light attack teams for pinpoint strikes, providing both transport and close air support.
The Goshawk is incredibly fast, as its crews can handle bonecrushing accelerations and multiple gees. This lends well to the role of fast attack and recon roles. It also carries an FTL drive, allowing it to act quite adequately as a courier and long range interstellar transport.
The Goshawk was first sighted in the forces of the Hawkmoon Tribe, and its folding raptor-like wings earned it its reporting name. Those experts who’ve managed to get a close look at the craft have noted a number of aesthetic and design configuration similarities between the Goshawk and the Kittani KY-HSS, lending further credence to the theory that the Shemarrians are a former Splugorth slave race that has risen up against their former masters. In particular, Goshawk crews seem to enjoy any opportunity to confront their Splugorth opposite numbers flying KS-TAS Raider Shuttles, and thumbing their noses with the superior performance of their ships. Clashes between forces of Goshawks and Raiders have become legend among those who have witnessed them.
The Goshawk has the advantage of being large enough to mount fairly heavy weaponry more becoming a frigate or light destroyer, while having the agility and response time of a smaller fighter. However, in straightout combat against capital units, the Goshawk has far less staying power(it mounts only a single-planar forcefield for energy screening protection, rather than a variable forcefield), and must rely on its mobility to avoid becoming pinned down and ripped up by the heavier batteries mounted on larger ships.
The Goshawk first appeared in the forces of the Hawkmoon tribe, but was quickly adopted by all the other Shemarrian Star Nation tribes in short order. Besides the standard model presented below, each Tribe has its own variant(s).
Type: ESheMar-AuxCv04 “Goshawk”
Class: Corvette
Crew: 25 +1-75 troops/passengers
MDC/Armor by Location:
Main Body 3,000
Bridge 700
Cannon Turrets(4) 150 each
Medium Range Missile Launchers(2) 120 each
Aerobraking Wings(4) 500 each
Engines 1,000
Forcefield 1,200
Height: 55 ft
Width: 70 ft ( 250 ft w/ wings fully extended)
Length: 225 ft
Weight: 6,000 tons
Cargo: 500 tons +an additional 200 tons if not carrying troops
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 17
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.0% of light speed per melee)
(FTL) 4 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 Goshawk might bring 290 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)

*Aerobrakes---The wings on the Goshawk are not so much for lift(though they contribute to in-atmosphere maneuvering) but for aerobraking maneuvers. +10% to piloting rolls when maneuvering in atmosphere.

Weapons Systems:
1) Medium Triple-barrel Laser Turrets(4, two forward dorsal, one aft dorsal, one forward ventral)
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 4,000 miles in space)
Damage: 2d6x10 MD single barrel firing, 4d6x10 MD for two barrels firing, 6d6x10 MD for all three cannons firing simultaneously(counts as one attack).
Up to three turrets can fire on the same target in the forward arc, while all four turrets can fire in the lateral arc at the same target. Only one turret can fire in the rear arc.
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2) Medium Range Missile Launchers(2, 1 forward, one aft)
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 1-16
Payload: 64 missiles each launcher. Reloading the launchers takes about an hour(1 ton of cargo per 24 missiles).

3) Bomb Bay---The Goshawk has an ordnance bay for conventional freefall weapons(or mines in zero-gravity). The bay has capacity for 10 tons of ordnance; additional ordnance can be loaded from the cargo bays, but it will take an hour to reload moving through the interior passage ways from the cargo bays.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
*5,000-lb Bomb----4d4x100 MD to 100 ft blast radius
*10,000-lb Bomb----4d6x100 MD to 120 ft blast radius
Note: The bomb bay can also deploy ‘smart bomb’ versions of the above.


Variants:
Almost as soon as it began appearing in the aerospace wings of the other Tribes, variants of the Goshawk began appearing, complementing the standard model.

*ESheMar-AuxCv04Br---The Blood Riders have modified their Goshawks to carry additional weaponry on the wings; a set of heavy lasers. The bomb bay has also been modifed with a rotary launcher to fire Plasma Hunter Killer Torpedoes.
1) Medium Laser Cannons(2, wing mounted)
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d4x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

2)Plasma Hunter Killer Torpedoes
MDC of Projectile: 60
Range: 1,800 miles in atmosphere, 7,200 miles in space
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: 2d6x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-6
Payload: 48 missiles. Additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)
Note: Projectile anti-missile point defense systems are unable to penetrate the plasma shell, rendering them useless, and energy-based laser and plasma systems do only HALF damage due to interference from the plasma containment fields. Ion and Particle Beams suffer no such problems.

*ESheMar-AuxCv04Sc---The Skullcrushers have copied the Blood Riders in mounting additional weaponry on the wings of their Goshawks, but have gone with large-caliber massdrivers and missile pods instead, and have replaced the forward main hull MRML with a cruise missile launcher;
1) 100mm Medium Massdriver Cannon
Range: 36,000 ft (7.2 miles) in atmosphere, 14.4 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage:High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: Four per melee
Payload: 240 rds per cannon (additional relaods can be carried and reloaded from cargo; 1 ton of cargo per 80 shots)

2) Medium Range Missile Launchers---Identical to those mounted on the main hull, only these cannot be easily reloaded from within the ship
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 1-16
Payload: 64 missiles each launcher.

*ESheMar-AuxCv04Dw---The Darkwaters, too, have added wing weaponry to their Goshawks, and have fitted the ordnance bays of their ships with rotary LRM launchers OR Cruise Missiles. The Darkwaters have also added variable forcefield technology to their ships.
1) Wing-Mounted Tachyon Scatter Cannon(2)--- These are typically used to create a ‘firebreak’ in front of the ship for destroying incoming missiles, mines, and other projectiles.
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 3d6x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) Rotary Missile Launcher
a) 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: 80 missiles ready to launch; additional missiles may be carried and loaded from cargo, but will take at least 1 hour(1 ton of cargo per 12 missiles)

b) 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 1-4 each launcher
Payload: 50 ready to fire. Additional missiles may be stored in the cargo hold and loaded, but will take at least 1 hour(1 ton of cargo per 6 missiles)

3) Variable Forcefield---- 2,000 per side ( 6,000 total)

*ESheMar-AuxCv04Hm---Having introduced the Goshawk to the SSN, the Hawkmoon quickly saw the other Tribes developing theirown versions to meet their own particular styles, and thus had to create a variant of their own. The Cv04Hm variant replaces the forward MRM launcher with a two-barrel Plasma Torpedo Launcher. Hm Goshawks also possess extra maneuverability, having additional verniers and thrusters. Finally, their ships are accomplished dive-bombers, able to add to the accuracy and damage of any gravity-freefall ordnance with a power dive(they are arguably the largest aerospace craft to use this tactic). .
1) Plasma Torpedo Launcher(2x1)---A direct line of sight energy weapon firing a bolt of plasma that ‘splashes’ on target. Unlike those weapons on larger warships, which use tractor beams to direct the plasma bolts, these smaller weapons are direct fire weaponry.
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: Volleys of 1-2, twice per melee
Payload: Effectively Unlimited

2)Enhanced Maneuverability---Enjoys a +3 to dodge

3) Dive-Bombing---The Goshawk can engage in divebombing maneuvers; doing so means that the spacecraft approaches the target in a dive(45-degrees or better), releases its bomb(at 5,000 ft or less distance from the target), and then pulls out. A successful dive-bombing attack requires a Piloting roll at -10%, but the dropped ordnance is +2 to strike, and gets a +2d4 MD for the extra speed assist in penetration.

*ESheMar-AuxCv04Sm---The Silvermoons field a variant armored in laser-reflective armor(lasers do HALF damage).

*ESheMar-AuxCv04Hw---The Horrorwoods Goshawk variant carries light disrupters copied from the Golgans, for improved performance in ground assault missions. They also feature several electronic countermeasure systems and decoy launchers.
1) Light Disrupter Cannon 8(2x4)
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 4,000 miles in space)
Damage: 2d4x10 MD single barrel firing, 4d4x10 MD for two barrels firing, 4d6x10 MD for all three cannons firing simultaneously(counts as one attack), at point of impact, then 25% of that in a 20 ft radius
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2) Countermeasure Launchers---The Horrorwoods Goshawks have two dispenser countermeasure systems:
a) Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 72 bundles(additional reloads can be carried as cargo; 1 ton of cargo per 20 bundles)

b) The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range:25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 25 swarm packs(additional reloads can be carried as cargo; 1 ton of cargo per 12 bundles)


*ESheMar-AuxCv04Wp---Wolf’s Path Goshawks replace the laser turrets with particle beam cannons and add a more powerful suite of sensors and fire control systems, improving detection range and accuracy. Another feature unique to their Goshawks are added maneuvering verniers and thrusters that give the ships an added degree of agility. The reasoning seems to be that with better fire control and a better chance to dodge opposing fire, the Wolf’s Path crews can close the range more effectively for their more powerful PBCs to come into play.
1) Particle Beam Cannons(12, 3x4)
Range: 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 3,000 miles in space)
Damage: 3d6x10 MD single barrel firing, 6d6x10 MD for two barrels firing, 1d6x100 MD for all three cannons firing simultaneously(counts as one attack).
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2) Advanced Fire Control----Wolf’s Path fire control systems add a +1 to strike in addition to any other bonuses. Wp starships can also ‘tag’ targets for other units in direct fire weapons range, allowing the one with the best Strike bonus to share it with any ‘packmates’, provided communciations are uninterrupted, and the units have a clear line of fire.

3) Advanced Sensors---Slightly better than the military grade sensor systems common to most CCW and TGE military craft: can pick up incoming craft in normal space at 300,000 miles, and craft traveling through FTL space at 12 light years’ distance.

4) Enhanced Maneuverability---Enjoys a +2 to dodge, and a +2 to roll in atmospheric combat.


*ESheMar-AuxCv04Scb---The Sapphire Cobras replace the lower forward laser turret with a double-barrel G-cannon firing explosive penetrator shells which contain nanomachines. If the shells can successfully penetrate armor, the nanites go to work breaking it down. These shells are most effective in an atmosphere, as nanites are susceptible to cold and radiation, and do not work well in space.
1) Light G-Cannon(2x1)
Range: 3 miles in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 6,000 miles in space)
Damage: 2d6x10 MD for a single barrel firing, 4d6x10 MD for both cannon firing simultaneously.
On a Natural 19-20(18-20 if in atmosphere), the rail gun strikes does critical damage(DOUBLE damage) plus nanites are successfully embedded in the structure of the target. These nanites proceed to do an additional 4d6 MD for 2d4 melees(double damage and duration if in atmosphere)
Unlike the original ‘Serpent’s Kiss’, the nanites work on organic and inorganics alike
Rate of Fire: EGCHH
Payload: 1,000 blasts per cannon(2,000 per turret)

*ESheMar-AuxCv04Wf---Wayfinder Goshawks feature technowizardry
1) PPE Generator(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus

2)TW Enhancements:
-Impervious to Energy---10 minutes per 40 PPE
- Invisbility: Superior--- 6 minutes per 40 PPE
- Shadow Cloak----30 minutes per 12 PPE

3)Magical Sensors
-•See the Invisible Sensors: The ship has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere.
•Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere.
•Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere.

4) TW Drive Enhancement--DOUBLE speed on a ley line

*ESheMar-AuxCv04Gr---The Ghostrider Goshawks carry powerful jamming suites and extensive countermeasure gear
1) Electronic Cloaking---The AuxCv04Gr enjoys a -50% to enemy detection rolls, and a -6 to strike with sensor-guided weaponry.

2) Communications Jamming---A powerful EW suite that effectively blanket-jams enemy communications and command-directed munitions with 80% effectiveness, Civilian-band communications are 98% jammed, while military communications bands suffer 80% degradation in effectiveness. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Area of effect: 600 mile radius.

3) Sensor Ghost Projection---The AuxCv04Grs have the ability to project multiple sensor ‘ghosts’(up to five) up to 10,000 miles away, giving false readings on their numbers and exact position. These projections can fool most long range sensors(-70% to Read Sensory Instrument rolls).

4) Countermeasure Decoy Launcher---This system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a pre-set pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 30 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3. (additional reloads can be carried as cargo; 1 ton of cargo per 10 bundles)
Last edited by taalismn on Thu Nov 18, 2010 3:02 pm, edited 1 time in total.
-------------
"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
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KLM
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Re: Starship designs...

Unread post by KLM »

Hi there!

The Goshawk is a bit too fast sublight for my taste - I would limit the speed at about M12,
double or even triple the range of lasers and finally cut their mass in half (while keeping the
cargo as it is).

Otherwise no complains from me. :ok:

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.
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DhAkael
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Re: Starship designs...

Unread post by DhAkael »

That's YOUR opinion... the sublight seems perfectly acceptable to me.
Who cares what nerf gimping that Kevin Sembiada does?
This is Talismanns project..not yours.
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
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Leaves of the lotus rise


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KLM
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Re: Starship designs...

Unread post by KLM »

DhAkael wrote:That's YOUR opinion... (...)
This is Talismanns project..not yours.


This is YOUR opinion, which is noted.

However, ask yourself the question WHY he writes his designs here? Maybe for - constructive - critics?

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

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taalismn
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Re: Starship designs...

Unread post by taalismn »

Be nice, folks. Be nice.
There's constructive criticism and there's just plain trolling, and this is the former.

I'll admit, I go for constructive crit; it allows for reigning in munchkinism, or, in some cases, powering up designs I THOUGHT were powerful enough...In this case, however, I'm keeping the missile-like speed...Take a look at its opposition; the Kittani Raider Shuttle which is a real speed demon...that's with inertial dampers and its crew in arabesque power armor. The Shemarrians can handle a lot more stress without as much damping. And since this thing was practically BORN to kill Raiders... :demon: :demon: :demon:
-------------
"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
------------
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KLM
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Re: Starship designs...

Unread post by KLM »

Hi there!

taalismn wrote:
I'll admit, I go for constructive crit; it allows for reigning in munchkinism, or, in some cases, powering up designs I THOUGHT were powerful enough...


:lol: But yepp, I view ships from an engineers POV, a bigger ship has more MDC and equipment (like engines
and guns).

In this case, however, I'm keeping the missile-like speed...Take a look at its opposition; the Kittani Raider Shuttle which is a real speed demon...


Good point which I overlooked.
(thought the canon speeds are less then ideal - even relatively to one design to another - so the Raider is also too fast IMO.).

In the light of this, keep their mass and speed - but still, those lasers need some range boost (compared the ones
for example on the Black Eagle).

that's with inertial dampers and its crew in arabesque power armor. The Shemarrians can handle a lot more stress without as much damping. And since this thing was practically BORN to kill Raiders... :demon: :demon: :demon:


Some dampening is needed though, MDC passengers or not - because a PA/robotic passenger slamming into a wall
after a several dozen G turn will leave a nasty dent.

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

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taalismn
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Re: Starship designs...

Unread post by taalismn »

KLM wrote:Hi there!

The Goshawk is a bit too fast sublight for my taste - I would limit the speed at about M12,
double or even triple the range of lasers and finally cut their mass in half (while keeping the
cargo as it is).

Otherwise no complains from me. :ok:

Adios
KLM



Okay...here's a compromise:
A VARIANT :D :D :D :

*ESheMar-AuxCv04Dw2---A Darkwaters varient that sacrifices raw speed to devote more power to its modified weapons arrays, the AuxCv04Dw2 trades the ability to close to weapons range with an opponent quickly, with the ability to engage sooner at longer range. Nicknamed the 'Sniper Goshawk'(or simply the 'Snipe'), the AuxCv04Dw2 is primarily used as an escort, crewed by EShemar who are NOT fullcon cyborgs or have extensive internal life support reinforcement. The lower maximum speed dissuades inexperienced crews from haring off in pursuit of enemies and outdistancing any backup, so it is deemed appropriate for escort commands and trainee crews.

Changes/Modifications:
1) Stepped-down Speed: Maximum sublight speed is only Mach 12.
2) Enhanced Range Medium Triple-barrel High -Intensity Laser Turrets(4, two forward dorsal, one aft dorsal, one forward ventral)---Improved lasing optics and more available power triple the effective range, although the weapons require twice the maintenance(especially the cooling systems).
Range: 6 miles in atmosphere, 12 miles in space
(Kitsune Values: 12 miles in atmosphere, 12,000 miles in space)
Damage: 2d6x10 MD single barrel firing, 4d6x10 MD for two barrels firing, 6d6x10 MD for all three cannons firing simultaneously(counts as one attack).
Up to three turrets can fire on the same target in the forward arc, while all four turrets can fire in the lateral arc at the same target. Only one turret can fire in the rear arc.
Rate of Fire: EGCHH
Payload: Effectively Unlimited
-------------
"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
------------
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DhAkael
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Re: Starship designs...

Unread post by DhAkael »

Why compromise? :D
Compromise is for non-Shemarr and males.
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
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taalismn
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Re: Starship designs...

Unread post by taalismn »

DhAkael wrote:Why compromise? :D
Compromise is for non-Shemarr and males.


True...but not everybody can fly and fight effectively with broken legs or pulped lungs...
-------------
"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
------------
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taalismn
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Re: Starship designs...

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EShemar Aureale Destroyer
“Rapier Wings Two and Three, engage the secondary target vessels! Engage their attention, destroy them if possible, while the -Goddess Spear- takes out their main ship!”
“What sort of armaments are the secondary vessels carrying?”
“We have no solid information on that. You’ll be the ones to find out.”
“Oh, GOOD. For a moment there I thought this was going to be an UNINTERESTING mission. “

While it is abundantly clear that that the Shemarrians have freely copied Naruni fighters, it is not known how much ELSE of Naruni’s copyrighted hardware the Shemarrians have duplicated. More than anyone suspected, it turns out. The Shemarrians have gleefully been copying NE propulsion systems, especially high-efficiency drives like those installed in ships like the Espandon Frigate. Together with the Shemarrians’ tolerances for high-gees, this means that the Shemarrian Star Nation typically builds its ships insanely fast; the Aureale-class destroyer is a good example of this.
The Aureale is a pure warship dedicated the role of hunting other space assets and destroying them. It is more akin to the TGE Berserker than the CCW Hunter in this respect. As such, the Aureale lacks any onboard fighter capacity, carrying only a single shuttle for liaison duty, and its troop contingent is small. Creature comforts on the Aureales are slim to non-existent; the crew quarters are small and cramped by the standards of CCW (and even TGE) designs, but as the android and cyborg Shemarrians need little in the way of life support, this isn’t considered a problem. When not on duty, most Shemar rack themselves and go into ‘hibernation’, plugging into a shared VR sim environment until their shift comes up again.
The Aureale has a broad, flying wing configuration, with a large afterhull and a crescent prow, the horns curving forward to support the main direct fire armament. Two large ordnance bays are embedded in the wings, and multiple point defense turrets cover the approaches. Like most Shemarrian designs, the Aureale is capable of bone-breaking accelerations, lending well to pursuit, interception, and raiding missions. Three large engine banks at the rear provide propulsion; any one of the three engines could power a standard destroyer or fast corvette of any other galactic power by itself. Extensive automation and direct interfacing throughout the ships reduces the overall manpower needs.
The Aureale first appeared in the ranks of the Hawkmoon aerospace wings, and then in short order in the Darkwaters and Blood Rider forces, and from there to the other Tribes. Several variants have arisen, mainly Tribal custom configurations, but the standard model remains the most common.
Type: ESheMar-DD07 Aureale
Class: Destroyer
Crew: 21+a 10-man warrior contingent(or passengers)
MDC/Armor by Location:
Main Body 4,200
Bridge 1,500
Engines(3) 1,200 each
Forward Cannons(2) 700 each
G-Cannon Turret(1) 700
Missile Bays(2) 1,000 each
Point Defense Turrets(5) 160 each
Variable Forcefield 1,000 per side ( 6,000 total)
Height: 65 ft
Width: 120 ft
Length: 260 ft
Weight: 6,700 tons
Cargo: Small cargo bay with 150 tons capacity
The missile bays can be converted into cargo holds with some work, each bay so refitted capable of carrying 100 tons
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 5; transatmospheric.
(Sublight) Mach 19
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.9% 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 Aureale might bring 32 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)

Weapons Systems:
1) Heavy Lasers(4, 2x2)---Mounted in the ‘horns’ of the forward hull are four powerful laser cannons.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

2) Heavy G-Cannon Turret(1)---Mounted ventrally is a large twin-barrel G-Cannon turret.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d4x100 MD per burst per single barrel, 4d4x100 MD per dual burst
Rate of Fire: EGCHH(4-6)
Payload: 2,000 bursts per cannon. Additional drums can be brought up from cargo and reloaded; process takes 20 minutes)

3) Ordnance Bays(2)---Embedded in the wings are two large-capacity ordnance bays that can be configured as missile bays or mine launchers.
a) Medium Range Missiles---Volleys of 1-10, 160 missiles each bay
b) Long Range Missiles---Volleys of 1-8, 80 missiles each bay
c) Cruise Missiles---Volleys of 1-6, 60 missiles each bay
d) Plasma Hunter-Killer Torpedoes
MDC of Projectile: 60
Range: 1,800 miles in atmosphere, 7,200 miles in space
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: 2d6x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-6
Payload: 60 missiles per launcher. Additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)
Note: Projectile anti-missile point defense systems are unable to penetrate the plasma shell, rendering them useless, and energy-based laser and plasma systems do only HALF damage due to interference from the plasma containment fields. Ion and Particle Beams suffer no such problems.

4) Point Defense Turrets(5, two each wing, over and under, and one dorsal tail)---Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret.
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 MD per blast
(Laser) 3D6x10 MD 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:
1 Shuttlecraft

Variants:
*ESheMar-DD07Dw01SSN---A Darkwaters variant capable of landing in(and taking off from) water, and operating underwater, proving that while the Three Galaxies Darkwaters have taken up deep space, they haven’t entirely given up their expertise in deep water operations. The G-Cannon has been fitted with supercavitating ammunition, and the lasers all adjusted for blue-green frequencies. The missile bays can be outfitted to fire torpedoes or dual air-sea rocket-powered torp-missiles similar to those used by the Kittani.
1) Underwater Operations: Can hit speeds of 55 MPH, and survive depths of 2.5 miles.

2) Long Range Air/Sea Torpedoes---
Range: 1,800 miles in air, 500 miles underwater
Damage: Varies by Missile Type(Long Range)
Rate of Fire: Volleys of 1-10
Payload: 160 missiles each bay

3) Sonar---100 mile range

*ESheMar-DD07Dw02---A second Darkwaters variant that has begun appearing recently, apparently as a test bed of adapted Kittani Gravimetric Disruptor weapons technology. The weapons do superior damage but have a slow recharge rate.
1) Light Slicer Cannon(2)
Range: 3 miles in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 6,000 miles in space)
Damage: 2d4x100 MD per shot, plus do critical(DOUBLE) damage on an unmodified Natural 19-20.
Rate of Fire: Once every other melee
Payload: Effectively Unlimited

*ESheMar-DD07Br---The Blood Rider variant replaces the forward laser cannons with Plasma Torpedo Launchers and two nose-mounted tractor beams to control them.
1)Plasma Torpedo Launchers(2) --- These unusual weapons fire volleys of plasma bolts like missiles, and are even able to ‘curve’(up to 90 degrees) the shots somewhat to skip around ships and obstacles to envelope a target, but this control seems ballistic in nature, rather than active control(though there is evidence that the Shemar are able to actively direct the bolts within tractor beam range). The bolts themselves seem to have been endowed with a weak magnetic field that contains the plasma in a tight’packet’, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(likely how the EShemar manipulate their energy projectiles at short range and correct their course....each of the launch arms’ mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-8 plasma bolts. Three volleys per melee
Payload: Effectively Unlimited

2) Tractor Beams(7)---- The DD07Br sports two tractor beams, meant primarily for guiding the plasma torpedoes, but which can be used to grab small spacecraft and other objects. The light tractor beams are each rated for 800 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

*ESheMar-DD07Hm---The Hawkmoon boast their own variant, which carry more powerful shields and have beefed-up engines for slightly higher speed.
1) Enhanced Speed:
(Atmosphere) Hover to Mach 7; transatmospheric.
(Sublight) Mach 20
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 2% of light speed per melee)
(FTL) 6 light years per hour

2) Enhanced Shields: Variable Forcefield 1,800 per side ( 10,800 total)


*ESheMar-DD07Scb----The Sapphire Cobra variant adds the capacity to fire nanotech ‘Serpent’s Kiss’ munitions to the G-Cannon
Damage: 2d4x100 MD per burst per single barrel, 4d4x100 MD per dual burst
On a Natural 19-20(18-20 if in atmosphere), the rail gun strikes does critical damage(DOUBLE damage) plus nanites are successfully embedded in the structure of the target. These nanites proceed to do an additional 1d4x10 MD for 2d4 melees(double damage and duration if in atmosphere)
Unlike the original ‘Serpent’s Kiss’, the nanites can work on organic and inorganic materials alike

*ESheMar-DD07Wf---Wayfinder ships mount technowizardry augmentation, including an advanced hull regeneration system that allows this ship to engage in extended voyages/patrols away from repair support.
1) PPE Generator(‘Sorcerer’)--- 800 PPE battery capacity; recharges at 25 PPE per hour, 75 PPE/hour at a leyline, 150 PPE/hour on a nexus

2)TW Enhancements:
-Impervious to Energy---10 minutes per 40 PPE
- Invisbility: Superior--- 6 minutes per 40 PPE
- Shadow Cloak----30 minutes per 12 PPE

3)Magical Sensors
-•See the Invisible Sensors: The ship has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere.
•Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere.
•Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere.

