Page 44 of 59

Re: Starship designs...

Posted: Sat Mar 15, 2014 12:04 am
by SolCannibal
Again speaking of Splugorth spaceships, it crossed my mind that the Metzla, specially the Murex, Volute and Murvolva but also the Kreewarr Carapace with a little adaptation, could be transformed into space fighters, tripulated or not. Certainly feasible and possibly pratical for some splugorth overlord whose realtionship with Metzla vassals/allies has already soured.

Re: Starship designs...

Posted: Sat Mar 15, 2014 6:29 pm
by taalismn
SolCannibal wrote:Again speaking of Splugorth spaceships, it crossed my mind that the Metzla, specially the Murex, Volute and Murvolva but also the Kreewarr Carapace with a little adaptation, could be transformed into space fighters, tripulated or not. Certainly feasible and possibly pratical for some splugorth overlord whose realtionship with Metzla vassals/allies has already soured.


Or Kreeghor wanting to make use of Metzla 'prisoners', though I do like the Splugorth 'no-honor-amongst-thieves' angle. :twisted:

Re: Starship designs...

Posted: Sun Mar 16, 2014 12:32 am
by SolCannibal
taalismn wrote:
SolCannibal wrote:Again speaking of Splugorth spaceships, it crossed my mind that the Metzla, specially the Murex, Volute and Murvolva but also the Kreewarr Carapace with a little adaptation, could be transformed into space fighters, tripulated or not. Certainly feasible and possibly pratical for some splugorth overlord whose realtionship with Metzla vassals/allies has already soured.


Or Kreeghor wanting to make use of Metzla 'prisoners', though I do like the Splugorth 'no-honor-amongst-thieves' angle. :twisted:


It's also a quite pratical way to put any overly uppitty "allies" back in their places, close by but below the Splugorth and their favorites. :twisted:

Re: Starship designs...

Posted: Sun Mar 16, 2014 1:58 pm
by taalismn
SolCannibal wrote:
It's also a quite pratical way to put any overly uppitty "allies" back in their places, close by but below the Splugorth and their favorites. :twisted:


Thanks; I now have several ideas for new Shemarrian Warmounts designed to utterly TORQUE the Splugorth Minions, and another idea for a cyborg aerospace fighter designed using cyborg technology and Splicers biotech to further poke a sharp stick in the Metzlas' eyes. :twisted: :twisted: :demon: :nuke:

Re: Starship designs...

Posted: Sun Mar 16, 2014 3:27 pm
by SolCannibal
taalismn wrote:
SolCannibal wrote:
It's also a quite pratical way to put any overly uppitty "allies" back in their places, close by but below the Splugorth and their favorites. :twisted:


Thanks; I now have several ideas for new Shemarrian Warmounts designed to utterly TORQUE the Splugorth Minions, and another idea for a cyborg aerospace fighter designed using cyborg technology and Splicers biotech to further poke a sharp stick in the Metzlas' eyes. :twisted: :twisted: :demon: :nuke:


Good to be of help, though i'm curious on how would Archie actually bother the Metzlas with new designs... beside being better at killing them, that is. :lol:

Re: Starship designs...

Posted: Sun Mar 16, 2014 3:35 pm
by taalismn
SolCannibal wrote:[

Good to be of help, though i'm curious on how would Archie actually bother the Metzlas with new designs... beside being better at killing them, that is. :lol:


I speak of the separatist (Reformed) Shemarrian Nation(and Shemarrian Star Nation) of the fan-concocted Shemarrian Civil War altverse setting. The rebel Shemarrians don't take orders from ARCHIE-3, but still hate the Splugorth, and this only carries over to those androids who establish their own (growing) star nation in the Three Galaxies(where they have PLENTY of opportunities to yerk off the Splugorth and hose them with nuclear weapons and entire ECOSYSTEMS of killer robots. :D

Re: Starship designs...

Posted: Sun Mar 16, 2014 4:21 pm
by SolCannibal
taalismn wrote:
SolCannibal wrote:
Good to be of help, though i'm curious on how would Archie actually bother the Metzlas with new designs... beside being better at killing them, that is. :lol:


I speak of the separatist (Reformed) Shemarrian Nation(and Shemarrian Star Nation) of the fan-concocted Shemarrian Civil War altverse setting. The rebel Shemarrians don't take orders from ARCHIE-3, but still hate the Splugorth, and this only carries over to those androids who establish their own (growing) star nation in the Three Galaxies(where they have PLENTY of opportunities to yerk off the Splugorth and hose them with nuclear weapons and entire ECOSYSTEMS of killer robots. :D


Ah, those Shemarrians you mean - must admit i have only minimal familiarity with them. That said i ask myself if though he lost the control of them would he still have the capacity to access their data banks and catch any information they produce.

Or how might them interact with the Machine People - supposing they are aware of their robotic condition and artificial culture, what might not be the case.

Re: Starship designs...

Posted: Sun Mar 16, 2014 4:42 pm
by taalismn
SolCannibal wrote:[

Ah, those Shemarrians you mean - must admit i have only minimal familiarity with them. That said i ask myself if though he lost the control of them would he still have the capacity to access their data banks and catch any information they produce.

Or how might them interact with the Machine People - supposing they are aware of their robotic condition and artificial culture, what might not be the case.


Oh, we have various mechanisms to explain that, such as technological fallibility in the Toaster's plans, and machine-possessing sentient energy-states. ;)

Re: Starship designs...

Posted: Sun Mar 16, 2014 6:25 pm
by SolCannibal
taalismn wrote:
SolCannibal wrote:[

Ah, those Shemarrians you mean - must admit i have only minimal familiarity with them. That said i ask myself if though he lost the control of them would he still have the capacity to access their data banks and catch any information they produce.

Or how might them interact with the Machine People - supposing they are aware of their robotic condition and artificial culture, what might not be the case.


Oh, we have various mechanisms to explain that, such as technological fallibility in the Toaster's plans, and machine-possessing sentient energy-states. ;)


I expected so - but "fuzzy" victories, like the Shemarians becoming too indepent for Archie to control, but still having an unconscious "weblink" with their maker, because they are unaware of him, can result in twists and surprises certainly.

Re: Starship designs...

Posted: Mon Apr 07, 2014 2:15 pm
by taalismn
Paladin Steel/Aegis Stellar Industries ‘Sagadag’-class Light Aerospace Carrier
(aka ‘Saggy’, ‘Bristle’)
http://i408.photobucket.com/albums/pp164/taalismn/img448_zpsca4c8eed.jpg


“The Sag’s a lash-up and a jeep-carrier, no two ways about it, and it’s no cushy assignment. Compared to other carrier platforms, they’re small and they’re crowded. Room’s at a premium aboard them, what with fighters, ammo, spare parts and crew alike stacked like wood inside. But at least it’s designed as a carrier, with the appropriate parts put where they should be, and enough space for two squadrons and the proper means to deploy them, unlike the merchant conversions we’ve been using to date. Of course, that makes it a lot more likely that Sagadag crews are going to be assigned more power projection roles in harm’s way, than simply serving as convoy escorts, but one doesn’t sign to be a fighter pilot just to buzz fields and carry out hull inspections.”

The PSS/ASI-CV-08 Sagadag* is a light carrier derived from the successful Javelin-class missile destroyer, and is meant to give mercantile escort squadrons and destroyer flotillas much-needed aerospace fighter support.
The Sagadag is intended to be inexpensive, using the tried and true Javelin as its basis, and can be quickly built from production in-stream craft diverted off main assembly, or converted from older Javelins. Retaining the bow and engines, the design guts the central hull of its missile launchers and splices in several extra lengths of accommodation and hangar modules for shuttles and fighters. Conversion removes all the heavy missile launchers of the Javelin, but retains the point defense weaponry and heavy direct-fire weapons turrets. The Sagadag also retains the Javelin’s stealth and EW systems, with the long range electronics and sensors converted over from long range targeting for missiles to search, early warning, and command/control for the small craft. In addition to deploying fighters and small craft, the Sagadag can thus act as a picket ship and point defense vessel for the transports it is expected to be escorting.
The Sagadag carries its fighters in four hangar modules, launching forward, two ventral, and two dorsal. Recovery is via two lateral modules equipped with trap and tractor gear. Once fighters are recovered, they can be serviced in these recovery bays, then moved by conveyor chutes to the launch modules to be catapult launched. The hangar bays are designed to be modular, allowing for fast ship upgrades to accommodate different types of fighters and shuttles(though the standard module pods can already fit a variety of small craft). Supplies and stores are loaded in the rear of these modules, and the storage sections can be quickly jettisoned in event of fuel or ordnance fires. Crew accommodations are in the central core of the ship, with access to lifepods in the hangar and recovery modules.
The first ‘Sags’ went immediately to PS/ASI’s security fleet, while subsequent production runs have been offered for sale on the open market to approved GNE/ASI affiliates.

(*Sagadag---Derived from the anglicization of a Russian/Mongolian name for an arrow quiver)

Type: PSS/ASI-CV-08 Sagadag
Class: Space Light Aerospace Carrier
Crew: 80+ 10 man Stelmarine security contingent+ 45 man fighter /small craft crew complement
MDC/Armor by Location:
Main Body 35,000
Bridge 9,000
Main Engine Bloc 9,000
Auxiliary Engines(2) 3,500 each
Kinetic Kill Rail Cannons(3x2) 500 each
Point Defense Lasers(14) 90 each
Point Defense Rail Guns(10) 100 each
Hangar Bays(4) 5,000 each
Lateral Recovery Bays(2) 6,000 each
Variable Forcefield 3,000 per side, 18,000 total
Height: 120 ft
Width: 220 ft
Length: 500 ft
Weight: 90,000 tons
Cargo: 3,000 tons
Powerplant: Nuclear Fusion, w/ 25 year energy life
Speed:(Atmosphere) Hover to Escape Velocity(Mach 6)
(Gravitic Drive) Mach 11
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.1% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) (all Marks) Not possible
Market Cost: Estimated cost at around 800 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
*Enhanced Sensors----The Sagadag mounts a sensor suite slightly more powerful than those typical of its class, and has 25% better range(effective -Fleets of the Three Galaxies- range of 320,000 miles)
*Laser Targeting-------250,000 miles
*Communications Suite:---Long Range Radio and Video
* Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 50,000 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.

*EW Jamming Systems---In combat, the Sagadag will attempt to use its electronic warfare suite to confuse enemy sensors as to the ship’s exact position and activity. Communications Jamming has a 10,000 mile range, is 90% effective against civilian systems, and is 65% effective against more sophisticated channel-jumping military communications suites. Missiles and sensor-guided weapons are -4 to strike.

*Passive Stealth Systems----The Sagadag uses passive stealth systems to reduce its sensor signature by as much as 40%, but in order to achieve this, the ship cannot be under acceleration, and its engines must be running ‘cold’.

*Electromagnetic Catapults(4)----The Sagadag can deploy its fighters four at a time, using massdriver catapult systems.

*Tractor Beam Emitters(4)----Effectively rated for 1,000 tons dead weight each, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. Normally used for recovering fighters and shuttles. Range: 20,000 ft

Weapons Systems:

1)Kinetic Kill Rail Cannons(3x2)---Mounted in main hull turrets positioned one ventral and one dorsal, these weapons can pivot for maximum arc of fire. However, the turrets do not adequately cover the rear firing arcs of the ship. These weapons have been retained as a hedge against larger commerce raiders instead targeting the escort carriers.
Range: 10 miles(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, 3d4x100 MD per triple cannon burst
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon before needing reloading from stores(takes about 30 minutes)

Alternatively, the ship’s twin heavy turret mounts can be fitted with the following:
b) Medium Lasers
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per single blast, 4d4x100 double-barreled blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited


2) Point Defense Lasers(14)----Spaced around the hull are standard laser PDS turrets for fending off enemy fighters and missiles. The sheer number of them allows the Sagadag to act as a defensive picket for escorted vessels, and has, together with the PDS railguns, earned the Sagadags the nicknames of ‘porcupines’, ‘bristles’, and ‘hedgehogs’.
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, or auto-fire; 6 attacks per melee
Payload: Effectively unlimited

(Optional) Laser/Mini-Missile PDS----These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Lasers) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets 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


3) Point Defense Rail Guns(10)---These are standard rapid-fire gauss guns that ‘pepper’ areas of space with hypervelocity kinetic kill rounds.
Range: 6,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 200 miles in space)
Damage: 2d4x10 MD per 60 rd burst
Rate of Fire: EGCHH, or 6 attacks per melee in auto mode
Payload: 12,000 rds per gun(200 bursts each)
Radar Targeting Bonus: +3 to strike

Auxiliary Craft:
*24 Aerospace Fighters(standard complement)
*4 Shuttles

Variants:
*PSS/ASI-CV-08AHP---Light Assault Transport variant. The upper hangar/launch modules have been replaced with life support modules and capacity for barracking a company of troops(160 effectives), while the lower hangar modules have been replaced with hangaring for 8 assault shuttles. Space in the recovery bays normally used for fighter support has been given over to expanded recreation and practice areas for the troops.

*PSS/ASI-AOT-08----Light Tanker variant, replacing the hangar modules with gas/liquid storage tanks, typically for reaction mass and reactor fuels. Transfer can be made via direct linkage or the use of special transport shuttles operating from the modified lateral recovery bays. The AOT-08 variant is often deployed to assist others’ space forces, especially in extending the range of liquid-fuelled fighters and patrol craft. The Kinetic Kill Rail Cannons have been removed, but the heavy point defense capabilities have been retained, as these ‘combat tankers’ often operate close to front lines and are a tempting target for enemy fighters.

Re: Starship designs...

