Aegis Stellar Industries LaFayette-class Light Cruiserhttp://i408.photobucket.com/albums/pp164/taalismn/img682_zpshiivhzqf.jpg “The LaFayette’s the ship the ASI fleet’s really been waiting for; it’s fast, it’s well-armed, and its versatile, and it’s no slouch at any of its tasks.”
“The biggest complaint we’ve heard so far is from the fighter squadrons assigned to the Lafs; the pilots like to complain that the approach to the landing bay is a bit tricky, approaching from the rear quarters, what with a narrow approach window. Then again, the Lafs are light CRUISERS, not carriers, so you can’t expect them to be especially accommodating, design-wise, to fighters.”
“You’ve clearly been flying off the first models, then. The ‘H’ pods address that issue quite nicely; the Laf really does become a carrier with the hangar module added.”
After much careful and cautious negotiating, ASI was able to win a significant recognition from the CCW when they were able to obtain licensing to produce refit components for the CCW’s Thesera Sector’s (where ASI’s Ambercirn System headquarters is located) aging reserve fleet of Lasser-class Frigates. This meant that PS/ASI got technical information transfers on everything about Lasser construction and operations, the better to service the older warships. PS/ASI was also able to obtain two older decommissioned Lasser HAFG117C transport refits for their own use. This gave PS/ASI another opportunity to look over modern(or at least close to modern) 3G warship design. In time, ASI was able to parlay the success of their refit program into permission to develop an indigenous design for a light cruiser based on the Lasser. The original corporate plan was to produce a simple slightly enlarged version of the Lasser, outfitted with updated weapons similar to a number of already existing refits, but ASI engineers wanted to go both larger and add modularity to the design, which forced much recalculation and redesign. In the end, plans to ‘clone’ the Lasser design were dropped in favor of a more extensive overhaul and revision of the design, which came to be called the LaFayette Light Cruiser.
The LaFayette, as it has emerged, is just barely recognizable as a ‘stretched’ Lasser with a more angular appearance, an extra hundred fifty feet of midsection and a third more mass. Most of this extra room has gone to protection and armaments, but the drives have also received an upgrade. The in-house rumor is that the more powerful engines are modified copies of Naruni designs, provided by the CCW as part of their plan to diversify their outsourcing of military hardware, but this rumor remains unsubstantiated. Regardless, the LaFayette has an excellent turn of speed, especially for a vessel constructed by a ‘newcomer’ company. Other changes include the addition of more modern point defense systems, and hints of components and design systems from earlier ASI craft(especially the distinctive ASI ‘turtle pod’ hull body and modular bridge assembly).
Aegis Stellar Industries also attempted to extend parent company Paladin Steel’s philosophy of modularity to the LaFayette, modifying the lower secondary hull (aft of the forward sensor array) to be modular and easily swappable in-yard for customizing the basic ship to a variety of duties. This move was vindicated with the discovery of the smaller Human Alliance Corister-class frigate, which also featured a modular hull pod. The incorporation of this feature has allowed ASI to quickly turn out a number of basic frames that could be just as quickly customized to meet corporate needs and tailor the ships to customers’ orders.
The LaFayette is produced only by ASI in the Three Galaxies, albeit at several locations(though PS has begun deploying several in the Rifts Earth home system). The first batch of LaFayettes, though originally intended for PS/ASI/GNE forces for convoy escort, would be rushed to the Syndian Republic in time for the Second SynRyz(or Kadavist) War. Early reports from that conflict would help shape refinements that would go into subsequent construction. Subsequently, the LaFayette is quickly becoming the ‘standard’ warship of the PS/ASI security flotillas.
Type: PS/ASI-SCG-17 LaFayette
Class: Light Cruiser
Crew: 220+60 marines
MDC/Armor by Location:
Main Body 16,000
Bridge 4,000
Secondary Modular Hull 11,000
Main Sensor Array 900
Secondary Sensor Arrays(3) 600 each
Heavy Lasers(2) 600 each
Secondary Lasers(12) 300 each
Long Range Missile Launchers(2) 300 each
Point Defense Grav-Guns(8) 100 each
Hangar Bay 3,000
Engines 7,000
Variable Shields( 1,200 each side, 7,200 total)
Height: 160 ft
Width: 100 ft
Length: 950 ft
Weight: 120,000 tons
Cargo: 2,800 tons
Powerplant: Advanced Nuclear Fusion w/ 50 years energy life
Speed:
(Atmosphere) Hover to Mach 9(transatmospheric); rarely lands
(Sublight) Mach 10
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1% of light speed per melee)
(FTL) 5 light years per hour
Market Cost: Est. at 3.7 billion credits
Systems of Note:
Standard Starship Systems, plus:
*Long Range Sensors----Lassers mount large multimedia sensor arrays, a feature retained on the LaFayettes. The sensors can pick up on vessels moving at FTL up to 25 light years away, and vessels moving through normal space up to 0.9 light years away.
*Docking Collars(3)----Three external docking collars with extending tubeways for servicing additional starships docked to the LaFayette. One is mounted on each side, the third on the underside rear. If not carrying a hull pod, a fourth ship can be docked to the underside life support core superstructure.
