A little sumpin' I threw together based loosely on the original
Sol-Bianca. Some of the systems used are NOT cannon, but that's okay, because the SB couldn't be built using ANY of the ship building systems out there in RPG land (I know...I've checked). Imagination and improvisation is a wonderful thing
Xai Dimensional Cruiser "Aegis of Elsydeon"
Model Type: XSR-01 'Star-Rider'Phase Cruiser
Class: Scout Cruiser / Heavy attack ship
Crew: 5; Pilot, navigator, com-officer, fire-control, engineer. May carry up to 24 extra passengers / crew.
M.D.C. By Location:
*Plasma-Laser Emitters (18; 14 keel, 4 bow) - 350 each
*LRM Launchers (6; Ventral Bow) - 500 each
*Pop-Up Sliver-Gun Turrets (4) - 200 each
Primary Engines (4)- 3500 each
Wing Manoeuvre Pods (2) - 2000 each
Keel / Main Weapons Cluster- 1250
Ventral Loading Ramp / Airlock - 800
Shuttle-bay Doors - 800
Main Body- 10,000 | Forward 1/2 (sensors, etc...) - 5000
Bridge-1800
Variable Shields (6 facings)- 1000 per side
Note: "*" denotes a location that is generally hard to hit; -6 to strike and requires a called shot.
Speed:
Flying: Inatmo; Mach 1.5. Exatmo; Mach 22+ on impulse drive, Mach10.75 by gravitic drive alone.
Sublight; 0.5c straight line travel
Note; reduce speed by 20% per inoperative engine,
FTL: Equal to Type-C phase drive; 3.5 LY/ hr.
Special System;Trans-Dimensional Drive Generator
The Aegis has a trans-dimensional gateway device incorperated into its FTL drive, linked through the "phase- ghost" system. This allows the Aegis to rift into other dimensions. A pilot / navigator must cyber link with the computer (psi or mind-impulse link helmet) and then roll their dimension lore skill or astrophysics (@ -15%) to travel to a new dimension. Then after 1D10 minutes (if successful) , the ship wil ‘dive’ into another dimension / reality. A failed skill-roll wil result in a dimensional syphon (Pg. 160-161 AU:GG), sending the ship & crew randomly through space- time.
Up to 5 dimensions can be saved into memory without recalibrating, and Athane can use its / her own navigation systems to travel back & forth between those dimensions. Due to the enormous power drain, the TDG shuts down for 12 hrs. after each jump, and all weapons, shields, active sensors and engines will be off-line for 20 minutes.
Range: The life-support system allows the crew to function for up to 1 year. The particle impulse engines have a nearly unlimited range (hooked directly into the reactors).
Statistical Data:
Height: 75.4m Width: 51.75m (hull), 87m (wing-span).
Length: 121.5m. Weight: 4,040 metric tonnes fully loaded.
Cargo: 10x5x5m bay, with 400 tonne capacity.
Drive Type(s): Primary; Particle Impulse.
Secondary; Gravitic Impeller.
Power System: Quantum Zero-Point energy cell (indefinite)
Market Cost: 2 billion estimated (?).
Weapon Systems
1) Gravitic Ram; The entire forward edge of the Aegis’ bow contains a powerful gravity-wave projector system. Normaly this is used as a navigational deflector in other Star-rider clas vessels, but was modified for offensive use in the Aegis of Elsydeon. Though short ranged, the gravitic ram is useful for boarding actions, as its blade shaped gravity pulse can tear a sizble hole into the side of a capitol ship or large transport vessel.
Primary Purpose: Anti-Ship
Range: 3.2km in space (not useable Inatmo)
Mega-Damage: 6D6X10 per blast.
R.O.F.: Once per melee.
Payload: Effectively unlimited.
Heavy scale= -6 Vs. small targets.
2) Plasma Laser Emitters (18); The emitters project a stream of plasma shaped in a magnetic field propelled by a laser, usually taking the form of 'whips'. Multiple streams may also be focussed into a steady stream for use against capitol ships. Not only powerful, these weapons are also highly accurate & precise.