Posted: Thu May 01, 2014 11:54 am
by Jerell
Why is this thread not a sticky. Wealth of great designs here.

Re: Starship designs...

Posted: Thu May 01, 2014 12:06 pm
by SolCannibal
Jerell wrote:Why is this thread not a sticky. Wealth of great designs here.


Good idea.

As an aside, any starship concepts of your own?

Re: Starship designs...

Posted: Thu May 01, 2014 5:01 pm
by taalismn
SolCannibal wrote:
Jerell wrote:Why is this thread not a sticky. Wealth of great designs here.


Good idea.

As an aside, any starship concepts of your own?


Indeed. From the latest sleekest battlecruisers to the grubbiest, most broken-down, on its last legs, interplanetary barge, come one, come all.

Re: Starship designs...

Posted: Sat May 03, 2014 2:12 am
by glitterboy2098
actually i have an idea for a "demilitarized" version of one of the canon ships.. the idea being to take one of the more interesting smallcraft and turn it into a useful civilian vessel.

i'll try to write it up and post it tomorrow.

Re: Starship designs...

Posted: Sat May 03, 2014 1:41 pm
by glitterboy2098
here we go..

Procurer class Long Range Pinnace
Developed on the frame of the popular Proctor Interceptor, the Procurer class uses an identical space frame and drive, with the weapons and heavy armor of the military vessel stripped to meet standard civilian vessel regulations. The interior has been redesigned for greater crew comfort, and the defensive equipment has been replaced with non-military systems. Unidirectional Shield system, a chin turret with infantry laser cannons, and four mini-missile bays provide sufficient firepower to defend against pirates or bandits, while not sufficient for military action. in an odd move, the vessel was fitted with a high powered sensor and communications suite that outperforms many larger military vessels. Justification for this is safety purposes, to enable the vessel to avoid danger more readily than its competition. The Procurer has become a popular, if not yet widespread, vessel for small traders, passenger services, diplomatic couriers, and private security firms. sales have been hindered somewhat by the very public use of the procurer by the Free Worlds Council, which fit the vessel with military grade variable shields and under wing hard points for cruise missiles, employing them as strike craft, troop landers, and espionage vessels.


Model Type: LRCS-27
Class: Long Range Light Transport
Crew: Two: Pilot/captain, Co-pilot/communications officer. Can be operated by a single pilot. Can accommodate an additional 6 passengers. fitted with 8 'coffin cabins' for the crew, each with a bed, computer Terminal, and small storage locker, climate control, and independent emergency life support in a space roughly 8 feet x 4.9 feet x 4.9 feet (2.5m x 1.5m x 1.5m meters) in size. A common room, small Kitchen, food storage area, lavatory, and shower facility is also included.

M.D.C. by Location:
Laser Chin Turret - 250
Defensive Mini-Missile Bays (4) - 75 each
Reinforced Pilots Cabin - 250
Unidirectional Force Field - 1200
[1]Main body - 1100

[1] Depleting the M.D.C. of the Main Body means the ship is in tatters, with life support and contragravity systems knocked out, and is unable to fight or move under its own power. if the ship is reduced to -300 M.D.C., antimatter containment is breached and the ship explodes, doing 3D6x10 M.D. to everything within a 500 foot radius around the ship.

Speed:
Driving on the Ground: Limited for taxiing purposes. 3 mph (4.8kph).
Flying: mach 10 in Space, but in Atmosphere, Speed Drops to to mach 3. Contragravitic drive allows for full VTOL capability, and allows trans-atmospheric operation.
FTL: Contragravitic Drive allows it to travel at four light years per hour.
Range: limited by Supplies and Life Support. Life Support is a recycle system, and can operate for 12 months without replenishment. On board supplies can support 8 people for 4 months comfortably, 6 months with strict rationing. Additional supplies can be carried in the ship's cargo hold for longer journey's.

Statistical Data:
Height: 20 feet
Width: 50 feet (15.2m) at the body, 80 feet (24.4m) at the wings.
Length: 80 feet (24.4m)
Weight: 450 tons.
Cargo: The cargo bay is 10 feet (3m) tall, and 20 feet (6.1m) wide and long. Maximum cargo weight is 150 tons.
Power System: Antimatter, Average Energy Life of 20 years.

Weapon System:
Dual Laser Chin Turret: Mounted under the nose of the craft is a small remote operated gun turret housing two infantry support laser cannons.
Primary Purpose: Point Defense
Secondary Purpose: Anti-infantry
Mega-Damage: 2D6x10 M.D. per 6 blast double pulse.
Rate of Fire: Each Double Pulse uses one attack per melee.
Effective Range: 2 miles (3.2km)
Payload: effectively Unlimited. Powered by the ship's power plant.

Defensive Mini-Missile Bays (4): 12 tubes each, mounted on the rear fuselage above and below each wing.
Primary Purpose: Anti-Missile
Secondary Purpose: Anti-ship
Mega-Damage: Varies with missile Type. typically High Explosive, 5D6 M.D.
Rate of Fire: One at Time or in Volley's of 2, 4, 8, 12, 24, or 48.
Range: Varies with Missile Type, generally about 2 miles.
Payload: 48 missiles, 12 per Bay.

Equipment: (see Pg 153 of Dimension Book 2 for more details)
Radar - 100,000 miles (161,000km) range
Passive Gravity Wave Sensor, 200,000 mile range (320,000km) normal space, 1 light Year Range for detecting ships in FTL.
Multi-Radiation Sensor, 400,000 mile range (644,000km)
Thermo-imaging, 200,000 mile range (322,000km)
Communication System, Radio and laser, effective range 600,000 miles (966,000km). Speed of light limited (3.5 second delay each way at longest range)

Re: Starship designs...

Posted: Sat May 03, 2014 9:54 pm
by taalismn
Ewwww...happiness!

I'm working on taking several rather rough designs Kevin Siembieda did for the Mechanoid Invasion Trilogy RPG and fleshing them out into Three Galaxies designs for the New Nigellian Confederation, so that may count as 'refitted canon' designs/

Re: Starship designs...

Posted: Sun May 04, 2014 12:26 am
by SolCannibal
taalismn wrote:Ewwww...happiness!

I'm working on taking several rather rough designs Kevin Siembieda did for the Mechanoid Invasion Trilogy RPG and fleshing them out into Three Galaxies designs for the New Nigellian Confederation, so that may count as 'refitted canon' designs/


VERY nice adaptation idea indeed, specially considering the Mechanoids have made appearances in Rifts Earth and are at least known of in the Three Galaxies through the Kittani and Splugorth, unlike stuff from othe MDC settings like Robotech or Splicers.

Damn, i'm having some decidedly wicked ideas for a ship concept - got to take some time to put it on text... Have to decide who would do the weird thing for starters.

Re: Starship designs...

Posted: Thu May 08, 2014 1:48 pm
by taalismn
Well, KS was just starting out, and it shows. In the Mechanoids original universe, Particle Beams and Plasma Cannons are the big guns, with respectable range, but the damage was lacking, point defense nearly non-existent, and details are scant in the descriptions. There's also a tendency towards really lightweight(for their size) ships with massive cargo loads.
In every other Palladium high-tech game, Plasma weaponry is nearly non-existent as capital spacecraft weaponry.
So, yes, there's a lot of work to be done. :D :bandit:

Re: Starship designs...

Posted: Thu May 08, 2014 8:41 pm
by SolCannibal
taalismn wrote:Well, KS was just starting out, and it shows. In the Mechanoids original universe, Particle Beams and Plasma Cannons are the big guns, with respectable range, but the damage was lacking, point defense nearly non-existent, and details are scant in the descriptions. There's also a tendency towards really lightweight(for their size) ships with massive cargo loads.
In every other Palladium high-tech game, Plasma weaponry is nearly non-existent as capital spacecraft weaponry.
So, yes, there's a lot of work to be done. :D :bandit:


It might be seen as results of alternate solutions to similar problems, being different universes and all...

But yes, i guess some adaptation might be necessary to "equalize" things on account of how the Mechanoids are represented by the systems of each setting/game.

Re: Starship designs...

Posted: Sun Jun 22, 2014 3:55 am
by Aramanthus
Those sort of ships would be cool to see fleshed out. I have to finish several ships for my Merc group and them post them.

Re: Starship designs...

Posted: Mon Aug 18, 2014 1:04 pm
by taalismn
(another 89er concept fleshed out)

Paladin Steel/Aegis Stellar Industries ‘Ramey’-class Deep Space Transport Cruiser
(aka ‘Jenga-Cruiser’, ‘Hub-Cruiser’)
http://i408.photobucket.com/albums/pp164/taalismn/ramey-classcarrier_zpsd607b4e3.jpg


“I sometimes feel like I’m captain of a flying zoo; just about every one of my embarked LATs seems to have a different story, theme, or complement of characters. There’s a ship carrying a complement of roboninja, another that collects sentient ‘specimens’ for the genetic augmentation lab in the adjacent bay, three of the LATs are beholding to a Cambridge Jungle-owned terraforming concern, there’s a zoological sampling team in Bay Eight, four corporate-sponsored mercenary crews between Bays NIne, Ten, Eleven,and Twelve, a gov black ops crew in Thirteen that never comes out to talk to anybody, a bounty-hunting dragon owns the ship in Bay Fourteen, a xenoarchaeological crew in Eighteen, and a merchant apparently using his LAT to collect FURNITURE in Bay Twenty-Five! The zoo image just got worse the time one of the patients from the aug lab came out from under anesthesia early, escaped, and got lost in the terraformers’ greenhouse modules, and the mercs, bounty-hunter, and animal capture squad all responded to the security alert-”
--Captain Raul Tegiss, GNESS Bristol.

“Ah, Travel Master Chi’ugas, we’ve been hearing some disturbing reports about your transit service that you’ve openned using both the cruisers and the LATs our company gave you.”
“Indeed?”
“Yes, apparently you’ve been abducting people from their homes or from wilderness areas-”
“Ah, part of our service; ‘pick up from your doorstep’. Or from unobserved areas so you don’t have to reveal to the unsophisticated locals that you’re going offworld. We’re just using the LATs as airline limo service to our motherships. We just bypass the airports and spaceports, many of which don’t exist in the first place on the planets we service. We arrange these pickups well in advance, but some people may be forgetful or, if they’re seeing them taking place, may assume an ‘abduction’ is taking place.”
“-you then subject the people to...invasive..medical exams.”
“Perfectly standard procedure for insuring we’re not transporting sick people between planets. Also screens for security issues and internally carried contraband. We can’t rely on spaceport security because, as I’ve said already, we often service planets that don’t have such facilities and services in place. Nobody’s ever been harmed during our procedures, and we’ve even been able to spot and report health problems the clients were unaware of.”
“There’s also the matter of the partial mindwipes.”
“Procedural sedation. Just unfocuses the sharpness of perception temporarily. Again, part of the service; takes the edge off the security and health screenings. Most of our clients would be much more upset and unruly if we DIDN’T use the sensie-foggers.”
“You then pack the people into hibernation systems.”
“Our ships aren’t luxury liners as you well know, since you sold us the ‘Rameys’ to begin with. They’re not cruise-ships by design configuration and we use them accordingly; people use our service to get other places quickly, not dawdle along the way. Putting them in stasis means we can operate more efficiently and even goose the engines on our motherships for faster speeds, which we couldn’t do if we had in-ship swimming pools and hosting ballroom dancing aboard...strange customs you humans have, flailing in water or prancing around to syncopated noise, especially when you’re traveling.”
“Okay, well, technically none of those are illegal, but there have been concerns voiced about your spaceline’s operating methods.”
“Perfectly understandable. We’d be concerned too if we had reports of you humans apparently manhandling our people, especially if it was aboard ships WE’d sold you. We’ll review our procedures nevertheless to address some of those concerns. Can’t say Gray’star Space Transit doesn’t listen to what the galaxy is saying about us.”

HOW many smaller contacts did you say that boogie just launched at us?!” :shock:
----Anonymous space traffic control commander, pirate outpost in the Thundercloud, during a raid by ASI security forces.

The ‘Ramey’ -class Transport Cruiser is an unusual design vessel that was developed in parallel with the Roswell-class scout ship, and meant to be introduced into service at the same time as the smaller vessel. However, multiple design revisions and development problems delayed the finalization of the design, and the commissioning of the first of the class wouldn’t come until nearly two years after the Roswells entered service.
The Rameys were a product of the Outpost Hedro thinktank, under the CELESTIAL WAREHOUSE and ACME project headings. and were meant from the start as support motherships and tenders for the smaller Roswells. The original concept was for a large saucer-shaped ‘stack’ (or ‘jenga tower’ as one designer put it) using an annular drive system similar to the Roswells’. Gravitic control problems with the larger and extended drive system led to substantial changes, however, and a more conventional system was adopted, with scaled-down annular components. The final overall design configuration is of a thick streamlined upright tower, with a flared base, sitting on its ‘tail’ when landed. Multiple bays(eight, each holding ten individual hangars) running up the sides hold Roswell scouts ready for launch, serviced from a central systems core and cargo holds between the hangar bays. Development was delayed again short of production commencement to modify the Roswell bays to be modular, allowing unused bays to be fitted as additional cargo space, accommodations, or mission-specific facilities, such as prisoner transport pods, quarantine modules, or laboratory space.
Armor is fairly heavy on the Rameys, while armament is roughly equal to a transport-conversion Warshield cruiser. The Ramey’s primary weapon against other spacecraft is its complement of LATs, and the mothership will try to stay away from the combat zone. Most of its weaponry is designed around point defense and intercepting fighters and missiles. While the radial gravitic drive configuration hasn’t delivered on the promised speed and agility, however it HAS made generating heavier variable forcefields easier, and the Ramey sports fairly strong force screening.