4) TW Drive Enhancement--DOUBLE speed on a ley line

5) Hull Regeneration---75 PPE per 5% of hull MDC rebuilt/regenerated, up to 75% of hull total(the rest will need to be repaired normally)

*ESheMar-DD07Wp---Wolf’s Path ships sacrifice some speed for increased shielding, and add additional point defense armaments, adding to their versatility as screening pickets for their comrades.
1) Enhanced Shields: Variable Forcefield 2,400 per side ( 14,400 total)

2) Point Defense Turrets---Increased to six

3)Reduced Speed:
(Atmosphere) Hover to Mach 5; transatmospheric.
(Sublight) Mach 17
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.7% of light speed per melee)


*ESheMar-DD07Sm---The Silvermoons field a variant armored in laser-reflective armor and deploying longer-ranged lasers on them.
1) Extended Range Medium Lasers
Range: 16 miles in atmosphere, 24 miles in space
(Kitsune Values: 24 miles in atmosphere, 24,000 miles in space)
Damage: 1d4x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

2) Laser-Reflective Armor: Lasers do HALF damage

*ESheMar-DD07Gr---The Ghostriders carry powerful jamming suites and extensive countermeasure gear
1) Electronic Cloaking---The DD07Gr enjoys a -50% to enemy detection rolls, and a -6 to strike with sensor-guided weaponry.

2) Communications Jamming---A powerful EW suite that effectively blanket-jams enemy communications and command-directed munitions with 80% effectiveness, Civilian-band communications are 98% jammed, while military communications bands suffer 80% degradation in effectiveness. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Area of effect: 600 mile radius.

3) Sensor Ghost Projection---The DD07Grs have the ability to project multiple sensor ‘ghosts’(up to five) up to 10,000 miles away, giving false readings on their numbers and exact position. These projections can fool most long range sensors(-70% to Read Sensory Instrument rolls).

4) Countermeasure Decoy Launcher---This system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a pre-set pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 40 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3. (additional reloads can be carried as cargo; 1 ton of cargo per 10 bundles)

*ESheMar-DD07Hw---The concentration of the Horrorwoods tribe on ground combat means that their destroyers tend to be of the stock type. Still, for planetary raids and defense operations, the Horrorwoods have done some tinkering with their destroyers. The missile bays can be refitted to deploy long endurance atmospheric flier-drones in support of planetary attack/infantry support.
1)Enhanced Atmospheric Manuevering Capability---Additional control surfaces and manuevering engines give the DD07Hw a +1 to dodge in atmosphere

2)’Aviary’ Modules---The wing missile launchers can be modified to deploy multiple free-flying recon drones. The most common of this sort is similar in size and design to the ARCHIE-3 ‘Hawk’ drones described in the Shemarrian Nation sourcebook. Up to 650 bird-drones can be deployed per wing-pod.


**ESheMar-DD07Sc---The SkullCrushers have sought to refit older destroyers of this class, to maximize the forward firepower with no less than six cannon in the forward arc; four particle beam lances and two heavy G-cannon. A sixth point defense turret has been added to the (ventral) tail, giving more overall PDS coverage, and extra armor has been added. The ships are slightly slower, but carry heavier firepower.
1) Increased Firepower
a) Particle Beams
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d4x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited
b) G-Cannon---Identical to the belly cannon, only firing foward
2) Point Defense Turrets---Increased to six
3) Hardened Armor---Increase Main Body MDC to 4,900 , Bridge 1,800, Engines(3) 1,800 each
4)Reduced Speed:
(Sublight) Mach 16
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.6% of light speed per melee)
-------------
"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
------------
User avatar
ZINO
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Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Starship designs...

Unread post by ZINO »

DhAkael wrote:
taalismn wrote:I'm all for construction according to Handwavium and the Rule of Cool.
I like. 8) Let the enemies of freedom ^&#@! beware!

Based on:
http://farm5.static.flickr.com/4032/4317346513_a23faec2a6.jpg
*shrug* visually at least

wow what was that
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Starship designs...

Unread post by ZINO »

hey which one have art work with stats ?
let your YES be YES and your NO be NO but plz no maybe
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DhAkael
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Joined: Thu Jun 03, 2004 3:38 pm

Re: Starship designs...

Unread post by DhAkael »

ZINO wrote:
DhAkael wrote:
taalismn wrote:I'm all for construction according to Handwavium and the Rule of Cool.
I like. 8) Let the enemies of freedom ^&#@! beware!

Based on:
http://farm5.static.flickr.com/4032/4317346513_a23faec2a6.jpg
*shrug* visually at least

wow what was that

viewtopic.php?p=2274643#p2274643

That answer the question? :D
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
User avatar
ZINO
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Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Starship designs...

Unread post by ZINO »

DhAkael wrote:
ZINO wrote:
DhAkael wrote:
taalismn wrote:I'm all for construction according to Handwavium and the Rule of Cool.
I like. 8) Let the enemies of freedom ^&#@! beware!

Based on:
http://farm5.static.flickr.com/4032/4317346513_a23faec2a6.jpg
*shrug* visually at least

wow what was that

viewtopic.php?p=2274643#p2274643

That answer the question? :D

:lol: :lol: :lol: :lol: :lol: N1
let your YES be YES and your NO be NO but plz no maybe
User avatar
ZINO
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Joined: Mon Jul 14, 2008 5:02 pm
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Location: new york

Re: Starship designs...

Unread post by ZINO »

DhAkael wrote:"Time to Rock and / or roll!" the mineral-based humanoid stated with gusto.
His partner, a 6 ft. tall, sunglasses wearing reptile, remarkably 'monitor' like in appearence but bipedal, did a very human gusture of a face-palm.
"Gypsy... how many times have I told you, that saying is getting OLD."

As the two TMC agents bickerd back and forth, the large delta-winged transport they piloted began the final manuvering for orbital insertion. Soon the slavers on Pryax VII would know the true meaning of 'Stone-Cold-Blooded Justice'. "


The Coyote class strike ship in many ways resembles the sub-orbital shuttle used by the humans of Earth back in their early space exploartion era of the late 20th. century. Where the NASA shuttle and coyote differ however is in sheer size, weapons, and technological level.
Able to function equally as well INATMO and EXATMO, the TMC star-sherrifs make extensive use of this star-ship in their myriad small-unit operations.


Authors note:The following star-ship was created using a combination of AU:GG and sheer application of "handwavium" :P

Model Type: Coyote Class: Light Destroyer / Strike ship
Crew: 5 Bridge crew, 20 ship-hands, 30 troops, 5 fighter pilots
M.D.C. By Location:
*Bridge - 800
Wings (2) - 700 each
Upper Launch-bay Doors (2) - 200 each
Heavy Ion-Beams (2; 1 each wing) - 350 each
Ventral Anti-Ship Laser turret - 800
**Forward Hvy Rail-guns (2) - 500 each
**Twin Ion-Gun Turrets (3) - 300 each
**LRM Launchers (2) - 500 each
Variable Shields (6 facings) - 1000 per facing; 6000 total.
Pin-point barriers (10) - 400 each
Outer Hull 20ft. section - 150
Ion-Engines (2) - 1,050 each
Main Body - 2,800
Notes: * Destruction of the bridge will reduce sensors and combat bonuses by half.
** These systems are normally concealed and are - 3 to hit on a called shot, and the outer armour must be destroyed first (150MDC)
 Destruction of the one engine will reduce Speed by 50% and eliminate FTL capabilities.
 Destroying the main body will render the vessel a drifting hulk with no life support or power. If the ship is reduced to -2,000 MDC, it explodes doing 3D6X1,000 MD to anything in a 1.6 km radius.
Speed:
Flying: Inatmo; Mach 6.5 (can SCRAM-Jet to Mach 8.7) Exatmo; Mach 12 combat speed & 0.3C sublight
FTL: 0.3LY/hr. on Ion drive alone, 4.3LY/hr using CG boosters. Also has hypergravtic activator.
Range: 8 months with full crew, using recyclers and hydroponics. 80 days on just atmospheric recycling systems and ships stores.
Statistical Data:
Height: (at highest point): 36.5 meters / 120ft. Length: 120 meters / 400ft.
Width: (At widest point): 45 meters / 150ft. Wing Span is 70% of length
Weight: 400 tonnes with 100 tonnes fighter / shuttlebay
Cargo: 30modules of cargo space / modification space.
Drive Type(s): Primary; 2 Ion engines rated @ factor 30 with CG-FTL boosters.
: Secondary; AG-coil assisted jet engines rated for planetary landings and lift-offs and Inatmo manoeuvring.
: Hypergravitc activator coils for long-range travel.
Power System: Anti-matter reactor with 25yr. life-span at nominal output.
Market Cost: Approximately 75 million credits (minus auxiliary vehicles), for a fully operational vessel.
Weapon Systems
1) Heavy Ion-Guns (2): 1 Hvy. Ion gun is mounted on either wing (2 total), used primarily in assaults and ship-to-ship dog fights.
Mega-Damage: 1D6X100 per single blast, or 2D6X100 fire linked. R.O.F.: as per gunners /pilots attacks per melee.
Range: 46.4km (29 miles) in space. 4.64km Inatmo. Payload: Effectively unlimited.
Capitol Ship scale= -6 to strike small targets.

2) Anti-ship Laser Turret (2): Placed under the nose of the Coyote is a ball-turreted anti-ship laser. The turret has a 60 cone of fire.
Mega-Damage: 2D6X100 per shot. R.O.F.: as per gunners attacks per melee.
Range: 88km (55 miles) in space. 8.8km Inatmo. Payload: Effectively unlimited. Capitol Ship scale= -10 to strike small targets.

3) Heavy Railguns (2): 2 Hvy. railguns are mounted on either side of the nose section, used primarily in assault and ship-to-ship combat.
Mega-Damage: 1D6X100 AP per single blast, or 2D6X100fire linked. R.O.F.: as per gunners /pilots attacks per melee.
Range: 35.2km (22 miles) in space. 3.52km Inatmo. Payload: 100 shots per gun (200 shots total)
Capitol Ship scale= -6 to strike small targets.

4) Forward LRM / Torpedo Launchers (2): Under the main body are single-tube LR missile launchers facing forward. Typically these launchers are loaded with plasma or proton warheads.
Mega-Damage: As per LRM / Torpedo type.
R.O.F.: Individually or in volleys of two. Each volley counts as 1 gunners 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 20 per twin-launcher, for a total 60

5) Duo-Ion Point Defense turrets (3): These pop-up point defense lasers are placed aft, starboard and port to protect from enemy fighters and incoming missile strikes. The turrets may be manually operated or set to auto-fire.
Mega-Damage: 4D4X10 per twin shot (2D4X10 per barrel). R.O.F.: 1 per gunners action or 3 attacks automated. Range: 11.2km (7miles) 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).

Defensive Systems
Anti-missile Chaff Ejector; Installed into the aft of the Coyote is a chaff ejector. A crew member may use a parry to launch a chaff globe, which has a +8 'parry' to attract incoming missiles / volleys; if effective, the missile(s) impact against the chaff. Useless against LRM's. Payload of 30 globes.
ECM Suite; on a successful 'electronic warfare' skill roll, the ship becomes +4 to dodge all incoming attacks, and all homing missiles are +6 to dodge.
Magnetic Shields & Laser reflective: Ion & Particle beam weapons only inflict 50% damage when this system is active, as well as having a 30% of disrupting missiles targeting computers (ineffective against LRM's & Cap-ship missiles) including ones fired from the protected ship. Laser based weapons also inflict only  damage. Variable frequency lasers take 1D4 successful strikes to counteract the hull plating resistance.
Pin-Point Barriers (10); These are last-ditch defensive shields used to 'parry' fighter attacks and medium missile strikes. Up to 4 may be active at any time, and recharge 4 MDC/min. See below for bonuses to parry. 2 may be automated at any one time (+3 to parry).
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);  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.
Satellite Up-link Computer; Used for sending and receiving information from civilian and military satellites.
Super-navigation Computer & Auto-pilot; 50% skill for FTL and Sublight navigation, and 50% Skill for piloting.
Other Systems
Artificial Gravity; Provides standard 1g environment within the ship.
Crew Quarters; Each crew member (50) has their own private room with; bed, footlocker and computer unit. Bathrooms are communal.
Type 1 Recycling system (Atmosphere); Can continuously provide recycled, breathable air for 80 days for the crew plus passengers.
Trans-Atmospheric Capabilities; Design elements allow the Coyote to enter and leave planetary atmospheres. Thermal shielding only takes  damage from plasma and heat based weapons. See later for bonuses.
Hull Breach Auto-Repair; Triple redundancy system, prevents catastrophic loss of atmosphere from hull breaches.
External Cargo Docks; 3 external docking systems are standard on the Coyote; one by the bridge section, one ventral and a force-dock tube dorsal & amid-ships.
Grapple System; Rated for towing / grappling 6,000 tonnes.
FTL Life-boats (5); 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, eliminating the acceleration time needed to "port" into FTL.
Self Destruct; To prevent capture of sensitive intelligence, prevention of ship theft, or as a last ditch retributive attack.
Attack Craft
Up to 100 tonnes of fighters and / or vehicles may be carried by the Coyote. The Vehicle bay is the box-like area in the aft of the Coyote.
Bonuses
+2 Initiative, +3 to dodge Exatmo & Inatmo, +2 to strike with all weapons and +15% to combat piloting rolls and +10% to weapon systems lock-ons. Pin-point barriers are +2 to parry, unless a successful E-warfare or weapon systems skill roll is made, then they are +4 to parry including P.P. bonuses (if any).



;) than ok then which might fit the bill ...u know what I mean .....:)

#1
http://i686.photobucket.com/albums/vv23 ... 1293816957

#2
http://i686.photobucket.com/albums/vv23 ... 1293816959

http://i686.photobucket.com/albums/vv23 ... 1293816962

#3
http://i686.photobucket.com/albums/vv23 ... 1293816965


#4
http://i686.photobucket.com/albums/vv23 ... 1293816967


#5
http://i686.photobucket.com/albums/vv23 ... 1293816971

#6
http://i686.photobucket.com/albums/vv23 ... 1293816974
let your YES be YES and your NO be NO but plz no maybe
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taalismn
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Re: Starship designs...

Unread post by taalismn »

Good selection of 'basic' shuttle-style designs there... :-D
I'll have to hunt up pics(if they're available online) of the MUSTARD concept(combination lifting body spacecraft/booster proposed by the British in the 1960-70s and looking like something out of the Thunderbirds; you nested three or more of the basic spaceplane in one group and launched them; the 'booster' mode planes with extra fuel tankage would one by one drop off and glide back to earth, while the cargo/passenger carrier would make for orbit).
-------------
"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
------------
User avatar
DD The Shmey
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Posts: 122
Joined: Tue May 11, 2010 10:23 pm

Re: Starship designs...

Unread post by DD The Shmey »

Hey Guys,
I've been designing space ships for a Phase world setting for years now, but I never posted any of my idea's. Seems like this is the place to do it, but before I do I wanna clarify that I use a shorter notation for displaying my ships stats that fit on 3x5 cards and go right to the nit and gritty of it. So to begin, lets do a Patrol Frigate from the Border Worlds.

----------------------------------
Spoiler:
If people are interested I can fill in the background fluff in more detail later, but for now just think of this ship as a standard patrol frigate of a minor nation that uses inferior technology to PhaseWorld standards. They rely on Ion weapons more then lasers.

FR Border Worlds Patrol Frigate (BWFR-C05)
Main: 4600 (EShield: 800)                                                   (note: values in MDC, use common sense for damage by location
Speed: mach 8     FTL: 1.4 ly/hr     (Length: 414ft)              (note: EShield is a lowertech Force field that is not variable)
1. (2) Gatling Major Ion Bolter 2d4x100 burst of 30 R:8mi    (note: Ion Bolters are Railguns that fire Ionized projectiles
2. (4) Heavy Ion Turrets 3d6x10 each, R: 3mi                       (note: R: = Range:
3. (4) MRM Launcher 2d4x10 8/32, 32/128tot R: 10mi         (note: MRM stands for medium range missile,
4. (16) MM Launcher 1d4x10 8/32, 128/512tot R: 1mi         (note: 8/32 = volleys of 8/payload 32 each, & 128/512 total
5. (2) ECM (Smart Missiles are at -3 to strike)                      (note: less advanced guidance systems may take up to -5
Fighter Launch Bay: 8 Star Wings, and 2 Shuttles
Operation Crew: 72     Other Shifts: 88     Troops: 40
Pilot/Support Crew: 30 (minor repairs)
Total Crew: 230     Cargo: 400tons
http://images.wikia.com/riftsmercs/images/9/96/BW_Patrol_Frigite.jpg
------------------------------------------------------

ok so now that you have the general idea I'll post something that anyone could use in their space campaign, some space pirates.

Spoiler:
Red Jackal Pirates:
These pirates have been around a long time and have some of the most experienced pilots in the sector. Few of their ships are capable of running in atmosphere as most of these brigands spend their entire lives in space. The hierarchy of the Red Jackals is based on skill and experience and is split up into castes from the lowest scavengers/junkers and recruits, to the midtier biker gangs, and at the top are the veteran ace pilots. While the Red Jackals are generally technologically inferior to most of the higher tech phaseworld civilizations, they still have a bunch of tricks up their sleeves.

---Pulverizer Class Pirate Frigate
The Pulverizer Frigate is one of the oldest spaceship designs in the sector. Originally built by a civilization that collapsed centuries ago these ships are now used primarily by the pirates they were designed to fight.

Pulverizer Class Pirate Frigate
Main: 7600 (VFF 4500)
Weapons     (Length: 650ft)     Mach: 8     FTL: 2.0             (note: large size for a frigate but its firepower is limited
1. (20) LRM Tubes 3d6x10 20/200 R: 100mi                       (note: long range missiles, volley of 20, payload 200
2. (20) Port Heavy Laser Batteries 3d6x10 each, R: 4mi     (note: broadside volleys are short range yet damage adds up quick
3. (20) Starboard Heavy Laser Batteries 3d6x10, R: 4mi
4. (8) MM Launcher 1d6x10 8/32, 64/256tot R: 1mi
Fighter Launch Bay: 15 Medium Fighters
Operation Crew: 120     Total Crew: 300     Troops: 150
Cargo: 1600tons

---------------------------------------------
---Grumpy Man Runner
The Grumpy Man is a typical runner ship that is often used by the Red Jackals to lay traps in the form of large mine fields.
These beach ball sized mines serve two purposes, first of course to act as mines and fly toward their targets and explode, but secondly they serve as a nearly impenetrable screen against missile volleys during retreats. The seeker mines have light lasers just powerful enough to take out anything up to a Medium Range Missile in a single shot.

Grumpy Man Pirate Runner
Main: 1250 (VFF 1200)       Mach: 12     FTL: 2.5
Weapons    (Length: 150ft)
1. (2) Heavy Laser Turrets 2d6x10 R: 3mi
2. (2) MRM Launcher 2d6x10, 16/128, 32/256tot, R: 20mi
3. (4) MM Launcher 1d6x10 8/32, 32/128 R: 1mi
4. (4) Seeker Mine Deployer 16/128 (see below)
Operational Crew: 25    Total Crew: 35
Cargo: 130tons

Seeker Mine   Main: 50     Mach 2                   (note: have 2 modes, active & passive, in passive mode they don't move/fire
1. (2) Anti-Missile Laser 2d6 each R: 1500ft      (note: and are difficult to detect when dispersed among asteroids/debris
2. (1) Detonate 4d6x10 to 40ft radius

-----------------------------------------------
---Pack Rat Pirate Mini-Carrier
While the Pack Rat is only the size of a runner it is a capable miniature carrier that can deploy a squadron of light rocket bikes to harass targets.

Pack Rat Pirate Mini-Carrier/Transport
Main: 3400 (VFF 1800)     Mach: 5     FTL: 2.0              (note: this ship is slow)
Weapons     (Length: 200ft)
1. (1) Rat Pack Dorsal Turret
Rapid Fire Gatling Laser 4d6x10 R: 2mi                        (note: short range with reliantly high damage output
Fat Rockets 3d6x10 to 20ft radius 3/6, R: 3 mi             (note: Fat rockets are the diameter of LRM but shorter length
2. (8) Light Laser MiniTurrets 1d4x10 each R: 2mi
Auto-Target: 2 attk per melee -1 to hit                      (note: the targeting computer isn't very advanced)
Needs one person to designate targets
3. (3) MM Launcher 1d6x10 12/108, 36/324 R: 1mi
4. (1) Sensor/Comm Jammer                                        (note: I'll leave it up to DM how effective the jamming is)
Rocket Bike Attachments: 12 Rocket Bikes
Launch Bay: 1 Interceptor/Shuttle or 2 Medium Fighters    (note: Shuttle size<100ft)
Operational Crew: 10 Total Crew: 30 Cargo: 440tons
Note: this ship is fairly odd looking
http://images.wikia.com/riftsmercs/images/1/18/PackRat.jpg

-------------------------------------------------
--- Red Jackal Rocket Bikes
In normal carriers these bikes takes up one fourth of a medium fighter, they are like sky cycles, but for space

AstroMouse Rocket Bike
Main: 110     Mach: 9     +2 maneuvers               (note: due to their small size and maneuverability, the pilot gains bonus +2
1. (2) MM Tubes 1d6x10, 2/4tot R: 1mi               (note: this whole maneuvers bonus is just a ball park to measure against my other fighters
2. (4) Mini-Lasers 2d6, 8d6tot R: 1500ft              (so feel free to adjust as you see fit
3. (1) Extra Passenger/Cargo Seat

Turbo Blade Rocket Bike
Main: 100     Mach: 11     +3 maneuvers
1. (2) Fat Rockets 3d6x10 to 20ft rad 2/2tot R: 3mi
2. (2) Mini-Lasers 2d6, 4d6tot R: 1500ft
3. (2) Wing VibroBlades (See wing clipping rules)

Serpent Catcher Rocket Bike
Main: 140     Mach: 9     +2 maneuvers
1. (4) MM Tubes 1d6x10, 4/8tot R: 1mi
2. (1) Tail Laser MiniTurret 1d4x10 R: 2mi

Shark Runner Rocket Bike
Main: 130     Mach: 10     +2 maneuvers
1. (2) Flechette Cannon: 4d6 in a cone 30ft radius R: 300ft
2. (2) Mini-Lasers 2d6, 4d6tot R: 1500ft

----------------------------------------------
--- Pirate Fighters
--- Cutlass Medium Fighter
The Cutlass is a medium fighter designed to be as maneuverable as possible. While lacking in firepower for its size, it's speed and maneuverability are unmatched in the Stokes System (note: similar maneuverability to the scorpion but still slower then the scorp with its thruster)

Cutlass Class Pirate Fighter (Length 42ft)
Main: 340 (VFF: 120) Mach: 14 (+3 on maneuvers)             (note: this whole maneuvers bonus is just a ball park to measure against my other fighters
1. (2) MM Launchers 1d6x10 6/12, 12/24 R: 1mi               (note: I usually add a bonus to all fighter class ships
2. (4) Wing Heavy Lasers 1d4x10, 3d6x10tot R: 2mi          (note: because their like fighters they should be better then shuttles and stuff, right?

