Paladin Steel/Valiant Station ‘SunChaser’ Multipurpose Light Aerospace Corvettehttp://i408.photobucket.com/albums/pp164/taalismn/img143copy3.jpg “This little zipper’s typical of a thousand emerging shipyards across the galaxies...it’s new, it’s perky, it’s not quite up to the better designs available from established manufacturers like Naruni, Galaxcorp, or MC, and you’re less likely to find replacement parts any great distance’s throw from the place you bought it. On the other hand, it’s inexpensive, compared to the establishment prices, tough, structurally reliable, and it’s got promise if you have the credits and patience to spend upgrading it on your own.
If you’re really feeling brave, though, take a trip direct to the manufacturers...If you can stand the risk of all that bad mojo in the local ecosystem, and the big Splugorth enclave a puddle jump away, you can buy direct and save yourself even more...maybe even get the shipyards to toss in a few mods for a song or a piece of tech they haven’t seen before...they’re big on acquiring new tech there...Then take a good look around, and shop the local markets...Odds are, you can get a good deal on a system nobody else has ever heard of, like a phantasm projector or dimensional shifter drive gimicky, for a real cheap price, because the local developer doesn’t know its true value in Galcreds, or is so desperate to get offworld, they’ll let you have it for a ride with you when you leave...Just be careful, though, the CCW Ship Standards Lab laws and protections don’t extend to Earth, so if you go in thinking you’re going to sucker a bunch of planetbounds, odds are you’re the one who ends up skinned...or worse...”
----Amus Proloog, shipbroker and writer for Harpis Weekly MultiMedia(“The Magazine for the Intelligent Dimensional Traveller”), StepStone, United Worlds of Warlock
“The SunChaser’s clearly an attempt to attract a higher tech crowd into buying a low-tech piece of hardware, get them to outfit it with their own resources, and convince them they got a real bargain...Everything about this bird is pretty much modular and can be unbolted, swapped out, and replaced with something else....The external engine pods, the main sensor tower, the main power core, the armaments, and all the external cargo pod attachments....It’s pretty much half a ship that you spend one and half times more than you should making it comfortable for your whim...Like selling a bicycle as upgradable to a hoverbike...So what if it’s built by the apes on this ‘Rift-World’; you’re better off buying from someone who can’t claim ‘interdimensional interference’ for not returning your complaint calls...”
-----Hadron Lasp; technology critic; The Lasp Report, Phaseworld Level Three
“Forget about all the cargo geehaws and utility add-ons...that’s just window dressing for people who aren’t spending their own money...Even the Outcast Station can cobble up something from scrap components that can push more mass, but it’ll be a hog and just as ugly...This clipper’s for getting places FAST and looking good doing it!”
-----Captain Eldrew Chan, Free Spacer owner of the AFMN Flash/Fade, Ares Freehold, Mars.
The ‘SunChaser’ is Paladin Steel Aerospace’s latest offering from its Valiant Station space yards, part of its new ‘third generation’ of advanced spacecraft designs. These new designs are aimed at filling out the ranks of PS’s aerospace forces with a large force of light, fast, relatively inexpensive, multi-environment spacecraft that can serve effectively as raiders, escorts, long range scouts, and fast transports. These smaller craft can also be given to smaller Orbital allies of PS, filling out their ranks with high-quality aerospace craft, without being dependent on the increasingly polarized anti-PS/GNE Lunar and Laika Station yards. The newer light craft can also be more readily cloned off into ‘civilian’ designs for sale to the commercial market in the Orbitals, and, supposedly, to the interdimensional markets, if rumors about PS’s growing connections to such alternaties as the Three Galaxies are correct. The sale of these ‘third generation’ craft, in turn, will allow PS to finance the next phase large-scale construction projects of their aerospace program.
The SunChaser is an elongated, rather elegant, craft, with a flattened main body, flaring off to the sides in relatively short wings, before flaring out into wide triangular wings, and finally ending in three large main engine pods with four tail fins that double as heat radiators. However, among noticeable differences is a large wide-winged ‘flying bridge’ section set back from the nose on the back, looking like a canard section, but which is actually a detachable bridge section. The SunChaser has sometimes been likened to a scaled-up high-maneuverability atmospheric jet fighter with a large ventral air intake(really the docking position for its payload modules).