Primary Purpose: Anti-Ship & Anti-Fighter
Range: 46.4km in space (50% range Inatmo!)
Mega-Damage: 1D6X100 per blast.
R.O.F.: Each PLE can fire 3 times per round, and up to 6 may be fired at one target at a time.
Payload: Effectively unlimited.
Heavy scale= -2 Vs. small targets (advanced targeting).
3) Forward LRM / Torpedo Launchers (6): Located in the bow are 6 single-tube LRM & torpedo launchers, facing forward. Typically these launchers are loaded with plasma or gravitic warheads.
Range: as per warhead type.
Mega-Damage: As per LRM / Torpedo type.
R.O.F.: Individually or in volleys of 2 per launcher (total volley of 12 warheads). Each volley counts as 1 gunner action. Once 10 warheads have been launched, it takes 3 actions (1/2 a melee) for the auto-loading system to reload another 10 from the magazine.
Payload: 10 per launch system plus an additional magazine of 20 per launcher, for a total 180
4) Sliver-Gun Turrets (4); Located forward of the ventral airlock,mid way on the dorsal port & starboard bow and between the upper pair of engines at the rear. These point- defense mass-drivers can cycle through 4000 rounds per minute of tungsten flechettes, each sliver able to rip through a metre or more of heavy armour.
Primary Purpose: Anti-Ship & Anti-Fighter
Range: 4.8km in space, 1,828m Inatmo
Mega-Damage: 8D12 (or 2D4X10+16) per 40 round burst. In addition, all damage is armour piercing (critical on a roll of mod. 20).
R.O.F.: 1 burst per gunner action, or 3 automated.
Payload: 200,000 rounds per gun (500 bursts).
Point defense scale= no penalty Vs. small targets.
Note: Rotating turrets give a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses). If set for auto-fire, the guns are +4 to strike (+6 if lock on has been achieved).
5) Phase Resonance Cannon (1): After the deployment of several ancillary structures, and approximately 10 seconds for charging, Star Rider cruisers can discharge a 'phase resonance' bolt. The bolt causes massive quantum fluctuations as space-time its self is torn apart by a 'zero- point' event.
Primary Purpose: Anti-Capitol Ship
Range: 800km (not effected by atmosphere)
Mega-Damage: 2D4X1000 per blast at point of impact, plus an additional 1D4X100 to a 50ft. radius when used against capitol ships or large installations. Damage is not reduced by special armours, and will do ½ damage to all other shield facings upon impact against space vessels.
R.O.F.: 1 blast every 2 minutes, and takes 20 seconds to deploy
Payload: effectively unlimited (see above).
Capitol Ship scale= -11 to strike small targets.
6) Quantum Displacement Translocator: Not a weapon per-se, Star-Rider cruisers can use their dimensional drive to make short range "jumps" nearly instantaneously. In fact, the cruisers can even "resurface" inside of a larger capitol ship / space station regardless of shielding.
Range: 3.2km (can not be used in a gravity-well).
Payload: 20 jumps, and then takes 1 hour to re-charge. Each jump takes one action (pilot or co-pilot).
Note= +2 to dodge& initiative when actively jumping.
Other Systems
Defensive Systems:
Crystallis Armour: The outer hull & armour plating is a duraloy / crystallis composite. First, all energy weapons will do only 50% damage. Secondly; one minute (4 melees), after combat has ended, all damage to the armour will begin to regenerate spontaneously, using the energy diffracted to heal its crystalline lattice. This applies to coherent energy weapons only (Lasers, particle beams, etc), kinetic weapons will do full damage.
Dimensional Phase-Dive: The Aegis can "dive" out of normal space-time, becoming insubstatial and invisible to most 3-dimensional beings / objects (Prometheans & phase adepts can detect the ship). While in "ghost" mode, the Aegis travels at 25% speed, and is unable to interact with (I.E.; fire weapons at) unphased objects, but can move through solid objects and is not subject to gravity fields. It can even materialize inside of starships & stations large enough to contain it. The PD "ghost" system can be active for 20 minutes, but uses 1 charge from the Quantum Translocator per minute in use.