---Ruthless Interceptor
The Ruthless Class Interceptor is piloted by only the cream of the crop among the Red Jackal Pirates. Similar to the CAF's Proctor They are long range self sufficient fighter/bombers that don't rely on a carrier to preform hit and run raids.

Ruthless Class Pirate Interceptor (Length 82ft)
Main: 580 (VFF: 180) Mach: 12 +2 maneuv FTL: 1.2
1. (7) Wing Fat Rockets 3d6x10 to 20ft rad, 7/14 R: 3mi
2. (1) Rapid Fire Laser Gatling Cannon 4d6x10 R: 2mi
3. (2) Right Wing Lasers 1d4x10, 2d4x10tot R: 2mi
Note: odd looking ship built around the big gun with the cockpit and a small wing on the right side and a big wing with rockets on the left side


Hope you enjoy the read, I look forward to some comments,
DD The Shmey :) :) :)
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taalismn
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Re: Starship designs...

Unread post by taalismn »

Welcome aboard, Shmey! Toss your spacesuit in the locker and take a place on the Bridge...or the engine room...or the weapons turret.

S'right about your formatting. I generally like longer formating and fluff with my hardware, but your pirate entry makes up for any details lacking in the design post. Whatever works.
Good stuff there and hope to see more. :ok:
-------------
"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
------------
User avatar
DD The Shmey
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Posts: 122
Joined: Tue May 11, 2010 10:23 pm

Re: Starship designs...

Unread post by DD The Shmey »

Thanks Taalismn,
Yep I thought that everybody could use some more space pirates.

Your right about how my format lacks a lot of the fluff and specifics, but to be honest, I haven't had a lot of experience role playing in the phase world environment, so I tend to overlook a lot of things like sensors and fluff. If I ever get to sit down and play a bunch then I just figured I would figure stuff out as I went. Example damage by location,... well the main is 5000, so its wing should be... aw the picture looks like a smaller wing so how about 800 or so.

I've made hundreds of these simplified cards, and have gone through great effort to scale their power to one another. In all I've made around 20 different factions, of which the red jackals are one of the smaller ones. Don't worry, I'm not going to overwhelm all you guys by posting a huge pile of stuff. When I go through lots of these pages, I see its easy to lose your perspective, so I'll post one faction at a time in such a way that each can be treated as a stand alone group, that could be thrown in anywhere. If anything sparks your interest feel free to borrow or expand on them.

For today how about a Techno-wizard faction
Spoiler:
The Kingdoms of Yule
Info: Independent Planetary System (70% Human, 20% Ogre, 5% Gromekian, 5% other)
Territory: Planet Yule ( Home World ~600 million), Moon Colony (~2,000 inhabitants), 2 Asteroid Bases (~300 inhabitants)
Technology: approximatively world war I, Notable Tech includes Explosives, Balistics, Chemicals, Mechanics, but no electrical
TW Tech: Advanced Alchemy, Alchemically Enhanced Armor/Weapons, Hydro-Repulsion Drive, Simple PPE Generators

Creative Influences include Full Metal Alchemist, World War 1, steam punk settings in general.

The Kingdoms of Yule are a collection of nations/kingdoms on the planet Yule. The most prominent nations began using Techno Wizardry to explore space almost a century ago. Around 50 years ago they acquired a Rift Jump Drive from interstellar traders, and with the help of off worlders, after many years they developed their own primitive Rift Jump Drive (far inferior to phase world specs). They quickly learned that space can be a hostile place, and have encountered their fair share of space pirates, (especially Ogre Pirates who control several bases nearby).

The planet of Yule is earth like, with maybe a little less water/smaller oceans. I imagine grasslands, temperate coniferous forests, and semi arid territories like Australia being the prominent Biomes. Very important of note are the frequent magnetic storms that afflict this planet making conventional technology less reliable, effects similar to energy disruption spell. The storms are harmless otherwise, and appear similar to the aura Borealis.

Notable Technology:
Hydro-Repulsion Drive
Through the use of Technowizardry and advanced alchemical enchantments, the Yulenites have been able to engineer a semi-stable mystic portal. While such portals are not usable by people or even objects it is effective in transporting raw materials over short distances. With this technology the engineers have built a series of turbines and water filled pipes that are closed at either end with portals. The effect of this arrangement circumvents the need for a propellant and simply generate momentum.

------------------------------Yule spacecraft ------------------------------------------
Flying Air War Ships have been part of warfare on Yule for over a two centuries now, and after the pirate threat was recognized it was a natural transition to bring these behemoths into space with them. Getting them into space, however, presented an issue as they were much heavier then the Trade ships first used. The solution was to bring them up piece by piece and assemble the warships in space. The result is an expensive and timely process which is why the largest of these ships are few in number.
Also note that all space craft are equipped with very basic sensors and communication devices acquired through trade.(remember they don't produce electronics themselves)

a pic of all 4 types of spacecraft listed below
http://images.wikia.com/riftsmercs/imag ... _Ships.jpg
------------------------------

Yule Battle Ships are Flagships of the Yule Armada, only two of these ships have been constructed, over time these ships are the most likely to be upgraded with more advanced systems acquired through trade.

Yule Battle Ship
Main: 4400         Mach: 8         Rift Jump Drive (1ly 1/day)
Hydro-Repulsion Reservoirs: 6x600 (each contribute 1/6 speed)
Weapons         (Length: 724ft)
1. (2) Twin 210mm Turret 2d6x100 R: 25 mi
2. (4) Heavy Torpedo Batteries 1d6x100 32/128tot R: 80
3. (6) Heavy Turret Dual 30mm Cannon 2d6x10 R: 3 mi
4. (12) Ball Turret Quad 15mm Autocannon 2d6x10 R: 1 mi
5. (8) 32xRPG Turret 5d6 each, 256/1024tot R: 2000ft
6. (2) Heavy Lightning Rod 2d6x10 R: 2 mi
7. (16) Repulsion Gliders (very light fighters)
Note: Heavy Torpedoes have 60 mdc and move at mach 15, maximum angle correction 45°, make the to hit roll only when torpedoes close in. Very simple guidance system, acquired in trade, no bonuses.
-------------

Yule Gun Ships are constructed around four large hydro-repulsion reservoirs (look like blimps), and are the primary warships of the Yule armada. Slight variants in layout may exist for these ships but the basic design is consistent.

Yule Gun Ship
Main: 1800 Mach: 8 Rift Jump Drive (1ly 1/day)
Water Reservoirs: 4x600 (each contribute 25% speed)
Weapons (Length: 550ft)
1. (4) Heavy Torpedo Batteries 1d6x100 16/32tot R: 80
2. (6) Heavy Turret Dual 30mm Cannon 2d6x10 R: 3 mi
3. (12) Ball Turret Quad 15mm Autocannon 2d6x10 R: 1 mi
4. (2) Repulsion Gliders (very light fighters)
Note: see Yule Battle Ship for Heavy Torpedo rules
---------------------------

Repulsion Gliders are the most recent addition to the Yule armadas, small light fighters equipped with rockets for short term bursts of speed. While clearly inferior to a real star fighter, the Yule military engineers worked for years to develop something to fill this role.

Repulsion Gliders
Main: 160            Mach: 2 (12 by rocket & +2 maneuvers)
(2) RPG Quad Launcher 5d6 each, 8/48tot R: 2000ft
(1) 15mm HMGun 6d6 burst of 3 P: 50 R: 1600ft
Note: Rockets have 3 minutes of fuel (can be turned off)
------------------------------

Yule Transport Ships are the most common spacecraft built by the Yule. They consist of little more then a crew compartment attached to a big Water Repulsion Blimp with a bunch of cargo strapped to it.

Yule Transport Ship
Main: 840       Mach: 10       Rift Jump Drive (1ly 1/day)
Water Reservoirs: 600 (speed reduced to zero)
Weapons       (Length: 450ft)
1. (3) 32xRPG Turret 5d6 to 15ft rad 96/576tot R:2000ft
Cargo: Varies
------------------------------

------------------------------Yule Ground Vehicles------------------------------------------

Super Heavy Artillery
Main: 800     Speed: 30mph     Crew: 8
1. (1) 210mm Howitzer 1d6x100 R: 25 mi
2. (1) Mortar Battery 5d6 to 30ft rad 4/60 R: 4 mi
3. (1) 15mm HMGun 6d6 burst of 3 P: 50 R: 1600ft
(note: Howitzer is fixed forward, takes 2 melee to aim)

Heavy Tank (Main Battle Tank)
Main: 680     Speed: 30mph     Crew: 10
1. (1) 90mm Main Cannon 3d6x10 R: 3 mi
2. (2) Mortars 5d6 to 30ft rad 2/120tot R: 4mi
3. (4) 4xRPGLauncher 5d6 to 15ft rad 16/96tot R: 2000ft
4. (4) Smoke Dispensers

Armored Battle Wagon (APC)
Main: 340     Speed: 30mph     Crew: 6 Troops: 20
1. (1) Mortar Battery 5d6 to 30ft rad 4/60 R: 4 mi
2. (2) 15mm HMGun 6d6 burst of 3 P: 50 R: 1600ft
3. (2) Smoke Dispensers

Light Tank (Fast Tank)
Main: 400     Speed: 60mph     Crew: 5
1. (1) Dual 30mm Autocannon 2d6x10 R: 1 mi
2. (1) RPG Quad Launcher 5d6 to 15ft rad 4/24 R: 2000ft
3. (2) 15mm HMGun 6d6 burst of 3 P: 50 R: 1600ft
4. (2) Smoke Dispensers

Light Field Artillery Wagon
Main: 90     Speed: by transport     Crew: 2-3
1. (1) Large Weapon Mount

Jeep
Main: 100     Speed: 60mph     Crew: 1+5 passenger

Scout Cycle
Main: 80     Speed: 70mph     Crew: 1 + 1passenger
1. (2) RPG 5d6 2/2tot to 5ft rad R: 2000ft
2. (1) Smoke Dispensers

Scout Car (Armored Grenadier)
Main: 200     Speed: 60mph     Crew: 4 + 2passenger
1. (1) 8xRPG Turret 5d6 to 15ft rad 8/24tot R: 2000ft
2. (2) 15mm HMGun 6d6 burst of 3 P: 50 R: 1600ft
3. (1) Smoke Dispensers

------------------------------Yule Equipment------------------------------------------

-----------------Armor
Enhanced Leather Armor: 15
Enhanced Leather/Chain Composite: 45
Ogre Plate: 60-120

-----------------weapons
Alchemically Enhanced Conventional Arms
Med    8mm Rifle 1d6 P: 20 R: 1600ft (Bayonet 1d8)
          8mm AssaultRifle 2d6 burst of 3 P: 30 R: 1200ft (uncommon)
Heav   RPG 5d6 1/1 to 5ft rad R: 2000ft (requires 2 man team or super strong)
          15mm Heavy Bolt Action Rifle 4d6 P: 1 R: 2500ft (requires 2 man team or super strong)
Larg    RPG Launcher 5d6 to 15ft rad 1/6 R: 2000ft (weapons for Turrets and vehicles)
          15mm HMGun 6d6 burst of 3 P: 50 R: 1600ft
          30mm Cannon 1d6x10, 1d4x10 to 20ft rad P:1 R:1mi
          Mortar 5d6 to 30ft rad 1/6 R: 4 mi
Larger 30mm Autocannon 1d6x10 R: 1 mi (Big guns)
          Mortar Battery 5d6 to 30ft rad 4/60 R: 4 mi
          RPG Quad Launcher 5d6 to 15ft rad 4/24 R: 2000ft

Alchemically Enhanced Explosives
     Frag Grenade 5d6 to 15ft rad
     Satchel Charge 2d6x10 to 5ft rad


Hope you enjoy the read, Again I look forward to your comments,
DD The Shmey
User avatar
taalismn
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Posts: 48640
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Starship designs...

Unread post by taalismn »

Am enjoying it...has gone to hardcopy for late night in-detail perusal.
-------------
"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
------------
User avatar
ZINO
Knight
Posts: 4097
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Starship designs...

Unread post by ZINO »

DD The Shmey wrote:Hey Guys,
I've been designing space ships for a Phase world setting for years now, but I never posted any of my idea's. Seems like this is the place to do it, but before I do I wanna clarify that I use a shorter notation for displaying my ships stats that fit on 3x5 cards and go right to the nit and gritty of it. So to begin, lets do a Patrol Frigate from the Border Worlds.

----------------------------------
Spoiler:
If people are interested I can fill in the background fluff in more detail later, but for now just think of this ship as a standard patrol frigate of a minor nation that uses inferior technology to PhaseWorld standards. They rely on Ion weapons more then lasers.

FR Border Worlds Patrol Frigate (BWFR-C05)
Main: 4600 (EShield: 800)                                                   (note: values in MDC, use common sense for damage by location
Speed: mach 8     FTL: 1.4 ly/hr     (Length: 414ft)              (note: EShield is a lowertech Force field that is not variable)
1. (2) Gatling Major Ion Bolter 2d4x100 burst of 30 R:8mi    (note: Ion Bolters are Railguns that fire Ionized projectiles
2. (4) Heavy Ion Turrets 3d6x10 each, R: 3mi                       (note: R: = Range:
3. (4) MRM Launcher 2d4x10 8/32, 32/128tot R: 10mi         (note: MRM stands for medium range missile,
4. (16) MM Launcher 1d4x10 8/32, 128/512tot R: 1mi         (note: 8/32 = volleys of 8/payload 32 each, & 128/512 total
5. (2) ECM (Smart Missiles are at -3 to strike)                      (note: less advanced guidance systems may take up to -5
Fighter Launch Bay: 8 Star Wings, and 2 Shuttles
Operation Crew: 72     Other Shifts: 88     Troops: 40
Pilot/Support Crew: 30 (minor repairs)
Total Crew: 230     Cargo: 400tons
http://images.wikia.com/riftsmercs/imag ... rigite.jpg
------------------------------------------------------

ok so now that you have the general idea I'll post something that anyone could use in their space campaign, some space pirates.

Spoiler:
Red Jackal Pirates:
These pirates have been around a long time and have some of the most experienced pilots in the sector. Few of their ships are capable of running in atmosphere as most of these brigands spend their entire lives in space. The hierarchy of the Red Jackals is based on skill and experience and is split up into castes from the lowest scavengers/junkers and recruits, to the midtier biker gangs, and at the top are the veteran ace pilots. While the Red Jackals are generally technologically inferior to most of the higher tech phaseworld civilizations, they still have a bunch of tricks up their sleeves.

---Pulverizer Class Pirate Frigate
The Pulverizer Frigate is one of the oldest spaceship designs in the sector. Originally built by a civilization that collapsed centuries ago these ships are now used primarily by the pirates they were designed to fight.

Pulverizer Class Pirate Frigate
Main: 7600 (VFF 4500)
Weapons     (Length: 650ft)     Mach: 8     FTL: 2.0             (note: large size for a frigate but its firepower is limited
1. (20) LRM Tubes 3d6x10 20/200 R: 100mi                       (note: long range missiles, volley of 20, payload 200
2. (20) Port Heavy Laser Batteries 3d6x10 each, R: 4mi     (note: broadside volleys are short range yet damage adds up quick
3. (20) Starboard Heavy Laser Batteries 3d6x10, R: 4mi
4. (8) MM Launcher 1d6x10 8/32, 64/256tot R: 1mi
Fighter Launch Bay: 15 Medium Fighters
Operation Crew: 120     Total Crew: 300     Troops: 150
Cargo: 1600tons

---------------------------------------------
---Grumpy Man Runner
The Grumpy Man is a typical runner ship that is often used by the Red Jackals to lay traps in the form of large mine fields.
These beach ball sized mines serve two purposes, first of course to act as mines and fly toward their targets and explode, but secondly they serve as a nearly impenetrable screen against missile volleys during retreats. The seeker mines have light lasers just powerful enough to take out anything up to a Medium Range Missile in a single shot.

Grumpy Man Pirate Runner
Main: 1250 (VFF 1200)       Mach: 12     FTL: 2.5
Weapons    (Length: 150ft)
1. (2) Heavy Laser Turrets 2d6x10 R: 3mi
2. (2) MRM Launcher 2d6x10, 16/128, 32/256tot, R: 20mi
3. (4) MM Launcher 1d6x10 8/32, 32/128 R: 1mi
4. (4) Seeker Mine Deployer 16/128 (see below)
Operational Crew: 25    Total Crew: 35
Cargo: 130tons

Seeker Mine   Main: 50     Mach 2                   (note: have 2 modes, active & passive, in passive mode they don't move/fire
1. (2) Anti-Missile Laser 2d6 each R: 1500ft      (note: and are difficult to detect when dispersed among asteroids/debris
2. (1) Detonate 4d6x10 to 40ft radius

-----------------------------------------------
---Pack Rat Pirate Mini-Carrier
While the Pack Rat is only the size of a runner it is a capable miniature carrier that can deploy a squadron of light rocket bikes to harass targets.

Pack Rat Pirate Mini-Carrier/Transport
Main: 3400 (VFF 1800)     Mach: 5     FTL: 2.0              (note: this ship is slow)
Weapons     (Length: 200ft)
1. (1) Rat Pack Dorsal Turret
Rapid Fire Gatling Laser 4d6x10 R: 2mi                        (note: short range with reliantly high damage output
Fat Rockets 3d6x10 to 20ft radius 3/6, R: 3 mi             (note: Fat rockets are the diameter of LRM but shorter length
2. (8) Light Laser MiniTurrets 1d4x10 each R: 2mi
Auto-Target: 2 attk per melee -1 to hit                      (note: the targeting computer isn't very advanced)
Needs one person to designate targets
3. (3) MM Launcher 1d6x10 12/108, 36/324 R: 1mi
4. (1) Sensor/Comm Jammer                                        (note: I'll leave it up to DM how effective the jamming is)
Rocket Bike Attachments: 12 Rocket Bikes
Launch Bay: 1 Interceptor/Shuttle or 2 Medium Fighters    (note: Shuttle size<100ft)
Operational Crew: 10 Total Crew: 30 Cargo: 440tons
Note: this ship is fairly odd looking
http://images.wikia.com/riftsmercs/imag ... ackRat.jpg

-------------------------------------------------
--- Red Jackal Rocket Bikes
In normal carriers these bikes takes up one fourth of a medium fighter, they are like sky cycles, but for space

AstroMouse Rocket Bike
Main: 110     Mach: 9     +2 maneuvers               (note: due to their small size and maneuverability, the pilot gains bonus +2
1. (2) MM Tubes 1d6x10, 2/4tot R: 1mi               (note: this whole maneuvers bonus is just a ball park to measure against my other fighters
2. (4) Mini-Lasers 2d6, 8d6tot R: 1500ft              (so feel free to adjust as you see fit
3. (1) Extra Passenger/Cargo Seat

Turbo Blade Rocket Bike
Main: 100     Mach: 11     +3 maneuvers
1. (2) Fat Rockets 3d6x10 to 20ft rad 2/2tot R: 3mi
2. (2) Mini-Lasers 2d6, 4d6tot R: 1500ft
3. (2) Wing VibroBlades (See wing clipping rules)

Serpent Catcher Rocket Bike
Main: 140     Mach: 9     +2 maneuvers
1. (4) MM Tubes 1d6x10, 4/8tot R: 1mi
2. (1) Tail Laser MiniTurret 1d4x10 R: 2mi

Shark Runner Rocket Bike
Main: 130     Mach: 10     +2 maneuvers
1. (2) Flechette Cannon: 4d6 in a cone 30ft radius R: 300ft
2. (2) Mini-Lasers 2d6, 4d6tot R: 1500ft

----------------------------------------------
--- Pirate Fighters
--- Cutlass Medium Fighter
The Cutlass is a medium fighter designed to be as maneuverable as possible. While lacking in firepower for its size, it's speed and maneuverability are unmatched in the Stokes System (note: similar maneuverability to the scorpion but still slower then the scorp with its thruster)

Cutlass Class Pirate Fighter (Length 42ft)
Main: 340 (VFF: 120) Mach: 14 (+3 on maneuvers)             (note: this whole maneuvers bonus is just a ball park to measure against my other fighters
1. (2) MM Launchers 1d6x10 6/12, 12/24 R: 1mi               (note: I usually add a bonus to all fighter class ships
2. (4) Wing Heavy Lasers 1d4x10, 3d6x10tot R: 2mi          (note: because their like fighters they should be better then shuttles and stuff, right?

---Ruthless Interceptor
The Ruthless Class Interceptor is piloted by only the cream of the crop among the Red Jackal Pirates. Similar to the CAF's Proctor They are long range self sufficient fighter/bombers that don't rely on a carrier to preform hit and run raids.

Ruthless Class Pirate Interceptor (Length 82ft)
Main: 580 (VFF: 180) Mach: 12 +2 maneuv FTL: 1.2
1. (7) Wing Fat Rockets 3d6x10 to 20ft rad, 7/14 R: 3mi
2. (1) Rapid Fire Laser Gatling Cannon 4d6x10 R: 2mi
3. (2) Right Wing Lasers 1d4x10, 2d4x10tot R: 2mi
Note: odd looking ship built around the big gun with the cockpit and a small wing on the right side and a big wing with rockets on the left side


Hope you enjoy the read, I look forward to some comments,
DD The Shmey :) :) :)

yes love but need art work
let your YES be YES and your NO be NO but plz no maybe
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ZINO
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Re: Starship designs...

Unread post by ZINO »

DD The Shmey wrote:Thanks Taalismn,
Yep I thought that everybody could use some more space pirates.

Your right about how my format lacks a lot of the fluff and specifics, but to be honest, I haven't had a lot of experience role playing in the phase world environment, so I tend to overlook a lot of things like sensors and fluff. If I ever get to sit down and play a bunch then I just figured I would figure stuff out as I went. Example damage by location,... well the main is 5000, so its wing should be... aw the picture looks like a smaller wing so how about 800 or so.

I've made hundreds of these simplified cards, and have gone through great effort to scale their power to one another. In all I've made around 20 different factions, of which the red jackals are one of the smaller ones. Don't worry, I'm not going to overwhelm all you guys by posting a huge pile of stuff. When I go through lots of these pages, I see its easy to lose your perspective, so I'll post one faction at a time in such a way that each can be treated as a stand alone group, that could be thrown in anywhere. If anything sparks your interest feel free to borrow or expand on them.

For today how about a Techno-wizard faction
Spoiler:
The Kingdoms of Yule
Info: Independent Planetary System (70% Human, 20% Ogre, 5% Gromekian, 5% other)
Territory: Planet Yule ( Home World ~600 million), Moon Colony (~2,000 inhabitants), 2 Asteroid Bases (~300 inhabitants)
Technology: approximatively world war I, Notable Tech includes Explosives, Balistics, Chemicals, Mechanics, but no electrical
TW Tech: Advanced Alchemy, Alchemically Enhanced Armor/Weapons, Hydro-Repulsion Drive, Simple PPE Generators

Creative Influences include Full Metal Alchemist, World War 1, steam punk settings in general.

The Kingdoms of Yule are a collection of nations/kingdoms on the planet Yule. The most prominent nations began using Techno Wizardry to explore space almost a century ago. Around 50 years ago they acquired a Rift Jump Drive from interstellar traders, and with the help of off worlders, after many years they developed their own primitive Rift Jump Drive (far inferior to phase world specs). They quickly learned that space can be a hostile place, and have encountered their fair share of space pirates, (especially Ogre Pirates who control several bases nearby).

The planet of Yule is earth like, with maybe a little less water/smaller oceans. I imagine grasslands, temperate coniferous forests, and semi arid territories like Australia being the prominent Biomes. Very important of note are the frequent magnetic storms that afflict this planet making conventional technology less reliable, effects similar to energy disruption spell. The storms are harmless otherwise, and appear similar to the aura Borealis.

Notable Technology:
Hydro-Repulsion Drive
Through the use of Technowizardry and advanced alchemical enchantments, the Yulenites have been able to engineer a semi-stable mystic portal. While such portals are not usable by people or even objects it is effective in transporting raw materials over short distances. With this technology the engineers have built a series of turbines and water filled pipes that are closed at either end with portals. The effect of this arrangement circumvents the need for a propellant and simply generate momentum.