The SunChaser is powered by no less than three variable thrust gravitic-fusor drive units, each with its own reactor, with a fourth main reactor for back-up. These hybrid engines use a combination of high energy plasma and low-yield focused gravitic drivers to accelerate drive plasma to higher velocities than normal magnetic control coils can, for a cleaner, more efficient drive system. The incorporation of three engine nacelles gives the SunChaser both a high turn of speed, and multiple engine redundancy, though critics of PS contend that this is really to cover for the problems of a barely-tested hybrid drive. In an emergency, the two systems can be operationally separated, and operated independently, in event of a loss of reaction mass, or aberrant gravitic conditions that prevent one or the other systems from operating...although the fusion torch and traction drive systems tend to operate at lower performance thresholds than when acting in concert.
The ship does not come standard with an FTL drive system, but PS has obligingly left enough internal space and added power generation capacity for buyers with the connections and resources to install their own(FTL drive systems are still a relative rarity in the Rifts solar system, and PS is currently keeping its handful of systems for its own forces).
Internally, the SunChaser has four decks; two central passenger accommodation decks, a lowermost level dedicated to machinery spaces and cargo bays, and an upper command deck platform. The ship can hardly be considered roomy by Galactic standards, though it is certainly spacious by pre-Rifts space program standards, and even sybaritic by post-Rifts scrounge-culture. Internal artificial gravity is another luxury standard on these ships. though it is typically turned off, and the interior remodeled to suit by most native micro-gravity-adapted Orbital buyers.
The SunChaser is designed to be readily modifiable to both military and commercial purposes, and has a variety of features to make that easier.
Core to the concept of the SunChaser design is a large pod mount hardpoint on the front of the ship, tucked under and between the nose sensor arrays. This large pod mount allows the SunChaser, like PS’s other utilitarian light freighters, to be quickly customized to a variety of different purposes, simply by swapping out the pod for other special modules. The SunChaser typically carries a large passenger accommodation pod or special purpose high security module(for diplomatic negotiations, prisoner transfer, or intelligence gathering missions among others), that can be detached in an emergency and serve as a lifeboat. Unlike the Brunel’s larger cargo ‘box cars’, the SunChaser’s modules are mounted well forward, and can be outfitted for atmospheric reentry. However, the pod can also be substituted for cargo modules or heavy weapons mounts, allowing the SunChaser to be quickly converted into a fast freighter or light warship.
The SunChaser has multiple light turrets and hardpoints across the main hull and wing assembly for fitting weapons systems or additional sensors. The factory-standard forward sensor pallets and amidships communications/sensor tower can also be removed and replaced quite quickly with new systems of the customers’ choosing. Armor is modest, but upgradable, and is complemented by both integral antiparticle and light battle screening, which can also be upgraded at extra cost. A dorsal spinal compartment is rigged for virtual shielding(forcefield) generators....The SunChaser comes standard for sale with an integral forcefield that also aides in streamlining the ship during in-atmospheric operations. However, the generator housing can be refitted with more powerful systems...PS/ASI/GNE-owned and -operated SunChasers sport much more powerful variable forcefield systems with higher regeneration rates than the commercial models.
On the underside of the ship’s main wing assembly is a pair of cargo pod clamps that are compatible with standardized Orbital cargo modules, and Three-Galaxies Standard Cargo ‘Cans’, up to Type 3 ‘Big Cans’. However, when maximum payload external cargo is carried, reduce overall speed/acceleration by 40%.
Other ‘quick change’ features include a central power core compartment that can be easily altered to accommodate a new powerplant, while an adjacent space is set aside for either additional cargo storage or the possible installation of FTL drive components. And of course the rear engine nacelles can be quickly serviced to mount different engine types. Various cosmetic tweaks can also be added to the ships, including new wing sections(doesn’t affect the cargo clamps and end hardpoints unless specifically asked for) and detailing.