The main criticisms of the Ramey are that it is overly specialized, designed to service a specific type of small craft. PS/ASI, in response, altered several spaceframes in the production stream to be modified as more conventional carrier-craft. Another complaint is that the ships look utterly unlike anything else deployed to date by PS/ASI, but the company contends that this works to their favor; especially around Rifts Earth, the Ramey and its attendant Roswells are more likely to be mistaken for d-bee or alien spacecraft, and not associated with Paladin Steel and Greater New England.
As noted before, attempts to give the Ramey the same degree of maneuverability as the Roswell fell short of expectations. The Ramey is still fairly agile for its size, and at all-out open throttle can out-race Smasher- and Bindas-class cruisers.

Besides their space-based LAT-tending, Rameys find use in supporting PS/ASI outposts, and when grounded serve as impromptu spaceports and hangar facilities for the outposts’ complements of scouts and light transports. While the bulk of production thus far has wound up in direct PS/ASI/GNE service, a few ships have sold/loaned/gifted to Alliance affiliates.

Type: PS/ASI-HInstelCvT-10 ‘Ramey’
Class: Heavy Transport Carrier Cruiser
Crew: 400 plus 340 man air group
MDC/Armor by Location:
Main Body 95,000
Bridge 11,000
Roswell Bays(8) 2,000 each, each individual bay(10 each) has 200
Heavy Lasers(2) 500 each
Medium Lasers(8 ) 400 each
Point Defense Turrets(20) 100 each
Engine Block(flared bottom of the ship) 60,000
Variable Forcefield 7,000 each side(42,000 total)
Height: 600 ft diameter, 700 ft at base.
Width: 600 ft diameter, 700 ft at base.
Length: 1,052 ft
Weight: 540,000 tons
Cargo: 100,000 tons
Powerplant: Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 11
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.1% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Limited; can land in water and take off, but cannot maneuver on or under the water. Also, unless the hangar bays have been specially modified, deploying the small craft complement underwater is impossible/not advised. Maximum depth capability of 1,000 ft.
Market Cost: 7 billion credits
Systems of Note:
Standard Starship Systems, plus:
*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 4 million miles

*Gravitic Sensors----55 million mile range
*Neutrino Detection----55,000 mile range
*Tachyon Radar---3 million miles

*Communications Suite:---Long Range Radio and Video

*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 200,000 miles.--For tight-beam communications, ship to ship, or ship/surface. The Laser can even be modulated to the blue-green for communicating with submerged vehicles

*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.

*Tractor Beams(8)----Effectively 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. One emitter is mounted above each hangar bay ‘strip’. These systems are typically used to assist in the recovery of small craft and the handling of cargo in zero-gee.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

*EW Jamming Systems---In combat, the Ramey will attempt to use a powerful electronic warfare suite to confuse enemy sensors as to the ship’s exact position and activity. Communications Jamming has a 10,000 mile range, is 90% effective against civilian systems, and is 65% effective against more sophisticated channel-jumping military communications suites. Missiles and sensor-guided weapons are -4 to strike.

*Passive Stealth Systems----The Ramey uses passive stealth systems to reduce its sensor signature by as much as 40%, but in order to achieve this, the ship cannot be under acceleration, and its engines must be running ‘cold’.

Weapons Systems:
1) Heavy Lasers(2)---Mounted in the top of the spacecraft are two heavy lasers. When grounded, these lasers serve as heavy antiaircraft/air defense weapons atop the towering Ramey.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d6x100 per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

2) Medium Lasers(8, 4 forward, 4 aft)---The Ramey mounts secondary batteries of medium-rating laser cannons for dealing with fighters and small craft.
Range: 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

b) Kinetic Kill Cannons---In the alternative, the laser mounts can be replaced with KKCs, which are more effective against opponents shielded against energy weaponry.
Range: 10 miles(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, 3d4x100 MD per triple cannon burst
Rate of Fire: ECHH
Payload: 32,000 rds(400 bursts) per cannon before needing reloading from stores(takes about 30 minutes)

3) Point Defense Turrets(20)---The Ramey fairly bristles with PDS mounts. These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Lasers) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets 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


Auxiliary Craft:
80 Roswell LATs
8 Large Shuttles
10 Light Shuttles

Variants:
*HInstelCv-10CV
---Dedicated aerospace fighter carrier conversion, put into production after allegations that the ‘Ramey’ was too specialized around the Roswell LAT. The HInstelCv-10CV carries 80 fighters instead, one to a hangar bay(two can be squeezed in if small/light models like the CAF Scorpion). Since its introduction, the HInstelCv-10CV, as a purpose-built carrier, is becoming more popular as a fighter carrier than the earlier Zhuge Nu freighter conversions.

*HInstelT-10D---This is a pure transport variant, with the Roswell bays converted to additional cargo space. In this configuration, the ships can carry 250,000 tons of cargo.

*HInstelCH-10---(aka ‘Deathcob’, ‘DeathCurler’) Another production-line conversion meant to produce a heavy missile cruiser. The HInstelCH-10 adds two additional heavy laser mounts, and replaces most (64) of the Roswell bays with missile launchers of various weights, depending on the intended mission profile. This variant is being considered as a replacement in some postings for the older and cruder PS/ASI-S-M/DDG08 Orion II System Monitor.
a) Short Range Missile Launchers
Range: Varies by Missile Type
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-30 each launcher
Payload: 100 per launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 48 SRMs)

b) Medium Range Missile Launchers
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: 80 missiles each launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes .(1 ton of cargo capacity holding 24 MRMs)

c) Long Range 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 1-8
Payload: 40 missiles per launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity holding 12 LRMs)

d) Cruise Missile Launcher
Range: Varies by Missile Type(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: 6 missiles per launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo per 2 missiles)

e)Heavy Nuclear ‘SunBombs’---These are the heavy PS/ASI-made weapons used exclusively by their forces.
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1-3
Payload: 12 missiles per launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo per 1 missile)


f) X-Ray Laser Bombs
Range: 1,000 miles(4,000 miles in space)+laser range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+laser range
Damage: 1d4x1,000 MD laser blast; range 70 miles(Kitsune Value: 70,000 miles). Laser-reflective armors do NOT halve X-ray laser damage.---One-shot weapon that destroys itself in the process of firing.
Advanced models can target as many as 10 separate targets within range simultaneously.
Rate of Fire: Volleys of 1-4
Payload: 12 missiles per launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo per 1 missile)


g) Plasma Jet Bombs(aka ‘Casaba Howitzer’, or ‘Sunspot Bomb’)---A cousin of the X-Ray Laser Bomb and predecessor to the Plasma Torpedo, the Plasma Jet Bomb is essentially a shaped nuclear charge, generating a conical wave of super-excited plasma and radiation. The Plasma Jet Bomb lacks the range and multiple target engagement capability of the laser mine, but because it doesn’t expend all its force in all directions, it can produce higher damage than a regular omnidirectional plasma warhead.
Range: 1,000 miles(4,000 miles in space)+plasma range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+plasma range
Damage: 1d6x1,000 MD plasma blast; range 30 miles(Kitsune Value: 30,000 miles), in a cone 30 degrees wide. The radiation also has a 60% chance of blanking out the target’s sensors for 1d6 melees---One-shot weapon that destroys itself in the process of firing.
Rate of Fire: Volleys of 1-3
Payload: 12 missiles per launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes (1 ton of cargo capacity per 1 missile )

h)Long Lance IV ----PS/ASI still produces this earlier, heavier, crude cruise missile on account of its massive destructive capabilities and its carried penetration aides.
Range: 1,500 miles(6,000 miles in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: 2d4 x 1,000 MD to a 2.6 mile destruction radius in space
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -6 for guided weapons to strike. 60% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
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
Rate of Fire: Volleys of 1-3
Payload: 3 missiles per launcher, plus 80 tons of reloads, available to the launcher magazines within 15 minutes (A Long Lance IV takes up four tons of cargo space)


i) Decoys---Decoy or ‘noisemaker’ warheads are also often used to increase the difficulty of successful missile interceptions, by confusing sensor returns and jamming radar and lidar accuracy. Although this does mean few ‘live’ warheads can be carried to make room for the decoy rounds, against technological opponents the ‘fakers’ can increase the changes of successful volley penetration.

Re: Starship designs...

Posted: Mon Aug 18, 2014 1:07 pm
by taalismn
(From an idea fielded by 89er)


Paladin Steel/Aegis Stellar Industries ‘Roswell’ Light Lenticular Aerospace Transport
(aka ‘Chakram’)

#“Sure we want that one?”#
#“Milintel wants an officer to question about where the neobarbs are getting their ‘holy weapons’ from. That one’s the best opportunity we’ve seen thus far.”#
#”Right! Have the psych-team ready then to catch, because this will be quick!”#


The Inaran guard-captain stepped to the watch-post overlooking the Outsiders’ valley, to take her turn watching the aliens and making sure they did nothing untoward. The conscript rabble of the Inaran army, even some of the volunteers, tended to quail at the prospect of guarding the approaches to the valley, fearing the worst of those who had thrown back three Imperial armies. There had already been several attempts at desertion, many disciplinary lashings carried out, and even one summary sentencing of death for cowardice. Time for a veteran to prove that there was nothing to fear. Those who defied the Empire would know their place in due time, especially with the Gods showing their favor and gifting weapons of might to the Inara.
She looked up at the stars to offer a prayer for victory from the Watchers in the Dark, the spirits of night. She picked out the Houses of the Dark Maiden, the Axe-Maker, the Judge of Souls, the-
That was funny; it was a clear night. Why did it seem the House of the Slave Breaker was somehow occul-
The guard-captain barely had time to feel the tingle across her skin before her world went darker than night, The last sensation she had was of her feet leaving the ground.

#”Got her! Tell your probe-girls to expect a gift-wrapped overnight special delivery incoming.”#




The LAT026 is the latest in a range of Paladin Steel/Aegis Stellar Industries-produced light spacecraft. The LAT026 is distinguished mainly by its distinctive shape and exceptional maneuverability.
Nicknamed the ‘Roswell’ for some obscure reason, the LAT-026 has a saucer-shaped configuration and no apparent engine venturis. The annular design of its contra-gravity engine offers a number of advantages; the lack of a readily discernible engine section prevents that section from being targeted, the even projection of the CG drive field means the vessel can move very easily, with incredible agility, in just about any direction, and the blending of propulsion and defensive fields means the forceshielding can be easily powered up and regenerated using direct engine power. The downside is the Roswell is not as fast, overall, as other designs, with regards to engine-weight-to-total-mass ratios(though the Roswell was deliberately ‘over-engined’), the engines cannot be as easily upgraded(integrated as they are into the main hull of the vessel), and the system is somewhat more expensive that standard engines.
The Roswell’s annular drive configuration gives it a maneuverability comparable to smaller fighters, and crews claim the ship handles exceptionally well, and is a ‘trickster’ in aerial combat. Pilots and crew more used to a more linear-laid-out spacecraft, however, find that getting accustomed to the circular design with advanced inertial dampening and its ability to change directions instantly, takes some doing.
Armor protection on the Roswell is modest, but tough. As a side-effect of the drive configuration, the Roswell’s CG drive can more easily and efficiently generate a defensive forcefield, affording the ship even more protection. Standard armament is light, consisting of a point defense laser array, although this can be swapped out for more powerful armaments.
Internally, the Roswell follows a circular plan; the engines and three fusion powerplant pods are arranged around a central cockpit core. The habitation core consists of two levels; the upper level holds the cockpit for up to six crew members, plus basic habitation facilities for them, while the lower level is a modular cargo bay that can be configured for cargo, short range troop/passenger accommodation, field laboratory, extra crew space, sensor pallets, or a weapons bay.
The ‘Roswell’(or ‘Chakram’ as it is known in its military capacity) is being groomed as a replacement in the GNE Aerospace Forces for the rather cramped and limited ‘Angon’ scoutship. The vessel is already getting rave reviews from GNE Aerospace Force crews assigned the first released models.

Type: PS/ASI-LAT026 ‘Roswell’
Class: Light Aerospace Transport
Crew: 3 minimum, up to six in upper cabin
MDC/Armor by Location:
Main Body 900
Reinforced Cockpit/Core Section 200
Variable Forcefield 1,800 (300 per side)
Height: 18 ft
Width: 70 ft diameter
Length: 70 ft diameter
Weight: 85,000 lbs(47.5 tons)
Cargo: 4 tons in standard configuration
If carrying a dedicated cargo deck, the Roswell can carry up to 10 tons.
If carrying a short-haul passenger/shuttle deck, the Roswell can accommodate up to 10 passengers/troops.
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 5; transatmospheric.
(Sublight) Mach 10
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 1.8% of light speed per melee)
(FTL) None standard; see Options
(Underwater) Not standard; see Options
Bonuses: +3 Dodge, +15% to piloting skill rolls when performing maneuvers like
Market Cost: 25 million credits
Systems of Note:
Standard Aerospace Systems, plus:

*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

*ECM Suite----- The Roswell has a standard ECM suite for confusing sensor-guided weapons; -5 to strike

*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage. Note that this applies only to the underside and leading edges of the airframe.

Weapons Systems:
1) Laser Point Defense Array(3 nodes)---Three small lasers are mounted equidistant around the hull and used to dissuade missiles and enemy combatants from closing with the saucer.
a) Lasers
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 4d6 MD single shot, 1d4x10 MD burst fire
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 15,000 credits

In the alternative, the lasers can be swapped out for the following:
b) Ion Cannon
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 5d6 MD single shot, 1d6x10 MD burst fire
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 20,000 credits


c) Particle Beam Projectors
Range: 4,000 ft in atmosphere, 2.5 miles in space
(Kitsune Values: 2.5 miles in atmosphere, 250 miles in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: EPCHH
Cost: 80,000 credits

d) Tachyon Sprayers
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: 2d4x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 280,000 credits

Auxiliary Craft:
None typically, though some Roswells may be fitted to carry several hover/flycycles, a hovercar, or several small lifeboats.