------------------------------Yule spacecraft ------------------------------------------
Flying Air War Ships have been part of warfare on Yule for over a two centuries now, and after the pirate threat was recognized it was a natural transition to bring these behemoths into space with them. Getting them into space, however, presented an issue as they were much heavier then the Trade ships first used. The solution was to bring them up piece by piece and assemble the warships in space. The result is an expensive and timely process which is why the largest of these ships are few in number.
Also note that all space craft are equipped with very basic sensors and communication devices acquired through trade.(remember they don't produce electronics themselves)

a pic of all 4 types of spacecraft listed below
http://images.wikia.com/riftsmercs/imag ... _Ships.jpg
------------------------------

Yule Battle Ships are Flagships of the Yule Armada, only two of these ships have been constructed, over time these ships are the most likely to be upgraded with more advanced systems acquired through trade.

Yule Battle Ship
Main: 4400         Mach: 8         Rift Jump Drive (1ly 1/day)
Hydro-Repulsion Reservoirs: 6x600 (each contribute 1/6 speed)
Weapons         (Length: 724ft)
1. (2) Twin 210mm Turret 2d6x100 R: 25 mi
2. (4) Heavy Torpedo Batteries 1d6x100 32/128tot R: 80
3. (6) Heavy Turret Dual 30mm Cannon 2d6x10 R: 3 mi
4. (12) Ball Turret Quad 15mm Autocannon 2d6x10 R: 1 mi
5. (8) 32xRPG Turret 5d6 each, 256/1024tot R: 2000ft
6. (2) Heavy Lightning Rod 2d6x10 R: 2 mi
7. (16) Repulsion Gliders (very light fighters)
Note: Heavy Torpedoes have 60 mdc and move at mach 15, maximum angle correction 45°, make the to hit roll only when torpedoes close in. Very simple guidance system, acquired in trade, no bonuses.
-------------

Yule Gun Ships are constructed around four large hydro-repulsion reservoirs (look like blimps), and are the primary warships of the Yule armada. Slight variants in layout may exist for these ships but the basic design is consistent.

Yule Gun Ship
Main: 1800 Mach: 8 Rift Jump Drive (1ly 1/day)
Water Reservoirs: 4x600 (each contribute 25% speed)
Weapons (Length: 550ft)
1. (4) Heavy Torpedo Batteries 1d6x100 16/32tot R: 80
2. (6) Heavy Turret Dual 30mm Cannon 2d6x10 R: 3 mi
3. (12) Ball Turret Quad 15mm Autocannon 2d6x10 R: 1 mi
4. (2) Repulsion Gliders (very light fighters)
Note: see Yule Battle Ship for Heavy Torpedo rules
---------------------------

Repulsion Gliders are the most recent addition to the Yule armadas, small light fighters equipped with rockets for short term bursts of speed. While clearly inferior to a real star fighter, the Yule military engineers worked for years to develop something to fill this role.

Repulsion Gliders
Main: 160            Mach: 2 (12 by rocket & +2 maneuvers)
(2) RPG Quad Launcher 5d6 each, 8/48tot R: 2000ft
(1) 15mm HMGun 6d6 burst of 3 P: 50 R: 1600ft
Note: Rockets have 3 minutes of fuel (can be turned off)
------------------------------

Yule Transport Ships are the most common spacecraft built by the Yule. They consist of little more then a crew compartment attached to a big Water Repulsion Blimp with a bunch of cargo strapped to it.

Yule Transport Ship
Main: 840       Mach: 10       Rift Jump Drive (1ly 1/day)
Water Reservoirs: 600 (speed reduced to zero)
Weapons       (Length: 450ft)
1. (3) 32xRPG Turret 5d6 to 15ft rad 96/576tot R:2000ft
Cargo: Varies
------------------------------

------------------------------Yule Ground Vehicles------------------------------------------

Super Heavy Artillery
Main: 800     Speed: 30mph     Crew: 8
1. (1) 210mm Howitzer 1d6x100 R: 25 mi
2. (1) Mortar Battery 5d6 to 30ft rad 4/60 R: 4 mi
3. (1) 15mm HMGun 6d6 burst of 3 P: 50 R: 1600ft
(note: Howitzer is fixed forward, takes 2 melee to aim)

Heavy Tank (Main Battle Tank)
Main: 680     Speed: 30mph     Crew: 10
1. (1) 90mm Main Cannon 3d6x10 R: 3 mi
2. (2) Mortars 5d6 to 30ft rad 2/120tot R: 4mi
3. (4) 4xRPGLauncher 5d6 to 15ft rad 16/96tot R: 2000ft
4. (4) Smoke Dispensers

Armored Battle Wagon (APC)
Main: 340     Speed: 30mph     Crew: 6 Troops: 20
1. (1) Mortar Battery 5d6 to 30ft rad 4/60 R: 4 mi
2. (2) 15mm HMGun 6d6 burst of 3 P: 50 R: 1600ft
3. (2) Smoke Dispensers

Light Tank (Fast Tank)
Main: 400     Speed: 60mph     Crew: 5
1. (1) Dual 30mm Autocannon 2d6x10 R: 1 mi
2. (1) RPG Quad Launcher 5d6 to 15ft rad 4/24 R: 2000ft
3. (2) 15mm HMGun 6d6 burst of 3 P: 50 R: 1600ft
4. (2) Smoke Dispensers

Light Field Artillery Wagon
Main: 90     Speed: by transport     Crew: 2-3
1. (1) Large Weapon Mount

Jeep
Main: 100     Speed: 60mph     Crew: 1+5 passenger

Scout Cycle
Main: 80     Speed: 70mph     Crew: 1 + 1passenger
1. (2) RPG 5d6 2/2tot to 5ft rad R: 2000ft
2. (1) Smoke Dispensers

Scout Car (Armored Grenadier)
Main: 200     Speed: 60mph     Crew: 4 + 2passenger
1. (1) 8xRPG Turret 5d6 to 15ft rad 8/24tot R: 2000ft
2. (2) 15mm HMGun 6d6 burst of 3 P: 50 R: 1600ft
3. (1) Smoke Dispensers

------------------------------Yule Equipment------------------------------------------

-----------------Armor
Enhanced Leather Armor: 15
Enhanced Leather/Chain Composite: 45
Ogre Plate: 60-120

-----------------weapons
Alchemically Enhanced Conventional Arms
Med    8mm Rifle 1d6 P: 20 R: 1600ft (Bayonet 1d8)
          8mm AssaultRifle 2d6 burst of 3 P: 30 R: 1200ft (uncommon)
Heav   RPG 5d6 1/1 to 5ft rad R: 2000ft (requires 2 man team or super strong)
          15mm Heavy Bolt Action Rifle 4d6 P: 1 R: 2500ft (requires 2 man team or super strong)
Larg    RPG Launcher 5d6 to 15ft rad 1/6 R: 2000ft (weapons for Turrets and vehicles)
          15mm HMGun 6d6 burst of 3 P: 50 R: 1600ft
          30mm Cannon 1d6x10, 1d4x10 to 20ft rad P:1 R:1mi
          Mortar 5d6 to 30ft rad 1/6 R: 4 mi
Larger 30mm Autocannon 1d6x10 R: 1 mi (Big guns)
          Mortar Battery 5d6 to 30ft rad 4/60 R: 4 mi
          RPG Quad Launcher 5d6 to 15ft rad 4/24 R: 2000ft

Alchemically Enhanced Explosives
     Frag Grenade 5d6 to 15ft rad
     Satchel Charge 2d6x10 to 5ft rad


Hope you enjoy the read, Again I look forward to your comments,
DD The Shmey

love again needs artwork
let your YES be YES and your NO be NO but plz no maybe
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taalismn
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Re: Starship designs...

Unread post by taalismn »

Lotta stuff needs artwork, but it's easier to write than t turn out quality graphics. :-( :o
-------------
"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
------------
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DhAkael
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Re: Starship designs...

Unread post by DhAkael »

Ugh...even the supposedly "FREE" Daz studio...isn't.
Hand drawing stuff is great, IF you're an illustrator...but time = money for that sort of thing.
Yeah -sigh- and the problem is, PBooks has lost a lot of their great TECHNICAL artists, and most of the things illustrated, aren't even what is described (I.E.; the Altess starships in 'Fleets', they look NOTHING like what is written down).
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
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taalismn
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Re: Starship designs...

Unread post by taalismn »

DhAkael wrote:Ugh...even the supposedly "FREE" Daz studio...isn't.
Hand drawing stuff is great, IF you're an illustrator...but time = money for that sort of thing.
Yeah -sigh- and the problem is, PBooks has lost a lot of their great TECHNICAL artists, and most of the things illustrated, aren't even what is described (I.E.; the Altess starships in 'Fleets', they look NOTHING like what is written down).


It's 'Battletech Syndrome' all over again....designs that are just thrown together, and thrown up, with missing weapons systems, or mis-sized weapons, or just plain WRONG shapes(especially when it comes to vehicles...BT really screwed up on Clan vehicles that looked like the artist began throwing up shapes because they needed to illustrate some 200+ different designs for the same classes and they didn't want any of them to look the same).
-------------
"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
------------
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DD The Shmey
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Re: Starship designs...

Unread post by DD The Shmey »

So you guys want to see some pretty pictures, well I have good news. I just made a deviant
art page for you, posted most of what I have drawn.
http://ddtheshmey.deviantart.com/galler ... ath=scraps

Most of them were drawn in ms paint, and have a bit of a schematic feel to them. Check them
out, and if you see any you want stats on in particular tell me and I can post it next.
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DhAkael
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Re: Starship designs...

Unread post by DhAkael »

DD The Shmey wrote:
Most of them were drawn in ms paint, and have a bit of a schematic feel to them. Check them
out, and if you see any you want stats on in particular tell me and I can post it next.

MS paint you say?
Damn... okay; colour me impressed.
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
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taalismn
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Re: Starship designs...

Unread post by taalismn »

Likewise. Good job there!
-------------
"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
------------
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taalismn
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Re: Starship designs...

Unread post by taalismn »

Paladin Steel/Aegis Stellar Industries Parus-Class Zippercraft
(aka ‘Flying Cockroach’, ‘Buzzy’, ‘Chirpy/Chirpee’, ‘Buggy’)
Image:
http://s408.photobucket.com/albums/pp164/taalismn/?action=view&current=img107copy.jpg

“This thing’s the aerospace equivalent of the VW Bug. We see as many snazzy paint jobs on these birds as on the ground cars, and just as many gimmicked-up configurations for everything from flying limos to mini-aerospace guerillas. It’s bad enough that these things are actually CUTE looking, but that they can pull that off and be snarling DEADLY to get in the way of is just plain WRONG.”

“There’s just something ignominious about going after one of those little bird-shuttles, lining up the kill, and then losing it...only to find out it’s behind you when your engines start coming apart under the hammering of its guns. Who the hell puts a quad-array on a puddle-hopper?! Still, I coulda had it worse...my carrier got WASTED by an attack of these things. Captain had even worse luck than I did; he lost a sixty-thousand ton battle carrier to a bunch of cruise-missile packing shuttlers done up as pink ladybugs.”


The Parus(‘Chickadee’)-class zippercraft is a newly introduced Paladin Steel design for a small multi-purpose aerospace craft that can serve in both civil and military applications.
The Parus has a simple, robust design. In outward appearance, it resembles a ovoid with a flat bottom and rounded dome top, two small eye-like sensor clusters at one end, and two compact, but powerful, engines at the stern. Two small wings protrude from the sides; these wings can be retracted for stowage aboard spacecraft and stations. Internally, its fittings have been variously described as ‘cozy’ or ‘cramped’ depending on who one asks, but the interior is well shielded, and has a reliable and proven life support system.
The Parus is remarkably durable and well-armored for a vehicle of its size, though it isn’t recommended to go into heavy combat with one. Still, the Parus can survive a surprising amount of punishment and keep flying. Fortunately, the Parus also possesses remarkable agility. Its small size, powerful engines, and multiple concealed attitude thrusters, linked to an improved flight control system, give the small craft a degree of aerobatic performance akin to its avian namesake. The ship is easy to pilot and simple to handle, courtesy of its onboard flight computer systems, making it even more attractive to operators looking for a small, fast, versatile shuttle.
If the Parus has a problem, it’s that the compact power systems require refueling and major component change more frequently than those on similar craft. Fortunately, the engines are on easily-accessible modular trays that allow for quick swap-out and replacement, and the fuel reactor kernal is small and equally easily swapped-out, making major engine overhauls a fairly easy matter.
Because this is a Paladin Steel design, the Parus can be heavily modified for a variety of roles. It is most commonly configured as a light transport, yard inspection pod, or intership transfer vehicle, but it can also be outfitted as a light tug, work pod, scout ship, life pod, or even robot drone. Military configurations make the ship into a fighter or light gunship. It can even be outfitted as a stellacommutta-class FTL shuttle. All attractively priced for small groups looking for aerospace assets or larger concerns looking to place mass orders.
The Parus is becoming quite common in PS/GNE service in a variety of roles. The Parus is manufactured both at Valiant Station and at the Aegis Stellar Industries spaceyards at Amberjin.
Type: PS/ASI-ASST9 Parus
Class: Light Shuttle
Crew: One, with room for 1-5 passengers
MDC/Armor by Location:
Main Body 500
Reinforced Crew Compartment 100
Engines(2) 200 each
Wings(2) 120 each
Height: 12 ft
Width: 10 ft(20 ft with wings fully extended)
Length: 35 ft
Weight: 45 tons
Cargo: 2 tons
Powerplant: Nuclear Fusion w/ 16 year energy life
Speed:
(Atmosphere) Hover to Mach 4
(Space) Mach 8
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(Underwater) Limited; the Parus is water-tight and can operate underwater and in the hydrospheres of other worlds, but without additional modification(see Options) its performance is limited to underwater speed of 25 MPH, maximum depth of 200 ft.
Bonuses: The Parus is easy to pilot and intuitive in handling; +15% to piloting roles and +1 to dodge.
Cost: 6 million credits(would likely cost 2-3 times as much on pre-FTL Rifts Earth)
Systems of Note:
Standard spacecraft systems.

Weapons Systems: None standard(see Options)


Options:
Because it wouldn’t be a Paladin Steel design without lots of options, would it?
*Forcefield Generator(s)
Cost: 80,000 credits per 150 MD (maximum of 750 MDC)

*Variable Forcefield Generator----300 MD per side, 1,800 total
Cost: 10 million credits

*Laser Reflective Armor----Reduce laser damage by HALF
Cost: 3 million credits

*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials clad the entire vehicle. Heat and plasma-based attacks do 1/4 damage
Cost: 3 million credits

*Stealth Armor---Ship has only a 15% chance of being detected by radar
Cost: 7 million credits

*Radiation Shielding---- Increases the ship’s protection from both thermal and nuclear radiation. Increase mass by 20% and reduce maximum speed by 20%. Heat (including plasma)-based attacks reduce damage by 75%
Cost: 7 million credits

*Flare/Chaff Launchers(1-3 can be added)
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 6,000 credits for the launcher, 60 credits per chaff bundle

*Robotic Manipulator Arms----45 MDC, Robotic P.S. of 30, and a 12 ft reach
Cost: 250,000 credits per arm, plus extra for any special tools built into them

*Amphibious Operations-----Allows the craft to survive depths down to 2,000 ft
Cost: 9 million credits

*TW PPE Generator---Can be used to power any add-on spell enchantments or technowizardry devices.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits

*Flicker-Dodge---A special capability, and one of FA’s signature creations(since licensed to Paladin Steel): an application of the Astral Hole spell. This allows the aerospacecraft to quickly dodge out of sight/reality, for a few seconds, or move up to 2000 ft sideways, up, down, or backwards , with a +2 to dodge while doing so. Typically, an aircraft can engage this system 6 times before needing to recharge the system on a Ley Line(takes about 24 hours), or the pilot can pump in 120 PPE per “flicker-dodge”.
Cost: 3 million credits

*Weapons Mounts(1-5).---Up to four fixed gun mounts can be implaced in the nose, and one in the back tail. Cost per Gun Mount: 75,000 credits +weapon cost.
a) 20mm Cannon
Range: (Palladium) 1.3 miles in atmosphere, 2.6 miles in space
(Kitsune Values) 2.6 miles in atmosphere, 260 miles in space
Damage: (20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Rate of Fire: EPCHH
Payload: 1000 rd drum
Cost: 60,000 credits

b) 30mm Cannon
Range: (Palladium) 2 miles in atmosphere, 4 miles in space
(Kitsune Values) 4 miles in atmosphere, 400 miles in space
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst
Rate of Fire: EPCHH
Payload: 600 rd drum
Cost: 520,000 credits

c) 40mm Cannon
Range: (Palladium) 2.6 miles in atmosphere, 5 miles in space
(Kitsune Values) 5 miles in atmosphere, 500 miles in space
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: 400 rounds
Cost: 300,000 credits

d) Rail Gun
Range: (Palladium) 1 mile in atmosphere, 2 miles in space
(Kitsune Values) 2 miles in atmosphere, 200 miles in space
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
Cost: 120,000 credits

e) Pulse Laser
Range: (Palladium) 1 mile in atmosphere, 4 miles in space
(Kitsune Values) 4 miles in atmosphere, 400 miles in space
Damage: 6d6 MD single shot, 1d6x10 MD per double blast(1 attack)
Rate of Fire: ECHH
Payload: Effectively unlimited
Cost: 270,000 credits

f) Ion Cannon
Range: (Palladium) 7,000 ft in atmosphere, 5 miles in space
(Kitsune Values) 5 miles in atmosphere, 500 miles in space
Damage: 1d6x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost:220,000 credits

g) Ion Spray Cannon
Range: (Palladium) 4,000 ft in atmosphere, 3 miles in space
(Kitsune Values) 3 miles in atmosphere, 300 miles in space
Damage: 1d6x10+10 MD per blast, to a 50 ft wide area
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost:230,000 credits

h)PS TSC-01 Shock Cannon(copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster
Range: (Palladium) 2,000 ft in atmosphere, 1 mile in space
(Kitsune Values) 1 miles in atmosphere, 100 miles in space
Damage: 6d6 MD
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a m ¶anned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockput. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Cost: 300,000 credits

i) Plasma Cannon
Range: (Palladium) 4,000 ft in atmosphere, 3 miles in space
(Kitsune Values) 3 miles in atmosphere, 300 miles in space
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload:Unlimited linked to nuclear power source
Cost: 200,000 credits

j) Particle Beam Cannon
Range: (Palladium) 1.1 miles in atmosphere, 2.2 miles in space
(Kitsune Values) 2.2 miles in atmosphere, 220 miles in space
Damage: 3d6x10 MD per blast
Rate of Fire: Three times per melee
Payload:80 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 950,000 credits

k) Micro-Missile Launcher--- 60 micro-missiles
Cost: 30,000 credits per launcher

l) Mini-Missile Launcher---- 20 missiles
Cost: 32,000 credits per launcher
---The Mini-Missile launcher can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile

m) Short Range Missile Launcher---- 10 missiles
Cost: 100,000 credits


*Ordnance Bay---Replaces the cargo bay with a rotary missile bay
Cost: 1 million credits for the launcher array; missile cost extra
a) Micro-Missiles---384
b) Mini-Missiles----96
---The Mini-Missile launcher can be modified to fire the “S-Sting” ‘Smart Mini-Missile -----The S-Sting(for ‘Space Stinger’) is an attempt to adapt the guidance systems and accuracy of the ‘Black Talon’ L-SAM to a space-based missile. The missile resembles a rather stubby cylinder with a blunt-nosed optical cluster and protruding verniers(extend after launching), owing to the fact that the vacuum of space negates the need for streamlining the weapon.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD to a 15 ft blast radius
Bonuses: +7 to strike
Cost: 10,000 credits per missile
c) Short Range Missiles----32
d) Medium Range Missiles---18
e) Long Range Missiles---6
f) Cruise Missile---1(carried semi-externally)
g) Bombs---Up to 1,600 lbs of ordnance can be carried:
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blas Ët radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
Can also deploy laser-guided and glide-capable ‘smart’ bombs.

h) RFL-42 Slayer Quad-Laser Cannon---The powerful PS-RFL-40, a new PS laser weapons system with better range and a redesigned coolant jacket.
Range: (Palladium) 6,000 ft in atmosphere, 60,000 ft in space
(Kitsune Values) 1.2 miles in atmosphere, 120 miles in space
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EPCHH
Payload: Effectively unlimited

i) Gatling Cannon
Range: (Palladium) 2 miles in atmosphere, 4 miles in space
(Kitsune Values) 2 miles in atmosphere, 200 miles in space
Damage:3d4x10 MD per 40 rd burst; can only fire bursts.
Rate of Fire:ECHH
Payload: 8000 rd drum(200 bursts)


Variants:
*PS-ASST9CGFTL01---This is the ‘stellacommutta’ conversion that can make FTL jumps of 10 light years at 2 lightyears/hour, on a single charge, before needing 2 hours to recharge its drive systems. For frequent multi-jump trips, the tiny ships can reduce recharge time by tapping convenient space station or satellite power supplies(PS/ASI has begun setting up such recharge stations, nicknamed ‘bird feeders’, around its facilities and star systems where it has a presence).
Last edited by taalismn on Sat Jan 22, 2011 11:49 am, edited 1 time in total.
-------------
"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
------------
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KLM
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Re: Starship designs...

Unread post by KLM »

Hi there!

:ok:

As a bit of trivia the VW Beetle got its "friendly" face from the Man of the Year 1938 (ie. Adolf Hitler), so it is maybe
an out of setting cultural reference.

Maybe the "Flicker" extra could be based on Time Slip. Or another one.

Also, Space Spells from Fleets can be handy.

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.
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taalismn
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Re: Starship designs...

Unread post by taalismn »

KLM wrote:Hi there!

:ok:

As a bit of trivia the VW Beetle got its "friendly" face from the Man of the Year 1938 (ie. Adolf Hitler), so it is maybe
an out of setting cultural reference.

Maybe the "Flicker" extra could be based on Time Slip. Or another one.

Also, Space Spells from Fleets can be handy.

Adios
KLM



Thanks...I had the space spells in mind, but didn't want to reprint the whole section.
As for the VW? I had a sketch of this little bugger before I even wrote this up. Of course, I immediately lost it somewhere, but since it's so simplistic, I'm sure I can do it up again and will post it as soon as I'm able. And yes, I wanted this little ship to be as 'cute' as the little birds of the same name that I find so fascinating...if you've ever watched them at a window bird feeder, they're insane little daredevils who always seem to know where the window glass is(though they'd scared the HELL out of me a couple of times flying flat out at the window, only to brake and pull up short in a hover!). :D
-------------
"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
------------
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DhAkael
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Re: Starship designs...

Unread post by DhAkael »

The following is a proposed plot-device for Cytibor's campaign; using the recycled hull and interiors of a Triax super-sonic cargo hauler that is presently being heist'ed in-game ;) ... OH and deck plans have been DONE; in PDF format.
Fluff text will be added later.


Model Type: LSN-Lighthawk Class: Light Destroyer / Strike ship
Crew: 5 Bridge crew, 20 ship-hands. 20 additonal passengers can be accomodated.
M.D.C. By Location:
*Bridge - 1,800
Wings (2) - 1,000 each
Upper Launch-bay Doors (2) - 500 each
Lower Cargo Bay Door - 800
Outer Air-locks (3) - 200 each
Ventral Anti-Ship Laser - 800
**Forward-Dorsal Medium Railguns (2) - 250 each
**Twin Ion-Gun Turrets (3) - 300 each
**LRM Launchers (2) - 500 each
Variable Shields (6 facings) - 1,000 per facing; 6,000 total.
Pin-point barriers (8) - 400 each
Outer Hull 20ft. section - 150
Particle Impulse Drives (4) - 1,500 each.
Main Body – 5,000
Notes: * Destruction of the bridge will reduce sensors and combat bonuses by half.
** These systems are normally concealed and are - 3 to hit on a called shot, and the outer armour must be destroyed first (150MDC)
 Destruction of the one engine will reduce Speed by 25%. Destruction of 3 will eliminate FTL capabilities.
 Destroying the main body will render the vessel a drifting hulk with no life support or power. If the ship is reduced to -2,000 MDC, it explodes doing 1D6X1,000 MD to anything in a 1.6 km radius.
Speed:
Flying: Inatmo; Mach 6.5 (can SCRAM-Jet to Mach 8.7) Exatmo; Mach 12 combat speed & 1.1%C sublight
FTL: 0.3LY/hr. on Particle Impulse drive alone, 4.3LY/hr using CG boosters.
Range: 8 months with full crew, using recyclers and hydroponics. 80 days on just atmospheric recycling systems and ships stores.
Statistical Data:
Height: (at highest point): 36.5 meters / 120ft.; 24.4 metres / 80ft. Length: 152 meters / 500ft.
Width: (At widest point): 45 meters / 150ft. Wing Span is equal to 70% of length.
Weight: 10,00 tonnes with 600 tonnes cargo & 200 tonnes fighter / shuttlebay.
Cargo: Cargo Lvl. 1 (fighterbay) is 20 ft. tall, 80 ft. wide and 150 ft. long. Cargo Lvl. 2 is 20 ft. tall, 80 ft. wide and 200 feet long.
Drive Type(s): Primary; 4 double Particle Impulse Drives rated @ factor 30 with CG-FTL boosters rated for factor 430. Also AG-coil assisted for planetary landings, lift-offs and Inatmo manoeuvring.
Power System: Anti-matter reactor with 25yr. life-span at nominal output.
Market Cost: Approximately 175 million tri-gal credits (minus auxiliary vehicles), for a fully operational vessel.

