(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?!” ----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.