Options:
*Amphibious Operation----The Roswell can be fitted to be able to operate underwater. Can travel at speeds up to 55 MPH underwater, and can dive to depths of 1,000 ft.
Cost: 18 million credits

*Drive Boost Adjustment---Growing experience with the annular drive system made possible late mode drive improvements and refit adjustments. Pushes the normal space speed up to Mach 16. Cost: 7 million credits.

*FTL Drive Booster---Gives the saucer the ability to perform relative short duration FTL jumps. The basic system is a CG-A drive unit:
Speed: 1 light year per hour; the FTL drive can go as far as 25 light years in a jump, before needing to drop out and recharge for four hours.
Cost: 10 million credits

*Heavy FTL Drive System---A more powerful FTL drive system for extended range trips can be installed.
Speed: 5 light years per hour; the FTL drive can go as far as 25 light years in a jump, before needing to drop out and recharge for four hours.
Cost: 50 million credits

*Jamming Systems---An automated low-end A.I.-managed, but 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: 60 mile radius.
Cost: 7 million credits

*ECM Suite----- A more powerful ECM suite for confusing sensor-guided weapons; -8 to strike.
Cost: 10 million credits

*Particle Scrambler Shield--- Special modules mounted on the drive ring generate a powerful particle dispersion field that HALVES the damage from ion-, plasma-, and particle-beam weapons. Also helps deflect missiles 40% of the time. Cost: 35,000 credits

*Sensor Refits---The main sensor ‘ring’ is 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: 24 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.

*Modular Lower Deck---The lower deck of the Roswell can be fitted for a variety of different purposes:
a) Cargo----Can hold up to 10 tons of palletized cargo.

b) Extra Crew Accommodations--Gives the crew extra space for long-haul flights/missions.

c) Shuttle Accommodations---Facilities for carrying up to 14 passengers or up to 10 fully-armed troops on short-duration(24 hours typically) shuttle trips.

d) Sensor Pallets---The lower core can be fitted to hold automated sensor pallets, such as optical cameras, geoscience sensors, magnetometer arrays, tachyon and neutrino detectors, etc.

e) Field Laboratory----A largely automated compact field laboratory for scientific expeditions. Depending on the mission focus, the laboratory has the necessary equipment for assisting scientists in performing onsite archaeological , biological, environmental, and/or geophysical research, and has room for up to a ton of samples.

f) Capture Pod----The deck is fitted with a large extendable grapple-net that can be used to grab targets(up to the size of a car) and haul them back inside the ship and into a reinforced containment cage(300 MDC, and depending on the target, the cage can be further reinforced with forcefields or magic).

g) Chemical Sprayer---Can hold and dispense 8 tons of liquid. If carrying water, it can treat a 100 ft-wide and 1 mile long swathe of real estate to the equivalent of a hard thundershower(does 1d4x10 HP to vampires). If using other chemicals, effects and dispersion vary.

h) Hangar Pod---This is a dedicated garage for one or more small vehicles. It can hold up to 3 CANOU stealth space capsules in greater comfort and ease of access than the earlier ‘Angon’ scoutship.

i) Drive Booster---Pushes the normal space speed up to Mach 20. Cost: 9 million credits.


*Modular Lower Weapons Pod---Rather than carry a civilian-application modular pod, the Roswell can carry a dedicated weapons pod. This is more typically seen of the military ‘Chakram’ variant than the standard ‘civilian’ version.
a) Bomb Bay---Can deploy freefall(typically ‘smart’) munitions or spacemines. Can carry up to 8 tons of ordnance.
*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
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
*Slammer Concussion Missiles/Bombs---Knockoff Triax Weapon, acquired through industrial espionage.
Range:(Missiles) 6,000 ft
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
(Bombs) 1d4x10 MD to 90 ft blast radius.
88% chance of knockdown(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
TW Weapons---Based on the work done between Paladin Steel and its allies, strategic TechnoWizardry weapons are a safer, more ‘morally acceptable’ alternative to vaporizing enemy cities with nuclear weapons. TW warheads also have certain advantages against magic-vulnerable opponents.
The downside is that strategic TW weapons are hellishly expensive in both the crystal matrices needed to hold the weapons-grade spells, and the high-level mage talent needed to produce and empower them.
Still, PS produces and deploys a wide variety of these weapons, just in case.

*TW Disharmonize---Actually more of an airburst weapon that deploys thousands of small individual grenade-sized TW ‘skeet’ warheads over a wide area, that fall to an appropriate altitude for maximum effect, then explode, causing no initial physical damage, but sowing massive chaos throughout both military forces and civilian populations. Tremendously expansive in terms of magic energy investment, and relatively short-term in its effects, it nevertheless can be an effective weapon in disrupting an enemy’s defenses in advance of a raid or troop landing.
The carrier shell is designed as an airburst weapon(300-1,000 ft up), with the dispersal charge firing the skeets out on wide arc frisbeeing trajectories to cover a maximum area of effect. Each submunition skeet affects a 500 ft radius(some overlap is unavoidable), and effects last 50 minutes. Everyone caught in the area of effect must save versus magic or else lose HALF their attacks per melee, lose initiative, and be -20% to perform all skills. Furthermore
The beauty of this weapon is that the mage-munition officer or loader, if one is available, can , simply by touching the shell before loading and launching, and uttering a safing incantation(Magic telepathy or psionic telepathy will also do the trick), fuze the weapon to affect ONLY enemy soldiers...KNOWN allies are UNAFFECTED by the magic! Of course, if no such trained combat mage or psychic is available , then the ‘generic’ shell will affect EVERYONE in the area of effect.
Needless to say, however, at 150 PPE per submunition, these weapons are awfully expensive.
Each MIRV can carry up to 200 ‘skeets’ each. The Roswell can carry up to 8 MIRV ‘buses’.

*TW Magma Weapon(RV)---Modified River of Lava spell, that creates a pool 450 ft in diameter instead, that lasts 15 minutes. If deployed in shallow water it lasts only 7 minutes and does HALF damage, but creates huge bubbles, kills local sea life, and produces a massive cloud of superheated steam that blinds anyone on the surface, fouls up thermographic imaging systems, and creates a belching sonar static that can screw up passive sonar systems in the area.
Each MIRV can carry up to 5 RVs each. The Roswell can carry up to 6 Magma-MIRV ‘buses’.

*TW Tsunami Weapon(RV)---Designed for attacking coastal targets,this weapon deploys up to 5 independently targeting RVs that each generate a tidal wave.
Each warhead creates a tidal wave roughly 150 ft high, 3,000 ft long, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches.
Note: This weapon is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large lake, or deep river.
Each MIRV can carry up to 5 RVs each. The Roswell can carry up to 6 MIRV ‘buses’.


*TW Hurricane Weapon(RV)----Ocean-attack weapon, but can also be used against large lakes. Each MIRV creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes.
Each MIRV can carry up to 5 RVs each. The Roswell can carry up to 6 MIRV ‘buses’.

*TW Maelstrom Weapon(RV)---Another ocean-attack weapon, for attacking shipping and submarine warships/installations. Like the Tsunami Weapon, the ‘bus’ can deploy up to 5 independently targeting RVs that each generate a sizable whirlpool in any large body of water they are aimed at.
Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to hem if they get submerged or if the whirlpool ‘breaks the ship’s back’.
Each MIRV can carry up to 5 RVs each. The Roswell can carry up to 6 MIRV ‘buses’.

*TW Earthquake Weapon(RV)---Each warhead acts as a 15th level Elemental Earthquake spell; 3500 ft area of effect, doing 2d6x100 MD per melee, for fifteen melees. Generates a fissure 900 ft long, doing damage to everything within 600 ft on either side of it. A full spread of Earthquakers can destroy a county.
Each MIRV can carry up to 5 RVs each. The Roswell can carry up to 6 MIRV ‘buses’.

*TW Stormfront Weapon(RV)---Airburst warheads that unleash multiple Tornadoes(one per warhead), and an accompanying Summon Storm, all equivalent to the 15th level Elemental Warlock Spells.
Tornadoes are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures take 4d6x10 points of damage(SDC or MDC), and trees are uprooted in one melee round. The tornadoes will also randomly wander about in a half-mile area before dispersing.
The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour, does 1-6 points of structural S.D.C. per half hour, immobilizing floods, and reduces visibility to near zilch; storm covers a 14 mile area, and lasts 7 hours
Each MIRV can carry up to 5 RVs each. The Roswell can carry up to 6 MIRV ‘buses’.

Rate of Fire: Volleys of 1-8
Payload: 6-8 free-fall RVs.

b) Heavy Bomb---Rather than multiple weapons, the lower core bay is actually one massive bomb/mine, typically used for destroying entire ships/spacestations/asteroids
Damage: 1d6x1,000 MD to a 200 ft wide, 5,000 ft long, area.

c) Laser Cannon Pod---A medium laser cannon in a ventral mount.
Range:(Palladium) 8 miles in atmosphere/ 16 miles in space
(Kitsune) 8 miles in atmosphere/ 8,000 miles in space
Damage: 1d4x100 MD per blast
Rate of Fire: Four times per melee
Payload: Effectively Unlimited

d) Ion Cannon Pod
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: Four times per melee
Payload: Effectively Unlimited

e) Plasma Cannon Pod
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: Effectively Unlimited

f) Variable Mode Plasma Projection Pod----This can fire either an exploding ‘bomb’ of plasma energy, or can fire a ‘spray’ of plasma that incinerates an area.
Range: (Plasma Torpedo) 3 miles in atmosphere, 6 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
(Plasma Spray) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage:(Plasma Torpedo) 5d6x10 MD to an 80 ft blast radius
(Plasma Spray) 3d6x10 MD to a 120 ft blast radius
Rate of Fire:(Plasma Torpedo) Four times per melee
(Plasma Spray)5 times per melee
Payload: Effectively Unlimited

g) Particle Beam Projector Pod
Range:(Palladium) 4 miles in atmosphere/ 8 miles in space
(Kitsune)4 miles in atmosphere/ 4,000 miles in space
Damage: 1d6x100 MD per blast
Rate of Fire: Four times per melee
Payload: Effectively Unlimited

h) Tachyon Sprayer Pod
Range: 4 miles in atmosphere, 8 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 8 miles in atmosphere, 800 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 1d4x100 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

i) Neutron Cannon Pod----Advanced neutron weapon with the capability of using an enhanced ‘R1 effect’ neutron flux to disrupt fission-based powerplants and weapons.
Range: 9 miles in atmosphere, 18 miles in space
(Kitsune Values: 9 miles in atmosphere, 900 miles in space)
Damage: 3d10x10 MD per blast
On an Natural 18-20, fission-based power systems, including critical-mass nuclear weapons, will be adversely affected by the neutron stream; nuclear reactors will have a 75% chance of becoming HALF as effective(cut range, damage, and rate of fire of weapons connected to the reactors by HALF, cut the effectiveness of fisson-powered systems by HALF), and a 25% chance of overheating due to out of control reaction(scramble the reactor or face meltdown). Nuclear weapons will be rendered inert(75%), with a 25% chance of becoming radioactive in their casings(will have to be scrapped/ejected).
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

j) Missile Launcher Pod---Can hold 5 tons of ready-to-fire missile ordnance; 470 mini-missiles OR 240 short range missiles OR 120 medium range missiles OR 60
long range missiles OR 10 Cruise Missiles.

k) Fuel Air Explosive Munitions---A single warhead(no multiple warheads) non-nuclear area of effect weapon that disperses a cloud of volatile fuel droplets in a mist over the target area, then ignites it in a rapidly propagating explosion. Besides thermal damage, the real damage from this weapon comes in the massive overpressure shockwave that it creates, capable of forcing its way into open ducts and vents, and imploding vehicles and bunkers. Also known as a ‘Daisy Cutter’, it is often used to simultaneously secure and clear landing zones of obstacles(both sentient and material). The heavy FAEM carried by the Roswell can do 4d6x10 MD to a 500 ft radius, plus 3d6x10 MD to everything else in a 3,000 ft ft radius. Those caught within the blast radius are also likely (01-88%) likely to be bowled over by the blast and stunned, if not worse....
Payload: 3 FAEMs can be carried by the Roswell.

l) Kinetic Kill Vehicle Launcher---- Works similar to a WWII ‘Earthquake Bomb’. Kinetic weapons have the advantage of leaving little or no radiation to contaminate a battlefield or potential postwar acquisition. The LKP module actually carries three separate RVs on a maneuverable ‘bus’ stage, allowing three separate targets to be hit, or a single target to be bracketed. Each RV does 1d6x100 MD to a 100 ft radius and can penetrate up to 250 ft of loose soil(100 ft of rock or concrete).
Payload: 3 LKP module ‘buses’ with 3 individual KKVs can be carried(that’s 9 RVs all total).

m) ElectroMagnetic Pulse Weapon---Designed to knockout unprotected electronics and power distribution networks, exploding at high altitude for maximum effect.
Damage: 5d6x10 MD to 100 ft blast radius
EM effects: Used against unshielded power grids(such as cities and towns), the particle blast has a 99% chance of knocking down electrical systems, including vehicles, in an 100-mile radius of the point of detonation. Unprotected computers and other hardware not protected by surge protectors, and hooked into the common power grid, may still be affected up to a hundred miles or more away by power surges through the power lines.
The EMP is less effective against shielded systems such as those on space structures(25%) and military systems(10% for surface military vehicles), which are hardened against radiation.
Payload: Up to 6 EMP weapons can be carried by the Roswell.

n) Decoy Pod---Heavy countermeasures launcher module.
Range: Typically launch out to 10 miles or more from the ship under the initial expulsion charge.
Damage/Effects:
-Ballute Decoy---This is an inflatable metallic balloon-form meant to be highly visible to enemy radar and optics. A small maneuvering drive (equivalent to a heavy Manned Maneuvering Unit) gives the decoy some capacity to mimic a ship’s normal movement.
-Wild Weasel---A more maneuverable version of the above, but the WW relies not on passive sensor reflection but on active emissions to fool enemy sensors. The WW is more robust, and can ape a more vigorous range of maneuvers on the part of the ship it’s supposed to be imitating. 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).