Weapon Systems
1) Anti-ship Laser (1): Placed under the nose of the Lighthawk is a fixed anti-ship laser.
Mega-Damage: 2D6X100 per shot. R.O.F.: as per gunners attacks per melee. Range: 88km (55 miles)Exatmo, 8.8km (5.5 miles) Inatmo
Payload: Effectively unlimited. Capitol Ship scale= -10 to strike small targets.

2) Medium Railguns (2): 2 pop-out Med. railguns are mounted dorsally, on either side of the spine. Both cannons are on articulated mounts with 360° rotation & 30° elevation. Uses the same ammunition as the RG-14, but the greater barrel length means longer range.
Mega-Damage: 3D6X10 per single blast, or 6D6X10 fire linked. R.O.F.: as per gunners /pilots attacks per melee.
Range: 14.4km (9 miles) in space, 7.2km (4.5 miles) Inatmo. Payload: 300 shots per gun, 600 shots total.
Capitol Ship scale= -2 to strike small targets.

3) Forward LRM / Torpedo Launchers (2): Under the main body are single-tube LR missile launchers facing forward. Typically these launchers are loaded with plasma or proton warheads.
Mega-Damage: As per LRM / Torpedo type.
R.O.F.: Individually or in volleys of two. Each volley counts as 1 gunners 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 20 per twin-launcher, for a total 60

4) Duo-Ion Point Defense turrets (3): These pop-up point defense lasers are placed aft, starboard and port to protect from enemy fighters and incoming missile strikes. The turrets may be manually operated or set to auto-fire.

Mega-Damage: 4D4X10 per twin shot (2D4X10 per barrel). R.O.F.: 1 per gunners action or 3 attacks automated. Range: 11.2km (7miles); 10% Inatmo. 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).
Defensive Systems
Anti-missile Chaff Ejector; Installed into the aft of the Lighthawk is a chaff ejector. A crew member may use a parry to launch a chaff globe, which has a +8 'parry' to attract incoming missiles / volleys; if effective, the missile(s) impact against the chaff. Useless against LRM's. Payload of 30 globes.
ECM Suite; on a successful 'electronic warfare' skill roll, the ship becomes +4 to dodge all incoming attacks, and all homing missiles are +6 to dodge.
Magnetic Shields & Laser reflective: Ion & Particle beam weapons only inflict 50% damage when this system is active, as well as having a 30% of disrupting missiles targeting computers (ineffective against LRM's & Cap-ship missiles) including ones fired from the protected ship. Also, laser based weapons only inflict  damage. Variable frequency lasers take 1D4 successful strikes to counteract the resistance.
Pin-Point Barriers (8); These are last-ditch defensive shields used to 'parry' fighter attacks and medium missile strikes. Up to 4 may be active at any time, and recharge 4 MDC/min. See below for bonuses to parry. 2 may be automated at any one time (+3 to parry).
Sensors
Advanced & Military Sensors; Track and identify up to 1,000 objects in a 125,000 mile range (200,000km), and combat tracking is 10,000 miles (16,000km);  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.
Gravity-wakes from FTL transit can be detected out to 10 LY distance. All sensor skill rolls are at +5%.
Geologic Sensor Array; 200 miles (320km) Inatmo, X10 Exatmo. It can do atmospheric, geologic and biological scans at 55% accuracy.
Satellite Up-link Computer; Used for sending and receiving information from civilian and military satellites.
F.T.L. Tachyon communications ; Audio / Video signals travel 100 LY/ hr. one way via phased tachyon radio broadcast.
Super-navigation Computer & Auto-pilot; 50% skill for FTL and Sublight navigation, and 50% skill for piloting (basic manuvers).
Other Systems
Artificial Gravity; Provides standard 1g environment within the ship.
Crew Quarters; Each crew & passenger (25) has their own private stateroom with; bed, closet, computer & entertainment unit and private bathroom. An additional 20 passengers can be accommodated comfortably using bunk-beds in one of the common areas.
Recreation & Training Facilities; Gymnasium with ‘virtual matter’ projectors for training, lounge / bar and spa rooms.
Medical Facility & Isolation Lab; Up to 8 patients can be accomodated within the medical facility, while 2 human sized subjects can be held in Class IV hazard isolation rooms. The equivalent of 4 portable labs are built into the facility. Also, 2 stasis pods and 2 rengenerator auto-doc tanks (Pg.109 ‘3-galaxies’) are also available.
Type 2 Recycling system (Atmosphere & Soilds); Can continuously provide recycled, breathable air for 80 days for the crew plus passengers. Water & waste products can also be recycled. Hydroponics extend viable travel times to 8 months.
Trans-Atmospheric Capabilities; Design elements allow the Lighthawk to enter and leave planetary atmospheres. Thermal shielding takes only  damage from plasma and heat based weapons. See later for bonuses.
Hull Breach Auto-Repair; Triple redundancy system, prevents catastrophic loss of atmosphere from hull breaches.
Spacecraft Manufactory Facility; Dedicated workshop area which can be used to effect repairs on the ship, or other technical tasks. Equal to the Robotics Laboratory Kit (AU:GG Pg. 141), and carries enough onboard stores for 150% of the ships total MDC in raw material.
External Cargo Docks; 2 external docking systems are standard on the Lighthawk; one ventral and a force-dock tube dorsal amid-ships.
FCE Life-boat (1); See "AU; Galaxy Guide" Pg. 181 for details. The entire bridge can eject as an FTL lifeboat. FTL = 0.01LY/hr.
FTL Life-boats (4); See "AU; Galaxy Guide" Pg. 181 for details. FTL = 0.01LY/hr.
Self Destruct; To prevent capture of sensitive intelligence, prevention of ship theft, or as a last ditch retributive attack.
Attack Craft
Up to 200 tonnes of fighter and / or shuttle may be carried by the Lighthawk. The Vehicle bay is 2/3rds dorsal, amid-ships.
Other vehicles may be carried in the ventral (belly) cargo bay.
Bonuses
+2 Initiative, +3 to dodge Exatmo & Inatmo, +2 to strike with all weapons and +15% to combat piloting rolls and +10% to weapon systems lock-ons.
Pin-point barriers are +2 to parry, unless a successful E-warfare or weapon systems skill roll is made, then they are +4 to parry including P.P. bonuses (if any).

58 modules of modification space left.
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
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taalismn
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Re: Starship designs...

Unread post by taalismn »

Lovely.... :D

By Saturday I should have a depiction of the Parus-class zippercraft up(nothing serious, just a cartoon version of 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
------------
User avatar
taalismn
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Re: Starship designs...

Unread post by taalismn »

EShemar Tartog Battleship

“It is confirmed; scans show DEFINITE evidence of drives and at least partial forceshielding. That rock is both powered and shielded.”
The War-Captain looked at the bridge displays showing the irregularly shaped mass of gray rock with new interest, in light of her First-Science’s report.
“Then this is no natural event, and the natives’ effort to deflect it with their nucleonics did not fail due to bad aim or poor technology.”
“No, War-Captain, the missiles impacted on a pau-shield. The shielding is still active and being artificially generated.”
The War-Captain considered that for a moment, before letting a sliht and tight-lipped grace her features.
“-GOOD-. We have a REAL enemy to deal with, then.”
War-Captain Tela IronBones knew that she was considered something of a liberal among her more fractious sisters, in that she considered intervening on behalf of other peoples even when the Splugorth were not involved well within the mandate of her Tribe. She had faced no small amount of scorn as a result when she’d announced her intentions to come to the aide of a planet-bound civilization facing the possible impact of an asteroid. Despite the difficulties of successfully defeating the physics of a twenty million-ton mass of nickel-iron, her decision was still greeted with derision by those who thought the efforts of the SkullCrushers better spent fighting the enemies of the Shemarrian people, not the ill fortunes visited upon others by an uncaring universe. But if this WASN’T another peoples’ chance misfortune, but a deliberate ATTACK, then IronBones’ honor, and that of her ship, would be polished in glory with the coming combat.
She returned to the matter at hand.“And it is still on its original course?”
“Yes, War-Captain. Assuming its intent is not true impact, its course will carry it to a fifteen-mi altitude at closest approach. Imparted energy from the atmospheric skim will vaporize at least half of the largest ocean mass and melt both ice caps. Ecological devastation will be tremendous, loss of life approaching extinction event levels. It is also highly possible now that it apparently has intelligent control that the target will use the approach to aerobrake to assume an orbit, using successive passes to do even more damage.“
Ironbones mulled over that. “A perfect sequence of seemingly natural events resulting in an ideal position from which to conduct a follow-up invasion.”
“Abort the demolition mission planning, then. Load our main missile batteries from stores and lay in targeting programs for multiple vector attack, assuming any pinpoint defense systems equivalent to a ship or station of that size. Helm, begin laying in an attack approach using the planet ‘s moon for cover and make ready for battle speed.”
War-Captain IronBones smile now grew larger and more predatory.
“Let’s crack that rock and see what’s hiding inside.”



The Tartog Battleship has thus far appeared only within the space forces of the SkullCrushers. Given the clan’s problems with maintaining its space fleet, the existence of the Tartogs poses something of a puzzle as to whether the SkullCrushers have been able to rally their resources to construct these ships, or they were constructed for them by another Tribe. If the former, it may well be that the Tartogs were designed and constructed as a rallying point, to restore Tribal unity by giving them a focus and an iconic warship to call their own.
Certainly the Tartogs(named using the Dragonese term for ‘Thunderbeetle’) embody the SkullCrusher philosophy. Developed from the Kumo-rodosha design, Tartogs are even larger, more squat, and massively armored, sporting superheavy weapons batteries designed to maul enemy units. The hull is roughly spherical, squashed saucer shape along the polar axis, and the multiple-redundancy engine nacelles are almost completely buried in the thick armor of the rim of the hull. The interior is packed with systems and reinforcement, with little left over for amenities. Like most Shemarrian spacecraft, life support accommodations for the crew are spartan, virtually absent by the standards of most organic species; as the off-duty crew typically spends its time in cybernetic torpor or VR sim.
Though slow, the Tartogs carry enough armor and shielding to allow them to close with an enemy in the teeth of withering fire, and then crack the enemy’s own defenses and shielding with a display of heavy firepower. Overkill is not a term the SkullCrushers tend to use, and the Tartog shows this. A mixed array of heavy missile and energy weaponry throws out a massive barrage of destruction in the path of the Tartog, savaging other spacecraft and planetary targets alike. Four massive high acceleration mass drivers provide the ability to bombard planets, obliterating targeted communities, leveling mountains, and seriously re-arranging the real estate. Each major weapons battery has its own independent dedicated powerplant, allowing it to continue firing off the main power grid, and even if the ship has been crippled in its main engineering. Backing the main batteries is a veritable hedgerow of close-in defensive systems primed to chew anything smaller closing with the Tartog to pieces. The armor plating alone is more than most battleships in the Three Galaxies, while the forcescreening is comparable. These ships do NOT go down without a fight.
The heavy armor and firepower come at the expense of embarked craft; the Tartog carries only a small complement of onboard craft for its size, and those craft are mainly boarding shuttles. For heavy fighter support, the Tartog must rely on escorting carrier vessels. Invariably, though, those fighter crews assigned to Tartogs are experienced aces, and it’s reportedly considered a high honor to be asked to serve aboard one of the SkullCrusher’s battleships. However, though the Tartog carries few fighters, it still carries a standard complement of Warsteeds, allowing the crew to more effectively hold off any boarders foolhardy enough to invade SkullCrusher deckspace(or, more likely, allowing the Shemarrians to board somebody ELSE, if they elect to leave anything large enough to board).
The Tartog has appeared ONLY in the forces of the SkullCrushers. It would appear that the SkullCrushers favor these ships over the Scorpio Carriers, as more Tartogs have been sighted in SkullCrusher colors than Scorpios, adding support to the argument that the Tartog may have been developed as a ‘team unifier’ among the SkullCrushers.

Type:ESheMar-BB03Sc Tartog
Class: Battleship
Crew: 620 (10 Warchiefs and 540 Naval trained Warriors, plus 70 Spinsters)
Troops: Standard; 1,000, Maximum; 2,000. Mixed Warriors (55%), Berserkers (20%), with Male scouts (10%) and NeShemarr (5%); warsteeds are included in the numbers given.
Other combinations may occur dependant on available personnel

MDC/Armor by Location:
Main Body 300,000
Bridge 10,000
Pylon-Nacelles(4) 50,000 each
Particle Beam Cannons(8) 6,000 each
Heavy Naval Massdriver Cannons(4) 5,000 each
Cruise Missile Launchers(6) 1,800 each
Long Range Missile Launchers(8) 800 each
Plasma Torpedo Launchers(8) 2,000 each
Tractor Beam Stations(8) 1,000 each
Medium Lasers(36) 320 each
Point Defense Rail Guns(24) 250 each
Point Defense Rail Gun/Laser Turrets(24) 160 each
Hangar Bays(2) 55,000 each
Variable Forcefield 15,000 per side ( 90,000 total)
Height: 1,200 ft
Width: 2,200 ft
Length: 2,200 ft
Weight: 9 million tons
Cargo: 500,000 tons
Powerplant: Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 12
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.2% of light speed per melee)
(FTL) 6 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 Tartog might bring 40 billion 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(8)---- The Tartog retains the tractor beams of the Kumo-rodosha, but makes them all of the same type, and grouped around the forward arcs and waist for maximum control of the plasma torpedoes and for holding smaller ships in place to be pounded on. The tractor beams are each rated for 25,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 8 miles in space(NOT usable in atmosphere)
(Kitsune Values: 10,000 miles in space).

Weapons Systems:
1) Particle Beam Cannons(8)----These powerful weapons are mounted in the forward arc of the Tartog. Up to four cannons can be brought to bear on a single target simultaneously.
Range: 12 miles in atmosphere, 45 miles in space
(Kitsune Values: 45 miles in atmosphere, 45,000 miles in space)
Damage: 1d6x1,000 MD single blast
Rate of Fire: 2 shots per melee
Payload: Effectively Unlimited

2)Heavy Naval Massdriver Cannons(4)---The Shemarrians have always loved big intimidating weapons, especially of the projectile variety, and these weapons are big enough to satisfy the atavistic destruction cravings of even the most bloodthirsty SkullCrushers. Each weapon is mounted in each of the four large nacelles sticking through the main disc hull, paralleling the auxiliary engines(and in part powered by them). Though not as powerful as the deaded GR-5000 Mass Driver, the Tartog’s multiple weapons allow the battleship to mount a sustained bombardment equivalent, if not greater than a single or paired GR-5000. One of these weapons on a warship would draw suspicion to the design, FOUR would have calls that the ships violate arms control treaties were the Shemarrian Star Nation a signatory of any such arms control treaties. These weapons make the Tartog a most effective mobile orbital bombardment platform.
Range: 500 miles in space
(Kitsune Values: 500,000 miles in space)
Damage: 1d4x1,000 MD in space, 2d10x10,000 MD to a five mile diameter if used against a planet. Damage creates a 2 mile wide crater, the next four miles takes 1d4x1,000 MD in blast damage, and the ten miles beyond takes 3d6x10 MD
Rate of Fire: One shot every five minutes
Payload: Each mass driver typically has 10 ten-ton projectiles ready and waiting(40 total), and additional projectiles can be carried as cargo.

3)Cruise Missile Launchers(6)
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 1-12 each launcher
Payload: 60 each launcher, 360 total. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles)

4) Long Range Missile Launchers(8)
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 1-16
Payload: 160 missiles ready to launch; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)

5) Plasma Torpedo Launchers(8) --- These unusual weapons fire volleys of plasma bolts like missiles, and are even able to ‘curve’(up to 90 degrees) the shots somewhat to skip around ships and obstacles to envelope a target, but this control seems ballistic in nature, rather than active control(though there is evidence that the Shemar are able to actively direct the bolts within tractor beam range). The bolts themselves seem to have been endowed with a weak magnetic field that contains the plasma in a tight’packet’, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(likely how the EShemar manipulate their energy projectiles at short range and correct their course....each of the launch arms’ mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
These launchers are larger in terms of projection cells than those mounted on smaller SSN cruisers.
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-16 plasma bolts. Three volleys per melee
Payload: Effectively Unlimited

6) Medium Lasers(36) ----These are identical to those carried by the Kumo-rodosha, only there are triple the number.
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

7) Point Defense Rail Guns(16)---Same as those carried on smaller SN ships, and based on familiar Shemarrian rail gun technologies. These can be manned or automated weapons.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x100 MD per burst per single barrel
Rate of Fire: EGCHH(4-6)
Payload: 100 bursts per cannon

8)Point Defense Rail Gun/Laser Turrets(24)---Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret.
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:
1 warsteed (varies) for every 3 warriors; appoximately 560+ warsteeds.
6 Scarab Assault-Shuttles (Typically troop-transport model).
24 Aerospace Fighters
Variants:
None; the Tartog has not appeared in any variant form.
-------------
"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
------------
User avatar
taalismn
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Re: Starship designs...

Unread post by taalismn »

Updated the Parus/Chickadee zipper-shuttle with this whimsical image:
http://s408.photobucket.com/albums/pp164/taalismn/?action=view&current=img107copy.jpg
-------------
"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
------------
User avatar
taalismn
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Posts: 48640
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Starship designs...

Unread post by taalismn »

Anduvaar ‘IronSun’ Justicaar Cruiser
“Be honored, pirate! Those chains may be heavy, but you’re about to board no less a Ship of the Emperor than the IronSun of Justicaar Vultee himself! Not that many GOVERNMENT employees have set foot aboard the likes of her, but you’ll be traveling on the finest ship in the fleet all the way back to the Capitol! So be happy and step light! You may be dressed only in shackles, but you’re still traveling in style!”
“....Ahwww...If I’d known you were so handsome in person, I’d have given myself up LONG ago....Not that I’m complaining about my present circumstances at all...I’ve heard you have quite the ‘interrogation facility’ aboard your ship....Interrogate me....please....You’ll never get anything out of me...unless you really make me....”
“Lady Tschkan, if not for that fact that in your eight years of piracy, you have not harmed anybody, you’d already be hanging...However, your reputation does not fully do credit to your obvious mental instability...”

The Anduvaar Imperium, a cluster of human- and elven-settled worlds that are part of the UWW, relies on its itinerant Justicaars to police its realm, patrol the borders, and represent the Twyniss Emperor amongst his people. Judges, juries, and executioners embodied in one person, the Justicaars are the Emperor’s eyes and ears, and his trusted long arm in those realms outside his immediate reach. The IronSuns are the personal flagships of each Justicaar, and each ship is practically handmade and tailored to the individual Justicaar it is assigned to. Each ship is thus different, laid to the latest standards of shipbuilding in the Anduvaar Imperium. When a Justicaar retires, his or her ship, stripped of Imperial seals and other proprietary regalia, is often retired with them, then transferred upon the Justicaar’s death(or deeded by act of them) to the Imperial Reserves.
However, a standard pattern hull has developed, on which individual changes are made. The typical IronSun has a blended wing/fuselage configuration sporting multiple wings, a large blunt prow, and multiple engine clusters at the tail end. Common characteristics include provision for a contingent of Constabulary Marines, a squadron or two of light scouts/fighters, and a brig for transporting prisoners.
Because the Justicaars must frequently visit the planets of the realm in the course of their duties, the IronSuns are designed for extended in-atmosphere operations. In the past, this involved large ducted lift fans embedded in the wings, or powerful(and PPE-intensive) levitation magic, but more recent models have seen the incorporation of contra-gravity generators. The large wings remain, however, affording the large ships gliding and aerodynamic maneuvering properties superior of starships of similar mass.
Also, again because they represent the power and honor of the Imperium, IronSuns are quite opulently fitted, even though many Justicaars adhere to a rather spartan lifestyle. The ships feature roomy salon chambers for receptions, negotiations, state functions, criminal trials, and other official duties, as well as for VIP transport. The IronSun design also makes provision for ‘discretionary space’ for the use of the Justicaar; room set aside for use determined by the ship’s master. Depending on the Justicaar, this volume has been set aside as law libraries, laboratories, gymnasium space, interrogation chambers, living quarters for special personnel, and the like(Justicaar Rinnan used hers to stable the war-griffon that was her personal steed).
All this opulence, however, doesn’t come at the cost of functionality. For their class and level of technology, IronSuns are quite serviceable warcraft, more than able to handle the pirates, supernatural threats, and natural crisises they must respond to.
More recent IronSuns will host a Warlock Marine liaison officer as the Anduvaar become more involved in UWW affairs. The Marine officer, nominally just an observer and advisor, has been known to become involved in combat themselves, fighting alongside the IronSuns’ Anduvaar naval men and marines.
The IronSun presented here is the personal carrier of Justicaar Vultee, an ardent anti-piracy crusader who crushed no less than five extensive pirate groups, turned two more, and defeated a Dark Coven attempt to use a Star Hive to attack an Anduvaar colony world.
Type: Anduvaar Imperium IronSun(VCG-01)
Class: Light Cruiser
Crew: 250+ 14 Mages and 100 Marines
MDC/Armor by Location:
Main Body 25,000
Bridge 7,000
Salon Deck 5,000
Hangar Deck 3,000
Wings(6) 4,000 each
Heavy Laser Turret(1) 800
Secondary Particle Cannon(6) 360 each
Rapid-Fire Gatling Cannons(8) 300 each
Astro-Torpedo Launchers(3) 300 each
Point Defense Rail Guns(12) 150 each
Parry Plates(10) 300 each
Forcefield 36,000
Height: 90 ft
Width: 320 ft wingspan
Length: 660 ft
Weight: 10,200 tons
Cargo: 3,000 tons
Powerplant: Fusion Nuclear w/ 45 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) 3 light years per hour
Rift Drive: Jumps of 12 light years, and the generators can make 3 jumps per 24 hour period
(Underwater) Not possible.
Market Cost: 3 billion credits
Systems of Note:
Standard Starship Systems, plus:

*Brig----Accommodations for 100 prisoners and another 50 in stasis

*Grapples---Used to grab onto other spacecraft for boarding purposes. Breaking the grapples requires 500 MDC.

*Clockwork Computers---The metalsmiths of Munragga in the Anduvaar Imperium are ingenious at devising clockwork mechanisms, and Justicaar Vultee has had the latest of their astral auguries and clockwork gunnery calculators installed in his ship, to suppplement the electronics. Entirely mechanical, the ship’s computer systems are IMMUNE to hacking attempts and to electromagnetic disruption, like ion attacks. On the downside, the computers are roughly four times the size of an equivalent electronic computer, can’t be reprogrammed or upgraded as easily, and the noise they make operating at full speed is like sitting next to a city newspaper press. Still, Justicaar Vultee appreciates having the bulky Munragga devices aboard, as they’ve saved his ship and mission from several pirates who had attempted to use EMP and energy disruption against him.

Magic Sensors:(Courtesy of Kitsune)
• See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1,000 miles (1,610 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
• See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
• Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general.
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Drives) and unlike when detecting magic gives position very accurately.