Paladin Steel has acquired the bulk of production of SunChasers produced in the Sol System(Valiant Station maintains about four of these ships on ready-alert status as part of its Orbital/Deep Space Rescue squadron), so far, to outfit its space forces and commercial scouts, but a few of these ships(sans the more advanced systems) have already been sold to Orbital concerns, and it is believed that a few have been retailed through Aegis Stellar Industries to other cross-dimensional markets (likely to be the design’s primary market, if early sales pan out as hoped). As the Amberjin facility gears up with greater access to 3G technology, the SunChaser is expected to be produced and made commercially available in greater numbers to the Galactic market, with the PR campaigns already pitching the design to a broad base of courier concerns, adventurer groups, private and public security agencies, survey organizations, and spacial yachtsmen. The SunChaser is produced by Valiant Station and Amberjin facilities.
(Note: the illo depicts a privately-owned Three Galaxies SunChaser configured as a high-security yacht with forward luxury accommodation module, heavy and light weapons turrets, and laser-reflective armor. Two un-redetailed cargo pods are clamped under the wings.)
Type: PS-PSS-LHMP-ADST-25 SunChaser
Class: Aerospace Multipurpose Corvette, Aerospace/Deep Space Transport
Crew: 8(however, can be run effectively for short periods/or with extensive automation with a skeleton crew of two)
Main Hull accommodations for 20 passengers(50 under cramped conditions)+ possible Main Pod accommodations
MDC/Armor by Location:
Main Body 3,800
Bridge 900
Sensor Tower 500
Heavy Turrets(1-2) 250 each
Light Turret Mounts(1-4) 150 each
Main Engines(3) 700 each
Forcefield(standard)* 900
Variable Forcefield(optional)**1,000 per side (6,000 total)
*Shield Refresh Rate is 5% per melee
**Shield Refresh Rate is 10% per melee
Height: 80 ft(main antennae mount)
Width:145 ft at wingtips
Length: 380 ft
Weight: 3,600 tons + pod weight
Cargo: 200 tons internally, + up to 40 tons externally on the wing clamps.
If not fitted with an FTL generator/drive system, the ship can carry an additional 100 tons of cargo in the open engineering space.
See also Options with regards to pods.
Powerplant: Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) The SunChaser is fully atmosphere-capable, and can both land, take off, maneuver, and reach escape velocity without problems in its ‘clean’ configuration. Hover to Mach 6(can escape the atmosphere)
(Space: In-System)
(Sublight) Mach 8.5
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.85% of light speed per melee)
(FTL) None standard, but can be fitted with a variety of FTL drive packages. The standard Three Galaxies models are offered with a 3 light year /hour drive system
Market Cost: 200 million (Rifts Earth)credits/ 60 million CCW credits* for the basic vehicle
(*PS may actually offer discounts for known Galactic buyers, in an effort to acquire more hard Galactic currency )
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 Target Resolution: 200,000 miles
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 250,000 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.
*Airlocks---The SunChaser has four main airlocks/access points; two lateral airlocks with extending pressurized docking tunnels and universal docking collars, a bottom main access/airlock lift(used when landed), and a large cargo lift forward of the ground personnel lift. If so desired, the nose pod can fitted with its own docking collars and airlocks.
*Life Pods---Has 4 eight-man life pod modules with emergency first aid gear, emergency beacons, crash kits, water filtration/recycling, and 1 month of life support/rations.
*Detachable Bridge Life Module----In addition to the life pods, the entire bridge module can detach and serve as a lifeboat. It has somewhat more maneuvering thrust capacity than the standard life pods, allowing it to rendevouz with the lifepods and shepard them together(‘rafting’ them to share resources).
*External Hardpoints(2)----The SunChaser mounts two hardpoints under the ‘wings’, each of which can handle a 25 ton external cargo pod. Typically used to carry dangerous(radioactive, toxic) or extraneous cargo that doesn’t merit internal stowage.