-Smart Chaff--- Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.

-Laser Aerosol(aka ‘Sand Caster’)---Releases a cloud of ultra-fine faceted particles that reflect and break up coherent laser light. Covers a 1,000 ft area for 5 melee rounds, during which lasers fired through it do 30% LESS damage. Anything flying through the cloud at high speed will also take 4d6 MD abalative damage. Laser Aerosol Clouds are chancy; they impede the lasers of the ship they’re supposed to be shielding as readily as those of the attackers, and the cloud does not move with the ship if maneuvers are necessitated(it will continue moving and expanding in a straight line until it completely dissipates).
Rate of Fire: EGCHH
Payload: Decoy Pod holds 25 Ballute decoys, 10 maneuvering decoys(“Wild Weasels”), 50 ‘Smart Chaff’ canisters, 25 laser aerosol canisters.



*TechnoWizardry Enhancement---This expensive option adds modified spell enhancements and PPE Batteries/Accumulators/Generators to the ship to allow for a variety of special capabilities, including true invisibility.
*PPE Battery and Generator---Stores and recovers PPE from the environment, and keeps all your TW gadgetry powered up!
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/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

Popular General TW Enhancements:
*Impervious to Energy( 80 PPE per activation, duration of 5 minutes per activation). Cost: 800,000 credits

* Star Light----Causes the starship to glow brightly in a 2,000 ft diameter sphere, making it impossible for anyone to get a hard optical lock on the spacecraft or parts of it. Similarly, radar and other sensors cannot able to make out anything inside the area of the sphere(only the sphere itself). Vampires, most undead, and other creatures vulnerable to sunlight will take 2d6x10 points of damage if exposed directly to the light and face a Horror Factor of 19 even if not.(24 PPE per activation, duration of 20 minutes per activation). Cost: 230,000 credits

*Mystic Invisibility---Renders the vessel invisible to all means of detection, but the ship is limited to only using passive sensors while cloaked. (30 PPE per activation, duration of 3 minutes per activation). Cost: 3 million credits

*Hide in Space---Cheaper (PPE-wise) stealth system, but works only in space.(15 PPE per activation, duration of 5 minutes per activation). Cost: 1 million credits

*Spell Shield---This weaves a network of PS’s new EctoFiber Magic Superconductor in and around the Kepler’s hull, producing a sort of magic ‘Faraday Cage’ that shields it from most magic attacks. This is ALWAYS on; a permanent feature of the craft.
Effects: Effectively INVULNERABLE to Magic energy attacks and mind control spells. All crew are +6 to save versus possession, and magic sensors are -2 to spot/detect/discern the craft.
The ship can, however, still be affected by indirect attacks like magically summoned wind to blow it around, meteorites, and other natural forces that are summoned, then directed at or near the protected vessel.
Cost: Currently available ONLY to PS/GNE and its allies; costs 12 million credits to produce.

*’Saucer Ops’ TW Multiplexor Mount---Specially developed and configured to mimic the capabilities of ‘classic’ flying saucers of pre-Rifts Earth lore. The saucer multiplexor uses more power and more powerful TW focusing elements, so the spells often have greater range and effect, albeit at greater PPE expenditure.
Range: (Levitation) 160 ft
(Trance) 100 ft
(Cloud of Slumber) 500 ft, and covers a 500 ft radius
(Energy Disruption) 500 ft, and covers a 100 ft radius
(Magic Tether) 190 ft
Damage: (Levitation) Can lift up to 400 lbs of weight for 30 minutes.
(Trance) Targets must save versus magic of be placed in a trance state for 50 minutes.
(Cloud of Slumber) Everybody caught in the cloud must save versus magic or be put to sleep for 15 minutes.
(Energy Disruption) Knocks out electronics for 30 minutes.
(Magic Tether) Holds fast on targets weighing less than a ton for 65 minutes.
Rate of Fire: EGCHH
Payload: (Levitation) 5 PPE per activation
(Trance) 5 PPE per activation
(Cloud of Slumber) 40 PPE per use
(Energy Disruption) 12 PPE per use
(Magic Tether) 5 PPE per use in space, 8 PPE in atmosphere
Cost: 2 million credits

*Magic Teleporter
Range: 300 miles
Payload: 300 PPE per use
Cost: 3 million credits


Variants:
“Confirmed, team is aboard. Repeat, team is aboard with the parcel and extra. Get this frisbee moving!”
“ Locking down the airlock and moving out. Say again, got an extra?”
“Got a bonus. Parcel was practically wrapped around him. Don’t worry, he’s not in any condition to cause trouble. We put both of them out and are packing them up as we speak. We had to zeke two fliers, though. Their own search and snatchers, so better get moving in case they had backup behind them.”
“We eyeballed that. Good shooting. No worries, even if they can see through our stealth, we got a route headed straight by the allis’ lines to keep the krommies busy. ”
“Now I AM worried. I don’t think either of ‘em’s going to be too pleased with a third party playing through.”
“Just leave the flying to us, spooky, you’ll be buying us the first round of beers before you know it.”

*LAT026D/ ‘Chakram’---Developed originally as a ‘stealth ambulance’ for medical evacs in battlefield situations, the ‘D’ variant was adopted by Paladin Steel Security and used so frequently for ‘black’ operations such as personnel extractions(including the voluntary or involuntary defections of various scientists and engineers) that the vehicles came to be nicknamed ‘Abductors’.
Changes/Modifications:
*Advanced Fire Control---Weapons are +4 to strike.
*Jamming Systems---Jams and distorts radar returns in a 25 mile radius of the aircraft, and communications in an 90 mile radius.
*EW Suite---The -E-026D carries a powerful radar and communications jamming suite, and attendant EW officer/operator, in order to allow it to penetrate enemy air defense nets more effectively. Enemy sensor(IR, laser)-guided weapons are -6 to strike the aircraft, radar-guided weapons are -7 to strike.
*Stealth Systems---95% chance of avoiding all forms of detection. By default, sensor-guided weapons are -5 to strike the ship.
Weapons Systems:
1) EMP Blaster----Developed to ape the reported effects attributed to ‘classic’ flying saucers of pre-Rifts Earth lore. This is a directed energy weapon, and not the explosive ordnance device described above in the munitions options.
Range: 5 miles in atmosphere, 10 miles in space. Affects a 5 mile wide area.
(Kitsune Values: 10 miles in atmosphere, 1,000 miles in space)
Damage: None physical/structural, but unshielded electrical equipment(including cybernetics and bionics) is temporarily knocked out of commission/performs erratically for 2d6 minutes. 50% chance
of the electrical system suffering a MAJOR short requiring extensive repairs, and possibly even
smoking and catching fire in overload. Unshielded digital recording systems will have lost
2d4x10+20% of their memory.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Heavy Stun Blaster---Developed from the Neural Blaster, only larger and with an area of affect.
Range: 1,400 ft. Affects a 200 ft wide area.
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively unlimited

Re: Starship designs...

Posted: Fri Aug 22, 2014 11:56 pm
by Aramanthus
This is in preparation to my posting several ship designs of "Spectral Winds" Mercenary group. I will first present a history of the group. Then the ships will start coming slowly.

Re: Starship designs...

Posted: Fri Aug 22, 2014 11:58 pm
by Aramanthus
"Spectral Winds" Mercenary Group

This mercenary force of the Three Galaxies was founded over one hundred years ago in Phase world setting. It was founded by several adventurers. One of which was Siegfried the demigod son of Odin, Alice DeVires a super soldier from another universe, R.A. Anderson an operator from Rift's earth. They founded the group after beating this pirate ship that had attacked the ship they were on.
The ship the captured was an actual light cruiser from a power which no longer existed in the Three Galaxies. The pirate who commended the ship had stumbled upon a mothball yard. But this pirate group never got back to raid this yard. The yard has been since fully raided by the Spectral Winds. The race was extremely advanced and is fully comparable to the modern Phase World. The Spectral Winds located their head quarters within the system that the yard was located after they found it.
The found that with some work the industries of the system were able to be brought back into full capabilities. With this infrastructure in place these people started to assemble a force to deal with threats. During these early days they used the captured Light Cruiser was used and abused to her limits. Eventually they had to bring another ship online. During this time they were recruiting people to add more ships to the group. After a decade the group had over two dozen cruisers and destroyers activated from the yard.
Over the years the main investors have continued their support of the Merc Group. The actual construction yards were slowly disassembled and reassembled into the hollowed out asteroids that were done to give the merc group their base of operations. They also relocated and repaired the industrial base of the system to other hollowed out asteroids as they became available. At this time they decided to create their own training facility to bring people to the level of a basic training that you see from some of the lesser star powers. This academy would be expanded as time when on.
The flagship of the "Spectral Winds" was once a Spulgorth dreadnought that was taken by the "Spectral Winds" when they ambushed the huge dreadnought. During the assault this was the first time they were working with the Cosmo knight known as "The Captain." They fought their way to the bridge where Alice received a mortal wound. Her daughter who was also a super soldier took over and killed the captain of the Dreadnought. She claimed it as her flagship.
On the way back to the home of the merc company the group witnessed a rift open and a wrecked ship appeared falling out of control from it. The managed to recover the ship and hauled into the main hold of the flagship. but unknown to them this ship they captured had an actual living component of it's hull. The surface of this bluish white ship was a living creature. And it managed to bind itself the flagship. They tried to stop it until the operator managed to make contact thru the ship. It was determined at that time that this organic being would be beneficial to the flagship. This actual living creature would integrate itself with this flagship adding it's own weapon to the firepower of the vast ship's offensive systems.
At present this merc group is the largest of independent naval power in the Three Galaxies. They have far more naval ships then some small nations. A few years ago the group made a determination that they would start building their own designs that would reflect the present era of the the Three Galaxies. So they started to produce Heavy Cruisers, Light Cruisers and destroyers. At present the group had determined to increase their overall fleet with even more diverse ship designs. They do have more designs to sell some of them to various star powers.

Re: Starship designs...

Posted: Tue Aug 26, 2014 8:13 am
by gaby
What about Oni,s ships for ther independen forces.

Re: Starship designs...

Posted: Tue Aug 26, 2014 2:37 pm
by SolCannibal
gaby wrote:What about Oni,s ships for ther independen forces.


I know it ain't the same species at all, but every time i hear about "oni ships" i have a hard time not thinking of the demonic race from Rifts Japan, in space...

Incidentally, aren't Phaseworld's onis connected to Amaterasu and the Amatsukami? This could provide an interesting crossover hook to say the least.

Re: Starship designs...

Posted: Tue Aug 26, 2014 5:24 pm
by taalismn
Frankly, Oni starships only appear but scantly; there's rules for building them in the Rifter article on building skiptracer starships, and there's an Oni-built shuttle in Rifts: Three Galaxies.
In general, Oni/Bushido Federation ships tend to be light, fast, and stealthy as hell. I'd be surprised if they had anything bigger than light cruisers in their navy; they have a well-policed society without much need for big warwagons to smash down revolting colonies or other factions of Oni, and most interspecies combat is handled by honor duels, assassination, or small elite combat groups launching precision attacks.
Against outsider forces, they're at a disadvantage tonnage-wise, relying mainly on heavy orbital defenses(think shogunate castles in space) and insanely piloted fighters and small craft to defend their worlds. The lack of heavy warships is, IMHO, part of the reason they feel forced into their alliance with the CCW, to counter the tonnage of TGE and Republik warships and their crews of conscript cannonfodder. Because some battles just can't be decided by a knife to the gut, poison in the drink, or a quick beheading blow.

Re: Starship designs...

Posted: Tue Aug 26, 2014 7:58 pm
by SolCannibal
taalismn wrote:Frankly, Oni starships only appear but scantly; there's rules for building them in the Rifter article on building skiptracer starships, and there's an Oni-built shuttle in Rifts: Three Galaxies.
In general, Oni/Bushido Federation ships tend to be light, fast, and stealthy as hell. I'd be surprised if they had anything bigger than light cruisers in their navy; they have a well-policed society without much need for big warwagons to smash down revolting colonies or other factions of Oni, and most interspecies combat is handled by honor duels, assassination, or small elite combat groups launching precision attacks.
Against outsider forces, they're at a disadvantage tonnage-wise, relying mainly on heavy orbital defenses(think shogunate castles in space) and insanely piloted fighters and small craft to defend their worlds. The lack of heavy warships is, IMHO, part of the reason they feel forced into their alliance with the CCW, to counter the tonnage of TGE and Republik warships and their crews of conscript cannonfodder. Because some battles just can't be decided by a knife to the gut, poison in the drink, or a quick beheading blow.


I ask myself what effect could have in the many states of the japanese archipelago in Rifts Earth a "first contact" incident involving the Bushido Federation.
How versed or not are the oni in supernatural martial arts or magic exactly?