Magic Systems:
*Parry Plates---Justicaar Vultee’s IronSun carries a defensive mechanism which consists of multiple free plates(each roughly 10 ft square) that are telekinetically lofted up to 300 ft out from the sides of the hull, and which can be used to parry and block incoming attacks, such as missiles and rail gun bursts. The Plates are directed by a work station and a psionic helmet. Parry Plates MUST be controlled by a psychic(fortunately even Minor Psychics can use the stations) who use their own hand to hand parry bonuses and Action Per Melee to direct the Plates. Up to 10 Parry Plates can be controlled in this manner, as there are ten stations outfitted to the purpose. Each Plate has 300 MDC, but if destroyed, additional Plates can be drawn from storage(each plate weighs a quarter-ton), and will take 5 minutes to slide out a cargo hatch and outside.
Damage: Parry Plates have 300 MDC to block with. They CAN be used as weapons against close approaching fighters, power armors, and monsters, in which case they do 2d6 MD impact damage.
Limitations: The Parry Plate system can only be used in space/microgravity(not in a planetary gravity well).
Furthermore, if used to block magic attacks, like TW energy weapons or Demon Missiles, and the Parry Plate takes more than 50% of its MDC in damage, the operator must roll versus Psychic Attack or take 1d4 points of damage direct to Hit Points due to psionic backlash. This damage is recovered/healed normally.

Weapons Systems:
1) Heavy Laser Turret(1)---Mounted in the nose in a semi-retractable turret is a powerful twin-barrel laser cannon
Range: 12 miles in atmosphere, 24 miles in space
(Kitsune Values: 24 miles in atmosphere, 24,000 miles in space)
Damage: 2d4x100 MD per single blast, 4d4x100 MD for a dual barrel blast. It can also fire a ‘scattering’ shot that does 5d6x10 MD to a 200-ft wide area, but reduce the range by HALF.
Rate of Fire: Four times per melee
Payload: Effectively Unlimited

2) Long Range Sub-Particle Cannon(6)
Range: 7.5 miles in atmosphere, 15 miles in space
(Kitsune Values: 15 miles in atmosphere, 15,000 miles in space)
Damage: 6d6x10 MD per single blast
Rate of Fire: Four times per melee
Payload: Effectively Unlimited

3) Secondary Gatling Cannon(8)---These are huge large caliber(200mm), rapid-fire autocannon firing either depleted uranium armor-piercers or explosive fragmentation rounds. They’ve been nicknamed ‘asteroid peelers’ and ‘ship-skinners’ for their ability to pump out massive amounts of damage.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: Proximity-Fuzed High Explosive(HE)---- 5d6x10 MD to 55 ft radius
High Explosive Armor-Piercing----6d6x10 MD to 15 ft radius
Proximity-Fuzed Fragmentation--- 4d6x10 MD to 75 ft radius
Plasma-----1d6x 50+15 MD to 60 ft radius
Rate of Fire: EGCHH, in bursts of 5-10 rounds
Payload: 2,000 rounds per gun; additional 2-ton drums can be carried as cargo and reloaded in 20 minutes

4) Astro-Torpedo Launchers(3)----These are the equivalent of long range missile launchers, but the torpedoes are twice as large as standard CCW/TGE missiles.
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type, but the larger size of the missiles means that
Rate of Fire: Volleys of 1-5
Payload: 25 per launcher, 75 total. Additional missiles can be carried in the cargo hold

5) Point Defense Rail Guns(12)---Thes eare conventional rapid-fire rail guns turreted for point defense
Range: 3 miles in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage: 4d4x10 MD per 50 rd burst
Rate of Fire: EGCHH
Payload: 800 bursts each gun. Additional ammunition drums could be stored as cargo, and replaced within 15 minutes.

Auxiliary Craft:
2 Shuttles
12 Aerospace 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
------------
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DhAkael
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Joined: Thu Jun 03, 2004 3:38 pm

Re: Starship designs...

Unread post by DhAkael »

The one thing about being the black-sheep of the family; your family will do anything to keep you away from policy decisions & politics. Fair enough; as long as I didn't have to sign up for the Ammoria...who am I to complain about having my very own custom Explorer Class ship?
*twirls wine in glass*
...now I gotta find a crew..." -spp-

~ Antonio Argunaeus Colk ; Altess Dynasties, Family of Colk. Gentleman explorer, collector of rare antiquities and forgotten lore.


The Ramiel is a heavily modified surplus CAF Explorer, retrofitted with Altess anemnities & power-systems, and the latest in advanced magi-tech systems from the UWW colony of Ix; home to the Alchemicals (humans who have undergone a mass racial 'evolution' into techno-wizard bio-mechanoids). Ramiel almost resembles a sleek racing frigate or bird-of-prey instead of a normal Explorer's tubular profile, having graceful wings and almost beak-like prow.

Model Type: EC-AT-MTex Mk 1 Magitech Explorer ‘Ramiel’

Class: Light combat explorer starship.
Crew: 20 organic crew with accommodations for up to 100. 700 Advocate & other robots for 90% of ships duties.
M.D.C. By Location:
Main Engines (2; outer nacelles) =35,000e
Secondary Engines (2; wing-roots) =15,000e
Wings (4; 2 dorsal & 2 ventral) = 25,000e
Bridge =40,000
Hanger Bay =35,000 + 500 door
Capital EM-photon Cannon =8,000
Medium Particle Cannons (4; 2 at wing tips, 2 aft mounted) =600e
*GR-100 Gravgun turrets (10) =350e
LRM / Torpedo launchers (4; 2 bow mounted, two dorsal mounted) =450e
Variable Shields =10,000e facing (60,000 total)
**Main-Body =135,000
 If destroyed, the vessel will only have 50% drive capacity / speed at both sub-light and FTL.
 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 defence 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 13 combat speed. 0.011c sublight speed FTL: 8 LY / Hr. using advanced Compressed-Quark powered CG-Stardrive.
Range: 5 standard years with 120 crew/ passengers. May be extended with Sustain magic systems.
Statistical Data:
Height: 106m Length: 754m Width: 114m (wingspan = 50% length, added to width).
Weight: 7.2 megatonnes
Cargo: 275 kilotonnes of cargo can be carried / stored.
Drive Type(s): Primary; 2 CQ-enhanced Contra-Gravity impeller nacelles rated for factor 800 FTL and standard sublight & planetary manoeuvring.
Secondary; Type D Contra-Gravity system rated for factor 400 FTL and sublight manoeuvring.
Power System: 3 AA-90 Compressed-Quark Matter reactors rated at 300 years at maximum output. Cosmic ley-line PPE siphons for techno-wizard devices; 2,500-5,000 PPE/hr. and magicite crystal storage cells with 40,000 PPE capacity.
Market Cost: Unknown; estimated at several billion Tri-galactic credits if ever sold.

Weapon Systems
1) Capital EM-photon Cannon (1): Located in the bow, 2 decks below the bridge is a capital magnetic-photon cannon. Though fixed forwards, the beam has a 45º firing angle. This is the primary anti-ship weapon of the Ramiel, and is only used against other capital-class threats.
Mega-Damage: 2D6X1000 per 3 second discharge. R.O.F.: Once per round. Range: 400km in space, 80km INATMO.
Payload: Effectively unlimited. Capitol Ship scale= -10 to strike small targets. Note: Inflicts double damage to all forms of shielding (magic or tech).

2) Medium Particle-Beam Cannons (4; 2 in wings, 2 aft): The tips of the “wings” on the Ramiel and in two locations on the aft section, have a single barrel medium particle-beam cannon. Each cannon has 360º rotation and 90º arc of fire and are used against smaller ships like Runners or frigates.
Mega-Damage: 3D6X100 per shot, or 1D4X1000 if two cannons fire at the same target. R.O.F.: 2 times per gun per round.
Range: 19.2km in space, ½ INATMO. Payload: Effectively unlimited. Heavy Ship scale= -6 to strike small targets.
Notes: The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses).

3) GR-100 Grav Autocannon turrets (10): These point defence gravity-guns are spaced evenly across the Ramiels' 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 40 round burst. R.O.F.: 1 burst per action or 4 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).

4) Forward LRM / Torpedo Launchers (4; 2 bow & 2 dorsal): On either side of the forward section and along the dorsal region between the wings are 16-tube LR missile & torpedo launchers. 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 2, 8 or 16 per launcher. Each volley counts as 1 gunner action. Once 16 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: X2 range as per warhead type.
Payload: 64 per launch system plus an additional magazine of 10 reloads per launcher, for a total 2560 expendable munitions.
Note: All LRM’s carried have advanced “brilliant” guidance systems; +5 to strike, +4 to dodge and 2 actions per melee until destroyed / out of range.

Sensors:

1) Advanced LADAR: Track & identify up to 2000 craft simultaneously with a range of 400,000km. Graviton sensors can track Contra-Grav drive wakes out to 10 LY. Sensor operators are +10% to all sensor operation rolls.
2) Advanced Sensor Suite: EM-Radiation, thermal-graphic, motion tracking, gravimetric detectors. 400,000km range and +10% to all sensor operation rolls.
3) Combat & Targeting Computer: 16,000km range and ties into all weapon systems; +2 to strike, +1 to dodges. When weapons are set to auto-fire, the computer will select priority targets and fire (threat assessments based on sensor scans and Intelligence skill of 80%).
4) Tactical Communications: 400,000km laser-com and narrow-beam microwave communications array. A satellite uplink system can also be used.
5) Tachyon Transmitter: 100 LY/hr. 1-way signal transmission speed with audio / visual data. Space navigation check required to use properly.

Other Systems
*Laser Reflective armour ( damage from lasers).
*ECM generators. -10% to enemy lock-on rolls, -4 to strike from incoming direct fire weapons and -6 to any active enemy missiles.
*Auto-pilot & Supernavigation computer (50% skill).
*Atmosphere & Water recycling system.
*100 luxury stateroom suites.
*10 Recreation facilities.
*Artificial gravity.
*Launch-bay; 150m long x 55m x 55m capacity.
*2 External cargo-docks; dorsal & ventral.
*25 Stasis pod facilities.
*10 Regenerator tanks.
*Aetheric containment analysis & purification facility. Includes; Sense supernatural evil, Sense magic, Presence sense, Decipher magic, See aura & Eyes of Toth UWW ARS-500 scanner functions (see Pg. 108-109 of 3-Galaxies book). Also includes Exorcism & Simple protection circle functions (at 10th level power). Draws directly from the storage batteries, but can be activated by any psionic or mage using the systems via their own power.
*6 FTL life-boats.
*Auto-Breach sealing.
*Repair facilities & fabrication equipment; built-in spacecraft repair kit that allows the crew and technical staff to effect any repairs in the field as long as there are spare parts and / or materials available. Up to 150% total M.D.C. is carried in spares. See "Au; Galaxy Guide" Pg. 169 for details.
*PT-5000 Beta phasegate key; 1-way transition to Phaseworld via phasegate. 85% ability to be used across dimensional borders.

TW Systems
Impervious to energy: 20 PPE / 20 minutes. Draws directly from the storage batteries, but can be activated by others from the bridge.
Sustain: 120 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.
Supernatural Protection (Protection Circle: Superior): 250 PPE / 24 hours. Draws directly from the storage batteries. Protects entire vessel.
Space Flight; moderate: 75 PPE / 5 hours. Propels the vessel at 12,250km/h per hour for 5 hours. Used when primary & secondary drives are damaged or repression fields are encountered. Draws directly from the storage batteries.
Dimensional Drive: 1000 PPE per use and takes 1D4 hours to calculate transit. Used to explore other dimensions (or escape them).
Phoenix-Light Drive (special): 1012 PPE / 20 hours. Envelops the vessel in magical fire that resembles a phoenix and allows for travel at 2 LY/hr. per level of the magus using the system. A special room & control couch, equipped with a Sustain enchantment is used for this TW system, as the “pilot” is required to maintain concentration for the entire duration of the Phoenix-Light transit. An added bonus effect is mystical space-navigation sense of 88%. Draws directly from the storage batteries.
Anti-Teleport Barrier: 125 PPE / 30 minutes. Can either block a 91m X 91m area from teleportations or protect entire hull from phase-ghosting and mystic portals per activation. Draws directly from the storage batteries.
Regenerative 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 re-powered; 3200 PPE to renew the regeneration.
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
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Starship designs...

Unread post by taalismn »

Amazing what you can do with military surplus, no? :D
-------------
"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
------------
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DhAkael
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Re: Starship designs...

Unread post by DhAkael »

taalismn wrote:Amazing what you can do with military surplus, no? :D

And several billion UTC's in trust-fund money :D :mrgreen: :angel:
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
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taalismn
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Re: Starship designs...

Unread post by taalismn »

DhAkael wrote:
taalismn wrote:Amazing what you can do with military surplus, no? :D

And several billion UTC's in trust-fund money :D :mrgreen: :angel:



Yeah, and a Gold Card account at Altess Office Depot :)
-------------
"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
------------
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taalismn
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Re: Starship designs...

Unread post by taalismn »

Paladin Steel/Aegis Stellar Industries Sangu Destroyer
http://s408.photobucket.com/albums/pp164/taalismn/?action=view&current=sangu.jpg

“First to make contact with the enemy, last line of defense against same....ain’t it just FUN to be on a destroyer?”
----Captain Connie Wellis, VFSS Techequepec

“The VFSS Bethany had the distinction of being the first and only VFS spacecraft to ever be seriously threatened by Coalition forces. She was making final approach to New Bath after a particularly rough transit of the Interface...her sensors were still shaken up, and she was plotting a rather convoluted course to avoid alerting the Splugorth on her way home, when she was jumped by Coalition fighters scrambled from the carrier CVN -82 Quebec [which had been prowling the North Atlantic since the loss of New Brunswick].....The Coalition Shrikes and Sea Strikers managed to do some grievous harm to Bethany, shooting out all but one of her main weapons turrets, partially crippling her lift drives, and starting a fire in her engineering spaces before her point defense lasers could cut through their jamming and start getting target lock. Fortunately, she was able to hold out long enough for squadrons from New Bath and New Boston to reach her and drive off her attackers, but it was a damn near thing...After that, the Vermont Free State started setting up airborne sentry circuits over the Atlantic, to escort any incoming ships that popped down wide through the Interface. ”
---Excerpt from Ellen Rumy’s “Skull and Five Stars: A History of the Battle for North America”, Modern Heritage Press, Monument City, 121 PA.

“The Sangu’s bristling with weaponry, that’s for sure, and there’s good and bad about that...See, you got the main guns all on armatures so the ship can engage targets ‘above’ and ‘below’ it with equal ease, and in space you axle-spin the ship to engage broadside. Thing is, if those armature actuators stick or something else goes bad, you can’t just crawl into the turret with the gun and try to fix it like you would another design with the main armament directly attached to the main fuselage. You gotta wait until you can safely suit up and go out to unjam them!
And the nose section! You got two big missile launchers and their magazines, a pair of fighter suppression missile launchers under them, and two big rail gun clusters either side of THOSE. Sensor gear’s shoehorned in everywhere else. That’s a lot of critical systemry in one place that can go pop and boom if it’s tagged by a Golden BeeBee. Now, the engineers tell us gobs that there’s no danger of a chain fire in case of a magazine hit, but between all those warheads and missile propellant and rail gin capacitors, if you’re assigned to the forward fire control and you get a penetrating strike? I’d haul arse behind the forward bulks as fast ass-can and pray it’s a limited radius blow-up. If you’re real lucky, you’ll maybe get only what happened to the VFSS Griswold....you maybe heard its nickname ‘VFSS Stubby’? Try telling me THAT wasn’t a magazine chain-futz.”

The Sangu is a light, fast, and fairly heavily armed spacecraft, developed from the earlier and cruder Vigilant-class corvette, intended for orbital patrol, interdiction, and escort. Long and slender, with the oversized engines clustered at one end, and the external weapons mounts and bays clustered near the other, the Sangu has been often compared to a ‘flying coat hanger’, and those who serve aboard them agree that paper hangars are all that would hold the ships together in a real fight. With its long, narrow-chord frame and light construction, it has little room for amenities, and crews find it uncomfortably cramped on extended missions. The Sangu is ill-suited for long-range missions without close support, and it is far too lightly armored and equipped for a heavy slugfest, carrying only modest armor and a standard non-variable forcefield for protection. In action, the Sangu’s best strategy is to try to inflict as much damage as it can on an enemy at long range, as quickly as possible, before flipping end for end and getting out the way as quickly as its thrusters can push it.
Fortunately, the Sangu mounts engines that account for nearly a third of the ship’s mass, reactors included. The powerful thrusters can catapult the small ship across a solar system at incredible speeds, outracing most other vessels(and even some missiles with enough of a headstart). However, the Aegis-Mercury 220 engines require an attentive eye with regards to maintenance, and need frequent tuning to maintain their high performance; flotilla and base commanders frown on ‘speeder’ patrols made at near-maximum speed to reduce the time spent on far-range arcs(on the theory that it reduces the discomfort).
For all its perceived defficiencies, the Sangu is easily assembled and inexpensive to produce, so Paladin Steel and its subsidiary Aegis Stellar Industries have produced the type in large numbers. Early-model Sangus were important to the Alliance efforts against the Arkhons in the Solar System, so a good number of them were produced without FTL drives. Later models would recieve upgrades of FTL propulsion modules. PS and ASI typically deploy the Sangu close to base facilities and outposts where it can receive ready resupply, and rarely operate it far from base solo. If operating away from base, the Sangu usually operates in squadron strength attached to a mothership such as a cruiser, or support unit, like a heavy transport that can resupply the ships as needed.
The Sangu is produced at both the Valiant and Amberjin shipyards. PS/ASI has begun production for market sales to approved affiliates.
Type: PSS/ASI-DDS-01 Sangu
Class: Light Destroyer
Crew: 30+10 man Stelmarine contingent(not always present on all vessels)
MDC/Armor by Location:
Main Body 5,000
Bridge: 2,000
Life Section/Emergency Pod 3,000
Communications Array 2,000
Main Engines(2) 3,500 each
Heavy Laser Turrets(2) 500 each
Kinetic Cannon Batteries(2) 500 each
Long Range Missile Launchers(2) 550 each
Medium Range Missile Launchers(2) 400 each
Mini Missile Launchers(2) 360 each
Point Defense Lasers(6) 100 each
Forcefield 5,000
Height: 72 ft
Width: 95 ft
Length: 350 ft
Weight: 7,700 tons
Cargo: 250 tons
Powerplant:Nuclear Fusion, w/ 20 year energy life
Speed:(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 14 (typically cruises at Mach 8 )
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 1.4% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) The Sangu can land and take off from water, but cannot operate underwater.

Market Cost: A handful of Sangus have been made available for sale; mainly older vessels which can only achieve speeds of Mach 9. These down-rated vessels cost 400 million credits.
Systems of Note:
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 300,000 miles
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 miles. Long Range: 20 million miles
*Optical Tracking Clusters----These are transparent blisters fitted with gimbal-mounted high-resolution visible-light/IR/UV optical telescopes that continually scan the arc of sky before them. Linked to the navigational arrays and other tracking sensors, and to a series of highly-sophisticated near-AI search and discrimination software systems, these sensors attempt to detect objects that have low radar returns/sensor signatures, such as stealthed vehicles, iceballs, or asteroids. The high-tech equivalent of the man in the crow’s nest with a pair of binoculars.

*Life System Ejection Pod---The quarters may be cramped, but that’s because the majority of the crew facilities are fitted inside a mid-hull cylindrical secondary hull that can be ejected in event of an emergency. The life section has the Bridge attached, has its own subspace propulsion(Mach 4, with an engine endurance of 2 months), a single laser PDS for defense, and can re-enter a planetary atmosphere safely(ONCE).

Weapons Systems:
1)Medium Laser Cannon(4, 2x2)---Mounted on the ends of two armored armatures, these weapons can pivot for maximum arc of fire.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d4x100 MD per cannon, 2d4x100 MD per dual blast from both cannon simultaneously(one attack)
Rate of Fire: Twice per melee
Payload: Effectively unlimited

2) Kinetic Kill Rail Cannon(6, 2x3)--Mounted on the ends of two armored armatures alongside the nose, these weapons can pivot for maximum arc of fire.
Range: 6 miles in atmosphere, 12 miles in space
(Kitsune Values: 12 miles in atmosphere, 12,000 miles in space)
Damage: 4d6x10 MD per cannon, 8d6x10 MD for two cannons firing simultaneously, 2d4x100 MD for all three firing simultaneously
Rate of Fire: ECHH
Payload: 500 bursts per gun

3)Long Range Missile Launchers(2)---Mounted in the nose are two long range missile launchers
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-6
Payload: 60 LRMs per launcher-pod, 120 total

4) Medium Range Missile Launchers(2)---Mounted in the ‘sail’ under the nose of the main hull are two medium range missile bays.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1, 2, 4, 5, or 10
Payload: 120 total, 60 missiles per launcher

5)Mini-Missile Launchers(2)---Mounted in two semi-external launchers on either side of the Sangu’s bridge are two mini-missile launchers, typically used for anti-missile defense.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 2 miles in atmosphere, 100 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-10
Payload:160 total, 80 missiles per launcher

6)Point Defense Lasers(6)----Standard point defense laser turret system
Range: 1 mile(4 miles in space)
(Kitsune Values: 4 miles in atmosphere/ 400 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

Auxiliary Craft:
1 Shuttle

Variants:
With the large number of Sangus produced, there have been a large number of variants on the class.

*PSS-DDS-01A----The -01A model is identical to the general stats listed above, except that it lacks FTL capability. -01As dominated early production during the Sol-Arkhon Wars, as extrasolar operations were NOT a consideration. PS/ASI has offered the -01A model on the market to those wanting a system defense ship without the need for FTL drive(the -01A markets at 320 million credits)

*PSS-DDS-01B----The -01B variant does away with the nose MRM launchers to mount a third medium laser cannon identical to the armature-mounted weapons.

*PSS-DDS-01C----Nicknamed the ‘Celesta’, the -01C variant does away with the nose LRM launchers to mount a pair of medium laser cannon identical to the armature-mounted weapons.

*PSS-DDS-01D----This variant was commissioned by the Stelmarines in an effort to produce a small fast transport. The LRM and MRM launchers in the nose have been replaced by additional life support space for an extra 30 passengers/troops, and a large airlock and technical bay in the nose can accommodate 15 power armors.

*PSS-DDS-01E---- Three destroyers were modified same as the -01D configuration, with extra living and equipment space replacing the forward missile launchers, and a large multi-spectral EM sensor suite built into the nose. In this case the ships were turned over to the Intelligence section which operates the vessels as electronic intelligence and stellar survey craft. Space Force Intelligence shares the use of these craft with Exploration, especially for charting stellar EM activity.

*PSS-DDS-01F---- Meant as a ‘Coast Guard’ variant, this model does away with the FTL drives and both the LRM and MRM launchers in favor of increased internal life system space. The ship now has accommodation forup to 40 passengers(typically a 10 man EMT/rescue technician team and provision for 30 patients) and a forward bay with 10 power armor capacity. The forward rail guns are downgraded to twin-barrel models and a pair of heavy grapple launchers mounted; later -01Fs would be fitted with light tractor beam projectors.

*PSS-DDSG-01G---Nicknamed the ‘Gunner’ and the ‘Revolver’, this variant was developed in response to lessons from the Arkhon War. As an experiment, the forward LRM launchers have been replaced with a massive six-barreled eight-inch rail gun assembly. Called variously the ‘Crater Gun’, ‘Six-Slap’, ‘Kitty-Spanker’, ‘Thor-Slap’, and ‘Smack-O’, the cannon assembly can maintain a steady rate of fire that can chip the armor off other ships with surprising ease. The downside is that the light-build Sangu can carry only limited ammunition and even with advanced damping, the cannon can rattle the ship around, especially in atmosphere(reduce speed by as much as 25% while firing the cannon in-atmo). The fixed placement of the cannon also means that the ship itself has to be aimed for the gun to be effective.
Range: 20 miles in atmosphere, 40 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage:(Armor-Piercing Long Rod Penetrator)---- 5d6x10 MD to 40 ft radius per single shot
(High Explosive)---4d6x10 MD to 50 ft blast radius
(Plasma)-----2d4x 50+30 MD to 80 ft radius
Rate of Fire: Six shots per melee
Payload:Varies; has 150 rds ready to fire, and additional rounds can be carried in cargo, taking 30 minutes to reload from stores( 8 shots per ton)
Last edited by taalismn on Tue Nov 20, 2012 8:09 pm, edited 2 times in total.
-------------
"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
------------
User avatar
taalismn
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Re: Starship designs...