Weapons Systems:
None standard, but the SunChaser mounts the forward main pod module, a pair of heavy turret mounts(one dorsal, one ventral, just behind the bridge/docking collar), two light weapons mounts on both the ventral and dorsal surfaces of the ship(4 total), and two hardpoints on the wing section(one on each side).(Please note that the ventral cargo clamp hardpoints CANNOT be fitted with weapons pods)
The following are some of the configurations available from the manufacturer:
*Heavy Turrets(2, dorsal and ventral)
a) Laser Cannon
Range:(Palladium) 5 miles in atmosphere, 10 miles in space
(Kitsune Values)5 miles in atmosphere, 500 miles in space
Damage: 6d6x10 MD per blast
Rate of Fire: ECHH
Payload: Unlimited
b) Particle Beam Cannon
Range:(Palladium) 4 miles in atmosphere, 8 miles in space
(Kitsune Values) 4 miles in atmosphere, 400 miles in space
Damage: 1d4x100 MD per blast
Rate of Fire: ECHH
Payload: Unlimited
c) Ion Cannon
Range: (Palladium) 5 miles in atmosphere, 10 miles in space
(Kitsune Values)5 miles in atmosphere, 500 miles in space
Damage:2d4x10 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload:Effectively Unlimited
d) Plasma Cannon
Range: (Palladium) 2.5 miles in atmosphere, 5 miles in space
(Kitsune Values)2.5 miles in atmosphere, 250 miles in space
Damage: 1d4x100 MD per blast
Rate of Fire: 5 times per melee
Payload: Unlimited
e) Rail Gun
Range:(Palladium) 11,000 ft(2 miles) in atmosphere, 20 miles in space
(Kitsune Values)11,000 ft(2 miles) in atmosphere, 200 miles in space
Damage: 3d4x10 MD per 40 rd burst(can only fire bursts)
Rate of Fire:EPCHH
Payload: 8,000 rds
f) 30mm Autocannons(1x4)
Range: (Palladium) 11,000 ft(2 miles) in atmosphere, 4 miles in space
(Kitsune Values)11,000 ft(2 miles) in atmosphere, 200 miles in space
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single cannon...so a full burst of six rounds each from all four cannons firing simultaneously....12d6x10!
Rate of Fire:EPCHH
Payload:1,600 rds, 400 rds per cannon
Bonuses:Independent laser and radar tracking system; +1 strike set on automatic against aerial attack, +2 strike fired by gunner
*Light Turrets(4, two ventral, two dorsal)
a)Laser Cannon---PS-RFL-25B Pulse Laser Turrets
Range:(Palladium)6,000 ft in atmosphere, 24,000 ft in space
(Kitsune Values) 11,000 ft(2 miles) in atmosphere, 200 miles in space
Damage: 4d6 MD single shot, 2d4x10 MD per heavy blast-burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
b)Particle Beam Cannon
Range:(Palladium) 5 miles in atmosphere, 20 miles in space
(Kitsune Values)5 miles in atmosphere, 500 miles in space
Damage: 3d6x10 MD per blast
Rate of Fire: Four times per melee
Payload: Effectively unlimited
c)Ion Cannon
Range:(Palladium) 4,000 ft, 16,000 ft in space)
(Kitsune Values) 1 mile in atmosphere, 100 miles in space
Damage: 2d4x10 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively unlimited
d)Plasma Cannon
Range: (Palladium) 6,000 ft, 24,000 ft in space
(Kitsune Values) 1.2 miles in atmosphere, 120 miles in space Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload:Effectively unlimited
e) Rail Gun
Range: (Palladium)5 miles, 10 miles in space
(Kitsune Values)5 miles, 500 miles in space Damage: 2d6x10 MD per 50 rd burst; can only fire bursts
Rate of Fire: Four times per melee
Payload: 8,000 rd drum
f)Tachyon Scattergun
Range: (Palladium)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: 2d4x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited
*Wing Hardpoints(2, 1 each side)
a)Mini-Missile Launcher----100 MMs(Volleys of 1-10)
b) Short Range Missile Launcher----48 SRMs(Volleys of 1-12)
c) Medium Range Missile Launcher----24 MRMs(Volleys of 1-6)
d) Long Range Missile Launcher----8 LRMs(Volleys of 1-4)
e) Cruise Missile Launcher---3 per hardpoint(Volleys of 1-3)
f) Heavy Gravity Rail Gun Pod
Range:3 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 5d6x10 per 20 round burst
Rate of Fire: ECHH
Payload: 3,000 rds(100 bursts)
g) Anti-Missile Point Defense Laser Pod---A pod mounting a swivel mini-turret and independent target acquisition/fire control, used for point-defense against enemy missiles.