Re: Starship designs...

Posted: Tue Aug 26, 2014 8:28 pm
by taalismn
SolCannibal wrote:[I ask myself what effect could have in the many states of the japanese archipelago in Rifts Earth a "first contact" incident involving the Bushido Federation.
How versed or not are the oni in supernatural martial arts or magic exactly?


Oni have NINJAS IN SPACE(really, they have their own distinctive Oni Ninja OCC) who retain some mystic ability, but magic on the whole is decidedly rare among the space oni, and even then it's mainly the province of a few old school priests/preistesses. The Bushido Federation's real strength is TECHNOLOGY, and what mystic arts they possess are the dirty little secret of a few secret organizations within the Federation.

Magic-wise, the Earth barbarians have so many magic styles that the Space Oni would be gobsmacked and hardput to keep up. On the other hand, having innocuous personal possessions that can instantly morph into vibroblades and energy blasters swings the element of surprise in the onis' favor, at least until somebody casts Energy Disruption or some other anti-tech spell.

Re: Starship designs...

Posted: Tue Aug 26, 2014 9:08 pm
by SolCannibal
taalismn wrote:
SolCannibal wrote:[I ask myself what effect could have in the many states of the japanese archipelago in Rifts Earth a "first contact" incident involving the Bushido Federation.
How versed or not are the oni in supernatural martial arts or magic exactly?


Oni have NINJAS IN SPACE(really, they have their own distinctive Oni Ninja OCC) who retain some mystic ability, but magic on the whole is decidedly rare among the space oni, and even then it's mainly the province of a few old school priests/preistesses. The Bushido Federation's real strength is TECHNOLOGY, and what mystic arts they possess are the dirty little secret of a few secret organizations within the Federation.

Magic-wise, the Earth barbarians have so many magic styles that the Space Oni would be gobsmacked and hardput to keep up. On the other hand, having innocuous personal possessions that can instantly morph into vibroblades and energy blasters swings the element of surprise in the onis' favor, at least until somebody casts Energy Disruption or some other anti-tech spell.


Nah, i'm not thinking of combat per se, but of social repercussions of a contact and how would the various states in Japan react to their technology-based but still essentially inspired in feudal japan society. Would have to hit the books, but it sounds to me like the Otomo Shogunate might have a better time adjusting but all of them might be of interest to the Federation.

What would make Splynn anything but happy... :x :twisted: :mrgreen:

Re: Starship designs...

Posted: Tue Aug 26, 2014 11:07 pm
by taalismn
Depends how conservative you want to make the Empire of Japan; old, xenophobic, caste-conscious, hate-the-eta-and-baikumen, or simply make them technophobic and tradition-loving/in touch with nature, and accepting of the fact that much of their population likely has gaijin blood in them and their ancestors at some point dug graves and handled dead animals just to survive the Dark Ages. The former might see the space Oni as horrible twisted parodies of true Japanese, pretenders to a goddess they don't deserve, and little better than another strain of monster-oni. The latter might see the space-Oni as interesting d-bees who might share a spark of common enlightenment in worshipping Amateratsu, but off-track with their infatuation with technology.

Re: Starship designs...

Posted: Wed Aug 27, 2014 7:04 am
by SolCannibal
It could make for some pretty interesting diplomatic dynamics as the Republic of Japan, Otomo Shogunate and Ichto Province would either be very interested or very paranoid about the Bushido Federation's high-tech, while those would possibly be far more interested in the more "spiritually attuned" societies of the New Empire and maybe Takamatsu, basically enshrining them to "preserve their purity" or somesuch, with Takamatsu probably being the most receptive of the two to deeper contact and maybe even assimilation in the Federation (that might be seen as veritable godsend to their already tech & magic receptive culture in a small and threatened state).

Not to mention Rifts Earth would make an awesome testing ground for their troops and equipment while keeping it all out of sight of other powers of the 3 Galaxies.

Re: Starship designs...

Posted: Wed Aug 27, 2014 11:11 pm
by taalismn
Except for the Space-Onis' racial superiority complex. Takamatsu would be seen as a bastard mutt without discipline and watering its strengths with the acceptance of outsiders, Ichto and Otomo are the worst sort of grasping venal gaijin who would invade Oni privacy and territory in an effort to acquire the Federation's technological secrets. The Republic and the Empire are schizoid halflings; one technological without spirituality, the other engrossed in spirituality, but inflexible on technology. It would have to be an uncharacteristically tolerant and open-minded Federation to contemplate friendly relations with any of these factions.

Re: Starship designs...

Posted: Wed Aug 27, 2014 11:48 pm
by SolCannibal
taalismn wrote:Except for the Space-Onis' racial superiority complex. Takamatsu would be seen as a bastard mutt without discipline and watering its strengths with the acceptance of outsiders, Ichto and Otomo are the worst sort of grasping venal gaijin who would invade Oni privacy and territory in an effort to acquire the Federation's technological secrets. The Republic and the Empire are schizoid halflings; one technological without spirituality, the other engrossed in spirituality, but inflexible on technology. It would have to be an uncharacteristically tolerant and open-minded Federation to contemplate friendly relations with any of these factions.


Have to read more on the Oni apparently, had no idea they were so stuck up on themselves culturally, though i can easily see them looking at Ichto, Otomo and the Republic like that. Though it all depends on how much one shows of each other in any contacts and diplomacy - and all groups involved do have a certain practice with intrigue, deceit and two-faced dealing.

And in the opposite side i don't mean the Oni would see them as equals, more like distant spiritual relatives whose "grassroots spirituality" could offer much if properly harnessed and Takamatsu with its "intermediary culture" in relation to its neighbors makes it a convenient starting point for colonisation/aculturation.

Re: Starship designs...

Posted: Thu Aug 28, 2014 12:14 am
by taalismn
You have Rifts: Thundercloud? It goes into greater detail on the Oni and the Bushi Federation. 'Hyu-Man' means the same as 'goblin' in Space-Oni, so the ultimate deal cut with the Human-dominated CCW, while the lesser of two evils(the other choice was dealing with the Kreeghor), it was, to the Oni, akin to choosing between sharing an apartment with a honeybadger or a bull. The latter is big and clumsy and smells bad and gets into your stuff but isn't actively trying to kill and eat you like the former.

Thundercloud also reveals the Bushi Onis' ultimate plan; become so good at using their technology to adapt, modify, and improve on everything the gaijin have that the Oni didn't before contact, sell it back to them, out-do Naruni Enterprises, run the gaijin companies into the ground, and acquire a hammerlock/monopoly on weapons and systems technology manufacture sold to the CCW , after which the Federation will be essentially controlling the CCW and can get them to protect the Federation, while also leaving them alone, turning the CCW essentially into serf-soldiers working for the Oni(I imagine at that point, however, the Altess would feel inclined to step in and punk the Oni about 'racial superiority' and who REALLY runs the Three Galaxies from behind the scenes).

Re: Starship designs...

Posted: Thu Aug 28, 2014 12:44 am
by SolCannibal
taalismn wrote:You have Rifts: Thundercloud? It goes into greater detail on the Oni and the Bushi Federation. 'Hyu-Man' means the same as 'goblin' in Space-Oni, so the ultimate deal cut with the Human-dominated CCW, while the lesser of two evils(the other choice was dealing with the Kreeghor), it was, to the Oni, akin to choosing between sharing an apartment with a honeybadger or a bull. The latter is big and clumsy and smells bad and gets into your stuff but isn't actively trying to kill and eat you like the former.


Hmmm, the thing about the 'Hyu-Man' puts things in a peculiar perspective when one stops to think of what oni means in japanese, not to mention bringing some questions to the whole that beggars the question of what was Amaterasu doing actually - either she was actively trying to keep two pet races/societies separate and antagonistic or she first found them fighting in some shared world and separated them to keep all this silly racial strife and warring out of her worship base.

Damn, it might be possible they would ally with some of the oni first depending on circunstances - or instead finance a war against the "profane beasts" blaspheming their name by their mere existence, depends on how you look at it.

taalismn wrote:Thundercloud also reveals the Bushi Onis' ultimate plan; become so good at using their technology to adapt, modify, and improve on everything the gaijin have that the Oni didn't before contact, sell it back to them, out-do Naruni Enterprises, run the gaijin companies into the ground, and acquire a hammerlock/monopoly on weapons and systems technology manufacture sold to the CCW , after which the Federation will be essentially controlling the CCW and can get them to protect the Federation, while also leaving them alone, turning the CCW essentially into serf-soldiers working for the Oni(I imagine at that point, however, the Altess would feel inclined to step in and punk the Oni about 'racial superiority' and who REALLY runs the Three Galaxies from behind the scenes).


Oh my, they are 80s cannon films' space wapanese, how quaint. That plan is laughable, on so many levels, even without accounting for the Altess or Naruni in the brew. They are really setting themselves up for a nasty fall, ain't they? I think i'll make the "oni visitors" into a band of runaways of a Federation on the brink of the fall, might make things even more tempestuous and ambiguous for all.

Re: Starship designs...

Posted: Thu Aug 28, 2014 1:11 pm
by taalismn
SolCannibal wrote:[
Oh my, they are 80s cannon films' space wapanese, how quaint. That plan is laughable, on so many levels, even without accounting for the Altess or Naruni in the brew. They are really setting themselves up for a nasty fall, ain't they? I think i'll make the "oni visitors" into a band of runaways of a Federation on the brink of the fall, might make things even more tempestuous and ambiguous for all.



Or at least pre-Admiral Perry Japanese, only they're not going to build up their fleets and take on some older established power in the equivalent of the Battle of Tsukima. Instead, they're going for a soft version of the Cylon Backdoor.

In the past I've used/created several 'splinter' kingdoms of Oni-like/oni-variants who have split off from the main line, or appear related(not that the Bushi-Oni will acknowledge any such link...the Palladium canon on them is that they don't even have knowledge of DNA...but do possess advanced nanotechnology, oddly enough).
On the whole, the canon Bushi Federation Oni are NOT the sorts you want as neighbors.

Re: Starship designs...

Posted: Thu Aug 28, 2014 2:10 pm
by SolCannibal
taalismn wrote:
SolCannibal wrote:Oh my, they are 80s cannon films' space wapanese, how quaint. That plan is laughable, on so many levels, even without accounting for the Altess or Naruni in the brew. They are really setting themselves up for a nasty fall, ain't they? I think i'll make the "oni visitors" into a band of runaways of a Federation on the brink of the fall, might make things even more tempestuous and ambiguous for all.



Or at least pre-Admiral Perry Japanese, only they're not going to build up their fleets and take on some older established power in the equivalent of the Battle of Tsukima. Instead, they're going for a soft version of the Cylon Backdoor.

In the past I've used/created several 'splinter' kingdoms of Oni-like/oni-variants who have split off from the main line, or appear related(not that the Bushi-Oni will acknowledge any such link...the Palladium canon on them is that they don't even have knowledge of DNA...but do possess advanced nanotechnology, oddly enough).
On the whole, the canon Bushi Federation Oni are NOT the sorts you want as neighbors.


There's that certainly - when i spoke of cannon films it was a riff on sometimes terribly schlocky or xenophobic action movies of the 80s like Black Rain or Kinjite, and sometimes 90s like Rising Sun, with their two-faced executives full of ambitions, dirty secrets, secret takeover plots and/or connections to the Yakuza. The Bushido Federation seems to take at least a few cues from that kind of inspiration - what makes me sorry for them, because while on paper their plan may seem awesome they obviously have no idea of of how unfeasible the sheer scale of the CCW makes the possibility of it working for them... :)

Anyway, the subject is interesting, but it has crossed my mind that it might be better to take this talk to the "CCW goddess Ameratsu" topic. ;)

Re: Starship designs...

Posted: Thu Aug 28, 2014 2:21 pm
by taalismn
Indeed, unless you have an Bushi fighter or two you want to spring? :D

Re: Starship designs...

Posted: Sat Sep 06, 2014 4:37 pm
by taalismn
Paladin Steel/Aegis Stellar Industries ‘Bradford’ Heavy Interstellar Transport
(aka ‘Enzo’, ‘E-Class’, ‘Gumball-class’, ‘Eddy-cruiser’)
http://i408.photobucket.com/albums/pp164/taalismn/img493_zpsd428650d.jpg

“Thank you for boarding Paladin Steel Corporation Colonial Transport Eliza! We are bound for New Columbia in the Aegisus Sector.
You are assigned to Accommodation Quarters two-one-four, Deck Three, Orange Quadrant, of this habitat module. Quadrant and Section officers for your specific area may be found in the Core section of each respective deck-section; simply follow the yellow line to the Social Core.
Your personal possessions and declared cargo have already been loaded and stowed in Personal Cargo Unit two-one-four in the Number Four cargo hold, Deck Eleven, Orange Quadrant, of this habitat module. If you wish to access it at any time during the trip, please contact the cargo supervisor for the module. Please note that access may be denied during certain maneuvering; if such is the case, the cargo supervisor will inform you.
Orientation will be held for your Deck in your floor’s Social Core at three pee-eem, approximately forty standard minutes from now. This will give you the opportunity to meet your fellow passengers, your Section officers, and to ask any questions you may have. We will be breaking orbit in approximately eight standard hours.
Thank you and enjoy your voyage to your new lives!”

“Sister, I still don’t see why I have to strip naked and travel drugged and asleep in a padded cold-crate on this great voyage while you get to stay awake and see the universe the whole trip!”
“Because, sister of mine, you get carsick even with shock absorbers, you fainted from motion-sickness on the ferry over to the spaceport, and you were barfing all the way on the shuttle up here. I can’t imagine what you’d be like at sustained hyperdimensional relative velocities of three light years an hour for seven weeks across intergalactic space-”
“*-yurk-”
“MEDIC!!!...well, at least that takes care of the recommended ‘no food for twenty-four hours before going into hibersleep’....”