*Tractor Beams(4)--------Effectively each rated for 1,500 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 10 miles in space(NOT usable in atmosphere)(Kitsune Values: 10,000 miles in space).
Weapons Systems:
1)Heavy Lasers(2)---The main bite of the Lasser-class is the pair of heavy lasers mounted in the forward hull. These have been retained on the LaFayette.
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) Secondary Lasers(12)---Another holdover from the Lasser is its secondary batteries; backing the main laser cannon is a larger array of lower-powered weapons for saturation attacks. Up to six cannons can be brought to bear simultaneously on the same target in a broadside, or all 12 can engage targets in the dorsal and ventral arcs.
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, 8d6x100 for six cannons firing simultaneously
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
3) Long Range Missile Launchers(2)---These launchers are also used to deploy recon drones, probes, and special ordnance.
Range: Varies by Missile Type(Long Range Missiles)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type(Long Range Missiles)
Rate of Fire: Volleys of 1-10
Payload: 120 per launcher; additional missiles may be carried as cargo, and reloaded from storage.
4) Point Defense Turrets(10)----The LaFayette replaces the original grav-cannons with dual pulse-laser and mini-missile launcher turrets, sacrificing some range for greater damage and versatility. The LaFayette also adds two additional PDS turrets for greater coverage against missiles and fighters.
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
*18 fighters
*20 Power Armors
*3 Shuttlecraft
Options:
The big option on the LaFayette is the Secondary Hull Pod, which can be slipped over the lower life support core and outfitted for a variety of different purposes. Rather than formal variants, the SHP allows for a confusing(to enemy sensors) abundance of different configurations, though most ships will stick with one for their entire operational lives.
The following are the more common configurations(but not ALL of the possible pod types):
*’B’-Barracks Pod---Adds passenger capacity, housing up to 120 passengers in diplomatic comfort, or 320 troops in more spartan accommodations.
*’C’-Cargo Pod----Dedicated cargo module, adding 10,000 tons cargo capacity.
*’D’-Drive Pod----Removes hangar capacity in favor of an additional engine section, boosting the ship’s sublight speed to Mach 15.
*’E’-Escort Pod---Outfitted with a complement of point defense weapons systems for use in picket and interception duties
-Point Defense Turrets(6)---Adds six more PDS turrets identical to 4) above.
-Tachyon Scatter Guns(4)
Range: (Palladium)6 miles (10,000 m) in space w/ 3 mile wide arc(cannot operate in atmosphere)
(Kitsune Values: 600 miles in space)
Damage: 2d4x10 MD per shot
Rate of Fire: EPCHH
Payload: Effectively Unlimited
*’F’-Plasma Pod---Mounts two heavy plasma torpedo launchers in place of embarked fighters(still retains the shuttles).
---These are direct-fire weapons that fire bolts of plasma trapped in a temporary magnetic ‘shell’ centered on an evaporated ‘seed’ of ultra-dense deuterium ice, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(this is how the ship’s gunners can manipulate their energy projectiles at short range and correct their course....each of the launch arrays’ mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 20 miles in atmosphere, 200 miles in space
(Kitsune Values: 200 miles in atmosphere, 200,000 miles in space)
Damage: 1d6x100 MD per blast to 100 ft blast radius
Rate of Fire: Each array can launch volleys of 1-8 torpedoes, twice per melee
Payload: Effectively unlimited
*’G’-Gravity Gun Pod---Mounts two heavy gravity guns in place of embarked fighters(still retains the shuttles).
Range: 25 miles in atmosphere, 70 miles in space
(Kitsune Values: 70 miles in atmosphere, 70,000 miles in space)
Damage:(Kinetic Penetrator) 3d6x100 MD to 15 ft radius
(Multi-Munition Fragmentor) 3d6x10 MD to 300 ft radius
(Heavy Plasma) 2d6x100 MD to 150 ft blast radius
Rate of Fire: Three times per melee
Payload: 100 shells per cannon. Additional shells may be stored in the cargo holds and reloaded within 30 minutes(3 shells per ton of cargo)
* ‘H’-Hangar Pod----DOUBLES fighter capacity to 32 fighters.
*’I’-Ion Pod---Adds capacity for four heavy ion cannons and a dedicated powerplant in place of embarked fighters(still retains the shuttles).
Ion Cannon--(ionization rules courtesy of Henning Rogge)
Range: (Palladium) 4 miles in atmosphere, 12 miles in space
(Kitsune Values) 12 miles in atmosphere, 12,000 miles in space
Damage: 1d4x100 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: Five times per melee
Payload: Effectively unlimited
*’L’-Laser Pod---Adds capacity for three more Heavy Lasers and a dedicated powerplant in place of embarked fighters(still retains the shuttles).
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
*’M’-Missile Pod--- Mounts an additional battery of long range missile launchers(identical to those mounted in the main hull) in place of embarked fighters(still retains the shuttles).
Range: Varies by Missile Type(Long Range Missiles)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type(Long Range Missiles)
Rate of Fire: Volleys of 1-10
Payload: 200 per launcher; additional missiles may be carried as cargo, and reloaded from storage.