Unread post by taalismn »

For Shemarrians in the Three Galaxies:

The Caduceus Chrome

#”Happy day! It’s Armaments Day around here! The city’s full of people, most of them augments, here to celebrate, watch the Combats, and shop for upgrades! We already got a line of customers outside looking see what new systems we’ve brought from Cybernary and the Outside! And they can all pay!”#
#”Superb. We need the income to replace what we used on Ungersoll, and what I anticipate we’ll need on Hammerhead. Anything particularly interesting?”#
#”Sapphire Cobra Cultist with scale cyberarmor in the crowd. Minor implant request. Walk-in.”#
#”Have that one quietly moved up the line and into a private room. I’ll be down to talk to her. She’s our local contact. Interesting to see what she has to pass on to us. Anything else?”#
#”I have our two little fuel rod girls out doing the back concourse by the stadium hawking isopowerpacks. “#
#”The Energizer-Three? How’s it selling?”#
#”Girls have come back in for resupply twice already. The fad this year in the Combats are the big assault chassises, and they go for supercharging their powerplants. Stuff is selling like crazy, even though they know the half-life will only see them through the month. They want the extra oomph for the Combats.”#
#”Well, tell Mina and Shi to be careful; some of the locals might take it upon themselves to relieve the girls of their packs, and if I know those Awakened leisure gynoids, they aren’t wearing much of anything, let alone armor or self-protection. And tell them when they come in to decontaminate thoroughly. Even though the Energizer-Three’s almost null-rad and clean, some of those local robo-jobs use dirty powerplants. Wouldn’t be surprised if we encountered some leaks from shielding failure, especially around the Combats, and I don’t want the girls trailing any fallout bck inside just because they obligingly helped a customer load a fuel assembly.”#
#” Extra time in the showers, then. Will do.”#
#”Now, if you’ll excuse me, I have to scrub up for some cybersurgery and see what our local Snake has to upload to us.”#


The Caduceus Chrome is another seemingly innocent civilian vessel plying the starlanes and backwaters of the Three Galaxies, but in reality, it is an auxiliary for the Shemarrian Star Nation, commissioned by the Silvermoon Clan.
The Caduceus Chrome is a refitted general-purpose transport that has been, from appearances, modified into a flying cybershop and bionics clinic by a group of intinerant cyberdocs plying their trade across the stars. Their mission is both altruistic in that they respond to medical emergencies and offer low-cost or free medical screening and care to impoverished communities, while at the same time making a profit off elective surgeries and selling medical supplies and bionics-related equipment. The Caduceus Chrome is staffed by a crew of cybered beings, including several full-conversion cyborgs, augmented by a motley collection of medical robots and androids.
Besides medical care, the Caduceus Chrome deals in medical equipment sales on the side. When not dealing with pressing medical emergencies, the Chrome sells cybernetics and bionics, and offers cybersurgery, up to full bionic conversion, to those who can pony up the price and pass the mental screening for elective bionic conversion. The Caduceus Chrome offers a good catalogue array of cybernetics and bionics systems; what it doesn’t have can be placed on special order for the next time the ship comes through a region(if the client is willing to wait). A large central medical deck can accommodate over forty patients at once, doing ‘conveyor belt’ surgery and cybernetic implantation with such profficiency that people are able to walk out and return home that same day. Several smaller rooms provide for intensive surgery and treatment regimens. Full life support systems provide a clean, safe, environment for medical work and recovery. A heavily shielded engineering section holds a small breeder reactor system that produces radioistopes used in medical equipment, nuclear medicine, as power sources for some cyborgs and robot vehicles.
The Shemarrian link lies just under the surface; the primary medical professionals are a pair of EShemarrian Tinkers and a pair of EShemarrian Mystics, attended by several Acolites . An EShemarrian Valkari also uses the ship as her base of operations, using a stealthed shuttle to hunt for NeShemar candidates and salvageable cyberware. The crew includes several Male Shemarrian pilots, the rest of the crew are all NeShemar, and several of the higher-end medical robots have been implanted with Ecotroz Esssences, making them true psionic sentients. From time to time, the Caduceus Chrome will take on additional passengers/specialists; these are really field agents and mission specialists assigned temporarily for special missions.
Structurally, the medical facilities and storage conceal advanced sensors and avionics. The heavy shielding around the engineering section, supposedly to shield the breeder reactor, also discourages closer inspection that might find the hidden stealthship hangar and the fact that the engines are larger and more powerful than they should be. The force shielding is a military-grade variable type, while extra armor has been added around parts of the vessel.
Because the flying medical clinic is a tempting target for its cargo of advanced medical equipment and supplies(especially in the Central Alliance, where bionics are social status), the Caduceus Chrome mounts a basic point defense array, but also a more powerful concealed weapons array to surprise would-be pirates. The CC’s real defense, though, is speed; the ship’s engines are Shemarrian-tuned warship grade, and as such are capable of powering the ship to accelerations that would take the ship out of the grasp of most pursuers. If attacked, the Caduceus Chrome’s first move will be to try to evade its attackers, using its high speed. In order to buy more time to accelerate, the CC will deploy decoy countermeasures to confuse pursuers. However, if cornered, in order to protect its secrets, as a last resort the Caduceus Chrome can unleash some truly impressive firepower in the form of a heavy turret’s worth of disruptor cannon, and three powerful g-cannon.
The Caduceus Chrome serves primarily as a spyship, gathering information on the SSN’s allies in the Central Alliance, and on its fringe worlds where Noldek’s influence isn’t strong(and the enemies of the CA are likely strong) as well as independent worlds along the Rim. Even though the Alliance is nominally allied with the Shemarrian Star Nation, the SSN wants to keep tabs on any threats, internal and external, to the stability of the region. The Tinkers of the SSN also like to keep an eye on cybernetics and bionics technologies being developed in the cyber-hotbeds of Noldek’s realm; particularly intriguing or sophisticated hardware may be copied for the Shemarrians’ own use.
Typically the ship will approach a planet, ask permission to land near some region with a medical crisis or poverty zone, land, set up a field hospital/clinic, and attract patients, while quietly surveying the region, staying for 1-4 weeks, depending on local conditions and needs, before moving on. In more upscale regions, the Caduceus Chrome sets up business for the benefit of more affluential clientele, offering cybernetics and bionics(for a price). While most intelligence is gathered electronically, the CC’s crew also does a fair amount of humint gathering, through clientele/patients and direct observation. The ship then regularly reports its findings through encrypted transmissions, or occasionally by rendezvousing in deep space with cloaked SSN vessels(this is incidentally where they resupply on any specialized bionic components they cannot manufacture themselves).
Depending on who one asks and where the CC has been operating in what capacity, the ship is seen as either a shipload of true humanitarians administering to the benighted sectors of the galaxy, or a group of upscale opportunists selling corrupting and unnecessary cyberware to the impressionable. The Central Alliance authorities generally regard them with mixed suspicion and amusement; the CC offers good cyberware but their mobile base of operations allows them to run if something goes wrong. The few occasions when the CC has had to openly and violently clash with pirates and others have helped confirm the suspicions that the Chrome’s crew are NOT pacificistic idealists and earned them some respect. The general consensus is that the shiny Caduceus Chrome crew mostly are on the run from somewhere else and have come to the Alliance and Rim to ditch somebody else’s law.
In the event of a full mobilization of Shemarrian Star Nation forces, the Caduceus Chrome would return to SSN space and attach itself to a taskforce as a medical/repair ship.

Notes:
The Caduceus Chrome team is commanded by the Valkari, Ravena Shadowwalker. The Senior Tinker and Mystic are respectively named Charol DiamondEye and Vanice SoulMetal, and they serve as head of the medical mission, Diamondeye overseeing bionic surgery and SoulMetal screening patients and handling the main cybernetic implant ward operations. The captain of the ship, responsible for ship operations and defense, is a Male Shemarrian, Flight-Master Garen Arn-Corona. Counted among the rest of the crew are Doctor Niss-Tanannen, a Silison(see Aleisn Unlimited) full-conversion cyberdoc adopted by the Shemarrians, Dern ‘White Spider’ Emson, a full conversion former Alliancer who has had himself refitted as a multi-armed bionic EMT, Nurse S*Nex(an SSMR-01 Medical Robot which resembles a Shaydor Spherian as made by Tiffany), an Ecotroz-Awakened roboid, and Mina and Shi(twin gynoid pleasure-bots that were Awakened with the Ecotroz; they serve as candystrippers in the wards and salesgirls off the ship).


Type: SSN-MAS-2435363 Caduceus Chrome
Class: Medium Transport/Medical Ship
Crew: 57 (2 Senior Tinkers, 1 Valkari, 2 Shemarrian Mystics, 5 Acolites, 10 Male Shemarrians , 29 NeShemar, and 18 NeShemar Robots), plus provision for 1-70 passengers/patients.
MDC/Armor by Location:
Main Body 7,000
Bridge 1,200
G-Drive Engines(2) 2,500 each
Main Egineering Section(rear 1/5 of the ship) 4,000
Laser Batteries(4) 500 each
Disruptor Cannon Turret(1, concealed) 700
G-Cannon Batteries(3, concealed) 300 each
Medium Range Missile Launchers(2) 300 each
Variable Forcefields 400 per side, 2400 total
Height: 70 ft
Width: 100 ft
Length: 640 ft
Weight: 11,000 tons
Cargo: 2,000 tons
Powerplant: Nuclear Fusion with a 30 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 14 (typically cruises at Mach 9 to conceal its true capabilities)
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.4% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: Exclusive to the SSN; the ship itself, if sold, could fetch 280 million credits on the Black Market; its contents potentially more.
Systems of Note:
Standard Starship Systems, plus:
*Encrypted Long Range Communciations---The Caduceus Chrome carries an FTL radio system, with special encryption protocols for communicating with EShemarrian ships.

*Long Range Sensors---Hidden among the sensors is a full suite of long range military sensors and EW gear for monitoring spacecraft and communciations traffic. The Caduceus Chrome can pick up other spacecraft at 240,000 miles range, and detect FTL transits at 10 light years away.

*Medical Deck---The central medical deck of the Caduceus Chrome is set up for conveyor-belt style assembly line implant work(basic head or limb implants), treatment couches moving down a line under and between automated stations overseen by medical staffers. Side gallery rooms provide for individual and more complex surgeries, especially limb replacements, thoraxic surgery, and brain/central nervous system implants. A recovery ward allows for longer recovery stays, observation, and extedned therapy. Extensive automation monitors patient vital signs and regularly sanitizes the wards.

*Mobile Field Hospital---A modular field hospital, complete with prefab buildings, air- and water-filtration systems, and electricity(provided from the Caduceus Chrome). The Chrome’s crew and robot complement can set the facility up inside an hour, and the facility can house up to 140 patients.

*Sensor Screening---The Cadcus Chrome mounts selective sensor screening measures to obscure and obstruct deep hull scans, and give false readings to intrusive scanners. This screening is explained away as radiation leak-over from the engines, or interference from various medical systems, and is used to conceal the CC’s hidden weapons and other specialized gear.

*Breeder Reactor---An old-fashioned fission reactor, heavily shielded, and used to produce various radioistopes for nuclear medicine and power generation. It is also used to irradiate/sterilize equipment. The reactor provides additional power to the shields.

*Decontamination Locks---The Caduceus Chrome’s airlocks feature full Nulcear/Biological/Chemical decontamination gear set-ups. Besides insuring that no pathogens or dangerous radiation contaminates the interior of the ship(and vulnerable patients), the airlocks also serve as security scanners, preventing intrusive spies from penetrating into the ship.

*Stasis Tubes---Has onboard stasis facilities for up to 50 patients requiring more extensive treatment.

*CyberMicroFac----The reactor’s heavy shielding also conceals a microfac system capable of producing almost all of the cybernetic and bionic components that the Caduceus Chrome needs. More sophisticated hardware may require the autofac to be reconfigured specifically for the individual pieces, or may need to be acquired from outside sources.

*Cyborg Assemblers---Basically the cyborg jig from a Trinity Module assemblage, this is a highly automated cyborg life support unit and repair/construction apparatus. The Caduceus Chrome has three setups.

Weapons Systems:
1) Laser Batteries(4) ---These are the ‘standard’ defensive weapons of the sort to be found on the vast majority(at least, those with a modicum of self-preservation) of merchantmen plying the starlanes of the Three Galaxies). These weapons are openly mounted on the hull for all to see(in the Rim territories and particularly around the Central Alliance, goingUNarmed would attract attention). However, what isn’t obvious is that the laser batteries have better than average fire control, courtesy of Shemarrian engineering.
Range: 1 mile in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 3d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Bonus: +3 to strike

2) Disruptor Cannon(2x1, Concealed)---The REAL teeth of the Caduceus Chrome is a concealed heavy turret holding paired disruptor cannon(acquired/copied from the Golgans) that, if necessary, unsheaths to unleash hell on the unwary. The Caduceus Chrome crew uses this weapons system only as a last resort)and ideally deep in space where nobody else can see, as revealing that a ‘medical ship’ is carrying this heavy battery is likely to attract attention and questions. The CC’s crew already have an excuse pre-registered in the Central Alliance if anybody asks to closely; an explanation that the weapons are salvage from an old Golgan wreck, and that the ship is mounting them for self defense after dealing with a particularly nasty band of pirates/criminal cartel(and several of the NeShemar cyborgs will testify to that).
Range: 5 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per shot, or a double shot that does 4d4x100 MD plus 25% damage to everything within a 30 ft radius
Rate of Fire: 4 shots per melee round
Payload:Effectively Unlimited

3) G-Cannon Gun Batteries(3, concealed)---Even when posing as humanitarians, Shemarrians love big guns; the Caduceus Chrome mounts three G-Cannons to pulverize unwary attackers who mistake the doctors for pacifists.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x100 MD per burst
Rate of Fire: EGCHH(4-6)
Payload: 2,000 bursts per cannon. Additional drums can be brought up from cargo and reloaded; process takes 20 minutes)

4) Medium Range Missile Launchers(2)---Another standardized weapons system permitted aboard mercantile vessels. The Caduceus Chrome’s ‘humanitarian’ mission has necessitated removing two of the launchers normally carried aboard ships of the tonnage class, though each launcher has a larger payload.
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 1-8
Payload: 48 missiles each launcher. Reloading the launchers takes about an hour(1 ton of cargo per 24 missiles).

5)Decoy Launchers(2)
The Caduceus Chrome mounts two separate sorts of countermeasure launchers.
The first is simple sensor-reflective chaff and thermo-flares. These countermeasures are inexpensive and very effective against lower-end targeting systems and sensor equipment(such as that used by nations equivalent to the Coalition States on Rifts Earth), but are ineffectual against more advanced technology.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 50


The second system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack medium-missile drives can go for 45 minutes before self-destructing, and can either be remotely directed or run a pre-set pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 15 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.


Auxiliary Craft:
2 Shuttles
1 Stealth Shuttle(the Valkari’s)
Complement of 30 medical robots and 40 labor bots
-------------
"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
------------
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DhAkael
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Re: Starship designs...

Unread post by DhAkael »

taalismn wrote:For Shemarrians in the Three Galaxies:

The Caduceus Chrome



Making me look bad here dude...
Heck, I STILL have to write up the Shem-Rahn hyper-dimensional explorer / blockade runner ship... :frust: :frazz:
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
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taalismn
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Re: Starship designs...

Unread post by taalismn »

DhAkael wrote:
taalismn wrote:For Shemarrians in the Three Galaxies:

The Caduceus Chrome



Making me look bad here dude...
Heck, I STILL have to write up the Shem-Rahn hyper-dimensional explorer / blockade runner ship... :frust: :frazz:


No, I make you look like you have a LIFE, and are doing more important things. ;) :-D :D
-------------
"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
------------
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DhAkael
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Re: Starship designs...

Unread post by DhAkael »

taalismn wrote:
DhAkael wrote:
taalismn wrote:For Shemarrians in the Three Galaxies:

The Caduceus Chrome



Making me look bad here dude...
Heck, I STILL have to write up the Shem-Rahn hyper-dimensional explorer / blockade runner ship... :frust: :frazz:


No, I make you look like you have a LIFE, and are doing more important things. ;) :-D :D

If someone could tell the damned muse with her absinthe bottle to shut up once in a while, it wouldn't be so bad...or to have her, y'know HELP ME actualy write something isntead of continuously nattering 24/7 in the back of my skull.
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
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taalismn
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Re: Starship designs...

Unread post by taalismn »

Get your muse on the wagon to dry out or switch to lite beer.
-------------
"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
------------
User avatar
DhAkael
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Re: Starship designs...

Unread post by DhAkael »

Winged Justice; Shem-Rahn Hyperdimensional Scout

This was the end. The hated Coalition to one side of the valley in their skull-faced flying armoured shells, and to the other? Skullcrushers. Over 2 hunting groups, all on war-beasts and a war-cheiftensess with 4 berserker hand-maids. It was the 5 last that scared Fannaes Swiftwing of the Hawkmoon tribe. She could taste the foul, poisonous metal that infected the sun-hearts of her cousins from the other tribe.
Fannaes couldn't understand why she was being persued by Skullcrsuhers. Yes, she and her tribe had awakened to a new way of thinking and possibilities for freedom from the Maker & Shaper, but that didn't explain why her entire tribe were now being hunted by the crushers of skulls.
As multiple railgun projectiles hammerd into her damaged warmount, Fannaes was tossed several yards to land on her back; her rail-lance bent & useles. All was lost. The 10 matriarchs and the goddess would welcome her soon...

A burst of reflected sunlight appeard above her. The goddess had sent the totem of her tribe to gather her to the hall-of-hero's; a massive hawk of gleaming liquid silver hovered above Fannaes Swiftwing. Yet, the hawk did not gather her damaged body in its talons, instead its eyes glowed and lines of laser light scorched the very air, and where the Moon-hawk's deadly gaze touched, a Skullcrusher warrior was burned to glowing slag.
Tha hawk opened its cruel shining beak, and instead of a scream, a shimmering like heat haze belched forth with no sound and where THAT touched, the Coalition 'Samas' jerked in the air as if their flesh and blood wearers had been struck, yet no mark was made on the gleaming black suits.

When no more of Fannaes' persecutors remained alive or present (some had retreated, seeing their wepons only lightly scratch the massive gleaming bird), the Moon-hawk gently & soundlessly lighted upon the ground. Wings folded smoothly against the body and oddly shaped feet rippled and grew from the under belly. Shortly after, a staircase quivered and flowed from the breast of the mighty silver raptor and 3 individuals; warriors, TRUE warriors, female and girded in white armour with coloured cloaks about their shoulders, matching their hair colour. Two of blue-white, 1 of vermillion.
The red-maned leader, carrying a lance upon her back like that of the Shemarr, yet subtlely different, approached the Ectroz-Shemarrian warrior and held out a gauntleted hand. Speaking in perfect Hawkmoon high-court tounge;

"I am Qeloran Firehair, sister-leader of this team, Shem-Rahn of the Shae-ma-nen-Rahn peoples. I bring greetings from my sisters to yours, and may the lightbringer grant that we can help you."

Qeloran smiled; her human friends suggested the next part to the official meeting between Shemarr & Shaemarian.
"Take me to your leader."


The Winged Justice long-range scout ship is the most common of the Shem-Rhan; the Shaemarian's disdaining larger capital ships for the most part. It is these gleaming silver hawk or falcon shaped vessels that are the symbol of the Shem-Rahn templars; appearing seemingly from nothing to bring righteous retribution upon those who would oppress the weak or follow the dark powers throughout the megaverse. The speed and power of these vessels is in no small part due to the hyperdimensional natures of their internal structure. They are bigger on the inside.

Model Type: Shaemarian Hyperdimensional Scout-Craft.
Class: Light strike-ship.
Crew: 3; pilot, navigator, gunner. Can take up to 25 passengers.
M.D.C. By Location:
Wings (2)- 1000 each
Phase Cannon (bowmounted)- 100
Dual Laser Cannons (2; left & right eyes)- 300 each
Concealed Gravity Railguns (3; 1 per wing & rear) – 300 each
Main Body- 2500
Bridge-500
Speed:
Flying: Inatmo; Mach 4-8 (variable geometry hull). Exatmo; Mach 10
FTL: Phase-Drive 2 LY per hour, but see TW systems.
Range: The life-support system allows any passengers, or the crew if they are in their flesh-bodies, to function for up to 4 months on conventional systems alone. Can be doubled using the TW Sustain system.
Statistical Data:
Height: 40ft Width: 78ft. for hull, 183.3ft. maximum wing-span.
Length: 130ft.
Weight: 360 metric tonnes fully loaded. 1000 tonnes can be contained in the hyperdimensional interior.
Cargo: 1300 X 400 X 780 ft. interior volume; using pocket-dimension technology, the Winged Justice is ten times larger on the inside.
Drive Type(s): Gravitic Impeller & Phase hyperdrive
Special System; Trans-Dimensional Drive Generator
A trans-dimensional gateway device incorperated into the FTL drive,. This allows the vessel to rift into other dimensions. A pilot / navigator must cyber link with the computer (psi or mind-impulse link helmet) and then roll their dimension lore skill or astrophysics (@ -15%) to travel to a new dimension. Then after 1D10 minutes (if successful) , the ship will dive into another dimension / reality. A failed skill-roll wil result in a dimensional syphon (Pg. 160-161 AU:GG), sending the ship & crew randomly through space-time.
Up to 5 dimensions can be saved into memory without recalibrating. Due to the enormous power drain, the TDG shuts down for 12 hrs. after each jump, and all weapons, shields, active sensors and engines will be off-line for 20 minutes.
Power System: Quantum power-cell. Indefininite life-span.
Market Cost: Unknown; current “bounty” is 1.6 billion for an intact ship.

Weapon Systems
1)Medium Laser Cannons (2): Powerful lasers “eye” mounted in the Winged Justice. Each laser has a 90º arc of fire and 360º rotation.
Range: 5 miles INATMO & 16 miles EXATMO.
Mega-Damage: 1D4X100 MDC single pulse, x2 damage if dual fired.
R.O.F.: as per gunners HTH attacks, regardless of single or dual shot.
Payload: effectively unlimited; though each cannon has a 30 shot capacitor. Recharges 1 pulse per melee, per gun.

2) Phase Cannon (1; Bow); Wide-dispersion phase cannon bow-mounted in in the beak of the ship. Forward firing only.
Range: 2 miles IN or EXATMO.
Damage: 4D6 per blast to all targets in a 50ft. area, or 1D12X10 to any creatures 10ft. or taller and / or forcefields. SDC to normal creatures and MDC to energy beings and MD creatures.
R.O.F.: as per gunners # of attacks.
Payload: Effectively unlimmited. 200 shots in a recharging capacitor; recharges at a rate of 4 blasts per minute.
Notes: Like all phase guns, the blasts do no harm to inorganic materials. This is the weapon of choice when the Shem-Rahn engage supernatural threats.

3) Gravitic Autocannons (3; Wings & aft); Medium gravitic cannons, mounted in the wings and along the spine pointed aft. These guns fire solid penetrator rods, simmilar to the Shem-Rahn lightning-lance.
Range: 6 miles INATMO & 12 miles EXATMO.
Mega-Damage: 6D4X10 MDC AP per shot.
R.O.F.: as per gunners HTH attacks.
Payload: 500 rounds per gun (1500 total). Aummunition can be exchanged between guns, taking 1D4 melees to do the transfer.

Other Systems
1) Crew Quarters; though a Shem-rahn in her battle-frame does not require quarters, each crew member (3) has their own private cubicle with; bed, footlocker, computer unit & bathroom. Additional quarters can be created for up to 25 passengers, using morphable memory materials & nanite constructors.

2) Standard Grade Sensors; see Pg.153 of "Rifts: Phase World" for details. 200,000 miles normal space range, 1LY FTL detection.

3) Cloaking; the Winged Justice is equipped with a cloaking device. Able to mask almost all energy, radar, and visual signs. Enemy sensor rolls are at -95% at all ranges, and attacks are at -5 to strike. However, the vessel may not fire any weapons, or utilize its shields with the cloaking field up.

4) Targeting Computer; as with most military vessels ,a target acquisition computer is standard issue. +2 to strike with guns and missiles, plus W.P. & lock-on bonuses.