“Have you heard about the Groton? They fitted her tankage globe as a marine habitat, with heaters and water circulators! First it was to transport some big aquatic species ambassadors in style, then later to carry marine life to aquariums and stellar nature preserves, but I also heard they’re using her to ship live seafood! That’s a honking lot of lobsters to be carrying across the stars. Hear also that the ship’s being called the ‘Gorton’...behind the crew’s backs of course.”

“You REALLY want to know how she got her nickname ‘Captain Comet’? Well, the short of it she was in command of the Orion Conveyor when she was jumped by Exile bandits. She was carrying a mixed cargo of colonists, half walking and the other half in cold boxes, so she wasn’t about to be pulled over. She WAS however perfectly willing to dump half her liquid cargo tankage as a smokescreen. Made quite a cloud of crystals trailing behind the ship, and thick enough to foul the lasers coming her direction and snowflake two boarding ships coming her way long enough for her to get across the local Palanski Limit and go to eef-tee-ell. When she dropped back into normal space in front of a sector patrol squadron, her ship was still venting enough it looked like a comet. The name’s stuck.”

The Bradford-class Heavy Stellar Transport is based configuration-wise on the ‘Enzmann’-design, a pre-FTL ‘slowboat’ configuration that uses fusion-nuclear plasma thrusters and a characteristically large fuel storage mass to thrust at low-cee velocities between nearby star systems. Enzmanns, or variations thereof, are common throughout pre-FTL societies, both human and non-human, and so are well-documented in the annals of spaceflight. Once modern FTL technologies are developed (or acquired), few cultures continue to use them, however, exchanging the massive logistics and slow speeds for more versatile and smaller fast transports. PS/ASI is in the minority of organizations that updated the designs with FTL drives.
The basic Enzmann ‘torchship’ consists of a large globular fuel tank several hundred meters in diameter, holding cryogenic slush deuterium, fed through a service conduit and core to a cluster of nuclear fusion engines. Around the service trunk are arrayed several multi-deck accommodation modules carrying cargo, crew, and passengers. The vessel is surprisingly heavily armored, especially the forward hull, as it had to survive collisions with interstellar matter at relatively high relativistic speeds, without the benefit of generated forceshielding. Even after the design was modernized with forcefields, the heavy armor was retained, rather than removed to save weight and mass.
The PS/ASI retrotech ‘Bradford’ design has been updated with the very same technology that rendered the Enzmann class obsolete. Modern contragravity FTL systems make trips that would take an Enzmann decades, even centuries, to traverse, jaunts of only hours. Internal synthetic gravity plating eliminates the need to spin the ships for artificial gravity. More efficient fusion powerplants and the smaller CG FTL drives require only a fraction of the fuel of the older engines, but the massive fuel globe is retained; the extra fuel capacity is kept for especially long range trips or for liquid cargos(see variants). Modern MDC materials and forcefield shielding provide extra protection from threats both natural and man-made(such as pirates and hostile aliens). A basic defense grid has been added, with the ability to upgrade with more powerful armaments, although the Enzmann/Bradford is not considered an ideal warship by more modern Three Galaxies standards. The habitat modules along the service spine can also be detached and used as modular space station or colony components and structures.
The Bradfords retain some of the problems of the original Enzmanns; large awkward maneuvering and an inability to operate in an atmosphere. The latter requires the Enzmann/Bradfords to carry auxiliary vessels to shuttle cargo and passengers to and from a planet’s surface.
Bradfords are also slow in FTL-mode; PS/ASI has yet to figure out how to reliably build and fine-tune the necessary engines for high-FTL speeds on high-mass vessels. Instead the Bradfords must use slower, more energy efficient, FTL systems.
What the Bradfords have in their favor is the ability to move massive cargoes and large numbers of people economically. The ability to carry large liquid(or semi-liquid) cargoes in their forward globular hulls makes them popular as tankers and for resupplying space facilities without their own access to renewable water or hydrogen supplies.
The first PS/ASI Bradfords were constructed with the assistance of the Corianus-Typhen-Rosette League(CTRL) who had actually built Enzmann-class vessels for local in-system ‘commuting’ prior to full adoption of CG drives, and so still had the orbital facilities for constructing the vessels. Under a licensing agreement, PS/ASI shared in the cost of de-mothballing and modernizing the facilities, and is allowed to run them in return for a percentage of the production(the vessels going to the League’s large mercantile fleet). Other subsequent production lines were opened in other systems with the assistance of the WZTechyards consortium. Paladin Steel uses many of the Bradfords it produces for its own purposes, but has enough spare production to sell on the open market.

Type: PS/ASI HInstelT-08 ‘Bradford’
Class: Heavy Interstellar Transport
Crew: 200, plus accommodation for up to 3,000 passengers(2,000 originally) Double to quadruple that if passengers are carried in stasis, depending on how much accompanying cargo is carried as well. If the cargo sphere is also used wholly to carry hibernating passengers, up to 36,000 can be carried.
MDC/Armor by Location:
Forward Sensor Array 6,000
Forward Fuel/Cargo Sphere 25,000
Habitation/Cargo Modules(1-3) 9,000 each
Engine Bloc 15,000
Point Defense Turrets(14) 100 each
Variable Forcefield 1,200 per side, 7,200 total

Height: 305 m(1,006 ft)
Width: 305 m(1,006 ft)
(Main sphere is 305m in diameter)
(Accommodation modules are 91 m in diameter)
Length: 610 m/2,000 ft
(Main sphere is 305m in diameter)
(Accommodation modules are 91 m/300 ft long)
Weight: 12.3 million tons empty, the ship masses some 300,000 tons, plus mass of fuel sphere is some 12 million tons.
Cargo: Each accommodation module can normally carry 18,000 tons of cargo(triple that if not carrying passengers), plus 12 million tons of liquid cargo(water or deuterium typically) in the main sphere.
Powerplant: Nuclear Fusion w/ 80 year energy life
Speed:
(Atmosphere) Not possible
(Sublight) Mach 8
(Kitsune Values: 30% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) 3 light years per hour
(Underwater) Not possible
Market Cost: 64 billion credits
Systems of Note:
Standard Starship Systems, plus:
*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 4 million miles

*Gravitic Sensors----55 million mile range
*Neutrino Detection----55,000 mile range
*Tachyon Radar---3 million miles

*Communications Suite:---Long Range Radio and Video

*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 200,000 miles.--For tight-beam communications, ship to ship, or ship/surface. The Laser can even be modulated to the blue-green for communicating with submerged vehicles

*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.

*Tractor Beams(4)----Effectively 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. These systems are typically used to assist in the recovery of small craft and the handling of cargo in zero-gee.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

Weapons Systems:
1) Point Defense Turrets(14)---These are standard CCW-pattern dual laser/mini-missile launchers that have been installed for close-in defense.
Range: (Lasers) 4,000 ft in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere /200 miles in space)
(Mini-Missiles) 1 mile in atmosphere/2 miles in space
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
Damage:(Lasers) 1d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Lasers) EGCHH, or auto-fire; 6 attacks per melee
(Mini-Missiles) Volleys of 1-8
Payload: (Lasers) Effectively Unlimited
(Mini-Missiles) 32 mini-missiles per turret; additional mini-missiles can be carried as cargo(typically takes 2d6 minutes to reload from the holds).
(Option)---The Mini-Missile launcher component of these turrets 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

2) Medium Lasers(3)----These heavier weapons are mounted in the ‘equator’ of the sphere-hull, where they have an excellent arc of fire. They are used for dealing with heavier space junk and keeping pirates at a distance.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d6x100 MD per cannon. Only two can fire on any one target at one time.
Rate of Fire: Each cannon can fire four times per melee
Payload: Effectively Unlimited

3) (Optional)Countermeasure Launchers(1-6)----These are decoy launchers meant to divert missiles and other guided weapons:
Range: Typically launch out to 10 miles or more from the ship under the initial expulsion charge.
Damage/Effects:
-Ballute Decoy---This is an inflatable metallic balloon-form meant to be highly visible to enemy radar and optics. A small maneuvering drive (equivalent to a heavy Manned Maneuvering Unit) gives the decoy some capacity to micmic a ship’s normal movement.
-Wild Weasel---A more maneuverable version of the above, but the WW relies not on passive sensor reflection but on active emissions to fool enemy sensors. The WW is more robust, and can ape a more vigorous range of maneuvers on the part of the ship it’s supposed to be imitating. 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).

-Smart Chaff--- Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.

-Laser Aerosol---Laser Aerosol Clouds are chancy; they impede the lasers of the ship they’re supposed to be shielding as readily as those of the attackers, and the cloud does not move with the ship if maneuvers are necessitated(it will continue moving and expanding in a straight line until it completely dissipates).

Payload: Each CM array holds 50 Ballute decoys, 20 maneuvering decoys(“Wild Weasels”), 100 ‘Smart Chaff’ canisters, 50 laser aerosol canisters


Auxiliary Craft:
Typically 8 heavy shuttles
16 EVA Work Pods

Options:
-Additional Weaponry:
In standard transport configuration, each cargo module has provision for being fitted with up to THREE medium weapons turrets, while the spherical liquid cargo/fuel sphere can mount up to SIX medium weapons stations. Up to an additional 46(!) PDS turrets can be added.
Heavier weapons are typically reserved for combat-conversion vessels and are NOT available to commercial craft.

-Hangar Modules:
These have provision for carrying up to 40 aerospace craft, typically 36 fighters and 4 light shuttles.

Variants:
*PS/ASI-SBB08 ‘Dewey’---A warship conversion of the Bradford-class. Though nowhere near as maneuverable as modern warships, the Bradford still makes for an effective weapons platform, and several buyers have commissioned or converted the vessels into combat vessels, in many cases using the large liquid-slush cargo tankage to provide cooling for heavy energy weapons. Additional armor has been added to critical sections, and variable force-screening has been beefed up to take the anticipated damage of heavy combat. There is no specific configuration of armaments, owing in part to PS/ASI’s inexperience with producing warships of this size, and because the design is meant to be custom-ordered and partially-designed by potential clients. A notable example is the PRC-SBB01 ‘ShenLong’, a warship conversion of the Bradford, built for a spacefaring alternate version of the Chinese Geofront Nation. The Shenlong mounts a mix of long range lasers, particle beam cannons, and long range missile launchers as its primary weaponry.
It is unknown how many ‘Dewey’-class battleships have been built(at least three though); the Amberjin facilities are too small to produce the massive ships, so presumably the rented shipyards at Corianus, with their tighter security and better local skill at constructing superheavy vessels, are responsible for turning out the first ones.
MDC/Armor by Location:
Forward Fuel/Cargo Sphere 30,000
Habitation/Cargo Modules(3) 10,000 each
Engine Bloc 18,000
Heavy Weapons Mounts(10) 1,000 each
Medium Weapons Mounts(12) 700 each
Point Defense Weapons Mounts(30-60) 200 each
Variable Forcefield 1,200 per side, 7,200 total
Weapons Systems:
1) Heavy Weapons----10 heavy-rating starship weapons systems can be carried.Cruise missile launchers count as heavy weapons installations.
2) Medium Weapons ---12 medium-rating starship weapons systems can be carried.
3) Point Defense Systems---up to 60(!) individual PDS turrets/systems can be mounted, allowing the vessel to fairly bristle with close-in defensive fire. Typically only 30-35 such turrets are mounted, however, divided between lasers, rail guns, and mini-missile launchers. Vessels mounting the maximum number of PDSes are referred to as ‘murderhogs’.
4)Countermeasure Launchers(6)
5) Fighter Complement: 12 fighters

*PS/ASI-SCV08 ’Forrestal’----Carrier warship conversion of the Bradford, retaining the heavy armor and heavy point defense armaments of the battleship conversion, but removing most of the heavy armaments in favor of hangar capacity. Like the ‘Dewey’, the ‘Forrestal’ has no fixed weapons configuration, allowing clients to select what weapons they desire(and can afford).
Again, it is unknown how many vessels of this class have been constructed, though at least one has entered service, and was deployed hidden amongst several other ‘Bradford’ transports in a convoy though a known pirate hotspot. When a particularly large bandit flotilla attacked, the SCV-08 showed its true colors, joined the convoy’s escort squadrons, and deployed its own fighter wings to bloody the piratesand repulse them.
MDC/Armor by Location:
Forward Fuel/Cargo Sphere 30,000
Habitation/Cargo Modules(3) 10,000 each
Engine Bloc 18,000
Heavy Weapons Mounts(5) 900 each
Medium Weapons Mounts(8) 700 each
Point Defense Weapons Mounts(30-60) 200 each
Hangar Bays(8; four on the spinal modules, four mounted around the base of the forward sphere) 3,000 each
Variable Forcefield 1,200 per side, 7,200 total
Weapons Systems:
1) Heavy Weapons----5 heavy-rating starship weapons systems can be carried.Cruise missile launchers count as heavy weapons installations.
2) Medium Weapons ---8 medium-rating starship weapons systems can be carried.
3) Point Defense Systems---up to 40(!) individual PDS turrets/systems can be mounted, allowing the vessel to fairly bristle with close-in defensive fire. Typically only 30-35 such turrets are mounted, however, divided between lasers, rail guns, and mini-missile launchers. Vessels mounting the maximum number of PDSes are referred to as ‘murderhogs’.
4)Countermeasure Launchers(6)
5) Tractor Beams(12)----Effectively 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. These systems are typically used to assist in the recovery of small craft and the handling of cargo in zero-gee.
Range: 5 miles in space(NOT usable in atmosphere)

6)Fighter Complement: 240 fighters

Re: Starship designs...