*’N’-’Net’ Pod---A module fitted with heavy area-of-effect weaponry in place of fighters. Typically used as an anti-fighter/missile picket.
a) Heavy Tachyon ScatterGuns(4, 400 MDC each)
Range: 5 miles (2,500 m) in atmosphere, 10 miles (10,000 m) in space w/ 6 mile wide arc*
(Kitsune Values: 5 miles in atmosphere, 5,000 miles in space)
*Width are reduced to 1/4th in atmosphere
Damage: 1d6x100 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
b)Heavy Rail Guns(2, 500 MDC each)
Range: 40 miles in atmosphere, 80 miles in space
(Kitsune Values: 40 miles in atmosphere, 40,000 miles in space)
Damage:(Exploding/Fragmenting Flechette): 5d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
(Penetrator): 2d6x100 MD
Rate of Fire: Four times per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes( 200 tons ammunition storage, 1 ton of cargo per 12 rounds)
*’O’- Medical Pod(aka ‘OR’)---Flying field hospital with a capacity of caring for up to 200 patients at a time. Includes 6 fully equipped operating rooms, recovery wards, laboratories, and hangar capacity for 6 shuttles(no fighters).
*’P’-Planetary Assault Pod---This pod carries the launch systems for freefall kinetic and explosive weapons meant to be deployed against surface targets(the ‘superbomber’ concept). Can typically carry up to 8,000 tons of deployable ordnance, such as the following:
a) Kinetic Bomb---Fairly typical 2 ton ‘rod from god’ high density kinetic penetrator
Range: Orbit to Surface
Damage: 2d6x100 MD; effective blast radius of 120 ft. Can penetrate up to 400 ft into solid rock, dropped from orbit.
b) Light Kinetic Penetrator Module ---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)
Weight: 4 tons
c) Heavy Kinetic ‘Smasher’--- A single-shot warhead(no multiple warheads) weighing 12 tons. Hits with considerably greater velocity and kinetic energy. Does 1d6x100 MD to a 90 ft radius, and does DOUBLE damage to any fixed-foundation structures in a 200 ft radius, due to ground shock.
d) Heavy ‘MaxSlap’ KEW-----Designed to be ‘lobbed’ for maximum kinetic impact, the super-heavy bomb does 1d8x1,000 MD to 250 ft blast radius, and can penetrate up to 500 ft of earth(300 ft of rock or concrete), for attacking bunkers or undercutting larger structures.
Weight: 21 tons
e) Fuel Air Explosive Munition---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 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....
Weight: 15 tons
f) ElectroMagnetic Pulse Weapon---Designed to knockout unprotected electronics and power distribution networks, exploding at high altitude for maximum effect. Up to four of these weapons can be carried on a common ‘bus’.
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.
Weight: 1 ton ‘bus’
g) Heavy Nuclear ‘SunBombs’---These are the heavy PS/ASI-made weapons used exclusively by their forces. They are rarely used against inhabited/habitable worlds(used against exclusively military targets).
Weight: 10 tons
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
h) X-Ray Laser Bombs
Weight: 10 tons
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.
i) 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.
Weight: 10 tons
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.
j) 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. They are also lightweight, allowing more of them to be carried and deployed.
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.
Weight: Each RV ‘bus’ weighs 1 ton.
j1)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.
Each MIRV can carry up to 200 ‘skeets’ each
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.
j2) 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.
j3) 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.
j4) 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.
j5) 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’.
j6) 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.
j7) 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
Rate of Fire: Volleys of 1-20
Payload: 80 free-fall RVs. Additional RVs may be carried as cargo(
*’S’-Sentry Pod---Holds an advanced long range sensor system. The ship can now pick up on vessels moving at FTL up to 30 light years away, and vessels moving through normal space up to 1 light year away.
*’T’---Tender Pod---Designed to work with the module-equipped Sunchaser- and Windfola-class corvettes. This pod is an open-framework holding additional modules(up to 30) to swap out with the smaller ships, and the apparatus needed to do it in the field.
*’U’---’Universal’ or ‘Unknown’ Pod----A dedicated science pod with dedicated laboratory facilities. Can be variously outfitted for astronomical or planetary sciences studies, including quarantine facilities for medical research. Has onboard living facilities for up to 30 research staff, although in the more extensive/secured research configurations, the scientists may live entirely in the main hull of the ship, and direct automated systems in the science pod. Some variants on this pod can be detached and deploy station-keeping thrusters and external solar panels and antennae to act as free-flying mini-space stations.
“Y”-Pod---Special designation given to a ventral hangar or drop-pod holding a large submersible vehicle that can be deployed from the LaFayette. Reports that several examples have been used to deploy combat submarines on worlds of the TGE contested by the FWC, or Golgan worlds (especially those contested by nationalist movements) remain unsubstantiated.
Variants:
*SCG-17C----These are either late production frames or conversions of earlier construction hulls that have been converted into fast transports. The Heavy Lasers, missile launchers, and half of the secondary laser batteries were removed, and crew needs reduced by HALF, to accommodate capacity for 10,000 tons of cargo. Typically the fighter complement is retained as escort.