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere,1,000 miles in space)
Damage: 1d4x10 per pulse blast
Rate of Fire: Eight attacks per melee round
Payload: Effectively Unlimited
Bonuses: +4 to strike
h)Plasma Torpedo Launcher
Range: (Palladium)10 miles in atmosphere, 20 miles in space
(Kitsune Values) 10 miles in atmosphere, 10,000 miles in space
Damage: 1d6x100 MD to an 80 ft diameter blast radius
Energy ‘torpedo’ has a disruption MDC of 30
Rate of Fire: Every other melee
Payload:Effectively Unlimited
i) Tractor Beam Emitter----Effectively rated for 1,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Range: 25,000 ft
Options:
***Hull Armors----At the customer’s request, the SunChaser’s armor plating can be upgraded, similarly to other Orbital systems:
*Laser Reflective Armor---Orbital Standard; this relies on layers of highly reflective, prismatic material to reflect and disperse the effects of laser energy; lasers do HALF damage, but variable frequency lasers can compensate(typically within 1d6 melees) to do damage as normal. Increase overall mass by 4%
Cost: 335,000 credits
*Laser Ablative Armor---An expensive, but popular option. This uses Paladin Steel’s ceramic and embedded superconductor sandwich armor to disperse and slough-off laser energy. Lasers do HALF damage, but VFLs CANNOT adjust to compensate. Furthermore, Arkhon Tribeam weaponry does 10% LESS damage when striking LAA. Increase overall mass by 5%
Cost: 700,000 credits
*Stealth Armor----Special radar-absorbant armor, combined with modified cooling/radiation systems and internal EM baffling insulation.
Normal radar systems have only an 11% chance of detecting the ship at long range. Increase overall weight by 1%
Cost: 22 million credits
***Drive Upgrades
The modular design of the drive bays means that the ship can be upgraded/altered to accept a variety of different engine types, especially for upgrade purposes. Currently PS/ASI doesn’t offer any such engines for sale(only the standard fitout), as they are still developing their propulsion technology and production(as well as cultivatingrelations with companies already producing such propulsion systems, but the SunChaser’s structure has been stress-tested to speeds of Mach 14.
***Sensor Refits---The central sensor ‘well’ was designed for quick swap-outs of different systems, allowing different(presumably upgraded) systems to be quickly added.
A basic list of available different upgradeable sensors can be quickly reflected/represented by Eric Fackler’s Rifter article on Galactic Tracer Starship Creation Rules(Rifter # 34, pg. 47-57) with prices as follows:
-Premium SoroCom Sensor System(or equivalent)---- Normal Space Detection: 210,000 miles, FTL Detection: 1.1 light years. Cost:10 million credits.
-Military Grade Sensor System--- Normal Space Detection: 240,000 miles, FTL Detection: 10 light years. Cost:10 million credits.
-CAF Deployable Listening Array(available only as a Main Pod option)---Normal Space Detection: 9 million miles, FTL Detection: 25 light years. Cost: 30 million credits.
***Main Pod Module---The forward pod mount is the big options draw here; here are a few of the standard pod types available commercially;
*Passenger Pod(Commuter)(typically 550 MDC)----Basic accommodations for 30 people(another 15 can be shoehorned in under emergency conditions, but life support will be reduced to 50%, and conditions will be cramped).
Cost: 200,000 credits
*Passenger Pod(Luxury)(typically 500-800 MDC)----Luxury accommodations for VIPs or a wealthy shipowner. Usually accessorized with additional security features(EM shielding, separate communications suite, independent forcescreening, etc....). Typically houses 1-10 people in close, but high, comfort.
Cost: 200,000 + credits, depending on interior fittings
*Cargo Pod(typically 500 MDC)---Basic cargo pod can hold up to 100 tons.
Special purpose cargo pods outfitted for special cargoes, like high-security pay-vault pods(with their own security systems), shielded radiation containment vessels, exotic environment pods, or cryogenic storage modules, can cost 100-500% more, depending on the modifications.