Posted: Thu Oct 02, 2014 3:16 am
by kellary
This is a ship design my old GM came up with for New Coventry. She was designed to sneak forces into Kreeghor controlled space for reconnaissance purposes and most importantly to drop "Recon Marines" from planetary orbit to allow them to reconnoiter pirate bases & Kreeghor facilities before landing a force of normal marines. Designed as a fast reaction ship she is capable of high speeds in all environments, & is tough enough to get out of trouble when needed thanks to being equipped with an impressive array of concealed, if defensive armaments. Although she carries a small complement of only 53 Marines, they are among the best that the New Coventry Forces have and all are extensively trained in reconnaissance & space combat.
Scott used rules from Kitsune The Temple Grounds Rifter 34 & a few other places when he designed this ship. I don't know exactly where he got them all from, so if anybody is upset about not receiving credit for their work post here & I will profusely apologize & do my best to correct it
Trafalgar Class Special Forces Transport
Manufacturer: New Coventry(part of The Human Alliance) +10% Piloting +2 dodge
Market Cost: 500,000,000 with all listed Features & Fully Loaded with all Weapons
Reinforced Bridge:750, Variable Force Field:1,000 per side, Main Body:4,500, Power Armor Launch Bay: 400 Door, Escape Pods (4): 350, F.T.L. C.G. Drives (6): 750, Sub-Light C.G. Drives (8): 600, Maneuvering Thrusters(16): 150, Clamshell Cargo Doors: 600 per section, Gravity Gun Turrets (2): 400, Point Defense Laser Batteries (4): 250, Point Defense Mini Missile Launchers (2): 350, Tachyon Scatter Guns Turret (4): 250
Speed;
Driving on Ground: Impossible, but can hover and fly as low as 15 feet above the ground
Atmospheric Flight: Mach 10, 250 Mph if carrying cargo on the external mounts or the cargo has a 10% chance per every 250 Mph of being ripped off the hull doing D4x100 per can(2D4x100 per super can)
Sub-Light: Maximum Safe Speed is 60% of light & can accelerate at 1.8% of the speed of light
FTL: 6 Light years per hour.
Range: Effectively unlimited.
Statistical Data;
Height: 70 feet Weight: 6,000 tons Length: 300 feet Width: 115 feet Cargo: 300 tons of internal cargo space in addition to the standard gear she already carries + she has external mounts over the wing flares for four giant cans or two super cans (super cans can only be unloaded in an atmosphere with special equipment or by using lifters to remove the can)
Crew: 8, 1 Pilot, 1 E.W.O Officer/Co-Pilot, 1 Commander, 5 Engineers/Gunners uses automation like never before
Passengers: 40 Troops + 5 Officers & 8 N.C.O’s
Robot Crew: 8 Piloting & Navigation Neural Intelligence Androids (with full synthetic features) has Spacecraft Prowl 75%, all Phase World Piloting, Pilot Related, Mechanical, Electrical & Domestic Skills at 90%, Speak/ read 48 languages 90%., equal to the FSR-200 Sentry Robot from Villains Unlimited in combat statistics, 50 Rockdale Type 4 Repair/Construction drones (see Kitsunes’ section on independent phase world vehicles). 10 Remote Control C.G. cargo grapplers 2 required per can Life Support: Good for three months before requiring replenishment.
Power Source: Designed for Trans-Atmospheric flight she uses two Advanced Fusion Reactors each capable of providing enough power for all ships systems by itself (Estimated 50 year life-span, but usually goes no more than 5 years before refueling).
Power Armor Launch Bay: Used to launch them from a special magnetic sling that will accelerate them to the same speed the ship is currently travelling at.
Weapon Systems: Those not under Direct Control of the crew are controlled by the computer (5 attacks per cannon, + 4 to strike)
1.) 2 (1 top mounted, 1 bottom mounted) Concealed Retractable Computer Controlled Dual Mount Light Particle Beam Turrets. Each Turret can rotate 360 and has a 180 arc of fire. D4x100 per Cannon double for both cannons in the turret firing at the same target, Maximum Effective Range 3 Miles in Atmosphere 1.5 Miles Underwater 3,000 Miles in Space, Rate of Fire: Computer can fire each cannon 5 times per melee for 20 single shots per melee or equal to the HtH of the gunner
2.) Two (1 top mounted, 1 bottom mounted) Concealed Retractable Dual Mount GR-500 Light Gravity Cannon Turrets: Used as an anti-Star fighter and missile weapon and against targets that are impervious to energy. Each Turret can rotate 360 and has a 180 arc of fire. Rail gun projectiles are fired from mounts at a significant fraction of the speed of light. 10 rounds per burst doing 2D6x10 double for both cannons in the turret firing at the same target Maximum Effective Range: 6 miles through atmosphere and 600 miles (2,575 km) in space. Rate of Fire: Each cannon can fire 5 times per melee round for 20 total shots per melee. Payload: 10,000 rounds for 500 bursts per turret To reload these rail guns either new ammo drums need to be swapped in or the old ones need to be reloaded taking 30 minutes with machinery, 4 hours without & can only be done from outside the hull.
3.) 2 Concealed Medium Range Missile launchers (Mounted in the “wings”): These missiles are used for point defense against enemy fighters and power armors. Maximum Effective Range: Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles in space. The missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn (faster than any starship unless it is exceeding its maximum safe acceleration). Batteries can launch on multiple targets at the same time. Damage: Heavy Plasma Warhead 4D6x10. Rate of Fire: Can fire volleys of up to four (4) missiles 4 times per melee per launcher Payload: 128 per launcher for a total of 256 missiles. Cargo hold has a standard can with an additional 512 missiles. Reloading launchers takes 20 minutes with machinery, 2 hours without & can only be done from outside the hull.
4.) 4 (1 top mounted, 1 bottom mounted, 1 on the bow, 1 aft) Dual Mount H.I. Laser Pulse Turrets. Used as a last ditch defense against missiles fighters & against power armors. Each Turret can rotate 360 and has a 180 arc of fire. D6x10 per Cannon 3D6x10 per pulse double for Dual blasts/ pulses, Maximum Effective Range 24,000 Feet in Atmosphere 12,000 Feet Underwater 227 Miles in Space, Rate of Fire: Computer can fire each cannon 5 times per melee
5.) 4(2 top mounted, 2 bottom mounted) Computer Controlled Tachyon Scatter Guns: The main purpose of this system is as an anti-missile point defense. They do this by firing a wide blast that affects all targets in a cone 12.4 miles long and 3.1 miles wide in an atmosphere that can destroy whole volleys of missiles before the strike the ship (Roll once against a volley and unless the missiles roll to dodge greater than strike roll, they are all destroyed.) The stream lasts for significant fraction of a second and missiles tend to run into the stream. This system has an interesting property that the system can actually be used at FTL speeds because Tachyons travel faster than the speed of light. Each Tachyon Scatter Gun is in a Turret that can rotate 360 and has a 180 arc of fire. Maximum Effective Range: 49.6 miles with a width of 12.4 miles, range and width is one quarter in atmosphere. Damage: 2D4x10 each. Rate of Fire: 4 times per melee each. Computer is +4 to strike
Payload: Effectively Unlimited.
Upper Level:
1. Cockpit, with 10 Stasis Escape Pods, 2. Luxury Crew Quarters (7) each with a “Queen” bed & a private bathroom, Captains Quarters with a king size bed bathroom & private office, Private Officers Quarters(4), Dual Occupancy N.C.O. Quarters(5), 3. “Commercial” style kitchen & Mess hall, 4.) Stairs to other levels, 5. Rec Room/Lounge with 3-D entertainment systems, card table & VR rigs, 6.) Pool (water is drained into a storage tank during combat) with latrine & two showers
Middle Level
1. Power Armor Launch Bay uses a special gravity sling to launch power armors less than 10 feet tall at up to .20% of light can launch two suits per minute, 2.) Power Armor Launch hook up, 3.)Armory: This room is protected by a hardened blast door (200 S.D.C. – A.R. 17) can store up to 60 8 FT. Tall power armors & enough gear to fully equip up to 60 troops, and has a state of the art security system that requires a voice recognized passcode, 4.) Stairs to other levels 5.) Troop ready rooms, 6.)Troop Briefing Room with 3-D holographic map table
Lower Level
1. Med Bay with 3 regeneration tanks/Auto-Doc & 4 medical droids 4 exam tables 2.) Troop Berths (Quadruple stacked bunks for up to 40 troops 3.) Troop Exercise Area/Gymnasium, 4.) Stairs to upper levels, 5.) Stasis Escape Pods (60), 6. Main Engineering & Machine Shop: All of the major ships systems route from here. These rooms house the Fusion Cores and the Phase Transceiver, Machine Shop is equipped with the tools to manufacture a majority of any replacement parts needed to fix the ship. 7.) Main Cargo Bay: this large bay is where the cargo if any will be stored, Tie down rings are mounted at regular intervals and when unused, all lay flush with the floors and walls, has 10 Contra-Gravity Tractor Beam cargo sleds, she usually carries bulk cargo since she is designed for atmospheric travel & will unload at a local spaceport or even in a large enough field, except for the external mounts, 8.) Clamshell cargo bay doors, 9.) Storage for the Cargo Sleds, 10.) Repair Droid charging & storage for up to 10 tons of raw materials used for repairs
Additional Equipment: 120 Headjack links are placed throughout the ship enabling the crew & any embarked troops to link into the sensors weapons & other features, Military Shielding, Top of the Line Military Sensors/E.C.M./communications array & targeting computer, Automatic Hull Breach Sealing System, PT-5000 Beta Phase Transceiver (Pg.; 34 D-Book 12 Dimensional Outbreak), Super Navigation Computer & Auto-Pilot Computer(90%), Hard A.I.(with all science mechanical electrical & piloting skills, see The Temple Grounds A.U.G.G. page), 2 Anti-Missile Chaff Dispensers (10 Canisters each), Magnetic Towing Drives, Grapple, Gateway Activation Equipment, Self-Repair Systems, Password anti-theft systems, Maneuver Enhancement Package(+1 Initiative, + 2 Dodge, + 10% Piloting), Integrated Stealth System (-40% to opposed Sensor Checks at ranges of 5,000,000+ miles), Sensor Baffles, Phase Field Stealth System

Re: Starship designs...

Posted: Thu Oct 02, 2014 6:53 pm
by taalismn
I presume the damage from the cargo cans getting ripped off in-atmo is if they fall on somebody below? :twisted:

Re: Starship designs...

Posted: Thu Oct 02, 2014 9:28 pm
by SolCannibal
taalismn wrote:I presume the damage from the cargo cans getting ripped off in-atmo is if they fall on somebody below? :twisted:


Would they endure long enough in reentry to actually hit something on the ground? That's a good question. :-)

Re: Starship designs...

Posted: Fri Oct 03, 2014 4:01 pm
by KLM
taalismn wrote:I presume the damage from the cargo cans getting ripped off in-atmo is if they fall on somebody below? :twisted:

Nope, it is the structural damage done to the ship.

However d4*100 MDC is in the range of a nuclear warhead, so for a chance of 10% per 250 mph,
this damage is way too high.

Re: Starship designs...

Posted: Fri Oct 03, 2014 6:18 pm
by SolCannibal
KLM wrote:
taalismn wrote:I presume the damage from the cargo cans getting ripped off in-atmo is if they fall on somebody below? :twisted:

Nope, it is the structural damage done to the ship.

However d4*100 MDC is in the range of a nuclear warhead, so for a chance of 10% per 250 mph,
this damage is way too high.


Veritable speeding cans of highly concentrated hurt. :mrgreen:

Re: Starship designs...

Posted: Fri Oct 03, 2014 7:01 pm
by taalismn
Pity. "Can-Bombing' would have been my new favorite tactic of choice. :P

Re: Starship designs...

Posted: Fri Oct 03, 2014 8:41 pm
by kellary
it's supposed to be the structural damage to the ship, even with CG fields around the ship from the drives a 200 ton block would require extensive reinforcing to hold in place. The damage is supposed to be from the structural supports being ripped off the hull as the can tears away. it would probably rip a 60 x 20 hole in the outer hull. at least that's the way Scott explained it to me when I asked him about it way back when

Re: Starship designs...

Posted: Sat Oct 04, 2014 9:09 am
by SolCannibal
In an utterly obscure aside, did not TMNT/After the Bomb's Guide to the Universe have some bare bones stuff on spaceships & other vehicles? Good bet it's even more out of synch than Mechanoids Trilogy stuff, but who knows, might be worth tinkering a little with.

Re: Starship designs...

Posted: Sat Oct 04, 2014 2:39 pm
by kellary
the D4x100 is structural damage to the hull from the supports necessary to carry 200 ton blocks on the exterior. Maybe a little clarification is necessary however on this point, it is d4x100 damage if the can gets ripped off no matter what speed you are traveling at, if you go mach 10 losing the cans will do d4x100 and if you go 500 Mph but roll badly enough that they go flying it is still d4x100. The speed you are traveling at doesn't matter as far as how much damage you will take just increases the likelihood of taking the damage

Re: Starship designs...

Posted: Sat Oct 04, 2014 6:57 pm
by taalismn
SolCannibal wrote:In an utterly obscure aside, did not TMNT/After the Bomb's Guide to the Universe have some bare bones stuff on spaceships & other vehicles? Good bet it's even more out of synch than Mechanoids Trilogy stuff, but who knows, might be worth tinkering a little with.


Indeed, but aside from the Triceratons' massive asteroid ships/arks, the vessels in TMNT were essentially tin-walled shuttles.