Sensors
Advanced & Military Sensors; Can track and identify up to 500 targets with a 2000 mile range (3200km), and track an additional 25 objects out to 4000 miles (6400km); 2 range Inatmo. Objects as small as a golf ball can be seen at a distance of 300 miles Inatmo, or 26,000 miles in space (41,600km). Communications range is 200,000 miles (32,000km) in space. See later for combat bonuses.
Satellite Up-link Computer; Used for sending and receiving information from civilian and military satellites.
Super-navigation Computer & Auto-pilot; 50% skill for FTL and Sublight navigation, and 50% Skill for piloting.
Artificial Intelligence: Athane: I.Q 20, Alignment scrupulous
Personae; female, Disposition; cool but frieidnly.
Skill Notes: Astrophysics= 51%, Tri-Gal Lore= 46%, Dimensional Navigation= 40%, Intelligence= 46%.
Miscellaneous
Artificial Gravity; Provides standard 1g environment within the ship.
Crew Quarters; Each crew member (28) has their own private room with; bed, closet, computer unit and Bathroom.
Recreation; A large garden or 'park' is the main recreation area of a Star-Rider cruiser, which includes a dome-styled holographic viewer. Plus there are 2 lounge areas resembling bars and / or cafeterias also located in separate sections of the ship.
Medical Facilities; Up to 5 crew members at a time may be cared for by the auto-doc system and regen- tanks. Cryo- Sleep tubes for 20 are also equipped.
Type 3 Recycling system (Atmosphere & Biological);
Can continuously provide recycled, breathable air for an indefinite period for the crew plus passengers. Food and drinking water may also be recycled via hydroponics and enzyme & nano-bot re-combiners for up to 1 year before needing replenishment.
Trans-Atmospheric Capabilities; Design elements and the contra-grav system allow Star-Riders to enter and leave planetary atmospheres.
Hull Breach Auto-Repair; Triple redundancy system, prevents catastrophic loss of atmosphere from hull breaches.
Repair Systems; Star-Riders have a built-in spacecraft repair kit that allows the crew and technical staff to effect any repairs in the field as long as there are spare parts and / or materials available. Up to 150% of the Star-Rider's' total MDC is carried in spare materials. See "Au; Galaxy Guide" Pg. 169 for details.
Remote Nanotech Repair Array: This system uses nano- fluidic technology to repair internal damage to the ship. A mechanics or electronics skill roll is needed (depending on internal damage type), from either a skilled crew member, or dedicated engineering A.I. unit. Only 1 damaged system may be repaired at a time, and a repair roll failure (2 failed rolls out of 3) means the damaged system can not be repaired and must be replaced. Time for system repairs are reduced by 50% using the RNR array.
Nanotech Constructor Array: A combination of the recycling system and the R.N.R. array, the nanotech constructor can create useful items out of scrap materials. Though not able to construct a full suit of power armour, it can “grow” a replacement piece of armour, servo or circuit board. First, a pristine part must be scanned, then the technician must make an appropriate skill check to construct a new part. It takes approximately 30% more raw material to copy an original part and only objects under 1.2mX1.2mX1.2m may be created. Every 10 cubic centimetres takes 1D4 hours to grow (may take up to twice as long for complex items).
FTL Life-boats (2); See "AU; Galaxy Guide" Pg. 181 for details.
Self Destruct; To prevent capture of sensitive intelligence, prevention of ship theft, or as a last ditch retributive attack.
Other Vehicles
Up to 12 Power-Armour suits or 4 vehicles (light APC's, Hover Jeeps, etc) may be carried in the lower cargo / air- lock section. 1 vehicle = 3 Pwr. suits.
The Rear ventral section (under the engines) has a dedicated shuttle-bay which can accommodate 1 shuttle of 100 tonnes, or up to 100 tonnes of fighters.
Bonuses
+3 Initiative, +5 to dodge Exatmo & Inatmo, +2 to strike with all weapons and +25% to combat piloting rolls and +10% to weapon systems lock-ons.
P.S.; please excuse the type setting...stupid phpBB