Cost: 110,000 credits
*Heavy Cargo Pod(typically 1,000 MDC)---This oversized module sticks out well ahead of the ship an extra 25 ft, and can hold up to 200 tons of cargo. However, its weight and awkward positioning make it very hard to pilot the ship in an atmosphere, making takeoffs and landings nearly impossible(-15% to pilot rolls while in atmosphere).
Cost: 700,000 credits
*Tug Module(typically 500 MDC)---This replaces the nose pod with a reinforced rig that opens up into an array of electro-mechanical gripping pads, shock absorbers, and bumper trunions, for nosing up to, and latching onto oversized payloads in zero-gravity, allowing the ship to act as a pusher tug. Special reinforcing rods and pins stretch back to better distribute stevedoring stress and strain over the ship’s structure. However, its weight and awkward positioning make it very hard to pilot the ship in an atmosphere, making takeoffs and landings nearly impossible(-15% to pilot rolls while in atmosphere). This pod is commonly found with salvagers and space rescue units.
Cost: 800,000 credits
*Fighter Cradle---This module mounts a shell of light armor over a framework of docking armatures and system hookups, allowing the forward point to hold a single aerospace fighter, combat robot, or small shuttle. The protective ‘hangar shell’ provides 800 MDC.
Cost: 800,000 credits
* Recon Pod---No armaments, but this module package is crammed to the gills with long range military sensor equipment, including lidar, terrain mapping radar, EW detection/locator gear, gravitic sensors(8,000 mile range).
Cost: 6 million credits, plus extra for any specifically specialized sensor types.
*Long Range Sensor Pod---This module typically has a bulbous nose protruding well ahead of the rest of the ship, and holds gravitic sensors capable of detecting normal drive activity at 1 million miles away and FTL drive activity up to 18 light years away. Cost: 18 million credits.
* EW Pod--A powerful version of fighter onboard ECM systems, intended to provide wide area sensor jamming for squadrons or defense grid penetrations. This pod has provision for a three man EW operations crew
Effects:(Jamming) Jams civilian band communications with 90% effectiveness, military systems with 75% effectiveness. Enemy radar- and laser-guided weaponry is -4 to strike
(Cloaking) 95% chance of evading sensor detection to everything in the area of effect. All weapons fired at the craft in the cloaked field are -5 to hit
Range:(Jamming)800 miles
(Cloaking)1,000 ft radius
Cost: 85 million credits, and ONLY to approved customers
* Forcefield Generator Pod--A more powerful forcefield generator that produces a battlescreen of 3,000 per side (18,000 total) MDC strength(regenerates at 5% per melee)
Cost: 9 million credits
**Weapons Pods:
These pods typically have their own onboard power system, as well as targeting systems, though they can be tied to the ship’s own power grid and sensor suites.
* Missile Pod Type A-Carries 150 short range missiles(SRMs)(Volleys of 1-15)
Cost: 12.4 million credits, plus cost of the ordnance
* Missile Pod Type B-Carries 80 medium range missiles(MRMs)(Volleys of 1-10)
Cost: 12 million credits, plus cost of the ordnance
* Missile Pod Type C--Carries 20 long range missiles(LRMs)(Volleys of 1-5)
Cost: 30 million credits, plus cost of the ordnance
* Missile Pod Type D---Carries 10 cruise missiles(Volleys of 1-2)
Cost: 32 million credits, plus cost of the ordnance
*Special Weapons Pod(Exclusive to Paladin Steel/Aegis Stellar Industries)---This allows the SunChaser to carry and deploy a single Long Lance III or IV Heavy Nuclear Missile.
*Special Spacial Demolitions Pod(aka ‘Rock Buster’)----This is a variable-mode heavy shaped-charge plasma-nuclear warhead meant for destroying rogue asteroids and comets, or at least pushing them on new and harmless courses. The demolition payload is mounted on a thruster-equipped ‘bus’ that is docked to the SunChaser’s pod-mount, and deployed when within suitable range of the target. Depending on the type of target, if the target asteroid is relatively ‘soft’ and easily broken up, the warhead will maneuver to direct the plasma jet produced upon detonation so as to carve the asteroid apart. If the asteroid is too large or solid for this to be effective, the warhead will be maneuvered and oriented so as to provide a powerful boost, ideally pushing the target on a new trajectory.