5) ECM Systems; combination of sensor jammers, EM Pulse-flares and thermal decoys. -10% to hostile weapn-system lock-ons and causes homing missiles to lose targeting bonuses. -3 to hit on incoming attacks.
Note: Uses Electronic Warfare skill or Read Sensors at -15%.

6) Nanofluidic Hull; the hull is composed of malleable, self regenerating alloys, which can also flex and reshape as needed for atmospheric manuverings. Regenerates 1D4X100 MDC per minute unless 80% damage has been inflicted, in which case the hull needs to be manually repaired. Onboard internal vats of hull material carry up to 200% of total MDC for the vessel.

7) Phase Field; instead of standard or variable force-field technology, the Shaemarians have somehow managed to create a phase deflector field of their own. As with Promethean phase-tech, this field defracts all incoming weapons fire, be it kinetic or energy based, but is vulnerable to magic & psi-based attacks.
Note: damage is divided by 10, unless magic / psi. Can not be used while cloaking device is active, but can be used in conjunction with the TW Impervious to energy.

8 ) Hyperdimensional Technology; the Shaemarian race are past-masters at multi-dimensional technologies; emulating phase-tech and creating dimensional teleportation and pockets of folded space (allowing for the massive internal volumes of their space craft). The only ship systems that are actually present in sidereal space-time are the bridge and sensors, airlocks and wepons. Reactor, stasis chambers for the bodies of the Shem-Rahn, and all other critical systems are shunted into a hyperdimensional construct, accessible only from within the ship its self. If the vessel is destroyed, all critical components are protected inside a null-sphere shell. Only a high level shifter (8th or higher) or Shaemarian dimensional technician can open the spehere from the outside.

TW Systems
Note: PPE storage cells with 1000 PPE capacity. Recharges 100 PPE/ hour.

1 )Sustain; 12 PPE / 8 days. Draws directly from the storage battery but can be activated by others from the bridge. Equal to 8th level power.

2) Impervious to energy; 20 PPE / 20 minutes. Draws directly from the storage battery, but can be activated by others from the bridge. Equal to 8th level power.

3) Phoenix-Light Drive (special); 1000 PPE / 16 hours. Envelops the vessel in magical fire that resembles a phoenix and allows for travel at 2 LY/hr. per level of the pilot using the system. An added bonus effect is mystical space-navigation sense of 88%. Draws directly from the storage batteries.

4) 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).
Last edited by DhAkael on Wed Feb 16, 2011 1:07 pm, edited 1 time in total.
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
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taalismn
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Re: Starship designs...

Unread post by taalismn »

*Clap*Clap*Clap* :ok:

I knew you could do it.

Adding to the Shemarrian Files in my bookbag. :nuke:
-------------
"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
------------
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taalismn
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Re: Starship designs...

Unread post by taalismn »

EShemar Rhinochon Transport Cruiser

“Don’t tell me what this ship CANNOT do, tell me what it CAN! As long as we have an extra newton of thrust, an extra gram of lift capacity, we will keep moving supplies to our warriors below! If we cannot carry cargo, we will draw enemy fire instead! If we have a single weapon left, we will fight! If we have a single shield left, we will block! But this vessel will NOT retreat as long as Shemar fight for this planet!”
---ShipMaster Chalos Voidwalker, Blood Rider Male Shemar -Rhinochon- Captain.

The Rhinochon-class Medium Transport is a dedicated Shemarrian Star Nation general purpose transport that fills the role of ‘Liberty Ship’ freighter for the SSN.
The Rhinochon is a smooth-lined vessel resembling a flattened cylinder, detailed with streamlined turrets and vanes, notably sixteen articulated radiator fins on the sides of the drive section. Multiple streamlined turrets dot the upper hull, fore and aft, while other smaller turrets are recessed into the lower hull. Along the sides of the midsection are multiple hatches accessing the central cargo holds; a third large hatch is located on the underside, allowing for elevator and ramp access to ground level when landed. The ship has certain design details similar to Splugorth ‘civilian’ starships(further reinforcing the commonly-held belief that the Shemarrians are an ex-slave species of the Splugorth) but also has elements of older and more common Golgan and CCW designs.
Like almost all Shemarrian Star Nation designs, the Rhinochon uses military grade drives, though it is not normally capable of attaining the bone-cracking and hull-straining accelerations of most Shemarrian designs, the Rhinochon is still very fast for a heavy transport vessel, and most pirate and commerce raider craft are hard-pressed to catch up to a Rhinochon if it can gain headway. In the event that it cannot, tackling a Rhinochon transport is still a difficult proposition; being a Shemarrian design, it is VERY well armed for self-defense. Of course, catching and capturing the ship is difficult enough, but moot points if the would-be hijackers can’t FIND the ships in the first place; the Rhinochon is even more stealthy than other Shemarrian capital ships.
Being stoutly and simply constructed, the Rhinochon is very tolereant of modification; the ship has seen numerous variants(the more exotic or important of which are depicted as follows) among the Tribes.
The Rhinochon is commonly used to transport materials across the SSN, operating either alone or in convoy(typically escorted by lighter units like the Unipelta cruiser). It also used occasionally as a scout, research vessel, troop transport, and merchantman(in those uncommon instances where the Shemarrian Star Nation openly trades with outsiders). The Rhinochon is used throughout the SSN by all tribes, though the highest numbers are used by the Silvermoons and Horrorwoods Tribes. Though most of these ships are crewed and captained predominately by Male Shemar, the number of warship conversions of the design has led to many of these vessels being assigned to younger (female) Warrior ShipMasters and Warfleeters to build experience before other more prestigious assignments, though a growing number of actions where the ‘transports’ have earned battle-honors has led to some Warrior crews retaining their old ship assignments in service.
Type: EShe-T03 Rhinochon
Class: Medium Multipurpose Transport
Crew: 8-16 officers, and 50-200 crew
MDC/Armor by Location:
Main Body 20,000
Bridge 2,800
Engineering Bloc 8,000
Radiator Fins(16) 200 each
Cargo Hatches(3) 1,000 each
Medium Laser Turrets(2) 500 each
Laser Turrets(4) 150 each
Medium Range Missile Launchers(4) 300 each
Variable Forcefield ( 6,000 total, 1,000 each side)

*Shield Refresh Rate is 10% per melee

Height: 100 ft
Width: 150 ft(300 ft with fins spread flat)
Length: 1,250 ft
Weight: 65,000 tons
Cargo: 95,000 tons if carrying only cargo, or up to 5,000 evacuees(crammed conditions, 15,000 if all are in stasis) or 3,000 fully equipped troops.
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 10
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.0% of light speed per melee)
(FTL) 4 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 Rhinochon might bring 360 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(-75% to detect while stationary, -35% when moving)

Weapons Systems:
1)Medium Lasers(2)----These powerful lasers are equally effective against warships and fighters.
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

Altenately, they can be replaced with double-barreled heavy rail guns:
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x100 MD per burst per single barrel
Rate of Fire: EGCHH(4-6)
Payload: 100 bursts per cannon

2) Medium Triple-barrel Laser Turrets(4, two forward dorsal, two aft dorsal)
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 4,000 miles in space)
Damage: 2d6x10 MD single barrel firing, 4d6x10 MD for two barrels firing, 6d6x10 MD for all three cannons firing simultaneously(counts as one attack).
Rate of Fire: EGCHH
Payload: Effectively Unlimited

3) Point Defense Turrets(3, ventral)---Same as those carried on smaller SN ships, and based on familiar Shemarrian rail gun technologies. These can be manned or automated weapons.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 1,600 miles in space)
Damage: 1d4x100 MD per burst per single barrel
Rate of Fire: EGCHH(4-6)
Payload: 100 bursts per cannon

4) Medium Range Missile Launchers(4)
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 1-10
Payload: 80 missiles each launcher. Reloading the launchers takes about an hour(1 ton of cargo per 24 missiles).


Auxiliary Craft: None in standard configuration

Variants:
*EShe-T03T1----Tanker variant, modified to harvest, refine, and store gases for later distribution.

*EShe-T03HW1---Horrorwoods assault transport, used to move the Tribe’s large forces of Warriors, War Mounts, and NeShemar auxiliaries in planetary assaults. The variant has also begun appearing in Blood Rider and Wolf’s Path forces.
1) Reinforced Variable Forcefields---- 3,000 MDC per side(18,000 total)

2) Improved Armor---The T03Hw01 adds additional armor to the main hull and vital regions; Main Hull, Bridge, Engine Bloc, and Cargo Doors have 25% more MDC.

3) Long Range Missile Launchers(2, 300 MDC each)----Mounted in jutting ‘canards’ on the foresection are a pair of external-mount LRM launchers. These are typically used to soften up surface defenses during assault approaches to a planet.
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 ready to launch; additional missiles may be carried and loaded from cargo, but will take at least 1 hour(1 ton of cargo per 12 missiles)

4) Medium Range Missile Launchers(4)----The MRM launchers have been upgraded to higher-capacity models for sustained surface bombardments.
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 1-15
Payload: 150 missiles each launcher. Reloading the launchers takes about an hour(1 ton of cargo per 24 missiles).

5) Point Defense Rail Gun/Laser Turrets(6)---Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret. These replace the single weapon PDS turrets, and add an additional two turrets.
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

6) Troop Capacity---The T03HW1 trades some of its overall capacity for extra armaments, but it can still carry 2,000 troops(about a third of whom will have War Mounts, in normal deployment)

*EShe-T03Hw2---Horrorwoods refugee transport, with stasis accommodations for 15,000 human-sized sentients. The Hw2 also carries a large sickbay for treating patients, or for overseeing nanotech adaptation treatments for colonists. With all the ‘normals’ packed away in aerogel-cushioned suspension, the Hw2 can hit speeds of Mach 11 in normal space, but typically cruises at Mach 8 or slower to maximize its stealth, running the ‘underground railroad’ to the Shemarrian refuge worlds.

*EShe-T03Dw01---Dark Waters’ variant, commonly used as a fleet tender. It carries only 35,000 tons of cargo, but carries extensive automated workshops, a complement of 24 heavy robot work drones, has deployable gantry-booms on the sides, two 1,000-ton capacity tractor beams, and carries an additional three point defense turrets. All PDS systems have been upgraded to the double-weapon configuration. The T03Dw01 also has improved variable forcefields that can extend over adjacent ships.
1) Improved PDS(5)
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

2)Reinforced Variable Forcefields--- 5,000 MDC per side(30,000 total), and can extend an additional 500 ft out from the ship, allowing it to shield other vessels.

*EShe-T03Dw02(AuxMW)---Another Dark Waters variant, this version is the result of a collaboration between the Dark Waters and the Ghost Riders to create a comprehensive mine warfare vessel. These ships are used to sweep the space mine fields that many nations use as area denial measures(the Kittani have taken to deploying them as a desperate measure to keep off Shemarrian raiders and to blockade worlds slated for enslavement from recieving offworld assistance). The ship uses multiple stealth adaptations to enter a suspected mine zone undetected, then uses both passive sensors and active decoys to flush out the numbers and locations of mine hardware, before deactivating or destroying them.
1) Improved PDS(6)
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

2) Neutron Sweep Cannon(1, replaces one of the Medium Lasers)----Though considered a low-powered radiation weapon that does poor damage(and is easily negated by active anti-radiation shields), and requiring a large generation apparatus, the NSC has good range and produces an intense neutron flux. As many space mine systems use comparatively cheap fission warheads and even radioisotope power sources, the intense burst of neutron radiation can disrupt their operation and even prematurely trigger nuclear weapons. One of the main Medium Laser turrets is replaced by am NSC-generating cyclotron.
Range: 9 miles in atmosphere, 18 miles in space, and covers a 20 degree arc.
(Kitsune Values: 18 miles in atmosphere, 18,000 miles in space)
Damage: 2d10x10 MD per blast
On a Natural 16-20, the neutron flux will cause inadequately shielded fisison powerplants to overhead, causing a partial meltdown or force an emergency shutdown by the safety systems, disrupting their power. Fission warheads will be rendered inert(and on a Natural 20 will prematurely go critical, suffering an additional 2d10x10 MD, destroying their casing, and likely spreading radioactive materials around).
Rate of Fire: Three times per melee
Payload: Effectively unlimited

3)Improved Sensors-----Sensor range on the T03Dw02(AuxMW) is improved by 50% with regards to range, with especial attention given to gravitic sensors(even though most mines are stealthed, they still have mass).

4) Sensor Ghost Projection---The T03Dw02(AuxMW)s have the ability to project multiple sensor ‘ghosts’(up to ten) up to 25,000 miles away, giving false readings on their numbers and exact position. These projections can fool most long range sensors(-70% to Read Sensory Instrument rolls).

5) Drone Launchers(2)----Two of the cargo bays have been modified into hangars for mine-sweeping remote piloted vehicle drones. Each bay holds 36 cruise-missile-sized drones and the gear required to maintain and deploy them.

6) Cold Jet Drive---Because most high-tech mine systems are set to activate and home in on gravitic and plasma drives, the T03Dw02(AuxMW) uses a very low-temperature/low-energy auxiliary ‘cool plasma’ drive to minimize sensor signature and maximize stealth. The downsides of this system are that the drive requires a great deal of liquid fuel tankage installed in the cargo bays, and maximum speed/acceleration is poor; a lowly Mach 4 in space.

*EShe-T03Hm01---Hawkmoon variant, that sacrifices cargo capacity for larger engines and a more powerful FTL drive. This variant is used for missions delivery high priority cargoes where a courier or corvette is either not large enough or not appropriate.
*Increased Speed---Mach 16(!)
*Increased FTL---7 light years/hour
*Decreased Cargo Capacity----Due to the expanded engine core, the T03Hm01 can only carry 40,000 tons of cargo or half the former number of passengers

*EShe-T03Sm01---The Silvermoons field a variant armored in laser-reflective armor(lasers do HALF damage). They also field their transports with improved laser systems that have 25% greater range.

*EShe-T03Spc01----The Sapphire Cobras field a variant that mounts extra armor that provides additional protection even when ‘shed’ during combat. The rail guns have also been modified to be able to use the Cobras’ nanotech ‘Serpent’s Kiss’ shells.
1) Ablative ‘Snake Skin’ Armor----The T03Spc01 carries 30% more armor on all main hull locations. Furthermore, any harm actually done to the main hull armor ablates the armor into a cloud of microfragments and platelets that continue to protect the ship. Unless the ship is moving in an atmosphere or undertakes evasive maneuvering, the ablated armor ‘halo’ will reduce subsequent laser strikes by 1/3 and radar- and laser-guided weaponry will be -2 to strike, for the 1d4 melees before the cloud disperses(although other hull strikes in the interim may extend this time period).

2) Rail Gun Emhancements---Thanks to their nanite-impregnated/’envenomed’ shells, Sapphire Cobra rail guns do additional damage.
(Medium Rail Guns)
On a Natural 19-20(18-20 if in atmosphere), the rail gun strikes does critical damage(DOUBLE damage) plus nanites are successfully embedded in the structure of the target. These nanites proceed to do an additional 5d6 MD for 2d4 melees(double damage and duration if in atmosphere)
(Point Defense Rail Guns)
On a Natural 19-20(18-20 if in atmosphere), the rail gun strikes does critical damage(DOUBLE damage) plus nanites are successfully embedded in the structure of the target. These nanites proceed to do an additional 3d6 MD for 2d4 melees(double damage and duration if in atmosphere)
Unlike the original ‘Serpent’s Kiss’, the nanites work on organic and inorganics alike

*EShe-T03GrS1---Ghost Rider stealth transport, typically used for infiltration missions. Sometimes called the ‘Black Fan Dancer’ by the few who have seen it because of its ability to deploy several dozen additional vanes that serve as both antennae and sensor jamming/stealth radiating gear.
1) Electronic Cloaking---The T03GrS1 enjoys a -60% to enemy detection rolls, and a -6 to strike with sensor-guided weaponry.

2) Communications Jamming---A powerful EW suite that effectively blanket-jams enemy communications and command-directed munitions with 80% effectiveness, Civilian-band communications are 98% jammed, while military communications bands suffer 80% degradation in effectiveness. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Area of effect: 2,000 mile radius.

3) Sensor Ghost Projection---The T03GrS1s have the ability to project multiple sensor ‘ghosts’(up to twenty) up to 25,000 miles away, giving false readings on their numbers and exact position. These projections can fool most long range sensors(-70% to Read Sensory Instrument rolls).

4) Countermeasure Decoy Launcher---This system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a pre-set pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 60 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3. (additional reloads can be carried as cargo; 1 ton of cargo per 10 bundles)

5) Long Range Radiation Sensors----The Ghost Rider ships sport extremely sensitive EM sensors that are the equal of the radio telescopes of just about any other species, though the Ghost Riders use them to seek out and listen to INTELLIGENCE-generated radio radiation. It is also said that the Ghost Riders can use these systems to hack into the data nets of civilizations through accessible radio communciations, though for this to be effective, the ships must approach quite close to a planet or outpost, owing both to signal lag and natural interference.


*EShe-T03Wf01----Wayfinder variant modified as a flying observatory and laboratory, in many ways similar to the Ghost Rider version in that it can deploy multiple vanes, but in this case the extra fins and arrays are sensors. Wayfinder scholars and scouts often bid for the opportunity to have one of these vessels assigned to them and their particular exploration.
1) Sensory Vanes(12)-----200 each. These vanes can retract into the hull or fold against it for streamlining and atmospheric operations.

2) Long Range Astrometric Sensors---These sensors are the equivalent of a military early warning array(something that has military authorities quite vexed) though they’re somewhat slower at detecting small targets like military craft(takes three times as long) due to their being calibrated for stellar phenomenoa. However, the arrays can still pick up the FTL fingerprint of starships travelling up to 32 light years away, and can detect the gravity wells of planets and planetoids(of down to Plutonian size) up to 40 light years away within minutes of scanning(rather than days of observation). Can also measure solar flux from as far away as 15 light years away.
Other sensors in this group include radio astronomy, gravimetric charting, quantum particle detectors, and space/time flux registers. Additional instruments may be ‘plugged in’ as needed/developed.

3) Long Range GeoPlanetary Sensors---These sensors allow extensive surveying of planetary bodies in detail before physical probes and manned excursions are ever sent down. Advanced radiation sensors, spectrographic analysis systems, active gravitic beam probes, and tunneling neutrino scanners allow the ship to perform extensive atmospheric and geological mapping within minutes.....Subterranean strata and mineral deposits can be accurately charted from 1,000 miles altitude, though complete and thorough geographic/seismic surveying takes longer, ideally with the deployment of a network of geoscisats. Sensors include techno-sensors attuned to detecting fission and fusion powerplants, radio-frequency transmissions, concentrations of processed materials(such as optical fibers, plastics, and refined metals), and industrial gases/pollutants. PPE sensors detect and determine ambient PPE/magical activity, as well as the presence and location of leylines. Biological sensors study biological byproducts, chemicals associated with the presence of lifeforms, microbial density in air and water, and bio-electric traces.

4) Magic Sensors(Courtesy of Kitsune)
• See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1,000 miles (1,610 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
• See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
• Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general.
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Drives) and unlike when detecting magic gives position very accurately.

5) PPE Powerplant---In addition to the standard fusion powerplant, the Wayfinders have fitted their exploration craft with a generator that produces 500 PPE per hour, and can hold up to 2,500 PPE in storage.

6) Rift Drive---The Wayfinder ships can also Rift-Jump up to 20 light years every 4 hours.

7) Magic Features(standard; indivdual ships maye have additional TW systems added)
* Impervious to Energy---Costs 320 PPE to activate
* Invisibility: Superior---Costs 320 PPE to activate
* Solar Flare---Range: 1,200 miles, 300 mile area. Lasts 1d6+4 hours. Costs 250 PPE to activate

8 ) TW Drive Enhancement--DOUBLE speed on a ley line

9 ) Shuttle Bay---The lower cargo hatch and access bay has been converted to use as a small shuttle bay, with capacity for three small exploration/scout shuttles.

10) Reduced Carry Capacity---All the extras come at the cost of reduced cargo/passenger capacity: only 30,000 tons can be carried, and about 460 passengers/research personnel are carried.

*EShe-T03ScQ---SkullCrusher variant converted into a flying missile battery. The ‘Q’-variant was first revealed, accordingly to recently declassified CCW intelligence intercepts of Kittani military communications, at the Battle of Kholon VIII, when the SkullCrushers apparently baited the Splugorth forces into thinking they were seeing a major convoy arriving to reinforce and resupply the Shemarrian forces alternately beseiging and being beseiged on the Splugorth-contested world. When the Kittani detached a substantial portion of their space forces to attack the supply convoy, they instead walked into a missile trap, losing over 75% of the committed forces in the reverse -ambush. The SkullCrushers themselves lost over half of the Rhinochons assigned to the mission, but at a tonnage rate of over three to one in their favor. The surviving crews were all promoted a rank as a result of their bravery.
1)Cruise Missile Launchers(8 )
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 1-12 each launcher
Payload: 60 each launcher, 360 total. Additional missiles may be stored in the cargo holds and reloaded within 15 minutes(1 ton of cargo per 6 missiles)

2) Double-Barreled Main Medium Laser Cannon(2x2)---The medium laser turrets now mount TWO cannon instead of one.
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, 2d6x100 MD per double blast
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

3) Reinforced Variable Forcefields---Rather than beef up the armor, the SkullCrushers improved the shielding. 5,000 MDC per side(30,000 total)

*EShe-T03Br01---The Blood Riders were so impressed with the Skull Crushers’ use of the Rhinochon in an offensive role that that they produced their own version, only using plasma torpedoes in place of the cruise missile launchers, sacrificing the ships’ transport role for sheer firepower. Though the Blood Riders have occasionally used these vessels in a ‘Q-ship’ mode, they more often than not deploy these vessels as gunboats and surface bombradment platforms against ‘unworthy’ enemies.
1) Reinforced Variable Forcefields---Similar to the SkullCrushers, the Blood Riders have also bolstered their shields. 5,000 MDC per side(30,000 total)

2)Plasma Hunter Killer Torpedoe Launchers (8 )
MDC of Projectile: 60
Range: 1,800 miles in atmosphere, 7,200 miles in space
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: 2d6x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-10
Payload: 60 missiles per launcher, 360 total. Additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)
Note: Projectile anti-missile point defense systems are unable to penetrate the plasma shell, rendering them useless, and energy-based laser and plasma systems do only HALF damage due to interference from the plasma containment fields. Ion and Particle Beams suffer no such problems.

*EShe-T03Br02---The second Blood Rider ‘missile boat’ conversion, the T03Br02 replaces cargo capacity with extra power generators and projectors for plasma torpedoes. A set of tractor beam projectors to guide the torpedoes have also been added.
In an action that has only recently reached the eyes of CCW intelligence, the Blood Riders apparently travelled far outside the region claimed by the Shemarrian Star Nation to a star cluster known to have suffered attacks by the Demon Fleet. The Blood Riders most dramatically used several squadrons of these vessels to create ‘fire walls’ of dense missile fire to herd a raider force of Demon marauders and force them into ‘honorable’ combat with elite Blood Rider units stationed waiting for them at the end of the ‘funnel’. The insuing action gave the Blood Riders an opportunity to study the Demons’ technology and tactics, as well as test their own abilities against the new foe. Though the Blood Riders took more than a few losses in the following exchange, and several Demon ships managed to break free of the trap, the Blood Riders reportedly learned ‘significant information’ in the battle and are presumably adjusting their strategies and tactics accordingly based on that information.
1) Reinforced Variable Forcefields---Similar to the SkullCrushers, the Blood Riders have also bolstered their shields. 5,000 MDC per side(30,000 total)

2)Tractor Beams(8)----Effectively each rated for 400 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. They are primarily used to guide the course of the plasma torpedoes.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

3)Plasma Torpedo Launchers(8) --- The T03Br02 mounts no less than EIGHT PTLs taken from the Aureale destroyer sub-assembly lines. These unusual weapons fire volleys of plasma bolts like missiles, and are even able to ‘curve’(up to 90 degrees) the shots somewhat to skip around ships and obstacles to envelope a target, but this control seems ballistic in nature, rather than active control(though there is evidence that the Shemar are able to actively direct the bolts within tractor beam range). The bolts themselves seem to have been endowed with a weak magnetic field that contains the plasma in a tight’packet’, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(likely how the EShemar manipulate their energy projectiles at short range and correct their course....each of the launch arms’ mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-8 plasma bolts. Three volleys per melee
Payload: Effectively Unlimited
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"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
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