The maneuvering ‘bus’ is too slow(about Mach 3 at maximum burn) to make it an effective weapon against other spacecraft(too easily spotted and shot down/evaded), though it could conceivably be used against a spacestation or already crippled vessel.
Range: Typically deployed from about 200 to 1,000 miles away from the target.
Damage: 1d6x1000 MD to a 200 ft wide, 5,000 ft long, area
* Cannon Pod Type A---Mounts a high power gauss cannon
Range:(Palladium) 5 miles in atmosphere, 10 miles in space
(Kitsune Values) 10 miles in atmosphere, 10,000 miles in space
Damage: 6d6x10 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 10,000 rds(500 bursts)
Cost: 3.6 million credits
* Cannon Pod Type B---Mounts a slightly less powerful rail cannon and 16 MRMs(or 32 SRMs) behind it.
Range:(Gauss Cannon)(Palladium) 6,000 ft in atmosphere, 4 miles in space
(Kitsune Values)4 miles in atmosphere. 4,000 miles in space
(Missiles) Varies by Missile Type(x4 in space)
(Kitsune Values: SRMs: 10 miles in atmosphere, 500 miles in space.
MRMs: 160 miles in an atmosphere and 80,000 miles in space.)
Damage: (Gauss Cannon)4d6x10 MD per 20 rd burst
(Missiles) Varies by Missile Type
Rate of Fire:(Gauss Cannon) ECHH
(Missiles) Volleys of 1,2,4, or 8
Payload:(Gauss Cannon) 1,000 rd drum(500 bursts)
(Missiles)16 MRMs OR 32 SRMs
Cost: 2.8 million credits, plus cost of the ordnance
*Cannon Pod Type C---Mounts a double-mount heavy kinetic kill weapon of the type already deployed as a secondary armanent on many PS/ASI capital ships. Known as the ‘A-1000’, ‘Triple-Ugly-Stick’, ‘Sword-Swallower’, and ‘Triple-Hammer’, this weapon pod’s mounting means the entire ship has to be pointed to fire it. Its recoil-vibration back into the structure of the SunChaser requires extra care to piloting and programming the maneuvering thrusters to compensate for the weapon when firing; otherwise it will impose a -10% to piloting rolls the melee round the weapon is being fired.
Range: (Palladium) 10 miles in atmosphere, 40 miles in space
(Kitsune Values: 40 miles in atmosphere/ 40,000 miles in space)
Damage:1d4x100 MD per 80 rd burst, 2d4x100 MD double cannon burst,
Rate of Fire:ECHH
Payload: 32,000 rds(400 bursts) per cannon
Cost: 20 million credits
* Energy Weapon Pod Type A---Mounts a high powered laser cannon. This is an extremely powerful weapon, but its power and range are offset by its slow rate of fire.
Range: (Palladium)8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited
Cost: 60 million credits
* Energy Weapon Pod Type B---Mounts a more powerful x-ray laser cannon that can punch through laser-ablative/reflective armors
Range:(Palladium)9 miles in atmosphere, 18 miles in space
(Kitsune Values: 18 miles in atmosphere, 18,000 miles in space)
Damage: 3d6x100 MD per blast
Rate of Fire: Twice per melee
Payload:Effectively Unlimited
Cost: 75 million credits
* Energy Weapon Pod Type C---Mounts a high powered Ion Destabilizer cannon
Range:(Palladium)5 miles in atmosphere,10 miles in space
(Kitsune Values) 10 miles in atmosphere, 10,000 miles in space Damage:1d4x100 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload:Effectively Unlimited
Cost: 60 million credits
* Energy Weapon Pod Type D---Mounts a high powered Particle Beam Cannon. Like the “Energy-A” configuration, this pod’s power is offset by a slow rate of fire, and greater expense.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited
Cost: 50 million credits
* Energy Weapon Pod Type E---Mounts a high powered Plasma Torpedo Launcher
Range: (Palladium)10 miles in atmosphere, 20 miles in space
(Kitsune) 20 miles in atmosphere, 20,000 miles in space
Damage: 2d4x100 MD to a 120 ft diameter blast radius
Energy ‘torpedo’ has a disruption MDC of 50
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
Cost: 55 million credits